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The Darkest Flame
Tremors


Back through the portal - DM Marcin 
Tuesday February 26th, 2008 4:06:44 AM

...And there is no flash of light, no sense of disorientation common to magic travel, no fluid change of surroundings. Whoever crafted this portal in ages long past made it work in a very subtle way. One step forward is all it takes to travel from the dark woods around the City of the Damned back to the reality of the Wold. If you blinked you could miss the change of surroundings altogether.

The party emerges from the huge portal made out of three blocks of stone - the same one they used to enter Fae Skiemir a few days ago. It is noon and the air is still and warm. Sunlight flows down from the sky warming the barren ground, the grey stones of the portal and ancient runic inscriptions on them. Dwight takes in a sniff of the air, but it is not city yet - all he can smell is dust.

Draax takes a look around. All he can see in the barren landscape are rocks and shrubs and a distant line of trees, but -

"...It is a great honor to me that I have been selected by this august body to receive such a prestigious award." - comes from behind one of the rocks. "It is a culmination of long years of study - hmm, hmm, scratch that - long decades of study - yes, much better - and - hmm? What was that?"

Troughton's head pops up from behind one of the rocks. His eyes widen with surprise, and then the little man starts running towards the group, waving his hands. "You're back! Alive! Ah-ha! I knew this time I finally got it right! How was your journey? Tell me everything! What did you see in Fae Skiemir? You did end up in Fae Skiemir, didn't you?"

[I have sent an e-mail entitled "Wold: WH: change of DMs" to everyone - or at least I think it was to everyone. If you haven't received it, could you please include your e-mail address in your next post?]

Jova 
Tuesday February 26th, 2008 6:06:55 AM

Jova accepts Tratains offer to help 'stone' their fallen comrades. The procedure ends up being much harder than expected. Moving the large Taurs around was heavy lifting. Horvis was laid in a pose of rest and tranquility. Lumi-Juov on the othert hand was positioned with weeapons drawn. Jova had a hard time selling this to Tratain.

After the dragon gives them the pass out of the portal, Jova is left with the notion Phadeus knew much more than she had told them. Had they mentioned Arraks name? Jova shrugged his shoulders not remeberting.

Back on the side of the light. Well versus their predicament with the city of evil that is. The air seemed much the same. Then he hears the exclamations of their portal guard they had left behind. After everyone finishes their greetings and what not, Jova pulls the 2 statuettes from his bag.

"Sir Troughton. If you would get out that parchment and scribble a few words about our fallen friends. Many things happened in there to be sure you will hear aboout. But first and foremost a few written words for our Taur allies. Lumi-Juova, Liontaur of the Ice Vein, gave his life in order to save the liives of others. His bravery in the face of an overwhelming opponent did not deter him. Horvis, Centaur. A being who chose many forms, one who drew his power from nature, able to call forth animals of immense power. Sacrifice for the good and lives of others, always forenost on his mind. These stone statuettes are their real bodies. We carry them to a better resting place, than the evil valley of Fae Skiennir.

"So make sure you give them as much praise as possible, and a death and burial of heroes."

Jova then walks off waiting for the proffered ride of Tratains Wind spell. Now as he stood there, watching the new halfing, wondering about brains again, he did feel different. Actually he felt very different. As though some purpose was beginning to take sahpe.

Vedik 
Tuesday February 26th, 2008 7:41:06 AM

The old dwarf looks around him, scratching his beard and trying to get a fix on his surroundings, but nothing looks familiar.

Sensing the group seems to know where they are, he is content to watch. He listens to Jova's words on their fallen companions, learning much about them he did not know.

He nods in greeting to the one addressed as Sir Troughton.

Tratain 
Tuesday February 26th, 2008 2:17:13 PM

As the group passes through the Portal and Troughton comes running up Tratain Greets him.

He says "Greetings Again Friend Troughton. Yes, we went into the City of Fae Skiemir. Of course we'll tell you all about it, just remember your promise about it. We can't have this story inspiring young adventurers to go seeking fame and fortune there, they won't make it out alive again. The city has trapped and warped so many as it is. Speaking of Trapped in the City, did a dwarf with an Eagle on his shield and Three others pass through here a few days ago?"

As promised to Troughton Tratain will relate the groups experiences in the City, the constant combat, being chased around and almost killed every few hours, their battle with the Marilith and being chased from the City by the undead army. Tratain leaves out any mention of the Orb the group found, and hopes his friends will as well. He concludes "That City is an evil and dangerous place, not somewhere I would go again unless given no other choice. There is so much death and Malevolence there."

Tratain will answer any questions Troughton may have and then say "We were on our way back to see the Emerald Dragons, would you like us to walk with you back to town? I was going to cast a Windwalk spell upon us to speed our travel, I could cast it on you as well if you would like to speed your Travel if you wish to go somewhere else."

Monthor 
Tuesday February 26th, 2008 8:09:37 PM

Monthor listends (uncharactericly) intently to Jova's discussion with Throughton. A small teer swells up in his eye as his now departed friends are discussed.

Monthor pats Jova on the shoulder.
" Well said Jova.. well said indeed. "


Draax 
Tuesday February 26th, 2008 9:00:59 PM

Although he was looking for the man, Draax is still surprised to see Troughton. He nods his head in agreement to Jova's words as they wait to move on.

Wind walkers - DM Marcin 
Wednesday February 27th, 2008 3:47:36 AM

Troughton sits down, pulls out a roll of blank parchment and a stub of a pencil, and starts to note down the story as it is told. He asks to have the names of Horvis and Lumi-Juova repeated to him. "I am no bard. What I will write will be a historical account, dry and devoid of flair, but even in such a narrative the deeds of your dead friends will stand out as heroic." He tries to question Vedik a little bit and is disappointed to learn that he isn't a native of the City and can't tell him more about it then others. He asks many questions before the story is conlcuded, and even when the telling ends he still looks as if he could go on asking about details for a few days at least.

"I haven't seen anyone leaving this portal since you entered, but then again, I haven't spent that whole time here. A nasty basilisk came this way yesterday and I had to run. Besides, all these ancient portals are interconnected. If somebody tried to leave the City before you they might very well have ended at some other exit point. It all depends on the key used, but you should already know this."

"Thank you very much for your kind offer of travel, good sir Tratain, but I think I'll stick to my own legs. There are certain advantages for a scholar to stand firmly on the ground, and I mean it in more than a metaphorical way. Besides, frankly, high magic scares the living soul out of me. With gods' blessing I'll eventually make my own way back to civilization, but for now there is some more research I would like to do here."

"Before you depart... I understand you might have forgotten about it in all that excitement of the previous few days, but... We talked about my research grant, and, well - we agreed I would have a second part coming to me when you return, right? One thousand gold?"

[I understand the party is about to use the Wind Walk spell. Have you agreed on the destination?]

Tratain 
Wednesday February 27th, 2008 6:20:02 AM

Tratain pays Troughton 1,000 gold and thanks him for all of his assistance.

He turns to his friends and says "Well, we can either head straight to the Emeralds and see what is next or head back to our house in the City, rest a few days, probably Visit Lord Arrak. What you you all think? We will go where the group decides."

Vedik 
Wednesday February 27th, 2008 7:39:59 AM

Vedik ponders Tratain's question, scratching his cheek through his beard.

Lord Arrak...gold dragon...Plateau City? he thinks to himself, the name being remembered as if from a dream.

He speaks up, "The City is Plateau City then I'd guess? By the Emeralds, do you mean the Emerald Kingdom? I don't know enough of your group to make a choice, where ya want to go is fine."

In his head, he steels himself if the group chooses Plateau City. It's always difficult to see the aftermath of destruction, even if the repairs are underway.

Jova 
Wednesday February 27th, 2008 8:06:34 AM

Jova looks over to Tratain.

"It might be best to go to the house in Playeau City. It was just a few days ago the maid, err housekeeper was attacked by the Assassins after us. So those people may have to be looked in upon."

To Vedik and Dwight. "Oh ya, we have a group of assassins after our hides. Sons of Dread, maybe you;ve heard of them? Well needless to say they arent very happy with us. So we always need to keep them in the back of our minds.

"Also I think, it may be good to check in with Lord Arrak. We have no responsibility to do wo, but it may be a welcome courtesy.

"I also have to seek out a member of Garguls sect. I think they are called Eyes. While in the presecnce of Gargul, I made a promise to seek out becoming a Grim. If I can do this, maybe it will give us some leeway on the task we need to do as a group. Me thinks with one of his disciples in the group, he may be moree lenient.

"We can also ask some of the bards, and historians in town about castles that may be inhabited by bad folks. Or maybe some legendery ones that are abandoned.

"So I vote for Plateau city, lots can be accomplished."

Arien 
Wednesday February 27th, 2008 9:55:15 AM

"I also believe that a way stop in Plateau City should come first, we can begin the process of converting these items into coin and do as Phaedrus said and greet Lord Arrak."

Draax 
Wednesday February 27th, 2008 6:12:37 PM

"I vote for the city also, it would be good to see how the repairs are coming along and the money we left for the repairs on the place is probably already used up."

Monthor 
Wednesday February 27th, 2008 8:03:39 PM

" Daddy gotta go himself a new axe... let's go SHOPPING!!!"


Tratain (2nd) 
Wednesday February 27th, 2008 8:49:39 PM

Tratain says "Looks like we're on our way back to the City, lets stop by Lord Arrak's on our way there. We can see if he has finished any more decoding for us."

Dwight 
Wednesday February 27th, 2008 10:10:27 PM

Dwight stands, looking at the surroundings as the chatter occurs. Slowly he suddenly has fear on his face, and looks back to the portal; sudden relief is obvious as an eagle flies through the portal and circles above the group before resting near the top of a nearby tree.

"That's my eagle, Whisk," he tells the group before they shoot it down.

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

Dwight seems to be agreement with travelling to wherever, but finds it uncomfortable that assassins may now be after him by association, and all this talk of Gargul.

He finally comes out and asks, "What did this group do, or not do, to get such a quest as make a temple for Gargul?"

OOC: Sorry for missing yesterday, I thought for sure I posted, but am heavily drugged with allergy medicine, so I have been a bit off. (To the point, that I won't drive anywhere).

Visiting a dragon - DM Marcin 
Thursday February 28th, 2008 5:40:42 AM

It is decided - the group will go to Plateau City, but on their way there they will stop by the lair of Arrak the dragon.

The spell is cast. The ground escapes from under the feet of the heroes. Incorporeal, transparent like ghosts or a cloud, the Knights rise and speed away, gaining tempo with every moment. The wind is favorable, speeding up the journey. And a long journey it is, hundreds of miles! Wold changes as the sun sets - barren wastes give way to forests, mountains, rivers, with an occasional lake. Night comes and the journey starts to resemble a dream as the group flies over sleeping landscape basking in moonlight.

By the time the sun rises above the horizon the group has covered most of the way and the spell will last just a few more hours. The Knights are now flying above the wildlands of the Monster Preserve. Locating Arrak's lair is no small task, as the dragon values his privacy, but the group has already been here several times and eventually the entrance to the cavern is found.

As the Knights land they notice that a thin trail of black smoke is coming from the mouth of the cave and the nearby rocks are burned and covered with soot. All is quiet. A hint of brimstone hangs in the air.

Then a gnome, one of the servants of the dragon, exits from the underground home pushing a wheelbarrow full of what looks like burned up furniture. Recognizing the group he sets it down, wipes his forehead, approaches, and bows.

"Greetings, good sirs. Forgive the mess, but last night we had uninvited guests. Master is by the lake, digging graves" - he waves his hand in the direction where the small pool is. "If you cared to make yourself comfortable here on our lovely lawn I'll be with you shortly and provide you with what breakfast and drinks our kitchen can offer given the circumstances." As an afterthought he adds: "Today Master is a keg of a blasting powder. It would be unwise to light up his fuse."

Tratain 
Thursday February 28th, 2008 7:19:41 AM

Tratain answers Dwight "We had to ask Gargul to return Jova to us when we entered Fae Skeimer, he was killed by werewolves. You were lucky we came by when we did."

When they reach Lord Arraks and the gnome greets them Tratain says "What happened here? Who would be crazy enough to try and invade Lord Arraks home?"

When those questions and any others the group may have are answered Tratain says "What Can I do to help cleaning and repairing? I would be willing to help, I don't like the though of just sitting here eating while there is work to be done."

Monthor 
Thursday February 28th, 2008 7:39:27 AM

" Me for one really likes the thought of sitting and eating..... "



Vedik 
Thursday February 28th, 2008 8:50:01 AM

Vedik looks over the wreckage and sighs softly Always more to do.

He turns to the gnome, holding his red-brown hands out, testament to the years he has spend in service of Alemi as a Fixer.

He says directly "If your master wishes, I think we can help."

Jova 
Thursday February 28th, 2008 10:41:37 AM

After landing near Arraks cave, Jova moves a bit off to the side. After examining the area, he moves to Dwights side. Tratain had answered the question, then off to work. Jova decided to elaborate on the subject.

"Yep like he said. So as a price to allow me back amongst the living, he gave us the task of building the Temple. Here touch my hand, then you can say you touched someone who was once dcead. And, must not forget, Vedik, the nicer looking of our dwavwen friends was also returned to life on that day. The odd thing, he was not traveling with us at the time. I think they call that'historical'.

"Oh, and your eagle friend there, Whisk? Very good. This here hawk is my long lived companion. I call hiom simply Z. Communicate to Whisk he has a new hunting buddy if he wantss. Z now knows who Whisk is so hopefully they can get along.

"One last thing. Lord Arrak is good folk. I would never had known he were dragon. Like Phaedus in human form, he is very amicable. Well, I imagine on other days than the day after an attack."

Draax 
Thursday February 28th, 2008 6:47:26 PM

Draax takes a moment to take in what the gnome said. "I was about to say who would be stupid enough to attack a dragon and then I remembered what we just went through. I am still curious to know what happened."

Draax knows that he will have to wait until the lord returns before his curiosity is satisfied so he take a seat and waits for the food.

Dwight 
Thursday February 28th, 2008 9:08:52 PM

Dwight listens to Tratain and Jova's explanation of their Gargul debt. He thinks for a moment and then ask Jova, "Does that make you living undead, re-animated undead, reliving dead?"

"More seriously though, did Gargul return you normal, or do you have some undead features or werewolf habits?"

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

"Thanks Jova for filling me in on Lord Arrak."

Dwight isn't sure what to do, but the mention of food repeatedly reminds him of his hunger yet again. As a last thought before food takes over fully, Dwight asks the gnome, "Is Lord Arrak burying all the guests, or did some escape?"

Jova [2nd] 
Friday February 29th, 2008 5:46:32 AM

Jova looks at the halfing with interest now.
"Undead. Hmm never really thought of it that way. No because I am not 'trapped' in the body that is dying. Re animated undead. Now there is a concept. Where in the Wold did you get that? Odd thoughts travel through that brain of yours."

"But, the last one. That gives me pause. Reliving dead. Sounds about right but all sorts of weird scenarios creep into the mind. Ya i like you. You may make this adventure much more exciting. Odd mind though I must say."

Of uninvited guests - DM Marcin 
Friday February 29th, 2008 7:20:16 AM

"...Oh, but you are trapped in a body that is dying, Jova. All mortals are. This is called living out your life" - deep voice coming from the woods announces the arrival of the host. Arrak has excellent hearing.

The approaching man looks middle aged and athletic. Arrak has obviously altered the appearance of his human form since your last meeting. He now looks less regal and studious and more like a common village smith. The dirty apron he wears adds to the impression. Streaks of glistening silver in his black beard are now the only remarkable feature of his appearance.

The dark man approaches and nods. "Welcome again to my home, Knights. I see some faces among you that I haven't seen before. Introductions would be in order. I am Arrak, lord of this - estate." He smiles. "Do honor me with your company during breakfast if you please." It is not hard to see that the dragon is wary and choosing his words carefully.

A simple, yet tasty meal is served - a choice of meats, fruits and cheeses together with decent ale and a few bottles of excellent wine. As a pair of gnomes sets up the table Arrak looks the party over carefully. Finally he nods, as if satisfied. In the meantime Jova wanders away looking around. A battle spilled out from the cavern to this peaceful glen not long ago. A short, violent battle - lots of fire has been used.

"There are some who hide in shadows and think nothing of directly attacking my home, especially if it is not their own lives they are risking, but those of innocent, charmed victims. You know well who my enemies are. They orchestrated it well; a group of adventurers came to seek my help, or so they claimed. I sensed no evil in them and no charms - an expertly cast Misdirection must have fooled me. Later they attacked and, to save my servants, I had to respond with lethal force. At that very moment somebody attempted to rummage through my study. Without success - I guard my secrets well. Today I buried six good men I had to kill - adventurers all of them. The intruders in my study vanished without a trace."

"Your offer of help is welcome - especially from the blessed of Alemi. There was some structural damage and with that I would appreciate your help. More mundane tasks I'll leave to my servants. I imagine you have more important things to do with your time then fixing furniture."

Once the breakfast is finished Arrak invites the group inside. The long tunnel leading to the guest rooms is scorched, fine tapestries and carpets ruined. Finally, when the group reaches the main hall, which turns out to be throughly trashed, Arrak turns around.

"Here we can speak more safely, as this chamber is reasonably well protected against magic spying. Do tell me what you can of your recent activities, and if you have questions, ask."

Tratain 
Friday February 29th, 2008 3:48:41 PM

Tratain says "Perhaps this attack is realated to the one we made against the Dread. They might have been looking for the things we brought back with us. The Dread are our enemies as well, if you should happen to find out from where this attack was planed or where those who went through your study went to I'm sure my friends and I would be more than happy to pay them a visit."

He continues "We just returned from our journey to Fae Skeimir, it is an evil place. Words can't really describe it. We were going to spend a few days resting in the City before we went to see the Emerald Dragons and let them know we were successful. Phaedrus asked if we wouldgive you her regards. I'm not sure how she knows we know you, I don't think we mentioned you while we were there. So we decided to see you on our way back to the city."

Monthor 
Friday February 29th, 2008 4:47:51 PM

:: Monthor lifts his head from the food just long enough to acknowledge Arrak's arrival. ::

" 'Sup Arry.... nice re-decorrrating.

:: After Tratain's speech... ::

" Yep, me agrees... point the bumbs out and me and the girls'll murderize them for ye. "



Draax 
Friday February 29th, 2008 9:54:08 PM

Draax eats quietly and then listens to the conversation. He agrees with Tratain, "Yea if you know who directed the attack, I would rather go after them before they try to use us against you or come after us because of our associate to you. I like it when we are proactive and not wait for the bad guys to make a move." He continues to listen as the conversation continues.

Arien 
Saturday March 1st, 2008 12:11:40 PM

"Indeed, those who would use charm and domination magics are most foul and should be cleansed from the Wold. Do we have a chance it would be a pleasure to bring the fight to such villains." The elven mage speaks quietly but it is clear from his tone that he is outraged by the behavior of the unseen aggressors.

Jova 
Sunday March 2nd, 2008 7:52:14 AM

Jova simply rolls his eyes at Arrak's comment.

As Jova sits there listening his mind is working furiouasly. Everything that has happened, what do they need to say, or want to relate to their friend. Well there it is, if friend, then trust is inferred. In such a case, should the Dragon not be given information? Interesting dilemna the group would alweays have.

"Lord Arrak. It seems we have become more than simple allies in the fight against evil. Here we sit, breaking bread, talking of our problems. I think it relative for you to know how much we respect you, and your friendship. We are just returning from Fae Skiennir, and the very first place we go, is to our friends house. Interesting no?

"Ok, so as you know we were on a mission for the Dragon Consortium. We as a group decided we wanted to be a part. We undestand your reluctance, and respect your choices, but friends we remain. Our futures seem to be forged together. There fore aI would ask you to consider something for us. Your input would be greatly appreciated and desired.

"Ok, so whether or not we get accepted into the Consortium, we have whetted our desires a bit. It was told to us, that upon reaching the correct status we would need a castle. Well all of us really like the idea of having a castle. So I imagine even if we fail, we will search out and appropiate a castle.

"Now in a perfect world we would opt for a castle with lovely women running everywhere, everyone happy all the time. We would have hundreds of peoples working on making the place be all it could be. Alas we all know this is not a perfect world. So as I have been thinking on this, let me give you a few ideas. After you hear me out, with your extenxive knowledge, maybe you will know of the best locale for such a building.

"First off, it would be good to have the castle somewhere you can and will visist. Maybe somewhere you have always wanted as a second home. Or to just get away from all the day to day troiubles you have here. Secondly, since we are good in our nature, we were thinking we would depose some evildoer, and restore good in some land. Or maybe there is somewhere that has been abandoned, and would flourish with some hands on rebuilding.

"One last caveat, we need somewhere where the Gods, especially Gargul has not been heard of. Or that there is little knowledge of such things. Gargul gave us the task of building a temple to him in a land where noone knew his name. It would benefit us to build it, in the same place we live. I asked for no knowledge of the gods, because we travel with at least 3 followers now. Tratain with Domi, Vedik with Alemi, and our Taskj with Gargul.

"So that gives you a bit to chew on. Something other than the current problem anyway."

Of intruders and castles - DM Marcin 
Sunday March 2nd, 2008 10:54:31 AM

The dragon nods as Tratain speaks. "There is no doubt that the attack came as a result of you bringing samples of Dreadscript to me. Ever since those journals appeared in my home I've been noticing divination attempts aimed at me and the books. They now happen once a week or two - always very subtle, always untraceable - and, so far, unsuccessful. Unfortunately, I have likewise failed in completely breaking the code. It is very complicated, highly mutable, and changes depending on who is the author and the receiver of a message. Chances for progress are very slim unless we obtain more data. Fortunately, now that I have some of that code on hand, I have been able to do some divining myself, and learn a bit about its creators. I have a feeling that I will yet have use of your help before this business is concluded."

As the group expresses its desire to exact justice on the unknown attackers Arrak raises a hand. "Yes, but we should aim to strike the swordsman, not the sword. Unfortunately, I can't devote my entire attention to investigating this attack right now. Troubling news are coming from many places, news I can't talk about right now. Suffice it to say that I feel it in my bones that some kind of cataclysm is approaching, and gods know if it can still be stopped or if it is already too late. Something has slipped our attention and the Sons are in it somehow. Do forgive me for being so cryptic, but I am a dragon."

"Speaking of which - tell me, Monthor the dwarf: hatched from the same batch of eggs eight hundred years ago, have we? Learn to fly together, did we? Lifelong friends, are we? You may call me <Lord Arrak>, or, if that won't make it through your throat, <dragon>. <Arry> I wouldn't take even from a lairmate. I might have let it go when you were just an adventurer who didn't know any better, but now you aim to be part of the Consortium, and from Consortium I'll suffer no disrespect. Please extend this courtesy to me, or I'll have to ask you to leave my home."

When the name of Phaedrus is mentioned Arrak seems a bit surprised. "So that is where she hid herself. I've been wondering why she removed herself from the Dragon Council. She's always been drawn to humans, especially so for the last two hundred years. I guess I have my answer now. I don't know how she managed to relate you to me, though. Every dragon has his secrets, I guess."

As Jova mentions a castle Arrak responds: "If you managed to take one from an evil overlord that would be a heroic feat worthy of the Consortium. I don't know, hovever, if you would be allowed to enjoy it for long. You have destroyed one of the bases of Sons of Dread and they never forgive such things. They will track you, spy on you, hinder you in every way they can, and, when you leave your brand new castle, they might decide to level it just to get even. This is their way, revenge is worshipped in the Dread just as much as death and power."

"Even if you didn't have the Sons after your lives it would still be very hard to find a land where Gargul is unheard of. It is no small task that Gargul has given you. Where could I direct you? Remote villages in the Scab? Barren steppes of the Centaur Isle? Southern lands? I will think on it, but when you finally find that place chances are it will be too far away from the center of events to be a practical spot for your castle."

"I do appreciate your offer of sharing your abode with me, but, as I mentioned at the beginning of our acquitance, at the moment I am tied to this spot in the Monster Preserve. And <this moment> might very well mean many years."

[This is an early Monday post - I will post at normal time on Tuesday.]

Monthor 
Sunday March 2nd, 2008 1:56:12 PM

Monthor casually walks up to Lord Arrak.
" My humble apolagies Lord Arrak. But as
me told 'Feed' the dragon, me bends me knees only to me Ma and to Moradin himself. And you be neither good dragon.

Now know, that me called ye "Arry" out of respect and frienship. As calling friends by cute little nicknames is me ways. Just because ye be older the me and of a different species does not make ye better or deserving of any more respect then I give my blood brothers in the Grey Knights. By me deeds and by me own spilt blood me claimed the right to be respected. Just like you deserve to be respected Arrak for all of the good ye have done.

While, at yer request, me will be calling ye 'Lord Arrak', to me, ye'll always be 'kind Arry'. The dragon that welcomed us into his home and gave us a place to rest and helped us to do good for others. No disrespect intended Arrak... just the opposit in fact. "

The look on the dwarve's face told his feelings much better then his words did. A sad and disappointed Monthor turns from Arrak and retakes his place at the dinner table. He pauses, and then lightly pushes his plate away, having lost his appetite.



Tratain 
Sunday March 2nd, 2008 3:47:34 PM

After Arrak and Monthor have finished speaking Tratain waits a moment and says "I have one more question Lord Arrak, if I may and I mean no disrespect. Phaedrus said something as we were leaving that has me a little baffled. She referred to you as a gold, we have seen that you are in fact Sapphire in appearance. You have always been kind to us, and if you wished us harm I'm sure you could have done it by now instead of talking to us about coming dangers, but it does have me a little concerned without knowing why."

Dwight 
Sunday March 2nd, 2008 9:00:35 PM

Dwight sits off to the side, perhaps forgotteen for the moment and listens to the in depth conversation continue.

In his mind he begins piecing the 'mess' he has agreed to join. While he doesn't regret it, yet, he has never liked only knowing most of a story. It's hard to think, predict and judge without all the information.

Watching the Dragon and Dwarf interact, Dwight convinces himself to remain quiet unless addressed.

Vedik  d20+24=42 d20+24=42
Monday March 3rd, 2008 7:35:16 AM

Vedik takes in the meal and discussion with their host, trying to piece together the string of events that has lead him to this dragons table.

He tries to listen with interest to the discussion, but in truth his eyes wander to the ceiling, floors, and walls, a keen eye examining it for cracks and damage, his mind calculating where best to mend to ensure greatest stability.

His mind does wander back when Tratain mentions Phaedrus. To that he listens intently.

After dinner when the time seems best, he takes care of the repairs of the lair, drawing woldsblood to assist him.

OOC:
Draw 3 drops of Woldsblood: DC 25 (passed)
Draw 3 drops of Woldsblood: DC 25 (passed)
Repair the Lair



Draax 
Monday March 3rd, 2008 8:14:36 PM

Draax casually listens to the conversations, but his interest is sparked when Tratain comments on Phaedrus statement to the group about Arrak.

News - DM Marcin 
Tuesday March 4th, 2008 3:58:19 AM

"I would not require you to pay homage to me, Monthor. I have not yet become that obsessed with my power. Know though that, by entering the Consortium, you will change the relationship between us. We will still work together and share knowledge, but it will be no longer possible for me to be your mentor or patron. Your primary loyalty, after loyalty to your god or code of conduct, will be with the Consortium. Mine is with the Dragon Council. The relations between the two have never been too cordial, and these very days, with the alleged death of Parnoth at the hands of Emerald Dragons, are - well - strained. The extent of future cooperation is uncertain."

"I am tired. I am bitter. I grieve for the blood I had to spill. Let us talk of what divides us and of our drifting apart no longer."

Arrak smiles in response to Tratain's question. "Phaedrus has always had her own sense of humor. Know that when a dragon starts to pay more attention to mortal affairs than to the politics of his own kind other wyrms say that he has <gone gold>, as it is most often gold dragons who exhibit such interests. In such sense I have indeed <gone gold> long ago, not to such extent though as Phaedrus did. Well, she was gold to begin with. My kind usually tends to be more stoical and cynical when it comes to every day affairs of the Wold."

Later this day Arrak shows Vedik the parts of his lair that have suffered most serious damage. His help is most welcome. The gnome staff is especially grateful as it saves them a lot of work they would have to carry out the hard way otherwise.

Jova 
Tuesday March 4th, 2008 7:11:33 AM

Jova absently walks over to where Monthor is sitting. Standing behind hinm, Jova rests his hands on Monthors shoulders. Jova hopes the gesture will alleviate some of the dwrves bad feelings, knowing he has friends that support him.

"Dragon Consortium, Dragon council, whatever. I can only speak for myself, but my allegiance is to you Lord Arrak. If the Consortium requires otherwise, I may be chasing the wrong bird.

"As far as your council, one thing is for sure and apparent. Wherevver we go, we will need a strong people to guard our casstle. The Taur isles is interesting, I don't know much about them. More thought needs to be done. I appreciate your candor on the manner.

Stepping back from Monthor he goes on.

"One thing I must remind you of sir dragon. As humans we dont get the chance to wait several years for things to 'happen, or develop'. We may only have a few years to make any dsifference. And as a dragon, you can see the Wold evolving in a grand scheme. We are but players in the play. So I ask this of you. Can you pooint us in the direction of other enemies of the Sons of Dread. Who could we ally with? Already much of our fate has been affected, just by making them our enemies. "

When seeing Vedik drawing the Woldsblood, Jova asks him to explain what it is he is doing. Like a child anticipating something new, Jova really wants to know.

Tratain  d20+8=25
Tuesday March 4th, 2008 7:13:41 AM

Tratain listens intently to what Lord Arrak has to say trying to see if he is telling the Truth about the gold comment (Sense Motive 25)

Then Lord Arraks comments really sink in and he says "The Emeralds Killed Parnoth? Can they do that? Well what I mean to say is you told us Parnoth was probably the second most old and powerful Dragon you knew of, is it possible for them to really kill him? Also, while I'm not very fond of him or the way he treated his people, we was the recognized leader of a Nation."

"You said the Dragon Council's relations with the Consortium have become strained, can you tell us more? And also do you know the reactions of the other nations so far, how they are reacting to members of the consortium removing a leader from power arbitrarily? And when those who live in Izen find out he is gone there could be trouble as well, let alone what might happen withing the Emerald Kingdom itself."

Vedik 
Tuesday March 4th, 2008 8:33:24 AM

Vedik cheerfully explains what hes doing to Jova, being very careful handling it with him so close, and making sure he doesn't touch any. "Woldsblood is the container of souls. By the grace of Alemi, and my training, we Fixers have learned to resist its pull, and shield those around us when we handle it. Were I to drop these drops, you'd feel it, anyone close would have their soul tugged good and hard."

He finishes his work and wipes his hands.

"Luckily, I'm pretty good at what I do. We fixers have learned to tap its power to mend things in this world, or enhance items temporarily. Unfortunately, Lord Gargul does not look too kindly on those than do what I do. "

When Lord Arrak mentions the death of Parnoth, Vedik becomes very quiet. He clearly recognizes the name. He sits down, thinking things over. Parnoth dead at the hands of the Dragon Consortium? Madness. Chaos. Killing the lawful leader of a nation state. No good will come of it. Was this action condoned or even encouraged by the Consortium, or will the Consortium take revenge on the Emeralds for killing one of dragon blood. Perhaps our next dragon test will be to deal with these emeralds. No easy task, if they killed Parnoth. And what of the Emerald Kingdom? It hasn't even been a year since the great battle against Marteaus! What state of unrest is the nation in with the sudden loss of its leader? How much destruction?"

After a while he speaks quietly. "I am sorry for your loss Lord Arrak."

He pauses before continuing.

"It would seem that the full details are not yet known, since you used the word alleged. Perhaps it would be wise to discover those details before considering future actions. The Consortium may not have backed the actions of this group, the Emeralds. We were already planning to travel to the Consortium after a quick stop in Plateau city. We could uncover the truth of it. We could send word via a Sending spell."

Jova [2nd] 
Tuesday March 4th, 2008 3:03:06 PM

Jova listens to Vedik intently. He wanted to try it himself, until the dwarf made it clear, it was not to be.

"Gargul may not like it you say. Is that why we found you in his presence? Were you being reprimanded? I find the whole thing interesting. I surely dont understand the mechanics behind it. You are gifted.

"When we return to Plateu City, I am sure the others will need to look in on their dwelling. I would ask you friend Vedik to accompany me to a Temple of Gargul. I intend to enlist in the ranks of service. With your understanding of the Realm of Shadowsa, I think you would be of great service to me.

"Besides, if Gargul were irritated still, why would he have placed you with us. I see it as a sign you are meant to help us, and us you. What say you?"

Arien 
Tuesday March 4th, 2008 8:29:10 PM

At the news of Parnoth's supposed death Arien smiles a moment as his people are finally rid of a tyrant but grows somber when he thinks of the repercussions that were sure to follow. With a grimace the elven mage silently concludes that they had best get back to the city as soon as possible to catch up with the news.

Dwight 
Tuesday March 4th, 2008 8:59:20 PM

Dwight listens, but quickly becomes lost in all the unfamiliar names and places and groups. Losing interest in the conversation, Dwight walks around the room and studies various items, books, furniture etc. While his curiousity drives him to look, his internal warning prevents him from annoying the dragon; thus making his bad day worse.

Draax 
Tuesday March 4th, 2008 9:05:35 PM

Draax is happy to hear that the evil dragon is dead, he cannot wait to hear the bard's tales about this event. He wonders why the Dragon Council care about a dragon that enslaved an entire nation or why the council would tolerate it. He decides to not worry about it until it affects him.

Monthor 
Wednesday March 5th, 2008 7:40:45 AM

Monthor smiles a toothy grin at Jova before picking up his plate and eating again. Can't keep a good dwarve's appetite down.


Uncertain future - DM Marcin 
Wednesday March 5th, 2008 7:56:34 AM

"Thank you, Jova. I remember the offer you made when we first met. Time may yet come when we will work together that closely. For now, let us hope the Consortium will not require otherwise."

"The Sons of Dread have many enemies. They have been doing harm to lands an people for decades. The question is who of their enemies is powerful enough to make a difference. Two such groups you already are in contact with: The Dragon Consortium and, through me, the Dragon Council."

"The list is going to grow longer very soon, though. I might be overstepping my authority a bit by giving you this information, but I feel you have the right to know: over the last few months there has been a series of weak earthquakes and sporadic volcanic eruptions all over Elennian Peninsula in numbers that haven't ever happened in the recorded history. We have reasons to think the Sons are somehow connected with this and that this is but an ouverture to something major. This is the coming cataclysm I've referred to before. Both the Council and Consortium have put a lot of resources into investigating this. The most worrying thing is that this is well outside the lines of typical activity of the Sons of Dread. We fear that some kind of change has taken place in the Dread, something we missed. You will probably be asked to participate in solving this crisis sometime soon - as soon as the Consortium learns that you have returned from Fae Skiemir, I guess."

Tratain doesn't sense any dishonesty from the dragon when he explains the "gold" comment.

"Is Parnoth really killed? Well, right now this is the question. The news came only a few days ago and the details are still sketchy. We have to assume it might be some kind of ploy of the old wyrm. This is why I am talking about his <alleged> death."

"The mood in the Council right now is wary anticipation. We will act and react when we learn all the details. There have been no reactions so far from other nations - probably because right now very few know - mostly those who were informed by the Consortium and those who keep a constant scrying watch all over the Wold, the Council among them."

"There might be trouble coming from Izen, but right now this is the least of the problems of the Emerald Kingdom. Parnoth made it clear to us in subtle ways that he was holding his entire kingdom hostage, that he made sure his death would mean ruin for the entire Emerald Kingdom - just to make sure we didn't move against him. I hope the Consortium knew this, learned all his plans, and countered all of them. Otherwise may the gods help all poor souls in the Kingdom."

"I don't think it is wise go there right now. There is danger in acting without knowledge, danger of making things even worse."

Dwight looks around. It used to be a magnificient room, but most of the fine furniture has been burned or broken. Sad skeletons of palm trees stand in the corners in bronze bowls. The carpet must have came from some exotic land where they don't use any dyes but hues of red, black, and yellow. A few pages that have been left on the floor contain music score for some unknown instrument.

Vedik 
Wednesday March 5th, 2008 12:36:16 PM

Vedik answers Jova's questions. "No, it was no act of Gargul that put me in his realm. Truth is, I'm a little fuzzy on how I got there. I remember lots of falling stonework but not much else. I think I was on a mission to do some repairs. Lots of repairing to be done since Marteaus' war last year. Probably still a lot left ta do."

After Lord Arrak's words, Vedik takes a moment to consider things, and returns a simple question. "So assuming all the contingencies were taken care of, you'd rather see Parnoth dead than alive? Is that fair to say?"

He then looks to Tratain, before continuing to speak.

"There is something else Lord Arrak. We were unsure if we should trouble you with it, but we don't know who else to ask about it. An orb was found in the city, Phaedrus recognized it, and seemed to indicate it had something to do with gates and portals to other planes. She felt it was a dangerous thing. We've assumed responsibility for it, and seek to learn more about the orbs power before we take any actions."


Tratain 
Wednesday March 5th, 2008 4:07:34 PM

Tratain listens to Vedik speak and his Mind begins racing, furiously thinking back to when Vedik was sent to the group by Gargul.

He says a bit absently "Yes, we have it here if you would like to see it. We were going to try and find a way to use it for good or if that was not possible destroy it. We thought that leaving it in the City would be bad, if any Demons got thier hands on it that would tip the balance of power in thier favor enough that hey might be able to rule Fae Skiemir outright, and who knows what would happen then."

He continues "Lord Arrak, do you happen to know anything about prophecies or where we might find information on one? We met our new friend Vedik here in a most unusual place. In our Travels to Fae Skeimir Jova was killed. We went before Gargul and his companion Gimp mentioned something about a Prophecy. Gargul then brought Vedik to us and asked if we would take him into our company, I have never heard of such a thing before. They did not speak much about the Prophecy to us, the only things they Mentioned were "The 'gray night' and the 'forelegs forward' and the 'midget jester'. I do not know what it means."

He looks Directly at Vedik and says "Friend Vedik, the war against Martaeus ended nearly 10 years ago now."

Monthor 
Wednesday March 5th, 2008 6:06:18 PM

:: In between bites... ::

" And don't forget to ask about that orb thingy that Feed was so upset about. "



Draax 
Wednesday March 5th, 2008 7:15:43 PM

Seeing Monthor going to town on the food, Draax grabs a few bites before the dwarf eats it all. he continues to sit in a relaxed manner as he listens to the conversation.


Jova 
Wednesday March 5th, 2008 7:23:56 PM

At the continuing mention of Parnoths name, Jova is getting more of a sense of the 'dragon' world. He would ask no more questions of the dragon, unti; he had more information from anothr source.

Jova visibly cringes at the mention of the Orb. Still not knowing the dragon that well, it wasnt prudent in his mind to divulge all the secrets. Jova watches the dragon intently fort his response. Jova believes this could be a turning point in their relationship. Dragons craved riches, and in Jovas mind the Orb was priceless.

Dwight 
Wednesday March 5th, 2008 10:41:25 PM

Finally something in the conersation, Dwight might understand as the orb is mentioned. He continues to look around, but pays much more attention now to what he hears.

Just in case this dragon has a similarly bad reaction regarding the orb, Dwight makes note of a 'safe' nitch to duck into should flames burst forth again this day.

The Orb - DM Marcin 
Thursday March 6th, 2008 4:50:39 AM

Arrak does not answer Vedik's question straight away. There is a long pause, a minute maybe, and the dragon's face takes on a somber look, as if he was pronouncing a sentence. Finally he says: "Yes, I believe Parnoth made it so that I think it would be better if he was dead than alive."

"I know not of this Prophecy. If it relates to distant future it is possible only the divines themselves would know more about it right now. If you want to learn more about it I would suggest consulting a powerful Eye of Gargul."

When the orb is mentioned a spark immediately appears in the eyes of the dragon. "Yes, please, let me take a look at it. I would be more than glad to take a look on any artifacts brought back from Fae Skiemir."

[Jova Sense Motive DC20 to Highlight to display spoiler: {It feels Arrak exhibits genuine interest of a scholar and a collector mixed up with a bit of envy and greed.}]

The dragon turns the orb in his hands, then puts it down on the ground and subjects it to a few basic spells.

"Oh. Oh! Hmm. I have never seen anything like that before, but it is obvious that Phaedrus was right about it - it is a gateway of a sort - or, if my guess is right, one should rather say that the orb is a container for a gateway. It would be harder than you think to destroy it, though. You could easily smash the container, but the gate itself is another matter altogether. Let's see now where it leads..."

The dragon stares intently into the swirling orb. Finally his voice comes as if from a great distance:

"Flame born and flame shrouded
Stand the Lords of Searing Fires
In the Land of Eternal Blaze."


Arrak wipes a drop of sweat from his brow and sits down heavily. "Good gods, this is a window into the deepest hells themselves! One day this thing may burst and spill forth an army of demons that will consume the Wold. Even now a random demon may emerge from it at any moment. Phaedrus was mad to tell you to take this thing out of Fae Skiemir, she should know better than that! Please take it away from my home, I'm not ready to handle a Pit Lord and there is a good chance that whatever comes through will be driven insane and into a berserker fury. What do you intend to do with it?"

Tratain 
Thursday March 6th, 2008 7:28:24 AM

Tratain says "We need to destroy it. Do you have any idea how we might be able to do that? Or if not an Idea on who may? Could a powerful enough Wizard Disjoin it? Do you think placing it in the center of a Forbiddance spell would keep anything from comming out of it?"

He continues "I suppose if we knew how to open the Gate back to Fae Skeimir we could go throw it back into the city but I am uneasy with that. If someone figures out how to use it and does bring forth an army of Devil's they could rule that city and spill out from there."

Vedik 
Thursday March 6th, 2008 2:09:41 PM

Vedik blinks. He looks around vaguely, and slumps into a chair. Finally he just says two words. "Ten years?"

Jova 
Thursday March 6th, 2008 6:08:59 PM

Lord Arrak speaks, and all he can do is listen. But now it made sense why they had foundthe glass broken. It allowed the gate to function properly. Arrak seems genuinely concerned about the ogject, and definately not wanting it.

He noticed Vedik as the dwarf realized some fact that made him pale. Jova had missed what it was, but not the reaction. It didnt look like life was going to settle down none to quickly.

One good thing. Council to find an Eye of Gargul, for prophecy information. Jova had planned on going, but now maybe everyone would want to as wewll. Thoughts kept returning to the idea of a castle. The pure adventure of finding one.

Monthor 
Thursday March 6th, 2008 9:00:45 PM

Let's just take the orb with us to the Council and let them deal with it... yep.


Dwight 
Thursday March 6th, 2008 10:07:32 PM

"Well, I guess the orb is going to stay with us for a bit. I wonder though, what would happen to the orb, if it was inside a bag of holding, and we place that bag inside another? Aren't the materials inside normally destroyed....or at the very least unattainable?"

"Course those with a strong magic background would know more than me."

----
Dwight is ready to leave, he has found nothing of interest and is finding it very hard to keep himself out of trouble. He picks up a burnt chair leg.

Draax 
Thursday March 6th, 2008 10:42:14 PM

Draax eyes widen as Arrak explains what he learned about the orb. "Wow! If Phaedrus could have explained it like that, we might have considered leaving it in the city where anything that came through the gate would be stuck. If we cannot destroy it, hopefully we can find a way to stop it from functioning."

More answers - DM Marcin 
Friday March 7th, 2008 11:03:02 AM

"It is no easy task to destroy it. It must have been brought to the Wold long ago and then taken to Fae Skiemir so that it could do no harm here. A Disjunction might work, but you would most probably risk losing your spellcasting capabilities in the process. Forbiddance might work very well to keep the weaker beings from spilling out. These things usually have each their own story that can suggest means of destruction, something that can be researched given enough time. Very old bards or powerful wizards might have heard about such things. Consulting the wizards is of course a risk by itself, as each could easily try to take the orb away from you and use for his own purposes. For that matter so could the Council. It is seldom that we speak with a single voice, especially not so when an item of power surfaces that many would covet."

"I don't know what would happen if you placed it in an nondimensional space and then that one in another. If you want to try this experiment please do so away from here." [For that matter, I don't know either - there is no Astral Plane in the Wold. Let me know a few days in advance if you want to try it.]

"Stopping it from functioning, hmm... An antimagic field would do, but it is problematic to keep it up all the time. Let us just hope that if it didn't create a rift all these years it rested in Fae Skiemir it is not going to suddenly do so now. But this is definitely something to investigate and research once the current crisis is over."

Arien 
Friday March 7th, 2008 11:20:10 AM

The elven mage goes grim when he hears Arrak's explanation of the orb and the gate inside. Arien considers for a moment the use of the disjunction spell should it be needed. He could possibly lose his spell casting abilities but if it stopped the Wold from being overrun by demons it would be a small price to pay.

Draax 
Friday March 7th, 2008 6:03:47 PM

"I think we should do our best to destroy or stop the thing from functioning, but if it becomes too dangerous for those around us, we will have to return it to the evil city."

Jova 
Friday March 7th, 2008 8:23:42 PM

Jova looks around feeling as though he had misplaced soemthing, or forgotten something. Z is perched on a tree outside, and Jova feels no threat from there. But the thought of fighting another marilith does flitter across his mind.

"Maybe we should put it back into a bag of holding for the moment. At the least we have some protection there. Exposed like this one of us may say the wrong thing and activate the gate."

Jova then spies Dwight wandering about. Without thinking about it, Jova moves off to him. When he gets near, Jova says, "Sorry Dwight lets get you formally introduced to our host."

Once they get back to the table, Jova announces to all. "Lord Arrak, I apologize for not introducing our newest friend. Dwight here was a prisoner in the demos control. He helped us fight our way out. On the way out of the city, he placed himself 'literally' in our hands.

"So master Dwight, why dont tell Lord Arrak a little about yourself. Who you are, what you do, where you are from, that kind of thing. Maybe when your done, our Freind Vedik can do the same. Although he looks mighty preoccupied at the moment."

Monthor 
Saturday March 8th, 2008 6:19:39 PM

" Me still says that we should just take to the Council... let them decide what to do with it. ".

ooc> Weather's delayed my trip I'll be leaving Monday morning now t'il Sunday.


Vedik 
Sunday March 9th, 2008 3:35:05 PM

Vedik stares dumbfounded, scratching his beard and whispering "10 years?" a few times.

Eventually he gets control of himself enough to ask some questions. "How much damage is left? How has Plateau City faired? Are the Fixers still active?"

Tratain 
Sunday March 9th, 2008 9:39:12 PM

Tratain sits and listens to his friends for a moment and says "The City was repaired Vedik, though there was a flood recently that did some damage. Other than that Plateau City has fared very well. I have heard that the Fixers are still active, though I have never met another one."

He continues "Lord Arrak, do you have any idea what this Orb is called? So that we may start our research into it? Monthor, I do not like the idea of giving up possession of the Orb to anyone else. We brought it here, it is our responsibility. As long as we retain control of it we know that it will be rendered harmless. If we leave it with others we don't know what they will do with it."

Tratain finishes "We should probably return to the City now to rest and re-equip. We can decide what to do there. We need to contact the consortium and let them know we have returned, and we should see if they know anything about the Danger Lord Arrak warns of. We should also find out more about what is going on in the Emerald Kingdom."

Dwight 
Sunday March 9th, 2008 9:39:14 PM

Dwight is drawn back into the conversation by Jova. He offers a smirk at the 'literally' remark.

"Sir, Lord Arrak, I am but a sole halfling of only a few seasons. My short name is Dwight Twiggebundler, and weapon of choice is the bow. I enjoy flying on my trusted broom, and as the situation dictates on Whisk, my eagle whom is about somewhere in the local forest. I am a long past resident of the dear old, well relatively old, Crescent Valley. A wonderful little place, that you would be welcome to visit as my guest, though you would likely need to stay in human form."

"It is an honor to meet and speak with someone such as yourself. Perhaps under happier circumstances we could talk of a long held desire I have regarding the Ishgara tree."

Absentmindedly, he waves the charred stick a little in his left hand.

Farewell - DM Marcin 
Monday March 10th, 2008 4:44:08 AM

As Dwight speaks Arrak's gaze is fixed on his face, his eyes. "Yes" - he eventually says - "I have tried to learn a bit about you when I first saw you with this group earlier today, but you proved to be quite a puzzle. Now I see the picture more clearly. Thank you. My name among my kind is Patrark, but nowadays I prefer to be called Arrak. Your new travelling company and I share a bit of history of working together. Thank you for your invitation. Know that I am really looking forward to a time of peace when I can roam the Wold as fancy strikes me once again. Funny you should mention Ishgara. What you have in your hands came from that tree. Please keep it if you like, it can no longer serve it's original function."

The dragon listens intently as Vedik's questions are answered. How much he has already figured out or guessed about Vedik's past remains a mystery.

"I do not know the true name of the orb or the name of its creator. I suggest consulting a wise bard or using powerful divinations to learn more about how to dispose of it. I suspect Tratain may be right in one thing, though: I can easily imagine several members of the Council plotting to use the orb and its gate to create an army of demons."

"I understand you are looking forward to returning to your home and getting some rest. You can always come and go as you please, you are welcome here. By the way, you might hear from the Consortium before you try to contact them yourselves. Ever since divinations showed the necessity of your involvement in the solution to the earthquakes threat they have been eagerly waiting for your return."

Tratain 
Monday March 10th, 2008 5:28:06 PM

Tratain says "Lets be on our way. I'm not sure I like the sound of "necessity of our involvement" all that much. We should go see what its all about."

Jova 
Monday March 10th, 2008 5:30:50 PM

Jova also welcomes Dwight to the pack, although this is a bit late. Jova does not allow the comments of the dwarf to go unnoticed.

"So Vedik, new friend, Are we to understand you were a fixer during the past war with Marteus? That by our accounts you were stcuk in death limbo for 10 years? That is terrible to say the least. Can you give us some other information, so we can catch you up on thoise things you find most important?

"Lord Arrak, again you have been a generous host. Would it my decision I would stay and talk of magical aptituds. Figure out how pwople do their magics, and talk in general. But I think we are wanted in other places, maybe needed. We still have the ring you gave us, Tratain does, and if we need your help or council we can still get a hold of you. In the future maybe we can give you something the same."

"Lets get going kids we have much to do. Talk to the council, go to a Temple of Gargul, and check on the house. Along with other things i havent mentioned, for lack of remebering."

Draax 
Monday March 10th, 2008 7:09:13 PM

Draax get ready to depart with the others, but like Tratain, he does not like the sound of divinations showing the necessity of the group's involvement in the solution to the earthquakes threat. He hopes it is not one of these situations where the group is sent on a task with only half of the information.

Vedik 
Monday March 10th, 2008 9:02:05 PM

Vedik seems to take the news in stride, turning to answer Jova's question.

"I was called to be a Fixer during tha year, yes. But I was not among the first. Were difficult times, in the beginning. The organization was pretty poor, to be honest. But the first Fixers started to take charge and began coordinating things better. I came into service around that time. Things are a bit hazy, but I do know the war had ended before I died. I guess, if the war ended ten years ago, I've been in Gargul's realm for a bit."

He pauses and chuckles. "Guess I've gotta put in some extra time ta make up for being lazy all those years."

He then turns to Lord Arrak. "Another question, if ya would. Does the Dragon Council have representatives like the Dragon Consortium?"

He then gets ready to leave, checking over his repairs once more before he goes.

To Plateau City - DM Marcin 
Tuesday March 11th, 2008 6:22:10 AM

Arrak nods with satisfaction when the group assures him the means of emergency contact with him are not lost or forgotten. Then he answers the final question: "No. The Council does not easily allow non-dragons to act on its authority. There have been exceptions in the past, but only for emergencies, and as far as my knowledge goes nobody has been ever given a permament right to act on our behalf."

The group says farewell to the old saphire. The dragon watches the Knights as they depart until they vanish from sight.

It is now late afternoon. Plateau City is not far, but traveling on foot won't get you there until next evening. Even the enchanted roads have their limitations, and there is that queue at the lift.

How do you plan to make your journey back to your base?

Tratain 
Tuesday March 11th, 2008 4:00:54 PM

Tratain says "Well, I think we have enough time left on the Windwalk spell to get us home. If not we can camp out for the night and I can Recall us to our house in the morning. Unless you all want to walk, which I really don't mind either. It will let us get a feel for whats going on around the City and a chance to listen to people at the lifts, get a feel for whats going on, just as long as Monthor doesn't get in a fight with anyone this time. Seriously though, Lord Arrak has said danger is comming, the people who live, work, and travel through this area may have heard things which the council or consortium may not know about."

Dwight 
Tuesday March 11th, 2008 6:30:01 PM

Dwight bows respectfully when departing company of the dragon and thanks him for the stick and his kind hospitality. He again extends his invitation to one day visit the Valley.

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

As the group sets off, Whisk sits on his shoulder and shares his most recent find (hard to say what it was, squirrel perhaps?) After a few minutes, Dwight pulls out thick pad of leather that he places on his shoulder to ease the claw tension.

"I'm indifferent to our method of travel, but would agree that 'word of mouth' is much more reliable than those cooped up in a city about world events."

Draax 
Tuesday March 11th, 2008 8:28:04 PM

Draax says goodbye to Arrak and readies his weapons for the trip back home. He realizes that although the group has completed one of their missions for the dragons, the group still has some enemies that could be waiting for them to pop their heads up again.

Jova  d20+14=26
Wednesday March 12th, 2008 1:07:44 AM

Once outside the cave, Jova signals for Z to accompany him. The bird doesnt want to stick near, having tasted the freedom from Fae Skinner. Z wants to fly. Jova sets him out to scout then. No longer did they have the services of Horvis.

Z Spot 26

Tratain (2nd) 
Wednesday March 12th, 2008 5:50:33 AM

Tratain says "Lets walk as far as we can and camp for the night. And continue on in the Morning, and see what we can learn along the way."

Departing - DM Marcin 
Wednesday March 12th, 2008 5:55:37 AM

With the Windwalk having expired sometime during the conversation with Arrak the group must resort to other means of travel. For now the Knights walk along the patch leading away from Arrak's lair. The leaves are rustling as gentle wind caresses the treetops. The setting sun paints the sky rose and pink. Z cries from above and dives, having spotted a rabbit.

Not long after the party reaches the enchanted road. Traffic is light - the group is passed only once or twice by a local farmer carrying a sack of grain or pulling a small cart of potatoes. These respectfully stand out of way.

One could camp here on the road in the safety of its magic, as many do. One could also camp in the wild and defy danger.

Any special precautions for the night? Where would you like to make camp?

Vedik  d20+24=38 d20+24=43 d20+24=42 d20+24=26
Wednesday March 12th, 2008 8:44:20 AM

Vedik greets the local folks as they pass, offering the blessings of Alemi. Seeing the hard working salt of the earth types returning to their families after a day of toil improves his mood greatly. He eyes their implements, and if any of them seem broken or in poor repair he offers to fix them them if they wish. He's got a few drops stored.

When the question of where to camp comes up, Vedik shrugs, having no particular preference. He's just happy to be sleeping on the dirt and stone again.

Before they rest for the evening though, Vedik does see to the wands, drawing forth some woldsblood.

OOC:
Attempt to draw 3 drops x 4 times = 12 drops(DC 25: Passed)
Recharge Tratain's Align Weapon wand 1 charge (2)
Recharge Tratain's Resist Energy wand 1 charge (2)
Recharge Tratain's Cure Serious Wound wand 1 charge (3)
Recharge Tratain's Obscuring Mist wand 1 charge (1)
Renew Magic Vestment on Armor and Shield (2)
Store 2 drops.

Arien 
Wednesday March 12th, 2008 10:10:29 AM

Arien looks thoughtful since the mention of their being needed to solve the earthquakes. When Tratain mentions the Windwalk spell or being recalled Arien says, "We might as well make what distance we can today then use the recall tomorrow."

Draax 
Wednesday March 12th, 2008 5:50:38 PM

As the windwalking comes to an end, Draax nods his head in greetings to those the group pass on the road. When it is time to camp, Draax says, "Unless you guys wait to continue on, I think we should camp on the road and still take watches. I trust the magic of the road, but we have been away for awhile and who knows what chances have occurred. I will take the first watch."

Tratain 
Wednesday March 12th, 2008 9:18:28 PM

Tratain says "Lets camp here on the road. I'll sleep on the first watch and take watch for the rest. I Agree with Draax, I trust the magic of the road but no sense taking chances."

He continues "Theoretical question for you Arien. If we decided to cast Dimensional Lock or Forbiddance inside our Portable hole? I'd like to know what would happen. Would it be possible or would that destroy it."

Dwight 
Wednesday March 12th, 2008 10:00:01 PM

Dwight listens to the chat about how to hide/protect themselves with the orb. He doesn't have much to contribute, but definitely wants to know the how and where of the situation.

"Okay," he addresses once the camp is set, "It seems you definitely have some enemies, some of which are organized it appears. Do you have any trusted allies? This consortium you speak of seems to be 'do this' and 'do that.' While they may have good reason, is the rationale clear to everyone? These other folks I've met recently, dragons whom you call friends seem nice enough, but I didn't really get the feel either would stretch their neck to far if we got into trouble. I ask this, as I believe it is a good idea to be able to seek aid, should you all need it."

As the evening draws on, Dwight pulls out the charred chair leg and examines it great detail. "one step closer, I suppose," he mumbles.

Arien  d20+25=39 d20+32=44
Thursday March 13th, 2008 2:42:35 AM

Arien considers what he knows of things magic and spells in general for a moment at Tratain's request. (Arcana 39, Spellcraft 44)

Jova 
Thursday March 13th, 2008 6:57:47 AM

Listening to Dwight and Vedik he can onlysmile. Aferall it was not too long ago, he himself was asking the same questions.

"Friends Vedik and Dwight. I like you, have had my dowubts on the Dragon Consortium. I have travelled many roads in the Wold, talked to many people. In each part of the Wold there are legends. You both must agree on that.

"Anyway, most of the great legends, or heroes have had some tie with Dragons. Until recently, I figured it was all, or maybe 'any' dragon. I have since learned, loyalties in dragon society are much like that in other societies, everyone looking out for themselves. As a group, the Grey Knights were asked to join the Dragon Consortium. Of course, after the invitation, we need to prove our worthiness.

"So, as it were put before us, we decided as a group to accept the challenges, to try and join these Dragons. The way I look at it, if we pass it will allow us to acess to much information we would not otherwise have. Now Lord Arrak has pronounced the death, or rather the killing of Parnoth, by the Emerald Dragons. Not an easy task, whether for the good, or bad. And I figure the kiling of any Dragon does not raise favor amongst the remaining ones.

"So I figure we continue down the path to become members of the Consortium. It is a great honor afterall. What we do at that point, will need to be decided then. And we all know, the lines bewtween good and evil become greyer with the more knowledge you gain. Good people do bad things, bad people do good thiungs. As long as we are true to one another, I will continue to travel with the Grey knights.

"Each day we all make that decision dont we?"

Morning - DM Marcin 
Thursday March 13th, 2008 7:43:57 AM

Arien consults his vast knowledge of magic. If the inside of Portable Hole was to be treated with Forbiddance, then nothing could be ever put into it or taken out of it, as passing through the hole is going from the Prime Material Plane to an extradimensional space - essentially planar travel. There is, hovewer, a question of what would happen if the orb was to be placed inside a portable hole first. The effect could be similar to that when a bag of holding is placed inside it. Dimensional Lock would definitely suppress any planar gate, but in order for the emanation to reach the gate itself one would have to crack open the orb.

Dwight examines the charred bit of wood he brought from Arrak's home. It does resemble a leg of an ornate chair, but closer examination reveals it to be a massive stylus of some kind with the tip burned off.

The night passes. If there are any eyes - monstrous or otherwise - watching the party from the dark line of the trees they remain safely hidden from view. Morning comes and the party gets ready to resume their journey. Plateau City is just a spell away - should you wish to travel by magic. If you wanted to continue down the road you'd soon reach the lift to the First Plateau with its usual crowd and queue [Gather Information checks would be useful there if you wanted to get the news].

Tratain  d20+1=21
Thursday March 13th, 2008 2:17:15 PM

Tratain says "The Consortium has been around for a long Time. They do good work I believe, the situation in the Emerald Kingdom will have to be looked at. We don't know what the Emerald Dragons have put in place, I hope they planned very well, but we will have to ask them to see."

He continues "This group Dwight, has in the past worked directly for the Plateau City Government, helping to protect the city from those who would threaten it from the shadows. In the time I have traveled with the group we have also done work for the War Cathedral in the city as well. The last thing we did before the Consortium approached us was destroy a Sons of Dread Facility to bring back information on thier plans. Our friend we just met with believed that something was going on with the Dread, the sons master. We went looking for information about it. And then after that we went to Fae Skeimir and you know that story."

Tratain concludes "Lets keep heading towards the lifts and see what we may learn. I will memorize a recall spell incase we don't want to wait, but we should see what we can learn. Besides, I enjoy riding the lifts. I also enjoy the view."

Tratain (2nd) 
Thursday March 13th, 2008 2:17:54 PM

Gather information check was a 21, Natural 20. Forgot to write it into the above post.

Vedik 
Thursday March 13th, 2008 2:45:05 PM

Vedik nods at Tratain. "I'd rather like to see the lifts myself. Fantastic construction."

Having little ability in the ways of obtaining information, the old dwarf leaves that to others as they approach the lift, but he watches for anything he might fix on the way, especially for farmers and other hard working types.

"So you've got a home eh?" he asks no one in particular.

Draax  d20+1=14
Thursday March 13th, 2008 7:50:36 PM

Draax listens to the conversations around him and have a little to add. "I do not have much knowledge of the Dragon Consortium, but there are a few of their members that I believe to be honorable and trustworthy. I believe that everything they do is for the best interest of the wold, but as when we worked for a man called Marcus, what is best for the wold might challenge our beliefs."

Draax looks forward to mingling with the people at the lifts.

Gathering information 12

Dwight  d20+8=20
Thursday March 13th, 2008 11:40:25 PM

"I suppose I can see what you mean Tratain and Draax. Perception is often the key to what is good and best. Early in may adventure days I did some crazy things for the good of the valley....the hardest to imagine would be attacking a baby that was just born. Course it wasn't really a baby, but perception could have made me a murderer instead of a hero."

---------------------------
As we meander among the 'locals' dwights takes a good listen

listen: 20

Arien 
Friday March 14th, 2008 3:21:02 AM

Arien relays what he knows of the situation with the orb and lets the others mull it over. "Of a sort," Arien responds to Vedik, "We are not there often but its nice to have a place waiting for you when you return." That said Arien begins meandering towards the lifts.

Jova 
Friday March 14th, 2008 8:02:15 AM

Jovas feet and back begin to ache. Not used to so much walking he thinks. But the pain does keep his mind off of the orb. He also tries to pay more attention to his surroundings.

The lifts - DM Marcin 
Friday March 14th, 2008 8:35:36 AM

It takes just a few hours to reach the lifts ascending to the First Plateau. The site looks familiar and the multicolored crowd of people gathered at the feet of the construction is as rowdy and loud as ever. Aside from common people there are several young bards here, some aspiring adventurers, some soldiers on a leave, a few merchants, a few beggars, and, most likely, quite a few pickpockets. It takes a bit of skill to find those who would know about more things than just crops, but the party somehow manages to hear and overhear this and that.

"...never happened before. It was scary, the whole house shook as if it was alive. They said it was a mild one, though, and there was almost no damage. Gave us a lot of fright, though. Whoever heard about ground shaking in Plateau City?"

"...A letter from my cousin. He says he won't be coming with the goods for two more weeks. A volcano started smoking and the caravan he's leading here had to take a roundabout route."

"The END is coming! The END I tell you! We have angered the gods, and now they have turned from us! Repent! Repent!"

"It looks scary. I heard Captains talking that it's happenig all over the New Elenna. I'm thinking about moving away to Taur Isles for a while. No sense in taking risks."

"...and then he admitted to being a necromancer. He confessed to stealing souls of the dead for his masters. Good grief, can you imagine that? I've written it into my will that I want to be cremated. Oh, and him? They burned him, of course."

"I wonder why they keep such a tight watch at the gates nowadays? Dunno, something is up I guess and they just don't want to be caught unprepared AGAIN. Still, I have a niece who dabbles in sorcery a bit, and she told me that that's only part of the watch that is being kept, and that they are scrying everyday or some such mumbo-jumbo."

"...So, imagine that, there he stood and shouted: <and if I lie may the earth devour me!> - and just then - rrrumble! - the quake starts! Poor man had to go and change his pants afterwards, ha!"

"It's been going for a while and they do get stronger with every passing week. Ilem the Historian tells me there's no record of such occurences in the past."


After about an hour of waiting the party finally gets to the lift and makes its way to the First Plateau. It is now not far to the city and its walls should be reachable before noon.

Arien 
Sunday March 16th, 2008 8:09:32 PM

Arien wonders about some of the conversations that they had overheard while at the lifts and decides to do some research into the earthquakes while others contacted the Dragons.

Draax 
Sunday March 16th, 2008 8:14:21 PM

Draax listening to the conversation around them. Arrak's hint about the quakes lets him know that they are not natural. It is obvious that something will have to be done about them; he just wonders what part the knights will play in fixing the problem.

Vedik 
Sunday March 16th, 2008 9:19:33 PM

Vedik continues to stare in wonder at the state of the city.

Tratain  d20+1=8
Sunday March 16th, 2008 9:22:22 PM

Tratain says "Lets head on into the City, if no one meets us at the gate we'll head to the house. We can send word to the Consortium tomorrow if they don't get word to us first. Lets see what else we can find out on the way there though."

Dwight 
Sunday March 16th, 2008 10:00:24 PM

Following the group, not finding the earthquake chat very interesting having felt plenty when he was near giants, Dwight inquires among the group.

"So you have had these trips to the dragons and evil city and such. How long has it been since you were last here? Personally, the last time I was here the city didn't look so good. It had been overgrown by plant-life. I'm sure it has fully recovered by now as that seems quite a long time ago."

Plateau City - DM Marcin 
Monday March 17th, 2008 9:27:30 AM

The Knights decide to cover the last of the distance to the gates of the Plateau City on feet.

The roads are much more busy up here. Curiously enough, one sees quite a few carts loaded up with various posessions of their owners moving away from the city. Seems that some people got an idea that it would be wise to relocate.

The gates are indeed guarded much better, with a squad of soldiers checking every cart and sack brought through them. There are also several magic users here and there, obvioulsy scanning the passers-by with spells.

The city looks, feels - and smells - pretty much the same as it ever has. You have to look very carefully to see any signs of earthquake damage, but they are here if you know what to look for - a collapsed chimney here, a hole in the roof there, a crack in the wall on the building next to it.

Fortunately, it seems that the Knights' mansion has survived the quakes without problems. It stands where it's been left, in the shadow of the mysterious tree growing in its backyard. Hmary notices the group through the kitchen window and runs out to greet them.

"Alemi's grace, Hlords, you're back! It was hawful what happened here! The ground shook! Everybody was so afraid! And there was heven a fire in the center, because an hoil lamp got knocked down! They barely managed to put it hout!"

Ah, home sweet home.

[It is an early afternoon. Tell me if you want to do anything specific during the rest of the day. If wandering through the city please make Spot and Listen checks, and other checks as appropriate depending on what you plan to do.]

[Are you done with changes to character sheets? Can we start the next module?]

Tratain 
Monday March 17th, 2008 5:33:01 PM

When they reach the house and Hmary comes out to meet the group and gives the news Tratain says "Is everyone ok? We can fix the house no problem."

He continues "Vedik, I'm going to Look around town and head to the catacombs to buy some things, want to take a look around?"

OOC:My sheet is all updated, I'm ready to go

Tratain (2nd)  d20+1=17 d20+11=20 d20+12=27
Monday March 17th, 2008 5:36:20 PM

When They are wander around the town Tratain keeps an eye out for damage to the City, What people seem to be saying about it, any news from the other kingdoms especially the Emerald Kingdom.

Gather Info - 17
Listen - 20
Spot - 27

Monthor 
Monday March 17th, 2008 8:57:21 PM

Monthor returns Hmary's warm welcome with a big dwarf hug.

" What's for dinner? Me be starving!!!! "

Then

" Tratain, me be with ye. Me needs a new axe. "

ooc> Good to go. Just need to change a scarab of protection into "something else" of protection. But that shouldn't stall us any.



Draax 
Monday March 17th, 2008 10:11:57 PM

Draax greets Hmary as she comes out of the house. "We are glad that no one is hurt. As Tratain said, we can alway repair the house. Oh yeah, here is your pay for the next six months." Draax hands Hmary a bag of gold with 450 gold pieces.

After paying the house sitter, Draax goes at takes a moment to look for any changes in the tree.

Dwight 
Monday March 17th, 2008 11:06:05 PM

Dwight looks around the house, and introduces himself as required. Eventually he splits off to visit the Catacombs, and then heads to the WLA office to check on the latest news.

OOC: I'll finish updating Dwight's sheet by noon tomorrow. I've done it on paper, just have to update the google thing.

Jova 
Tuesday March 18th, 2008 12:40:17 AM

Upon reaching the house, Jova stands on the stoop. He had never felt comfortable in houses. The others all seem to have things to do. He tells Tratain he will see him at the magic shop, but first, Jova needs to find the temple of Gargul.

Jova invites anyone who wants to join him they can. Once he finds the temple he will enter and wish to speak to a priest. Afterwords, he will search out the servidce of an Eye. Hopefully Gargul will have placed some sort of mark on him, designating him as returned to the living. Once recognized as such, Jova will request the help of the Eye to become a devout of Gargul. Having talked to the prioest, Jova selcts the route of the Grim.

So he waits for the assistance of an Eye of Gargul, in the antechamber.

Arien 
Tuesday March 18th, 2008 2:15:08 AM

Arien spends a little time at their property then heads directly to the Star Mages' tower to research spells and what might be the cause of recent events.

An afternoon in the city - DM Marcin 
Tuesday March 18th, 2008 5:12:08 AM

Hmary seems to be enjoying the attention tremendously. "Dear sirs, thank hall the good gods my children are safe. Poor things got very sacred when hall of this was happening, but scare leaves no scars. Hand your mansion, Lords, stood through that nastiness very well. Whatever repairs were hneeded we have halready taken care of. Well, there is still some plaster that has fallen hoff the side of the tower too high for hour ladder to reach, but we'll be fixing that in a few days."

The sizeable sack of gold that lands in her lap has her melt up like butter. She profusely apologizes for not having much to eat at the moment - just some potato and onion stew she was cooking for her own family - but promises to have a proper meat meal ready by the evening. "I'll be hoff to the butcher right away" - she glances at Monthor and does some culinary calculations - "A side of beef will be henough, I hope? Let hme get my holdest hand a cart. And bank hall that money at Graham's, not a good hidea to carry that much hon hme."

The strange tree hasn't changed much. rooted firmly in the ground it withstood the tremors very well. If the distant buzzing is any indicator wild wasps might have made a nest high up in its branches.

A stroll through the streets does not reveal much more damage. Whatever repairs were needed they have been already carried out. The people are still talking about the quake, of course, but since it was a gentle thing and there was no loss of live it is doubtful if it will leave a lasting scar on the society. If the incident won't repeat itself it should be forgotten in a month or two, being replaced by the newest problems and gossip. The general feeling is that the people are slowly getting bored with the subject of the quakes and the interest of the crowds shifts to everyday business. No special news came yet from Emerald Kingdom and nobody seems to be aware at the moment of the events that took place there. The WLA board does not give a hint about the situation there, either - it is mostly filled with reports about earthquakes aftermath in different regions. Some parts of the Wold suffered much more serious tremors, especially western Culverwood, and assistance is needed with many kinds of problems that arose as a result of those events, ranging from political upheavals to rioting, chaos, and, in some parts, outbreaks of banditry.

Arien consults the Star Mages Guild [Arien Highlight to display spoiler: {So far the Guild has been mostly gathering data. Those who have studied geology agree unanimously that the phenomena can't be natural and something must induce them. One could even trace on the map a path of this hypothetical motivating force as it completes huge circles around the Elennian Peninsula, moving hundreds of miles in a day and always returning to the central parts of the land - western Culverwood.}].

Jova finds the temple to Gargul and makes his plea. The residing High Eye is visibly perturbed by the request, doubly so when the auguries he performs show that his lord does not oppose the request.

"This is highly unusual. You seek to become a Grim, and yet you are not even ordained as a member of the clergy of Gargul. Our lord does not oppose your request, but neither does he command us to grant it, so the decision is in my hands."

"I shall first make sure you understand to its fullness the obligations you would take on yourself. Answer me this, Jova, would-be Grim: what is the task that Gargul devoted himself to? By taking on the mantle of the Grim, you would represent us all and act in our name and the name of our master, so tell me: what actions Gargul expects of his clergy? Thirdly, do you understand the role of the Grim? Tell me what task you devote yourself to by accepting this title? Finally, there is the matter of the initiation ceremony. Are you capable of carrying it out?"

Cedric 
Tuesday March 18th, 2008 7:31:44 AM

Vedik nods in appreciation of the home, and introduces himself to the steward. Pleasantries taken care of, he inquires if there is a work room, or place where he can undertake some crafting.

Except for meals, and his time spent helping Jova with whats needed, he spends most of his time crafting, if the home has a suitable place.

OOC:
No, not yet. Waiting on Catacombs transaction.

Tratain  d20+12=30
Tuesday March 18th, 2008 6:08:19 PM

After getting his shopping done and spending some time around town Tratain spends some time relaxing under the Tree, keeping an eye out of the comings and goings of people who walk by the house in view of the tree. (Spot 30)

Draax 
Tuesday March 18th, 2008 7:26:42 PM

After looking at the tree, Draax catches up with Hmary. "I will escort you to the bank since I am on my way to do a little shopping myself." As they walk, Draax starts up a conversation. "I am not sure how long we will be home this time; hopefully long enough to wash some of this dust away and relax for a while."

Once the money is safely in the bank, Draax says goodbye to Hmary and heads toward the Catacombs.

Dwight  d20=12
Tuesday March 18th, 2008 10:48:57 PM

While at the WLA, Dwight inquires if "The Sons of Dread" have had an recent activity, especially large or uncommon activity.

Gather information: 12

Eventually he returns to the house, assuming there is a bed for him. If not, he can return to the WLA.

Back at the house, he determine how long they plan on staying in the City. Dwight would like to do some minor training at the WLA.



Arien 
Wednesday March 19th, 2008 1:23:52 AM

Arien takes notes of all Star Mage's findings and heads back to the party's home with the information. On the way Arien stops at the Catacombs and also tries to find a map of the continent.

Once back Arien will show anyone at the property the information that he acquired.

Jova 
Wednesday March 19th, 2008 2:36:16 AM

Jova looks down at the Eye. Just what he had expected. But tests? Everyone who thought they were someone, had to prove it to lessers it seemed. Very well, Jova decided he was serving Gargul, and not this individula priest. Tipoping his hat back from his head he begins.

"I know little of the gods and their lives. All conjecture and hersay. Lots of legends, that who can believe anything? So what I gather Gargul did, or fights for is the freeing of people from life. To say, death is not a bad thing. It is a necessary transition, for whatever comes next. That souls who get trapped and not allowed to move on, well that is evil, for lack of a better word.

"So, I don't have time to rant rave and pray. I dont wish to be a child, or initiate. In fact I did not wish any of this. But for whatever reason, Gimp and Gargul allowed me a second chance to do their bidding. Yes thats right, I met Gimp as well.

"Gargul himself gave me the task opf building a tempkle where noone knows his name. That I will do, with or without your blessing. And if you decide not to give me the blessing to enter the realm of shadows I will seek out another.

"You see I travel with a Fixer of Alemi. Ya Alemi, our Lords nemesis. Therefore I can learn alot from him, and watch him. It is good to have opposing forces in every thing. You know the whole hot vs cold dilemna. We are trying to get accepted in the Dragon Consortium. So for the little time I spend here on the Wold, I can give mucvh umbridge to our Lord. I have the 2 scrolls I need to nail my shadow to the Shadow Realm.

"Which brings me to the most important point. I do not have the skills to be a Undead hunter, or a Soulseeker. I do not wish to be a cleric. I have the ability to use raw magic. I assume that is why the Lord chose me. It will be up to me to free souls to move on to the next plane of existence. To spread thed word of Gargul to all nations. To vanquish undead whenver possible.

"There ya have it."

A day passes - DM Marcin 
Wednesday March 19th, 2008 5:24:11 AM

The mansion owned by the Knights is large enough to be a home for an entire clan, so there is no problem finding a crafting room or comfortable bedding for everyone.

There seems to be no special attention paid to the building by the passers by, and whatever interest might have arosen around the sudden appearance of the tree has already worn off.

Hmary accepts Draax's help with gratitude. She drops off the money at the merchant for interest, and then sets about preparing late dinner. Soon the whole building is filled with smell of roasting meat. In the evening a simple yet plentiful and tasty meal is served. There is enough food and drink for everyone.

After a bit of asking around at the WLA it becomes obvious that the Sons seem to have withdrawn from the lands outside of Dread for now and are suspiciously quiet.

It is no problem to locate a map of the continent in the Catacombs [you can assume you have access to and knowledge of any map you can find on the Woldipedia].

Back in the temple of Gargul the High Eye bows his grey head and ponders Jova's answers. Finally he says: "I can't give you my blessing at the moment. Come back when you have proven that you are ready to make serving Gargul the purpose of the rest of your life."

On his way out, however, Jova is stopped by a small, wrinkled, and ancient looking halfling, wearing the black robe of a priest of Gargul. He tugs gently at Jova's sleeve and ushers him into one of the quiet, empty studies in the temple. "The High Eye is proud, stubborn and short sighted. I believe good intentions should not be rejected like this. I will extend to you the blessing of our lord if you wish.

[If Jova accepts the offer you can go ahead and perform the ceremony. Write what spells you use to travel to the realm of Shadow, bind your shadow, and come back. If you won't roll a scroll mishap we will assume the ceremony was successful.]

As evening sets in the city is lighted up with a thousand of small fires.

Tratain 
Wednesday March 19th, 2008 6:27:02 PM

Tratain thanks Hmary for the meal and decides to get some rest.

In the Morning Tratain will attempt to send a message stating that the Grey Knights have returned from thier first test if the consortium should wish to speak to them again to Sturtavent, since the Platnum Dragons have retired and he is the only member of the Consortium besides the Emerald Dragons that Tratain knows about.

Vedik  d20+24=33 d20+24=27 d20+24=44 d20+24=42 d20+24=40 d20+24=44
Wednesday March 19th, 2008 7:20:16 PM

Vedik spends his day crafting, and seeing to any repairs needed in the house.

He then sees to the wands as evening comes.

OOC:
The crafting is for my new headband, just approved.
Draw 3 drops x 6 (DC 25) All passed.
Restore 18 charges to wand of Cure Light Wounds.



Monthor 
Wednesday March 19th, 2008 8:44:10 PM

...drinks beer and shines up his pretty new axe and armor.

He looks at the axe....
" Me think's me'll call you... Fred. "



Draax 
Wednesday March 19th, 2008 9:13:13 PM

Draax thanks Hmary for the meal and helps himself to seconds. "I almost forgot what real food was like."

After the meal Draax goes to his room to get some sleep in an actual bed.



Dwight  d20+3=14
Wednesday March 19th, 2008 9:41:09 PM

Dwight eats his fair share of free food and adds the tidbits of information he found from the WLA (that of the Sons of Dread being suspiciously quiet).

As evening draws to a close, Dwight sits in the backyard and makes a few arrows for future use.

It is at this time, he takes his first look at the tree. (arborist: 14)

Jova  d20=9 d20=6
Thursday March 20th, 2008 12:48:32 AM

Jova stares incrediously at the departing Eye. Raising his arm, he begins to chant a small verbal spell. But before hecan finish it he returns to his senses. Swearing he lowers his handsa, and meanders his way towards the entrance. Extrenmely upset at the outcome, he almost misses the halflings tugs at his cloak. Looking down, way down, he finally spoots the halfling. Listening he gains some composure.

After exchanging pleasantries and names, Joova explains what he had heard of the ordiance he was to perform. Taking out his scroll of Etherealness, he explains he can enter the ralm of Shaodw. Although he didnt know what to expect. The halfling explains what is on the other side. Then Jova shows him the scroll of Planar Binding. Since both were arcane spells, he was realitively sure he could use both scrolls.

The last question he has is about the actual nailing of the Shadow. The halfling extracts a hammer from hios robes, and a large nail. The halfling explains that it will be merely symbolic, but he had found it easier if one actually thought he was nailing the shadow. Then to cast the Planar Binding, on his shadow, and it would work.

Jova thanked the halfling as he got his blessing. Reading the Etherealness scroll, he was transferred to another plane. Oddly enough he didnt feel any different. He was surprised when the halfing appeared next to him. Not knowing how much time he had, Jova did as he had been instructed. Casting the planar bindfing on his own shadow, he was relatively sure it had worked. The halfling nodded his assent, and they were transported back.

Jova spent several hours with his new friend, learning more about what it was to be a follower. What it mewant to be a Grim. Questions back and forth, seemed to make the halfling more receptive, and respectful. It was odd this new friendship, new kindred. It wasnt too many days ago he had been joking about the eating of halfling brains.

--Both scrolls were arcane. Both are of my level or lower. But here are the rolls. 9, 6. I have no idea what the modifiers are. I figure as long as rthey arent ones they would work.

Nightfall - DM Marcin 
Thursday March 20th, 2008 4:56:16 AM

The rest of the day is spent crafting, eating, resting, and performing general maintenance. Dwight takes a look at the tree and has no idea what kind of plant it is. It looks a bit like a redwood tree, but the color of the bark is all different, dark brown, and the leaves are not what one would expect either. It is possible that it is unique.

Back at the temple of Gargul Jova completes his initiation ceremony [no rolls were needed for scrolls if these are not above your caster level]. The strange wrinkled halfling is tight-lipped and enigmatic. He introduces himself as the Archivist and claims he no longer uses his real name. As they part the little man thrusts an old, dusty tome into Jova's hands. "History of the temple and of the people who worked here for the last fifty years. Much better to learn about Gargul from the real deeds of those who came before us, even if they have already passed to the other side, than from some crazy mystic."

Night comes and the city goes to sleep.

[Right. May I please have the following information:
1. Where is your character sleeping (there are bedrooms on the ground floor, the first floor, and the second floor)?
2. Are there any spells on you that are still active?
3. If you use armor then have you taken it off?
4. Are there any security measures in the mansion aside from a good lock on the door and shutters on the windows?
5. Is anyone keeping watch?
6. Where is the orb?
7. Has anyone ever designed the layout of the mansion?

If you play a spellcaster then please figure out what spells you have left.]

Monthor 
Thursday March 20th, 2008 10:26:39 AM

Monthor will be taking a bottom floor room. He doesn't need anything fancy.

Tratain's magic weapon and magic vestment spells may still be active depending on how long they last.

The armor is off. The rings and the necklace of adaptation remain on. Boots and glove are off.
His axe as always remains within arm's reach.

Does Monthor being there count as a security measure?

We should have watch set up. Monthor'll take a turn where appropriate ( this likely falls in Tratain's court as war leader).



Tratain 
Thursday March 20th, 2008 5:10:09 PM

Tratain takes a room on the Bottom Floor as well, Normally when awake Tratain is in possesion of the Orb. When he sleeps he entrusts it to those who are standing watch. Tratain Asks Draax and Vedik to take the first watch, Tratain will watch with Monthor for the second half of the Night. Arien, Jova, and Dwight are asked to watch as well, but early or late is thier choice.

------------------------------------------
Answers to some of the questions.
Tratain sleeps on the ground floor.
Tratains Magic Vestment and Magic weapon spells last 19 hours, cast in the morning after praying for spells. There is a 5 Hour window in the very early morning where they are not active.
Magic Vestment - Tratains Armor and Shield
Magic Weapon - Monthor's Axe, Tratain's Warhammer, 50 of Dwights Arrows or on Draax's Bow if unable to enchant Dwights arrows because of Sharpshooter.
When asleep armor is off, Armor is on when awake.
Vedik Keeps the Orb while Tratain is asleep, Tratain keeps it while he is awake.
As for layout or security measures I'm not sure. The group has owned the house since before I joined so I don't know if it was magically warded or if anyone has drawn a layout of it.

ALL SPELLS CAST AT CASTER LEVEL 19

Condensed List of Spells Memorized:

0 level: Cure Minor Woundsx2; Detect Magicx3; Read Magic
1st Level: Divine Favor; Shield of Faithx3;Remove Fearx2; Comprehend Language (Sanctuary)
2nd Level: Delay Poisonx2; Remove Paralysis; Resist Energyx2; Shield Otherx2 (Spiritual Weapon)
3rd Level: Invisibility Purgex2; Daylight; Magic Vestmentx3*** ;Extended Resist Energy; (Protection from Energy)
4th Level: Freedom of Movementx2;Dimensional Anchorx2; Greater Magic Weaponx3***(Divine Power)
5th Level: Righteous Mightx2; True Seeing;Quicken Divine Favor; Quicken Shield of Faith (Spell Resistance)
6th Level: Healx2; Greater Dispel Magicx2; Harm (Blade Barrier)
7th Level: Holy Word; Destructionx2; Windwalk(Power Word Blind)
8th Level: Quicken Divine Power; Firestorm; Holy Aura (Power Word Stun)
9th Level: Miracle* (Power Word Kill)


Draax 
Thursday March 20th, 2008 6:07:30 PM

Draax will takes the first watch as Tratain suggested. While on watch, he will periodically walk through the house, checking doors and windows. When he turns in for the night, he will sleep in his room located on the second level. He removes his armor but keeps his cloth, armor, sword, shield, and equipment close to the bed. He will keep his rings and necklace on while he sleeps.

Before everyone turns in Draax says, "If any of the magic users have an alarm or warding spell available it could not hurt to cast it. A lot of people have seen us since we returned and if any of those assassins were watching the place, they will probably pay us a visit in a few days if not sooner."

Vedik 
Thursday March 20th, 2008 10:21:05 PM

Vedik retires after a long day of crafting, taking what ever room is available.

OOC:
Current Spells

Vediks Greater Magic Weapon and Delay Poison both last 26 hours, so they are on. His Magic Vestment is off since he recharged the wand.

He'd be out of armor, but have his holy symbol ring of protection, and amulet of wisdom on.

He's still 13th level at this point, still waiting on the catacombs.

Dwight 
Thursday March 20th, 2008 10:48:01 PM

At some point Dwight asks Tratain about the tree. "I've got some minor arborist skill, me pa is a true arborist. This tree is 'different' than others that I've seen. What can you tell me about it?"

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

Dwight finds a welcoming room on the top floor with a window facing the odd tree. He opens the window to allow a fresh breeze and to allow Whisk to come and go as he wants for the night.

As he gets ready to close his eyes, he casts 'speak with animals' to talk with Whisk. He inquires about anything Whisk is concerned about, and then asks him to watch over the house tonight.

He shows Whisk, the string and rock place at the window. A common quick wake-up call use allot between the two. (A rock is tied to each end of the string. One rock is place outside the shudders, the other on a shelf. If Whisk perceives trouble, he pulls his rock outside, which then knocks over the rock inside. Making enough noise to awaken Dwight...normally.) Course the empathy link helps too.

No spells active. Weapons nearby. Jewelry on. Pastry also nearby in case Dwight get hungry in the middle of the night.


An earthquake - DM Marcin 
Friday March 21st, 2008 8:46:47 AM

It starts during Tratain's and Monthor's watch, when the spells on their weapons and armor are still active.

The first shake is but a distant rumble, as if an avalanche was coming down in a valley far away. But mere seconds after that the floor of the mansion starts to shake like a deck of a ship in a storm! There are sounds of stone and timber coming crashing down on the higher floors. Furniture and smaller items fall down and break. Those asleep are violently brought back to the here and present.

This first wave of tremors is but a beginning. There is a brief pause - of several seconds - and then the wold starts to shake again, as if a cruel godling child had picked up the First Plateau and was toying with its inhabitants. A timberhouse just across the street collapses in a heap of rubble like a card house. A column of bright flames erupts not far away like a war beacon - probably the oil storehouse? There are cries of terror outside.

Inside the mansion cracks appear on the walls as tortured stone and masterwork masonry fights to resist forces that try to tear it apart. Those on the highest floor detect a faint smell of smoke.

[Please take 5 rounds worth of actions. Moving about requires a Balance check DC15 every round - if you fail you fall down. It takes one round to get out of the room and 3 rounds to go from the corridor to the upper or lower floor. Also, everybody has a 20% chance of being hit by something that falls on his head - a shelf, a wooden beam, or a similar item - roll d100 once and if this happens to you make a Ref save DC15 and take 2d8 damage if you fail.]

Dwight  d100=73 d20+5=17 d20+5=15 d20+5=24 d20+5=15 d20+18=20 d20+5=16 d20+18=19 d20+15=32 d20+15=21 d20+15=16
Friday March 21st, 2008 1:38:38 PM

Rolling out of bed, the first sight Dwight sees is the rock slide off the shelf and bounce across the floor.

Round 1 (balance: 17)
While on his knees, Dwight grabs his sword, bow, sack, quivers and broom.

He thinks of Whisk and moves to jump out the window.

Round 2 (balance: 15)
Pushing open the window shudders, he looks for Whisk.

The clatter of things breaking behind him and outside screams prevents him from hearing Whisk.

Round 3 (balance: 24)

With feet planted he looks wide out the window, and spots Whisk coming.

He leaps (jump 15, ride:20) toward the eagle. Whisk instantly changes in size to accomodate Dwight.

Round 4: (Don't think I need balance anymore, just in case: 16)

Dwight, settles himself on Whisk as air lifts the duo upward away from the ground currents. The thought of the unfinished pastry lying on the floor comes to mind.

Round 5:

'safe' from the tremors and the falling debris, Dwight scans around the sky first, then the house, and finally the nearby street.

(spot: 32, 21, 16(nat 1))

OOC: If Whisk is unable or unwilling to come, per DM choice, Dwight will follow the same procedure, but jump on his broom. He prefers not to fly on his broom in the presence of unknown others at night for his own safety. This is why he would rather ride Whisk, plus Whisk can see.

If forced to use the broom, on Round 4, he will turn invisible (ring).

Monthor AC 30 HP 151  d20+4=24 d100=47 d20+4=5 d20+4=24 d20+4=21 d20+4=5 d20+3=9 d20=19 d20+3=7 d20=5 d20+3=14 d20=13
Friday March 21st, 2008 7:40:36 PM

Wouldn't Monthor and Tratain have been on the main floor since they were on watch?

Round 1
Balance check 24 (natural 20)

Done in his new armor and clutching Fred the Dwarven War Axe, Monthor leaps to his feet and heads out the door.

" Tratain!!! Get everyone out of the house!!! Me'll go outside and see if we're being attacked!!! "

Monthor heads outside.

Round 2
(Natural one on the balance check)
A quake knocks the dwarf to the floor.

Round 3
( BC 24)

Monthor continues to watch and listen for trouble.
Spot 9, listen 19

Round 4
(BC 21)
Spot 7 listen 5

Round 5
( BC 5)
And... he falls down again.
Spot 14 and listen 13.

Arien (Mage Armor, Fly)  d100=29 d20+4=20
Saturday March 22nd, 2008 3:41:22 AM

Round 1

Arien, in trance downstairs when the quake starts, manages to come to his feet despite the shaking, then realizing that the shaking would make moving about quite difficult, casts fly upon himself.

Round 2
Arien flies to the door and throws it open.

Round 3+
Arien speeds to where Hmary and her children sleep and once he reaches them gathers them about and dimension doors outside, well clear of the building.

Spells Memorized

Tratain  d100=38 d20=7
Sunday March 23rd, 2008 8:58:18 PM

When the Quake hits Tratain is thrown off his feet.

He takes one of his Fly potions from his bag and drinks it down. He then Grabs his gear secures the Orb and heads for Hmarys room to make sure she and the children get out safely.

Seeing Arien already there and far more capable of seeing them to safety than he is Tratain makes sure the rest of the group makes it out and then meets them on the street, where they can begin helping those in need if they are able to.

Vedik HP131/137 (Flying)  d20+1=18 d20+1=10 d100=20 d20+5=12 2d8(2+4)=6
Sunday March 23rd, 2008 9:19:34 PM

Vedik is startled awake as the building starts to tremble. He rolls out of bed, managing to keep on his feet.

Round 1: Get out of bed

Round 2: Falls prone, grabs wings of flying, activates them.

Round 3: Hovers, gathers his weapon, shield

Round 4: Don belt pouch and backpack, gets hit by falling beam.

Round 5: Fly down to Tratain's level to check Orb.

Once there he calls out, asking if the Orb is secure.



Draax  d20+5=14 d20+5=10 d20+5=21 d100=38
Sunday March 23rd, 2008 10:29:03 PM

Always a light sleeper, Draax awakes quickly at the beginning of the quake. Although he is awake, he is unceremoniously thrown out of his bed onto the floor by the force of the shaking. He worries about the others in the house, but realizes that he needs to secure himself before he will be able to help anyone else.

Round 1: Draax falls out of the bed onto the floor. (Balance roll 14, failed)

Round 2: While on the floor Draax puts everything he is not wearing into his bag of holding, except a potion of gaseous form.

Round 3: Draax is unsuccessful in his attempt to get back to his feet. (balance roll 10, fail)

Round 4: Draax drinks the potion of gaseous form.

Round 5: In gaseous form, Draax floats out of the window. (balance roll 21, pass)

(Chance of being hit, rolled 38, passed)

Uninvited Guests - DM Marcin 
Monday March 24th, 2008 7:32:24 AM

Dwight bails out of the building through the window, landing on the back of Whisk who comes to the aid of his master.

Monthor, who is with Tratain at the main floor, manages to tumble out of the building with some difficulty.

Acting fast, Arien goes looking for the housekeeper and her children. He finds the entire group in a state of panic and hysteria outside the kitchen. It takes shouting to make them gather round for the spell, but after a frustratingly long and dangerous moment he manages to pull it off. The Dimension Door takes the whole group safely out of the building.

Tratain, who had the same idea, arrives just in time to see the whole group depart safely, so he turns around and joins Monthor outside.

Vedik, flying inside the house at dangerously fast speeds, descends to the first floor and can see that Monthor and Tratain are already out.

Draax uses a potion to leave his room in a creative way. Being partly ethereal he feels detached from the real, material world shaking below him.

The cataclysm continues. Panicky people are running up and down the street. There is shouting and cries for help everywhere. A window is thrown open on the second floor of a large house on the other side of the street and an elderly woman leans out crying for help. She seems scared to death and ready to jump.

A small group of six people huddled close together stands near the entrance to the tower [marked on the map as G]. While they all look like commoners and they seem to be surprised by the sudden earthquake at least as much as the party - in fact, two of them are on the ground right now - there is a feeling that they are not here by coincidence. For one thing, they do not seem to be running without purpose like everyone else. For another, they are not at all disturbed by the sight of four large earth elementals that are slowly approaching the western wall of the mansion [marked on the map as E]. The elementals seem to be eyeing the load-bearing wall appraisingly. One would swear that if they had sleeves they would be rolling them up right about now.

The last of intruders is spotted by Arien and Dwight. A huge fire elemental is flying near the highest windows of the mansion [marked on the map as F]. It is happily setting fire to the roof. A few beams are already ablaze.

[Map . Sorry that I had to use such a large scale. If lack of detail makes tactical decisions hard for you please tell me which part of it you want magnified and I'll post new maps and postpone the next round until tomorrow.]

[Please take actions for 1 round. Those standing on the ground need to make Balance checks DC15 if trying to move. If you fail you fall down about halfway along the path of your intended movement. If you are gaseous/flying you don't have to make the check. Those still in the building need to see if they are hit by a falling beam: 20% chance, Ref DC15 to avoid 2d8 damage.]

[Response to Joe's questions - DM Marcin] 
Monday March 24th, 2008 10:24:12 AM

[The group of commoners is 100 ft from Monthor and 110 ft from Tratain. They stand huddled together (within a 15 ft diameter circle). The foremost elemental is 50 ft from Monthor and 60 ft from Tratain. The group of commoners is 45 ft from the foremost elemental. The furthermost elemental is 110 ft from Monthor and 120 ft from Tratain.]

Tratain HP 188/188 AC 41  d20+19=21 d20+19=21 d20+19=39 d20+19=35 d20+19=32
Monday March 24th, 2008 12:23:30 PM

Once outside and seeing the strange commoners watching the elementals intend upon destroying the groups home Tratain shouts "Attackers Near our Tower! Everyone Get here quickly!"

Tratain quickly casts a spell to strengthen his defenses (Quicken Shield of Faith) and Then casts the Area version Greater Dispel Magic Trying to get as many of the Elementals as possible in the Area. (Trying to Dispel the Elementals, if I can catch any of the "Commoners" in the Area too that would be good, but mostly want the elementals)

Tratain calls out to Vedik "It is Secured, There is a Woman that needs help off to the southwest. Get here down and then meet back up with us here." Then he flies 40 Feet towards the Enemies.

Dispel Checks Beat Caster Levels 10, 10, 28, 24, 21.

0 level: Cure Minor Woundsx2; Detect Magicx3; Read Magic
1st Level: Divine Favor; Shield of Faithx3;Remove Fearx2; Comprehend Language (Sanctuary)
2nd Level: Delay Poisonx2; Remove Paralysis; Resist Energyx2; Shield Otherx2 (Spiritual Weapon)
3rd Level: Invisibility Purgex2; Daylight; Magic Vestmentx3*** ;Extended Resist Energy; (Protection from Energy)
4th Level: Freedom of Movementx2;Dimensional Anchorx2; Greater Magic Weaponx3***(Divine Power)
5th Level: Righteous Mightx2; True Seeing;Quicken Divine Favor; Quicken Shield of Faith* (Spell Resistance)
6th Level: Healx2; Greater Dispel Magicx2*; Harm (Blade Barrier)
7th Level: Holy Word; Destructionx2; Windwalk(Power Word Blind)
8th Level: Quicken Divine Power; Firestorm; Holy Aura (Power Word Stun)
9th Level: Miracle* (Power Word Kill)



Monthor AC 30 HP 151 http://docs.google.com/Doc?id=dg3zz6dj_1f72rbxcs&invite=c8cb526 
Monday March 24th, 2008 1:24:01 PM

Fire Resistence: 20 points (ring)
Necklace of Adaptation
Magic Weapon - Monthor's Axe, Tratain
Fly - Boots
Dodge bonus to the closest elemental

---------------------------
Monthor grips Fred the axe tightly in both hands and activates his winged boots. He then moves 40 feet North/West (about 100 degrees from his position) and moves 40 feet towards the group of 'commoners'(G).



Draax HP 166; Gaseous form 
Monday March 24th, 2008 8:10:12 PM

With the rumors about the quakes happening all over the wold, the last thing Draax expected with this one would be an attack. He was very proud of himself for his quick thinking with the potion, but now that he hears Tratain's warning of the attack, Draax is frustrated with the movement rate of his gaseous form. At a snail's pace, Draax flies around the building to get an idea of what is going on. He gets to a spot that is out of sight so he can rematerialize and put on his gear.

VedikHP131/137 (Flying)  d100=85
Monday March 24th, 2008 8:20:04 PM

Vedik hears Tratain's instructions and springs into action, flying out the main hall and southwest to the elderly woman.

Once there, he tells her "Come with me, I'll get you out of here. Is there anyone else in the building?"

Dwight hp 99, AC 25  d20+25=27 3d6(2+1+6)+2=11
Monday March 24th, 2008 11:56:19 PM

Whisk continues to fly up and over the top of the house, well away from the reach of elementals (perhaps NW, halfway between current position and the word 'tower' )

Dwight readies his bow and takes aim at one of the elementals closest to the house (unless they have been dispelled, then I'll have to think of something else to do)

OOC: I think I only get one attack this round since I readied my bow. Let me know if I'm wrong please.

Attack: 27
dmg: 11

OOC: Feel free to use 'W' for Dwight since Draax is another D.

Jova 30 AC 83/96 HP  d100=10 2d8(8+5)=13 d20+6=18 d20+6=16 d20+6=25 d20+6=25 d20+6=14 d20+6=18
Tuesday March 25th, 2008 12:41:37 AM

Jova is awoken by the movement of the whole Wold it seemed. Standing he is able to get his beariings enough to move. Having a hard time of it he casts fly upon himself and tries to get out of the house that way.

As he is flying out the back door, towards the tree, something hits him from above and he is forced to the ground. He is abloe to gain flight once again and reaches the trunk of the tree. There he looks everywhere for his friends.

-Made 4 balance checks, failed one, made the next. Sorry for missed posts, been sick.

Flying to the rescue - DM Marcin 
Tuesday March 25th, 2008 9:34:33 AM

Tratain moves up closer to the group of people standing near the tower and launches two spells. The dispel washes over all four of the earth elementals, and two return to their native plane.

Monthor activates his flying boots and advances alongside Tratain [activating the boots is a standard action, so if my count is right Monthor can only move 40 ft this round].

Draax slowly drifts around the house in gaseous form.

Vedik flies straight out of the door and towards the woman in the window. It's not sure if she can see or hear him and she seems to be gathering her courage to jump. Vedik might have to try to catch her up.

Dwight and Whisk gain attitude and put themselves above the mansion. The view of the city is somewhat obscured by smoke coming from the roof, but one can see that there are many fires going all over the city. He shoots an arrow at the fire elemental - the only one he can see from his position. It finds its mark.

Jova manages to find his way out of the building through the back door.

[...]

Demolition works - DM Marcin  Throwing bands: d20+18=29 d20+15=18
Tuesday March 25th, 2008 10:11:59 AM

The remaining two earth elementals, visibly not perturbed at all by the shaking of the earth, just walk into the wall of the mansion as a man would submerse himself into water. There is no trace of their passage left on the outside - the outer wall remains solid - but loud rumble coming from the inside reveals that they have started putting their fists to use.

The fire elemental still exhibits considerable interest in the southeastern section of the roof. One of the rooms on the top floor has already caught on fire. It is clear that, if unchecked, it will spread.

The group of men near the tower looks confused and still has great trouble remaining upright. The only response to advancing Tratain and Monthor are two iron spheres thrown at them by two of the men standing in the middle. As soon as they bounce off the armor of Tratain and Monthor they expand into many bands of steel that seek to wrap themselves around the Knights like snakes [Iron Bands of Binding have been thrown at Monthor (hitting ranged touch AC of 29) and Tratain (hitting ranged touch AC of 18). Please see item's description for the results and ways to counter. The group is now about 50 ft away from Monthor and Tratain].

The grandma in the window decides to jump and Vedik realizes that he might not reach her in time! [Ref save DC15 to catch her - or you can try some other kind of idea to save her from the fall].

A small, two wheeled cart pulled by a crazed horse comes rumbling over the cobblestones to the north of the mansion. A small kid, maybe five years old, desperately hangs to its railing while crying his eyes out. A man trapped by parts of the horse's harness is being dragged behind the cart.

The earthquake continues and, if anything, increases in severity. The mansion sighs and seems to lose a few feet of height. Only the tower stands silent, magnificient and enduring.

[Those standing on the ground require now a Balance check DC 18 in order to move - otherwise they fall down. Please submit actions for one round.]

[Map.]

[Options for bound people - DM Marcin] 
Tuesday March 25th, 2008 12:10:51 PM

[Some answers for Joe's questions:

I'd rule that the effect of the Bands is similar of that of being pinned. You can cast spells as long as they have no somatic component - and no Concentration check is needed, as, unlike a real grappling opponent, the Bands have grappled you once and constrain you from now on in a passive way. Casting quickened spell would be possible only if this spell had no somatic component. I would say that Freedom of Movement would protect from Bands, but it has a somatic component.

I'd say that the only form of magic movement possible while being bound is that which comes through spells that specifically state that the movement is carried out through the power of the mind, like Telekinesis. In my opinion Fly requires somatic action on part of the character, so it wouldn't work. We can discuss that on the Rules Board if you feel this will become a serious issue in the future. M.]

Dwight hp 99, ac 25  d20+19=33 9d6(2+1+2+5+6+6+4+2+1)+9=38 4d6(5+5+6+2)=18
Tuesday March 25th, 2008 1:45:48 PM

Whisks continues to flying, just a little more towards the tower (near corner of house) and then begins to drop towards the crazed horse.

Dwight, see two of his comrades stopped in their traps focuses his attention on one of the men which threw the bands.

He pulls forth 3 arrows, 2 of which are holy arrows. He launches all 3 with one pull of the string.

attack: 33 (35 if evil) -- not sure on distance. If more than 30', then 32 (34).
dmg 38 (+18 if evil) = 56 total

[link href="http://docs.google.com/View?docid=dcwq9w4k_4htntpvgn"]Vedik[/link ]AC: 18 HP 131/137 (Flying)  d20+5=13 d20+5=15
Tuesday March 25th, 2008 8:21:07 PM

Vedik lunges for the woman, grasping her with moments to spare. He flies around the building, trying to find a place to safely set her down.

OOC:
Hero Point Reroll: Reflex Save DC 15, Passed.

Tratain HP 188/188 AC 35 
Tuesday March 25th, 2008 9:04:11 PM

Having been neatly trapped by the Iron bands and not likely to break free Tratain Readies an action to Cast Holy Word if any of the enemies approach within 15 feet of him.

Monthor AC 30 HP 151 http://docs.google.com/Doc?id=dg3zz6dj_1f72rbxcs&invite=c8cb526  d20+7=18 d20+4=22
Tuesday March 25th, 2008 9:08:34 PM

Monthor fails both the strenth and escape artist roles ( 18 and 22).
Fire Resistence: 20 points (ring)
Necklace of Adaptation
Magic Weapon - Monthor's Axe, Tratain
Fly - Boots
Dodge bonus to the closest elemental

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

The bands bind our valiant dwarven fighter.
Anger overwhelmes Monthor as he feels totally traped within the magical bonds.

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



Draax HP 166; Gaseous form 
Tuesday March 25th, 2008 9:55:20 PM

Draax cannot believe how slow he moves in this form. Once he sees an unobserved spot he will flies towards the ground.

Jova 30 AC 83/96 HP  d20+20=23 d20+20=40 d20+20=37 d20+20=31 d20+20=40 d20+19=25 d20+19=34 d20+19=34 d20+19=36
Wednesday March 26th, 2008 12:44:59 AM

Jova instantly sees the flaming creature on the rooftop. Then he recognizes it as magiucal and casts a spell, trying to dispel the magic that brought it into this plane. After he casts the spell he will lift off and fly as high as he can.

--Cast Dispel Magic Greter at Fire Elemental. 23, 40 nat 20!, 37, 31, 40 second nat 20
To beat SR 25, 34, 34

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--5/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion

Busy Night - DM Marcin 
Wednesday March 26th, 2008 7:51:12 AM

Dwight makes Whisk dive towards the cart. While on his way he manages to send a few arrows sraight into the chest of one of the men in the group near the tower. There is a shriek and the man is thrown to the ground by the impact of the arrows, but immediately rises on his elbow and coughs out a glob of blood. [Dwight Highlight to display spoiler: {In order to jump on the horse you would need to make a Jump check DC 16. If you failed that check you would land on the cobblestones and take 3d6 damage from the fall. If you managed to land on the horse you would need to make either a Handle Animal or an untrained Charisma check DC 15 to make it stop. Both actions (the jump and Charisma check) could be performed in the same round. Alternatiely, given the circumstances, it would be acceptable to shoot the horse, but then the boy could fall off the cart and be seriously hurt, maybe even die.}].

Vedik manages to catch the older lady at the very last moment and safely put her down on the street right under her window [Vedik gets the hero point he expended back - together with normal amount of XP]. Suddenly coming to her senses, the woman looks up and shrieks: "Oh no! My sweetie! He's still in there in his bed!"

The binding attack launched by the group of men at the tower seems to be effective, at least for now, as both Monthor and Tratain remain immobile on the quaking ground [by the way, you can try a Str check OR an Escape Artist check every round, but not both].

Draax looks around. The spot right below him looks as safe a place as any. He lowers himself to the ground into the shadow by the wall.

Jova's spell severs the magic that was binding the fire elemental to the Material Plane and returns it to whence it came from. Jova flies high up into the smoke of the burning roof.

[...]

Chaos - DM Marcin 
Wednesday March 26th, 2008 8:08:21 AM

The man shot by Dwight's arrows, still on the ground, reaches into a pouch by his side, withdraws a dark gem and throws it at Tratain and Monthor. The gem shatters on the cobblestones and a whirlwind starts to rise up the dust as an air elemental begins to take shape - but as soon as it materializes it is dispelled by Tratain's Holy Word. The man on the ground curses spraying his vest with droplets of blood.

His companion next to him puts his hand on his shoulder and barks out some kind of spell - and then both of them vanish, whisked out of sight by magic [Spellcraft DC19 Highlight to display spoiler: {Dimension Door}]. The group by the tower consists now of only four people, two of them on the ground and all acting confused.

The northwestern corner of the mansion heaves and starts to lean. Part of the roof caves in. Seems that the pair of earth elementals that got inside have found a critical spot in the construction.

Even without the contribution of the fire elemental the flames on the roof are spreading.

The crazed, blinded horse is pulling the cart straight into the wall!

The shaking subsides for a moment. It is now somewhat easier to walk on foot [Balance check DC10 is needed if moving on the ground].

[Map.]

Tratain 
Wednesday March 26th, 2008 9:41:49 AM

Tratain shouts "Jova or Arien, there are two elementals left inside the house still. You need to dispel them before they bring the rest of it down! See if you can see them through an open window and get rid of them!"

He continues "Don't fire on the four people who are left here, something doesn't seem right."

While standing there next to Monthor waiting to be set free from the rings Tratain tells him "Don't break that ring unless necessary, I want both of them so I can try and Scry on those two in the morning so we can return the favor."

Dwight hp 99, ac 25  d20+7=10 d20+7=20 d20+18=37
Wednesday March 26th, 2008 10:11:03 AM

Feeling some momentary comfort in knocking one down, and having them disappear (spellcraft: 10) even if for the time being though he is unsure.

Thoughts bounce quickly between killing the horse and trying stop the horse. For the boys safety, and Tratarian suggest to not attack the group for the moment, Dwight decides and jumps (20) before he changes his mind.

Landing securely, though uncomfortably on the horse, he digs his flat, furry, thick halfling feet into the horses side to bring it to a complete stop (handle animal: 37)

Whisk soars back up preferring the safety of the sky to that of the ground. She circles awaiting a signal to return.

Arien (AC 21, HP 118/118, Mage Armor, Fly) 
Wednesday March 26th, 2008 10:16:16 AM

Arien, hearing Tratain, flies towards the house and looks to see if he can see any of the elementals, if he can he will cast banishment at the creatures.

(Can effect up to 38 HD of creatures no two of which can be more than 30 feet apart, Will save negates, DC 28)

Monthor  d20+7=25
Wednesday March 26th, 2008 11:07:30 AM

Monthor keeps struggling.....

" GET... ME.... OUT.... OF.... THIS.... THING!!!!! "



Draax AC21 (has not put on his armor yet); HP 166 
Wednesday March 26th, 2008 5:45:03 PM

Draax gives off a sigh of relief when he finally gets on the ground. He materializes and moves to stand ground over Monthor and Tratain. He pulls out his other potion of gaseous form. While scanning the area, he says to the two that are trapped. "You can wait until Arien cast dispell on the bands or if you are in a hurry, I can pour this down your throat. It will protect you, but as you seen, your movement will be very slow (10ft per round)." He turns his head to look at the two to see if one of them is wants the potion.

Monthor 2nd 
Wednesday March 26th, 2008 6:56:41 PM

" Help Tratain. "

Tratain (2nd) 
Wednesday March 26th, 2008 9:07:22 PM

Tratain says "Hold off on the potion for a little bit, stick close to us though just in case. When Arien, Jova, or Vedik get over here they can get us out."

Jova 30 AC 83/96 HP 
Thursday March 27th, 2008 1:15:19 AM

Jova hears the orde54s given by Tratain. As he flies into the house he can hear Ariens voice, casting a spell probably. Tratain didnt sound too excited so Jova flies toward the fire that is taking control of the roof. Studying it for a moment he tries to figure out how to stop it.

Since his time nailing his shadow, certain spells had disappeared. Jova had read in the book that some spells were contradictory to the wishes of Gargul Other spells had taken their place. A new one had entered his consciousness, and he did not know its meaning. Guess now would be as good a time as any. Focusing on the symbol in his head, words began emitting from his mouth.

--Cast Freezing Spere on the center of the fire.
Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--4/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Vedik 
Thursday March 27th, 2008 7:28:31 AM

Vedik tries to find the safest place possible to land with the woman, and reassures her as he flies back up to the window and tries to look for her sweetie.

Taking control - DM Marcin 
Thursday March 27th, 2008 7:36:55 AM

Tratain and Monthor are still held. Draax approaches and offers a solution, but the party decides to conserve resources and the potion remains unused.

In a feat of acrobatic skill Dwight manages to land on the horse's back and stop it and the cart before it rams into the wall. The child's screaming turns into a quiet wail. The man who's been pulled behind the cart is not moving [did you use a hero point? You haven't written but I see two rolls?].

Arien flies around the house as fast as he is able to, but he's not capable of gaining sight of the elementals just yet.

Jova subdues most of the flames with his spell. One more application should take care of the fire for good.

Vedik flies up into the window - and sure enough, Sweetie is there sitting in his small bed - a pitch black, huge tomcat, twice as large as normal cats go. One wouldn't be surprised to discover a fiendish dire tiger in this small monster's ancestry, and not too far removed either. Sweetie bares his fangs and claws and hisses. Vedik needs no Tongues spell to understand that the hiss means "come and get some".

[...]

Bringing down the house - DM Marcin 
Thursday March 27th, 2008 7:56:04 AM

The flames on the roof die down somewhat.

Both elementals are busy smashing down the mansion. They don't go into fine detail but instead go for the sturdiest walls. The entire northwestern part of the building tilts and collapses in a cloud of dust and a shower of bricks. Arien is now close enough to look through one of the eastern windows and see both elementals.

The people near the tower try to pick themselves up only to be thrown back to the ground by the quaking earth.

The child on the cart, Hmary, and her children are crying.

Sweetie is fixing Vedik with a stare of his blood-red eyes.

All around the city thousands of personal dramas are happening as the metropolis struggles to live through one of it's worst nights.

[Please take 1 round worth of actions. Moving on the ground still requires a Balance check DC15.]

[Map.]

Vedik AC: 18 HP 131/137 (Flying)(Concentrating) 
Thursday March 27th, 2008 10:08:19 AM

Vedik scratches his beard a second before coming up with a solution to this vicious beast.

He casts Calm Emotions, trying to cover all of the room. He then moves towards Sweetie as non threateningly as possible, and see if he can coax the cat into his hands.

Current Spells
OOC:
Cast Calm Emotions, Will Save DC 19.

Monthor  d20+7=22
Thursday March 27th, 2008 11:25:30 AM

Hearing the commotions around him, Monthor strains against the bonds...

" Draax!! Me changed me mind. Get me out of this so me can go helps the people!!! "



Draax AC21 (has not put on his armor yet); HP 166 
Thursday March 27th, 2008 6:57:41 PM

Draax looks around for any sign of trouble before turning to Monthor "Are you sure? If you are sure, I would not stay in that form for too long because although it may offer some protection, moving in that state is slower than a dwarf."

If Monthor says yes, Draax will open the bottle and bring it to the dwarf's lips while tilting it upward as more of the fluid moves down the dwarf's throat.

Monthor 
Thursday March 27th, 2008 7:04:23 PM

" DO IT! There are people in trouble out there!!!"


Dwight hp 99, ac 25  d20+18=24 d20+7=13 d20+25=38 d20+5=19
Thursday March 27th, 2008 8:35:21 PM

Sitting on the horse, Dwight can't see much having lost the advantage of height. He taps the animal to one side, away from the house, and finds fence to tie him too. (handle animal: 24, balance: 13, but it might be more of a ride check: 38)

On his feet (or on his butt), Dwight asks if everyone is alright while looking for more danger. "Sorry it couldn't have been any smoother," he says trying to lighten the mood. (diplomacy 19)

He then signals for Whisk to swoop down and pick him up.

Tratain 
Thursday March 27th, 2008 9:13:46 PM

Tratain waits for Arien, Jova, or Vedik to come free him from the Iron Bands.

He tells Draax "Keep that band if it comes off Monthor, we might need it later."

Jova 30 AC 83/96 HP 
Friday March 28th, 2008 12:42:25 AM

Jova is both elated and shoccked at the spell. Ice had enveloped ther flames and put them out. Not all the flame had been estinguished though. Assuming Vedik could fix the damage, Jova surmises leess damasge would be better. Focusing he casts the spell again, trying to extinguish the rest of the flame.

It is then he hears the rumblings in the building, the fires flames had blocked the sound. Jova flies to an open window, or around the house to see what is causing all the ruckus inside.

---Cast Freezing Sphere
Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--3/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Release from bands - DM Marcin  Sweetie d20+3=22 d20+5=13
Friday March 28th, 2008 6:00:04 AM

Once the spell washes over Sweetie he starts to purr in a low tone. Vedik approaches and cautiously extends his hand. Sweetie pounces and digs his talons deep into Vedik's forearm. Vedik now has a cat semi-permamently attached to his arm like a furry buckler.

Draax trickles his potion down Monthor's throat. The dwarf becames incorporeal and the bands fall off him to the ground [ending the Gaseous Form effect will be a standard action].

Dwight stops the cart. There is no fence or post nearby to tie it to, but cutting the harness works just as well. Whisk flies down and picks him up.

Tratain is still held immobile by the bands.

Jova extinguishes the rest of the fires and flies down just in time to see the elementals bust up another section of the wall.

[...]

Random acts of destruction - DM Marcin 
Friday March 28th, 2008 6:13:34 AM

The four people near the tower manage to somehow scramble to their feet. With the deafening roar of the earth and sounds of houses falling apart everywhere around it is difficult to hear if they might be speaking. They do seem very excited now, waving their hands and making an attempt to approach Tratain, Monthor and Draax. It doesn't work at all - the next stronger quake casts them to the ground once again.

Both elementals inside the house continue their slow, steady progress inside the structure. Almost one third of the mansion is now seriously damaged. It doesn't look as if whatever's left of the northern section of the ground floor could hold the weight of the two stories above it for long. At least the roof is now safe from flames. Both Arien and Jova have both elementals in sight. The distance between the pair of elementals is 60 ft.

[Map.]

Tratain 
Friday March 28th, 2008 10:01:25 AM

Tratain yells "Someone get rid of those elementals before they collapse the whole house! Whats going on?"

He yells at the Four near the Tower "You four stay there for a moment, we want to know what is going on. Why did you come here?"

Arien (AC 21, HP 118/118, Mage Armor, Fly) 
Friday March 28th, 2008 12:23:08 PM

Unable to effect both of the elementals with the spell Arien targets the closest one and casts Banishment at it. (Will save DC 28, negates)

Monthor AC 30 HP 151 
Sunday March 30th, 2008 10:03:35 AM

Fire Resistence: 20 points (ring)
Necklace of Adaptation
Magic Weapon - Monthor's Axe, Tratain
Fly - Boots
Dodge bonus to the closest group member

-Delayed action-

Monthor waits to see if the anyone answers Tratain. If not, he will drop the gaseous form (standard action) and then move 40' ( using the still active fly from his boots) towards the group of humans.





VedikAC: 18 HP 131/137 (Flying)(Concentrating) 
Sunday March 30th, 2008 10:07:41 AM

Vedik does his best to secure Sweetie, preparing for the animals terror when it leaves the area of his spell, and then flies out the window and down to the ground.

OOC:
Calm Emotions is an Area Effect. It ends at some point outside the window

Draax AC21 (has not put on his armor yet); HP 166  d20+10=16
Sunday March 30th, 2008 10:44:27 AM

Draax looks over at the group that Tratain called to, he take a moment to pick up the band that came off of Monthor and put it in his bag of holding. Since Tratain is still trapped in the band, Draax stays need him, with most of his attention on the newly appeared group, but he still scans the immediate area for others.

Spot check 16

Jova 30 AC 83/96 HP  d20+20=39
Sunday March 30th, 2008 10:09:10 PM

Jova can now see the earth elementls. Fascinaqted at their destruction he stares in open mouthed amazement. He hears Ariens incantation and sees oner of them being affected by some spell. The effect breaks him out of his reverie, and he casts a dispel magic spell. Hoping beyond hope this is a magivcal being. Otherwise how would you confront such an enemy?

--Cast Dispel M<agic Greater 39

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--3/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Dwight hp 99, ac 25 
Sunday March 30th, 2008 10:43:42 PM

Flying once again on Whisk, Dwight readies his bow. As altitude is gained, he sees others focusing on the elementals.

Not having the proper angle or view for the elementals, Dwight looks to Tratain and the mysterious group. His bow is readied, but he holds the attack for now. (Should they make a hostile move towards Tratain or Dwight, he'll fire the single normal arrow)

Mopping Up - DM Marcin  Save vs Banishment d20+2=19
Monday March 31st, 2008 6:57:01 AM

Tratain yells questions at the four men left behind at the base of the tower, but gets no answer. Either they are not willing to shout back our they couldn't hear him.

Arien manages to dispel one of the earth elementals that were left inside the house.

Monthor emerges from his gaseous form and flies toward the group of humans at the base of the tower.

Vedik manages to get rid of violently struggling Sweetie depositing the tom in the lap on the lady on the street, who sags in relief.

Draax picks up the band. A quick look around reveals no new foes.

Jova manages to remove the last of the elementals.

Dwight circles around with an arrow notched and ready.

[...]

A Dark Night Indeed - DM Marcin 
Monday March 31st, 2008 7:12:10 AM

As Monthor approaches the group of four men they turn their faces towards him. Their stares are blank and no conscious will can be seen in their eyes. They reach into their pouches and withdraw small, reddish beads - a sight all too familiar to the party now - which they throw at Monthor. The beads blossom into small infernos, engulfing both the dwarf and the shilouettes of four unfurtunate souls. These four thrown beads in turn set off necklaces of fireballs that were carried by each of the men. The resulting conflagration lasts but a few seconds, but seems as bright as the sun. The four commoners are instantly incinerated - there is nothing left of them but a few charred bones and ashes. Was Monthor not wearing his ring he very likely might have suffered the same fate, but with his magic protections he manages to escape unharmed.

All five of the elementals are now gone and the fire on the roof is put out. The Hmary, her children, and whatever commoners happened to be nearby are relatively safe for now. Tratain is released within the next minute and the second set of bands can be recovered.

The attack seems to have been repelled. Both the mansion and the tower are still standing. The main house suffered serious damage, but if it wasn't for the party's timely intervention it would have been much more serious, maybe amounting to total destruction. Now attention can be turned to the rest of the city - and the sight that the party beholds can't be described by any other world than a cataclysm.

The earthquake is subsiding and all that can be felt right now are mild tremors. More than half of the houses in the city have been levelled - mostly the wooden ones, inhabited by the poor. Thousands of people are trapped under rubble, desperately screaming for help. Multiple fires are raging in many places. Desperate men run on the streets forming bucket lines, trying to pull the survivors from under the rubble, and organizing help for the wounded. It looks as if hells came to the Wold.

[There are still seven long hours before dawn. Tell me how you want to spend them and what you can contribute to the city's rescue efforts (if you wish to contribute anything, that is).]

Monthor 
Monday March 31st, 2008 9:07:01 AM

Using a combination of his necklace of adaptation and his ring of fire resistance, Monthor will concentrate on saving those people trapped in inflammed homes. He also will use all of his available resources as needed to save people.
Including:
cloak of the Mountbank
winged boots
1/ Sovereign glue
1/ potion of Remove Blindness/Deafness
3/ Potions of Enlarge Person
1/ gaseous form
1/ haste
1/ neutralize poison
2/ fly
3/ Potion of Cure moderate wounds
Brahm's tattoo
Level 3 Cure Serious Wounds. 1xday at 5th level



Draax 
Monday March 31st, 2008 8:19:44 PM

Draax watches beads get thrown at Monthor. When the dwarf comes out of it unharmed, Draax says, "Well I guess that confirms who sent them." Draax takes some time to put on his armor and other magic items. He activate his tatoos on his way to help get people out of the buildings.

Spells from items or tatoos:
Ring of Feather Fall
Ring of Sustenance
Necklace of Adaptation
Slippers of Spider Climbing
Tattoo of Endure elements
Tattoo of Resistance


Vedik 
Monday March 31st, 2008 9:10:30 PM

Vedik flies over to Tratain and casts Freedom of Movement on him if he is still bound. Looking around, his shoulders slump. again Resolving himself, he prepares for a long nights work.

OOC:
Current Spells
Vedik's current spells are above, most are uncast, so he has a large amount of healing to go around, including mass healing for the slots above 4th.

He also has 5 drops of Woldsblood in his container he can use and a wand of Cure Light Wounds with 30 charges.

Dwight hp 99, ac 25 
Monday March 31st, 2008 10:51:44 PM

Relieved that the group didn't actually hurt anyone with that burst of flames, Dwight soars around on Whisk looking for additional townsfolk that need rescueing. Dwight/Whisk will attempt to help anyone stuck in unsafe buildings. (He'll lower a rope and help them to safety.)

Tratain 
Monday March 31st, 2008 11:02:43 PM

Once Free from the Bands, Tratain puts it away and then directs the others to try and help any way possible.

Being a cleric Tratain will try and stabalize anyone he is able. He directs people to set up locations to bring wounded where he an other healers can help them. He also tells Arien to come see him before he memorizes spells for the next time because he has an Idea on how to help.

Tratain has most of his spells available to convert into healing and mass healing spells, as well as his cure light wounds wand.

0 level: Cure Minor Woundsx2; Detect Magicx3; Read Magic
1st Level: Divine Favor; Shield of Faithx3;Remove Fearx2; Comprehend Language (Sanctuary)
2nd Level: Delay Poisonx2; Remove Paralysis; Resist Energyx2; Shield Otherx2 (Spiritual Weapon)
3rd Level: Invisibility Purgex2; Daylight; Magic Vestmentx3*** ;Extended Resist Energy; (Protection from Energy)
4th Level: Freedom of Movementx2;Dimensional Anchorx2; Greater Magic Weaponx3***(Divine Power)
5th Level: Righteous Mightx2; True Seeing;Quicken Divine Favor; Quicken Shield of Faith* (Spell Resistance)
6th Level: Healx2; Greater Dispel Magicx2*; Harm (Blade Barrier)
7th Level: Holy Word; Destructionx2; Windwalk(Power Word Blind)
8th Level: Quicken Divine Power; Firestorm; Holy Aura (Power Word Stun)
9th Level: Miracle* (Power Word Kill)

Jova  d20+14=32
Monday March 31st, 2008 11:28:52 PM

Jova activates his healing tattoo 2 times, healing the wound suffered during the quake. Jova will cast Darkvision on himself to help with his nightsight. First order of business is to check their own building, making sure everyone got out.

Jova will do whatever he is instructed to. Looking at the devastion in the nearby area, he sends Z out to see how far it goes.

Z Spot 32

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--3/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion

Helping out - DM Marcin 
Tuesday April 1st, 2008 4:51:52 AM

Now that the battle is over and the mansion is secure (well, at least for the moment) the party can turn their attention to helping people in the city. Nobody remains left inside the party's house and Z comes back and reports that it seems that the quake affected not only the city, but also the surrounding countryside.

It soon becomes obvious that a lot of men, including lesser adventuring groups and resident organizations, are already busy trying to save as many people as possible. The rescue effort is still chaotic, but here and there most energetic individuals (including Tratain) are already taking charge of things.

There are fires to be put out, trapped people to be dug out of rubble, and wounded to be tended to and located in temporary lodgings. The party has the opportunity to make a difference.

[All right, looking at your resources I see the following things that would be useful in the rescue effort. It is up to you to decide how much of magic at your disposal you want to expend. Please state it clearly in your next post as I'd like to know what spells you'll have left when the night ends:

- there are hundreds of wounded and any amount of healing will be appreciated,
- flying and any kind of teleport can be used to help free people trapped in rubble,
- Endure Elements, Resistance, and any cold evocation spells can be used to help fight fires,
- Darkvision can be used to aid rescue workers.]

Monthor 
Tuesday April 1st, 2008 7:50:53 AM

http://docs.google.com/Doc?id=dg3zz6dj_1f72rbxcs&invite=c8cb526

Monthor continues his best efforts to help the rescue attempts.

Available to use:
Necklace of adaptation
Ring of fire resistance (20 pts)
cloak of the Mountbank ( Ddoor 1/day)
winged boots (2 charges remaining)

Potions
1/ gaseous form ( wouldn't this help free someone? Or help to go get to someon?)
2/ fly
3/ Potion of Cure moderate wounds

Brahm's tattoo
Level 3 Cure Serious Wounds. 1xday at 5th level

Dwarvish darkvision. 60 feet.

Adamentine War axe ( Adamantine- This ultrahard metal adds to the quality of a weapon. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.). Should be very helpfull to help clear debris.

Stonecunning should help with stone structures and assessing instabilities caused by the earth quakes. Plus dungeoneering and survival skills.

Endurance feat....

24 stength....

AND... A... PAAAAARTIDGE IN A PEAR TREEEEE!!!!





Tratain 
Tuesday April 1st, 2008 12:46:35 PM

Tratain continues to try and organize and help with the rescue efforts.

Tratain attempts to Help in the following ways:
Getting the Rescue parties organized so that there aren't too many people all in one area getting in each others ways.
Setting up points for the wounded to be brought to so that healers can tend to them.
He asks that Fresh water and anything that can be used as bandages are brought to the casualty points.
At the Casualty points he instructs the healers to save thier magic for those in dire need and use thier healing skills on those who are not in danger of death.
He lets the people know that temporary shelters will need to be set up, and ask that owners of structures that are not damaged or have little damage volunteer space for the good of the city.
If any City officials are to be found he will discuss the Mordenkanens Mansion idea he has with them.
He asks that those who are unable to help with the fires or digging people out of the rubble attempt to cook food and have water on hand for all the volunteers working throughout the city.

-----------------------------------------------
Tratain will convert all of his remaining spells into healing if needed, use all of his cure light wounds wand, all but 1 charge of the cure serious wounds wand, and 30 charges of the resist energy wand to help those fighting fires and rescuing people from burning structures.

All together whatever is needed:
6 - 0 Level Cure Minor wounds
7 - Cure Light wounds
7 - Cure Moderate wounds
4 - Cure Serious wounds + 1 Protection from Fire spell
4 - Cure Critical Wounds
4 - Mass Cure Light wounds (Healing for 76 People)
4 - Mass Cure Moderate wounds (Healing for 76 People)
4 - Mass Cure Serious wounds (Healing for 76 People)
3 - Mass Cure Critical wounds (Healing for 57 People)
49 Charges of Cure Light wounds wand
42 Charges of Cure serious wounds wand
30 charges of Resist energy (30 points per source)
1 cure light wounds potion
1 cure moderate wounds potion
1 fly potion (For someone to help with rescuing)

Dwight 
Tuesday April 1st, 2008 1:08:22 PM

Dwight has little to offer such a massive aid operation but he does what he can.

3 - Cure Minor Wounds
5 - Cure Moderate Wounds from wand

Fly overs with Whisk to help find others stuck in the rubble. Dwight can use his heavy filament to help lift up to 300lbs.

Otherwise he offers to help in the basic dropping of water onto fire from the air.

Draax 
Tuesday April 1st, 2008 5:37:46 PM

Draax continues to help with the rescue efforts. He uses his cure light wounds potions to stabilize anyone that is close to death and then ensure that that person is brought to one of the healers.

Ring of Feather Fall
Necklace of Adaptation
Slippers of Spider Climbing
Tattoo of Endure elements
Tattoo of Resistance

9 potions of cure light wounds
2 potions of protection against fire

On the bloody morning after - DM Marcin 
Wednesday April 2nd, 2008 3:57:45 AM

The night passes. Initial chaotic response to the disaster is organized. Wounded are being brought to shelter. Fires are being put out. The party takes active part in the effort and everybody soon loses count of how many lives they have saved. Tratain does his best to help to guide the people. The party's mansion, together with any other building that is yet standing, is filled up with wounded and homeless. Tratain doesn't manage to get hold of the officials, though. Maybe during the day they will be easier to find. At least it was possible for everyone interested to visit whatever's left of the Catacombs and finish any transactions that were in progress.

[All righty, substract any healing and other resources you have offered from your sheets. As I said any amount of healing will be appreciated. The potion of Gaseous Form and Resist Energy from wand will also find good use.]

It is now around 5 in the morning. A grey dawn comes and finds the party gathered on the ground floor of the manor at a simple table, eating a modest meal. The faces are covered with soot and everyone is fatigued. The spellcasters have not yet had the opportunity to memorize or pray for spells for this day. Every room that hasn't been ruined is filled with makeshift beds and wounded. Hmary and other women are moving busily among them tending to their needs.

What a night it has been!...

<Pop> <Whizzz>

Suddenly a strange, metallic sound can be heard nearby. Turning around, the party notices that the orb is hovering in the air, spinning very fast. How did it free itself from the pack it was in?

<Crack>

A small fracture line appears on its surface. A whisp of familiar misty smoke escapes from inside it and speeds out through the window like a snake.

<Thump>

Something heavy lands in the courtyard outside!

Jova 
Wednesday April 2nd, 2008 1:59:12 PM

Jova had spent the night all over the city, literally. Now his bones ached with the exersiont.

While Tratain and the others had done their thing, Jova had found himself wandwering about, often appearing to be talking to himself. But with his new found ability, he was actually trying to communicate with the dead. People who had recently died in the quakes. Some did not want to leave their loved ones. Jova found himself coaxing spirits to move on. Move on? He still ws shaking his head.

The night had been long. A few men had followed him from place to place, helping undig bodies. Helping to set up makeshift shelters. Just there to help consol the consolable. It just was. Jova had not asked them, they all just did what needed to be doing.

On the other hand, there were many, far too many, who were spooked by Jova. Although some were convinced him crazy, others recognized the acts of a Grim, a Walker, a folower of the DFeath God. Fear seemed to be a good motivator to get people moving. So Jova used whatever situation demanded, to get people moving on with life, or death whichever.

When the orb cracked, the trail smoke showed, Jova groaned. The loudthump outside just made him shiver. Rest, he needed rest.

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--3/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Vedik (Fatigued) 
Wednesday April 2nd, 2008 4:51:56 PM

Vedik curses as the orb cracks, feeling helpless. "How did the blasted thing get out of the pocket?" he mutters as he stands and braces for the worst.

"Play this sharp an take no chances, I've got not much left." he says to the group as he hefts his morning star and heads to the door.

OOC: I'm assuming we had time to put on armor between the fight and the night of clean up.
Vedik is completely out of spells, has 1 charge on his cure light wounds wand, and no drops in storage or drawing ability left.

Tratain (Fatigued) 
Wednesday April 2nd, 2008 5:37:18 PM

Tratain says "I don't have many spells left either. If whatever is outside is Hostile, and odds are it is take it down fast. We've got injured people here and all over the city, we can't let anything loose."

Tratain (2nd) 
Wednesday April 2nd, 2008 5:40:59 PM

Tratain leads everyone outside prepared to face whatever came out of the Orb.

He continues "We need to fix that crack in the Orb again, Arien do you have any spells for that? Or any that bar extradimensional travel to keep anything else from comming through?"

OOC:Adam I can't see you spell list so have no idea what you have available.

Monthor ooc> 
Wednesday April 2nd, 2008 6:34:54 PM

Lesser restoration can deal with the fatigue. Pass it on!!!

Monthor HP 151 AC 30 
Wednesday April 2nd, 2008 8:36:10 PM

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation
Hasted (? if time permits).
Protection from evil ( ? If time permits)

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

One of Monthor's new tattoos glows faintly as the fatigue washes away from the dwarf ( lesser restoration).

" So, me guesses that the night's not over yet. Time to go get Fred the axe bloodied ladies. Let's go. "

If Monthor has time, he'll activate the protection from evil effect from another of his tattos and then use a haste potion before going outside.



Draax (Fatigued) 
Wednesday April 2nd, 2008 8:39:46 PM

Draax moans as he slowly moves away from the table, he moans even louder when he learned that whatever caused the thump came for the orb. He moves outside to face see what it is and help fight it if the group must.

Dwight hp 99, ac 26 (fatigued)  d4+1=4
Wednesday April 2nd, 2008 10:45:01 PM

Dwight begins to move with haste, until his body complains of not resting recently.

Feeling the need to keep his agility, Dwight stands at the table and sprinkles some kitty fur on himself (casts Cat's Grace: increase Dex by 4)

He then watches everyone else leave. Grabbing his broom, he prepares to depart. That orb, Bah I can't believe even with todays events, we forgot about that orb!

Dwight would prefer to fly out on the opposite side of the <Thump> to gain altitude before attacking (or being attacked).

spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)

Arien 
Thursday April 3rd, 2008 12:58:40 AM

Arien helps with the rescue effort, helping other rescuers and putting out fires where needed.

Arien will cast whatever of the following is needed, using Elemental Mastery to change evocations to cold:

Fly
Extended Fly x2
Burning Hands x2
Fireball x2
Ice Storm
Cone of Cold x2
Disintegrate
Meteor Swarm x2

He will also hand out his 2 potions of protection from fire.

Arien (Extended Mage Armor, Fatigued) 
Thursday April 3rd, 2008 1:02:16 AM

Arien mentally reviews the small list of spells left at his disposal and shakes his head at Tratain's question. "Whatever is happening we need to stop and get this orb out of the city." Arien then strides out to confront whatever is happening with the orb.

(OOC: previous post didn't go through last night for some reason so that is why the double post.)

Visitors (Sub DM Matt) 
Thursday April 3rd, 2008 3:09:57 PM

The Knights, tired and nearly overcome with the toils over the past hours, find yet more strength inside, and hurry outside to confront whatever it is that the orb has brought for them.

As you make it out the the Courtyard, you see a pale form gliding away from you. Already almost 100 feet away, you can still make out the feminine form, with long, thick red hair and red scaley wings. Her long tail whips the air behind her as she flaps her wings and pushes forward.

She is flying westward.

Knowledge (Planes) DC 16 Highlight to display spoiler: {It is a succubus.}

Spot check, DC 25 Highlight to display spoiler: {You see another dark red tail disappear around a corner, about 150 feet north.}

To the southeast, you hear what sounds like a man's scream in the distance, which is quickly silenced, as if cut off somehow.

Tratain  d20+12=13
Thursday April 3rd, 2008 4:45:17 PM

Tratain says "Don't let that get away, Hit it with spells or Bows. Jova we'll need some fly spells if you've got any left. There was a scream to the south, I'll go back and grab the orb and we'll go see what caused it. Monthor can you use that tattoo on anyone else?"

Spot 13

Tratain (2nd) 
Thursday April 3rd, 2008 4:45:56 PM

Tratain goes back inside and attempts to put the orb back in his sack before heading out to see what the scream was.

Draax AC 25, HP 166; endure elements, (fatigued)  d20+20=32 d20+20=36 d20+15=30 d20+10=13 d20+5=23 d8+2=10 d8+2=7 d8+2=3 d8+2=10 d6=5 d6=4 d6=6 d6=2
Thursday April 3rd, 2008 5:36:29 PM

Seeing the flying creature is just within his bow range, Draax is happy that they had found time to pick up their orders from the Catacombs. He takes a deep breath and focuses his energy. Almost as fast as the eye can see he has five +1 cold iron arrows flying towards the creature.

(shots fired at -4 (-2 for fatigue & -2 for Rapid fire))
Hit AC 32 for 10 dmg & 5 fire damage
Hit AC 36 for 7 dmg & 4 fire damage (extra attack from Rapid fire skill)
Hit AC 30 for 3 dmg & 6 fire damage
Hit AC 13
Hit AC 23 for 10 dmg & 2 fire damage

Total 30 dmg (& 18 fire dmg if applicable)

Stan/Draax (2nd) 
Thursday April 3rd, 2008 5:39:49 PM

(OOC: Total fire damage for Draax is 17 instead of 18)

Monthor HP 151 AC 31 (33 vs evil) 
Thursday April 3rd, 2008 8:31:25 PM

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation
Hasted (+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves)
Protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)

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

" One more lesser restoration Tratain, say who gets it. "

Monthor will use his remaining Brahm's tatoo on whoever Tratain names.

Then, using his hastedness(???), takes off towards the scream ( south east).

Jova  d20+14=24
Thursday April 3rd, 2008 10:40:12 PM

As tired as he is, the abruptness in Tratains tone helps to make him concentrate. Weasving his hands, and spoutting the phrases he casts a few fly spells on his companions. First he touches Draax, then he moves to Tratain. Vedik had wings, Dwight his brrom, Monthor his boots. That left Arien, who could telport, and himself.

With his bond with Z he tells the bird to follow the beast going southeast.

Z spot 25

--Cast Fly for 15 minutes on Draax and Tratain. [I know this is 2 rounds worth. If we only get one round action, cast fly on Draax.]

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--3/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Dwight hp 99, ac 26  d20+22=30 d6+2=5 d6+2=5 d6+2=6 d20+17=18 d20+12=18 d20+22=40 3d6(4+1+5)+2=12 d20+15=25
Thursday April 3rd, 2008 11:24:13 PM

Dwight clears the top of the house just in time to see the furthest creature though not sure what it is. At tratain's direction, he fires upon it (the 100' away creature).

(took -2 to attack due to distance--shortbow, used Rapid Fire)
Att. #1: 30 (dmg: 3(arrow)+3(fire)+6(ice) --only one of the rolls should have been +2) = 12

Att. #2: 18 (nat 1. Yuk!)

Att. #3: 18

Att. #4: 40 (dmg: 6(arrow)+1(fire)+5(ice)=12

-----
Spot: 25

If the 100' succubus is dead already, then Dwight attempts to hit the further succubus.

att #1: 28 (dmg 12)
att #2: miss
att #3: miss
att #4: 38 (dmg 12)

----------
Either way Dwight's arrows should do 9+4(fire)+11(ice)=24 (if no resistances).

Seeing the hawk Z, sweep west, Dwight tries to get Whisk to aid Z.

OOC: Is this okay, or is there a better way to post my attacks? Seems there are always so many options and what-ifs at this lvl of play.

spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom

Arien  d20+29=32 d20+9=20 d20+21=35 10d6(3+3+1+4+3+6+6+3+2+5)=36
Friday April 4th, 2008 3:18:55 AM

Arien seeing only the Succubus flying away quickly chants a lightning bolt at the retreating creature, spontaneously changing the lightning to pure sonic force. The sonic bolt lashes at the succubus as it tries to flee.

(Spell Resistance check: 35, 36 Sonic damage, reflex dc 26 for half.)

Vedik (fatigued) 
Friday April 4th, 2008 7:06:04 AM

Vedik takes to the air, flying after the flying creature thats escaping.

OOC: Double Move (120 feet)

Tratain (2nd) 
Friday April 4th, 2008 7:12:13 AM

Tratain says "Monthor use the Tattoo on Draax. Draax go with Vedik after the second one that Dwight spotted, everyone else towards that scream."

Montor ooc 
Friday April 4th, 2008 8:50:37 AM

re: Flying.
The charges on Monthor's boots would have been expended during the rescues. He'll need a hit from Jova's wand as well.


Visitors, Round 1 Results/Round 2 
Friday April 4th, 2008 3:42:54 PM

Tratain barks some orders as he runs back inside to manhandle the sphere back into its sack. [I'll say that the round ends with you getting it back into the sack, so next action starts from in there]

Faster than his companions can even account for, Draax looses five dull metallic arrows at the flying form. Four of them embed themselves in its back, and you hear a feminine voice cry out in pain as the form wavers in the air.

Monthor uses his tattoo on one of his companions (just say who and make appropriate notations), then runs southeast toward the scream. [what is his movement now?]

Monthor Highlight to display spoiler: { Rounding a corner and running down the street, it is only a few seconds before you come upon a small group of peasants. They are crowding around another man, lying on the ground. He appears to be dead. "She- . . . she- . . . she was kissin' on 'im, and 'e just fall over!" one woman yells.}

Jova quickly casts a fly spell on Draax.(you can get Tratain next round if you want, he went inside anyway)

Dwight floats up and fires away at the flying form. Two of his four arrows fly true, though they do not seem to cause any real damage to the flier. [post is fine, anything reasonably clear works]

Arien raises his hands and calls forth a large bolt of lightning, turning it into a wave of pure sonic power. It slams into what Arien identifies as a Succubus, tearing it apart instantly.

Pieces of the body fall to the ground amid a small torrent of thick blood.

Vedik flies after the demon, only to see it explode in front of him.

[i know it's confusing with no map, I will get one this weekend]

Monthor Highlight to display spoiler: {Ahead, you hear a few more screams, though not as dire as before. "What is that?" you hear a man yell. "Johnny, stay away from it!" another says. The voices seem to come from less than two blocks away, to your left.}

Listen check DC 25 Highlight to display spoiler: {You start to hear screaming from the north, though it is a bit far away. You judge a few hundred feet.}

Monthor HP 151 AC 31 (33 vs evil)  d20+4=10
Friday April 4th, 2008 4:35:02 PM

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation
Hasted (+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves)

Movement 40'

Protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)

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

To the peasants...

" GET OFF THE STREETS!!!! GET INSIDE!!!! MAKE WAY!!! "

Weapon drawn, Monthor turns left RUNS ( Full Round Run action) towards the voices.

" THIS WAY!!!! "



Draax AC 25, HP 166; (fatigued)  d20+10=20 d20+3=19
Sunday April 6th, 2008 2:44:45 PM

Draax flies in the direction indicated by Tratain, looking for the creature.

spot check 20
listen check 19

Current effects:
Flying
Necklace of Adaptation
Endure elements
Resistance


Tratain  d20+12=32
Sunday April 6th, 2008 9:17:26 PM

Tratain comes back out of the house after securing the Orb. He says "Draax, Vedik, and Jova head North I think i heard screams from that way(Listen 32), the rest of us will follow Monthor and try and catch up with him. Lets get going"

Dwight hp 99, ac 26  d20+19=29 3d6(4+2+1)+9=16 3d6(2+4+4)=10 3d6(5+2+2)=9 6d6(2+4+2+4+2+5)=19
Sunday April 6th, 2008 11:46:27 PM

Dwight flies after the creature he spotted last round, while grabbing his holy arrows.

Loading 3 holy arrows (+2) he fires.

att: 29 (31 if evil)
dmg: 16(arrow)+10(fire)+9(ice)+ 19(if evil)= 54 (total)

(can hit AC 20, up to 300' if a bow can fire that far. Didn't see a max. arrow range.)

Between the birds and Dwight, Draax should have an easy trail to follow.

OOC: if creature is to far, Dwight take double movement to get within firing range.

spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom


Vedik 
Monday April 7th, 2008 7:38:02 AM

Seeing Arien dispatching the demon utterly, he turns north with Draax and Jova, looking for the other one.

Jova 
Monday April 7th, 2008 1:12:31 PM

Jova runs toeard the remaining demon.

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--3/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Visitors, Round 3 
Monday April 7th, 2008 8:29:09 PM

Monthor charges down the street, yelling for cityfolk to get out of the way.

Monthor Highlight to display spoiler: {Rounding a corner, you see a strange, somewhat feminine form bending over a man. She has reddish wings and tail, matching her hair. She resembles the demon just killed a few moments ago. She is about 20 feet ahead.

When she sees you, she drops the man and smiles. Mumbling a few words, she points a finger and beckons you over.

You feel a bit woozy, as if something is tugging at your insides. Make a will save, DC 22. Success=no effect. Failure=you now consider the succubus friendly. you have no desire to attack, and will try to prevent your friends from doing so (you won't fight, but you will try to stop them peacefully).
}

Draax, Dwight Vedik and Jova rush north as fast as can be. Those fourHighlight to display spoiler: {Moving quickly up the street, you see a woman laying on the ground, triple gashes across her chest. She is neither moving nor breathing. You can hear yells and excited talk up the street, but can't see anything yet. (how fast can you each move, and how fast are you moving?)}

Tratain runs off after Monthor, along with Arien. Those two Highlight to display spoiler: {Running down the street, you come up to a group of people bending over a man's body. He is clearly dead, and they are alternating between crying, whimpering, and trying to move the body. Then, you hear Monthor screaming and yelling for people to get out of the way, and hear him bellow, "THIS WAY!" His voice is coming from around a street corner, 20 feet ahead then to the left.}

Dwight hp 99, ac 26  d20+15=27
Monday April 7th, 2008 11:00:51 PM

(moved 80' last round)

Dwight disregards the unfortunate woman for now; hoping to prevent others ending up like her.

Not seeing the beast, Dwight continues to fly with 3 holy arrows readied.

spot: 27

--------------------------------
spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')


Arien (HP 118/118, AC 21; Mage Armor) 
Tuesday April 8th, 2008 2:53:11 AM

Hearing Monthor shout Arien slaps a hand on Tratain and with a brief moment of concentration dimension doors the pair to just ahead of where the shout came from.

Monthor ooc> 
Tuesday April 8th, 2008 6:12:58 AM

Doesn't protection from evil block the succubus' attempt to possess Monthor?

I missed that you activated that. Yes it protects him. She doesn't know that, though, so she still tries. -M

Monthor ooc> part 2 
Tuesday April 8th, 2008 6:23:26 AM

Assuming that protection frome evil doesn't work ( although... I think it does).
What about Monthor's spell resistance (20)?
Does the succubus have to role to beat it?


Monthor HP 151 AC 31 (33 vs evil)  d20+20=37 d20+20=27 d10+19=26 d10+19=25 d10+19=20 2d6(4+1)=5 3d8(4+1+6)=11
Tuesday April 8th, 2008 10:47:00 AM

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation
Hasted (+1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves)

Movement 40'

Protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)
---------------

Feeling the mental tug, Monthor remember from past experiences that the succubus must be trying to charm him. Good thing the protection from evil effect from his tatoo is protecting him... however... she doesn't have to know that.

" Wella wella wella... aren't ye a pretty thing. Why surely we can be friends??? Me be Monthor the freindly... "

:: Monthor advances 20' towards the succubus ::

" Now me friends will be coming soon... me won't allow them to hurt ye... They just don't understant... your me new friend after all..."

Once Monthor gets within range, he swings Fred the axe two handed at her.

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

two handed Power attack -9/+18

Hits AC 37 ( crit threat 27)
Damage ( 26+25+20) 71 physical, 5 holy and 11 sonic (thunder) for 87 points of damage.

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



Monthor correction 
Tuesday April 8th, 2008 10:50:56 AM

Not that it's going to matter, but the physical damage bonus is 37, not 19.

Damage is actually 125 physical, 5 holy and 11 sonic for 141 damage.



Vedik AC 16 HP 137/137  d20+7=15 d20+7=11
Tuesday April 8th, 2008 11:24:30 AM

Vedik continues flying towards the commotion, searching for the demon.

OOC: Vedik moves 60' with the wings. 20' on the ground. He's moving at full speed.
Spot check 15 (ignore 2nd d20)

Jova  d20=6 d20+14=30
Tuesday April 8th, 2008 1:35:18 PM

Jova stops at the wounded womans side. His friends all hae run off chasing. Jova simply stands by the womans side and listens.

Listen 6
Z spot 30 [If Z can spot the demon, Jova will try and tel;eport to the spot next round if needed.

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--3/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Tratain 
Tuesday April 8th, 2008 5:19:38 PM

After being Dimension Doored by Arien Tratain looks around trying to spot Monthor or the Demons.

Draax AC 25, HP 166 
Tuesday April 8th, 2008 6:49:27 PM

Although the woman on the ground looks dead, Draax wonders if she can still be helped. He pauses for just a second, but seeing Jova stop to check on the woman, Draax flies towards the yelling and the exciting talking. He flies at a speed of 60 until he sees a target to go after.

Visitors round 4 
Tuesday April 8th, 2008 7:25:03 PM

Dwight flies forward, searching for any sign of the enemy.

Dwight Highlight to display spoiler: {You fly about 30 more feet, then spot her in the distance. She is still about 200 feet off, but you are able to catch a decent glimpse as she floats forward, not seeing you behind her. }

Arien grabs Tratain's arm, and the two teleport around the corner, taking in their surroundings.

Arien, Tratain and Monthor Highlight to display spoiler: {Monthor pretends to be charmed by the succubus, making sweet-talk as he saunters forward. She smiles, beckoning him closer and opening her arms. Just as she tries to embrace the dwarf, he raises his axe in the air.

Arien and Tratain teleport in just in time to see the axe fall, severing her head from her body, both falling to the pavement with loud thumps.
}

Jova stops and bends down to inspect the woman's body. She is clearly dead, though Jova can sense her restless spirit nearby, a few feet in the air, likely not yet accepting her fate. The spirit feels confused, and somewhat helpless.

Draax and Vedik fly on behind Dwight. Both should read Dwight's spoiler above, as it now applies to you as well.

Draax AC 25, HP 166 
Tuesday April 8th, 2008 9:14:30 PM

Not wanting to risk a very long shot, Draax decides to moves closer to the creature while she is not aware of the group.

Dwight hp 99, ac 26  d20+20=33 3d6(4+2+3)+11=20 3d6(1+3+3)=7 3d6(5+5+3)=13 6d6(3+6+6+1+3+1)=20
Tuesday April 8th, 2008 11:09:41 PM

Dwight takes aim, and lets his 3 holy arrows (+2) fly the great distance.

(-6 for distance)
att: 27
dmg: 20(+2 arrow)+ 7(fire) + 13(ice) + 20(holy, if evil) = 60 total

Dwight continues to fly toward the beast.

--------------------------------
spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')



Jova 
Wednesday April 9th, 2008 4:57:21 AM

Although Jova senses the spirit he cannot quite see her. He closes the dead womans eyelids, and then stands. He speaks outloud to noone in particular,

"My heart fills with sadness as you depart this world. Whoever you left behind will be saddened for sure as well. Fear not, it is a path we all must take. Soon, all too soon the rest of us will follow you.

"Fear not, your journey only takes a new path today. Luck to you." Jova then bows deeply in the direction of the spirit. When he stands he removes his hat and runs his tired fingers through his hair. This new found ability responsibility was a heavy one indeed. New respect envelops him for Gargul, having to deal with such sadness all the time.

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--3/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Vedik AC 16 HP 137/137 
Wednesday April 9th, 2008 7:35:33 AM

Vedik flies fast when he sees the demon, his magical wings flapping quickly as he readies his morning star.

OOC:
Double Move 120'


Third one down - DM Marcin 
Thursday April 10th, 2008 7:07:31 AM

Dwight's arrows end the existence of the third of the succubi.

There it ends, as quickly as it started, with three demons splattered on the cold cobblestones of Plateau City and a few more poor souls of its citizens moving on - with help from Jova.

On this tragic night a battle that would normally be the talk of the streets for months will pass as merely an episode of a greater tragedy.

Bodies are taken away for burial. Blood dries up on the street.

The party has the time to gather together once again. Weary, the adventurers return to the manor.

[...]

More trouble - DM Marcin 
Thursday April 10th, 2008 7:24:01 AM

It is too quiet.

Just a few moments ago outside of the manor house wounded were moaning, people were arguing, children were crying. Now all that can be heard down the street are the footsteps of the heavy boots of the Knights.

A huge tom - Sweetie - passes the party running away from the manor, hissing, its fur up all along its back.

We round another corner...

The street in front of the party's mansion is empty aside from five dark shapes.

Here they hover gently and quietly in the air, just a few feet above ground, black and metallic shapes that would look like some crazy statues were they not moving gently every now and then.

The largest one [1 on the map], the one floating in the middle, resembles a gigantic crab with strong pincers, only its legs are atrhopied and it hovers in the air. To your eyes it looks covered with dark armor plates. It rotates ever so slowly around itself, seemingly taking in the sights. Its pincers snap every now and then.

Surrounding it are four smaller shilouettes [A through D]. Each is humanoid and maybe six feet tall, and clad from head to toe in some kind of black armor. Their legs are small and curled up under their bodies, as they too seem to float in the air and make no use of them. Their arms - or what passes for their arms - seem to end with gauntlets armed with many sharp blades. The strangest sight is the shape of their helmets - it suggests these humanoids might have beaks and heads not unlike those of birds of prey.

They hover in complete silence, never straying far from the odd creature in the center, and seem to be on constant watch and alert.

Wisps of yellow mist drift from the creatures to the ground, where they slowly dissipate.

A faint alchemical smell hangs in the air. It resembles a mixture of sulphur and brimstone.

[Each of you can enter map from any side you would like (your manor is on the eastern side of the map). Windows can be used to gain cover. When you post please list AC, remaining HP, and all active magic effects. Please also include a working link to your character sheet.]

[Map. Matty, many thanks for great job helping out!]

Dwight 
Thursday April 10th, 2008 10:08:45 AM

OOC: It might be just me, but the map seems to only show A1-n7. I suspect there is allot more.

[Bottom right square should be n40. Um, try to reload or maybe save the file and then open it from the hard drive? It shows up on my computer just fine. Anybody else has this problem? M.]

Tratain HP 205/188 AC 30  d20+12=24 d20+15=22
Thursday April 10th, 2008 5:42:44 PM

Tratain spots the strange figures and casts Divine Power on Himself. He wonders if those also came out of the orb and checks to see if it is still secure in his sack. He also tries to spot anything unusual about the creatures.

He says "Anyone have any idea what those are?"

Spot 24
Knowledge religion 22

Tratain and the group are down near k40 peering around the side of the Mansion.

Tratain (2nd) 
Thursday April 10th, 2008 6:03:23 PM

Tratain also looks for any signs of the people who were at the Mansion before the group left.

Monthor HP 151 AC 31 (33 vs evil) 
Thursday April 10th, 2008 9:27:45 PM

http://docs.google.com/Doc?id=dg3zz6dj_1f72rbxcs&invite=c8cb526

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation

Protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)

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

Monthor activates his protection from evil tatoo again. Then, he draws out a potion of enlarge person and looks at tratain.

" Got two more... "

" Don't know what they are... but they be UGGGGGLY. "



Dwight hp 99, ac 26  d20+7=19
Thursday April 10th, 2008 11:10:47 PM

Dwight pulls his bow back, knocked with 3 holy +2 arrows.

knowledge(nature): 19 Anything natural/unnatural about them?

He looks to the others, wanting to release them. Instead, "I'll hit the biggest one with these, from there (pointing to H40). I'll need some cover if they rush."

Dwight then disappears. (Ring of invisibility)

--------------------------------
spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')


Draax AC 35, HP 166 
Thursday April 10th, 2008 11:17:35 PM

On their way back to the mansion, Draax takes the time to put on his other magical items. If forced to fight these creatures, he is sure that his arrows will not do much harm so he switches to his sword and shield.

Necklace of Adaptation
Endure elements
Resistance
Slipper of Spider climb

Draax

href=http://docs.google.com/View?docid=dc89p58s_0fc8fffrt] Jova Kon 34 AC 96 HP [Darkvision, Shield] 
Friday April 11th, 2008 12:48:54 AM

Jova stands and inspects the situation. He weaves a spell about himself, allowing for better armor. He also gets ready to cast a ray spell if needed. The others are not attacking, maybe these creatures are good.

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--3/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion

Jova 
Friday April 11th, 2008 1:04:54 AM

I give up

Vedik AC 16 HP 137/137 
Friday April 11th, 2008 7:44:25 AM

Vedik sighs as he sees the creatures. Readying his weapon and shield, he waits for the party's ranged attackers to soften the new foe.

Vedik (2nd)  d20+18=23
Friday April 11th, 2008 8:02:43 AM

Vedik takes out his pocket bard, and attempts to activate the wand of good hope, raising the morale of the Grey Knights

OOC:
UMD: Activate Wand DC 20: Passed
Good Hope: Everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Watching - DM Marcin 
Friday April 11th, 2008 10:12:43 AM

Tratain strenghtens himself with Divine Power and makes sure the orb is still in his posession. It is, resting dormant after spewing out demon spawn into the city. These must have come out together with the succubi. Maybe the succubi were running away from them. Everything about the humanoid creatures seems somehow strange - on a closer look their helmets seem to be an integral part of their armor, welded tight to the breast pieces. It is doubtful if these creatures could turn their heads if they wanted to. There are no eyeslits, either - the presence of the eyes is accented only by bulbous protrusions on the surface of the helmets. It is not known how or if they see. The pincered one looks like some kind of war beast - no living thing could have grown this kind of metal plates. The flesh of the pincers is sinewy and oily black with hints of red. There are many small spines and barbs on the surface of its artificial shell. The group stands in complete silence. Tratain doesn't remember a single mention of such creatures from his theological studies.

The people that have been gathered in and around the mansion are nowhere to be seen. On the other hand, there are no bodies, no pools of blood, no signs of trouble. Have they had enough common sense to flee? A muffled cough coming from inside of the mansion reveals that at least some chose to hide instead.

Monthor is with Tratain near the southeastern corner of the map. They are joined by invisible Dwight who starts making battle plans.

Dwight discerns that the pincered creature is definitely not a denizen of the prime material plane. They simply don't grow that large and in these colors in the nature. The animal (?) looks heavily altered. Judging from the brief observation the party was allowed so far its natural instincts might also have been modified or suppressed.

Draax switches to melee weapons. Jova is right next to him, weaving defensive magic. Vedik activates a morale effect. Looks like the gang is all here (Arien?).

[Are the map problems resolved?]

[...]

Dwight-Map 
Friday April 11th, 2008 10:24:20 AM

OOC: Yes, I was eventually able to see the entire map. Must of been one of the servers, as it took several minutes. Now its instant (or very close.)

Strangers - DM Marcin 
Friday April 11th, 2008 10:28:13 AM

A pale face of a man appears in one of the windows further down the street [to the north of row 1, not on the map]. The strangers notice - one of the bird heads rises a gauntleted hand and emits three melodic, metallic screeches that sound a bit like some kind of insane musical instrument. The pincered one spins with lightning speed and spits out a large black glob in the direction of the window.

It misses and hits a neighboring window instead. A second later something happens inside that room, some furious activity - remains of a broken table and bed get thrown out of the window - and just as soon everything there goes still again. The face of the man disappears from sight as he runs away from the window.

Five seconds later several black, thorny branches grow out of the window of the room hit by the blob. They flail around wildly - the growth cycle of a plant condensed into mere seconds - and then they finally go still.

[Map (same as yesterday).]

Arien (HP 118/118, AC 21; Mage Armor) 
Saturday April 12th, 2008 3:37:27 AM

Arien narrows his eyes at the activity, clearly these beings didn't want any witnesses. "Who are you and what is your business here?" The elven mage calls out as he mentally prepares himself for battle.

Arien 
Saturday April 12th, 2008 3:42:50 AM

Forgot link: Here

Dwight hp 99, ac 26  d20+19=36 3d6(1+5+4)+6=16 3d6(4+5+2)=11 3d6(2+4+4)=10 d6=1 6d6(2+1+5+5+4+1)=18
Sunday April 13th, 2008 10:05:37 AM

Dwight takes careful aim, now just under 120' away. Targeting the largest of the evil beasts, 3 arrows are unleashed at once.

att: 36 -2 (distance = 34
dmg: 16(arrow)+ 11(fire)+ 10(ice)+1(sneak attack since invisible)+18(+2 holy arrow vs. evil) = 56 total

Dwight then activates his ring of blink!

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

spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')

OOC: I have found it helps to have the 'link' info on my character sheet. Then I just copy/paste each time.

Draax AC 29, HP 166 
Sunday April 13th, 2008 1:56:10 PM

The creature look evil, but they have not made any hostile actions yet besides convincing onlookers to turn away. Realizing that he does not want to confront these creatures close up unless he has to, Draax switches back to his bow while he waits to see the results of Arien's challenge and Dwight's arrows.

Necklace of Adaptation
Endure elements
Resistance
Slipper of Spider climb

Draax

Dwight 
Sunday April 13th, 2008 3:36:27 PM

OOC: Yeah, if Arien's spoken question seems to be productive (versus hostile), Dwight will hold his arrows, per previous post and remain invisible.

Otherwise, pincushion time!

Tratain 207/188 Divine Power  d20+23=27 d8+5=6 d20+19=21
Sunday April 13th, 2008 9:20:11 PM

Tratain, about to ask Arien if he knows what those creatures are instead readies an action to cast Spiritual Weapon at the Large enemy if they become hostile after Arien jumps out and challenges them.

Spiritual weapon Hits AC 27 for 6 Force Damage
Spell Resist Check if needed 21

A challenge - DM Marcin  Shooting at Arien: d20+20=35 d20+20=21 d3=1
Monday April 14th, 2008 6:06:52 AM

Arien shouts out a question. This definitely gets the attention of the creatures as they turn in his direction. There is no verbal response. One of the birdheaded humanoids rises his arms instead. Two black, quill-like, feather-shaped, metallic arrows shoot out from his gauntlets in the direction of Arien. Only one hits. The physical damage is minimal, but the mage suddenly starts to feel numbness spreading through his body [Arien takes 1 damage and needs to make a Fort save DC22 vs poison or become paralyzed].

Dwight shoots the big crab-like creature. The arrows speed to their target and hit it. He is unable to inflict precision-based damage [too far to sneak attack, you have to be within 30ft]. Strangely enough, the arrows do much less damage then expected. There is no burst of fire or ice, and no characteristic flash of holy energy [Spellcraft DC26 Highlight to display spoiler: {The big creature is standing inside an antimagic field}]. Dwight considers activating his Ring of Blinking but there is not enough time [it is a standard action to activate a ring].

Draax switches back to his bow.

Tratain launches a Spiritual Weapon at the largest of creatures, but it winks out of existence some 10 ft away from it! It reappears again a moment later and tries to approach it once again, but every time it comes within 10 ft something suppresses its magic.

[...]

On the move - DM Marcin 
Monday April 14th, 2008 6:12:08 AM

The bird-men become agitated. They spread out in front of the crab in a narrow phalanx. The whole group starts to move, floating quickly to the southeast in the direction of the mansion. A few more strange metallic noises come from them, as if orders were given or curses were shouted out. The wounds inflicted by Dwight's arrows seem to have already healed.

[Map.]

Tratain 207/188 Divine Power; Good Hope 
Monday April 14th, 2008 8:56:37 PM

Tratain says "Try for the smaller ones first, we also need to find out how far that anti-magic field goes."

Draax AC 29, HP 166  d20+24=26 d20+19=30 d20+14=17 d20+9=19 d8+2=5 d8+2=6 d8+2=10 d8+2=10 d6=5 d6=1 d6=3 d6=3
Monday April 14th, 2008 9:08:44 PM

Draax is surprised that the creatures are heading toward the mansion instead of dealing with the knights. "Since they are not after us, they must be after something or someone at the mansion or they are concerned with the tree. Those branches that came out that house means that have some nature magic, so I would guess the tree. Any other thoughts?"

While he waits for others to speak, Draax fires a few arrows at the birdheaded humanoid that fired at Arien.

Hit AC: 26 for 5 dmg, 5 fire dmg
Hit AC: 30 for 6 dmg, 1 fire dmg
Hit AC: 19 for 10 dmg, 3 fire dmg
Hit AC: 19 for 10 dmg, 3 fire dmg

Necklace of Adaptation
Endure elements
Resistance
Slipper of Spider climb

Draax

Dwight hp 99, ac 26  d20+19=30 3d6(3+6+1)+6=16 3d6(5+2+2)=9 3d6(6+3+2)=11 6d6(4+5+6+3+2+1)=21
Monday April 14th, 2008 11:07:35 PM

Dwight watches as Draax's arrows fly. If they appear to do damage, Dwight will add some of his own (3 holy arrows +2).

att: 30 -2 (dist.) = 28
Dmg: 16(arrow) + 9(F) + 11(I) + 21 (Holy) = 57 total

If Draax's arrows seem as ineffective as Dwight's were last round, he'll activate his ring of Blink instead.

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

spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')


Jova 34 AC 96 HP  d20+20=31 d20+20=39 d20+20=35 d20+20=26 d20+20=40
Tuesday April 15th, 2008 12:41:23 AM

Jova moves off to the right hand side of the group not wanting to be encompassed in any field type spell. When Tratain mentions the antimagic field, Jova cocks his head and tries to dispel an magic in the area of the giant crab.

--Move 30 feet to right. Cast Dispel Magic aimed at Crab creature. 31, 39, 35, 26, 40nat 20

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--2/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Arien (HP 117/118, AC 21; Mage Armor)  d20+13=29 d20+30=49 d20+29=32 d20+29=37
Tuesday April 15th, 2008 4:29:31 AM

Arien feels his limbs go sluggish for a moment but fights off the feeling (Fort save 29), the creature's response has told him all he needs to know about their intentions and he looks for a way to answer in kind. (Knowledge Arcana check 49, Knowledge Dungeoneering Check 32, Knowledge The Planes check 37)

Monthor 
Tuesday April 15th, 2008 6:12:10 AM

Monthor holds back and waits the word from Tratain to attack.

Exchange of fire - DM Marcin  Ranged attacks: d20+20=32 d3=3 d20+20=29 d3=3 d20+20=23 d20+20=24 d20+20=25 d20+20=32 d3=3 d20+20=30 d20+20=30 d3=2
Tuesday April 15th, 2008 6:15:31 AM

Out of Draax's arrows only the second one hits, but does not seem to carry enough impact to harm the creature.

Dwight activates his Ring of Blink.

Jova tries to bring down the Antimagic Field protecting the creatures, but the spell he uses simply does not have enough power to do so [Dispel Magic can't affect an Antimagic Field - see the description of the Antimagic Field spell].

Arien quickly goes through the vast knowledge he has accumulated over the years and tries to dig out any useful facts - with some success [Arien Highlight to display spoiler: {The only mention of similar creatures he can recall comes from demon history. Several centuries ago Tanar'ri encountered these strange tribes, known collectively as the Legion, in some far-away remote demiplane, and succesively lost two local wars against them. The Legion consists of various kinds of beasts, with the bird-men seemingly acting as soldiers and controllers of their other, beastly companions. The faction is powerful, highly militant and precisely organized, and is bent on conquest and domination. Tanar'ri records mention they are invulnerable to fire and may possess other strengths. They do not mention rank-and-file bird-men posessing magic powers.}].

With the distance between the party and the group of strange beasts still rather large the demons settle for an exchange of ranged fire. All four of the bird-men kneel down and take careful aim while launching their quills at the party from their gauntlets. Each one shoots two shards of black metal.

[Here is the AC hit and damage I rolled. Everyone who takes damage needs to make a Fort save vs poison DC22 or become paralyzed:

Monthor AC hit 32 damage 3,
Tratain AC hit 29 damage 3,
Dwight both arrows miss,
Draax a miss and AC hit 32 damage 3,
Jova a miss,
Arien AC hit 30 damage 2.]

[Map (same as yesterday).]

Monthor ooc 
Tuesday April 15th, 2008 8:16:43 AM

Are the creatures evil?
If so, Monthor's AC is 33 ( 34 if you count the dodge feat bonus). Does it still hit?



Tratain AC 29 HP 204/188 Divine Power; Good Hope; Fatigued  d20+24=29
Tuesday April 15th, 2008 8:00:15 PM

Tratain says "Monthor, Draax, and Vedik, form a line with me, we're going to attack them. Try and stick close so we can support each other, Monthor on the Left, them Me, Draax then Vedik. Dwight, Jova, and Arien try and stay out of range and make use of any openings we might create."

The group moves as close to the enemy as they can moving at the slowest members pace.

Monthor HP 151 AC 31 (33 vs evil) 
Tuesday April 15th, 2008 8:18:56 PM

http://docs.google.com/Doc?id=dg3zz6dj_1f72rbxcs&invite=c8cb526

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation

Protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)

Good Hope: Everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls

Move 20'

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

Listening to Tratain, Monthor does as he's told. He forms on Tratain's left.



Vedik AC 25 HP 137/137 
Tuesday April 15th, 2008 8:25:37 PM

Vedik forms where told and moves forward at the slowest pace, his morningstar ready.

Dwight hp 99, ac 26  d20+21=36 2d6(1+5)+8=14 2d6(5+2)=7 2d6(2+3)=5 4d6(2+3+6+4)=15 d100=79
Tuesday April 15th, 2008 10:55:16 PM

Dwight floats in and out of existence, just 4 feet off the ground wondering how to hit these creatures. "Their magic bubble and resistance prevents me from damaging them. Given their distance, there must be more than one bubble, for I do not know of a magic strong enough to protect them all in one field."

Readied action: firing of more arrows (2 holy arrows)at smaller creature if the advancing party knocks down one of the creatures. (Dwight wants to test if the field is linked)

If the advancing group does not knock one down, Dwight remains in the background.

att 36 +2(hope)-2(dist)=36
dmg: 14(arrows)+7(F)+5(I)+15(holy)=41
(not blinked out-79%)

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

spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')
Blinking (physical attacks miss 50% of the time)

Draax AC 35, HP 163/166  d20+17=20 d20+17=26
Tuesday April 15th, 2008 11:04:21 PM

Draax fights off the paralyzing effects and switches back to his sword and shield. He forms with the others and begins moving forward.

(Fort save 26 used hero point to reroll)

Necklace of Adaptation
Endure elements
Resistance
Slipper of Spider climb

Draax

Jova34 AC 96 HP 
Wednesday April 16th, 2008 1:25:37 AM

"I tried to dispel the magic that is protecting them. It didnt seem to work"

Jova moves forward 20 feet just keeping behind and to the right of the group. He draws his dagger and readies it to throw.

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--2/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Advance - DM Marcin 
Wednesday April 16th, 2008 5:44:45 AM

[The creatures are evil, so the arrow aimed at Monthor last round didn't hit him.]

Tratain's Spiritual Hammer appears and disappears around the crab, making it easy to see exactly how far the field extends around it [I'm marking it as a golden radiance on the map].

Tratain issues a command and starts to advance at the group. Monthor is on his left, Draax (now back with sword in hand) and Vedik on his right [I'm assuming double move at speed 20, so you cover 40 ft].

Dwight hangs on behind the line, quickly coming to the conclusion that the standard spell can't be the source of the antimagic effect just witnessed [I've put you on the last row of the map for reference purposes, feel free to adjust your position as needed].

Jova also advances, but keeps behind the group.

[...]

Barrage of bolts - DM Marcin  Quills: d20+22=39 d20+22=38 d3=3 d3=2 d20+22=34 d20+22=40 d3=2 d3=2 d20+22=31 d20+22=34 d20+22=35 d20+22=32 d3=3 d3=1 Plant grapple checks: d20+24=37 d20+24=34
Wednesday April 16th, 2008 6:09:04 AM

The group of enemies likewise compactify their formation, seemingly readying for the incoming charge. For now they are content to barrage the advancing phalanx of Knights with another volley of projectiles.

Monthor is hit by two quills [AC hit 39 and 38, damage 3 and 2].
Tratain is also struck twice [AC hit 34 and 40, damage 2 and 2].
Draax manages to avoid both shots directed at him.
Vedik is hit twice [AC hit 35 and 32, damage 3 and 1]

[Each hit by an arrow forces a Fort save vs poison DC22. Failure = paralysis.]

The crab sticks close behind the line of its allies. It tenses and then spits out what looks like a black gob of goo. The fleshy sack travels a short arc in the air and lands right at the feet of Monthor and Tratain, where it bursts. In the next second a huge, black, leafless, thorny plant springs into life, crushing the cobblestones while putting down roots, its tendrils flailing around wildly looking for support, trying to wrap themselves around anything they can [the plant makes a grapple check vs Monthor (grapple 37) and Tratain (grapple 34). If this is good enough to beat your Take10 scores you are now grappled. There is no damage, but you can't move until you either free yourself (beating plant's grapple score of 34), escape (Escape Artist DC34), or cut your way out (dealing at least 20 damage to the plant - but note that not all weapons can be used while grappling)].

[Map. The squares W25 and Z25 are inside the Antimagic Field, the squares V25 and a25 are not. Squares occupied by the black plant count as dense foliage - grant concealment and cost double to move through. If you attack a target standing inside the antimagic field while you yourself are not you get to include all magic bonuses to hit/damage active on you, but any enhancements on the weapon do not work (as its magic is suppressed in the moment when it strikes).]

Vedik AC 25 HP 134/137  d20+17=35 d20+17=20 d20+17=33
Wednesday April 16th, 2008 7:22:46 AM

Vedik grunts but manages to over come the poison he feels seeping into his veins. He moves forward as Tratain directs.

OOC:
Hero Point Reroll: DC 35 and DC 33 (passed)





Dwight hp 99, ac 26  d100=90 d20+27=46 d6+5=7 d6=5 d6=5 d6=3 d6=4 d20+22=33 d6+5=9 d6=2 d6=1 d6=1 d6=1 d20+17=20 d6+5=9 d6=5 d6=2 d20+27=46 d6+5=8 d6=6 d6=4
Wednesday April 16th, 2008 8:33:23 AM

Dwight seeing a way he can help the party, targets the grappling plant. (He flies to B39, which should be about 30')

He shoots some arrows at the plant hoping to allow his comrades to continue advancing

(Blinking:90%, using point blank, precise shot and rapid shot. Using F=fire, I=ice, H=holy)

Att 1 (holy arrow): 46
Dmg: 7(arrow)+ 5F + 5I + 7H = 24

Att 2 (holy arrow): 33
Dmg: 9(arrow)+ 2F + 1I + 2H = 14

Att 3 (normal arrow): 20
Dmg: 9(arrow) + 5F + 2I = 16

Att 4 (normal arrow): 46
Dmg: 8(arrow) + 6F + 4I = 18

(IF everything hits: total = 72 against the overgrown weed)

Arien (HP 115/118, AC 25; Mage Armor, Shield)  d20+13=32
Wednesday April 16th, 2008 1:13:24 PM

Arien fights off the debilitating effects again (fort save 32) and casts a shield spell to bolster his defenses and then relays what he knows of the creatures as he backs off.

Draax AC 35, HP 163/166  d20+24=42 d20+19=22 d20+14=26 d20+9=17 d8+13=20 d8+13=15 d8+13=15 d8+13=17 d6=6 d6=4 d6=4 d6=3
Wednesday April 16th, 2008 6:32:20 PM

Draax looks to see if Dwight's arrows are having an affect on the plant. If the arrows do enough damage to release Tratain and Monthor, Draax will hold his attack and continue to move forward. If they have no affect or they do not do enough damage to free the two, Draax will attack the plant.

(Using +3 cold iron holy sword, all attacks are at -4)
Hit AC 42 for 20 dmg and 6 holy dmg (if plant is considered evil)
Hit AC 22 for 15 dmg and 4 holy dmg
Hit AC 26 for 15 dmg and 4 holy dmg
Hit AC 17 for 17 dmg and 3 holy dmg

Necklace of Adaptation
Endure elements
Resistance
Slipper of Spider climb

Draax

Monthor HP 151/146 AC 31 (33 vs evil)  d20+22=41 d20+22=25 d20+20=26 d10+41=51
Wednesday April 16th, 2008 8:46:47 PM

http://docs.google.com/Doc?id=dg3zz6dj_1f72rbxcs&invite=c8cb526

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation

Protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)

Good Hope: Everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls

Move 20'

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

( Ref checks 41 and 25)

Monthor shakes off the poisons' effects and gets very annoyed at the ennemies' darts and now this tangling/weed stuff.

" CHEATERS!!!! Come on woosy girly girls!!! Always the same with yous.. big armor, little weapons... and even littler courage!!! FACE ME!!! FACE MEEE!!!!!! "

Delayed action t'il the end of the party's turn.

IF the others can free Monthor, he will advance at double speed to engage the ennemies.

IF the others can't free Monthor, he will use his axe to free himself from the plant.

Attack brush two handed. Power attack at -12/+24. Adamentine axe bypasses hardness less then 20.

Attack role 26 for 51 damage.

Moves forward 5 feet.



Tratain AC 29 HP 200/188 Divine Power; Good Hope; Fatigued  d20+26=44 d20+26=31
Wednesday April 16th, 2008 9:18:58 PM

The two quills hit Tratain but he manages to shrug off its effects. (Fort Saves 44 and 31)

When the plant sprouts and tries to tie him up Tratain is able to fight it off. (Grapple DC 42 = 10base + 17BaB + 5Str + 10Protector)

If Monthor is free and able to advance Tratain advances with him Straight Forward. (Tratain should end at x26)

Jova34 AC 96 HP  d6+15=20 15d6(5+1+4+3+4+5+3+3+3+3+6+6+2+2+5)=55
Thursday April 17th, 2008 1:37:10 AM

Jova throws his dager at the plant that is grappling Monthor. If the plant is still alive Jova activates the spell stored within. If the plant is dead, then he waits for it to return to him.

-Hit AC 20, 55 damage, Vampiric Touch spell stored. err 1/2 that 27 damage.

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--2/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Closing to melee range - DM Marcin  Dwight's Blink miss risk: d100=86 d100=37 d100=98 d100=72
Thursday April 17th, 2008 4:40:16 AM

Vedik closes the range to the creatures [no destination square specified so I'm assuming you move in formation with Tratain].

Dwight releases four well-aimed arrows that target the weak points of the tendrils. There are four bursts of fire and Monthor and Tratain are released [don't forget to roll your 20% miss risk due to Blink! I did that for last round. Also, no holy damage to the plant as it is not evil by itself].

Arien stays safely out of the scene of battle.

Seeing that Monthor and Tratain are freed Draax moves forward [no destination square specified so I'm assuming you are holding formation].

Monthor, freed by Dwight, manages to keep up with the advancing line of fighters.

Tratain closes the distance to the demons.

Jova throws the dagger at the plant. As it seems inanimate and badly mangled by Dwight's arrows he does not activate the stored spell.

[...]

Drawing blood - DM Marcin  Touch attack vs Draax: d20+18=36 d2=1
Thursday April 17th, 2008 4:52:14 AM

The Legion Anchor (crab creature) steps away from the fight and seems to wait for something.

All four Legion Scouts step up to the line of the party and engage the Knights with blades protruding from their gauntlets. They do not aim to penetrate armor, just to touch it. Three of the enemies [A, B and C] aim at Tratain. Each strikes out twice. Whatever these attacks were supposed to do they fail and Tratain suffers no ill effects. There are some metallic cries that sound like frustration. The fourth enemy targets Draax. The touch of the dark blade does not cause a visible wound but Draax feels weaker [Draax's Constitution is drained for 1 point - this is an effect similar to Rapier of Puncturing].

Once the Scouts have acted the Anchor moves up again to the line of battle, covering its allies with an Antimagic Field.

[Map.]

Vedik AC 21 HP 134/137 (Fatigued)  d20+9=17 d20+4=23 d8-1=2 d8-1=7
Thursday April 17th, 2008 8:46:20 AM

Vedik swings twice with his heavy mace at the creature in front of Draax, hoping to help him break through.

OOC:
Hit AC 17 for 2 damage
Hit AC 23 for 7 damage
(Vedik's AC is 25 outside the AMF, 21 inside)

Monthor HP 151/146 AC 31 (33 vs evil)  d20+25=41 d10+29=34 2d6(4+1)=5 d20+22=30 d10+29=36 2d6(6+3)=9 d20+16=31 d10+29=32 2d6(5+2)=7 d20+11=21 d10+29=38 2d6(4+2)=6
Thursday April 17th, 2008 11:05:38 AM

http://docs.google.com/Doc?id=dg3zz6dj_1f72rbxcs&invite=c8cb526

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation

Protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)

Good Hope: Everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls

Move 20'

Dodge bonus to B ( AC 34)

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

Monthor moves '5 feet to the left ( hopefully getting out of the anti magic field.

ooc> Does this now mean that I'm flanking B? If so, please add flanking bonuses to attack roles.

Monthor attacks the closest creature (B) two handed with his battle axe.

Power attack -5/+10
Holy- bypasses damage reduction
Adamentine- Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
(ooc> Does this help bypass armor?)

----------------
Attack 1
AC 41 for 34 physical and 5 holy damage

Attack 2
AC 30 for 36 physical and 9 holy damage

Attack 3
AC 31 for 31 physical and 7 holy damage

Attack 4
AC 21 for 38 physical and 6 damage

Total damage 166



Tratain AC 29 HP 200/188 Divine Power; Good Hope; Fatigued  d20+3=19 2d6(3+4)+18=25
Thursday April 17th, 2008 5:30:26 PM

Tratain doesn't feel any different when the three bird creatures touch him with thier weapons, from thier reactions it was supposed to do something, he'll have to figure out what later.

When Monthor Steps Left Tratain takes a 5 foot step with him and readies an action to attempt to turn the invaders if the Crab creature steps back again.

Tratain also will intercept an attack for Monthor from the Large Crab creature should it attempt to hit him.

(Tratains AC in the Anti-Magic Field is 20, 8 from Armor 2 From Shield, Tratain's opposed Grapple in the Field is 37 - 10Base + 2Str + 10Protector +15BaB Just in Case)

Turn Attempt - A protector can Turn Undead, Elementals, Outsiders and Fey.
Turn Check - 19 = Clerics Level +3 = 20HD Max
Turn Damage = 25 HD of Monsters Total


Draax AC 35 (36 against creature that drained him), HP 156/159 (163/166)  d20+21=41 d20+21=37 d20+16=17 d20+11=29 d20+11=28 d20+6=16 d8+20=24 d8+20=26 d8+20=22 d8+20=22 2d6(6+1)=7 2d6(1+5)=6
Thursday April 17th, 2008 6:21:46 PM

Draax feel the drain of his con, he gives the creature a nasty look that promises revenge. Seeing the creature use the strategy of taking advantage of the anti-magic field, Draax hold his attack until he sees or feels the magic field pull back or he sees Anchor move back again. As soon as he notices the magic field move Draax will power attack the one that touched him with his cold iron holy sword.

If/when the creature is out of the field:
(power attack +7)
Hit AC 41, AC 37 to confirm crit for 50 dmg and 7 holy dmg

Hit AC 17

Hit AC 29, AC 28 to confirm crit for 44 dmg and 6 holy dmg

Hit AC 16

Necklace of Adaptation
Endure elements
Resistance
Slipper of Spider climb
Dodge (+1 AC) against creature that drained him

Stan/Draax 
Thursday April 17th, 2008 8:45:35 PM

OOC: Draax's new HP should be 146/149 instead of 156/159.

Dwight hp 99, ac 26  d100=1 d20+28=36 d6+5=7 d6=1 d6=3 d100=6 d20+23=38 d6+5=8 d6+5=9 d6+5=7 d100=20 d20+18=36 d6+5=6 d6=6 d6=2
Thursday April 17th, 2008 10:41:35 PM

(OOC: I'm assuming the plant is fixed and doesn't move. If this assumption is wrong, Dwight tries to finish the plant off with the rolls below.)

Dwight waits to see if the large crab backs up again, allowing his arrows to penetrate the skin of the front critters.

(Blinking: 1%, still might hit if they are part etheral?)

att 1 (arrow): 36 = 34
dmg: 7A + 1F + 3I = 11

(Blink: 6% if needed per attack)
att 2 (arrow): 38
dmg: 8A + 4F +2I = 14 (ignore extra +5 in rolls)

(Blink 20%)
att 3 (arrow): 36
dmg: 6A + 6F + 2I = 14

Unlikely total: 39

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

spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')
Blinking (physical attacks miss 50% of the time, 20% blinked out)


Arien (HP 115/118, AC 25; Mage Armor, Shield) 
Friday April 18th, 2008 3:38:07 AM

Arien readies an action to cast a spell when the four creatures leave the protection of the antimagic field.

Jova 34 AC 96 HP 
Friday April 18th, 2008 4:17:07 AM

Not knowing what else to do against the foe Jova casts a spell to help humself in combat.

--Cast Grtr Heroism

Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--1/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



The Knights strike back - DM Marcin 
Friday April 18th, 2008 11:46:03 AM

Vedik swings his mace at the enemy in front of Draax, but both attacks get deflected by the black armor he's wearing.

Monthor takes a step to the side, moving out of the antimagic field [Monthor is not flanking B, though: in order to flank you would need to have an ally touching the opposite corner of the enemy]. He swings his mighty battleaxe two handed [the adamantine special quality does not help during normal attacks unless you target the armor directly]. Three out of his four swings hit, but the effectiveness of his weapon is diminished because its magic is suppressed when it strikes the foe. Additionally, the enemy seems to have some kind of ability to withstand physical damage [59 damage gets through].

Tratain moves up to Monthor and and gets ready to turn the enemies should they move out of the Antimagic Field.

Draax likewise readies himself to act if the field is lifted again.

Dwight, seeing that the plant seems to pose no more danger, readies himself to shoot when/if the Anchor backs away [yes, a separate percentile roll is needed for every attack you make].

Arien prepares to use magic when the creatures leave the Antimagic Field [but what spell do you want to use?].

Jova uses his powers to strengthen himself.

[...]

Readied Actions - DM Marcin  Which enemy is turned: d2=2 D checking for death from massive damage: d20+16=17
Friday April 18th, 2008 12:02:06 PM

The Anchor, as expected, steps away.

Tratain rises his holy symbol and channels the power of his patron. The foe to his right screeches as tongues of white holy flame appear all over him and start dancing on his armor. He fades out of sight and is gone, having returned to the unholy realm he calls home.

Draax strikes at the foe who weakened him a second ago, scoring a massive critical hit. The full power of his weapon gets channelled through! [Only one attack, though: you can only ready a standard action]. The force of the blow shatters the head of the creature. Whatever living flesh resided inside the armor evaporates in a cloud of sickly greenish, stinky fumes. The armor of the Scout collapses in a heap on the cobblestones [I just rolled a 1 on his fort save vs death from massive damage].

Dwight fires a single arrow but it misses due to him being blinked out at the moment [you can only ready a standard action].

Arien brings up a multicolored barrier of magic that cuts off the Anchor from the two remaining Scouts [I've placed Arien on the last row of the map as he entered combat].

[The AC of the Scouts is 28.]

[...]

More enemies appear - DM Marcin  Touch attacks vs Draax: d20+18=32 d20+18=33 d20+18=34 d20+18=29 d2=2 d2=2 d2=2 d2=2
Friday April 18th, 2008 12:16:50 PM

The wounds of the Scout cut up by Monthor's axe seem to heal up a bit.

Both remaining Scouts step close together. One of them calls out very loudly - it sounds a bit like somebody blowing a signal trumpet way out of tone. Then both of them concentrate their attention on Draax, attempting to weaken him further with their black blades [Stan, not sure what your touch AC is. I rolled 4 melee touch attacks hitting AC 32,33,34 and 29. For each attack that hits Draax his Constitution is drained for 2 more points].

The Anchor, cut off from its allies by Arien's wall, tries to reach them by going around it.

The rallying cry of the wounded Scout is answered. Similar calls come from East and West and two more groups of demons pour from the nearby buildings. There are nine more Scouts and one more Anchor, but aside from them there are four large, insect-like creatures that resemble manti the size of a horse and move with great speed and agility. These are also covered with black armor, as if their natural plates were somehow oxidized, and seem to have had their natural forelimbs replaced with black, jagged blades the size of falchions [the manti are creatures 3,4, 5 and 6].

[Everything here has spell resistance, so if you target something with spells please make CL checks in advance.]

[Map.]

Tratain HP 200/188 Divine Power; Good Hope; Fatigued  d20+23=42 d20+23=40 d8+5=6 d8+5=9 d8+5=6 d20+19=28
Sunday April 20th, 2008 3:48:59 PM

Seeing Draax begining to look a little worse for wear Tratain takes a 5 foot step to X27, pulls out the wand of Restoration and uses it on Draax. (Draax Heals all his Con damage)

Tratain shouts to the others "What are those new creatures? And were did all these things come from we weren't gone that long, you think they're all from the orb? Or are these things what Arrack was telling us about when we saw him."

If I can combine drawing the Wand with hte 5 foot step then Tratain will direct his Spiritual Hammer to attack Manti #3:It hits AC 42 for 6 Force Damage, SR check 28
---------------------------------------
AC 29 out of Anti-Magic Field
AC 20 in Anti-Magic Field
Opposed Grapple out of Anti-Magic Field - 42
Opposed Grapple in the Anti-Magic Field - 37

Monthor HP 151/146 AC 31 (33 vs evil)  d20+27=29 d10+31=41 2d6(4+1)=5 d20+22=41 d20+22=42 d10+31=40 d10+31=38 d10+31=35 2d6(2+5)=7 d20+18=29 d10+31=33 2d6(4+6)=10 d20+13=15
Sunday April 20th, 2008 8:38:45 PM

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation

Protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)

Good Hope: Everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls

Move 20'

Dodge bonus to 1 ( AC 34)

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

Monthor moves '5 feet South

Monthor attacks (1) two handed with his battle axe.

Power attack -5/+10
Holy- bypasses damage reduction
Adamentine- Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

----------------
Attack 1
AC 29 for 41 physical and 5 holy damage

Attack 2
AC 41 (Crit 42, nat 20) for 113 physical and 7 holy damage

Attack 3
AC 29 for 33 physical and 10 holy damage

Attack 4
AC 15



Vedik AC 25 HP 134/137 (Fatigued,Good Hope)  d20+16=29 d20+16=29 d20+16=24 d20+16=18 d20+16=20 d20+16=21 d20+16=36
Sunday April 20th, 2008 8:53:46 PM

Vedik waits for the correct moment, then flies east (e25). He then calls upon the power of Alemi to cast Holy Word.

OOC:
Should hit 5,6,B,C,K,L,M
Spell Resistance: 5:29 6:29 B:24 C:18 K:20 L:21 M:36
Non good extra planar creatures must make a will save DC 24 with a -4 penalty or be banished.
Also, with no save allowed:
Non good creatures up to 16 HD are Deafened 1d4 rounds
Non good creatures up to 15 HD are Binded 2d4 rounds
Non good creatures up to 11 HD are Paralyzed 1d10 minutes
Non good creatures up to 6 HD are killed.
(Vedik's AC is 25 outside the AMF, 21 inside)

Draax AC 35, (AC 36 against the scout to his left) HP 163/166  d20+28=33 d20+23=26 d20+18=34 d20+13=30 d20+13=18 d8+13=21 d8+13=16 d8+13=17 2d6(1+4)=5 2d6(6+1)=7 2d6(1+2)=3
Sunday April 20th, 2008 10:56:41 PM

Draax feels a bit of himself getting drained with each him. As he begins to retaliate, he feels the magic of the wand restoring his constitution.

Draax attack the creature to his left.

Hit AC 33 for 21 dmg and 5 holy dmg

Hit AC 26

Hit AC 34 for 16 dmg and 7 holy dmg

Hit AC 30 (not crit) for 17 dmg and 3 holy dmg

54 total dmg and 15 holy dmg

Necklace of Adaptation
Endure elements
Resistance
Slipper of Spider climb
Dodge (+1 AC) against creature to his left

Draax

(OOC: Draax's touch AC is 29)

Dwight hp 99, ac 26  d100=38 d20+23=25 d6+5=7 d6=2 d6=4 d6=1 d6=5 d100=36 d20+18=23 d6+5=9 d6=1 d6=2 d6=1 d6=1 d100=88 d6+13=16 d100=19
Monday April 21st, 2008 12:00:12 AM

Dwight takes aim at one of the larger ones (M27) and first a bunch of arrows, hoping to hit and do decent damage.

(-2 distance + 2 good hope = +0 net)

Att 1 (holy arrow) - Blink 38% - 25
Dmg: 7A+2F+4I+6H = 19 total

Att 2 (holy arrow) - Blink 36% - 23
Dmg: 9A+1F+2I+2H = 14 total

Att 3 (holy arrow) - Blink 88% - 16
Miss

Att 4 (holy arrow) - Blink 19%
Miss

(OOC: Crap rolls all around!)

Grand total: 33

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

spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')
Blinking (physical attacks miss 50% of the time, 20% blinked out)


Arien (HP 115/118, AC 25; Mage Armor, Shield) 
Monday April 21st, 2008 2:11:01 AM

Arien, seeing Vedik moving to engage the right group turns his attention to the left, seeing what he can do to delay the outsiders on that end. Eyeballing the creatures formation for a moment Arien casts a Wall of Force between the two larger creatures to try to slow the bulk of the beasts down. (The wall of force is 190 feet long starting in square 3 on the line between M and N and continues to the bottom of the map.)

Chaos of battle - DM Marcin  #1 saves vs death from massive damage: d20+18=23 C AoOs Vedik: d20+18=20 d2=1 M saves vs banishment: d20+8=26 M deaf for how long: d4=4
Monday April 21st, 2008 5:43:49 AM

Tratain steps out of the Antimagic Field and heals Draax [retrieve wand = move action, use wand = standard action, no time to redirect Spiritual Hammer since it is another move action].

Monthor adjusts his position and attacks the Anchor in front of him, but he finds his performance greatly hampered as all magic on his person is suppressed. Only his second attack manages to penetrate the beast's armor, but it scores a massive critical that shatters one of the protective plates [73 damage gets through].

Vedik moves to a suitable position and unleashes power of Alemi. Scout standing next to him uses this as an opportunity to slash him with his wicked gauntlet [AoO: Vedik is touched and his Con is drained for 1 point]. The Holy Word seems to wash over the insect-like creatures without any effect. It does affect the Scouts, though, but most of them manage to resist the spell. Only M is affected and goes deaf.

Draax starts to spar with the wounded enemy next to him and finds that the demon's blades are no match for his sword. He lands three solid hits, holy flames erupting with each successful strike [full damage].

Dwight shoots four arrows at one of the insects, but all of them bounce off its shell.

Arien sets up an invisible barrier creating a nasty surprise for the enemies to the left.

[The Anchors have AC30. The Raiders (insect-like creatures) have AC26. Both Raiders and Scouts have SR25.]

[...]

Something wicked this way comes - DM Marcin  Raiders attack Vedik: d20+24=38 d20+24=40 d20+24=37 d20+24=29 d20+24=40 d20+24=35 d20+24=26 d20+24=25 2d8(2+4)+10=16 2d8(8+8)+10=26 2d8(8+4)+10=22 2d8(2+8)+10=20 2d8(7+1)+10=18 2d8(8+8)+10=26 2d8(7+2)+10=19 d6=1 d6=4 d6=1 d6=6 d6=4 d6=5 d6=4 B and C vs Draax: d20+18=34 d20+18=32 d20+18=32 d20+18=22 d2=2 d2=1 d2=1 #4 vs Monthor: d20+24=36 2d8(4+8)+10=22 d6=5 plant grapples #3: d20+24=37 Shots at Arien: d20+20=27 d20+20=38 d3=2 d3=2 Shot at Jova: d20+20=33 d3=1
Monday April 21st, 2008 6:30:10 AM

Both Legion Raiders next to Vedik step up to him and start slashing with their long forelimbs. Vedik is hit seven times. Each wound burns like hellfire as these demons seem to have some kind of glands that inject acid into the wounds of their prey [Vedik takes 172 damage].

Both Scouts standing next to Draax target him with their weapons. They manage to touch him three times, damaging his newly-restored Constitution once again [Draax's Con is drained for 4 points].

The Anchor next to Monthor steps away from him and circles around the group, neatly sandwiching Tratain and Draax between itself and the two Scouts [no AoO from Monthor as it uses double move].

Legion Raider #4 sprints up to Monthor and slashes at him. Monthor gets burned by an injection of acid just as Vedik did a second ago [Monthor is hit for 22 physical and 5 acid damage].

Raider #3 tries to do the same thing, but is stopped by Arien's Wall of Force. If it was not for the gravity of the situation the image of a giant mantis running into an invisible wall would be rather comic.

The group of Scouts around the second Anchor regroups and launches a volley of quills, but it is entirely stopped by Arien's wall. Anchor #2 spits out a black sac, but the intended target will never be known as it spashes against the wall and lands at the feet of Raider #3 which is promptly grappled by the black plant that springs up to life.

[Note that the enemies have now a good idea of where the Wall of Force is, even if they don't know yet how high it is or how far it extends.]

The three Scouts to the right [M,K and L] find their lines of sight obstructed by the Raiders and the Prismatic Wall. They all rise 40 ft straight up and shoot at Arien and Jova. Arien his hit twice and suffers minor damage, but has to fight with poison again [4 damage]. Jova's wound is minor [1 damage], but still it manages to deliver poison, too. [Arien and Jova need to make Fort saves vs poison DC22 or become paralyzed - Arien two saves, Jova one.]

[It can now be seen that the Raiders have a reach of 10 ft.]

Another portal opens up North of the Prismatic Wall and yet another group of creatures starts to teleport in!

[Map.]

Tratain HP 200/188 Divine Power; Good Hope; Fatigued 
Monday April 21st, 2008 4:40:43 PM

Tratain Shouts Orders to his comrades while he withdraws from combat. He says "We are leaving Now! Jova! use your Telekenesis spell to Drag Vedik toward you! Arien Once Draax, Monthor, Myself and Vediks body are clear block us off from them! Draax, Grab Vediks body after Jova Drags it!"

Tratain withdraws, Move to W27->W28->X29->X31->Y32->Y33

If everyone makes it and Arien casts the wall to seperate us from them we run for it, and try and break contact.

Draax AC 35, (AC 19 within the anti magic field) HP129/132 (163/166) 
Monday April 21st, 2008 10:22:42 PM

Hearing Tratain's call for retreat, Draax gives up defending himself because it has not done him any good anyway. He sprints back to d28 and then to wherever Jova moved Vedik's body before grabbing him.

Draax's withdraw Z27, a27, b27, c27, c28, d28,


Monthor HP 151/119 AC 31 (33 vs evil) 
Monday April 21st, 2008 10:45:09 PM

Effects:
Magic Weapon (Tratain)
Fire resistance (20)
Magic resistance (20)
bracers of protection
necklace of adaptation

Protection from evil (+2 deflection bonus to AC and a +2 resistance bonus on saves)

Good Hope: Everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls

Move 20'

Dodge bonus to 1 ( AC 34)

=================================

Monthor angers at the call for retreat but does so anyway.

" Some other time beasties!!! "

Monthor runs and moves to as close to Jova as possible.



Dwight hp 99, ac 26  d100=87 d20+17=32 3d6(2+3+5)+15=25 3d6(5+6+1)=12 3d6(2+4+2)=8 6d6(5+4+3+2+1+6)=21
Monday April 21st, 2008 11:10:09 PM

Dwight hears the order to retreat, and tries to offer some limited firing support.

Loading four holy arrows he aims at any non-antimagic field critter that seems to advance towards the party.

(Blink: 87%)
(+2 Good Hope, -2 distance)

Att : 32
Dmg: 25A + 12F + 8I + 21H = 66 total

Dwight (Part 2)  d6+5=9 d6=5 d6=1 2d6(6+5)=11
Monday April 21st, 2008 11:12:41 PM

OOC: I attacked with four, but only rolled for 3. here is the additional arrow:

9A + 5F + 1I + 11H = 26 more

Grand total this round:

34A + 17F + 9I + 32H = 92

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

spells remaining:(spell/domain)
1st: 2/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')
Blinking (physical attacks miss 50% of the time, 20% blinked out)


Jova 34 AC 96 HP  d20+15=16 d20+15=25
Tuesday April 22nd, 2008 1:15:41 AM

Jova does his best to fight off the poison while trying to retrieve the fallen body of Veik. Hopefully someone will be able to pick him up so they could retreat.

--Fail fort save, burn hero point to pass with 25
Cast Tel;ekinesis, pull Vediks body back toward me 20 feet.
Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--6/7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--1/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



Arien (HP 111/118, AC 25; Mage Armor, Shield)  d20+13=30 d20+13=31
Tuesday April 22nd, 2008 1:35:10 AM

Arien grimaces against the sting of the attacks but manages to still resist the poison (Fort saves 30, 31). Arien then retreats 30 feet and readies to cast a wall of force between the rest of the party and the creatures when the party gets clear.

[DM Marcin] 
Tuesday April 22nd, 2008 4:50:46 AM

[There will be no combat post today as I need to resolve the question I've been asked: if the banishing effect of the Holy Word is HD-dependent.]

[It's OK to post today as long as all the declared actions will fit within yesterday's round.]

Withdrawal - DM Marcin 
Wednesday April 23rd, 2008 4:25:24 AM

The party decides to break contact.

Jova's spell allows Draax to retrieve Vedik's body. Dwight provides covering fire.

The group blocked off by Arien's Wall of Force keeps trying to figure out how to bypass it. They bring their Anchor forward and carefully advance through the opening created by antimagic.

The Raiders on the right side of the wall sprint after the withdrawing party, but a second Wall of Force stops them dead in their tracks.

The Knights race for the nearest alley that offers cover from arrows. Looking behind their backs they see that the demons, blocked off in an area now criss-crossed with invisible magic barriers, do not pursue. The Scouts turn their attention instead in the direction of the newest portal. They seem to be getting ready to combat whatever is going to come through it.

The party turns the corner of a nearby building and the visual contact with the demons is broken.

It was a short, bloody fight against odds, with losses on both sides. Fortunately Vedik's body has been recovered, and Jova senses that his soul has not been lost either and hangs on nearby.

The group of demons is still only a few hundred feet away, so it would be wise to proceed with caution.

[Hero points - DM Marcin] 
Wednesday April 23rd, 2008 4:33:49 AM

[Folks, everyone (including Vedik) gets a hero point for disrupting the operations of the Legion scout team.]

[I'd like you to propose nominations for additional hero points for both the succubus encounter and the recent fight. Quoting from Jerry, a hero point requires two things: risk and success. Here are a few examples he gives:
- "If a fighter stands alone in against 3 monsters his level, he earns a hero point, assuming that he lives."
- "If a cleric stands over the body of a fallen party member risking his life and taking shots until he can heal the fallen person, he gets a hero point."
- "If a mage takes risk of future attack and casts a useful spell that helps to turn the tide of the combat, he earns a hero point."
- "If a rogue takes risk and sneaks ahead detecting traps for the party, he gets a hero point. If he successfully hides and then pulls off a backstab, he earns a hero point."]

[While the combat did not end in victory there were some successful maneouvers you did that saved lives, so there is potential here for extra hero points. Please either mail me your nominations or post them as a "private to DMs" message. It is perfectly OK to nominate yourself.]

Tratain  d20+17=25
Wednesday April 23rd, 2008 3:56:28 PM

When contact with the Demons is broken Tratain stops and has Draax put Vedik down so that he can check on him,(Heal Check 25) He doesn't have much home as the attacks looked pretty bloody, but the Dwarf is old, maybe he just passed out.

While checking the old Dwarf Tratain says to his comrades "I have no idea what those things were, but I don't think the Orb caused more than the first couple succubus's. Dwight, we've got an invisibility wand, Would you mind scouting carefully and see whats going on where we just left? I'd like to know who was arriving as we were leaving, Hopefully More assasins like the ones who attacked us late last night During the Earthquake."

He continues "Jova, could you use the Wand on Dwight and His Broom, and Also we'll need you to keep track of him as best you can for us since you can cast see invisibility. Dwight, Try and carefully see whats going on back there, and after come back and tell us, we'll then need you to scout ahead of us for any dangers. I think we should head to the Mayors and see whats going on. Also Dwight keep an eye out for any more of those Invaders anywhere else you can see around the City, Maybe ask your Bird Friend to look as well? Since he'll be able to spot things much better than us I think."

"Hey Arien, you want to use that Dragon Statuette that Lord Arrack Gave us? Tell him about the Earthquake here if he hasn't heard already about the destruction and tell him about those things we fought, what you know of them and see what he has to say about them."

Tratain (2nd) 
Wednesday April 23rd, 2008 4:07:26 PM

Tratain says "Also Dwight, in your scoutings try and find a secluded place where we can stop for an hour to prepare new spells for the comming day. But if you see more bands of those invaders don't worry about us stopping to rest, But do keep an eye out for places for us to hide. If there are more, depending on how many more we may have to Leave the City. I would also like to use the Invisibility wand on Draax as well, we're still to close to those invaders. While Dwight is checking behind us right now Draax I'd like you to make sure theres no one to our front while Dwight is behind."

Tratain also uses the Wand of Restoration on Draax again.

Dwight  d20+25=34 d20+27=40 d20+15=20 d20+13=25 d20+6=8 d20=10
Wednesday April 23rd, 2008 10:41:31 PM

Dwight listens closely to Tratains instructions and goal for his mission. See, listen, and report.

Dwight will cast comprehend language (used 1st lvl spell slot) on himself before accepting the invisibility.

"Anyone have a message spell left?"

He will then fly on his broom up and over the buildings back towards the portal. His intention is to stay high, perhaps with the sun behind him. (Meaning only those looking into the sun, might see him.)

Depending on the scenario, he may go lower to hear what might be discussed. Afterwards he'll look around the rest of the ciy to answer Tratains other questions.

Hide: (invisible) + 34 (w/sun)

Move Silently (Fly silently):40

spot: 20

listen:25

sense motive(of whatever came out of portal) : 8

gather information: 10


OOC: May or may not be blinking still, if important, DM can roll as needed d100.

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

spells remaining:(spell/domain)
1st: 1/1
2nd: 0/1
3rd: 1/1

DM Sanity Notes:
Fatigued (str -2)
Cat's Grace & Fatigue (net: dex +2)
Flying on Broom (40')
Blinking (physical attacks miss 50% of the time, 20% blinked out, lasts 1 round/level)

Draax AC 35, HP 163/166  d20+10=19 d20+3=16
Wednesday April 23rd, 2008 10:52:24 PM

Draax puts the body of Vedik down for Tratain to inspect. Once again he feels energy being restored to him. He waits to be turn invisible before moving out ahead of the group. If he sees anything he will come back to the group and relay his findings.

Spot check 19
Listen check 16

Necklace of Adaptation
Endure elements
Resistance
Slipper of Spider climb

Jova 34 AC 96 
Thursday April 24th, 2008 3:16:53 AM

Jova pulls forth the wand. Hre waaits for Dwight to get ready. Just before using the wand, Jova explains, "You will have roughly 3 minutes where you should be invisible. I will tap Whisk as well, he can travel where you dont. I will also tap Z and get him to watch your back. If you are seen, Z will screech loudly, you know the sound of a hunting bird of Prey."

Jova then uses the wand 3 times on Dwight and the 2 birds.

Turning to Draax he repeats the instructiopns. Then he uses the wand on Draax. "I can do that again if you need it, just come back in a few minutes."
Spells
0--6-DC16--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC17--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--6/7-DC18--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--5/7-DC19--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC20--Stoneskin, Grtr Invis, Polymorph , Enervation
5--6/7-DC21--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--1/6-DC22--Freezing Sphere, Greater Heroism, Greater Dispel
7--4-DC23--Greater Teleport, Waves Exhaustion



They are gone - DM Marcin 
Thursday April 24th, 2008 5:14:39 AM

Tratain checks on Vedik, hoping that by some stroke of luck he might have survived, but unfortunately the dwarf is dead. The perspective of another cheerful conversation with Gargul starts to hang in the air.

Draax is healed once again. A few minutes later everyone who has been poisoned starts to experience secondary effects of the venom, which include nausea, heavy swelling and unbearable itching.

Dwight and Draax are sent invisible to scout, Draax ahead, Dwight in the direction of the group of demons [Dwight is no longer blinking - each use of the ring counts as if a Blink spell has been cast on you with normal duration. This means that if you want to keep blinking you need to reactivate it every 7 rounds].

Draax does not find any hostiles in the area in front of the party.

Dwight circles high over the ruined city (but hiding in the sun is not possible - it is still early dawn and the sun has not yet cleared the line of the walls) and gets to witness the finale of the demon incursion into the city.

As he nears the battlefield he notices that the newest portal is already gone. The men who came through - a group of eight roguish-looking types dressed in dark clothing and armed with crossbows and short blades - have been incapaciated by the Scouts and are lying on the ground paralyzed. The Raiders and Anchors are already gone. There is a glowing red circle traced on the cobblestones. The Scouts are busy moving various things into it: their prisoners, several paralyzed animals, including a horse and a few cats, samples of food and plants (such as they could have found in the city), small items of metalwork and pottery, and several books. Once this bizzare pile is assembled the circle flashes with blinding, red light, and everything inside it is gone, leaving behind a circular trace burned deep into the cobblestones.

In complete silence the Legion Scouts fade out one by one until all that is left of them is unpleasant odor of sulphur and brimstone.

Flying around Dwight confirms that no other groups of invaders can be seen. It must have been a separate incident.

About ten minutes later frightened faces start to appear in the windows of the mansion and the makeshift hospital returns to life as wounded are brought back up from the cellars where they have been hidden.

It is enough to fly two or three streets away to see homeless people scurrying about apparently ignorant of what has transpired nearby, calmly preparing a morning meal.

Draax comes back soon after Dwight. It seems that the demon danger has passed. The party might finally have time to take care of their own business.

[Arien gets a hero point for efficient use of wall spells. Decide what you would like to do until evening - you have about 10 hours.]

Tratain  d20+1=18 d20+12=29 d20+11=14
Thursday April 24th, 2008 5:19:01 PM

Tratain enters the house to speak to the people within about the Legion invaders, he asks if any saw where they came from, what they were doing and anything else they might remember about them. (Gather Information 18)

After speaking with the People inside the Mansion he entrusts the Orb to Arien, and Tells the others "I'm going to use the Scroll queen Maab gave us to try and detect if there are any portals around the House, Maybe left open by the Orb or something else. Dwight if you would accompany me just to keep an eye out for me and on me, I'd like the rest to stick with the Orb. When I get back I'll use the Resurection scroll we have so that we can go and ask for Vedik's soul back from Gargul."

Tratain will then take out the Scroll give to him by Queen Maab, that has Find Portal and Open Portal on it and never fade, and begin casting Find Portal, first in the house but not too near the Orb, and then outside the house working his way out from the house for a little ways.

While out using the scroll Tratain also looks to see if he can Find any Strawberries and other Fruits, if anyone in the group asks about it he will tell them "They're for Gimp, he seemed to indicate he liked them when we were there last, I thought it would be nice to bring him some."

After Searching for Portal around the house and trying to locate some Fruit for Gimp, Tratain will gather the group together and cast the True Resurection Scroll he is carrying.

Spot 29
Listen 14

Monthor 
Thursday April 24th, 2008 8:45:04 PM

Monthor sticks by Tratain and waits for instructions.

Dwight  d20+15=24 d20+15=33 d20+7=23
Thursday April 24th, 2008 10:34:51 PM

OOC: Invisible scouting questions
Before the crabs and such portaled out;

1) did Dwight recognize anything about the 8 dead rogues (group affilaite, militia etc.) spot: 24

2) Is the dead scout or any smashed armor bits remaining in the courtyard area?
spot: 33

3) Does Dwight recognize the read circle in which they teleported out?
Spellcraft: 23

Once Dwight returns he relays everything he saw. "Odd, that such a strong force would take such trivial things. Surely they could have take much more in terms of value if they had wanted. It is likely there were either gathering information or got something we don't know about."

Dwight nods in agreement with Tratain and follows. His bow is kept ready in case any surprises occur, but hopes this is as simple a task as the last mission of scouting. Whisk circle overhead, high in the sky watching for any sign of uncommon beasts.

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

Once the resurrection has occurred, Dwight suggest the group gets some much needed rest for alleviation of fatigue and spell re-coup. Perhaps, given the recent activity in shifts, and outside under a big tree.

Draax 
Thursday April 24th, 2008 11:25:19 PM

Draax checks on the damage to the house, the tree, and then sees how the house sitting and her family is doing. Once he is through with checking on things, he will join the group.

Jova 34 AC 96 
Friday April 25th, 2008 3:17:35 AM

Jova remains near Arien and the Orb. Tratain made a good point about the stawberries. He wondered what Gargul would say, having met with him not so long ago.

"As far as the items gathered, might be like our Taur friends and their totem bags. Maybe the Demons just needed items to link to this plane. I find it odd they left with so little. As though this were purely an information gathering raid.

"When we get a chance, we need to communicate with your pet tree. I am sure it knows more about what is happening than any on e knows."

Asking around - DM Marcin 
Friday April 25th, 2008 6:01:38 PM

People who have sought shelter inside the mansion are questioned for information. Quite a few witnessed the arrival of demons and are more than willing to describe it, if for nothing else then just to relieve the tension somewhat.

They came after the party has left in pursuit of the succubi. There was a strange visual sensation as if the space itself was bent and folded onto itself, and then they appeared in pairs or threes, materializing silently alongside their beasts. People run or hid. Initially the demons didn't give chase and seemed wary, as if probing an unknown situation. By the time the party made it back they have become more bold, however, and most have ventured inside the nearby buildings. Judging by the mess they made inside the mansion they have been picking up things seemingly at random, but items of fine craftsmanship have visibly drawn more of their attention.

The scan with Find Portal does not reveal any active portals anywhere around the mansion. The lingering auras, however, are most interesting. There are two sites where there are leftover auras of moderate strength: near the tower, where the initial group of attackers appeared, and at the center of the battlefield, where the eight men teleported in. Aside from them there is one more: high above the ground, over the roof of the mansion, lingers a bright afterglow of a powerful magical effect. A portal has been opened there - a huge one. Was it put across a river one could easily sail a ship through it. None in the party knows of any conventional magic that could create this kind of gate. It is not certain how long it remained open, but judging by the residual noise it must have been minutes, maybe even a quarter of an hour. Aside from these three there are no other finds.

Fruit are collected in preparation for a visit to Gargul. It is not really a season for fresh fruit, but the party manages to salvage a jar of pears in sweet syrup and a sack of healthy walnuts.

The eight men taken prisoner by demons didn't wear any visible markings or anything else that would allow Dwight to associate them with any faction or cause.

The broken armor of the dead Scout has been left behind. The body is gone, hovever; it evaporated seconds after he's been slain.

The red circle was some kind of trigger for a teleportation effect. It must have been somehow connected with the huge portal that opened overhead, most likely singling out items to be brought back through it. No known magic duplicates this effect.

The tree survived the earthquake and the battle very well. It did shed a lot of leaves, but that's pretty much it when it comes to damage. The mansion, hovever, did not fare so well. The tremors combined with the activities of the elementals left it seriously damaged. Major repair work will be needed to restore it to its initial state. Only the tower managed to escape unharmed.

Both Hmary and her children are safe. The human mind is a wonderful thing. It is amazing how quickly the brush with death in the form of demons has been pushed to the back of the minds of the people in face of more immediate problems like "where to get more bandages?" and "what are we going to eat?"

First order of business: bring Vedik back.

[We'll start the resurrection next week.]

[Sorry for the late post today.]

[Wold will be down this weekend for site maintenance and upgrades. It should be back up by Monday.]

[Hero points, continued: Monthor gets a hero point for cleverly playing the succubus' attempt at mind control against her.]

The ritual begins - DM Marcin 
Monday April 28th, 2008 4:33:31 AM

It is time to bring Vedik back.

The Knights gather toghether. Once again it is Tratain's duty to lead the ceremony. Standing in the middle of the group he unrolls the powerful scroll and starts to recite the rite, mixing the invocations to the gods with the descriptions of the deeds and death of Vedik. It would make a good bard's epic.

It is a lenghty and solemn ceremony. Tratain continues in an appropriate level tone of voice as time slowly passes. Finally, when it is at last complete, there is the familiar rippling sensation as the Wold around you starts to fade into blackness. The distant houses vanish first, followed by closer surroudings, and finally you can't see even your own hands, as if a dissatisfied painter was gradually washing a black canvas clean of colors.

You hang in the void as if blind, but comforted by the feeling of presence of others around you. It is hard to judge how long that state lasts - maybe an hour or maybe just a few heartbeats. Then the light starts to slowly return, but the strange place it starts to reveal is painted only in shades of gray.

Draax 
Monday April 28th, 2008 9:06:05 PM

Draax prepares himself for a trip that is unfortunately becoming too familiar to him.

Dwight  d20+9=23
Monday April 28th, 2008 11:12:26 PM

Between the various tasks, Dwight inquires, "What is up with the tree? I suspect it is more than just a tree a druid commonly commune with."

OOC: Seems like I'm missing something about the importance of the tree.
--------------------------------

Dwight feels the uncomfortable shudder as the Wold shifts. He feels dizzy, unsettled mentally and perhaps a bit nausetic? (OOC: might not be a word, sorry.)

His fingers itch for the pressure of the bow string, though he knows he could do no harm here, no would that help the reason why he is there.

While the face of Gargul has always been something Dwight knew he would see, he was not looking forward to it for many, many years. Given the scenario, Dwight just might, just might that is, be able to keep his halfling mouth shut.

spot: 23 (does Dwight see any spirits that resemble his dead mother? other halfling?)

Jova 
Tuesday April 29th, 2008 1:58:08 AM

Before the scroll is read, Jova offers something on the tree.

"Dwight, our friends were searching for information on the tree when I met them. Since that time we have been so busy doing other things, I still hasve no idea about the mysterious tree. It is important though, of that I am certain.

"When we meet Gargul his protegee Gimp may be with him. I can not tell you how to act, or what top say. Just remeber the poweer the 2 can wield, the consequences of speech."

Monthor 
Tuesday April 29th, 2008 6:23:12 AM

" Bah.. mees and the big Gar know each others well.... Althought, hees mays not be that happy to see us again so soon. "


ACDM Jan 
Tuesday April 29th, 2008 1:02:24 PM

In amongst the hazy wash of grey, details of the landscape begin to sharpen and become clear. Some of the grey falls to black shadow, allowing some perspective and an appreciation of the immense spread of the Shadowlands all around. Faces are now bathed in the red glow of a wide, slow-moving river only fifteen feet away.

Woldsblood - flowing smoothly toward a gaint, red lake, in a channel that has to be about twenty feet wide. To look at this river is to gaze upon the journey of the souls of the newly dead, on their way to the Lands of Rest, and to the arcane magic wielders of the party, the river is a siren song. Like fresh meat to a starving dog it draws them, implores them to approach, whispering in their ears of power beyond measure.
To touch it is death, but...

But then most of the party has been here before, indeed one already walks with one foot always in the land of shadow, and so the dangers are well known.

There is a dark path running along the side of the river, leading to a wide sweep of steps and a platform over the lake.

At the bottom of these steps, a small, familiar creature awaits.


Tratain 
Tuesday April 29th, 2008 7:30:45 PM

Tratain watches the Wold change around him, until they are in Gargul's Realm. He hears the river calling out but his experience and knowledge of what is happening keep him from wandering too close and he cautions the others to keep thier distance as well.

Tratain glances around and spots the path and the platform, and he supposes Gimp, although it is still a little to far away to be sure.

He heads closer to the platform with the others, and upon confirming that it is indeed Gimp that awaits the party at the bottom of the steps he says "Greetings again Gimp, How are you doing today? Is all well here in Gargul's realm? We must once again ask him for a boon if you could ask him if he is willing to see us again. Oh, and we brought you something. Unfortunately we couldn't find you any strawberries, its not really their season right now and there has just been an earthquake in Plataue City, but we did find a jar of Pears in sweet syrup and some walnuts. Be sure and share some with Lord Gargul after we're off."

Draax 
Tuesday April 29th, 2008 10:54:31 PM

Draax almost forgot about the little guy, it looks like they were expected. He does not know how he feels about that and he wonders if that is a good or bad thing.

Dwight 
Tuesday April 29th, 2008 10:56:04 PM

Dwight stands in awe of the flowing stream of woldsblood. The thought of it has always been near his mind, but never fully tapped. Only some personal allegiance prevents him from following his curiousity.

As Tratain advances forward, Dwight follows, wondering if others are 'use to visiting' Gargul's Realm. During the walk down the path, Dwight asks, "Is there anything particular ritual we should do when we see Gargul? Bow perhaps?"

As Tratain addresses 'Gimp,', Dwight is surprised by his casualness and his 'bribe/gift,' not that he disagree with either provided Dwight lives long enough to return to the living Realm.

Jova 
Wednesday April 30th, 2008 1:25:00 AM

It trully had not been that long ago since they had come here. All sorts of feelings overcome him. But as quickly a calmness comes over him. Something akin to home.

Following the others he makes sure none of them venture into the Woldsblood. Not knowing the exact danger of it, he still knew not to get to close. Vedik woul have been safe here, if he were alive.

When they approach Gimp, Jova bows his head, touching his chin to chest. Then the oddest thing happens. He hears his own voice and feels his lips move. The word, solitary word forms and comes forth.

'Master'

Arien 
Wednesday April 30th, 2008 1:46:11 AM

Arien as usual when dealing with the god of the dead and his realm becomes withdrawn and watchful. Unless addressed directly the elven mage plans to stay silent.

Monthor 
Wednesday April 30th, 2008 11:35:47 AM

The dwarf kinda looks around quietly... waiting for mig bad Gar to make his appearance.


ACDM Jan 
Wednesday April 30th, 2008 6:04:05 PM

At the base of the stairs, the creature there listens as Tratain speaks. Gimp's appearance seems slightly different from when the group saw him last, perhaps a little smaller, and less of a man, more of a 'creature', smoother skinned, more childlike, making one wonder about the relative levels of perception in different areas of the Wold. Nevertheless, this is indeed Gimp - who's eyes light up at the mention of pears, syrup and walnuts.

"I love pears - and syrup - and walnuts, thank you," he says with glee, and claps his small hands. "As for how everything is, well -" he gestures out toward the lake, "everything still is, for now anyway."

Gimp then reaches forward and takes the bowed headed Jova's hand. "Let's go see him," he says. And to the others, "Come, this way," before setting off up the stairs.

To those who were here before, Gimp's appearance isn't the only thing that appears different. Standing as they are, in the Shadowlands, possibly the most dangerous place in the Wold, as hundreds of souls sweep by into the lake, there is a sense of knowing this place, and maybe even a feeling of belonging. Why that should be, is harder to pinpoint. Was it because one of the group was a Grim? Or that they had accepted Vedik into their midst?
Whatever the reason - belonging - in a place such as this - a dark place at the crux of life and death, a place to be feared, a place where undead roam and stumble between rivulets of blood, a place where crazed liches risk all to perfect their quests for everlasting life. A terrible place. Well, what should be made of that?

"How does it feel to meet up with your shadow once again?" Gimp asks Jova as the group ascends the stairs. And to the others - "Didn't you have a cat with you before? A big stripey cat?" and "Where's Vedik? Why isn't he with you?"

On the platform, Gargul turns, and now the group can see him. An odd illusion - with his back turned, his face looking out over the lake toward the Lands of Rest - he was completely and utterly hidden. but no longer. Now he looks upon the group and his gaze is enough to bring a lump to the throat, and make the heart pound.
His world weary features register a brief smile.
"Well," he says, "back so soon?"

Tratain 
Wednesday April 30th, 2008 9:38:30 PM

Tratain takes in the sites of the Shadowlands, and wonders briefly about the faint feeling of belonging he experiences. Greater Wisdom he decides, Death comes to all beings eventually, its not something to fear, and certainly not something to fear Gargul for, after all he isn't responsible for thier deaths. Tending to the souls of the departed is a very important job, and too many people fear Gargul for being the god of the dead, instead of honoring him as the caretaker of all those who have departed the wold. I was guilty of that once Tratain thinks to himself, but we learn, gain wisdom.

When addressed by Gimp Tratain says "I forgot, it has been only about two weeks since we were here last. It seems like so much longer, so many battles we have had to fight in such a short period of time. We lost our friends Lumi and Horvis to a battle with A half-dragon Marilith and a small army of Demons in Fae Skiemir. When we returned to our home, there was a terrible earthquake, and we were attacked twice that night. Once by assasins, once by creatures Our friend Arien has Identified as beings from another plane called the Legion. It was during that second battle that Vedik was killed. We have come to petition for his return to the living."

Atop the platform when Gargul reveals himself Tratain bows politely and gives Gargul a sad smile of his own and says "Yes Lord Gargul. Our friend Vedik was just killed in battle against some creatures called the Legion, we have come to petition for his return again."

Dwight 
Wednesday April 30th, 2008 10:50:53 PM

Dwight stares in wonder, seeing his second living God since his adventures began. He feels the connection to this place, a place he will eventually call home, but not until much much more has been accomplished.

When Tratain bows, Dwight finds himself too curious to bow much, still trying to recognize some spirit or ghost passing onward.

Gargul is shorter than I thought he would be thinks Dwight. Only luck prevents him from saying it outloud.

Draax 
Wednesday April 30th, 2008 11:29:03 PM

Draax remains silent, but bows to the god when the god lets his presence be known. The warrior is uncomfortable with the fact that he is no longer uncomfortable when he visits this place. He wonders if the feeling will ever get to the point of the group coming here and not wanting to leave.

Jova 
Thursday May 1st, 2008 3:43:35 AM

None had ever taken his hand in such a manner. Jova simply allows it to happen, walking alongside the little man. The oddest sensation of parenthood crosses his mind, as though Gimp were the child. Blinking several times he returns to the present.

"Master Gimp, the title of Masterr was and is for you. I figure Lord Gargul needs more attention, and therefore a larger title. I am new at these things, so I hope you grant me fogiveness if I have overstepped.

:I wanted to petition for our friends lives, the cat you mention, and the Centaur. The cat seems to be happy where he is at rest with family and loved ones. I have yet to find anything out about the centaur. As far as missing my shadow, it has been such a short time as young Tratain explains. I have not felt the loss.

"Do you have any information on the Legion? Or maybe why they would cross planes in search of a new enemy. We lack any knowedge, other than heresay on the matter.

At the stairs Jova bowsa his head agaih in reverence saying "My Lord". After Tratain gives the reson, Jova adds shortly, "I think it had been so long since Vedik had seen battle, he forgot the danger. To his credit the danger we faced was terrible and confusaing, as we knew nothing of the enemy. Since Vedik was a gift from your own hands, I felt we needed to come and ask for his life. I am sure you had more plans for him."

Monthor 
Thursday May 1st, 2008 11:39:57 AM

At the sight of the great god Gargul, Monthor smiles and offers a light wave.

" 'sup Gar... We've been seeing ye so often lately me'll have to add ye to my holiday greeting card list... "

And with that, Monthor laughs.


DM Jan 
Thursday May 1st, 2008 7:14:50 PM

Gimp is all ears as Tratain and Jova talk of the recent events. Jova's form of address is merely answered with a smile and a squeeze of the hand. As for the events, the creature seems troubled on hearing about the fights, and friends taking other paths and getting lost.
"Some say the Lands of Shadow is a terrible place when compared to the Living Wold. And I say that sometimes - they have it the wrong way about." he nods to himself, then lets go of Jova's hand and scampers over to stand next to Gargul.

The God listens, and while Tratain and Jova talk to the deity, Dwight, Draax and Arien, keep their own counsel, enabling them to pay more attention to the surroundings where - right above ther heads - way up there in the void - tiny sparks fly, in the complete opposite direction to the flow of Woldsblood. They appear to be coming from a tall distant tower on the far side of the lake. Sparks of life, about to begin a new journey.

Gimp pulls on Gargul's dark, well-worn robe as the word 'legion' is mentioned.
"Legion," the creature says to him, and the God frowns.

Eventually -
"So, you know little of this 'Legion'. As it happens, neither do I. Some things have been troubling me lately, things concerning the fabric of the Wold itself, and if there is a force out there who is attempting to turn the Wold inside out, or upside down, then I suspect the more we all know about it, the better."
He lets out a sigh. "I had no wish to see you all back here so soon, but I also know the path you tread and the lines of prophecy that bind you. Very well -" He holds up his left hand, which is clenched into a fist, and slowly he lets his fingers uncurl. "Vedik is returned to you. In return I would like you to discover more on this 'Legion' and deliver a report to the Temple of Gargul in Plateau City - in person - once it is ready." he stares at every one of the group in turn.
"Can this be done?"

Gimp trundles over to Monthor. "What's a holiday greeting card list?" the creature asks him, genuinely puzzled.

Tratain 
Thursday May 1st, 2008 9:06:47 PM

Tratain says "Of Course Lord Gargul. We know some already, and we would be glad to discover more. We know they are highly militant, and we have seen them use very good battle tactics. I used a scroll given to us by Queen Maab that is able to detect portals, and I found an echo of the Portal I believe they used. It was huge, large enough to sail a boat through. I am not familiar with any magics able to duplicate that feat."

He continues "One of our comrades back on the Wold warned us of something big comming. I thin they may have been what he was talking about. Although we did just return from Fae Skiemir with some kind of artifact that can create a gate an orb of some sort. When the Legion showed up I was not sure if it was something we cause or not, it was acting strange not long before they showed up. We were looking for a way to destroy the orb, since we believe it to dangerous to continue to exist as it is."

Draax 
Thursday May 1st, 2008 10:10:36 PM

Draax remains quiet, but he nods his head in agreement when the god looks over at him for confirmation.

Dwight 
Thursday May 1st, 2008 10:29:20 PM

Dwight sees his opportunity to add something to the conversation without getting himself into trouble.

"Lord, uh, Master, The God of.." the words stumble at first as he realizes to whom he is speaking to. Taking a quick deep breath Dwight pulls it together "They do posses mighty magic, fierce beasts or machine and strong armor. We have just a small piece that we will be examining. I'll do what I can to gather more."

He pauses, adding as an afterthought, "Thank you for returning Vedik, Merciful Lord Gargul."

Jova 
Friday May 2nd, 2008 2:33:22 AM

After Dwight finishes, Jova adds.

"His name is Dwight. We found him wandering in Fae Skinner. He joined us so to not fall to an early demise. Then you would have met under different cirtcumstance." Jova cackles at the thought. The cackling reminded him of being a demon.



Arien 
Saturday May 3rd, 2008 1:19:17 AM

Arien nods his acceptance of Gargul's proposal and says, "Anything can be done, though it may take longer than any of us may like."

ACDM Jan 
Monday May 5th, 2008 1:00:29 AM

((OOC - sorry this post is late, guys! It was Iron Man day on Friday! Then I figured I could play catch up on Saturday and the site went down. Doh!))

Gargul listens to what the group has to say on what they have already learned about the Legion, and glances toward the Isles of Rest at the other side of the lake as Queen Maab is mentioned.
"Be wary of this Legion's magic, it is likely to be unstable," he says. And then, "Very well then. I will await news."

It appears the audience is at an end, and already the surroundings are beginning to shift and fade.

As for Vedik, death has been an odd experience. A descending soul, caught and held fast. Not allowed to descend toward the usual path. Caught before it was absorbed by one of the many rivulets of Woldsblood. Caught and held in the ground by an etheral hand, surrounded by worms and the occasional curious burrowing creature, and bathed in the scent of soil and rain.
And then the hand slowly lets go, and the soul rises, and settles, back into the fallen adventurer, who now breathes, the smell of his recent tomb still tickling his nostrils.

Dwight  d100=18 ;
Monday May 5th, 2008 10:58:12 PM

As Dwight realizes he is returning he waves and says "Farewell Grand Lord of the Shadows, may it be many years before we meet again and i mean no insult by this."

Dwight stomach feels worse on the return trip than the initial transport. Perhaps knowing of the dizziness and blur, has made it worse.

OOC: d100 was pointless, just wanted to see what appeared with the new format.

Jova 
Tuesday May 6th, 2008 2:34:51 AM

Jova nods his head to gargul in assent. Then before they have a chance to leave he approaches Gimp.

"Lord Gargul wishes we report back to him through the Temple in Plateau City. When I approached the Head priest he was less than helpful. Is there a secret sign, or phrase I can use with him to have him allow us to do what we must? Maybe an amuilet or a tattoo. Anything would be nice to aleviate dissention."

ooc-Wanted to ask this on weekend but site was down.

Again! - DM Marcin 
Tuesday May 6th, 2008 3:38:14 AM

Gimp shakes his tiny, strange head. "No password, no phrase. We do not keep that tight control over every soul that works for us. All of you are more or less free to act as you judge is proper. We act only in extreme circumstances, so if there are difficulties you need to try to work them out yourselves. Don't make HIM come down there, heh?"

The return trip from the realm of the dead is shorter than a blink of an eye. You have been looking at the grinning face of Gimp and a heartbeat later you find your eyes filled with the multitude of colors of the Wold. You are standing once again in what's left of your mansion. Sun has cleared the line of the walls and golden spears of light are illuminating the room. The aroma of freshly cooked stew fills the entire building. Voices of many people can be heard in nearby rooms and corridors. Vedik sighs and his hand moves slightly to his holy symbol, and then he regains consciousness.

At this very moment there is a loud humming sound from the outside that ends with an easy to recognize <pop> - teleport magic is at work in the courtyard one more time! There are screams outside as frightened people run away in all directions. One of Hmary's kids comes running through the corridor weaving his hands wildly: "Hmama, hmama, it happens again!"

Vedik 
Tuesday May 6th, 2008 7:38:23 AM

Vedik bows before Gargul before that world melts. He ponders the nature of this trip for a moment, but seeing Hmary's child he brushes aside the introspection. Smiling at the child he asks simply "What happens again?"



SUDDENLY..! (DM Donna) 
Tuesday May 6th, 2008 11:59:11 AM

In the middle of the courtyard to the mansion of the Gray Knights, there suddenly appear four distinctive figures: three elven men and, towering over them, a six-foot-tall human female. The woman is dressed in a slightly-battered but relatively-new-looking mithril breastplate and has a large sword in a sheath slung on her back. Wisps of wavy chestnut hair escape the snood that she wears on her head. Her sharp hazel eyes narrow as she looks around at what is left of the city as well as the condition of the mansion itself.

Those who had been present when the Gray Knights were initially invited to join the Dragon Consortium immediately recognize her as K'Nara Illutu, the leader of the Emerald Dragons.

"Are we...interrupting something..?" she asks.

Draax 
Tuesday May 6th, 2008 4:16:11 PM

Draax lets out a heavy sigh when the kid says that it is happening again. He knows that the group was fortunate to have only loss one member the last time. Knowing that the group might be the only ones that can save some of the people, Draax goes with his companion to see what is happening.

With his sword and shield ready, Draax is pleasantly surprised to see members of the Dragon Consortium. To answer K'Nara's question Draax says, "Not at this moment, but we would have definitely welcomed an interruption a little earlier."

Monthor 
Tuesday May 6th, 2008 6:11:00 PM

" Sur.... NOW!!!!! You show up!!!! Where were you guys when we were getting beaten up by a bunch of demons???? "sigh."

Falin Darkshine - Emerald Dragon 
Tuesday May 6th, 2008 8:00:32 PM

An elf steps forward. His fire red hair and green eyes are in stark contrast with each other. He stands about shoulder height of a nnormal man. He has on the traveling clothes of an adventurer and a bow slung over his shoulder. He is recognizable as one of the Emeralds, but is rarely heard from in gatherings.

Falin looks around him at the damage to both the city and the mansion. "What has happened here?" The concern in his voice is evident as he see's the injured being moved around this part of the city.

"Is there anything we can help with?"

K'Nara & Lian 
Tuesday May 6th, 2008 8:33:20 PM

The tall chestnut-maned woman's eyebrows elevate after Monthor's outburst.

"Demons?" she repeats, grimacing at Draax. "Sorry we didn't get here sooner--I'm sure Lian would have loved to beat on an incubus or two with his bare fists and all." Lian--whom Jova will remember is a Hand of Domi--grins at K'Nara.

"As if you and Lucia would leave any pieces for me." he teases back.

K'Nara looks like this.

Tratain 
Tuesday May 6th, 2008 9:12:30 PM

Tratain, preparing for the worst when the children come running in is relieved when it is the Emerald Dragons.

He responds to the Dragons questions, "Its been a very long night for us" he says Gesturing at the ruined city. "Around Midnight a massive earthquake struck the city, at the same time some assassins attacked out house here trying to collapse it. We fought them off, but they managed to teleport away so we spent the night trying to save as many people as we could throughout the city."

He continues "Not to long ago we had to chase down a few Succubus's, a side effect of something we brought back with us from Fae Skiemir. When we returned to the mansion after destroying them we found what is best described as a scouting or assault team of some Demons called the Legion. We don't know much about them aside from the fact that they're highly organized, use advanced combat tactics, and that the Tanari have lost two wars against them in thier own plane. The portal they used to get here is unlike anything we have ever encountered before, it was massive, big enough to sail a pretty big ship through, its not something that any Wizard I have met can duplicate."

"We tried to fight them but we were tired from helping in the city all night, we were fatigued, out of spells mostly so it didn't go all that well. We retreated and had Dwight watch them for us. They took things with them when they left, odds and ends, foods and other random items like they were just taking random things to study, oh and they took 8 people with them whom I think were part of the same group who tried to kill us earlier, They got caught in the middle of our fight with the Demons and were taken pretty easily it seems."

Dwight 
Tuesday May 6th, 2008 10:54:28 PM

Dwight was at first alarmed and is seen as a hafling with a shortbow already knocked and ready to fire. Even at the Emerald's first appear he holds his ground until conversation begins. Then he lessens some. Not until his name is mentioned does he unknock his bow.

He nods to the Emeralds in a gesture of hello and takes in their appearance, trying to recall if any are familiar from his long ventures in the Crescent Valley.

"Their tactics were indeed organized, and they seemed to communicate without speaking as I don't recall much talking as they made precise military movements. A piece of armor was knocked off of them, I have it in my bag here. It is quite hard, but we haven't had time to look at it in more detail. I suppose it might be just that, a type of armor, with some unknown critter inside."

Dwight rummages in his sack for just a second to produce the piece for all to see.

Jova 
Wednesday May 7th, 2008 12:46:51 AM

Time was wearing on him. Exhaustion was not far off. Upon reaching the mansion, he sees the apparition of the Emerald Dragons that they had broke bread with. He listens to the others, and then adds, while leaning against a building.

"It is a fine day to see so many friends amongst the living. Welcome Dragons to Platau City. The short one there talking about the armor is Dwight, a refugee from Faw Skiennir. You may notice the liontaur, and centaur who traveled with us are no longer among the living. Alas the have passed on. Juliander also has left us disappearing without a trace in the cursed city of Fae Skinner.

"I also partook of death outside the city, but was raised due to the grace of Gargul. Now that I think about it 4 died in that accursed place, the quest was expensive. But we did get Dwight. And did you see the other dwarf, not Monthor, but Vedik. A dwarf who is a Fixer of the old school. He had been dead some 10 years, but Gargul raised him to travel with us. And then we failed, Vedik died once again. Which brings us to this 'Legion'. So we are returning, just, raising Vedik again. I fear we have worn out the welcome mat at Garguls door."

Jova slumps down the wall slowly as he recounts the story, until he is sitting on the ground.

Unexpected Guests - DM Marcin 
Wednesday May 7th, 2008 4:07:04 AM

The initial outburst of panic is quickly replaced by curiosity when it turns out it's not another batch of demons that just teleported in. Small groups of people start to rubberneck the meeting, all keeping respectful distance. All around the city starts to pick itself up from pieces. Smoke is rising from the chimneys of those houses that still stand. Angry shouts are heard in the distance as tempers run short on this sunny morning.

The armor Dwight mentions is not just a piece, it looks more like a complete set and weighs quite a bit, too. Resembling a bit a full plate it is sized and shaped for a birdlike humanoid, with arm and leg guards too thin for a human-sized being to ever hope to fit into it. The helmet, broken by Draax's sword, was shaped like a head of a large bird of prey and did not have eyeslits. The armor is made of some kind of dark alloy that does not shine in the light at all. The dark blades are still present on the gauntlets. It might be quite valuable for a researcher or a master smith. Sadly, there is not a sign of the creature's body. The inside of the armor is fouled by black goo that reeks of brimstone.

Vedik 
Wednesday May 7th, 2008 7:58:19 AM

The old dwarf eyes the Emerald Dragons with a mixture of wariness and caution. Perhaps his recent trip to Garguls realm has made him cranky. He goes and puts on his gear, and retrieves the Catacombs package thats waiting for him, and returns to the group. After all the introductions have been made, he asks flatly.

"So you're the ones that killed Lord Parnoth? We've been waiting to hear this tale, I can tell you."

OOC:
Dressed in white, the figure before you wears the colors of Alemi. Of average
height for a Dwarf, his greying brown hair is close cut, and he wears his beard
short. Steel Grey eyes watch you, and you can sense quite wisdom and calculation behind
them. Over his silvery plate armor is a full length vestment, white with
red-brown trim. In the center of the vestment is an open hand, also
red-brown as if stained by long hours working with the earth. His left arm
carries a shield and a dark metal mace is attached to his belt. You notice that his
hands are dirty, as if he has just come in from the field.



Lian and K'Nara 
Wednesday May 7th, 2008 6:37:11 PM

As the explanations of the state of the city, the state of the Gray Knights and the state of expectation the Knights have about getting the lowdown on the fate of Parnoth are made known, K'Nara exchanges glances with the other Emerald Dragons.

"Listen, why don't we take this inside?" she suggests. "That way we won't...draw undue attention." Whether or not the Gray Knights take this hint, the Hand of Domi, entirely clad in grey with green trim, greets the Knights with enthusiasm and shakes each hand in turn.

"Well done, Knights. Fae Skiemir was a nasty piece of work...we know all too well." His smile slackens. "Now I wish I could say that what your in for is a treat, but a Dragon's life is no Green Gnomish. Good luck."

"What Lian is trying to say..." the tall human female hastily adds, "...is that...well, while we will be happy to help you out with aiding Plateau City in its time of crisis--we are here to assign to you your next test for the Dragon Consortium." K'Nara rolls her shoulders.

"But...you did ask about Parnoth," The blade singer recalls. "There...isn't really much to relate about that. We confronted him in an effort to assess his...um...mental faculties...and then...the Culverwood ate him." K'Nara scowls a bit as she relates this--it's clear to see that she found that tableau more than a little disturbing.

Draax 
Wednesday May 7th, 2008 6:49:46 PM

Draax listens as everyone adds to the story. Like Vedik, Draax is interested in story about the death of Lord Parnoth. He adds another piece to the story about the demons, "I can tell you one thing about those bird type creatures. Every time they touched me, they took something from me. I did not feel whole again until Tratain used his wand of restoration to restore what was taken from me."

He begins clearing an area to allow him to sit down, "The people of the city could still use any help that is offered, but if you want to help us, I think using your resources to learn as much about these creatures as possible would be a nice start. I have a feeling we are going to clash with them again and I would rather fight them on our terms instead of their."

Once he clears a space, Draax sits down and begins wiping his sword with a cloth just to do something that feels familiar to him.

Draax

Monthor 
Wednesday May 7th, 2008 9:23:19 PM

Monthor follows the others inside.

Tasks are all nice and dandy but... does anyone have anything to eat???

All kidding aside, before we go anywhere we need to provide protection for our home and the people that live here... at the very least for the kids and their ma.


Monthor ooc> 
Wednesday May 7th, 2008 9:29:43 PM

HEY!!! Awsome looking Grey Knights shield up on the Career Game board. Thanks a heep "powers that be."



Dwight  d100=43 ; d100=17 ; d20=4 ; d6=3 ; d6=2 ; d20=18 ; d20=16 ; d20=16 ; d6=5 ; d6=1 ; d6=4 ; d6=5 ; d6=6 ; d6=2 ; d20=9 ; d20=13 ; d20=19 ; d6=4 ; d6=2 ; d6=4 ; d6=3 ; d20=6 ; d100=87 ; d8=3 ; d6=5 ; d100=37 ; d8=2 ; d100=10 ; d20=19 ; d6=6 ; d8=2 ; d20=10 ; d8=5 ; d20=1 ;
Wednesday May 7th, 2008 9:59:40 PM

Dwight follows everyone inward. Just before entering he looks to the sky and feels a level of comfort he lacked in the Wold of Shadows.

OOC: Sorry about the dice rolls. Son (6), got a hold of the mouse after I loaded the page and then had to do something.

Vedik (2nd) 
Wednesday May 7th, 2008 10:57:12 PM

Vedik nods at K'Nara's words.

"I'm glad to hear ya say that. We heard that your group had attacked and killed him, and ya can imagine that caused some concern. Although it makes the subject of what actually happened to him a bit of a mystery. And given the legends surrounding the contingencies he had in place should he die, these strange goings on the last few days have me doubly worried. Were yer mages able to tell anything about the magics involved in his disappearance?"

Tratain 
Wednesday May 7th, 2008 11:01:02 PM

Tratain greets Lain and says to K'Nara "Lets use the tower, we're using the Mansion as a makeshift hospital. Most of the City was leveled so we're using whatever we can. I'm sure that the people of the City will take any assistance that is offered to them." Tratain then leads everyone to the Tower.

Once inside he says "No one's in here so we can talk freely. You can tell us about our second test, also feel free to ask us anything about the first test as well. Since you are here talking to us its pretty obvious that we went to Fae Skiemir and came back. We were unsure as to how much money to put away for the castle so we started with a bit over 200,000 put away for it, and I'm sure we can get more if we need it."

He continues "Some of us have questions and concerns over Parnoth. He was evil and needed to be dealt with, but we've heard some troubling things. We've been told by a Dragon friend of ours that Parnoths killing has caused tension between the Consortium and the Dragon Council, the extent of which he wasn't sure. I got the feeling that some in the Council were upset. He also told us Parnoth made no secret of the fact that he basically held the Emerald Kingdom hostage with many contingency's that would cause great harm to the people there were he ever killed. We would hate for the Freeing on the Emerald Kingdom to end in tragedy for its people."

Arien 
Thursday May 8th, 2008 1:58:59 AM

The elven mage is still somewhat withdrawn from their encounter with Gargul, relatively pleasant though it was. When the group suggests retiring to the tower to speak in private Arien excuses himself and returns to his quarters, looking for the map he had traced the pattern of the earthquakes on. If he can find the map amidst the chaos he will return with it and show the Emerald Dragons, explaining what it showed, otherwise he will simply explain to them what he had discovered, that the earthquakes were possibly caused by a hypothetical motivating force as it completes huge circles around the Elennian Peninsula, moving hundreds of miles in a day and always returning to the central parts of the land - western Culverwood.

Jova 
Thursday May 8th, 2008 2:04:43 AM

Since the outside was the new inside of the mansion, and there was wounded everywhere, Jova stayed sprawled next to the wall he had been leaning on. When the subject ot a second task was stated Jova simply says, State your desire, we wil put it on the list of things to do."

K'Nara, an Emerald Dragon 
Thursday May 8th, 2008 2:38:04 AM

K'Nara frowns thoughtfully at the news of how the Dragon Consortium and the Dragon Council are at odds.

"We're interrupting a...diplomatic mission to Izen to tell you of your next test." she explains. "This is the first I've been told of any such...tension. Obviously we're going to have to explain what really happened to Parnoth." She pauses, clearly thinking long and hard before addressing Vedik's voiced concerns.

"Well...you really had to be there to...ah...appreciate what happened." K'Nara tells the group. "I mean...my party had just killed at least one red dragon...and had attacked Parnoth...but...to tell you the truth...we didn't slay him ourselves...the...the Culverwood came to life and...ate him." She looks to Ingrge, hoping the Elven weapon mage can explain what actually happened a bit more clearly.

OOC: I'm leaving it to the DM to determine whether Arien finds the map to show to the EDs.

In the tower - DM Marcin 
Thursday May 8th, 2008 3:27:03 AM

Both groups retire to the privacy the tower offers. Draax finds a comfortable place to sit and Monthor makes sure some food is brought in. It is not a king's feast, but still a healthy, filling meal. Arien vanishes for a moment and is soon back with his map.

The old, thick walls of the tower still have the chill of the night in them. The voices of the outside world have been muffled out. The tower offers shelter from curiosity of prying eyes and unwanted adulation.

Tratain 
Thursday May 8th, 2008 7:15:14 AM

Tratain says "I have never heard of anything like that before, The culverwood swallowed him? I knew things had changed somewhat with the return of the Fae King, but not this much. It concerns me though, Parnoth is supposed to be the second oldest and most powerful of the dragons alive today, I doubt that the forest killed him. Could he eventually exert his will through the forest? Turn it against the people of the Emerald Kingdom? You said you were investigating his mental state when the battle broke out, between his madness you were investigating and probably his rage at being attacked could he turn the Culverwood?"

Vedik 
Thursday May 8th, 2008 9:03:21 AM

Vedik sighs deeply at the news that there was in fact an attack.

"Parnoth was a tyrant and a foul lord, there is no question there. But he was also the lawful ruler of a nation. To depose him in open war, this is one thing. For a small group to attempt to assassinate him, this has implications far beyond the scope of this action. How will the other rulers of the neighboring nations react to the news? Will they feel threatened by your presence in their kingdom, wondering if you will move against them because you do not like their rule? Did the Dragon Consortium sanction this attack? If so, the Consortiums reputation may end up tarnished. Truthfully, I hope they did not.

It is unclear if these earthquakes and strange gates are part of the contingencies or not, but much life has been lost to them, and much was destroyed. Alemi takes neither lightly. We should work together to find out all we can about these happenings, and stop them."

The old dwarf leans back on his chair and strokes his beard thoughtfully.

"I am sorry if I come across harshly. I am cranky. The last time I walked the wold, Plateau City was freshly destroyed from the Year of Ascension. Finding it rebuilt was the greatest joy I've felt since Lord Gargul returned me less than a month ago, and seeing it damaged my greatest sorrow. Being eviscerated by extra planar beings and seeing Gargul again today did not help my mood either" Here he chuckles.

"Come, tell us our mission, and let us share what hospitality we can provide."



K'Nara, an Emerald Dragon 
Thursday May 8th, 2008 9:49:30 AM

Tratain's line of questioning prompts K'Nara to nod and murmur agreement to the gist of his conversation.

"Yes, I know it seems odd to you--you're a City dweller...you don't realize that the Culverwood was always a place that had a mind of its own...even before the return of the Fae King." the leader of the Emerald Dragons says. "But the Culverwood has definitely grown in power and...initiative. Emerald City itself is finding itself very hard-pressed to maintain the traditional trappings of civilization--you know...paved streets, fortified masonry walls...that sort of thing? The forest keeps encroaching on the walls now...and green shoots continually push up through the pavement on the outermost reaches of the town."

Vedik's unfortunate means of expressing himself, however, does not sit well with K'Nara.

"Assassinate???" the tall redhead hisses, her utter displeasure quite evident on her face. "How dare you...you..." K'Nara's face begins to get even more red than her hair and her hands clench into fists. It is clear to see she is gnashing her teeth and fighting to keep her temper in check as well.

Falin 
Thursday May 8th, 2008 12:25:51 PM

Listening intently Falin gets a little flushed at talk of assasination. He does not bother keeping his anger in check.

"How dare you sir," Falin says to Vedik through clenched teeth. "That abomination kidnapped my sisters and forced them into slavery. He slaughtered my entire family and burned my families home to the ground. If you feel the need to judge or cast blame I was the one that fired the shot on him and I would do it again."

He closes his eyes and takes a breath. "He has done that to thousands of other elves. I don't expect you to understand being a dwarf, but I know the Wold is a better place without him and I know the Emerald Kingdom is a better place without him."

Tratain 
Thursday May 8th, 2008 5:37:41 PM

When tempers begin to flare Tratain says "Peace everyone. Take a minute to regain your calm."

"Emerald Dragons, Vedik and I have spoken about this topic often since we have learned of Parnoths Demise. I share a lot of his concerns. Let me start by saying that we understand we are outsiders to your nation, I have only been to the Emerald Kingdom briefly, and have not had to see what he has done up close. Parnoth was a tyrant, we do not question that, nor do we question the fact that something needed to be done about him or that it was your right to finally end him. That distance though gives us an insight different to your own that while unpleasant to hear may be beneficial in the end."

He continues "We have concerns, about the consequences of what happened. I think it would be best if we speak about it here and now, in private between friends and comrades where no one else can overhear. If you will allow us to play Devil's Advocate so to speak, we may yell, scream and maybe get mad at each other but better we address those concerns here in private. You react very strongly to the notion that killing Parnoth then and there was not the correct thing to do. He has not been gone for very long, everyone is in shock at the unexpectedness of what happened. How long will it be before one of his Lieutenants, who thinks that he or she should hold Parnoths throne next or an invader from another nation calls you not only assassins, but throw in Murderer's and Usurpers in a deliberate attempt to provoke your anger. To portray you as unfit to have any say in what goes on in the future in the Emerald Kingdom instead of the Hero's and Liberators that you are."

Tratain concludes "I pray to all the gods of light that we are being too pessimistic, that everything will turn out for the better with no complications at all. But if we are mostly or even partly correct we need to be prepared. If it was not us who brought this up, but one of your enemies, in a public venue in front important people and you reacted with the anger you showed here how would that look? How would they respond?"

Monthor 
Thursday May 8th, 2008 5:42:40 PM

" yes... chillax all of ye.... your bickering is upseting me sensitivities.... Me may even lose me apetite... well, maybe not... but me may spill me drink!!!... Nah, that won't happen.... Oh never mind... "

Ingrge 
Thursday May 8th, 2008 5:46:31 PM

Having been listening from the back Ingrge feels it is time to step in and try to explain a few things as things begin to heat up.

Excuse me all, K'nara, Falin, Vedik. There seems to be a misunderstanding here.

We went to Parnoth's palace to remove two red dragons that had been attacking citizens of the Emerald Kingdom and had taken residence within Parnoth's palace. We killed the first when we were attacked. The second we killed with Parnoth's permission, but again only after being attacked. We never went to the Palace with the idea to kill Parnoth, unless it was true, as Parnoth's own chamberlain told us, that he was insane and under the control of the reds. During the battle Parnoth was struck by one arrow and then the Elder of the Culverwood and the magic of the Culverwood attacked, overcame, and absorbed Parnoth.

And though he certainly deserved to die many times over for the things he had done to the people of the Culverwood, enslaving the elves and the dwarves of his kingdom just for starters, not to mention what he had done to the Culverwod itself, there was never an assasination attempt planned or carried out by us.

As for him being the lawful ruler of a nation, the Culverwood and areas surrounding were all once governed and run by the Elves of the Woods until they were killed and enslaved by an invading Parnoth. So one could say that the balance has now returned to what it once was.

As for one of his lieutenants taking over, so to speak, currently we have appointed his own chancellor as regent until we and those leaders of the region can come together to organize and start up an appropriate government. We do not and never have wanted to be stuck ruling any one place when our calling is to the Wold as a whole. So in order to be called Usurpers, we would have to take over the rule of law and the kingdon. We have not and will not nor do we want to do so. Anyone who has killed for whatever can be called a murderer, but in this case we did kill Parnoth, nor do we know if he is actually dead in the true sense of the word. In fact though it pains me to do so I may have to try and seek him in the realm of shadows to see if he actually is dead. And as I mentioned we have never moved from the shadows to play assassin with anyone or anything.

Dwight 
Thursday May 8th, 2008 5:52:02 PM

Dwight looks around as everyone talks, voices get louder and tempers begin to flair. Tall folks, and dwarves for sure, are so quick to anger and slow to forget. If only they thought of the important things first, food, family and fun , Dwigh thinks to himself.

"I can say that I spent much of my youth near the Culverwood, and some of my early adventuring days. The Culverwood of now, is very different than it was then. Hard to say how exactly, but just walking through it, you can feel the forest absorbing your presence and perhaps making judgements. It was at times a very unsettling sensation."

Draax 
Thursday May 8th, 2008 7:36:15 PM

As tempers begin to rise, Draax remains sitting. He calmly continues to clean his sword as he waits for things to calm down. He was not concerned that the dragon was dead, he just wanted to hear the story. Now that he has heard what happened, he no longer thinks about it. He daydreams a little while he waits to find out what their new tasks will be.

K'Nara, an Emerald Dragon 
Thursday May 8th, 2008 9:47:56 PM

The tall human female continues to scowl for a moment, then blows out a single, sharp breath.

"Thank you, Ingrge." she says to the weapon mage, then eyes the Gray Knights, Vedik in particular. "I should hope that this clears up any questions about my family's...I mean, my colleagues' motives for going to see Parnoth in the first place. I...suppose I should thank you, though--if you all had the idea that the Emerald Dragons had gone looking to assassinate Parnoth, then gods only know what ideas may exist in the heads of the Consortium and the Dragon Council. Obviously this is something that we'll have to address in the near future." She aims this last comment at her fellow EDs.

"Public relations aside--" K'Nara says brusquely, "--the Emerald Dragons are here, now, in order to tell you your next assigned Dragon Test...which seems to go hand-in-hand with these strange earthquakes you've mentioned. You see, the Consortium wants you to find out about those earthquakes and exactly what they may mean to the Wold."

Vedik 
Thursday May 8th, 2008 11:14:36 PM

Vedik shakes his head.

"Perhaps we are not explaining things clearly, because you keep going back to your intentions and motives. Let me state this directly. Your intentions in this do not matter to me. I fully believe that you acted with goodly intentions, and that you did not plan this. Thats not the point. You can not wave your hand and say he was bad so we were justified. You are not an army, or a representative of any nation. You did not go to war. You directly had a hand in the removal of the ruler of a nation. Do you not see the problems that causes? You admit your responsibility is to the Wold, but your act may be the biggest destabilizing force since the Year of Ascension. There could be civil war, there could be an invasion of the Culverwood by outside nations taking advantage of the absence of Parnoth. There might even be forces out there seeking to have you stand trial. And by your own admission you did not know about the legends of contingencies, and did nothing to remove them. Ariens map indicates that the disruptions go back to the Western Culverwood. I'm no scholar, but it seems to me that there might be a connection between the earthquakes and Parnoth's death. That you do not seem to be acknowledging these realities and did not plan for them frankly shocks me."



Jova 
Friday May 9th, 2008 12:42:48 AM

Jova finally gets to his feet and follows the others. Once inside he drops to the floor and listens to the conversation. When a break in the speeches open he will add his thoughts.

"So if I understand this correctly the Culverwood ate Parnoth. No dead body to bury? It seems presumptuos to say that you haave killed him. He may be alive still in the bowels of the earth. Like friend Vedik mentions precption is all that matters. Especially since you are Dragons. Simply put your story should simply be the Culverwood swallowed him. Leave it at that."

Arguing - DM Marcin 
Friday May 9th, 2008 4:49:15 AM

Raised voices echo in the dark, somber chamber of the tower as it slowly becomes clear that the demise of Parnoth will be viewed by everyone from a different perspective, even if they share affiliations. It also seems that one could easily expect the old proverb about the rumor going around the world before the truth puts its boots on to be proven true in the near future once again...

Tratain 
Friday May 9th, 2008 7:28:12 AM

Tratain seeing the discussion comming to a stalemate says "We would be happy to investigate the cause of the earthquakes and what they may mean."

He continues "Before you return though I'll give you my concerns, I apologize in advance as i'm going to be very blunt and straightforward. We ask that you look past your current elation that your greatest enemy is gone and see what might go wrong in the future and plan for it."

"You say that you did not kill Parnoth, according to our friend on the Dragon council they Think you might have. They are not quite sure it is not a trick orchestrated by Parnoth but thier second thought is that you killed him, and our friend did not know what the implications for future cooperation between the consortium and council would be. Also while not your original intention when you traveled to Parnoth's Palace, your friend freely admits that he fired shots at Parnoth and would do so again. Not to put to fine a point on it but for whatever the reason, be it you thought he was insane, you saw weakness or even just flipped a coin you went into his home and attacked him. Unless all of his Palace servants and Guards were gone for the day someone inside there probably saw that and the news will spread. We the descision was made to attack him normally has three outcomes, You kill him, he kills you, or one side retreats and you have just started a civil war in the Emerald Kingdom. Well no one could have foreseen that the forest would eat him, so you technically did not kill him but you meant to your enemies will say. It is also possible that you get the Credit/Blame anyway for what happened because of some political ploy to maneuver the Emerald Dragons out of the equasion in your Kingdom."

"How or why Parnoth died is really a secondary concern though. It was very easy for us to learn that Parnoth made no real secret that he had plan in place that would decimate the Emerald Kingdom should he ever be removed from power. Our friend on the Dragon Council believed it, and we see no reason to question his judgement in it. He told us he feared ruin for the people of the Emerald Kingdom if they were not all removed before he was moved against. If you did not plan to kill him when you originally went to his palace does that mean you didn't finish removing all of contingencies? How many are left and how do we deal with them?"

Tratain finishes "I have other concerns if you would like to hear them, but those really are the biggest ones."

K'Nara, an Emerald Dragon 
Friday May 9th, 2008 11:19:10 AM

"What it comes down to is this," K'Nara says after members of the Gray Knights speak their piece, "The Emerald Dragons did what they had to do...and continue to do so, for the security of not just the Emerald Kingdom and the Culverwood, but the entire Wold. Much as I would love to enlighten you, I can't cram decades of personal experience living under Parnoth's rule into your hearts and minds.

"Parnoth is dead. The Emerald Dragons are responsible for his death. We are all fully aware that Parnoth had 'contingencies' in place. We are actually in the middle of investigating those contingencies as well as securing a democratic government to fill the void left by him. We have taken the time out from those duties to assign to your group the next Dragon Test...which, by the way, will shed a little bit of light on the correlation of these earthquakes of yours." The human blade singer pauses a moment before continuing.

PLAYER OOC: I have to go to work now, but K'Nara will give the details about the mission for the GKs...which includes information about what the Consortium suspects about the source of the earthquakes--which is NOT the death of Parnoth.

Falin 
Friday May 9th, 2008 2:35:51 PM

The rage and hatred slowly leaves Falin face and is replaced with something else... a saddened look. "I am sorry for my outburst," he says looking down at the floor. "I have let my personal feeling detract from coming here to announce your next assignment."

"And I apologize for the outburst directed towards you Vedick. I was way out of line as we are all allowed to have an opinion and we are all professionals and friends here."

He waits to see what K'Nara says and if he can possibly add to it.

Donna OOC: minor spelling edits--Jamie, you shouldn't be in such a rush when you type! ;D

K'Nara, an Emerald Dragon 
Friday May 9th, 2008 6:13:45 PM

The leader of the Emerald Dragons lifts a hand and uses it to squeeze Falin's shoulder comfortingly.

"You've spoken of noticing a pattern of earthquakes recently." K'Nara says to the Gray Knights. "Well, you aren't the only ones. Sages within the Dragon Consortium have been tracking volcanic and seismic activity on the Ellenian Peninsula and have reported that--over the past few months--this activity has been on the rise. There have been many minor earthquakes and several more serious ones. The area where the tremors were most numerous is the Western Culverwood." She pauses again.

"This activity has occurred over the past few months," the redheaded human repeats pointedly, "And Parnoth's demise occurred only a few weeks ago." K'Nara's hazel eyes glint, but then she continues.

"The sages, in analyzing the activity, are certain of one thing--it isn't natural. The information they've been able to obtain and put together seems to implicate a group that you may or may not be familiar with...the Sons of Dread..?"

Ingrge 
Friday May 9th, 2008 6:14:49 PM

Vedik did you not listen to what was just said? There was one arrow fired at Parnoth and I somehow doubt that one arrow could kill him, but I also believe I just said that the Culverwood took him. We did not kill Parnoth.

As for his guards they were in attendance at the time aiding us in killing the two red dragons and keeping the populace safe. In fact, a good portion of them actually travelled with us to the palace in the first place.

As for the possible long term consequences that may arise from Parnoth's death, some of those are already under control. He had two artifacts that controled imprisoned monsters that he could release given time to do so. Those are now under our direct control.

You keep mentioning this friend on the Dragon Council, but you do not name him or her. Why is that? You say that these earth quakes that you have felt seem to originate from the Western Culverwood and you seem to think that there is a connection between these disturbances and Parnoth's death, but you offer nothing but supposition and speculation and place all blame on us. What is to say that the Son's of Dread are not behind it all and they are doing this because of your persecutions? Or for that matter that it is not becasue of something that is going on inside Bone Mountain in response to the Orc incursion.

We can all place blame at someone's door and back it with supposition all day long, but that gets noone anywhere except irritated and upset.

Those whom are our, your, and the Wold's enemies will say what they want about whomever they want and there is nothing that is going to stop them and very little we can do about it until such a time that it occurs. And in all honesty we can't worry about what people might be going to say about something we might or might have done. Our job is to respond to the needs of the Wold and to deal with the issues as they come up. Yers it would be nice to be omniscient and omnipotent so that we knew what everyone of our actions was going to cause or exacerbate, but we do not. Nor does your friend on the Dragon Council. If this unnamed "friend" has any factual knowledge and information that can aid in solving these problems then perhaps it is he that needs to come forward and talk with us.

Falin 
Friday May 9th, 2008 8:40:47 PM

Clearing his throat the elf chimes in.

"A man was found in the Emerald Forest who we believe is a member of the Son's of Dread. He was found deprived of all his senses. Through some checking it has been found that his soul is trapped in Koshe-Marr. Alot of strange things have been found on his person. We found alot of gems that radiate some strong necromancy magiks and we found a journal written in an unknown language."

He pauses for a second to swallow and then continues on. "The journal has been partially decrypted. He seemed to have moved about a lot, visiting some of the sites of the earthquakes just before the disasters struck. He is now being held in a secret location."

He pauses and closes his eyes for a second making mental notes to ensure he is getting everything right. There was so much stuff and he wanted to make sure he was giving it right.

Monthor 
Sunday May 11th, 2008 7:19:21 AM

" If it's secret... how are we gonna talk to him???"

And then he grins and eats some more....


Draax 
Sunday May 11th, 2008 1:07:48 PM

Draax only pays half attention to the conversations going on around him, but once the "Sons of Dread" is mentioned, he turns his full attention to what is being said.

"Yea, we know of the "Sons of Dread" and have had our share of run ins with them. I and probably a few of my team mates believe that they are responsible for the a few of the assassinate attempts on the group. If it was not for the appears of these recent demons, I would have thought them responsible for everything that happened her. If they are responsible for the quakes, I would not be surprised."

Arien 
Sunday May 11th, 2008 2:23:16 PM

Arien grows impatient with the arguements and was on the verge of saying so before the Sons were mentioned. The elven mage's eyes narrow as he listens to Draax and waits for one of the Emeralds to respond.

Dwight 
Sunday May 11th, 2008 4:38:34 PM

Dwight remains sitting and listening. He doesn't have much to offer being new to the 'group' and big time politics. He thinks on his own interactions with the Sons of Dread, which was minimal and a long time ago.

Tratain 
Sunday May 11th, 2008 9:51:48 PM

Tratain sighs, they miss the point. He'll just have to hope they really do have everything under control and no one dies because of what happened.

He says "May we have the journal to examine? And I guess where Arien has determined is the center of the quake activity will a good place to start."

Jova 
Monday May 12th, 2008 12:55:51 AM

Jova simply raises his fingers counting the points. One hand one set of points, other hand, other set of points. But he keeps his mouth closed.

The Second Quest - DM Marcin 
Monday May 12th, 2008 4:08:01 AM

The topic of Parnoth being exhausted the groups turn their attention to the main reason of the visit. When the omnious name of the Dread is pronounced it hangs heavily in the air and one feels as if a cloud passed over the sun.

Vedik 
Monday May 12th, 2008 8:03:40 AM

The old dwarf follows Tratains lead and drops the subject of Parnoth for the time being. He listens carefully, absorbing and processing all that is said but remaining quiet for now. Occasionally he scratches his beard.

Dwight 
Monday May 12th, 2008 10:16:37 AM

Dwight looks to the Emerald Dragons, "To what end would earthquakes help even the sons of dread? The shaking of the Wold damages everything, including their own structures."

Waiting for a response, he awaits the expected answer, That is what you have been ask to find as your second quest


Falin 
Monday May 12th, 2008 12:37:00 PM

"Oh, I appologize, the journal and all of his belongings are with him at, "Falin pauses and leans in towards the others and in a hushed tone says, " at a shrine to Alemi."

Looking to Dwight Falin says, "We don't have an answer for you and for that I appologize. Right now we are spread thin looking into other matters. So I have to give you the canned answer. We need you to find out the link between the Son's of Dread and the earthquakes."

Draax 
Monday May 12th, 2008 9:43:00 PM

"If we can not look at the journal or talk to the man, can you tell us about anything that was in it or that he said that could help us? I am pretty sure that there are members of the Consortium that are aware of the history between the Knights and the "Sons of Dread". So the Consortium probably knows that the SoDs are hunting us as much as we are hunting them. Right now they have an advantage because they know we will eventually return to our place in the city. So, any information that you can provide that will give us the advantage or put us on even ground would be appreciated."

Draax listens to the other members as he waits to hear if the Dragons can give the group any other information.

Jova 
Tuesday May 13th, 2008 1:32:44 AM

Looking in Dwights direction Jova addresses him. " I may be able to shed light on that. While trapsing across the plains of Elehnna, in a merchant train full of weaponry, i was able to talk to several military men. One of the conversations focused solely on the justification of raiding. Large armies raid settlements befoe they invade because it cripples the countryside. The people try and pick up their lives, and thusly are ill prepared for the upcoming invasion.

"So just have we have witnessed, the crabsd, and their bird fighters may have been such, a raiding party. Their goal to soften us up before the invasion. What a bonus if they actually were behind the eathquakes. This would give them a tremendous advantage. They could soften up their enemies long before invading. As far as ruining buildings and such, most conquerors want to rebuild their acquired kingdos in their own images. The quakes coul.d expedite the process."

Reasons for earthquakes - DM Marcin 
Tuesday May 13th, 2008 2:54:16 AM

It slowly becomes clear exactly how little is now known about the earthquakes, the power behind them, and its reasons for causing these acts of destruction.

Outside of the tower a cart can be heard rattling on the cobblestones, carrying barrels of fresh water for one of the improvised hospitals. This is followed by buzzing of a saw - the rebuilding has already begun.

Falin 
Tuesday May 13th, 2008 8:17:28 AM

OOC: Well, I think Donnas Internet is down so you have to deal with me finishing this off :)

"I hope you did not think you could not see the man. The shrine is several miles North of Perpagail in the Emerald Kingdom. And for all the speculation we can create it really comes down to how little we really know about the causes and motives behind the earthquakes. The sages are all puzzled too, but they have come to the realization that the Sons must have vast resources... vast resources to achive what the earthquakes on the scale they are happening. And right now the only thing they seem to be acomplishing is destruction."

Vedik Current Spells 
Tuesday May 13th, 2008 8:29:56 AM

Vedik ponders all that is being said. "Your words are wise Jova. Those creatures did have the feel of a scouting party."

He turns to Tratain. "I can be ready to leave within two hours, less if need be. How many lesser restoration spells do you need me to prepare? Also, if we are going to wait longer than two hours, I would like to assist with the repairs to the city."

Lastly he regards the Emerald Dragons. "I am glad to have met you. I hope when we next speak, we are all a bit wiser."

If Tratain gives leave, he goes to his room and begins his morning prayers.

OOC: Fatigued


Tratain 
Tuesday May 13th, 2008 9:05:00 PM

Tratain says "We should head out as soon as we can, we'll go right after we prepare spells. We'll go to the Temple The Emerald Dragons have the man at and go see what we can learn. After that if we get no other leads from him we can head for the place where Arien has determined is the Center of the Quakes."

He says to the Dragons "We will see you again after we have stopped the earthquakes. We can not and will not fail in this. To many lives depend on the fact that we succeed. Safe Journeys in your Travels Sword Brothers."

Tratain tells Vedik "We need to cast the spell on You, Arien, Jova, Dwight, and Myself, I will memorize 3 if you can do the other two. I will also Memorize a windwalk spell for us to speed our travel."

Monthor 
Tuesday May 13th, 2008 9:41:48 PM

Sounds good to me.... do we need to replenish on the potions and stuff? This earthquake took a tole on our supplies...


Dwight 
Tuesday May 13th, 2008 10:29:32 PM

As things seem to be wrapped up, Dwight nods to the departing Emerald Dragons and turns to the others to ask about armor he has. "Does anyone have indepth knowledge about armor? It may be helpful if we can determine the weakness of this armor before we leave. The patrol seemed very resistant to magic with the antimagic field and all. Perhaps the armor is particular vulnerable to cold or something. Fire and holy did not seem particularly damaging."

While perhaps not eager to set off, Dwight is ready. He can help as needed and offers to do so.

Ingrge 
Tuesday May 13th, 2008 10:46:41 PM

I guess I would suggest too that you start out at the shrine, but if you don't seem to find what you need, you might try contacting Arrak again. I have a feeling he too might have some insight to what the SoDs are up to.

Good luck

Draax 
Tuesday May 13th, 2008 11:07:50 PM

Draax almost starts to laugh when Ingrge mentions Arrak's name. All this talk about "unnamed friend" and his name comes up anyway.

Draax gets up to let everyone know that he is ready when they are. He could use another trip to the Catacombs too, but if the group is ready to depart, he can do without.

Jova 
Wednesday May 14th, 2008 1:18:14 AM

Jova personally doesnt see where ones day rest would do any harm, but the others seem bent on exploring right now.

Concluding the meeting - DM Marcin 
Wednesday May 14th, 2008 3:44:32 AM

The Emerald Dragons give last bits of advice and both groups of heroes bid farewell preparing to return to their respective duties. The newcomers are soon gone in the same way they came, leaving behind just a ripple in the fabric of magic.

With no more surprises to interrupt their preparations the Gray Knights are at last free to replenish their resources and spells. Frantic activity goes on all around them - no matter if the city is standing or in ruins there are mouths to feed and life has to go on. The sheer proportions of the disaster have initially invoked a seldom seen solidarity among the city folk, but as time passes and lives settle more or less into their old ways people start to think more about themselves and their own interests. The richer object to having commoners squat in their houses and their supplies being seized by the city guard. Overcrowded homes do nothing to relieve the anger among the poorer, either. Besides, almost everybody has a family member or a friend to mourn.

Around noon help starts coming in from the nearby countryside which has fared much better during the earthquake.

[It is about noon. The initiative is again in your hands. There is enough time to pray for spells and, if you wish to stay 8 hours, memorize them, too. Please state what business you still want to conduct in the city, when do you want to depart, to where, and by what means.]

Tratain  d20+1=6 ;
Wednesday May 14th, 2008 4:12:44 PM

Tratain prays for his spells and casts lesser restoration on Himself, Dwight and Arien.

He tells the others, "Let's let Arien and Jova regain thier spells before we leave so we will leave in around 8 hours. We will Windwalk until Dark and if we are not there by then continue on in the Morning. I want to head to the Library and see how it fared, I'll try and find whatever I can on the Legion and the Orb, whoever wants to come and help is more than welcome. Everyone else can stay here and rest. I also need to pick something up from the catacombs so get any last minute shopping done."

If the Library is open Tratain will ask anyone working there to help look up information on the Legion, and look for info on the Orb on his own.
(I was thinking maybe they have some kind of service where Monks or Scholars could be paid to look up information?)
Gather info 6 :(

Monthor 
Wednesday May 14th, 2008 8:45:19 PM

Monthor listens to Tratain,,,
"Fine... works for me.. but lets make sur that staff is looked after before we leave. "


Dwight  d20=13 ; d20+2=14 ; d20+7=25 ;
Wednesday May 14th, 2008 10:04:42 PM

Dwight has his full complement of spells ready, so he accompanies Tratain to the library. During the walk there, Dwight inquires about the tree, "I noticed you have a unique tree on the property. My family back home are arborist, but I can't quite identify the tree. What is it?"

"Last time I went to this library, I researched some information on the Ishgara tree, fascinating tree. Supposedly can walk throughout the Culverwood and is rarely ever found. I was a bit surprised when the dragon said his chair was made out of the Ishgara wood. Some even believe it is sentient, but I'm not fully convince of that."

Once at the library, Dwight attempts to help find information on the Legion and the Orb. (gather information: 13) Dwight also looks at some geography and history related to western Culverwood. He is particularly interested in the area in which it is believed the center of the earthquakes was. (Can he infer anything from the map, geographically : knowledge: geography 14, knowledge:nature(earthquake): 25)

Arien 
Wednesday May 14th, 2008 11:48:37 PM

Arien, weary to the bone, finds a comfortable spot and enters Trance, rests and rememorizes spells.

Jova 
Thursday May 15th, 2008 3:57:21 AM

Jova sends a message through his link with Z to return to his side. Once he does so he finds a bed near Arien. He then instructs the hawk to guard the 2 while they get much needed rest.

Finally, some sleep - DM Marcin 
Thursday May 15th, 2008 4:49:42 AM

Despite the fact that it is their second day without rest some of the Knights find the energy to go on with their personal matters. Whatever supplies were waiting in the Catacombs are picked up. On the way there the party learns that somebody at the shop had the good sense to lend several Decanters of Endless Water to the city thus temporarily solving the problem of lack of clean water.

The library fared well - the damage to the building is minor and it looks that the main structure remains standing strong. There are indeed people there - mostly bards - whose only job is to know where to find odd bits of information. The problem however is that the actual information the party posesses is very limited: just the name of the "Legion", descriptions of creatures, and an armor to show. The matter of the orb looks more promising as the scholars vaguely recall having read similar legends. Something might be eventually dug up. These things take time, though, hours if not days, so no new information is available immediately. The library is happy to help free of charge - a leftover perk from the days when the group was working for the city, perhaps?

It is problematic to look up specific information about the area that seems to be the center of the seismic activity, too - not because this information is unavailable, but because using the leads the party has now - just the locations and times of the previous earthquakes - this area can't be pinpointed with any accuracy greater than a few hundred miles or so [see Duncan's Travel Agency in Woldipedia for general info on these lands].

The party has planned to rest for only 8 hours, but the exhaustion of the previous two days and a night - both physical and mental - is too much and it is already dark when the Knights wake up [fatigue status removed from those who still have it]. Spells are prepared in the lamplight and a light supper is eaten. The mansion has been pretty much turned into a temporary shelter for wounded and homeless and it seems that competent people are left here taking care of things.

Tratain prepares the group to Windwalk. The bodies of the Knights become transculent like the forms of ghosts and the group rises to the air in complete silence before speeding away to the West.

[Exactly where you would like to go and do you have a way to find your destination in the dark?]

Tratain 
Thursday May 15th, 2008 7:12:52 AM

Tratain leaves the library to meet up with the others. He hopes that the scholars there will be able to tell him something when the group returns.

Since it is much later than anticipated when the group is ready to leave Tratain says "Lets Travel towards the Emerald Kingdom for a few hours and then set up camp for the night. I don't want to travel all night, but I'd like to be far enough away so that if our orb decides to spit out more demons people in the city aren't getting caught in the battle."

The group flies towards the Emerald Kingdom for 3 or 4 hours and then finds a quiet place to camp.

Vedik Current Spells  d20+29=41 ;
Thursday May 15th, 2008 7:48:49 AM

Vedik nods, and makes ready to travel. After his prayers, he has spent the day working both with the city and on his own. He takes the time to enhance his armor with Woldsblood, not wanting to be caught unawares. He takes all the things he is working on, and the crafting materials with him, storing it in his haversack, or in the portable hole if need be. He also takes care of one or two private things.

OOC:
Active Effects: Mind Blank, Magic Vestment x2, Delay Poison-extended
Draw 4 drops of Woldsblood: DC 30, passed. Magic Vestment on Armor and Shield, Store 2 drops.


Tratain 
Thursday May 15th, 2008 4:59:04 PM

Before the group leaves for the Emerald Kingdom Tratain casts Detect Magic and attempts to see if the Armor left behind by the Legion scout has any Magical Properties.

OOCHeh, kept forgetting to do that, and along with the Armor were the weapons the scout used left behind as well? Or just the Armor, or perhaps built into the gauntlets?

Tratain (Again) 
Thursday May 15th, 2008 5:02:55 PM

Tratain also gives a Platnum Ring to Jova, Arien, Dwight, and Monthor saying "These rings are a focus for a spell that will transfer half of the damage inflicted by an attack to me, you need to wear it in order for the Magic to work."

Vedik Current Spells 
Thursday May 15th, 2008 5:09:50 PM

Being reminded by Tratain, Vedik passes out another ring to Monthor, one to Draax, and one to Jova

Draax 
Thursday May 15th, 2008 8:58:57 PM

Draax gets ready to depart as he take the ring from Vedik and nods his head in a gesture of thanks.

Dwight 
Thursday May 15th, 2008 9:07:52 PM

Dwight thanks Tratain for the ring. For now, he puts it in his pocket, as he currently is wearing several rings.

OOC: Does this work the first time I am hit, or must I activate it? What is it called and I'll look it up?

[If I suspect right that it is the focus of Shield Other spell then it won't count against the limit of magic rings you are wearing. M.]

Jova 
Friday May 16th, 2008 3:27:53 AM

Jovaalso accepts the proffered ring, not quite understanding the use. After the windwalk spell had been cast, and the Knights were back on firm land, Jova casts a spell. After several minutes a steed appears out of nothingness. The group had seen him do this before, but the horse itself looked different. Long legs ending in smoky hooves, the mane and tail smoky as well. Not smoky like real smoke, rather as though not there. The horse was lean, and athletic. The eyes had changed. Much fiercer, much more attentive.

"We lost Lumi and Horvis our resident scouts, we should decide on a different guard for the evening. Since I rested all day, I can take the first watch if necessary."

Camping in the forest - DM Marcin 
Friday May 16th, 2008 5:09:16 AM

Tratain's examination of the armor prior to departure reveals that the blades are part of the gauntlets. There are several openings in the wirst guards - probably where the quills came from - but no trace of a launching mechanism is found. Maybe the poisoned quills were shot out by the body of the creature itself?

The armor plates are not enchanted, but the blades on both gauntlets radiate strong necromantic magic.

The group flies for a few hours to put some distance between themselves and the city. The night is dark, but the Knights are relatively certain that they have cleared the largest Plateau. The forests underneath offer no landmarks to navigate by and no lights betray any settlements, so the group eventually settles down for a night on a small glade in the forest. Various small tasks are accomplished and the group settles down for sleep.

The night and small hours pass uneventfully. Watches change. The black forest is silent. Eventually the sun rises and the group breakfasts. Sleep is washed out of the eyes by the cold water of a nearby pool. Prayers are said. Spells are prepared. The party has finally returned to normal day/night activity cycle.

The daylight will hopefully allow for better navigation.

[If you decide to continue Windwalking please state your destination and say if you are using any special means to find it. If you just want to navigate by the landmarks the guide(s) need to roll Survival and/or Knowledge:Geography.]

Arien 
Friday May 16th, 2008 5:11:26 AM

Arien nods his thanks to Tratain and wraps the ring in a silk cloth and stows it in a pocket for now.

Tratain (Again) 
Friday May 16th, 2008 9:12:29 AM

Around the camp that night Tratain says "The rings Vedik and I gave you are the Focus for the shield other spell. Don't worry, wearing them won't interfere with you other magic rings. When Vedik or I cast the spell half of the damage the attack would have caused is transfered to us. You have to be wearing the ring for it to work though, so put them on." he finishes with a laugh.

He continues "Hey Arien, can you identify the blades on that armor? Ii might tell us a little more about the Legion, maybe those Bands of Binding as well, so we can use them in a pinch if we need to. As for how we get to the shrine, I really only know the basic layout of the Emerald Kingdom. Unless someone has a better idea we can head to the southern part of the kingdom, I think theres a town near the middle of the border forts, and that the capital city is north of it. At the capital city I can use an extended find the path spell to lead us to the shrine."

He tells Dwight "I believe I completely forgot to answer the question you asked me on the way to the library. We don't really know what type of tree it is. It appeared there in our yard after the awakening of the Fae King. We had just returned from visiting Queen Maab to find out information about him and the next morning the Tree was there, fully grown. We don't know how it got there, what type of tree it is or really anything about it."

Monthor Hit Points:151 AC30  d20+3=23 ;
Saturday May 17th, 2008 10:10:27 AM

Skipping around a bit...

Monthor accepts Tratain's ring.

" Ah, for me??? But me doesn't have anything for youz Tratain.. Ye shouldn't have... "

Monthor uses Appraise to check out the value of the ring...( natural 20 =23)

And Monthor puts the ring on.

Monthor then agrees with Tratain's suggestion regarding the trip to the southern part of the kingdom.
" Me hopes that this town has a decent tavern... me's getting parched alreadies.... "



Draax 
Sunday May 18th, 2008 3:14:05 PM

Before the group departs, Draax sees to Hmary and the children. He tells her, "Do not worry about fixing the place until the mystery of these earthquakes are found and stopped. Let as many people stay here as you deem fit, but let them know that it is only temporary until the city is somewhat restored and other accommodation can be arranged. The lab should stay locked and off limits, I do not want someone blowing themselves up. If you need to get things repaired or other resources before we return; go ahead and do it and we will take care of any balances when we return."

Once the house sitter is taken care of, Draax checks his inventory and then is ready to depart.

Dwight 
Sunday May 18th, 2008 11:03:38 PM

To Tratain, "Interesting. I'll have to take a much closer look at the tree when we return. Perhaps I could send a branch or leaf to me pa. He has been an arborist in the Valley for a very long time, took the business over from his pa. Between the two, they seem to know almost everything about trees."

----

Otherwise Dwight takes his shift at watch, and is ready in the morning to depart as others see fit.

"What will we do if the prisoner refuses to give us any information? Surely if he was forth giving, the Emerald Dragons would have known more." Dwight begins to wonder what information can be gleamed from a captured, tortured soul.

Jova 
Monday May 19th, 2008 2:04:07 AM

Jova has little to say.

"Dwight we could always bring your Da to the tree. Just a thought." Jova then spends some quality time in the saddle.

Morning - DM Marcin 
Monday May 19th, 2008 6:19:40 AM

As the brisk morning comes it finds the Gray Knights already up and getting ready to continue on. Draax reflects a bit about the last instructions he gave to Hmary before leaving the Plateau City. Monthor estimates that the platinium ring is worth about 50 gp.

The Knights toss around various ideas about the destination of today's journey. It is time to make a decision and get underway [and I still would like to see a Survival or Knowledge:Geography roll from the guide].

Tratain  d20=13 ;
Monday May 19th, 2008 7:08:21 AM

Tratain says "Well lets be off, I'll cast Windwalk on us again and head off, hopefully we won't get too lost."

Knowledge Geography - 13, unless someone in the party can do better.

Monthor Hit Points:151 AC30  d20+3=20 ; d20+1=14 ;
Monday May 19th, 2008 2:52:17 PM

" Agreed. Let's get one with it already!! "

Geography 20
Survival 14



Tratain 
Monday May 19th, 2008 7:39:57 PM

List of Spells and Buffs:

Buff Spells cast every day:
Magic Vestment on Tratain's Shield and Armor
Greater Magic Weapon(+4)
Tratain - Warhammer
Monthor - Axe
Dwight - 50 Arrows of his choice
Draax - Longbow

Extended Greater Magic Weapon alternating days on Tratain's Cold Iron Warhammer and Silvered Warhammer.

Condensed List of Spells Memorized:

0 level: Cure Minor Woundsx2; Detect Magicx3; Read Magic
1st Level: Divine Favor; Shield of Faithx3;Remove Fearx2; Detect Evil (Magic Weapon)
2nd Level: Lesser Restorationx3; Resist Energy; Endurance; Shield Otherx2 (Shield Other)
3rd Level: Invisibility Purgex2; Daylightx2; Stone Shapex2; Magic Vestmentx2** ; (Protection from Energy)
4th Level: Freedom of Movementx2;Dimensional Anchor; Greater Magic Weaponx4***(Divine Power)
5th Level: Righteous Might; True Seeing;Quicken Divine Favor; Quicken Shield of Faith; Extended Greater Magic Weapon* (Spell Resistance)
6th Level: Healx2; Greater Dispel Magicx2; Harm (Quicken Spiritual Weapon)
7th Level: Holy Word; Destructionx2; Windwalk(Power Word Blind)
8th Level: Quickened Dimensional Anchor; Firestorm; Holy Aura (Quicken Divine Power)
9th Level: Mass Heal (Extended Power Word Stun)

Vedik Current Spells  d20+29=36 ;
Monday May 19th, 2008 9:56:21 PM

Vedik casts his normal morning spells, draws woldsblood to enhance his armor, placing the two extra drops in his storage container, and prepares to move out.

OOC:
Active Buffs: Magic Vestment x2, Delay Poison, Greater Magic Weapon-Morningstar, Mindblank



Dwight  d20+2=17 ;
Monday May 19th, 2008 11:15:42 PM

Dwight flies/walks with the rest. He offers what limited advice he has on travelling and paths (geography: 17)

During the trip, "I'm sure he would love to see the tree in its true form, rather than just parts. However, he is unlikely to actually travel that distance. Perhaps if teleported to the tree and back, but he says he is too old for that bouncy buggie ride or the long walk."

Jova 
Tuesday May 20th, 2008 12:54:51 AM

"That was what I was thinking. Does he have the ability to talk to terees? Do you, or he know of anyone. We can take kare of that after we figure out the quake thing. And get rid of the orb." He says this to Dwight.

Entering Emerald Kingdom - DM Marcin 
Tuesday May 20th, 2008 6:47:19 AM

The campfire is extingushed and the group gets ready to resume their journey. Windwalking once again, the Knights quickly cover the rest of the distance separating them from Culverwood and soon find themselves flying over the endless sea of green. These are the parts of the forest known as the Tamed Lands - the part of the Culverwood that accepted humans and elves and other civilized beings and allowed them to thrive and build inside it - for a time. The feeling is somewhat different from the one experienced long ago when the party was flying over deep Culverwood - the land is teeming with life and welcomes the newcomers instead of rejecting them as intruders. Bird song is almost a constant companion of the journey. The only signs of civilization that can be seen through the dense canopy of the trees are occasional whisps of smoke from camps and remote cottages.

Monthor is able to reliably lead the party in the westernly direction, eventually settling for following the river Lygn which is the only major landmark of the eastern Emerald Kingdom. Even though the running water can't be seen all the time - sometimes the entire river is hidden under the branches of ancient trees - it can always be heard, and so the Gray Knights manage to quickly advance in the direction of the heart of the Emerald Kingdom.

[Folks, in case I didn't say that clearly enough: I really don't know where you want to go! You mentioned the capital of the kingdom - Karri. You also mentioned some border town between forts that can be either Waypoint or Kouri. Could you please state clearly where you want to travel to? Here is the map of the Emerald Kingdom.]

Tratain 
Tuesday May 20th, 2008 8:49:22 AM

Tratain directs the group first to Waypoint, then North to the Capital City of Karri. Then he will Memorize a Find the Path spell to hopefully travel from there all the way to the Shrine the group is looking for.

OOC: Opps, sorry Marcin. I figured that since I don't think anyone in the group has actually been to the Emerald Kingdom before we wouldn't be able to navigate straight to the shrine. That seems like the best route, I was mostly looking at the map you linked and this map to figure the easiest route to follow.

Monthor Hit Points:151 AC30 
Tuesday May 20th, 2008 10:07:55 PM

Monthor continues to follow Tratain.

Dwight 
Tuesday May 20th, 2008 10:36:48 PM

Dwight is content to look upon the trees, surely the Ishgara is down there somewhere.

Draax 
Wednesday May 21st, 2008 12:34:04 AM

Draax continues to travel with the group as he takes in the sites.

A Lost Soul


Karri - DM Marcin 
Wednesday May 21st, 2008 6:02:11 AM

Following the natural landmarks the group manages to quickly cover the distance separating them from the capital of the Emerald Kingdom. Shortly before noon Karri, the Emerald City, makes its presence known from afar by the shine of its white walls and spots of red roofs in stark contrast with the everpresent green. It takes a better part of an hour to reach the city walls itself.

Once the group is able to take in the sights from above it is easy to notice that the Emerald Dragons have not been exaggerating when they mentioned that the city folk have been recently waging war against the forest itself. There is no single cobbled street or plaza that hasn't been ruined by saplings springing up from the cracks between the stones. The line of trees around the city walls seems to be advancing on the buildings with massive branches already overhanging the defensive works. Everywhere where a plant can put down roots - on the roofs or even right on the walls of the buildings - a green bush or a young tree has sprung up. It would be easy to descend at some secluded place and discreetly mix into the crowd. Finding a good place to rest in the forest wouldn't be hard, either.

Vedik Current Spells 
Wednesday May 21st, 2008 9:47:48 AM

Vedik takes in the lush forest happily. At some point in the day, he mentions that Lord Arrak suspects the orb might be responsible for the Legion, and that should we need any advice on the earthquakes we may visit him.

When they arrive at the city, he takes the time to look for clues of how people are doing since Parnoth's fall, and whats being generally said in that regard. He'll also try to find a faithful of Alemi, and seek information about this temple. He'll also try to get a sense of what people think of the earthquakes, if they are having them here.

Tratain 
Wednesday May 21st, 2008 4:33:28 PM

When Vedik mentions what Arrak suspects about the Orb and the Legion Tratain says "That is Not good if it is true, which it probably is. It looks like they can activate the portal and come through whenever they want, or at least they have some control over it while we have no control over it at all from our side. To send through such a well armed and organized strike force means it probably wasn't an accident. We'll need to try and contact Troughton and find out if we can learn the spell he used to open the Fae Skeimir gate. After we stop the earthquakes if those researchers at the library don't have any good information for us we'll throw it back into Fae Skeimir, Arien could try and disjoin it but thats pretty dangerous for him. We can't just continue to carry it around with us. Theres no telling when the legion decides to pour through it again."

When the group reaches Karri Tratain walks around the town talking to the people, getting a sense of what is going on in the City, how people feel, looking for news about the earthquakes. He also asks for Directions to the Shrine, how things are going with the Culverwood as it seems the forest is trying to take over the city.

When it starts to get Dark Tratain leads the group back to find a place to rest in the forest, saying he doesn't want to stay in the City while the group has the orb with them.

Dwight 
Thursday May 22nd, 2008 12:54:27 AM

Dwight is perplexed as to the fascinating rapid growth of plants in the area. Dwight flies over to various areas of rapid growth and looks deeper into the plant mystery.

Monthor Hit Points:151 AC30  d20+1=13 ;
Thursday May 22nd, 2008 6:10:52 AM

Monthor follows the others and looks for a tavern...

Spot 13

A night in town - DM Marcin 
Thursday May 22nd, 2008 9:33:02 AM

The Gray Knights decide to mingle a bit and learn some local rumors as well as, at least in case of Monthor, taste some local ales.

The city is buzzing with all kinds of news, stories, suspicions and wild guesses. While the demise of Parnoth has not been yet officially confirmed the people have seen the nervousness of the officials and thought and eavesdropped and speculated and thought some more. The general mood so far is curiosity mixed with anxiety. Nobody yet seems to realize the full magnitude of the consequences that are bound to come. The question of "what now?" hangs in the air and it seems nobody can give a good answer.

The political earthquake would be a major topic were it not for the sudden activity of Culverwood. Granted, the people living here understand that their land is not covered with an ordinary forest, but the savagery of the green assault has overshadowed everything similar that has ever been recorded in the whole history of the nation. The trees are being felled as needed, but they grow harder than oaks, and it seems that with every fallen one three more take its place within a week.

With these local problems on the mind of everyone the earthquakes have been pushed aside as a less interesting and depressing topic. It is mostly treated as foreign news as no part of the Emerald Kingdom has so far suffered a major disaster. The news of the catastrophe at the Plateau City have not yet reached Korri.

The talk of the street is that smaller settlements are having even harder time of it and most are overgrown. Some smaller villages and a lot of remote cottages and camps had to be abandoned.

The local clergy of Alemi is helpful, though they strongly advise to restrict pilgrimages to the local temple at Korri, at least for now. Despite their reluctance to point the Knights into the heart of the forest the party manages to obtain directions. It will be necessary to backtrace along the shores of the Lygn river and look for smoke from chimneys to the North. The smoke should allow the Knights to find Perpagail. The shrine that has been mentioned by the Emerald Dragons is several miles North of the town. It is a small outpost of the faith, seldom visited by pilgrims. For several years now it has been serving as a mental asylum. The clerics promise to inform their brethren of the coming visitors so that the party will be expected by the locals.

A night comes and the Knights try to get some sleep. It is hard; strange wooden noises can be heard all around all the time - creaking, breaking, shuffling, rustling, snapping - but nothing ever comes within sight of the camp.

Morning comes and offers an opportunity to prepare new spells. Yet another day of travel awaits.

[If you have Survival, Knowledge:Nature or related skills please make a check. I will also need a Survival or Knowledge:Geography roll from the guide.]

Vedik Current Spells  d20+29=33 ; d20+29=37 ; d20+29=49 ; d20+29=38 ; d20+29=37 ; d20+29=30 ; d20+29=30 ; d20+29=31 ;
Thursday May 22nd, 2008 1:23:56 PM

Finding a quiet, private place, the old dwarf performs his craft. He grunts in frustration while drawing his Woldsblood for the day, his last two draws failing. He recharges some of the wands last used in the aftermath at Plateau city, then looks mournfully into his packs, wishing he had more time to work on his

In the morning he prays, and adjusts his spells slighty, casts his normal enhancements, and draws woldsblood for his armor.

OOC:
Draw 4 drops (x7): 5 successful (20 drops)
Recharge Good Hope +1, Cure Light Wounds +17, Store 1 drop.
~Morning: Draw 4 drops, passed. 2 drops for Magic vestment, 2 for recharging CLW.


Tratain  d20=18 ;
Thursday May 22nd, 2008 7:11:30 PM

Tratain says "Well, we have got directions, Lets head out. Also Vedik if you get the chance, the wand of Resist Energy and my cure Serious wand could use some recharging. It also doesn't seem that anyone around here knows much of anything, earthquakes or parnoth."

Tratain 
Thursday May 22nd, 2008 7:12:00 PM

Roll was Knowledge Geography - 18

Dwight  d20+2=4 ; d20+7=24 ;
Thursday May 22nd, 2008 8:18:57 PM

Dwight, not really carring about where exactly they are (Knowledge Geography = 4) instead concentrates on what truly has grabbed his attention and imagination, the life infusing the area (Knowledge Nature = 24). He wakes early as the sun rises, excited to go into the forest and experience more of what there is of this place. After all wake, and have completed their morning routines, Dwight hops on his broom exclaiming "I'm ready when you are."

Monthor Hit Points:151 AC30  d20+3=19 ; d20+1=21 ;
Thursday May 22nd, 2008 10:16:29 PM

Geography 19
Survival natural 20 for 21.

Monthor keeps looking for Perpagail... and beer....



Arien 
Thursday May 22nd, 2008 10:38:04 PM

Arien ends his trance after the standard four hours and spends the rest of the night, watching and listening to the forest. When the morning comes he has a light breakfast and is soon ready to go.

Draax 
Thursday May 22nd, 2008 10:55:58 PM

In the morning, Draax gets something to eat, does an inventory check and get ready to leave with the others.

Jova [Steed 30 hours] 
Friday May 23rd, 2008 2:22:50 AM

In the morning Jova summons his stted again using the rod of extending. He offers anyone else that would luike a horse to ride, he can summon more.

00c- I apoligize not posting been ill.

The shrine - DM Marcin 
Friday May 23rd, 2008 8:57:55 AM

As another morning comes Dwight walks around the camp and immediately notices that the trees must have shifted overnight for the paths that were there last evening are no more. There are strange marks on the earth almost everywhere, as if something very heavy was shambling along, but these do not resemble tracks of living creatures. Is it possible that these deep cuts in the earth and stone were left by trees themselves? One could think that such activity would be a work of treants, but there is no sign of the majestic tree-men anywhere around. Other, older forces must be at work here. Dwight notices that the trees look much more vital than normally at this time of the year. Their leaves are already fully developed and as green as one would expect to see in the middle of the summer. The branches rattle in the wind and there is something in this movement that just hints at creatures shaking fists at the city.

The Knights depart and find their river. Flying is always a pleasant sensation, but the monotonous landscape starts to grow weary on the eyes and the mind, and the guide has to be ever on guard not to slip into a stupor and just fly along in a straight line.

Perpagail is found before noon with surprising ease - the citizens have chosen this day to make a huge bonfire and the column of gray smoke can be seen from afar. The group makes sure they are on the right track and continues on.

After flying several times in wide circles over the area north of Perpagail it becomes clear that the shrine must be small and entirely hidden under branches of the trees. The perspective of searching through the vast expanse of the forest on foot is not very encouraging; fortunately there is a bird cry not far away and a majestic eagle starts to fly in the direction of the group. Having found the Knights it starts to lead them on, flying ahead of them in circles. The group has to slow down as the bird couldn't ever hope to match the rapid progress of magic-aided journey.

The eagle finally dives under the trees. Descending to the forest floor the party notices a small open stone building, consisting mostly of columns arranged around a large stone basin and a roof, surrounded by a little complex of timber cottages. The whole settlement seems to sit right in the middle of the forest and old trees are growing between the buildings. The sunlight coming here is coloured green by the leaves. There is scent of fresh bread in the air. Somewhere nearby a stream is singing a quiet, mesmerising song. A small black dog starts barking lazily, then hesitates and trots away. The feeling of timeless calmness can be felt in the air.

In any normal village the Knights would have been greeted by a band of dirty children, but here nobody runs to see the newcomers. These few people who can be seen slowly going about their business - men and women dressed in mundane but clean peasant's clothing - merely glance at the group once or twice, their faces filled with apathy or emotionless.

The group has been already standing in the middle of the village for quite a while when finally a middle-aged woman dressed in a white robe exits the stone building and approaches the Knights. Her face is rather plain-looking and her black hair is cut short. A familiar looking eagle is sitting on her arm. She stops before the group and for a moment says nothing, just looking everyone up and down. Her eyes widen for a moment when she recognizes a Fixer. Finally she respectfully bows her head and stretches out her palms as if to heal or bless.

"Welcome to Shallow Springs, travellers." - the woman's voice is quiet, pleasant, and comforting - "I am Filea, by Alemi's wish the current chief healer of this small temple. We have been told to expect visitors and it seems my birds managed to help you find the way. Each of you bears many scars, but I see no wounds that would need immediate tending to. Are you on a pilgrimage?" - even as she asks the question you can see doubt in her eyes.

"Something tells me that the reason of this visit will be different. No matter; everyone who comes here in good intentions is welcome. We were about to sit for a dinner, would you like to join us? It's simple food, but you seem road-worn and, as they say, hunger is the best cook..."

Dwight  d20+15=27 ;
Sunday May 25th, 2008 10:29:02 PM

While patrolling the edge of camp in the early morning, Dwight tries to finds some answers, though his hopes are not high. He will cast comprehend language and detect thoughts in the hopes of finding the reason for the upheavel of the forest. After gleaming what information he can from the trees, he will speak with animals and communicate with Whisk, asking him to keep a close eye on the forest, especially at night to help determine what is moving and causing such an increased growth.

-----

Once at the temple, Dwight tries to remain behind others as he looks about. (spot: 27) He finds it a bit odd the folks around here are not more inclined to watch/question visitors that look as this group does.

Tratain 
Monday May 26th, 2008 12:42:56 AM

Tratain says "We would be honored to join you for dinner, we would be glad to have anything you would offer."

He continues "We have come to see a man sent here by the emerald dragons. We are investigating the cause of the recent earthquakes and have reason to believe he may know something. We would like to speak with him if that is alright. i don't know if we can learn anything from him but anything would be helpful in our quest. We were also told he had a journal, we would like to see that also if it is permitted. Vedik and I are also healers ourselves, if you have need of any of our skills while we are here feel free to ask, we would be glad to help."

The man - DM Marcin 
Monday May 26th, 2008 6:33:46 AM

Dwight recalls the results of his investigations from the morning. Comprehend Languages was not of much use as nothing was being spoken. Detect Thoughts did not reveal any intelligent creatures nearby - instead Dwight picked up a powerful radiation that seemed to be present everywhere - in the ground, the trees, even hang like mist in the air as if the forest itself was a single huge, thinking entity.

Later, as Dwight looks around, he notices strange quirks in the behavior of most of the people in the village: muscule spasms, little repetitive moves, emotionless facial expressions or faces full of anguish. A few quiet clerics of Alemi in white robes move about among these unfortunates. A few of the patients are tending to a small garden behind the shrine. Others are spending their time weaving or performing similar common activities. A number of them just sits there staring at nothing.

Dinner is served on a long table in the backyard of the shrine. There is bread, white cheese, onions, dried fruit, a modest amount of sausages and strong herbal tea. The healers and patients alike - about 30 people altogether - sit together to eat in silence. A few of the patients have to be fed by hand.

"Thank you for your offer of help" - says Filea - "but I'm afraid most of those in our care can be only healed by the passage of time. Those who can be cured by Heal come and go as every few weeks a brother from Korri visits us to minister to them. Those who stay are mostly suffering from grief. Sometimes it takes a lot of time to come to terms with a loss of a child or a loved one. We help them as they walk along that path."

When the mysterious man is mentioned the priestess lets out a sigh and leads the group into the shrine. There she bows her head and extends her palms outwards carefully scanning the group for a few minutes in silence. Those sensitive to magic can feel tension in the air as divine power engulfs the Knights and passes through them [Spellcraft DC16 Highlight to display spoiler: {Detect Magic} and spellcraft DC16 Highlight to display spoiler: {Detect Evil}].

Eventually satisfied, she nods and says: "Yes, I have been told to expect somebody to come and investigate the matter further. You certainly may see the man, but speaking with him is another thing. Please follow me." Filea leads the group down a narrow and winding stairs into what appears to be a small cellar under the shrine. There she touches one of the walls and it slides open revealing a dark passage. She snaps her fingers and a gentle, yellow light comes on. There are small rooms to the left and right and through half-open doors one can see that some of them are used as labs or storage space. The scent of rare herbs and medical concotions hangs in the air. Finally Filea produces a large key from her sash and turns it in a lock fitted in a large, wooden door. It opens with a squeak.

The small room inside is almost empty. There is a low bed in the middle of it. A man is lying motionless on it, his skin very pale, so that he looks more like a cadaver than a living person. He is rather old, maybe in his fifties, but looks lanky and in good physical health, and his curly hair is raven black without a speck of gray. He is wearing a short, black undertunic. Only by looking very close one can see that he is breathing. Closer examination reveals also a net of extremely thin, black lines that can be seen running in a chaotic pattern on every exposed part of his skin.

There is a long table under one of the walls. A stack of neatly folded travel clothing has been left on its surface, along with a backpack, a pair of long, leather boots, a staff, a few pouches, three books and a small pile of pitch black, glistening stones.

"This room is heavily shielded from divination magic. We have been told he will be looked for, so we placed him and all of his belongings in here. Please do not disturb our wards by removing anything from this chamber."

"He's been in this state ever since we found him. The flesh lives, but it appears as if no soul was inside it. We have to feed him and trickle water down his throat, but his body is not taking this well. I'm worried that if nothing changes he will soon die."

"Father Athor will be joining us soon. He is the one who has been charged with taking care of him. He has examined him with great detail and might tell you something that will help you in your investigation."

Vedik Current Spells 
Monday May 26th, 2008 10:54:35 AM

The old dwarf bows in thanks to Filea, clearly respecting the woman. He scratches his beard while looking over the man. "I think it best to find out exactly what has been attempted in the way of cures. Can you tell us Filea, or is Father Athor the best one to answer?"

ADM Joe Posting Report 
Monday May 26th, 2008 6:55:39 PM

Week of May 19 - 25th

M...T...W...R...F
DM.................X...X....X....X...X
Tratain...........X...X....X....X...X
Vedik.............X...O....X....X...O
Monthor.........X...X....X....X...O
Arien.............O...O..O....X...O
Jova..............X...O...O....X...O
Dwight...........X...X....X....X...X
Draax............O...X...O....X...O

Tratain  d20+17=33 ; d20+6=8 ; d20+15=34 ;
Monday May 26th, 2008 8:56:10 PM

Tratain nods to Filia and says "We will be sure not to take anything out of the room, but I assume we may look through the things here?"

If no objections are raised Tratain begins Examining the Man attempting to see if he can identify what is wrong with him. (Heal 33, Spellcraft 8)

After looking over the man Tratain casts detect magic to determine if anything he owned is magical, and anything that is magical he points out to his comrades to be careful touching those objects. If anyhting is Filia he asks if they have been identified as perhaps something he was carrying is responsible for his condition.

Tratain then examines the pile of black stones trying to determine what they are. (Knowledge Religion 34).
He then moves onto the books. Tratain will look through them and see if anything can be learned from them, (With Permanent Comprehend Language) If any of the books are magical Tratain will not attempt to open them or touch them until Arien deems it is safe.

Draax 
Monday May 26th, 2008 9:14:36 PM

Draax stands out of the way and let the magically incline members of the group assess the situation. Every now and then, he pokes his head in out of curiosity to see how thing are developing.



Dwight  d20+7=15 ;
Monday May 26th, 2008 9:46:25 PM

Dwight looks carefully at the skin on the sleeping man. At first he keeps clear, but eventually he touches it and looks for a pattern in the black lines. (Perhaps a natural poison? knowledge: nature: 15)

Does the skin look more tattoed with the black lines or bubbled blood veins?

The objects Dwight avoids for now intrigued with the man. In the end, opening an eyelid for closer examination.

Monthor Hit Points:151 AC30 
Monday May 26th, 2008 9:50:12 PM

" Food? "......
" Me'll stay here... with the food.... and drinks right?... yummm.... food.... "

Jova [Steed 30 hours] 
Tuesday May 27th, 2008 1:13:59 AM

Jova is renewed and exhilerated now he has had time to be in the saddle. Although he didnt mind walking, riding was much more satisfying. At the settlement, he allows the others to go and see the man. Jova stayed back and kept an eye on Monthor.

Arien  d20+36=42 ; d20+36=45 ; d20+29=40 ; d20+29=31 ; d20+30=43 ; d20+36=54 ;
Tuesday May 27th, 2008 1:46:21 AM

Arien acknowledges the priestesses spells with a nod and a slight smile at her findings then says, "Dinner would be welcome, if you agree to let us host the next meal, I would need to know how many to prepare for though."

When shown the stones Arien approaches and examines them without touching them or any of the other belongings. (Knowledge: The Planes 40, Knowledge: Dungeoneering: 31, Knowledge: Arcanna: 43, Spellcraft: 54)

((Last week was finals week, hence the lack of posts))

Investigations - DM Marcin 
Tuesday May 27th, 2008 5:29:03 AM

As Arien offers to host the next meal Filea looks a bit surprised and then smiles. "Thank you. We will gladly accept your hospitality if it is not a burden for you. There are, let's see, 29 of us altogether. We usually supper about an hour after dusk. I hope we will have a cottage ready for you by this time. The accomodations are not fit for a king, I'm afraid, but at least it is a dry place to lay down your head that keeps out the mosquitoes."

The group examines the man in stupor. As Dwight looks closer at the net of black lines covering his skin he realizes that these are way too narrow to be veins and couldn't have been done by a tattoo artist because the skin is not broken even in a single place along them. Also, they seem to run deeper than just on the skin, as if what could be seen of them was only a hint of what was going on inside the body. When Dwight rises an eyelid he notices that the man's irises are brown, with wide, black pupils unresponsive to light. Gazing into them is uncomfortable as if one was looking into the emptiness of the void.

Tratain's skillful examination of the body of the man suggests that he has recently undergone some severe magical trauma. It looks as if he was caught in a middle of a powerful discharge of concentrated magical energies. The lines on the skin might actually be traces left by lightnings of pure magic entering and leaving his body. One can only guess that it was pure luck that these injuries didn't prove fatal. Later ministrations, probably by priests of Alemi, managed to keep his body alive. The man's head does not bear any signs of injury and Tratain does not find any physical reasons why the man doesn't regain consciousness.

Footsteps can be heard advancing down the corridor and the group is joined by a short, older man, wearing a white robe. He is rather plump, and his face is rounded by a neatly trimmed silver beard and a line of gray hair. Thick spectacles ride on the tip of his crooked nose. His forehead is sprinkled with drops of sweat.

"Alemi bless you and keep you in good health. I'm Athor, resident - well - bookworm, you could say." He wipes his forehead with his sleeve. "I take it you are the people who were sent to investigate my patient further?"

Answering Tratain's question, he counts off on his plump fingers. "Ah, here we need to get a bit technical. When he's been brought here - by Teleport - he looked badly burned, and initially I thought he might have been hit by a lightning. We started off with Heal. That seemed to fix the physical injuries, but he just wouldn't wake up. I made sure there was no active magic present on him, followed this with Remove Curse just in case. Then I tried Restoration and Remove Disease with no results. I even tried to place him in an Antimagic Field for a while - nothing. Quite a puzzler, this one was. I had to resort to divinations and here I finally were able to get some hints."

"You could be quite right with this suspicion of yours that something he carried caused this condition. See, I think the man suffered from a severe spell mishap. Given that he was found in the middle of nowhere, I suspect some kind of grave malfunction of travel magic. We suspect he was carrying something very powerful that didn't take too well to travel by magic. It would probably be accurate to say that the man had his soul literally blown out of his body."

"Now, if this soul was just disconnected from his flesh the magic I applied should have been able to bring it back. But it didn't, so his soul is not roaming free. His body is not dead, so his soul didn't cross over into the care of Gargul, either. Hence, I thought it was safe to assume that his soul had been trapped somewhere."

"My later divinations have shown that his spirit, dark and corrupt, must have been drawn into the direction of Koshe-Marr, only for some reason it didn't cross its boundaries and got stuck somewhere on its border planes. I'm sorry I'm the bearer of bad news, but it seems there is no way to talk to him - not unless you are Valdor himself and would dare to actually go pluck his soul right from the borders of Marteaus' dominion."

Filea narrows her brow. "For the last time, Athor! Don't you dare to speak this name here ever again!"

Turning to the group the priestess continues: "You may look through his things freely. We have checked them and identified most of them. There are several mundane magic items - a few weak, general purpose potions, a few standard wands, an enchanted combat staff of moderate power and a spellbook with mostly dark magic inside. Judging by the spells inside he was a mage of reasonable power. The only unknown on this table is this pile of black stones. I have never seen anything like it or even heard about similar things. I have no idea what they are made of. All I have learned is that every single one radiates strong necromantic magic."

The party turns its attention toward the stones. Each one is rather heavy for its size, as if made of lead, and cold to the touch. Tratain has never heard of any similar items that would have any religious significance. It is finally Arien's vast knowledge that allows the party to shed some light on this mystery. Careful examination of their auras and cross-referencing with the library Arien carries in his head allows finally to make a hypothesis that these are containers designed to trap spirits, a bit similar to gems used in the casting of a Magic Jar spell, but with some different purpose. Judging by the leftover auras all of them - and there are more than sixty - held a soul not long ago, but now all are empty.

One of the books is a spellbook. The second one, entitled "Safe Roads of the Elennian Peninsula", is an atlas of some kind that describes the major routes of this part of the Wold. It is not magical.

The third book is a small journal bound in black leather. Its pages are about halfway filled with lines of strange symbols made up out of dots and slashes. It looks different from the script in the journals recovered for Arrak, though.

Filea says: "A man from the Dragon Consortium who brought him here stayed for two days and tried to decipher the book. He told me what he learned before he departed so that I could repeat it to whoever came later to continue with this investigation. The pages with his notes are inserted into the journal.

The priestess opens the journal and pages to the last entries. "He told me that he thinks this is a personal code of this mage, used probably only by him for sensitive notes. As you can see, each paragraph on every page is preceded by a short line. He assumed that this line was encoding a date and maybe a place where the entry was written. He further assumed that if the man had anything to do with the earthquakes, the names of the afflicted cities will be in here together with the dates of the disasters."

"After a lot of trials and mistakes he finally managed to decode about one third of the symbols. It is a difficult code to break, every sign stands for two or three letters, and its value may depend on what symbols came before it. As you can see he penciled in translations where he could figure them out. It seems our patient has been travelling all over the peninsula, appearing at each bigger city a few days before an earthquake struck. Judging by the dates he must have used magic to move about. Under every name of the city there is a list of what we assume are people's names - undecipherable - and each name is followed by a number, usually from five to twenty. It looks like a log of some sort."

"Or a shop ledger" - adds Athor.

Meanwhile Monthor and Jova are enjoying the food and fresh air outside. With dinner over the people have cleaned up their plates and left. The only person who stayed is a middle aged, white-haired woman who was silent during the entire meal and had to be fed with a spoon. Her stare is vacant and lost, as if she was trying to see through the green of the forest. And then she suddenly focuses her pale blue eyes on the human and the dwarf and whispers:

"A sundered one remade whole-
A road through fire-
-The darkest flame must be reborn.


Vedik Current Spells 
Tuesday May 27th, 2008 8:10:39 AM

Vedik scratches his beard, clearly disturbed. "More than sixty souls? If what you say about the journal is true, the names could be people assigned to various cities, and the number the number of souls each person is supposed to use to power the earthquake."

Vedik looks over the journal, and tries to see a pattern between the total number under each city heading, and the groups knowledge of the strength of the earthquakes that hit that area.

He also asks Filea and Althor if they have tried a sending spell.

Tratain 
Tuesday May 27th, 2008 6:21:51 PM

Tratain thinks for a moment and says "So It seems that all of those Gems once contained souls, My guess is those are what was used to power the earthquakes, if it was a spell he cast maybe it is written in his spell book. How he lost is soul though puzzles me. Perhaps it was a trap set by the other Sons of Dread? Once he finished with all the soul containers it triggered to keep him from being captured or giving up information in the future?"

Tratain continues "If it was an item he carried that caused this, or an item that triggered the earthquakes where is it? The only thing I can think of is it is among the items here hiding its true nature, it is somewhere near where he was found or it went where he was intending but he didn't make it that far."

He addresses Filea and Althor do either of you know where he was found? We might get some clues looking there, we can also compare it to where Arien determined the earthquakes were centered on, and see if is near there. We also have a comrade who might be able to translate the journal, but we will have to take it to him, and we will need to contact him to let him know it is coming. He has wards against scrying as well, but we'll have to find out how close to his warded room someone can teleport, and I wouldn't go teleporting in there unannounced anyways. As for going to fetch his soul, that will be our last resort if all the other leads fall through."

He says to the group "Arien I think tomorrow we will need you to identify everything he was carrying just to make sure it matches what Filea and Althor found. Also You and Jova should look through his spellbook to see if anything in there could have caused the earthquakes or his traveling accident. I'll read through the Mundane book to see if he has any notations or any other clues in there. If we get our friends permission to bring the books to him I think the quickest way would be for you to teleport to him Jova, and bring all three books just in case the other two are needed to break the code. Teleporting out from this room to as close to the wards as possible should minimize the chances of anyone scrying detecting anything. We can go search the spot where he was found and head towards the spot Arien marked on his map while we wait and see if anything can be learned from the book. We'll need a couple of Sending spells apiece tomorrow Vedik. And anyone else who wants to take a look at the books should as well, maybe you will see something that I don't."

Tratain will read through the "Safe Roads of the Elennian Peninsula" and the coded book if he has time with his Comprehend Languages, stopping only to help host dinner as Arien has offered.

In the morning Tratain casts a Sending Spell to Lord Arrack if no one has any progress on decoding the book "Have Sons Journal for decoding. Son's Probably looking for it. How close to your Warded Room could Jova Teleport and when can he Bring it."

If Arrack answers Tratain asks Jova to Teleport the Books to him and then come back, and once he returns if everyone is ready the group will head for where the Man was initially found.

Dwight 
Tuesday May 27th, 2008 10:06:56 PM

Dwight listens to the little information pertaining to the rocks. "Perhaps he tried to place the soul filled rocks in something equivalent to a bag of holding and KABOOM! The possibilities are almost endless unless we get more information."

Offering what limited aid he can, he helps on decoding more of the book.

Draax 
Tuesday May 27th, 2008 10:31:56 PM

Draax listens to the conversation and wonders what the man could have done to cause himself to be in his current state. "Whatever he did, lets make sure we do not repeat his mistake as we try to help him."

Draax gets a good night sleep and is ready to head out when the others are ready.

Jova [Steed 30 hours] 
Wednesday May 28th, 2008 1:10:44 AM

Jova looks at Monthor as the old woman speaks. "Well dwaef, what ya make of that? She has had her eye on you all day, strange way of flirting."

Jova stands to leave the 2 lovebirds to their couting. Taking the reins of the horse he walks the edges of the settlement. He calls Z to his side, and sends the bird to scout. This pklace was indeed rare, and wird. Jova doesnt communicate with anyone simply staying out of the way of others. Every so often he stops and concentrates, trying to vy the surrounding area for any signs of disembodied spirits. He dows wonder why, since he can not truly communicsate with them, other than to send them on their way. He did it more for practice.

If/when Tratain mentions the teleport, Jova instantly agrees. He also repeats the words the old woman had said to Monthor. He really didnt beluieve the woman was interested in Monthor, it was just fun to get his reactions.
"A sundered one remade whole-
A road through fire-
-The darkest flame must be reborn.

"Not at all surte what it means, but something other than the woman was trying to communicate it to us."



Plans for the rest of the day - DM Marcin 
Wednesday May 28th, 2008 4:18:57 AM

Filea nods her head in agreement. "I am no expert on these things, but I do know that the life energy of a person can be spent by an unscrupulous mage to further his own ends. If what you say about the stones is true than the souls could have been indeed used to start these disasters."

Vedik tries to look for a pattern between the strength of the earthquakes and the number of gems, but there doesn't seem to be one. It seems that the larger the city, the more names are written in its paragraph, but the man's journeys have brought him to places where there were no earthquakes the party would know of but still there are quite a few names written under their entry.

When asked about the Sending spell Athor's cheeks flush briefly with embarassment at this omission. "Umm... no, I didn't try it. But even if I did think of that, I'm not sure what could I tell him? Hi, this is your body, having muscule atrophy, wish you were here?"

"Athor!" Filea stomps her foot. "This is totally unapropriate!"

Resuming the conversation, she says: "If it was a trap set for him to hide their tracks it was a botched one, given that all of this" - she points to the table - "was left behind."

"It can be a diversion to put them on the wrong thrck" - remarks Athor.

"Highly doubtful" - replies the priestess. "From what I understand before this find there was no connection between the Sons of Dread and the earthquakes whatsoever."

"Ah."

"We have been told that all the items taken from the place where he was found are here. If there is a hidden item of power among them it eluded our identifying efforts."

"He was found in the wilderness on the northern borders of the Emerald Kingdom, in the middle of nowhere, far from all settlements. There was nothing there and, as far as we know, no earthquake struck that region in recent years. He was only found because the Consortium routinely performs divinations to warn them of incoming dangers and their scrying revealed his location. If their agents didn't find him he would have died. I am told they thoroughly searched the area where he was found using proper spells, but if you want to take a look for yourself one of our brothers at Korri who took part in the expedition could take you there.

"Well, I can't really forbid you to take the books from here. I would ask you to exercise caution, though, so that you do not lead a group of assassins to my shrine."

As the Knights browse through the spellbook they discover a rather mundane collection of spells.

[Contents of the spellbook:
0th level: all arcane,
1st level: Endure Elements, Mage Armor, Comprehend Languages, Cause Fear, Chill Touch, Magic Missile,
2nd level: Darkness, Command Undead, False Life, Ghoul Touch, Scorching Ray,
3rd level: Hold Person, Tiny Hut, Vampiric Touch, Fly,
4th level: Dimension Door, Detect Scrying, Enervation, Fear,
5th level: Teleport, Nightmare.]

Jova wanders around the grounds of the temple, but finds no lost souls. It seems that clerics of Alemi make sure that their departed find their way to the proper afterlife.

[There are still about 6 hours before evening. There were various suggestions on what to do next. Please specify what you would like to do until the morning of the next day.]

[There is enough time left in the day to spend 8 hours crafting if you wish.]

[If you attempt to decode the books either make an appropriate knowledge roll (but I doubt somebody has Knowledge:Cryptography or Knowledge:Mathematics?) or an untrained Int roll.]

[Since, from what I understand, Tratain has to wait with his Sending to Arrak until morning I will post its result tomorrow.]

Tratain  d20=1 ; d20+15=35 ; d20+3=9 ; d20+1=11 ;
Wednesday May 28th, 2008 6:27:14 PM

Tratain listens to Jova repeat the phrases and attempts to remember if anything in there reminds him of anything of religious significance. (Knowledge Religion 35, Nat 20) And asks Athor and Filea about the woman. If she has said things like this before and if they have written it down. If it is significant and not just mad ramblings perhaps she has spoken more before and it was recorded by the Monks?

Since there are 6 hours until Evening Tratain will spend some time Trying to decipher the Code, But he gives up after a bit only managing to give himself a headache. (Int Check 1) He decides to help out as he can around the Shrine before Dark and if able he attempts to see the Woman Jova has said spoke the Strange phrase.

During the Night Tratain asks the Group to split into two for watches, and Tratain takes watch opposite Vedik. He also asks that of the three people on watch two stay with the Comatose Man and his belongings to make sure nothing happens to them before morning, and the other stays with the sleeping members of the group to keep watch there. In the Morning Tratain uses the Sending spell to speak with Arrak.

OOC: was thinking for watch, 1st Group Vedik, Arien, Dwight, 2nd Group Tratain, Monthor, Jova. And Draax with his ring of Sustinence can sleep when he wants and still be able to help with most of both watches.

Rolls if needed
Diplomacy - 9
Gather Info - 11

Vedik Current Spells  d20+29=37 ; d3=2 ; d20+29=30 ; d20+29=45 ; d20+29=49 ; d20+29=44 ; d20+29=41 ; d20+29=45 ;
Wednesday May 28th, 2008 6:51:15 PM

Vedik nods to Father Althor. "I wouldn't have thought of it either, except that I used it quite recently. We could try if you wanted. I have one prepared. Or we could send to a message to Arrak now and try the captive tomorrow."

Vedik spend the evening working. During his watch he takes the time to repair anything about the temple that might need it.

Before resting for the evening, he draws Woldsblood, and recharges some wands.

OOC:
7 successful draws, 28 drops.
8 drops: Recharge 4 charges of Resist Energy wand
12 drops: Recharge 4 charges of Cure Serious wand
8 drops doing routine repairs around the temple (if mores needed I'll lower the amount on the wands)

Vedik Current Spells 
Wednesday May 28th, 2008 6:53:50 PM

Vedik also asks Father Althor if theres anyone here that need help. He has two Heal spells, and many curing spells available.

Monthor Hit Points:151 AC30  d20+1=2 ;
Wednesday May 28th, 2008 8:48:30 PM

Monthor, getting bored, also takes a look at the Code but quickly gets bored and moves on ( nat. 1) to look for something to drink or eat.

Monthor then beds down early since he's on the second watch. The dwarf makes himself comfortable and pets his axe good night before slumbering off to sleep.

" Nighty night Fred... "



Draax 
Wednesday May 28th, 2008 9:56:58 PM

Draax gets something to eat and drink before taking a couple of hours of sleep at the beginning of the first watch and remain awake for the rest fo the watches.

Dwight  d20+2=5 ; d20+2=19 ;
Wednesday May 28th, 2008 11:23:28 PM

As the priests/helper leave, Dwight offers one more suggestion to the group regarding the man. He makes sure only the group is around as he prefers this conversation not get overheard as it can easily be misinterpreted. "I could try to call the spirit of this man. If he is willing we could converse with him briefly. Course, I doubt he is willing, but I can at least try."

Dwight looks to see if any object, and then pulls out a small cauldron from his bag. He looks to see the inquisitive faces of his group members. "Just a side hobby," is the only comment he provides. Using his dagger, he cuts off a small portion of the man's hair and places it in the cauldron with some ginseng and dark wellow and then chants a moment quietly to himself. (Cast Call Spirit )

Should the spirit arrive, Dwight and the group will have several questions. Otherwise, Dwight takes his watch and makes a duplicate of the journal (craft: artist: 19)

Dwight offers what help he can on the book (int: 5), but is just as stumped as everyone else.
OOC: Anyone get the feeling we REALLY aren't suppose to be able to decipher that book?

As others leave, to have fun, Dwight believes, he quickly loses interest in the book as well.

Arien  d20+11=21 ;
Thursday May 29th, 2008 1:14:34 AM

Arien spends some time with the journal to see if he could figure anything else out (Int check = 21) then takes up watch and considers what he'll server for breakfast.

Jova [Steed 30 hours]  d20+15=21 ;
Thursday May 29th, 2008 1:45:01 AM

Jova wastes the rest of the day wandering around. The ride had been good to remind him walking really wasnt fun. He takes his watch when asked. He allows for Z to do the scouting during the night. He also declines to look at the book, never having been schooled much.

Z spot 21

Summoning spirits - DM Marcin 
Thursday May 29th, 2008 4:27:56 AM

As Vedik offers to try to contact the man with Sending Athor spreads his hands. "Couldn't hurt, I guess, but you try it. I have no idea what I should be asking about."

"There is nobody here right now who would be physically hurt" - explains Filea as Vedik offers spells. "What our patients need is time, care, and peace."

Jova's news that the woman spoke to them are received by the two clerics with surprise. "Lune doesn't speak" - says Athor - "well, at least not anymore."

"Maybe she is finally opening up" - wonders Filea. "I'll go and take a look at her now."

"Doesn't sound like opening up to me" - mutters the plump priest as he, too, turns to leave. "More like something is speaking through her. Do let us know if she says anything else, all right?"

With that, the party is left to their own devices.

The progress with the book is not encouraging. Tratain and Dwight have a hard time figuring out even how to start. Arien does better, but all he manages to achieve in the limited time that is available is to confirm that the translations that have been made so far are probably correct and conjecture about the value of a few other symbols. No new relevant information is revealed.

Vedik spends his time walking around the temple, looking for things to fix, but finds that the grounds are very well maintained and there is no need to spend woldsblood - what small mendings are necessary are easily done by hand.

Z is sent to fly above the shrine, but there is nothing interesting to report and his avian mind quickly turns its attention to the small birds of the forest.

As Tratain goes to look for the woman named Lune he ponders the three lines she has said. These sound like a prophecy of some kind, or part of a prophecy, but Tratain doesn't think he has ever heard them before. He finds her sitting on a small bench near the strem, looking into the flowing water. She turns to look at him when he speaks to her, but her eyes do not show understanding of his words. She just sits there smiling softly and is quiet.

The night passes and the Knights keep watch. So calm and quiet is this place that it is hard to remain awake. Nothing exciting happens in the cottage aside from the snoring of Monthor. Keeping watch next to the man is rather creepy and feels like taking part in a wake, and those who spend their time with him are doubly glad when the morning comes.

Tratain sends his Sending to Arrak. The dragon deliberates for a moment and then a reply comes: "Come today between noon and dusk. Teleport into guest hall where the palms were. Will have wards ready there."

It is early morning and the birds haven't started singing yet when Dwight senses the time is right for the spirits to talk. As he prepares his cauldron and starts the ritual he witnesses the water in it grow dark, as if he was looking into a starless sky. He reaches with his mind into the endless vastness of the planes, looking for the tiny spark that is the man's soul, looking, searching, calling...

And the call is answered.

A ghostly image of the man appears in the cauldron, but it is flickering and dim, fading in and out, as if viewed from a great distance. Then something strange happens, something Dwight has never seen happen before: the image if the man parts into seven copies, as if he was under effect of a Mirror Image spell. These faces shift, split and merge, some of them barely visible while others are prominent, only to change places seconds later. Suddenly all of them become solid at once and open their eyes, focusing insane, black eyes on the face of Dwight. A chorus of voices sounds out. It is hard to make out in this chaos what any individual voice is saying.

"Damned and cursed you will-"
"-no no NO NO go away leave me-"
"-for it is only just and fitting that my fate-"
"-and for this too I grieve-"
"-will not bend down to your!-"


The sudden and unexpected effect of the summoning shakes Dwight. He senses that the spirit (?) will break the contact soon, but there might be time for just a few questions...

[Dwight takes 2d4 temporary Con damage as per spell description.]

Tratain 
Thursday May 29th, 2008 8:06:30 PM

In the Morning Tratain says "I sent a message to Arrak, he said to bring the books between noon and dusk. So a little after Mid-Day Jova, if you would mind could you teleport the two of us there. He said we can teleport straight into the the entrance hall, with the Palms."

When Dwight casts his spell Tratain remains silent not wanting to interupt the spell, and listens to the questions and answers that the group had come up with.

After the group is done speaking with the spirit Tratain does what he can around the shrine until it is time to go see Arrak, he leaves the Orb with Vedik when he goes.

Dwight--Con drained 5 pts  d4=1 ; d4=4 ;
Thursday May 29th, 2008 9:36:31 PM

Dwight worries about the quality of response he is to get with the questions he asks. However, any answer will provide more than they have.

OOC: In order asked

1) Who is responsible for the earthquakes?

2) What is tormenting you, and can we stop it to lay you to rest or cure you?

3) How do we decipher your journal?

4) Is there a next of kin we can notify?

5) Where were you based?

6) What do you know of the Legion?

Dwight attempts to ask as many as possible. Bouncing better needed information (odd questions) and personal information (even questions, hoping to keep the spirits interest).

If he is still around, Dwight is more than willing to ask more, but they will likely be asking for more detail to what has been provided.

Temp. Con dmg: 5

If the spell ends, Dwight will tell the group that Gargul still considers this man's soul has yet to find Gargul (a.k.a. the man isn't dead)

Vedik Current Spells  d20+29=38 ;
Thursday May 29th, 2008 9:49:45 PM

Vedik wakes with a yawn. Stretching, he goes about his morning routine, seeing to his prayers and morning woldsbood draw. He anoints and extends the magic vestments on his shield and armor, and casts his usual spells.

OOC:
Usual buffs: Buffs: Magic Vestment (extended)x2, Delay Poison, Greater Magic Weapon on Heavy Mace, Mindblank

Jova [Steed 30 hours] 
Friday May 30th, 2008 2:10:48 AM

Jova wakes and dismisses his steed. Then he casts the spell again calling forth a new one. He knew they would last a little more than a day, but it was safer summoning new ones each morning. He is very interested in the procedure that Dwight is attempting. He asks Z to watch over his summoned mount as the 'calling' is taken care of.

When all is done and accomplished, Jova awaits the trip to Arraks. He can take 4 people. Before he does the actual teleport, he casts IMprove invisibility on each member going. It would be better to arrive unseen, whether the wards were in place or not. Also the elapsed time of being invisible was only a minute, or so.

The spirit talks - DM Marcin 
Friday May 30th, 2008 7:50:18 AM

Dwight asks many questions, but he is not sure if the spirit, if this thing can indeed be called that, is even listening. He doesn't get any reaction until he speaks the word "help". The babbling of voices stops for a second and then a chorus practically shouts at him:

"Yes! Help! Release! End torment! Be no more!"
"-do not need you! None of you, I say! I'll manage-"
"-mockery, I'm seeing right through it, you fiends!"
"-afraid, so dark, so cold, I don't want to-"
"-so that I can go receive my just-"


The spirit - and the water in the cauldron - becomes agitated. The faces start to spin in the pot until they and their words melt into a whirpool of primal colors and simple sounds. The link is broken and Dwight is left standing on weak legs hearing ringing in his ears.

As the new day progresses the party takes care of various small tasks. Tratain seeks to help around the shrine. Athor is very glad to have him volunteer his time and leads him to one of his older patients who, as the priest explains on their way to him, really needs just somebody to hear him out. The grandpa is indeed in a talkative mood; after an hour and a half of listening to boring stories from his youth Tratain starts to wonder if he hasn't been a subject of some kind of practical joke.

The sun slowly makes its way acros the sky, but its exact position is obscured by a blanket of leaves. Noon comes and goes and it is time to pay a visit to Arrak. Jova says that up to three other people can accompany him and Tratain.

[Please decide who goes to Arrak and who stays.]

Monthor Hit Points:151 AC30 
Friday May 30th, 2008 10:41:34 PM

Hey, Arrak has good food.. .Me and Fred,we'll go...

Arien 
Saturday May 31st, 2008 2:59:46 AM

Arien will stay here, he did offer to host a meal after all. Arien takes out his spell materials and after a brief moment, casts Mordenkainen's Magnificent Mansion, designating all the residents and party members as capable of entering the spell. The interior of the spell forms a grand marble room with various statues, tapestries and murals in honor of Alemi. A huge banquet fills the room on various tables and ample sitting room is provided for all. Satisfied with the results Arien goes to find Filea and let her know that the food is prepared and that whenever they are ready the residents can meet him just outside the temple for their meal.

Dwight--Con drained 5 pts  d20+7=25 ; d20+8=25 ; d20+7=16 ;
Saturday May 31st, 2008 9:42:22 AM

Dwight also offers to say, being weak kneed and a bit dizzy. He relays again to the group that the man is not dead, as he would be even more drained is he had conjured a dead soul. Otherwise, Dwight is somewhat frustrated and disappointed, his opportunity to aid his new comrades failed. "I'm sorry I wasn't able to learn more, spirits are tricky and they must be willing. I'm kind of surprise he appeared at all, but I think a portion of him must have realized the harm he had done and the penalty he is and will pay for all eternity."

"I'll stay and rest, though I would love to chat with a dragon again, especially if he is in a happier mood. Arien, you need help with the meal, I could contribute as well."

OOC: Create Food & Drink or Create Water

Later in the day, Dwight carefully examines the stones, moving them with cloth holds looking for writings and compares the color of the rocks against the bodies webbed marks. Could his body absorbed one of the rocks during teleport? (spellcraft: 25, use magic device: 25) If so that would make 41 stones, is this referenced in the journal (legible?).

Dwight will inquire with others if they know of a religious or number significance to 41, as compared to 40. (OOC: not sure if knowledge nature does much here, but there is some correlations between numbers and nature and prime numbers....math geek.and it is the 13th prime number, and I like the number 13...skill check: 16)

Tratain  d20+15=30 ;
Saturday May 31st, 2008 7:39:56 PM

When it is time to go Visit Arrak Tratain excuses himself from the Old man who's stories he was listening to all morning and goes to find Jova. When Monthor Volunteers to go aswell Tratain says "I think just the three of us would be best going, we need most of the group here to watch the Orb. I'm not sure if the Invisibility spell will be all that useful or wise Jova, but I'll leave the decision to cast it up to you. Its not likely to help against anyone powerful enough to be looking for the missing Son's member or anyone trying to spy on Arrak, plus with that group of adventurers being charmed into attacking him not to long ago it may give him the wrong impression."

Before the group departs Tratain does his best to answer Dwights question (Knowledge Religion 30) and offers to use the restoration wand on him to cure his weakness if he wishes it.

Draax 
Sunday June 1st, 2008 10:21:42 PM

Draax will stay. If some of the older patients only need someone to listen to them, Draax decides that he could spend a few hours pretending to be interested. While listening, he nods his head at the appropriate moments and ask a few questions at the times when he is actually listening. He excuses himself every now and then to get something to eat and check on status of his comrades.

Dwight--Con drained 5 pts 
Sunday June 1st, 2008 11:27:02 PM

Dwight accepts the use of the restoration spell as he really needs to be ready should the orb cause more issues.

Vedik Current Spells 
Monday June 2nd, 2008 7:18:40 AM

Vedik agrees to stay and guard the orb, spending the morning working, and enjoying Ariens feast.

At Arrak's home - DM Marcin 
Monday June 2nd, 2008 7:32:16 AM

Dwight examines the strange stones. There are no markings or writtings on them, and the color of the lines running through the man's body does not match the shade of the gems too closely. After pondering it for some time he decides that it is unlikely that one of the stones merged with the man's body - the resulting damage would probably have been much more severe. As he checks the number of the stones on the table against the journal he notices that when one adds all the numbers in the entries describing the necromancer's last journey one gets precisely the number of the gems he had on him when he was found.

Tratain heals Dwight of the fatigue induced by dabbling with spirit magic.

Draax engages in some charity work. Two hurs later, Filea, who noticed him talking to her patients earlier, passes by again and says with a smile: "If you ever grow tired of living on the edge and wish to retire you are welcome to come here and stay. Not as a patient, of course, I hope."

When the time comes for the offered meal and Arien erects his mansion there is an outcry of amazement from the small crowd of his guests. They get even more impressed when they enter and are served the magnificient feast waiting for them inside.

"See Filea, this is precisely why we should get a resident wizard." - says Athor.

"You'd spend more time stuffing yourself than working, you glutton" - replies the priestess, who even during the feast hasn't lost her professional approach and is watching her wards for signs of change. As the morning progresses she stands up and bows to the Knights. "Dear guests, you have our deep gratitude for providing such a treat for us. May the blessing of our lord go with you wherever you may tread."

Meanwhile Tratain, Jova and Monthor prepare to visit Arrak through more rapid means of travel than usual. Jova activates Teleport magic and in less than a second the group is whisked away from their current location and arrives at the familiar hall of the home of the dragon.

The furniture has been removed from the dining room. The floor has been swept clean and a wide silver circle has been traced on it with some kind of glistening powder. Arrak, in his human form, is standing just outside of the protective barrier of runes on the floor with a black staff in his hand. Flanking him are two hulking shilouettes of massive metal golems. As soon as the trio arrives Arrak stares intently at each of them in turn, obviously examining them with some kind of spell. Satisfied, he finally nods and walks into the circle.

"Greetings, Gray Knights. I see that the Consortium has taken my advice and chosen you to handle this emergency. Do not leave my circle for now; inside it we are strongly protected against magic eavesdropping. I have been pondering on the series of critical changes in the Wold that are taking place right now and have some thoughts of my own to share and maybe some advice for you, too, but please, let's start with hearing of your recent discoveries. Nowadays my informations tend to rapidly become out of date."

[Experience points - DM Marcin] 
Monday June 2nd, 2008 9:59:48 AM

[Experience points award for the period from Feb the 26th, 2008 to May the 30th, 2008: every character gets 9450 XP.

Hero points were already handed out after combats in which they have been earned.

If you would like to nominate someone for an extra award for good role-playing please e-mail me or post a private message on this board. Please include examples of this good role-play. M.]


Tratain 
Monday June 2nd, 2008 5:52:00 PM

Upon Teleporting into Arrak's Home Tratain takes a look around. Although not having seen the Two big golems before Tratain isn't all that surprised Arrak has taken precautions since the attack on his home not so long ago.

When Lord Arrak steps into the Circle Tratain says "Greetings Lord Arrak. Its been a rough few Days, but we have learned a little about the Earthquakes and Other things. You were correct when you told us the Son's of Dread would probably be none too happy with us. The night of the Big Earthquake they sent people to attack us twice I think. Once for sure, they Tried to Destroy our Mansion. The second time was at the Tail end of our Battle with the Legion that Night, I think that was them but they ended up running into the Legion after we left instead of us, and It didn't go so well for them. It looks like the Legion took about 8 of them back to where ever they came from."

Tratain will go on to describe the Legion to Arrak, what they looked like, Thier fighting abilities, Strengths the group found out about, and ask if he knows anything about them.

He continues "After that we had a meeting with the Emerald Dragons, they told us about our next mission which was to investigate the earthquakes. Things got a little ahh, Heated when we talked about Parnoth, but I guess disagreements happen, especially when one group of people is very close to a subject, and the other is on the outside looking in. Anyway, we traveled to where they told us we could find a member of the Son's of Dread who had suffered some form of Mishap, and we did."

"Once we got there and examined the man we learned a little more. He had over 60 strange black stones that at one time contained souls Arien discovered. We think that might have been how he powered the earthquakes if he was the one doing it. Somehow the mans soul was seperated from his body, he has these strange black marks covering his body, I have never seen anything like it before. Dwight summoned the Mans spirit, it was stuck on a Demi-Plane near Koshi-Marr, a priest at the Shrine told us that was where the spirit was going before it got stopped. We didn't learn much from him, it seemed he was being tormented by something."

"The Man had three books with him, His spell Book, a Travel Guide, and a coded Journal. I'm afraid that none of us posses the skills to decode it, so we hoped that you might help. I brought all three books just in case they were needed. One thing we did learn though is that the number of entries in the journal on his last journey matches the number of black stones he had. We didn't bring any with us, as we weren't sure what caused his accident, and we didn't want to repeat it."

"Also the strangest thing happened while we were there, one of the People at the shrine who the caretakers said never speaks said something to Jova and Monthor, "A sundered one remade whole-;
A road through fire-; -The darkest flame must be reborn." I'm not sure what any of that means, do you have any idea's about that as well?"


Vedik Current Spells 
Monday June 2nd, 2008 7:48:12 PM

Vedik chuckles at the good will and rapport among the followers of Alemi, enjoying himself immensely for the first time in several days. During the meal he inquires about more mundane topics. The weather, how things have changed in the last few years, these crazy crops. His face and words are gentle, but he discreetly probes for any clues about any minor changes post Parnoth.

Meal done, he returns to his work for a few more hours before bed.

Dwight  d20+2=19 ; d20+2=5 ; d20+2=12 ; d20+2=11 ; d20+2=11 ; d20+2=9 ;
Monday June 2nd, 2008 10:22:55 PM

Dwight sits and enjoys the food as well. Once done, he pulls out his pen and some paper and attempts to draw pictures upon request. He tries to put a happy mood on each picture, a smiling face, bright sky, etc.

craft artist: 19, 5, 12, 11, 11, 9 Not his best work, but all but one are given out, the worse one is made into a paper ball and tossed.

Monthor Hit Points:151 AC30 
Monday June 2nd, 2008 10:31:19 PM

Monthor nods at Lord Arrak. Remembering their last encounter, Monthor only nods at the dragon lord and uncharacteristically says nothing.

Draax 
Monday June 2nd, 2008 10:58:22 PM

Draax smiles at Filea's invitation. "Who knows? If I live long enough I might take you up on that offer." Draax enjoys the meal with the others and is more than happy to use this down time to relax.

Jova [Steed 30 hours] 
Tuesday June 3rd, 2008 2:55:28 AM

Jova ecxchanges hellos with Arrak. Then he stands back and allows Tratain to speak. As each subject is broached Jova raises a finger on a hand. He goes back and forth on each hand, surely keeping core with what needs to be said.

As Arak listens to the last item, Jova is left with one finger still protuding. As an afterthought, he adds, "Do you remeber the rod of teleport you gave us? Again I would like to thank you for that. It seems the magic has jumped into me, and now I have an understanding of the spell, and how to use it. Not to sure how it happended, just know it did. So thanks again."

The dragon talks - DM Marcin 
Tuesday June 3rd, 2008 5:19:24 AM

The dragon listens intently to the party as they relate their story. He nods every now and then, as if another small piece of the puzzle just snapped into its right place, but even more often he shakes his head as if he was rejecting refuted ideas. After the Knights finish he is silent as he takes his time to think. Meanwhile his gnome servants, summoned in some unknown way, enter the room and set up armchairs for everyone inside the circle. "Be careful if you have a mind that open and easy to absorb power, Jova Kon" - he remarks as he sits down. "I suspect that before this ends there will be much more magic tossed about around you. Some of it will be tainted and could permamently change you if you let it seep into your head."

Arrak finally speaks: "I am finally convinced that we deal with three great crises that by chance happened at the same time. First, the death of Parnoth. This problem should probably be the least of your concerns as others are working hard to deal with the consequences of this change as they appear."

"Secondly, the orb and the Legion. I have been looking for information on the orb ever since you mentioned it to me. I now believe that this matter is totally separate from the earthquakes. This is just a speculation, but if the bard's tales speak the truth the orb might be a container for a kind of chaotic portal connecting different planes of existence. One such thing was supposedly seen hundreds of years ago in Fae-Skiemir. It is unknown what causes it to become active and what triggers a shift in the places its entrances and exits lead to. I am not sure what planes it connected while it was sitting in that city, but now it seems to be a gate joining our prime material plane with a place inhabited by this Legion. A single bit of good news here is that they probably can't control the portal any more than we do and are reduced to waiting for it to open on its own before they can use it."

"Now, about this Legion - my library does not contain any mentions of it. I eventually was forced to contact an old acquitance of mine, a sphinx who is an oracle of wisdom when it comes to interplanar knowledge. The Legion is practically not known by the sages of our world. The demons, on the other hand, have encountered them before in the far reaches of their realms. They are visitors from far away indeed and might not know more about our world then we do about theirs. There is no doubt though that they are a powerful, evil and conquering race. Demons found out that they are immune to their acid and fire, and that mind magic generally doesn't affect them at all, but their capabilities might have changed since that time. Indeed, we do not know if there is a single faction within that Legion or many, if they are divided into what could be called countries, and if they fight among themselves. We must hope that the portal contained in the orb will attract only their limited interest and we won't see an invasion army coming through it anytime soon."

"Third matter: the earthquakes. I don't recognize the words of that prophecy, if you can indeed call it that. It could have been just a random bunch of words strung together by an ill mind... Let me see that journal."

The dragon starts to page through the book, stopping often and letting his eyes jump across the page in a chaotic way. His lips start to soundlessly move. He pages back and forth through the small notebook, pausing, thinking, making notes. This goes on for minutes, then quarters, finally an hour passes. During all that time Arrak, who seemingly forgot his guests, is picking up speed, moving back and forth through the pages more confidently, and reading out to himself longer and longer bits of sentences.

The gnome servants quietly enter and set out a small table with food and drinks in the corner of the room.

Another hour passes. Dragons are famous for their incredible skill with puzzles and languages, but Arrak must be a phenomenon even among his kind. He now seems to be reading through the journal from the beginning to the end.

"Ah ha!"

"Yes, this might take us somewhere. You see, this is a private journal of the man. He wrote it using a code he devised himself, probably inspired by a variation of the so-called southern symbolic script. The symbols he choose for his alphabet are no doubt inspired by the dread script, but unlike these in the script his symbols are not magic. The Consortium sage couldn't crack the entire contents because apparently he was changing his code over time, making it more sophisticated and harder to break. Earlier pages are written in a different version than the latter ones."

"It looks like he was a courier who has been traveling all over the Wold for two and a half years. My guess would be that he was not delivering the stones, he was collecting them. Twenty souls or so do not posess enough strength to start an earthquake. The Sons must have started to harvest the souls of the living once again, but where do they gather them and how and if they use them to start the earthquakes remains unknown."

"There must be many such couriers traveling through our lands. We will start looking for them, but knowing the Sons obsession with secrecy it will be long before we catch one, and even if we do he'll rather take his life than risk giving away information to us. It was just pure luck that we managed to capture one who is alive - well, sort of."

"It seems that the necromancer in this shrine you speak about is our only lead for now. Do you have any ideas how one would go about bringing his soul back to his body?"

Meanwhile, the feast progresses merrily to its conclusion. It seems that everybody is so stuffed that the whole afternoon will be spent by most just sleeping the food off. The Knights entertain the patients. Dwight's pictures draw a few smiles and soon he has requests for specific pictures - a tree, a dog, the shrine.

It is more from what Filea doesn't say than what she says that Vedik figures out she is concerned, maybe even worried, about the intrusion of the forest into the settlement. The shrine, having been integrated with the Culverwood to start with, does not suffer from such severe intrusions of plantlife as the cities with paved roads, but it becomes harder and harder to go anywhere deeper into the forest. The news of the death of Parnoth haven't reached this peaceful outpost yet.

As the meal winds down the guests leave one by one.

"Where is Lune?"

The strange, silent woman is sitting in the corner over the pages of paper left there by Dwight. She has a small lump of coal in her hand and is tracing something into the page seemingly without looking at her drawing.

Filea approaches her and very gently asks: "Lune?"

The woman quietly stands up. There are two drawings on the table. [First picture. Second picture.]

[Every member of the party gets 250 XP for his actions during the earthquake. I'll e-mail individual XP awards to those who were nominated.]

Vedik Current Spells 
Tuesday June 3rd, 2008 9:30:49 AM

The old dwarf notices the drawings eventually, and wanders over to take a look. "I'd say thats a sign", he grunts. Pondering them with a scowl, he points to the first one. "The body on the side, with something missing, and then the hands reaching for or tossing many things of the same shape as is missing from the body. The taking of souls, I'd say. An that last symbol, I know that one. Its Marteaus' holy symbol."

He then turns his attention to the second picture. "This I can only guess, but it kinda looks like a shaking tree. The shaking, well I think thats obvious. Tree could mean the Culverwood as a whole, or some place within it." He turns to Filea and Althor. "Are there any places in the Culverwood that might be represented by a tree? A city, or a really old tree or some such?"



Tratain  d20+15=24 ;
Tuesday June 3rd, 2008 6:06:02 PM

Tratain sits quietly while Arrak unravels the code in the journal, and listens intently at what he has to say about what he learned from it.

He says "I agree the earthquakes are our number one priority, and the Orb next. It is getting a little tiresome carrying it around always wondering when it'll decide to spit out more demons. As for the Necromancer, The priests at the shrine were pretty thorough with thier magics trying to revive him. They tried Heal, Remove Curse, Restoration, Remove Disease, and they put him in an anti-magic field. I don't think a Greater Restoration spell would have any different result that the regular Restoration spell, but I could try it. I should have tried to cast a break enchantment spell on him before we came but I was thinking along other lines, I will have to try it tomorrow. If we can find a Grim who's powerful enough he may be able to help, though Jova might know more than I. I have heard that they have power over spirits. Two other options I considered were a Planar Ally spell to call a being to fetch his spirit back or a Miracle spell. The thing with those spells is I'll not ask Domi or one of his celestial servants to go do something we're more than capable of doing ourselves, if anyone has to go and retrieve his spirit it'll be us."

He continues "I've been doing some thinking about going to retrieve his soul since one of the Caretakers at the shrine brought it up jokingly. I think we have one more place in the Emerald Kingdom to check out before we consider that option, the place on the map in the Western Culverwood where the earthquakes seems to center on. If we find nothing there, and have no other luck we go and try and retrieve his soul. If you have any advice on that we would appreciate it. There's certain things I know that we will need, The location on the Plane that his soul is on, I would be able to plane shift us if I could find a focus attuned to that plane, and one to the Wold so I could bring us back. We would need some way to locate the soul once we are there, and once we find his soul, we would need a way to bind it and bring it back with us."

"Once we bring his soul back we run into the same problems as with the Living Son's here, unless we had a way to force him to tell us what we want to know it might not help. And he may try and end his life himself to avoid telling us anything"

Monthor Hit Points:151 AC30 
Tuesday June 3rd, 2008 9:26:00 PM

Monthor, listening to Tratain and Lord Arak suddenly feels more... experienced ( ooc> Monthor's reached 17th level Fighter).


Dwight  d20+7=14 ; d20+5=24 ;
Tuesday June 3rd, 2008 10:03:58 PM

Dwight agrees with Vedik's thoughts on the first drawing. He then wonders what significance the other plays (knowledge: nature: 14. OOC: I'm also guessing it is not the symbol for Ebryron)

Speaking to Vedik, Dwight offers some suggestions. "Perhaps if the clergy allow, we could find why this particular patient is here, and if safe enough ask her a few questions while detecting her thoughts. Perhaps even temporarily heal her from her dilemna as she seems to, at some level, to tell us something."

Dwight will inquire about the specifics for this patient, and if the above can be done. He assure them, no harm will be done. (diplomacy: 24)

Draax 
Tuesday June 3rd, 2008 11:40:54 PM

Draax listens to the discussion of the drawing. He has no idea what the 1st drawing means, so he takes Vedik's comments as a possibility. Looking at the second drawing, he says, "Every time I see anything that is related to a tree, I wonder if it has something to do with the mystery tree that appeared in our home. It is very unlikely that the two are related, but you never know."

Jova [Steed 30 hours] 
Wednesday June 4th, 2008 1:28:07 AM

Jova also pays close attention. When Tratain mentions going to get the soul, Jova winces.

"About the retrieving of the mans soul. I was confused as to why 7 different spirits of the same soul came out of Dwights caldron. What confused me more was it seemed the spirits, voices were fighting one another. I have never seen any magicv that can do that.

"On a more specific note. I could teleport you Arrak, back with us and you could inspect the man. If need be I could still return you back here, within hours if you were of a mind to make the trip. That way you could visually inspect the items we seen.

"Oh, and ya I did join the ranks of Gargul, although I am very little prepared for such. "

Making plans - DM Marcin 
Wednesday June 4th, 2008 5:09:41 AM

The Knights gathered at the shrine bend over two strange drawings and try to figure out their meaning.

"It does look a bit like a shaking tree, yes.." - says Filea.

"Looks more like a chalice to me" - comments Athor.

"Hmm" - continues the priestess - "I can't think of a place within Emerald Kingdom that would relate to this picture. If it is really an omen it might not be a direct clue or a hint. These things tend to become clear only after the events they refer to have already passed. One thing worries me though. I don't know where do these messages come from. Not from Lord Alemi, for sure - I would know it if they did."

Dwight quickly becomes sure that the second drawing is not the sign of Ebryron, but he can't for the life of his figure out exactly what it is.

When asked about the woman Filea leads the group a bit away from her and explains in a whisper: "Lune has been with us for over two years now. She was a peasant in one of the villages to the south. We were told that she made a terrible mistake when picking mushrooms and poisoned her family. On a single day she lost both her parents, her husband, and her children. There is nothing physically wrong with her, she simply does not have the strength yet to face what she did and come to terms with it. It is probably, ah, difficult for us to fully understand the extent of her loss. For a farmer her family is her world - when she loses it she loses everything. She simply decided not to think about it at all, but that disaster sits in her and fills her and leaves no place in her for any other thought. If you have an idea how to speed up her recovery please share it. You can talk to her, but from my experience she doesn't answer back and I'm not even sure if she is able to hear what you are saying."

Meanwhile, in the lair of the dragon, the Knights and Arrak discuss the plans for the nearest future.

"The condition the man is in is a puzzle. No person has more than one soul, so why so many answered your call? This makes it difficult to use a Miracle, because it is not obvious what to ask for. We do not know whether the soul is held outside of his body because of some external factor, or because of the condition of the soul itself."

"I somehow find it difficult to believe that your journey to western Culverwood will be fruitful. From what I have seen on your map you can only pinpoint the area with an accuracy of a hundred miles or so. You could easily hide a city in a region that large. A well-hidden secret lair would be exteremely hard to find."

"I agree it could prove useful if I was able to examine the man first-hand. Though I am nowadays very hesitant to do so I think the situation forces me to accompany you to the shrine. Let me instruct my servants how to summon me back if there is an emergency."

The dragon gives out a few instructions to his gnomes. The golems move away in the direction of the entrance to the cave. One of the servants comes back and hands Arrak two black, richly embroidered bags.

"My divining equipment. Let us hope that we'll find a way to get information from him without you having to take a trip to Koshe-marr. That is the realm of Marteaus and if somebody died in there you would have to negotiate with him for the soul of your fallen, not with Gargul."

"Very well. Jova, servant of the Eye, I am ready to depart."

Tratain 
Wednesday June 4th, 2008 6:14:27 PM

Tratain listens to what Arrak says and nods in agreement, he also gives his agreement when Jova asks Lord Arrak to come see the man himself, it was a good idea and he himself probably wouldn't have thought of it.

He says "I would like to avoid having to negotiate with Marteaus myself, it probably wouldn't end well if we had to bargin with him for the return of one of our friends souls. I also hadn't realized how daunting the task of searching that area was, we could search for weeks and never find anything unless we got lucky. Since you are going to the shrine would you like Myself and or Monthor to stay here just incase something happens? If someone did try and break in here while you are gone we might be able to deter them, while we couldn't match the power you bring to bear I'm sure we could probably handle anyone who were to barge in here on short notice if they notice you aren't home."

Vedik Current Spells 
Wednesday June 4th, 2008 9:54:54 PM

Vedik chuckles at Filea's comment about when omens tend to get clarified. "A truth if there ever was one. Perhaps I will seek some magical insight from Lord Alemi on the matter. First though, let me contact Tratain. I'm not sure how long he will be, but this might be useful information for his discussion."

Vedik then finds a quiet spot to contact Tratain, and casts Sending

[Tratain]Highlight to display spoiler: {Lune had vision, drew two drawings. First has three things: body, hands and symbol of Marteaus. Second looks like shaking tree or chalice. }

Ten minutes later he returns, and continues to ponder the drawings.

Tratain 
Wednesday June 4th, 2008 10:29:09 PM

Sometime During the Conversation with Arrak Tratain tilts his head to one side. He tells those at Lord Arraks, "Vedik tells me that Lune has had another vision, something involving Martaeus's holy symbol, a body of somekind, and some hands. And something else involving what they think is a shaking Tree or a chalice."

Monthor Hit Points:155 AC30 
Wednesday June 4th, 2008 10:40:42 PM

Monthor shrugs at Tratain's comments.
"Me'll stay with Arrak if he be in needs of me muscles... and of Fred the axe of course. "


Dwight  d20+2=6 ; d20+2=20 ; d20+5=13 ;
Wednesday June 4th, 2008 11:01:17 PM

Dwight, if allowed, seeks out Lune. Provided she isn't sleeping, he casts detect thoughts and offers her more paper. Dwight sits beside her and tries to draw pictures that depict growth and self-forgiveness (artist: 2, (quickly scratched out to begin anew), 20) - diplomacy to get her to open up: 13

Draax 
Thursday June 5th, 2008 12:03:15 AM

Draax looks back at Lune as Filea tells her story, he feels sorry for the woman and wishes that there was some way to help her. He wonders if she really needs help or is she better off not thinking about what she did.

Jova [Steed 30 hours] 
Thursday June 5th, 2008 2:28:33 AM

Jova prepares for the trip back. Shaking his head at Tratain he says, "We should all o back. If one of usa stays, Arrak will only be in a hurry to get back, to releave the person. If anyone dies because of said action, I am sure Arrak would feel responsible. We dont want nor need that right now. So everyone touch the shoulder of the person to your right."

As the party does so, Jova finishes the words he speaks in a tongue he does not know. But it seems to work again,. and the party is transported to a small glenn just outside of the village proper. He had posted Z and the horse there so he could remeber the spot. It is about 30 feet fron the shrine.

Arien 
Thursday June 5th, 2008 4:05:58 AM

Arien grows somber at Filea's recounting of Lune's condition and wonders if a Heal spell might help the poor woman.

Coming back - DM Marcin  Will save vs Detect Thoughts d20=20 ;
Thursday June 5th, 2008 7:13:34 AM

Dwight tries to unravel the mystery of Lune's mind with a probing spell. He detects rapid, chaotic chains of thought, no dobut triggered by external stimuli. A very young child would think like that, unable or unwilling to concentrate long on any single thing. Exact subjects of them elude him; her mind is like a fragile flower, easily crushed by a single clumsy move. When a lump of coal is put in her hand she doodles a bit in a mechanical way, but it is doubtful if she is able to read pictures, even simple depictions of physical objects, much less complicated symbols like forgiveness.

"We have tried Heal" - explains Athor. "She is sane, her mind is sound. She simply refuses to go through that long and painful path that will lead to healing. She withdrew to her own personal world like a turtle to its shell, but we have treated such people before and will be patient."

Meanwhile, in Arrak's lair, the dragon continues: "If absolutely needed it is possible to negotiate with Marteaus. He will make you an offer that is just barely acceptable... barely. An offer that will make you regret you had to accept it for the rest of your life" - the dragon winces as if he knew first hand what he was talking about.

"Jova's advice is sound. Let us all go. In case there is trouble my servants will bring me back immediately through a Bracelet of Friends."

"I'm not certain what such omens might mean. Let us go take a look at the drawings first hand, shall we?"

Arrak pauses as if something in the previous conversation finally registered with him. Rising a surprised eyebrow he asks: "Fred?"

When Jova brings the four of them to the outside of the shrine Arrak looks around and asks, a bit perplexed: "I thought you wanted for the journals to stay within protective wards?"

Filea, who quickly noticed the newcomers, approaches the group. Her smile freezes as she looks at Arrak, who looks back at her with a calm, unemotional gaze.

"You brought a dragon to my shrine? The one we already have is one too many!"

"I assure you I'll soon remove myself from your proper without causing any harm."

The priestess, obviously not very happy right now, just nods and says to the Knights: "You are responsible for his actions here."

"Let us begin, then" - says Arrak. "Lead on to the man. Let me see the pictures the woman has drawn. It seems my welcome here has already been overstayed."

As the party is once again joined together Arrak suggests: "Tell me what you already know about Koshe-marr and the passage of souls in the Wold. I shall try to fill in the gaps in your knowledge if there are any."

Tratain 
Thursday June 5th, 2008 3:56:51 PM

Tratain looks around at where the group has been teleported too, and when Arrak speaks he says "That was the Idea, its why we teleported out of a protected room, into a protected room. The plan was to teleport back into that protected room, I have no idea why we are outside. This could be disasterous, We need to teleport back into the Protected room immedietly. If anyone is watching we don't want them to get a fix on where we are, it could mean the death of all of those nearby."

Tratain will not allow Arrak, Monthor, and Jova to walk to the Shrine, he waits for the group to be teleported back into the Necromancers room. OOC:Sorry if this changes things, but under no circumstances would Tratain let the others walk to the Shrine, and/or interact with the people there. We were warned people would be looking for the Man and/or his items and Tratain has no intention of leading them anywhere near the shrine. If Jova had Given any indication he wasn't going to teleport the group straight back into the Necromancers room Tratain would have said something."

Once in the Necromancers room Tratain tells Jova and Monthor they are not to leave the room until someone has had a chance to cast magic on them to deflect scrying attempts, as if anyone was keeping watch they now know what three of the group look like.

Once everything is settled and Filea says her peace Tratain says "Second Dragon? Who's the first they are talking about." Tratain is also a little concerned at the Hostility shown to Lord Arrak, and how Filea knew he was a Dragon just by looking at him.

Tratain asks Vedik to bring the Drawing so that Arrak can look at them, and hopefully if he requests it he can meet Lune.

When Arrak asks his question he says "I have Heard of Koshe-Marr, I do not know much about it though, only that I have heard it is an evil place. When a person dies thier soul is entrusted to Gargul for safekeeping, but I have heard rumors that exceptionally evil souls can Travel to Koshe-marr. I'm not sure what they do when they get there though."

Tratain Current Spells 
Thursday June 5th, 2008 6:24:46 PM

Tratain listens to what the others have to say.

Draax 
Thursday June 5th, 2008 9:33:47 PM

Like Tratain, Draax is also surprised to learn that there might be another dragon among them. He is happy that Arrak will not challenge the other dragon whomever it might be. Draax listens to what everyone has to say and he shows a lot of interest in what Arrak has to say about the pictures.


Dwight 
Thursday June 5th, 2008 10:55:26 PM

Dwight relays everything he has found (drawings, and that detect thoughts revealed nothing of substance), which isn't much despite his effort. Again his frustration shows just a little as he seems unable to really contribute much to the group. A tormented soul who lived a life of evil deeds and the discovery of a tormented mind in a healing center/asylum, yep I've been real helpful

While the sight of seeing Arrak brightens him some, he moves to a corner to watch.

OOC: Did Arrak arrive in dragon form or human form?

Jova [Steed 30 hours] 
Friday June 6th, 2008 2:46:03 AM

OOC-I teleported outside so the others would know we returned. I had no idea we were supposed to return to the shrine room. DM Call here. I could teleport the group from the woods to the shrine if you want. Seems like a waste, and may give Tratain rp time to yell at the idiot Jova, hehe.

Jova is taken aback as Filea recognizes Arrak as a dragon. Concentrating he comes to the conclusion she must be dragon as well. It would make sense she would recognize him, even in human form. [Dwight look]

"I met a wizard once who lost a fellow in Koshe-Marr. As Arrak says they were indeed surprised when they appeared begore Gargul to petition for his soul, when Marteus appeared. And yes, the price was too high, and there friend was lost to them. Death is forever in Koshe-Marr."

Vedik Current Spells 
Friday June 6th, 2008 8:33:23 AM

When the party arrives, Vedik greets Lord Arrak warmly and brings out the drawings as requested,

A window into Koshe-marr - DM Marcin 
Friday June 6th, 2008 11:54:00 AM

[Arrak arrived in one of his human disguises. The group has seen him only once in his true form. He doesn't seem to be too fond of letting others see his real self.]

There is a moment of confusion followed, on Tratain's insistent request, by an emergency scramble by Teleport to the warded room.

Inside the group is found by Filea, who welcomes the newcomer rather coldly. Once she leaves Arrak looks at the puzzled expressions of the Knights. "By <other dragon> she obviously meant Parnoth. Don't be surprised by her harsh words. The only dragon they know is - or was - a tyrant who would stomp over anyone and anything to get his way."

Arrak puzzles over the drawings, but finally shakes his head. "An omen of a sort. You have recognized the symbol of the Lord of Plague on the first picture. The slashes in the center are obviously souls. But what do the hands mean? Is somebody offering souls to Marteaus? Is it a plea to take them away from him? Who can say. The second picture... It is a strange one for sure. It looks a bit like High Woldian glyphs, but is not one of them. Hmm... it looks like a bow and an arrow to me." The examination of Lune doesn't help. Arrak quickly gives up on her. "Her mind is more open to suggestions than it is normally the case. Something used her to deliver its message."

After that come long hours of careful study and examination. The dragon subjects the necromancer and the stones to every kind of magic test known to wizards on the Wold. It is only in the evening that he is finally ready to share his findings.

"The stones are a kind of vessels for life energy. It seems he was carrying a critical mass of them and stirred up their contents when he suffered a Teleport mishap. The concentrated energy of the souls was released in one instant. The astral wind probably literally blew his soul away from his body.I have no idea why it travelled all the way to Koshe-marr and why it can't make its way back. I did learn, however, that it didn't cross the borders of Marteaus's domain. It is stuck in one of the finite demiplanes that swarm these regions of the universe. Behold, I have managed to bescry the location where it first entered that plane."

Arrak carefully takes a small object from the side table. It is a small, round mirror in a dark, massive frame. Its surface is dimmed, but when one looks closer one can see a faint image of some black-and-white landscape. A huge circle of rough, stone pillars stands in the middle of a black plain. Here and there tongues of white fire dance on the ground. Dark, heavy clouds hang unmoving in the pale sky. Strange objects are barely visible in the distance. It looks as if huge rocks were hanging in the air.

"Each such demiplane follows its own rules. Almost every one of them is inhabited by spirits hostile to newcomers. It is not certain who would take charge of a soul who perished there - Gargul or Marteaus. The soul of the man - or whatever is left of it - should be somewhere close. I wish I could have been more help - instead I mostly just confirmed what you already knew. Sadly, I can see no other way to progress from here but to try to go and see what happened to it. At least my divinations have given you a way to reach this place, but even if you do find him the man might not want to cooperate - though given the torment he probably is now in he might wish to negotiate for a release."

"I shall try to answer any questions that you may have. But what is your counsel?"

The dragon falls silent and looks at the gathered Knights, waiting for them to decide how to proceed.

Tratain Current Spells 
Sunday June 8th, 2008 3:30:09 PM

Tratain listens to what Lord Arrak finds then spends a few minutes thinking about it, many idea's and thoughts come to mind. With so little information they are just theories, but perhaps they will lead to something in the future.

He says "The pictures do seem rather confusing without explanations, they could mean anything. The symbol of Martaeus on the first one is unmistakable. The rest is a mystery. We don't know how the picture is supposed to be read, from bottom to top, or top to bottom. When you read it from bottom to top, it looks as though what we assume are souls are being taken and offered up to Martaeus. If you look at from top to bottom, it can be read differently. Souls being given by Martaeus? or maybe be taken from him and given to the figure on the bottom? Could the Son's of Dread have built another of thier infernal machines? Maybe the Lord of Dread is attempting to become a Demi-God or God himself?"

"The second Picture is even more confusing. It could be anything. A shaking Tree, a chalice, a Bow and Arrow, a Pitchfork even. And that is if we look at it literally. Maybe it represents something. Two things being split or sundered, a wide path being narrowed to a smaller one, or its opposite, a small path expanding into a larger one. It could even represent what Lune said earlier, A sundered one remade whole, a road through fire, or the Darkest Flame, any or all three."

"I think the only thing left for us is to go try and retrieve his soul. We are assuming that the earthquakes are the Son's goal, but what if they are just an after effect of what they are really trying to do. When we find his spirit hopefully we can make some kind of deal with him, or Jova, don't Grim have some power over spirits? Could you make him talk with us if we find him? If all else fails we'll have more options when we get the soul back here. It is probably our only option, so the question is how do we get there and back? Plane shift?"

Arien 
Sunday June 8th, 2008 8:32:03 PM

Arien grows troubled by the talk about the stones, remembering to an earlier attempt by the Sons to entrap and steal souls. Stopping them that time had cost the party dearly, several party members and their patron gone by the time things were set right again. Arien looks to Arrak and asks, "Is there anything else about this man you might be able discern, who he was, what groups he was affiliated with and the like?"

Monthor Hit Points:155 AC30 
Sunday June 8th, 2008 9:34:15 PM

ooc> Going back a bit...
Arrak pauses as if something in the previous conversation finally registered with him. Rising a surprised eyebrow he asks: "Fred?"

Monthor smiles a teethy grin and pets his axe...

" How rude of mees... Lord Arrak, meet Fred... Fred, this be Arrak... he's a dragon.. but a nice one... "

....

Currently,

:: Monthor and Fred the axe listen intently but has nothing to offer to the discussion. ::



Vedik Current Spells 
Sunday June 8th, 2008 9:59:00 PM

Vedik frowns, lost in thought as he ponders the situation. Clearly the old dwarf is unhappy.

"The curr may be willing to talk once he's rescued, and at least there are ways to discern truth. I don't relish it, but going to get him may be our best option. We should discuss contingencies, and make preparations. This will make our last trip look like a picnic."

He looks about and sighs.

"The orb. It's not wise to take it. Tratain or I can Dimensional Lock it for several days, which should keep it from opening a portal. But we have to see to it's safety on this plane. What does it take to ward a place from divination?"



Dwight 
Sunday June 8th, 2008 10:30:33 PM

Dwight has little to offer, though he does add to the list of questions, hoping his can at least be answered.

"I might be able to summon the spirit back again, but don't see him cooperating more than he did last time. Will travelling to the Koshe-Mar give us more options to talk/help the spirit?"

"Is there any way to determine how these stones work? Perhaps we could use them to some degree? Would an identify, give us enough information?"



Draax 
Sunday June 8th, 2008 10:58:04 PM

Draax has nothing to add to the conversation, so he listens as he waits to see what the group's next move will be.

First steps on a dark road - DM Marcin 
Monday June 9th, 2008 4:40:50 AM

The dragon listens intently as ideas are being exchanges and plans are being formed. Every now and then he comments on what is being said.

"Make no mistake, the Dread himself has already transcended lichdom long ago. The powers he now wields are of epic proportions and on par with a minor deity. It would be wise to avoid confrontation with him at all costs. Fortunately, from what little can be guessed by us, he left this plane long ago. Whatever has been cooked up in the Dreadlands must have been orchestrated by somebody else, maybe one of his highest ranking followers or probably by several of them working in concert."

"It is possible that the earthquakes are merely an after-effect of some kind of their grander plan, as they seem to serve no purpose at all. The Sons do not benefit from the deaths these have caused - on the contrary, they have stirred up a lot of their old enemies."

"As for the necromancer here - and a necromancer he is, no doubt, it's enough to take a look at his spellbook - we have every reason to believe he is one of the Sons, so any other affiliation he might claim would be merely a cover-up. He is middle-aged, so he probably joined the Sons twenty to thirty years ago. Given enough time and patient research we might, by looking at his spellbook, figure out which of their training centers he comes from, but this bit of information would be of little use to us as the location of these is unknown."

"You are probably wise to leave the orb on the prime material plane. It is possible that its powers were awoken by the planar travel from Fae-Skiemir. Taking it through the planes once again might worsen our problem. As for protections from divinations - well, there are standard, short-term measures that come in the form of spells and divine powers, and there are more permament wards, hard and expensive to create - like the ones in the room we are standing in right now or in my study. As I said, I can't have the orb sitting in my home, even for a few days... You'll have to make a decision whom you want to entrust it to."

"As for these stones, my best guess is that you need a special spell to use them. They are little more than a receptacle for a soul, something similar to gems used in the Magic Jar spell, if you know what I'm talking about. The man obviously didn't have this spell written in his spellbook. I'm afraid that without proper magic they are little more than ominous-looking paperweights."

"Once you are on the same plane as the spirit of the man you will definitely have more options. For one thing, you can subject his soul to spells of your own. You should definitely prepare well for this journey. I hope my divinations allow you to identify the plane that his soul is in and pinpoint the place it arrived at well enough to teleport to it. You'll first have to move to that plane - Plane Shift should do, I think, but it could put you hundreds of miles from your intended destination - then arrive at the place you can see in the mirror - then find the soul, which could be hard without proper magic - then convince the soul to reveal its secrets - again, probably a job for a proper spell - and then shift back to our own plane. Be ready to defend yourself all the time you are at that place. It is not the Koshe-marr proper itself, but it is bound to be full of restless spirits. I hope Fred has no problems slicing heads of ghosts?..."

"I shall leave you the mirror. It shows the image of the place you need to find. Do you have any more questions? I am becoming restless. It is time for me to return to my lair. Besides, you have grown beyond the point where I could mentor you and advise you on the fine details of the necessary preparations. You are more capable of preparing for this journey than anyone else."

Jova [Steed 30 hours] 
Monday June 9th, 2008 6:47:00 AM

-Before
"Obvioux,Lord Arrak since I have met you nothing has been 'obvioux."

To Tratain, "This book I received from the priest says Grims can talk to spirits, and compel them. I have no idea until able to test the theory out. Who knows if this book is correct or not."

Now
"I see no help in finding this mans spirit. He is an enemy and has no reasdon to help us or trust us, or anything. If we do go to a Koshe-Marr type plane then by all means we should take the orb. What better location than there for the Legion to spawn. Keeping it here on this plane for any time, is irresponsible."

Tratain Current Spells 
Monday June 9th, 2008 9:00:47 PM

Tratain says "I think either Arien or Myself will have to create a gate to where we are going. If we just plane shift there as Lord Arrak says we could end up miles from our destination. With the Gate we end up right where we want. That close to Koshe-Marr there will probably be undead, but we won't know until we get there. We should be ok with the Death Ward wand and the Restoration wand. I will also cast hide from undead on us before we leave just in case."

"As for the Orb I am Torn as to what to do with it, I'm not really comfortable leaving it here all by itself, but I don't think we have anyone we can trust with it. If crossing Dimensions does awaken it bringing it there and back would be bad. If we leave it here we'll need to find someplace relatively safe to put it, perhaps a Cave somewhere, and we can then put up a Forbidance, Dimensional Lock, Stoneshape the Orb into the Floor, Stoneshape the cave so there is only a small space where we designate that someone can teleport into, We can also set Greater glyphs of Warding and other spells so that no one can get at it but us."

Dwight 
Monday June 9th, 2008 9:26:00 PM

Dwight agrees that taking the orb into the Koshe-Marr could be very bad, thinking of the man in the chambers for similar magics. "Perhaps Z or Whisk could fly with it. This would keep it from being tracked as it wouldn't be in the same place. Various wards and what not could still be placed on it." Dwight isn't really set on his suggestion, but feels inclined to offer it.



Draax 
Monday June 9th, 2008 9:37:03 PM

"I have to agree, I do not mind taking the orb with us. It is bringing it back that worries me. The first time we brought it to this plane was bad enough. It would hate to think what would happen if we crossed the barrier with it again. That being said, I am also at a lost of what to do with it while we are away."

Being of no help, Draax begins to prepare his equipment for the trip.

Brainstorming - DM Marcin 
Tuesday June 10th, 2008 4:47:11 AM

"Yes, there is a risk that your journey will prove fruitless, but if you decide not to undertake it then it seems there is little else we can do but sit and wait."

Seeing that the group is now engaged in settling technical details Arrak says his good-byes. "I must be off to resume my studies. Please give my regards to the caretaker of the shrine. Good luck on your journey. I will be eagerly waiting for news after you return." With that, the dragon bows his head and teleports away, leaving the Knights standing in the chamber next to the sleeping man.

[It is late evening. The initiative is now in your hands, folks.]

Vedik Current Spells 
Tuesday June 10th, 2008 8:20:27 PM

Vedik thanks Arrak with a bow as he leaves. Turning back to the matter at hand, he speaks.

"I am leery of leaving it somewhere unguarded, even if the location is only known to us. Unfortunately I see no better option. I'd suggest not in the Culverwood. It is to strange a place currently to risk it."



Dwight 
Tuesday June 10th, 2008 8:59:19 PM

Dwight ponders the various possibilities but can offer little else, though he does agree with Vedik, "The Culverwood is extremely active for some reason, it could be related or not. It has always been an entity that does as itwishes."

Tratain Current Spells 
Tuesday June 10th, 2008 9:02:22 PM

Tratain says "Since we have no better option tomorrow we will find a cave someone on the outskirts of the Culverwood, and we'll seal the Orb in there. I will cast a Forbiddance and a Dimensional Lock. We well need say three Lead boxes. One to keep the Orb in and two to act as decoys. We will stoneshape the three Boxes into the ground a good ways down, and we can set several glyphs of warding up around the cave. Several Blast glyphs in the box with the Orb. And Maybe more spread around the Cave with Blade barriers or Flame Strike spells in them. Any other protections anyone else can offer would help too. We can make passwords so that any of us can move around the Cave freely."

Inside the warded room Tratain whispers the password he is going to use to the group. "Fred"

The Day after the Orb is secured Tratain will cast gate to bring the party to the plane where the necromancers soul is after casting Hide from undead on the group.

OOC: If we can find a cave suitable we should be able to get the Lead boxes and the Material Component for the Forbiddance spell in the Capital of the Emerald Kingdom. And Tratain has 7000 worth of Diamond dust to create greater glyphs of warding with.

Jova [Steed 30 hours] 
Wednesday June 11th, 2008 1:27:39 AM

"This is out of my hands. I have no experience with such thuings."

Jova helps Draax with whatever.



Sealing in the orb - DM Marcin 
Wednesday June 11th, 2008 2:46:48 AM

The next day is spent on setting up a hiding place for the orb. The party discreetly procures needed items and finds a remote cave in northern Bad Lands to seal the orb in. [Could you please describe exactly what kind of defences are you deploying, i.e. how many wards are you setting up and where?]

Another lazy day passes at the shrine as the Knights get ready for the next leg of their quest. Tomorrow, at the morning, when the spellcasters have replenished their spells, Tratain plans to open a Gate to the pocket dimension on the borders of Koshe-marr.

[All right, tomorrow we move out. Last chance to alter your spell selection. I assume that the only preparations you'll make (aside from standard spells you cast every day) will be Tratain's Hide from Undead with DC19.]

[Are you taking Whisk and Z through the gate with you?]

Vedik Current Spells  d20+29=36 ; d20+29=44 ; d20+29=47 ; d20+29=37 ; d20+29=44 ; d20+29=47 ; d20+29=42 ; d20+29=45 ;
Wednesday June 11th, 2008 7:40:22 AM

Vedik is moderately surprised at the speed in which the group is planning this adventure, but says little. Instead he begins to make preparations. He fills ten of the vials he has in his pouch with water, and finds a quiet place to work.

Drawing Woldsblood, he lets a drop fall into each vial, transforming it. He then sees to Tratain's wands, and his own.

He then turns in early, praying to Alemi for some time before falling asleep.

OOC: 8 successful 4 drop draws: 32 drops.
10 drops: Lesser Envigor: Bless Water
12 drops: Recharge 4 charges of cure serious wand.
8 drops: Recharge 4 charges of 2nd level wand Tratain has (Resist energy I think?)
2 drops: Recharge 2 charges of Vedik's cure light wounds wand.

Draax 
Wednesday June 11th, 2008 8:26:47 PM

Draax waves goodbye to Arrak and then gets a few hours sleep before taking watch. He polishes his armor and weapons while he waits for the group to depart. Just before crossing over, Draax activates his endure elements tattoo.

Dwight 
Wednesday June 11th, 2008 9:33:49 PM

Dwight doesn't have much to offer in terms of protecting the orb. He does offer 2 Quaals tokens that could be placed as traps should someone enter the cave.

In the morning, Dwight offers to cast Create Food and Drink for the establishment, compliments of Faith in Reformation. (Ebryron Gifts). OOC: Perhaps not as lavish as the night before, but something different than their normal foods of the Culverwood. May chance something familar to Luna.

Whisk will not be joining the group to Koshe-Marr, but offers to keep watch over the 'cave' by acting natural. He'll monitor whoever/whatever enters the cave, but not engage or be seen (hopefully). Course, Whisk will also enjoy plentiful hunting grounds as well.

Otherwise Dwight spends time making more arrows. OOC: Are holy arrows the best for Koshe-Marr?

Tratain Current Spells 
Wednesday June 11th, 2008 10:08:50 PM

While the group was preparing the Cave for the Orb Tratain also buys the Focus for the Plane shift spell to get the group back to the Wold if it becomes necessary.

Before he casts the Gate spell Tratain says "We have no idea what what we will find on the other side of the Gate spell, I think its best we go as prepared as we can. I will cast Hide from undead on us. I will also use the Death Ward wand aswell. Arien if you could use the stoneskin wand also, that spell will last over two hours so that should be fine aswell. Jova if you could use the protection from Evil wand aswell."

Tratain will also cast one of his Shield of Faith spells on himself before he casts the Gate. He waits for his friends to go through before he follows them in.

Monthor Hit Points:155 AC30 
Wednesday June 11th, 2008 10:31:17 PM

Monthor checks his gear, armor and most especially Fred the axe before they all go plane hoping.

" DId you you hear that Fred??? Ghosts! We ain't brawled no ghosts yet! This should sommmmmme fun!!
"

Monthor sur is glad that he picked up that bracer of protection at the Cats.

" Let's get going girlies... "


The gate - DM Marcin 
Thursday June 12th, 2008 3:55:52 AM

On the day before the departure the small community, thanks to Dwight, enjoys a change in its regular fare. There is enough time on that day to spend 8 hours working on crafting - for those who are interested in such things. It is decided that Whisk will stay behind, but he will have trouble going all the way to the cave by himself [I've been skimming over details of traveling to the borders of Culverwood as you can make liberal use of Teleport, but for a bird to fly there by himself it would be a journey of a few days].

The Knights activate a variety of spells that will hopefully protect them from the dangers of the dark realm ahead [please write off wand charges].

Finally, when the party feels it's as ready as it will ever be, Tratain takes a deep breath, extends his hands, grabs the fabric of the space itself and rips it open.

A dark rift appears that quickly extends into a circular hole of black nothingness. A terrible cold is coming from inside and one can feel a pull towards it, as if the gate was sucking in the light and lifeforce of the prime material plane.

One by one the Knights plunge into the dark abyss. Tratain is the last one to go through.

Completely blind and deaf everybody must take several stumbling steps through darkness before regaining their senses once again.

The Knights find themselves on a desolate, dark plain. Not a single blade of grass can be seen growing on the rocky ground. Cold, weak, white light fills the gloomy sky totally shrouded with leaden clouds. It is impossible to say if it is day or night, or indeed if these times of a day exist in this strange place. A strange, gray mist moves above the ground, obscuring horizontal visibility beyond a few hundred feet.

A gust of wind grabs cloaks and hoods of the Knights. It plays with garments, snatches the words away, and attacks the party with a ferocity of a starving winter wolf. In mere seconds everybody is chilled to the bone, but that's not the worst part of it - it carries another kind of chill with it, the one that grabs the heart itself, slowly washing away life force and leaving behind a dry husk. Only after a moment one becomes aware of the sound the wind makes - a constant hum of moaning and wailing as if one heard a legion of despairing damned souls [It would not be possible to make camp and rest directly in this place.]

The air is damp and odorless aside from a hint of salt and a barely perceptible, sweet odor of rot.

[Map.]

The group has arrived in the middle of a circle of huge, pale monoliths, the one they have seen imprinted on the small mirror. The stones stand quiet and ominous. A few patches of strange, thorny vegetation have managed to cling to life among them. The plants's leaves are tiny, barbed and colored in an unearthly shade of turquoise. Overall they look more like something that's been woven from barbed wire than as a living, growing thing.

Several spectral, transparent shapes surround the circle of stones, most of them at the ground level, but some hanging higher in the air. A few of them look like illusory, colorless images of men and women of various races that slowly float around in some kind of somber dance, their features still largely recognizable, their faces locked in an expression of anguish [A,B,C,D]. Others are now merely dark shadows that slowly move among the stones like scavenging savages [small 1,2,3]. Yet others still have lost all their semblance to live beings altogether and are now little more but dark gray whisps of swirling smoke [large 1,2].

[We are now counting time in rounds. Please include in your posts your AC and all magic effects you have going on.]

[You may start your round at any of the four squares in the middle of the map with the yellow gate on them. Tratain must decide if he wants to keep the gate open.]

Vedik Current Spells  d20+29=40 ;
Thursday June 12th, 2008 7:48:45 AM

Vedik spends his morning crafting, applying new techniques he has learned through his art. He also anoints his Armor and Shield, and casts his normal morning spells.

When the time comes, he puts down the tools of his craft and makes ready to begin. He takes a deep breath, and steps through the gate Tratain has created.

The utter cold bleakness of the place takes his breath away, and he instinctively closes a hand on his holy symbol. He's felt this kind of drawing on his soul before, and steels himself against it. His mind calmer, he begins to take stock of the surroundings. First he checks that everyone is present, then he begins to regard the spirits around him, looking to see if they have noticed the group, and looking for the visage of the man they seek.

Active Effects:
Magic Vestment x2 (Woldsblood), Delay Poison, Greater Magic Weapon, Mind Blank, Wings
Hide From Undead(Tratain), Death Ward(wand), Stone Skin(wand)


Tratain Current Spells AC 41 HP 188/188  d20+12=13 ;
Thursday June 12th, 2008 4:14:46 PM

After the others pass through the Portal Tratain steps through it and lets it close, no sense in giving anything living on this plane a chance to bolt through the Gate and rampage throughout the Shrine.

Tratain begins looking around at his new Surroundings attempting to spot the spirit or a place it is likely to have gone. (Spot 13)

-------------------------------------------------
Shield of Faith - 19 Minutes
Death Ward - 7 Minutes
Protection from Evil - 3 Minutes
Stoneskin 150 Points - 150 Minutes
Hide From Undead - 190 Minutes
Magic Vestmentx2 - 19 Hours
Greater Magic Weapon - 19 Hours

Monthor Hit Points:155 AC30  d20+4=17 ;
Thursday June 12th, 2008 5:44:04 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)

=====================================

Location R19
Monthor and Fred the Axe prepare for any attack ( ready action- swing at anything that attacks us) against he party.

Spot trouble ( 17)



Dwight hp 99 ac 25  d20+15=28 ; d20+6=19 ;
Thursday June 12th, 2008 9:52:46 PM

Dwight enters the gate and shivers as the environment changes from the comfort of trees to bland and dangerous. Once through, he mounts his broom, hovering so he is eye level with the party and hold his bow ready should the living dead or undead see the party and attack.

He wonders aloud if the spirit that Dwight called will recognize him. He further wonders if this is a good thing.

spot: 28 (see spirit-man?)
sense motive: 19 (of spirit man)

-----------------------------
Hide from undead (Tratain)
Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

Dwight hp 99 ac 25 
Thursday June 12th, 2008 9:53:37 PM

OOC: Sorry for the double post, messed up the link

Dwight enters the gate and shivers as the environment changes from the comfort of trees to bland and dangerous. Once through, he mounts his broom, hovering so he is eye level with the party and hold his bow ready should the living dead or undead see the party and attack.

He wonders aloud if the spirit that Dwight called will recognize him. He further wonders if this is a good thing.

spot: 28 (see spirit-man?)
sense motive: 19 (of spirit man)

-----------------------------
Hide from undead (Tratain)
Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

Draax HP 166, AC35  d20+10=19 ;
Thursday June 12th, 2008 10:59:30 PM

Draax arrives on the other side and immediately get his guard up. He scans the area (Spot check 19) for any hostility while he waits to see what the group's first move will be.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing

Jova 104 HP AC 30 
Friday June 13th, 2008 1:00:38 AM

Jova instructs Z to stay and help protect Whisk from hatm.

Stepping through the gate, Jova warns everyone to be especially careful.

"Anyone here to greet us?" He decides it better to ask ahead of time.

Protection from Evil - 3 Minutes
Stoneskin 150 Points - 150 Minutes

--OOC Everyone should have these due to the wands.



Cold welcome - DM Marcin  Saves vs Hide from Undead: d20+4=16 ; d20+4=15 ; d20+4=24 ; d20+7=9 ; d20+7=9 ; d20+7=25 ; d20+7=23 ; d20+14=33 ; d20+14=22 ; 2 small vs Monthor: d20+3=21 ; Direction of the wind:d4=2 ; A vs Draax: d20+8=24 ; d8=2 ; B and C vs Vedik: d20+8=12 ; d20+8=12 ; D vs Tratain: d20+8=19 ; d8=4 ; 1 large vs Monthor: d20+18=27 ; 2d6=5 ; d8=4 ; 2 large vs Tratain: d20+20=39 ; 2d6=5 ; d8=8 ; Spell attack: 10d6(5+6+6+1+4+4+4+2+3+2)=37 10d6(3+4+6+6+4+4+1+2+2+5)=37 10d6(3+6+2+4+6+1+3+4+4+3)=36 Monthor's SR: d20+17=19 d20+17=24 d20+17=25
Friday June 13th, 2008 11:40:37 AM

The party huddles together in a small group ready to repel any attacks coming their way. The Knights scan the faces of the spirits around them, looking for one that would resemble the necromancer at the shrine, but his spirit cannot be seen - it must have wandered further away from this place. It is not certain where he might have wandered off to, either.

The gate closes behind the party like a lead coffin lid.

All of the spirits around the circle of stones turned to face the portal - the only spark of life they might have seen for centuries. While some of them have been deceived by Tratain's spell, a few are not and turn their empty, dead gaze staight at the Knights.

A single black shadow leaps from behind one of the monoliths at Monthor, its spectral touch powerless against the protective magic active on the warrior. The dwarf swings his axe in reply [Monthor can take his readied attack vs 2].

This very moment the magic shroud of Hide from Undead that was protecting the party pops like a soap bubble.

Then it is as if the hell itself broke loose around the party. Tens, maybe even hundreds of spectral figures of all shapes and kinds emerge from the dustclouds in the distance or from the ground itself: dark shadows, spectral shilouettes, ghostly whisps of smoke, dark, bat-like clouds - all screaming in their hartred and hate of all life, all acting as if with a single mind, single purpose, and all converging on the small group standing in the middle of the stone ring. A wind rises up from the east, a wind of severity seldom seen on the face of the Wold.

[There is a severe wind blowing from the east (right side of the map) - see the DMG for details. A short summary: -4 to ranged attacks, small walking creatures are knocked prone, small flying creatures are blown back 1d6x10 ft before their turn starts (adjust your position and start your turn on the new square), medium walking creatures can't move east, north-east or southeast, medium flying creatures are blown back 1d6x5 ft before their turn starts (adjust your position and start your turn on the new square), large and larger creatures are unaffected.]

First of the restless spirits are already among the Knights, their icy, ghostly fingers reaching for the eyes, the hearts, the throats. Others are just seconds away, circling overhead, reaching out from the ground, or charging the Knights face to face.

[Draax is touched by A and suffers 2 damage. Tratain is touched by D and suffers 4 damage. Monthor is touched by large 1 and, if a touch attack 27 hits him, suffers 5 damage and must make a Fort save DC25 or have his Con drained for 4 points. Tratain is touched by large 2, damaged for 5 points, and must make a Fort save DC25 or have his Con drained for 8 points.]

Then three huge, black, cloud-like things circling the party at some distance begin to hum like demon whales from the darkest nightmare of an insane sea captain. A black cloud appears out of nowhere and blankets the party with a cloak of pain. [The party has been struck by Unholy Blight three times. Damages are 37, 37 and 36. Each admits a Will save DC18 for half damage. If any of the saving throws is failed the victim is sickened for 1d4 rounds.]

[Map. Small numbers are shadows. Letters are spectral figures. Medium numbers are whisps of smoke. Large numbers are bat-like, black clouds, flying at height of about 50 ft each - forgot to mark that on the map. All but the large numbers are incorporeal - roll a 50% miss risk when you attack with weapon or spell.]

Monthor Hit Points:155 ( 78, -1 con) AC30 (32 vs Evil, 33 vs creature 1)  d20+24=32 ; d10+29=35 ; 2d6=9 ; d20+21=39 ; d20+21=32 ; d10+29=34 ; 2d6=11 ; d10+29=36 ; d10+29=38 ; d20+17=30 ; d10+19=20 ; 2d6=8 ; d20+12=31 ; d20+12=13 ; d10+29=36 ; 2d6=3 ; d20+18=23 ; d20+12=25 ; d4=3 ;
Friday June 13th, 2008 9:39:23 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes
Stoneskin 150 Points - 150 Minutes
AC - 32 vs Evil
Dodge bonus to (1) - AC 33

Tot. Att. +29 (17 base, +4w, +7s, +2 gwf)
+26
+22
+17
Damage 1d10 +19
( two handed power attack. -5 to hit +10 damage)
=========================
Monthor takes his readied attack against the black shadow
" GET IT FRED!!! "

Attack 1- 32 for 35 physical and 9 holy damage
Attack 2- 39 (crit 32) for 34 physical (108 if the crit succeeds) and 11 holy damage
Attack 3- 30 for 20 physical and 8 holy damage
Attack 4- 31 (Crit 13 natural 1) for 36 physical and 3 holy damage

***Monthor cleaves to (1) if able. ( ooc With over 220 points of damage inflicted, I sure hope so!!!)

------------------------------------------
Monthor shivers from the touch of the large shadow ( takes 5 damage, fails reflect save)
ooc> XXX Does the bracers of protection help out here? XXX
Con Drained 4 points
HP drop to 155-39=116

Unholy Blight saving throw Will 25)
HP 61
ooc> Would the black cloud be considered a gas/vapour effect - to which the necklace of adaptation would grant immunity?

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

Monthor activates one of his brahma's tatoo and regains some of his constitution ( 3 points, AC 78)



[Clarifications and corrections - DM Marcin]  5d8(7+2+8+7+2)=26 5d8(8+7+3+1+8)=27 5d8(1+5+7+2+5)=20
Saturday June 14th, 2008 2:08:53 AM

[Damage from being touched by the spirits is a physical damage, so Stoneskin absorbs it. Also, I made mistake about the Con drain, the Death Ward protects you against it. Monthor and Tratain please ignore the need to save vs Con drain.]

[The damage I counted for the Unholy Blight spells was also incorrect. Please replace the old values by 26,27 and 20. Sorry.]

[As far as I can tell the Necklace of Adaptation doesn't work against the Unholy Blight spell - it is an evocation, not a toxic gas attack.]

Monthor Hit Points:155 ( 127) AC30 (32 vs Evil, 33 vs creature 1)  d20+24=32 ; d10+29=34 ; 2d6=4 ; d20+22=26 ; d10+29=34 ; 2d6=4 ; d20+18=27 ; d10+29=39 ; 2d6=11 ; d20+12=23 ; d10+29=39 ; 2d6=11 ; d100=96 ; d8=8 ; d8=8 ; d8=2 ; d100=54 ; d100=9 ; d100=26 ; d100=58 ; d100=10 ; d100=84 ; d100=45 ;
Saturday June 14th, 2008 9:03:09 AM

I'll redo the round since Monthor didn't take any Con damage.

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge bonus to (1) - AC 33

----------------
Percentage for missed attack vs incorporal
(small 2 from readied action 96,54,9,29)
(Cleave vs large 1 58)
(large 1 from this turn, 58,10,84,45)

Attack 1- 32 for 34 physical and 4 holy damage
Attack 2- 26 for 34 physical and 4 holy damage
Attack 3- 27 for 39 physical and 11 holy damage
Attack 4- 23 for 39 physical and 11 holy damage

" Herrrrrrrrre shadows... come to popa Monthor... "



Tratain Current Spells  d20+21=29 ; d3=1 ; d20+21=30 ; d20+21=23 ; d20+27=46 ;
Saturday June 14th, 2008 1:16:20 PM

Tratain is able to shrug off part of the damage inflicted by the Flying creatures, the other Shadows surrounding the party seem less of a threat due to the protective magics employed before the group went through the gate. (Will Saves 29, 30, 23)

Tratain tells his comrades "We need to clear out an open area so we can recast the Hide from Undead Spell, there seems to be no end to these creatures here, The flying ones seem to be the most threat at the moment. Try and take them out quickly."

Tratain then defensively (Defensive Casting Roll 46) casts Shield Other on Arien.

-------------------------------------------------
AC 41 HP 152/188; Touch AC 18
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Death Ward - 7 Minutes
Protection from Evil - 3 Minutes
Stoneskin 141 Points - 150 Minutes
Hide From Undead - 190 Minutes
Magic Vestmentx2 - 19 Hours
Greater Magic Weapon - 19 Hours
Tongues, Comprehend Language, See Invisible - Permanent

Draax HP 117, AC35  d20+16=28 ; d20+8=23 ; d20+8=28 ; d20+8=12 ; d4=4 ; d20+28=34 ; d20+23=25 ; d20+18=36 ; d20+18=31 ; d20+13=29 ; d8+12=17 ; d8+12=17 ; d8+12=17 ; d8+12=16 ; d8+12=14 ; 2d6=8 ; 2d6=12 ; 2d6=5 ; 2d6=9 ; d20+21=36 ;
Sunday June 15th, 2008 8:37:57 PM

Draax feels a slight chill at the touch from the creature, but is able to fight off the effects (Fort Save 28). He is able to fight off two of the unholy blights but take the full effect of the third (Will Saves, 23, 28, 12; sicken for 4 rounds).

Draax attacks A with his Holy Cold Iron Longsword: (subtracted 2 from what was actually rolled because of being sickened)
Hit AC: 32 for 17 dmg and 8 holy dmg
Hit AC 23 for 17 dmg and 12 Holy dmg
Hit AC 34 (AC 29 to confirm crit) for 17 dmg (33 dmg if crit) and 5 holy dmg
Hit AC 27 for 14 dmg and 9 holy dmg

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Sickened for 4 rounds

Jova 104 HP AC 30  d20+15=35 ; d20+15=20 ; d20+15=20 ; d20+17=24 ;
Sunday June 15th, 2008 9:24:19 PM

Since he had chosen to folow Gargul, things had begun to hqange. Even in this awful placwe he felt bigger and better than his earlier self. He feels the attack of magic and is able to repel it without too much problem.

In a calm but demanding voice he calls out to the spirits, "Leave us be."

---Will Save 35, 20, 20
Intimidate 24

Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion

8--3-DC25--Polar Ray
Spell pen to SR +21



Monthor Hit Points:155 ( 127) AC30 (32 vs Evil, 33 vs creature 1)  d20+12=19 ; d3=3 ; d20+12=17 ;
Sunday June 15th, 2008 10:29:51 PM

Will saves.
The missing the second (19) and made the third (17).


Dwight hp 63 ac 27  d20+10=20 ; d6=4 ; d20+11=20 ; d20+11=23 ; d20+11=19 ; d20+26=30 ; 5d6+3=15 ; d20+21=40 ; d6=1 ; d6=4 ; d6=2 ; d6=6 ; d6=4 ; d6=4 ; d20+16=19 ; d6=6 ; d6=4 ; d6=5 ; d6=2 ; d6=3 ; d20+26=32 ; d6=2 ; d6=6 ; d6=1 ; d6=5 ; d6=4 ;
Sunday June 15th, 2008 11:15:28 PM

OOC: Here goes, this could be bad for Dwight

Wind: (Fort) = 20
(since I made the save, I don't think the wind takes Dwight. If I am wrong, here is his position: 40' west...L21...This would be very bad for the little guy.)

Next, I am assuming the lavender and green ioun stone does not absorb the spells since it is an area spell and not a single target spell. If I am wrong, please let me know.

Unholy Blight (Will) : 20, 23, 19 --- makes all 3, but still takes 36 dmg (current hp drops to 63)

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

Dwight's action:

If he got blown 40', then he returns to the group.

Otherwise, he fires his bow 4 times at large 2

OOC: a=arrow, f=fire, h=holy, i=ice, too wind into account
attack 1 (holy arrow) : 30 - 4 = 26
dmg: 3a + 4f +1i +3h +1h +3 = 15

attack 2: (holy arrow) 40 - 4 = 36
dmg: 1a+4f+2i+6h+4h+3 = 20

attack 3 (holy arrow) 19 - 4 = 15
dmg: 6a+4f+5i+2h+3h+3= 23

attack 4 (holy arrow) 32 - 4 = 28
dmg: 2a+6f+1i+5h+4h+3 = 21

If all hit, total damage is 79. (if att 3 missed, but others hit, total dmg is: 56)

===================================

Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 150 Points - 150 Minutes (blows, slashes, cuts, stabs)

Fighting spirits - DM Marcin  Miss risk on Draax's attacks:d100=39 ; d100=92 ; d100=61 ; d100=44 ;
Monday June 16th, 2008 4:30:39 AM

Monthor's swipe cuts through the shadow that charged him. The dark essence of the unholy being dissipates and is wiped from existence [note that you can only ready a standard action, so no more than one attack can be made as a readied action. Cleave vs large 1 was not possible as it was not yet next to Monthor when the readied attack happened. Yves, could you please include the link to your character sheet in the title of your post? Makes it much easier for me to prepare turns]. Two out of this next four swings manage to affect the large whisp of dark smoke looming over him.

Tratain casts Shield Other on Arien.

Two of Draax's attacks manage to strike the spectral form reaching for his throat. This is just enough to end its miserable unlife [please don't forget to roll the miss risk. Also, please note that undead are not suspectible to critical hits].

Jova demands that the spirits stand back in a commanding tone of voice. Were he in the presence of the souls who departed in peace and are on their way to Gargul his wish would have been granted, but these souls are from Marteaus's court and are defiant of the will of Gargul and his servants! Jova senses that the attention of several of them is now concentrated fully on him. Foreign thoughts try to enter his mind; cold, strange whispers: "We shall feed on you and your power, servant of the Eye. We shall make you one of us. You shall bow to the Lord of Plague!" [Even with successful saves Jova should have taken half damage from Unholy Blights - or am I missing an ability he has?]

Dwight, holding his ground against the wind, fires four arrows at the large flying shape looming in the distance. Only one of the arrows penetrates the tough, weather-worn armor-of-a-skin that covers the beast. The creature's resilient nature absorbs most of the damage from that last arrow [The lavender ioun stone effectively acts as a rod of absorbtion, so it doesn't protect against area spells.]

[...]

A familiar face - DM Marcin  Attacks of G,E,D,B,C,I: d20+6=8 d20+6=14 d20+6=18 d20+6=15 d20+6=24 d20+6=8 d8=2 d8=7 d8=3 d8=4 Attacks of medium 1,2,3: d20+16=28 d20+16=36 d20+16=17 d20+16=25 2d6(6+4)=10 2d6(2+3)=5 2d6(4+6)=10 Unholy Blight x3: 5d8(3+1+7+6+7)=24 5d8(7+2+5+7+2)=23 5d8(6+5+5+1+1)=18
Monday June 16th, 2008 4:56:36 AM

The multitude of lesser undead swarm around the party. Shadows claw at the Knights, but are powerless against the powerful protective magic surrounding the group. Spectral figures reach for the arms and chests of the heroes [Arien is touched (AC14) for 2 damage, Tratain is touched (AC18) for 7 damage, Vedik is touched twice (AC15 and 24) for 3 and 4 damage]. Large whisps of gray smoke whirl around the Knights, freezing the marrow in the bones [Monthor is touched and damaged for 10. Tratain is touched and damaged for 5. Draax is touched and damaged for 10]. The three flying horrors slowly circle clockwise around the ring of stones, unleashing another wave of painful magic at the party [everyone is hit once again by three Unholy Blights, damage 24, 23 and 18, Will save DC18 for half, any failed save means the character is sickened.]

The river of spirits flowing towards the party for some reason halts a few hundred feet from the stones. The site is being surrounded by a huge ring of restless dead that grows more dense with every moment.

Several spirits separate from the throng. These are relatively bright and unfaded, their features readily distinguishable as if they haven't spent a long time yet in this godforsaken place. These move slowly towards the ring, seemingly unaware of the battle going on inside it. When they draw close the Knights realize that each of them looks like the necromancer sleeping in the shrine [gray 1 to 5].

[Map.]

Vedik Current Spells AC 31 (13 touch) HP 144/214  d20+24=27 ; d20+24=27 ; d20+24=40 ; d20+24=32 ; d20+24=30 ; d20+24=32 ; 10d100=556 ; d100=16 ; d100=18 ; d100=14 ; d100=91 ; d100=74 ; d100=5 ; d100=6 ; d100=87 ; d100=36 ; d20+29=32 ; 4d8+16=26 ;
Monday June 16th, 2008 7:53:04 AM

Vedik growls under the blights, managing to shrug off the worst of the effects but still seriously harmed. Nodding to Tratain he casts Cure Critical Wounds, Mass defensively.

OOC:
6 Will Saves DC 18 Passed + 7 damage of Touching = 96 Damage
Concentration Check to cast defensively: 32, Passed.
All Party members Healed 26 damage.
9 50% miss chances (3 hit) on the small ones around the party:
B, C, 0 hit: 26 positive energy damage, DC 26 Will save for half.

Tratain Current Spells  d20+21=22 ; d20+21=23 ; d20+21=24 ; d4=4 ; d20+25=38 ; d20+15=24 ;
Monday June 16th, 2008 7:18:25 PM

The Unholy Blights wash over Tratain again, he is able to shrug most of it off, but the Magic the Creatures are casting begins to make the Protector feel Ill. (Saves 22(Natural 1), 23, 24 Sickened for 4 Rounds).

Tratain feels a little better as Vedik Healing Magic hits. Looking around Tratain spots the Visages of the Necromancer amidst the horde of other undeads.

Tratain tells his comrades, "Arien and Jova, you need to take out those Flying creatures fast, Pick one and kill it."

Tratain then defensively casts (defensive Casting Check 38) Holy Word hoping it will get rid of some of the undead attacking the Party.

OOC:Holy word - 40 foot Radius, Should hit all the undead clustered around the party, and not hit the Necromancer images.
Cast at CL 19: Undead 9 HD or Lower are Destroyed, the rest of the effects won't Harm undead I believe.

Knowledge Religion 24 to identify and remaining undead after the spell.
-------------------------------------------------
AC 41 HP 133/188 (Minus Half Ariens Damage this Turn); Touch AC 18
Sickened - Round 1 of 4 (Figures my d4 Roll beats all three of my d20 rolls for the save heh)
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Death Ward - 7 Minutes
Protection from Evil - 3 Minutes
Stoneskin 129 Points - 150 Minutes
Magic Vestmentx2 - 19 Hours
Greater Magic Weapon - 19 Hours
Tongues, Comprehend Language, See Invisible - Permanent


Arien(HP 57/118: AC: 17(touch:17) Stoneskin, Sickened Spells  d20+17=36 ; d3=1 ; d20+17=25 ; d20+17=18 ; d20+17=23 ; d20+17=34 ; d20+17=35 ; d20+17=18 ; d20+10=21 ; d20+21=30 ; 38d6=112 ; 5d6=12 ; d4=3 ;
Monday June 16th, 2008 9:06:42 PM

Arien shudders a moment, feeling sick from the evil spells assaulting the group and finally succumbs after the second set of spells (will saves: 36, 25 and used a hero point to re-roll the 1 for a 23, 34, 35 and another natural 1, sickened for 3 rounds). Hearing Tratain, Arien sights the flying creature to the east (#2) and unleashes a disintegrate spell at the beast (hits touch ac 21, sr 30, 112 damage fort save 27, if successful then takes only 12 damage)

----------
Stoneskin: 148 points - 150 minutes

((Ignore that d3, not sure how that got in there.))

Monthor Hit Points:155 ( 80) AC30 (32 vs Evil, 33 vs creature 1)  d4=3 ; d20+22=35 ; d10+17=27 ; 2d6=7 ; 2d6=7 ; d10+17=23 ; d20+19=35 ; d20+15=25 ; d10+17=27 ; 2d6=9 ; 2d6=7 ; d10+17=26 ; d20+10=13 ; d100=48 ; d100=23 ; d100=62 ; d100=35 ; d20+10=30 ; d3=1 ; d20+10=11 ; d20+10=15 ;
Monday June 16th, 2008 9:35:54 PM

http://docs.google.com/Doc?id=dg3zz6dj 1f73rbxcs&invite=c8cb526

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge bonus to (1) - AC 33

Sickened 3 rounds
The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
=======================
Att.+22
+19
+15
+10
Damage 1d10 +17
( two handed power attack. -5 to hit +10 damage, sickened -2 to attack and damage)

=========================
Monthor continues his attack against the large creature (1)
" At Thee!!! "

Attack 1- 35 for 27 physical and 7 holy damage
Percentage 48
Attack 2- 35 for 23 and 7 holy damage
Percentage 23
Attack 3- 25 for 27 physical and 9 holy damage
Percentage 62
Attack 4- 13 for 26 physical and 7 holy damage
Percentage 35

Cleave to Q18
Will saves 30,11,15

OOC>
(Is this a spell/spell like effect? If so, Monthor gets a +2 racial bonus to saving throws.. also, would ge get a spell resitence check?)



Draax HP 83/166, AC35  d20+6=16 ; d20+6=7 ; d20+6=21 ; d4=4 ; d100=32 ; d100=46 ; d100=10 ; d100=18 ; d20+26=32 ; d20+19=37 ; d20+14=25 ; d20+9=13 ; d8+10=18 ; d8+10=17 ; d8+10=14 ; d8+10=14 ; 2d6=5 ; 2d6=4 ; 2d6=6 ; 2d6=4 ;
Monday June 16th, 2008 10:37:44 PM

Draax feel somewhat rejuvenated from Vedik heal after taking the full force of two of the unholy blights (All saves at minus 2; rolled 16 failed, rolled 7 natural 1 failed, rolled 21 passed; sickened for 4 rounds)

Draax attacks the big number 3 at minus 2 (if for some reason the large number 3 is no longer available, Draax will attack the closest enemy within a 5 foot step)

Hit AC 32 for 18 dmg and 5 holy dmg
percentage 32%

Hit AC 37 for 17 dmg and 4 holy dmg
percentage 46%

Hit AC 25 for 14 dmg and 6 holy dmg
percentage 10%

Hit AC 13 for 14 dmg and 4 holy dmg
percentage 18%

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stoneskin 138 Points - 150 Minutes
Sickened for 4 rounds

Dwight hp 10 ac 27  d20+13=20 ; d20+13=14 ; d20+13=14 ; d4=2 ; d20+23=27 ;
Monday June 16th, 2008 11:03:42 PM

Unholy Blight save (Will): 20, 14, 14 OOC: two 1's in a rol, that just ain't right
Sickened: 2 rounds

Dwight feels nausated, and locks both arrows into one knock. Aiming at large 2 (or large 1 if it has been disintegrated)

att: (holy arrow) 27 - 2(sick) = 25 (miss)

OOC: not to complain, but 4d20 and my highest roll was a 7, OUCH! Next round should ROCK.

hp counter: lost 53, gained 26 from Vedik = currently at 36 if Vedik spell works

===========================
Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 150 Points - 150 Minutes (blows, slashes, cuts, stabs)

Jova 64/104 HP AC 30  d20+15=34 ; d4=1 ; d20+15=24 ; d20+15=32 ;
Tuesday June 17th, 2008 1:26:49 AM

Jova spins in frustration and pain. Reaching out he summons forth magical rays of energy, focused on these unholy beings. The rush of the necromatic blight falls over him, then he unleashes his own magic. He had warned them after all.

--Made all 3 saves. Took half damage last time, half this time, minus Vediks heal
Maximised Scorching Rays. 4 bolts 24 damage each. Aim at big red Circles on map, I cant see what they say.

Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--6/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray



Destroying undead - DM Marcin  B,C save vs Cure: d20+7=23 ; d20+7=9 ; 0 saves vs Cure: d20+4=15 ; 2 saves vs Disintegrate: d20+9=29 ; CL checks vs Monthor's SR from the previous round: d20+17=36 ; d20+17=26 ; d20+17=26 ; Jova ranged attacks with Scorching Rays: d20+14=26 ; d20+14=28 ; d20+14=33 ;
Tuesday June 17th, 2008 9:19:00 AM

Vedik channels positive energy into several beings around him, healing wounds and harming undead. He actually manages to fry the shadow next to Tratain which disintegrates with a bloodcurdling scream.

Tratain unleashes his signature spell destroying all but one of the lesser spirits swarming around the party. [Tratain Highlight to display spoiler: {The remaining undead are a spectre, three nightwings and three dread wraiths.}]

Arien hits one of the larger flyers with a disintegrating ray. It is only by sheer luck that the creature escapes the full effects of the spell.

Monthor continues his workout with the axe, and even though the incorporeal nature of the undead in front of him protects it against 3 swings, the fourth one is enough to finally finish off the attacker. The gray cloud of evil smoke dissipates in the strong wind. [There is no creature left to cleave to. Yes, Unholy Blight is a spell effect and your racial bonus applies. Yes, I should have made SR checks against your SR last round, too. I've made them now, all three spells from last round went through.]

Draax suffers from a streak of bad luck as all four of his well-aimed slashes fail due to incorporeal nature of his target.

Dwight fares little better - the enormous force of the wind coupled with rotten luck make his arrows fail to penetrate the skin of the flying monstrosity.

Jova strikes back at the foes surrounding him with three Scorching Rays [the number of rays caps at three; also note that ranged attack is needed with each ray - I made these for you this round and all three hit]. All rays slam into the gray clouds of smoke, enveloping them with shrouds of fire. [Unless I'm missing something Jova is not incorporeal, but he has a ghost touch ability with spells and weapons, so no need to roll a miss chance when you attack with melee weapons and spells.]

[...]

The ring of shadows - DM Marcin  touch attacks against the party: d20+6=11 ; d20+16=31 ; d20+16=21 ; d20+16=32 ; 2d6(1+2)=3 2d6(3+2)=5 2d6(1+5)=6
Tuesday June 17th, 2008 10:04:24 AM

The remaining spirits clustered around the party try to exact some measure of revenge for the destruction of their companions, but their efforts are miserable at best [Tratain is damaged for 3, Draax is damaged for 5, Vedik is damaged for 6].

The three bat-like creatures circling the group change their tactics. Instead of one more volley of black fire they launch another, more insidious kind of magic that tugs at the spells protecting the party and seeks to extinguish them one by one [The party is hit three times by an area Greater Dispel Magic. Please check yourself which spells you have active might be ended. All three attacking spells are at CL17].

The five spectral copies of the necromancer slowly move in a wide circle around the stones. The way their lips move one could swear they were wispering something, but because of the wind one would have to come very close to them to actually hear what is being said.

[Map. Sorry for a late post today. Remember that a severe wind is still blowing from the east.]

[Correction - DM Marcin] 
Tuesday June 17th, 2008 3:25:29 PM

[Turns out Vedik was prudent enough to wear a ring of counterspells with a Greater Dispel Magic. Very clever. One of the spells gets canceled and you only need to check two of them.]

Tratain Current Spells  d20+25=45 ; 3d8+19=36 ; d100=61 ; d100=56 ; d100=83 ; d100=62 ; d20+17=34 ; d20+17=24 ; d20+17=28 ;
Tuesday June 17th, 2008 4:45:43 PM

Seeing the party being constantly hurt from the Unholy Blights Tratain Decides to heal everyone.

(Defensively Cast Mass Cure Serious Wounds, Check = 45, Everyone Heals 36 Points)
(4 50% Miss Rolls, all Pass 61, 56, 83, 62 The 4 Undead Closest to the Party take 36 Positive Energy Damage, DC 26 Will save for Half)

OOC: Tratain also has Two Rings of Counterspells with Greater Dispel Magic, but I'll Roll the Dispel Checks just in case. 1st Set, 34 vs 26, Stoneskin Dispelled. 2nd Set 28 vs 30, GMW ok; 28 vs 18 Death ward Dispelled.)

(Tratain's caster Level is 19, The Death Ward Caster Level is 7, Prot. From Evil Caster Level is 3. Stoneskin caster Level is 15)

(And Arien Remember Tratain is Taking Half your damage at the moment, please list how much you take to make it a little easier for me :) I have the damage figured out from you're last set of saves already.)

-------------------------------------------------
AC 41 HP 127/188; Touch AC 18
Sickened - Round 2 of 4
Stoneskin 126 Points - 150 Minutes - ?
Greater Magic Weapon - 19 Hours
Death Ward - 7 Minutes - ?
Magic Vestmentx2 - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent

[Correction #2 - DM Marcin] 
Tuesday June 17th, 2008 6:54:07 PM

[A thumb up to you for coming prepared. All three dispels are negated, no need to roll dispel checks.]

Dwight hp 82 ac 27  d20+10=22 ;
Tuesday June 17th, 2008 9:42:13 PM

Wind (Fort) : 22 (stays put)

Unable to get an accurate hit between holding his stomach and the wind, Dwight tries to aid another. Dwight casts Remove Curse on Draax, to remove his sickeness. Hopefully allowing him to hit more.

===========================
Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 150 Points - 150 Minutes (blows, slashes, cuts, stabs)
sickened for 1 more round (-2 to all d20s)

spells cast:

3rd - 1

Draax HP 119/166, AC35  d20+28=36 ; d20+23=24 ; d20+18=32 ; d20+13=22 ; d20+23=39 ; d100=37 ; d100=79 ; d100=74 ; d100=83 ; d8+12=18 ; d8+12=19 ; d8+12=13 ; 2d6=11 ; 2d6=3 ; 2d6=8 ;
Tuesday June 17th, 2008 10:41:21 PM

Draax feels the healing magic wash over him and then the sickness leave him. He decides to try and hit the big number 3 again hoping to have better luck than the last time.

Hit AC 36
percentage 37% missed

Hit AC 39 (used hero point to reroll natural 1) for 18 dmg and 11 holy dmg
percentage 79%

Hit AC 32 for 19 dmg and 3 holy dmg
percentage 74%

Hit AC 22 for 13 dmg and 8 holy dmg
percentage 83%

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stoneskin 133 Points - 150 Minutes

Monthor Hit Points:155 ( 116) AC30 (31 vs bat 3)  d20+22=35 ; d10+17=24 ; 2d6=11 ;
Tuesday June 17th, 2008 10:53:08 PM

http://docs.google.com/Doc?id=dg3zz6dj 1f73rbxcs&invite=c8cb526

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (2) , -2 to AC for charging ( 31)

Sickened 2 rounds
The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
=======================
Att.+22
+19
+15
+10
Damage 1d10 +17
( two handed power attack. -5 to hit +10 damage, sickened -2 to attack and damage)

-------------
Movement: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

================================

Monthor activates his winged boots and flies up ( CHARGE= double speed) to engage one of the winged bat thingies.

" HERRRRE ME COMES TO SAVE THE DAY!!! MEES AND FRED ARE LOOKING FOR A FREYYYYYY!!!"

ooc> If he makes it to (3) he attacks it.

Hits AC 37 for 25 physical and 11 holy damage ( 35 total)
( counted the added +2 to attack for charging)



Monthor Hit Points:155 ( 116) AC30 (31 vs bat 3)  d100=37 ;
Tuesday June 17th, 2008 10:54:12 PM

If I need a percentage role...
37

Jova 100/104 HP AC 30  d20+14=28 ; d20+14=29 ; d20+14=23 ;
Wednesday June 18th, 2008 2:09:21 AM

Satisfied with the last effect of his magic he repeats the spell.

--Hit AC 28, 29, 23. Maximized again
Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray



Round 5, party actions - DM Marcin  Saves vs Tratain's Cure: d20+4=18 ; d20+7=21 ; d20+7=9 ; d20+7=22 ; #3 AoO vs Monthor: d20+18=29
Wednesday June 18th, 2008 5:51:17 AM

Tratain administers healing to everyone around and, at the same time, puts some hurt on the remaining four undead around the party.

Dwight removes the sickening effect from Draax.

Draax greatly improves his timing and manages to destroy the large spirit in front of him with three swift slashes.

Monthor activates his flying boots [which is a standard action] and flies towards the large, dark bat to the west. The creature attempts to bite his head off as he closes, but the dwarf is able to evade its black maw full of dark, razor-sharp teeth. There is no time left for him to strike a blow himself, though [the flyers are corporeal, percentile rolls for miss chance are not needed] [Could you please check if the link to your character sheet you posted really works? I tried to access it and received "no such document" error.]

Jova launches another volley of firebolts. All three hit and the smallest of the remaining undead is vanquished.

[...]

Round 5, enemy actions - DM Marcin  Touch attacks of 2 and 4: d20+16=18 ; d20+16=27 ; 2d6=6 ; 2d6=7 ; Spellcraft checks by flyers to figure out why dispels didn't work: d20+24=40 ; d20+24=44 ; d20+24=44 ; Unholy Blight: 5d8=24 ;
Wednesday June 18th, 2008 6:48:08 AM

The remaining two spirits next to the party continue their pitiful attempts at harming the Knights [Vedik is damaged for 7 points and Tratain is damaged for 6 points].

The big flying creature next to Monthor moves away from him [Monthor gets an AoO vs large #3]. Undaunted by the complete failure of their magic attack a moment ago, the nighmarish bats launch the same attack once again [all members of the party aside from Monthor, who has moved away, are hit three times by an area Greater Dispel Magic. Please check if anything got dispelled. All three dispels are CL17].

The ring of spirits to the north parts as if something was pushing its way through. There is a thumping of heavy feet as if a titan was approaching the party. Then a huge patch of darkness forms to the north of the ring of stones and takes up shape of a dark giant, over twenty feet tall [marked on the map as a large X]. The dark titan turns its demonic, horned head towards the group of Gray Knights and rises up a clenched fist. Dark energy is released in an already familiar manner [the party (aside from Monthor) is hit by an Unholy Blight spell - damage 24, Will save DC18 for half and to avoid being sickened].

The five spirits of the necromancer continue to slowly move around the stone ring whispering unheard words.

With the rush of the lesser spirits subsided the severe wind is gone.

[Map. Monthor is at altitude 40 ft - forgot to mark it on the map.]

Vedik Current Spells AC 25 (13 touch) HP 195/214  d20+24=41 ; d20+17=22 ; d20+17=30 ; d20+17=21 ; d20+17=29 ; d20+17=37 ; d20+29=39 ; d100=61 ; d100=80 ; 4d8+16=34 ;
Wednesday June 18th, 2008 1:03:14 PM

Vedik shouts out "the spirits are surrounding us" as the magics enhancing his armor and mind are stripped away.

He shifts behind his now less protective shield, and casts another cure spell, healing the party for an additional 34 damage, as well as striking the two nearest undead. He then steps away from the beast.

OOC:
Will save DC 18: Passed.
1st Dispel: 22, 30: gets 2nd Magic Vestment. 2nd Dispel 21, 29 Gets Mind Blank. 3rd Dispel 37, Gets 1st Magic Vestment.
Cast Defensively: 39, passed
Cast Cure Critical Wounds, Mass (2 50% miss chances, both hit.)
The two near undead take 34 positive energy damage, Will Save DC 26 for half.
5' step South West

Greater Magic Weapon CL 16
Delay Poison CL 16
Stone Skin CL 15
Death Ward CL 9


Tratain Current Spells  d20+19=28 ; d20+25=33 ; 19d6=61 ; 19d6=55 ; d20+19=24 ; d20+19=33 ; d20+19=26 ; d20+19=21 ; d20+19=25 ; d20+19=33 ; d20+19=30 ; d20+19=32 ; d20+17=33 ; d20+17=29 ; d20+17=29 ; d20+17=21 ; d20+17=32 ; d20+11=25 ; d20+15=18 ;
Wednesday June 18th, 2008 8:39:04 PM

After the Dispelling Magic hits Tratain, he watches the new Threat appear and attack. (Will Save 28)

Tratain decides that some offense against the flying creatures is called for he defensively casts Firestorm (Defensive Casting check 33) against the three Flying enemies, the two close ones, and the new monster.
And then he quickly follows up by casting Spiritual weapon against Flying 2. (Quicken Spiritual Weapon)

If the two closest undead to the party have been killed Tratain moves 4 spaces to the east in an attempt to better hear what the necromancer is saying (Listen 25)

Tratain peers at the new threat and attempts to see if he can tell what it is. (Knowledge Religion 18)

Fire Storm SR vs 1 = 24 Hero Point for 33; Fire Storm SR vs 2 = 33; Fire Storm SR vs 3 = 26 Hero Point for 30; Fire Storm SR vs X = 21 Hero Point for 32; Spiritual Weapon SR vs 2 = 25 Used 3 Hero Points if Needed. Fire Storm Damage 61, Reflex Save DC 26 For Half (If I can't Target All of them then I just hit Flying 3)
-------------------------------------
Dispel Checks: 1st = 33 vs 26, Stoneskin Dispelled; 2nd 29 vs 30, GMW Safe, 29 vs 18 Death Ward Dispelled; 3rd 21 vs 30 GMW Safe, 32 vs 30 Magic Vestment Shield Gone
-------------------------------------------------
AC 37 HP 149/188; Touch AC 18
Sickened - Round 3 of 4
Greater Magic Weapon - 19 Hours
Magic Vestment - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent



Arien(HP 85/118: AC: 17(touch:17) Stoneskin, Sickened Spells  d20+17=36 ; d20+20=32 ; d20+10=30 ; d20+10=30 ; d20+10=16 ; d20+10=23 ; d20+10=17 ; d20+10=26 ; 4d6=12 ; 4d6=6 ; 2d6=3 ; 2d6=3 ; 6d6=24 ; 6d6=16 ; 6d6=20 ; 6d6=12 ; 6d6=21 ; 6d6=27 ; d20+19=33 ; d20+19=35 ; d20+19=39 ;
Wednesday June 18th, 2008 9:58:47 PM

Arien grits his teeth against the wave of unholy magic and snarls in frustration at seeing the new foe and steps forward and to the left, out of reach of the incorporeal creatures (R19). Clenching his fist, Arien casts a spells and then extends the hand palm open at the creature. Four fiery orbs, two feet in diameter each, streak from the mage's hand and hurtle towards the creatures trailing sparks as they fly. The four orbs impact the creature and explode in an inferno forty feet in radius around the creature.

((Target: T5, SR = 32. Ranged Touch Attacks: Natural 20, Natural 20, 16, 23; confirmations: 17, 26. Each orb hits for 2d6 bludgeoning, no save. Damage: 12, 6, 3, 3: 24 bludgeoning; each sphere does 6d6 fire damage, no save for each orb that strikes the target or ref save 32 for half. Damage: 24 (40 if the fire crits as well.), 20 (32 if the fire crits as well), 21, 27. Total Damage: 24 Bludgeoning, 88 fire (116 if fire crits), total damage: 112 (140 if the fire crits as well) Caster Level checks for Dispel Magic: 33, 35, 39)

((OOC: Not sure if the critical hit meteors double damage for the fire as well so I rolled that separately))

----------
Stoneskin: 148 points - 150 minutes
Arien saves for half damage from the Unholy Blight, 12 damage, halved due to Shield Other, both Arien and Tratain take 6.

Monthor Hit Points:155 ( 116) AC30 (31 vs Nec 5)  d20+22=31 ; d10+17=19 ; 2d6=4 ; d6+24=27 ; d10+19=22 ; 2d6=8 ;
Wednesday June 18th, 2008 9:59:57 PM

Try:
http://docs.google.com/Doc?docid=dg3zz6dj_1f72rbxcs&hl=en

---------------------------------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (Nec 5) to AC for charging ( 31)

Sickened 1 rounds
The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
=======================
Att.
+22
+19
+15
+10
Damage 1d10 +17
( two handed power attack. -5 to hit +10 damage, sickened -2 to attack and damage)

-------------
Movement: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

================================
As the large bat creature tries to fly away, Monthor swings Fred the axe at it.

AoO vs (Large bat 3)
Hits AC 31 for 19 physical and 4 holy damage ( 23)

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

Seeing that the necromancers are going to be trouble, Monthor switches direction and charges down towards the closest one

Monthor charges towards (5) and attacks

Hits AC 27 for 22 physical damage and 8 holy damage (30)

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



Dwight hp 92 ac 25  d20+17=23 ; d20+9=29 ; d20+17=35 ; d20+3=10 ; d20+17=20 ; d20+15=30 ; d20+11=19 ; d20+23=43 ; d6=5 ; d6=1 ; d6=1 ; d6=6 ; d6=1 ; d20+23=24 ; d20+18=37 ; d6=2 ; d6=4 ; d6=1 ; d6=5 ; d6=3 ; d20+13=33 ; d6=1 ; d6=6 ; d6=3 ; d6=4 ; d6=4 ; d20+23=25 ; d6=2 ; d6=4 ; d6=6 ; d6=5 ; d6=5 ; d20+15=18 ;
Wednesday June 18th, 2008 10:52:10 PM

Dispel Saves:
--Death Ward 23 vs 29 (remains)
--Protection from Evil 35 vs 10 (dispelled)
-- Stoneskin 20 vs 30 (remains)

* last round of sicken

Blight Saves (DC 18): 19 - 2 (sick) = 17 (takes 24)
(Heals 34 from Vedik)

With the wind dying, Dwight immediately returns to his bow. He fires at the most damaged enemy that remains standing. (Hard to say with so much going on and some not doing as much as hoped)

Dwight is hoping to do just enough to kill one that is already injured.

att 1 - holy arrow: 43 (nat 20!) - 2 = 41 (critical: 24, nat. 1 bah!)
dmg: 5a + 1f + 1i + 7h + 3 = 17

att 2 - holy arrow: 37 - 2 = 35
dmg: 2a + 4f + 1i + 8h + 3 = 18

att 3 - holy arrow: 33 - 2 = 31
dmg: 1a + 6f + 3i + 8h + 3 = 21

att 4 - holy arrow: 25 (miss most likely)
dmg: 2+4+6+5+5+3 = 25

Total for attacks 1-3: 56

spot: 18 (do any of the 1-5 spirits seem to be acting different from the others?)

===========================
Death Ward (Tratain's wand CL 9)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)
Stoneskin 150 Points - 150 Minutes (blows, slashes, cuts, stabs, CL 15)

spells cast:

3rd - 1


Draax HP 153/166, AC35  d20+28=33 ; d100=79 ; d8+12=14 ; 2d6=6 ; d20+17=27 ; d20+17=27 ; d20+17=29 ; d20+17=37 ; d20+17=37 ; d20+17=18 ; d20+17=35 ; d20+17=35 ; d20+17=24 ; d20+17=33 ;
Wednesday June 18th, 2008 10:54:46 PM

Draax accepts the healing magic as he moves to U23 and attacks the creature near Vedik.

Hit AC 33 for 14 dmg and 6 holy dmg
percentage 79%

Dispell checks: stoneskin 27 vs 27 passed, 29 vs 37 passed, 37 vs 18 failed Stoneskin gone; endure elements 35 vs 35 passed, 24 vs 33 passed

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing

Jova 100/104 HP AC 30 Sickened 4 rounds  d20+17=33 ; d20+9=10 ; d20+17=20 ; d20+15=30 ; d20+21=26 ; d20+15=16 ;
Thursday June 19th, 2008 1:26:38 AM

Taking a 5 foot step back, Jova unleashes a fireball with maximum force aimed at one of the flying creatures on the outside of the circle.

--Maximised Fireball 60damage, reflex 1/2 DC 20 SR 26[ On map fire at big red circle on far right side.]
Failed the blight, so sickened for 4 rounds. Saved the stoneskin, lost the death ward.

Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--5/6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray


Round 6, party actions - DM Marcin  2 and 4 save vs Vedik's Cure: d20+7=27 ; d20+7=20 ; Saves vs Firestorm: d20+11=28 ; d20+11=28 ; d20+11=26 ; d20+11=20 ; Miss risk on Monthor's attack: d100=56
Thursday June 19th, 2008 5:00:02 AM

Vedik continues to channel positive energy healing the party and harming the undead. His spell finishes off one of the lesser spirits close to the group and gravely wounds the other one.

Tratain unleashes a Fire Storm. All places this spell affects must be in a single, connected area, but Tratain has enough power to extend it over all foes in the range of sight. The last of the lesser undead is vaporized. All four remaining foes suffer from the heat of the sheets of fire moving over them, but three manage to avoid full effects. The Spiritual Weapon fails to penetrate the flyer's resistance to magic. Tratain moves in the direction of the spirits and realizes that one would have to stand much closer, maybe right next to them in order to hear their barely audible whispers. His knowledge of undead allows him to identify the newly arrived foe [Highlight to display spoiler: {It's a nightwalker}].

Arien casts a Meteor Swarm at the dark titan. All four spheres launched by him hit the chest of the monster [note that undead are not subject to critical hits].

Fred the Axe takes a bit out of the nearest dark bat as it tries to fly away, but it is visibly not as effective as it would be against, say, an ogre. The dwarf about-turns and focuses his attention on the spectral image of the necromancer nearby. The axe hits true; the spirit is destroyed and vanishes with a barely audible sigh [don't forget miss risk rolls when you attack the images of the necromancer, they are incorporeal. The new link works, thanks Yves].

Dwight focuses his attention on the most damaged of the foes, who is, courtesy of Arien's Meteor Swarm, the dark giant. Two out of the four arrows he fires hit, but it is only the elemental damage that gets through, and not all of it. The giant still stands [note that undead are not subject to critical hits]. [Dwight Highlight to display spoiler: {The only difference between the spirits is the expression on their faces. For 1 it is hate, for 2 it is fright, 3 wears a scowl, and 4 looks as if he was consumed by some inner hunger. Number 5's face is stoic - oh wait, Monthor just destroyed him, never mind.}]

Draax adjusts his position, but the foe that was there just a moment ago is already vanquished.

Jova launches a ball of blazing fire at the flying beast in the distance, but his spell fails to penetrate the creature's resistance to magic.

[...]

Round 6, enemy actions - DM Marcin  Unholy Blights: 5d8(3+4+7+4+5)=23 5d8(5+7+8+7+4)=31 5d8(7+3+2+1+7)=20 5d8(2+2+1+1+7)=13 5d8(7+8+2+5+4)=26
Thursday June 19th, 2008 5:56:27 AM

The remaining foes concentrate their powers on those of the members of the party who are still clustered together. Arien, Draax, Dwight, Jova and Vedik are hit by five Unholy Blights - the dark titan managed to launch two at the same time [Will save for all is 18. Damages are 23, 31, 20, 13 and 26].

The remaining four images of the necromancer calmly move around the circle of stones as if in some kind of a ghost dance.

Out of the sudden the ground starts to tremble, as if the earth was striving to eject something from its womb!

[Map. Dave, sorry for the miscommunication earlier. Let me know if the new map is legible.]

Dwight hp 92 ac 25 
Thursday June 19th, 2008 8:07:40 AM

Dwight shouts to Monthor, "Get the big ones, we need the little spirits!"

If a soul is split, and a portion killed, what does that mean for reuniting them, or for that matter eternal rest Dwight feels loss for even the evil, tortured soul that floats around.

OOC: The map is much better, thanks for changing the font color.

OOC: I'll post my volley of arrows later.

Tratain Current Spells  d20+19=35 ; d20+19=39 ; d20+19=38 ; d20+19=39 ; 19d6=64 ; 19d6=72 ; d20+19=25 ;
Thursday June 19th, 2008 9:37:43 AM

Tratain shouts "Monthor! Get off the necromancer spirits!! We need them, How do we get information from them if you destroy them!!"

He continues "Those Nightwings and that Nightwalker can cast those Spells Forever, They need to be killed now! Do it!"

Tratain then casts Firestorm again to hit all of the enemies he can see, minus the Necromancer spirits.

Firestorm - 64 Damage, Reflex DC 26 For Half, SR vs X = 35, SR vs 3 = 39, SR vs 2 = 38, SR vs 1 = 39 (Wow, Guess the Die rolled felt bad after last turns check heh)

Tratain then Shifts the Spiritual weapon across to #1, But it fails to hurt this creature as well. (SR check 25)

-------------------------------------------------
AC 37 HP 143/188; Touch AC 18
Sickened - Round 4 of 4
Greater Magic Weapon - 19 Hours
Magic Vestment - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent

Vedik Current Spells AC 25 (13 touch) HP 214/214  d20+24=33 ; d3=1 ; d20+24=38 ; d20+24=35 ; d20+24=35 ; d20+24=37 ; d20+16=29 ;
Thursday June 19th, 2008 8:17:20 PM

Vedik swears as one of the five spirits they need vanishes. Reaching into his pack, he grabs a scroll and reads the words of power, healing the entire party for 170 damage.

OOC:
5 DC 18 will saves, all passed: 58 damage
Use Scroll of Mass Heal: Caster Level Check, DC 17: Passed :Entire Party Healed 170 damage

Greater Magic Weapon CL 16
Delay Poison CL 16
Stone Skin CL 15
Death Ward CL 9

Monthor Hit Points:155 ( 116) AC30 (31 vs Bat 3)  d20+24=44 ; d10+19=26 ; 2d6=6 ;
Thursday June 19th, 2008 8:44:51 PM

http://docs.google.com/Doc?docid=dg3zz6dj_1f72rbxcs&hl=en

---------------------------------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (Bat 3) to AC for charging ( 31) ( counting the -2 to AC for charging)

=======================
Att.
+24
Damage 1d10 +19
( two handed power attack. -5 to hit +10 damage, charge)

-------------
Movement: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

================================

Hearing Tratain, Monthor turns and CHARGES back towards the bat creature.

Hits AC 44 ( natural 20) for 26 physical and 6 holy damage.



Draax HP 166/166, AC35  d20+8=19 ; d20+8=15 ; d20+8=13 ; d20+8=23 ; d20+8=14 ;
Thursday June 19th, 2008 9:03:07 PM

Draax is unable to shake off three of the effects, but feel make better as healing power of Vedik's scroll washes over him.

As the ground begins to shake, Draax stands ready to attack anything that shows itself.



Dwight hp 99/99 ac 25  d20+17=33 ; d20+9=16 ; d20+17=36 ; d20+15=22 ; d20+23=29 ; d6=1 ; d6=5 ; d6=2 ; d6=5 ; d6=1 ; d20+18=32 ; d6=5 ; d6=4 ; d6=2 ; d6=2 ; d6=4 ; d20+13=14 ; d20+13=21 ; d20+13=30 ; d20+23=28 ; d6=2 ; d6=2 ; d6=3 ; d6=3 ; d6=4 ;
Thursday June 19th, 2008 9:28:17 PM

Dispel Saves:
Death Ward 33 vs 16 (dispelled)
Stoneskin 36 vs 22 (dispelled)

-------------------------------
Dwight unleashes another volley of arrows at the giant "X" (or number 3, 2, 1 if X is down)

att 1: (holy arrow) 29 (miss I think)
dmg: 1a + 5f + 2i + 6h + 3 = 17

att 2: (holy arrow) 32
dmg: 5a + 4f + 2i + 6h + 3 = 20

Dwight doesn't falter with the shaking of the ground, but its enough of a distraction to make his arrow go way wide.

att 3 (holy arrow) 14 (definitely a miss, though not critical)
OOC: ignore extra d20 here

att 4: (holy arrow): 28 (likely a miss)
dmg: 2a + 2f + 3i + 7 + 3 = 17

"Great now what has come to tell us we don't belong?!?!" mumbles Dwight loudly.

IF att 28 and higher hits, then total is 54
(OOC: Am I missing something? Should I know if its a hit or not?)

====================

Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

spells cast:
3rd - 1


Jova 50/104 HP AC 30 Sickened 3 rounds  d20+15=16 ; d20+15=16 ; d20+15=29 ; d20+15=17 ; d20+15=33 ; d20+21=39 ;
Friday June 20th, 2008 12:04:22 AM

The enemy is not affected one bit with his spell. Concentrating hardcer he makes the attempt again. Waves of the blight suck his life from his bones. He thanks the Gods for the healing powers that save his life.

--Ok, fail 3 out ofd 5 saves Total Damage 89. Took 45 healing from Vediks heal.
--Turn and fire fareball at number 3 on opposite side. 60 Damage, DC 20 Reflex half, Maximised fireball SR 39
Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--4/6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray


Round 7, party actions - DM Marcin  Ref saves vs Firestorm: d20+11=29 d20+11=15 d20+11=16 d20+11=16 AoO vs Monthor: d20+18=32 2d6(1+1)+17=19
Friday June 20th, 2008 4:23:44 AM

As Tratain's second Fire Storm roars over restless spirits the dark titan falls to its knees and then collapses. As soon as it hits the ground with a resounding thump a cloud of purple dust rises to the air. His body splits into thousands of small shadows that seem to seep into the ground and disappear. A few seconds later all that remains of him is a single, black, glistening stone the size of a human head.

Vedik seeks to undo the damage done by the flying beasts and decides to expend a powerful scroll.

Monthor focuses his sight on the large beast looming in the sky and charges it. The creature snaps at him as he closes and manages to maul his forearm [AoO hits Monthor for 19 damage]. A second later Fred retaliates against it with roughly equal force. This is enough to sever the forces of unlife that were keeping it afloat. The bat screeches and tumbles to the ground. It actually manages to dissolve into a cloud of shadows before it impacts. All that falls on the purple rocks is a large black stone, similar to what's been left of the dark giant.

Draax gets ready to repel any adversary that might show up.

With two of the foes already eliminated Dwight sends his arrows at the flying creature to the south. Though all four hit its side only one seems to go deep enough to cause it harm [these are, as Joe mentioned, Nightwings - AC30, SR27].

Jova aims another ball of fire at the flying monster and this time is pleased to see that it breaks through the creatures natural resistance to magic [as #3 is already down I'll switch the spell to the next most seriously damaged target - #2]. The wings of the creature catch on fire and it dives to the ground shot down, leaving behind a long trail of black smoke. Clouds of dust rise from the place of its crash, but soon all that is left in the place of its landing is a third black stone.

[...]

Round 7, enemy actions - DM Marcin  Unholy Blight: 5d8(7+4+5+3+3)=22 Creature casting defensively: d20+32=36 Cone of Cold: 15d6(5+6+5+4+5+6+5+2+2+1+6+3+1+6+5)=62
Friday June 20th, 2008 4:57:04 AM

The last remaining Nightwing continues to circle the group at some distance, seemingly paying no heed to the fate of its companions. Its dark powers envelop the Knights once again [yet anohter Unholy Blight - the targets are Arien, Draax, Dwight, Jova, and Vedik. Damage is 22, Will DC18 for half].

At this very moment the ground right next to Arien erupts in a geyser of dirt and stones. A huge, worm-like, black creature emerges from the earth. The part of it that is now over ground is more than 20 feet high and looks like a nightmarish tower that bends over the party, its dark maw full of teeth the size of a tower shield each. Gods only know how large is its part that still remains underground [the creature is marked as Z on the map. Arien gets an AoO against it.]

The small group of Knights standing in its shadow is suddenly overcome with a feeling of powerlessness that seeks to creep into their limbs [Arien, Draax, Dwight, Jova and Vedik are hit by a Mass Hold Monster spell - make a Will save DC23 or become paralyzed.]

The maw of the creature leans over the Knights and unleashes a storm of ice-cold breath that seems cold enough to flash-freeze blood in veins [Arien, Draax, Dwight, Jova, Tratain and Vedik are hit by a Cone of Cold, damage 62, Ref save DC19 for half. Note that if you got paralyzed you automatically fail this Ref save].

[Knowledge:Religion DC20 to identify the creature: Highlight to display spoiler: {A nightcrawler}.]

The four images of the necromancer slowly and silently move around the stone pillars.

[Map.]

Arien(HP 96/118: AC: 17(touch:17) Stoneskin, Sickened Spells  d20+17=19 ; d20+17=36 ; d20+17=21 ; d20+17=18 ; d20+17=25 ; d20+17=36 ; d20+15=24 ; d4=3 ; d20+17=30 ; d20+28=33 ;
Friday June 20th, 2008 7:39:46 PM

Arien, seeing the large beasty appearing next to him decides it would be prudent to move a bit out of the way. Casting defensively (concentration check 33), Arien dimension doors out of the way (X,28)

(Arien takes 52 damage from the 5 unholy blights, failed the save on the 4th one (19, 36, 21, nat 1, 25) and is sickened for 3 rounds. Then he is healed for 170 damage, saves vs the hold monster, cone of cold and the unholy blight (36 hold monster, 24 cone of cold, 30 unholy blight)and so takes 31 and 11 damage. Due to the Shield Other spell have of this goes to Tratain so Arien takes 16 cold damage and 6 from the unholy blight and Tratain takes 15 and 5 respectively.)

Monthor Hit Points:155 ( 97) AC32 (33 vs Worm thingy)  d20+26=31 ; d10+19=25 ; 2d6=3 ;
Friday June 20th, 2008 10:37:21 PM

http://docs.google.com/Doc?docid=dg3zz6dj_1f72rbxcs&hl=en

---------------------------------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (Worm thing)

=======================
Att.
+26
Damage 1d10 +19
( two handed power attack. -5 to hit +10 damage, +2 flanking bonus,+2)

-------------
Movement: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

================================

ooc> Wouldn't the stoneskin take care of the damage from the bat?

[Absolutely! I just do damage, I'm counting on you to distribute it between hit points and spells. M.]

Monthor turns, moves up and flanks the worm thingy (M15) . He and Fred then starts to do what they do best.

Hits AC 31 for 25 physical and 3 holy damage.



Jova -12/104 HP AC 30 Sickened 3 rounds  d20+15=21 ; d20+15=17 ;
Saturday June 21st, 2008 3:54:11 AM

Jova seems to be getting used to the unholy type spells and shrugs off the damage. Well most of it anyeay. He watches as the monster rises from the ground. Fascinating, as his mind is being control;l;ed by the beast. Even with his newly bpought ring of evasion, he is unable to escape the breath of the night creature and sturns to a pillar ofd ice.

--Save against unholy, fail the paralyze, take full damage.
--Looks like I am dead. rolling 1's and 2's when needing at least a 3 sucks. Have fun guys good luck!!
Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--4/6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray


Tratain Current Spells 
Saturday June 21st, 2008 6:52:38 AM

OOC: Jova is Not Dead.

You were Fully healed last turn, You were hit by 5 Unholy blights then you were fully healed, you started this round at full hit points. I have no Idea why you thought you were at 50 to start that last round. 104 - 11 - 62 = 31 hps left.

Jova -12/104 HP AC 30 Sickened 3 rounds 
Sunday June 22nd, 2008 2:09:54 AM

OOC-Vediks spell healed 170 points. I took up like 70 of them. I figured others needed the healing as well. Is this wrong? Noone stated how many they were using, I just assumed.

Tratain Current Spells 
Sunday June 22nd, 2008 8:18:55 AM

OOC: Everyone Heals 170 points, its not 170 points split between the group. Jova Heals 170, Arien Healed 170, Draax Healed 170, Dwight Healed 170 Vedik Healed 170, Tratain Healed 170.

Tratain Current Spells  d20+15=24 ; d20+15=29 ; 4d8+19=34 ; d20+27=30 ; d20+19=26 ;
Sunday June 22nd, 2008 9:56:00 PM

When the Giant worm releases its Cone of Cold Tratain is able to avoid some of its blast. (reflex 24) and Identify the New Monster as a Nightcrawler. (Knowledge Religion 29)

Tratain moves 20 feet towards the New Monster and defensively casts Mass Cure Critical Wounds on Himself, Vedik, Jova, Draax, and Dwight. (Those people heal 34) (Cast Defensively 30) and He includes the Nightcrawler but fails to break its spell resistance (SR Check 26)

He calls out "Vedik try and Help Jova!"

-------------------------------------------------
AC 37 HP 100/188; Touch AC 18 (Tratain was actually too far away to get the mass heal last round it looks like)
Greater Magic Weapon - 19 Hours
Magic Vestment - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent

Dwight hp 60/99 ac 25  d20+10=30 ; d20+11=12 ;
Sunday June 22nd, 2008 10:54:24 PM

Unholy Blight: 30 (dmg 11)

Mass Hold Monster: 12 (Failed and held. This is the second time I got a natural 20, and 1 right after!!!!!)

Cone of Cold: Failed, full damage: 62

Healed 34 by Tratain

=================
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

spells cast:
3rd - 1

==========

OOC: Okay, I wasn't sure we should use the AC of creature in MM since it could always be different.

Vedik Current Spells AC 25 (13 touch) HP 206/214  d20+18=29 ; d20+24=35 ; d20+11=19 ; d20+12=30 ; d20+12=25 ; d20+29=34 ;
Sunday June 22nd, 2008 11:07:41 PM

Vedik nods at Tratain's command, and flies over to Jova. Thinking for a moment, he reaches out a hand and casts Greater Spell Immunity on Jova, making him immune to Cone of Cold, Unholy Blight, Finger of Death, and Hold Monster.

OOC:
Will Save DC 18, Passed (should have been +24, but +18 still beat it), 11 damage
Will Save DC 23, Passed
Reflex Save DC 19, Passed, 31 damage
34 healed from Tratain
Knowledge Religion checks for creature knowledge, passed
Fly to U21
Cast Greater Spell Immunity on Jova (Cast defensively passed)



Round 8, party actions - DM Marcin  AoO vs Monthor: d20+29=37 4d6(4+4+5+4)+21=38 Grab on Monthor: 4d6(5+3+3+6)+41=58
Monday June 23rd, 2008 3:29:06 AM

Arien uses a spell to get out of harm's way.

As Monthor moves up to the towering worm the beast snaps at him with its huge maw [AoO, Monthor takes 38 damage, apply Stoneskin as appropriate]. The huge jaw of the beast closes around the dwarf like the final embrace of Death himself [Improved Grab, grapple check 58, Monthor is now held and grappling with the worm and can't complete his attack].

Jova is under paralyzing influence of the monster and can't act [Joe is correct, a Mass Heal cures all receipients of 170 points of damage].

Tratain moves up to the now idenitifed nightcrawler and provides some healing to the badly damaged party.

Dwight suffers the same fate as Jova and is held immobile [I should have posted the AC of monsters after a round or two of combat - I'll try to do better next time].

Vedik flies up to Jova and makes him immune to the spells that have been recently flying through the battlefield [Jova will automatically be successful on his save vs Hold Monster next round].

[...]

Round 8, enemy actions - DM Marcin  Unholy Blight: 5d8=23 ; Swallow Whole on Monthor: d20+41=59 ; Cone of Cold: 15d6=51 ;
Monday June 23rd, 2008 4:09:36 AM

With a last mournful howl the sole Nightwing still in existence unleashes a final bolt of dark magic and turns to flee straight away from the party [everyone but Monthor is hit by an Unholy Blight - damage 23, Will save DC18 for half, you are sickened for 1d4 rounds if you fail the save].

The worm holding Monthor in his jaw decides to snack on the brave warrior [Swallow Whole, grapple check 59]. <GULP!> - down goes the dwarven snack. Then it turns its now free maw at the party gathered conveniently in its shadow and covers the Knights in its frigid breath [everybody but Monthor is hit by another Cone of Cold - damage 51, Ref save DC19 for half or auto fail if you are still paralyzed]. Then, with a great rumbling noise, the beast starts to burrow into the purple sand, vanishing from sight! Monthor, tumbling inside the creature's stomach, is aware of the rapid vertical movement.

[The Nightwing is now 110 ft away from the party and, because of the clouds of dust, will most likely move out of range of spells and out of sight next round. The nightcrawler has burrowed into the ground and is not visible. No map needed this round.]

[We are still counting time in rounds as Monthor seems to be in grave danger. Those on the surface who are paralyzed can attempt to make the Will save DC23 every round to shake off its effects.]

[At the beginning of each of his rounds in the belly of the monster Monthor will be taking 2d8+12 bludgeoning damage (which can be absorbed by Stoneskin) and 12 acid damage. If he decides to crawl out of the maw he needs to make two successful grapple or Escape Artist checks - first one to get back to the maw, and another one to escape it. The DC to beat is 55. If he decides to cut his way out he needs to do 35 damage to creature's gizzard (AC21) with a light slashing or piercing weapon. The creature's damage resistance will apply.]

Monthor Hit Points:155 ( 116) AC32 (33 vs Worm thingy) 
Monday June 23rd, 2008 8:31:17 AM

ooc> What if Monthor decides to use his cloak of the mountbank to Ddoor out of there? No, he's not wearing it right now. He'd have to switch it out. So, I'd guess,
One round to switch out the cloaks ( the Mountbanks is in the magic haversack)
One round to activate it?

Does the mechanics sound accurate?

[Move action: take it out, move action: take off the Cloak of Resistance, move action: put it on, standard action: activate it - two rounds seem to be an accurate count. If that's what you are planning to do you can go ahead with two rounds of actions (and roll gizzard damage twice). M.]

Draax HP 134/166, AC35  d20+8=25 ; d20+13=30 ; d20+8=23 ; d20+8=10 ;
Monday June 23rd, 2008 5:35:12 PM

Seeing the creature disappear into the ground after swallowing the dwarf, Draax switches to his bow with his silver arrows. Knowing that the Monthor is enough to give any creature a stomachache, Draax has faith the creature will be spitting the dwarf up soon and waits for the creature to show come back to the surface.

Saved hold monster (25); Save Cone of Cold (30) takes 32 dmg; Save unholy blight (23) takes 11 dmg; Healed 34; save unholy blight (10) takes 23 dmg.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing

Tratain Current Spells  d20+15=18 ;
Monday June 23rd, 2008 5:46:31 PM

Tratain can only watch as Monthor is swallowed by the Nightcrawler and it burrows back into the ground. Thus distracted he isn't able to dodge the Cone of Cold at all.

Tratain casts Heal on himself. And if There is a second round of action he casts Heal and holds the charge just in case the Night Crawler reappears.

-------------------------------------------------
AC 37 HP 174/188(if Arien Fails Save) HP 188/188(If Arien Makes save); Touch AC 18
Greater Magic Weapon - 19 Hours
Magic Vestment - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent

Monthor Hit Points:155 ( 92) AC32 (33 vs Worm thingy)  2d8+12=21 ; 2d8+12=20 ;
Monday June 23rd, 2008 8:03:04 PM

http://docs.google.com/Doc?docid=dg3zz6dj_1f72rbxcs&hl=en

---------------------------------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 47 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (Worm thing)

---------------------------
Two rounds of action.

Monthor takes out his Cape of the Mountbank, move action: take off the Cloak of Resistance, move action: put the cape on, standard action: activates it and pops himself and Fred out of the belly of the beast and up 30 feet above ground.

(acid damage roled 41)




Dwight hp -2/99 ac 25  d20+11=23 ; d20+11=13 ;
Monday June 23rd, 2008 8:16:04 PM

OOC: This is bad, might be Dwight's last round it all comes down to save from blight!

unholy blight: 23 (Whew! half damage, which I am still assuming is possible even if held since its a Will save, but I might be wrong -- dmg 11)

cone of cone (held, auto failed -- dmg: 51)

Dwight remains held, but his eyes roll back as if making the next step to the afterlife.....currently at -2 hp

=====================

Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

spells cast:
3rd - 1



Vedik Current Spells AC 25 (13 touch) HP 168/214  d20+24=27 ; d20+11=20 ;
Monday June 23rd, 2008 9:46:57 PM

Vedik manages to shrug off both of the attacks, but looks in horror as the beast disappears below the surface. Cursing, he ponders the options for a moment before seeing the bleeding mess of flesh that used to be Dwight. Flying over, he casts Heal on Dwight, healing him fully.

He calls out "Gather close"

(Second round action: Ready action to cast Mass Cure Critical Wounds if the nightcrawler returns.)

OOC:
Will save passed, 12 damage
Reflex save passed, 26 damage
Cast Heal on Dwight.

Jova 54/104 HP AC 30 Sickened 1 rounds  d20+15=34 ; d20+11=30 ; d20+21=24 ;
Tuesday June 24th, 2008 1:30:19 AM

Jova shudders as the magic of this nether reallm washes over him. The healing magics of his fellows is a definate need, if traveling here. Jova is able to shake off the monsters hold, although he figures he had help doint that. He rollsa out of the way of the next blast of cold. As he sees the shafow leave the area he points his hand forth, desperately wanting to do away with the creature, before it can hela and return.

--Save Blight, evade the cone cold, save,
Fire maximised fireball at retreating ngihtwing. Beat SR 24 [BS!!] 60 damage.

Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--4/6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray



The combat ends - DM Marcin 
Tuesday June 24th, 2008 8:53:27 AM

Tratain heals himself and casts another healing spell holding its magic in his palm.

Dwight is mauled into unconsciousness by the shards of ice crystalizing in the air, but Vedik's well-timed healing brings him back from the brink of oblivion.

Jova, saved by Spell Immunity, fires off one more Fireball, but the accursed monster shrugs off his magic once again and manages to escape.

There are ten seconds filled with horror when everybody wonders what happened to Monthor, but then the dwarven warrior appears in the thin air flying over ground, all covered with acid and dripping with nightcrawler's digestive juices. The black liquid melts stones as it stains the ground.

It seems that the first battle in this realm of darkness and shadow has been won.

Four copies of the necromancer continue to move about the ring paying no heed to the Knights as if the party was not there at all. Further away a boiling, heaving sea of spirits is silently watching the stone ring.

[We switch back to a more relaxed counting of time. For now you can act as you will.]

[I'll be now accepting hero points nominations for actions in the combat that just ended. Either e-mail them to me or post them as a private message on the board.]

[Sorry for a late post today. Had RL duties I couldn't postpone.]

Tratain Current Spells  d20+12=14 ; d20+11=13 ; d4=1 ;
Tuesday June 24th, 2008 4:25:06 PM

Tratain is relieved when Monthor shows back up a few seconds after being swallowed, as he wasn't sure how they could have rescued him.

He tells his friends "Check around the area real fast and see if those spirits dropped anything, I think I saw the big ones drop something, but no one Travel outside the stone rings, Jova If you don't mind please Telekinesis those stones over to use. I don't want everyone to get too seperated just incase that Nightcrawler comes back. Everyone keep a look out. If it does come back we need to kill it immedietly, if it swallows anyone else I'm not sure we could get them back."

Tratain then approaches one of the Necromancer Spirits and attempts to listen to what it has to say, (Spirit Number 1) and tries to spot any difference between them. If given enough time Tratain will listen to all the spirits and try and discover what they say if anything.

Monthor Hit Points:155 ( 92) AC32 (33 vs Worm thingy) 
Tuesday June 24th, 2008 9:23:01 PM

Monthor lands near Tratain and whipes himself off.
" Well... that was NOT fun.. "

Monthor then swaps the cape out for his cloak of protection.

" Best money Me's ever spent that Mountbank thing... Me might just have to get mees another one for backup. "

" Mees could use a little healing here boys... "



Dwight hp 99/99 ac 25  d20+15=26 ; d20+6=18 ;
Tuesday June 24th, 2008 10:04:29 PM

Dwight floats to the ground and stares for a moment or two into the far off as his body re-adjusts to from his recent trauma. "Thanks, thought for sure I'd be seeing ya'll differently the next time I saw ya. Remind me, once we get back to get ya'll a large feast and all the ale you can drink! Dying here is likely not the best way to take up an afterlife," he adds trying to add humor, but failing even in his tone.

Seeing Tratain wonder towards a spirit, Dwight follows suit, beginning with the 4th spirit. He begins slowly, (listening: 26, sense motive (#4): 18), trying to get the spirit to recall his face and offer of help. (Dwight stays within the stone circle)

If Dwight and the others get nothing, he offers to create the man's book, but says that it will likely take 10 minutes or so. This is time consuming so Dwight hopes his other attempts work. If they don't he will use his magical stick of hairs to draw the book which will transform into a blank, but identical book to the man's journal. Perhaps seeing something he obviously cared for will persuade him to help/speak.

Vedik Current Spells AC 25 (13 touch) HP 203/214  3d8+16=35 ;
Tuesday June 24th, 2008 10:51:09 PM

Vedik relaxes as Monthor appears, landing on the ground but keeping his wings out. "Yeah, if you're done playing with worms Monthor I'll clean ya up." He then gathers everyone close that needs healing and casts Cure Serious Wounds, Mass, healing everyone for 35 damage.

He then flies up a few feet, and keeps his eyes to the horizon, spinning around slowly while the spirit talkers handle the ghosts.



Jova 89/104 HP AC 30 Sickened 1 rounds 
Wednesday June 25th, 2008 1:35:28 AM

Jova is insensed with how easily the magic had been thwarted. In a practiced movemnent he cleans himself off od all ice ands or debris using a presidation spell. When Monthor appears, Jova immediately goes to his side. Casting the spell, he cleans the excess acid and grime fron the dwarf. He relates the ability to each who need it.

Doing as Tratains suggests, he dows what he can to bring, lift the stones closer to the center of their circle. His anger is still present, it was an odd senstaion, he was usually able to dismiss bad things quicly.

The spirits up close - DM Marcin 
Wednesday June 25th, 2008 6:42:33 AM

The party reforms and tries to recover from the recent violent encounter. Physical wounds have been healed, the grime and dust have been removed with help from Jova, and Vedik, airborne, is standing watch, but can't see anybody or anything approaching the group at the moment.

Each of the three defeated powerful undead left behind a strange, glistening black stone the size of a head. Jova's magic slowly tows these into the stone circle and they are deposited on the ground rising small clouds of dust. It is not immediately obvious what these are [some skill checks here, folks?].

Tratain and Dwight slowly approach the spirits of the necromancer. They all look the same, but there are different expressions on their faces.

As Tratain walks up to the first image he can clearly see that the spirit is consumed with hate. Its eyes, madly darting around, eventually focus on Tratain's face. "Mogal!" - comes a whisper like a hiss of a snake - "how can this hedge wizard, this, this - slime, this barbarian savage, this scum usurp the credit for my work?! Advance at my cost? This is the payment I get for my devotion? Oh no, he doesn't know whom he made his enemy yet. And when he learns, he won't have a chance to regret. His death shall be swift, but his afterlife an endless torment! Mogal, you will soon see how your master deals with those who wronged him. Now, how shall we begin?..." It is soon obvious that the spirit is reliving some scene from its past and thinks Tratain is someone else.

The second spirit, when approached by Tratain, bends in half in mortal fright. "Nooo, I beg of thee..." - it croaks - "I am but a speck of dust to you, I am nothing, my soul will not satiate your terrible hunger... Let me serve you, let me be your slave... No, not anymore, please, I beg, let it end, do not look, DO NOT LOOK! Aaaaah!..."

When Dwight walks up to the third spirit it he can see a scowl on his face. "You have ridiculed me, Trannon. You have stolen all I cared for, all I loved, and turned her into manure. You have made my life a living hell, a nightmare, and then you have forgotten about me. But I, Trannon, never forget. I have grown strong, so strong that I can turn you inside out with a single gesture. Beg Trannon, beg for my mercy... I want to see your fear. Humor me enough and maybe I'll make your death quick."

The fourth spirit wears a visage of an all-consuming hunger. "Master" - it addresses Dwight as he approaches - "I am ready. I humbly beg of you to teach me more. I want to be more useful. I want more power. I deserve more power than others, I can prove it, just give me a chance!"

Dwight contemplates making a copy of the journal, but one can only guess how much of what is going on around them the spirits can actually register with their senses.

[The following people have been nominated for and receive hero points:
1. Vedik and Tratain both get one hero point for providing efficient healing.
2. Vedik gets a second hero point for saving Jova with a Spell Immunity.
3. Monthor gets a hero point for escaping a death trap of the nightcrawler's belly.
You can still send in more nominations.]

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells  d20+30=36 ; d20+29=42 ; d20+29=39 ; d20+36=50 ;
Wednesday June 25th, 2008 11:19:08 AM

Arien approaches the large stones and studies them to see what he may know of them or might be able to guess about them. (Knowledge: Arcanna = 36, Knowledge: Dungeoneering = 42, Knowledge: The Planes = 39, Spellcraft = 50)

Draax  d20+10=18 ;
Wednesday June 25th, 2008 5:22:44 PM

Draax tries not to show the relief he feels when Monthor reappears, "I figures you would have given it a bad taste in its mouth and it would have to spit you out sooner or later"

While the others take care of the Necro, Draax remains on guard. (spot check 18)

Tratain Current Spells 
Wednesday June 25th, 2008 6:56:49 PM

Tratain listens to what the Necromancer says, and since it seems to believe he is someone else Tratain decides to play along and see what it says.

To the First spirit he says "Please allow me to be the instrument of your vengeance Master, Think how it will humiliate the savage that I, your servant enact your revenge. It will show him that he is beneath your notice before you finally destroy him. Please tell me where I may find him, and what I should do to strike the first blow against him, perhaps with your permission master, we should sabotage the project that causes the earthquakes? Tell me how I may derail it enough so that he will not be able to fix it, and he will have to come and beg for your help!"

To the Second spirit he says "You do not need to fear me spirit, I will send you along to Lord Gargul where he will look after your spirit. I ask that you tell us about what was causing the recent earthquakes. How are they caused? Where can I find your comrades?"

Tratain listens to what the spirit says to compare what they say, perhaps they will give some kind of useful information, and in comparing what all four spirits say the group can learn what the next step must be.

Monthor Hit Points:155 ( 127 ) AC32 (33 vs Worm thingy) 
Wednesday June 25th, 2008 8:44:52 PM

A freshly cleaned and partially healed Monthor pats his mates on their back one at a time.

" Thanks me friends. Me ands Fred missed ye all too,, "

To Draax... " to many possible ' [Uh, I'm editing this out before Jerry sees and has a heart attack. Be good lads and keep the site PG - Marcin] ' jokes for me to even go there Draax,,,but my Moradin's left pinky, me's loves that Mountbank cape. To bad they can only be used once a day.

Dwight hp 99/99 ac 25  d20+3=21 ; d20+3=12 ; d20+5=14 ; d20+2=17 ; d20+7=21 ;
Wednesday June 25th, 2008 9:35:24 PM

Dwight hears that he and Tratain had the same idea, play along.

To the third spirit:

"No, no, I have not forgotten you, my trusted ally, nor forced you to endure such traumas deliberately. I ask for your forgiveness if I have led you to believe otherwise. It has been a chain of bad events beyond some of our control. Come, let us talk of how we can split the rewards we have gathered and make new plans to take revenge on our loses. Perhaps we can discuss the methods to make more earthquakes?" (Dwight is assuming Trannon (former master) isn't likely to immediately back down, even if he did destroy the man and is trying to play that card. Bluff?: 21)

To the fourth spirit:

"Keep your hands off me slim! A task to prove yourself worthy you ask, hmmm, let us discuss a such a task. Do you have ideas or must I do it all?"

Dwight waits a moment, hoping the spirit offers something, then he chides him again and nudges the thought of capturing souls, and earthquakes. (Bluff? 12, Diplomacy? 14)

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

Rolls for stones:

knowledge
--geography: 17
--nature: 21



Tratain Current Spells  d20+15=18 ;
Wednesday June 25th, 2008 9:42:57 PM

Knowledge Religion check for the Stones = 18

Vedik Current Spells AC 25 (13 touch) HP 203/214  d20+8=20 ; d20+8=21 ;
Thursday June 26th, 2008 7:55:15 AM

Vedik remains in the air, keeping a look out for anything approaching. He calls down "If ya need me to look at anything say so, or I'll keep my eyes out for enemies."

OOC:
Spot/Listen: 20/21

The spirits talk - DM Marcin 
Thursday June 26th, 2008 9:17:19 AM

No more attackers come, at least not at the moment, but the Knights keep their guard up.

The glistening stones are not magic. These form inside the bodies of the largest of undead much like pearls are given birth to by oysters, but only the oldest and most savage of the nonliving creatures ever exist long enough to carry them and they must abide where there is a lot of negative energy. Thus the material, sometimes called nightstone, is considered an exquisite, exotic, and one of the rarest of the precious stones. Not many royal treasuries can boast an item inlaid with this.

As the party decides to play along the spirits continue their crazied ramblings:

FIRST SPIRIT:

"Yes, yes, that would be fitting. You shall be my weapon, Mogal, and your weapon will be poison. But we must prepare, bid our time before you go to the Plateau City and-"

"- what was that? Earthquakes? What project? Have you been spying on somebody without my instruction, Mogal?"

SECOND SPIRIT:

"No, not to the Gargul, not to the Eye! I want to live until I cross to undeath, oh mighty one! Please, let me live! I know nothing about the earthquakes, I'm just a collector, I do not look, I do not hear, I do as I'm told, I obey all, obey masters, obey the Elders, worship your kind! I shall bring any of us your hunger desires" - the spirit licks its spectral lips - "yes, I shall do so if you command."

THIRD SPIRIT:

"Ah ha ha ha! Trannon! If you could see yourself as I see you! You, a peasant, would be ally to the likes of me?! You are not worthy of my spit" - the spirit hisses with hate that obviously survived despite his departure from his body - "Recall that last day when you saw me? When I was leaving the village to find my power? Recall all the curses I have thrown at your head?... Guess what" - the spirit smiles a sinister, evil smile - "all of them are now going to come true. And I'll make sure you have ample time to savour each and every one to its fullest."

FOURTH SPIRIT:

"Yes, master! As you command!..."

"There are, yes..." - the spirit hesitates - "opportunities. I am the keeper of the logs of the collection runs. I have given it some thought... If we were to hold to some of the soulgems... we could amass a stash and then contribute that to the Elders as our own share - your share, Master... Nobody sorts through the gems one by one, if one in a fourty or so was empty who would notice?..."

[I'm in travel tomorrow. My Friday post might be late and even actually come on Saturday.]

Draax 
Thursday June 26th, 2008 6:19:39 PM

Draax stays on guard, but he also lets himself watch what his teammates are doing with the necros.

Tratain Current Spells 
Thursday June 26th, 2008 8:39:39 PM

Tratain listens to the response from the first spirit and thinks Well, it seems there is or was someone in Plataue City he thought was stealing credit for something from him, but who knows when he thinks he is right now, and it seems I asked a little too much, maybe if I act obsequious enough I can get him back on track.

Tratain tells the First spirit "A thousand Apologies Master! I humbly beg forgiveness. I only did it so I might prove my usefulness and dedication to you. So that I could provide information on what the others are doing so that you might stay ahead of them and allow me to serve you as you gain power and crush those who oppose you as you are thier better. Their Servants you see, when given enough spirits to drink begin to talk. They know little most time but some rumors I do hear. It will give you an advantage over them, not that you need it Master, if you allow your servant to continue. "

For the Second spirit Tratain thinks He seems afraid but not at all repentant, trying to be nice doesn't seem to be working, maybe time for a different tactic.

He says to the Second Spirit "Very Good, you have passed the first test. You will now Tell me about your latest collection run, from where you started to where you deposited the souls, Leave Nothing out. I will know if you attempt to lie to me. I know you know more than you let on, If you please me with your answers I will elevate you above the others, if you do not I will send you before the eye myself, but only if I am feeling generous, and I rarely am. Tell me of the Masters and the Elders as well. Which of them are wavering from the path. I await your answers!"

When not in conversation with the spirits Tratain will place the stones dropped by the Undead and anything else found into his haversack for safekeeping.

Dwight 
Thursday June 26th, 2008 9:45:38 PM

THIRD SPIRIT:

Dwight grits his teeth having played it wrong, but not sure if it would really have made a difference, commited he plays along, "Always high and mighty, and rightly so at this point. The table has turned for me I suppose, the master has become the student. Perhaps there is something I could do to for you then, a task needing to be completed, something that needs to get done discreetly. Much of what you know and can do, was aided by my guidance though you had the ability. Regardless you know I can complete many things." (Dwight intends to give some, acknowledge his power, but still not quiver in submission)

FOURTH SPIRIT:

"Excellent, excellent, I knew you were brighter than the rest. Make it so. Discreetly mind you. Now, where to hide our stash for a short time?"

If the spirit offers a place, Dwight questions it which of the Elders does he suspect is the most observant and thus the most dangerous.

(Obviously Dwight is trying to draw out some informaiton about the stash or the Elders)

Vedik Current Spells AC 25 (13 touch) HP 203/214  d20+8=20 ; d20+8=22 ;
Thursday June 26th, 2008 10:34:34 PM

Vedik remains thirty feet in the air, keeping an eye on the spirits around him. Commanding his wings to hover, he circles about slowly, looking in all directions.

OOC:
Listen/Spot: 20/22

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Friday June 27th, 2008 1:11:25 AM

Arien lets those of a more persuasive nature speak the the shades and wanders over to where Monthor destroyed the fifth spirit and checks to see if anything was left behind by that particular shade.

Four conversations - DM Marcin 
Friday June 27th, 2008 5:46:05 AM

The stones are collected. Arien strolls over to the place where the fifth spirit was but it is now empty aside from a patch of purple sand.

FIRST SPIRIT:

A cynical, self-absorbed look comes over the face of the spectral necromancer. "Curiosity is a dangerous thing. Knowledge can be a burden, and you could have drawn the ire of others on my head. You shall never do so again unless I tell you to. We will discuss the details of your punishment later. For now, tell me all you know!"

SECOND SPIRIT:

"Yes, your Lordship!..." - the spirit starts to recite a list of towns and cities matching the one deciphered by Arrak from the journal, but adding the names of providers that the dragon failed to figure out. None of the names sound familiar. "...then I was bound for Crescent Valley, the final stop, and after that I was to carry the gems back to Darkmoon Gate, but, but... strange... I... don't... remember..."

At the mention of the Masters and Elders the spirit starts to quake: "I know nothing, oh Mighty One! I swear on my soul! Their minds and devices are shielded from me!"

THIRD SPIRIT:

"Yes, there is something you can and will do for me. You. Can. Die." - the hand of the spirit makes a gesture that would summon necromantic power and inflict disease was it still corporeal. "Enjoy the next month. I'll be back when your fingers have fallen off. Oh, and don't think that killing yourself is an escape. I'll whisk you out from the afterlife and make you suffer doubly for trying to defy my will." With a sinister chuckle the spirit turns away, walks into a nearby pillar, and is gone.

FOURTH SPIRIT:

Dangerous gleams appear in the spirit's eyes. It is obvious that he now chooses his words carefully. "Somewhere safe, somewhere far away from the Lands of Glory, away from the attention of others... Maybe we could make a cache in a remote part of Scab? Once we have collected enough we will - you will, Master - take it to the Darkmoon Gate?"

"Oh no, no, no, please, Master, the Elders must never even suspect! It has to be done out of their sight, behind their backs! You test me, Master, yes? I know of their power, how great it is! I would never try to deceive any of them!"

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Saturday June 28th, 2008 2:17:01 AM

Arien looks around to see if the purple sand is a normal occurrence here, if not Arien will gather some of the sand in a bag and stow it, in case it might be useful later.

Draax  d20+10=15 ;
Sunday June 29th, 2008 1:17:05 PM

Draax tries to stay on guard and listen to 4 separate conversations at the same time. Realizing that he has no idea what is going on with the conversation, Draax turns his full attention on scanning the area for anything that might attack the group. (spot check 15)

Vedik Current Spells AC 25 (13 touch) HP 203/214  d20+8=9 ; d20+8=26 ;
Sunday June 29th, 2008 7:56:31 PM

Vedik continues his airborne vigil, wheeling about the group and searching for trouble.

OOC: spot/listen: 9/26

Tratain Current Spells 
Sunday June 29th, 2008 8:44:45 PM

Tratain tells the first spirit "Yes Master, There are only two things worth noting that I have learned so far. The savage is doing something with collected souls that is supposed to cause earthquakes in the vicinity of the City, and he is spending time with a woman, I did not learn her name, though I did learn she is supposed to be with one of the others, the one who visits him from outside the city quite frequently. Perhaps we can use that against him? Use her to turn the others against him while you sit back and watch master?"

To the Second spirit he says "You will tell me the route you would normally take to travel from Crescent Valley to the Darkmoon Gate. You will then tell me everything you know about the Darkmoon gate, which of the Elders and Your Masters are there, and where it is located. Please me and be elevated above them, Fail me at your own Peril!"

Jova 89/104 HP AC 30 Sickened 1 rounds 
Sunday June 29th, 2008 9:11:37 PM

Stans hackin up more flem than any one human should have in his body.

Dwight 
Sunday June 29th, 2008 9:53:24 PM

THIRD SPIRIT:

Dwigth tries to call to the spirit, but is a bit jostled by the intention of having a spell cast on him. By the time he recovers, it is gone.

FOURTH SPIRIT:

"Well done. And remember you are always being tested. Fail me and you will face consequences you fear to dream of. Course, help me prosper and you can share in the my wealth."

"Now, the Scab is full of dangers in an of itself, that can work to my advantage. Perhaps a precise location, yes, I need a precise location."

"Speak quickly, I have tasks to atend too to be assured this stays a secret."

(Dwight, having lost one spirit, tries to pull/push for more information before it too disappears.)



And then there were only two - DM Marcin 
Monday June 30th, 2008 8:54:06 AM

Arien sifts a handful of purple dust through his fingers. It is very fine, much like dust, and stains his hand crimson. One can only guess if purple is its natural color or if it is the light that is giving it this shade. There is nothing supernatural about it that his knowledgeable mind can sense.

Others stand watch over him and recovering Jova. The ring of spirits does not approach, but grows denser with every minute. Was that a slight tremble of the ground that Draax just sensed?...

Meanwhile, the conversations continue.

FIRST SPIRIT:

"A woman?..." There is a pause. "This changes, this... changes quite a lot."

"You will go back to spying on him, and on her" - says the spirit in a commanding tone of voice. "Be careful. Do not let yourself be caught or I'll destroy you before you can talk. Prepare to leave tomorrow. I will give you detailed orders on first light. For now I must go and think." The spirit turns and starts to walk in circles as if he was going down a spiral staircase. Within moments he disappears into the ground.

SECOND SPIRIT:

"Yes, as you command. I normally teleport to the monolith outside of the circle of glyphs warding the Gate. It is way too far to go there any other way. The Gate - I beg your forgiveness, your lordship, but I know very little about it. It is a very secret project of the Elders. Only them and their closest associates ever enter the site. It is warded against divination by the strongest magic the Elders could raise up. I have never even seen it - my load is collected by golems and taken through the wards. I... I don't know where exactly it is located. I have been taken by magic to the monolith once by an Elder, and he told me to examine the area carefully enough so that I might teleport there later on. I was forbidden to ever stray away from the monolith. But the trees, the water, the smell, everything tells me it is within Lands of Glory, Lands of our Master, Lands of Dread. I always carry a pebble from that place with me so that my travel there might be as accurate and safe as possible."

"I do not know how many of the Elders are there, but there must be many, and among them quite a few of those who have embraced lichdom. I hear the place is constantly guarded against attack by meddling foes."

FOURTH SPIRIT:

"Why not one of the burial mounds of the ancient giants in the north you have taken me to during my apprenticeship, Master? They all have been looted and nobody goes there anymore?"

[Sense Motive DC15 Highlight to display spoiler: {The fourth spirit is hesitant and unsure when he gives the answer. It is possible that his real Master never bothered to listen to his student's plan and it remained not carried out.}]

Tratain Current Spells 
Monday June 30th, 2008 7:30:52 PM

Tratain motions Arien and Jova over to the spirit and also Mimes that he wants something to write with. He then says to the Second Spirit "Describe to me the Monolith and the Surrounding lands is as great a detail as you can. Also tell me what you know about the Earthquakes that have been happening recently." And after it finishes with the description he says "Recite to me again the names of all those who you collected souls from, We shall use them to feed power to you, you have pleased me."

If there is time after finishing with the Second spirit Tratain goes to near where the first spirit disappeared and calls out "Master, It is I your humble servant Mogal. You told me you would have instructions for me regarding the savage this morning." Hopeing it is still there and not aware of the passage of time.

Draax  d20+3=4 ; d20+10=14 ;
Monday June 30th, 2008 8:52:41 PM

Draax waits and watches as the guys deal with the spirits. He stops for second when he feel some trembling. "I am not sure, but I think something is coming from the ground again, it might be a return visit of Monthor's dinner guest." He puts a silver arrow in his bow and hopes it was just his imagination. (listen check a natural one; Spot check 14)

Dwight  d20+6=8 ;
Monday June 30th, 2008 10:12:13 PM

Sense motive: 8

Dwight is a bit disappointed in the answer the spirit gives and lets him know it. "A looted burial mound, what an awful idea. Placing such valuable relics where a low life goblin, orc or troll could accidently come across it. Perhaps my faith was misplaced in you." Dwight feints his anger hoping to stir the spirit to offer more.

"I'll notify you later exactly where the stones will be kept. For now, I want you to give me the details of where and how you will get the stones. I need to be sure you understand what discreet means, or if I need to drive a spike into you to drill the point of discretion. Failure and slip ups will not be tolerated."



Vedik Current Spells AC 25 (13 touch) HP 203/214 
Tuesday July 1st, 2008 7:20:38 AM

Vedik continues his circle of the group until Draax's warning about the ground. Preparing as best he can, he casts Heal, and holds the spell, ready to charge the monster if it surfaces.

OOC:
Cast Heal, hold the charge.

About soulstones - DM Marcin 
Tuesday July 1st, 2008 8:31:11 AM

Even though the distant howling of the spirits makes it impossible for him to hear anything Draax is certain he can feel slight tremble of the ground that is getting progressively stronger. Vedik notices what's going on and readies a spell [aboout 6 minutes elapsed so far].

Tratain calls out where the first spirit has vanished but there is no reply.

SECOND SPIRIT:

The necromancer starts to describe the swampy forest around the monolith he mentioned. Having been a Teleport user himself he skillfully paid attention to memorize unusual details like branches twisted in strange shapes, odd cracks on the surface of the monolith and such. He now describes these to the party. Following that the spirit repeats the names of the providers of soulstones and the Knights are able to make a list.

"The earthquakes, yes. They have something to do with the secret project of the Elders. The Elders knew when those were about to happen for I have been sent prior to each of them to collect gems from the region that was about to be affected. The providers are replaceable, there is never lack of young and unscrupulous mages, but the soulstones are worth a lot. I have not been allowed any more knowledge of the subject, your Lordship. Except... I have overheard one of the Elders once speak about the darkest flame, but I have no idea what that might be."

FOURTH SPIRIT:

The spirit quakes, visibly shaken by the sudden change of mood. "Master! I apologize!... I, I know who the providers are, and before I officially visit them I can raid their stores and switch a couple of stones for empty ones. Then I'll point out the empty ones when they bring up their quota and they'll agree to sign off for a smaller number by themselves!" Judging by the gleam in the eyes of the spirit he's already figuring out how large a bribe he can demand from them for keeping quiet about their "mistake".

Tratain Current Spells 
Tuesday July 1st, 2008 8:33:43 PM

Tratain, noticing his friends growing unease asks them to try and stay close to each other just incase the Nightcrawler returns or the horde of spirits looks like it is going to approach and he needs to shift the group back to the wold in a hurry.

He tells the Spirit, "Tell me exactly what was said about the Darkest Flame, anything pertaining to the conversation that you can remember."

Having gotten a great deal of information already Tratain also decides to try and find out about who in Plataue City the first spirit was talking about. He says to the Spirit "Tell me about your rival in Plataue City, I would like to hear about him before I destroy him."

Monthor Hit Points:155 ( 127 ) AC32  d20+4=23 ;
Tuesday July 1st, 2008 9:02:24 PM

Spot 23.

Monthor and Fred the keep watch for any sign of trouble (readied action. Attack with Fred should anything come close and poses a threat.).

Dwight 
Tuesday July 1st, 2008 9:12:40 PM

Dwight, finding it hard to be mean as it really isn't in his halfling blood tries to continue.

"Now, before I let you take your leave, with your head still on your shoulders, tell me the order in which you will visit the providers, by name and location! Timing will be key so know that failure will be worse than death."



Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Wednesday July 2nd, 2008 2:50:19 AM

Arien keeps an eye out, brushing the sand from his hand and a spell ready.

Squeezing out more answers - DM Marcin 
Wednesday July 2nd, 2008 6:46:56 AM

The tremors of the ground increase in strength. Far away a cloud of dust can be seen approaching the party, as if something invisible was running towards the stone circle - or burrowing towards it just below the surface at high speed. Two similar clouds can be seen converging on the group from other directions.

SECOND SPIRIT:

The spirit concentrates. "It was after I delivered a particularily bountiful batch of gems, your Lordship, two weeks ago... The Elder said to his companion: <Excellent, we almost have enough for the Darkest Flame to reach its full potential>."

"My enemy?" The spirit is surprised by the question, but answers without hesitation. "A necromancer going by the name of Xarhall in the Lands of Glory, your Lordship. In the Plateau City the takes on the guise of Golken the Herbalist. Arrogant, disloyal, power-hungry, dangerous! I would have removed him myself, only he has the backing of some of the Masters."

FOURTH SPIRIT:

The spirit panics: "Oh, but the order is never the same, Master! I am told what to do and where to go only just before I leave! Sometimes I visit all of them, sometimes just some! The Masters decide!"

Dwight 
Wednesday July 2nd, 2008 8:48:08 AM

Dwight looks around feeling as if the empty space is closing in on him.

"Don't you hold back on me," he fires at the spirit, "where and when is the next meeting to take place?"

Then he looks to the group, he has the look of 'time to depart?'

Vedik Current Spells AC 25 (13 touch) HP 203/214 
Wednesday July 2nd, 2008 1:53:47 PM

Vedik continues to fly above the group, holding the heal spell ready for the first sign of trouble.


Draax 
Wednesday July 2nd, 2008 5:25:39 PM

Draax readies his bow as he looks at the clouds of dust coming toward the party. In a voice loud enough for everyone to hear, but low enough to not disrupt the conversations with the spirits, Draax says. "Looks like we got at least 3 incoming. Be ready for them if you can."



Tratain Current Spells  d100=96 ;
Wednesday July 2nd, 2008 6:11:44 PM

Tratain tells the Others "I think its time we left. We have several leads now as to where we go to next and from the look of things we've attracted more attention. After the Spirit answers Dwights Last question gather round and I will Plane Shift us back to the Wold. If those things get close we're going whether or not the spirit has finished answering the question. Destroy the last two spirits before we go as well. Its too bad two have left our reach already. I don't know if destroying all 5 spirits would have done anything for the Man, but maybe destroying three out of the five will return most of his soul to Garguls care where it belongs and away from this place."

Tratain Gathers the Party and either after the Spirits are destroyed or the things approaching get near he casts Plane Shift and returns the Party to the Wold, his Intended Destination is the Shrine of Alemi the group left from.

(Plane Shift Roll = 5*96=480 Miles off intended Destination. Looks like we're going swimming heh)

Traveling back - DM Marcin  Direction of the spell slip: d100=53 ;
Thursday July 3rd, 2008 6:10:28 AM

The last spirit squirms under the gaze of Dwight. "Master! When I completed my... I did... did I? Why, the Crescent Valley!... I don't... I don't remember anymore, please, Master!"

Seeing that the place is becoming more and more inhospitable by the second the group quickly dispatches the remaining two spirits. Shortly after Tratain's spell takes them away just before the ground bursts and spits out the incoming monstrosities.

There is a blinding flash of white light as the spell pierces the dark veil of this planar domain, and before the Knights can blink it out from their eyes -

***

Crash! The group lands on a solid (if slippery) surface. Opening their eyes the Knights see all around them the emerald waves of a calm sea sparkling in the yellow light of the sun high in the crystal-clear, blue sky. The party has arrived on the deck of what looks like a very old, derelict sailship. It could have been an ocean-going caravel many years ago, but now it is nothing but a rotting hulk, its sails torn up by the winds long ago, its hull pierced in many places by barnacles, the colors of its sides and banners faded away.

The air is hot and humid and smells of salt and fish. A warm, gentle breeze caresses the faces and hair of the heroes. All that can be heard is creaking of wood and sloshing of the waves against the ancient woodplanks of the sides of the ship. Nobody comes up to investigate the source of the noise. Nothing can be seen at the horizon but the sky and the sea.

Vedik Current Spells AC 25 (13 touch) HP 203/214 
Thursday July 3rd, 2008 9:46:39 AM

Vedik peers around, surprised by the ship but clearly enjoying the fresh air. He breathes deeply, and stretches his shoulders while his wings mimic the action.

"We should investigate this ship before we go."

He flies over and takes a look at the ship, trying to gauge what its resting on, and how badly repaired it is. He then lands on the deck.

"You know, give me a day or so, we could fix this ship."



Dwight  d20+15=31 ;
Thursday July 3rd, 2008 8:44:31 PM

Dwight smiles as he pulls his broom out and mounts it getting a much firmer standing. "Halfling and water don't mix very well," he comments hoping the short limbs are justification enough.

As he looks around he responds to Vedik, "Is this what you had in mind as a floating castle? Perhaps get it all fixed up and then cast some anti-gravity and it could float like my broom."

spot: 31

Monthor Hit Points:155 ( 127 ) AC32 
Thursday July 3rd, 2008 8:47:37 PM

Monthor lands on his ample back side with a loud THUD.

" Well, that sucketh. "

The mighty warrior decides to stay where he is for now and complain very loudly to all that will hears that Tratain's spell... well, wasn't all that great.

" Can we go back now? "

The ship - DM Marcin 
Friday July 4th, 2008 7:43:03 AM

The group gathers their wits and looks around. The wreck is floating freely on the waters of the ocean - one of the ghost ships that, when met at night, send chills down the spine of even the saltiest of the sea dogs. It is practically falling apart, its masts long gone and many dark, gaping holes in its sides; less than half of its hull is now above the line of water, definitely much less than what its constructor originally intended.

Some wish to take a look at the hulk. Others encourage the group to move on with their main quest.

Draax 
Friday July 4th, 2008 8:38:24 AM

Draax looks around as they appear on the ship. "I agree, we should take a few minutes to investigate the ship. I have no idea how or why we came here, but maybe it was for a reason."

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Saturday July 5th, 2008 1:25:53 PM

"Indeed, I think I shall start with the captains quarters, maybe there is a log that explains what this ship is doing here." Arien then starts looking for the captain's quarters.

Tratain Current Spells 
Sunday July 6th, 2008 8:09:59 PM

Tratain says "It couldn't hurt to look around for a little while, we need to get back to the Temple though and check on he Necromancer. We should also go talk with Lord Arrak again, and check in at Gargul's Temple and tell what we have learned as part of our latest bargin. Everyone try and stick together as well while we are here, just incase something lives on the boat."

Vedik Current Spells AC 25 (13 touch) HP 203/214 
Sunday July 6th, 2008 9:53:39 PM

Vedik nods at Tratain's word.

"The hull's likely submerged. Anyone breath water? And yeah, we should give Lord Arrak a chance to buy these gems if they are rare. He may appreciate having them in his horde, and its the least we can do for his help."

Vedik then begins searching the ship.



Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Sunday July 6th, 2008 10:24:49 PM

Arien turns Vedik and says, "Well I might not have water breathing but I can turn into an aquatic animal for a few hours once a day, if it turns out that we need to do some exploring in the water I can do so with ease."

Dwight  d20+15=28 ; d20+15=27 ;
Sunday July 6th, 2008 10:31:46 PM

Dwight hoovers for a moment, making sure the group isn't going to leave without him. He then flies around the boat, checking the see-able sides from the air (about 15' above the water surface).

spot: 28 (port side), 27 (stern side)

"Ya know, I said it in gest before, but a floating city, has its advantages. Course, it has its disadvantages as well.

The ship's log - DM Marcin 
Monday July 7th, 2008 4:27:43 AM

The party decides to cautiously investigate the ship. It is harder than it might seem at first for the planks making up the deck are completely rotten through and threaten to give way under the slightest of loads, but the Knights have enough magic at their disposal to safely bypass any such traps.

After a moment there is no doubt that this used to be an ocean-going merchant ship once. It is not known what cargo it might have carried on its last journey, for the upper sections of its hold are completely empty. The lower sections are submerged in water. The crew quarters seem to have been abandoned in a hurry, with some hammocks still hung up under ceiling, empty tin cups rolling on the floor and old, yellow shirts hung up to dry and never taken off the ropes. There are small cranes on the deck where rowboats would normally be, but these are gone. The vessel used to be well maintained as witnessed by the faded paint on the sides and once-clean deck, but now everything is covered with algae and crystals of salt.

The door to the captain's cabin is half open and completely breaks up when pushed. Inside there is a small table with a handful of rotten maps, an open chest with personal belongings of the officer (mostly spare clothes and items of personal hygene) - a smaller, padlocked chest, a hammock, an old lantern, a tall inkwell, a compass, a few white quills, and - yes - a leatherbound ship's log.

***

Day 1, Anchored at Ilthmar.
Our crew of twelve is finally assembled. Under command of me - captain Ilsmore - the other eleven volunteers will soon brave the ocean on the strangest journey we have ever embarked upon. Our cargo arrived earlier today - a stone sarcophagus of great weight. The ship creaked and moaned when it was lowered into the cargo hold, but the strenghtening beams we were advised to put in before its arrival seem to hold its weight for now. I wanted to talk to the men who brought it here over land about it and the legendary curse it is accompanied with, but as soon as the cargo was in our hands they practically run away.

Day 2, Lower King's Channel, making good speed with moderate eastern gale.
We are to take our ship, Fargunian Princess, over the Gorn's Deep. Then we are to sink her and her cargo over these black depths so that the curse plagues the lands above the sun no more. Very poetic, but why waste a whole ship when we might as well drop the sarcophagus over the side? The Princess may be old, but she could still sail for many years. Still, we are paid such a homungeous amount of gold that none of us will question our orders and we shall fulfill them to the letter.

Day 4, Lotophagi Ocean, est. 50 miles south of Aisildur, making moderate speed with NE gale.
We have met with the Syren today. She is a fine ship, if a bit smaller than the Princess. Once the Princess reaches its final destination and goes below the waves the Syren shall take us all back to Ilthmar. The captain of the Syren, Prescott, I do not know, but I have sailed with her helmsman and bosun, so I know she's in good hands.

Day 5. Lotophagi Ocean, est. 150 miles north of Gorn's Deep, making good speed with strong NEE gale.
Storm is coming. We can see black clouds quickly moving with the wind. I've ordered the ship prepared for rough seas.


The rest of the log is written in a quick and uneven script, with occasional stains of ink and smears.

Day 6, Lotophagi Ocean, unknown pos, storm.
Lost sight of Syren, lost second mast. Never endured storm so severe, the wind is howling like damned souls, men are shaken, we struck sails, three men have to work the helm.

Darkness - day 7? - unkn.pos, storm, lost third man, washed from deck, how much longer we can hold-

Day 8 (?), still darkness, mother of all storms - no doubt the accursed thing in hold is resisting its last journ., can no longer steer the ship, need to save our lives - this is my last entry and a warning to whoever may read this - STAY AWAY FROM THIS CURSED SHIP AND ITS DAMNED CARGO - will now try rowboats with the crew, maybe the storm is only following the Princess - gods have mercy on our souls! Capt. Ilsmore.


Tratain Current Spells  d20+15=30 ;
Monday July 7th, 2008 8:26:51 PM

Tratain looks around the ship with the others, when the log and chest are discovered Tratain will looks through the log after Arien has finished. Tratain will then cast detect Magic to examine the Padlocked chest. If there seems to be a stable place on the ship to try and open the Padlocked chest Tratain will attempt to break the lock with his Adamantite War Hammer, wanting to examine its contents before anything is removed from the chest. Tratain will also cast Detect Evil and examine around the ship as well.

Tratain says to the others "It seems we have a knack for finding things better left alone. Lets examine what we can, and sink the ship all the way before we leave. Be Careful though, the log says a sarcophagus was brought onboard (Knowledge Religion 30) There could be some kind of undead in it."

Vedik Current Spells AC 25 (13 touch) HP 203/214 
Monday July 7th, 2008 9:05:45 PM

Vedik nods. You can sense his disappointment that the order is to sink the ship, but he says nothing.

"If there is some curse, and an undead involved, is it right for us to leave it? There's few in the wold better suited to deal with such a thing. And we have a Grim, should it be a spirit."



Vedik Current Spells AC 25 (13 touch) HP 203/214  d20+11=30 ;
Monday July 7th, 2008 9:06:42 PM

Vedik then ponders a moment, trying to recall something useful about ships like this.

OOC: Knowledge: Architecture/Engineering check 30.

Draax HP 166, AC35 
Monday July 7th, 2008 9:39:17 PM

Draax can offer little to the conversation, but voices his suggestion to what to do with the ship. "I am for sinking the ship and leaving whatever it is only, but if it is decided to challenge this thing, I will help where I can."

Dwight  d20+7=17 ; d20+15=23 ;
Monday July 7th, 2008 9:49:16 PM

Dwight feels it would be a bit ironic to leave the land of the spirits, only to be killed by an undead curse on a old ship.

"I am not opposed to sinking the ship, but won't that just pass the curse onto the underwater world, unabated by power of good?"

Dwight wonders why the ship hasn't sunk anyways, floating out in deep sea, having taken on plenty of water.

Knowledge (nature): 17 (Is it likely a rock rest below the ship keeping it afloat or other natural aids? Age should have sunk this ship.)

Dwight flies a bit higher, trying to get a better view under the water near the ship. (Hoping to bypass the glare that normally occurs when near the water.)

spot: 23

Looking through the cabin - DM Marcin 
Tuesday July 8th, 2008 2:50:08 AM

Tratain scans the small chest for magic, but its outside does not radiate any, so he gives the padlock a try. The warhammer is not really needed, the sides of the small coffer have weakened so much that it is possible to pull off the lock with bare hands. There are four leather pouches inside, three filled with an amazing collection of gold, silver and copper coins from every port in the Wold. The fourth holds a handful of small pearls and other semi-precious stones. A small, rolled up parchment at the bottom of the chest seems to be a payroll. Twelve names are listed, starting with Captain Ilsmore. It seems that the crew was to be paid more than 200 gold per head for completing this journey. Four small, gray feathers can be found near the parchment; each of them radiates a moderate conjuration aura. There is also a small golden band with an opal and a silver ring with a wavy pattern running around it. Both radiate moderate transmutation magic.

The scan with Detect Evil picks up a single strong aura. It is located somewhere in the lower hold of the ship and radiates out through water up to the deck.

Tratain's knowledge of religion allows him to recall that the natives of Aisildur very seldom bury their dead in sarcophagi, so whatever was loaded into the Princess's hold must have came from far away.

Vedik's knowledge of architecture is not really useful at sea; his skill at engineering allows him to notice that the ship's hold has been indeed strenghtened before it departed on its last journey.

Dwight's closer examination reveals that one would indeed expect the ship to have sunk long ago, and yet, for some reason, it didn't. The water is rather clear and looking from the side of the ship shaded from sun Dwight can verify that it doesn't rest on any reef or shallows - it seems to be floating freely in the water. The bottom of the ship seems to be badly damaged. Some of the planks have fallen out and black holes below waterline lead into the cargo hold, now homes to small crabs and schools of tiny silver fishes.

Tratain Current Spells 
Tuesday July 8th, 2008 7:26:50 PM

Tratain says "Ok, if we're going to look into this further we need to take some precautions. Arien and Jova, I'l like the two of you to get a mental picture of the deck in case we need to teleport back here. There is something evil below decks, maybe in the sarcophagi. Since the ship hasn't sunk yet its probably keeping it afloat. When we destroy this Evil thing or open the Sarcophagus if that becomes our plan we need to be prepared for the ship to start sinking."

He continues "Jova, I would also ask that you teleport back to Lord Arrak's and ask him he knows anything about this ship, unless someone has a message spell handy. Do you have a Teleport memorized Arien? Jova won't be able to take all of us with him if it comes to it, we need to make sure we can all escape this ship if need be. We'll all wait up on the deck until Jova gets back, so we don't free it by accident while looking around down there, I'm not even sure we can get to the Sarcophagus, it may be under water."

Monthor Hit Points:155 ( 127 ) AC32 
Tuesday July 8th, 2008 7:59:02 PM

If ye're going to be doing something stupid like messing with some evil thingy, then ye're gonna need mees and Fred...

Vedik Current Spells AC 31 (13 touch) HP 203/214  d20+29=40 ;
Tuesday July 8th, 2008 10:42:58 PM

Vedik ponders for a moment, then begins drawing woldsblood.

"Does anyone require a magical vestment?" He proceeds to anoint his armor and shield. If no one requires it, he will use the remaining two drops to recharge his cure light wounds wand.

"I have some more spells to cast on the group, but they must wait until the time is closer."

OOC:
Draw 4 drops: DC 30, passed
Magic Vestment on Armor and Shield.

Dwight 
Tuesday July 8th, 2008 10:56:49 PM

Dwight nods in agreement, and tells Vedik, he could use some extra protection given his last fight.

Preparing - DM Marcin 
Wednesday July 9th, 2008 5:20:38 AM

The Knights discuss what course of action is to be taken. Some prepare through magic for the coming dangers. There is a general agreement not to act until Arrak has been consulted.

The ship, rocked by waves, creaks every now and then. Gentle warm breeze is a very welcome change after astral winds on the borders of Koshe-Marr. The warmth of the sun would make one wish to remove armor and sunbathe were it not for a faint feeling of uneasiness that nests in the stomach and won't go away.

Jova 89/104 HP AC 30 Sickened 1 rounds 
Wednesday July 9th, 2008 12:36:08 PM

Through his swollen lips Jova reminds Tratain of the ring, and the ability to talk to Arrak through it. Otherwise though sick and barely conscious he seems to be recovering.

Draax HP 166, AC35 
Wednesday July 9th, 2008 6:39:32 PM

Having no idea what is going to happen, Draax decides to relax now while he has the chance.

Dwight 
Wednesday July 9th, 2008 8:25:52 PM

Dwight hoovers on his broom, assured he'll not slide on the boat and awaken this curse.

"Jova, you don't look so well, I always thought humans were much more sea-tolerant than halflings?" (OOC: Sickened?)

"Should this thing appear, I'll pelt it with some arrows. Perhaps not the most effective, but likely the best I've got. If we have to go underwater, well, I'll think of something to help."

He takes a deep breath soaking in the warm, fresh, salt air.

Vedik Current Spells AC 31 (13 touch) HP 203/214 
Wednesday July 9th, 2008 9:20:23 PM

Vedik anoints Dwight's tunic, granting it Magical Vestment.

OOC:
Magical Vestment, CL 18, +4 enhancement to armor

Tratain Current Spells  d20+17=34 ;
Wednesday July 9th, 2008 9:38:27 PM

Tratain says "ahh, I almost forgot about the communication device he gave us so we could speak with him. Arien don't you have it? Lets try and contact him and see if he knows anything about this ship, maybe he's heard some rumors about it. Any information we can get would help."

Tratain then walks over to check on Jova (Heal 34) to see if he is alright. The group spent several minutes conversing with the Necromancer spirits, any magics cast by the Undead should have worn off in that time."

OOC: Please if you are down hit points let us know in your next post so we can top everyone off just in case.

Monthor Hit Points:155 ( 127 ) AC32 Monthor 
Wednesday July 9th, 2008 10:35:20 PM

Hey, a little loving this way too Tratain.

===========================================

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon( From Tratain)


Jova 104/104 HP AC 30 Sickened 1 rounds 
Wednesday July 9th, 2008 11:55:31 PM

OOC sorrty fixed hp, been sick in real life

Jova 104/104 HP AC 30 
Wednesday July 9th, 2008 11:56:30 PM

better

Healing wounds - DM Marcin 
Thursday July 10th, 2008 4:34:47 AM

The Knights take some time tending to their wounds. The effects of the undead magic have worn off some time after the attack. The group is considering contacting Arrak.

The waves glisten in the sun sending golden reflections in all directions and creating a magnificient display of dancing lights on the side of the ship that is turned southwards. After some time the creaking of the ship starts to feel like music - a somber requiem to the Princess and her crew.

Tratain Current Spells 
Thursday July 10th, 2008 8:04:59 PM

Tratain says "Oh wait, that device that Lord Arrak Gave us only teleports the people who hold it and say the command word to near his Lair, it doesn't actually let us speak to him. It looks like we'll need you to teleport to near his Lair and Speak with him after all Jova, if you don't Mind."

OOC: I just went back looking in the Archives, the Device he gave us only teleports people to near his Lair, he told us he doesn't believe in Magical Communication devices as they are easy to listen into. Unless there's another Item I'm forgetting about. Also I've noticed that over the last couple weeks our posting rate from the players has gone down alot. We need to pick that up, I believe 9 posts out of 10 is the acceptable minimum. Our DM's are doing a fantastic job in all aspects, we need to step it up a little as players

Dwight 
Thursday July 10th, 2008 10:06:34 PM

OOC: Hmm, my post was lost, i'll repost it, it was all RP.

Dwight lets his mind wander as he floats about


To bad the orb can be controlled. It would be great to suck in demons and undead upon command.

Do dwarves float or sink? Monthor, I think, will sink.

Wonder how fast this boat is gonna sink once the curse one is destroyed or laid to rest?

Gravy and biscuits would be great right about now.


Vedik Current Spells AC 31 (13 touch) HP 210/214  d10+5=7 ;
Thursday July 10th, 2008 10:24:19 PM

Vedik ponders the situation.

"Would ya like me to go with Jova? I wanted to see if he would be interested in purchasing those gems we found for his lair, instead of just selling em to the Catacombs. Unless anyone objects to that." He then casts a quick healing spell on himself.

OOC: Dwight, I happened to glance at your character sheet, the Magic vestment wont stack with the Bracers of Armor you have.
Cure light wounds on self: 7 HP.

Draax HP 166, AC35 
Thursday July 10th, 2008 10:28:30 PM

Draax listens as Tratain recalls the purpose of the device and watches as healing is given out. He hopes that Arrak can at least give the group an idea of what they might encounter when they check on the cargo. "I wonder what Arrak will say about this trip into the unknown that we are about to take?"

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Friday July 11th, 2008 12:50:29 AM

"I think I'll scout out the vicinity under the water for a while, see what might be lurking about, maybe even find that source of evil you found, Tratain." That said Arien walk to the edge of the boat and drops into the water, turning into a porpoise as he does. Once in the water, Arien spends a few moments becoming accustomed to his new form them swims a circuit around the ship.

Below the waves - DM Marcin 
Friday July 11th, 2008 4:27:26 AM

While the rest of the Knights stand on deck and discuss what shall be done while at Arrak's Arien decides to take a look at the ship from below.

<Splash>

The water of the ocean is warm. The world below the surface is all blue and green. Yellow spears of sunlight pierce the heaving seas and go straight down into the depths. The visibility is good, but looking down Arien can't see the bottom - just an endless, turquise void. Schools of bright colored fishes dart around here and there, some of them in really bizarre shapes - seahorses, sea snakes and such. A dark shilouette of a big fish sails below the wizard - a marlin?

The bottom of the ship looks like a small, miniature sea garden. Barnacles, algae, corals, molluscs, crabs and countless other sea beings had many years to occupy and thrive in this small habitat forming a colony that looks like a small tropical reef. Tiny yellow creatures with pincers slowly stroll among miniature forests of corals and ascend the hills of shells the largest of which are the size of a shield. Starfish cling to the wood of the ship. Everywhere one looks there is something small trying to cling to life.

The holes in the bottom allow one to look into the cargo hold. It is a dark, empty space that the sea life did not dare to enter for some reason. Right in the middle of the hold, supported by massive wooden beams, rests a black shape - no doubt the sarcophagus the log was talking about. It looks a bit like a massive coffin, but is easily the length of two humans. A giant would easily fit in. No details can be seen without some light.

[As Joe said for the next few weeks the action will move at the pace that you set.]

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Sunday July 13th, 2008 6:46:19 PM

Vedik waits for Jova.

Draax HP 166, AC35  d20+10=24 ;
Sunday July 13th, 2008 7:04:09 PM

Draax keeps a watch out for Arien's return to the surface and for any other creatures that might be in the water. (Spot check 24)

Tratain Current Spells  3d8+15=20 ; d8=4 ; d8=2 ;
Sunday July 13th, 2008 8:43:48 PM

Tratain casts a healing spell on Monthor (Monthor Heals 24) and then looks around from the deck to see if what he can see while waiting for Jova and Vedik to teleport to Lord Arraks to find out if he has any information about the ship.

Dwight 
Sunday July 13th, 2008 9:46:10 PM

Dwight continues to hover and think about the boat and the water, but the thoughts of biscuit and gravy seem to prevail and soon he is digging in his bag for stale honey raised bread.

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Monday July 14th, 2008 1:16:31 AM

Arien surfaces a moment to get a breath then dives back under the water. The shapechanged mage cautiously enters the hole in the hull to get a better view of the sarcophagus.

The sarcophagus- DM Marcin 
Monday July 14th, 2008 6:26:02 AM

The wounds have been tended to and all the Knights save for Arien are now standing over what remains of the railing looking into the rolling waves of the sea. The splashes on the surface far away might be a group of playing dolphins or a school of flying fish. No dangerous sea creatures can be seen anywhere close to the party.

Arien enters the flooded hold. The water here is still and cold - unnaturally cold, sending shivers down the spine of the mage. It takes his eyes several minutes to adjust to the darkness inside before he can finally see some details in the faint light coming in through cracks between the planks of wood.

The sarcophagus is made out of dark stone that looks like granite and has been no doubt enchanted as its surface remains perfectly clean and smooth after so many years. A line is running all around the huge coffin where the lid joins the casket, but the two slabs of stone have been somehow fused together and form now a single block [Spellcraft DC23 Highlight to display spoiler: {The fusing is a result of a Stone Shape spell.}]. Thin lines of wards and magic symbols have been traced with silver into its surface on all sides. Most of these seem to be magic seals of great power, all focused inwards, all intended to keep whatever is inside dormant and inactive, but there is also a line of script running all around the sarcophagus which says in all languages of lore known to intellinent creatures of the Wold: "Mortal danger! Extremely powerful curse is trapped inside! Under no circumstances attempt to open it!"

Tratain Current Spells 
Monday July 14th, 2008 8:39:47 PM

Tratain finds a comfortable spot on the Deck and takes a seat. He could cast Windwalk upon the group but then they would probably never be able to find the Ship Again, and who knows where there were in the First place. If they fly in the wrong Direction they could end up in the water before finding land. So instead he decides to wait and see if Jova will take Vedik to Lord Arraks to ask about the ship, and if Arien has found anything interesting in his expolrations.

When Arien Returns he says "Hey Arien, do you have a Teleport spell Memorized? It seems that Jova is worn out from our trip to the other Plane. If you only have one you and Vedik and use the Rod Arrak gave us to get to his Lair, and Teleport back. We need as much information as possible before we decide what to do."



Monthor Hit Points:155 AC32 Monthor 
Monday July 14th, 2008 8:49:36 PM

ooc> Sorry, RL has been insane lately.

Monthor leans over the side and says to no one in particular....

" Maybe mees should jump in after Arien... he does manage to get himself in trouble so easily... "

Fretting like a mother hen, Monthor rather impatiently waits for his friend to come back up. He knows that his necklace of adaptation would allow him to breath underwater... and he hopes that his winged boots would allow him to manouver underwater....

ooc> Would a fly spell help the armored dwarf swim?



Dwight 
Monday July 14th, 2008 10:12:33 PM

Finishing his bread, he brushes the few crumbs from his lap and watches to see if any nice fishes appear for the rare treat.

Draax HP 166, AC35 
Monday July 14th, 2008 11:10:17 PM

Seeing no immediate danger to the group, Draax waits for find out what Arien found and see who goes to talk to Arrak.


Leisure time on the deck - DM Marcin 
Tuesday July 15th, 2008 6:09:52 AM

A swirling mass of tiny, yellow fishes appears to feed on Dwight's breadcrumbs. A moment later a slender, silver shape pierces their group like a javelin. The yellow ones disperse. Such is the way of marine life - everything preys on something and is, in turn, food for something else.

The group is still on the deck. The trials of the nether realm have exacted an especially heavy toll from Jova. He's lying on the deck, asleep, his face still a bit pale. It might be some time before he recovers enough to lend his hand and magic to the group once again.

[Technically, the boots give you a fly speed. In order to move through water you need a swim speed. Monthor could probably safely dip into the water even up to his waist, but the moment he is completely submerged he is no longer flying and needs to start making swimming checks.]

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Tuesday July 15th, 2008 8:38:00 PM

Vedik sees to Jova, seeing how he is feeling. "Ya alright lad?" he asks, checking his friend over.

"We need ya to take me and you ta Lord Arrak's, when you can."

Tratain Current Spells 
Tuesday July 15th, 2008 9:04:41 PM

Tratain says "If Jova is Still feeling I'll, I can use the device Lord Arrak gave us to go and speak with him. And I can Teleport back tomorrow Morning. Unless anyone else has any other Ideas. If we all spend the night on the Ship here we'll have more options in the Morning, Arien can memorize some Teleports for us, or Vedik and I can use some sending spells, although speaking with him directly would be best."

Tratain studies the deck of the ship and if he ends up going to see Lord Arrak he will take the journal with him

Unless Jova or Arien Teleports Vedik to go see Lord Arrak, Tratain will use the Device given to the group by Arrak to teleport to near his Lair to go speak with him. After speaking with him and resting the Night Tratain can use Miracle to emulate greater teleport.

Dwight 
Tuesday July 15th, 2008 9:43:02 PM

Dwight worries about having to spend the night out here. "Likely not be the most restful night of sleep on the open waters. Could everyone use the device, and then we teleport back here? We could leave something, or draw something to help us remember this exact spot."

Dwight doesn't object to sleeping out here, but would prefer something better than the group splitting up.

(OOC: I'll be sleeping invisibly)

Jova 104/104 HP AC 30 
Tuesday July 15th, 2008 9:56:49 PM

OOC Joe we used the teleport rod a long time ago, I really dont think we have one. Arrak did give us a ring that we could use 2 times to communicate with him. Best of my knowl;edge we never used that. Which brings me to the next point, we should really try and wrap up some of the things going on. I just cant remeber what we did last year. And we have saeveral quests goin on. Anyway its confusin.

Jova spits out a curse and stands up.

"Blasted old age." Ok ya we can teleport. 3 or four at a time, or jump into the bags of holding and we could all go. In fact, that would be the best idea. Monthor and Dwight willing? Then we could all get off this cursed ship and baCK ON WITH THE QUERST."

Monthor Hit Points:155 AC32 Monthor 
Tuesday July 15th, 2008 9:58:40 PM

" Me's hungry.... "



Draax HP 166, AC35 
Tuesday July 15th, 2008 10:09:52 PM

Draax watch the interaction of the fish while he listens to the others. "If we are coming back to the ship, there is no reason why all of us should go, but if you want to keep everyone together, we can wait until we have enough spells ready."

Arien(HP 118/118: AC: 17(touch:17) Stoneskin,Spells  d20+30=39 ; d20+30=39 ; d20+30=46 ;
Tuesday July 15th, 2008 11:41:50 PM

Arien examines the container a bit longer, recognizing the spell used to shut the thing (spellcraft 39). Then the mage swims back outside while considering what he might know about such a curse (knowledge:arcanna 39, spellcraft 46). Then, the mage changes back into his normal form and returns to the ship deck, relaying what he had seen.

Arrak's council - DM Marcin 
Wednesday July 16th, 2008 9:11:18 AM

With only very little information to go on with it is hard to figure out the exact nature of the curse. One thing Arien is certain of - there have been heroes 60 years ago, too, so if lifting the curse would have involved just defeating a terrible foe it would have been done. More research at the port of departure might shed some light on the ship and its mysterious cargo.

The group (or part of it?) decides to finally leave for Arrak's place.

[Please let me know who went and who stayed, and what means of travel did you use. You have discussed quite a few possibilities and now I'm confused as to which one you have finally chosen. Jova's spells are, as I understand, at your disposal.]

Compared to the stress of a Plane Shift the interplanar travel feels now like something as common as cutting bread. The ship and the rolling waves are left behind and the pond near Arrak's home slowly fades into view.

There is a sharp difference in the smell, temperature and humidity of the air. It feels like walking out of a warm room into a late autumn evening. The smell of the forest fills the nostrils of the Knights.

It takes a few moments for the gnome servants of the dragon to notice the group and to bring the news of its arrival to their lord, but when the Knights walk up to the mouth of the dragon's cave he is already there to greet them. Arrak is in his usual guise of an older, aristocratic man. The elegant silver vest and black, silk trousers he is wearing suggest that he is expecting formal guests. The dragon starts the meeting with his usual litany of divinations. Once satisfied with the identity of his guests he spreads his hands and says: "Welcome. I haven't expected you back so soon. Are you ready to travel to the realm where the soul is trapped? Or have you come for some last bit of advice?"

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Wednesday July 16th, 2008 1:18:29 PM

Vedik bows slightly to Lord Arrak.

"We're returned, actually, with hopefully some useful information concernin the earthquakes. But we wanted your advice on another matter."

Vedik then explains about the trip, what has been learned and the groups suspicious. He then goes on to explain about the ship, the log, and the large coffin in the hold.

"Ya see, like so much else, it seems this now falls on our shoulders ta deal with it. If you've heard or remember anything about it, or what's inside the coffin, it would help us greatly."

And lastly, with a slight twinkle in his eye..

"Oh, and we found these black gems, someone said the term Nightstone. I understand they are rare, and I thought you'd might want one or two for your horde. I wish we could give em to you, but with the requirement of the castle building, well.. If you want them let me know and we'll bring them here instead of the catacombs. It's the least we can do for all the help you've given us."

OOC: Vedik went with Jova. I think it was just the two of us, unless Tratain says otherwise.

Tratain Current Spells 
Wednesday July 16th, 2008 8:43:28 PM

Tratain takes a seat on the Deck and looks out over the water waiting for Vedik and Jova to return.

Draax HP 166, AC35 
Wednesday July 16th, 2008 9:18:54 PM

Draax moves slowing around the deck while he waits for the others to return.

Dwight 
Wednesday July 16th, 2008 10:38:55 PM

Dwight tries to keep a more diligent watch with a portion of the group gone.

Arien(HP 118/118: AC: 17(touch:17) StoneskinSpells 
Thursday July 17th, 2008 3:28:55 AM

Arien decides to take some time examining the maps in the captain's quarters. The mage is trying to determine where they might be in the Wold. After a few moments of study a thought occurs to Arien and he approaches Tratain saying, "You know, some sort of divination spell or perhaps contacting a being of the higher planes might give us a chance to learn more about this curse and the fate of the crew. I myself do not have any such spells in my books but I was wondering if you perhaps might, I would like to know exactly what we are dealing with here."

The dragon speaks - DM Marcin 
Thursday July 17th, 2008 5:25:00 AM

"Oh, you have already returned?..."

As the story is told in the dragon's living room it can be easily seen that Arrak is processing several chains of thought at once. Even as Vedik is speaking he takes out of his pocket a small, leatherbound notebook and a thick, leaden pencil and starts to scribble notes for himself. Finally everything has been told.

"This is excellent news! You have made the first real progress we've had in this case. I'm glad you managed to come back alive, too - it would have been next to impossible to restore to life somebody who died in there."

"I have never heard about this Darkmoon Gate, but that shouldn't surprise us - the Sons (who are fond of giving such pretentious titles to their nightmarish projects) keep them as secret as they can. The next logical step would be to investigate this gate. If you managed to go there and somehow learn exactly where it is located and what is being done in there that would solve half of the problem, I think. The problem is, going there will probably require a creative use of travel magic, as none of us have exactly seen the site. Also, this project seems to be at the moment the center of interest of the whole organization of the Sons of Dread, so the security measures at the site might be so high that even you might be unable to assault the base directly. Subterfuge might be called for. I'll inform the Consortium - and the Council - of your finds. We'll take off your hands hunting down the lesser necromancers from the list you have brought back. It will probably be prudent not to start with that just yet so that the enemy doesn't learn that we have obtained new and detailed information until it is too late for them to react."

"As for the ship - you do seem to have a talent for bumping into this kind of things. I haven't heard about this curse, but truth be told sixty years ago I was far from Aisildur and occupied with other matters. There is a dragon on the Council who is obsessed with curses and if anybody knows anything about the cargo of that ship it is her. But she is walking the planes right now. Still, I'll try to consult her on the matter, but this might take time. For now I would strongly urge you not to get involved until the matter of the earthquakes and the orb is settled."

"Ah, nightstones, yes!... These are very valuable. Be sure not to tell any young fools where you got them or they might try to go hunt for more and get their souls lost. Allow me to take a closer look." After the stones are weighted and carefully examined Arrak says: "I can take them off your hands for 45000 gold. It is probably a bit more than the Catacombs would give you for it. I hope you don't mind if I pay you with several sacks of silver? The smaller change just keeps accumulating in my treasure chamber and as I grow older I lose interest in less valuable metals..."

***

Meanwhile, on the deck of the ship, Arien unfurls the old map and examines the ship's course plotted on it [the course is not shown on the wiki map]. Captain Ilsmore managed to keep an accurate account of the location of his ship right up to the beginning of the storm. The Princess has sailed out of Ilthmar, down the Lower King's Channel, and about a hundred miles into the Lotophagi Ocean. After that the huricanne has taken her to parts unknown.

[Survival DC40, Knowledge(Geography) DC30, or any profession realated to sailing DC20 Highlight to display spoiler: {The knowledge of the currents of the ocean allows one to be reasonably sure that the ship is now hundreds of miles south of Yrth and the Elennian Peninsula, in the open ocean.}]

Draax HP 166, AC35 
Thursday July 17th, 2008 7:21:52 PM

Draax begins polishing his armor and weapons, there is very little chance that his magic on them will allow them to rust, but he oils them anyway.

Tratain Current Spells  d20=7 ;
Thursday July 17th, 2008 8:09:16 PM

Not knowing how long Vedik and Jova will be gone Tratain begins counting the Coins in the 4 pouches and looks over the gems attempting to see how much all of it is worth all together. While counting he says to his friends "Maybe we should keep a cask of Ale and some bottles of Wine in our portable hole or one of the Bags of Holding, it might be nice to have for the odd moments like this that we get to sit around and relax."

When Arien asks his question Tratain thinks for a moment and says "Thats probably a good Idea, a Planar Ally spell might do the Trick, We might have to wait until we've finished with this Darkmoon Gate thing, and lets see what Lord Arrak knows about it as well. When I use the Planar Ally spell the being I ask for help will probably need several days to learn what we need, and it will need to know where to find us to report back."

He continues "Oh, while we are waiting we got a small collection of things that need to be Identified Arien, when you can. Theres the Two Rings of Binding, Two Gauntlets from those Legion things we fought, and the new things from the chest, 4 feathers, that gold band and the ring. And Maybe you can have look at the Gems and see how much they are worth as well, everyone else too, I'm not that good at judging the worth of such items."

Dwight 
Thursday July 17th, 2008 9:29:27 PM

Dwight listens and agrees that having some spare food items would be good. He offers some of his honey bread. It's a bit hard, but still sweet.

"We could sink the orb. Won't all the demons just drown? Seemed to be the thought process of whoever commissioned this ship."

Jova 104/104 HP AC 30 
Thursday July 17th, 2008 10:49:46 PM

To Arrak

"Although I believe the ship would foloat on forever, we may never find it again. Do you think it would be possible to shrink the sarcophugus/coffin and carry it with us? I mean I wanted to deposit the orb in the other realm, but it wasnt prudent I guess. So if we find a place for the orb, we could also deposit the coffin thingy. You think?"

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Thursday July 17th, 2008 11:08:55 PM

Vedik nods at Jova. "Shrinking it is a good plan. Or we could put it in our hole."

He then bows to Lord Arrak. "Thank you again. I will contact you tomorrow via a sending spell if we do not plan to return soon, and I will get the gems to you as soon as possible, and make arrangements for the silver."

"Jova, when you are ready, I think we can return."

Jova 104/104 HP AC 30 
Friday July 18th, 2008 3:34:42 AM

If Arraak has no objections, then they should return to the ship.

Examining loot - DM Marcin 
Friday July 18th, 2008 9:58:01 AM

"Shrinking and hiding the sarcophagus somewhere safe? This might be a good idea. Of course it is quite possible that magic tampering with the container could upset the seals. If getting rid of it was just as easy as putting it in a magic bag and throwing it out over the ocean nobody would have bothered to sacrifice a whole ship to put it to rest. It might be that the only way to safely move it is by physical strength. Hmm, I wonder why they didn't ask a dragon to carry it to its final destination. Maybe they didn't trust us?"

The pair of messengers bids Arrak goodbye and is soon on their way back. When they arrive they find the rest of the party busy examining the loot.

[A brief explanation about the demon armor: it is a single piece, the gauntlets are an integral part of it and are not removable.]

[Three bags of coins: Appraise DC22: Highlight to display spoiler: {These used to be worth about a thousand gold, but are now much more valuable because there are many rare and old coins in the mix. The Catacombs would probably pay 8,000 gp for it and still make a profit selling it later piecemeal to collectors.}]

[A bag of gems: Appraise DC18 Highlight to display spoiler: {There is nothing special here. The gems are worth about 500 gp.}]

[The demon armour: Appraise DC30: Highlight to display spoiler: {A wealthy collector of oddities or a research wizard could be expected to pay 30,000 gp for this.}]]

[The feathers and rings are magic and their worth can't be fully learned until they are identified.]

Jova 104/104 HP AC 30 
Sunday July 20th, 2008 4:15:38 PM

Upon arriving back on board Jova sees the items that were literally otherworldly.

"So lets just shrink the shi[. with the org inside it. Then hVEW aRIEN SWIM IT TO AN UNDERWATER CAAVE. tHAT WAY ANYTHING SUMMONED FROM THE ORB WOULD DROWN, AND ALSO THE THING IN THE COFFIN WQOULD AS well. It seems those people frpom the other plane hae left this as a surprise. Or maybe they did not want to deal wioth it on thier plane.:

ooc- sorry bout the caps lock, wrote it 3 times wont change.

Dwight 
Sunday July 20th, 2008 8:00:42 PM

Dwight looks to Jova and wonders if all of him made the teleport as he sounds slightly off. :)

"I suspect the magic keeping it afloat won't let us shrink the ship and hide it. And I'd be against putting a curse coffin with the orb. If a lich or something got out, only to find the orb next to him, it would likely mean big trouble for someone because of us. We will have to find something else to do with the orb."

Tratain Current Spells 
Sunday July 20th, 2008 9:08:25 PM

When Vedik and Jova return from Lord Arrak's Tratain says "How was the trip? Did Lord Arrak have any useful advice for us?"

When Jova makes his suggestion Tratain says "I agree with Dwight, If it was as simple as sinking this ship it would be done already, theres a giant hole in the bottom of the ship and it shows no signs of sinking yet. Also, you are assuming that anything coming out of the Orb requires Air Like we do, since they come from another plane of existence trying to drown them may not work as well as you would like, and besides any moderately powerful spell caster can make a person able to breath in water."

He continues "I think we should return to the Shrine and see what is going on there, the orb right now is as safe as we can make it. And this ship has been floating out here undisturbed for who knows how long. After we finish with our task from the consortium and deal with the orb we can always teleport back here and deal with the curse as well. If there aren't any big objections Jova could you transport us back to the shrine?"


Draax HP 166, AC35 
Sunday July 20th, 2008 10:17:40 PM

Draax smiles, "I agree, we should take care of each threat to the existence of the wold, one at a time."

Monthor Hit Points:155 AC32 Monthor 
Monday July 21st, 2008 6:27:13 AM

Monthor somehow has found some food to eat...
In between bites...
" Yes... one at a time... or better yet... get them all in one room and me'll bash them all at once... saves time that way... "

ooc> We splitting the loot now or later?


The Darkmoon Gate


Back in the forest - DM Marcin 
Monday July 21st, 2008 9:28:44 AM

General consensus being that the sarcophagus can wait a bit longer until it is properly disposed of, the group sets off to return to the Shallow Springs.

The magic travel is, as usual, as quick as a blink of an eye. When the buildings of the sanctuary come into view the salty sea breeze is replaced by the rich, earthy aromas of the forest with a hint of smoke and farm animals thrown in. Somebody somewhere close is cooking dinner.

It looks like a late afternoon. A few people are slowly moving between buildings of the tiny settlement. The familiar black dog runs up to the newcomers and starts to wag its tail. As the Knights march in they are greeted by an occasional nod of a head or an absent-minded stare. Two voices can be heard discussing something rather hotly at the shrine. As the group approaches the old altar Filea and Athor stop their conversation and walk down the stairs to greet them.

"Back from the planar sightseeing already, eh?" - jovially says the plump priest. "While you were away tracking spirits we had a real battle on our hands! A troll came out of the woods straight at the village! A troll! Here! Imagine that!" - the man almost jumps up and down, previously unseen light in his eyes. "Well, I bet you have a lot to discuss with Filea. I must go anyway, my patient looks like he's getting ready to pass on."

The priestess watches after her subordinate as he makes his way to the cellars. "He's been here for eight months now, we haven't been bothered by anybody or anything even once, and still he wakes up every morning and prays for a volley of Flame Strikes? Sometimes I really wonder about the man."

[Experience points for the previous scene: every character receives a base 5035 XP award. I am accepting nominations for extra XP for good role-playing (either e-mail me or post a private message on the board). Hero points have been already handed out after combats in which they have been earned.]

Draax HP 166, AC35 
Monday July 21st, 2008 6:36:49 PM

Draax eagerly listens to the priest's tale of the troll. He is a little disappointed when the priest leaves without finishing the story. To Filea, Draax says "So, was anyone hurt by the troll and did one flame-strike take it down?"

Jova 104/104 HP AC 30 
Monday July 21st, 2008 7:35:54 PM

To Dwight,

"I understand the need to destroy the orb, was just giving ideas. By the way you should do that thing calling the mans spirit again, see if we really dispatched spme of his demons."

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Monday July 21st, 2008 8:37:38 PM

Vedik nods at Jova. "Calling him now may prove some insights into the case. We should also investigate our leads."



At Shallow Springs - DM Marcin 
Tuesday July 22nd, 2008 3:56:49 AM

"Fortunately, the troll never made it into the shrine" - explains the priestess. "Athor kind of burned it up every time it got too close. Eventually it gave up and returned to the forest. I'm more than a little concerned, though. This has never happened before here. We'll need to keep night watches now. If this happens again I'll have to relocate everyone. Even if nobody is hurt directly these people need peace and quiet above everything else. I just hope it came here by chance and was not driven here by the Culverwood."

Monthor Hit Points:155 AC32 Monthor 
Tuesday July 22nd, 2008 8:27:05 AM

ooc> I nominate everyone in the party for an additional Hero Point for better then good cooperative play.
And one for Tratain for his leadership skills.

" Mees a little concern that a troll would be coming here to attack the shrine. They're not usually that brave. Something out there must have pushed it into doing this. Me thinks that mees and Fred should go and deal with this threat.. and by "deal" me means, kill it.... a rogue troll is a dangerous troll. Better to put it down before it attacks anyone else.... anyone else want to join in the fun?

ooc> Can we also split the loot up and do a quick side trip to the Cats? I want a spare Mountbank for Monthor.



Dwight 
Tuesday July 22nd, 2008 7:52:37 PM

Dwight agrees and gets ready to cast his spell again on the tormented man. "Anything in particular I should try to ask first? "



Vedik Current Spells AC 31 (13 touch) HP 210/214 
Tuesday July 22nd, 2008 8:29:19 PM

Vedik ponders Dwight's question. "Do ya remember us speaking to you, and has anything changed? might be good places to start.



Tratain Current Spells 
Tuesday July 22nd, 2008 9:09:20 PM

Tratain says "I'm not sure calling the spirit again will get us anything more than last time, and Athor said it looks like the man is about to pass into Gargul's Realm."

He continues "If Arien can Identify everything we have here we can split things up, we will also need some of these items appraised if we want to sell them. We should probably stay close to the shrine here for another day or so just in case Lord Arrak or someone else needs to find us in a hurry."

Given a day or Rest Tratain can use Miracle to emulate Analyze Dweomer if Arien doesn't to it, and or Barnum's Appraisal if Arien can provide the Analyze Dweomer spell. After casting the spell Tratain will be able to make all of the appraise checks in the above post.


Draax HP 166, AC35 
Tuesday July 22nd, 2008 10:55:54 PM

While the others talk about magic, Draax listens to Monthor's idea about the troll. "I agree, the troll should at least be checked on to make sure that it was a one time incident. If it is roaming out there free it will need to be dealt with. Most important, if something did push it, we need to know and assess the threat."

Jova 104/104 HP AC 30 
Wednesday July 23rd, 2008 4:07:26 AM

"Maybe the Culverwood forced the Troll out, like a fire does to creatures in nature? Also I reaffirm it a good idea to call the mans spirits. Not for new information, just to make sure we havent been duped. If the same spirits shpow up, after we had killed several, can we believe anythiong we learned in that realm?

Planning the next day - DM Marcin 
Wednesday July 23rd, 2008 6:13:24 AM

The party decides to spend the next day resting and preparing for the dangers to come.

Analysis of the newly captured magic items can be performed if desired and if proper spells are used.

There is enough time to spend 8 hours crafting, if desired.

A side trip to the Catacombs is also possible, provided that instant travel magic is available to take the group to Plateau City and back [if someobdy still has enough Teleports you can visit the Catacombs. Initiate the transaction and state that you bring back a parcel. The contents will be available once the transaction is complete].

An examination of the necromancer shows that his condition is rapidly worsening. Whatever life force is left in him is quickly seeping away. It is still possible to perform the calling ritual if you so desire.

The trail of the troll is about 5 hours cold [following it would require several tracking checks. The DC would be 10, but you would have to move at speed faster than the troll to gain on him, so the DC would go up. Let me know if you intend to try to catch up - who goes, how many hours do you want to spend, at what speed do you move, and then make about 10 tracking checks].

[Jerry made it very clear that hero points are only for actions when there is danger involved, so no hero points for good cooperation etc. - sorry.]

Vedik Current Spells AC 31 (13 touch) HP 210/214  d20+29=43 ; d20+29=49 ; d20+29=34 ; d20+29=44 ; d20+29=49 ; d20+29=34 ; d20+29=34 ;
Wednesday July 23rd, 2008 8:20:11 AM

Vedik decides to spend the day crafting. Finding a suitable spot, he calls forth worldsblood into his cupped hands, recharging some of Tratain's wands before turning to his craft. He begins to work on his headband, happy with the progress he is making.

He also mentions that should they visit the catacombs, they should stop to see Lord Arrak and arrange the transfer of the Nightstones.

OOC:
7 Successful draws: 28 drops
1 drop for quicker creation
15 drops: Recharge Tratains Wand of Cure Serious Wounds +5 charges
8 drops: Recharge Tratains Wand of Death Ward +2 charges
4 drops: Recharge Tratains Wand of Resist Energy +2 charges

[DM Marcin] 
Wednesday July 23rd, 2008 9:59:54 AM

[Folks, during last battle there were problems with the legibility of my maps and I promised I'll work on a new map template. Let me know if this is fully readable to everyone.]

Monthor Hit Points:155 AC32 Monthor  d20+10=25 ; d20+10=21 ; d20+10=20 ; d20+10=18 ; d20+10=19 ; d20+10=29 ; d20+10=18 ; d20+10=20 ; d20+10=30 ; d20+10=25 ;
Wednesday July 23rd, 2008 10:37:45 AM

" Draax, Fred and me should be able to handle the Troll. Only problem is that me don't have anything that flames anymore to coop de grass it... "

ooc> I'd suggest that we give it 24 hours to track the troll down. I'm okay with running (speed 60). Or even flying ( winged boots) for part of the way. Monthor has no tracking skills.
Checks are against fatigue for running ( Con 14 plus Endurance feet).


Draax HP 166, AC35  d20+5=17 ; d20+5=24 ; d20+5=20 ; d20+5=10 ; d20+5=9 ; d20+5=22 ; d20+5=23 ; d20+5=21 ; d20+5=8 ; d20+5=23 ;
Wednesday July 23rd, 2008 5:59:54 PM

"I have my bow and some Alchemist Fire to make some flames." Draax will follow Monthor's lead and move at the speed suggested by the dwarf.

(OOC: I have no problem reading the new map.)


Jova 104/104 HP AC 30 
Wednesday July 23rd, 2008 6:18:52 PM

OOC Map looks great

Jova only has one available teleport spell left over. He will go with Draax and Monthor if necessary.

Dwight  d20+15=26 ; d3=2 ; d20+15=33 ; d3=2 ; d20+15=23 ; d3=2 ; d20+15=33 ; d20+15=32 ; d20+15=27 ; d20+15=30 ; d20+15=35 ; d20+15=23 ; d20+15=19 ; d20+15=17 ; d20+23=35 ; d20+23=38 ; d20+23=40 ; d20+23=29 ; d20+23=39 ; d20+23=26 ; d20+23=40 ; d20+23=31 ; d20+23=38 ; d20+23=34 ; d20+23=41 ;
Wednesday July 23rd, 2008 10:00:23 PM

Dwight doesn't have much else to do, so he offers to go with Monthor. Though he too does not have tracking, he does have a decent spot check, and an eagle with very good eyes.

spot check: 26, 33, 23, 33, 32, 27, 30, 35, 23, 19, 17 (11 checks)

eagle spot checks: 35, 38, 40, 29, 39, 26, 40, 31, 38, 34, 41 (11 checks)

"My bow has some fire, enough to end a troll once its down. Besides once its down, the burning part is easy"

Tratain Current Spells 
Wednesday July 23rd, 2008 10:29:12 PM

Tratain will go with Monthor and the Others to track the Troll. In the Morning he appraises the Items and asks Arien to Identify the Magic ones.

So much for troll hunting - DM Marcin 
Thursday July 24th, 2008 3:49:00 AM

After an hour of wandering through the forest looking for tracks it becomes obvious the party would need a dedicated tracker to hunt down the runaway beast [you need a Track feat to be able to follow tracks at any reasonable pace, much less to make greater speed than the troll. Spot does let you notice tracks, but takes too much time to make fast tracking possible].

With the supply of Teleports expended it looks like the visit to the Catacombs will have to be delayed.

The necromancer dies later that afternoon. His body is burned before it is taken out of the warded room. Later his ashes are poured into the stream by Filea with a simple "May the judgement of Gargul be just".

The night passes uneventfully. In the morning, when new spells are prepared, Tratain is able to figure out the value of the nonmagic items [you can now read the spoilers in the previous post].

A new day dawns. A Sending from Arrak arrives at sunrise: "Divinations show very little time left. Hurry. Probably less than three days till the project is complete".

Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+29=47 ;
Thursday July 24th, 2008 7:25:59 AM

Vedik performs his morning prayers, and calls woldsblood to anoint his armor and shield. He uses the remaining drops to recharge one of his wands.

Morning tasks done, he moves with more urgency. "It's time to go, we've got ta get ta the Darkmoon Gate."



Draax HP 166, AC35 
Thursday July 24th, 2008 6:34:58 PM

Draax follows the troll's tracks for a few hours. If they cannot catch up with the troll, they can at least ensure that it is moving away from the village. If the troll does not stop long enough for the group to catch up with it, Draax will return to the village with the others and get a couple of hours of sleep before the group sets off again.

Tratain Current Spells 
Thursday July 24th, 2008 8:07:03 PM

When the Sending From Lord Arrak arrives, Tratain calls everyone together and says "After we Prepare spells for today we will use the instructions the spirit gave us and Go after this Darkmoon gate the sons of Dread have. Arien, we will need you to memorize a greater Teleport to take us all there as Jova would have to make two Trips to bring Everyone, we have to arrive all together. The Spirit Said that a Golem collected the Stones from him so we know there will be at least one of those waiting on the Other Side. There will probably be undead as well since the Sons Like Necromancy."

He continues "Arien, I'd like you to use the Stone Skin wand on everyone before we Teleport, I will use the Death Ward Wand and the Resistance Wand to Protect everyone from Fire who Needs it. Lets get ready to move out, Cast anything that is going to help and last a while, use short term spells if you want to."

Right before the Group departs Tratain uses the wands on everyone, and casts some buffs on himself and Shield other and Delay Poison on Arien, and Delay Poison on Jova. (Charges taken off Character Sheet.)

OOC: Tratain's Magic Weapon spell Now Grants +5 Enhancement, Monthor's Axe, 50 Arrows of Dwights Choosing, and Draax's Bow get it every Morning. Also Adam, since we can't see your character sheet can you keep Troy/Vedik informed on how many charges are left in the Stoneskin wand?

--------------------------------------------------------------
Tratain HP 198/198 AC 43
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Tongues, Comprehend Language, See Invisibility

Monthor Hit Points:155 AC30 Monthor 
Thursday July 24th, 2008 9:19:10 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward

------------------------------
After listening to Tratain, Monthor switches out his Necklace of Adaptation and instead replaces it with his Scarab of Golem Bane. He then explains to Tratain and the others that the item allows him to detect golems within 60' of the party and to bypass all of their damage reductions. In otherword, the party needs to get Monthor in close to the golems and then keep him alive as he and Fred chops them to bits.



Dwight hp 99, AC 25 
Thursday July 24th, 2008 9:53:09 PM

Dwight nods as Tratain speaks and readies the group. He calls to Whisk and explains the situation, and tells others that Whisk will only aid if bodies need to be retrieved and can be done without major harm to itself.

"Otherwise, its just me and my arrows, which hopefully will prove more effective now thanks to Tratain."

Just before the gate is cast, Dwight turns himself invisible (via ring). "Hopefully, the first volley will take be taking by surprise!" says a bodiless common voice nearby.

----------------------
Death Ward
Stone Skin 150/159
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows

Arien(HP 118/118: AC: 21(touch:17) Stoneskin, Shield Other, Delay Poison, Mage ArmorSpells  d4=3 ; d4=4 ;
Friday July 25th, 2008 1:19:50 AM

Arien takes a few moments to cast Analyze Dweomer on the objects the party has discovered and relays the findings to the others. That done Arien spends the rest of the day working out a pair of new spells to use. The next day Arien makes sure to memorize a teleport for the travel and uses the wand of stoneskin to apply the spell to the party.

(I could have sworn I posted this yesterday but looks like I must have not. Wierd, ignore the second d4, +3 hp for level up.)

Jova 104/104 HP AC 30 
Friday July 25th, 2008 2:37:12 AM

Nods his head in agreement.

To the gate - DM Marcin  Teleport roll: d100=53 ;
Friday July 25th, 2008 3:40:28 AM

Now that everyone is ready the Knights gather together and prepare for the journey to the Darkmoon Gate.

There is a difficult task ahead of Arien, as even the Greater Teleport has its limitations, and the destination haven't been seen by the wizard even once, but luck is with the party and, after hanging for several long seconds stretched in the non-dimensional void, the group is spewed out by the spell back into the Wold.

The Knights find themselves standing in the middle of a swampy forest next to a pale stone monolith that is as tall as a large house. The trees all around are black with no leaves; their branches are twisted like arthritic fingers. Water sloshes under the boots of the heroes. Wisps of mist slowly move between the trunks. The air is damp and reeks of rot and death. There is coolness in the air. The sky is covered with leaden clouds; the little sunlight that makes it through them seems as cold and dead as the rest of this devastated, cursed landscape.

Welcome back to the Lands of Dread.

Nothing moves. Not a living (or unliving) thing can be seen anywhere around - just the vastness of the dead forest.

A narrow path leading away from the monolith has been laid out with flat, gray stones. Heavy feet have trudged them deep into the soft earth.

[Right. Could everyone please make sure you list all active spell and magic item effects with your posts?]

Hit Points:155 AC30 Monthor 
Friday July 25th, 2008 7:51:56 AM

ooc Loot that needs to be split.

Three bags of coins: 8,000 gp
A bag of gems: worth about 500 gp.
The demon armour: 30,000 gp
The feathers and rings ( waiting for DM to identify from Arien's spell Analyze Dweomer in yesterday's post)

Am I missing anything?

43 000 gp
Split 6 ways
Equals 7 150 gp each

-------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward
-------------------------------

Monthor concentrates and uses the Scarab to detect Golems ( standard action).



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+11=14 ; d20+12=31 ; d20+19=36 ;
Friday July 25th, 2008 10:55:12 AM

Vedik looks around curiously. He regards the monolith, trying to gain some sense of its construction and possible religious background. That done he looks around and decides the group could use some cheer. He takes out a wand and tries to activate it. "I call this me bard in a stick" he says as the good hope effect hits everyone.

Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

He hopes the joke will cheer the party a bit before the task ahead.

OOC:
Knowledge Arch/Eng: 14
Knowledge Religion: 31
UMD to activate wand of good hope, 36, passed

Mind Blank (SL 8, CL 16, cast in morning)
Greater Magic Weapon (SL 4, CL 16, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, cast before teleport)
Death Ward 0/7min (SL 4, CL 7, cast before teleport)
Good Hope 0/10 min (SL 3, CL 10, cast right after teleport)
Magic Vestment (SL 3, CL 18, cast in morning)
Magic Vestment (SL 3, CL 18, cast in morning)
Resist Energy, Fire-30 0/110 min (SL 2, CL 11, cast before teleport)
Delay Poison (SL 2, CL 16, cast in morning)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

[Extra info - DM Marcin] 
Saturday July 26th, 2008 6:17:28 AM

[Ah yes, I forgot to identify the items for you. What you found is a ring of Water Walking, a ring of Improved Swimming, two Feather Tokens: Anchor, one Feather Token: Fan, and one Feather Token: Swan Boat.]

The monolith seems to be a natural landmark. There are no writtings chiseled into its surface. Its base sits deep in the swamp. It is possible it has been standing here for eons, ever since the Great Freezing brought it here from the north.

No golems are detected within 60 ft of Monthor.

Arien(HP 118/118: AC: 21(touch:17) Stoneskin, Shield Other, Delay Poison, Mage Armor, Good Hope, Spells 
Saturday July 26th, 2008 1:28:28 PM

Arien grimaces at the smell of the place and suggests that the party start exploring.

Draax HP 166, AC35 
Sunday July 27th, 2008 9:34:02 PM

Draax checks all his gear as the group gets their bearings and finishes the magical buffing. He waits to learn the direction the group will be moving in.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Good Hope 0/10 min (SL 3, CL 10)

Tratain Current Spells 
Sunday July 27th, 2008 10:36:53 PM

Tratain says "Looks like we're following the Path, everyone stay alert. We don't know what kind of defenses are set up here to stop intruders"

--------------------------------------------------------------
Tratain HP 198/198 AC 43
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Good Hope
Tongues, Comprehend Language, See Invisibility

Dwight hp 99, AC 25  d20+15=35 ;
Sunday July 27th, 2008 10:42:55 PM

"Sounds like a plan," says the floating unseen voice of a halfling.

spot: 35 (natural 20!!!!!!)


----------------------
Death Ward
Stone Skin 150/159
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows
Invisible
Good hope CL10 +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.



The gate - DM Marcin 
Monday July 28th, 2008 1:30:46 AM

After making sure that nobody witnessed the arrival of the group the Knights reform and move out. Since there is only one path to follow the group is not overburdened with the choice of directions of exploration.

It is rather hard to follow the trail and keep your boots dry - the stones are spaced out a bit further than comfortable for a human step. Fortunately, it doesn't seem that the group is in for a long walk - after cautiously sneaking forward for just several hundred feet the ground starts to lower. It looks like the path is descending into a huge natural depression. It is filled with white fog. When one looks at it from above it resembles a bit a sizeable lake of milk. The fog is cold and damp; walking through it one can almost feel tangible resistance.

The path continues on. The visibility is reduced to just about thirty feet or so. The stones provide guidance.

And then, after the group has walked for about five minutes in the mist, the vapors suddenly become less dense and it is possible to see further into the distance once again. It seems as if this small valley was covered by a layer of fog like a sheet of ice!

The sides of the valley are overgrown with thick forest. The trees here, just like everywhere else, are devoid of leaves, but there are patches of black, thorny bushes, providing excellent concealment for the group and allowing the Knights to observe what goes on on the bottom of the valley without risk of being seen.

An a sight indeed it is. There is a huge circle of seven massive, black obelisks formed on the muddy ground. The forest ends before the circle as if it was cut with a knive. Not a single bush grows inside their perimeter. There seems to be some kind of haze surrounding each of the stones; the eye gets quickly tired when one tries to watch them for a long period of time. Every now and then an arc of black energy leaps off one of them into the ground in a seemingly random fashion. The patch of stones descends into this circle and abruptly ends.

Right in the middle of the circle sits what seems to be a large outpost of a militant organization.

In the very center of the ring, dominating every other feature of the camp, lies a stone slab. A huge arc of bone-white stone rises boldly from it like a triumphant gate. It stands cold and dead, and yet it doesn't take a mage to sense that it holds power of great magnitude.

This arc, the heart of the base, is surrounded by a cluster of buildings both large and small. All seem to be made out of some kind of white stone and it seems more likely that they have been conjured rather than erected - the walls and ceilings and doorframes and windows all seem a bit crude and their proportions are a bit strange to a person accustomed to living in normal architecture - a sure sign of their magic origin. The largest two of these buildings look like residential mansions due to having two floors and rows of small windows; other buildings resemble a bit laboratories, workshops and storehouses.

There is a crowd of many different beings moving about among the structures. The most prominent of these are iron golems - there is a multitude of them slowly moving about the base and performing various tasks [purple dots on the map]. Some are carrying something from one building to another, other seem to be busy with maintaining the houses, other still seem to be moving about as if on patrol. Every now and then a golem will vanish in one of the houses or another will exit from them. Right next to the dead portal there is a small squad of six standing still. Each of them holds what seems to be a huge metal chest in their hands.

Four large statues, each maybe 20 ft tall, seem to have been positioned around the portal - an unusual sight in a base of Sons of Dread. It is only after a moment that one notices that these are golems, too - but much larger than their lesser iron brethren [light blue dots on the map]. Each of them glints with the unmistakeable blueish sheen of mithral. While the irons seem to be used here as manual labor, these four look like and are stylized as warriors - armor-like breastplates, spikes all over, huge fists the size of battering rams.

Slowly moving about the encampment are a few people, all dressed in the black cloaks typically worn by the Sons [olive dots on the map]. The distance does not allow to see their pale faces clearly, but most seem to be humans. They move about alone or in pairs, seemingly overseeing the golems or tending to some other business in the buildings.

There are four figures that distinctly stand out from the crowd by wearing ornate robes, holding black staffs and moving as if they hovered above the ground [red dots on the map]. All flesh seems to be gone from their bodies leaving behind just the bones. Their long, slender fingers gleam with rings. Evil fire plays in the empty sockets of their skulls crowned with sparkling diadems. These four are gathered around the squad of golems, seemingly inspecting it and their cargo. Two of them are followed by the familiar-looking shield guardians [yellow dots on the map]. The other two have bodyguards of different sort - a vaguely humanoid, clawed creatures that look as if their bodies have been crafted from ice - aside from their bone-white skulls [light green dots on the map]. Crowns of ebony flame seem to dance on their heads [Knowledge(Religion) DC30 Highlight to display spoiler: {These are Winterwights}].

The activity in the camp goes on in eerie silence, broken only occasionally by a hushed conversation that can't be overheard at this range.

[The travel to the party's current location took 20 minutes.]

MonthorHit Points:155 AC30 
Monday July 28th, 2008 8:12:52 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward
Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

==================================

Monthor crouches down and awaits Tratain's instructions. Even Monthor isn't fool hardy enough to charge into THAT group.

{ Readied action: Brahm's Tatoo, protection from evil, if the group is attacked }

Monthor then leans in close to Tratain and whispers..
" The robes need to be taken out first. Maybe an ariel attack from an invisible Arien?
Me and Fred have no fear of the golems. We can bypass their damage reduction. Me have enlarge potions and one hast potion left. Me'll use them before attacking. You know what the flame heads are? Me'd bet on some sort of undeads. If they be then those are yours."



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+19=25 ;
Monday July 28th, 2008 11:50:33 AM

Vedik whispers: "I'll recast the good hope from the bard on a stick, and we should recast the deathwards too, they are gone. I've also got a wall of stone, it might give us a round with the casters before the golems get into it. You're right about the robes, at a guess I'd say Liches. They won't take much of a beating, but they will wreck us good if we don't put them down quick. I've got a wand of enlarge person, I can hit all our fighters, but it might make them noticed here. "

He crouches lower on the trail and waits.

OOC:
Use Wand of Good Hope.
Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Mind Blank (SL 8, CL 16, cast in morning)
Greater Magic Weapon (SL 4, CL 16, cast in morning)
Stone Skin 150/150 20/150min(SL 4, CL 15, cast before teleport)
Good Hope 0/10 min (SL 3, CL 10, cast right after teleport)
Magic Vestment (SL 3, CL 18, cast in morning)
Magic Vestment (SL 3, CL 18, cast in morning)
Resist Energy, Fire-30 20/110 min (SL 2, CL 11, cast before teleport)
Delay Poison (SL 2, CL 16, cast in morning)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic


Draax HP 177, AC35 
Monday July 28th, 2008 9:00:03 PM

Draax takes in the sights as he hides with the rest of the crew. He nods his head in agree with Monthor about taking the robes out quickly.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Good Hope 0/10 min (SL 3, CL 10)

Tratain Current Spells  d20+15=17 ;
Monday July 28th, 2008 10:24:43 PM

Tratain motions the group back away a little and says, "Looks like theres quite a few of them. Those Ones in the Robes are going to be pretty dangerous. They need to be killed quickly in a concentrated attack. If we let them live for more than a few seconds we are going to be in trouble. They need to be hit as hard as we can hit them as fast as we can hit them. I'd like everyone flying as well, that will take us out of range of some of the golems. I'll redo the Deathwards and Jova I would like you to hit us with the invisibility wand as well before we go. We'll attack from the south east side. I will be able to see us all so I can guide us there. We could really use a Haste spell as well right before we go in for the assault."

When the group is prepared for combat Tratain redoes the Deathward spell on the Party from the wand, Activates his Bead of Karma, casts Shield of Faith on Himself, Drinks his Fly potion. When the group is all Invisible he leads them towards the Encampment, stopping outside the stone Circle to Cast Divine Power and Rightous Might on himself then leads everyone towards the buildings on the south east side to start the attack, trying to keep an cover he can between the group and the Golems wandering around.

--------------------------------------------------------------
Tratain HP 258/234 AC 42 (Large Size, DR 15/Evil)
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Good Hope
Divine Power
Rightous Might
Fly
Invisibility
Bead of Karma
Tongues, Comprehend Language, See Invisibility

Tratain Current Spells 
Monday July 28th, 2008 10:27:03 PM

OOC: On a Side Note everyone needs to be posting and working together every turn. If for whatever reason you don't think you can make every post let one of us know so we can Sub for you. A single round of Inaction by anyone could cause the entire party to be killed. No Pressure or anything :)

Dwight hp 99, AC 25 
Monday July 28th, 2008 11:16:10 PM


Dwight listens to the instructions carefully, knowing if he doesn't do his part, he'll be the first to fall. As spells are being recast and battle prepared for Dwight offers to cast 2 spells (Bulls strength and/or Bear Endurance--CL 6, lasts 6 min).

If no one wants them, he'll cast Bear endurance and cat grace on himself.

Then turn invisible again fingering his bow string.

----------------------
Death Ward
Stone Skin 150/150
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows
Invisible
Good hope CL10 +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Casted
2nd lvl - 2/2 (domain remains which is air)

Jova 104/104 HP AC 30 
Tuesday July 29th, 2008 12:04:21 AM

Jova does as he is asked. Casting fly spellson all those who need it. Then he readies a Polar Ray spell ready to unleash it in the direction of the Liches.

Arien(HP 118/118: AC: 25(touch:17) Fly, Stoneskin, Shield Other, Delay Poison, Mage Armor, Good Hope, Veil, Shield 
Tuesday July 29th, 2008 3:06:39 AM

Arien casts an extended fly and shield upon himself, then casts a veil upon the party, making them appear as a group of Gelugons, save Tratain who appears to be a mighty Pit Fiend. Arien explains what he has done with the illusion and whispers, "Confusion to our enemies." The elven mage then readies to wreak havoc.

-----
Fly: 3/400 rounds
Stoneskin: 20/150 minutes
Shield Other: 20/1140 minutes
Delay Poison: 19 hours
Mage Armor: 40 hours
Good Hope: 1/100 rounds
Veil: 20 Hours
Shield: 2/400 rounds

[The underline problem edited out by M.]

Advancing - DM Marcin 
Tuesday July 29th, 2008 6:04:57 AM

Invisible, veiled, and spelled up to the maximum the Knights slowly creep through the swampy ground.

A few seconds after the group enters the ring of obelisks a shout comes from someone within the camp followed by other voices. People drop what they have been doing and start looking around. Golems rise to attention. A faint sound of spellcasting can be heard coming from somewhere behind the buildings.

[Map. We start counting time in rounds. Sorry for a map without a grid, but the distances are for now too large to make one. If you have trouble describing accurately your movement just mark it on the map in any graphic editor and and send it to me through e-mail. You can start your round anywhere in the blue square.]

Vedik Current Spells AC 33 (15 touch) HP 214/214  d20+19=32 ; d20+18=34 ; d20+18=37 ; d20+18=25 ; 15d6=53 ;
Tuesday July 29th, 2008 8:02:17 AM

Before leaving their position, Vedik casts the following spells: Death Ward, Comprehend Languages, Shield of Faith, Shield Other- Jova, Freedom of Movement, Protection from Evil, Divine Favor, He also hits Monthor with an Enlarge Person from his wand.

When the party attacks, he moves away from the group, taking to the air and getting within 260' of his target. He casts Flame strike, targeting the southwest robed undead and the clawed ice thing.

Monthor: Enlarge Person: The target gains a +2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. Weapons do larger damage. Cl 1, 1 minute duration

Jova, I am taking 1/2 your damage. If you go more than 65 feet from me, the spell ends.

OOC:
UMD for wand: passed
Spell resistance: Undead: 34, Ice thing: 37, Ice thing 2 (wasnt sure if the two dots were one large creature or two small): 25.
Flame Strike: 53 damage, 1/2 fire/1/2 divine. Save DC 23 Reflex for 1/2 damage.

Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, 22/150 mins, cast before teleport)
Death Ward (SL 4, CL 7, 1/7 min, cast right after entering the valley)
Death Ward (SL 4, CL 16, 0/16 min, cast right after entering the valley)
Freedom of Movement (SL 4, CL 16, 0/160 min, cast right after entering the valley)
Good Hope (SL 3, CL 10, 1/10 min, cast right after entering valley)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Resist Energy, Fire-30 0/110 min (SL 2, CL 11, cast before teleport)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Shield Other (SL 2, CL 16, 0/16 hours, cast right after entering the valley)
Comprehend Languages (SL 1, CL 16, 0/160 min, cast right after entering the valley)
Divine Favor (SL 1, CL 16, 1/10 rnds, cast right after entering the valley)
Shield of Faith (SL 1, CL 16, 0/16 min, cast right after entering the valley)
Protection from Evil (SL 1, CL 16, 0/16 min, cast right after entering the valley)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

Jova 104/104 HP AC 30  d20+14=32 ; 15d6=59 ; d20+25=45 ;
Tuesday July 29th, 2008 10:21:32 AM

Jova follows close to the hushed voice of Vedik. Jova flies about 20 feet to the left and 10 feet below Vedik. Vedik whispers his intended target, and Jova decides to aim at the dsame foe. If they could eliminate one of the magic users, it would surely improve their odds.

As the flames shhot forth from Vediks outstretched hands, Jova smiles. If the robed one had resistance to one type of element, maybe not with another. His polar ray spell had to be cast at a closer distance, so he opted for the Freezing SDphere. Directing the blast at Vediks target, Jova unleashes his spell.

--Hit AC 32, 59 Damage, Reflex 23 half, 10ft radius, SR 45-Natural 20

MonthorHit Points:189 AC30 
Tuesday July 29th, 2008 12:09:14 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem=s damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon +5 (From Tratain)
Cloak of Resistance +4
Stone Skin - 150/150
Death Ward
Good Hope: CL 10, 10mins, everyone gets +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Enlarged- +2 size bonus to Strength, a --2 size penalty to Dexterity (to a minimum of 1), and a --1 penalty on attack rolls and AC due to its increased size.

Veiled
Invisible
Fly
Bear Endurance +4 enhancement bonus to Constitution
Haste- +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves

AC 30 + total concealment due to invisibility

--------------------
Previously
To Dwight
"Me'll take some of that Bear Endurance"

Now
Monthor drinks a potion of haste.
Monthor assumes a defensive position and stays with Tratain, moving as Tratain moves.
" Direct me oh wise war leader guy. "

Draax HP 177, AC35  d20+24=30 ; d20+24=44 ; d20+24=40 ; d20+19=27 ; d20+14=24 ; d20+9=23 ; d8+5=9 ; d6=2 ; d8+5=12 ; d8+5=13 ; d8+5=8 ; 2d10=8 ; d8+5=6 ; d6=3 ; d8+5=13 ; d6=6 ; d8+5=10 ; d6=4 ;
Tuesday July 29th, 2008 5:36:13 PM

Draax hovers in place for a second and follows Vedik's and Jova's example by rapid firing at the same target if it is still alive. If their target goes down, Draax will fire at the next closest robed individual.

Hit AC 32 for 11 dmg and 2 fire dmg
Hit AC 46 (crit confirmed if possible to crit) for 14 dmg & 8 fire (if uncritable) or 35 dmg and 8 fire (if critable)
Hit AC 29 for 8 dmg and 3 fire dmg
Hit AC 26 for 15 dmg and 6 fire dmg
Hit AC 25 for 12 dmg and 4 fire dmg
Added +2 to attack rolls and dmg from 'Good Hope'

------------------------------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Good Hope 0/10 min (SL 3, CL 10)
Magic Weapon +5 - bow (From Tratain)
Veiled
Invisible
Fly

Arien(HP 118/118: AC: 25(touch:17)  6d6=19 ; 20d6=64 ; d20+24=37 ; d20+24=33 ; d20+24=34 ; d20+24=32 ; d20+24=29 ; d20+24=40 ; d20+24=27 ; d20+24=30 ; d20+24=28 ; d20+24=33 ; d20+24=29 ;
Tuesday July 29th, 2008 7:10:21 PM

Arien works to take down the liches as quickly as possible to remove the spellcaster ability from the enemy. Arien casts a sunburst in the midst of the enemy, (80-ft.-radius burst, trying to hit as many liches as possible) a huge flash of light exploding damaging undead and possibly blinding those in the midst.

(Sunburst: Non-undead creatures take 19 damage if effected, ref save dc 31 for half, failure to save means blindness; undead creatures in the blast take 64 damage instead, if harmed by bright light are instantly destroyed if ref save dc 31 is failed. Ref save for half damage. Not sure how many creatures have SR or are in the blast so I rolled some SR checks: 37, 33, 34, 32, 29, 40, 27, 30, 28, 33, 29)

-----
Fly: 4/400 rounds
Stoneskin: 20/150 minutes
Shield Other: 20/1140 minutes
Delay Poison: 19 hours
Mage Armor: 40 hours
Good Hope: 2/100 rounds
Veil: 20 Hours
Shield: 3/400 rounds

Tratain Current Spells  d20+15=30 ; 20d6=75 ; d20+24=32 ; d20+24=35 ; d20+24=42 ; d20+24=31 ; d20+24=27 ; d20+24=33 ; d20+24=38 ; d20+24=35 ; d20+24=42 ; d20+24=36 ; d20+24=28 ; d20+24=41 ;
Tuesday July 29th, 2008 8:51:42 PM

Tratain flies North and West a little 40 feet toward the enemies to a position that he is able to see all the Lich's and then casts Firestorm (340 Foot range, 48 10 foot Cubes) attempting to Hit all 4 Lich's and those that are around them.

OOC: I'm assuming that 48 Ten foot cubes should give me the range I need to hit all of them, Those are the Primary targets, and if any of the Other Son's of Dread are in range Tratain will hit them as well.

Firestorm - 75 Damage Reflex DC 26 for Half Damage SR Checks, (Lich1 34, Lich2 37, Lich3 44, Lich4 33, SG1 29, SG2 35, SG3 40, WW1 37, WW2 44, WW3 38, WW4 30)(Extra SR Roll for Hero Point if I fail an SR check, Since I don't know what to shoot for I rolled 1 extra at 43, If I need to use more to Break SR on anything I have Targeted I'll spend more the Check is at +26)

--------------------------------------------------------------
Tratain HP 258/234 AC 42 (Large Size, DR 15/Evil)
Shield of Faith
Magic Vestment +5 - Tratain's Shield
Magic Vestment +5 - Tratain's Armor
Magic Weapon +5 - Tratain's War Hammers
Stone Skin - 150/150
Death Ward
Resist Energy - 30 Points Fire
Shield Other - Arien
Ring of Counterspellsx2 - Greater Dispel Magic
Good Hope
Divine Power
Rightous Might
Fly
Bead of Karma
Tongues, Comprehend Language, See Invisibility

Dwight hp 99, AC 27  d20+32=50 ; d6=5 ; d6=5 ; d6=6 ; d6=5 ; d6=3 ; d20+27=38 ; d6=1 ; d6=6 ; d6=1 ; d6=4 ; d6=1 ; d20+22=29 ; d6=1 ; d6=5 ; d6=6 ; d6=5 ; d6=6 ; d20+31=37 ; d6=6 ; d6=2 ; d6=1 ; d6=5 ; d6=2 ;
Tuesday July 29th, 2008 10:09:41 PM

Before:
Bear's Endurance on Monthor
Cat's Grace on Dwight
-------------------------------
Dwight sees the fires and arrows and adds his own. (He focuses on any remaining liches)

(Notes: F=fire dmg, I=ice dmg, H=holy dmg, B=weapon bonus, current range: up to 120')
Att #1: Holy arrow + 5 = 50 - 2 (distance) = 48
Dmg: 5 + 5F + 6I + 8H + 5B = 29

Att#2: Holy arrow + 5 = 38 - 2(distance) = 36
Dmg: 1 + 6F + 1I + 5H + 5B = 18

Att#3: Holy arrow + 5 = 29 - 2(distance) = 27
Dmg: 1 + 5F + 6I + 11H + 5B = 28

Att#4: Holy arrow + 5 = 37 -2 (distance) = 35
Dmg: 6 + 2F + 1I + 7H + 5B = 21

Total if everything hit: 96

-------------------------------
Death Ward
Stone Skin 150/150
Lavender and Green Ioun Stone
Cloak of Resistence +3
Magic Weapon +5 (Tratian) Holy arrows
Invisible
Good hope CL10 +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Cat's Grace: +4 to Dex

Casted
2nd lvl - 2/2 (domain remains which is air)

Round 1: party actions - DM Marcin  [Lich saves vs Vedik's Flame Strike:] d20+24=40 ; [Winterwight saves vs Vedik's Flame Strike:] d20+18=23 ; [Winterwights save vs Arien's Sunburst:] d20+18=23 ; d20+18=21 ; [Mages save vs Arien's Sunburst:] d20+17=21 ; d20+17=18 ; d20+17=32 ; d20+17=26 ; [Liches save vs Arien's Sunburst:] d20+24=28 ; d20+24=33 ; d20+24=27 ; d20+24=26 ; [Shield Guardians save vs Arien's Sunburst:] d20+5=18 ; d20+5=15 ; d20+5=19 ; [Shield Guardians save vs Tratain's Fire Storm] d20+5=18 ; d20+5=20 ; d20+5=23 ; [The Winterwights save vs Tratain's Fire Storm:] d20+18=21 ; d20+18=23 ; d20+18=25 ; d20+18=25 ; [Liches save vs Tratain's Fire Storm:] d20+24=39 ; d20+24=32 ; d20+24=31 ; d20+24=27 ; [Tratain checks vs SR on Mages:] d20=8 ; d20=5 ; d20=20 ; d20=20 ; d20=13 ; d20=10 ; d20=7 ; d20=19 ; [Mages save vs Tratain's Fire Storm:] d20+17=33 ; d20+17=32 ; d20+17=35 ; d20+17=32 ; d20+17=26 ; d20+17=32 ; d20+17=19 ; d20+17=29 ; d20+17=35 ; d20+17=34 ; [Liches save vs Tratain's Fire Storm:] d20+24=26 ; d20+24=27 ; d20+24=41 ; d20+24=31 ;
Wednesday July 30th, 2008 7:54:53 AM

Vedik takes to the air [but he can't quite get as far as 260 ft away from his target - with his speed of 60 and a move action he can move about 40 ft into the air and 40 ft away from the group]. Then he unleashes a torrent of flames at one of the liches and his bodyguards. The lich nimbly turns around in a piruette, as if dancing with the flames, and emerges completely unharmed. Flames wash over the first undead, but it resists the spell completely. The second one is affected, though - the fires eat into its icy body doing extra damage.

Jova, flying close to Vedik, follows the flames with a burst of ice. The frost washes over lich like waves over a rock - its undead nature makes it completely immune to cold. The winterwights are not affected by their natural element, either.

Draax, flying at a moderate height, starts to shoot. All five of his arrows hit their mark, but their flames seem not to hurt the lich at all, and their arrowheads have tough time harming the bony body. Still, some damage does get through.

Arien, staying put next to Draax, fires off a Sunburst. The mage manages to catch all four liches in the area of the spell, as well as four lesser mages and all shield golems and winterwights. The magic washes over golems in the area of the spell without effect. Two of the winterwights manage to resist the effects of the spell, the other two are hurt. Both are blinded. Out of the four necromancers one avoids being blinded. The liches suffer a terrible luck; three out of four are now blind and all hurt, though two have been saved from serious harm by their Shield Guardians. All three Guardians take full effects of the spell.

Tratain moves northwest and unleashes a Fire Storm. The area of the spell is so large that it allows him to target everyone but two of the lesser mages. The golems are immune to the spell, of course. All three shield Guardians are burned to the full effect of the spell. One crumbles to glowing charcoal. The good luck of the party continues as all four of the Winterwights are caught up in the flames and very gravely injured. All four liches, on the other hand, are able to evade the spell completely. None of the ten necromancers manage to resist Tratain's spell [so you don't have to expend hero points this round]. Only one out of the eight necromancers caught in the flaming area is damaged by the flames. Others seem to just dance out of harm's way. All four liches seem to get out of the inferno unharmed, too.

Monthor drinks a potion and stays close to Tratain.

Dwight, sticking close to Arien and Draax, fires off four arrows at the most damaged of the liches. All four hit, but fire and ice does not seem to hurt him any, and Dwight's arrows, just as Draax's, find it hard to penetrate the bones of the undead mage. Still, the southwest lich looks almost finished.

The only remaining invisible individual is Monthor.

Round 1: enemy actions - DM Marcin  [Damage from Horrid Wilting:] 15d6=51 ; 15d6=50 ; 15d6=57 ; 15d6=40 ; 15d6=49 ; 15d6=46 ; 15d6=53 ; [Damage from Fireballs:] 10d6=41 ; 10d6=33 ; 10d6=31 ; 10d6=39 ; 10d6=35 ; 10d6=27 ; 10d6=33 ; [Beating Monthor's SR if it still remains:] d20=18 d20=18 d20=11 d20=10 d20=8 d20=4 d20=18 d20=13 d20=17 d20=18 d20=11
Wednesday July 30th, 2008 8:41:20 AM

The three blinded liches, both blinded winterwights and three blinded necromancers curse and Teleport or Dimension Door out of battle.

The only remaining lich, flying just above the earth, rounds the corner of the building and turns his grinning mask at the party. The Master rases his skeletal hand and channels one of the most dreaded spells in the whole arsenal of a wizard.

[The following PCs are hit by Mage's Disjunction: Tratain, Monthor, Arien, Draax and Dwight. All spells currently active on them are instantly ended. Every magic item carried by them needs to make a Will save DC29 or its magic permamently seeps away - you use either your Will save bonus or item's Will save bonus if it is higher. If you carry magic items in a bag of holding, handy haversack or similar magic container only the container needs to make a save. If it fails it, it is no longer magical and may burst if overloaded, but the items inside it are safe.]

The remaining seven mages rise into the air and launch a torrent of long range dark power and fire at the now-visible party.

[Tratain, Monthor, Arien, Draax and Dwight are hit by seven Horrid Wilting spells. The damages are 51, 50, 57, 40, 49, 46 and 53. The Fort save for half is DC26 for each. Tratain and Monthor are additionally hit by four Quickened Fireballs. The damages are 41, 33, 31 and 39. The Ref save for half is DC23 for each. Arien, Draax and Dwight are additionally hit by three Quickened Fireballs. The damages are 35, 27 and 33. The Ref save for half is DC23 for each. Out of these five only Monthor had SR, but unfortunately everything got through.]

One of the Shield Guardians wanders off into the swamp, following its master who teleported away. The other one moves up to his lich.

The iron golems start to emotionlessly gather around the portal and form a defensive perimeter, obviously following some previous set of instructions. The mithral golems stand quiet and still.

The remaining two winterwights Dimension Door into the ranks of the party.

There is a commotion and shouts inside the buildings. The remaining occupants of the base drop whatever they were doing and fly out of the doors and windows looking for the source of trouble. Among them are two liches and several necromancers.

[Map. Red dots: liches. Light green dots: winterwights. Olive dots: necromancers. Yellow dot: Shield Guardian. Purple dots: iron golems. Light blue dots: mithral golems. The height of those flying is marked on next to the dots.]

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Wednesday July 30th, 2008 9:18:47 AM

I disbelieve. :)

MonthorHit Points:189 AC30 
Wednesday July 30th, 2008 9:54:42 AM

I quit.

Jova 104/104 HP AC 30 
Wednesday July 30th, 2008 10:52:45 AM

Attacking everything in sight as a strategy or tactic seems to have caught up with the group. In hindsoght shoulda seen it, documented it, then left.

There is an email by Setanos out there, lets talk see what we can do, or not do.

MonthorHit Points:155 AC30  d20+12=13 ; d20+12=19 ; d20+12=26 ; d20+12=13 ; d20+12=18 ; d20+12=25 ; d20+12=30 ; d20+12=31 ; d20+12=15 ; d20+12=23 ; d20+12=22 ; d20+12=15 ; d20+12=28 ; d20+12=14 ; d20+12=23 ; d3=2 ; d20+12=18 ; d20+12=23 ; d20+12=22 ; d20+12=17 ; d20+12=25 ; d20+12=16 ; d20+12=30 ; d20+12=31 ;
Wednesday July 30th, 2008 11:15:31 AM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Scarab of Golem Bane- Detect any Golems with 60' (standard action). Bypasses Golem's damage reduction abilities.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Cloak of Resistance +4
----------------------------------------------------

Saving throws

+5 Plate mail armor 13
+5 ring of protection ( deflection bonus) 19
Ring of Energy Resistance ( Major, fire, 20 points) 26
Belt of Giant Strength +4 13
Winged boots (x3) 18
Scarab of Golem Bane- 25
Fred the Axe 30
Haversack 31
Bracers of protection 15
+2 Gloves of Dexterity 23
Ion stone dusty rose (+1 insight AC bonus) 22
Cloak of Resistance +4 15

In Haversack
Cape of the Mountbank
Necklace of Adaptation
1/ Sovereign glue
1/ potion of Remove Blindness/Deafness
3/ Potions of Enlarge Person
1/ neutralize poison
2/ Quaal's feather token (tree)

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

Four hero points to re roll saving throws.
14,23,18,23
Missed them all.

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

Horrid Wilting
Damage 51, 50, 57, 40, 49, 46 and 53
1. 51
2. 50
3. 57
4. 40
5. 49
6. 23
7. 26

.....
No point continuing...

Monthor shrivels up like an old hag and drops face first to the ground. The fire damage is incidental as the dwarven warrior dies... again.

Tratain Current Spells  d20+23=41 ; d20+23=42 ; d3=2 ; d20+23=40 ; d20+23=37 ; d20+23=25 ; d20+23=39 ; d20+23=33 ; d20+23=38 ; d20+23=32 ; d20+23=37 ; d20+23=42 ; d20+23=34 ; d20+23=32 ; d20+23=29 ; d20+23=38 ; d20+26=42 ; d20+26=45 ; d20+26=27 ; d20+26=41 ; d20+26=45 ; d20+15=28 ; d20+15=26 ; d20+15=32 ; d20+15=21 ; d20+26=31 ; d20+26=27 ; d20+26=46 ; d20+26=45 ; d20+15=18 ; d20+15=16 ; d20+15=23 ; d20+23=42 ;
Wednesday July 30th, 2008 5:23:51 PM

Tratain is caught completely off guard from the counter attack of the Son's of Dread, his eyes go wide as the spells hit and his eyes close forever as he is torn to shreds and burned up by the spells. (2 Failed Horrid Wilting Spells and 1 Failed Fireball Save, = -124 Hit Points, I can re-roll using some hero points if it means Life and Death but doesn't look like it'll help any)

Adamantine Holy Warhammer +1 (41)
Mithril Full Plate +1,Heavy Fortification(100% chance of normal Damage on Crit or Sneak Attack) (42)
Hewards Handy Haversack (40)
Periapt of Wisdom +6 (37)
Mithril Large Shield +1, Reflecting (25, Fail)
Bill's Stylish Pants O' Plenty (39)
Cloak of Resistance +5 (33)
Setanos Vestment +2 (38)
Ring of Counter-spellsx2 (32, 37)
Portable Hole (42)
Belt of Constitution +6 (34)
Gloves of Dexterity +4 (32)
Bracers of Natural Armor +5 (29)

Draax HP 177, AC35  d20+17=28 ; d20+17=37 ; d20+17=25 ; d20+17=22 ; d20+17=33 ; d20+17=26 ; d20+17=23 ; d20+16=29 ; d20+16=36 ; d20+16=23 ; d20+13=19 ; d20+13=29 ; d20+13=30 ; d20+13=20 ; d20+13=18 ; d20+13=31 ; d20+13=31 ; d20+13=14 ; d20+13=29 ; d20+13=22 ; d20+13=28 ; d20+13=25 ; d20+13=24 ; d20+13=18 ; d20+13=19 ; d20+13=24 ; d20+13=33 ; d20+13=30 ; d20+13=30 ; d20+13=32 ;
Wednesday July 30th, 2008 7:36:38 PM

Draax cannot believe he could actually feel this much pain, but happily the pain is quickly over and he begins to feel ever lasting peace. (OOC: He is over 100 hit point below)

+1 Helm failed
+5 Mithral Shirt - saved 29
+4 Heavy Mithral shield - saved 30
+3 Holy Cold Iron Longsword - used hero point to reroll saved 33
+2 Flaming Burst longbow - used hero point to reroll saved 30
Cloak of Resistance +3 - used hero point to reroll saved 30
Hat of disguise - saved 31
Bag of Holding Type III - save 31
Ring of Sustenance - failed
Ring of Protection +4 saved
Gloves of Dexterity +4 used hero point to reroll saved 32
Belt of Strength +4 failed
Efficient Quiver - failed
Necklace of Adaptation - failed
Slippers of Spider Climbing - worn

stan/draax 
Wednesday July 30th, 2008 7:38:39 PM

OOC: the slippers of spider climbing also failed.

Arien(HP 118/118: AC: 25(touch:17)  7d20+17=77 ; d20+17=30 ; d20+17=18 ; d20+17=36 ; d20+17=20 ; d20+17=21 ; d20+17=21 ; d20+17=32 ;
Wednesday July 30th, 2008 8:27:28 PM

Arien turns into mesquite elf jerky.

Magic Items save
Headband of Intellect +6 30
Amulet of Health +6 18 dead
Cloak of Resistance +4 36
Ring of Protection +3 20 dead
Heward's Handy Haversack 21 dead
Bill's Stylish Pants O' Plenty 21 dead
Ioun stone 32

Everything else was in the haversack.

((OOC: Not going to bother to rolling the saving throws for the damage, wouldn't matter one way or another.)

Jova 104/104 HP AC 30 
Wednesday July 30th, 2008 9:24:38 PM

Jova winces in pain as he sees his fellows fall to the horrible magic. Flight! Flee!! His m,ind screamed, but his limbs did not obey. Flying close to Vedik he says, "Lets get them. I will get us close, then we can try and grab there bodies and teleport out of there. Protect us if you can."

--Jova will cast greater telport to get next to the fallen guys. Move to Vedik first then teleport.

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Wednesday July 30th, 2008 9:39:38 PM

Appearing over the fallen bodies of Tratain and Monthor, Vedik casts Wall of Stone, encasing the four of them in a small, thick walled dome. He doesn't even take the time to wonder if he's just cast his own tomb. Calling on Alemi, he casts a quickened Divine Power. He then reaches into his pack and takes out a wand. He whispers to Jova "Take these two and go. Come back and meet me where we exited the Fog, at the top of the valley. Good luck friend."

OOC:
Just to clarify, we're teleporting on top of them, like standing on their bodies.
The wall of stone is a dome 10' high, normal thickness, 6 squares around their two bodies.
Move action to take the wand of dimension Door out of his pouch.

Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, 22/150 mins, cast before teleport)
Death Ward (SL 4, CL 7, 1/7 min, cast right after entering the valley)
Death Ward (SL 4, CL 16, 0/16 min, cast right after entering the valley)
Freedom of Movement (SL 4, CL 16, 0/160 min, cast right after entering the valley)
Good Hope (SL 3, CL 10, 1/10 min, cast right after entering valley)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Resist Energy, Fire-30 0/110 min (SL 2, CL 11, cast before teleport)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Shield Other (SL 2, CL 16, 0/16 hours, cast right after entering the valley)
Comprehend Languages (SL 1, CL 16, 0/160 min, cast right after entering the valley)
Shield of Faith (SL 1, CL 16, 0/16 min, cast right after entering the valley)
Protection from Evil (SL 1, CL 16, 0/16 min, cast right after entering the valley)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

[DM Marcin] 
Thursday July 31st, 2008 5:13:59 AM

[Holding the next round until tomorrow as per Troy's request.]

Dwight hp 99, AC 27  d20+10=19 ; d20+10=15 ; d20+10=24 ; d20+10=26 ; d20+10=18 ; d20+10=26 ; d20+13=19 ; d20+13=15 ; d20+13=31 ; d20+11=14 ; d20+11=17 ; d20+11=20 ; d20+11=15 ; d20+11=25 ; d20+11=30 ; d20+11=25 ; d20+11=20 ; d20+11=30 ; d20+11=27 ; d20+11=30 ; d20+11=25 ; d20+11=28 ; d20+11=26 ; d20+11=12 ; d20+11=26 ; d20+11=28 ;
Thursday July 31st, 2008 9:52:26 AM

Dwight's eyes glow as the fireballs approaching, knowing he has tasted his last biscuit and drunk his last ale.

[The following PCs are hit by Mage's Disjunction: Tratain, Monthor, Arien, Draax and Dwight. All spells currently active on them are instantly ended. Every magic item carried by them needs to make a Will save DC29 or its magic permamently seeps away - you use either your Will save bonus or item's Will save bonus if it is higher. If you carry magic items in a bag of holding, handy haversack or similar magic container only the container needs to make a save. If it fails it, it is no longer magical and may burst if overloaded, but the items inside it are safe.]

Damage first:
horrid wilings: 51, 50, 57, 40, 49, 53
fort: 19, 15, 24, 26, 18, 26 (damge taken: 51+50+57+20+49+26 = 253)

Frieballs:: 35, 27, 33
reflex: 19, 15, 31 (damage taken: 35 + 27 = 62)

Total death dealt: 315....putting Dwight at -216

Items:
Fiery and Ice Masterwork composite shortbow +2 (14)
Ring of protection +3 (17)
2 quivers of Ehlonna (20)
Boots of speed (15)
Bracers of armor +4 (25)
Hewards handy haversack (30) -- other items safe
Gloves of dex +4 (25)
Wand of cure moderate wounds (45 charges) (20)
+1 flaming shortsword (30)
Ring of invisibility (27)
Broom of flying (30)
Cloak of resistance +3 (25)
36 holy arrows (+2 bonus, +2d6 extra dmg against evil) (28)
50 frost arrows (+1 bonus, +1d6 extra dmg) (26)
Lavender and green ioun stone (12)
Ring of Blink (26)
Hand of Glory (28)


A disaster - DM Marcin  [Teleport rolls:] d100=41 d100=67 d100=50
Friday August 1st, 2008 4:02:20 AM

Jova moves himself and Vedik by magic right over the bodies of Tratain and Monthor. Vedik quickly casts two spells, one to boost his own power, the other one to create a protective shell of thick stone around the two remaining Gray Knights. It instantly becomes pitch black. Vedik, with his dwarven sight, has no problems because of it, but Jova probably can't now see a thing. The dome is just as large as it has to be to cover all four bodies protected by it. The remaining free space is quite limited.

And suddenly the tiny dome gets much, much more cramped as several newcomers arrive through Teleport. Vedik and Jova stand now in the middle of a huddled group of three mages and three liches. Others attempted to get into the hemisphere, too, but there simply wasn't enough room anymore and they got bounced out to the outside. Thumping of heavy feet can be heard outside. No doubt the golems are moving in to tear down the wall.

The situation inside is now quite grotesque as several individuals stand or crouch or lean or stoop huddled closely together like herrings in a barrel [spellcasting in these conditions requires a Concentration DC15 to pull off]. It was the mages who brought the liches in by Teleports. The liches arrived fresh and ready to act [all three seem to have some action readied].

A voice comes out of the black emptiness of the skull of the lich right in front of the two heroes, a voice as deep and dead and hollow as echoes of whispers in a tomb.

"Surrender or be forever destroyed."

[Troy and Dave, please post your next actions with spoiler tags. This is important. I'll edit them to normal posts later. You can read both posts, but the rest of you guys don't peek. I'll e-mail you instructions how one does that just in case. M.]

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+19=32 ; d20=19 ;
Sunday August 3rd, 2008 3:00:40 PM

Vedik's shoulders slump in apparent defeat. He whispers "We surrend... "Jova, Now!.", hoping to focus their attention on the mage. He thumbs the wand, ready.

OOC:
Ready Action: When any of the liches act against Jova, Dimension Door Jova, Tratain, and if Jova can carry Monthor, him, 760' feet up the path along our route, as far as we can get.
UMD to D-door: Passed.
Bluff check: 19, cause hey, cant hurt.

Jova 104/104 HP AC 30  d20+20=27 ;
Monday August 4th, 2008 12:05:25 AM

Jova reaches down, fumbling he finds a hand. Muttering the words of the all to familiar greater teleport spell, he stays touching Vedik as well. If they are allowed to cast the spell, the desired location for landing is just outside Arraks cave. Con check 27

Round 3 - DM Marcin 
Monday August 4th, 2008 2:33:10 PM

[An amended version of the round - I missed one very important detail. I'm keeping the previous version and associated posts as private DM messages. M.]

Here is what happens:

Jova starts casting a Greater Teleport.

Two of the liches react to his casting, one by starting a spell of his own, the other one by starting a counterspell. They will finish their actions slightly before Jova.

Vedik reacts to the two liches who started casting by activating his wand of Dimension Door. He will finish his action slightly before them!

Vedik takes Jova and bodies of Tratain and Monthor out of the stone dome and into the black forest, just before the spells of the liches hit. This allows Jova to finish his teleportation magic undisturbed.

Both of the remaining Knights and the bodies of their two fallen companions arrive at the door of Arrak's lair!

[Troy and Dave, very nicely played. This is the kind of rules trick that brings a tear to my eye. My hat is off to you for working your resources to the maximum.]

[Vedik and Jova get a hero point each for wrestling two of their companions from fate worse than death. What now, brave Knights?]

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+8=20 ;
Monday August 4th, 2008 10:23:58 PM

The old dwarf blinks, scarcely believing they made it out. He wills his heart to slow and looks around, noting that they are near Lord Arrak's lair.

They may try to follow us. he says harshly, pulling a scroll out of his pack and looking about warily. He holds still, waiting.

If nothing disturbs them in the next few seconds, he looks to the sky and casts Detect Magic, searching for the tell tale sensor of a scrying spell. If that seems clear, he tries to gain the attention of one of Lord Arrak's servants without entering the Lair.

OOC:
Move action: Retrieve scroll of mass heal.
Ready Action: If more than one Lich appears within 30', use scroll of mass heal targeting them.
If more than a minute passes, he starts scanning for scrying devices: Spot Check 20.

Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Stone Skin 150/150 (SL 4, CL 15, 23/150 mins, cast before teleport)
Death Ward (SL 4, CL 7, 3/7 min, cast right after entering the valley)
Death Ward (SL 4, CL 16, 1/16 min, cast right after entering the valley)
Freedom of Movement (SL 4, CL 16, 1/160 min, cast right after entering the valley)
Divine Power (SL 4, CL 16, 4/16 rounds, cast 2nd round of combat)
Good Hope (SL 3, CL 10, 1/10 min, cast right after entering valley)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Resist Energy, Fire-30 1/110 min (SL 2, CL 11, cast before teleport)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Shield Other (SL 2, CL 16, 0/16 hours, cast right after entering the valley)
Comprehend Languages (SL 1, CL 16, 1/160 min, cast right after entering the valley)
Shield of Faith (SL 1, CL 16, 1/16 min, cast right after entering the valley)
Protection from Evil (SL 1, CL 16, 1/16 min, cast right after entering the valley)

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic


Jova 104/104 HP AC 30 
Monday August 4th, 2008 11:04:04 PM

Jova lands with a thud, opening his eyes to see the hillside near the
dragons lair. Jova had made it a point to memorise this position carefully, knowing spmday he would need top use it.

"Vedik lets get these bodies into the cave as fast as possible. Maybe Arrak will have the ability to ressurect them. We need to tell him of the battle, and plead for his assistasnce top get the others out. We also need to report directly tp the Emerald Dragons. I am in hopes the other Dragon Groups may help us with a rescue."

OOC I was a little confused on the disjunction affecting Jovas equipment or not, since he still was able to use his magic. Do I need top make the checks on my stuff?

At Arrak's lair - DM Marcin 
Tuesday August 5th, 2008 12:07:21 PM

Vedik lands at Arrak's doorstep and immediately gets ready to act should the enemies pursue.

A minute passes. Nothing.

The immediate area is scanned with Detect Magic. Still nothing.

Several minutes later he, Jova, and both bodies are spotted by one of Arrak's gnomes. The little man rises his hand to his mouth and withdraws into the cave. About two minutes later familiar footsteps indicate the arrival of the dragon. He emerges from his cave in his usual human form. The word of greeting freezes in his throat as he notices the dehydrated husks that were once Tratain and Monthor.

As he looks at Vedik and Jova it can be seen on his face how the realization of what will be said in a moment slowly dawns on him.

"Others?" - he finally manages.

[Jova and his equipment were not hit by the Disjunction.]

[Sorry for a later than usual post today.]

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+12=19 ; d20+17=34 ; d20+12=16 ; d20+17=37 ;
Tuesday August 5th, 2008 1:29:28 PM

Vedik relaxes slightly for what seems like the first time in days but has really only a few minutes.

"We found the gate way, and went to investigate. There were several liches, some golems of iron, and some of mithral, as well as some undead wolf creatures and a host of lesser mages. We made our plans, figuring we could handle the liches and mages with range area spells and take to the air before the golems got too close. We struck first, and did well we thought, blinding and seriously hurting many of the liches. Three of them actually fled. But the lesser mages were not so lesser, seven of them capable of casting high level spells. We figured they would be capable of casting fifth circle magics, but they could cast up to eighth. They all attacked us with horrid wilting and quickly casted fireballs, after one of the liches disjoined us. The damage was too great. Jova and I had been in the back and escaped the blast, but the rest of the knights fell. We were able to get Tratain and Monthor out by sheer luck and will, but the others bodies were too far and teleporting back would doom us all."

He pauses and looks at the bodies.

"I am sorry to have brought this upon your doorstep Lord Arrak, but you have been our most trusted friend and ally. Jova and I need to start the resurrection process quickly. There is a chance the liches do not have Trap the Soul or an Animation Dead spell ready. We might be able to use True Resurrection to retrieve them before their bodies are corrupted or their souls unreachable. Or perhaps try to use powerful magic to return the bodies too us, a Wish or Miracle. Either way, Jova and I must move quickly or the rest will be lost."

He then takes the portable hole from Tratain's remains.

"With this, we have the funds to purchase the required scrolls from the Catacombs. My knowledge of the highest level of clerical spells is incomplete. Would a True Resurrection restore them to life where they are, or would they return with us from Gargul's realm? Is it within the power of Miracle or Wish to move the bodies out of the Son's hands and back to us?"

Vedik ponders these questions himself while waiting for Lord Arrak's answers.

OOC:
Knowledge/Spellcraft checks:
On True Resurrection with body in enemy hands: K:Religion 19, Spellcraft 34
On Miracle/Wish moving bodies: K: Religion: 16, Spellcraft: 37



Jova 104/104 HP AC 30 
Tuesday August 5th, 2008 6:05:31 PM

Jova removes his hat and listens to Vedks tale. Several times he runs his fingers through his hair absentmindly.

"I teleported just outside your lair because of the safety of it. If someone had the ability to follow us, no innocents wpi;lld get injured. If you would rather AI find another spot I will. But it does allow me access to your counsel as well. Vediks account was correct. In hindsight we shouldnt have attacked. But we have won many battles and have always been victoropis, this was unexpected.

"Although it seems impossible, I want to return and get our friends. I differ a little on ressurectuing the souls immediately, rather spend the time and resources getting the others back. I dont know if you have enough contacts, friends that could help us?

"Also I will need to go anfd make a quick report to the Emerald Dragons. They reallly need to know about the gate, and the army guarding it. It is a sad day to say the least."

What options are left - DM Marcin 
Wednesday August 6th, 2008 4:39:20 AM

The dragon is visibly dismayed. He tries to answer questions in turn as soon as they are asked, so that as little time is lost as possible.

"You will need a separate raising spell for each of your dead friends. One spell, even though it brings you in front of Gargul, is enough to raise only one dead soul."

"You need to touch the body of the dead individual - if there still is one - in order to raise him, so unless the bodies of your three dead friends were here you wouldn't be able to even attempt to return them to the world of the living."

"Yes, a carefully worded Wish or a Miracle could bring the three missing bodies from the hands of Sons to here. But it would be stretching the powers of the spell to the limit, and if not worded very carefully it could very well backfire. Also, unless my guess is wrong, it would have to be attempted very, very fast."

"You did just the right thing to come here. This way the Consortium and Council will know of what happened immediately and we can decide how to act that much faster."

"The Sons are no doubt waiting for somebody to come back for the dead bodies. And they may be taking care of them even as we speak. Coming back now would probably be walking into death's embrace."

"Now that you have seen the site with your own eyes it will be much, much easier to scry on it. We should probably do that as soon as you are done with whatever actions you feel appropriate regarding your missing three friends. This way you will have more to tell when you make your report."

[All right, a summary of the state of the game:
1. Vedik and Jova made it back relatively unharmed.
2. Tratain and Monthor are raisable, but lost some equipment due to the Disjunction. That equipment is repairable by a fixer, and thankfully you have one in the party.
3. Draax, Dwight and Arien are, for now, lost. There are three options here:
a) risk a Wish to try to bring their bodies back so that they can be raised together with Monthor and Tratain:
- first you would need a Wish, and fast. If you have one on hand then no problem. If you need to go to the Catacombs to get it, you would need to push your way in line and persuade the people there to serve you fast, so that you have the transaction complete by the end of this Thursday. If you can manage to pull this off then you were fast enough. If not, the Sons will have had enough time to prevent the bodies being taken from their hands that easily.
- once you have access to the Wish there is the matter of proper wording. You need to be very careful when you make the Wish. Me and Matty will look for a way to twist the effect of the spell and if we find one, we will. If all works, however, you will have five bodies instead of two.
b) option two: make three temporary characters and go on a quest to retrieve the bodies of Draax, Arien and Dwight. This would take a bit longer and could mean these three characters come back into the game sometime in 2009.
c) scratch your lost characters and start three new ones.

I invite everybody to start posting on the board again. Those dead should, of course, post either OOC or from a perspective of a floating, roaming spirit, somewhere close to those still alive. Discuss which option you would prefer.]

DM Matt OOC  d100=21 ;
Wednesday August 6th, 2008 8:00:30 AM

While I have no problem with whatever the party chooses, I lean toward (a) or (c). Option (a) seems like something realistic for the group to try (not to mention fun for me and Marcin). Option (c) is just plain simple. But option (b) seems to stretch the game's story continuum a bit too much.

My advice would be to talk via email or posting this morning and let Draax, Arien and Dwight decide. Maybe they prefer new PCs, or maybe they definitely want to come back. But I think it has to be an all or none choice, no partials.

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp 
Wednesday August 6th, 2008 3:08:31 PM

Vedik nods. "Thank you Lord Arrak, we'll go immediately and return."

Jova, can you teleport us to the Catacombs and back please?

Jova 104/104 HP AC 30 
Wednesday August 6th, 2008 6:53:35 PM

Consider this action taken place. We are now back after the Catacombs transaction.

Dwight Dead or Undead or Not Dead? 
Wednesday August 6th, 2008 10:15:11 PM

Dwight opens his eyes again after the flash. Surprisingly he didn't feel anything, as he had expected, just the flash of light, the reflex of oncoming hurt but nothing.

Standing up, Dwight has the sensation of having missed dozens of meals but isn't hungry. Light as air he realizes and is then shocked as he looks down as his own body, twisted, burned and almost non-recognizeable save the broom stick lodged under him.

Wish you were here - DM Marcin 
Thursday August 7th, 2008 5:55:54 AM

Vedik and Jova return to the dragon's lair from their trip to the Catacombs with a handful of scrolls. The deal was closed very fast, but was it fast enough?

The bodies of Tratain and Monthor are still waiting, preserved like mummies by the complete dehydration...

MonthorHit Points:155 AC30 
Thursday August 7th, 2008 8:31:56 AM

Monthor opens his eyes... he feels something strangely familiar...

" Oh orc droppings!!! Me's dead again!!!!"



Jova 104/104 HP AC 30 
Thursday August 7th, 2008 7:15:43 PM

Jova waits impatiently for the wish or miracle spell to be cast. If they could get the bodies here then there would be a chance. If not, then he would be off to enlist the Eeralds and others in a rescue, or at least inform them of the situation.

Dwight Dead or Undead or Not Dead? 
Thursday August 7th, 2008 9:36:48 PM

Unsure of what his current status means, he drops back to the ground hoping not to be noticed. As gross as the thought feels, though he doesn't actually feel anything, he lays upon himself and watches those around him; looking for a friendly face.

[DM Marcin] 
Friday August 8th, 2008 3:40:06 AM

[As I understand Joe is going to make a post stating the exact wording of the Miracle later today. Troy already made and passed a Caster Level check for the scroll, so you don't have to bother with that. Since I'm away from the computer later today I'll make a Friday post tomorrow.]

Vedik (Joe Posting for Troy) 
Friday August 8th, 2008 7:43:12 AM

The old dwarf meditates for a moment, going through the ritual of Woldsblood drawing to center his mind without actually drawing any drops.

He then takes the miracle scroll and reads it, saying this prayer to Alemi.

'Mighty and Powerful Alemi, I humbly seek your aid in bringing my comrades back to life and good health. I request that the bodies of my three recently fallen companions, "the Grey Knights" Arien, Draax, and Dwight, and everything they had in their possession a moment before their last death, be transported intact in front of me immediately, and that they and their belongings appear safely and at no risk to me or others, or cost to me or others, or indebture on me or others. Thank ya me Lord."


The wish comes true - DM Marcin 
Saturday August 9th, 2008 3:57:30 AM

There is a solemn moment of silence as Vedik retrieves the scroll and unrolls it while Jova and Arrak stand nearby and watch.

The spell is cast. The words are chosen.

The magic that is unleashed speeds out into the wide Wold ready to make the wish come true. Far and wide it travels, around many strange lands it flies, circling, seeking, hunting for what was wished for. Few are the powers that could stand in its way. Have the Sons taken precautions to protect against it?

They have not. The body of Dwight materializes at Vedik's feet, followed by the still forms of Arien and Draax. The three Knights look as dried up as Monthor and Tratain, but also somehow more pale and additionally preserved, as if the necromancers were already preparing to start their rites on them. The corridor is filled with a strange herbal smell. Once the three bodies are brought to Arrak's home the spell starts to bring in the posessions of the deceased. They appear one by one and fall to the floor with gentle thuds and clanks. Those of them that have been Disjoined appear in this state and will have to be restored by other means.

Once the magic items are all here - and it seems nothing from the equipment of the three adventurers is missing - the spell starts to bring in mundane stuff - spoons, small knifes, spare clothes, cups - all things that the three deceased could say were their posessions.

And finally...

And finally!

There is a loud and long rumble outside, as if the earth was about to start shaking. As the Knights look outside they see that a great shadow has fallen over the forest, for a strange, enormously large, dark shape blocks out the sun!

The black shilouette hanging in the air descends slowly like a huge bird of prey looking for a place to land. As it finds a resting place on the nearby meadow (taking up most of it) the Knights finally realize it for what it is!

The spell has brought in their mansion from the Plateau City, complete with the tower, the tree, the courtyard, and the lawn!

The Miracle deposits the house on the grass with great care, and for a moment it indeed stands intact, but the ground here is soft and uneven, not suitable to be foundations for such a heavy building. The load bearing walls groan as they try to endure tensions they were never meant to bear. The damage from the last earthquake compounds to the problem. Finally the old mansion gives up and, starting from the south wing, folds down like a house of cards into a pile of wooden beams, bricks and rubble. The tower is the last bit of the house to fall. It starts to lean majestatically and goes down like a felled pine. Only the magnificient tree from the backyard remains standing upright, its roots now firmly planted right in the middle of the meadow.

Eventually the noise of falling stones and breaking wood dies down. Arrak stands next to Vedik and Jova and, as he beholds the mountain of rubble and clouds of dust right in front of his doorstep, looks as if he was not sure if he should laugh or cry.

"My begonia garden!..."

Jova 104/104 HP AC 30 
Sunday August 10th, 2008 11:37:37 AM

"Begonia!! Look at that wondrous new tree!! That should be the envy of everyone." Jova has too sdpeak to cover for his nervousness that the tower had actually come here. Shaking his head, that was not planned on. And now the buildfing was totasllt demolished, instead of rebeuilding, it would now be an effort to cleanup.

Vedik Current Spells AC 33 (15 touch) HP 214/214 +16 Temp  d20+16=24 ; d20+16=17 ; d20+16=19 ; d20+16=32 ; d20+16=19 ; d20+16=34 ;
Sunday August 10th, 2008 4:59:27 PM

Vedik screams as the mansion comes crashing down. "The people!". He immediately flies to the rubble, calling out "We were using our mansion as a hospital after the earthquake." as explanation to Arrak. Once there, he casts Ethereal Jaunt, and begins to search the rubble as quick as possible, looking for people. When the spell expires, he searches by hand.

If there's no people, he returns and apologizes to Lord Arrak for the destruction.

He then spends the day cleaning up the mess as best he can, using all of his days Woldsblood.

In the morning, he prays for spells and casts speak with dead on each of the Grey Knights, asking them if they wish to be resurrected. He then casts True Resurrection from the scrolls on those who wish it.

OOC:
I wanted to post the rezes to speed this along so the other players can get back into it.
5 Caster level checks (1 hero point reroll). All 5 passed.

MonthorHit Points:155 AC30 
Sunday August 10th, 2008 10:11:54 PM

" Hope the boys raise me soon..... "



To Gargul's realm - DM Marcin 
Monday August 11th, 2008 3:41:12 AM

Vedik immediately flies off in search of people that could be trapped under the rubble, but it seems that the spell didn't bring any of them here, as they couldn't have been considered the possessions of those who passed away.

When apologized to Arrak only sighs. "Well, these things happen when you use powerful magic... I am sorry for your loss. I do hope you'll help with the clean-up, though. Wood will find its uses, but I'll have to think hard to figure out what to do with this much bricks and stone. Until that time, and until you have found a new place to call home, you are welcome to stay under my roof if it pleases you."

Some time is spent that afternoon on cleaning up that mess, but it seems it will take many days to restore the meadow to its original look. Later that evening Arrak sends his gnomes to the closest villages along the safe road to tell the people that free building material is available for taking.

In the morning Vedik and Jova embark on yet another journey to the realm of Gargul, the master of the afterlife, leaving behind the dragon marveling at the strange tree. The spells are cast, the solemn incantations completed. The Wold goes gray and in it several spectral silhouettes materialize - the souls of the fallen Knights who feel the need to continue their existence and their quest.

As the living and the dead are reunited the group starts to experience the now-too-familiar pulling sensation and is drawn into the dark space where the master of the souls abides...

[All right, everyone can post now once again. Do sound off, please, so that we know who wishes to come back. Prepare to meet Gargul.]

Processional [DM Jerry] 
Monday August 11th, 2008 8:55:46 AM

Journey done, the experience of ultra-reality sets in yet again. At least this is not a new feeling. Yet on the other side, this is not an experience that most relish.

The grass of the field outside Gargul's amphitheatre pokes through armor at the feet making each step somewhere between uncomfortable and painful. The blue of the sky sears the brain of the living. Distances do not soften and become dim to view. Looking at anything makes you see it in extreme clarity, which tires the eyes. The sound of a nearby brook is enticing making you have to focus to proceed forward and not be distracted.

A strange event seems to be taking place. As you walk towards the amphitheatre, the dead seem to be coming 'round for a gander. They look and stare. Some encouraging, others appraising. The numbers grow until a corridor is created. It seems everyone wants to finally see who these Grey Knights are.

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

I'll be handling the posts in the Lands of Rest friends.

MonthorHit Points:155 AC30 
Monday August 11th, 2008 11:32:15 AM

Monthor looks around as the masses... well... mass around him and the Knights.

The dwarf raises his hands up and, in his own predictable way, bellows...

" WEEE'RE BAAAAAACK!!!! "

"'sigh.....again. "



Vedik Current Spells AC 33 (15 touch) HP 214/214 
Monday August 11th, 2008 2:44:35 PM

The old dwarf chuckles at Monthor, glad to see him in good spirits. He ponders telling them about the mansion, but he suspects they will find out for themselves when they return from Garguls realm. Or they wont, and the state of the mansion won't really matter.

He is surprised, and a little unnerved by the masses about him. He always viewed Death as a private affair, and his near decade among the dead in the Land of Rest is very fresh in his mind. Still, he squares himself, preparing for whatever challenge awaits.

"Come" he says gravely to the Knights. "We have much to do, and making Lord Gargul wait is not wise."

He cliches his glowing hands unconsciously as he makes his way through the 'corridor'.

Arien(HP ---/---: AC: -- (touch:--) 
Monday August 11th, 2008 4:00:20 PM

Arien, somewhat at a loss due to the audience, gives their viewers a bow and follows Vedik towards Gargul's amphitheatre.

Dwight Dead or Undead or Not Dead? 
Monday August 11th, 2008 7:45:46 PM

Dwight wonders if the masses watch the living pass through or the group as a whole. Regardless, he hopes his arrival here means he gets to return to the wold above. He wonders, as he hussles along at Vedik's unneeded urging, if the masses know anything about the soul-stones; but doesn't stop to find out for fear of getting separated forever.

Jova 104/104 HP AC 30 
Monday August 11th, 2008 8:03:40 PM

Looking aroind in astonishment, he understands very little.

"We should come up with a plan as we walk. If anything has been learned in the pasr days jumping in with both feet isnt always the best course of action."

Tratain 
Monday August 11th, 2008 9:05:24 PM

Tratain materializes and walks with the others, he notices all of the souls watching and is a little concerned. All the other times the group has met with Gargul it has always just been them and Gargul and the Gimp present. He wonders what so many being there means.

Draax 
Monday August 11th, 2008 10:29:08 PM

Draax smiles as he is greeted by two people that he has not seen in a long time. It takes him a while to realize that they did not return to life, but it is he who is now in the land of the dead. He hesitates for a second when he notices that he can still feel a connection with his physical body. He then notices the other Knights heading for a audience with Gargul. He takes a step towards the Knights but then shakes his head to let the others know that he will not be joining them. The smile returns to his face as he goes back to his parent. He takes one last look at the Knights before he walks away from his life.

(OOC: Good luck guys and thanks for the great game. Hopefully if my life slows down some, I will be able to return to the wold in the future.)

Dwight Dead or Undead or Not Dead? 
Tuesday August 12th, 2008 8:50:44 PM

Dwight nods as if Jova can see him, unsure to what extent he could help in such a plan existed.

Dwight Dead or Undead or Not Dead? 
Thursday August 14th, 2008 7:42:30 PM

OOC: Did I miss something, it seems no one has posted since my last post 48 hours ago?


Jova 104/104 HP AC 30 
Thursday August 14th, 2008 8:43:02 PM

OOC I was waiting for Gargul to post...

MonthorHit Points:155 AC30 
Thursday August 14th, 2008 8:53:33 PM

" Gargul is sur taking his sweet time..... HEY GAR!!!! "

In Gargul's Amphitheatre (ACDM Cayzle) 
Saturday August 16th, 2008 9:05:14 AM


[OOC: Here everyone is visible and corporeal, the dead and the living. At least to your perceptions. The only way to tell one from the other is that the living feel more overwhelmed by this place, by its extra-reality, its beauty, by the thrumming energy that underlies everything. This is not a place in which the living could find rest!]

Monthor declares that the party has returned, but has it? Have the Grey Knights met Gargul here before? For this is not the Realm of Shadows, where Gargul most often meets petitioners. This is Haven Far! The Lands of Rest, where the dead dwell before passing on to the next life.

Vedik knows full well where he is. He has spent years here, and he recognizes the ultra-reality, the super-richness of this place. Here the sun is brighter; the air, denser; the blades of grass, sharper. Maybe he too dwelt near to his god, as these dead souls, surely loyal followers of Gargul in the Wold's past, dwell now near the Lord of Death and Life.

Arien, Dwight, and Tratain regard the crowd with a mix of emotions, but they too hustle on, not wanting to keep Gargul waiting.

Jova suggests that the party come up with a plan while walking in, but that goes nowhere are the Grey Knights enter the arena. [OOC: As acting DM, I'm not going to give you guys more time to talk! LOL! You had all week to chat. Maybe you came up with a plan in e-mail? If so, surprise me! But I don't think we need more delay in game at this point! OK?]

Draax sees people he knew back in the Wold. He slowly comes to realize where he is. He does not feel the urgency that the others do to speak with Gargul. Drawn, maybe, by the beauty and mystery of Haven Far, he feels that it is time to part from his comrades, and to find a place here, for now. [OOC: Stan, I'm sorry to see you go! I recall Draax fondly from my days DMing this game. Well, know that you always have a place here, and I hope we'll see you come back when you can!]

The party walks forward into the Arena. And the crowd follows.

Gargul's Amphitheatre is huge, bigger, it seems, than any that the Grey Knights have seen in the Wold. The dead fill the seats, and on the arena floor, Lord Gargul waits seated on an ebony throne. He is a tall figure in a hooded black robe, carrying a book and a crooked staff. The staff glows with a white pure light.

At first it is easy to misjudge the scale, and you think that the god is closer than he is. Then you realize that he is the size of a Storm Giant, and that you must trudge past the seats (which rise like canyon walls when you first enter) and across the floor to approach the god.

You step out onto the sandy arena floor. The sand is hot, and the living feel the individual grains burning their feet even through the boots that you might be wearing. It is just this side of tolerable. As you enter, a great voice rings out --

"YOU HAVE THE STINK OF UNDEATH ON YOU! COME FORWARD AND BE PURIFIED!" The light of the god's staff glows brighter, brighter, brighter, and it burns like the sun come down to earth. The living among you are actually blind if you continue to face the god.

Actions?



Jova 104/104 HP AC 30 
Sunday August 17th, 2008 12:48:54 PM

Jova feels the heat through his shoes. Feels the stares of many. He even is blinded by the visage of his God. All of this he can take. What he doesn't understand is the terrible change in attitudes of Gargul.

"My Lord of Choice. In the Wold we are known as the Gray Knights. We fight against evil beings, and try to protect those who canot for themselves. Currently our struggles take us against the Sons of Dread.

We understand that doesnt mean alot in the grand scheme of the Wold. For that matter, the gtrand scheme of all worlds. WE just desire the oppurtunity to continue with our work, however small it may seem to others. In order to do that we petition for you to return to life 4 of our fallen brothers. That is what we desire. It is upt to you to grant or refuse.

I would have liked to see Gimp again, will he be coming? In any case, I remain your humble servant, Jova Kon, Grim of Gargul."

Vedik Current Spells AC 33 (15 touch) HP 214/214  d20+12=29 ;
Sunday August 17th, 2008 6:09:28 PM

Vedik remains quiet. Jova has said all that needs to be said. He presumes the scent of undeath is due to preparations the Son's had made to animate them.

He ponders what appearing here in the Lands of Rest could mean.

OOC:
Knowledge: Religion 29, about true rez bringing the group to the Lands of Rest.

Tratain 
Sunday August 17th, 2008 8:07:39 PM

Tratain walks forward towards Lord Gargul as far as he can and lets the light wash over him, confident that the Group will be cleansed when he has finished.

Arien(HP ---/---: AC: -- (touch:--) 
Sunday August 17th, 2008 8:42:17 PM

Arien strides forward alongside Tratain and into the light.

Gimp's Hint (ACDM Cayzle) 
Sunday August 17th, 2008 8:48:53 PM


Jova declares that he would like to see Gimp again. Then the Gray Knights -- all of them -- hear a voice in their heads ... a familiar voice ... Gimp's voice.

"You guys are in real danger of failing the first test! What part of "Come forward" do you not understand?! Are you trying to ruin His ceremony and piss Him off??"

[DM OOC: This post was composed before I saw posts by Arien and Tratain.]

Gimp adds, just before the imp's mental presence fades, "At least two of you have some sense."

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Sunday August 17th, 2008 9:01:50 PM

Vedik steps forward with Tratain.

Tratain 
Monday August 18th, 2008 6:20:51 AM

Upon hearing Gimp's words in his mind Tratain turns to find that not all of the group has done what Lord Gargul has asked.

He says "Come forward Friends, let Lord Garguls power cleanse the foulness placed upon us by the Son's of Dread."



MonthorHit Points:155 AC30 
Monday August 18th, 2008 9:36:19 AM

" Smell????.... Me thought that was Arien's feet!!!! 'Sigh... as long as it doesn't involve bathing me guesses... "

Monthor and Fred the axe walk into the light.

" 'Sup Gimp... "


Dwight 
Monday August 18th, 2008 7:54:18 PM

Dwight looks around wondering is he was standing on someone and that is who he heard, then hurries to make up the few feet the others had gone. Wanting no to miss anything, he makes to be near the front, but not the front, just in case!



Jova 104/104 HP AC 30 
Tuesday August 19th, 2008 1:12:53 AM

Jova smiles as hears the Gimps voice3.

One Fails The First Test! And the Second Test Begins! (ACDM Cayzle) 
Tuesday August 19th, 2008 7:12:58 AM

Gargul demands that the Gray Knights step forward to be purified. This is the First Test.

Jova does NOT step forward, but he speaks to Gargul, and he mentions Gimp.

Vedik does NOT step forward, and is quiet. He is lost in thought. Why is the party in the Lands of Rest instead of the Realm of Shadows? What does this mean? His deep knowledge of all sacred things gives him an answer. This appearance of Gargul -- the black-robed figure carrying book and staff -- is how the god chooses to appear in high ritual, on the most solemn of occasions, before true believers. This is clearly a demonstration, of majesty and awe. Something is going on here above and beyond the usual raise or rez. For some reason, Gargul deems this event to be worthy of the highest attention. He is making a formal declaration here -- but of what?

Such concerns do not trouble Tratain, who follows the god's command clearly, with true faith. Tratain walks into the light!

Arien also does not hesitate. Arien walks into the light!

Then the Gray Knights -- those who have not yet walked forward -- receive a hint from Gimp. Gimp says that this is a ceremony and a test.

Vedik gets the hint now, and follows Tratain. Vedik walks into the light!

Tratain calls for his friends to obey the god.

Monthor's attitude and casual words ring out of place at this formal ceremony. But Monthor walks into the light!

After a pause, Dwight hurries forward, aware that his haste is slightly out of place in the formal ceremony. And he overshoots by a bit and walks just a little too far forward. Nonetheless, Dwight walks into the light!

Jova smiles when he hears Gimp's mental voice, but the Grim oddly fails to heed the imp's advice. Gimp said, "What part of "Come forward" do you not understand?!" Evidently, Jova still does not understand it. The grim smiles but does not move forward. Jova fails to walk into the light!

Tratain, Arien, Vedik, Monthor, and Dwight pass the First Test. They choose to be purified. They feel the strong heat of Gargul's Light. All trace of undeath is burned away. They are clean -- in a way that they have not felt clean before.

But Jova, who is a Grim of Gargul, does not obey his god, even after Gimp gives him a hint, and even after Tratain calls him forward. Jova fails the First Test! He does not step forward. In a twinkle, faster than a teleport, Jova is no longer present at this ceremony. DM OOC: Jova, please refrain from posting. We shall settle Jova's fate after the Testing of the remaining Gray Knights is concluded. Feel free to e-mail me at cayzle@cayzle.com.

Sense Motive DC 30: Highlight to display spoiler: { Gargul is not pleased.}

The god's staff-light dims, and you all can see again. Gargul sits on his throne with his Book open. He holds a quill in his hand. He is ready to write in his Book.

Then Gargul speaks again.

"I DO NOT SUFFER THE UNDEAD TO EXIST! EACH OF YOU, SPEAK NOW, AND BEAR WITNESS TO WHAT YOU KNOW OF HOW THESE OVERWEENINGLY PROUD MAGES, THESE LICHES, HAVE ESCAPED MY DOMAIN AND DEFIED MY AUTHORITY!"

Gargul moves his hand over you, and you feel his touch on your minds. You have no saving throw to resist this. You may speak freely, or remain silent, but you must now speak the truth as you know it, if you choose to speak.

Sense Motive DC 30: Highlight to display spoiler: { Gargul places special emphasis on the words "Bear Witness."}

Spot DC 25: Highlight to display spoiler: { There are both angels and devils in the audience, all silent and watching very closely.}

DM NOTE: This post was edited slightly a couple hours after posting, but before any player had posted.

Vedik Current Spells AC 33 (15 touch) HP 214/214  d20+8=15 ; d20+8=16 ; d20+8=19 ;
Tuesday August 19th, 2008 5:08:34 PM

Vedik can only guess the gods intentions, but he suspects the Lord of Life and Death is not asking how a lich is made. He considers his words carefully for a moment, and then speaks with a clear and even voice, his years of service to Alemi giving weight to his bearing.

"Lord Gargul. The Sons of Dread have built for themselves a strong and powerful force. Though they are of Marteaus, they act with the discipline of Ga'al. Even their human mages reach high potential, and they act as one. Within seconds of our attack on their operation, no less than seven of their minions attacked us using the exact same two spells each. In our escape, scant seconds after our attack, three of the mages teleported three of the liches into a domed wall of stone of my creation, so that the liches actions were free to anticipate ours. It is no small feat to gather so many powerful mages into a unit. It is near impossible to bind their will and training together so that all have the same spells ready, and all act as one.

In other words Lord Gargul, they have an army and training center that functions beyond anything I have seen Marteaus's followers capable of. And they now have numbers large enough that even the mightiest of adventuring groups cannot assail them. And so they grow, each new lich adding to their combined might. And they do not seem to have fractured, as is the fate of so many would be armies. They remain a cohesive entity. It is as if they carry a heartseed."


Here the old dwarf pauses for a moment.

"And because we failed to stop them."



Tratain  d20+12=13 ;
Tuesday August 19th, 2008 9:20:44 PM

Tratain feels oddly better after being cleansed by Garguls Light. He is a little concerned when Jova disappears but there is nothing he can do for the man since he ignored what His god told him to do.

When prompted by Lord Gargul, Tratain steps forward, bows and says "In a plane bordering Koshe-Marr we learned of the location of a project being worked on by the Son's of Dread. We tried to release his soul before we returned. We then traveled to the location we learned about. The Sons of Dread are attempting to restore something Called the Darkest Flame. In order to do this they are using souls imprisoned in gems, souls that should by all right pass on into your realm Lord Gargul. Guarding the Site were several Powerful Liches and other Undead."

He continues "We did not know how strong they were and we attempted to put an end to thier evil plans and send thier souls before you to face judgement. They were more powerful than we were though and many of us were slain. I can only assume that they attempted to keep our spirits from our rightful journey into you realm as we were unclean when we arrived here."

Dwight 
Tuesday August 19th, 2008 10:02:10 PM

Dwight nods in agreement as the others speak and wonders if there is anything he can add, feeling he must contribute anything he can for his own life or death, good or bad, he gives the precursor of the attack: the comatose man in the temple, his summoning of his split and tortured spirit, its mixed encounter with its split spirit in Koshe-Marr, the death of his body and the groups reaction and follow through.

He finishes, shaking as he recalls the uncanny mass activation of so much spell power ending his life.

MonthorHit Points:155 AC30 
Tuesday August 19th, 2008 10:26:05 PM

Me learned that me hates disjunction spells...
Me tells ye Lord Gargul... send me and Fred back and me'll do our bests to send those orc loving undeads back yer way... they may be beat up a tad... maybe missing a limb or a head... but me's upset now.... and an upset Monthor is not a good thing...

Arien(HP ---/---: AC: -- (touch:--) 
Tuesday August 19th, 2008 11:36:46 PM

"Lord Gargul, words tell you what happened but I think you will gain a better understanding if you were to see the events that happened. I invite you to see what happened through my eyes, see my memories and know the events." The elven mage then concentrates on recalling everything that he'd born witness to since taking the second quest. The strange coffin, the events with the marauders, the orb, the earthquakes and beyond until their recent defeat at the hand of the Sons.

One more hint -- or two (ACDM Cayzle) 
Wednesday August 20th, 2008 7:56:35 AM

Friends, there were two sense motive checks and a spot check asked for in the last DM post. Don't forget to make your rolls if you so desire.

Then Monthor hears Gimp's voice again in his head. Monthor only, Please Highlight to display spoiler: {"Don't make promises! Don't say what you WILL do! Tell what happened! Tell the story! Tell about the liches! BEAR WITNESS!"}

OOC (ACDM Cayzle) 
Wednesday August 20th, 2008 1:00:06 PM

Hoping to give Monthor one more chance to pass the test ...

MonthorHit Points:155 AC30 
Wednesday August 20th, 2008 3:14:55 PM

occ> I'm typing....

MonthorHit Points:155 AC30 
Wednesday August 20th, 2008 3:23:22 PM

... Monthor hears the voice in his head from Gimp....

" Like the others said... we were going after the Sons of the Dread. The boys and me were suppose to do a recon and report back to the Council. When wees got there, we saw a massing on bad guys in front of their hide out. We probably should have just skulked about about we being who we are, we charged. We didn't expect the reception that we got. The undeads pelted up with spells destroying our gear and me guesses... since we're hear again... killed most of us. They had golems, which me's sur we coulda handled, but those spells really did us in. Me's never seened so many liches in one place before. And types that me didn't even recognize. They were prepared. They were organized. Me would never have expected that level of military tactic from undeads. "

Tratain (Extra)  d20+8=9 ; d20+8=16 ;
Wednesday August 20th, 2008 3:52:59 PM

Sense Motive Checks, 9 and 16
Spot Check was 13 above.
Two 1's on the Skill checks heh, call Tratain Captain Oblivious :)

Jova 104/104 HP AC 30 
Wednesday August 20th, 2008 7:32:40 PM

Lost in the Ether worlds..

Dwight--Checks  d20=15 ; d20=3 ; d20+18=35 ;
Thursday August 21st, 2008 8:38:41 AM

Sense motive; 15 and 3
(OOC: unmodified since my stupid work computer can't open google/documents because it is so out of date -- sorry I'm am continually annoyed at how pathetic technology is at my school.)

spot: 35 (I remember this modifier)

The Third Test -- A Job To Finish (ACDM Cayzle) 
Thursday August 21st, 2008 9:54:44 AM

The Third Test -- A Job To Finish

Gargul sets the next test: The Test of Testimony.

Vedik immediately mentions the Sons of Dread, and then declares they are "of Marteus." There are gasps in the crowd, and several cries of "NO! LIES!"

Listen or Spot check DC15: Highlight to display spoiler: {The ones calling Vedik a liar are devils.}

Vedik speculates that Ga'al may be implicated as well.

Gargul glares at the stands, and all fall silent. The god makes notes as he records the testimony.

Tratain mentions the Darkest Flame, and captured souls, and Gargul writes most intently in his tome.

Dwight adds more details on the backstory. Gargul is interested that the party entered Koshe-Marre and emerged again alive.

Monthor does not give any testimony at first, but just asks for his life back. Then Arien speaks, and while the mage testifies, Gimp gives Monthor a hint. After Arien finishes, Monthor adds details about the battle that killed him.

Arien offer his pure memories, and Gargul nods. But as he remembers, his thoughts are translated into words that all here can hear. Much detail is added, although the testmony tkes a while.

Finally, all have spoken. In the Wold, you would have fallen by now, victims of heat and fatigue. But here, it is as if you had just had a drink and a meal.

After Gargul records the testimony, he speaks.

I HAVE HEARD THE TESTIMONY. ARE THERE ANY HERE WHO WOULD BE DEVILS' ADVOCATES FOR THE UNDEAD?"

No one steps forward at first. Then a huge devil rises, and declares, "This is not the doing of Marteus. The Lord of Testing denounces the raising of undead and consigns those who consort with undead to the justice of Lord Gargul." The devil sits down. No other being -- devil or angel or dead soul -- speaks.

Gargul nods. "LISTEN NOW TO THE JUDGEMENT OF THE GOD OF DEATH AND LIFE, WHO DESPISES THOSE WHO ARE NEITHER DEAD NOR ALIVE."

"THE MORTALS KNOWN AS SONS OF DREAD HAVE CONSORTED WITH THE UNSPEAKABLE. THEY COUNT AMONG THEIR NUMBERS LICHES AND OTHER UNDEAD. THEY ABDUCT SOULS FOR THEIR OWN PURPOSES. THIS SHALL NOT STAND."

"I SHALL SET AMONG THEM A PURIFYING FLAME! I SHALL MAKE OF THEM A LESSON. THEY, AND ALL WHO MOCK ME, SHALL LEARN TO RESPECT MY DOMINION."


Then Gargul turn to the party. "HEAR NOW YOUR THIRD AND FINAL TEST. RETURN TO THE WOLD AND SUCCEED IN THAT AT WHICH ONCE YOU FAILED! DESTROY THOSE WHO KILLED YOU, AND THE UNDEAD THAT THEY COMMAND, FREEING ANY SOUL THEY HAVE CAPTURED."

"NOW STAND FORTH THAT I MAY BLESS YOU IN THIS HOLY TASK."


MonthorHit Points:155 AC30 
Thursday August 21st, 2008 11:57:00 AM

Monthor grins...

" SWEEEEET!!!!! You rock Lord Gar!!! "

Monthor quickly advances to receive Gargul's blessing.



Tratain 
Thursday August 21st, 2008 9:29:32 PM

Tratain steps forward to gain Lord Gargul's Blessing. It is unexpected but welcome, just the chance to fight again against the evils of the world would have been enough the Protector thinks.

Dwight 
Thursday August 21st, 2008 9:53:57 PM

Dwight is always up for more adventure, excitement and not being dead; he steps forward as well wondering if there are after-effects of being born brought back to life.

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Thursday August 21st, 2008 10:09:32 PM

Vedik steps forward to receive the God's blessing, bowing slightly.

His face is troubled however, and it is clear he wishes to ask something of the Lord of Life and Death, but is waiting until that matter at hand is completed.



Arien(HP ---/---: AC: -- (touch:--) 
Friday August 22nd, 2008 12:12:03 AM

Arien steps forward as well to be blessed.

Back to the Wold (ACDM Cayzle) 
Friday August 22nd, 2008 3:22:55 PM


Monthor, Tratain, Dwight, Vedik, and Arien step forward. Close now to the giant form of the god, they see that maybe the god is smiling, or grimacing. Hard to tell which. He raises his staff once more, and the crowd in the amphitheatre rises and roars. The staff's light grows brighter ... brighter ... BRIGHTER!

In a moment of blindness, you feel yourselves thrust out of the Lands of Rest. You travel fast and far ... and then you are home. You fell invigorated, and ready. Gargul has restored you to life, and blessed you.

You are all together now, including Jova, back where you started. Well, except for Draax, who chose to stay in the Lands of Rest.

[DM OOC: Many thanks for the chance to DM you all. Now back to Marcin.

Dwight 
Sunday August 24th, 2008 4:07:39 PM

Dwight takes a long slow breath, taking in the feel, taste and aromas of the air before he opens his eyes. The scent of nature, the light breeze, and the sound of life all bring him to the same conclusion....being dead has made him hungry.

He takes in his surroundings, not fully knowing where his rebirth has occurred, and knowing it unlikely Gargul would return him to life exactly where he fell to death.

"I think we should sit and eat, while we discuss our plans, likely to first include new or fixed equipment."

"Is there an item that will redirect a disjunction spell at the caster? That would likely be helpful when we return."

Tratain 
Sunday August 24th, 2008 8:45:56 PM

Tratain takes in the surroundings of where Lord Gargul has returned the group.

He says "We need to find out how long we have been gone for, the Son's of Dread were close to finishing thier project before, there no telling how close they are now. We need to talk to Lord Arrack and come up with a plan, we weren't strong enough to take them before, and I doubt they have weakened their defenses any. We need to find a way to fight them a couple at a time or find some Major help."

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Sunday August 24th, 2008 8:51:13 PM

Vedik shakes his head.

"There is little time for rest I'm afraid. Let me fill everyone in on what has transpired. Jova and I were able to rescue Tratain and Monthor's body, and used the group funds Tratain has to purchase scrolls of resurrection and miracle. We used the Miracle scroll immediately to retrieve everyone's body, but unfortunately we also transported our mansion to just outside Lord Arrak's lair, where it promptly fell apart. We cast the resurrection scrolls early the next morning, and now we are back.

We have a day and a half until the Son's activate their device, and we have much broken equipment. I suggest we teleport soon to the Fixer temple in Plateau City. They may be willing to donate woldsblood to me for the repair of your equipment.

After that, we must plan our next step."



Back in the world of the living - DM Marcin 
Monday August 25th, 2008 5:14:48 AM

As the Knights assemble in the foyer of Arrak's cavern the light of a late afternoon pours in through the main doorway and paints their tired faces golden. There is a feeling of stiffness in the bones of those brought back from the dead. Those killed by the Wilting are now experiencing a horrible thirst and feel they could drink a river.

The party has only about half an hour to explain what happened, gather their wits and collect their equipment before Arrak appears and welcomes those who came back.

"We must hurry. I have set up a scrying device outside. Now that you have seen the Darkmoon Gate with your own eyes scrying on it will be much easier."

There is a large, concave, silver mirror standing outside on the meadow. It has been set up to catch and focus sunlight.

"Come now. Take a look. Focus. Try to remember. I will try to pierce their veil of protections."

Dwight 
Monday August 25th, 2008 4:20:39 PM

Dwight follows Arrak, but tries to gain a gnomes attentions and mimic the need for a drink.

Looking that mirror, smacking his still parched lips, he recalls the dampness, the slope of the hill, the smell of the trees, and the placement of the houses/huts.


Jova 104/104 HP AC 30 
Monday August 25th, 2008 5:30:38 PM

As the group walks towards the scrying device jova says, "So what happened? I was there when Gimp said this was a test, and whoosh I was swept away. What promises were made for the rezzerection?"

MonthorHit Points:155 AC30 
Monday August 25th, 2008 6:08:11 PM

Monthor steps to where Arrak indicated he wanted them to be. The "annoyed" dwarf concentrates on his anger towards the undeads and focuses on remembering the events that led to his untimely death... after a while he states softly but surely...

" Me thirsts... anyone have some ale? "



Vedik Current Spells AC 33 (15 touch) HP 214/214 
Monday August 25th, 2008 6:23:20 PM

Vedik does as Arrak requests, concentrating on the events as he remembers them. He focuses his attention on the 'apprentice' mages, guessing that they will be less protected then the liches.

He answers Jova's question: "No promises were extracted by Lord Gargul. We have been given the task of destroying the Sons of Dread."

Tratain 
Tuesday August 26th, 2008 6:18:12 AM

Tratain pulls out his two waterskins and passes them around to the group while they are talking with Lord Arrak.

He then follows Lord Arrak and begins concentrating on the Valley that Housed the Son's Project, the Ring of stones, the golems, and the thing they were guarding.

Scrying - DM Marcin 
Wednesday August 27th, 2008 3:39:09 AM

[My apologies for missing yesterday's post without giving you prior notice! I hope I have my computer access situation under control now.]

As the Knights gather their bearings and try to come together they are served some ale by the gnomes, but Arrak insists that the drinks are left inside so once the scrying begins everybody is fully concentrated on the ritual.

"The Lord of the Dead asked you to destroy the Sons? Good heavens, it is a job for several human lifetimes. There are many of them and the lesser cells are only in loose contact with the upper circles. Still, if one was to cut off all proverbial heads of that beast... But it would have to be done one at a time... This also means that we will probably be working together for quite a while."

The scrying ritual begins. The dragon activates his mirror and several other divinations.

The silver reflective surface goes dim, as if covered by fog.

Then a hazy image appears, a familiar image... The swampy forest filled with mist... The mists slowly part...

There it is, the ring of mighty monoliths, the crescent of buildings, the path - the base of the Sons.

It looks completely deserted. The monoliths are still sparkling with magic, but the doors and windows of the buildings are open and reveal mostly empty interiors. Not a single being can be seen moving about - no golems, no wizards, no liches - nothing. The arc of the Darkmoon Gate itself lies on the ground, toppled and broken into many pieces.

Leafless branches of nearby trees rattle in the wind.

"Hold on, hold on" - says the dragon - "this could be a Screen or some other spell devised to deceive us."

Arrak unfurls several scrolls and tunes and refines his mirror. The image goes more sharp, then multiple dim auras can be seen overlapping the countryside. Several minutes pass while the dragon expertly performs an analysis of the image and the information. Finally Arrak ends the ceremony and lets the image fade away. Then he sighs.

"Alas, it is as I feared. I am now certain that we have seen the Darkmoon Gate as it really is right now. The Sons were alerted that their base was compromised and moved it somewhere else. Their main project was not there - most likely the Gate was a main doorway leading to it, but it is now destroyed. I am afraid that there is nothing we can do now but wait until more information is available, and when we finally face their secret project it will be ready for us and at its full strength."

[Folks, I have a little housekeeping job for you. Could each of you please calculate the current wealth his character has - please include the value of your inherent bonuses to ability scores (if any) and any party property or unsold loot (but don't include your artifact). Include the worth of disjoined items if you intend to have them restored. I need only an approximate, say acurate within 5000 gp. Please post the result either as a private post or e-mail it to me. Thanks. M.]

Dwight 
Wednesday August 27th, 2008 4:21:38 PM

OOC: I'm am heading out on a liesure trip today, and likely won't have any estimate until Tues/Wednesday of next week as my books, and most of my internet time is not available.

Dwight is disappointed in the lack of information AGAIN, and feels the last days, weeks have been to no success.

[Hmm, might be a really good idea to get a sub. M.]

A small detail - DM Marcin 
Thursday August 28th, 2008 3:33:17 AM

The dragon notices the disapointment of the Knights. "Well, we will have to handle the problem as best we can despite this setback. If we now-"

"Excuse me, master..." One of the Arrak's gnomes is approaching the group. "We have been sifting through the ruins of the manor and just found a strange, glowing orb under the rubble. We thought you might want to take a look at it."

"An orb?..." - the dragon rises a long eyebrow. "Quick, how did you word that Miracle again? Oh no!"

Vedik Current Spells AC 33 (15 touch) HP 214/214 
Thursday August 28th, 2008 7:23:52 AM

Vedik ponders the improbable. "The request was : "'Mighty and Powerful Alemi, I humbly seek your aid in bringing my comrades back to life and good health. I request that the bodies of my three recently fallen companions, "the Grey Knights" Arien, Draax, and Dwight, and everything they had in their possession a moment before their last death, be transported intact in front of me immediately, and that they and their belongings appear safely and at no risk to me or others, or cost to me or others, or indebture on me or others. Thank ya me Lord."

"The demon orb was in a cave far from here. If it was pulled by the spell, wouldn't it have appeared with the other gear at my feet and not brought into the manor and then brought here?"

The old dwarf sighs.

"Still, its powerful magics used to its testing point. Lets go."

Vedik then leaves, flying over to the ruins to investigate this orb.

Arien(HP ---/---: AC: -- (touch:--) 
Thursday August 28th, 2008 11:20:32 AM

Arien shrugs resignedly and heads over to investigate the what was going on with the Orb as well.

Tratain 
Friday August 29th, 2008 5:49:50 AM

Tratain goes with Vedik and Arien to see what happened. Hopefully the Orb won't start spitting out Demons here in Lord Arraks Front Yard.

Visitors from far away - DM Marcin 
Friday August 29th, 2008 12:17:47 PM

Tratain's hopes are soon dashed as a familiar metallic sound can be heard before the party manages to take more than two steps.

<Pop> <Whizzz>

There is the orb, hovering over the ruin of the manor, spinning very fast!

<Crack>

Its surface fractures. A wisp of misty smoke escapes, gray an long, twisting like a snake over the meadow, outlining a portal in the air-

[You have one round to act before the dance starts, folks. The terrain is level grass. You are about 100 ft from the forming portal, which is about 10 ft above the ground and circular, with diameter of about 25 ft. You still have whatever spells you haven't used during the battle of Darkmoon Gate - aside from Vedik and Jova, who had a chance to replenish their magic. There was enough time for the recently brought back to life to gather their equipment.]

MonthorHit Points:155 AC 19 
Friday August 29th, 2008 9:14:51 PM

Active items and effects

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Cape of the Mountbank
Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

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

Me brothers.... we be in deep orc droppings..... Tratain... armor me up if ye can brother...

:: Monthor takes out a potion of enlarge person from his haversack and drinks it.

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





[Map - DM Marcin] 
Saturday August 30th, 2008 4:44:28 AM

[All right, time to playtest the new map template. Here is the map. The yellow line is the opening portal. Please position yourself anywhere in columns W to Z.]

Arien(HP 67/67: AC: 14 (touch:14)  d4+1=4 ;
Sunday August 31st, 2008 3:11:22 PM

Arien facepalms when the portal opens and muffles a curse. Then, moving forward thrity feet (Q7) Arien casts Time Stop (Gains 4 rounds of actions) to prepare for the coming event. In quick succession the following things happen, a Wall of Force fifty feet long and forty feet high springs into being behind the portal, a pair of solid fog banks appear above and below the portal, finally a Prismatic Wall erupts into being in front of the portal. Done casting his spells the elven mage turns around and returns to where he started (W7).

((Ok, so the Wall of Force runs down the A/B line from the top of 3 to the bottom of 12 and again is 40 feet high. The solid fogs are 20 foot radius spells they are both cast on the 7/8 C/D point, one 10 feet below the portal, the other 10 feet above. Finally the Prismatic Wall is 80 feet long and 40 feet high, it runs on the D/E line and runs the entire map.)

Jova 104/104 HP AC 30 
Sunday August 31st, 2008 4:56:34 PM

Jova simply utters a phrase taking him directly to the orb.

--Casr releport to get to orb.

OOC-Ok folks, Cayzle excluded me from posting during the tests given by Gargu. The test to kill the Sons is ongoing. I will not be a Lurker. So I am calling it quits now. I will be retiring Jova immediatly. I think the punishment for not 'stepping forward' was too severe.

Marcin, like to thank you on a job well done, great posts made the game exciting.

Tratain Current Spells 
Sunday August 31st, 2008 7:25:43 PM

Tratain stands at Z14, he pulls out his Cold Iron Warhammer and Casts Align Weapon (Good) on it. He then casts Quickened Shield of Faith on Monthor (+5 Deflection) and holds out the Warhammer to the Dwarf.

He says "Take this Monthor, It'll Probably Work better Right now than your Axe if the same creatures come through the portal this time. Anything you can do to help Lord Arrak? With Most of the Groups Gear destroyed by the Son's this fight isn't going to go well for us I think."

OOC: Jova I think the Not posting was just for the Ceremony, so you're with us now so you might want to rethink retiring Jova and you action for this round.

MonthorHit Points:155 AC 24 
Sunday August 31st, 2008 9:09:00 PM

Me's good Tratain...Fred's still working fine....

(ooc> Fred's one of two of his items that survived the disjunction. It and the haversack. )
(ooc> Don't go Jova.)


Round 1 - DM Marcin 
Monday September 1st, 2008 7:06:37 AM

[Dave, the exclusion from posting lasted only for the duration of the ceremony in the Lands of Rest. Nobody here ever banishes a player from game for an entire module, that wouldn't be fair!]

Monthor drinks an enlarging potion.

Arien performs a display of advanced Conjuration as he turns the area around the portal into a deadly trap.

Jova teleports away and vanishes from sight.

Tratain enspells Monthor and offers him a warhammer, but the dwarf decides to stick to his own weapon.

Arrak, standing next to Tratain and Monthor, launches an array of protective spells on his own. "I could try to close the portal" - says the dragon, hesitantly - "if I could see it again, could target it with spells, and nothing tried to eat me in the mean time".

There is a loud <thump> as something lands on the grass. A second later the prismatic wall flashes when something stumbles into it and is destroyed. At the moment nothing leaves the wall of fog.

[Map.]

Dwight hp 99, ac 16 
Monday September 1st, 2008 11:07:36 AM

Appering at Y11, Dwight worries about his effectiveness, lacking a decent magical bow and magic in general. Regardless he readies himself as the group advances forward and does what he can. (His shortsword is at his hip, which is not common. His bow, is also nearby.)

As Monthor drinks, Dwight tags him with a Bull's Strength spell (+4 to STR for 6 minutes)

OOC: Sorry for missing the post Thurs/Fri, was suppose to have internet at the hotel, just not my books, but the 375 person wedding became a big overwhelming....but 3 country clubs of Southern hospitality later, I'm back....just in time by the looks of it. :-/

Arien(HP 67/67: AC: 14 (touch:14) 
Monday September 1st, 2008 8:09:57 PM

Arien moves over to Monthor and casts Displacement on the dwarf to help protect him in combat.

MonthorHit Points:155 AC 24 
Monday September 1st, 2008 9:06:49 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

---------------------------------------
Monthor moves in front of Arrak and takes a defensive stance in front of the Dragon.

(readied action
Total Defense
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can't combine total defense with fighting defensively or with the benefit of the Combat Expertise feat (since both of those require you to declare an attack or full attack). You can't make attacks of opportunity while using total defense. )



Tratain Current Spells  10d6=32 ;
Monday September 1st, 2008 9:18:04 PM

Tratain readies an action to cast destruction on the first hostile Enemy that he can see if any of them make it out of the Fog or through the Wall and isn't in an anti-magic field.

Fort Save DC 25, Save for 32 Damage. Fail and Die.



Round 2 - DM Marcin 
Tuesday September 2nd, 2008 2:44:55 AM

Dwight further enhances the strength of Monthor [yup, good timing to come back].

Arien likewise expends some of his power to prepare the dwarf for melee combat.

Monthor places himself in front of Arrak and readies to defend.

Tratain gets ready to cast a spell should any vulnerable enemy appear, but unless the foe would force his way through the Prismatic Wall Tratain would be unable to reach him (because of the indigo layer of the wall, which stops all spells).

A Legion Anchor [A] drops out of the portal and starts to softly hover just above the grass, snapping its pincers. It turns on its antimagic field and negates the fog and Wall of Force near it, as well as disrupting part of the portal, but the rest of it just accomodates and assumes a new, fat-crescent shape. It is followed by a Raider [R1] who lands on the grass with a thud and impatiently starts to move along the Prismatic Wall. One Legion Scout also makes an appearance [S1]. It hovers in the air just above the grass, takes in the surroundings, and gives out a piercing, bird-like call.

Arrak readies a spell. "I don't think that time is working for us here, and I can't actually reach the portal with spells while it is shrouded by fog and behind the wall-"

[Map.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:30') 
Tuesday September 2nd, 2008 7:45:15 AM

Flying 30 feet above the fray, Vedik tries to gauge the measure of the portal that has appeared. He notes with interest that the Anchor created the antimagic field, and that it is not an a natural or continual effect as the group had supposed. He calls this out to the Knights, and prepares to take advantage of the fact.

He flies forward across the field, getting in range, and then prepares to cast a spell.

OOC:
Started at Y-8, 30' in the air
Fly forward to M-8
Ready Action: Cast Dismissal at the first Legion Anchor that appears outside the other Anchor's Antimagic Field:
Special Will Save DC is 38 minus the Anchor's HD.

Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic

MonthorHit Points:155 AC 24 
Tuesday September 2nd, 2008 9:22:57 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

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

Monthor continues to take a defensive stance ( Total Defence as a readied action) in front of Arrak.

Dwight hp 99, ac 16 
Tuesday September 2nd, 2008 9:32:25 PM

Hoping the legion has returned to 'talk', but knowing things are never as easy as they should be, and knowing he will be almost useless in this fight, Dwight casts Blink on himself, and spreads out from the others (hoping to avoid area spells) -- head towards X14

*Blinking

Cast:
1 second level spell
1 third level spell

Tratain Current Spells 
Wednesday September 3rd, 2008 5:48:38 AM

Tratain continues to Hold his spell waiting for a Target to present itself. He says "Arien, you need to drop your wall so Lord Arrak can try and close the Portal before more Troops come out of it."

Round 3 - DM Marcin 
Wednesday September 3rd, 2008 6:55:16 AM

Vedik flies forward and prepares a spell. He realizes, though, that the indigo layer of the Prismatic Wall would block his Dismissal if he aimed it at a creature emerging from the portal. The portal itself is still mostly covered by Arien's Solid Fog, but from what he remembers it is circular, about 25 ft in diameter, and hanging about 10 ft above the ground. The Anchor's antimagic ate away a chunk of it, but the rest seemed to have accomodated to the new shape just fine.

Monthor continues his vigil in front of the dragon.

Dwight protects himself with Blink and tries to split from the main group.

Tratain continues to stand ready to cast.

Arrak strains his eyes. "No, even with True Seeing I can't make out anything in this fog!"

Meanwhile, on the other side of the Prismatic Wall, a calm and well-organized deployment operation seems to be taking place. Two more Scouts appear in the antimagic field of the Anchor, landing gracefully on the grass, then springing up into the air to hoover a foot or so above the green meadow. They start to spread around, turning their eyeless helmets here and there as if looking around.

[Map.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60')  d20+16=25 ;
Wednesday September 3rd, 2008 8:00:53 AM

Vedik abandon's his plan to stop a possible second Anchor and goes on the offensive.

He flies up and towards the wall, trying to gain position and cast a spell, evoking a blade barrier below him in the fog.

OOC:
Fly to E-8, ascending to 60 feet.
Cast Blade Barrier in a 5' ring around C5. ( I want the ring to be entirely within the C5 square, 20' tall). 15d6 damage, reflex half for passing through. If there is a creature there already, Reflex negates. DC 24
27 Spell resistance if there is anything already there (forgot to add spell pen. in the roll)





Arien(HP 67/67: AC: 14 (touch:14) 
Wednesday September 3rd, 2008 2:32:26 PM

Arien grimaces and dismisses his Prismatic Wall so that Arrak and others can cast spells through the area.

MonthorHit Points:155 AC 24 
Wednesday September 3rd, 2008 9:44:26 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

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

Monthor continues to take a defensive stance ( Total Defence as a readied action) in front of Arrak.
(Ac28)

Round 4 - DM Marcin  [Raider saves vs Destruction:] d20+18=37 ; [Tratain vs Raider's SR:] d20=1; [Raider attacks Arien:] d20+26=40 ; 2d8+10=20 ; d6=2 ; [Anchor spits twines at Tratain's square:]d20=12 ; [Vines grapple Tratain:] d20+24=33 ; [Quills:] d20+22=33 ; d20+22=30 ; d20+22=38 ; d3=3 ; d3=1 ; d3=2 ; [Arrak saves:]d20=16 ;
Thursday September 4th, 2008 4:51:39 AM

Vedik flies closer to the portal and evokes a barrier of blades within the banks of fog.

Arien dispels his Prismatic Wall.

Monthor continues to guard the dragon.

Arrak narrows his eyes. "That's better! It should work!" He rises his arms and starts to weave powerful magic. "It's shrinking! Just keep them at bay for a moment-"

The Raider charges forward and is met by Tratain's Destruction, but the spell fails to penetrate its natural resistance to spells. It rises one of his long blades and slashes Arien [hits AC40 for 20 physical and 2 acid damage].

The Anchor and the Scouts also advance forward, albeit more cautiously. The clawed, antimagicked beast spits out a black gob of that looks like a large sack. It travels in the air in a shallow arc and lands at the feet of Tratain, where it bursts into a swarm of black, thorny vines [grapple check 33. Squares with vines count as rough terrain - double move cost. If Tratain is held he needs to free himself first with a grapple or escape artist check DC34, or by doing at least 10 physical or fire damage to the vines].

The three Scouts start to shoot their poisoned quills at the rest of the party.

[Attack vs Monthor hits AC33 and does 3 physical damage.]
[Second quill hits Arrak.]
[Attack vs Dwight hits AC38 and does 2 damage.]
[If damaged Monthor and Dwight need to make a Fort save DC22 or become paralyzed (unless immune to poison). Arrak is not paralyzed.]

[A quick reminder about the foes you have fought before: Anchor: AC30, Scouts: AC28 SR25, Raider: AC26 SR25.]

[Map. Apologies for a hastily drawn map; our IT guys didn't come through with their promise to rebuild the network by last Friday.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60') 
Thursday September 4th, 2008 7:25:25 AM

Vedik spins around as he watches the anchor pass under him. Remembering well the poisonous quills, he casts a simple spell to defeat them. A roaring wall of wind appears between the Knights and the scouts.

OOC:
Cast Windwall: It runs from V8 to V14 and is 15' high. Arrows, bolts and hopefully quills are deflected automatically. Heavier thrown weapons have a 30% miss chance. Boulders, siege projectiles and such are not affected.

Hehe, classic map :P



Tratain Current Spells  d20+28=42 ; d20+18=28 ; d20+20=26 ;
Thursday September 4th, 2008 5:48:32 PM

The Vines attempt to entangle the Protector but Tratain is Able to fight them off (Opposed DC was 38).

Seeing the Raider attacking Arien, Tratain moves right up next to it and Tries to get its attention. He defensively Casts Harm, Followed by a Quick Divine Power spell to strengthen his attacks.

Cast Harm Defensively, Defensive Casting Check Passed. Hit Touch AC 28, SR Check 26 Passed. 150 Negative Energy Damage Fort Save DC 24 For Half Damage.

He yells "Fight Me Monster! I'll Send you back to whence you came in Domi's Name!" (If able use Protector Draw Fire Ability, Monster Must make a will save DC 20 or attack the Protector.)

Tratain - HP 218/198 AC 30
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power

MonthorHit Points:(152 of 155) AC 24  d100=82 ; d20+14=17 ; d20+14=33 ; d20+24=31 ; d10+28=38 ; 2d6=6 ; d20+21=22 ; d20+17=33 ; d10+28=32 ; 2d6+28=31 ; d20+12=20 ;
Thursday September 4th, 2008 9:30:56 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

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

ooc> Can I assume that you forgot to take the Displacement spell on Monthor in consideration when attacked?
Displacement role: %82
Save vs poison 17 ( Hero point re roll 33)

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

Monthor shrugs off the effect of the poison and then starts swinging at the raider faceing Arien.

" Someone block those quill throwers!!!!
------------------------------------
Attacks two handed with Fred the axe (+2 holy/thundering)

. Power attack -5/+10

damage bonus 28

Att 1. attack role 31 for 38 physical and 6 holy damage

Att. 2 22 ( natural 1)

Att 3 33 for 32 physical and 3 holy damage

Att 4 20

Damage: 79 damage

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



Dwight hp 99, ac 16  d20+8=12 ; d100=82 ; d100=65 ; d20+19=38 ; 3d6=9 ;
Thursday September 4th, 2008 9:41:38 PM

Per Blinking, 50% of physical attacks miss (85% rolled, not sure which 50% DM wants to use. I typically think the first percentage 1-50% is bad for my PC. Thus 82% is good for Dwight. If DM interupts otherwise I've rolled and failed Fort save, thus am frozen.

Fort Save: 12 (Failed if Blink doesnt save me :(

-----------------
If still moving, Dwight quickly loads 3 arrows, and launches them at Anchor (if he remains standing).---(OOC: I'm thinking the wind is farther north and should not affect Dwight's arrows)

Blink: (1-20 is bad/miss): 65
att: 38 (hit)
dmg: 9 (all physical)

Then Dwight takes a step away from the vines behind him. W14/W15

*Blinking

Cast:
1 second level spell
1 third level spell

[DM Marcin] 
Friday September 5th, 2008 6:06:37 AM

[Indeed I have forgotten to roll the displacement/blink rolls. Keep the results you rolled yourself, folks, and your interpretation if high roll is good or bad. Seeing that Adam hasn't posted yet and is next to Raider I'll delay the next round until Saturday. As for Dwight's arrows, the Wind Wall is right between him and the Anchor. He could reliably aim only at the Raider.]

Dwight hp 99, ac 16 
Friday September 5th, 2008 7:27:18 AM

OOC: Bummer.

Dwight will direct his arrows at the raider then. They still hit. (dmg 9)

If the raider is dead, he will mount his broom and fly upward so he can shoot again next round.

Arien(HP 45/67: AC: 14 (touch:14)  d20+29=33 ;
Friday September 5th, 2008 3:53:50 PM

Arien grunts in pain as the raider slashes him and casting defensively (casting defensively = 33), hastes all nearby party members and then steps back next to Arrak.

Round 5 - DM Marcin  [Raider saves vs Harm:] d20+18=29 ; [Raider saves vs Draw Fire:] d20+6=25 ; [Raider attacks Arien:] d20+24=27 ; d20+24=34 ; d20+24=32 ; d20+24=36 ; 2d8+10=24 ; 2d8+10=15 ; 2d8+10=24 ; 2d8+10=19 ; d6=5 ; d6=3 ; d6=6 ; d6=1 ;
Saturday September 6th, 2008 10:14:41 AM

Vedik erects a Wind Wall in hopes of deflecting the next volley of missiles.

Tratain Harms the Raider. The effect is not as strong as it could have been, but still the beast is hurt. Then he calls out in hopes of drawing the attention of the Raider away from the mage. Unfortunately, the monster seems to be worked up into a frenzy that is not easily swayed.

Monthor scores two direct hits with his mighty axe. Even the magic resistances of the beast cannot save it from serious harm. The dwarf feels that the damage from his blows has been somewhat diminished, though.

Dwight shoots at the Raider, but his arrow seems to just bounce off creature's carapace.

Arien accelerates the movement of all party members nearby and steps a bit away from the Raider.

Arrak completes another spell and cries out in satisfaction. "There! We did it, it is closed!"

The Anchor and the trio of the Scouts, unaware that the way back has been severed, launch a volley of projectiles at the Gray Knights. All are deflected or stopped by the Wind Wall.

The Raider, now seriously wounded, screeches as its wounds start to heal [total damage to the Raider at the moment is 119]. It pounces up to Arien [5 ft move] and launches a full round of attacks at the mage.

[Attack 1 hits AC27 and does 24 physical and 5 acid damage.
Attack 2 hits AC34 and does 15 physical and 3 acid damage.
Attack 3 hits AC32 and does 24 physical and 6 acid damage.
Attack 4 hits AC36 and does 19 physical and 1 acid damage.]

[Map. It is the map from yesterday (I'm still forced to use computers at internet cafe). Note that Arien moved to Y10 and R1 moved to W11-X12.]

MonthorHit Points:(152 of 155) AC 24 
Saturday September 6th, 2008 10:50:19 AM

ooc> Wouldn't the "holy" part of the axe bypass the damage reduction?

MonthorHit Points:(152 of 155) AC 24  d20+24=27 ; d10+28=33 ; 2d6=3 ; d20+24=27 ; d10+28=38 ; 2d6=7 ; d20+21=39 ; d20+21=40 ; d10+28=31 ; d3=3 ; d10+28=38 ; d3=2 ; d10+28=32 ; 2d6=7 ; 2d8=15 ; d20+17=21 ; d20+12=23 ;
Saturday September 6th, 2008 11:06:01 AM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

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

Monthor continues his attack against the Raider.

------------------------------------
Attacks two handed with Fred the axe (+2 holy/thundering)

. Power attack -5/+10

damage bonus 28

Att 1. attack role 27 for 33 physical and 3 holy damage

Att. 2 attack role 27 for 38 physical and 7 holy damage

Attack 3. attack role 39 (crit 40) for 101 physical and 7 holy damage and 15 sonic damage

ooc> Raider needs to make a DC 14 fort save or be deafened permanently!!! Yes, I know.. overkill...

Att. 4 21

Att 5 23

Damage: 204 damage



Tratain Current Spells 
Sunday September 7th, 2008 7:54:43 PM

Tratain Double moves (40 Feet) towards the Anchor and the Three Scouts.

--------------------------------------------------
Tratain - HP 218/198 AC 30
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power

Dwight hp 99, ac 16 
Sunday September 7th, 2008 10:18:08 PM

Dwight watching his arrows bounce off harmlessly, Dwight lifts high on his broom at full speed and pulls out a Quaals Feather Token.

OOC: Dwight plans to fly over the Anchor next round and literally drop the token. Can Dwight get the token to activate prior to the anti-magic shell? Once in tree form, the anti-magic shell shouldn't matter. What will the damage roll be for a giant oak tree falling 50ish feet? --- This is my plan as I have nothing else of substance at this point.

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60')  d20+18=27 ; 10d6=37 ;
Monday September 8th, 2008 7:27:16 AM

Vedik smiles as his spell blocks the quills, though he suspects it wont take long for the Legion to turn his attention to him. He decides to help end the raider as quick as possible. Flying over toward it, he unleashes destruction.

OOC:
Fly to Q8
Cast Destruction: SR: 27, Fort Save DC 25 or be destroyed. Take 37 damage on successful save.

Round 6 - DM Marcin  [Scouts vs Arrak:] d20+22=27 ; d20+22=25 ; d20+22=42 ; d20+22=34 ; d20+22=34 ; d20+22=29 ; d20+22=33 ; [Arrak saves vs poison:]d20=15 ; d20=7 ;
Monday September 8th, 2008 2:06:53 PM

Arien falls.

Monthor takes three mighty swings at the beast towering over the party, removing two mandibles, and, with his final strike, its head in one swift, clean blow. The decapicated body of the demon falls to the ground oozing green liquid from the stump of its neck and writhing in agony [yes, a holy weapon does bypass the damage reduction of the Raider. I have added the prevously substracted damage back in. Sorry!].

Tratain moves up to the remaining four enemies.

Dwight readies a Feather Token and starts to move up to the group of demons. [Well, technically the description of the token does not say that the tree needs to start rooted up, so you could use it as a bomb. It would do damage in an area 5ft x 45 ft (where its trunk falls). A oak trunk of that size would weigh about 18 metric tons, so the damage would be 20d6. I am not sure if I should require an attack roll or a Ref save from them. For now let's say you make a ranged attack and your roll is the DC of the Ref save they need to make to jump out of the way.]

Vedik flies over the Raider, but sees that it has been already slain by Monthor [you can keep the spell uncast if you like].

Arrak takes in the tactical situation and then jumps into the air. When his shadow passes over the head of Monthor he is already in his dragon form, moving fast like a saphire lightning. "I'll try to push back the large one, get ready to kill off the shooters!" - booms his voice overhead.

The Scouts concentrate their fire on the newly appeared dragon, but Arrak manages to overcome the poison he has been just injected with. The Anchor, seeing the emerald missile approaching fast, readies for its arrival.

[Map. I'm very sorry it took me so long to put together this round. I'll delay tomorrow's post until later in the day, too, so that everyone can react.]

Arrak  [Roll for the Str check:]d20=20 ;
Monday September 8th, 2008 2:14:47 PM

The dragon smashes into the Anchor with such force that both of them go straight through the area occupied by the Solid Fog and well away from the scene of battle [both the Anchor and Arrak are now off the map, somewhere to the left of the clouds of fog]. The Scouts slash at him as he passes them by, but while in the Antimagic Field their blades can do only minor wounds.

MonthorHit Points:(152 of 155) AC 24 
Monday September 8th, 2008 8:36:47 PM

Monthor moves in behind Tratain and follows the cleric, using him as a shield.



Tratain Current Spells  d20+35=53 ; d8+17=20 ;
Monday September 8th, 2008 8:51:17 PM

Tratain casts Divine Favor (Quickened) and then Charges to J11 and swings at S1.

Hit AC 55 for 20 Damage. (Magic, Good Aligned and Cold Iron)

--------------------------------------------------
Tratain - HP 218/198 AC 31
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power
Divine Favor
Haste
Attack Bonus 37 = 18(Bab) + 5(GMW) +6(STR) +6(DF) +1(Haste) +1(Focus)
Damage Bonus 17 = 6(Str) +5(GMW) +6(DF)



Dwight hp 99, ac 16  d100=59 ; d20+17=28 ; 3d6=9 ;
Monday September 8th, 2008 10:23:53 PM

Dwight seeing Arrak take a drastic action, and seeing the potential for him to actually cause damage, he switches to his bow

Firing at S1 with 3 arrows
(Blink 59)
Att: 28 (hit)
Dmg: 9 (physical)

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60')  15d6=47 ; d20+18=33 ; d20+18=22 ;
Tuesday September 9th, 2008 7:19:27 AM

Vedik spins around as Arrak passes under him, suitably impressed. Luckily the old dwarf is not one to stand around gawking. He rains destruction down on the scouts in the form of a pillar of divine flame.

OOC:
He should be at Q8, unless I missed something that moved him. Either way the spell is in range.
Flame Strike on S2 and S3: 47 damage (1/2 fire, 1/2 divine) Reflex Save DC 23 for Half. SR checks: 33, 22


MonthorHit Points:(152 of 155) AC 24 
Tuesday September 9th, 2008 7:50:46 AM

ooc> Monthor's hasted..... or does that end with Arien's untimely demise?


Round 7 - DM Marcin  [S2 saves vs Flame Strike:] d20+14=29 ; [Attacks against Tratain:] d20+18=34 ; d20+18=22 ; d20+18=20 ; d20+18=20 ;
Tuesday September 9th, 2008 10:45:31 AM

Tratain charges one of the Scouts and strikes at him with his warhammer. The holy weapon does full damage to the demon.

Monthor follows behind Tratain [he is still hasted].

Dwight fires at the Scout wounded by Tratain and hits with all three arrows, but the projectiles, not blessed with the holy power, are intercepted by the armor of the birdlike demon.

Vedik launches a Flame Strike a the other pair of Scouts. One resists the effects of the spell. The other one is burned, but only by the holy power. The flames seem to have no effect on it at all.

Arien rests unconscious on the ground.

As the Scouts spring into action their wounds are already closing up. They surround Tratain [S2 and S3 provoke an AoO from Monthor]. Then they all strike at Tratain with their bladed gauntlets. They do not seek to pierce his armor, merely to touch it, but it is enough to unleash some kind of dark magic. Whatever this magic is, however, it is stopped by Tratain's armor. The three demons cry out in frustration like a flock of angry crows.

Somewhere behind the banks of fog the roar of Arrak can be heard as the dragon battles the Anchor.

[Map.]

MonthorHit Points:(152 of 155) AC 24  d20+24=33 ; d10+28=38 ; 2d6=11 ;
Tuesday September 9th, 2008 12:17:06 PM

AoO on S2

Hits AC 33 for 38 physical and 11 holy damage. (49 total damage)

-------------------------------------------------------------------
Given the opportunity to swing his axe, Monthor attacks one of the scouts.

(ooc> Regular round later... )



Tratain Current Spells  d20+37=49 ; d20+37=53 ; d20+32=46 ; d20+27=47 ; d20+27=33 ; d20+22=24 ; d8+17=23 ; d8+17=20 ; d8+17=21 ; d8+17=24 ; d8+17=25 ; d8+17=25 ;
Tuesday September 9th, 2008 4:44:22 PM

Tratain calls out to the Monsters "You aren't so tough, I'll take all three of you together!" (Try the Protector Draw fire ability again, Will save DC 20 or attack Tratain)

He then Lashes out with his Warhammer, Starting with S1, and if he manages to kill one swaps to a new Target.

1st Attack Hits AC 49 for 23 Damage
Haste Attack Hits AC 53 for 20 Damage
2nd Attack Hits AC 46 for 21 Damage
3rd Attack Hits AC 47, 33 to confirm Crit for 74 Damage
4th Attack Misses.
The Warhammer is Cold Iron, Magic, and Good Aligned.

Tratain will Also intercept the first attack from a scout against Monthor.

--------------------------------------------------
Tratain - HP 218/198 AC 31
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power
Divine Favor
Haste
Attack Bonus 37 = 18(Bab) + 5(GMW) +6(STR) +6(DF) +1(Haste) +1(Focus)
Damage Bonus 17 = 6(Str) +5(GMW) +6(DF)


MonthorHit Points:(152 of 155) AC 25  d20+25=36 ; d10+28=33 ; 2d6=10 ; 2d6=6 ; d10+28=30 ; d20+25=32 ; d20+22=42 ; d20+22=26 ; d10+28=29 ; 2d6=9 ; d20+18=33 ; d20+13=25 ; d10+28=34 ; 2d6=4 ;
Tuesday September 9th, 2008 9:56:19 PM

Necklace of Adaptation - Grants immunity to all harmful vapors and gases.

Cape of the Mountbank

Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Displacement

Bull's Strength (+4)

Hasted
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
(orc droppings!!!! I forgot to include these bonuses!!!)

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

Monthor follows through on Tratain's attack and hits at the injured scout (S1)

" HAVE AT THEE!!!!! COME ON BEASTIES!!! FRED WANTS SOME FUN!!! "

ooc> S2 if Tratain killes S1. Cleaves to S2 ( or S3 if Tratain killed S1)
------------------------------------
Attacks two handed with Fred the axe (+2 holy/thundering)

. Power attack -5/+10

damage bonus 28

Att 1. attack role (attack bonus 25) 36 for 33 physical and 10 holy damage total 43

Att. 2 attack role (AB 25) 32 for 30 physical and 6 holy damage total 36

Attack 3. attack role (AB 22) 42 (crit 26) for 29 physical and 9 holy damage total 38

Att. 4 (AB18) attack role 33 for 34 damage and 4 holy damage total 38

Att 5 (13) attack role 25

Damage: 155 damage


Dwight hp 99, ac 16 
Tuesday September 9th, 2008 10:26:02 PM

Dwight unable to harm these creatures, and unable to drop the tolken on the scouts due to close combat (and hopefully since they have all fallen or surrendered), Dwight hastely flies towards Arrak and the Anchor.

(Fly as far as possible toward them, with tolken ready. Going above the fog if necessary.)

MonthorHit Points:(152 of 155) AC 25 
Wednesday September 10th, 2008 7:19:28 AM

ooc> Leaving for the hospital with the wife and my oldest... no worries, #1 child's getting her tonsils out.
Someone will have to do this round for me. Monthor will hack as per usual. Use the bonuses in my previous post plz. Sorry for the "no" notice. I thought I'd get to post this morning. I'll be back tomorrow afternoon.
Saves :
Saving Throws: +2 racial bonus vs poison, +2 racial bonus vs spells and spell like effects
Fortitude: +12 (+10base, +2 from C)
Reflex: +12 (+5 base, +4 from D, +2 from feat, +1 Haste)
Will: + 6 (+5 base, -1 from W, +2 from feat)

AC 26 with Dodge bonus.



Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:60') 
Wednesday September 10th, 2008 7:23:31 AM

Vedik flies down to Arien, and calls upon Alemi to heal him.

OOC:
Fly to Arien
Cast Heal: Healed 150 HP and most negative effects gone.



Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday September 10th, 2008 12:33:34 PM

Arien snaps awake from the cool rush of healing that mends his broken form and deciding not to leave himself in the same position casts Fly while still prone and takes off 30 feet into the air.

Round 8 - DM Marcin  [Will saves against Draw Fire:] d20+12=16 ; d20+12=19 ; d20+12=22 ; [S1 saves vs death from massive damage:] d20+16=29 ; [Monthor's cleave vs S2:] d20+25=30 ; d10+28=32 ; [Monthor's cleave vs S3:] d10+18=26 ; [Scout fires quills:] d10+22=24 ; d10+22=30 ;
Wednesday September 10th, 2008 12:52:34 PM

Monthor uses the opportunity to attack one of the Scouts and lands a blow.

Tratain calls out a challenge. This seems to draw the complete attention of two of the three demons [S1 and S2]. The Protector continues with four massive swings that, hitting one by one, seem to be driving the first demon into the ground. But that is not enough to kill the beast!

It is only Monthor's first swing that finally deprives the most wounded Scout of life. It falls to the ground with a surprisingly loud shriek, its armor smashed open. A sickly green mist escapes from inside it in a small cloud. The dwarf cleaves on to the next enemy and lands a solid strike. The volley of three next swings finishes off the second Scout, who falls to the ground separated from his head. His body, too, evaporates into a green vapor. Monthor cleaves to the last remaining foe, but the swing misses.

Dwight flies over the battlefield to check on Arrak [Dwight is off the map] and finds the dragon trashing about, grappling with the Anchor, fighing with his claws and maw against its pincers [they are now 50ft away from Dwight].

Vedik heals Arien.

Arien gives himself flight and springs into the air.

Despite being a sole survivor of the melee with the Knights the last remaining demon doesn't seem to even think about giving up. He steps away from his two dominating foes and fires off a quill at each of them [which draws an AoO from Monthor]. Tratain intercepts the one directed at Monthor. His armor saves him against both projectiles.

Dwight can clearly see that the fight between the dragon and the Anchor is drawing to an end, as both combatants are now moving slugishly and there is a lot of ichor and blood spilled all around them. It is hard to tell who is the winner, or if there indeed will be a winner or two corpses.

[Map. Arien is 30 ft above ground - haven't marked that on the map as Adam posted minutes before me. Only Dwight can see the dragon and the Anchor. I'm very sorry for a late post today. Real life got into my day plan.]

Tratain Current Spells  d20+37=51 ; d20+37=57 ; d20+37=48 ; d20+32=44 ; d20+27=47 ; d20+27=29 ; d20+22=23 ; d8+17=23 ; d8+17=23 ; d8+17=19 ; d8+17=19 ; d8+17=23 ; d8+17=19 ; d8+17=22 ; d8+17=23 ;
Wednesday September 10th, 2008 3:26:46 PM

Tratain takes a 5 foot step to K10 and continues his attack on the Legion Scout.

1st Attack Hits AC 51 for 23 Damage
Haste Attack Hits AC 57, AC 48 to Confirm Crit for 61 Damage
2nd Attack Hits AC 48 for 23 Damage
3rd Attack Hits AC 47, AC 29 to Confirm Crit for 64 Damage
4th Attack Misses.

--------------------------------------------------
Tratain - HP 218/198 AC 31
Tratain's Grapple DC 41 = 10(Base) + 15(BAB) +6(Str) +10(Sacred)
Greater Magic Weapon + Align Weapon Good - Cold Iron Warhammer
Divine Power
Divine Favor
Haste
Attack Bonus 37 = 18(Bab) + 5(GMW) +6(STR) +6(DF) +1(Haste) +1(Focus)
Damage Bonus 17 = 6(Str) +5(GMW) +6(DF)

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:30') 
Wednesday September 10th, 2008 7:26:36 PM

Vedik also takes to the air, flying up and over the wind wall. He moves with purpose toward Arrak.

OOC:
Double move to F10, 30' in the air.

Dwight hp 99, ac 16 
Wednesday September 10th, 2008 8:56:34 PM

Dwight continues to fly to Arrak and the Anhor combat. Holding the coin in his hand he hopes that Arrak will see him (and the giant tree soon to appear).

OOC: I think next round I'll be in position.

Dwight begins to shout, in his home language (halfling) hoping the dragon is as learned as he has always thought dragons were "Falling Tree"

Being a relatively unused language, and that the anchors/scouts seemed to be gathering info in Plateau city, Dwight hopes the anchor doesn't understand until its too late.

Monthor (Sub Joe)  d20+25=41 ; d20+25=42 ; d20+25=28 ; d20+20=29 ; d20+15=17 ; d20+10=21 ; d10+28=32 ; d10+28=38 ; d10+28=32 ; d10+28=36 ; 2d6=5 ; 2d6=5 ; 2d6=10 ; 2d6=9 ;
Thursday September 11th, 2008 8:33:01 AM

As the Scout takes a step back Monthor hits it with his Axe again (AoO Hits AC 41 for 32 Physical, 5 Holy Damage)

He calls at the Scout "Fred didn't say you could leave yet." and Continues swinging away at it.

1st attack hits AC 42 for 38 Physical 5 Holy
Haste Attack Hits AC 28 for 32 Physical 10 Holy
2nd attack Hits AC 29 for 36 Physical 9 Holy.
3rd and 4th attacks Miss.

------------------------------------------
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Cape of the Mountbank
Enlarged - This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
Displacement
Bull's Strength (+4)
Hasted
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.

Combat ends - DM Marcin  [Falling tree damage:] 20d6=72 ; [Arrak's grapple check:] d20+60=75 ;
Thursday September 11th, 2008 8:47:59 AM

Tratain and Monthor finish off the last remaining Legion Scout. The bridlike creature spins around once and then falls to the grass staining it with green ichor. Gurgling noises come from under its blind helmet until its dark spirit escapes in a cloud of green fog.

Several seconds later, on the other side of the wall of fog, Dwight cries out a warning and drops a tree.

The dragon looks up, his eyes widen - then, with a last burst of strength, moves both himself and the Anchor just a bit [moving the grapple] -.

<Squish>

And then all is silent. Three broken demon armors rest on the grass. Two more, looking intact, can be seen where the Prismatic Wall stretched in front of the portal. The pincers of the Anchor, still dripping with acid, can be seen from under the trunk of the tree. Arrak, in his dragon form, is stretched nearby, breathing heavily. His emerald scales are badly burned with acid.

A gnome comes from the lair bringing a tray with jugs and a barrel of ale, opens his mouth and drops the items on the grass.

[Combat ends. It was a nice trick with that tree, but if you expect to do that again I would appreciate if you got a ruling on the Rules Board first if the enemy gets any chance to avoid it. Here the Anchor was grappled and immobile, so I didn't have to make a temporary decision, but it would be good to have an official site ruling on that.]

[I'm now accepting hero point nominations. Remainder: these are for actions that were both successful and influenced the fight in a large way.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:30') 
Thursday September 11th, 2008 12:45:26 PM

Vedik casts Heal on Arrak, healing him.

"We need ta get this orb taken care of." he muses as the dust settles. "Anyone else hurt?"

OOC
Heal Arrak: 150hp healed plus most negative effects gone.

Tratain Current Spells 
Thursday September 11th, 2008 8:10:13 PM

With the Last Scout Dealt with Tratain checks to make sure everyone is alright, and offers more healing to Lord Arrak if he requires it.

Once he is sure everyone is alright he begins gathering up and inspecting anything left behind by the Legion troops. He says "Maybe we should take a set of this Armor to Gargul's Temple and let them check it out, we are supposed to be gathering some information on them for him."

Dwight hp 99, ac 16 
Thursday September 11th, 2008 9:04:14 PM

Dwight flies down and examines his tree work. He looks to Arrak to see how mad he is a tree fell near him, and that his home is further wrecked by the battle and yet another tree.

"Sorry about that, Arrak. Had no other way to effect this strong creatures. Between their magic resistance, the disjunction, the tree was really my only resort to actually help. Glad you understand halfling," he adds trying to lighten the mood.

Otherwise, Dwight looks to Tratain for the anything that needs to be handled, helping find the exact location of the orb if necessary.

OOC: I'll post on the rules board the question right now and report back once a decision is made.

MonthorHit Points:(152 of 155) AC 25 
Thursday September 11th, 2008 10:21:00 PM

Monthor cleans the gore off of Fred...
Killing sur is a messing buisness...

" Me's good here. How are the rest of ye? "

Tratain says
Once he is sure everyone is alright he begins gathering up and inspecting anything left behind by the Legion troops. He says "Maybe we should take a set of this Armor to Gargul's Temple and let them check it out, we are supposed to be gathering some information on them for him."

Monthor says
" What about sending a set to the Dragon Council people? We're suppose to keep them in the loot too are we not? "

Monthor then takes some ale, sits himself down on the grass and starts drinking...

ooc> Thanks to my subbers.



The future is uncertain - DM Marcin 
Friday September 12th, 2008 4:19:37 AM

The Knights and the dragon slowly pick themselves up. Arrak shifts to his human form which, at the moment, looks rather worse for the wear.

All that is left of the invaders are five sets of demon armor - two in a very good condition, three more that are more or less damaged. The remains of the Anchor could only be picked up with a shovel. The orb is found resting motionlessly among the rubble, now cold and dim.

"Do not apologize, Dwight." - says the dragon. "You probably saved my life. But I do so much prefer begonias to oaks."

[Vedik:] "We need ta get this orb taken care of."

"That seems to be an urgent necessity, yes... Come. Let us rest a bit while we can. All stars seem to show that interesting times are coming."

[Folks, this concludes the current module, though it might have a second part. Thanks for playing. Every character receives 4410 XP for its last scene. Everybody has been nominated for and receives one hero point. Matty will be taking over on Monday, though I might be dropping in to help out when needed. Good luck. M.]

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Flying:30') 
Friday September 12th, 2008 9:33:29 AM

Vedik sees to Arrak, expending as many healing spells as required to fully heal him.

"I still have a sending spell prepared. We can contact whomever we wish in a few minutes. We also have our gear to see too. We should travel to the Fixer Temple in Plateau City, they may be able to provide additional Woldsblood to repair our things. Arien or Jova, can you cast Greater Heroism? If I understand the spell correctly it will help me concentrate when I draw, and should allow me to draw an extra few drops a day and speed things up. Need to get Fred back."



Arien(HP 67/67: AC: 14 (touch:14) Fly 
Friday September 12th, 2008 3:06:34 PM

Dropping back to the ground, Arien shakes his head when Vedik asks about Greater Heroism, "My studies into magic do not include either the schools of Necromancy or Enchantment." Arien retrieves some spell components from his pack and casts Mage's Magnificent Mansion and invites the party, Arrak and Arrak's servant to join him inside for a filling meal.

Dwight hp 99, ac 16 
Sunday September 14th, 2008 7:49:20 PM

Dwight nods to Arrak, but adds "they each have a time and place. Begonias would not have had the same result in this case."

Smiling, Dwight moves into the mansion for safety and the promised food.



Tratain Current Spells 
Sunday September 14th, 2008 9:02:19 PM

Tratain says "I think Vedik's Idea of Visiting the Fixer Temple is our best First stop after we get a little rest. We also need to put the Orb back in the Cave before we head to the temple. Lets get something to eat, rest if we need too then do that. Arien, we will need several Teleports, to do this all. And has anyone seen Jova? Did he get sucked into the portal or something?"

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Wings) 
Monday September 15th, 2008 8:14:49 AM

Vedik nods. "It has been a while since I have been to the Temple, I wonder how much it has expanded these many years." He pauses for a moment to think on this.

Hearing Ariens response, he nods. "Tratain, do you think Domi would object to a request for a bit of heroism?"

"The cave seemed safe, but I worry if something gets out. Is there any way we could monitor it by magic to be sure?"



Plans - DM Matt 
Monday September 15th, 2008 6:51:54 PM

Once the fight ends and the Knights have a few moments to rest and discuss their plans, most seem to think a visit to the Fixer's temple is in order. A few suggest sending pieces of Legion equipment to various places for study.

Arrak nods his agreement. "I think any consideration to Gargul's temple can only help your standing, given recent events. And letting those who need knowledge study these . . . things, should prove invaluable. I myself would like to keep a few tidbits for my laboratory.

"I leave the choice to you, but if you like, I can have my servants see to dividing up what should be studied and sending it to the proper places. Leave what you like, and we will see to it."

[ooc: posting of more substance will start soon. Just give me some info on what you want to do and how you want to do it, and we'll get moving. I assume that no matter what, a visit to PC is coming, so just tell me how you are getting there - Matt]

Dwight hp 99, ac 16 
Monday September 15th, 2008 7:40:47 PM

Dwight, "Yes, definitely time to fix stuff. I hope to add my small talents to the fixing of my own bow, perhaps tweak it some."

OOC: Would it be possible to 'fix' my bow, but change the arcanes from fire/ice to holy/??? Essentially, I need to make my bow more powerful, but it has to done by me to keep my sharpshooter perks. If not, that is fine, I'll just need to make a new one from scratch.

My gut says no. "Fixing" implies returning to its previous state. But I don't know enough about how Fixers work. POst on the rules board for an answer if you don't mind, and we'll go with the consensus there. -Matt

MonthorHit Points:(152 of 155) AC 25 
Monday September 15th, 2008 9:15:01 PM

Sounds good to me.... me'd like the rest of me gear fixed up.
Me could also do with some financial... rejuvination....
Fred needs a new scabbard.. :-)



Vedik Current Spells AC 25 (13 touch) HP 214/214 (Wings) 
Tuesday September 16th, 2008 8:37:33 AM

Vedik nods at Arrak's words.

"Arien do you have any teleport spells available? Lets finish this fine meal and travel to the Fixer temple in Plateau City. We probably have some things to take care of concerning the mansion as well. After that, put the orb in the cave and see about the Son's."

Tratain Current Spells 
Tuesday September 16th, 2008 5:42:45 PM

While the Group is talking Tratain makes the Orb is secure again in a sack he carries.

He says to Lord Arrak, "Since we are going to Plataue City we can drop off a set of Armor to the Temple of Gargul for study. Would you like a set for the Dragon Council? We also need to get a set to the Dragon Consortium. Could you handle that for us?"

He says to the Group "If we can't teleport today, we should head to the Cave first tomorrow to put the orb there. After that we can head to the City."

Plans - DM Matt 
Tuesday September 16th, 2008 8:13:28 PM

Arrak nods, "I can certainly handle delivery of two sets to the Council and the Consortium. Of course, I'm going to get my own curiousity satisfied as well. At my age, interesting discoveries are fewer and farther between. I tend to take my studies where and when I can get them."

Waving his arm wide, Arrak adds, "Stay the night. Rest, relax a few moments more. Then in the morning, travel where you might when fully rested. Or not, the choice is yours, but you are welcome." Other than that, he allows the group to discuss plans as desired.

OOC: teleporting to the cave, then PC? Also, is the full group now Tratain, Monthor, Vedik, Arien, and Dwight?

Dwight hp 99, ac 16 
Tuesday September 16th, 2008 10:03:51 PM

Dwight agrees with Tratain. The sooner the orb is placed back in relative safety the better for Plateau City, Arrak's begonia and our own uninterupted ability to rest.

Course, Dwight is really ready to just get his bow remade.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday September 17th, 2008 2:59:20 AM

"Not currently, I can memorize some in the morning if we choose to stay the night as Arrak suggests." Arien takes a drink of a particularly fine vintage of wine and waits for the group to make a decision.

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Wings) 
Wednesday September 17th, 2008 9:24:35 AM

"I say we stay, if you're willing to risk our company. Although, truthfully, I'm not sure how much more damage we could wreck upon your home." he adds wistfully.

OOC:
I just reread the Fixer restoration ability, some bad news: Fixing magic items takes a full day each (I'm guessing 8 hours work, like magic item creation is?). So its not just a question of getting drops. Unless we find another (several) high level fixer, we're looking at 20+ days of downtime. I'm not sure we can afford to wait that long with the Son's recovering strength Thoughts?

Tratain Current Spells 
Wednesday September 17th, 2008 10:21:28 AM

Tratain listens to the Others and says "Let us spend the night here. Tomorrow Morning we will teleport first to the Cave to store the Orb, and then to the City to Deliver a Set of Armor and then go visit the Fixers for as long as we need if they are willing to help. Lord Arrak, if you could pick out three sets of armor you think would be most beneficial for study, we will probably sell the rest."

OOC: We'll teleport to the cave, store the Orb, then go back to the City. I think the Downtime is Unavoidable, at least mostly. We can Prioritize things but we as a group have too much destroyed equipment to be very functional. As for Matt's question we are down to only 5 of us.

Plans - DM Matt 
Wednesday September 17th, 2008 4:40:16 PM

Arrak smiles and stands, bowing as he leaves the table. He returns in a few minutes with one of his assistants, asking the halfling to retrieve three sets of armor. "Take the ones that look the worst, and try to preserve as much as possible for our friends to take. Our purposes do not require anything more than a few trinkets."

Once the meal winds down, the Knights are left to their own devices until morning. The night is quite uneventful, and fairly silent, aside from anything you do. Arrak is nowhere to be found, having left directly after the meal.

In the morning, fresh and rested, the Knights prepare to leave. Arrak is still not back, though a halfling informs you that he has gone off on an errand. "If you desire anything, I am at your bidding," she says rather annoyedly. It is clear she would prefer to be somewhere else.

[can someone email me on where you are bringing the orb? I missed alot, and all I know is you devised some cave somewhere]

Dwight hp 99, ac 16 
Wednesday September 17th, 2008 10:04:17 PM

Dwight sleeps sounding in the mansion, dreaming of a refurnished bow, oaks sprouting root and even some begonias in full bloom.

Dwight tries to speak with the disgruntled halfling, adding in the halfling charm though he has nothing in particular to request but offers some thoughts on manicuring trees if she doesn't take any offense.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday September 17th, 2008 10:22:16 PM

Arien makes sure to memorize several teleport spells come morning, replacing higher level spell slots if needed. When the party indicates that they are ready he will teleport the group to the cave.

OOC: Actually the downtime sounds GREAT to me. I've been trying to get downtime for the last several years to scribe spells into my spellbook, something I've only been able to do (apart from the 2 per level for leveling up) once since I've been playing way back in '99.

Vedik Current Spells AC 25 (13 touch) HP 214/214 (Wings) 
Thursday September 18th, 2008 8:25:47 AM

Before bed the previous night, Vedik sees to the party's wands, drawing Woldsblood and recharging them somewhat from their heavy use.

In the morning he prays for his spells, and calls upon the gifts of Alemi to enhance his armor and shield. He then casts his normal warding magics.

OOC: Yeah I have a few weeks of magical item crafting to do. The lot of hero's always saving the wold or dying in the attempt. :)
At night: 9 Draws of Woldsbood: 4 each (cant fail) 36 drops + 4 from storage.
Wand of D. Door +1 charge : 4 drops
Wand of Good Hope +2 charges : 4 drops
Wand of Deathward (Tratain) +5 charges: 20 drops
Wand of Resist Energy (Tratain) +6 charges: 12 drops

In Morning: 1 Draw, 4 drops.
Magic Vestment on Armor/Shield : 2 drops
2 drops in storage

MonthorHit Points:(152 of 155) AC 25 
Thursday September 18th, 2008 6:58:36 PM

To the halfling....

" Well, let's see... maybe some tea would be swell?..... "



Dwight hp 99, ac 16 
Thursday September 18th, 2008 8:02:37 PM

Dwight is ready to return the orb in the morning and then make haste to plateau city.

Tratain Current Spells 
Friday September 19th, 2008 6:11:19 AM

In the Morning Tratain takes the group to the Orb chamber to seal away the Orb again. Then after that Task is completed he asks Arien to teleport the group to Plateau City, there the group will Drop off a set of Armor to the Temple of Gargul for Study, and then head to the Fixer Temple to see if they are able to help repair the groups gear.

OOC: The orb chamber is just a place were made to hopefully keep the orb safe while we couldn't carry it around with us. There is a picture linked from our woldipedia page.

Plans - DM Matt  d100=90 ;
Monday September 22nd, 2008 7:35:29 PM

While Vedik sees to replenishing some of the party's wands, Dwight attempts some small talk with the halfling. The day's stresses seem to have gotten to her, and she gives a loud harummpph! before stalking away. She stops when Monthor asks for some tea. Her back still turned, she seems to shiver, or shudder, a moment, then hurries off to see to the request.

In the morning, you wake to find a lavish breakfast set out for you. Scrambled eggs, toast, steaming hot sausages, and a variety of fruit. A note from Arrak sits neatly folded amid the trays of food:

Friends,

I have already begun some experimenting on this armor, and learned some quite interesting things about this Legion. I shall not say anything yet, so as not to unintentionally guide your own investigations. I find it better to allow ourselves to learn what we can by our own means. There is less chance of missing something that way.

I am off on my travels. I will deliver the armors to the Consortium and Council. The rest is up to you. I hope we shall speak soon. The Sons have not heard the last from us, and that orb of yours is quite dangerous in its own right.

So many tasks, so little time. I fear things will never become easier for you, with the path you have chosen.

Farewell, and good luck.

-A


After breakfast, Arien spends some short time memorizing his day's spells, and the Knights are ready to travel. Soon after, the mage weaves the arcane words that will take you to your next destination. With a flash, and slight tugging sensation, and a spot of queasiness that departs soon enough, Arien's spell ends, and you find yourselves standing in the cave previously prepared to house and protect the demonic orb.

[I assume regular teleport, right?]

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings)  d20+8=15 ; d4=4 ; d20+8=11 ;
Tuesday September 23rd, 2008 2:37:47 PM

As the spell ends, Vedik takes to the air, looking for any obvious signs of tampering, or danger. He circles the cave entrance a few times, then lands.



Tratain Current Spells 
Tuesday September 23rd, 2008 6:02:08 PM

As the group enters the cave Tratain checks to make sure the Spells are still active as he left them. Once he is sure he uses his magic to place the orb back in its resting spot before telling Arien the group is ready to head to the City once again.

Plans - DM Matt 
Tuesday September 23rd, 2008 7:29:41 PM

Vedik goes airborn to inspect the area, and finds everything as it should be. There are no obvious signs of danger. Meanwhile, Tratain reviews the magical protections set up in and around the cave, and similarly finds them intact. Arien rests briefly from his spellwork, while Dwight and Monthor stand guard over the others.

Finding everything in order, Tratain places the orb in its resting place, and signals Arien to move the group along. The mage begins his arcane chanting anew, and with another flash and incorporeal tug, you find yourselves standing in Plateau City, only a few paces from the location of your former mansion.

"Ack!" you hear a voice call out. Hmargret is standing nearby, looking over the area and pondering the large hole left in the ground from the house's disappearance. "Oh, Masters. It's you. Why . . . Masters!!! Your house! It . . . I . . . we . . . I mean," Hmargret goes into a fit of stuttering. Composing herself, she says, "What I mean to say is . . . your house up and disappeared. It wasn't us, Masters, honest. It just . . . wasn't, all of a sudden!"

Dwight hp 99, ac 16 
Tuesday September 23rd, 2008 9:23:13 PM

Dwight chuckles slightly to himself as Hmargret tries to disclaim losing the house he was in charge of. Course the truth is just as strange, "We all died and wished for the house, sort of," Despite his thoughts he allows Tratain to reassure Hmargret to whatever degree he sees fit.



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday September 24th, 2008 7:58:24 AM

Once the orb is secured, and stoneshaped into the floor, and the cave entrance is stoneshaped shut again, Vedik breathes easier.

The old dwarf smiles at Hmargret. "Have no fear, I'm responsible for tha little incident. We'r sorry we were unable to return sooner. You musta been worrying constantly! Forgive me?" After that, he continues to more practical things. "Are ya ok? Have ya had a good place to sleep, and some rest since then? Did you have any costs related to the mansion, or your lodging?"

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday September 24th, 2008 4:23:49 PM

Arien looks at the hole in the ground for a moment then shrugs while remarking, "Well at least it'll make a nice pond." Then looking at the others Arien continues, "Unless you have a dire need of me I'd like to head to the Star Mage's Guild as there are several spells I would like to add to my spellbook."

Tratain Current Spells 
Wednesday September 24th, 2008 6:42:57 PM

Tratain looks over at where the house used to be. He says to Hmargret "As Vedik says, It was our fault the house disapeared. Do you have somewhere to stay for a little while until we find or build a new place?"

He says to Arien "We'll send you a message when we find a place to stay, I'm going to bring the Armor to the temple of Gargul. Vedik, why don't you take the others to the Fixer Temple. I can meet you there after, Arien, you'll have to stop by as well or hand anything you need repaired to Vedik assuming we can convince the fixers to help us."

Plans - DM Matt 
Wednesday September 24th, 2008 7:35:07 PM

Dwight finds Hmargret's machinations quite amusing, and stands by trying to contain his giggles. Vedik takes responsibility for the mansion's disappearance, and the woman frowns. "You did it? I don't see how, Master. You weren't even here! You Masters might be rich and powerful, but some things are just quite impossible." She starts to walk away, continuing her inspection of the area and mumbling to herself, "Made a house disappear . . . making fun of an old woman, that's the real tragedy."

Arien takes his leave and makes for the Star Mages, already beginning to salivate over the new spells he wants to add to his collection. [give anything to Vedik if you like]

Tratain heads for the Temple of Gargul carrying one of the ugly sets of armor, and the others head for the Fixer's Temple, all agreeing to send word to the others as to their whereabouts and goings-on.

[we'll handle the fixers tomorrow, and everyone also post actions sufficient for 2 weeks. If anyone is visting places in the city during that time, speaking to people, etc., also say so and I will try to condense the two weeks into a short number of posts]

MonthorHit Points:(152 of 155) AC 25 
Wednesday September 24th, 2008 8:13:36 PM

One post back...

Monthor runs up to Hmargret and gives her a big dwarf hug.

" Now now... what's this "master" stuff? The only thing Monthor's a master of is his own domaine! "

Monthor follows the others to the Fixer's table (stupid disjunction spell!!! ) and tries to get his gear fixed. Then he'll visit the local drinking establishments and spend some coin there... and try to win some arm wrestling whom ever is silly enough to accept his challenges.
Of course, he'll try to right wrongs, protect the weak and helpless, kiss some babies, pet some dogs... etc.. etc,, etc,,,



Dwight hp 99, ac 16 
Wednesday September 24th, 2008 8:56:33 PM

Dwight heads to the fixers first to see if during the fixing his bow can be refurnished as well. Following that outcome, Dwight heads to the Catacombs for some new supplies and then sets down to the making of some new items.

OOC: I'll have to provide more details in a later post....been an absolute awful day....my job said your position no longer exists (high school math teacher...really!), but we have one math position open in the county (the further away of course) in 6th grade. So I ether go from teaching Calculus/Trig/Algebra to 6th grade math or become unemployed.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Thursday September 25th, 2008 8:24:41 AM

Vedik introduces himself and his companions at the Fixer temple. He ponders if they will recognize his name, if they will believe him, and if that will carry any weight. He will explain to the ranking priest their situation, how the items came to be destroyed, the sheer number of items to repair, and ask them for help. He will offer any remaining drops of Woldsblood he can draw in a day, if there is another who can repair items as he can.

Second priority for Vedik is his crafting, he has 25 more days of that to do. Should the Fixers be able and willing to help to the point that he wont be spending the entire two weeks repairing items, he will craft.

In his 'Free' time beyond the 8 hours a day repairing or crafting, he will seek out those who study lore, and try to find one learned in the ways of architecture and engineering.

OOC:
Vedik was one of the early fixers, before they really organized and had temples and such. May carry some weight if anyone from the old days is around. :)
There is at least 20 days worth of items to repair, possibly more. Vedik can draw 36 drops a day, it takes 27 drops and 'a day' (likely 8 hours similar to crafting) to fix each item, so Vedik can offer 9 drops a day to the temple if needed.
Vedik is looking for a Loremaster mentor, as I want to take that PRC at 18th.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Thursday September 25th, 2008 3:57:48 PM

Arien leaves his now defunct magical items with Vedik for repair and heads off to the Star Mage's Guild where he spends the two weeks studying and adding spells to his spellbook.

DM Matt 
Thursday September 25th, 2008 5:36:33 PM

post will be late tonight, heading to my local game in a minute.

Tratain Current Spells 
Thursday September 25th, 2008 7:08:16 PM

Tratain takes the Set of Destoryed Demon Armor to the Temple of Gargul. He tells the priests there that he has brought it there for them to study as is part of the deal the group made at one point to have one of thier comrades returned. He will stay and answer any questions they may ask about the Legion, and return if they ask him too.

During the rest period the group has Tratain will help at the Fixer temple in any way that he can. He will also spend time at the War Cathedral with his fellow Followers of Domi, helping there also in any way that he can.

DM Matt 
Friday September 26th, 2008 7:18:03 AM

Some of the Knights visit the Fixer's Temple. A few of the oldest recall the name Vedik, and marvel that he is somehow alive again, and apparently now younger than they. All of the Fixers recognize the name Grey Knights. One of the elders immediately calls a meeting in one of the Fixer's halls, and you find yourselves ushered to a long table opposite a group of 10 of the priests.

"We are most eager to provide any help we can," says the man who seems to be their leader. "We know of your deeds, and what you have done for the people here in the city as well as abroad. I had not yet heard of your most recent encounter with the Sons, but I am sorry for those you lost.

"We will attempt to provide as much help as we are able. Leave what you want restored with us, and my priests will do what they can. If you must leave the city again before we are done, you are welcome to leave more with us, and pick up the repaired items upon your return.

"All that I ask is that you remember our Temple. If we should ever have need of your help, I hope you will provide it freely in return for our services here."

[if everyone could talk via email and give me a list of items you want repaired in the priority you want it done, I'll do some calculations over the weekend and list what gets done within 2 weeks]

When Dwight asks about his bow, the priest smiles. "Unfortunately, the ability to fix does not incorporate the ability to alter. We can restore it to its original state - with Alemi's blessing, of course - but we cannot alter its composition or its magical components."

After leaving the Temple, Monthor spends the next two weeks drinking and carousing in a variety of taverns, and generally having a grand old time.

Dwight spends some time crafting [add 2 weeks to whatever you are working on].

Arien spend his time deep in study, preparing new spells to be added to his spellbook.

Vedik spends a few days asking about town for learned men, especially versed in architecture and engineering. At first, the search is difficult, but after awhile, he begins to turn up names here and there. He continues his investigations, hoping to find enough information to decide on the appropriate scholar for his purposes. [I will figure this out asap - didn't you all have a scholar on retainer for the orb or something?]

Tratain first heads to the Temple of Gargul to deliver the armor. "Hmm," muses one of the priests as he examines the set. "Yes, one of our brothers had a dream that someone would come bearing gifts. I can only assume you are he.

"Thank you for this strange delivery. We will see what we can find out about this Legion, and if the offend the Great Lord, we will surely take action.

"But tell me, my son, have you been saved? Have you accepted your impending death and given yourself to the Great Lord? I suggest you spend some time at the temple. One can always learn more of how they can serve Him." As the priest talks, his eyes burn with religious fervor at the prospect of such a powerful new recruit to the temple.

Extracting himself from the conversation as tactfully as he is able, Tratain hurriedly leaves the temple and makes for his brethren of Domi. Reaching that temple, he finds a far more comfortable environment. He spends some time meeting with the priests and warriors there, and helping in the temple's daily activities.

Dwight hp 99, ac 16 
Sunday September 28th, 2008 9:58:43 PM

Dwight thanks the priest for the service which he can provide, for his bow and other items.

Aside from a short trip to the catacombs, Dwight spends his time crafting a new bow. [2 weeks...got it]

OOC: the email list for Dwight looked fine. Thanks for doing that, I've still got very little time/energy given the unnecessary chaotic mess my job is currently.

DM Matt  d20=16 ; d10=7 ; d4=1 ; d6=2 ; d20+5=11 ; d20+10=12 ;
Monday September 29th, 2008 7:10:44 PM

"We can assign a number of our priests to assist in this project," the elder says. "Offhand, I know we have 16 novices available. Let me think . . ." he ponders for a minute. "Yes, we have a few of the more experienced brothers as well. Unfortunately, many of our stronger brothers are out working other projects and cannot be disturbed, but I think we can help you nonetheless.

Over the two week period, the temple provides a total of 26 Fixers, though most are novices, and only one or two are ever available at one time to mend the various magical items. Most of the priests spend their time drawing woldsblood for those strong enough to reverse the effects of the disjunction.

After two weeks, the Fixers have been able to mend a total of 18 of the Knights' items. [I saw Arien's list, but I'll leave it open-ended in case you want to change the order. Just decide which 18 it is before leaving Plateau City]

The elder is quite dejected at the end of the two week period. "I just thought we could get more done," he says sadly. "Well . . . at least if you leave the rest with us, we will be able to mend it all soon enough."

That being resolved, what else is everyone doing during the two weeks? Unless you are all sitting around watching the fixers, you can get plenty of other things done if you like.

Dwight hp 99, ac 16 
Monday September 29th, 2008 9:58:55 PM

Walking around the outskirts of the devastated city, Dwight finds a stout stick that promises to be the future bow of choice. He sets to work channel, widdling and honing his skill on the wood.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Tuesday September 30th, 2008 9:51:27 AM

Vedik shakes his head at the elder. "Brother, you know as well as I that our work is never finished. But what you have done here is helped us greatly. We will not forget it. Thank you." He extends his hand and embraces the senior cleric.



Tratain Current Spells 
Tuesday September 30th, 2008 5:30:45 PM

During the Two Weeks that the group spends in the City, along with donating his time to the Cities Temples of Domi, Alemi and Gargul, Tratain also attempts to locate any more information on the Legion in the Cities Libraries. (I also believe the group Hired some scholars to look for information for us. Tratain will try to get in touch with them and see what they have learned if anything.)

Tratain will also Send Message spells to Lord Arrak to see if he has had any new information surface regarding the Son's of Dread. If he has and the Dragon wishes to talk during the time the group is resting Tratain will Windwalk to his Lair to meet with him.

Tratain also wanders the City to see how the reconstruction efforts are going, and helps if able.

MonthorHit Points:(152 of 155) AC 25 
Tuesday September 30th, 2008 9:27:28 PM

Monthor decides that he needs to add a little more "prestige" to his name.
Thus, he seeks out the Adventurer's Guild in Plateau City and petitions to be admited to their organization as an initiate.



MonthorHit Points:(152 of 155) AC 25 
Tuesday September 30th, 2008 9:29:22 PM

ooc> I should probably use it's right name.. :-)
Monthor seeks to join The Woldian League of Adventurers

Dwight hp 99, ac 16 
Thursday October 2nd, 2008 11:24:37 AM

Dwights hears mention of Monthor wanting to join the WLA and leads him to the right man. (Been a member of WLA since level 2)

DM Matt 
Saturday October 4th, 2008 10:49:33 AM

Dwight handles some crafting, and helps Monthor locate the appropriate contacts within the WLA. Arien continues his arcane research, while Vedik assists in the Fixers' repair work. His consolation brings a smile to the elder's face. "True, son, very true. Our work is never done. But what worthwhile work it is! Why, if there was nothing left for us to do, then what would we do?" He shudders involuntarily, "One hesitates to imagine such a perfect world, eh?" he adds with a wry smile. Clapping Vedik on the shoulder, he sees to any final requests of the Knights, then heads for his offices within the Temple.

A few of the Knights pay a visit to the scholars hired to investigate the Legion and the orb. You are directed to an aging man with a short, gray beard. He smiles when you approach and collects a few old, battered tomes, clearly preparing to impart an education.

Clearing his throat, he says, "Erm . . . yes . . . well, it seems this Legion of yours is from a whole other plane altogether. Of course, they used to be far more active in the Wold proper. See here," he flips through one of the musty books and settles on a horrific drawing. What you all now recognize as Legion warriors are depicted standing around a wooden rack with a man tied to it by his ankles and wrists. The man, naked and bloodied, appears to be undergoing some form or other of torture at the hands of the warriors. The old man flips a few pages to show similar depictions of Legion-human relations, then claps the book closed.

"Difficult to look at, I'd say," he mumbles. "So, as I was saying, long, long ago the Legion was quite active throughout the Wold. There were numerous cults worshipping them. In fact, a few such cults were actually able to construct various implements to facilitate travel between the Wold and the Legion's plane.

"Unfortunately for all of us, your she-demon found one of those implements. That . . . orb, as you call it, is actually quite an exciting specimin. For lack of a better name, I have decided to term it an 'inter-planar transition device.' Yes, I think that name is quite apt. You see, it's actually very interesting: the orb, or any other transition device, when properly activated, allows for safe travel to or from the Legion's realm. Why, one could move armies using such a device. Of course, you'd have to work out the force modulation problems such a large portal would cause . . . ." Sensing that he may be losing his audience to the boredom of academic discussion, he clears his throat again.

"Sorry. So, as I was saying, this orb is really just a tool to help the Legion, or anyone else, travel back and forth between the Wold and their plane. Modified properly, it could actually be used for inter-planar travel from a variety of other realms as well. Of course, such travel would only work if the orb were in its proper location. See here." He rustles around and grabs another book, opening it to an odd picture: the orb, or an object exactly like it, sits in the middle of what appears to be a broad basin, possibly some sort of fire pit or open kiln. The caption beneath the drawing labels it The Forge of Erythrain.

"You see . . . well . . . this is the distressing part. See . . . that demon of yours . . . she really didn't know what she was doing with this device. It is . . . well . . . broken. From what I've read, I predict it's going to get more and more unstable until, one day soon, it simply fails." Seeing hopeful faces among the Knights, he quickly adds. "Fails, in this instance, is not a good thing. I don't mean to say it would simply stop working. Well, I guess actually it would.

"You must understand, these devices seem to have been constructed quite ingeniously. Instead of using them to create a new portal each time one is used, these devices are the portals. Or, rather, they house them. There is an open inter-planar portal inside that orb as we speak. The orb's magic is really centered around containment. It holds the portal shut until the user says otherwise.

"So you see, if the orb fails, the portal doesn't go away. The containment does. Then we just have an open portal to whatever plane of existence the orb is keyed to when it fails. And to make matters more frustrating, there is no way to know what plane that will, because that bedamned demon messed the thing up so badly!"

Lowering his head, he mumbles, "Then we're all out of luck."

Tratain Current Spells 
Monday October 6th, 2008 3:55:06 PM

Tratain Listens to what the Scholar says and relays the Information to comrades. He tells the Man "We Have the Orb stored in a Forbiddance spell at the Moment. Do you think that will keep it from spilling out any more demons while it is there?"

Tratain will also go speak with Lord Arrak and tell him what they have found out about the Orb, and ask him about what he has learned about with the Son's of Dread. He will also ask his thoughts on what was said about the Orb.

Dwight hp 99, ac 16 
Monday October 6th, 2008 8:46:38 PM

Dwight ponders what Tratain says regarding the orb. "It's like a dead tree branch, some of them we just have to wait until time makes it fall. Not good in this case. Are there magicks powerful enough that perhaps we could stop time around the orb, to perhap delay the collapse for a few more hundred years or something."

Expecting a 'no' answer, Dwight questions further, "Based on the most recent uses of the portal by the Legion, can we project when the "one day soon" will occur? I'm hoping this is just a tactic used to scare us halflings, and I'll add, its working."

DM Matt 
Monday October 6th, 2008 10:21:14 PM

The elderly scribe, who introduced himself as Laribe, ponders Tratain's question. He wanders off, mumbling to himself, and retrieves another book from a nearby shelf. "Let's see . . . forbiddance . . . forbiddance, ah! Here it is." Flipping through some pages, he raises an eyebrow and nods. "It might help. That it might.

"Then again, it might not. I think that as long as the orb is intact, the spell will prevent anything from happening. But if the orb fails completely, well, that's a different story. At that point, it's really more of a rip in the fabric of the Wold. It would be akin to you knocking a hole in that wall yonder. A physical passageway, not a magical means of travel.

"I just don't know for sure. The protective spell might still prevent any problems. Or, the failed orb may - and I say may! - not be affected at all. Oh, but it would be interesting to see, I'll say that!"

Turning to Dwight, he smiles. "Stop time? No, I should think not. The best method would be to repair the orb in its original forge. Or destroy it, though that would be a shame to lose such a scientifically valuable find, I'd say."

When Dwight mentions the Legion, Laribe stops. "The Legion, you say? They've been after you? Hmm, that it quite interesting. Maybe . . . oh, I don't know . . . maybe they want the orb back - that demon did steal it, I'd wager - maybe they want it back to fix it and ecure themselves another tool for entering the Wold. Any skilled Legion engineer could repair it at its creation forge. Yes, I dare say that's what they're up to.

"You know, I've been wondering since I was given this research commission: how does the Legion know where the orb is? How would they find you, or it, to get it back? Can they sense it? No matter. It's beyond me, unless I had one of them to study. Or question, better yet!"

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Tuesday October 7th, 2008 2:22:03 PM

Vedik absorbs the information and ponders the next course of action regarding the Orb.

"Do we know where it was forged? I'm reasonably confident I could repair it if we get there. "



Tratain Current Spells 
Tuesday October 7th, 2008 7:38:29 PM

Tratain waits to see if the scholar has any idea where the Orb was forged, after the son's were dealt with the Orb would have to be taken care of. If the Scholar has no leads as to where to bring the Orb Tratain will attempt to contact Lord Arrak, and ask him about it at the same time as he asks about the Son's.

DM Matt 
Tuesday October 7th, 2008 7:56:44 PM

Laribe lets out a loud, long sigh. "Heroes . . . ." he mutters. "I never know if it's a lack of sense, or an over-urgency to kill another dragon. They never listen!" Looking up again, he realizes he is talking out loud and gulps audibly. "Um . . . sorry, just ranting there.

"Where was it forged? Well, didn't you notice the book I showed you?" He grabs one of the previous tomes and opens it again to the picture of the orb (or an orb just like it) sitting on some sort of blacksmith's firepit. The caption reads The Forge of Erythrain.

"This," he taps the picture, "appears to be your orb. It sits in what I suppose to be its creation forge, judging from the text here. Now, the name, Erythrain, that's an interesting one. See, it's not the name of any place in the Wold I've ever heard tell of. So I started doing some research."

Heading back to his bookshelf, he retrieves an overly-large book that appears to be an atlas. Returning to the table, he drops it with a wham! and turns the pages to a large, stylized map of the Wold. He stamps a single, stubby finger down in the center, in the area labeled "The Vague Lands."

"As close as I can figure, hundreds of years ago - I'd say at least 600, judging from what authorities I could locate - there was a city-state called Erythrain. It was apparently known the Wold over for its beautiful red marble buildings. The city was located on a medium-sized volcanic island in what is now called the Vague Islands. No other nation in the Wold could find or duplicate the extraordinary red stone mined by the Erythrainians, and the city was quite profitable because of it. As is typical, with great profit came greater greed, and the rulers of Erythrain were constantly seeking to expand their borders, waging war with the other island nations around them. After many years of war, the surrounding nations got quite tired of Erythrain's empire-building, and banded together against their enemy. They devised what they thought was a cunning plan to begin underwater excavation below Erythrain's island, hoping to undermine the city's structural integrity and force it to collapse into itself. Once that was achieved, a traditional assault could be mounted."

Clearing his throat, Laribe stands and begins pacing, as if lecturing in front of a classroom of eager students.

"Unfortunately, the engineers in charge of the project weren't as good as they thought. They dug too much, and ended up undermining the island's volcano, which began to collapse. Once that collapse began, the volcano erupted violently, and the entire island was engulfed. Most of the island sank, including the grand city of Erythrain, and the surrounding nations achieved their goal, albeit not quite the way they had expected.

"Now, the local fishermen down there can still see some of the taller towers of Erythrain underneath the low tide on a very clear, calm day. Some of them claim to hear the city's bells on foggy nights, though this is widely disclaimed as superstition. I can't really pinpoint the city, as there are no reliable maps of the area from that far back, but the locals down there might be a bit more helpful."

Pointing back at the picture of the orb and forge, he continues, "Now, as far as I can tell, the Erythrainians were greedy, but they weren't demon worshippers. I couldn't even find references to the Legion that far back. Instead, I believe some cult or other of demon-worshippers must have used the sunken city to their advantage, constructed a forge, and set to work bringing the Legion's minions into the Wold.

"I therefore suspect that this cult was water-based, or else how would they survive down there to operate the forge? I don't know where they would have put their forge, or how they would have managed it, but I would lay my piddling salary on one thing: it wasn't made from that pretty red stone. From what I read, most of that was ruined by the volcano, so I'd wager the forge would stand out like a sore thumb in that red city."

Dwight hp 99, ac 16 
Tuesday October 7th, 2008 9:57:29 PM

OOC: That's an awesome map, I had not seen that one before.

Dwight listens as best he can, and later tries to mention to others the Vague Lands might be a good place to build that temple that is also on our ever-weighty list of things to accomplish.

"I have just one more question for now, " Dwight interjects. "We now know this is a portal that opens somewhat sporatically on our end, does the legion likely have a similar orb or controlling device on their end? Based on what we have seen, the legion seems to be able to return by the use of our orb to their plane, is this something that could be duplicated by us? Not that I want to go in blind, but would like to know all of our options....Perhaps we could force the Sons to enter the portal and let them destroy each other."



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday October 8th, 2008 9:02:29 AM

"Hrmm" the old dwarf scratches his beard. "Well, If we're to travel to these vague lands we may be able to deal with two things at once. They may not know much of Gargul there."



DM Matt 
Wednesday October 8th, 2008 2:32:06 PM

OOC: I will post later. Just want to point out that I was assuming this is towrad the end of the 2 weeks, and everyone might have gone together to visit the scholar. So if Monthor or Arien want to post, nothing is stopping you.

Tratain Current Spells 
Wednesday October 8th, 2008 7:52:11 PM

Tratain says "Aye, its possible Vedik. Though having to navigate about under water is probably going to be a pain, we'll probably have to buy some equipment so we can function underwater for a while and possible fight underwater aswell. We should also see what Lord Arrak has to say about it."

MonthorHit Points:(152 of 155) AC 25 
Wednesday October 8th, 2008 8:29:06 PM

From out of the shadows Monthor steps out and stands next to Tratain. A new badge bearing an ornate "W" is now sown on his cape.

" A necklace of adaptation would deal with the breathing issues. We'd still have to worry about the underwater pressure and the coldness. Stabbing weapons are best underwater..... Me read it somewhere... yes, me does read.... "



DM Matt 
Thursday October 9th, 2008 2:22:17 PM

"Temple?" Laribe chimes in at Dwight. "Oh, I don't know about a Temple in the Vague Lands. Rather godless folk down there. Who would they want to worship?"

"Now, as for opening the portal. It can definitely be opened in its proper fashion by using the orb in conjunction with its creation forge. Placing it in the forge should create a gate to the Legion's realm. As for there being a similar device on the other end, I think the answer there is 'yes' also. These devices, when used properly, should - and I stress should! - transport the user to the location on the target plane near the paired device. In laymens' terms, this orb will bring you to another orb."

Looking askance at Monthor, Laribe mumbles something about "funny pages" not counting as real reading, but is careful not to openly insult the intimidating dwarf.

Dwight hp 99, ac 16 
Thursday October 9th, 2008 7:41:20 PM

"Very interesting," Dwight thinks for a moment, an uncommon trait for a halfling. "Would jumping through the portal, grabbing the orb, and coming back through essentially end the threat from the legion? I mean, then both portals would behere in the Wold, and should the device ever fail, it would be like a permanent transport from say Plateau City to some other distant place; that we may wish to visit often ( like our new castle ) Or would the close proximity, be similar to putting a bag of holding inside another bag of holding....BAD!?! " As he finishes it seems he speaks of the 'Bad' from personal experience, or perhaps it just a quick flashback from being stuff in a bag just a short few weeks ago.



MonthorHit Points:(152 of 155) AC 25  d20=9 ;
Thursday October 9th, 2008 8:34:56 PM

The ornate badge becomes a bit more visible and everyone can now see that there are additional letters.
The Woldian League of Adventurers monogram (WLA) can be now clearly seen.

Monthor listens carefully to the others convers but likely misses Laribe's banter about the funner pages ( listen check 9).

" The bag of holding thing me'll pass on... Me's already been sent once to see daddy Gargul over a similar trick... {stupid skulls....}"

" Your plan sounds too easy Dwight... maybe if Arien could use a spell to bring us back with both orbs it would work. "



DM Matt 
Sunday October 12th, 2008 6:24:49 PM

"Hmm," Laribe hums as he taps his chin with a finger. "You are quite astute, my halfling friend. I suppose if you had both orbs on the same plane, they would still function the same, creating gates between themselves. Of course, we have no empirical evidence, but theoritically I don't see an issue. The danger, I guess, would be that if the Legion ever took the orbs back, well, they'd have their portal intact.

"Now, what I was going to say, as a word of warning, is if the two orbs ever touch, the scant authorities I have consulted seem to indicate that both would be destroyed. If, for instance, one were to enter the Legion's plane, and touch the two together, they would likely be destroyed within a matter of minutes. Or, bringing the other one here and touching them would do the same."

Coughing, he continues, "Now, I've noticed that no one asked for my guidance here - more's the pity - but I must say, in my opinion destroying these things would be the best option for all involved. And by all involved, I mean Woldian civilization at large. Of course, history is replete with stories of mortals thinking they can contain such poweful artifacts and use them to their advantage with no ill effects, so by all means, try that course as well if you like." He seems to have taken on a slightly sarcastic tone toward the end of his speech.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday October 13th, 2008 9:53:22 AM

The old dwarf frowns at the mention of destruction, both because he'd prefer to keep them, and because he accepts the wisdom of the sages words.

"Would you suspect the other orb to be about the same distance from the portal as what we observe on this end? Could we simply wait for it to open again, and take the fight to them, going through the portal and throwing the orb at the other, then return by our own power?"



DM Matt 
Monday October 13th, 2008 7:17:31 PM

"Unknown," Laribe mutters, almost to himself. "Oh, sorry, I was only half paying attention. Hrm . . . I do not know for sure, but I suspect that it wouldn't work exactly that way unless the orb were rejoined with its creation forge. I suppose anything is possible. But from what I can tell, this orb of yours isn't operating as it should, due to that silly demon's meddling. Rejoined with its forge, it will function properly, no doubt. But otherwise? I can't say for sure, maybe so, maybe not.

"You see, these orbs seem to function like two ends of a bridge. When both are intact, one transports the user to the other. When one is . . . less than intact. Well, I can't say for sure if you would arrive in the same proximity or not."

Tratain Current Spells 
Monday October 13th, 2008 8:31:41 PM

Tratain says "Would we be able to destroy the Orb if we took it to the Forge? Make it so that the Legion couldn't use it anymore to anchor the portal on this side? If so do you have any idea's on how we could go about doing it? The orb is too dangerous to keep intact here, we have to be rid of it forever."

MonthorHit Points:(152 of 155) AC 25 
Tuesday October 14th, 2008 8:07:52 AM

Monthor listens intently,


DM Matt 
Tuesday October 14th, 2008 5:00:43 PM

Laribe sighs, and continues, "Unfortunately, I only know one way to destroy the thing. . . . what a shame, too, such a thing to study! But it is too dangerous . . ." he seems to be half-talking to himself, half-answering Tratain.

"The only way I can discern is touching the two counterpart orbs together. That means activating the orb at its forge, and either taking it through to the other side, or going across, getting the other orb, and bringing it back.

"There may be other ways, but I can't find anything about them."

[sorry for the early post, have some evening appts tonight and may not be home until late]

Dwight hp 99, ac 16 
Tuesday October 14th, 2008 10:03:18 PM

Dwight kindly thanks Laribe, and promises to find another topic or additional information to help peek his interesting in the future; which of course implies a future revenue of sorts .

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

With the group, Dwight inquires, "So do we have any good leads to the Sons of Dread? I suppose they are the main target, though they are likely to be more ready for us than last time. However I feel I learned a bit as well. Course I just hope i can remember it when needed."



Tratain Current Spells 
Wednesday October 15th, 2008 6:21:18 PM

Tratain says "We learned quite a bit about the Orb, Getting Rid of it won't be easy I don't think. We will have to go and see Lord Arrak and see if he has come up with any leads on the Son's of Dread. We'll get Rid of the Orb after we finish with them."

MonthorHit Points:(152 of 155) AC 25 
Wednesday October 15th, 2008 8:04:32 PM

Monthor suddenly starts smellin the air,,,
" Fred.... does ye smell that?.... ALE!!!! "
And with that Monthor spins around and joyfully walks out..

A while latter.

Monthor and Fred the Axe enters the Eager HalflingTavern. Grinning from ear to ear, Monthor licks his lips at the site of the stacked ale barrels in the corner.

" Barkeep!!! An ale for me and me friend Fred!!! "

The barkeep looks around for Monthor's friend... seeing no one else with the dwarf, he wisely decides not to ask to many questions and pours the warrior two ales.

The tavern patrons quickly resume their boisturous endeavours as the band ( comprising of four local halfling bards) starts to play again.



DM Matt 
Wednesday October 15th, 2008 9:01:47 PM

As Dwight, Vedik and Tratain take their leave of Laribe (he nods and walks off toward another stack of books, leaving the trio to their own devices, including making their own way out), there is discussion of speaking with Arrak before making their next move.

Monthor, tired of the scholarly discussion, takes his leave and heads for a nearby tavern. Entering the Eager Halfling, he calls to the short, fat bartender, who, after a bit of confusion over the whereabouts of "Fred," brings to frothing mugs of ale to Monthor's table.

There are only a few patrons at this time of day. A pair of men play dice at a corner table, ignoring the entertainment completely. One old, quite intoxicated human hunches over a warming mug of ale, hiccupping occasionally as he watches a slender woman on the corner making music for the tavern's customers, such as they may be. The woman plays a long, lonely song, seemingly oblivious to anything else around her.

Aside from her musical talent, Monthor notices that, oddly, she has a few weapons laid out next to her seat - most likely kept in view to discourage drunken patrons from hitting on her, though still a bit odd for what Monthor assumes to be a tavern musician.

[OOC: Buzz, feel free to jump in]

Plyf 
Thursday October 16th, 2008 12:46:17 AM

Sitting at a table in the corner with no one near, her feet propped up on the chair beside her. Grief written in her voice as her ballad is played for no one but herself. She is unaware if others are listening. Her elven ears slightly peeking up and out from underneath her long blond hair. Deep green eyes glazed and red from sorrow or drink but possibly both. A well crafted rapier sits on the table within easy reach, slightly pulled from the scabbard and the peace binding off. Her haversack slung over the chairs back, also within reach, her clothes clean but worn. An unstrung short bow rests in the corner.

Sweat wine, bitter as life, lifts my spirits none
My lady has gone to another realm without me
Wrong was the day I fell in love with the girl of my dreams
She is now gone to the land of rest, she sits in Alemis hall

Myrrnas her name, her face one of joy, when not killing foes
To look into her eyes made me feel safe, warm and secure
Felled by a giants hand she slipped away from me
Her last breath taken for my safety to be insured.

Now I brood over grapes blood wanting to know where I stand
Once an adventurer, one can't go back, but so hard to look ahead
Without thinking of the one I left behind, all my friends dead
It might have been easier had I not run away.

Myrrnas her name, her face one of joy, when not killing foes
To look into her eyes made me feel safe, warm and secure
Felled by a giants hand she slipped away from me
Her last breath taken for my safety to be insured.

Now I sit like a bird precariously in a hurricane
No where to go and no one to blame
I feel I should quit, to just give in
But my love wants me to continue, it's how I stay sane

Myrrnas her name, her face one of joy, when not killing foes
To look into her eyes made me feel safe, warm and secure
Felled by a giants hand she slipped away from me
Her last breath taken for my safety to be insured.

With that, she stops playing her harp and with a full glass of dark red wine in front of her, she is seen to drink straight from the bottle beside it, then plunking it back down, goes back to plucking random tunes

ooc: Hi all, it's good to be with you. Yves, it's great to be in yet another game with you as well my friend.

Planning - DM Marcin 
Thursday October 16th, 2008 9:00:51 AM

The Knights start to consider their options and the future course of action.

Monthor heads to the tavern to appreciate the quality of the local ale.

[Just so that you know, folks: right now is the moment when the DMs wait for the party to decide what they want to do next and how they want to do it.]

Tratain Current Spells  d20+1=21 ;
Thursday October 16th, 2008 4:26:42 PM

Tratain tells the Others "Well, It looks like Monthors run off to a Tavern Again. I could use a Drink and Meal myself. Lets go get Arien and then Join Monthor for a Drink and some food. We can see if we can pick up any rumors regarding the Son's of Dread while we are there. After we eat I'll windwalk us to Lord Arraks Cave unless Arien can Teleport us."

Gather Information = 21, Natural 20

OOC: Welcome to the Game Buzz, good to have you join us :)

MonthorHit Points:(152 of 155) AC 25 
Thursday October 16th, 2008 8:34:01 PM

ooc> Hey Buzz.. Welcome to the Knights

A small tear drips down the dwarve's face as he listens to the woman's song... when it ends, Monthor rises to his feet and loudly applauds. He even helps out a frew obviously confused patrons to their feet and reminds them to applaud as well...

" That... was beeee-utifull.... "

ooc> So... what are we doing??? Fred's getting rusty just sitting around.

At the tavern - DM Marcin 
Friday October 17th, 2008 2:18:57 AM

It soon becomes obvious that if any new information regarding Sons of Dread has surfaced it is not circulating freely on the streets. The common man knows little about the sinister order and wants to believe them holed up in the Lands of Dread.

The Knights, having learned new facts about the orb and ways to dispose of it, gather at a tavern for some rest and to decide what their next move should be.

[We'll postpone the travel to Arrak so that Plyf can get a proper introduction. Feel free to multipost during the weekend if you like.]

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Friday October 17th, 2008 2:53:46 AM

Arien enters the tavern at the tail of the song and pauses a moment, listening to the song while looking for his companions. As the song winds down the elven mage nods his respect to the performer as he recalls another bard, who had accompanied the group not so long ago by elven standards and walks over to the table the party occupies. Sitting down heavily (for an elf) Arien orders a bottle of wine and sighs wearily. "I don't know how you folks have spent the last few days but I think I'll have a permanent kink in my neck from reading so many books." Arien gives a rueful smile and adds, "but at least I think I have a few more tools to help prevent any more major disasters."

((OOC: Welcome to the game Buzz, good fun.))

Plyf 
Friday October 17th, 2008 3:59:56 AM

Plyf too wipes her eyes after taking a long drag off her bottle. She looks over at the dwarf and the way he man handles some of the other patrons and it seems, it is the first time she has smiled in a long time. She bows her head and looks back to her harp, then sharply looks back to the dwarf and his friends that entered shortly after. With a strum of her wooden harp she announces those she recognizes, "You must be Monthor, Monthor of the Grey knights, your companions likely Arien, Tratain, Vedik and last but not least, Dwight. It's an honor to receive such approval from those with renown. For you, I will take requests and you won't even have to buy me a drink."

She wears on her feet, boots meant for travel, yet delicate and small, she shoves the chair toward the applauding dwarf as if to invite them to her table. With that, her next piece is a bit more lively and he can tell, it is a dwarven war song. Not to bad, but it likely sounds much better played with drums and the sounds of marching dwarves in accouterment.

"Goblins, orcs, trolls and giants, all one in the same, with our weapons in our fist they fall and is fair game.
We smash them, bash them, make them crawl no mercy will they have, origins of evil, no ground shall they gain

Let us march together
Let us kill them all
Our clans kin will not be beaten
Our blood lust shant be filled

An never ending battle, no remorse in times of war, we drink to spirits of our past no sacrifice forgotten
Only time to sharpen blades, clean gore from off our armor, an never ending battle yet it's not a chore"

She finishes the tune and says, "From what I understand, it rhymes better in the dwarven language, but I haven't got around to learning that yet."

She reaches across to her rapier, sheathes it completely, replacing the peace binding and stands it in the corner next to her bow.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Friday October 17th, 2008 8:48:30 AM

Vedik watches the bard perform, suitably impressed, although he suspects Monthor will react better to the song. He claps vigorously at the end of the song.

"It does sound better in the dwarven tongue. I am Vedik, well met." The old dwarf walks over and extends his hand.

Plyf 
Saturday October 18th, 2008 3:27:33 AM

Without getting up, she reaches over and shakes his hand. Vedik can tell, her small delicate fingers do not hold much strength, but they are calloused and used to work of some type or another.

"The pleasure is mine Lord Vedik." she replies with a bow.

Tratain Current Spells 
Sunday October 19th, 2008 3:53:13 PM

Tratain nods at Plyf and says "My Name is Tratain, Pleased to meet you. What brings you here to the city?"

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Sunday October 19th, 2008 7:31:10 PM

"Good workin hands there." the old dwarf comments as he shakes her hand, his own hand calloused and stained red. He chuckles a bit at the lord comment. "Lord's a bit much. Just Vedik please. Fixer Talutah if ya feel a need for formality, but I haven't been called that since the temple, an usually only when I was in trouble for working too late."



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Sunday October 19th, 2008 7:32:23 PM

Dressed in white, the figure before you wears the colors of Alemi. Of average height for a Dwarf, his greying brown hair is close cut, and he wears his beard short. Steel Grey eyes watch you, and you can sense quite wisdom and calculation behind them. Over his silvery plate armor is a full length vestment, white with
red-brown trim. In the center of the vestment is an open hand, also red-brown as if stained by long hours working with the earth. His left arm carries a shield and a dark metal mace is attached to his belt. You notice that his hands are dirty, as if he has just come in from the field.

OOC: Forgot to include Vedik's description.

Plyf 
Sunday October 19th, 2008 8:37:10 PM

"Lord Traitin" she bows in return at his introduction. "What brings me to this city?" she quotes his question, "It's a bit difficult to earn a living off of rabbits, elk and wolves, don't you think? Unless one is of course a tanner, which I'm not." She answers him with a friendly smile and continues, "They are not the easiest of creatures to teach a game of dice to as well."

Back to Vedik she remarks "Do you consider, that with all you have been through, your feats of glory and fame, that you are still a Lord's lesser, or perhaps you are modest in your own mind and feel unworthy of such titles?" She raises an eyebrow and plucks a descending tune of speculation. "If the title has insulted you, I take it back just the same." her hands move rapidly as fingers strum the strings of a beautiful melody.

"Please, feel free to join me at my table. I'm not usually very good company these days, but perhaps with some tales of your great and exotic feats, I might once again be inspired to partake of this game called life."

She reaches across and this time, sips from her wine glass before adding, "Unless of course, there is something I may do for hero's of these lands, such as the group of you?"

ooc: Sorry to all, especially the DM's but today was the day for me to finish this character and the SRD is down. I will get it done ASAP, I promise.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday October 20th, 2008 8:01:58 AM

OOC: Try this one: http://www.systemreferencedocuments.org/35/sovelior_sage/home.html I find it the most accurate and reliable.

Plyf 
Monday October 20th, 2008 3:27:22 PM

OOC: Just tried the link and it didn't work, is there a coma or dot missing somewhere?

With one last flourish, she reaches behind her to the haversack and slips it into the top flap of the item. It does not seem to bulge more or less then it had before she did so.

"Now then, what types of mysteries, puzzles or queries are you looking to solve, discover or find?" She almost seems nosey at this time, perhaps she is looking for new material for her acts?

"To be honest with you, I'm not much of a bard, but more of a troubleshooter. My father is a master crafter and carpenter and I would install traps within those structures to keep out the unwanted or uninvited. I earned quite a living at that. Also, I have been payed well to break into the homes of the wealthy and discover the weakness their abode may have, so that those more nefarious then myself may not have such an easy mark upon those that work for a living, but alas, my fathers side of the family has also left me with the lust to wander and find new things, while collecting gold and magic from those less deserving then myself., but please, call me a thief not, for I will never take from one that carry all that they own, as well, the love of music has recently entered my spirit, so I practice more of that while earning much less then I used to."

Finishing her glass of wine, she orders another bottle, plus a round for her guests, "As well as an assortment of meats my dear. Add fruits and breads and put it on my room tab. I can perhaps pay it off this evening if the pace of the patrons increase."

She enfolds her small, thin pale fingers together and rest them under her chin, waiting.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday October 20th, 2008 5:29:39 PM

OOC: A straight copy/paste works fine for me. Odd...

Plyf ooc 
Monday October 20th, 2008 6:21:02 PM

ooc: I got it now. I must have cut a bit to soon.
Thanks again.

Tratain Current Spells 
Monday October 20th, 2008 8:21:09 PM

Tratain listens to what Plyf says and replies "Heard any good stories lately? Something that thosel ike us would be interested in? If you know anything about the Son's of Dread we'd like to hear about them."

Dwight hp 99, ac 16 
Monday October 20th, 2008 8:49:55 PM

Dwight seems to finally wake from his daze, either from the nice ditty or the 1 to 3 ales that he is drinking compared to Monthor. Never had much of a stomach for this stuff, and they come in such big glasses.

Finally getting the best of control of himself he introduces himself, "I am Dwight Leafwin Twiggebundler from Crescent Valley, seventh son of Sammie Twiggebundler a proud and great arborist known throughout the valley. [OOC: If your character knows anything about halfling geneology, then he/she may pick up on the shortness of his.]

"My adventures have taken me there and here and various unknown places between. Perhaps not the most damaging in combat, I shoot a fair shot."

The room begins to spin, and Dwight decides it best to not continue speaking. He quickly nods and heads outside to get some fresh air, next time I stick to my cran-apple spice

Dwight is obviously a halfling, who uses a bow. Despite the ability to wear fine clothing, he seems to always repair the same tattered patchwork of cloths. The clothing doesn't look bad, but just well broken in. His sacks are extremely light looking, with the bow being the obvious weapon of choice and perhaps the need to clean up whereever he goes as the end of a broom stick can also be seen.



MonthorHit Points:(152 of 155) AC 25 
Monday October 20th, 2008 9:13:01 PM

ooc> catching up...

She finishes the tune and says, "From what I understand, it rhymes better in the dwarven language, but I haven't got around to learning that yet."

Monthor walks up to the pretty lady. A tear in his eye Monthor clutches Fred close to his chest.

" That... was... BEAUTYFULL!!!! "

The dwarf then starts singing the same song only this time in dwarvish. Monthor bangs an empty ale stein on a table to keep the tempo.

" 'sniff, Me Ma used to sing the song to me when me was a wee lad. "
" Monthor me be me lass and this here..."
[pointing at his dwarven war axe]
" be Fred. He doesn't talks much but he be goods in a frey. And this bunch of ragamuffins be MONTHOR's ANGELS!!!!... what Fred?... oh.... yes, well, We're ALSO known as Monthor's Angels... but most people knows us at the Gray Knights. "

ooc> Moving along...

" Sounds like the lassy wants to join up boys... we could use someone that smells perty since the paladin left us.... "

['snicker]



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday October 20th, 2008 10:01:07 PM

"Wants ta join us?" the old dwarf strokes his chin and frowns. He turns to Plyf. "Do ya?"

"Don't take this tha wrong way, but I've seen a few friends fall an die cause they didn't have the staying power ta handle the things we face. So I gotta ask ya, if ya do want to join us, do ya have a heavily enchanted item that makes ya hardier, an Amulet of Health or the like?"


DM Matt 
Tuesday October 21st, 2008 12:09:32 PM

The Knights meet a new friend and share a few mugs of ale over introductions. Vedik and Monthor talk about taking Plyf into the fold. Vedik, for one, questions Plyf to make sure she fully anticipates the dangers that may lie ahead.

Conversation continues for awhile longer. Soon, the Knights will be traveling to visit their friend Lord Arrak.

[doesn't seem like the conversation is done. let me know when you are ready to move on and how you are getting to Arrak, and we'll keep going then]

Plyf  d20+4=8 ;
Tuesday October 21st, 2008 6:45:00 PM

ooc: Roleplaying only, she is still going to join.

If Plyfs half elven heritage wasn't pale enough, it gets even more pale. She looks up at the barmaid and snaps her fingers, "Uh, could we have those drinks on the double please?"

She shakes her head and laughs out loud, "What on earth are you guys talking about? Your, your, you're the Grey Knights! What do you want with me? Sure, I can pick a few locks and discover some traps, maybe pick a tune or two on a harp but, but a Grey Knight? I really don't even know how to respond. The last group of adventurers I was with were wiped out, killed, destroyed by fire giants. I was the only one to escape."

Then as if slapped in the face by an unseen hand she looks to each, "And sons of Dread? Are they celestial suns? Are there places other then Jericho Space to explore, or all they all male?" With that she looks a little upset, "Chauvinists".

Slowly, her senses seem to return as her mind returns to a normal form of function, "My bardic lore (8) tells me nothing of these villains, but I suppose what I would want to know are, be there Daughters of Dread as well? Are they in league with each other or perhaps enemies? Are there others besides your...er ourselves that wish to thwart their plans?"

Then with an excited look upon her face she asks, "What are their plans and why have they earned your enmity? Really, with a name like that, it sounds like a group of goblins from Dirt City, but somehow, I get the feeling that is long from the mark."

"Well, I must be honest with you all, I'm a fair shot with a bow myself and I can get around quite easily, but if you need me in a toe to toe fight, I'm not the girl for you. I've taken care of myself till now though and I've scars enough here and there to prove my words are true."

"I would also suggest perhaps looking for more enemies of your enemies. Perhaps a diversion from one side would allow another to strike a crucial blow to their organization."

She takes a sip of wine, her eyes wander toward the beams of the ceiling as if attempting to come up with more knowledge on their chosen prey.

Dwight hp 99, ac 16 
Tuesday October 21st, 2008 8:06:56 PM

Dwight returns having gotten some fresh air, catching the main points of Plyf's last statements. He chuckles slightly, still a bit light headed and awkwardly hands Plyf a flower just a little past its prime and partially close. "Of there is nothing celestial about the sons of dread that I know of, and I'm not convince they are all male either, some would likely pass as neither male or female given that they aren't exactly living anymore."

"As for enemies of our enemies, few of good character support the Sons of Dread and many fear them as their network seems to be quite vast, enough to catch the attention and wraith of Gargul himself, though the details of that shouldn't be discussed here. With that said, and the potential problems that may arise, if we can gather enough intel, we might be able to get some additional groups to aid us. Or at least that is my hope."

Aside from his non-linear walk, and glazed eyes, Dwight seems to keep steady thoughts and speech, aside from the slight drool which he doesn't seem to notice.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Wednesday October 22nd, 2008 12:47:23 AM

Arien chuckles a bit at the questions and says, "I would put forth that this might not be the best time and place to discuss the dread, perhaps if you wished to know more of our enemies we might retire to a less crowded area?"

Plyf 
Wednesday October 22nd, 2008 3:04:02 PM

Plyf watches Dwight hand her the unopend flower and says, "Oh, that's so sweet of you." Then with the hand she accepts the flower with, she puts it up against his cheek and slides it behind Dwight's left ear, allowing him to wear it, bud forward. She then pats his cheek three times and looks to Arien, then around the room. "If we were to go somewhere less crowded, it would have to be in a temple to Marteus. Besides, I just ordered lunch, so let us speak about things which we can speak about here, have another bottle of wine, then if you wish to leave somewhere else, I will gladly follow your lead."

She smiles with beautiful elven features as she finishes her glass of wine and waits for a new bottle and that plate of food she ordered. "Drinking always makes me hungry, I could sure use an elk steak about now. Preferably without the horns and fur"

So she looks to each in turn, "So, tell me about yourselves? Where you from? Why do you adventure? Leave loved ones at home worrrying about you?"

DM Matt 
Wednesday October 22nd, 2008 5:36:43 PM

Plyf and Dwight discuss the Sons of Dread to some length, Plyf never having heard the name and becoming quite confused. Arien worries about strangers overhearing, though a look around confirms that the two men are still playing dice, and the lone drunk is now lonelier (Plyf having stopped singing) and drunker (his mug being empty). The bartender, meanwhile, studiously scrubs the bar down, making a point not to get too close to what appear to be heavily armed drinkers, with a dwarf in their midst, no less.

A bell rings, and Plyf's meal is handed to the bartender, who brings the food over, takes any other orders, and drops off the wine and ale.

Talk of each other's exploits ensues. After much food and drink, the group decides it is high time to visit Arrak, and the final question is put to Plyf: come, or not?

[ooc: by all means, keep talking, but to move things along, I'd like to get everyone moving by tomorrow's post, if not earlier.]

Plyf 
Wednesday October 22nd, 2008 5:38:52 PM

Plyf wipes her delicate mouth. Recorks the bottle and says, "Ready when you are. Where are we going?"

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday October 22nd, 2008 5:39:12 PM

Vedik raises an eyebrow. "And why then, would it hafta be in a Temple of Marteaus?"

Plyf 
Wednesday October 22nd, 2008 7:54:44 PM

Plyf raises her eyebrows and rolls her eyes in that manner women have of making men seem like fools, "Because there would be LESS people there." She shakes her head, uncorks the bottle and drinks from it again before recorking it. "Gees, if your guys are going to take everything I say as the words of Domi, you might as well shave your heads and become monks of Pantheon." She laughs, but then looks back to see if the group too are taking her seriously again. "Helllloooooo, it's a joke. Lighten up, a little, if your lucky, I'll get killed the first battle we come to and you won't have to tolerate them any more."

She grabs her rapier and slides it through her belt harness. Throws her haversack over her shoulder and walks out of the inn with unstrung bow in hand, "So, where to now?"

Dwight hp 99, ac 16 
Wednesday October 22nd, 2008 10:19:24 PM

Dwight sits in the chair until its obvious the group is finally leaving, and aren't just changing tables or such, then he follows. Once outside and away from others, he asks, in response to Plyf's question, "Have you ever met a dragon before? If not, your in for a treat, though I'd caution against jokes early on. This dragon has had a bad run of luck recently so its best to figure his mood first. Catching him in a bad mood would be bad for the best of us; and worse for the rest."

As he finishes he seems to realize the flower he brought in is in his hair. He tries to focus how it got there, but the thought quickly drifts away.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Thursday October 23rd, 2008 10:43:13 AM

Vedik snorts slightly at the halfling. "We're getting ahead o ourselves here. There's a bit more discussion to have before we let Plyf in on all our secrets." There's no mistaking his emphasis on the last word, though there's no anger in his voice towards the halfling.

"An, now that the specter o its been raised, we're going ta have to verify yer intent as well as your skill Plyf, before we go much further. But we lack a proper mansion at the moment....Arien, I don't suppose ya have one of those mansion spells handy do ya?"

Plyf 
Thursday October 23rd, 2008 4:24:57 PM

Plyf, standing outside in the street places one solid fist on her left hip as her right hand places her bow in the case.

"Look guys, I don't know what you know about women, but I'm one of the impatient types, so if we are going to go see one of the dragon members, lets just head over there and have a chat with them. I've only seen them at an occasion or two, but they seem simple enough to get along with and perhaps we could convince them to come out of retirement to lend us a hand, if they can't take a joke, perhaps I can sell them a sense of humor?"

"As for tests, do your best, but make sure it involves a bit of a challenge. If I can make it work better and you want me to, I'll charge you my Troubleshooting rates. I don't work for free. So, if your still in wonder as to my intent, I want magic, money and power"

"I swear to Wardd and Ffloy the most. Likely cause I need as much luck as I can get and I sell a service to those in need of protecting their essentials."

"Gargul, I hope to meet only once, and it is on that day I hope my love is waiting for me."

"Alemi is a nice guy and all and I appreciate his healing powers, but I respect Domi more then him, just because, every once in a while, someone needs to have the crap beat out of them."

"Pantheon is for the weak and a bit judgmental, but I don't hold it against him."

"I prefer passion over love, since my heart has been broken, but someday, that may change."

"I like to watch a good fist fight, but I don't want to partake of one,"

"Ga'al has the right ideas about strength and courage, but it seems hypocritical to infuse people with those attributes with a seed instead of words or deeds. Typical cowards, lead from behind."

"Marteus, well, he keeps the population of the Wold steady or the plane would be like a giant berry patch with no where to grow, but his followers are such jerks. I don't know, it just seems disease should come natural like aging or love, not spread about like mustard on a slice of bread."

She continues to ramble on as the group leads her to where ever it is they are intending to go. You find though she doesn't talk about the latest dress or foot wear in fad these days, nor is she snide on others appearance excepting people as they are

DM Matt  d100=94 ;
Thursday October 23rd, 2008 6:29:29 PM

The Knights, along with Plyf, depart the tavern and find a quiet, secluded alley from which to depart, so as not to cause a sensation among the already-testy commonfolk of Plateau City. THey have, after all, suffered through alot lately . . . .

Once ready, Arien has everyone join hands in a circle, and begins chanting the arcane words that will transport the group to Arrak's lair. The now-familiar tugging sensation overcomes everyone, as reality fades momentarily.

When the world reforms, the Knights find themselves in a familiar spot of grass. Plyf looks around to see a well-lit, grassy area, lightly wooded in spots, with a large cave mouth nearby. The cave has obviously been worked by skilled hands. A few gnomes wander about, running errands, carrying wood, linens, and a variety of other things. Others are cleaning up after what appears to have been some sort of explosion.

Also nearby sits the remains of a large manorhouse, which looks to have collapsed on itself recently.

Before anyone has a chance to act, you hear a deep, bellowing voice voice coming from the cave:

"Silvi! SILVI! Listen to me, girl. I don't care how you do it, but do it! Get me the information I need! And by Gargul's everlasting soul and all that you hold dear, STOP KILLING PEOPLE!"

A moment later, a lithe female gnome exits the cavern, slipping a pair of kukris into her belt. Tratain, Arien and Monthor recognize her from one of their meetings with Arrak from before the journey to Fae Skiemir.

Clearly fuming with anger, she barely takes note of the Knights as she stalks off through the trees. Another moment, and an imposing figure in gold and white robes emerges from the entrance: tall, thin and muscular, with a handsome middle-aged face and dark hair, he has the bearing of a king. At the moment, though, he appears ready to wrestle a lion.

"We're not monsters, Silvi!" he bellows after the gnome. As he yells, he appears almost to grow a few inches in size before settling back to his former self. Turning, the Knights look after the female gnome, though she's already disappeared. Odd, given the distance one can see in this open terrain.

Noticing the knights, Arrak (or, to Plyf, the stranger) walks over, sighing and composing himself. "Hello again, friends," he says with a far calmer voice, deep baritone but almost hypnotizing. "I'm sorry you had to witness that. You'd think age would subdue one's temper, but that girl . . . well, it's not your problem. Let's just say she knows how to push my buttons.

"So! What news bring you? And a newcomer?" He offers a slight head bow to Plyf. "A pleasure, child. I am Arrak, of the Dragon Council. I fear you meet me on a stressful day, though if you travel with these here, those days are far more common, I'd wager."

He is back to his pleasant, polite self, though it is clear he is straining to maintain the pleasantries.

"Come, let's go inside. I'm sure you all could use a strong drink while you update me."

He ushers everyone toward the cave.

Dwight hp 99, ac 16 
Thursday October 23rd, 2008 8:51:02 PM

Dwight feels the spin much worse than before, and has the lingering headache that happens when one drinks just a little and then spins in a circle. Perhaps to keep his stomach from spiling out, or perhaps to not annoy Arrak since its obvious his day has not begun well, Dwight remains silent.

He does check to see that everyone made the transition, and what the gnomes have begun to do with the collapsed house given two weeks time.

While he appreciates the hospitality from Arrak, Dwight steers clear of anything other than water.

Plyf 
Friday October 24th, 2008 4:27:03 AM

Plyf looks about in wonder at what they are doing. Holding hands in a circle. "Couldn't we just rent a coach or something? I'm sure there is a dragon level character residing somewhere in this city. She begins to worry though as some form of magic takes over from this little ritual, and then, they are somewhere else.

She listens to someone yelling at someone else about getting information without killing anyone and thinks to herself It is rather hard to get info from dead people, but if the person watching the death had information, that could be useful.

Plyf curtseys to the man that approches in a majestic fashion and with bright eyes, she grins, "I'm aware and have heard of the Dragon Consortium, but I have yet, until now, had the pleasure of partaking of their comapany. I can assure, I feel it is a privilidge."

A drink? I could use another drink. I'm just three wooden steps from being drunk as it is, but who am I to turn down a host. she thinks to herself.

She does look around as they walk through, in wonder of where they are and in her mind continues to turn over and over again the name of the one called Silvi.

DM Matt 
Friday October 24th, 2008 6:53:49 AM

Edit: I initially said "dragon consortium" above. Just changed it to "dragon council." Sorry for the mixup.

MonthorHit Points:(152 of 155) AC 25 
Saturday October 25th, 2008 12:13:15 PM

"... 'Sup Lord Arrak... 'a' strong drink??? Surrely ye ment 'many' strong drinks me hopes??? "

" The new little one sur sings perty like... maybe she'll sing some more for us while we partake in a few refreshments? "



Dwight hp 99, ac 16  d20+2=7 ;
Sunday October 26th, 2008 7:27:06 PM

As Dwight moves inward, he tries to focus on the name that was being yelled, perhaps he is another ruler, replacement of the dead dragon?

Knowledge (geography): 7 {No geography comes to mind with a ruler by that name at this time.}

Plyf 
Tuesday October 28th, 2008 12:54:18 AM

Every sensory organ she has been blessed with, is even now operating at 100% capacity.

Her eyes, wide, taking in the scene. She some how resembles an owl, just not quite able to fully turn her head as far to one side or another as she would like.

Her nose, smelling to see if danger is in the air, or the after effects of what may have caused the damage that appears to be recent. Any type of fuel that may have caused the explosion, or perhaps a spell gone awry?

Her ears, listen to talk of others in the back ground as well as her guest, for some clue as to the nature of this area

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Tuesday October 28th, 2008 9:30:58 AM

Vedik nods in thanks to Lord Arrak. "Thank you. We've had an interesting day, and have met a new associate. Lord Arrak, this is Plyf. Plyf, Lord Arrak."



Arien(HP 67/67: AC: 14 (touch:14) Fly 
Tuesday October 28th, 2008 3:05:12 PM

"I thank you for your hospitality once more, Lord Arrak, however I fear I must decline the strong drink." Arien continues with a slight smile on his face, "I find it unwise to drink and teleport."

DM Matt 
Tuesday October 28th, 2008 5:00:35 PM

Dwight stands silently by, looking around for any signs of progress. The manor house is certainly . . . neater. Cleared away, no. But it is a far more orderly mess than before. A passing gnome sees Dwight's curious gaze and comments, "Gon' be awhile afore that there wreck gets gone. We's gonna use the timber for some other projects, what parts be usable. But we's gotta find someplace ta store it afirst. Master don' like magically shrinkin' stuff when it ain't needed, tho that's what I say we outta do."

Arrak smiles at Plyf and nods at Vedik, thanking him for the introduction. "You, my dear, are still young, so you are likely to meet more dragons than I, and stronger ones too, in your travels. Though some might not look forward to such meetings. That's why I keep to myself here, aside from my faithful helpers, and some choice friends such as your new companions."

"Yes, Monthor," he says with a sigh. "Many drinks it shall be. But do please try to keep it quiet. It's been quite a day."

"As for Master Elf, I seem to recall you declining liquors on more than one occasion, no? A wise elf you are. Or maybe a foolish one? Your dwarven friend here might debate that better than I."

Arrak heads inside, his gait still regal, though possibly somewhat tired.

Dwight Highlight to display spoiler: {by "name being yelled," did you mean "silvi?" If it wasn't clear, Silvi was the gnome that stalked off. The others met her before going to Fae Skiemir}

On the way in, Plyf looks around a bit more. The large pile of rubble that someone referred to as a manor house looks like it collapsed for no good reason. As for the other signs of trouble nearby, there are no signs of a fuel explosion or other natural cause. Plyf spellcraft check DC 20 Highlight to display spoiler: {the areas of scorched earth are more or less uniform, and storngly resemble those you've seen in past battles. Fireballs, lightning blasts? You aren't sure what did it, but it was most definitely a magical attack of some sort}

Once inside, Arrak leads you to a finely appointed sitting room with plush red velvet couches and gold embroidered pillows. A gnome enters in a moment, bearing a large tray full of ale mugs. Moments later, after dropping the first tray off, the gnome returns with a second full of breads, pastries, and fruits.

Arrak takes a seat in an oversized chair. Made of ornately carved, though worn, oak, the chair seems a bit out of place among the finer furniture, though the dragon appears quite comfortable in it. Crossing his legs, he arranges his robes and waits quietly while the Knights take what they may.

Once everyone has taken what they like and found a comfortable seat, Arrak clears his throat. "So . . . while I always enjoy these visits, I can't imagine you've returned so soon just to introduce me to your new friend - not to belittle you, dear. To what do I owe the honor?"

Plyf  d20=18 ;
Wednesday October 29th, 2008 6:41:25 PM

Even without a dress, but traveling clothes, Plyf again curtseys to her guest with the response, "It is truly a pleasure to meet such a magical being on such friendly terms for the frst time, then to gain a fear for all after meeting one which is malevolent in my first introduction.

Plyf has a pretty good idea of what has happened under the current circumstances but feels no more should be said on the subject. (Spellcraft 18)

When the gnome first enters with the mugs of ale, she will prompt a clearing of her throat to get his attention before adding, "I beg your pardon most noble one, but I prefer a dark red wine if one is available. If not, water too, will be fine, thank you."

Plyf smiles at the thought of being belittled. She is still quite taken aback by her recent events. although nothing this extraordinary in such a short amount of time of meeting people has ever taken place in her life, she is confident that Wardd likely rents her out to the gods of good on occasion for them to use until it is again time to move on.

Instead of sitting though, she wanders through the room, looking at everything she can see. Picking it up, touching, experiencing this moment and what it means for her future.

DM's Still working on Plyf; Drug meds I'm on allow me about six hours a day of lucidity, but she is almost finished and will be done this weekend for certain.

MonthorHit Points:(152 of 155) AC 25 
Wednesday October 29th, 2008 7:45:29 PM

"Yes, Monthor," he says with a sigh. "Many drinks it shall be. But do please try to keep it quiet. It's been quite a day."

Monthor pasts a big grin on his face at the mention of "many drinks" and starts rubbing his hands.
" Me'll be quiet as a tongless pixie in a pillow factory.... "

"Your dwarven friend here might debate that better than I."

Monthor shrugs

" To each their own... more for me."



Dwight hp 99, ac 16 
Wednesday October 29th, 2008 10:15:35 PM

Dwight considers filling Arrak in on what was found about the orb, due decides he best hold his tongue and let Tratain do it; though a halfling's patience is very limited so if Tratain doesn't begin quickly Dwight's knowledge gets the best of him and the orb story is unleashed with inquisitive questions about Arrak's search on the armor (if he has found out more) and the current whereabouts of the Sons of Dread.

Whether, Tratain tells the tale/details or not, Dwight passes on the ale.

OOC: Dwight wasn't quite with the group before Fae Skimir, so he wasn't fully aware of who Silvi was. Misread whether Arrak was yelling at gnome regarding Silvi, or if Arrak was yelling at Silvi. It's all good now. Thanks.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings)  d20+8=17 ;
Thursday October 30th, 2008 7:36:38 AM

Vedik enjoys the ale offered, but lets Tratain or another explain their purpose here. He keeps his eye on the newcomer Plyf, somewhat amused by travel across the room. He also watches her closely, to make absolutely sure none of Lord Arrak's things get 'misplaced'.

OOC:
Spot 17

Plyf 
Friday October 31st, 2008 3:01:12 PM

She is very intrigued by the abode. She had visions of dark caverns with evil minions one must hack through until finally, sitting on a pile of "MY" treasure would be the dragon her and her companions would defeat.

Delusions of grandeur clearly occupy the mind of peasants as well as adventurers as she clearly believes that would be her first encounter with a dragon. Still, she appreciates the place, and would have liked to have seen the rest of the dwelling before it became a battle ground.

"Sons of Dread, I hear, is the topic in hand." She places a beautiful little nick knack back on the counter before she continues. "It seems to me, being a professional Troubleshooter, some one must find the problem before it can be solved. Now, my past employers would look at me and say, 'My house is the problem! It's been broke into three times.' then she turns to the group with an easy smile and reply, "No sir, they could care less about your house, it's the items within the house which thieves are interested in. My job, for you, is to, keep your items inside or deter them from entering your house, so that the items within remain safe."

She finds a chair where the red wine was brought and with elegance, sits and crosses her legs, picking up the drink. "I have not heard much from any of you about anything, except there are a group of things called the Sons of Dread. What needs to be determined is, are they the house, or merely the contents of the house?"

She takes a sip raises an eyebrow in approval of the contents and continues, "See if they are just the house, we need to bypass them and get to the contents within that is worth our while. If on the other hand, they are the contents of the house of our analogy, then we need to figure out a way to bring them out of the abode therefore making the house useless and the contents will no longer have a safe haven."

She takes another sip before she finishes, "Now unless one or all of you want to tell me what in the Jericho Space you are all talking about, my other skills will have little to no use to you and I will just sit here and enjoy the refreshments."

She finishes by placing a piece of cheese on a cracker and nibbles on it quite lady like while waiting for an intelligent response.

Dwight hp 99, ac 16 
Sunday November 2nd, 2008 9:33:12 PM

Dwight having held his tongue well beyond a typical halfling's ability, partially because he was watching to see how much trouble if any Plyf got in for touching Arrak's things, fills Arrak in.

"I hope its safe to talk here, if not please let me know. We have learned a lot in the past two weeks. Well, a lot might be just a bit of an overstatement, but we learned a bit about the orb and enough to know we don't know much about anything." He stops wondering where he was going with this.

And then starts again as if there hadn't been a pause. "It seems your beagonia's got messed up because someone centuries ago perhaps created the orb to allow the travel we saw. More recently it seems some demon re-activated its magic and messed it up. Thus our current probem."

"However our more immediate threat, which Plyf here can hopefully help with, we didn't find out anything, but hope that you did," finishing with a questioningly hopeful look.

Dwight then stops and thinks through everything he just said to see if covered everything thoroughly; and considers it a job well done and awaits an answer.

Plyf 
Monday November 3rd, 2008 3:22:45 PM

Plyf, finally able to receive some information, is slightly taken aback at the words of Dwights confidence in Plyf's ability to discover information they might need.

Her composure steadies quickly as she crosses her legs, in a very lady like fashion in the other direction, and listens carefully to what others might be sharing.

In her mind, she thinks that they may have taken her as some powerful all knowing bard that could charm a dragon out of their scales, but in fact, her skill as a bard is a very recent one, only applying it by trade for a year or so as her sorrow passes like a leaf drifting upon the chaotic wind of life.

She washes down her cheese and cracker with the last of the wine in the glass and waves away any offers of more with a smile.

A Conversation with Lord Arrak - ADM Joe 
Monday November 3rd, 2008 4:32:42 PM

Arrack sits back and sips his wine while Dwight tells what the group has learned about the Orb. He listens intently when the City of Erythtrain is Mentioned.

When Dwight Finishes Arrak speaks "I remember the City of Erythtrain. It was around when I was very young. I remember when it sank into the Ocean as well, I never did have a chance to visit. I have heard however that the Fishermen in the Vague Lands can still see the Tops of the Towers. It seems from what you're hired sage friend has discovered for you that there doesn't seem to be very much time left for the Orb. It seems it will just grow more and more unstable until the Legion has a permanent foothold upon the Wold once again. That my friends would bode poorly for the Wold at Large."

OOC: I'll be picking up the DM posts for a week or so, Matt and Marcin both have been extremely busy, we apologize for the Delay.

Plyf 
Tuesday November 4th, 2008 11:56:03 AM

Plyf is intrigued by the conversation and waits patiently for others input on the subject.

Tratain 
Tuesday November 4th, 2008 7:17:29 PM

Tratain sits and thinks for a moment. He says "The Orb seems like its getting to be more and more of a problem. We also came here to see if you have found out anything new on the Son's of Dread. They need to be dealt with as well."

MonthorHit Points:(152 of 155) AC 25 
Tuesday November 4th, 2008 8:14:59 PM

Monthor listens intently and enjoys his ales...

" Well then... it still sounds like we have to go there. Any idea on how we can function underwater? "



Arien(HP 67/67: AC: 14 (touch:14) Fly 
Tuesday November 4th, 2008 11:10:57 PM

"There are several spells, Monthor, that could aid one's efforts underwater, as well as magical items. Why one my first adventures, and the first one with the Knights...Hamleteers as they were known as then, was underwater. I wound up using a talisman that allowed for underwater breathing as well as a transformation of the lower part of the body into that of a dolphin. So if we do wind up needing to go underwater we have numerous options open to us."

MonthorHit Points:(152 of 155) AC 25 
Wednesday November 5th, 2008 11:25:14 AM

The problem with spells, is that they can be dispelled.... then what?? Mees for one, sinks.....

(ooc..... I could REALLY use some hacking and slashing... anyway we can move this along? )



ADM Joe 
Wednesday November 5th, 2008 6:21:10 PM

Lord Arrak listens to the Discussion and chimes in when necessary.

He says "The Son's of Dread seem to have gone quiet. I have Silvi out looking for information about them but we have been unable to learn anything new about them as of yet." He continues "If you are going to search the underwater ruins you will need to make sure you take the appropriate measures so that you may function underwater."

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday November 5th, 2008 7:26:56 PM

"If the Sons of Dread have gone to ground, and we have allies searching for them, it may be wise to deal with the orb. You are right that it is a problem, and one we cannot have weighing us down in our next confrontation with our enemy."

"Where do we begin?"


Plyf 
Wednesday November 5th, 2008 9:10:47 PM

ooc: Since no one has taken the time in character to tell Plyf more about this orb, could someone give me an idea where I need to go back in the archives to read up on it please?

"Perhaps there is a map somewhere of this city somewhere that can lead us to the orb easier once we get there? Is there someting we can do to stop it's effects without destroying it? Is there any way we can use it against the Sons od Dread themselves?"

The half elf seems to have many more questions but will begin some of the basics.

Dwight hp 99, ac 16 
Wednesday November 5th, 2008 9:54:30 PM

Dwight looks around seeing that the focus seems to have quickly changed from general issues, Dread and Orb, to more the orb in detail. He sees Plyf a bit lost in the conversation, because he understands the look of confusion having been in his seat fairly recently.

OOC: The Gray knights found the orb when Dwight started posting, during the big Wold shakedown and revamp. Feb.? Essentially the group took the orb from a demon who was trying to control it. Since then it has sporatically spit out "Legion" monsters which are quite powerful and typically attack with anti-magic shields up. The Legion then tries to return through a portal back to their realm.

"We spoke with a scholar back in Plateau City just before we met up with you Plyf and tried to get as much information as possible. They could barely tell us where the city was, so I doubt a map exists around here unless Arrak remembers." Dwight looks hopefully at Arrak.

"If its possible to 'fix it' the information again isn't available anywhere except maybe the forge area from what we gathered. And again, what could have survived underwater for all these years? Likely not much. In the end, it appears we have to go towards this forge on the hope we can find more answers than questions. The proximity of the orb and forge might even cue us in somehow...." he finishes worrying himself.

He pauses, not wanting to be hasty, but nods to Monthor about progress. "Two weeks and we haven't done much and I'm ready to test out my newly fixed bow. Do we need a Catacombs run to get underwater back-ups?"

"I'd suggest we try to find the forge without the orb first."

MonthorHit Points:(152 of 155) AC 25 
Thursday November 6th, 2008 10:38:51 PM

The Cats sound like a good idea... anyone have any money?

DM Matt 
Sunday November 9th, 2008 5:10:44 PM

[Back everyone. Joe, thanks for subbing, and everyone, thanks for the patience/sorry for the slow movement. Here is the Monday DM post]

Arrak lounges in his chair - a seemingly difficult task given its severely straight and uncomfortable appearance, though he seems quite at ease - and listens to the Knights talk.

"Ah, to be young and impetuous again. Ever ready for the good fight. Nowadays, there isn't nearly as much that frightens one like me, though I'm far less likely to pine for battle. Eh . . . such is old age."

Standing, he continues, "You are, of course, welcome to stay. But as I have nothing helpful to tell you, and you have a job that could be done, I am happy to provide the means of your travel if you like. Not that I doubt Arien's prowess, though I'd wager you've never been to the Vague Islands? No? I think I recall enough to teleport the lot of you.

"Somewhere quiet, though. Those fisher-folk do be superstitious . . . ." He seems to be talking to himself. After pondering a moment, he snaps his fingers. "I know just the place. Quiet, secluded, but close to civilization. Near to the shore that faced old Erythrain, too, if I'm not mistaken.

"I can provide numerous potions for your trip, they will help you breath underwater. I'm afraid I have nothing else to offer."

He waits on the Knights to say what they want and when (or if) they want to go.

Plyf 
Monday November 10th, 2008 12:02:36 AM

Plyf, intrigued now by the fact that they have the orb in their presence asks simple questions.

"Have any of you studied it yourselves? Perhaps there is an activator or deactivator on it?

She looks around "What of the creatures that appear from it? Do they attack you or are they defeatable, or do they just disappear? Has anyone sttempted communication or subdual of one of these things?

"Has anyone timed their occurances or have we any divine casters to offer suggestions on what must be done with these creatures or this object?"

She looks about the room as if she can not believe these questions have not been mentioned or discussed.

"Come, pull it out, please allow me to look upon it." she says urging whoever is the bearer of the orb to bring it forth.

Tratain 
Monday November 10th, 2008 7:43:13 PM

Tratain says to Lord Arrak "We would gladly accept your offer to teleport us to the Vague Lands, as none of us have ever been there before. We may need to make a quick trip to the Catacombs first, I think there is a thing or two that we will need."

To answer Plyf's question Tratain says "We do not keep the Orb with us anymore. The creatures that come out of it are Evil and seek to kill and destroy whomever is around when they come through the Portal. The Orb has no Activators or Deactivators on it that we could ever find. It is just a mechanism that controls a planar gate and it is failing. The Legion soldiers that appear out of the gate are defeatable but very tough. We have no idea what Triggers the portal now, as the Demon we took the Orb from was experimenting on it and Broke it. He haven't tried to communicate with them. They were too busy trying to kill or kidnap people and we were to busy trying to stop them, although even with my tongues spell I am unable to understand what they say."

Dwight hp 99, ac 16 
Monday November 10th, 2008 9:07:08 PM

Dwight smiles, finally having a comrade who asks as many questions as he, well nearly as many. "By chance we carried it with us before and well, the remanents of what you saw of Lord Arrak's begonia's was the result and Tratain house now resides only as a pile of rumble. As for the pattern of occurrence, as Tratain said, its broken and unstable. Occurrences are sporatic, but will become increasingly more common as time goes along until the portal remains open and the legion can flood into the Wold." Dwight stops and thinks back to what the scholar said, hoping he phrased it correctly. Content, he sits back ready to go to the Catacombs first then to this new land.

MonthorHit Points:(152 of 155) AC 25 
Monday November 10th, 2008 9:23:28 PM

Mees has a necklace of adaptation. That'll keep me breathing. We'll need spells to portect us from the coldness. Don't forget, the pressure of the water can harm us as well if we go to deep.

Arien(HP 67/67: AC: 14 (touch:14) Fly 
Tuesday November 11th, 2008 11:22:18 PM

"Indeed Monthor, there are many aspects of underwater travel that will need to be accounted for, most I believe will be able to be handled by spells." Arien looks around at the others and continues, "Whatever we decide to do I suggest we do it quickly, our foes do not wait upon us."

Plyf 
Wednesday November 12th, 2008 6:38:50 AM

"I have a few items, from past adventures and a few coins I earn from time to time, but nothing so grand as an item or the funds for something to take me under the water, especially very deep."

She pulls out her harp and plucks a few notes as she thinks, "Perhaps we could start a fund raiser? There are Dragon Groups that have retired, and perhaps their items are sitting on shelves dusty and unused. We could search them out and see if they would loan us their items? Some call it begging, but if they were to know or our need, they may be interested. It's not as though we will keep them when we are done."

ooc: Almost done with CS. I'm very limited as to my sitting time, so getting done what I can.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Wednesday November 12th, 2008 8:04:38 AM

The old dwarf chuckles. "I'm not sure the Dragon groups are too happy with us at the moment. There have been words changed with the Emerald Dragons." He looks serious for a moment. "And our recent failure may not put us on good terms as well."

He pauses a moment. "Before we go, does everyone have an item that increases their health? If you don't, speak up now please."


DM Matt 
Wednesday November 12th, 2008 12:26:50 PM

Arrak sighs. "Well . . . I do hate to travel. As alluded to, I have some begonias that may need my attention. But this thing . . . it must be done.

"Let's be about it. To Plateau City, then the Vague Islands." He leaves the room, snapping his fingers for the attendant to follow. A short while later, he reappears, wearing a smart traveler's outfit of dark leather and fine wool.

"It would be most efficient for me to accompany you to the City. Please, draw as little attention to me as possible. I have no desire for attention. In fact, Arien, if you'll bring us to some spot just outside the City, I can relax there while you take care of your business. Then off we go. Yes?" He looks around to be sure everyone assents.

When ready, Arien can bring everyone back to Plateau City. We will assume you take care of business and meet Arrak outside the city limits the following day to leave.

Plyf 
Wednesday November 12th, 2008 5:17:13 PM

Plyf looks at Arrak in wonderment, "One day? You think we can get this figured out in one day? I need to go to the library and pour over ancient tombs of this place...." She snaps her fingers trying to remember. "Whatever you called it. Then we need to figure out how we are going to get there. If I'm lucky I'll find some evidence or information on these orbs you speak of. How the gods allowed them them to come into existance still leaves me gasping for air." She looks around the room as if lost, with so much to do and no where to start before focusing back in on their host, "And you say we have a day?"

She looks, as if she thought she could, she would smack him up side his head, as noble and regal as it may appear, but instead appears as if an absurdity had just been witnessed.

Dwight hp 99, ac 16 
Wednesday November 12th, 2008 6:21:43 PM

Dwight chuckles as Plyf lets off the rant of no time. "Sorry, I don't mean anything, but each day we wait puts everyone in the wold in jeopardy. We spent considerable coin hiring a scholar to pour over what limited details there are for this sunken city. I'd be more than happy to introduce you to him during our one day stop. He'll likely have nothing new to add that he hasn't already told us, but it certainly can't hurt."

OOC: Dwight does not have an item that increases his health, which he does need. What would you suggest? Dwight has the coin to buy it, just don't know what I should buy.

Tratain 
Wednesday November 12th, 2008 6:32:48 PM

Tratain says "A day should be more than enough. While I do not doubt your Information Gathering Skills, we hired several of Plataue City's Finest scholars to find out what they could about the orb for us and they spent weeks looking into it for us. The only way we will be able to further the knowledge they have given us already is to actually travel to the Vague Lands and learn what we can there. As Lord Arrak has volunteered to Transport us there actually finding out where we need to go has been taken care of and there is where we will need you to use your skills to find out about what the Locals know about the sunken City, if you are still up for Traveling with us after learning what you have." He finishes with a smile.

He continues "We spent most of our Money on the Scrolls after our last battle, we still have quite a bit left, but we need to save alot of it to put towards building a castle. We need to decide what we really need for the Trip. We can handle the Water Breathing no problem, but there are other issues with exploring under water and possibly fighting underwater if it comes to that. Perhaps a Freedom of Movement Ring for Monthor, Arien or Lord Arrak do you have any idea if a fly spell would allow us to maneuver underwater? I for one don't swim very well, and Not at all in Armor. And another thing, while the Water Breathing spell will let us breath under the water It won't do anything for us communicating under water. Arien do you know the telepathic Bond spell? or could you learn it tomorrow? I could probably ask for Domi's Aid(Miracle) and make it permanent on all of us if we want."

Plyf 
Wednesday November 12th, 2008 8:30:15 PM

"Well, why do we not just buy a wish to get us all there safely, or buy a Cube of Force and position ourselves somewhere above where we believe we need to go. Enter the cube and let it sink to the bottom of the ocean?"

Plyf throwing out ideas, even as they begin to go to the city. She puts her harp away, back in her haversack, before they leave.

MonthorHit Points:(152 of 155) AC 25 
Thursday November 13th, 2008 6:03:46 AM

ooc> No health items. No money.

Monthor completes his preparation and is looking forward to bashing something.



Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Thursday November 13th, 2008 9:11:14 AM

Vedik ponders for a moment. "Dwight, an Amulet of Health is the easiest option. If you have something around your neck already, there are other items you can get to do the same thing. For example my belt is enchanted to bolster my health."

OOC:
An amulet of health +4/+6 would help alot, thats an extra 30/45 hit points at our level. For 10% extra, you can get the +Con enchantment in another item slot, but you have to make sure it matches the 'affinity'. If you have any questions shoot me an email. Also, Joe and I work the catacombs. There's a bit of a backlog at this moment, but it should clear out by the weekend and we can probably have the purchases done by then.

Plyf 
Thursday November 13th, 2008 6:19:09 PM

"I have an amulet that adds a large bonus to health. In fact, nearly all my magic is devoted to defense and being able to get out of trouble. I might not be that valuable to you in causing damage to others. But if I can keep my bow out use it steady, I can make a hole where there shouldn't be, if it's deserved that is. Up close and personal, it might take me some time to whittle something down, but that's a last resort and it's far easier for things to harm me, then it is for me to harm others. Especially the creatures you all chase after."

She finishes her wine and stands, waiting for them to the city.

"Also, I am broke, but I do what I can to defeat the powers of evil and if that demands a sacrifice of an item, I'll keep an open mind."

DM Matt 
Thursday November 13th, 2008 7:24:37 PM

Arrak's face quickly turns to a scowl. "Young one, you haven't known me long, so I will assume accident in your hasty words. I have offered to take you to the Vague Islands in but a moment of magical travel. You want to stop and obtain items needed for your trip. I have graciously agreed to wait a day in or around Plateau City while you do this.

"Do you think I am some porter, here to see to your needs?" His voice becomes a bit deeper, louder, and more harsh. "We can do this the way I say, girl, or you are free to do it yourselves. Now I have already had quite a stressful day, and I need not top it off with such impertinence!"

His gnome helper starts to inch from the room, a fearful look on his face. "Stand in place!" Arrak barks, pointing a finger at the gnome but not bothering to look in his direction.

As Dwight, then Tratain, deal with the discussion more calmly, he relaxes again. "Excuse me. It has been quite a harrowing afternoon. I should not erupt like that." This appears to be all Arrak is going to offer.

Once Arien takes the group back to the fields outside Plateau City, Arrak points to a cropping of trees in the distance. "There. Shall we say mid-morning?" He walks off slowly and aimlessly, surveying the landscape around him.

[do any shopping, and meet Arrak. If the cats take longer than 1 RL day, we will assume the purchases are retroactively applied]

Tratain/Joe OOC 
Thursday November 13th, 2008 7:44:34 PM

Can someone send an E-mail to the group for the Cats discussion? I had to format my PC last week and lost almost all of my contacts so I don't have a group listing right now.

Dwight hp 99, ac 16 
Thursday November 13th, 2008 9:31:54 PM

Dwight is a bit fearful as Arrak erupts, not necessarily for his own safety, but for Plyf's. As the group departs Arrak outside of Plateau City, he inquires if Arrak would like anything from the city. "Anything you miss or would enjoy. My treat," smiles the halfling using the childish charm. "Fresh bread, some Plateau City wine?"

Despite the expected rejection Dwight heads off to purchase an Amulet of Health from the Catacombs and help with other items the group may need.

While in town, Dwight stops at whereever food-stations have been set up for those devastated by the quakes and are still struggling. He blesses the area and bestows Ebryron's blessing of Food & Drink to the community. A small contribution, but something Dwight does.(feeds 3).

He also makes a quick stop to a flower shop, to purchase either living begonia's or seeds/bulbs for begonia's. Obviously this is intended to be given to Arrak after all the trouble we have caused him.

Plyf  d20+15=28 ;
Friday November 14th, 2008 7:41:40 AM

Plyf is a bit taken aback by Arrack's harsh words but adds, "No sir, not a porter, but one who would be willing to help in any manner they could to insure the deed was done, whatever that deed may be, I apologize for being presumptuous." She whips a lock of hair from out from in front of her face, "Please excuse my inability to read the minds of those around me as the information I receive from you all comes in the shapes of torn chapters from a book, read in different order. I do so wonder, where chapter one is?"

She curtsies once again though, in a manner of respect, but in her mind wonders how a dragon, full of years can spare only one day of it's existence on such an important matter, but all creatures have their own will and some more free then others. If this group is willing to trust the words and knowledge of this creature, who is she to question their methods.

Once at the city as Arrak walks off, she looks to the group and shrugs her shoulders, as if now what?

Diplomacy: 28

ooc: Of course, I know a lot more about what is going on then my character does and I am role playing her the that effect.

MonthorHit Points:(152 of 155) AC 25 
Friday November 14th, 2008 8:54:23 AM

ooc> Monthor's good to go. He has no cash anyway to shop.

"The rest of ye go on. Me and Fred, we'll go get us some ale and meet ye back here. "



Tratain 
Sunday November 16th, 2008 7:24:15 PM

Tratain makes a last minute trip to the Catacombs and makes sure everyone is ready to go before meeting Lord Arrak and the pre-arranged location the next day for the Trip to the Vague Lands.

Dwight hp 99, ac 16 
Sunday November 16th, 2008 8:58:11 PM

Having got his amulet, Dwight gets a bundle of begonia's and joins the group at the designate time and spot.

Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Monday November 17th, 2008 9:47:19 AM

Vedik spends the day crafting, and also takes the time to recharge some of the groups wands. On the next morning he refreshes his armor enchantments, casts his normal spells, and prepares to meet Arrak.

OOC:
Full days draw: 36 drops.
speed crafting 1 drop
Magic Vestment on Armor and Shield: 2 drops
Recharge: Tratains Death Ward Wand +4 charges : 16 drops
Recharge: Tratains Resist Energy Wand +4 charges: 8 drops
Recharge: Vedik's Dimension Door wand: +1 charge: 4 drops
Recharge: Vedik's Good Hope Wand: +2 charges: 4 drops
Store 1 drop
Next day 1 draw, 4 drops, 2 for armor/shield, 1 recharge Enlarge person, 1 stored.



DM Matt 
Monday November 17th, 2008 7:00:00 PM

Arrak politely decines Dwight's offer. After shopping trips, some drinking, feeding the hungry, and any other deeds that are done, the Knights return to the fields outside the city to find Arrak waiting beneath the copse of trees he previously indicated. He appears to be a bit impatient.

"Ah, there you are. I trust everything is in order? Yes? Good. Let's be about this, I must deal with some other pressing matters soon enough. Gather round all." He extends his arms, and once everyone is together, he closes his eyes and concentrates for but a moment.

You all feel the familiar tugging and momentary queasiness that accompanies magical travel, though it feels a bit . . . less . . . than normal. Faster, too.

In but an instant, you find yourselves in a wide, dark cave, its yawning mouth a few paces away. Outside the cave, you can see a sandy beach and a vast, bright, blue ocean. The sound of the waves turning to surf, and a few gulls calling her and there, make for quite a peaceful panorama.

The cave itself is dry, and the air is warm, if a bit salty from the nearby ocean. Looking around, you see it is more of a grotto. It only goes back about 30 feet before ending in a rough stone wall. A few roots poke through the ceiling above, but otherwise, it seems as good a place as any to rest from a hard day's travel. In fact, now that you look around, you notice the remains of a few small fire pits here and there. A few footprints complete the dusty floor, all of which are readily identifiable as humanoid, most human-sized (or something equivalent), with a few smaller prints. All are of boots or sandals, and there appears to be no sign of any predators or unsavory residents.

Sighing, Arrak says quietly, "Sadly, I must be away quickly." If Dwight offers the begonias, he takes them with a smile and bows deeply, "I am in your debt. You younglings never cease to amaze me." Giving a sort of half-salute, he adds, "Outside, along the coast to the east, you should find a small fishing village close by. You can probably find some information there." With that, he turns, concentrates again, and is gone from sight as quickly as you all appeared moments ago.

Dwight hp 99, ac 16  d20+12=15 ; d20+13=30 ; d20+7=17 ;
Monday November 17th, 2008 9:05:53 PM

Dwight does indeed pass along the begonia's and thanks Arrak for his aid, and again apologizes for those begonias that were destroyed giving his most charming halfling smile of joy and happiness.

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

Immediately after Arrak leaves, his joyness quickly departs finding himself in a dark, salty unknown cave with only one obvious exit. "Umm, perhaps I'll check outside to make sure the coast is clear?" Dwight looks to Tratain for approval and says he won't go far.

If granted, Dwight moves to the front of the cave entrance, and takes in the surrounding area, first taking in anything moving, then general scenery and finally the village (if seeable).

spot: 15
listen: 30
knowledge (nature): 17 (anything unnatural going on? does high tide flood the cave?)

OOC: Finally some rolls! :-)


Vedik Current Spells AC 31 (13 touch) HP 214/214 (Wings) 
Tuesday November 18th, 2008 7:30:41 AM

Vedik thanks Arrak when they arrive, then turns to ponder their situation.

"We are going to make quite an impression when we show up. A small fishing village, several well armed and armored adventurers just showing up." He scratches his beard. "We should be careful not to scare them."

He looks around. "We may also want to spend some time here getting familiar with the place. If we have to teleport, this cave is a good place to return too."

Plyf  d20+7=24 ; d20+16=25 ; d20+10=27 ;
Tuesday November 18th, 2008 10:10:42 AM

Plyf, pleased that Arrak has left simply says, "I'm sure he has his better days, I hope to see him again then." She then pulls out her bow and strings it. Pulling on it a few times to test it's string, then brings her quiver to bear on her back for easy accessability.

She asks everyone, "Please stay in one spot just a second, I would like to get a look around. perhaps something has been hidden or dropped that could be of use to us."

Once that is complete, she puts her strung bow in her haversack for ease in access and settles her rapier easily on her left hip.

"Ready when you fellows are. You don't mind if I walk behind a few of you, do you?"

Listen: 24
Search: 25
Spot:27

Tratain 
Tuesday November 18th, 2008 5:06:32 PM

When Arrak leaves and Dwight and Plyf make thier requests Tratain says "We'll be right here for a moment Dwight until Plyf has her look around, yell if you need us but we will be along in a minute or two as well."

Tratain will then lead the group towards the village indicated by Lord Arrak and on the way he says to the Group "Plyf, once we get there if you could ask around about the City of Erythtrain, see if anyone knows about it or how to get there. You will probably have better luck than any of the rest of us, though we will see what we can find out as well. I'd guess the best place to begin looking for information would be a tavern or a library if they have one. Lets go see how big a place we are dealing with here."


DM Matt 
Tuesday November 18th, 2008 5:24:25 PM

Dwight pokes his head out of the wide cave mouth. He does indeed see what is likely a village in the distance, a few miles off down the flat coast. The cave is set in the side of a small hill. A rocky, sandy beach stretches from the sea ahead, and after about fifty paces, turns slowly to grass. The grassland goes on for some miles inland, as far as Dwight can see. There are barely any trees or large shrubs to speak of.

Above, on the hill, Dwight can make out a few voices. Concentrating, he hears three distinct voices, two deeper and one higher in pitch. They seem to be conversing idly. On second thought, they seem to be trying to converse idly, though they sound quite drink. (it does not seem as if they are trying to be secretive)

Voice 1: "Garp, you idjit. You don't even know whash you talkin' about!"
Voice 2: "Do too. Don't be talkshin that junk to me. It wash sixsh feet long if it wash an insh, I tells ya."
Voice 3 (higher pitched): "You dang fools! Can't even hold a few drinks. You both - hiccup - idjits!"

Vedik muses about the group's reception at the nearby village, and suggests studying the cave a bit for future teleporting. [BTW, is Arien still around? Did I miss something?]

Plyf first readies her sturdy bow, then does a quick once-over of the cave. Toward the back, in a dirty corner, she finds an area of earth that was recently disturbed. It looks to have been dug up, then covered over again. Investigating further, she uncovers three bottles of a dark, sweet-smelling liquor, most likely some sort of spiced rum.

Tratain holds the rest of the group in place, then makes ready to go, asking Plyf to take the lead in learning about Erythrain once they reach town.

Dwight hp 99, ac 16 
Tuesday November 18th, 2008 8:12:05 PM

Dwight steps backs and reports what he has heard and seen. He motions to keep voices down because the splash of the waves will only cover so much. "Surely a grouped of readied adventurers will make those drunks think twice before drinking again. But that's not necessarily the reputation we want to begin with here." He looks to others to actually decide.



Vedik Current Spells AC 31 (13 touch) HP 214/214 
Wednesday November 19th, 2008 9:43:36 AM

Vedik chuckles softly. "I don't think a winged dwarf would get a great reception from a few drunk locals though it might be amusing." There's an amused twinkle in his eye as he says this. "they'd probably still be telling stories long after I'm gone about today if I fly up there on them."

He concentrates for a moment, and his wings fold down and become a cloak.

Highlight to display spoiler: {Active Buffs:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
}

Plyf 
Wednesday November 19th, 2008 1:54:52 PM

Plyf takes a look at the bottles and seeing, it is not red wine asks the group, "Any of you like rum? Likely some kids stash. Or one of those above not wanting to share his hooch."

If no one wants it, she covers it back up and brushes off her hands. "Sure, I'll ask around for you guys. Lets see if this little place happens to have a library. If nothing there is written, there is usually someone there with interests in local and past histories we can speak with."

With a grimace she starts off with the others thinking to herself "I hate sand in my boots."

DM Matt 
Wednesday November 19th, 2008 3:54:42 PM

As the Knights exit the cave and begin a leisurely walk east toward the distant village, you hear a loud gasp from above you. Up the small hill, you can now clearly see three people sitting among a rocky outcropping. In the middle is a cooking pot, though there is no fire underneath. Two humans and a squat halfing sit on the rocks, half a dozen empty bottles (much like those Plyf found inside) strewn about the grass.

One of them has spotted you and is pointing, his mouth agape and one eye half-closed. He stands, knocking over a half-full bottle of rum. "Daggit, Garp! You silly - " the other human stops mid-sentence as he follows "Garp's" finger and sees the Knights.

With an audible gulp, the man gets up and takes off, half running, half stumbling, toward the village. The halfling watches him for a second, then chuckles and says, "Dummy." He seems to be the least inebriated, though "least" is a relative term here.

Taking a few steps toward the group, the halfling extends a hand and says, "Welcome strangers! Name's Goldleaf. Hordo - hiccup - Q. Goldleaf. Not sure how ya got here, but no matter. I - "

"Quiet down, Hordo!" Garp says. "Thesh here folk done stole our rum! Lookit! Theysh come right outta our hidey-hole!" With an ugly grimace on his face, he picks up a bottle and breaks it on a rock, ending up with a jagged piece of glass in his fist - a nice makeshift slicer.

He advances on the Knights. Or, more accurately, he stumbles forward, swaying to and fro as he attempts to walk with an air of authority.

The halfling laughs, "Garp, you idjit. You can't be serious . . . ." Pausing, he looks from his friend, to the Knights, back to his friend, and back to the Knights. His eyes wander over Plyf's bow, Vedik's mace, and fall on Fred the Axe.

"Oh, #*%&@!" he says to no one in particular. "Garp, I don't think that's a good idea." Seeing that his drunken friend isn't listening, he steps to the side and says to the Knights, rather nervously, "I just met him anyway. Not really a friend at all. More of an acquaintance. Or, well, first-time drinking partner? He's . . . I . . . hey, hows about I show you around town once you're done with that Garp fellow, hmm?" He smiles nervously, watching Garp out of the corner of his eye.

"I'sh jush gonna get my rum back, silly gnome," mumbles Garp as he heads toward Dwight, waving his broken bottle.

Dwight hp 99, ac 16 
Wednesday November 19th, 2008 5:05:31 PM

Dwight is surprised to see another halfling, but recovers quickly when a drunk with a jagged bottle begins to come towards him Confident his friends will man-handle him before he makes it to Dwight, Dwight tries to diffuse the drunk, "Now, now Garp is it..., we just took a peak in the cave, didn't drink anything, honest. Don't you think we would still have a bottle in our hand if we had, your drink is safe whereever you hid it in the cave. Go and check if you wish, we'll wait here."

Thinking of the one that bolted, Dwight wonders how drunk that one was, and who will believe his story.

MonthorHit Points:(152 of 155) AC 25  d20+24=25 ;
Wednesday November 19th, 2008 5:30:47 PM

" Rhum?????!!!!???? "

Monthor's head spins back.

" We missed rhum... "

Monthor turns back in time to see the drunken gnome heading towards Dwight.

Monthor tried to grab the gnome
( Grapple check 25 with a sucky natural 1 )



Vedik Current Spells AC 31 (13 touch) HP 214/214 
Thursday November 20th, 2008 8:42:31 AM

"Just give him wide passage and let him see his rum's ok. I'd be mad too if I thought someone stole my drink." Vedik says to Dwight and anyone else in the drunks path.

The old dwarf turns back to the halfling. "Its good to meet you Mr Goldleaf. My name is Vedik, craftsmen and follower of Alemi. This is Plyf, Dwight, Tratain and the ugly one is Monthor. We've heard stories of undersea places around here, and were looking to check it out."

Tratain  d20+3=9 ;
Thursday November 20th, 2008 2:18:17 PM

Tratain says "Be Careful not to hurt him Monthor, he just wants his Rum, its back in the cave."

He says to the Drunken man "We did not touch your rum good Sir, it is still back in the cave. We are new to the Area and are looking for some information. We would be happy to buy you a few more bottles if you could answer a few questions for us, or point us towards someone who could. I'm sure you'd rather have more rum yes?"

He looks at Plyf seeing if the Elf can add anything to clam the man down as he and the rest of the Knights are a bit gruff most of the time and not well equipped to talk down drunken villagers.

Diplomacy = 9

Tratain 
Thursday November 20th, 2008 2:20:40 PM

Tratain also neatly steps between the Man and Dwight and Plyf as they are talking cutting off any chance that the man could approach the two and get close enough to do any harm should it come to that.

Plyf  d20+7=19 ; d20+15=20
Thursday November 20th, 2008 3:12:09 PM

Plyf is more concerned about the guy that ran off then the one with the bottle. He might just be waiting for them, to inform someone else, so she uses her boots to Teleport ahead of the man thirty feet ahead of him and gently says, "Please stop, or I will assume you are determined to do us harm and I can't have that, but if you continue, I will believe you knew we were to come and I must stop you."

She doesn't pull an arrow yet, but lets the running human know she is not afraid to stop someone if she wanted to.

Sense Motive: 19
Diplomacy: 20

Dwight hp 99, ac 16  d20+5=21 ;
Thursday November 20th, 2008 3:44:05 PM

OOC: dang I forgot to roll my diplomacy check....got interupted.

Diplocmacy with drunK: 21

DM Matt 
Friday November 21st, 2008 8:00:36 PM

Garp looks at Dwight with a puzzled expression. "Howsh you know 'boutta bottles lesh you stealin' my rum? See, I knew it!" He lurches forward another few paces. "I'sh gonna - ow!" he topples to the ground, a burly mass of dwarf tackling him in the blink of an eye.

Monthor Highlight to display spoiler: {Even with your natural 1, he's an intoxicated level 1 commoner... I just refuse to even roll the check, he loses :)}

The halfling gives a start as Vedik greets him. Tearing his eyes away from the one-sided wrestling match, he gives a hasty bow to Vedik. "Um . . . yes, er . . . pleased ta meet you all, I'm sure. Er, undersea did you . . . I say, are you gonna kill him? I mean, he's drunk . . . and stupid, yes . . . but a swift kick in the arse should do it, no?"

From underneath the Mound of Monthor, a muffled voice calls, "mmrph! Why, I'sh . . . beating . . . off of me . . . fat smelly . . . keep the rum!"

Tratain attempts to be diplomatic, offering to buy Garp more rum. Hordo smacks a hand to his forehead. "Not what he needs! No, that one needs ta sleep it off somewhere quiet." Gathering himself, he appears a bit more at home with the Knights once he sees that their weapons are staying put. "Now questions, that's my specialty. You might say questions are my middle name! Well, answers. Answers are my middle name!

"Well, no. I lied. No sense lying to good folk such as you. My middle name is actually Quandillious. I know, my mother was, well . . . strange. Anyway! Answers! Yes, answers I have, it's questions I need. Fire away!" Pausing, he rubs a toe in the dirt and adds, "Though I could sure use another drink, if that was an open-ended offer."

Plyf, thinking quickly, teleports in front of the fleeing man. He hasn't gotten far, being a bit drunk and somewhat plump around the midsection. The sight of the half-elf suddenly appearing in front of him appears to be the last straw. "Great googly moogly!" he exclaims. Then, without another word, he faints in a heap in front of Plyf.

Back with the others, Hordo shakes his head. "Yea . . . that one, he might need to sleep it off too. Told ya I didn't know them too well. Why don't I take you into Seabreeze - that's our village over there - and we'll see about that drin - answers. We'll see about those answers. Come on!" He heads off toward the village, looking back to see if anyone follows.

Spot DC 40 Highlight to display spoiler: {Hordo is checking his pockets alot. It's almost imperceptible - he's quite fast and subtle - but you catch him feeling here and there, making sure various pockets and folds are buttoned down safely. You don't see anything that you take as a threat, but it sure is weird.}

Sense Motive DC 30 Highlight to display spoiler: {You get the sense that Hordo wants to get away from the two men before they wake up/sober up. It's something in the way he skirts wide around them when he walks, along with the suggestions to leave them to "sleep it off."}

Plyf  d20+7=14 ; d20+10=12 ; d20+1=4 ; d20+11=29 ;
Saturday November 22nd, 2008 10:53:51 AM

OOC: Wow, googaly moogaly on them there high spot and SM DC's, lets see what I can do.

Plyf does a quick scan of the area to see if she can see anyone around that may have seen her sudden appearance and conversation.

Watching the man lay on the ground unconscious, she will make sure the fall didn't hurt him and in the process, check for any signs of guild affiliations or notes he might be carrying. "Oh my goodness, are you alright, I didn't mean to startle you, I just wanted to talk for a minute."

Sense Motive: 14
Spot: 12
Heal:4
Slight of Hand: 29

Dwight hp 99, ac 16  d20+15=18 ; d20+6=24 ; d20+5=15 ; d20=10 ;
Sunday November 23rd, 2008 10:05:09 AM

Dwight looks to the halfling as he offers his 'services' and his full name. Perhaps not surprisingly, Dwight doesn't recognize the family names, as most halfling can, nor can he directly link their relationship, but is pretty sure Hordo lies somewhere distance on his father's, brothers, oldest daughter's husband side.

spot: 18,
sense motive: 24

"Dwight Twigglebundler, since we are being all proper and such," adds Dwight. He looks in the direction of the town, and estimates the time of day. Knowing that Vedik hasn't snapped the drunk in half, thus ruining the potential information sources, Dwight inquires as the journey begins.

"Perhaps you could give us some stories or legends of the surrounding area, I love a good legend, especially the old ones." (diplomacy 15, gather info: 10 trying to coax out some info regarding the sunken city, without actually asking for it)

Tratain 
Sunday November 23rd, 2008 9:50:28 PM

Tratain checks both men to make sure they aren't permanently damaged, and after checking on them he asks the Halfling, "Is there someplace we can take them that they will be safe while they sleep off all that they have drank? And then if you can direct us to an inn we would be glad to buy you a meal and some drinks if you could answer a few questions for us, or just point us towards one who could answer them."

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Monday November 24th, 2008 10:30:16 AM

Vedik chuckles. "Must be good rum" he observes to no one in particular." He nods at the notion of a good meal and follows the others wherever they are led.

Plyf  d20+5=25 ;
Monday November 24th, 2008 11:13:56 AM

Plyf measures the best she can, the distance from where she is and the nearest buildings in the town after searching the man. She leaves his valuables if he has them.

Survival Distance to village: 25 (Natural 20)

MonthorHit Points:(152 of 155) AC 25 
Monday November 24th, 2008 4:44:45 PM

Monthor dangles Garp by the scruff of the neck for a few seconds before letting him go.

" Behave little one... "



DM Matt 
Monday November 24th, 2008 7:10:36 PM

Plyf and Dwight gauge the village to be about 3 miles off, give or take. Not a terribly long walk. If you're sober.

Plyf finds that her unexpected captive is just fine. He promptly begins snoring the snores of a drunken man. She doesn't find anything on him other than a few copper pieces, an old wooden pipe half full of burnt tobacco, and a wrinkled letter from someone named "Natasha."

Monthor releases Garp, who collapses in a heap on the ground, whining to himself. "All my rum. Ish gone!"

Hordo, meanwhile, quickly scans the two drunks and tells Tratain, "The cave is as good a place as any. No harm'll come to 'em around here. Unless a bird does it's droppings on them. That's about all the excitement one might expect 'long this coast.

"Legends?" he perks up during the walk. "Well. Twasn't always so calm and safe around these parts. Let's see. There was that old green dragon what used to terrorize the whole coast. In fact, my great-great-great-grandpap was the one that took that beast down. Well . . . not exactly . . . but he was definitely involved! We Goldleafs are a hardy bunch. Why, I'm an inch taller than your average halfling, I am." (in fact, he appears to be at least two inches shorter than Dwight)

"But someone said something about undersea adventures. You!" he points at Vedik. "Maybe you're interested in hearing about the great Kraken migration? Not really a legend, since it definitely, postiively happened. But a good story, nonetheless, despite the distinct lack of halflings in it."

By this point in Hordo's ramblings, you find yourselves over halfway to the village. "Then there's the old city down there. Nothing too interesting. Used to be a right scary place, what with the Sea-People cult and all. But now, all that sunken mess is good for is popping holes in the bottom of fishing boats when the captain isn't too bright. No, you'll like the kraken story better, I think. I could even add some halflings in, if that made it more interesting."

Within the half-hour, you find yourselves at the gates of Seabreeze. The small village is surrounded by a simple wooden balustrade. Two men in a mismatched variety of armor stand at the open gate, warily eyeing the Knights as you enter. Hushed whispers and not-so-subtle pointing abound. Clearly, these simple folk haven't seen the likes of you before.

"Look what I found!" Hordo announces loudly. "Found 'em in the old cave, I did. Lost and all. Yep, ol' Hordo to save the day, folks." Turning to the Knights, he says, "Now let's see about that drink, and I'll tell my Kraken story." He points to a ramshackle wooden building that must pass for the village's tavern.

Plyf ooc 
Monday November 24th, 2008 7:22:25 PM

OOC: DM, would it have not been reasonable for you to have included the contents of the note from this "Natasha" before we got half way to town, so that I could have responded to it in some manner in the next post, or used some skill or magic to read it if not discernable?

Plyf  d20+9=18 ; d20+7=15 ;
Tuesday November 25th, 2008 11:10:06 AM

Plyf reads the note if possible and will sense motive on it, to see if it is in some type of code.

Decipher script: 18
Sense Motive: 15

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Tuesday November 25th, 2008 12:39:42 PM

Vedik listens as Hordo rambles on, actually enjoying the walk. He's rather glad he stowed his wings.

"Its a fine day for stories. If you'd be willing, I'd like to hear both stories, kraken and sea cult."



DM Matt 
Tuesday November 25th, 2008 1:10:40 PM

Re: Natasha's note.

Good point Plyf.

The note was very short. It read:

"Dearest Burton,

You know I love you dearly, and that I would do anything for you. I always said I'd never leave your side. I've changed my mind. I ran into that harlot Maria, and she was wearing your bracelet! You lying, cheating, no good excuse for a man!

Consider this the end of our relationship. My brothers are going to keep an eye out for you around town.

Yours,

Natasha"

Tratain 
Tuesday November 25th, 2008 9:05:51 PM

Tratain listens to the Stories the Halfling tells on the way to town, and once there says "Lead the way, we will get something to eat and drink and you can tell us your stories while we eat. We may have some other questions to ask as well if you would be so kind as to answer them for us, or tell us who might know about what we want to know."

MonthorHit Points:(152 of 155) AC 25 
Wednesday November 26th, 2008 7:39:57 AM

Monthor whipes a drop of drool streaming down his chin at Tratain's mention of food and drink....

" Good, Me belly's grumbling... let's eat!!! "



Plyf 
Wednesday November 26th, 2008 12:36:04 PM

Plyf reads the note and a small trickle of tears run down her face as she remembers her lost love, but shaking it off, she tucks the note back into the area she found it in and thinks to herself You dumb son of a female dog, let this be a lesson to you not to mess with someone's love. Although slim, the other girl may have stole the bracelet, ah, it's none of my business

"Burton" she rouses the man from his drunken slumber. "Let's get you to town and get a bowl of soup or something in you."

"Hey guys" she turns to the group, "this guy is to heavy for me to carry or drag, can you lend a hand here please?"

DM Matt 
Thursday November 27th, 2008 9:28:08 AM

Arriving in town, one drunkard in tow, Hordo points out the tavern and the Knights head in for food and drink. Plyf (or whoever is carrying Burt) gets the drunk situated in a corner table out of the way and orders some hot soup for him. The Knights and Hordo then find their own secluded table - the tavern is quite full, but there are a few tables in the corners that are free - and Hordo orders a hefty meal and a round of ale.

He launches into his "kraken story," which is really quite hard to follow, especially after his second large mug of ale. Something about a school of krakens taking up residence off the coast and harrassing the local fishermen. It isn't really clear how the problem got resolved (or whether it was even Krakens). At one point, the krakens moved on to warmer shores, while at another point a band of warriors swam out and killed all of them. Making things even more absurd, Hordo tends to add a few halflings to the story wherever he can.

After 40 minutes and 4 mugs of ale, he finally trails off and the story is no more. Whether or not it was finished, you may never know.

With a big more prodding from Vedik, Hordo brings up the sunken city. "Whash you wanna know bout that fer? Ish jusha thing the fishermen talk bout. Shome ol city useta be round here, fell inna oshin a few hunnert yearsh ago. Big war or shomethin.

"Noshin inrestin there now, I don think. Hey! Wheresh that drink I ordered! Barkeep!" The portly bartender, rolling his eyes, stomps over and drops off another mug of ale, this one a bit lighter than the last, obviously watered down though Hordo doesn't seem to notice.

The barkeep brings a few stronger drinks for the Knights and nods at Hordo. "Careful. This one'll talk till your ears bleed if you let him. Hopefully he'll pass out soon. He usually does. Check your pockets too, while you're at it." A bit more loudly, he says, "Steal anything today Hordo, you little thief?"

Ignoring the bartender, the halfling continues, "Sho anyway, the old city, nothin good there. Bout a mile or so out -" he waves his hand in the general direction of the ocean "- fishamen gotta avoid the towertops of the ol city. Shome o them scrape the towersh an put holesh in er boatsh! Ha!

"Ifn you watch long nuff outshide, yull she the fishing boats skirtin round the shpot I'm talkin bout. Now shome o them what can't catch no fish, they take pieshes of the buildings - the onesh that are closhe to the shurface - and shell them to tourists. But we never have no tourists, sho they shtill makesh no money! Dummiesh!

"Why, that remindsh me of anudder shtory. THish one time, I wash walkin through the market. It wash a tooshday, caush that market day . . . and . . . walkin through the market . . . it wash a wenshday . . ." thunk. Hordo's head slams down on the table. "Krakensh . . . ." he mumbles, then is silent.

Bringing a fresh round, the bartender sighs. "Just another day . . . . Do me a favor? Before you leave, could someone drop him off on the cot in the back room?" he nods toward a small door by the end of the bar. "He rents it from me for a silver a week, seein as how he passes out in here so much." Walking back toward the bar, he laughs to himself. "Who'da thunk it. A drunk with some foresight? Ha!"

Plyf  d20+14=23 ; d20+7=18 ; d20+10=28 ; d20+7=19 ;
Friday November 28th, 2008 7:20:24 PM

When the barkeep leaves, Plyf will mention to her new found friends, "Sorry guys, but the muscle stuff belongs to you guys, I can barely carry my own belongings without a sweat."

She checks her belongings, to make sure she has everything and tells her friends, "I'd take the man seriously and keep your eyes on your gear and money." She smiles at the little bugger that seems to be able to drink like a fish.

She looks around the room for people that might be a possible academician or at least have some intellect or knowledge of the area, then roams about the room talking to them. Small talk at first, but leading to sunken cities if they appear to know the area. Also, old sailors, possibly near retirement, to validate the tales of ships being damaged by towers from this sunken metropolis. Nothing against halflings she thinks to herself, but more reliable information is possible, I hope.

If anyone is eyeing the group suspiciously, she keeps an eye on them as well. Who knows when Natasha's brothers will want to avenge their sisters honor and anyone with their target might also be involved, in their eyes.

Gather Information on the sunken city (sorry, keep forgetting the name): 23
Listen for tales of the city or possible trouble for the group: 18
Spot possible knowledgeable people for sunken city or trouble brewing: 28
Sense motive on possible trouble makers or those suspicious: 19

OOC: DM, if more then one roll is necessary in any one of those areas, feel free to make the rolls for Plyf to move things along. The bonuses in the rolling box correspond with the checks made for specific things.


Vedik Current Spells AC 31 (13 touch) HP 214/214 
Saturday November 29th, 2008 9:40:11 AM

Vedik listens to the story and ponders the situation. He also checks his pockets to make sure nothing's missing.

He tells the others quietly "Anyone have an invisibility ring, or a spell of invisibility handy? We've still got some light yet, and I bet from the air we could might be able to see some of this sunken city. But the sight of a winged flying dwarf may cause a stir we'd be best to avoid."

He also tries to look for anything in the village that seems in ill repair, and offers his services as a Fixer. Boats, docks, looms, anything these people use.



Dwight hp 99, ac 16 
Saturday November 29th, 2008 10:01:01 AM

Dwight finally pipes in having watched the not-so-impressive halfling to Vedik's request. Was I as naive, before my adventuring days....surely not so much

"I've got a ring, I could even fly around myself if you want. A flying halfling might spook them less than a flying dwarf." Dwight chuckles glad, he did not need to rent a cot.

MonthorHit Points:(152 of 155) AC 25 
Saturday November 29th, 2008 11:35:00 AM

But the sight of a winged flying dwarf may cause a stir we'd be best to avoid...

Monthor clicks the heels of his winged boots together.
" What's wrong with winged flying dwarves??? Me gots these boots from me Ma!"

DM Matt 
Monday December 1st, 2008 1:23:47 PM

Plyf decides to wander the room, nonchalantly taking in the patrons. They seem to be of a uniform sort: mostly male, mostly human (a few half-elves, dwarves and halflings here and there), and they uniformly smell of fish. Plyf talks to a few men here and there, not learning much.

"Aye, there be a city down there. I don' fish that end so much, due to the dangers o' tearin' me vessel."

"City? Cap'n keeps me belowdecks, I ne'er see the light o' day out there, much less a city."

"From what I heard, it be about 2 miles out the coast. I been out there once or twice, but didn' see nuttin'. Twas high tide though, so who knows."

Then Plyf spots her target: an old, salty sea-dog sitting alone in the corner. A wrinkled, aging human, at least 70 if he's a day. His leathery skin is burned to a permanent dark tan, the lines on his face partly from age, partly from the sun. He has more empty tankards lined up in front of him than Plyf has seen drank by most younger men in the bar.

Overhearing Plyf's questions, he calls in a gravely voice, "O'er here, lassy. Don' be listenin' to those fool youngins. Why, most o' the men in here couldn't catch a cold in an icebox, nor ugly from an ape, much less any sort o' fish.

Plyf takes a seat and introduces herself. The man doesn't bother giving a name, but knocks off the rest of his ale and waves to the bartender for another. buurrrpppp! "Whoo, that'll teach me to drink! So. You be askin' about old Erythrain, eh? Sure enough, not a year goes by without some fool bunch of treasure-hunters looking for that sunken mess. Some never come back. Most come back empty-handed, but I guess that won't stop you lot, now will it?

"Easy enough to find. Wait until low tide, course. That's a bit past midnight tonight, then again 'round lunch tomorrow. When the water be lowest, the very tippy tops o' the old towers stick right out. Almost miss 'em if your eyes be bad. Lotta boats sank due to lookouts with bad eyes.

"Anyways, you see the towertops, and that's yer spot. That fool Billy over there, he was right. About 2 miles out the coast from the north docks."

The old man flashes a grin, showing a mouth with only half its teeth left. "Now, seein' as I helped you out, how's about sharin' a drink or four with an old seaman? Then maybe a nightcap? Don't naysay yet, lassy. Experience counts more than looks! Ahhh-haaa-haaa-haaaaa..."

Relating what she has learned to the others, Plyf gives a silent thank-you that the man didn't want to press the uncomfortable issue.

Dwight offers a ring of invisibility to whoever may want to scout the waters. Vedik suggests checking things out, and Monthor seems interested in tagging along.

Plyf 
Monday December 1st, 2008 8:35:36 PM

"Excellent information kind sir and the drinks you have earned indeed" Plyf responds when he gives an average time frame on when someone can see the tops of the towers. "As for the night cap, perhaps you would like to hear a few songs instead? " she will ask the old sailor as she pulls out her harp, "Much like you, I enjoy the ladies myself as well, so you would find my company more then boring otherwise." she says quite frankly as she summons another round and asks for some red wine and as many mugs for the nameless sailor as he wants for a round.

As she tunes her harp, her bardic blood boils at the thoughts of exploring ancient cities and perhaps the wrecked ships and their treasures, sitting at the bottom of the waters.

Dwight hp 99, ac 16 
Monday December 1st, 2008 9:37:57 PM

Dwight listens for a bit, but not much for the whole bar/drink scene having had one to many in the not-so-distant past.

"Perhaps, Monthor and I could go get an aerial view tonight. Any underwater lights and such will show through, especially if its cloudy. I've got my broom."

Unless there are protests, Dwight is willing to fly out to the underwater city and take a survey of water tops and whatever else he can find at low tide. He will remain invisible the whole time. If Monthor wants to join him, and its warranted, Dwight could summon Whisk and fly on his back (though he woudl suffere 1d4 con. drain); thus allowing Monthor to borrow his broom.

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Tuesday December 2nd, 2008 7:23:08 AM

Vedik ponders. "Dwight seems like a good plan to have you fly out tonight if you're willing."

He then continues to look for places his art can be useful about town.

MonthorHit Points:(152 of 155) AC 25 
Tuesday December 2nd, 2008 9:16:30 AM

Me's and Fred's willing to go. The boots' flight only lasts so long though.

ooc> He'll use the broom when offered.

DM Matt 
Tuesday December 2nd, 2008 8:09:46 PM

A few of the Knights wait until close to midnight, then take a short flight out over the water. At first, you see almost nothing due to the darkness. But hovering lower and lower, you are finally able to make out a few small points jutting out of the water here and there. Upon much closer inspection (and possibly some light - darkvision doesn't provide color), you can also see that the jutting stones are a dark reddish hue.

Heading back (it's now almost an hour past midnight), you find the bartender trying to clear his bar. Slowly he goes, ushering the drunks out first while letting the calmer crowd enjoy one or two more pints of ale. Plyf seems to be winding down a performance, and a small crowd sits around her in awe, asking for a few more songs. Tratain, meanwhile, sits at a table, brooding over a mug of ale, his thoughts his own.

After the scouts report what they've found, it's time for some sleep, and plans of how to proceed in the morning.

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Tuesday December 2nd, 2008 8:28:30 PM

Vedik ponders where they will sleep this evening. He inquires to the bartender about a place to stay. Perhaps Plyf will have made friends with a family that will let them sleep on the floor. Worst case, they sleep out doors. It's a fine night at least.

When they have a quiet moment, he mentions to Plyf that he can provide a magic vestment for her, if she wishes. He also takes a few minutes to see to the party wands.

OOC:
8 draws: 32 drops
Recharge Tratain's Death Ward wand +8 charges.

Dwight hp 99, ac 16  d20+13=30 ; d20=7 ;
Tuesday December 2nd, 2008 9:14:11 PM

Dwight only mildly excited about another adventure, relates what he knows. He explains that he tried to determine the radius of the city, and identify what the buildings once were, but the moonlight just wasn't good enough to pick out any details.

Somewhat disappointed; Dwight inquires if anyone has checked to see if Gargul is known about in these parts? (Gather Information: 7) , Dwight inquires to where the group will be sleeping and quickly drifts off.

OOC: spot: 30 while scanning the sunken city could Dwight identify any likely temples, or centers of trade/government or perhaps the main plaza/center of town. Trying to get a starting spot in the city.



Plyf OOC 
Tuesday December 2nd, 2008 10:00:32 PM

OOC: Player post to come in the morning.

Plyf  d20+15=28 ;
Wednesday December 3rd, 2008 10:54:21 AM

Plyf frowns at the thoughts of asking people for refuge. "I think we can afford a room." She will answer Vedick, "Besides, I think we have much to talk about that others might not want to hear or be part of." she accentuates her words with large eyes.

"Do you have a suite or large enough room available for the bunch of us good barkeep?" She will ask, if so, "I will purchase that and the rounds for this Salty Dog to my right here that was so much help." she winks to him in jest.

Diplomacy: 28

MonthorHit Points:(152 of 155) AC 25 
Wednesday December 3rd, 2008 9:17:58 PM

After partaking in some food and drinks, Monthor finds a nice corner somewhere in the partie's room, craddles Fred gently in his arms, and falls asleep. He dreams of mead, battles, forges and his Ma.

ooc> Dang!!! Are we really down to 5 PCs? Any consideration to recruiting a 6th?
In the mean time, how are getting to the underwater city? I would guess that we can't all fly there.
We'll need some protection against the cold. Can everyone breath underwater now?




Dwight hp 99, ac 16 
Wednesday December 3rd, 2008 9:43:06 PM

OOC: Dwight was relying on other's magic to help him breath underwater.

As talks change to plans, Dwight suggests hiring a boatman to row us out there or even to purchase a small boat that we can attach to one of the underwater towers that were visible during low tide. Therefore being availabe whenever we were ready to leave. A boatman, while a better choice, will not likely wait around for hours and/or days.

Plyf Second Post 
Wednesday December 3rd, 2008 10:48:51 PM

Plyf strongly agrees with Dwights idea. "How much could a row boat cost anyway?", she asks, and continues, "Although I'm not strong like you, I have swimming skills, but no way to breath underwater for longer then I can hold my breath."

Plyf OOC 
Wednesday December 3rd, 2008 11:30:45 PM

OOC: I apologize DM, but what is the climate like here again? I'm not sure if it was mentioned or not? Is the water to cold to handle without protection?

My fault actually, I don't think I mentioned it. The day ranged from 70-80 degrees in temperature, dropping to about 55-60 at night. The water is a little chilly, but not cold enough to cause any significant problems. -M

DM Matt 
Thursday December 4th, 2008 8:48:47 AM

Plyf and Vedik look into some rooms. "Aye," the bartender says, "I've a few rooms. Rather small, but comfortable enough. I can give you two if ye like. I don't particularly like the idea o' one unmarried woman bunking with all these men, but it's up to you," he offers Plyf a small bow.

Dwight relates what little he could find. Even dunking his head underwater, he couldn't get a good idea of the whole city. The towers he could see went pretty deep, and the murky water didn't allow much of a view.

After being shown the room, Monthor is the first to find a comfortable spot to sleep, snoring peacefully with his axe in a loving grip.

Dwight asks the bartender about Gargul. The bartender gives a puzzled look, "Init he the ol' hermit that lives down the way? Wait . . . oh Gargul! Sorry, I ain't been to church in a right long time. Meh . . . I don't have time for gods and demons and such. I just run the bar." Shrugging, he heads back to the common room to clean up.

Dwight also suggests that the Knights hire out a rowboat, and Plyf agrees. Someone recalls that a rowboat, on average, costs about 45-50 gold pieces, though judging by the relative lack of wealth in this town, you figure you could get one cheaper.

Plyf 
Thursday December 4th, 2008 11:44:08 AM

Plyf smiles at the bartenders concern and morals and replies, "We are a team and we stick together."

Once in the room, she adds before sleep, "Perhaps there is an old witch or alchemist around, perhaps that hermit mentioned, that can sell us potions or such, to aid in our journey. We can ask around in the morning."

She adds, before she goes to sleep, "By the way my new found friends, if any of you attempt to touch me in ways I don't desire, you should not trust sleeping again." She laughs as if in jest, but it is hard to tell if such a sentence really is and should be taken as a freindly warning.

Dwight hp 99, ac 16 
Thursday December 4th, 2008 9:09:43 PM

Dwight laughs with Plyf as she describe hold her breath. "These arms aren't made for swimming," as he waves his short halfilng arms. "Floating, maybe spinning around, but the tide would likely take me away if it weren't for my broom here."

Dwight offers to find a boatman that is either willing to row out with us and wait for an unknown amount of time or one that is willing to rent his boat out to us for a few days. We certainly have the cash for buying one, but then what will we do with a tiny boat this far from home?

OOC: Also, when getting the boat, Dwight would like to get enough rope, that an anchor can be securely attached to something (ground, stone building etc. underwater.) He may need help carrying that much rope, but it may be needed to secure our ride back.

MonthorHit Points:(152 of 155) AC 25 
Friday December 5th, 2008 5:50:34 AM

Monthor goes with Dwight to ensure that his little buddy doesn't get into trouble.

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Friday December 5th, 2008 2:34:59 PM

Vedik retires for the night, and prays for new spells in the morning more suitable to their underwater adventure.


DM Matt 
Monday December 8th, 2008 12:40:20 PM

In the morning, Dwight and Monthor head off to find a boat. At the docks, they find a mass of fishermen eager to be "the one who rented a boat to the adventurers." It seems word of the Knights has spread fast. Anywhere you go in the village, a small herd of people follow along, whispering and pointing.

The fishermen bid to undercut each other, and Dwight and Monthor soon find themselves renting a fair sized rowboat for 2 coppers a day. It seats 7-8 people, maybe 9 in a pinch, and seems seaworthy enough. When you ask the fishermen for someone to accompany the group, the awe and wonder fades quickly. No one seems willing to head out with the Knights, and there are rumblings about "getting heads chopped off" and "adventurers always being in danger."

Meanwhile, Plyf does a thorough search for anyone selling potions, oils, balms, or something that might help with an underwater expedition. Unfortunately, her search produces no results. The best Plyf can do is a woman with a basket full of glass jars with odd-colored liquid inside. In fact, the old lady was waiting outside the tavern when Plyf emerged, and didn't seem to be hawking her wares until Plyf was visible.

Plyf sense motive DC 15 Highlight to display spoiler: {The lady is crazy, and not very good at deception. She is trying to sell these jars as magic potions, except that they don't look anything like real potions, and she is only charging a few gold coins for each. In fact, one of the jars seems to have some jelly left in it.}

Meanwhile, Vedik and Tratain wander about town, taking in the scant sights and waiting for their comrades to return.

Vedik and Tratain spot DC 10 Highlight to display spoiler: { A young boy, maybe 14, has been following you for about a half hour. He isn't very good at it. He repeatedly trips over things in the street, stops to talk to friends (pointing at you openly), and the like. You catch repeated glimpses of him trying to move from building to building to follow you "unseen."

The debacle finally becomes more than you can bear, and you laughingly approach him. After seeing the ruse is up, he straightens up and says, quite seriously (though with a hint of nervousness), "I am Jason. I'm a spy! Pretty good with a dagger too!" he attempts to pull a short blade from his belt, and it goes flying, landing point down in the dirt several feet off. "Well I'm nervous . . . . But I want to join up! I can be really helpful. I'm practicing to be an adventurer just like you. Maybe I'm not quite as good, but I'm getting better, and someone has to take a chance on me!" He looks at you eagerly.
}

By lunch time, the Knights find themselves together again by the docks, with a boat, oars anchor, and plenty of rope.

Plyf  d20+7=15 ;
Monday December 8th, 2008 1:05:00 PM

Plyf smiles at the lady and wonders what she is up to.

After listening to her words and looking at the product, she is inclined to be upset until she understands how insane the woman is. Thankfully, her knowledge of people in general keeps her from being suckered into a deal she would later regret.

"No thank you." she tells the woman and goes to find her group members.

Once there, since it seems the community is rather small, she informs them of her lack of progress in obtaining results, in find an alchemist of true quality.

Sense Motive: 15 (barely nailed that one)

Dwight hp 99, ac 16  d20+13=32 ;
Monday December 8th, 2008 9:53:22 PM

Dwight pays the fisherman the agree upon price, and informs the man that he fully intents to return with his head attached.

-----

Back with the group. "Well I got a worthy enough boat for us to use, and plenty of rope that we should be able to anchor her to whereever we end up going down at."

"Anything else we need to do? It will likely take us two hours or so to get out to the area. If we want to get there at low tide, we best set out."

-------

Once on the boat, Dwight offers to scout ahead just up ahead of the boat on his broom. He tries to wait until the party is out over the water abit, to avoid any close spectators. Dwight still prefers the general public not see him fly his broom. (Not sure what Dwight will be able to see, but Dwight doesn't feel comfortable having the group all in a small boat)

Spot: 32

MonthorHit Points:(152 of 155) AC 25 
Tuesday December 9th, 2008 5:57:59 AM

Rocking back and forth on the back if his feet for a few seconds, Monthor takes his seat in the boat.

" Me hates boat...."

ooc> Who's casting what spell effects before we take the big plunge?



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+8=19 ;
Tuesday December 9th, 2008 8:40:54 AM

Vedik prays for his spells in the morning, anoints his armor and shield and casts his normal spells before heading out for the day.

Vedik turns to the boy with a stern look, but a twinkle in his eye. "A spy eh? So that means you got good eyes lad? We could use a look out. We'd need ya to stay on the shore for a while, watch our boat out in the water. I know its not exciting, but that boat's our guide line back to the surface. Just keep an eye on it from the shore. I'll give you a gold coin now, and more when the jobs done. You may want to see about some food for the day, you could be on the shore a while waiting for us. If nightfall comes and we're not returned, get some dinner and come back in the morning. Also, make sure you get all your chores done and it's ok with your folks. I mean that!" Meet us down by the docks by lunchtime. Oh..and before you go, whats your name lad?"

Vedik hands the boy a gold coin as promised.

By lunch time he meets up with the Grey Knights. If the kid is there, he introduces him to the Grey Knights as their spy and lookout for this mission, trying to make it sound as serious as possible.

He answers Monthor's question. "I'll be casting water breathing on those that need it. There's 5 of us, so that gives us a little more than six hours per casting. I've prayed for three spells, in case something down there dispells the magic. I have to touch you to cast it, so try not to go too far. I have a few freedom of movement spells ready, but I think its best to save them for combat. Which means you, Tratain and I will likely sink like a stone. Keep your eyes sharp, and watch for signals."

He takes a moment to work out some basic hand signals, as they wont be able to talk underwater.

He casts Water Breathing on the 5 knights, and makes ready to take the plunge.


MonthorHit Points:(152 of 155) AC 25 
Tuesday December 9th, 2008 9:39:23 AM

ooc> Monthor has a necklace of adaptation. No need for the breathing spell. Thanks anyway.

Plyf 
Tuesday December 9th, 2008 10:55:45 AM

"Thank you for the spells", Plyf replies in a relieved voice. She thanks the young man for his service, but wonders why he has the idea they need a "spy". (Sense Motive).

"If we enter combat, I will be needing a freedom of Movement spell, if I am to use my bow or rapier, but I have concerns about old traps and such also as well as undead and sea monsters inhabiting the city. The village hasn't been plagued by random atacks so if anything is there to attack us, let's hope it stays there if we get killed or need to leave. The last thing we want is unleashing the wrath of the unknown on innocents."

When they are alone, she asks Dwight, "Is it possible to tie the boat to your broom and you can haul us out there faster then if we rowed?"

Vedik Current Spells AC 31 (13 touch) HP 214/214 
Tuesday December 9th, 2008 11:32:50 AM

OOC: If Monthor doesnt need it, then its on 4 people for 8 hours.

Plyf  d20+7=15 ;
Tuesday December 9th, 2008 11:47:52 AM

OOC: Oops, I forgot my Sense Motive check.

Sense Motive DC: 15 (again)



DM Matt 
Tuesday December 9th, 2008 1:31:45 PM

Plyf politely thanks the old woman and moves along. Meanwhile, Dwight and Monthor obtain the boat and make ready to head out.

Thinking quickly, Vedik decides that the boy (Jason) can be of use to the Knights despite his apparent bungling. Maybe not a real use, but Jason doesn't seem to notice Vedik's patronizing. "Really?!" he exclaims. "I - I'll be ready on time sir!" he runs off to do what Vedik asked.

[Vedik - 1 hero point for original thinking. Rather than send the boy off, Vedik maintained a good relation with the townsfolk and made the boy feel useful]

Monthor takes his seat in the boat, looking quite nervous and expressing his strong dislike of boats in general. As if on cue, the boat rocks severely when he sits, almost splashing him into the water.

Right on time, the boy Jason appears and takes a place on the dock. If anyone approaches, he orders them off, explaining that he is on very important business for the "new adventurers."

After the boat sets out, Dwight heads forward on his broom to scout. The waters are relatively calm, and he sees nothing to cause concern.

Vedik works on a series of hand signals for the group to communicate underwater, and casts water breathing on anyone who needs it.

[hand signals: if you are using this method, we'd have to go with the sense motive rules for conveying an unspoken/secret message. However, since the group is working on it during the trip, everyone will get a +3 to the check]

Soon enough, you find yourselves near the spot Dwight and Monthor identified the night before. Just as the sailors said, you can see the reddish stone points of the towers sticking just above the water. It's easy enough to anchor the boat to one of the towertops (or you could drop the anchor if you like).

Tratain Current Spells 
Tuesday December 9th, 2008 4:18:44 PM

On the way out to the City under the Water Tratain Practices the hand signals that Vedik has come up with with the others. Once they reach thier destination Tratain says "We should probably tie the boat to one of the Towers, it might make it a little easier to get back if we can just scale up the tower to the boat."

Once everyone is ready He says "Lets try and use these buildings to help us get down, while I'm pretty sure I could just jump over the side and get there eventually, I'd rather it be in a controlled manner."

He then attempts to use the buildings to help control his decent into the underwater city.

OOC:Sorry for missing posts, was pretty under the weather for a while, Did we lose Arien somehow? I haven't seem him post in a long while either.

Dwight hp 99, ac 16  d20+13=30 ; d20+13=29 ; d20=6 ;
Tuesday December 9th, 2008 9:51:23 PM

Dwight lets everyone else drop down first, giving a good tug on the rope after a bit to check that it is tied and that enough slack remains to account for the incoming tide. Then, following Tratain lead, he signals to himself, time to go. One last scan around (spot: 3) and splash he goes.

He sinks to the bottom, guiding himself with a nearby building and looking inside as time permits to see when last the innerards (sp?) were distrubed. (spot: 29, gather info: 6)

----------
Waterbreathing [Vedki] 8 hours


OOC: Can I get a DM ruling on the use of a flying broom underwater? (works as fly spell, which means it doesn't work?)

MonthorHit Points:(152 of 155) AC 25 
Wednesday December 10th, 2008 5:50:46 AM

Monthor stands and cannon balls out of the boat and into the water....

" TALLY HOOOOOOOOOO!!!!!!"

With a big SPLASH!!!! Monthor and Fred the axe enter the dark watery domain...
Onwards to a new adventure.



Vedik Current Spells AC 31 (13 touch) HP 214/214 
Wednesday December 10th, 2008 7:27:55 AM

Vedik jumps into the water, chuckling at Monthor's outburst. Activating his wings as he submerges, he uses them to slow and control his descent.

He peers around, looking for anything that might indicate their goal.

Plyf  d20+3=13 ;
Wednesday December 10th, 2008 8:35:25 AM

Plyf secures all of her personal possessions to be sure that nothing falls into the water. She is a bit unsure of the spell placed upon her, never having breathed water before and watches the others as the spell seems to work. Out of habit, she holds her breath as long as she can, hoping it wasn't just a mean practical joke to kill her and dives into the water. She quickly comes to the surface holding onto the side of the boat and tests the spell. It is unbelievable to her that it works and she dives after her friends again using what skill she has.

Swim: 13


MonthorHit Points:(152 of 155) AC 25 
Thursday December 11th, 2008 7:38:51 AM

Monthor takes in the sights of the watery depths as he slowly sinks towards the bottom....


Plyf  d20+17=25 ;
Thursday December 11th, 2008 1:00:06 PM

If Plyf sees that Monthor sinks faster then she can swim, she will attepmt to reach out and grab onto his armor, so that they can sink in unison.

Touch attack to grab monthor for faster sinking. AC 25

DM Matt 
Thursday December 11th, 2008 7:07:23 PM

Various OOCs: I think we did lose Arien. Haven't heard from him in a long time. I thought maybe he had left when Jova did.

Dwight, sorry, no broom underwater. It would need a swim speed.

--------------------------------
Tratain suggests using the towers to make a controlled descent into the sunken city of Erythrain. Climbing carefully over the side, he attempts to do just that. In fact, his armor pulls him down, and if he let go, he could probably sink quite quickly, but with the ample handholds on the aging tower brickwork, he can see that climbing down slowly shouldn't be much of a problem.

Monthor, on the other hand, decides to take the express route, and jumps right into the water. He finds himself sinking fairly quickly toward the ocean bottom. He can first see the reddish tower tops rushing past him, then as his eyes adjust, a wider view of the city greets him. Half-fallen towers, crumbling buildings, villas, pavilions and squares overrun with lichens and sea plants. The large city is made entirely of the reddish brick.

Monthor's panoramic view is gone quickly as he approaches the bottom and the buildings surround him. With a light bump, he lands on the ocean floor and awaits his friends.

Vedik jumps in next, not using Tratain's method, but using his wings for a more controlled descent. [note: the wings won't let you move like they would above (no fly speed), but they will work to help control your movement, sinking, etc.]

Plyf, rather nervous, takes a short dip in the water to test the magical breathing. Finding that it works well enough (albeit an odd sensation), she dives in and swims downward. Not being as heavily encumbered, she has far less problem simply using her own arms and legs to move around in the water.

Dwight pops into the water last, climbing nimbly down behind his companions and trying to get a good look around the sunken city.

Within a few moments, everyone has reached the ocean floor. All told, you are about 75-80 feet below the surface. [treat as low-light for vision purposes]

Looking around, you see that the sunken city was built as a wide open place. The buildings are spacious and placed with plenty of room between. The avenues, or what is left of them, are wide and open. The reddish hue of the buildings gives the slight light an eery cast.

Lichens, sea-moss and other aquatic plants abound. The bricks of the buildings are cracked and broken in most places, and dully-colored, small fish dart here and there, swimming close to inspect you, then flitting away quickly.

Judging from your view on the way down, you judge that you are fairly close to the center of the city, and between the wide avenues and lack of sturdy walls to obstruct you, it would be pretty easy to move in whichever direction you choose.

[questions on layout, direction, etc., feel free to email me, I may be able to answer more quickly]

Dwight hp 99, ac 16 
Thursday December 11th, 2008 8:35:54 PM

Dwight offers his own spectulations as to which building might contain the reasons for their visit. It was likely held in a church or main building, which of these Based on what he saw on his way down, he picks one that most resembles a church, power center or library.

Feeling sluggish underwater, Dwight points to the building that he has identified (if he finds one). Opening his palms as a book would open, or pointing to religious symbols to help the group members understand why he points so.

Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+13=33 ;
Friday December 12th, 2008 11:43:53 AM

Vedik follows Dwights pointing. Although he doesn't really follow what he means, it's clear he has a notion about a few of the buildings. Trusting the halfling, Vedik makes motions towards the buildings himself, pointing to Monthor to take point.

He takes a close look at the structures of the buildings, using his keen dwarven eye to determine anything he can about them as he follows behind Monthor.

OOC:
Knowledge Architecture/Engineering: 33 (Nat 20) (31 if the buildings are not stone or metal)



Plyf  d20+7=9 ; d20+7=18 ; d20+7=11 ; d20+10=13 ;
Friday December 12th, 2008 12:30:05 PM

Plyf follows her comrades and looks about for all the vessels that supposidly sank from the tops of towers. She enjoys the swim, never having been this deep and trys not to be destracted by the pretty fish that swim in schools in the area.

OOC: DM, I would like to suggest that some conversation would be possible within ten to fifteen feet of each other. We are able to breath the water and sound does travel in water as well.

Listen: 9
Sense Motive on Dwight: 18
Spot: 13



Dwight hp 99, ac 16  d20+3=11 ;
Friday December 12th, 2008 4:52:41 PM

OOC: Sense motive on Dwight? Guess I need a counter-defending bluff: 11

Plyf 
Friday December 12th, 2008 5:36:26 PM

OOC: Yea, the DM said we need a Sense Motive to understand the hand signals, but we had a +3 to the check because we preplanned those signals.

Dwight hp 99, ac 16 
Friday December 12th, 2008 8:39:12 PM

OOC: true enough, I was thinking you thought I was a Thief or something :)


Plyf 
Monday December 15th, 2008 1:37:45 PM

OOC: Waiting for DM post, will post tomorrow morning.

We're Gonna Need a Bigger Boat - DM Dan 
Monday December 15th, 2008 10:50:11 PM

A few OoC things
Please list active spells and abilities like low light or darkvision to help me out
As a rule if you are looking or doing somethin in which you would like possible specific info returned, make an appropriate skill check

Beneath the waves at this depth, things are still relatively warm and light manages to penetrate. The water is fairly clear, but those without enhanced vision can still only see about 40'. Even directly in front of you the shadow flicker about and force you to recognize determining the exact position of a target may be difficult. Those with low light vision can see normally to about 40' and then the dancing shadows from the surface begin to affect you, finally limiting your sight at 80'. Any with darkvision find the dim world beneath the waves to be very much like in the lightless world of the underground.

Vedick's keen eye and attention for architecture begin to pay off immediately. Under the grime of most of the buildings, he can make out the now discolored red stone. The workmanship is extraordinary, more so given how long these structures have been exposed to the grinding decay of salt water and lichen growth pulling at them. Many still tower several stories towards the light of the surface and are completely intact. this section of the city, the dwarf quickly asertains, was a housing area. many lower levels seem to be small shops, likely for everyday needs such as food and drink. The upper levels for living. the buildings do not stand in isolation, but are rather in street rows of about 8 units running some 25' each. The roads are wide, or rather gaps now under the waves, are great enough for stands to easily have been out front on each side with a small crowd and still allowing for a pair of wagons to pass each other. All told the distance is nearly 50'.

Debris is littered all over, bits of plank and rope. A stray barrel out of place here, the glint of a sword buried in the sand there. Evidence that the entire city is one enormous debris field of countless vessels torn open by the mighty turrents of the red city towers. What is not evident to Plyf and indeed any of you, is any large sections of hull or cargo. Surely not every ship was torn to such small pieces.

Plyf then spots behind the group and black movement in the shadow at the very edge of vision. A shadow, perhaps. A massive school of fish just then shoot down the main thoroughfare the party stands in at high speed. Directly away from, Plyf notices, the phantom shadow he just saw.

Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+13=33 ;
Tuesday December 16th, 2008 9:33:45 AM

Vedik folds his wings in, deactivating them. The impressiveness of the architecture brings a smile to Vedik's face. He spends a moment appreciating the construction, wishing he could speak to the architects. He looks towards the other sections, trying to gauge where their target might be.

Enthralled by the buildings, he remains oblivious to the potential danger.

OOC:
K: Arch/Eng again, to figure out where likely places may be. 33.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)



Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage, inspire competence)  d20+6=26 ; d20+7=14 ; d20+10=18 ; d20+3=5 ;
Tuesday December 16th, 2008 11:46:03 AM

"Come my friends for dangers present, woe woe woe woe, woe woe woe!"
"Let's now turn about to face it, woe woe woe woe, woe woe woe."
"A dark shadow comes forth to meet us, woe woe woe, woe woe woe, woe woe ...woe"
"Now's the time to draw your weapons, woe woe woe woe woe, woe woe woe....woe"

Plyf begins to sing loudly, to encourage her friends to action, as well as using the hand signals they practiced, in case they cant hear her, to inform them of the danger, then swims behind those that have much more armor then she has.

Knowledge planes: 26 (Natural 20) on creature.
Listen: 14
spot: 18
Swim: 5

DM Sanity note:
Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill


Tratain Current Spells  d20+12=32 ;
Tuesday December 16th, 2008 4:01:23 PM

Tratain takes in the Wonders of the Undersea City but upon seeing that Plyf seems to be agitated he looks around for anything dangerous and makes ready to defend the Party just in case it should become necessary.

(Spot 32, Natural 20)

----------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent


We're Gonna Need a Bigger Boat - DM Dan 
Tuesday December 16th, 2008 10:24:14 PM

Vedick continues to look at the buildings and comes to realize that they road the grou stands in seems to be a main arterey that leads to the heart of the underwater city. Down this path the group will likely find the important structures of the city.

Plyf begins a song and though a bit strange sounding to his own ear as well as that of his companions, the affect is as it should be. The shadow, as the bard watches grows more distinct and larger. A great fish of some kind swimming above the group and behind them some 80' away. Plyf also spots a second such fish another high above near the very surface.

Tratain too, sees both fish and more disturbing a second pair of shadows. About the size of a medium sized whale but the great tail tapors towards the head of the creature adn the his sharp eyes can make out what appear to be two arms and in one of those each of these new creatures is grasping a long spear or similar weapon.

All of the creatures are remaining over 40' away and swimming as if to circle in from above the party.

Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage)  d20+15=20 ; d20+14=32 ;
Wednesday December 17th, 2008 10:53:05 AM

Plyf is very nervous and she pulls a wand from her belt prepareing to activate it only if necessary, she begins to hide in the shadows of the water available to her. She stops her singing for the moment, now aware that these creatures might be able to locate her by sound.

Hide: 20
Move Silent: 32

Inspire Courage 5/5

Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.


MonthorHit Points:(155 of 155) AC 30 
Wednesday December 17th, 2008 11:52:43 AM

Magic Vestment ( From Tratain)
Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)

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

Monthor steadies himself and readies for an attack

- Readied action: attack with Fred the first thing that attacks him or another close party member.



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+16=17 ;
Wednesday December 17th, 2008 3:39:37 PM

Vedik sees the group tense up and begins to look around, eventually finding whats gotten everyone nervous. He swims over to Monthor and casts Freedom of Movement on him, unfortunately, Monthor's spell resistance blocks the spell.

Cursing, Vedik turns to face the foe.

OOC:
Spell Resistance Check vrs 20: Failed Anger level at Monthor: +2

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)

Tratain Current Spells 
Wednesday December 17th, 2008 4:59:49 PM

Tratain see's the creatures approaching and watches them for a moment. He takes a step towards them and calls out in Aquan "We come in peace, might we be able to speak with you if you inhabit this land beneath the waves?"

MonthorHit Points:(155 of 155) AC 30 
Wednesday December 17th, 2008 6:38:02 PM

ooc> I'm no expert but if it's a friendly spell why would Vedik have to do a spell check roll? You wouldn't roll for healing spells?

dm Correct no need to overcome Monthors spell resistance. Monthor has Freedom of Movement


Dwight hp 99, ac 16  d20+13=19 ;
Wednesday December 17th, 2008 9:53:27 PM

Dwight sees what is going around and gets a quick vision of the split spirit he spoke with not long ago, attacked from all sides again, but I'm stuck on the ground this time. Oh Gargul, it's too soon to see you again.

Not liking the situation, Dwight stays close with the group hoping Tratain's call is a positive one.

spot: 19 (attempt to get a total count of fish that are potentially endangering the party)

Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage) 
Thursday December 18th, 2008 9:57:57 AM

OOC: Waiting for DM post

We're Gonna Need a Bigger Boat - DM Dan 
Thursday December 18th, 2008 8:49:09 PM

Plyf stops the song and moves to put some debris between the shadows and himself. The songs effects continue to bolster the party.( rnd 4/5)

Monthor pulls his mighty axe Fred and moves to prepare for an attack if it comes.

Vedik moves up and casts a spell, Freeing Monthor from the combersome affects of the underwater environment

Dwight Stays close with the group, his thoughts drifting to Gargul momentarily.

Tratain calls out in Aquan to the shadows, hoping to earn a response. He does indeed recieve one too.

Swimming into clear view are two large creatures with the lower bodies of great eels and the uppoer torsos of well muscled men. Quills, similar to those of a porcupine run down the creatures spines and across the flat sections of thier eel tails. Each holds a large Trident and wears several pieces of jewelry. They stop about 30' in front of Monthor and about 15' above the ground.

A voice, cold and deep rolls from the creatures mouth in Aquan Highlight to display spoiler: {"Surface dwellers. You are not welcome here, you're intentions of land walker peace are not believed }

http://spreadsheets.google.com/ccc?key=p5Knbumhf8Zfar--seuxPaQ

Dwight hp 99, ac 16  d20+6=11 ; d20+5=14 ;
Thursday December 18th, 2008 9:57:04 PM

Sense motive: 11 (not understanding the tongue, does it appear like plans to attack us or give us a chance to leave?)

Dwight is pleased to see that one of the water dwellers come forward in response to Tratain's, and so far is peaceful. This makes sense, a full city is likely to be occupied. Should have thought of this Dwight concludes to himself.

Diplomacy: 14 (not speaking the language, Dwight tries not to make the situation worse. Surely halflings, even land walking halflings should be considered peaceful? )

OOC: Sorry my posts have been very short lately...fighting a sinus infection and the monitor hurts my eyes/sinus/nose etc.

Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage)  d20+3=10 ;
Friday December 19th, 2008 11:20:05 AM

Staying perfectly still, Plyf is useless without having some Freedom of Movement herself, so she watches the arrivals to see what happens and prepares to try to fascinate one of the warriors if needed.

Sense Motive: 10 (yuck)

Inspire Courage: 4/5

ooc: Never a good sign when the DM has a map up first thing. :)

Tratain Current Spells  d20+3=18 ;
Friday December 19th, 2008 11:51:29 AM

Tratain is encouraged when the fish people are willing to speak with him and don't just attack the group outright, he decides to continue and try and negotiate with them to gain entrance to thier lands.

He says in Aquan "I give you my word of Honor, and will swear upon the names of the Gods of Light that we mean you and your people no harm. If you yourselves are not empowered to treat with us could you perhaps send for someone we might negotiate with? Given any other choice we would simply leave you and your people in peace, but we have discovered something, very dangerous and powerful that was created in this city before it sank beneath the waves. We seek to learn how we may neutralize it but the only place that may be done is here. If it is not done quickly the entiretly of the wold, above the sea and below will be in danger."

Diplomacy 18

Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+8=27 ;
Friday December 19th, 2008 3:39:35 PM

Vedik looks thankful as Tratain has apparently opened dialog with the water creatures. He takes a less threatening stance, hoping to resolve this peacefully. However, prudence keeps him looking about the party, in case anything is sneaking up on them.

OOC:
Maps before fights are pretty standard round here, dont read too much into it. :)
Spot check: 27

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)

Parlay Under the Sea - DM Dan 
Saturday December 20th, 2008 9:28:37 PM

Dwight tries, as does Plyf to gain some perspective on the Eel-men's motives but it proves fruitless for the moment. If the creatures are planning aggressive actions, neither can tell.

Tratain speaks as Vedick keeps a wary out out for more threats.

The eel-man speaks again after listening to Tratain, In Aquan Highlight to display spoiler: {"Your gods and honor do not hold sway here land walker." he pauses then continues, "But I would know more of this threat. What do you bring to our lands? And know we can discern the truth of what you say next." }
The other Eel-Man's face contorts into a frown and his brow furrows deeply as he looks to his companion. It is easy to tell he is not pleased that the conversation is continuing.

http://spreadsheets.google.com/ccc?key=p5Knbumhf8Zfar--seuxPaQ

MonthorHit Points:(155 of 155) AC 30 
Sunday December 21st, 2008 8:03:47 AM

Magic Vestment ( From Tratain)
Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

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

Monthor steadies himself and readies for an attack

- Readied action: attack with Fred the first thing that attacks him or another close party member.



Vedik Current Spells AC 31 (13 touch) HP 214/214 
Sunday December 21st, 2008 12:57:46 PM

Vedik continues to stay still, not wanting to make any action that might be deemed hostile by these strange underwater creatures.



Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage) 
Monday December 22nd, 2008 12:03:59 PM

Plyf is annoyed by the conversation she is not a part of. She comes to terms with her self that she will begin to learn new languages in her future. Until then though she remains quiet and still, using her last skill checks, waiting to see if she needs to attempt to facinate one of these creatures.

Inspire Courage: 3/5


Dwight hp 99+, ac 16+ 
Monday December 22nd, 2008 2:42:23 PM

Dwight remains standing, thinking if any gods above would hold merit underwater; but mostly focusing on keeping his mouth shut.

Ebryron surely has had an impact on this underwater city, though it is just as likely he sank it, as blessed these eel creatures with a new home centuries ago. Perhaps they haven't learned of his rebirth and vow to reform?"


Tratain Current Spells 
Monday December 22nd, 2008 3:53:54 PM

Tratain says to the fish people in Aquan "I can tell you about the Artifact, we did not bring it with us. We wanted to locate the place where we must bring it before we remove it from its current hiding place, its danger is somewhat lessened where it is at the moment, but that will change very soon."

He continues "What we found is an Orb. This orb houses a portal to another Dimension Inhabited by a people who are known here as the Legion. We took this orb from a Demon who was experimenting on it, this Demon has damaged the safeguards on the Orb and will soon fail all together with will permanently open a rift between the Wold and The Legions Home plane. We do not know much about the Legion, but what we do know is that long ago they used these orbs to invade the wold and will probably do so again if the protections around the Orb fail all together and there will be no way close the gate again. We have learned that the Orb may be controlled safely where it was created, the Forge of Erathian, which should be in the middle of this City. We intend, with your permission, to Bring the Orb to the Forge, where we will then Be able to control it temporarily. We will then open a gate to their realm, enter it and retrieve our orbs twin from the Legions possesion and bring it back here so that the threat of the Legion invading our Plane will be eliminated."

Cease Negotiations! - DM Matt  d20+30=44 ; d20+30=44 ; 3d8+10=20 ; 3d8+10=19 ; d20+42=51 ; d20+42=47 ; 2d8+5=17 ; 2d8+5=10 ; d20+17=29 ; d20+17=28 ; d6+2=6 ; d6+2=5 ; 2d4=3 ; 2d4=5 ; d20+20=40 ; d20+20=24 ; d20+20=27 ; 2d8+2=11 ; 2d8+2=6 ; d8=1 ; d8=2 ; d20+20=32 ; d20+20=21 ; 2d8+2=8 ; 2d8+2=5 ; d8=7 ; d8=6 ;
Monday December 22nd, 2008 8:25:34 PM

OOC: Thanks Dan for posting. All, I did my best to recreate Dan's map, hope it works as well vis-a-vis linking. If it doesn't, I'll fix.

Tratain Highlight to display spoiler: {Did you really not bring the orb? I wasn't clear. If this was the truth, no problem, I'm just making sure I know what's going on. If this was a lie on Tratain's part, I need to make a sense motive check, so please let me know}

The eel-man who has been speaking is quiet a moment. "An . . . orb?" he asks cautiously.

"It's the orb, brother," the other one says matter-of-factly.

"So it would seem. The elders will be quite pleased," the first says. Suddenly louder, he then bellows, "MAK-TAA!"

The enormous fish waste no time accelerating toward the Knights. Coming into better view, you see that these fish, at least 20 feet long, look like a mix of whale and shark, but with a large, elongated snout. This snout, itself almost 5 feet in length, is filled with dagger-sized, razer-sharp teeth that protrude at all sorts of odd angles.

The creatures are otherwise bluish-gray, with smooth scales, long fins and large, broad tailfins that propel them through the water at a fantastic speed.

The two fish leap forward and open their long mouths. The first swims downward and attacks Dwight, while the second takes a sharper angle (being higher up) and tries to bite Monthor.

[Monthor's readied attack can't be taken yet since fish are striking from 10'-15' distance]

F1 bites Dwight, sinking its teeth into his small hide without much trouble at all (hit AC 44). Dwight takes 20 damage from the sharp teeth.

F2 bites Monthor, also succeeding in piercing the dwarf's armor (hit AC 44). Monthor takes 19 damage.

Unexpectedly, the two fish scoop their prey into their mouths, grinding Dwight and Monthor in their saw-like mouths. (grapple checks w/ improved grab, 51 vs dwight, 47 vs monthor).

The two Knights, being mercilessly ground between the fish' teeth, are further injured, Monthor taking 17 damage from the gnawing, Dwight taking 10 more.

The two eel-men tense their tails, and each launch a small, spindly dart through the water, one aiming at Vedik, one at Tratain.

The dart aimed at Vedik hits touch ac 29, for 6 damage.

The dart aimed at Tratain hits AC 28, for 5 damage.

Anyone hit by a dart must make a fortitude save, DC 25.
Success=no harm.
Failure= 3 str damage for Vedik, 5 str damage for Tratain.

After launching their darts, the eel-men swim forward, lashing out at Tratain and Plyf with their long, slimy tails.

The first calls out, "Give us the orb, landwalkers, and you will be spared. Or not, and be food for out pets."

W1 swings its tail at Plyf, hitting AC 40 (Crit confirmed with AC 24), and striking a devastating blow, dealing 11 damage plus 1 electric damage.

W2 swings its tail at Tratain, hitting AC 27 (does that hit Tratain), doing 6 damage plus 2 electric damage.

As their tails connect, rather than drawing back they begin to adhere to their targets, attempting to wrap them into a slimy embrace.

W1 grapple check on Plyf = 32.

W2 grapple check on Tratain = 21.

If grapples succeed, the tails begin squeezing their targets, causing additional damage as follows:
Plyf: 8 damage plus 7 electric damage.
Tratain: 5 damage plus 6 electric damage.

Map round 1:
http://i219.photobucket.com/albums/cc35/carucci3/watermaprnd1.jpg

Cease Negotiations! - DM Matt 
Monday December 22nd, 2008 8:27:24 PM

Okay, that map didn't work. It's all blurry. I will email asap

Tratain Current Spells HP 198/198 AC 43  d20+26=42 ; d20+24=32 ; d20+24=31 ; d20+16=23 ;
Monday December 22nd, 2008 9:15:29 PM

Tratain was hopeing that they could resolve this situation peacefully, but the Fish men decide to take that option away. He is able to fight off the Dart attack (Fort save 42) and blocks the attack of the creatures Tail. (AC last round was 38)

Tratain says in Aquan as they attack "We didn't come here to fight you but if you insist! I'll give you the same option, surrender and you will live, decide quickly before you no longer have the choice!"

Tratain then Casts Freedom of Movement on Dwight (Defensive Casting 32, Pass. Range Touch Vs Dwight Hits AC 23 if needed, Tratain can cast touch spells at a range of 30 feet)

He then quickly Follows up with a Shield of Faith spell upon himself (Quicken Shield of Faith, Defensive Casting 32, Pass)

Tratain also will use his Protector Intercept Ability to intercept the next Attack vs Plyf



Vedik Current Spells AC 31 (13 touch) HP 214/214  d20+26=45 ; d20+17=35 ;
Monday December 22nd, 2008 9:47:02 PM

Vedik sighs as the negotiations clearly fall apart, and quickly. Seeing that grappling is their strategy, he casts freedom of movement defensively on himself, then looks around to see who is most hurt. He has heard tales of blood in the water attracting other predators.

OOC:
Took 6 damage: 45 Fort Save vs DC 25: Passed
Cast Freedom of Movement, Defensively (Spellcraft 35 and Concentration checks cannot fail)
Note for Monthor/Dwight: Freedom of Movement allows you to automatically pass defensive grapple checks. Monthor your freedom of movement from me lasts 160 minutes.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)

Cease Negotiations! - DM Matt  d20+10=25 ;
Tuesday December 23rd, 2008 6:37:36 AM

A few notes:

- I didn't noice Plyf's hide/move silent check, sorry. Attacker rolled spot above, made it anyway, but apologies for not doing immediately.

- To clarify, the grapple checks and subsequent constrict/gnaw damage should be ignored if the initial attack does not hit (for those without freedom of movement, those with it ignore both anyway)

MonthorHit Points:(136 of 155) AC 30  d20+25=35 ; d10+19=23 ; 2d6=8 ; d20+22=42 ; d20+22=33 ; d10+19=23 ; 2d6=11 ; d10+19=22 ; d10+19=25 ; 2d8=12 ; d20+18=24 ; d10+19=20 ; 2d6=10 ; d20+13=29 ; d10+19=24 ; 2d6=9 ;
Tuesday December 23rd, 2008 9:23:30 AM

Magic Vestment ( From Tratain)
Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

Dodge bonus to F2 ( AC 31)
---------------------------------------------

"TIME TO OPEN UP A CAN OF WHOOP HEINEY!!!!!! HAVE AT THEE!!!! "

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

Monthor swings Fred the axe two handed at his attacker (F2)

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

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 35 for 23 physical damage, 8 holy damage (if evil)

Attack 2

Hits AC 42 (Crit- 33) for 23 physical damage, 11 holy damage (if evil)
( If crit successfull - 70 physical Damage, 11 holy damage, 12 sonic damage)
Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Attack 3

Hits AC 24 for 20 physical damage, 10 holy damage (if evil)

Attack 4

Hits AC 29 for 24 physical damage, 9 holy damage (if evil)

Total possible damage = 137 physical, 38 holy and 12 sonic = 187 damage ( But I'm not bragging... )





MonthorHit Points:(136 of 155) AC 30 
Tuesday December 23rd, 2008 9:27:09 AM

ooc> Add an additional 3 physical damage please for each successfull attack ( I forgot to x1.5 Monthor's strength bonus for using the axe two handed. )

Plyf (AC:15/11 w/o dex; HP: 72/99; Low light vision; inspire courage, Blinking)  d20+14=17 ; d20+3=19 ;
Tuesday December 23rd, 2008 12:19:22 PM

OOC: Sorry about the first roll, I was going to use it to facinate, but after reading the ability discovered you can't use it after combat has started, so Plyf would do something else.

Plyf is in trouble as she can not do much against this creature that would harm her. She concentrates on her ring and says a command word, "Varies".

OOC: I don't know how Blinking will work under water, but if it shunts me somewhere, hopefully there is an air pocket in a building somewhere instead of sending me to the surface.

Concentration: 19

Inspire Courage 2/5



Cease Negotiations! - DM Matt  d20+7=17 ; d20+19=24 ;
Tuesday December 23rd, 2008 7:03:49 PM

Tratain fends off the eel-man's attacks, then casts a few protective spells on himself and his companions. He offers a solution to the attacker, who laughs at the Protector. "Stupid landwalkers. A chance to retake the orb? The elders would kill us if we surrendered anyway!"

Vedik casts a spell on himself and looks to his companions' well-being.

Monthor swims up a few feet and swings his axe at the enormous fish. [you need at least a 5' step to get to him, which I think takes a swim check since it is upward in the water. I rolled your check and got a 17. Not sure on the DC, but a 17 has to make it.]

All four of Monthor's attacks strike the fish in its long snout, causing it to howl and roar in pain. [holy damage does not affect it] Fort save 24.

[I will continue posting the turn after giving Dwight a chance to get his turn in. This is not a final DM post, so please do not take additional actions until Dwight posts and I finish enemy turns.]

----------------------------------
Fish: AC 24, T 6, FF 24
F1: 0
F2: 161

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 0
W2: 0

Dwight hp 124/144, ac 25  d20+17=35 ;
Tuesday December 23rd, 2008 10:00:32 PM

Sliding out of the gnawing jaws, Dwight considers his few options. Hoping to better the odds, he attemps to space himself from the attacks, by making them move away (Casting: Fear)

Fear: Will Save DC: 16 (30' cone shape) Fail flees for 6 rounds, Save shaken for 1 round

Target is largest group from Dwight outward.(W1, F1 ?)

Concentration Check: 35 (to cast underwater in combat)

-------------------------------
Some DM Sanity Stuff:

Spells cast: 1 3rd lvl

Lavender and green ioun stone 0/50 spell levels

Wearing ring of blink (not active)



Cease Negotiations! - DM Matt  d20+6=18 ; d20+11=24 ; d20+30=49 ; d20+28=40 ; 3d8+10=25 ; 2d8+5=16 ; d20+17=28 ; d20+17=25 ; d6+2=4 ; d6+2=6 ; 2d4=6 ; 2d4=8 ; d20+20=32 ; d20+22=40 ; d20+17=32 ; d20+11=30 ; 2d6+7=14 ; 2d6+7=12 ; d6=5 ; d6=6 ; d20+28=35 ; d20+26=45 ; 3d8+10=24 ; 2d8+5=10 ; d20+15=19 ; d20+15=26 ; d6+2=6 ; d6+2=3 ; 2d4=5 ; 2d4=5 ;
Wednesday December 24th, 2008 9:23:28 AM

[continued]

Dwight easily wriggles free of the fish's jaw, then calmly casts a spell on the fish and nearby warrior. Both make their saves (18, 24).

F2 continues its attack on Monthor, first biting him (hit AC 49, 25 damage), then slamming him with its massive tail (hit AC 40, 16 damage).

Monthor takes total damage 41.

F2 swims back and upward a few feet, moving out of Monthor's reach (5' step up - Monthor needs to move in 5' again, don't forget swim checks. For treading water or staying in place, I'll call it a DC15)

W2 fires a pair of darts, one at Tratain, one at Vedik. Tratain's dart hits touch AC 28, 4 damage; Vedik's dart hits touch AC 25, 6 damage.

If hit, each make a fort save, DC 25, or take 6 str damage (Tratain), or 8 str damage (Vedik).

W2 then floats in a few feet, swinging its crackling tail at Tratain and stabbing its trident at Vedik repeatedly.

The tail narrowly misses Tratain's head (AC 32), pushing the murky water into the Protector's face.

The trident stabs Vedik twice (AC 40, 32), but misses on the warrior's third swing. Vedik takes 28 damage (14+12) and 11 electric damage (5+6). Total damage 39.

F1 continues trying to eat its halfling target, biting and slamming its tail into Dwight.

Its bite hits AC 35, tail hits AC 45. Dwight takes 24+10=34 damage.

W1 fires a pair of darts at Dwight and Plyf. Dwight's dart hits touch ac 19, Plyf's hits touch ac 26. Tratain manages to get himself in the way of Plyf's dart.

Dwight takes 6 damage, and Plyf (Tratain) takes 3. Anyone hit make fort save DC 25. If failure, Dwight takes 5 Str damage, and Plyf (or Tratain) takes 5 str damage.

W1 swims up and back 5', removing a thin, curved horn from his belt. Placing horn to lips, he blows, issuing an eerie moaning note. The long droning sound is warped by the water, though it seems to carry more than one would expect this far underwater.

----------------------------------
Fish: AC 24, T 6, FF 24
F1: 0 (shaken 1 round)
F2: 161

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 0 (shaken 1 round)
W2: 0

Dwight hp 90/144, ac 25 -Blinking 
Wednesday December 24th, 2008 10:28:33 AM

Dwight gets chomped some more (34 dmg), but tries to shake it off (Dart Touch attack missed).

Activating his Blinking Ring, Dwight also Misleads the Warrior Fish attacking him.
(-1 to his attack....whenever or whomever he attacks for one round)

--------------------------------------
Some DM Sanity Stuff:

Freedom of movement (spell cast on him)

Spells cast: 1 3rd lvl

Lavender and green ioun stone 0/50 spell levels

Wearing ring of blink (active)

MonthorHit Points:(95 of 155) AC 30  d20+7=10 ; d20+7=27 ; d20+25=43 ; d20+25=37 ; d10+21=29 ; d10+21=25 ; d10+21=28 ; 2d8=11 ; d20+22=39 ; d20+22=40 ; d10+21=31 ; d10+21=27 ; d10+21=25 ; 2d8=3 ; d20+18=26 ; d10+21=26 ; d20+16=29 ; d10+21=27 ;
Wednesday December 24th, 2008 1:34:45 PM



Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

Dodge bonus to F2 ( AC 31)

--------------
Swim check 10
Hero point re-check 27 (WHOOT)

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

Monthor and Fred swim up to the fish and whack away at it.

" HERRRRRRRE FISHY FISHY FISHY!!!!"

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

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 43 (crit role 37) 82 physical damage, 11 sonic damage Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Attack 2

Hits AC 39 (Crit role 40) 83 physical and 3 sonic damage Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.

Attack 3

Hits AC 26 for 26 physical damage,

Attack 4

Hits AC 29 for 27 physical damage

Total possible damage = 218 physical, and 15 sonic = 233 damage ( But I'm not bragging... )


Vedik Current Spells AC 31 (13 touch) HP 163/214  d20+26=38 ; d20+19=39 ; d20+19=22 ; d8+5=10 ;
Wednesday December 24th, 2008 11:03:15 PM

Vedik sees Monthor has his fish well in hand and no one is too badly injured, so he turns to the fishman above him. Casting defensively, he summons a hand made of pure force, and sends it after the hornblower.

OOC:
Take 45 damage
DC 25 save: passed
Cast Spiritual Weapon defensively (1/16 rounds): Crit not confirmed.
Spiritual Weapon hits W1: AC 39 for 10 force damage.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)

Tratain Current Spells HP 186/198 AC 43  d20+26=31 ; d20+26=44 ; d20+24=32 ; d20+24=32 ; d20+23=33 ; d8+5=7 ; d20+12=32 ;
Thursday December 25th, 2008 7:41:45 PM

Tratain is again able to fight off the effects of the two Darts that Hit him (Fort Saves 31,44)

When the Fish man blows the Horn Tratain assumes that is how he calls for reinforcements, he Decides to follow Vediks example and sets a Spiritual Hammer on W1 (Quickened Spiritual Weapon, Defensive Casting 32, Passed) and then Tratain decides to summon some reinforcements of his own and begins Casting Summon Monster VIII to call a Water Elemental. (Defensive Casting 32, Passed)

Spiritual Weapon vs W1 Hit AC 33 for 7 Force Damage

Spot - 32 Natural 20 to see if anything else is approaching

----------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 1 of 20



Underwater Battle, round 3 - DM Matt  d20+19=20 ; d20+19=30 ;
Saturday December 27th, 2008 11:58:30 AM

[All: If I miss rolling the miss chance for blink, please roll in your post and apply damage or not]

Dwight activates a ring and begins phasing in and out of sight. [ring activation is a standard action, as is the witch's guide/mislead ability. Also, the guide/mislead ability applies to the next single roll, not a full round of actions. If you prefer to use the ability rather than activate the ring, I will modify my post]

Dwight Highlight to display spoiler: {I am unsure on your broom question. I posted in rules and DM boards for opinions.}

Monthor floats upward a few feet and takes numerous, vicious swipes at the monstrous fish. His thundering axe deafens the fish (first fort save was natural 1). Monthor Highlight to display spoiler: {That is an entirely inappropriate amount of damage. Please switch to a non-masterwork, small-sized dagger.}

Plyf Highlight to display spoiler: {Sorry, I have Plyf as not being grappled now, I forgot to note it in the last post. I had looked at the swim checks, and wasn't sure how to treat the water, but I decided that since Monthor is heavily armored and needs to effectively "tread water" to fight the fish, a DC 15 seems appropriate. It would probably be more than that, but for now I'll stick with it. Finally, as for the dart, Tratain is not blinking, so there is no miss chance for him. Plyf has the 50% miss chance, but the Protector ability makes it so the Tratain basically steps in front of Plyf and takes the attack. The attack is then subject to Tratain's AC, saves, etc., so Plyf's binking wouldn't have an effect.}

Vedik, first being sure his friends are in good health (relatively speaking), casts a spell and causes a glowing weapon of force to appear, attacking the eel-man nearby.

Tratain follows suit, bringing forth another glowing weapon to attack the warrior. Looking around, he peers through the murky water, momentarily seeing well in all directions. Outside of the immediate area, things look peaceful right now. Not even the small fish that you saw before are anywhere to be seen, likely hiding somewhere.

[will finish after Plyf posts a turn]

----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 0 (shaken 1 round)
F2: 404

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 17
W2: 0

Underwater Battle, round 3 - DM Matt 
Saturday December 27th, 2008 8:46:19 PM

Dwight Highlight to display spoiler: { With freedom of movement, you can use the broom normally underwater. There is no specific rule that gives a clear answer for or against, and there are some good, logical reasons for allowing it stated in the rules board, so I'm going with it for now. If something comes up later that I didn't know about, I reserve the right to change the ruling, but I won't change it in a way that hurts you if you've been relying on the ability to use the broom underwater. Make sense?}

Plyf (AC:15/11 w/o dex; HP: 72/99; Low light vision; inspire courage, Blinking)  d20+3=11 ; d20+15=25 ; d20+10=22 ; d20+1=12 ; d4+1=2 ; d4+1=4 ; d4+1=3 ;
Monday December 29th, 2008 11:12:19 AM

Plyf swims toward K24 and pulls out a dagger to stab at the warrios named W2. She feels this will be a feeble attempt with weapons that she has not used in some time, but without a freedom of movement spell like some of the others, she will need to do something that can cause some damage or distraction.

Swim to K24 check: 11
Attack W2 hitting AC 26 (+2 flanking with blink, -4 in water and I forgot the last round of inspire courage), hitting AC 22 and hitting AC 12 for 2, 4 and 3 damage.

Inspire Courage 1/5


Underwater Battle, round 3 - DM Matt  d20+30=40 ; d20+28=35 ; 3d8+10=13 ; 2d8+5=21 ; d20+30=39 ; d20+28=47 ; 3d8+10=20 ; 2d8+5=13 ; d20+17=24 ; d20+17=18 ; d6+2=7 ; 2d4=8 ; d20+22=37 ; d20+17=32 ; d20+11=26 ; 2d6+7=17 ; 2d6+7=11 ; d20+20=26 ; 2d8+2=11 ; d8=4 ; d100=44 ; d100=47 ; d100=74 ; d100=85 ; d20+20=31 ; d20+20=27 ; d6+2=8 ; d100=86 ; d6+2=4 ; 2d4=5 ; 2d4=3 ; d20+22=24 ; d20+17=22 ; d20+11=14 ; d20+20=21 ;
Monday December 29th, 2008 8:19:52 PM

[note on blink: when rolling a d100, 1-50 is a miss for the enemy; 51-100 is a hit. When anyone else rolls, feel free to do it your own way, just specify first which is good and which is bad]

Plyf swims toward the eel-man, stabbing repeatedly with a dagger. Her inability to move as well underwater as some of her companions must be hindering, as only one of the attacks strikes home.

F1 presses its attack on Dwight, lashing out with jaws and tail. Its bite hits AC 40 for 13 damage (wow, rolled 3 1s), and its tail hits AC 35 for 21 damage. Unfortunately, the fish is quite surprised when both attacks pass harmlessly through Dwight's body (miss chance rolled 44, 47 - sorry rolls are out of order)

F2, bleeding from multiple deep wounds, continues to attack Monthor, albeit more slowly and feebly at this point. It still manages to land both of its attacks, its bite hitting AC 39 for 20 damage, and its tail hitting AC 47 for 13 damage.

W1 moves 5' forward and down, firing 1 dart each at Dwight and Vedik. The dart aimed at Dwighthits touch AC 24 for 7 damage, and the dart aimed at Vedik goes wide, floating off into the dark water (natural 1). [made miss chance for Dwight, rolled 74]

If the first dart hits, Dwight must make a DC 25 fort save or take 8 strength damage.

W1 stabs its long trident at Vedik, hitting him twice. First attack hits AC 37 for 17 damage; second attack hits AC 32 for 11 damage; third attack misses with AC 26.

W1 also lashes out with its tail at Dwight, hitting AC 26 for 11 damage and 4 electric damage. [made miss chance, rolled 85]

W2 fires a pair of darts, one at Tratain and one at Plyf. The dart aimed at Tratain hits touch AC 31 for 8 damage. The dart aimed at Plyf hits touch AC 27 for 4 damage [made miss chance, rolled 86]

If hit, each of you make a fort save DC 25. If failure, Tratain takes 5 strength damage, Plyf takes 3 strength damage.

W2 then stabs at Tratain with its trident, missing terribly each time (AC 24, 22, 14).

Finally, W2 snaps its tail at Plyf, also missing wildly (natural 1 . . . again).

In the not-too-distant distance, a single note sounds from a horn, identical to that from W1 a few seconds ago.

Spot check DC 20 Highlight to display spoiler: { Fifty or sixty feet away to the north, you see three dark shapes approaching. They aren't as large as the sawfish, they seem roughly the size of the eel-men. They are spread out across the wide street and moving fast. They will be on you in another few seconds. (not on map yet, but if you made this spot check you can pinpoint them for purposes of casting, projectiles, charging, etc. Assume they are 60 north of the notations "W2," "V," and "W1.")}

Map: can someone send a group email including me? I don't have my address list at this computer to send out the map.

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 0
F2: 404

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 17
W2: 2

Vedik Current Spells AC 31 (13 touch) HP 152/214  d20+19=22 ; d20+14=21 ; d20+9=29 ; d20+9=23 ; d8+5=12 ; d8+16=17 ; d100=96 ; d100=23 ; d100=33 ;
Monday December 29th, 2008 10:13:03 PM

Vedik's holy hand continues to slap the warrior. The first two attacks miss, but the second lands solidly, almost striking a nerve.

Calling on Alemi, Vedik then heals the party with a simple spell, curing everyone but Plyf, who blinks into the ether as the spell is cast.

OOC:
Took 28 damage
Spiritual Weapon hits W1: 2 misses and 1 hit: AC 29 (crit not confirmed) for 12 force damage.
Cast Cure Light Wounds: Mass, healing 17 damage to everyone but Plyf
[Miss chance due to Blink (high is success):] Dwight: passed. Plyf: Failed. Extra one is me spazzing with the click.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)


MonthorHit Points:(79 of 155) AC 30  d20+25=35 ; d10+21=29 ; d20+22=27 ; d10+21=23 ; d20+18=25 ; d10+21=26 ; d20+13=17 ;
Tuesday December 30th, 2008 9:08:19 AM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

Dodge bonus to F2 ( AC 31)

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

Monthor and Fred whack away at it.

" Me's seen weaker Dragons!!! Have at thee FISHY!!!!"

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

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 35 29 physical damage, Attack 2

Attack 2
Hits AC 27 23 physical

Attack 3

Hits AC 25 for 26 physical damage,

Attack 4

Hits AC for 17 - miss

Total possible damage = 78 physical

==========================

" A little healing here would be nice!! "



Plyf (AC:15/11 w/o dex; HP: 68/99; Low light vision; Blinking)  d20+7=18 ; d20+15=17 ; d20+15=16 ; d20+10=24 ; d4-1=0 ; d4-1=1 ;
Tuesday December 30th, 2008 3:56:07 PM

Plyf is hit by the dart and takes a minor wound, but she loses some of her strength, which is something she never really depended on anyway, but eventually it will take it's toll. She takes a move action to place her wand in her belt again and stabs at the warrior.

Attack W2 hitting AC 17 for 0 damage and AC 24 for 1 damage. (Sorry to double click the button at +15)

Tratain Current Spells HP 198/198 AC 43  d20+26=27 ; d20+23=29 ; d20+18=32 ; d20+13=29 ; d8+5=9 ; d8+5=10 ; d8+5=9 ; d20+21=39 ; d20+21=37 ; 2d10+8=26 ; 2d10+8=16 ; d20+24=43 ; d8+20=28 ; d100=15 ; d100=29 ;
Tuesday December 30th, 2008 4:01:34 PM

The Fish Mans Dart Hits Tratain again, but this time he is not able to fight off its effects (Fort Save 27, But Natural 1). It makes him a little angry but he is not overly concerned yet.

Tratain Spiritual Warhammer Continues its Attack against W1.(Hit AC 29 For 9 Damage;Hit AC 32 for 10 Damage;Hit AC 29 for 9 Damage)

Tratain finishes his Summoning and a Greater Water Elemental Appears 10 Feet from W1 and begins attacking (Hits AC 39 for 26 Damage; Hit AC 37 for 16 Damage)

Tratain then decides to dish out a little more healing to the Party and casts Mass Cure Light Wounds (Defensive Casting 43, Pass)(Blink check for Dwight 15 Fail, Plyf 29 Pass)Monthor, Vedik, Plyf and Tratain Heal 28

----------------------------------------
-5 Str from Dart
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 1 of 20
Summon Monster VIII - Greater Water Elemental HP 199/199; AC 22; DR 10/- Round 1 of 20



Dwight hp 92/144, ac 25 - Blinking  d20+12=17 ; d20+17=32 ; d100=99 ;
Tuesday December 30th, 2008 4:52:21 PM

Dwight is greatful the ring is working as it should as several painful attacks pass through him. Luckily, the dart just misses, but that does cause him to be hit for 15 damage. Then Vedik heals him for 17 points.

Spot: 17 (immediate threat is more important than seeing if more enemies are coming, though the horn is not encouraging)

Concentration: 32 (casting in combat)
Blink: 99 pass

Dwight pulls his efforts together and casts Bestow Curse onto W1 (Will DC: 16) If successful, "each turn the target has a 50% chance to act normally ; otherwise takes no action"

---------------------------------
Some DM Sanity Stuff:

Spells cast: 2 of (2+1) 3rd lvl
Ring of Blinking (active) (high is success)

Lavender and green ioun stone 0/50 spell levels



Plyf (AC:15/11 w/o dex; HP: 68/99; Low light vision; Blinking) 
Wednesday December 31st, 2008 10:55:22 AM

No DM post, I will post next year. :)

Underwater Battle, round 4 - DM Matt  d20+11=30 ; d20+30=47 ; d20+28=48 ; d20+28=38 ; 3d8+10=23 ; 4d8+10=34 ; d100=76 ; d20+17=36 ; d20+17=22 ; d6+2=6 ; d6+2=8 ; d6+2=6 ; 2d4=5 ; 2d4=5 ; d20+22=38 ; d20+17=26 ; d20+11=31 ; 2d6+7=10 ; 2d6+7=13 ; d20+20=33 ; 3d8+2=15 ; 2d8+2=13 ; d8=6 ; d100=97 ; d20+17=26 ; d20+17=23 ; d6+2=4 ; d6+2=6 ; 2d4=5 ; 2d4=6 ; d100=35 ; d20+12=14 ; d20+17=26 ; d20+22=40 ; d20+24=39 ; d20+24=32 ; d20+24=29 ; 2d6+7=14 ; 2d6+7=13 ; 2d6+7=18 ;
Thursday January 1st, 2009 8:48:47 PM

Vedik's force weapon strikes repeatedly at W1, hitting him once squarely in the back. Meanwhile, Vedik helps to heal a few of the party's wounds.

Monthor swings at F2 again, chopping its long snout three more times, and finally succeeding in silencing the fish. The enormous body, gushing blood, goes limp, floats for a moment, then settles on the ocean floor.

Plyf replaces her wand and stabs at W2 with a dagger, managing to knock a few scales off of the mer-warrior.

Tratain presses his attack, first with his force weapon, which hammers into the warrior three times, and next by summoning a water elemental. The elemental, visible only by the faintly different colored water, hammers W1, inflicting more punishment and causing the warrior to cry out in rage.

Dwight casts a spell, attempting to lay a curse on the eel-man, though the warrior shakes off the effects even as he is pummeled by the elemental. [save=30]

F1, seeings its companion fall, shifts its focus to the floating dwarf. Opening its long, jagged-toothed maw, it snaps at Monthor, hitting AC 47 for 23 damage. It also whips its thick tail, slamming it mightily into the dwarf's midsection. The tail hits AC 48 (crit confirmed AC 38) for 34 damage.

W1 fires two darts, one at Dwight (made miss chance, 76), one at Vedik.
Dwight: hit touch AC 36, 8 damage, fort save 25 or 5 str damage
VedikL hit touch AC 22, 6 damage, fort save 25 or 5 str damage

W1 then shifts a few feet, and attacks Monthor alongside the fish. His trident hits twice (AC 38 and 31) for 23 damage (10+13), and his tail hits AC 33 for 13 damage and 6 electric.

W2 fires darts at Tratain and Plyf (made miss chance, 97).
Plyf: touch AC 26, 4 damage, fort 25 or 5 str damage
Tratain: touch AC 23, 6 damage, fort 25 or 6 str damage

W2 then attacks Tratain with its Trident and Plyf with its tail. Its tail passes harmlessly through Plyf as she blinks into the ether (rolled 35).

The trident misses Tratain three times (AC 14, 26, 40), causing the warrior to roar in rage.

At the same time, three more eel-men arrive, swimming in at top speed, tridents raised and ready to strike.

W5 slams into the elemental, stabbing it with its Trident, hitting AC 39 for 14 damage (if it hits).

W4 attacks Vedik with its Trident, hitting AC 32 for 13 damage.

W3 attacks Tratain, missing him.

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 0
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 99
W2: 3
W3: 0 (charged, AC 22)
W4: 0 (charged, AC 22)
W5: 0 (charged, AC 22)

Tratain Current Spells HP 192/198 AC 43  d20+26=42 ; d20+23=27 ; d20+18=21 ; d20+13=14 ; d8+5=8 ; d20+21=29 ; d20+21=22 ; 2d10+8=19 ; d20+24=44 ;
Friday January 2nd, 2009 3:52:30 PM

Tratain is hit by the Dart again but is able to fight off its effects again (Fort Save 42).

Tratain's Spiritual Warhammer continues its attacks against W1 (One Hit AC 27 for 8 Damage)

The Water Elemental again attacks W1 (One Hit AC 29 for 19 Damage)

Tratain Then Casts Heal on Monthor (Cast Defensive 44 Pass, Sure, theres the good roles heh) Monthor Heals 150 Damage.

----------------------------------------
-5 Str from Dart
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 3 of 20
Summon Monster VIII - Greater Water Elemental HP 199/199; AC 22; DR 10/- Round 2 of 20



Plyf (AC:15/11 w/o dex; HP: 64/99; Low light vision; Blinking, strength drained)  d20+7=12 ;
Friday January 2nd, 2009 5:53:13 PM

Plyf is once again effrected by the dart and now knows her feeble attacks are worthless, so she calls to her comrades, "It's time to leave guys!" she shouts. "Whoever is coming with me to shore, touch me now." She hopes Dwight can swim toward K23 near her. She waits until as many people as possible touch her before teleporting to shore next round.

ooc: I don't know how long the ring of blinking has been going, but I think it only lasts seven rounds.


MonthorHit Points:(155 of 155) AC 30  d20+25=34 ; d10+21=31 ; d20+22=34 ; d10+21=22 ; d20+18=20 ; d20+13=32 ; d20+13=15 ; d20+13=28 ; d10+21=22 ; d10+21=26 ; d10+21=31 ; 2d8=9 ;
Friday January 2nd, 2009 9:11:19 PM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement

Dodge bonus to F1 ( AC 31)

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

Monthor and Fred whack away at the big fishy

" We gonna have is some fish cakes for supper tonight boys!!! Have at thee FISHY!!!!"

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

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 34 31 physical damage,

Attack 2
Hits AC 34 22 physical

Attack 3

Hits AC 20 Missed

Attack 4

Hits AC 32 ( Crit role 15. Hero Point 28 crit achieved) for 79 physical and 9 sonic damage

Total possible damage = 78 physical and 9 sonic = 132 damage

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

" Plyf!!! Knights don't run!!! Stay back and let the rest of us slay the gill boys"

Dwight hp 84/144, ac 25 - Blinking  d100=47 ; d20+10=24 ;
Saturday January 3rd, 2009 12:36:58 PM

Dwight takes a dart, and failes his save (unless Inspire Courage is still active?) and suffers 8 pts damage and 5 str. loss.

Looking to Monthor, Dwight realizes Fred is his best chance to see the surface alive again and thus cast Enlarge Person on him (Blink passed) Monthor Grows in size

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

Some DM Sanity Stuff:

-5 to str.
Spells cast: 2 of (2+1) 3rd lvl
1 of (3+1) 1st lvl

Ring of Blinking (active) (high is success (21-100))

Lavender and green ioun stone 0/50 spell levels


Vedik Current Spells AC 31 (13 touch) HP 154/214  d20+26=44 ; d20+19=20 ; d20+14=22 ; d20+9=20 ; d100=95 ; d100=22 ; d100=32 ; d8+16=21 ;
Saturday January 3rd, 2009 6:48:15 PM

Vedik looks to see what has made Plyf panic, expecting to see some new threat other than the fish men. His spiritual hand continues its attack on the first fish man, but proves unable to beat the creatures defenses. He again calls on Alemi to heal the party, cursing as he mistimes Plyf's blinking again.

OOC:
Took 19 damage
Save vs DC 25: 44, passed.

Spiritual Weapon continues it's attack on W1, but fails to hit (go go super rolls)

Cast Cure Light Wounds: Mass, healing 21 damage to everyone but Plyf
[Miss chance due to Blink (high is success):] Dwight: passed 95. Plyf: Failed 22, Hero Point Reroll: Failed, 32

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)


Plyf (AC:15/11 w/o dex; HP: 74/109; Low light vision; Blinking, strength drained)  6d6=16 ; 6d6=17 ; d20+15=30 ; d20+15=23 ; d4-3=-2 ; d4-3=-2 ; 6d6=17 ; 6d6=29 ;
Monday January 5th, 2009 10:52:46 AM

OOC: DM, I was reminded last night that blinking allows me sneak attack damage. I will post the last two attacks I made and if you don't want to allow them due to my poor memory, I understand.

Plyf does begin to panic. She is very good at running, but when no one takes her up on her offer of escape, she grits her teeth with her very poor strength and continues to attack the warrior that is in front of her. She continues to stab at the warrior in front of her unless he is dead, then she moves taking a five foot step toward W3 at I23.

Striking at W2 or W3 hitting AC 30 and 23 doing -2 or zero damage and -2 or zero damage, but it is her Sneak attacks that can be lethal doing 17 damage and 29 more.

Plyf (AC:15/11 w/o dex; HP: 74/109; Low light vision; Blinking, strength drained) 
Monday January 5th, 2009 3:48:49 PM

OOC: Oops, second attack should be hitting AC 18

Underwater Battle, round 5 - DM Matt 
Monday January 5th, 2009 4:45:14 PM

Tratain's spiritual hammer and the summoned elemental strike W1 again, while Tratain heals Monthor, erasing any sign of prior injuries.

Plyf, her strength depleted, calls to her companions to return to shore. [OOC: this is the start of the fifth round. When you post your action responsive to this post, it will be your fifth round of blinking. So in essence, you have 3 posts of blinking left, 5, 6, and 7]

[OOC2: I forgot as well, not just your fault. I've added the damage]

Monthor yells to Plyf to stand her ground, then cuts a few chunks out of F1, causing the fish to moan as it begins to counterattack.

Dwight decides that Monthor is the Knights' best hope, and casts enlarge, causing the dwarf to grow to twice his previous size.

enemy action coming soon

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 132
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 126
W2: 20
W3: 0 (charged, AC 22)
W4: 0 (charged, AC 22)
W5: 0 (charged, AC 22)

Underwater Battle, round 5 - DM Matt  d20+30=32 ; d20+28=35 ; 3d8+10=24 ; 2d8+5=10 ; d20+17=23 ; d20+17=18 ; d20+17=18 ; d20+17=31 ; d20+17=37 ; d20+17=24 ; d20+17=20 ; d20+17=37 ; d20+17=32 ; d6+2=6 ; d6+2=8 ; d100=85 ; 2d6+4=10 ; d6+2=3 ; 2d6+4=11 ; 2d4=7 ; 2d4=3 ; 2d4=3 ; 2d4=3 ; 2d4=3 ; 2d4=4 ; 2d4=6 ; ATTACK 1 d20+22=40 ; d20+22=34 ; d20+22=34 ; d20+22=23 ; d20+22=39 ; ATTACK 2 d20+17=32 ; d20+17=29 ; d20+17=18 ; d20+17=26 ; d20+17=19 ; ATTACK 3 d20+12=26 ; d20+12=27 ; d20+12=31 ; d20+12=13 ; d20+12=29 ; TAILS d20+20=38 ; d20+20=27 ; d20+20=32 ; d20+20=35 ; d20+20=32 ; 2d6+7=12 ; 2d6+7=13 ; d100=24 ; 2d8+2=16 ; d8=5 ; d8=7 ; 2d8+2=11 ; d100=83 ; 2d6+7=12 ; 2d6+7=15 ; 2d6+7=16 ; 2d8+2=9 ; d8=5 ;
Monday January 5th, 2009 7:28:33 PM

F1 continues attacking Monthor. Its bite hits AC 32 for 24 damage. Its tail hits AC 35 for 10 damage.

Dart attacks (all darts rolled at once for simplicity)
Each person gets 1 dart, elemental gets 2 darts.
Tratain touch AC 23, 6 damage, 7 strength with failed save
Plyf touch AC 18 (miss chance irrelevant, natural 1)
Vedik touch AC 18 (another one...)
Dwight touch AC 31, 8 damage (miss chance 85, hits), 3 strength with failed save
Monthor touch AC 37, confirm 24, 10 damage, 6 strength with failed save
Elemental touch AC 20, 0 damage after DR, 3 strength with failed save
Elemental touch AC 37, confirm 32, 1 damage after DR, 10 strength with failed save

W1, seeing Monthor as the biggest threat, switches targets, stabbing his trident at the dwarf. The trident hits AC 40, 32, and 26 (miss), for 25 damage (12+13). It's tail hits AC 38 for 16 damage and 5 electric damage.

W2 stabs at Tratain, hitting AC 34, 29, and 27 (all miss), and swings its tail at Plyf, missing as Plyf blinks out of materialness.

W3 attacks Tratain, angered by its comrades' inability to hurt the protector. Its trident hits AC 34, 18, and 31, causing the eel-man to scream in rage. It's tail swings at Tratain's head, missing again (AC 32).

W4 stabs at Vedik, hitting AC 23, 26, and 13 (nat 1), all missing, and swings its tail at Dwight, hitting AC 35 for 11 damage and 7 electric. (made miss chance with 83)

W5 continues attacking the elemental, its trident hitting AC 39, 26, and 29, for 13 total damage after DR (12+15+16=43-30=13), and its tail hits AC 32 for 4 electric damage (after DR).

All Highlight to display spoiler: {Judging from the lackadaisical damage I did this turn, this is likely the standard point at which the battle turns and the Knights systematically annihilate everything I have for them...}

Map coming

Tratain Current Spells HP 192/198 AC 43  d20+26=46 ; d20+17=31 ; d20+17=26 ; d20+23=29 ; d20+18=38 ; d20+18=25 ; d20+13=24 ; d8+5=9 ; 3d8+15=28 ; d8+5=10 ; d20+22=31 ; d20+22=26 ; 2d10+9=20 ; 2d10+9=23 ; d20+22=24 ; 2d10+9=19 ; d100=39 ;
Monday January 5th, 2009 8:14:29 PM

Tratain and the Elemental are both hit by the Darts, but manage to fight off the effects, (Fort Saves, 46 31 and 26) (The Elemental is immune to Critical Hits, and also to Poison if that is how the darts deal ability damage it might matter how for Dwight as I have Delay poison on him.)

Tratain's Spiritual Hammer continues to attack W1 (Hit AC 29 for 9 Damage;Crit AC 38, Confirm Crit AC 25 for 28 Damage; Hit AC 24 for 9 damage)

The Elemental Continues its attack Against W1 as well (Hit AC 31 for 20 Damage; Hit AC 26 for 23 Damage)(On the Off chance W1 is killed at any point by the Elemental he cleaves to W5, Hit ac 24 for 19 Damage. W5 is The elementals Secondary Target incase W1 dies at any point.)

Seeing the Darts taking thier toll on Plyf, Tratain pulls out his restoration wand and uses it upon Plyf to cure her strength Damage.

----------------------------------------
-5 Str from Dart
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 4 of 20
Summon Monster VIII - Greater Water Elemental HP 182/199; AC 22; DR 10/- Round 3 of 20


MonthorHit Points:(65 of 155) AC 28  d20+16=32 ; d20+25=44 ; d20+25=40 ; 2d8+22=27 ; 2d8+22=30 ; 2d8+22=27 ; 2d8=12 ; d20+22=38 ; 2d8+22=35 ; d20+18=32 ; 2d8=12 ; d20+13=29 ; 2d8+22=32 ;
Monday January 5th, 2009 8:32:34 PM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement
Enlarged:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Dodge bonus to W1 ( AC 29) (W2 if W1 gets killed)

------------------------
Fort save 32

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

Monthor's new size and mass makes him look HUGE compared to the others.
" SURPRISE!!!!" he yells out... " Look how big me axe is now!!! "

Monthor quickly gets heavily bloodied again ( ooc> down to 65 hit points HELP!!!!) and renews his attacks against the big fishy (F1)
-------------------------------------

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 44 (crit 40) for 84 physical damage, 12 sonic damage

Attack 2
Hits AC 38 for 35 physical

Attack 3

Hits AC 32 for 34 damage

Attack 4

Hits AC 29 for physical 32

Total possible damage = 197 damage



Vedik Current Spells AC 31 (13 touch) HP 154/214  d20+19=21 ; d20+14=22 ; d20+9=16 ; 3d8+15=27 ;
Monday January 5th, 2009 9:02:59 PM

Vedik ponders where the familiar feeling of a poison tipped barb in his skin is. He doesn't waste too much time thinking on it, since seeing his spiritual hand continue to utterly miss brings that sense of normality back to the fight. He reaches up and heals the now large and within reach Monthor.

OOC:
No damage, no saves
Spiritual weapon misses 3 times
Cure Serious Wounds on Monthor for 27

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)

Dwight hp 76/144, ac 25 - Blinking  d20+10=29 ; d100=59 ;
Monday January 5th, 2009 9:28:35 PM

Dwight feels the needle of the dart (takes 8), but manages to ignore the strength drain. (Save: 29)

Hoping to be even more aid to Monthor (so he can save us all), Dwight attempts to cast another spell. (Blink: 59) Monthor gets Bear's Endurance


Bear's Endurance: The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

6 minutes


Lastly, as Dwight looks to take a 5' step, but doesn't see a safe direction without opening up Monthor.

OOC: What is SW on the map?


Plyf (AC:15/11 w/o dex; HP: 83/118; Low light vision; Blinking, strength drained)  d20+15=32 ; d20+15=34 ; d4-3=0 ; d4-3=0 ; 6d6=18 ; 6d6=24 ;
Tuesday January 6th, 2009 1:27:47 PM

Plyf is getting close to losing her blinking ability, so she goes all out hoping she doesn't have to rage this battle. She continues to attack the wounded opponent.

Hit AC 32 and 34 (Almost a critical) doing 0 and 0 but also causeing 18 and 24 from her knowledge of sensitive areas of most bodies.

Underwater Battle, round 5 - DM Matt  d20+30=43 ; d20+28=43 ; 3d8+10=28 ; 2d8+5=15 ; d100=73 ; d100=73 ; DARTS d20+17=31 ; d20+17=32 ; d20+17=29 ; d20+17=36 ; d20+17=30 ; d6+2=3 ; d6+2=3 ; d6+2=7 ; d6+2=3 ; d6+2=6 ; 2d4=2 ; 2d4=5 ; 2d4=4 ; 2d4=6 ; 2d4=8 ;

ATTACK 1: d20+22=23 ; d20+22=38 ; d20+22=36 ; d20+22=42 ;

ATTACK 2: d20+17=24 ; d20+17=24 ; d20+17=22 ; d20+17=31 ;

ATTACK 3: d20+12=19 ; d20+12=26 ; d20+12=25 ; d20+12=27 ;

TAIL: d20+20=36 ; d20+20=30 ; d20+20=26 ; d20+20=29 ;

2d6+7=15 ; 2d6+7=15 ; 2d6+7=14 ; 2d8+2=10 ; d8=5 ; 2d6+7=11 ; d100=82 ; d100=100 ; d100=29 ; d100=62 ; d100=75 ; 2d8+2=12 ; d8=8 ; d8=7 ; 2d8+2=12 ; 2d6+7=15 ; 2d6+7=14 ; 2d6+7=14 ;
Tuesday January 6th, 2009 8:43:11 PM

[Yes, the darts are doing strength damage via poison.]

[The "SW" on the map is a spiritual weapon]

Tratain's spiritual hammer hits the eel-man three more times, the final strike smashing the warrior into the ocean floor, lifeless.

The elemental, finding his target dead, turns to W5 and swings its massive, watery fists, hitting the warrior twice squarely in the chest.

Tratain taps Plyf with a wand.

Tratain and Plyf Highlight to display spoiler: { Tratain rolled d100 (39), but I don't know if that was success or failure for you. Did you say so somewhere? Just specify if the wand use made the miss chance or not. Thanks}

Monthor, excited at his new size, as well as Fred's, ignores his bloody wounds and chops a few more pieces off the fish.

Vedik heals some of Monthor's wounds.

Dwight, at the same time, casts another spell on Monthor, giving the dwarf added stamina and survivability.

Plyf takes a few more stabs at the nearby warrior, managing to prick a vital spot in the eel-man's abdomen. (W2?)

F1 continues its toe-to-toe battle with Monthor, first biting then slapping at him with its tail. Both hit AC 43, for 43 damage (28 and 15).

dart attacks: one at each Knight, two at elemental (not rolling if he is immune, but the warriors don't know that)
Tratain: touch 31, damage 3, 2 STR
Plyf: (miss chance passed, 73) touch 32, damage 3, 5 STR
Vedik: touch 29, damage 7, 4 STR
Monthor: touch 36, damage 3, 6 STR
Dwight: (miss chance passed, 73) touch 30, damage 6, 8 STR

(apply delays, immunities, etc. as appropriate)

W2, finding Tratain un-hittable, focuses on Plyf. Its trident hits AC 23, 24, 19, for 30 damage (15, 15, missed due to blink), and its tail hits AC 36 for 10 damage and 5 electric damage. (made 3/4 miss chances, 82, 100, 29, 62)

W3, being far more stubborn, takes one more shot at Tratain, missing with three trident stabs (38, 24, 26) as well as its tail (30).

W4 stabs at Vedik, hitting AC 36, and missing twice (22, 25), for 11 damage. It swings its tail at Dwight (made miss chance, 75), hitting AC 26 for 12 damage and 8 electric damage.

W5 continues attacking the elemental, hitting AC 42, 31, 27 for 43 damage (15, 14, 14), and its tail hitting AC 29 for 12 damage and 7 electric.

[map is sunchanged, except W1 is dead]

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 329
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 172 (dead)
W2: 62
W3: 0
W4: 0
W5: 43

Underwater Battle, round 6 - DM Matt 
Tuesday January 6th, 2009 8:43:40 PM

sorry, header should have said round 6

MonthorHit Points:(80 of 189) AC 28  d20+18=29 ; d20+25=34 ; 2d8+22=27 ; d20+22=39 ; d20+22=42 ; 2d8+22=30 ; 2d8+22=31 ; 2d8+22=37 ; 2d8=12 ; d20+18=23 ; d20+13=29 ; 2d10+22=29 ;
Tuesday January 6th, 2009 9:41:01 PM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement
Enlarged:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Dodge bonus to W2 ( AC 29)

Bear's Endurance: The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

---------------------------------------------------
Fort save 29

-------------------------------------
Monthor is big and now he's feels endured too!!!

" Time to make some fish sticks!!! AXE HEAD CLAN!!!!! "

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

Same

Two handed power attack.
-5 to hit +10 damage
Cleave to F2 or closest

Attack 1
Hits AC 34 for 27 physical damage,

Attack 2
Hits AC 29 (crit 42) for 98 physical and 12 sonic

Attack 3

Hits AC 23 Missed

Attack 4

Hits AC 29 for 29 physical

Total possible damage = 154 physical and 12 sonic = 166 damage


Plyf (AC:15/11 w/o dex; HP: 73-/118; Low light vision; Blinking, strength drained)  d20+15=23 ; d20+10=29 ; d4-3=1 ; d4-3=-2 ; 6d6=23 ; 6d6=24 ;
Wednesday January 7th, 2009 9:58:59 AM

OOC: Plyf is attack W2, yes. Plyf is also staying with the low rolls on Blink so high rolls hit. One more thing, I'm a bit confused about this sentence and I wonder how much damge she takes. "AC 23, 24, 19, for 30 damage (15, 15, missed due to blink), " Does this mean one attack that hits does 30 damage?

Tratin attempts to heal Plyf, but she winks out of sight as he does so. When next she arrives she takes a few more hits, but at least she still has some strength to continue on. After blinking out once again she returns to attack the warrior fish man. "You should have been more friendly you scum of the sea!"

Attacks on W2 causes 1 and 0 damage her sneak attacks causes 23 and 24 more.

Tratain Current Spells HP 188/198 AC 43  d20+26=46 ; d20+23=35 ; d20+22=29 ; d20+22=39 ; d8+5=8 ; 2d10+9=20 ; 2d10+9=22 ;
Wednesday January 7th, 2009 3:56:22 PM

Tratain is hit by the dart again and is again able to fight off the effects (Fort save 46).

Tratain switches the Spiritual Weapon to W5 and it Hits AC 35 for 8 Damage.

The Elemental Continues its attacks on W5 (Hit AC 29 for 20 Damage, Hit AC 39 for 22 Damage)

Tratain then uses his Protector Draw Fire Ability and attempts to goad the Remaining enemies into attacking him instead of his Allies. (Will save DC 20 for all attackers, If they Fail they must attack the Protector instead of thier normal targets.)

OOC: High is always good for me when rolling Miss Chances. As Tratain has See invisibility Permanent, the miss chance for Blink is only 20%. So the check passed and All of Plyfs strength damage is healed.

----------------------------------------
-5 Str from Dart
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 20 Minutes
Spiritual Weapon Round 5 of 20
Summon Monster VIII - Greater Water Elemental HP 160/199; AC 22; DR 10/- Round 4 of 20

Vedik AC 33 (13 touch) HP 136/214 Character Sheet Current Spells  d20+26=37 ; d20+19=23 ; d100=85 ; d100=31 ;
Wednesday January 7th, 2009 5:37:46 PM

Vedik shrugs off the poison barb again, but starts to worry about the strength of some of his companions. He follows the battle leader and sends his spiritual weapon against the fifth fishman. Unfortunately the weapon fails to strike. He then pulls out a wand and uses it to raise the morale of the group.

OOC:
Take 18 damage, poison save passed (37)
Spiritual weapon switch targets to W5, hit AC 23, missed
UMD: Good Hope Wand (can not fail), affecting everyone but Plyf Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Blink checks on Good Hope: Dwight: Passed. Plyf: Failed (sigh)

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)

Dwight hp 76/144, ac 25 - Blinking  d20+12=26 ; d100=82 ;
Wednesday January 7th, 2009 6:35:53 PM

Dwight is again hit with a dart (6 damage and 8 str). Running low on options, Dwight again offers Monthor some assistance to smash more fish, as Monthor has been saying.

Cast: Bull Strength on Monthor ---- Blink ( success:82)

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

Some DM Sanity Stuff:

-13 to str. (Currently delayed by Tratain, but will be a problem later since str. is only 10)
Spells cast: 2 of (2+1) 3rd lvl
2 of (3+1) 2nd lvl

Ring of Blinking (active) (high is success (21-100))

Lavender and green ioun stone 0/50 spell levels

Underwater Battle, round 6 - DM Matt  d20+11=12 ; d20+11=28 ; d20+11=26 ; d20+11=25 ; d20+22=30 ; d20+17=29 ; d20+11=16 ; d20+20=21 ; d20+17=31 ; d20+17=32 ; d6+2=7 ; d6+2=3 ; 2d4=5 ; 2d4=3 ;
Wednesday January 7th, 2009 6:57:35 PM

Monthor whacks the fish a few more times, finally felling the great beast. The fish, parts hanging off on all sides, falls to the ocean floor with a muffled thud.

Plyf delivers another pair of precise jabs at the eel-man. [OOC: sorry, that was 30 total damage over three hits. The first two did 15 damage each, the third missed]

Tratain's hammer and the elemental pound on W5, inflicting even more damage. Tratain attempts to force the enemies to attack him directly (will deal with that on enemy actions).

Vedik uses another wand to help his comrades fight with renewed vigor and strength, though unfortunately, it misses Plyf. It seems Plyf blinks to the ethereal plane a bit more often than does Dwight...

Dwight again casts a spell on Monthor, attempting to increase the dwarf's strength. [does Monthor already have any strength enhancements? If so, this won't stack. Dwight can repost if need be and I'll modify as necessary]

The eel-men, seeing one of their own number dead, and both of their fish destroyed by a single dwarf, apparently decide that in this case, discretion is certainly the better part of valor. "Fall back," one calls out. "Regroup. We'll deal with the land-walkers soon enough."

"You foolish dry-skins!" another one laughs. "You should give us the orb and be done with the whole mess."

Three of the eel-men (W3, W4, and W5) swim upwards and over the buildings.

Tratain can take an AoO on W4.

The elemental can take an AoO on W5.

One of the eel-men (W2) moves to follow his comrades, but looks back at Tratain. "Aarrghh!" he bellows. "I'll gut you yet, dry-skin!"

Tratain Highlight to display spoiler: {The dwar fire ability is unclear. It could mean (1) the enemy MUST attack you, or it could mean (2) if the enemy attacks anyone, it has to be you. Since I can't tell, I'm going with the first option, but I just want to be clear that I could be wrong. I don't want to lock Dan or a future DM into something that may or may not be right.}

W2 stabs his trident at Tratain, missing three times, then swats with his tail. His anger is such that he can't even focus on his attacks, all of them going wide.

He does manage to launch a pair of darts at Tratain, hitting touch AC 31 and 32, for a total of 10 damage (7+3). Fort saves: first = 5 str. second = 3 str.

[for reference, W3 went up then over the middle-left building. W4 and W5 went up then over the middle-right building.

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 495 (dead)
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 172 (dead)
W2: 110
W3: 0
W4: 0
W5: 93

Tratain Current Spells HP 178/198 AC 43  d20+26=31 ; d20+26=30 ; d20+20=34 ; d8+5=13 ; d6=5 ; d6=1 ; d20+22=23 ; d20+22=35 ; d20+16=31 ; d20+11=14 ; d20+6=26 ; d20+6=16 ; d8+5=7 ; d8+5=8 ; d6=3 ; d6=1 ; d6=5 ; d6=5 ;
Wednesday January 7th, 2009 7:56:26 PM

Tratain is hit by the two Darts but is again able to overcome the effects of the poison. (Fort Saves 31 and 30)

As the Eel Men Flee Tratain and the Elemental take thier attacks against them.

Tratain Hits AC 34 for 13 Physical Damage and 6 Holy Damage.
Elemental Misses with Natural One. (Ignore Second Roll)

Tratain calls out to his Friends "Try and take this one alive so that we can ask it questions!." He also Orders his Elemental to follow the Eel Men for 30 seconds at a safe distance and report back which way they were going and anything else that it see's

Tratain then attempts to subdue the last Eel Man.
Hit AC 31 for 7 Non-lethal and 4 Holy
Second attack Misses
Hit AC 26 for 8 Non-lethal and 10 Holy



MonthorHit Points:(80 of 189) AC 28 
Wednesday January 7th, 2009 8:37:14 PM

ooc> Monthor has a belt of giant strength +4

Dwight hp 86/144, ac 25 - Blinking  d8=4 ; d8=3 ;
Wednesday January 7th, 2009 9:56:49 PM

OOC: If Dwight is allowed to redo his previous round since Monthor has belt, he will pull out his wand of cure moderate wounds, and use it on himself (curing 16 hit points)

MonthorHit Points:(80 of 189) AC 28  d20+23=25 ; 2d8+23=30 ; d20+20=24 ; 2d8+23=33 ; d20+16=31 ; 2d8+23=35 ; d20+11=15 ;
Thursday January 8th, 2009 7:53:56 AM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Freedom of Movement
Enlarged:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Dodge bonus to W2 ( AC 29)

Bear's Endurance: The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.

Good Hope: affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

-----------------------
Monthor swings the axe at the remaining eal man ( W2) but attempts to deal it non-leathal damage (-4 to attack roles).

Two handed power attack.
-5 to hit +10 damage

Attack 1
Hits AC 25 for 30 non-leathal damage,

Attack 2
Hits AC 24 for 33 non-leathal physical

Attack 3

Hits AC 31 for 35 non-leathal

Attack 4

Hits AC 15

Total possible damage = 98 non leathal damage ( and should be a knock out).



Vedik AC 33 (13 touch) HP 136/214 Character Sheet Current Spells 
Thursday January 8th, 2009 2:52:19 PM

Vedik waits for the last fish man to fall and the group to have a moments rest. He then gestures to Plyf, beckoning her closer. He points to the surface and pulls out another wand.

He then dimension doors himself and her to the boat, and once aboard takes a drop of woldblood out of storage and anoints her tunic, blessing and strengthening it.

He then uses the wand to return them both to the party.

OOC:
UMD Dimension Door wand (If we're more than 760 feet from the boat, he'll d-door as many times as needed)
Wolds Blood: Magic Vestment on Plyf's tunic, giving it a +4 enhancement bonus to its 0 AC. (Wont stack with your bracers of armor, so it should be a net gain of 3 AC)
If its more than 760 feet just let me know how many D-Doors I need to use on the wand.

Plyf (AC:15/11 w/o dex; HP: 43-/118; Low light vision; Blinking, strength drained)  d20+10=26 ; d20+15=26 ; d4-3=-2 ; d4-3=-2 ; 6d6=18 ; 6d6=16 ; d20=13 ;
Thursday January 8th, 2009 3:06:10 PM

Plyf waits to see if the creature falls unconscious from the nonlethal attacks from the others. If it is still up though, she continues the attack on W2 until she sees it's eyes close.

If the creature goes down though, she keeps a watch for more hazards to come.

Attack W2 if still up hitting AC 26 and 26 for 0 and 0 plus 18 and 16

Spot 23 (sorry, didn't add the +10 to the check.)

Dwight hp 86/144, ac 25 - Blinking  d20+7=10 ; d20+12=26 ; d20+4=15 ; d20+13=24 ;
Thursday January 8th, 2009 7:02:52 PM

As a temporary lull in the fighting occurs,Dwight looks to Tratain or Vedik, he motions to his biceps and then points down and wobbles a bit, feigning out weak he is likely to become soon after so many darts.

OOC: Dwight will have a -3 str, once the delay poison wears off. This is bad, unless of course the poison wears off around the same time? Anyone have knowledge poison/aquatic?

Knowledge:nature: 10
craft:alchemy: 26
heal: 15
(Trying to determine how long str. drain will stay in effect)

spot: 24 (anything moving towards us?)

Still blinking, unless someone is going to cast something on him, then he will stop.

Post-battle - DM Matt  2d6=6 ;
Friday January 9th, 2009 4:05:22 PM

[Dwight's previous cure is fine, and noted]

Tratain takes a parting shot at W4, hitting the warrior as it swims away. The elemental misses its target, but speeds off after the eel-men, easily keeping pace up and over the building.

Monthor helps Tratain subdue the remaining warrior. A few shots from Tratain, and one from Monthor, and the eel-man slumps in the water, floating helplessly, his trident falling to the ocean floor. [Fred the axe still deals holy damage when striking nonlethal. I added the 2d6 from the first hit, though it's really academic since the eel-man is entirely unconscious]

Vedik grabs Plyf and teleports to the boat, where the dwarf quickly provides some magical protection for Plyf's tunic, then teleports both back underwater.

Plyf looks around for any more dangers, but sees nothing. After a few more moments of calm, some of the small local fish return to their business in the area, a few scavengers even beginning to munch on the large, dead fish.

Dwight signals to Tratain that he is beginning to feel weak.

Heal check DC 20 Highlight to display spoiler: { You realize that anyone actually affected by the poison is likely to begin suffering more ill effects pretty quickly after the initial effect. Dwight (and others) could be in serious trouble. (OOC: you also recall that you can make heal checks to replace the subject's fortitude save, whichever is higher is used as the save vs poison)}

[30 seconds elapsed since fight]

-----------------------------------------
Fish: AC 24, T 6, FF 24
F1: 495 (dead)
F2: 482 (dead)

Eel-Man Warriors: AC 24, T 13, FF 22
W1: 172 (dead)
W2: 130 (45 nonlethal) (unconscious)
W3: 0
W4: 19
W5: 93


Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d20+8=9 ; 3d8+16=30 ;
Saturday January 10th, 2009 9:59:45 AM

Returning to find the fishman unconscious, Vedik ponders their actions. He decides it prudent to begin to heal their wounds. He points at Dwight, and waits for him to end the blinking effect. Then he begins to heal the party, starting with a mass cure serious wounds.

He then takes out a wand, and points at it then pointing at Tratain.

OOC:
Untrained Heal check: 9
Cure Serious Wounds: Heal 30 hit points (Cast after the blinking ends.)
Good Hope lasts 10 Minutes, will help with secondary saves.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)

Dwight hp 116/144, ac 25 - Blinking  d20+12=15 ; d20+5=8 ;
Sunday January 11th, 2009 7:29:16 PM

Dwight thanks Vedik for the healing by bowing his head in thanks, but still wonders about the full impact of the darts, though he can't quite put his finger on it.

While that fight was tough, it didn't have the full impact of the typical battle this group has seen. So they are either getting reinforcements or they have set a trap for us

Fearing his second line of thinking, Dwight moves to the closest corpse and inventories what he had. He isn't likely to take anything, as that only adds to the idealogy of landwalkers being evil. He then folds the creatures arms in a restful peaceful position of respect as best he can manage and then looks to Plyf for an opinion, hoping a Bard knows more of such things.

Search: 15
Diplomacy: 8 (positioning of body---Doh!)

Str drained -13 (temporary delayed by Tratain Delay poison....Dwight only has 10 Str.)

Tratain Current Spells HP 178/198 AC 43  d20+19=34 ; d20+19=38 ; d20+19=35 ; d20+19=31 ; d20+19=27 ;
Sunday January 11th, 2009 9:40:04 PM

After the Battle is over Tratain says "Check to see if they are carrying anything useful, something that will tell us anything about them. And make sure we take that Horn they used to summon help, it may come in handy."

He continues "We will need to move from here very soon, find someplace to hide as they will probably be back soon with more help. Luckily I think killed or incapacitated the two we were talking with so the others shouldn't know much about why we are here."

While keeping an eye out Tratain examines the others for the effects of the Darts. He says "It looks like thier darts were poisoned, I'll see what I can do to help."

Tratain gets the group ready to move or fight if necessary, and waits for his elemental to return with any information.

Heal checks Rolled four all together, let me know if I need more: 38, 35,31,27

Plyf (AC:15/11 w/o dex; HP: 73-/118; Low light vision; strength drained)  d20+1=19 ;
Monday January 12th, 2009 10:07:48 AM

Plyf stops her blinking and accepts the healing prowess of her other member. She is not so concerned about these sea devils think of her, good or evil and begins to loot the bodies of the dead, especially of the poisoned darts she intends to use against the under sea hosts in the future, if possible, as well as coins, gems or perals. Yes, pearls, beautiful pearls.

"I say we get this creature back to shore and see if he can breath air. If so, then we can question him while he is out of his element."

Total strength is at 2 now I believe.

ooc: Still working on CS. My apologies, I have needed to get a module submitted to Jerry for Blackbird Lake first and finished last night.

Heal: 19 (So close)

Parlay Under the Sea - DM Dan 
Monday January 12th, 2009 10:12:05 PM

DM Dan K here. Will be posting later tonight. not sure if word got to you guys or not. thanks for understanding

Aftermath- DM Dan 
Monday January 12th, 2009 11:44:51 PM

Vedick casts a curing spell for the group once eveyone is within range of the spell.

Tratain sets about checking on the poisonous wounds and does what he can to stave off the secondary effects, time will soon tell if it is enough. He also makes sure the horn is taken as well as any other items

Plyf finds several small pouches as well as an assorted collection of jewelry. The darts are actually barbs that were part of the creatures themselves. Much like a porcupine. A closer examination dscovers they have a slender hollow shaft that ends just before the tip. Impact, likely breaks the tip and allows the poison to flow into the target. Poison sacs within the eel men fill the hollows before they fire, so the barbs in of themselves contain no poison. harvesting a sack may be possible, but it will take time and it will be through trial and error to cut one out without actually cutting the sack.

Total take 36 gemstones 3 necklaces of corral and pearl and 5 smooth stone rings of onyx with melted inlaid sapphire stone.
Appraise checks DC 15 for the necklaces, DC 20 for the gems and DC 35 for the rings

The waters are quiet for now, the eel man floats akwardly just above the floor of the blue sea.

Out of Combat officially
Track spells time will lapse with the longest actions posted

Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d8=4 ; d8=1 ; d8=6 ; d8=4 ;
Tuesday January 13th, 2009 1:44:19 PM

Vedik casts another healing spell, this time on Plyf, healing some of her wounds. He looks around, waiting for the next attack. He takes out his cure light wounds wand, and makes ready to use it.

OOC:
Apparently, you reroll 1 in healing spells too. Who knew.
Cure serious wounds on Plyf for 29 points.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Tuesday January 13th, 2009 3:50:42 PM

Plyf is grateful to Vedik for the healing, but it is her strength that worries her. If they left, would she be able to even carry herself ashore?

She gathers all she can and tells others, "Watch out for the barbs on these things. They must be part manticore."

Water Breathing: ?
Magic Vestment: ?

MonthorHit Points:(46 of 155) AC 28 
Tuesday January 13th, 2009 8:56:44 PM

"Need some healing here!!"



Dwight hp 116/144, ac 25 
Tuesday January 13th, 2009 10:02:48 PM

Dwight, considers the time and tide and points to the building the group had originally selected to begin searching as the 'home' of the orb.

He of course waits to make sure the group is ready to set out again, but is ready to begin given the time table of various spells.

Aftermath- DM Dan 
Thursday January 15th, 2009 10:42:30 PM

Monthor is in serious need of healing and asks for it.
Dwight points towards a set of buildings down the 'road' as the home of the orb
Plyf gathers what she can and Vedick casts a curing spell on her.

Not much happens in the next few rounds as the group politely stands about the unconscious Eel man. the sun still shines above illuminating the water to the depth of the group. the building stand waving in the current as the moving water distorts light and distance. Blood and ichor shifts and swirls in a macabe dance about the party as it slowly gets caught in the current. Particulate matter still hangs heavily about from kicked up silt to bits of flesh and fish.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Friday January 16th, 2009 2:12:03 PM

Plyf follows the others to the building and tells them she will hold till later the things she found.
"These guys have good loot, lets get more if possible. I have concerns for the near by fishing village and perhaps when we leave, if we leave many of these things behind, they may take out their vengence on the innocents. We can't have that happen."

water Breathing: ??
magic vestment: ??

Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d8=4 ; d8=6 ; d8=2 ; d8=1 ; d8=7 ; d8=3 ; d8=8 ; d8=5 ; d8=2 ; d8=8 ; d8=8 ;
Monday January 19th, 2009 4:49:53 PM

Vedik takes out a wand and puts it to use on Monthor.

OOC
10 uses of Cure Light Wounds Wand on Monthor (rerolled 1): 63 points healed total.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)

Aftermath - DM Matt 
Monday January 19th, 2009 5:50:32 PM

[Thanks to Dan for helping!]

Vedik provides more healing to Monthor, while the group walks down the "street" selected by Dwight, bringing the unconscious eel-man with them. After a few short moments of walking, you discern that the street leads on for an unknown distance, though apparently long. The buildings are in similar states of semi-collapse, and other than the varying shapes and heights, all of them look pretty much the same, their red stonework becoming monotonous pretty quickly.

The group will need to decide how to go about finding a single building within all of those left in the city.

Vedik AC 33 (13 touch) HP 166/214 Character Sheet Current Spells  d8=3 ; d8=1 ; d8=2 ; d8=8 ; d8=6 ; d8=2 ;
Tuesday January 20th, 2009 10:22:27 AM

As they walk, Vedik continues to use the wand on Monthor.

He looks about, trying to figure out which building would house their target. He considers for a moment the importance of the gate to these people, and points in the general direction of the center of the city.

OOC:
5 uses of CLW wand on Monthor: 26 points healed.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Good Hope (SL 3, CL 10, 10 minutes, cast at end of first combat)



MonthorHit Points:(135 of 155) AC 28  d20+4=8 ; d20=2 ;
Tuesday January 20th, 2009 2:09:43 PM

Monthor takes point and looks out for trouble.

"We're gonna have to wake the gill head up and ask him for directions... "

ooc> 20 more points of healing please.

spot check 8
Listen check 2
( deft and blind as usual... )


Searching the City - DM Matt 
Tuesday January 20th, 2009 4:03:07 PM

I know it's early, sorry. I'm going to be out tonight and don't want to miss a post. Feel free to post 2 actions if desired.

The group walks on a bit, dragging their captive through the water. Vedik suggests searching the center of the city. Judging by what could be seen as you descended, you know that the approximate middle of the city would be about a half mile to the northeast.

Monthor suggests waking the captive to question him.

Just then, a dull, distant noise is heard, a muffled thud that gets spread out by the water so that it seems to resonate lightly all around. It's impossible to even tell the direction. After 30 seconds or so, you hear another one.

Tratain Highlight to display spoiler: { We neglected to address this before. Your elemental never did return from its scouting mission.}

Dwight hp 116/144, ac 25  d20+12=15 ; d20+13=19 ;
Tuesday January 20th, 2009 7:45:31 PM

Dwight continues onward with the group, following Vedik's thought of finding the center of town. At the sound of the thud, Dwight's limited color fades in the eerie glow of underwater atmosphere.

spot: 15
listen: 19
(Dang water ruining my vision/hearing)

Unable to learn anything extra about the thud, Dwight motions to the group that perhaps we should continue next to a wall to avoid being surrounded again.

Big, whatever it is, its big. Aside from a big bowl of food, big isn't good Dwight considers what limited options he has should combat occur again.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+1=10 ;
Wednesday January 21st, 2009 5:01:07 PM

Plyf stays with the group, whichever direction they choose to go. her strength greatly reduces her swimming abilities.

Swim: 10

Oops, it should have been -1 not +1 so Swim is 8

MonthorHit Points:(135 of 155) AC 28  d20=2 ; d20+4=14 ;
Wednesday January 21st, 2009 8:35:42 PM

Listen = 2
Spot =14

" Trouble, take cover."

Monthor motions to the others to take some cover. Once everyone's complied, he'll do the same.


Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells  d8=8 ;
Thursday January 22nd, 2009 2:33:38 PM

Vedik calls on Alemi to head the party. He then gestures to the unconscious captive and shrugs his shoulders. Does the party wish to question him or not.

OOC:
Cast Cure Light Wounds, Mass. Party is healed for 24 points.



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Thursday January 22nd, 2009 4:56:51 PM

Plyf is new to the group and she has her own ideas of justice and what is right. She does not believe in torture. If something required that, they just need to die, quickly. So she suggests, "If we can't charm him, let him go. I doubt he will say anything useful. Let him send the rest of them the message, that they can either parley with us or be at war with us, but all bets are off if we go to war. That means there will be no more subdual attempts."

Plyf looks cold and hard as she speaks her mind. The happy go lucky bard takes on an entirely different persona. War is a savage place and it brings out the barbarian blood lust in her.

Further on into the City -DM 
Saturday January 24th, 2009 2:39:00 PM

The group moves to the a wall to continue under a bit more cover down the street. Some talk is had on waking, ie healing, the eel man in order to speak with him. the group seems a bit split on how to approach the topic or even if they should bother. The distant Thud is heard again and then again and again. Each is about 25-30 seconds apart and the group begins to pick up on the steady rythym of the sound over the next several minutes.

MonthorHit Points:(155 of 155) AC 28 
Sunday January 25th, 2009 2:20:20 PM

Monthor points a big meaty finger towards the direction of the noise ahead.

"Sound to me like all of the action is THAT WAY.... Me says we should scout the area ahead. Forget the gill face. Actually, maybe we should just leave him here for now. So, who's best a stalking.... Tratain.. didn't ye send that elemental of yours up ahead to scout? "



Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Monday January 26th, 2009 7:26:13 AM

Vedik nods to Monthor as he points his finger, but shakes his head at the mention of leaving the prisoner behind. Its clear leaving a helpless tied up prisoner unconscious is not sitting well. "Wake up, Release" he shouts into the water.

OOC:
Did we search the corpses?
Also be sure to count the 24 healing I did last round, some folks missed it.

MonthorHit Points:(155 of 155) AC 28 
Monday January 26th, 2009 8:14:09 AM

At Vedik's comment Monthor cringes...

" Humm, no... if we release him then he'll warn the others or attack us. He's an ennemi. We either keep him secured or we.... "

Monthor draws a line with his thumb across his throat.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+9=25 ;
Monday January 26th, 2009 10:16:49 AM

The ominous sounds of the drum (or whatever) give Plyf the "willies". She secures the captured warrior with some rope, to make a coup de grace easy, if they decide that is what is needed.

"I think we should leave and come back. They may be gathering their forces to make a second attack and the element of surprise is gone, at least for now."

Use Rope: 25

Dwight hp 130/144, ac 25  d20+4=23 ; d20+13=20 ;
Monday January 26th, 2009 3:33:06 PM

Dwight worries what message killing the captive would send now. While we are currently enemies, they did begin by talking, if only to tell us to surrender. "I don't think we can kill him, if that was the goal we should have done it before. We either leave him, or continue to take us with him. I'm in favor of the latter, might give us a slight edge for the coming battle; less likely to hit us with an ice storm if one of there own is in the midst? Course, taking him and leaving might be a good idea too. Could give us some time to study him and perhaps magically return in their form?"

Heal check:23 How long would the captive remain unconscious if left untended? (minutes, hours, days?)

Spot: 20 With the group closer to a wall as we continue to head towards the 'center', Anything approaching yet?

OOC: Not sure what to roll, but how far approximately have we gone from directly below the boat to where we are now?

Tratain Current Spells HP 178/198 AC 43 
Monday January 26th, 2009 3:49:05 PM

Tratain says "lets find someplace out of the way and ask him some questions. We need to know more about what we face further into the City, Plyf perhaps you can talk him out of some information? We have the Horn we took from the first Fish men we faced, we can probably use that as a diversion if we need to, Draw them off one way and come from another. They shouldn't know why we are here hopefully, The two that we spoke to about the Orb are either Dead or with us, the other three shouldn't know why we have come."

OOC: Sorry for the Long absence, got really sick for a while, but I'll be back in the swing of things now.

Searching the City - DM Matt 
Monday January 26th, 2009 7:23:53 PM

Monthor looks around, trying to pinpoint the direction of the thudding noise. The water distorts it such that an exact direction is impossible to tell, though the dwarf thinks the group should head toward the noise.

Thud

Vedik doesn't like leaving the prisoner, but suggests they could wake him up and release him. Monthor, on the other hand, seems to strongly dislike that idea, instead suggesting choices more familiar to a battlefield.

Thuddd

Plyf makes sure the prisoner is secure, in case the Knights need to dispatch him quickly. Dwight agrees that the prisoner can't be left behind, but maybe the Knights could take him away and study him with an eye toward a covert return?

Checking the unconscious eel-man, Dwight notices that his breathing is already faster and more steady than before. As Dwight probes and prods, the prisoner groans slightly. He may very well wake up on his own in a rather short time (many minutes, but not a full hour).

Thudd . . . thudd

Dwight also looks around, but sees nothing threatening approaching. [you've traveled a few hundred yards from the original spot, northwest and currently heading west-ish. You have not traveled anywhere that would make it hard to find the way back]

Tratain suggests going somewhere to question the prisoner. You see that there are plenty of empty buildings, some relatively intact and some crumbling. If the group so chooses, you can quickly locate a building of whatever size you specify (within reason) that is mostly intact on all sides. Closest nearby, you see a one-story stone structure, laid out like a blacksmith's forge, with 3 and 1/2 walls and most of a roof.

THUDD . . . THUDDD . . . THUDDDD

Dwight hp 130/144, ac 25 
Monday January 26th, 2009 9:11:54 PM

Dwight suggests the group moves into the building. " Perhaps I can cast Detect thoughts on the creature. While semi-conscious, his thoughts might be loose enough that if we question or talk about certain things, his mind might allow something to slip out. The folk seemed to know something about the object of our mission."

Dwight looks to see what the groups opinion is, and should they agree, further suggest they cast a very minor healing spell, just after Dwight casts Detect thought to try to maximize his ability to detect something as the eel-man is in his semi-conscious state.

OOC: I'm assuming that a semi-conscious person doesn't protect his thoughts as well as a conscious one, and Dwight has a better chance of detecting them.

MonthorHit Points:(155 of 155) AC 28  d20+4=12 ; d4=1 ; d20=11 ;
Tuesday January 27th, 2009 2:45:22 PM

"Building it is then...
Something big's coming. Let's grab some cover. "
Monthor flings the eel man over his shoulder and heads into a building and seeks cover.

( Spot 12 , listen 11)

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells  d8+5=7 ;
Tuesday January 27th, 2009 5:41:35 PM

"We're not killing a helpless foe, we're not some group of thugs.", the old dwarf says with a scowl. "If we're to question him, lets do it, that smithy looking place looks good."

When the group is there and Tratain gives the ok, he casts cure light wounds on the prisoner.

OOC:
Cure light wounds on fishman: 7 HP healed.

Active Effects:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 6.4 hours, cast before entering water)


Tratain Current Spells HP 198/198 AC 43  d20+3=19 ;
Tuesday January 27th, 2009 6:56:03 PM

Tratain says "Lets Use that Building over there." And Points at the blacksmiths shop. He continues "Make sure he is secure, and lets see what he knows."

When the Fishman is awake Tratain asks "Tell me about the Orb, why do you want it so badly. And what is that sound we are hearing. (Diplomacy 19)

Take Cover - DM Matt  d20+9=15 ;
Tuesday January 27th, 2009 7:46:29 PM

Dwight suggests that the Knights move into a nearby building, where he might try to detect the eel-man's thoughts. Monthor agrees and manhandles the prisoner into the structure.

THUD . . . thud . . . THUD . . . thud

The pounding noise takes on a distinct pattern.

Listen check DC 20 Highlight to display spoiler: {It's hard to tell with the water distorting the sound, but it doesn't seem like the noise is getting closer or farther away yet}

Once inside, Vedik casts a minor healing spell on the prisoner. Groaning, the eel-man wakes groggily, then looks around with half-opened eyes. A rumbling laugh builds in his chest as he looks at each of the Knights, though the laughter quickly turns to a fit of coughing, with a small amount of black-red blood dribbling from his mouth.

"Landwalkers . . . what do you think you are doing?" he asks weakly.

THUD . . . thud . . . THUD . . . thud

"Oh ho!" the eel-man manages a faint smile. "So the summons has begun? It seems at least one of my brethren escaped your foulness, eh?"

Tratain, taking the direct approach, asks the prisoner about the Orb, and the throbbing sound.

"The Orb . . . is it here? At least let me see it before I die. No? Well, I see no harm in telling you some small bit to whet your curiousity. After all, you're likely to die soon enough, no?

"The Orb belongs to Our Lords and Masters." he says rather solemnly. "It helps them to travel to this world, to grace us with their presence. We are the Keepers, and it is our duty to watch over it, or to reclaim it should it be stolen from us. That . . . that . . . witch tricked the Elders and took it from us. It appears you have been nice enough to bring it back. What I would not give for a chance to repay her trickery!"

THUD . . . thud, thud . . . THUD . . . thud, thud

The eel-man strains against his bonds momentarily, then calms himself. "That noise, you ask? Why, that is your doom, landwalkers. That is the Calling. My people are being summoned together. The great drum tells them that something important is happening, and that they are needed. Even now they will be gathering together, sharpening their darts, rallying the Great Fish, and preparing to tear you pink-skins to bits. HA! I can only wish to still be alive to see it."

Meanwhile, Dwight is silently attempting to read the prisoners mind with his spell. [Will save 15, not sure what Dwight's save is, but I'll assume this fails. Please unlock your CS so I can view if needed]

After a moment, Dwight begins receiving information through the spell's link.

Dwight Highlight to display spoiler: {You can pick up his thoughts, though they are somewhat random and unclear: Landwalkers . . . get free I could kill one . . . maybe that fat dwarf . . . Calling . . . get the Orb . . . don't tell them about the Forge . . . must get the Orb . . . be a king . . . stall them for awhile . . . must get the Orb . . . just tell them anything to keep them here awhile . . .}

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+7=27 ;
Tuesday January 27th, 2009 10:44:23 PM

Plyf with perfect hearing looks at the creature. "Nothing had to die today. If you had mentioned it was stolen instad of assuming we have it with us, you may have well been helped by us. I do not know what you mean by die? We will not kill you while you are bound and if there is some way to try to talk like intelligent creatures, then perhaps no more need to die."

Listen: 27 (Natural 20)

MonthorHit Points:(155 of 155) AC 28  d20=13 ; d20+4=16 ;
Wednesday January 28th, 2009 5:34:38 PM

Someone get mees to this group of gill heads and me'll disrupt there chanting alls right.

Spot and listen
13 and 16

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Wednesday January 28th, 2009 7:00:31 PM

Vedik ponders the situation. "What witch?" he asks the prisoner, stroking his beard through the water. "You say the orb was stolen from you?"

Tratain Current Spells HP 198/198 AC 43 
Wednesday January 28th, 2009 8:05:07 PM

Tratain says "He just admitted that his people work with the Legion, they keep the Orb so they can come here. With that Alarm sounding we don't have much time. Knock him back out and we'll make our way to the Forge. We need to destroy the Orb or go through and get the Legions Orb and bring it back here so they can't get back here ever again."

Once the Fish man is subdued again Tratain says "We need some way to go and fetch our Orb now, we don't have much time if we want to get to where we are going before to many fish people get there."

Dwight hp 130/144, ac 25 
Wednesday January 28th, 2009 9:04:29 PM

Dwight nods, still focusing on his Detect Thoughts spell, hoping something more will slip out. "Forge, he knows exactly where the forge is," Dwight says hoping to get the eel man to think out the forge more to gleam just a bit more detail.

OOC: I'm not sure why you cannot see the sheet, any idea what I need to change to make it viewable by everyone? I've never intended it to be invite only.

Dwight hp 130/144, ac 25 
Wednesday January 28th, 2009 9:15:16 PM

OOC: Okay, I 'published' my sheet, could some verify if it does, or does not work?


MonthorHit Points:(155 of 155) AC 28 
Thursday January 29th, 2009 3:15:18 PM

ooc> It works.



Take Cover - DM Matt 
Thursday January 29th, 2009 4:27:49 PM

The eel-man laughs when Plyf tries to reason with him. He seems to have sufficient strength back, as his laughter doesn't devolve into a fit of coughing, as it did moments ago.

"All those who refuse to accept the Lords and Masters have to die. So it has been proclaimed for hundreds of years," he says, his eyes beginning to shine with zeal. "If you have accepted Them, then deliver the Orb to us. If you have not, then . . . ." he lets the words trail off with a shrug.

Monthor, meanwhile, voices his desire to get to the fight. Raising an eyebrow, the prisoner says, "You may be a heathen and an unbeliever, but at least I admire your bravery.

"Misplaced though it may be."

Vedik asks about the "witch," and the eel-man's demeanor takes on a sudden, noticeable change for the worse. "The harlot! The many-armed one. She came with smooth words, and professed an ability to bring our Lords to this plane permanently. Then when she had sufficiently fooled the Elders, she took the Orb and vanished. If I could find her now! If any of us could! She wouldn't have -"

"Destroy it?!?!" he exclaims at Tratain. "Foolish landwalkers. You know nothing of what you do."

Dwight, meanwhile, concentrates on the prisoner's thoughts, even mentioning the Forge out loud. Dwight Highlight to display spoiler: { Forge . . . they know of the Forge . . . stall them . . . don't tell . . . reading thoughts! . . . don't think . . . Calling . . . stall them

He realizes a moment too late to avoid thoughts of the Forge. A fairly detailed image flashes in your mind. A short, squat building, made of smooth white stone. It stands out distinctly from the other buildings, both because it is the only white one in a sea of red brick, and because unlike the others, it is obviously well-kept, clean, and well-repaired. The border around the large archway depicts stylized demons, very close in appearance to the Legion you have fought. Otherwise, there is no decoration. You can't tell exactly where in the city this is, though there are three very tall, mostly intact towers around the white building, probably poviding cover against inadvertent detection. You haven't seen many towers that tall that are still as intact as these. (they don't look like the tower you came down on)
}

Does anyone actually knock the prisoner out?

As the conversation continues, you all come to a sudden realization: the pounding noise has stopped.

Dwight hp 130/144, ac 25  d20+5=13 ;
Thursday January 29th, 2009 4:43:09 PM

Dwight keeps focusing on the eel-mans thoughts, while trying to gleam just a little more, "Quickly," he motions to the group indicating with his hands to his ears the thudding has stopped.

"He's given us what we need, he's told us about the forge, its protection and defenses, and even its surrounding area. Won't his Lords be pleased that he helped us, perhaps he helped the witch enter the forge and carry the orb away, through a path seldom used or less protected;" Dwight adds antagonistically.

OOC: Wanted to roll something, so Diplomacy: 13 (though Dwight's attempt isn't very diplomatic in any sense)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Friday January 30th, 2009 10:07:08 AM

"What would happen if we destroy it?" She will ask the eel man, since he seemed very upset at the notion.

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Friday January 30th, 2009 3:51:59 PM

"Your witch is dead, we killed her," says the dwarf bluntly. "I am sorry your people have fallen under the sway of this Legion from the Orb-gate."

He looks around, pondering what the end of the thumping could mean.

Active Effects:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 6.4 hours, cast before entering water)

MonthorHit Points:(155 of 155) AC 28 
Monday February 2nd, 2009 9:27:38 AM

Enuff talking ladies, that silence is NOT welcomed... let's either get ready to bash some gills now or go fetch the orblet and bash some gills later.

( Monthor exchanges cloaks and puts on his Mountbank cape).

Tratain Current Spells HP 198/198 AC 43 
Monday February 2nd, 2009 4:51:27 PM

After the Eel-Man answers Plyfs questions Tratain says "Monthor, please knock him out again." and waits for the Eel Man to become unconcious before continueing.

He says "We left the Orb in the Cave, we need to get it before continueing. Theres no sense in going to the Forge without it. We'd have to fight all the Fish people there, then probably do it a second time later. Does anyone have any means of Teleportation? I can do it but it will take me 2 days to get the Orb and come back."

MonthorHit Points:(155 of 155) AC 28 
Monday February 2nd, 2009 8:21:50 PM

Monthor shrugs and close fists the eel man on top of the head.

Dwight hp 130/144, ac 25 
Monday February 2nd, 2009 10:03:50 PM

Dwight continues to detect, hoping to gleam one last piece as the eel-man realizes he is being knocked out again and not killed.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Tuesday February 3rd, 2009 12:34:19 AM

"I have boots of teleportation, if that will help." Plyf adds.

Take Cover - DM Matt 
Tuesday February 3rd, 2009 4:39:36 PM

The prisoner screams and tries to move toward Dwight, though his bonds prevent it. "I did no such thing, puny landbug!" he spits.

"That is not your concern," he says to Plyf. "You will NOT destroy our orb as long as there are Guardians left breathing!" The mention of destroying the orb sends mental shockwaves through his mind, Dwight picking up everything.

"Sway?" he laughs. (Dwight senses him easing at the mention of the demon dying) "You have no idea of what you speak, Dwarf. There is always time to change your ways now and follow our Lords. No? All the same," he adds with another chuckle.

Monthor, meanwhile, prepares for another battle.

"Why not kill me now, Landwalkers? I am of no more -" Monthor's fist connects with the eel-man's head, knocking him to the ocean floor once again.

Tratain suggests the Knights go and pick up the orb, asking about the best means to do so.

Plyf offers her boots.

You hear no other sounds, aside from the water gently moving with the currents. A few small fish dart to and fro around you. The prisoner lies on the ocean floor, unconscious but breathing through the gills on his neck.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Wednesday February 4th, 2009 1:36:29 PM

Plyf waits for her party members. She is somewhat embarrassed by her outburst earlier. Her fear gripping her like an animal in a pen. The need to survive always at the front of her mind. Should she be here with these people? They are the real hero's, not her. What does she know about valor and glory?

{{Thoughts}}I'm a freaking rogue! That's what I am! Yea, sure, I can play an instrument and do some magic. I'm absolutely positive my barbarian experience allows me to do things not normal. But.....but swimming around in the sea fighting big fish is not my idea of a ball room affair. On the other hand, this was the best loot I have seen in a long while. I won't make this working nights in a pub. They are also confident. They were right when they said we would win and we did. I just wish I knew what in the realm of the dead this orb is or does or whatever. I guess I will eventually find out.

MonthorHit Points:(155 of 155) AC 28 
Wednesday February 4th, 2009 7:52:04 PM

"By Moradin's Beard!!! Someone make a decision already!!!! "

( ooc> I swear, this is the worst part of the game. :-) Can I suggest the following:
Tratain, using spell and boots fetches the Orb.
The rest of us haul booty and find someplace safe to hide out from the eel people.
We then take it from there. )



Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Thursday February 5th, 2009 8:06:14 AM

"Plyf, if Tratain can borrow your boots, it would speed things up greatly." He looks around, pondering how long they have until whatever the thumping was doing starts to cause them issues."

"We must hurry"

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment) 
Thursday February 5th, 2009 1:00:32 PM

{{How will I escape though?}} she thinks to herself as Vedik wants Traiten to borrow her boots. Reluctantly she pulls them off and hands them to him. "What exactly is the rush anyway? We have the orb, that means they don't, why not come back in a week or a month when their guard is down again?"

Dwight hp 130/144, ac 25 
Thursday February 5th, 2009 3:52:32 PM

Dwight looks to the others. He agrees with both Vedik and Plyf, "Speed now is necessary, but our assault on the white house protected by towers does not need to happen now/today."

Before the prisoner recovered enough I got a decent view of where the forge is. It seems to be protected or at the very least occupied and well maintained. We should likely try to get more information before trying to assult a building. Besides, based on my, rather his view, we don't seem to be particularly close to the white building. It was surrounded by three towers, none of which we have seen around here."

"Whta we really need is a map of the old city."

OOC: Given other questions, this is what Dwight saw using Detect Thoughts regarding the forge from DM post 1/29

A short, squat building, made of smooth white stone. It stands out distinctly from the other buildings, both because it is the only white one in a sea of red brick, and because unlike the others, it is obviously well-kept, clean, and well-repaired. The border around the large archway depicts stylized demons, very close in appearance to the Legion you have fought. Otherwise, there is no decoration. You can't tell exactly where in the city this is, though there are three very tall, mostly intact towers around the white building, probably poviding cover against inadvertent detection. You haven't seen many towers that tall that are still as intact as these. (they don't look like the tower you came down on)}



Take Cover - DM Matt  d100=5 ; d100=75 ;
Thursday February 5th, 2009 4:27:12 PM

Plyf waits, wondering what to do and why she is sitting around under water. Monthor, in a rate display of decisiveness, suggests Tratain go get the Orb and bring it back. Vedik agrees with giving Tratain the boots, and Plyf hands them over.

Dwight relates what he learned from the prisoner's mind.

Tratain takes Plyf's boots and quickly changes them (his socks getting quite wet in the process).

In the blink of an eye, Tratain disappears.

Tratain Highlight to display spoiler: { You teleport to the Orb chamber without incident (teleport roll 5), and find it undisturbed. You are able to retrieve the orb easily, stow it, and return to the group. You see no signs that anything untoward happened in the chamber, that anyone/thing tried to get in, etc.}

After a short while, Tratain reappears, looking none the worse for wear and heavy one evil orb. The group then ponders how to locate the Forge given the images Dwight pulled from the prisoner. Meanwhile, the prisoner stirs slightly and groans. He is still unconscious.

OOC: I agree with Monthor, this stuff does take awhile, so I took the liberty of moving us along. If Tratain really would not do what I wrote, say so, otherwise it's done as MOnthor suggested. I leave it to Tratain and Plyf to decide if the boots were used twice, or if it was 1 spell/1 boot use.



Tratain Current Spells HP 198/198 AC 43 
Thursday February 5th, 2009 8:57:22 PM

Tratain does take Plyfs boots and uses them to teleport to the chamber and back. Once back he returns the boots to Plyf.

He says "Lets try and find the forge, Dwight if you see any buildings that you think you recognize from the Fish Man let us know and we'll head that way. Lets try and stick to some cover so they can't spot us."

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Friday February 6th, 2009 9:06:41 AM

Vedik follows the group as they move into the city, keeping an eye out for the building Dwight has described. "Tactics?" he asks. "The legion is a considerable foe, and we may have to fight them and the fish men at once."

MonthorHit Points:(155 of 155) AC 28 
Friday February 6th, 2009 7:26:17 PM

Keep mees healthy... Me and Fred will take care of the rest.....

Dwight hp 130/144, ac 25  d20+15=34 ;
Saturday February 7th, 2009 3:24:13 PM

"Perhaps a disguise would help us. When I first joined ya'll, everyone appeared as something else. What that a spell or item that transfored everyone into other 'acceptable' looking beasts? Surely if we polymorphed into eel-men it would help with our presence, our breathing and movement. Do we have the ability to do this?"

As Dwight discusses this with the group, his eyes are looking around, squinting trying to make the most of the shifting light, and blurred underwater vision. (spot: 34 --- Primarily looking for towers and/or indication of citadel, perhaps a sign? )

"I'm thinking the towers might be a great distance from here given the height of the towers I saw. We climbed down the tallest of the buildings close to here. Taller towers would be completely above the water level, especially at low tide. The 3 towers I saw must be deeper into the ocean." Dwight looks to others to hear their throughts; though he suspects what Monthor is thinking.

To the Forge - DM Matt 
Sunday February 8th, 2009 6:50:07 PM

Tratain returns with the orb, and suggest the group start searching while keeping to cover as much as possible. Vedik follows wit the group, commenting on the potential enemies they may face, with Monthor providing his own form of encouragement.

Dwight suggests polymorphing into the eel-men, or something similarly "safe" in these parts.

He also suggests moving toward the deeper ocean, since the towers he saw were fully underwater.

[unless anyone says otherwise] The Knights start walking down one of the main thoroughfares, in the direction of the deeper ocean.

After walking a few minutes, you hear a now-familiar noise: a throbbing drum beat. This time, however, the drum continues in a rhythmic pattern, and you can better discern the direction from which it comes.

[OOC: I may have confused my directions, so if this conflicts with prior statements, I apologize. We'll say the Knights are heading WEST right now. The drums are coming from somewhere NORTH or NORTHEAST of you.]

Tratain Current Spells HP 198/198 AC 43 
Monday February 9th, 2009 7:22:13 PM

Tratain says "Which way would you suggest Dwight? We'll go whatever way you think we should proceed. If you think the buildings we are looking for are further out we'll keep going the way we are traveling. I guess the fish people are all gathering to the Northish. Hopefully thier rally point isn't on top of the forge we are looking for and we'll be able to get at the forge without haveing to fight the whole of the fish people nation."

Dwight hp 130/144, ac 25  d20+15=16 ; d20+7=24 ;
Monday February 9th, 2009 10:14:01 PM

Dwight thinks for a moment as he looks around the shadowed underwater realm. "It's hard to say, the view I had was with his eyes. The picture was much clearer in my mind than anything I can see now. I can say for sure though it is likely deeper, the towers looked taller than where we climbed down from. Also the building was made of white rock, unlike these other buildings. "

Without much direction, Dwight still feels obilgated to lead the group so he heads deeper into the ocean (west), but is open to any detection/guidance mechanisms anyone in the group has.

spot: 16
knowledge (nature) 24 If Dwight assumes the original forge, built on land was near a river/ocean, he'll head in that direction.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; strength drained, Magic Vestment)  d20+4=22 ; d20+4=18 ;
Tuesday February 10th, 2009 3:16:25 AM

Plyf follows the group, but digs deep into her memory and knowledge of the past.

Bardic Knowledge for "noteworthy places" to recall if I have read about this forge hosed in a white building and perhaps this orb they speak of as well.

BK on Forge: 22
BK on Orb: 18

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells  d20+8=10 ; d20+8=26 ;
Tuesday February 10th, 2009 5:22:37 PM

Vedik follows the group, wishing he had the forethought to pray for a locate object spell. He keeps his eyes and ears sharp as he walks along the ocean floor deeper into the depths.

OOC:
Spot 10, Listen 26



MonthorHit Points:(155 of 155) AC 28  d20=5 ; d20+4=14 ;
Tuesday February 10th, 2009 9:10:53 PM

Monthor takes the rear of the group and watches for anything suspecious

Spot 5
listen 14

To the Forge - DM Matt 
Wednesday February 11th, 2009 7:44:51 AM

The Knights head west down one of the wide streets, passing building after red brick building. Plyf searches her memory for anything useful, but comes up with nothing. She does note that she has not seen anything other than a red brick building yet in this sunken city. A white stone structure would likely stand out quite well.

The prisoner, being dragged or carried along, groans again as his eyes flutter open briefly. "Where . . . wha . . . what is it you are doing, landwalkers?"

Suddenly, a trio of eel-men dart out from a building, almot 50 feet ahead. They float for just a short moment, shaking their tridents at the Knights, then quickly swim upward and to the south.

The prisoner watches with half-open eyes and begins to laugh deeply.

Dwight hp 130/144, ac 25  d20+13=19 ;
Wednesday February 11th, 2009 10:51:33 PM

Dwight looks around to see if the group is being surrounded. (spot: 19). The he urges the group to continue moving in the semi-random direction they have choosen (deeper for white building). (However if others feel it would be better to follow them, he'll only complain a little not having a better alternative.)

Plyf (by Anthony) 
Wednesday February 11th, 2009 10:53:25 PM

Plyf looks at the capture eel-man, and having had quite enough of him already, and not wanting to deal with him if others appear examines her hand for moment. When the eel man's eyes seem to focus in her general direction she clocks him back into uncousciousness. "Laugh at that," she mumbles to herself.

Vedik AC 33 (13 touch) HP 190/214 Character Sheet Current Spells 
Thursday February 12th, 2009 5:42:00 PM

"We must move quickly" Vedik says. He increases his stride, encouraging the Grey Knights to haste.

He keeps his eye in the direction the guard fled.

OOC:
We are heading west?

MonthorHit Points:(155 of 155) AC 28 
Thursday February 12th, 2009 9:22:01 PM

Monthor continues to keep watch and prodes the others along. He frowns that he didn't get to hot the eel man but he makes promise to himself that the next time, it'll be the sharp end of Fred that quiets him.

" We're spotted. Keep an eye out for trouble... drop the gill head. We don't need him anymore. "


To the Forge - DM Matt  d20+8=26 ; 12d6=42 ;
Friday February 13th, 2009 9:22:14 AM

Dwight looks around, but sees no other enemies. Plyf, annoyed at the prisoner's behavior, leans down and socks him in the face one more time, sending him back to the land of dreams.

Vedik rushes the group onward (yes, West), keeping an eye out for more trouble. Monthor suggests dropping the prisoner.

Monthor's suggestion is a moment too late. As if from nowhere, a bright, yellow-orange bolt of electricity shoots out of a window in a nearby, ramshackle building. The bolt strikes the prisoner square in the chest, then erupts in a number of smaller bolts, each hitting one of the Knights.

The prisoner is immediately flash-fried, and quite obviously dead a second later. [not bothering to do his reflex save, he was at or below 0 already]

Each of the Knights takes 21 electrical damage, reflex 26 for half (subject to any other protection you may have).

The building from which the bolt emitted is a one-story, broken down brick house, more rubble than intact, with no roof. An eel-man swims upward through the non-roofed area, and away from you quickly.

[no map right now. the house is 15 feet south of you, and is 20x20. The eel-man came from the front of it and swam away from you, so he is 15 feet up, and 35 feet south, swimming in a southward direction.]

Plyf (by Anthony)  d20+18=28 ;
Friday February 13th, 2009 5:49:07 PM

Plfy stares as the eel-man rushes off after being blasted by electricity (makes save: 28 -- no damage due to evasion) If only I could sneak around the corner, I'd let that eel-man have it She then turn to see if the group is going to try and give chase.

Dwight  d20+21=27 ;
Friday February 13th, 2009 5:52:41 PM

Makes Save: 27 (evasion, no damage)

Dwight is actually a big surprise as they intentionally blasted their own kinsmen. Surely if we had not killed him already there was a chance he could have been returned alive. Despite this tragedy and unwillingness to be diplomatic, Dwight tries to keep heart as he thinks of all the people destroying this orb will likely save. He turns to Tratarian to see in which direction we should head. South is definitely going to be a busy area

Tratain Current Spells HP 188/198 AC 43  d20+15=34 ;
Sunday February 15th, 2009 7:17:38 PM

Tratain can't believe that the Fish men would kill one of thier own rather than attempt to rescue him. He does manage to dodge part of the Blast that kills the prisoner.

Tratain doesn't like the Idea of chasing the Fish Man and motions the party not to follow, he attempts to find a sheltered spot and then uses some of his wands on the party for future Protection.

Tratain attempts to look at the buildings around the group in order to tell if they are heading towards the center of the City or not, or what direction the Center of the City would be in.

He says "We know the Forge is in the Center of the City, we need to head that way. We think its to the west as that is where the deeper water is. We know two groups of Fish Men have gone south, so they either want to Ambush us, or there is something there they want to guard. We also know somewhere to the North of us is the Rally point for thier call to arms. Can someone perhaps swim up a little ways to make sure we are heading towards the center of the City? Preferably invisible? We used to have an invisibility wand, did Jova give it to anyone before he left?"

Tratain hopes the group can determine which way leads to the center of the underwater City and the group heads that way.

OOC: Actions if we are not interrupted. Use Restoration Wand on Tratain to cure Str Damage, Plyf was done already. Use Resist Energy wand on Party, 110 Minutes 30 Lightning resist per attack. Possibly healing depending on who's wounded how badly.

MonthorHit Points:(134 of 155) AC 28  d20+11=20 ; d20+4=20 ; d20=3 ;
Monday February 16th, 2009 9:11:30 AM

Reflex 20 for damage 21
Resist Energy, 110 Minutes 30 Lightning resist per attack

----------
Monthor curses himself for switching cloaks and promises himself to do something about it later.

" Tratain, throw some healing here... "

Monthor knows that stealth isn't his strong point and stays with the main party.

Spot 20
Hear 3



Vedik AC 33 (13 touch) HP 183/214 Character Sheet Current Spells  d20+11=13 ; d8+1=7 ; d8+1=4 ;
Monday February 16th, 2009 12:05:48 PM

Vedik gets struck with the full force of the blast, swiveling around to see where it came from. Nodding to Tratain, he stays with the main party. He like Monthor has no skill in stealth. He cures himself and Monthor with the cure light wounds wand.

OOC:
Save Failed: 21 damage
2 uses of Cure light wounds: 7 on Monthor, 4 on Vedik.

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) 
Monday February 16th, 2009 12:09:49 PM

ooc: Thanks for covering for me. :)

Plyf wishes her bow was usable in these conditions, the eel man would have left with a few wounds of his own.

"I have a wand of cueing, but it is in my haversack. I would hate to open it to get it and have it fill with water and it rupture. I should have grabbed it when we went to the boat, darn it!"

In regard to swimming invisible, "I have a wand of Improved Invisible, but that won't last long. It would take a very long time for me to swim while hiding in shadows."

Spells in use:
Magical vestment
Resist Energy: 110 Minutes 30 Lightning resist per attack

To the Forge - DM Matt 
Monday February 16th, 2009 3:02:35 PM

Plyf and Dwight spot the enemy's attack and easily sidestep the arcing bolt of energy, but wait for a cue from their companions before further acting.

Tratain gets himself into enough of a defensive position that the bolt doesn't hurt him as much as it could have. The dwarves, however, are less lucky, failing to move in time to protect themselves.

Tratain stops the party from chasing the eel-man mage as it swims away, and suggests someone scouting ahead under protection of invisibility.

Nothing happens in the next few moments, and Tratain is able to accomplish the actions specified. You see no other sign of enemies, and the surrounding buildings appear empty and undisturbed. If anything, they appear a bit more intact than some others you've seen. This could be due to the buildings being placed more closely together, some even built wall-to-wall, adding additional support. It could just be sheer coincidence . . . .

[answer to Tratain's questions: if a former party member was holding an item that was purchased by the group, like the wands Tratain mentioned, then if that person dies, leaves, etc., those items can be transferred to someone else for holding. They are not specific to that PC, they are just being carried by them for convenience. Arien and Jova, for instance, would have handed the wands over upon leaving (or, at the least, Monthor would have chased them down and shaken them upside down until the wands fell out) You have them and can use them at any time]

Tratain Current Spells HP 188/198 AC 43 
Monday February 16th, 2009 5:26:09 PM

Tratain says "Vedik, can you heal us all up with your Wand?"

Tratain examines the surroundings and says "I think we're getting closer to the City Center. Lets Push on for a while longer or at least until we're sure this isn't the correct direction. Plyf, would you mind scouting ahead for us a little While invisible? I have an invisibility wand here, can you activate it? Or Maybe Dwight can activate it? Vedik can i'm pretty sure if either of you can't. I'll can see invisible creatures to don't hide too much, so I can see if you need help. If you see anything you can motion to me and I can warn the others."

Once Plyf is invisible and a little infront of the group scouting they will proceed in the Direction they were going unless/until we see the towers we are looking for or it becomes obvious we're going the wrong Direction. The Wand was 5th Level I believe so 5 minutes of Invisibility at a clip.

Dwight 
Monday February 16th, 2009 8:56:52 PM

Dwight helps Plyf as needed to turn invisible, and wishes her luck. As she leaves, Dwight takes to watching one of the exits, hoping for no more suprises and some good news for a change.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment)  d20+3=14 ; d20+7=10 ; d20+10=11 ;
Tuesday February 17th, 2009 10:15:19 AM

Plyf takes the wand of invisible with her and leaves the group her wand of Improved invisibility, "Matbe you can avoid a patrol with it?" she adds.

Using her swimming skills alone, she moves as quickly as possible, aware of the ripples that will occur with her movements, staying aware of her surroundings, looking for that big white building.

{{This is more like it. Let me be sneaky. I do sneaky very well.}}

Listen: 10
Spot: 11 (Natural 1)
Spot:

MonthorHit Points:(134 of 155) AC 28  d20=9 ; d20+4=5 ;
Tuesday February 17th, 2009 2:31:03 PM

Monthor takes point and leads the others.
"Doos any of ye spellslingers have a ways to make us look with the gill heads? "

(blind and deff as usual).



Vedik AC 33 (13 touch) HP 183/214 Character Sheet Current Spells 
Tuesday February 17th, 2009 5:02:58 PM

"I do not Monthor." says Vedik as he moves with the group. He keeps an eye out, waiting for the invisible Plyf to return.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) 
Tuesday February 17th, 2009 10:58:26 PM

OOC: Sorry, the first one was a swim check.

Dwight  d20+15=19 ; d20+13=23 ; d20+25=32 ;
Tuesday February 17th, 2009 11:01:56 PM

Dwight shakes his head negatively to Monthor's request to transform the group. "It would likely be helpful, but it's well beyond my power."

Dwight continues to help lookout, while trying to stay hidden within the building.

spot: 19
listen: 23
hide: 32

OOC: 3 rolls and the highest a 10 :(

To the Forge - DM Matt  set 1: d20+8=23 ; d20+8=16 ; d20+8=18 ; d20+8=18 ; set 2: d20+8=9 ; d20+8=27 ; d20+8=10 ; d20+8=26 ;
Wednesday February 18th, 2009 2:39:33 PM

Tratain hands a wand of invisibility over and pushes the Knights onward. Dwight grabs the wand and taps Plyf, causing her to disappear. For a moment, a ripple of water shows her outline, then she blends in to her surroundings as if she weren't there.

So as not to disturb the water, Plyf moves slowly and carefully forward, looking for any signs of danger or destination.

After a few moments to let Plyf get a solid headstart, Monthor takes point and leads the group forward. He asks for a spell to change appearance, but Vedik and Dwight are unable to provide anything.

The Knights plod forward, moving slowly along the city blocks. The buildings indeed become closer together, as if the builders had less and less room to expand. They also become taller as you move. Here and there, you pass a well-preserved manor house, the construction far nicer than anything you've seen so far. Those who once lived here were likely more affluant than most.

Plyf Highlight to display spoiler: { Moving ahead of the group, you notice the change in buildings as well. After a while, you see some tall towers here and there as well. As suspected, these towers, while immensely tall, do not reach the open air above.

Suddenly, you feel a whoosh of water. One of the great fish swims by, a bit too close for comfort, but seems to be unaware of your presence. Your eyes track its path, and looking ahead, you can just barely make out some person-shaped bodies moving about near the ocean floor.
}

Plyf, if you go back to the group now Highlight to display spoiler: { You are able to return to the others with no problem. You are sure nothing was alerted to your presence.}

Plyf, if you proceed Highlight to display spoiler: { Inching closer, then closer some more, you see it is a small contingent of eel-men. 2 of the warriors, and 2 that look a bit thinner and shorter, their scales colored a bit more like the lightning-slinger you saw a few minutes ago. More importantly, behind them sits a small (compared to the towers nearby) white stone building. Around the open doorway are engraved some odd looking beings that you've never seen before, and the eel-men float back and forth, watching the dim waters nearby.

Two of them turn their heads in your direction, pausing for a moment. They whisper amongst themselves, then one swims upward and toward the north. In the distance, you spot another great fish swimming a wide circle around the area. You suspect there are at least 1 or 2 of these, maybe more, patrolling the area.

Make a move silently check, but otherwise you can act as you see fit
}

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment)  d20+15=31 ; d20+3=17 ; d20+7=9 ; d20+10=22 ;
Wednesday February 18th, 2009 4:40:49 PM

Plyf does indeed investigate further and upon seeing what she does attempts to make it back to the group to warn them of what she sees.

ooc: She will wait to see if she makes it back to the group before she describes what was seen.

Move Silent: 31
Swim: 17
Listen: 9
Spot: 22

Dwight  d20+13=30 ;
Wednesday February 18th, 2009 10:03:10 PM

Dwight continues on with the group, taking the rear, watching and waiting for Plfy's return. I hope I have the group travelling in the correct direction, those thoughts were sporatic and I suppose he could have planted false information for me to view. No, no, he was under too much distress to make up something so clear.

spot: 30

Vedik AC 33 (13 touch) HP 183/214 Character Sheet Current Spells 
Thursday February 19th, 2009 9:27:08 AM

Vedik continues to look around for signs of Plyf and waits for her return.

OOC:
(also waiting to see if she makes it back before acting)

MonthorHit Points:(134 of 155) AC 28  d20+4=8 ; d20=13 ;
Thursday February 19th, 2009 12:01:54 PM

Greater Magic Weapon ( From Tratain)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Fire Resistence: 20 points (ring)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack

-----------------------
Spot 13
listen 8

Monthor watches



Tratain Current Spells HP 188/198 AC 43 
Thursday February 19th, 2009 5:13:19 PM

Tratain keeps an eye out for Plyf and anything that might be a threat to the party.

To the Forge - DM Matt 
Thursday February 19th, 2009 10:42:29 PM

The Knights walk on, taking in their underwater surroundings. After a while, Plyf reappears in the midst of the group, excitedly relaing her discovery. She has found the destination nearby [everyone please see spoiler above for "Plyf, if you proceed."]

Dwight feels a sense of reassurement, as he realizes that his guesses were, indeed, correct. The others wait, relieved finally when plyf appears to confirm her discoveries.

Once Plyf relates what she found, the Knights move forward slowly, until just outside the range of the enemies' sight. Standing in the murky water, amid the relative protection of a half-crumbled wall, you find yourselves confronted by a small patrol of eel-men standing outside a squate, white building. The eel-men have not detected your presence thus far.

You are about 70 feet south-southeast of the building. You are standing inside dark shadows that conceal your presence but make it more difficult to see naturally your surroundings. There are 3 eel-men, 1 warrior and 2 spellcasters such as the one you recently saw (plus, read Plyf's sightings).

The eel-men continue their monotonous patrol as if they have sighted no problems nearby.

To the Forge - DM Matt 
Thursday February 19th, 2009 10:43:36 PM

[OOC: btw, I know you all said "I wait for Plyf to come back safe." I made some assumptions as to movement in order to make things progress. If you would have stayed put and note advanced after Plyf's report, please advise and I will modify]

MonthorHit Points:(134 of 155) AC 28 
Friday February 20th, 2009 9:46:05 AM

Monthor swims up to Tratain and whispers...

{ we need to take the spell slingers out quickly. Invisibility on everyone, speed on mees and Fred. D-Door meeself to the spell slingers and start hacking. A silence spell would be nice on the gill-heads to avoid them calling for help... or using any horn-thingies. }



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment) 
Friday February 20th, 2009 10:23:04 AM

Plyf whispers in their ears, in turn.

"They know we are here. I saw a couple of them look my direction before I left and one of those swam off."

With some small concern, Plyf really doesn't understand what we are going to do once we get past the guards.

"What are we going to do once we get through these guys, destroy whatever forge is there?"

Tratain Current Spells HP 188/198 AC 43  3d8+5=23 ; 3d8+5=23 ; d8+5=6 ; d8+5=7 ; d8+5=6 ; d8+5=11 ;
Friday February 20th, 2009 11:05:16 AM

Once the Building has been Located Tratain Moves the group to a safe distance to begin the preperation for battle.

He says "I'll heal everyone up. Vedik, how many people can you transport with your Dimension Door Wand. I think Monthors Idea of us appear next to the Lightning ones is a sound plan. We just need to know how many people you can take with you. Arien also left us the Stoneskin Wand, can anyone use that on all of us before we go in? We'll also all need to be Invisible Plyf. I also have some other spells and goodies to hand out. We need to kill the guards to the building quickly, then try and get inside so we can deal with the Orb and then get out fast. Hopefully all before all those gathered Eel Men find us."

Tratain gives a ring to Monthor and says "This ring will help with your swimming (+10 Swim) we might as well get some use out of it before we sell it."
He gives another Platnum right to Plyf and says "This ring acts as a focus for my shield other spell. Try and stick relatively close to me and it will Transfer part of any injuries you take to me."

Once it is decided who goes with the Dimension Door, Tratain casts his battle prep spells, and Once done Nods to Vedik for the Old Dwarf to Transport the Group into battle, and Makes Ready to Attack one of the Lightning Casters.

OOC: Have alot of battle prep to do Let me know how if we can do it all. I'll list out what I do.

Activate Bead of Karma (CL 24 Now)
Heal Monthor for 23; Heal Vedik for 23; Heal Plyf for 7; Heal Tratain for 11; Shield Other Plyf; Shield of Faith Plyf; Shield of Faith Tratain; Freedom of Movement Tratain; Bears Endurance Monthor; Death Ward Group; Divine Power Tratain.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 150 Points - 150 Minutes ?
Death Ward - 7 Minutes
Divine Power - 24 Rounds
Invisibility

Monthors Freedom of Movement should also still be Active, its a 200 Minute Duration



Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Friday February 20th, 2009 2:13:30 PM

Vedik nods at Tratain. "I can bring three others with me." He then begins to also cast spells and use wands.

When he's done with all that, he holds the wand in hand and gets ready to take the strike team in when they are invisible and Tratain says the word.

OOC:
Stone skin on everyone from wand for 150 minutes at caster level 15
Good Hope on everyone from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Cast Shield of Faith, Spell Immunity (Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow),

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
(Invisible?)

To the Forge - DM Matt 
Saturday February 21st, 2009 10:01:53 AM

THe Knights discuss their plan of action. Monthor suggests a fast, decisive attack focusing on the spellcasters.

Plyf warns the others that she thinks the eel-men are more aware than expected. She also wonders what the Knights plan to do at the forge.

Tratain hands a ring over to Monthor, then suggests the group teleport next to the enemies to attack. Tratain spends over a minute casting spells and preparing the group. [okay if you want to spend that long] While he is doing so, two more eel-man warriors swim in to join the guards, talking quietly and pointing toward the north.

A giant fish swims by, thankfully far enough away that it doesn't notice the Knights, but not so far that you can't feel the water being displaced by its massive body.

Vedik readies himself to transport the attackers. [please specify who goes with next round of posts]

The eel-men, except as noted above, continue patrolling in front of the building. In the distance, you hear a now-familiar noise: the steady, rhythmic beat of a drum distorted by the water. This time, the drumbeat continues its pattern unabated.

BOOM-boom BOOM-boom BOOM-boom . . . .

[Map being emailed momentarily. The red area is where the Knights are. Please choose where you are standing and specify in next post. Those teleporting can teleport now if they like. Vedik, please specify where you appear]

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Saturday February 21st, 2009 7:05:15 PM

Taking the wand and arranging the group around where the spell casters are standing, Vedik speaks to the group. "Strike the casters hard and fast, focus on the southern one." With that, Vedik activates the wand and puts most of the group in the enemies midst.

OOC:
Vedik will teleport to L31, with Monthor at M30, Tratain at L30, and Plyf at L32

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
(Invisible?)

Tratain Current Spells HP 222/198 AC 43  d20+32=34 ; d20+27=31 ; d20+22=36 ; d20+17=35 ; d8+13=19 ; d6=5 ; d6=3 ; d8+13=14 ; d6=2 ; d6=4 ; d8+13=18 ; d6=4 ; d6=1 ; d8+13=19 ; d6=2 ; d6=3 ;
Saturday February 21st, 2009 7:47:15 PM

While the Group is preparing for battle, Tratain tells Plyf "If they have seen you then we need to get to the Forge before more can show up. Once there we can use the forge to repair the damage done to the Orb that makes it unstable at least. To end the Threat of the Legion to the Wold forever we may need to use the orb to travel through a gate and take the twin to our orb from the Legion so they can never return here again."

As soon as Vedik Transports the Group into battle Tratain attacks S2

Hit AC 34 for 19 Physical 8 Holy
Hit AC 31 for 14 Physical 6 Holy
Hit AC 36 for 18 Physical 5 Holy
Hit AC 35 for 19 Physical 5 Holy

Tratain's Warhammer is Adamantite, Magic, and Good Aligned for the Purposes of overcoming Damage Resistance.

Tratain the Calls out "Face me Eel Men!" using his Protector Draw Fire Ability (Will Save DC 20 or attack the Protector)

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 150 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 2 of 24 Rounds
Good Hope - 10 Minutes



MonthorHit Points:(189 of 189) AC 28  d20+27=34 ; d10+34=35 ; 2d6=2 ; d20+24=30 ; d10+34=43 ; 2d6=7 ; d20+20=28 ; d10+34=35 ; 2d6=6 ; d20+15=21 ; d10+34=35 ; 2d6=5 ;
Saturday February 21st, 2009 8:21:40 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring

============================
Attacks two handed
-7 to hit, +14 damage power attack
+2 flanking bonus re: S2 from Plyf ( forgot the bonus when I roled, I added the +2 to the hit scores in the attack summaries.
-------------------------------------

Attack1
Hit 36 for 35 physical and 2 holy damage

Attack 2
Hit 32 for 43 physical and 7 holy damage

Attack 3
Hit 30 for 35 physical damage and 6 holy damage

Attack 4
hit 23 for 35 physical and 5 holy damage

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

Monthor Dimension Doors between the 2 eel men magic users and starts whacking away with Fred at the one on the right (S2)

"Fred says ' SAY HELLO TO MY LITTLE FRRIEND!!!! "



Dwight 
Saturday February 21st, 2009 9:46:16 PM

Before the group sets off, Dwight offers to look into the forge while they handle the heavy hitters at the door, having little else to offer. "The focus will be on the hard hitters, and I can take a quick look, while invisible without disturbing anything. This will hopefully give us a quick way to prepare to anything new inside. Hopefully no legion await inside."

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

Dwight accepts the invisibility from the wand as the rest of the group teleports away. He then makes his way toward the battle. He follows the alley south, then outward along the "H" column and then diagonally towards the entrance to the forge.

OOC: I'm not sure if the Freedom of Movement is still active from earlier combat. If it is, riding his broom, Dwight makes good speed. If not, speed would not describe his pace.

-----

Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stone
Invisible
Freedom of Movement (?)


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Monday February 23rd, 2009 10:32:28 AM

Plyf prepares herself for yet another battle. She knows they are going to try something devious as the rat fink sons of husbandless mothers would rather attack us then have negotiations.

Many things run through her mind as she wants to get this endeavor over with as fast as possible. Again, the eel men have good loot, but those nasty little barbs can cause someone to go unconcious with enough of them.

Plyf casts Resistance on everyone in the group, while others prepare, granting it a +1 resistance bonus on saves. Every little bit helps.

Resistance on Vedik first, then Tratain, Monthor, Dwight and Plyf last.
Vedik has 6 rounds left.
Tratain has 7 rounds left
Monthor has 8 rounds left
Dwight has 9 rounds left
Plyf has 10 rounds left.

Water Breathing
Magical Vestment
Invisible
Resistance

O- 8/5

1- 6



To the Forge - DM Matt  d20+11=14 ; d20+11=12 ; d20+11=14 ; d20+8=27 ; d20+8=23 ; d20+8=15 ; DARTS d20+17=21 ; d20+17=29 ; d20+17=27 ; d20+17=31 ; d20+17=29 ; d20+17=35 ; d6+2=7 ; d6+2=5 ; d6+2=5 ; d6+2=4 ; d6+2=5 ; d6+2=4 ; 2d4=4 ; 2d4=7 ; 2d4=6 ; 2d4=7 ; 2d4=6 ; 2d4=6 ; d20+20=25 ; d20+20=22 ; d20+20=32 ;
Monday February 23rd, 2009 7:07:59 PM

Vedik teleports himself and three of the others into the midst of the spellcasting eel-men.

As soon as they appear, Tratain lashes out, striking the closest mage four times with his great hammer. The eel-man is staggered by the blows, completely surprised by the sudden onslought. [not staggered as in 0 HP, staggered as in flavor text]

Monthor raises his axe and strikes once, finishing off Tratain's opponent. He quickly turns to the other mage, striking three times in succession, and felling that enemy as well.

The three warriors are shocked by the Knights' appearance, but quickly focus their attention on Tratain. By their faces they have decided he is the enemy to take down first.

Plyf casts a few spells before being teleported. [Plyf, add in any actions for after the teleport if desired. Otherwise, you can act now]

Dwight, not being teleported, creeps invisibly along through the alley and across the street. [I wasn't keeping time either, so we'll say the spell has a few minutes left] In a moment, he is creeping along the wall, almost at the doorway. Two of the eel-men give a quick look in Dwight's general direction, but quickly turn their attention back to the fight at hand.

The three remaining warriors move around the side of the group, to a position from which they can strike at the Protector.

As they move, they fire their body quills at Tratain. Six small darts sink themselves into unexposed spots in Tratain's armor (touch attacks 21, 29, 27, 31, 29, 35). Tratain takes a total of 30 damage (absorbed by Stoneskin - none over 10)

Make 6 fortitude saves, each DC 25. Failure means Str damage equal to the one failed (roll in order of following strength damages): 4, 7, 6, 7, 6, 6.

The three eel-men lash out with their long, scaly tails, all three missing their target.

[map being emailed]

Tratain Current Spells HP 222/198 AC 43  d20+28=47 ; d20+28=47 ; d20+28=41 ; d20+28=47 ; d20+28=46 ; d20+28=32 ; d20+32=51 ; d20+27=42 ; d20+22=26 ; d20+17=24 ; d8+13=15 ; d6=6 ; d6=4 ; d8+13=21 ; d6=1 ; d6=6 ; d8+13=20 ; d6=3 ; d6=1 ; d8+13=18 ; d6=6 ; d6=4 ; d20+32=36 ; d8+13=17 ; d8+13=17 ;
Monday February 23rd, 2009 7:39:15 PM

As the Group Teleports in and two Eel Men fail before the knights attacks Tratain thinks that everything seems to be going well, quickly followed by That sure is alot of Darts comming my way but he manages to fight off the effects of them all (Saves 47, 47, 41, 47, 46, 32)

Tratain takes a 5 foot step to K29 and attacks W1.

Hit AC 51, 36 to Confirm Crit for 15 Physical or 49 Physical if Crit Plus 10 Holy
Hit AC 42 for 21 Physical 7 Holy
Hit AC 26 for 20 Physical 4 Holy
Hit AC 24 for 18 Physical 10 Holy

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 120 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 3 of 24 Rounds
Good Hope - 10 Minutes



MonthorHit Points:(189 of 189) AC 28  d20+27=39 ; d10+34=42 ; 2d6=4 ; d20+24=36 ; d10+34=42 ; 2d6=9 ; d20+20=27 ; d10+34=35 ; 2d6=3 ; d20+15=34 ; d20+15=23 ; d10+34=42 ; 3d10+34=52 ; 2d6=7 ;
Monday February 23rd, 2009 8:19:22 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring

===============

Attacks two handed
-7 to hit, +14 damage power attack
-------------------------------------

Attack1
Hit 39 for 42 physical and 4 holy damage

Attack 2
Hit 36 for 42 physical and 9 holy damage

Attack 3
Hit 27 for 35 physical damage and 3 holy damage

Attack 4
hit 34 (crit role 23) for 42 ( 116 if crit hit) physical and 7 holy damage

===================
Living up to his nickname, Monthor the "mage killer" moves forward 5 feet and hacks at the warriors (W3- cleave W2)

" Set them up Tratain... and Fred will knock them down TOWN!!!! "


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+7=27 d20+10=13
Tuesday February 24th, 2009 9:40:16 AM

Plyf moves along the floor of the underwater city keeping a sharp lookout for more enemies to arrive.

Not having the freedom of movement the others have, she takes her turn to move 15 feet straight up in the water and another 15 forward to wind up at N30 this round.

Listen: 27 (Natural 20)
Spot: 13

Water Breathing
Magical Vestment
Invisible
Resistance 9/10

O- 8/5

1- 6

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  10d6=36 ;
Tuesday February 24th, 2009 10:13:14 AM

Vedik watches their enemy, waiting for one to make a move.

OOC:
Ready Action: Cast Destruction on first enemy to attempt to sound an alarm or flee. Fort Save DC 25 or die. 36 damage on successful save.



To the Forge - DM Matt 
Tuesday February 24th, 2009 3:09:33 PM

Tratain shrugs off all of the darts, to the surprise and annoyance of the warriors. [seriously? all 6??? It's PC surgery time]

He then steps in and swings his hammer, striking the warrior with four heavy blows (crit confirmed).

Monthor also steps forward, swinging his axe and destroying W3 in a matter of seconds (crit missed, but didn't matter).

continuing soon...

Dwight hp 144/144, ac 25  d20+15=16 ; d20+13=30 ;
Tuesday February 24th, 2009 3:46:50 PM

Dwight continues to move invisible toward the entrance to the forge. Once there, floating on this broom, he looks for obvious traps, assuming these sea creatures will take advantage of land walkers walking.

spot: 16 :(
listen (inside the forge or away from combat if I don't make it to the forge entrance.): 30

Next round, seeing the combat going well, Dwight hopes to move into the forge....slowly to "see what he can see"

============================================

Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stone
Invisible
Freedom of Movement (?)
Flying/Swimming on Broom

To the Forge - DM Matt  Darts: d20+17=36 ; d20+17=28 ; d20+17=37 ; d20+17=20 ; d20+17=28 ; d6+2=3 ; d6+2=6 ; d6+2=6 ; 2d6+4=9 ; d20+20=39 ; d20+20=24 ; d20+22=40 ; d20+22=40 ;
Tuesday February 24th, 2009 4:34:58 PM

Tratain shrugs off all of the darts, to the surprise and annoyance of the warriors. [seriously? all 6??? It's PC surgery time]

He then steps in and swings his hammer, striking the warrior with four heavy blows (crit confirmed).

Monthor also steps forward, swinging his axe and destroying W3 in a matter of seconds (crit missed, but didn't matter).

Plyf moves over and upward, getting herself into a better position, while Vedik readies himself to cast a spell should the need arise.

Dwight moves to the building entrance and investigates. He neither sees nor hears anything (other than the battle going on) that gives him cause for concern.

The two remaining warriors continue their attack on Tratain. 4 more darts fire, each hitting the Protector (touch ACs 36, 28, 37, 28. Crit 37 confirmed with 20). Tratain's protective spells again absorb the damage (total of 24 off of Stoneskin).

The two warriors lash out with their tails and tridents, all of which just barely miss the Protector (again).

[map via email]

MonthorHit Points:(189 of 189) AC 28  d20+27=31 ; d10+34=40 ; 2d6=5 ; d20+24=28 ; d10+34=43 ; 2d6=8 ; d20+20=25 ; d10+34=37 ; 2d6=6 ; d20+15=33 ; d20+15=23 ; d10+34=40 ; d10+34=35 ; d10+34=36 ; 2d6=4 ;
Tuesday February 24th, 2009 8:03:02 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring

===============

Attacks two handed
-7 to hit, +14 damage power attack
-------------------------------------

Attack1
Hit 31 for 40 physical and 5 holy damage

Attack 2
Hit 28 for 43 physical and 8 holy damage

Attack 3
Hit 25 for 37 physical damage and 6 holy damage

Attack 4
hit 33 ( crit 23) for 40 ( 111 if crit hit) physical and 4 holy damage

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

Monthor continues to filet the fishes...
"Time to make the sushi!!!"

Tratain Current Spells HP 222/198 AC 43  d20+26=37 ; d20+21=25 ; d20+16=24 ; d20+11=16 ; d8+7=13 ; d6=3 ; d6=6 ; d8+7=10 ; d6=3 ; d6=1 ; d8+7=12 ; d6=6 ; d6=4 ;
Tuesday February 24th, 2009 8:14:01 PM

Four more darts hit the Protector but this time he begins to wobble a little bit. (Saves Nat 1, 44, 39, Nat 1)

Tratain continues his attack against the Fish Man, If he finishes his Target he attacks the second one if it is still alive.

(Rolled All attacks and Damage Rolls without STR Modifier)

Hit AC 37 for 13 Physical 9 Holy
Hit AC 25 for 10 Physical 4 Holy
Hit AC 24 for 12 Physical 10 Holy
4th attack Hits ac 16

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 4 of 24 Rounds
Good Hope - 10 Minutes



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+3=19 ; d20+16=19 ; d20+14=17 ;
Wednesday February 25th, 2009 9:32:13 AM

Plyf swims over to R28, just above Dwight and begins searching for traps, while the other Grey Knights finish off the warrior fishmen. If she finds something, she removes it.

Swim: 19
Search: 19
Disable Device: 17

ooc: What crappy rolls.

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Wednesday February 25th, 2009 10:07:56 AM

Vedik continues to wait for a fishman to flee or sound the alarm.

OOC:
Ready Action: Cast Destruction on first enemy to attempt to sound an alarm or flee. Fort Save DC 25 or die. 36 damage on successful save. *damage rolled in prior post.

To the Forge - DM Matt 
Wednesday February 25th, 2009 3:42:11 PM

Tratain Highlight to display spoiler: { actually, no strength damage. I just noticed something I missed in the rules: "If a creature has sufficient DR to avoid taking damage from the attack, the poison does not affect it." So your stoneskin saves you from the poison effects, unless a dart gets a critical hit and I roll 11 or higher}

Monthor steps in and keeps swinging his axe, single-handedly taking down a second eel-warrior in four swipes. (no crit, missed by 1 again, aiming for AC 24)

Tratain raises his warhammer and brings it smashing down onto the other warrior's head, instantly killing that one as well.

Five dead eel-men litter the ocean floor, and the battle is over before it really began.

Plyf, meanwhile, moves to the door and searches for any traps. She finds none.

Vedik waits, and finds himself missing the action as the last enemy falls.

You are now alone in front of the white stone building. Peering inside, Dwight sees that it is dimly lit, with one large room filling the entire floor.

The drums continue, noticeably closer than before.

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Wednesday February 25th, 2009 5:07:41 PM

Vedik casts detect magic, searching the bodies for magical items. "Search the bodies, we must move quickly. When we're all inside the forge, I will begin to repair the Orb. I can not say how long it will take, but I think the forge will speed things up a bit."

He then points out items with a magical aura to the group, and helps collect them.

OOC: I'm assuming we're still in combat rounds, so I didnt post any more actions. If you want to speed play up, Vedik will be repairing the orb using his fixer mojo as soon as everyone's inside.

Tratain Current Spells HP 222/198 AC 43 
Wednesday February 25th, 2009 8:50:03 PM

Tratain says "Gather up anything of Value quickly and lets get inside the forge. If there are more fish men comming at least it'll be a bit mroe defenseable."

Tratain hands over the Orb to Vedik once inside the Forge hopeing that the Old Dwarf will be able to do something with it. While Vedik is attempting to Fix the Orb, Tratain Pulls out his Cold Iron Warhammer and gets ready to cast Align Weapon(Good) upon it.

Dwight hp 144/144, ac 25  d20+15=16 ; d20+13=21 ; d20+13=31 ;
Wednesday February 25th, 2009 10:00:02 PM

Dwight advances 5' inward and then 5' north (S27)--assuming the room is empty--- and then scans again for traps, and unwanted eel-men presence as well as for the rumored 'forge'. He tries to keep an open mind as to what the 'forge' now looks like begin old and under water; does he sense an warmth like he would from a normal forge?

spot: 16 :( (2 of my last 3 rolls have been 1's !)
listen: 21

no idea what to roll for sensing water temperature increase: listen perhaps as it is often used for smell rolls in my games: 31

If room is NOT empty, and Dwight is NOT seen but sees them, he floats back out to warn the others.

============================================

Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stone
Invisible
Freedom of Movement (?)
Flying/Swimming on Broom

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Thursday February 26th, 2009 11:55:53 AM

Plyf has no remores for the dead and hopes that the others take everything they value. "Before when I heard the drums, they were not moving. No they sound closer. That means, either we moved closer to them, or they to us, at this time I am uncertain."

She waits for the alright from others before she too enters the forge, "Any chance this building is a decoy? Perhaps their magic users enchanted it to appear this way?

ooc: DM, it seems I was the only person with the resistance spell on them, so spells are like this.

Water Breathing
Magical Vestment
Invisible
Resistance 9/10

O- 8/1

1- 6/0

MonthorHit Points:(189 of 189) AC 28 
Thursday February 26th, 2009 7:49:27 PM

Monthor stands watch while the others do that thing they do. Then he enters the building last.

The Orb - DM Matt 
Monday March 2nd, 2009 4:05:54 PM

[out of combat rounds, but keep actions relatively short. Under 1 minute each post to be safe]

Vedik casts a spell and gives the bodies a once-over. The warriors' tridents glow with magical auras, and the two mages have, between then, a ring, two rods, and what appears to be a spellbook (only 1).

Once done, Vedik moves inside to begin repairing the orb.

Tratain rushes everyone inside, even as the drums sound, even closer this time. In the distance, a few large shapes can be seen swimming in and out of the light: a group of sawfish, probably the precursor to the main host.

Dwight searches inside, but finds no traps.

Plyf concentrates on the drums, and is now sure they are getting closer, and at a steady pace. She wonders if the building is a decoy.

Monthor waits until the others go in, then brings up the rear, taking one last look around for trouble.

Inside, the Knights find a single, large, oval-shaped room. In the middle of the far wall, taking up almost half the wall, is a large waist-high basin. It forms a half-circle out from the wall. A few thin pillars rise from the basin wall to the ceiling, but seem to be more decorative than utilitarian.

The inside of the basin is smooth and flat, but at the center is a round depression. Around that, in a circular pattern, are rings of script in an unfamiliar language..

Even as Tratain removes the orb from its packing and hands it over to Vedik, the glass ball begins to pulse faintly. At the same time, the entire basin starts to glow with a faint, reddish light.

[please specify exact actions vis-a-vis "fixing" the orb, or anything else anyone is doing]

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Monday March 2nd, 2009 5:05:05 PM

Vedik ponders the reddish light, being similar to the glow Woldsblood gives off. He calls on Alemi to help him understand the text, casting Comprehend Languages and touching the writing around the basin. He calls out "Can anyone else read or understand this?" He then tries to read it.

OOC:
Cast Comprehend Languages
DM Question: What happens when I draw woldsbood underwater? Usually in air it evaporates quickly, unless I'm holding it, then its safe. But underwater might be different. I just dont want to loose my fixer levels if I summon some and it gets loose and causes will saves.


Tratain Current Spells HP 222/198 AC 43 
Monday March 2nd, 2009 9:40:25 PM

Tratain says "Monthor, Keep an eye out for those Fish Men. Let me know if they get Close and I'll block the entrance."

Tratain then Casts Align Weapon(Good) on his Cold Iron Warhammer. After that he attempts to look at the Writing around the forge with his Comprehend Language to see if he can tell what it says.

MonthorHit Points:(189 of 189) AC 28  d20=14 ; d20+4=11 ;
Tuesday March 3rd, 2009 7:17:19 AM

"Yer asking ME to keep watch??? "
{occ> Obviously, someone's not been keeping track of my spot/listen checks..... }

" Okee dockalee then. "

Monthor and Fred keep watch.

(14 and 11 )

Dwight hp 144/144, ac 25  d20+15=24 ; d20+25=38 ;
Tuesday March 3rd, 2009 3:32:29 PM

Hearing Monthor's questionable 'okay', Dwight also moves to watch for oncomers. "Watching to door also", pipes a floating voice. Dwight remains invisible, hoping to see something before being seen. "Those bodies outside are likely to draw some attention, sooner rather than later," he adds obviously.

spot: 24
hide: 38 (plus I'm invisible)
(standing in doorway peering out)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+19=27 ;
Tuesday March 3rd, 2009 3:51:03 PM

Plyf puts in hand her wand of Greater invisibility and thinks of her dagger, the only thrusting weapon she is proficient in, but looks at the tridents with some thought. Would it be possible to use these more effeciently? It will be harder to hit them if I use one, but it will do more damage then this dinner knife I have when I do it? Ah give it a try and pick one up.

Grabbing a spear in one hand to get a feel for the weapon, she tells her team mates, "I will use my wand and bestow Greater invisible on you all, before I too take one, before melee."

Picking up a trident, she uses her Use Magic Device on the glowing weapon, in case it is aligned or has properties available she is not aware of.

Use Magic Device: 27



The Orb - DM Matt 
Tuesday March 3rd, 2009 8:40:58 PM

As Vedik brings the orb closer to the round depression, the entire basin begins to glow brighter, and the orb pulses stronger and stronger. It almost falls out of Vedik's grip from the vibrations.

Vedik Dexterity check DC 15 Highlight to display spoiler: { The orb didn't quite "fall" out of your grip. More like it tried to move out of your grip. The difference in sensation is almost undetectable, but you'd swear it was trying to get to the round spot on the floor}

Vedik casts a spell and and runs his fingers over the script, quickly learning what is written:

The Orb of Vassi in its place,
Masters come through time and space,
To rule with power, wisdom, grace,
To give the Wold their dark embrace.


Vedik Highlight to display spoiler: { since I honestly don't know, we'll just say "same thing as drawing it in normal air." If your concern is having it float away, assume the blood is thicker and heavier than the seawater, and so will sit in your hand just fine, unless you tip it or something.}

Tratain takes a moment to ready his warhammer.

Plyf grabs a trident and tries a few practice stabs with the weapon, getting a feel for its weight and balance. Plyf Highlight to display spoiler: {You as Plyf don't know this yet, of course, but you as Buzz should add +2 to your attack rolls with the trident}

Plyf intelligence check DC 15 Highlight to display spoiler: { Playig with the trident, you get the sense that the weapon would perform admirably if thrown by a skilled hand. It is sleek and well-crafted. You can't tell more just from your examination}

Plyf also uses her Greater Invisibility wand on whoever accepts it. [Please specify if you are now invisible]

Monthor moves to the door, along with an invisible Dwight. As the pair reaches the entrance, they are almost knocked over backward as something moves past quickly. Another giant fish, passing within inches of the door, snarls as it swims pass.

Clearly no chance encounter. The fish knows that enemies - or at least food - is nearby.

The drums, meanwhile, sound like they are just around the corner.

[30 second max actions per post please]

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+7=9 ; d20+10=12 ; d20+19=20 ; d20+1=12
Wednesday March 4th, 2009 11:55:00 AM

Plyf tucks her wand in her belt and in her off hand holds the glowing weapon. "lets see what this does now." She reaches over and uses her UMD on a rod that was found.

Her nervousness leaves her unable to function in any way as she thinks of her emminent death.

Listen: 9 (natural 2)
Spot: 12 (Natural 2)
UMD on Rob: 20 (Natural 1)
Int Check: 12



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+19=39 ;
Wednesday March 4th, 2009 11:59:13 AM

If there is time, she would try her UMD on the other rod. If no time, I understand.

UMD on second rod: 39 (Natural 20)

That's crazy.



MonthorHit Points:(189 of 189) AC 28 
Wednesday March 4th, 2009 12:18:40 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility

------------------------------------------------
Monthor accepts the greater invisibility.

" Come one girls!!! Do what needs to be done and lets get out of here... We got BIIIIIIIG fishies out here!! "

Monthor readies an attack should anyone(thing) come through and endanger them....



Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20=14 ; d20+20=35 ;
Wednesday March 4th, 2009 3:31:10 PM

Vedik calls on the power of Alemi to draw Woldsblood and begins to fix the orb as he has done in the past. While doing this, he slowly transfers the orb from his hands to the basin, being extra certain to not let it slip. He places the Orb in the depression, and when the repair is done, attempts to activate it.

OOC:
Dex Check: Passed (Vedik has a +1 dex, forgot to include in roll)
Draw 4 drops of Woldsblood
Repair the Orb
UMD to activate: 34 (misclicked on bonus, its +19 not 20)


Tratain Current Spells HP 222/198 AC 43 
Wednesday March 4th, 2009 5:24:50 PM

Tratain waits and watches as Vedik attempts to Fix the Orb.

He says "When the Portal opened from the other side it was always near our Orb, so the Legions orb should be close. When The Portal Opens get ready to go in after it, I'll need to cast two spells before we go into the portal Once I give the signal we go."

Dwight hp 144/144, ac 25  d20+13=15 ; d20+15=16 ; d20+25=44 ;
Wednesday March 4th, 2009 10:50:51 PM

"How much time we looking at?" inquires Dwight as he silently counts before the big fish returns (attempting to get rotation pattern) "Given the dead outside, they've got to know we are close," he adds ever so quietly.

Remaining invisibile, watching and waiting for Tratain word to enter the legion's Wold.

spot: 15
listen: 16
hide: 44 (plus invisible)

MonthorHit Points:(189 of 189) AC 28 
Thursday March 5th, 2009 6:00:15 AM

Before going in... Monthor will activate his protection from evil Brahm's tatoo.

The Orb - DM Matt  2d20=19 ;
Thursday March 5th, 2009 7:33:53 AM

Plyf plays with one of the rods, but can't seem to make it activate. She picks up the other rod and waves it a few times. It glows briefly, then stops again. Whatever it does, it just did it, though there are no apparent signs of anything. [OOC: UMD lets you activate blindly, but it doesn't provide any information as to an item's properties, other than what you can see]

At the least, Plyf doesn't explode, so maybe the rod isn't too dangerous.

Monthor, now invisible, stands at the doorway, axe in hand, ready to decapitate the first eel-man that walks through.

Tratain gives some instructions and warnings, preparing to cast a few spells before going through any (hopeful) portal that appears.

Dwight watches the street for a moment, and counts 19 seconds until the fish (or another one) swims by again, this time a bit slower.

The drums stop beating. Poking their heads out, Monthor and Dwight look up and down the street, beholding a grim scene. At least 50 eel-men warriors clogging the street on each side (about 100 feet away in either direction), with small groups of mages directing them.

Overhead, a number of giant sawfish swim to and fro.

To the left, one eel-man wearing a dark red, scaley tunic and holding a long sceptre, raises hands to mouth and yells, "INTRUDERS! LAND WALKERS! Come out, return to us what is ours, and swim out of here alive!" There is a ripple of laughter and tail thrashing when he uses the word "swim." "You have until the count of twenty."

There is no indication that any of them see the invisible Dwight and Monthor.

Meanwhile, Vedik is working feverishly, yet deliberately, on the orb.

He places the glass ball into the depression, and the entire surface of the orb changes. Reddish, glowing lines appear all over the orb, making a grid of sorts. The entire orb now looks like a chessboard wrapped into a ball. There is a faint click when Vedik places it in the depression, and it locks itself into place. The entire room begins to hum faintly.

Vedik takes a moment to draw some Woldsblood, and looks over the orb. He immediately notices that in several places, the gridlines are either erased, or redirected. The reddish glow is fainter in those places.

On the wall at the back of the basin, something flashes. A wide space in the wall, floor to ceiling and almost 8 feet long, turns black for a moment, then flashes back to normal.

A second later, the same flash: a scene of dark red mountains on a grey sky, lighting thrusting from blackened clouds. Back to the white wall.

A crumbling marble temple, twisted, demonic bodies laying dead on the floor. A larger, black-scaled demon stands over the bodies, snarling, then looks up. It sees Vedik and points a gnarled finger in his direction. Back to the white wall.

The flashes continue, showing a variety of unsettling scenes. Those watching notice, in some, a few of the Legion warriors you've fought before (including the dead bodies on the temple floor).

Vedik sits, Woldsblood at the ready, and counts a total of 8 places on the orb where the gridlines are disrupted in some way. Applying two drops to one of the places where a gridline has been erased, he finds that he can retrace the intended path of the line by tracing it with his finger after applying the Woldsblood.

Vedik Highlight to display spoiler: { You can use your Restore All ability to fix the orb. There are two types of problems: a mising line, which will take 2 drops to fix, and a misdirected line, which will take 3 drops (1 to erase the incorrect line, 2 to draw the new one). It is a full round action to make one repair, so please be specific as to actions in the next post. You have 30 seconds to act before next DM post, so anything that takes a move action needs to be specified as well. It may become important to determine exactly when the orb is fully repairs in relation to the enemies outside}

The Orb - DM Matt 
Thursday March 5th, 2009 7:35:34 AM

Addendum:

I meant that Vedik fixed one in my post above. There are 7 spots remaining.

Also, 30 second max for actions please.

MonthorHit Points:(189 of 189) AC 28 
Thursday March 5th, 2009 8:06:14 AM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility

=========================

Monthor activates his Protection From Evil tatoo.

" Can anyone seal off the building? Blade barriers? Stone walls? Walls of force? A couch proped up against the door? Marbles on the floor? ... anything???
The less points of entry they have, the better. "

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20+29=49 ;
Thursday March 5th, 2009 8:35:34 AM

"This is gonna take a minute or so. the dwarf calls out as he works. He then draws forth more woldsbood, straining his abilities and drawing more than he is usually comfortable doing. Alemi smiles on him however, and he draws the drops into his hand and begins to work, addressing the misdirected lines first. Working methodically, he begins to repair the orb.

OOC:
Starting Drops: 1 in hand
Full round action 1 : Attempt to draw 6 drops: DC 40: Passed (7 Drops in Hand - 4/9 draws)
Full round action 2 : Erase a misdirected line (6 drops in hand)
Full round action 3 : Draw in the line (4 drops in hand)
Full round action 4 : Erase a misdirected line (3 drops in hand)
Full round action 5 : Draw in the line (1 drop in hand)

Matt, I think I got this right: FRA to erase, FRA to draw. There's some that just need drawing, others that need erasing and redrawing. Can I see how many of each type is left? Actions this round should repair 2 of the erase and redraw problems. Also, rounds are 6 seconds, so 5 rounds in 30 right?

OOC: buffs:
Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Invisible - not sure CL/duration

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+3=8 ;
Thursday March 5th, 2009 1:20:10 PM

"Whatever you have to do, hurry up! There is a school of fishies out there and someof them cast spells, I think." Plyf inhales a deep lungful of water to try and relax and not able to block the door as was suggested, she takes a moment and casts Detect Magic to look closer at the rod.

Actions: Cast Detect Magic and Spellcraft on Rod: 8

Water Breathing
Magical Vestment
Invisible
Resistance

O- 8/2

1- 6

Tratain Current Spells HP 222/198 AC 43 
Thursday March 5th, 2009 4:50:27 PM

Tratain says "Monthor and Dwight, Tell me when they are really close to the Entrance and then step back. I can keep them out for a little bit."

When Given the Signal by Dwight and Monthor Tratain will cast Prismatic Wall to block the Entrance into the Forge.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 13 of 24 Rounds
Good Hope - 10 Minutes

Dwight hp 144/144, ac 25 
Thursday March 5th, 2009 8:56:39 PM

Dwight remains hiding keeping and eye on the approaching army and an ear on Vedik's work. Wish I had more to offer, to speed things along

"I have an eversmoking bottle, should I let if go to fog their vision? I'm pretty certain they already know where we are."

Dwight looks to the others holding his action, waiting for approval or disapproval.

OOC: This is assuming the smoke would exit the building, as I don't want to make Vedik's job harder. Eversmoking bottle will obscure 50 feet in 1 round and spread another 10 each round until it reaches 100. Not sure how the DM may interpret results in water---I'd guess it's magical so still works, but range may differ.



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Friday March 6th, 2009 10:43:56 AM

Frustration sets in on the rogue turned bard. She has always been one of action and movement. Waiting was never something she enjoyed. She does trust her new companions though. They seem very sure of themselves and from the damage they have dealt to those that stood in their way, she is glad to be supporting them from behind, instead of being one of the unfortunate.

The Orb - DM Matt  d20+29=31 ; d6=4 ;
Sunday March 8th, 2009 12:38:34 PM

Monthor suggests sealing the room off. Looking around, he notices that the main entry is the only significant opening in the room. There are a few minor holes here and there, probably due to wear and tear and the rigors of time, but nothing is getting in except through the main door, or by actually taking a wall down.

"Nineteen . . . Twenty!" calls the voice from outside. "Landwalkers! Have you made your choice? Come out!"

Plyf calls out a warning, then casts Detect Magic on the rods, looking them over for a few moments. Plyf Highlight to display spoiler: { You identify one has having a strong aura of abjuration, and the other as having a strong magical aura as well, though not of any specific school of magic. You guess that the second must be some sort of metamagic rod, given the lack of specific magical school.}

Tratain prepares to cast a spell on the door, but waits until he is warned by the others.

Dwight keeps an eye on those outside, and sees the leader point toward the building. Dwight Highlight to display spoiler: {The eel-men begin advancing, slowly, brandishing their tridents. A few of them swim upward, calling out some odd words or sounds, and a number of the giant fish congregate over the warriors. The eel-men who appear to be spellcasters move outward, keeping a safe distance from your building but getting into defensive positions behind rocks, broken walls, or whatever they can find. All told, you count the leader, 9 spellcasters, 14 giant sawfish along with their handlers, and (you estimate) 40-50 warriors on each end of the street (80-100 warriors total, don't double the other types). You are pretty sure they are going to storm the building any second. OOC: the bottle will work underwater, and you can throw it since you can move freely. Once the bottle leaves you, it won't be subject to freedom of movement, so when the smoke starts pouring out, it may not spread quite as quickly or widely due to the water, but it will work the same, more or less.}

Vedik, during all of this, sets to work on the orb. [OOC: FRA to fix either type of damage. Erasing a line takes a drop, but is quick to do, so 1 FRA for either type of repair]

He draws his Woldsblood and repairs 2 of the misdirected lines, leaving 2 more misdirected and 3 erased lines. He draws more Woldsblood (I rolled, drew 4), and repairs one more misdirected line.

Even after a few of the repairs are made, the orb begins to hum more loudly. Its vibrations become more intense, and the red lines glow brighter and deeper. You can feel the orb increasing in strength. The building begins to vibrate lightly, and shouts can be heard outside.

"Landwalkers!" "

They have the orb!"

"Kill them!"

Meanwhile, the wall behind the forge flashes with views of some other world. The pictures stay longer, and become more clear, as the seconds pass.

A group of Legion demons rip the arms off a screaming human woman, then throw her into a dark pit. flash

A room, much like the one the Knights stand in, with a similar basin, made of black stone instead of white. The image hovers for a moment, then fades. flash

A balor locked in combat with an enormous, black-scaled monster much like that you saw in the temple scene a moment before. The two struggle, rolling on the ground and clawing their faces. flash

Back to the room. Peaceful, quiet. It appears to be vibrating lightly, just like the room you are in. flash

A lake of red water. No, it flows too slowly, too thickly. A lake of blood. A great, reddish-brown lake of blood, stretching as far as the eye can see. flash

Drops in hand: 2
Misdirected lines remaining: 1
Erased lines remaining: 3



Dwight hp 144/144, ac 25  d20+13=31 ;
Sunday March 8th, 2009 4:25:44 PM

"Tratain, they can sense the power of the orb and are ready to rush in. They have scores of folks, spellcasters, giant fish and tons of warriors; (see numbers of each above) by my count. It might be best to seal us up now that they have given the order to kill us."

He looks around not seeing anyone (everyone is invisible). "It might be best for us to be near the portal so we can all jump in at the same time. I'll drop my bottle which will fill the room with smoke, hopefully covering our escape to some degree."

"How much longer "V""

Dwight takes one quick glance (spot: 31) and then moves closer to the portal that keeps changing.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+19=32 ; d20+19=27 ;
Monday March 9th, 2009 10:46:18 AM

"This one is a metamagic rod!" she blurts out, if someone wants to try it."I'm not sure yet about this one!" She tucks the other in her waist and starts applying Greater Invisibility on the two by the door. First on Dwight then on Monthor.

UMD rod of Greater Invisibility on Dwight: 32
UMD rod of Greater Invisibility on Monthor: 27

Water Breathing
Magical Vestment
Invisible
Resistance

O- 8/2

1- 6

MonthorHit Points:(189 of 189) AC 30 ( plus inv., plus prot. from evil)  d20=4 ; d20+4=9 ;
Monday March 9th, 2009 11:34:58 AM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil
Mountbank cape

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

Monthor keeps watch and prepares an attack should anything come through the door.

" While taking 100 or so gill heads would be fun..... HURRY UP!!!! "

( ooc> deft and blind , 4 and 9)



Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Monday March 9th, 2009 1:41:34 PM

"Give me another thirty seconds or so. The gate may just open when I'm done, so be ready ta go.", the old dwarf says slowly, keeping his concentration on the task. He works calmly and confidently, trusting in the group to keep him from getting jostled while he's working with woldsblood.

OOC:
Starting : 2 drops)
FRA 1: Draw 4 drops (Can not fail): 6 drops in hand
Move action: Retrieve personal woldsblood container .
FRA 2: Fix Misdirected Line using drops from container. : 2 in container, 6 in hand.
FRA 3: Fix Misdirected Line using drops from container and 1 from hand: 0 in container, 5 in hand.
FRA 4: Fix Misdirected Line. 2 drops in hand.
FRA 5: Fix missing line: 0 drops in hand.
Move Action: Store container.
Should be all done by my count.


MonthorHit Points:(189 of 189) AC 30 ( plus inv., plus prot. from evil) 
Monday March 9th, 2009 2:48:39 PM

ooc> I'll be away starting this Sunday until the 20th of March.
I "MAY" be able to access a PC once while I'm away.
I've been trying to access the Wold via by Blackberry but without a whole lot of success. Anyone have any suggestions?
Can anyone sub?

Tratain Current Spells HP 222/198 AC 43 
Monday March 9th, 2009 8:15:47 PM

Tratain casts Prismatic Wall Covering the Door from the Inside (Should be big enough to cover the entire front of the building).

He then Motions Dwight over and and uses his Protector power to cast sanctuary on Dwight. He says "Try and get to the Orb if can once we go through."

He then Waits for Vedik to Finish Fixing the Orb. Once the Portal Opens He casts Rightous Might on himself and Leads the Group through the Portal.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 18 of 24 Rounds
Good Hope - 10 Minutes

Dwight hp 144/144, ac 25 
Monday March 9th, 2009 9:18:31 PM

Dwight is more than ready to leave this forge, knowing what stands/swims outside these walls.

His thumb rests on the top of the cork, ready to pop it off as the group sets to move into the portal. Confusion to any degree is always good when escaping from one death trap and leaping into another. Course its always better if we get to escape both in the end. For the good of the Wold, what I am willing to do to acquire stories to tell in my old age.

The Orb - DM Matt  d100=11 ;
Tuesday March 10th, 2009 7:39:05 AM

Plyf calls out her discoveries, then quickly casts Greater Invisibility on Dwight and Monthor.

Dwight warns the others about how many enemies are advancing outside, then suggests they all stand near the portal for a quick escape.

He checks once more outside before moving toward the portal. The warriors are now about 40 feet away and closing quickly. One of the mages raises his hands, lighting shooting forth from his fingers. Not having any good target to choose from, he fires blindly, and the bolt strikes the marble wall next to the door, knocking a few large chunks off.

One of the other mages yells at the first, then casts his own spell. Finishing, he smiles and points right at Dwight and Monthor. His eyes lock with Dwights for a brief second before he starts calling orders to the others.

A trio of over-eager warriors suddenly burst through the door, tridents raised, looking around for a target. [Dwight and Monthor can take AoOs, plus regular attacks if desired. The eel men don't appear to see any of you]

One of them spots the orb and shouts something at the other two.

Monthor urges Vedik to hurry, just before the eel-men burst in. Fred in hand, the dwarf finds himself in a quandary: chop the enemy to bits, or preserve his invisibility?

Tratain quickly casts his spell, throwing up a bright, glowing wall across the doorway. The three warriors look at the wall, then each other. "Gar-buk . . ." one of them mutters as his shoulders slump, the sound of resignation in his voice.

Speak Aquan Highlight to display spoiler: { Loosely translated: "Holy clam sh--."}

The three of them crouch in defensive positions, back to back to back, tridents pointing outward and waiting for anything to appear.

Vedik, meanwhile, draws a few more drops of Woldsblood and quickly repairs the rest of the orb [you counted wrong, some of those were 2 drop repairs but I think you counted them as 3s, you probably have a few drops left over]

As he fills in the last red line, the portal on the wall flashes back to the black-stone mirror image of this room and holds steady. A bit of wavering around the edges, but the image is strong. A smell of sulfur and ash fills the room, and you realize it is coming from the portal. It is almost as if the walls is no longer there, and the other room is just an extension of this building.

Seeing the portal open, the eel-men become agitated. One of them sees the orb and runs for it, attempting to snatch it off the floor. [Plyf gets an AoO as he runs by, if she wants it, and Vedik the same since he is right next to the Orb] The warrior grabs the orb and tries to lift it, but he is met with some strong resistance. He pulls with all his might, trying to free the glass ball.

Tratain Current Spells HP 258/234 AC 42  d20+36=45 ; d20+31=47 ; d20+26=36 ; d20+21=26 ; 2d6+17=24 ; 2d6+17=21 ; 2d6+17=23 ; 2d6+17=22 ;
Tuesday March 10th, 2009 8:36:54 PM

Tratain swings his Hammer at the Eel Men Trying to take out the one that is going for the Orb.

He Calls out "Keep that one away from the Orb, We need to kill these three fast and go through to get the Orb on the Other Side. Dwight Don't attack with my spell on you or you will cancel it."

Tratain is Large with Righteous Might
Hit AC 45 For 24 Damage
Hit AC 47 For 21 Damage
Hit AC 36 For 23 Damage
Hit AC 26 For 22 Damage

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 19 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 2 of 24 Rounds DR 15/Evil

Dwight hp 144/144, ac 25 
Tuesday March 10th, 2009 8:43:04 PM

Dwight hears Tratain call to hold, and is somewhat grateful to stay out of harms way. Staying invisible, Dwight moves out of the way, thumb to cork.

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20+16=35 ; d8+4=10 ; d20+24=31 ; d20+19=24 ; d20+14=23 ; d20+9=15 ; d8+7=15 ; d8+7=15 ; d8+7=8 ; d8+7=8 ;
Tuesday March 10th, 2009 10:34:19 PM

Vedik takes a swing at the fish man as he reaches for the orb. "Get away from that" he calls out as his mace thumps down hard. He then calls on Alemi to grant him strength, and truly lays into the fishman.

OOC: Will consider the extra drops still in the container then.
AOO: HIt AC 37 for 10 damage.
Cast Divine Power, Quickened.
Full attack on the Fishman (I forgot to include Good Hope, so +2 to all attack rolls and damage rolls)
Hit AC 33 for 17
Hit AC 26 for 17
Hit AC 25 for 10
Hit AC 17 for 10

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Divine Power, Quickend (SL 4, CL 16, 1/16 rounds, cast round after portal opened)


MonthorHit Points:(189 of 189) AC 32  d20+27=46 ; d20+27=34 ; d10+34=44 ; d10+34=40 ; d10+34=41 ; 2d6=8 ; 2d8=12 ; d20+27=45 ; d20+27=31 ; d10+34=38 ; d10+34=43 ; d10+34=43 ; 2d6=11 ; 2d8=13 ; d20+34=52 ; d20+27=39 ; d10+34=44 ; 2d6=4 ; d20+24=29 ; 2d10+34=44 ; 2d6=5 ; d20+20=24 ; d10+34=39 ; 2d6=12 ; d20+15=35 ; d20+15=18 ; d10+34=41 ; 2d6=4 ;
Tuesday March 10th, 2009 10:36:27 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

==============================

Monthor and Fred swing at the gill heads.

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

Two handed.
Power attack -5,+10

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

AoO
Hits AC 46 (crit role 34) damage 44 (125 for crit) Holy damage (8) (if crit hits - Sonic (12)) Save vs DC 14
So... 140 damage ....

Cleave
Ac 45 ( crit 31) Damage 38( Crit 120) Holy (11) Sonic ( 13)
Damage 143

Regular Attack
AC 39 for 44 damage Holy damage 4
AC 29 for 44 damage and 5 holy damage
AC 24 for 39 damage and 6 holy
AC 35 ( natural 20) crit role 18 Damage 41 holy 4

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

.,... and likely splatters at least 2 if not kill all three outright.

( ooc> Have a nice day!!!! BWHAHAHAHAHAHAHAHAHAHA!!!!!! )



MonthorHit Points:(189 of 189) AC 32 
Tuesday March 10th, 2009 10:38:29 PM

ooc> Not likely gonna matter but....

Monthor is at first anyway....
Invisible
Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC (if any). (See Invisibility, under Special Abilities.)

DM, please add bonuses where applicable.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+16=24 ; d8+2=6 ; 7d6=27 ; d20+19=37 ;
Wednesday March 11th, 2009 11:32:51 AM

Olyf takes a five foot step as necessary to include in her attack of opportunity a sneak attack. "Take your scaley hands off of that scumbag!" As she becomes visible again.

AOO hits AC 24 for 6 damage plus 27 damage if sneak attack is possible.

She then uses her Greater Invisibility rod on herself to return to an unseen state by the warriors.

UMD for Greater Invisibility Rod 37

Water Breathing
Magical Vestment
Greater Invisible
Resistance

O- 8/2

1- 6


The Orb - DM Matt  d20+15=32 ; d20+15=23 ; d20+15=30 ; d20+15=23 ; d20+15=26 ; d20+15=24 ; d20+15=22 ; d20+15=17 ; d20+15=25 ;
Wednesday March 11th, 2009 3:15:51 PM

Tratain swings his hammer at the eel-man going after the orb, striking it 4 times.

Dwight holds back, waiting to use his bottle when the time appears right.

Vedik attacks the warrior as well, and after Tratain's hits, manages to fell the eel-man as he reaches the orb.

Plyf takes an attack of opportunity, causing herself to become visible (but sneak attack does apply), putting a deep puncture wound in a warrior's side.

No one can actually see Monthor, but somehow, his broad smile can be heard 'round the room as Fred the axe goes to work. Monthor attacks Plyf's target, taking it down quickly, then follows through with an attack on the other warrior. In the blink of an eye, numerous bloody parts of two eel-warriors lie on the floor, one of the tails still swishing back and forth. Mercifully, the two warriors probably didn't even realize what was happening until the deed was done.

Plyf quickly returns to being invisible.

Quiet fills the room, other than the light humming that now emanates from the portal. The orb fully repaired, its red lines glow brightly. The portal is more or less stable, and has ceased flashing from scene to scene.

The prismatic wall has succeeded in stopping the enemy attack, at least for the present. [Tratain, give me an SR check on that just in case it becomes necessary]

Tratain Current Spells HP 258/234 AC 42  d20+12=31 ; d20+11=18 ; d20+24=43 ;
Wednesday March 11th, 2009 7:57:59 PM

Tratain says "Lets go Get thier Orb and get back quickly. I don't know how long the Wall will actually Hold them off."

Tratain then Leads the group through the Portal keeping an eye out for any danger.

Spot 31
Listen 18
SR Check to beat Spell Resistance = 43
Tratain's Caster Level is 24 Right now if you need it to make any Rolls.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 20 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 3 of 24 Rounds DR 15/Evil


Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells 
Wednesday March 11th, 2009 8:23:07 PM

Vedik follows Tratain through the portal. "Move fast, grab the orb and return here. Do not get involved in a prolonged fight." he calls as they leave this world for the other.

Dwight hp 144/144, ac 25 
Wednesday March 11th, 2009 9:14:51 PM

As the last eel-man falls, Dwight uncorks the readied bottle (readied action from last round). Smoke quickly pours from the bottle giving the room an eerie darker look.

Following Tratains voice and Vedik's suggestion, he corks the bottle and then enters the portal hoping for no fight at all.

DM Sanity:

Eversmoking Bottle: Produces a great amount of smoke and totally obsures vision across a spread of 50' in 1 round. If left unstoppered, spreads another 10' per round until it has spread 100'. The area remains smoke filled until bottle is corked.

OOC: I'm thinking the room gets 1 round of smoke before being corked and Dwight vanishes to the new realm.

MonthorHit Points:(189 of 189) AC 32 
Thursday March 12th, 2009 11:35:47 AM


Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

================================================

Monthor takes the rear and follows through the opening.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance) 
Thursday March 12th, 2009 1:17:25 PM

Without hesitation, Plyf loots the dead ell man by the orb she just stabbed before it was done in by another and wonders if she should stay behind and protect the orb on this side. After but a moment though, she believes she couldn't do a very good job by herself and swims through with the others.

Water Breathing
Magical Vestment
Greater Invisible
Resistance

O- 8/2

1- 6

The Orb - DM Matt  d20+24=36 ;
Monday March 16th, 2009 7:28:06 AM

Tratain ensures that his wall is holding strong, then steps first through the portal. Vedik follows closely behind, urging everyone to act quickly.

Dwight lets some smoke out of his bottle, quickly filling a portion of the room with thick, eerie smoke. The smoke doesn't spread quite as quickly as it would in the open air, but within a few seconds, the entire room will be thick with the vapors.

Plyf pauses, torn between staying to protect this orb and moving to get the second, and chooses the latter. She steps through the portal, followed last by Monthor.

Stepping through the portal, you take in the room on the other side. At first glance, it previously appeared to mirror the room you left, but apparently, only the large stone basin was the same. This room is far more massive, spreading over 200 feet on a side. At random points up the walls are open, dark doorways. The doorways almost hang in mid air, having no visible means of ingress or egress. They are, in effect, just windows to anyone restricted to ground movement.

The black-stone room has a high, vaulted ceiling, itself almost 100 feet from the floor. Dominating the center of the room is a large pool of greenish, bubbling liquid. Boiling water? No, not quite. It's hard to tell.

Above that, about 20 feet up, hovers a multi-colored, glowing sphere of energy, about 20 feet in diameter. The sphere alternates through many colors. As it temporarily shifts to one of the lighter hues, you are able to glimpse a large glass ball in the center. Around the ball, and filling the sphere, is the same greenish, bubbling liquid as in the pool.

You are unable to take in more, as two large balls of sticky, black thread shoot at you from the pool. You barely have time to notice two enormous, fat, beetle-like monsters emerging from the pool, their black, misshapen appendages barely holding them afloat. You've seen these things before. The Legion pets fire their sticky threads at you, while at the same time a long, lonely, off-tune note sounds from a horn somewhere above, from one of the doorways.

Everyone make a single grapple check vs DC 36.

Int check DC 15 Highlight to display spoiler: {That liquid is acid.}

Spellcraft DC 29, everyone gets a +5 bonus Highlight to display spoiler: {What appears to be the other orb is held inside a prismatic sphere}

I will have a map asap, probably after work today.

Tratain Current Spells HP 258/234 AC 42  d20+2=20 ; d20+15=30 ; d20+12=24 ;
Monday March 16th, 2009 10:12:19 PM

Tratain takes in the Room that the group is in. The Legion pets attempt to entangle him but his magic keeps him safe (Freedom of Movement, Tratain's Opposed Grapple is also 52 right now).

Tratain is able to identify the substance in the Pool as Acid, and he is able to Identify the Prismatic Sphere. (Int Check 20, Spellcraft Check 30)

He calls out to his companions "It looks like they have the Orb suspended somehow in the middle of a Prismatic Sphere full of Acid. Something Doesn't seem right though, that Acid should fall out of the Sphere its not Solid. Stay Close and let me make sure this isn't a Trick. Everyone try and spot the Orb. Dwight Try and get closer if you can to get a look in that Pool of Acid. The Orb has to be set in the Basin on our side so it might have to be the same here. That Prismatic sphere might be a Trick."

Tratain then Casts True Seeing and takes a closer look at the Sphere and what is inside of it trying to determine if it is real or a trick. He also glances around the room attempting to see into the Acid Pool and if there are any illusions he can detect. (Spot 24)

Dwight Is also under a sanctuary spell cast on him by Tratain. Any Creature attempting to target Dwight for an attack must make a DC 25 Will Save.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 21 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 4 of 24 Rounds DR 15/Evil

Dwight hp 144/144, ac 25  d20+25=38 ; d20=5 ; d20+7=24 ;
Monday March 16th, 2009 10:33:38 PM

(OOC: Rolling grapple check since DM said everyone, but if Sanctuary saves Dwight all the better)

Dwight looks around and quickly dodges whatever it was that tried to grappled him (save: 38). A bit unnerved he misses the acid, (int. 5), but believes Tratain. The colored sphere definitely means magic, though Dwight doesn't know what type until Tratain again points it out.

Two for two, Dwight follows Tratains commands. He advances towards the pool, still invisible and protected casts Detect Magic focusing at first at the pool.

1st round of Detect Magic: presence or absence of magical auras

------
DM Stuff

Bow in reach
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)

Vedik AC 34 (15 touch) HP 206/214 Character Sheet Current Spells  d20+4=7 ; d20+19=20 ;
Tuesday March 17th, 2009 7:54:21 AM

The magic of Alemi protects him from the attacking strands, allowing him to easily escape their grasp. The fumes however have addled his brain, as he is unable to determine for himself what Tratain pointed out. He then activates his wings, rising slightly off the ground.

OOC:
Int check DC 15: failed
Spellcraft DC 30: failed
Activate wings

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Divine Power, Quickend (SL 4, CL 16, 3/16 rounds, cast round after portal opened)
Resist Energy - Acid (SL 2, CL 16, 160 min, cast round after entering portal)


MonthorHit Points:(189 of 189) AC 32  d20+24=26 ; d20+24=29 ; d20+24=40 ; d3=3 ; d20+1=2 ;
Tuesday March 17th, 2009 1:02:34 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

==================

Grapple check (26, hero point point 29, and another 40!!!)
Int. check (2)

============================

" Me's got the pied piper!! "

Monthor activates his winged boots and flies towards the off tuned note



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Magic Vestment, invisible, Resistance)  d20+21=39 ; d20+1=7 ; d20+3=15 ; d20+20=28 ; d8+2=7 ;
Tuesday March 17th, 2009 5:10:44 PM

Plyf barely avoids the grapple from the sticky, stringy stuff that was flung at her and has no idea about what others may know. "I'll hold them off as long as possible guys!"

Pulling her bow that is now of some use, she nocks and arrow and fires a shot at Beetle number two itting AC 28 for 7 damage before attempting to find some cover.

Grapple DC 39
Intelligence check DC 7
Spellcraft DC 20

Hit AC 28 on beetle #2 for 7 damage

Water Breathing
Magical Vestment
Greater Invisible
Resistance

O- 8/2

1- 6

ooc: I found a bunch of other mistakes on Plyf over the weekend. I will get them taken care of for you this week.



Jova Kon 
Wednesday March 18th, 2009 7:54:58 PM

lurking

The Orb - DM Matt  d20+18=33 ; d6+5=11 ;
Friday March 20th, 2009 6:08:20 PM

Tratain quickly casts True Seeing, but finds that the scene is the same as it otherwise was. [Sanctuary protects against direct target spells/effects/attacks, not area targets like fireballs or, as here, an area grapple effect. No will save needed by the Anchors for that attack]

Dwight, invisible, moves forward toward the pool, casting Detect Magic and focusing on the bubbling, greenish acid. He sees no noticeable magical auras in or around the pool, except the glowing magicla prism hanging in the air overhead, which glows strongly of magic.

Vedik activates his wings and floats upward.

Monthor does the same with his boots, flying upward and toward the sound of the horn. He quickly spots the horn-blower, a small Legion demon standing in a doorway 40 feet up. He gets close, and will reach the enemy next turn.

The demon spots Monthor coming, and looks around as if suddenly noticing he is alone. A brief look of fear crosses his ugly, scarred face, then he steels himself and grins, knowing the likely outcome of this encounter. Dropping his horn, he brandishes his gauntlet blades as if beckoning Monthor forward.

Plyf dodges the sticky substance, and reacts quickly, nocking and firing an arrow at one of the Anchors. The arrow nearly buries itself in the enemy's hide, but deflects off a scale and falls into the acid, sizzling as it melts.

The large, beetlelike Anchors snap their mouth pincers, snarling at the Knights, but they stay put. Realizing their entangling twine won't help here, they growl impotently and wait.

The Scout near Monthor decides that now is as good a time as any to die, and floats forward and down toward the dwarf. No matter having seen it before, this method of flight remains eerie: the demon simply floats through the air, it's legs motionless, toes hanging downward. Raising its arm, it swings a blackened gauntlet blade at Monthor, barely managing to scratch the dwarf.

[Hit AC 33, 11 damage]

As the first small skirmish begins in mid-air, the various entryways of the hall begin filling with Legion. Across the room, a group of the smaller ones (like that fighting Monthor) emerge and point at the Knights. To the left and ahead, a trio of demons emerges, blades drawn and ready, and across from them another pair runs out of a doorway, a third Anchor in tow.

[map in email]

------------------------------
Anchors:
+4 AC and other effects from partial cover due to being half-submerged in pool

MonthorHit Points:(189 of 189) AC 32  d20+29=40 ; d10+30=34 ; 2d6=11 ; d20+26=29 ; d10+30=35 ; 2d6=5 ; d20+22=24 ; d10+30=35 ; 2d6=7 ; d20+17=34 ; d20+17=23 ; d10+30=35 ; d10+30=32 ; d10+30=35 ; 2d6=11 ; 2d8=8 ;
Friday March 20th, 2009 8:47:44 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape

========================================================

ooc> Should the stone skin have taken the 11 damage or was that already factored in?
I won't count it in the tally under I know please.

===============================

Monthor sees the other demon's coming at the party and quickly decides that he must take this scout out now.

Monthor swings Fred at the scout.

++++++++++++++++++++++++++++++++

Two handed attack.
Power attack at -5, +10

Ac 40 for 34 physical and 11 holy damage
Ac 29 for 35 physical and 5 holy
AC 24 for 35 physical and 7 holy
AC 34 (23 crit) for 35 physical (102) and 11 holy ( 8 sonic)

DM Elaboration. Damage did NOT factor Stonskin. Monthor is unwounded

The Orb - DM Matt 
Sunday March 22nd, 2009 8:23:18 PM

Dan K - Could you post the next round? My computer got a nasty virus, its being fixed, but in the meantime I don't have the module, the map, or even my own email. I should have it fixed by tomorrow if not tonight, but I don't want to skip another round for everyone.

Also posting in LnB.

Tratain Current Spells HP 258/234 AC 42 
Monday March 23rd, 2009 5:54:36 PM

Tratain Calls out to his Friends "I don't see any Illusions, it looks like the Orb really is inside the Prismatic Sphere. We don't have the spells to bring it down or a Rod of Cancelation so someone is going to have to go in there and fetch it."

Tratain then again uses his Protector Abilities to cast a Prismatic Wall to block off the new enemies from approaching for a little while (Prismatic Wall Placed just behind the Prismatic sphere, Along the 23/24 Line. It is 96 Feet across, so there is a 2 Foot Gap on either side of the wall and 48 Feet Tall)

He Then quickly casts a second spell on Vedik. (Quicken Extended Spell Resistance, Vedik now has SR 36)

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 22 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 5 of 24 Rounds DR 15/Evil



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+17=36 ; d20+17=32 ; d20+12=19 ; d8+2=7 ; d8+2=3 ; d8+2=3 ; 7d6=21 ; 7d6=31 ; 7d6=23 ;
Monday March 23rd, 2009 6:07:07 PM

Plyf begins to panic when, as they thought, the chore does not look so easy. Then more of the nasty looking creatures arrive.

She chokes back some fear and picks out a target after the group on the right move, which on is most appropraite to attack using her special rogue skills.

Action: Delayed action waiting for movement from R2, B3, A3 in an attempt to Sneak Attack whichever one is appropriate in above precedense. Attempting a Crippling Shot routine. Special ability Rapid Shot
Firing 160' (Maybe less) on R2, B3, A3 Hitting AC36, AC32 and AC19 (-2 range increment not included if they do not move or move away from the party.) doing 7, 3 and 3 damage. If Sneak Attack is possible while Improved Invisible an extra 21, 31 and 23 damage, including Crippling Strike.
Move to N40

Water Breathing (?)
Magical Vestment (?)
Greater Invisible (?)
Resistance (?)

O- 8/2

1- 6

Vedik AC 34 (15 touch) HP 206/214 (+16 temp) Character Sheet Current Spells  d20+13=21 ; d20+13=15 ; d20+13=14 ; d20+28=32 ; d20+28=37 ; d20+28=33 ; d20+28=41 ;
Monday March 23rd, 2009 8:16:35 PM

Sighing, Vedik flies higher into the air above the reach of the anchors and flies into to the Prismatic Sphere. "Be ready ta move" he calls out before entering.

OOC:
Pray to god
Double Move, fly up over the anchors and into the sphere at an altitude of 40'.

(Vedik have 36 Spell resistance checked against each color, but I rolled saves for all effects to speed things up.)
Red: Reflex Save 21
Orange: Reflex Save 15
Yellow: Reflex Save 14 (30 lightening resist)
Green: Fortitude Save 32 (Poison - Delayed if failed)
Blue: Fortitude Save 37
Indigo: Will 33 (Immune to mind affecting due to Mind Blank
Violet: Will 41

Vedik has Darkvision 60'
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Ring of Counterspells - Greater Dispel Magic
Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Freedom of Movement (SL 4, CL 16, 160 minutes, cast at start of first combat)
Resist Energy (Lightning 30), (SL 2, CL 11, 110 Minutes, cast after prisoner death)
Stone Skin (SL 4, CL 15, 150 minutes, cast before d-door attack)
Good Hope (SL 3, CL 10, 10 minutes, cast before d-door attack)
Shield of Faith (SL 1, CL 16, 10 minuhtes, cast before d-door attack)
Spell Immunity (SL 4, CL 16, 160 minutes, cast before d-door attack) Enervation, Lighting Bolt, Dimensional Anchor, Melfs Acid Arrow
Death Ward (SL 4, CL 7, 7 minutes, cast before d-door attack)
Divine Power, Quickend (SL 4, CL 16, 3/16 rounds, cast round after portal opened)
Spell Resistance, extended (36, SL 4, CL 24, 48 minutes, cast round after entering portal.

Dwight hp 144/144, ac 25  d20+17=30 ;
Monday March 23rd, 2009 9:18:37 PM

Dwight feels completely helpless as Vedik takes a deep breath and launches himself into the mysterious floating sphere of sure to be not-so-nice stuff.

Still covered by Tratains protection, Dwight moves a bit to the west (F30), in the hopes of grabbing Vedik (if needed) on his way out. During this time, he watches Vedik carefully (spot: 30) to see how he fairs inside.

DM Sanity stuff:

Bow in reach
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)

SomeWhere in the Rainbow 
Tuesday March 24th, 2009 8:53:06 PM

Monthor stirkes hard, Fred whirls pasts the Legion Scout's defences laying three viscious wounds in the creature and bringing howls of pain from its throat.

Tratain throws a pair of spells. The first brings up a Prismatic Wall acroos the chamber and the second bolsters Vedik.

Ply readies on the approaching creatures, but the Prismatic Wall likely makes the point moot.

Vedick then soars upwards and barges into the Prismatic Sphere

Dwight moves closer to the sphere, though as he is still on the ground, there will be little he can do for Vedick.

The Legion is coming....


MonthorHit Points:(189 of 189) AC 32 
Tuesday March 24th, 2009 8:55:01 PM

ooc>
FYI, Monthor's axe is holy.....
DM noted thanks

MonthorHit Points:(189 of 189) AC 32 
Tuesday March 24th, 2009 8:57:21 PM

ooc> That sounded a lot harsher then I ment.... let's try.... oh never mind, it's fairly obvious what Monthor's axe can do. Sorry for the previous post. Feel free to delete.

SomeWhere in the Rainbow  d20+20=24 ; d20+20=22 ; d20+20=34 ; d20+20=34 ; d20+20=27 ; d20+20=24 ; d20+20=27 ; d20+18=24 ; d20+18=34 ; d2=1 ; d2=2 ;
Tuesday March 24th, 2009 9:18:06 PM

Lights flash and a rumble rolls slowly through the room as Vedick breeches the Sphere. To the Gray Knights he is lost from sight in the scintilating colors above, but did he make it?
Caster Level Checks against Vedick's Spell Resistance [All successful on the way in.]

The Demon on Monthor switches tactics and simply reaches out for the powerful warrior. A black nimbus aura flashes as the Legion Scout makes contact and Monthor feels a cold chill run through his body. [ I count Monthor's Touch AC at 19 Legion Hit AC 24 and 34 Con Drain 3 and thus 17HP]

The Anchors still lie in wait within the acid pool, possibly for a command, possibly out of fear.

Beyond the Prismatic Wall the Legion closes. map sent

MonthorHit Points:(189 of 189) AC 32 
Tuesday March 24th, 2009 9:54:03 PM

ooc> Would the bracers of protection protected him from the Con. damage? Is Con damage counted as energy attacks?

DM No Con attack is ability Drain not Energy Drain

Dwight hp 144/144, ac 25  d20+17=28 ;
Tuesday March 24th, 2009 10:07:01 PM

Dwight lifts off the ground on his broom, hoping to get a better view as to the whereabout of Vedik. (OOC: Should have done this last round, but thought I was already floatin'.....dang water in the ears has my equilibrium off)

Helplessly waiting, Dwight holds his bow readied and watches (spot: 28)

Dwight floats above where he was, but high enough to see into the giant floating sphere.

DM Sanity stuff:

FLying on broom
Bow readied with 4 arrows
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)


MonthorHit Points:(172 of 172) AC 32  d20+29=33 ; d10+30=36 ; 2d6=7 ; d20+26=40 ; d10+30=36 ; 2d6=5 ; d20+22=31 ; d10+30=32 ; 2d6=11 ; d20+17=21 ;
Tuesday March 24th, 2009 10:27:32 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.139 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape
Con damage 3

========================================================

Monthor rages at being touched by the demon and continues his attack on the scout.

Monthor swings Fred at the scout.

++++++++++++++++++++++++++++++++

Two handed attack.
Power attack at -5, +10

Ac 33 for 36 physical and 7 holy damage
Ac 40 for 36 physical and 5 holy
AC 31 for 32 physical and 11 holy
AC 21

Total damage = 137

( Take THAT!!! )


Vedik AC 34 (15 touch) HP 206/214 (+16 temp) Character Sheet Current Spells 
Wednesday March 25th, 2009 4:36:37 PM

Vedik winces as the acid burns his flesh. Reaching out, he grabs the orb and tries to pull it free, flying out of the sphere back to his friends.



Tratain Current Spells HP 258/234 AC 42 
Wednesday March 25th, 2009 5:08:07 PM

Tratain waits and watches for the Old Dwarf to emerge from the Prismatic Sphere with the Legions Orb. If he is looking worse for wear Tratain will cast Heal on him.

If Vedik can escape from the Sphere with the Orb he yells to his Friends "Back through the Portal Now, before they follow us!"

If the group makes it out safely he will seal off the Portal entrance with a wall of Force.

OOC:Sorry for the If post but alot depends on if Vedik can make it out with the Orb or not.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 23 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 6 of 24 Rounds DR 15/Evil

Splash Down Round 3  d20+20=39 ; d6=2 ; 6d6=20 ; 3d6=14 ;
Wednesday March 25th, 2009 8:27:30 PM

It is impossible to see into the Sphere of near blinding scintillating colors, but answers are had soon enough and not all of them are happy ones.

Monthor kills the creature in front of him. The Legion Scout does not even have the opportuinity to cry out in pain as Fred tears through it.

Vedick emerges from the sphere. In his charred and blackened hands is the Orb.
Vedik please make saves in the order listed. Wings of Flying are still providing Flight.

All ongiong spells have been destroyed.
Color Violet Creatures sent to another plane (Will DC 23 negates).
Color Indigo Insanity as the spell (Will DC 23 negates).
Color Blue Turned to stone (Fortitude DC 23 negates).
Color Green Poison (Kills; Fortitude DC 23 partial for 1d6 points of Con damage instead).
Color Yellow Deals 80 points of electricity damage (Reflex DC 23 half).
Color Orange Deals 40 points of acid damage (Reflex DC 23 half).
Color Red Deals 20 points of fire damage (Reflex DC 23 half).

I moved the flying Legion but will hold off from the Anchor's in the pool from acting as several folks were waiting on Vedick

Coming in over the Prismatic Wall are ten more of the Legion. They eearily float in silence and fall into groups on the left right and center.

Vedik AC 25 (13 touch) HP 182/182 Character Sheet Current Spells  d20=14 ; d20=5 ; d20=7 ; d20=9 ; d6=4 ; d20+11=24 ; d20+11=24 ; d20+11=21 ;
Wednesday March 25th, 2009 9:11:11 PM

Vedick emergs from the Sphere with the Orb a bit Vedik falls through the prismatic sphere, burned, singed and shocked. Not even seeing the creatures above him, he stands and begins making his way towards the portal with the orb.

"Time ta go" he calls.

OOC:
All buffs gone
Since my Will/Fort is above +23, I rolled the 1st 4 without modifiers since only ones count, easier to see.
Violet: Passed
Indigo: Passed
Blue: Passed
Green: Passed (4 con damage)
Yellow: Passed (40 electricity damage)
Orange: Passed: (20 acid damage)
Red: Failed: (20 fire damage)

DM adjusted Vedick's HP as a heal spell was employed by Tratain

Dwight hp 144/144, ac 25 
Thursday March 26th, 2009 7:59:26 AM

Dwight quickly falls in line behind Vedik, flying towards the portal as fast as Vedik.

Amazing, simple amazing. So glad that Vedik made it out, but the smell of burnt dwarf is most unpleasant!

DM Sanity stuff:

FLying on broom
Bow readied with 4 arrows
Invisible
Sanctuary (from Tratain)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.150 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Death Ward
Ioun Stones (lavender and green)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday March 26th, 2009 4:46:28 PM

"Throw the orb! Throw the orb!" Plyf shouts, then realizing it isn't easy to see her, she tosses an arrow down at her feet.

Water Breathing (?)
Magical Vestment (?)
Greater Invisible (?)
Resistance (?)

O- 8/2

1- 6


Tratain Current Spells HP 258/234 AC 42 
Thursday March 26th, 2009 6:00:23 PM

Tratain shouts to his comrades "Out Through the Portal Now! Lets go Plyf and Monthor. Monthor once we reach the other side and everyone is there yank our orb out of its spot to close it."

Tratain runs for the portal makeing sure everyone else has gone through before he steps through, and given enough time he Casts Wall of Force on the Wold side of the Portal to Block any more legion from comming through.

------------------------------------------------------------------------------
Magic Vestment - Armor, Heavy Fortification; 20 Hours
Magic Vestment - Shield, Reflecting; 20 Hours
Ring of Counterspells - Greater Dispel Magic x2
Water Breathing - 8 Hours
Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours
Tongues, See Invisibility, Comprehend Language; Permanent
Shield of Faith - 24 Minutes
Resist Energy(Lightning) - 110 Minutes
Shield Other(Plyf) - 24 Hours
Freedom of Movement - 240 Minutes
Stoneskin DR 10/Adamantine 96 Points - 150 Minutes
Death Ward - 7 Minutes
Divine Power - 24 of 24 Rounds
Good Hope - 10 Minutes
Righteous Might 7 of 24 Rounds DR 15/Evil

MonthorHit Points:(172 of 172) AC 32 
Thursday March 26th, 2009 8:37:17 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack
Stone skin from wand for 150 minutes at caster level 15, damage reduction 10/adamantine.139 point total,
Good Hope from wand for 10 minutes at caster level 10: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Bears Endurance +4 enhancement bonus to Constitution, Fortitude saves, Constitution checks,
Death Ward
+10 to swim checks from ring
Greater Invisibility
Protection from Evil - a +2 deflection bonus to AC and a +2 resistance bonus on saves
Mountbank cape
Con damage 3
=============================================================

Monthor nods at Tratain and dimension doors to the other side of the portal, next to the other orb. Once there he waits for the others to come through...

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+3=15 ;
Friday March 27th, 2009 12:37:17 PM

Plyf is nervous on what to do. She understands that the orb must leave the room before the swarm of demons can pounce, but she too doesn't want to see anyone left behind.

Slinging her bow she yells, "I'm out of here!" She uses her move action to egress back into the watery forge on the other side. She swims up to the orb and waits for the others to come through before she attempts to remove it from the forge.

Action swim up to orb and prepare to remove it.
Swim: 15

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday March 30th, 2009 7:18:39 PM

Plyf continues to wait for the others to come through.

Vedik AC 25 (13 touch) HP 94/182 Character Sheet Current Spells 
Monday March 30th, 2009 7:46:50 PM

Vedik moves in incredibly heroic slow motion, carrying the orb like a football as he flies past the legion. "Goooooooooooooooooooooooo!" he shouts in a ridiculously exaggerated fashion.

At What Price 
Monday March 30th, 2009 10:32:20 PM

The Legion is flying quickly up on the group, Monthor activates Dimensional Door and stops at teh portal. Seems a planar gate can not be crossed via dimesnsional travel. One must step through and so the dwarf does.

Plyf too, makes a break fro the portal, slinging her bow as she does so.

Tratain pulls up short, frantically waving his companions through. The corner of his eye catches the dozen or so Legion demons closing and further off another score has just entered the cavern. He casts Wall of Force.

The first of the Raider Demons slam into the invisible barrier. Thier faces blast open and ichor sprays the invisible shield. Mouths rip wide in screams unheard, for though the floor vibrates from the cacophony behind that Wall nothing can penetrate it, including sound.

Dwight launches through and is followed immediately by Vedick and the orb.

A wisp of smoke coils from the floor on the other side of the Wall of force and quickly coalleses into a human male. His lip curls slightly before be gives what appears to be a gracious but short bow to the last Grey Knight.

The Portal fades into an inky pitch as Monthor, Vedick, Plyf and Dwight look on. The horror is realized and the portal is gone and Tratain is still on the other side.

Tratain Highlight to display spoiler: { email}

MonthorHit Points:(172 of 172) AC 32 
Tuesday March 31st, 2009 7:48:35 AM

Monthor sees the portal close as his mouth drops in horror......
.......
...
..
.

"..................................................DOH!!!!!!!....................................."
.......
....
..
.
" TRATAIN!!!!!!!!!!! "
......
..
.
" SOMEONE OPEN THAT PORTAL BACK UP AGAIN!!!! ME BOY'S ON THE OTHER SIDE!!!! "



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Tuesday March 31st, 2009 11:49:25 AM

"No, NO, NO!!!!!!"

Plyf screams as she waits for the others to come through, but once the orb crosses the barrier, the scene goes dark.

She slumps against the forge. "I shouldn't have left until I knew everyone was through. I knew I should have stayed to be sure."

She begins to cry at the thought of what may be happening to one of her new found friends as they speak. She is sure, if there is a fate worse then death he will be experiencing it.

"Do you think they will want to make a trade, him for the orb?" She attempts to speak over the sounds of her sobs.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday March 31st, 2009 1:55:54 PM

The look on the fixers face as he realizes Tratain is not with them is quickly replaced by a second realization, that he is no longer protected by his underwater breathing spell.

Luckily he prepared several Water Breathing spells, and casts his last one. Being prudent, he touches everyone present, giving them a second layer against dispelling magics.

He takes a moment to recover his breath.

OOC:
Cast Water Breathing: SL 3, CL 16, Duration: 8 Hours on everyone. (Overlaps with 1st water breathing)



Dwight hp 144/144, ac 25  d20+15=25 ;
Tuesday March 31st, 2009 3:49:52 PM

Dwight looks around, trying to guess how much time may have elapsed since they left. He looks for the remains of his 'smoke' if any, should the on-slaught of eel-man not take his attention immediately.

spot: 25 (estimation of how long party has been gone from Forge room)

He then looks to the our Orb to see how Plyf's coming with its movement; it is at this point he realizes what he saw in the fog. "Trat....Surely he...can't be....something we...I should have" he stutters unable to put coherent words to his current situation.

MonthorHit Points:(172 of 172) AC 32 
Tuesday March 31st, 2009 5:08:07 PM

Action-
Monthor rips the other Orb up and out of it's emplacement.

" If we can't get him out, then we must find a way to leave now... he would have wanted it that way... and we can always rip through the netherworld later until we find him.... "


And Back Again 
Tuesday March 31st, 2009 11:24:48 PM

What has happened thoroughly sets in among the Grey Knights. Eyes scan about the room, Tratain is no where to be seen, nor is the portal. Monthor calls for the Portal to be opened again, is it possible now that the other orb is here?
Plyf wonders on the horrors being inflicted upon Tratain, perhaps the Legion will agree to a trade?
Vedick thanks his foresight and casts another water breathing spell upon himself
Dwight caught the man stepping from the smoke in the Demon realm and who or what that could be is a frightening thought indeed. Looking about, Dwight sees the room quite well, and therein lies a problem. It should likely be filled with the debris as a result of an Eversmoking bottle underwater. There should be nothing to see at all, but here the heroes were all in a small empty room.
No Wall of protecting color seals the door.
No dead Eel men or thier belongings.
No great group of warriors just out side.
The Wold is still. It seems as if all creation is giving a collective moment of silence for a true hero now fallen.

Monthor moves to grab the original, the warrior's mind still racing...


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+4=8 ;
Wednesday April 1st, 2009 11:24:31 AM

Plyf looks around and wonders why she didn't notice the room when she first came through. (No spot check?) "Um, this doesn't seem right guys. I believe I have one more use in my boots if we need them."
She looks around the room and uses her bardic knowledge to determine what just transpired.

Bardic Knowledge: 8

Tratain Current Spells HP 258/234 AC 42 
Wednesday April 1st, 2009 6:12:10 PM

Tratain turns right on the heels of Vedick but the portal is simply not there anymore. Looking back, the demons appear to scream and howl, pounding on the wall. Tratain glances around the room and is surprised to see a man looking at him from the other side of his wall of force, the Legion Demons appear to ignore him.

The man is richly appointed in well laying cloth silks and velvet of deep purple and blue. he stands about 6' and appears of normal build, perhaps 180 pounds. A silver or perhaps platinum band is about his head over top a very short and greying hairstyle. His hands are gloved in black leather and his feet are shod with high soft riding boots. Though Tratain's well trained eye spots that none shows any sign of wear at all. Tratain is surprised when the Man steps through his wall of force like it isn't even there and speaks to him.

A smile, or perhaps smirk crosses his face as he steps through the Wall of Force. "Well played Tratain Zerrakoth of the Grey Knights. Your Mother and Father would be quite proud of their boy. You and your companions have won this round. I admit I did not think you would and so I felt the need to see you personally and to tell you so." The man smiles and nods again, this time he turns 90 degrees to his left and starts walking as though descending a staircase and thus slowly sinks through the floor. Before completely vanishing he chuckles, "Flew straight into a Prismatic Sphere. Oh yes I like that one."

Tratain watches the Man, and as he walks through the Wall of Force like it wasn't there and taking in his appearance he begins to suspect he is more than he seems. He is also a little startled when the man mentions his parents. When he also admits to watching the goings on of the Grey Knights he is a little intrigued. he says "Greetings Friend. I do not believe we have had the pleasure of meeting. It seems you know who I am, but I am afraid I do not recognize you. I assume you are not affiliated with the Legion?"

The man pauses when Tratain speaks, as if the move on his part was not expected. "No, we have not officially met and here is not the moment we do." A small smirk and ' humph' is his response to the Legion leaving Tratain no doubts his assumption is completely correct. The man appears as if he wishes to say more, the look of someone with many secrets that he longs to tell, but in the end he simply nods, the portal opens and he turns to descend through the floor chuckling about Vedick's run through the sphere.

Looking up Tratain sees a demon, nearly half the size of one of the Scouts, approach and thump the wall. It's eyes narrow on Tratain and he begins to cast a spell....

Tratain glances at the Portal and tells the Man "Another Time then, I do seem a bit pressed for time at the Moment." He glances at the Legion troopers waiting on the other side of his wall.

He gives the Man a quick salute and finishes "If I can return this favor at a later time please send word and I will do whatever I can." He then steps through the portal........

......Arriving in the room with the rest of the Grey Knights, about a minute later.

He glances around the room and says "This looks a bit different, did you guys defeat all the Fish Men already? I was only a little bit behind you guys!"



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+8=23 ; d20+11=21 ;
Wednesday April 1st, 2009 7:10:28 PM

Vedik turns, very happy to see Tratain return. "We got here about a minute ago. Were figuring out how to get you back. No fish men around when we arrived. Could be time shifting from planar travel, heard that happens some time. But why'd they leave the orb?

The old dwarf turns and looks around the room, checking to see if this is actually the room they left from, and any clues as to what my have happened.

OOC:
Spot 23, Knowledge: Arch/Eng 21



MonthorHit Points:(172 of 172) AC 32 
Wednesday April 1st, 2009 7:58:57 PM

ooc> SWEET!!!!

" Tratain!!! "

Monthor drops Fred and runs to Tratain, embrassing the cleric in a rib bruising dwarven hug that lifts his dear friend off the floor.

" Good to see ye alive girley. "

....
...
..
.

" Me thinks that once we remove the other orb from it's base that we'll be back to where we were. We should prepare accordingly... Not that mees one to run away from a fight... but me thinks that stealth and withdrawl be the better part of valor here... "

Monthor continues by suggesting that all appropriate buffs be casts anew, including the invisibility spells...

"... Then we make haste back to the surface and head for land. "



The Forge and the Mystery 
Wednesday April 1st, 2009 9:33:02 PM

Tratain is back, the group looks about them. The room is definately the exact same one that you left mere minutes ago, if even that long.
Plyf does not readily recall any stories, poems or lymrics that cover what just may have happened and may still be happening.

Monthor suggests powering back up in case the time shift the party seems to be experiencing is only temporary and that grabbing the original orb might fasilitate that very event.

If the time shift is not just a temporary thing, why would the Eel men have not taken the orb? If so much time has passed, why not take the orb?

[ooc No spot check required as it is the same room.]

Dwight hp 144/144, ac 25  d20+17=26 ;
Wednesday April 1st, 2009 10:25:23 PM

As the portal appears again, Dwight grabs his bow in shock and PURE fright as with two orbs it should not be possible. If Tratain wasn't so easily identified, Dwight likely would have fired half a dozen arrows at Tratain.

Still speechless, Dwight smiles, glowing in appreciation of Tratain's living return.

"I agree with Monthor. The time thing makes my head hurt. We couldn't have returned prior to our departure because then the orb wouldn't be here yet. We couldn't have returned only minutes after we left because all the eelman would be about, dead bodies lying there (pointing to the ones Monthor diced up earlier) as well as some of the smoke I left."

"Before we remove the other one, our goal is still to destory these orbs right? I suspect the forge must be used to un-make them. Vedik, what do you think? Others?"

"If Monthor is right, and we return to reality once the other orb is removed, destroying them would give the same result, while at the same time let us focus on one task -- escape."

ooc: spot: 26 (any difference in the light from outside from when we left? No sure how much sunshine existed outside before, but can Dwight determine if the sun has set whereas before it had not?)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 2nd, 2009 1:35:22 PM

Whaaa? This can not be?

"It's a trick or a trap!" she shouts. "How is this possible?"

Plyf is concerned that this Tratain is not the real Tratain, but a figment, phantom or doppleganger of his true form.

"Prove you are Tratain, with knowledge from his past that only these people would know!" She points to the others that know him better then herself.

She holds off on the Greater invisibility rod until they are ready.

Tratain Current Spells HP 258/234 AC 42 
Thursday April 2nd, 2009 7:27:59 PM

When challenged by Plyf Tratain says "Of course, Should I recount our Battle against he Shades after i opened the Gate for us to retrieve information from that Necromancer? Or perhaps our First meeting with Lord Arrack?" Once Tratain has settled the question of his identity he glances at the outside of the building to see if anyone is out there.

If no one is found he says "Lets Grab the Original Orb and Look around outside a bit. The Scholar told us that to destroy them we needed to touch them together, and that we wouldn't want to stick around long after we did it. Lets check outside for the Fish Men before we do anything with the Two Orbs."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+17=35 ;
Thursday April 2nd, 2009 7:33:55 PM

Vedik frowns at Plyf's words. "Yer right lass. Speak up and prove you're Tratain."

The cleric braces himself for a fight.

Assuming Tratain does prove himself, the old dwarf begins to look around for clues as to what's happened. Otherwise calls on Alemi to dispel the magics on this creature.

OOC:
Sorry to post the if action, but I figured it would speed things along. :)
If Tratain identifies himself sufficently: Spellcraft check 35 to see if there's any spells active that might account for this..

If not: cast Targeted Dispel Magic, Greater on 'Tratain': (Caster level is 16 for checks)


Dwight hp 144/144, ac 25  d20+17=32 ;
Thursday April 2nd, 2009 8:01:58 PM

Dwight is a little caught by how quickly he allowed the new arrival to be Tratain, but it quickly convinced his initial reaction is correct and Tratain is the one he expected him to be.

Looking at Vedik, who holds one orb, and the other sitting in the forge, Dwight mumbles about destroying them while the option appears easy; but understands Tratain's point of inspection.

Having already looked around a bit, Dwight studies the old, fixed orb and asks Vedik if he sees any differences between the two orbs as he moves to examine the other one. (Spot: 32 studying the orb(s)

MonthorHit Points:(172 of 172) AC 32 
Thursday April 2nd, 2009 9:44:02 PM

Monthor falls back behind Tratain and follows the cleric.

Anyone There 
Thursday April 2nd, 2009 10:26:09 PM

A brief exchange occurs with Plyf challenging Tratain to prove it is truly him. Graciously he does so and to all present the matter is thoroughly settled. Dwight brings up that the mission is to destroy the orbs, which according to the Sage meant merely touching them together and then getting out of the way quickly. Do so now and then only having to Escape might be better than trying to escape with the orbs and then destroy them.

Tratain has a different idea and wishes to peek about outside of the forge.
Dwights keen eye can tell that by the light reaching this deep, it must be between mid morning and mid afternoon. Other than that, the diffused light 50' below the waves is all the same. He still believes destroying the orbs should be done immediately and than more sight seeing, but understands and concededs the option.

Dwight also inspects the two orbs now that they are in such close proximity for any differences. Except for shape and size there is little that the two have in common. Save one identifying feature of red veining like one would see in fine marble. Both orbs have a 1/4 circumfrance band about 1/4" wide that is nealry identical.

Spell craft DC 35 Highlight to display spoiler: { The band is a magical planeshift rune. Or rather 1 part of an 8 part rune. The original orb and the orb from the demon realm make up part 7 and 8}

Tratain looks outside of the Forge and 200' away he spies a lone Eel man. A silver chain shirt is over the upper part of his body and in his left hand he holds a staff glowing as bright as the noonday sun. He appears to have no other weapon and no other creature can be seen, though Tratain knows that if the Eel man did not have the Daylight staff he would not have seen him either. That Eel Man Wants to be seen.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+3=14
Friday April 3rd, 2009 10:50:46 AM

Still suspicious, she accepts the words from the others that knew him better and waits for the group to decide what to do, adding in her thoughts.

"Is the nearby fishing village in danger from the destruction of these things? I'm not one to care much about ruins, especially those inhabited by a bunch of gill faced jerks, but the village isn't really that far away."

Spellcraft: 14

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Friday April 3rd, 2009 11:59:48 AM

"You are right Plyf, we do not know the extent of the explosion when we touch the orbs together, and it is wise to limit the destruction we cause." He points to the band on the orbs. "Those bands are part of a rune in eight pieces. The two orbs we have seem to be part seven and eight. It may be like the planar key for a plane shift spell. There is something to consider: It seems likely there are 6 other orbs, likely on other planes. We may be able to somehow change the orb from this plane to open to one of the other six orbs."

When he notices the Eel man outside, he ponders it. "That is curious. Perhaps something has changed in their attitude towards us."

MonthorHit Points:(172 of 172) AC 32 
Friday April 3rd, 2009 1:59:21 PM

Let's go talk to the gill head.... Who's our diplomat-like guy?

Tratain Current Spells HP 258/234 AC 42 
Friday April 3rd, 2009 2:51:12 PM

Tratain says "Make sure both Orbs are secured, Vedik you hold onto the one we took from the Legion, Monthor Hold onto the Original one. I will go out and speak to him, Plyf would you like to come as well? I don't know what he wants but remember it may become dangerous. If you would rather stay here I understand, I can survive quite well on my own for a while if it comes down to it. Vedik if you could be ready to take the others away with your Dimension door wand if things turn badly. I will Try and stall them if they attack until you can come back."

Once everyone is ready Tratain walks out to speak to the Eel Man, he has his weapon out but not held in a threatening manner.

Tratain Current Spells HP 258/234 AC 42 
Friday April 3rd, 2009 2:53:06 PM

Tratain also says "I agree with Plyf that destroying the Orbs here may cause destruction to the village by accident. Unless it looks really bad we can just hold onto both of them until we can find a safe place to dispose of them."

MonthorHit Points:(172 of 172) AC 32 
Friday April 3rd, 2009 4:45:35 PM

Monthor follows direction....

Dwight hp 144/144, ac 25  d20+17=29 ; d20+15=34 ;
Friday April 3rd, 2009 8:36:22 PM

Before the group splits, Dwight asks if anyone in the group has a spell that allows us to hear each other despite a small distance. It would be great if we all knew what Tratain and that eel-man are discussing.

Then,

Dwight watches as Tratain and Plyf head off, leaving Dwight the sole bystander without a specific task. He takes it upon himself to stand guard near the entrance. "I'll be near the door," the invisible voice of Dwight announces, "watching. The first sign of trouble and we are outta here. While we wait, is there a particular spot somewhere in the Wold that would benefit from the explosion we predict will soon be made? Some haven of evil, this might provide an excellent opportunity, just a thought."

Dwight moves over to the door and takes watch; both his companions and for enemies.
spot: 29
listen: 34

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+7=10 d20+10=12
Monday April 6th, 2009 6:33:19 PM

"I'm ready when you are." She carries one of the tridents she pulled off of one of their dead and holds her rod of Greater invisibility in the other.

Listen: 10
Spot: 12

Dwight hp 144/144, ac 25 
Monday April 6th, 2009 8:20:06 PM

"Plfy, umm, I'm not sure if wielding their friends/comrades trident is really the best way to be diplomatic. I'm sure they know we are the ones that killed them. Not that many land-walkers around."

OOC: Course you are invisible, but I needed something to add today. :)

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday April 6th, 2009 9:09:21 PM

ooc:LOL

Plyf explains her reasoning, "I'm not bringing it to piss them off, I'm bringiong it because it is more worthy then my rapier, daggers or bow in water."

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Tuesday April 7th, 2009 6:49:03 PM

Plyf contemplates how this story will unfold when she is at last out of danger with her hair and feet dry. perhaps a story, or song would do nicely. Of course, she will be the heroine of the group, but what is a bard if they do not provide some form of artistic license?

Parlay 
Tuesday April 7th, 2009 9:53:54 PM

Sorry guys, Final Four weekend took me out

Tratain and Plyf move off to talk to the Eel man. Mention is made of using a spell to allow everyone to hear what is going on, but none is cast. Plyf, though invisible, she knows she displaces water readily enough to let the Eel man know wheree she is, though is would still provide some concealment.

The orbs are held by Monthor and by Vedick, the original and Legion orb respectively. Dwight stands ready at the door.

At about 60' the Eel man holds up a hand. "Land Walkers I and my people thank you. With the rift to the Legion opened the binding upon us was removed. We grant you passage back to your lands in return. take the orbs with you, they are cursed constructs." He falls silent, obiously expecting a responce of some kind. His demeanor and tone are decidely not freindly, but nor are they hostile. It is clear he still does not like you, but equally clear that he recognizes you as the emancipators of this people under the waves.


MonthorHit Points:(172 of 172) AC 32 
Wednesday April 8th, 2009 5:51:49 AM

"How novel... someone NOT trying to kill us.... and another adventure.... WITHOUT any treasure.... how quaint.... "



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Wednesday April 8th, 2009 8:35:29 AM

Vedik watches the Eel man, waiting for a hostile action that does not come. "I wonder if we will get out of this without a fight after all."

As it becomes clear they will not be fighting, he begins to look over the ruins of this once great city. Much that could be done here to help he thinks.

"Hope Tratain remembers to mention Gargul" he says to Monthor. "Still need to finish that task."



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+7=27 ;
Wednesday April 8th, 2009 5:28:43 PM

Plyf senses if this eel man is telling the truth.

IF he is, "We are sorry we had to defend ourselves against your uncontrolled aggressions. I can only hope you and your people can understand why it was so important for us to succeed, and in so doing, free you all, even if we didn't know it at the time." Plyf takes all the treasure she had gathered off thaie dead, along with their weapons and piles it into a heap. "These belong to your people, hopefully, the next time you encounter land walkers, they will receive a better reception then us."

IF he is lying, "It's a trick, on guard everyone!!!"

Sense Motive: 27 (Natural 20 WOOT!)

not lying dm


Tratain Current Spells HP 258/234 AC 42  d20+8=10 ;
Wednesday April 8th, 2009 5:31:45 PM

Tratain listens to what the Eel Man says and Replies "Like my friend has said, we are sorry for those who were killed, but it could not be helped at the time. Can you tell us about the Orbs? How did it come to be here and how did your people come to be enthralled to the Legion. What will your people do now and is there anything we might do to help you at this time?"

Dwight hp 144/144, ac 25  d20+15=24 ;
Wednesday April 8th, 2009 8:28:19 PM

Dwight continues to watch, hearing Monthor mumble about lack of treasure. Then as Plyf returns what little treasure that existed he wonders what words the dwarf and lady will share once the group is alone and in the safety of a known town/city.

spot: 24

Parlay continued 
Wednesday April 8th, 2009 9:58:25 PM

Plyf senses no deception and so returns the belongings. The Eel Man looks at the pile and then back placidly at her and Tratain. Sense Motive DC 20 Highlight to display spoiler: {} He is surprised and unsure of what to make of the offer.[/ispoiler] He seems to decide on ignoring the gesture other than a nod and then addresses the questions posed.
"Memories of how long ago and why are gone, I can not say. It is as if we have awakened from a long and terrible dream. I can feel it, but can not hold any memory or images from it. As what our next meeting will hold, it is too soon to say. Perhaps some day, perhaps not. I can not tell you what we will now do for as the dream held us it also gave direction and purpose. We have neither at this time. But I feel we will draw together and soon discover it. And in that purpose you will be remembered."

He gestures off and towards the surface, "Your passage is open land walkers."

MonthorHit Points:(172 of 172) AC 32 
Thursday April 9th, 2009 8:14:36 AM

Monthor signs and gathers up the loot and places it in his haversack......

" Hummm... no... we're not giving this stuff back.... don't think so rookie..... "

Monthor starts humming to himself...

" Do we stay or can we go now.. ta ta tum.... "



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday April 9th, 2009 8:23:54 AM

When the parlay is finished and Tratain gives the word to leave, Vedik gathers the group.

He casts Water Walking on them, bringing them quickly to the surface. Once there, he gestures the group towards the rowboat. "We need to return that, and thank Jason, our brave spy and lookout, who is probably very hungry from his day's vigil. We should think of some way to reward him. Tratain, do you think we could spare a little money from the party treasure? I have an idea if his folks approve."





Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 9th, 2009 11:56:14 AM

Plyf snears at Monthor before replying, "I suppose you would take candy froma baby for throwing a tantrum then too, wouldn't you?" her glare, like that of judge. "These people attacked us with no will of their own, and those treasures belong to their children and grand children. Will you really take from those that needed our help?"

She turns her back on the group, "If this is how you treat those in need, you are little less then mercenaries and not the hero's I signed on to assist."

She begins swimming for the surface.

Dwight hp 144/144, ac 25 
Thursday April 9th, 2009 12:30:53 PM

Dwight nods in Plyf's direction, having known this was going to be the pair's reaction. "Monthor, surely in the scheme of things, those items are worth more as a diplomatic offer than what we could sell them for." Dwight looks to Monthor, hoping his words are encouraging enough, "besides, if you leave them, the story the eel-men tell of Monthor and Fred will likely have a more meaningful impact."

"Just think about, the devastating landwalker carrying a massively sharp axe which is swung with such speed that those put against him are struck down. He does this not to murder our fathers and fore-fathers, but to offer aid which has been refused. His life in jeopardy he continues on. When our eyes are opened and thanks given, the frightening bearded one takes leave causing no more harm and returning heirlooms; meer trinkets in value, but meaningful to our people."

Again Dwight wonders if his words have any merit against Monthors defenses, if not, he looks to Tratain to offer a satisfactory compromise between Plyf and Monthor before Plyf splits and Monthor loses his temper.

------------------------------------
"Vedik, what have you in mind? I'm not sure how much the townfolks know about the eel-men, but there may be a possibility of trade between them now. What do you think? Surely we must inform their council."


MonthorHit Points:(172 of 172) AC 32 
Thursday April 9th, 2009 2:05:05 PM

Monthor listens to Plyf, shrugs and then continues to pile the party's loot back in his bag.

" The spoils of war... and the coins are used to outfit us so that we can so MORE and GREATER good..."



MonthorHit Points:(172 of 172) AC 32 
Thursday April 9th, 2009 2:07:54 PM

To Dwight....

" Dwight buddy... we need the coin. If the eel dude objects, fine, but he doesn't seem to care. And Me's into this for the little ones and the old people and the small animals... NOT for the glory... Me's would have joined me Pappy in the army if me wanted glory.. And Fred.. well... he's not saying much right now... to much water in his ears me guesses...."



Tratain Current Spells HP 258/234 AC 42 
Thursday April 9th, 2009 5:24:34 PM

Tratain says to the Eel Man "You have been held in sway by Dark Powers for far too long. If you seek a purpose there are powers of light that you may choose to follow. We who follow the light do not seek to enslave to force obedience, you can choose to follow or not now as you and your people see fit. There are Alemi the Healer and Domi the Protector. Gargul the Caretaker of Souls, Ffloy the Trader. Pantheon the seeker of Justice and Flower who spreads compassion to all. If you would be interested to hear more about one or all of the Powers of Light I could visit and speak with you and your people about them, or see if a priest from one of their respective temples would come and visit with your people."

When the Arguement breaks out Tratain says "These Items belong to them, so their dispensation will be determined by our new friend here. If you want these items we will return them, or if you do not we will keep them. The choice is yours, to make freely and we will abide by your descision."

Parlay concluded 
Thursday April 9th, 2009 10:02:12 PM

Mothor begins bagging the items. The Eel man simply stares at the dwarf.
Plyf objects and gives the group a bit of her mind before beginning to swim to the surface on her own. The Eel man turns an unblinking grey eye on her for a moment, but says nothing.
Dwight tries to arrange for a settlement and finally Tratain puts the question directly to the Eel man. A few moments pass, but he finally speaks.
"It is as the hairy little one says. Take those things and be gone with them. And these as well." With those words the Eel man drops the staff, pulls his chainsirt off and drops it as well. "These are the crafted things of your world landwalkers. Not ours. Your words just now have given me some hope for your people and one day..." he trails off and then starts to allow the current to pull him away. "We have our own reverences Land walker, but I hear the heart in your offer. Fare you well in your travel." And then with a powerful kick of his tail, he shoots into the darkening sea and is gone.

The staff still glows as the noonday sun and illuminates the way as the party rises to the surface under the Water Walking spell. The surface breaks about you, to the West a great run sun is hurrying to the horizon, the staff's illumination throws the power of daylight for 90' about the party.

Across the face of the Wold, the air suddenly goes silent. An air of anticipation. A vision swims before the eyes of every living being in the Wold. A vision of an armorless human warrior with a slim sword standing next to a large iron Bell...

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

Jurgen steels himself and strikes the Bell with the flat of his sword. The Bell begins to quivver... and...

DONG!!!

At the peel of the Chaos Bell, the ground around the paladin erupts in rich blue light. Shapes appear, facing outward, and the heroes the Wold over can recognize some of them. There are the Five Crones facing the swampy ground, an Icy Mountain facing the cold area, Culver Woods, Ma'ab, Ebyron, and others surrounding the Bell and looking outwards. The Powers raise their hands and direct the vibrations of the Chaos Bell outward, into the lands of the Southern Continent.

"IT IS TIME", each Power joins the chorus, "THE LANDS CANNOT BE SAVED UNLESS THEY ARE CHANGED. LET THE GREAT MIGRATION BEGIN!"

Nearby an awed "By the gods..." can be heard in the following silence of the thunderous announcement. The rowboat is about 20' behind the party and sitting in it is Jason.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+12=21 ;
Friday April 10th, 2009 10:43:02 AM

"Alemi's hand, what was that?" Vedik says alarmed. Being fairly sure he recognizes some of the religious figures from the vision, he tries to recall some bit of information on this 'Great Migration'.

After the vision, he whispers to the group. "Save tha conversation Plyf and Monthor were having for another, more private time."

He then walks over to the boat. "By tha gods is right Jason." As the moment passes, he continues. "Well done Jason! You've earned the gratitude of the Grey Knights today Although", he chides not too seriously before breaking into a laugh. "We did ask ya ta watch from the shore."

He then sees the group to shore, and returns Jason to his family. At some point, he speaks with his parents privately, asking for permission to give the lad a specially crafted weapon. He doesn't mention this to Jason, preferring to keep it a surprise.

OOC:
Knowledge Religion 21: on Great Migration



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+4=23 ;
Friday April 10th, 2009 4:05:05 PM

Plyf watches the negotiations between the other party members and the eel man himself. She seems satisfied that the group in majority isn't just out for the loot, despite reasoning to the contrary of being generous. She hopes the eel people fare well and she swims back down and picks up one of the spears she had before.

When the event occurs

Plyf goes still as what transpires from afar appears right before her eyes. She waits for a reaction from others as she attempts to understand what just occured.

Bardic Knowledge : 23

MonthorHit Points:(172 of 172) AC 32 
Friday April 10th, 2009 8:04:57 PM

Back on the boat, Monthor is glad to FINALY be out of the water...
After seeing the vision....

" Oh great!!! Don't we already have ENOUGH to do??!?!??!?!?!"



Dwight hp 144/144, ac 25 
Friday April 10th, 2009 8:10:19 PM

Dwight nods in Tratain's direction, more than satisfied with his response regarding the items.

-----

"Jason," Dwight begins, a little upset that he was on the boat and in harms way, rather than on shore as expected.

vision

Having lost his train of thought regarding Jason, Dwight takes a moment to think about what he just saw. At first he is unsure if other saw it, but that quickly gets answered. "It seems Ebryron has completely returned as an equal in the few years since his birth," he begins with a small smirk of past times. "As is usual it seems, the Gods have set the ripples which may come as waves if we remain unsure of its goal."

"Jason, how would you like a piggy back on the water?" offers Dwight as the water walking spell is still active.

Tratain Current Spells HP 258/234 AC 42 
Monday April 13th, 2009 6:17:23 PM

Tratain says "Lets take Jason back to land and decide what to do from there. I don't know much about whats going on in that Vision, but the lands seem far from ours."

A Continent Divided 
Monday April 13th, 2009 8:54:21 PM

A bit of chiding is directed at Jason, who shrugs and sheepishly offers, "but nothing exciting hapens to those sitting on the sidelines." The group quickly adapts to the the vision as true experienced adventurers do. Jason nods to the offer and the group is quickly making thier way to shore, when even thier past experiences are put to the test. The Southern horizon literally lifts from its moorings and pivots vertically. Like a great mountain rising thousands of miles into the sky, it seems as if a great stretch of the wold is ripping itself free and even from as great as a distance as the Gray Knights must be the ripple of the techtonics can be felt. The land before them continues to ries and then slowly begins to rotate through the axis and then lengthwise as if turing upside down. Where the sky was for a moment visible between the Wold and the floating continent a great cloud forms of dust and debris. The Gray Knights know enough, especially Vedick and Monthor, that when so much land and earth is moved the the dust and debris could very well spread to cover everything they know. It may even be enough to blot out the very sun. Such events though,too take some time and nothing is certain.

The group is on shore and quickly back to the village, where nearly everyone if its inhabitants are standing outside dumbfounded by the spectacle that looms to the south. It would seem the vision the Gray Knights witnessed was seen by every sentient in the Wold and at least those of this tiny village don't care that the events began so far from home.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday April 13th, 2009 11:24:52 PM

"Everybody, Head for higher ground!!!" Plyf tries to warn everyone. "When the wave from this hits, it might be fifty or one hundred feet high. Take what you can run with and go!!!"

Plyf looks to the group, We need to get out of here ourselves and find someplace to destroy those things."

Dwight hp 144/144, ac 25 
Tuesday April 14th, 2009 3:38:53 PM

Dwight looks to Plyf, not sure if her first suggestion would actually do any good, given the size of the wave and the lack of mountains in the area.

"I do agree, despite the choas around us, these orbs really need to be destroyed. It makes me a bit nervous with magic and the Gods changing things to have so much destructive power so close to activation."

OOC: Is there a particularly evil place we could teleport too, touch the orbs and leave?


Tratain Current Spells HP 258/234 AC 42 
Tuesday April 14th, 2009 7:08:00 PM

Tratain stares at the Southern Continent as it rearranges itself before the groups eyes. He says "That is much more impressive than any vision. I recognized a few of the figures from the vision so I don't think what is happening is bad. We should return to Lord Arraks and ask him about it. Also the Orbs. I can take us there tomorrow. Lets stay here for the night and see what we can do here to help before we leave."

MonthorHit Points:(172 of 172) AC 32 
Tuesday April 14th, 2009 8:23:32 PM

Monthor considers what he has seen and grows concerned. He first makes these concerns known to his friends.

" This village will likely be destroyed soon. The tectonics involved in these kind of movements will create great waves. These waves, will strike the shore and destroy everthing for miles.... nothing is certain... but it would be best is the villagers cleared out to the high grounds for a while. "

Monthor then takes his concerns to the village elders (ooc> or whoever else is in charge).



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday April 14th, 2009 8:55:10 PM

Vedik frowns. "Do not cause panic. If they are in danger, causing chaos will not help. If not, panicking them for no reason is not good."

"Can we do anything to protect the village? Wall spells or such?"

A Continent Divided 
Wednesday April 15th, 2009 9:15:21 AM

Soory about the missed posts. I will get on tonight and keep us moving forward.
Someone let our newest Joe know after tonight he will be entering the game

DM Dan

Hello Darkness my old Friend 
Wednesday April 15th, 2009 10:34:31 PM

The group seems a bit torn themselves on what to do. Plyf shouts a warning to those standing about, "Everybody, Head for higher ground!!! When the wave from this hits, it might be fifty or one hundred feet high. Take what you can run with and go!!!"
Some begin to heed her cries, stirred from their trance of awe inspiring events. Shouts and cries erupt from several villagers, calling for their loved ones. "Flee for your lives" "Run! Run or die!" "Leave it be and come on, we haven't time!" "The Baby! grab the baby!"

Monthor moves to find the village elders to tell them of the likely impending destruction headed towards the village.

Vedik cautions against starting a panic, though now it seems to late. Could the power of the Gray Knights do anything to assist. Was thier magic mighty enough?

Vedick also recognized some of the Powers, Ebyron, Maab, the Crones and he has heard the fable of the Migration of the Southern lands. In times of great peril to the south, the Powers through magic and a connection to the lands beyond any understanding can actually rearrange the continent as if it were a great puzzle. Several versions of the fable tell differing stories of moral character as to why and what immidiately follows such action and are generally slanted, Tratain has noted, to suit the audience of the time and location. Until now none he ever read about seemed to think it was anything more than a fable and nothing has ever been mentioned about any true devastation as a result. In fact the very opposite was usually the case, the Migration averted such things. Then again, it is now far more than fable.

Dwight brings to the forefront the orbs and the required destruction of said objects. Is there some bastion of evil the group could teleport to and then destroy them and thus perhaps strike a mighty blow agianst the darkness as well. DM does not know if the group does or not

As the great stretch of the souther sky becomes ground and turns upside down, and people flee from the spectacle while others merely stand blinking at what could be thier own deaths and those of all they know, a lone figure strides towards the assembled Knights. A thin human male, carrying a quarterstaff and wearing a full robe so as to cover most of the rest of himself. He is a few inches under 6 feet and while his gait and frame suggest a young man, his face and eyes tell of one far beyond his years.

He comes to stand 10' from the group. "You have returned at last. I am Echlhin Cambell and I have come from Lord Aarack to meet with you and lend you aid." His arm extends a sealed scroll, lord Aarack's personal ensignia clearly vivsible in the wax. The arm wears well made leather gloves and sturdy leather and steel bracers. A construction commonly used in Plateu City among the finest in magical protections.

The scroll, penned in his own hand is indeed from lord Aarack. Gray Knights, my lord Gargul came to me in a dream this night and laid before me the lands of the south. Powers gathered about a group of heroes lead by a great bear. These champions of all the south stood against the great host of ga'al and the god of Domination himself and in so doing rang a great Bell. With that the lands sundered and Ga'al was laid low. From the land of shadows, Gargul showed me the man that now delivers this as one who has walked the path of good alone for long enough. He showed me this man's desire and heart and so i send him to you. Lord Aarack

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 16th, 2009 12:01:51 AM

Plyf waits for a que from the others and in her usual suspecious manner, "Can we trust him with what we know?"

Dwight hp 144/144, ac 25 
Thursday April 16th, 2009 10:07:07 AM

Dwight offers what aid he can, helping people up who have fallen down, tending to any minor injuries that occur. Mass help is beyond his ability at this time and may cause more harm that good he thinks.

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

New stranger with scroll.....

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

Dwight nods to the new male, and reads the note with great interest. Noticing the safeguards and Lord Aaracks hand, not easy to forge, Dwight feels confident in taking the dragons word.

"Plyf, This notice is from Lord Aarack, his handwriting is hard to impossible to forge. And few know of the Gray Knights close connection with Aarack. I believe we can trust him, as much as the group has been willing to trust you, (a slight pause) and me for that matter. Course my story is a bit different, perhaps during calmer times I'll relate it to you."

To the new stranger not of this land, "The name is Dwight G. Twiggebundler, halfling of course, current attachment with the Gray Knights, handy with a bow, enjoys flying and a lover of all foods." Clad in well worn cloths, with the occassional patch here and there, a bow across his left shoulder, and a sack over his right. Extending from sack is the obvious handle of a broom.

OOC: My next post won't be until Sunday, most likely. If the game needs to progress don't let me hold you up.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday April 16th, 2009 1:24:35 PM

Looking to the group, he understands any concern they may have for his authenticity.

"Ask what you will of me, and I will answer what I feel is pertinent." He says to the group. "I am a friend of nature who has found his place in service to Gargul, for those needing to know something about me."

He calmly watches the events unfolding around him. "Given the magnitude of these events and the forces at work, I have my doubts as to any loss of life here."

When the introductions and questions are over, he returns a pair of opaque glasses to his face and waits for the group's decision.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday April 16th, 2009 5:04:54 PM

Vedik looks over the stranger. "Yeah? Vedik Talutah, Fixer of Alemi. Funny he sent you here, as we're probably going back there shortly. Such is the way of things." Be nice if there's no tidal wave."

"Questions later though. Lets make sure these people are safe and calm". He throws a look at Plyf.

"Anyone know anything that might help?"



Tratain Current Spells HP 258/234 AC 42 
Thursday April 16th, 2009 6:07:00 PM

Tratain looks over the note with the others and then Introduces himself to the Newcomer. He says "Greetings friend, my name is Tratain. It is nice to meet you. Did Lord Arrack send any other word with you? And do you know anything about whats going on down there in the lands to the south? If theres a host of Ga'alians somewhere that need to be fought I would like to know where they are."

MonthorHit Points:(172 of 172) AC 32 
Thursday April 16th, 2009 8:43:16 PM

" Welcome Heck.. Me be Monthor of the Dirt City Axe Head Clan...said "Mage Killer". This... "

:: Pointing to his Dwarven battle axe ::

"...is Fred. Don't touch Fred.... "

" Me be friend to little children, old people and dumb clerics.... and me hates bullies.... "



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Friday April 17th, 2009 11:29:15 AM

Plyf, looks around, "I suggest we get out of here ourselves. I don't think we should believe, we are out of trouble until the, umm, you know, things are destroyed. If these people don't get hit by a tidal wave, good for them, we are done here. If they do, there isn't anything we can about it anyway, at least not I."

Plyf continues to look around nervously, like she has stolen a prize diamond or something from the king.



Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday April 20th, 2009 12:37:21 AM

Echlhin pulls a small bag from his pouch and pulls out of it what appears to be a live cricket. He then pulls a bottle from his bag, drops the cricket in, reseals the bottle and returns it to his back pack.

Hearing Plyf's comment, Echlhin sighs. He then mutters something in another language {in Celestial}Highlight to display spoiler: { "... probably enjoys throwing stones at a hornet's nest too..."}

While he knows his presence may disturb the townsfolk, he can no longer sit idly by. Echlhin begins wandering the town, doing what he can to calm those who will listen, and aid those who have been hurt in the panic. He does not try to stop those who are fleeing, he only only calm them and prevent further injuries.


Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Monday April 20th, 2009 1:58:14 PM

"We are not leaving these people until we are sure there is no danger, and until tha panic we've caused subsides." He looks pointedly at Plyf when he says 'we've caused'.

He stores the orb and assists the newcomer in calming the townsfolk.



Lights Out [DM Jeff] 
Monday April 20th, 2009 2:23:21 PM

Plyf wonders if Echlhin can be trusted, but her concerns are set aside by Dwight's assurances that it is certainly in Lord Aarack's hand. Tratain and Monthor both give introductions. Echlhin offers his service to the group, but Vedik thinks the wave is a more pressing concern. Plyf suggests that there is still danger and Echlhin puts himself into the work of calming and aiding. The rest of the group stands and watches...

The rapidly moving cloud is faster than could seem possible. Then again, what experience does anyone really have with Great Migrations. The Knights have only seconds to brace themselves before the cloud finally hits. Dust whips around them, scratching any exposed skin and everyone is forced to shield their eyes. And even those with glasses are unable to see anything beyond a few inches from their face.

The Wold, at least this part of it, has gone dark. Even blessed with darkvision, everything remains pitch black. This is no magic, divine or arcane, but simply a matter of not being able to see beyond the thick dust. Amidst the wind, the Knights are able to make out frantic screams. The storm twists directions and it seems that the same terrified shouts of the villagers are coming from every direction. But it appears the Knights first guess that the storm would not harm is correct.

Until the Knights feel the ground beneath them suddenly shake. Not an earthquake, but a huge piece of debris smashing to pieces somewhere very close to the group. Perhaps the Grey Knights, and the fleeing villagers, are not out of the storm quite yet...

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday April 20th, 2009 7:13:45 PM

"I TOLD YOU SOooooo!!!" Plyf's words are drowned out soon enough by the cacophony of chaos.

She swears under her breath at how naive some of the group members are and attempts to find cover, hoping when all of this is over, she and her comrades will still be alive.

OR suffer an even worse scenario, and have the dread return with their minions and destroy the entire village, or those left and recapture the orbs.

Dwight hp 144/144, ac 25 
Monday April 20th, 2009 9:41:39 PM

Dwight attempts to look in Plyf's and then Monthor's direction, hoping the two of them don't come to blows during the dangerous wind.

"Perhaps we should make haste to enter a stone building, or even the cave from earlier."

Dwight is hesitant to move from his fixed spot without a destination in mind. The wind and his small figure is not likely to agree easily.

Tratain Current Spells 
Monday April 20th, 2009 9:44:14 PM

Tratain attempts to help any of the villagers during the Dust storm. When the dust has settled he see's what he can do to help rebuild what he can.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=46 ; d20+27=29 ;
Monday April 20th, 2009 11:24:29 PM

Covering his mouth with some of his clothing, Echlhin continues to try and aid any that he finds. While he attempts to be mindful of his surroundings, his focus is more on helping the locals.

(Rolled a Listen 46 and Spot 29, just in case) If he hears Plyf's comment, he ignores it and focuses on other more important sounds, such as any cries for help or of pain. While he has always been known for his eyesight, the dust is everywhere and is making discerning anything difficult. Luckily his glasses are helping to shield his eyes somewhat from the dust and debris.



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday April 21st, 2009 2:06:54 PM

Vedik moves to help the locals, ignoring Plyf's sarcasm. He aids where he can, using whatever cure spells he has remaining.

Settling Dust 
Tuesday April 21st, 2009 9:51:48 PM

The wind whips and flies all about the group. Some hold thier ground, others more off through the blinding storm to try and assist others. The cries of villagers are completely swallowed by the screaming wind, fine particles of sand and grit force thier way into everything, escape is impossible. The debris threatens to choke and blind, the wind seems bent on driving the dust to the point of flaying skin and then. Just as suddenly as the wave of debris struck, it is gone. A fine earth orange powder coats everything in sight. On everyone's tongue is a sweet earthy taste, like a deep ale or perhaps oaken aged port. None in the group moved very far before it was over and the villagers as well are stuned in the passing the storm to now be doing much. One man then flings his arms wide and calls for praise to Alemi at the top of his lungs.

What were moments ago cries of fear and panic, quickly change to shouts and tears of joy. Everyone, to a soul, was perfectly fine and indeed on old man is leaping and spinning his way towards the bulk of the villagers. A high pitched cry of joy spraying from dust colored lips as he kicks and jumps about all he gets near. But as he passes any, they too let out a shout and fall in behind him, jumping and hooting likewise. A human train is forming and headed straight at Monthor, a single file line of nearly 8 people hooting and jumping behind an old man.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Wednesday April 22nd, 2009 8:08:55 AM

Vedik returns the call to Alemi with one of his own, chuckling as the line approaches Monthor. When the festivities have settled down, he sees to the buildings, looking for signs of damage from the quake. He repairs what he can with the woldsblood he has remaining.

He then makes his way to Jason's parents and seeks permission to return in a few weeks with a gift for the boy, a short sword.

Returning to the group, he takes the first moment of peace to speak to everyone. "We need to decide tha fate of tha orbs. Knowing that there are more out there, and that they weren't made just to bring tha legion here, I'd like to study them a bit more. We should find out who has the remaining ones, and having these may be tha best way to do it.".

He lets out a sigh.

"After we fulfill our obligations to Gargul, exterminate tha Son's of Dread, and find a place ta live for the time being.".

OOC:
Vedik has 15 drops available for repairing, if needed.



Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Wednesday April 22nd, 2009 12:28:23 PM

Echlhin watches the scene approaching Monthor for a moment, then returns to the group to continue their previous discussion.

"Where were we... " he says. Turning to Tratain, "Tratain was it? I hope that I pronounced it correctly. This Lord Aarack did not send any word with me, other then the missive and whatever it contained. I do not have any news of the lands in the south."

He then faces Vedik, "As I know nothing of these orbs you are speaking of, I will not put forth any suggestions. If your group wishes, I will go off somewhere while you debate the issue."

While waiting for further questions from the group, he begins to dust himself off and cleans his glasses.

Dwight hp 144/144, ac 25 
Wednesday April 22nd, 2009 3:46:05 PM

Dwight says his own quiet prayers to Ebryron as the village begins to rejoice. Adventurer or not, he can't turn down a good time, it's against his halfling nature. He enjoys the hoots and hollers, relaxing for just a bit.

He clears off a table and ask Ebryron the bless the survival of everyone with good food. (Cast: Create Food and Drink:--- complete meal for 15 people, though it is expected more as a snack with this many people around.)

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

To Vedik, "It is a bit scary to know more orbs exist, perhaps even under legion control I suppose. I can understand your need to study them. Do you think we could at least store the other back where it was? Having two in the same area could be disasterous to us should they even accidently touch."

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

"Echlhin, if you are to join us full right, it is best you be part of the discussion, though at this time it might just be in a listening mode. The orbs are portals to other areas, planes of existence. We just stole one from an evil force we call the Legion. Our recovery of their orb, released an entire city of eel-men from forced domination and worship to them. During this recovery, we learned there are other such orbs; though we have not avenue at this point as how to find them. I suspect the orbs will have a way of finding each other."

Turning to Vedik, "having seen the forge and fixed the one orb, do you think you could activate it without the forge ?"



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+7=22 ; d20+10=24 ;
Wednesday April 22nd, 2009 5:00:40 PM

Plyf coughs and sputters at the suddeen end to the storm. As soon as visibility returns, she begins looking for what abd where the large sound of crashing came from and if anyone was hurt by it.

She seems extremly nervous, her hands and legs shaking from the very recent events that have occured.

She approches the group, attempting to stifle her whimpering fears. "Do you think the legion caused all of this to happen? It seems very ironic that as soon as we leave the watery ruins, we encountered this storm?"

She watches the line of dancers, still not sure if the village or the group is out of danger.

Listen: 22
Spot: 24



A Celebration and Some Conversation [DM Jeff] 
Wednesday April 22nd, 2009 6:34:53 PM

The Knights begins to discuss the orbs and what to do with them. Echlhin, although offering to remove himself from the conversation, is invited to take part. Dwight considers how to find other such orbs and the possibility of activating them. Plyf wonders if there is connection between the Legion, the orbs, and the dust-storm. She is unable to find anything out of the ordinary in the village.

Dwight's snacks are only the beginning and it isn't long before a party is in full swing. The Knights are free to talk amongst themselves and check on the village. Vedik worries about the buildings, but is unable to find anything worthy of fixing. There is only one home that was damaged enough to warrent Woldsblood, but there is nothing of it left. The woman who lived there, Nalia, thanks Vedik for his concern, but doesn't want him to worry. "Been lookin' for a way to get Simon to propose. Bein' homeless, he'll have to take me in." She grins wickedly.

The sun is still hidden in dust and as the light begins to set, there is idle chatter from the villagers about whether or not it would rise in the morning. Unphased by the possiblity of never seeing the sun again, they keep up the festivities until early hours of the morning. The Knights are free to stay as long as they want and there are a few spare beds if they want to spend the night.

And a good night's rest may be in order. After all, the list of things to start on for tomorrow have gotten pretty vast: finding somewhere to lay down their burdens, fulfilling their promise to a God, destroying a vast network of evil do-ers, and figuring out the secrets of a set of mysterious teleporting orbs... Hey, nobody said being an adventurer was going to be easy.

Tratain Current Spells 
Thursday April 23rd, 2009 6:07:37 AM

Tratain looks around the town making sure that no one is hurt. He tells his friends "Lets spend the night here. In the Morning I will teleport us to Lord Arracks and we can consult with him about the Orbs and this Great Migration Business."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday April 23rd, 2009 8:58:58 AM

Vedik answers Dwight. "I don't know, but I suspect yes. The lore we studied on tha first orb said it could only be fixed at tha forge. Somehow tha orb Monthor carries is set to tha one I carry. If we activated it now, I figure it would open a portal to where tha orb I have is, and vice versa. There may be a away to 'reset' tha orbs to one of tha other orbs we don't have, but that may take tha forge."

He strokes his beard.

"I've made some contacts with the loremasters in the Star Tower in Plateau City, as I'm studying ta be one. My contact is skilled in architecture mostly, but I bet he'll know someone who might know more about planar travel"

He then finds the old man who cried out to Alemi and approaches him quietly. "You've brought joy to these people when they most needed it, and I would like to thank you for that gift with a gift of my own." He then asks to see the old mans house. Once there, with permission he blesses it in the name of Alemi, invoking one of the most powerful uses of Woldsbood he knows: to Hallow and Consecrate his bedroom, affixing the spell Endure Elements to it. When done, he tells the man. "This place is blessed by Alemi. For the next year, your old bones will sleep comfortably no matter how warm or cold the weather may get. Thank you."

He then returns to the party, enjoying the celebration.

OOC:
Draw woldsblood 3 times, 4 drops each (can not fail).
Use 10 to Consecrate and Hallow the mans room, affixing Endure Elements to it.
Store 2 remaining drops.
Did Jason's parents give permission for the sword?

DM Jeff: Edit: Ah yes. Sorry. I knew I forgot something. They did. I'll make sure to include something along these lines in the next post

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 23rd, 2009 1:39:12 PM

Plyf casts a quick spell and summons a mandolin and begins to play it for those wanting to dance.

She isn't really in a celebratory mood right now, as her mind wanders over the last couple of days. So much has happened since she made her transition from common, very good, but common thief, to the more legitimate profession of being a bard. She's had close calls before sure. A guard here, or group of militia there. A powerful trap now and then that would either captur, harm or kill someone like herself looking for a bit of extra gold, but going straight was supposed to make her life easier and safer, now here she is fighting eel people under the water, with ties to demons and devils.

It's tough going straight.

"Let me know what watch order you all want me on tonight:, she tells the group when the time comes for sleep. She hopes the others in the group know what they are doing, because she really isn't sure what their next course of action should be.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday April 23rd, 2009 3:02:07 PM

To Vedik and Dwight, he says "I am assuming that you have taken one of these to various experts in magics and information on the planes. If you haven't I can take a look at them, though I would not call myself an expert in these areas, but I do have some training."

With that, he continues to listen to them and learn what he can about their situation.

Echlhin does not participate in the festivities, but instead simply enjoys the food and watches from the outskirts.

Vedik expresses his concern to Echlhin, that the village's crops may have difficulty growing with all of this dust. Given the strange taste to the dust Echlhin is uncertain that there will be any problem, but he will memorize a Plant Growth in the morning.

The next morning, before the group departs, he will go to their fields and cast it to enrich the plants before the group departs.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+17=21 ;
Thursday April 23rd, 2009 3:09:33 PM

(Oops, forgot something)

Before going to sleep, Echlhin goes out to catch some crickets or other bugs that he can later feed to his pet (Survival roll 21).

MonthorHit Points:(172 of 172) AC 32 
Thursday April 23rd, 2009 3:11:57 PM

ooc>
Any chance of getting our XP before moving on?
Monthor only needed about 150 XPs for the next level.

Sorry about the non posting. Had to fly at the last minute 1/2 way across the country for work . I'll post tonight.

XP will be gotten out bfore the next module fires up


MonthorHit Points:(172 of 172) AC 32 
Thursday April 23rd, 2009 7:59:21 PM

ooc> Backing up some....

Monthor spends some time celebrating with the villagers but then he, and Fred the axe, look around for anyone in distress.

Once back with his friends... Monthor and Fred try to make Eck feel part of the group. Having worked for druids in the past, Monthor feel a bit of a kindred spirit with the new companion. Seeing however that Eck isn't the "partying type", Monthor rejoins the festivities.



Dwight hp 144/144, ac 25 
Thursday April 23rd, 2009 8:13:23 PM

Dwight enjoys the party, but refrains from drinking any village specials since his last rounds are still rather fresh in his mind, less than a week ago though it seems much longer. Once beds are found, Dwight retires early, taking watch if needed.

His dreams begin easy, cleansing in the cool, shallow spring of home, Crescent Valley. The dirt dissolves away from him, though he continually finds more hidden in various crevices. The sleep brings great rest as perceived from his dream state.


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Friday April 24th, 2009 2:20:56 PM

Plyf drinks some local wine and attempts to not appear the nervous fool.

With every strum of her instrument, she can't help but think of the creatures that began to pour out of the openings in that room with the orb. The malice in their dark hallow eyes makes her shudder a bit.

She doesn't seem to understand how the rest of the group can remain so calm. Don't they think they would be looking for this thing?

She's convinced though, after seeing them in action, that the Dread better send a whole lot of them, to get that orb back.

Dust in the Wind 
Friday April 24th, 2009 9:53:07 PM

The group stays throught the night and enjoys the festivities. Like activity is taken on, like a quick stop by the old man from Vedik. Quickly the reason for such celebration is ascertained, until the dust cloud rolled in the man was dying. "Had taken ill about 30 days ago with the drowning cough." A twinkle hits his eye, "But in rolls that cloud and here I am breathing deep without a pain to it." He gives full credit to Alemi, his family patron for gneretions and to whom he had been praying to throughout the last few days.

Jason's family grants the approval of the gift, trusting that it will be appropriate to the boy so quickly growing to a man.

Most of the group's discussions revolve around the orbs.The Knights were told they were gateways, that they were dangerous in the extreme, but they were not told that they were only 2 in a grander set. Where might the others be and where might they go. Discovering and recovering one had freed an imprisoned people. Could going after the others achieve like results? Then there was the promise to Gargul. Surely a powerful adventurer appearing to Lord Aarrack in a dream from Gargul and then coming to join the Gray Knights is no coinsidence on that array. There was also a pernament residence. If they were going to go after these orbs, the Knights would need a very very secure place to hold them.

Morning comes as does the sun and Echlhin goes to the small areas of crops, as the village mostly gathers and fishes. Echlhin finds that his suspisions were more correct then he could have possibly imagined. The new plant growth in the small gardens is thick and vibrant, the fruits and vegatables all completely ripe though the season is only just begun. The dust through the sky seems to have already settled, impossible as it seems and the day is practically alive with possibilities. It has been a very long time since such a great feeling of near euphoric good has been noticed by every single member of the Knights on the same morning.

Tratain teleports the group to Platuau City, there was much to begin...

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Sunday April 26th, 2009 12:32:18 PM

Plyf takes in the smells of the city. This is what she is more used to. The hustle and bustle of the city life is the stuff rogues crave.

She gained the majority of her experience in the cities of the Wold. Never staying to long in one place for fear of gaining a reputation, amongst the law and the lawless. never having joined a thieves guild, she was more endangered by her peers, then any schmoe militia guard she could talk into letting her go.

Her mood changes with the new location and she no longer watches over her shoulders, waiying for the demons to attack.

Dwight hp 144/144, ac 25  d20+15=28 ;
Sunday April 26th, 2009 6:21:49 PM

Dwight takes in the scenery, almost becoming accustomed to the dizziness of teleporting. He looks around to see if the city had the same Wold event as the small fishing village. (spot: 28)

He also looks to the sky and calls for Whisk, his eagle, to check his condition and to wonder if Ebryron might give some specific clue through it.

------------
OOC: I thought we were teleporting to see Arrack? Either way, Dwight's actions are about the same.

DM quest. Arrack is in Plateua City right?I though he was and that is why I had the group go there. Please correct if I am wrong.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Monday April 27th, 2009 8:27:15 AM

Vedik greets Lord Arrack warmly and respectfully. "My Lord, it is good to see you again. Thank you for sending us our new companion. How is your flower garden recovering?"

He then tells Arrack about the orbs, what they've seen and heard and speculate on the matter of the remaining orbs.

More privately, he broaches the topic of his conversion to wizardry with Lord Arrack. As a dragon, he may have useful insights into the differing nature of arcane and divine magics that may be useful to Vedik in making the transition.

OOC:
Arrak has a house in PC, and a cave out in the wilds a bit where he can be himself I think. So either works really, depending on where he might be. Echlhin probably knows as he just came from there.

One note the module for DM sanity: Vedik has a ton of administrative things he would like to do after he becomes a wizard (Join the star tower, see the lore masters, swap his gear for wizardly stuff in the catacombs, etc).

DM Jeff: We're in the process of figuring out xp/loot and all that jazz. As soon as we do, you'll have an opportunity to visit the Catacombs and such.


Tratain 
Monday April 27th, 2009 11:15:04 AM

Once Back in the City Tratain tells the others "Well, we need to go see Lord Arrack so we should go do that. I also want to go talk with that sage we hired to do the Original research on the Orbs and see if he has found out anything else. I will also take our items to the Catacombs once we find out what they are and sell what we don't need and split the Gold up."

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday April 27th, 2009 11:36:13 AM

Echlhin says, "If we have some time after the important matters are discussed, I need to stop somewhere within the city. If we have a lot of time, I am contemplating crafting something."

He goes with the group, to meet with Lord Arrack and the sage who did the original Orb research.

If there is time after their meetings, Echlhin goes to the local WLA and speaks with an officer about his absence. He hands over his pin badge and leaves his membership decision to the officers of the organization.

MonthorHit Points:(172 of 172) AC 32 
Monday April 27th, 2009 12:00:05 PM

Monthor sticks around with Tratain...

" Gold... good.... beer.... better... but need gold to get beer.... "

ooc> Monthor's futur plans depend on his take of the loot...

Dwight hp 144/144, ac 25 
Monday April 27th, 2009 8:39:29 PM

Dwight follows the group to meet Arrack. As the group tends to split to their own agenda's, or handle group tasks more quickly separating, Dwight tells everyone to at least check in tonight at Tratain's house. "Uh," as he remembers the pile of rubble that was Tratain's house, "perhaps we need to pick someplace else to meet?"

---------------------------------
Afterwards, seeking the sage out interest's Dwight.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Monday April 27th, 2009 11:54:34 PM

Plyf remains with the group, in high spirits.

When introduced to Lord Arrack, she curtsies in a very lady like fashion.

"Greetings sir. It is a pleasure to meet you."

Dwight hp 144/144, ac 25 
Tuesday April 28th, 2009 8:48:20 PM

Dwight makes a checklist of things to accomplish while in the City.

1. Restock some items
2. Speak with Sage
3. Speak with Lord Arrack
4. Check in with WLA regarding updates and information



Lord Arrack 
Tuesday April 28th, 2009 9:01:31 PM

The Gray Knights arrive by Greater Teleport near the house of Lord Arrack. No sooner have they arrived then the high lord is strolling out to meet them in person. First glances about show no evidence of the mighty dust cloud that arrived on top of the Knights yesterday and Arrack's face shows no signs that anything has been amiss. He nods to Vedick, "You are polite to ask, but I fear my meager talents may not be enough. A full replanting may end up being my only solution. you are the Knights seems well and please come in." with that the door is opened by one of his staff and Arrack escorts the group to a small study on the main floor. The chairs are rich as are the decorations and the smell of mahogony greets you as you enter. Drinks are at the ready as are two more servants with trays of fruit and cheese.

Lord Arrack listens to the tale of the orbs and the suspisions that they are part of a grander set. He conveys his belief they are quite dangerous and should be destroyed, but the choice and the orbs belong to the Knights and the final decision is yours. Private time is not possible, in fact much time at all is not possible. Within an hour after arriving, lord Arrack stands. "My apologies, but I am called away on other business and must take my leave. I can made arrangements for a wing to be made available for your short term use while you are in the city at Star Apartments her in Gold Quarter. I have also taken liberty to arrange dinner at the Blue Ale Tavern this evening. Until tonight then." Lord Arrack gives a courteous nod and then the servants see the Gray Knights out.

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Wednesday April 29th, 2009 11:07:38 AM

Plyf enjoys the refreshments, but stays quiet, attempting to learn as much as possible about what the Gray Knights have been up since before she came along.

She thinks the visit was rather brief, but hey, he set up some apartments for us, so he is at least thoughtful.

"Looks like the day is ours and he will join us tonight. let's go have a little fun somewhere? Maybe go pick up some ladies?"



Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Wednesday April 29th, 2009 4:09:56 PM

Vedik thanks Arrack with a bow. "Until this evening then."

To the group, he says "We've learned to respect Lord Arrack's wisdom. Let us plan for their destruction. The cave seems a good remote place to do it. Let us plan to teleport there in the morning and be done with them." It's clear the fixer is not thrilled by the prospect of destroying them, but understands what needs to be done.

He shakes his head at Plyf. "Fun comes later for me, but enjoy yourselves."

He spends the day in prayer at the arranged apartments, preparing for the conversion he is planning to ask of Alemi.

MonthorHit Points:(172 of 172) AC 32 
Wednesday April 29th, 2009 8:56:21 PM

Before partaking in Arak's generous offers, Monthor offers one brief comment.

" Hummm, we agreed to destroy these things didn't we? Let's GET HER DONE! "



Dwight hp 144/144, ac 25 
Wednesday April 29th, 2009 9:27:13 PM

Dwight understands Vedik's disappointment and mentally commends him for sticking with 'whats good for the wold' versus his personal interest.

"Vedik, we know that touching them will cause a big explosion, as a fixer, would it be possible to connect them in a way to activate the magic/explosion, but only destroy one orb? I'm sure if there is a way, it would be quite difficult, but might be worth some thought."

"I suppose the other side is, once the orbs are destroyed, the other orbs aren't our problem since none will have access to our Wold. Might be nice to actually check something off our ever growing list of things to accomplish before the Wold goes bust or we die...again." Dwight adds cheerfully, checking behind him to make sure Gargul hasn't appeared to reap his soul personally.

------

Off to see the sage then, just to be sure about the orbs before its too late.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Wednesday April 29th, 2009 11:34:12 PM

On his way out, Echlhin asks if there is something he might be able to do for Lord Arrack's garden, or if he may take a look at it. If permitted Echlhin looks into the Lord Arrack's garden situation and does what he can.

To the group he asks "Do we know how large this explosion is going to be if that is the decision?"

After this, he checks on the arrangements provided and cleans himself up for dinner.



MonthorHit Points:(172 of 172) AC 32 
Thursday April 30th, 2009 8:03:40 AM

DO IT!! DOOOO IT!!!! Let's destroy the orb!!!

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 30th, 2009 10:53:39 AM

Plyf looks sideways at Monthor and grimaces. "You go right ahead big boy. You are likely the only one that will survive being in the proximity of such a blast. I doubt my evasion would help against such a explosion, since it isn't really an attack."

Plyf stays with the group, determined to chronicle their exploits, even at the sacrifice of her own hedonistic ways.

Tratain 
Thursday April 30th, 2009 2:42:08 PM

Tratain says "We have quite a bit to do before tonight. I am going to stop at Gargul's Temple here in the City to keep our end of the Deal we made to keep him informed of what we discover about the Legion. After that I'm going to the Sage we talked with originally about he Orbs and see if he has discovered anything else. When we destroy the Orbs we need to find somewhere very out of the way so that we don't unintentionally damage someplace we shouldn't.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday April 30th, 2009 3:02:20 PM

While always having enjoyed a garden, Echlhin listens to what Tratain says and agrees with him. He will accompany Tratain around the city on his tasks and he will do what he can for Lord Arrack's garden, if permitted, only if there is enough time.



MonthorHit Points:(172 of 172) AC 32 
Thursday April 30th, 2009 4:39:35 PM

Monthor also accompanies Tratain. And keeps an eye out for trouble.

Dwight hp 144/144, ac 25 
Thursday April 30th, 2009 9:26:47 PM

Dwight looks to Monthor, wondering what has gotten him so 'do it now'. Perhaps there wasn't enough blooshed in this last bit of expedition for him, or perhaps he's just a bit water-logged and the pressure in his ears hasn't balanced back out. Surely this should happen soon, the question is before or after he gets a piece of Plyf?

"Monthor, I'm curious, which city has the best ale? I can partake of such a limited amount before I feel the effects, I've never been able to answer this question." Dwight inquires as they wonder through the city towards the temple/sage.

MonthorHit Points:(172 of 172) AC 32 
Thursday April 30th, 2009 9:40:41 PM

To Dwight...

" Dirt City of course!!! Me Momma owns a tavern there and serves the best ale in the Wold!!! Ye'll have to go with me some day soon and partake in a nice dwarver dark ale.. chilled of course... "


Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance) 
Thursday April 30th, 2009 9:57:21 PM

Plyf almost laughs out loud at Monthor's statement. "Is the fact that your mom serves it, make it the best in the Wold, or is there a special brew that your mom serves made by someone else? I can't imagine a goblin or orc making the best brew in the Wold. I haven't been to Dirt City yet though. Hard for a girl like me to remain inconspicuous there." She smiles.

OOC [DM Jeff] 
Friday May 1st, 2009 3:01:51 PM

[Sorry guys. We'll have a post up tonight. Treasure and XP too.

Dan and I are in the middle of an awkward time. Trying to figure out everything and write a module at the same time. Hopefully, next week, we'll be a much smoother duo. More like Batman and Robin than Captain Hook and Smee.]

Treasure and XP 
Saturday May 2nd, 2009 12:17:52 AM

8250 xp Each
Hero Point to Vedick for Flying into the Prismatic Sphere.

I was only on the last part of the last module, so if anyone else did something you guys feel is worthy of a hero Point, Please speak up and state your case.

On Treasure I would like to rely on the group to list what they got,
I know at the end the leader of the Eel men gave the group a magical staff and told you to keep the rest. What I don't know is what the rest is

Leaving Lord Arrack's 
Saturday May 2nd, 2009 11:45:12 AM

The group exits and several things are on the agenda. As the group discusses who might be going where to do what first the stroll through Gold Quarter takes on a differnt tone than what lord Arrack was portraying. The Streets are abuzz with conversation of the great vision that all here shared as well. Rumors are rampant on whom the bell striker might be, what happened afterwards and who the other beings were in the vision. Every passer by also seems to be speaking to someone about the great land that rose into the sky to the south. Gold Quarter seems to be in fairly good control of any wild end of the wold talk, but even from here the cries rise form less sophisticated sections. That is when another fact strikes the Gray Knights. About nearly every home and along some rooftops are heavily armed men and woman looking out to other sections of the city. Gold Quarter is far more tense than the surface might indicate to lesser seasoned travellers.

The decision has been made to destroy the orbs, but where and how is still in the air. Does the group split up now and simply meet back up at the Blue Ale? There is also the treasure to both identify and than possibly sell to the catacombs.

From 1st Eel Men Underwater Battle
2x Large Trident
36 gemstones
3 necklaces of corral and pearl
5 smooth stone rings of onyx with melted inlaid sapphire stone

From Second Underwater Battle
Large Tridentx3
Ring
Rodx2
Journal

From Eel Man Parlay:
Glowing Staff
Chain Shirt.

Barring some convention of transport other than carrying them, The Gray Knights are garnering a lot of scrutiny from the 5, nearly 6' long tridents.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Sunday May 3rd, 2009 10:34:42 PM

Vedik casts detect magic, refreshing his memory of what items were magical. Informing the group, he then returns to his work. He spends the day crafting until its time to meet Arrack, loosing himself in the work and concentrating on his life as a Fixer.

In the morning, he will pray for spells, and begin the process of his conversion to a wizard.



Tratain 
Monday May 4th, 2009 6:09:49 AM

Tratain tells the others "I'm going to talk to the sage we hired before real fast. I also don't like the looks of all those soldiers everywhere. Either something has happened recently or they expect something to happen, I want to go ask some of those guards whats going on."

DM Update on Magic Items 
Monday May 4th, 2009 9:33:46 AM

2x Large Trident Faint Universal
36 gemstones Total value 12,950
3 necklaces of corral and pearl Total value 1,800
5 smooth stone rings of onyx with melted inlaid sapphire stone Total value 2,500

From Second Underwater Battle
Large Tridentx3 Faint Universal
Ring Strong Abjuration
Rodx2 Strong Universal and Moderate Divination
Journal non magical Appraise Check DC 25

From Eel Man Parlay:
Glowing Staff Strong Universal
Chain Shirt Strong Abjuration

Dwight hp 144/144, ac 25  d20=6 ; d20=5 ; d20=8 ; d20=19 ;
Monday May 4th, 2009 8:03:42 PM

Dwight agrees with Tratain about the presence of the guards. He encourages those that are carrying the large odd weapons to store them in some haversacks to avoid any additional looks. "I've got room in mine if need be," he offers.

"I'll go and see what leads and stories I can find about the recent times in Plateau City." With that Dwight heads directly to the WLA hall, and uses his rank of Guardsman to learn of the recent past. He begins by asking several low level new inducties, and continues up the ranks until he gets a detailed answer.

gather info: 6, 5 , 8 , 19

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday May 4th, 2009 8:54:08 PM

While wondering about the guard presence, Echlhin leaves inquiry into those matters with those who may be better suited. He continues to follow Tratain in his trek to the sage

MonthorHit Points:(172 of 172) AC 32 
Monday May 4th, 2009 10:01:28 PM

Monthor signs and puts all the tridents in his haversack.

" There... "



The party splits up 
Monday May 4th, 2009 10:40:29 PM

Vedick casts Detect magic on the items and then heads to the apartments that have been made available through lord Arrack and spends the remainder of the day crafting Something uber cool to be sure

Tratain asks someone to follow up on what is going on with all the guard, discreet though they be at the moment. For himself he is heading to see if the sage will grant him an audience on short notice. from here it will mean Tratain will be off for the better remainder of the day.

Dwight agrees about the guards and starts seeing what he can learn. Dwight is very much out of practice it would seem. Were he not a memeber of the WLA he probably would have had a difficult time learning the day of the week. He does not make it very far up the chain of command as it were, but the ansers he picks off from the people he speaks to are all very much the same and it is a multiple part answer. Part one, apparently they all think Dwight has been underground for awhile, or generally had his eyesight obscured by a dark place his head has been inside of. Two, Those with cash have upped the guards about their stuff because of all of the 'End of the Wold' talk spreading like wild fire through the city. Rumors of some Migration cult have even reached the WLA. Yes sir, The doom-sayers are out in full force and with the southern horizon ripping itself free like that the other day it is not surprising they are getting traction. Part three, when the Wold is coming to an end crime goes up.

Echillan follows Tratain and Monthor stashes the Tridents, but finds the central compartment of his Haversack only capable of holding 8 cubic feet which a single 8 foot trident uses.

Much of the items are going to be carried the old fashion way likely. Haversacks are simply not meant to transport large weapons and staves.

Vedick has no issue in reaching the apartments and gaining entrance. Guards and defensive weapons are everywhere in Gold Quarter and the few citizens about are on thier best behavior. WIthin, the apartment complex of 8 rooms is exquisite in decoration and privacy. 5 full master suites with private baths and closet, a grand dining room fully stocked with drink and great fire and a stocked crafting room with worktables, common elixers, oils and tools.

Tratain and Echlhin has a slightly different journey. Departing Gold Quarter puts them onto nearly deserted streets about Gladiator park o nthier way to Dragon Quarter and the sages known residence. Gladiator Park is never precisely bussling with activity , but it is distinctively unihabited and while Echlihan has no reference it is enough to make the hairs stand up on the back of Tratain's neck. Tratain is no footpad or green mark however and his gear and stride scream it quite loudly. The feeling of eyes upon the pair is palpable, but nothing materializes. Spot DC 35 Highlight to display spoiler: { One of the great oaks a few trees back twists ever so slightly as you pass on the road never closer than 120' from it}

Monthor and Plyf head to the apartments as well, loot in tow to get it quickly off the streets.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=44 ;
Tuesday May 5th, 2009 12:24:37 AM

While walking with Tratain, Echlhin is unaware of the lack of normal activity but out of the corner of his eye he does notice the great oak twisting slightly as they pass by (spot check 44). Echlhin makes no outwards sign of his noticing and quietly mentions it to Tratain as they continue on their way.

Given his lack of knowledge of these areas, he waits for a cue from Tratain as to how they should respond.



Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+6=19 ; d20+6=17 ; d20+6=14 ; d20+6=9 ; d20+6=22 ; d20+6=11 ; d20+6=12 ; d20+6=23 ; d20+6=12 ; d20+6=8 ;
Tuesday May 5th, 2009 10:50:39 AM

Plyf stays with Monthor. "I can do some appraising and some identifies if you like? All I need are a few pearls."

ooc: Oops, you already gave us the value of the loot, so disregard the above rolls for appraising.

DM Note the common stuff is no big deal the journal had an APpraise check of 25 Your first roll of 19 is applied to that

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday May 5th, 2009 10:52:48 AM

Vedik enjoys the day, his first free moment to craft in a long long time. Almost halfway finished, his Vedik's Helm of Focus is shaping up nicely. With his Fixer gifts to speed the process, he looses himself in the work.

At the end of the day, he puts away the materials and cleans the workbench. He then takes a few moments to refresh the party wands he is carrying, drawing his full daily amount of woldsbood.

He finally washes up and heads out to meet Lord Arrack for dinner.

OOC:
Use drop of woldsbood from personal container to speed crafting
Craft 2 days worth of time on Vedik's Headband of Focus (18 / 35 days)
Draw 4 drops of wolds blood 10 times (can not fail)
Recharge wands:
6 drops to recharge 2 charges of Good Hope
8 drops to recharge 2 charges of Dimension Door
24 drops to recharge 6 charges of Stone Skin
2 drops to recharge 2 charges of Cure Light Wounds



Tratain  d20+12=31 ;
Tuesday May 5th, 2009 5:29:31 PM

Tratain doesn't quite notice the Tree as he and Echlhin walk past it but after it is mentioned Tratain says "That seems quite Odd, perhaps we should go and take a quick look? You are more of an expert than I in terms of what that could mean. Although there is a Treant living here in the Park, we have spoken to it once or twice. Lets go see if that is him or what else we can learn. Also that reminds me. We have a strange tree that appeared in our yard a while back. Think you could take a look at it and tell me if there is anything strange about it?"

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Tuesday May 5th, 2009 6:19:30 PM

"I can take a look at the tree in your yard when we get the chance." he says to Tratain.

Echlhin will return to where he saw the moving tree and investigate further.

Dwight hp 144/144, ac 25  d20+15=18 ; d20+15=28 ; d20+15=22 ;
Tuesday May 5th, 2009 9:49:18 PM

Dwight, disappointed with his obvious finds, Dwight wonders the street. Aside from a pack with a broom handle sticking out, a small dagger at his side, and bow across his shoulder he doesn't appear to well armed. His WLA pin is being worn, preventing any major problems with him wondering hopefully.

In thought, he wonders around the commonly populated areas. He makes sure to not put himself into trouble realizing the truth of choas bringing an increase in crime. As he wanders, he looks for any that may need help, and offers his. Otherwise, he looks for physical changes within Plateau City.

Eventually as evening set, Dwight goes to meet Lord Arrack.

spot: 18
listen: 28 (as he wanders past people)
gatherin info: 7 (no bonus--:( )

Plyf (AC:15/11/14 w/o dex; HP: 102/118; Low light vision; Water Breathing, Magic Vestment, Greater Invisible, Resistance)  d20+9=10 ; d20+16=18 ; d20+4=14 ;
Wednesday May 6th, 2009 11:53:46 AM

Plyf looks over the journal a bit more closely. She is going over it to find hidden text or perhaps inuendo. she quickly gives up after determining he skills are lacking, but attempts one more thing, her bardic knowledge.

Decipher Script: 10 (natural 1)
Search: 18 (Natural 2)
Bardic Knowledge: 14



MonthorHit Points:(172 of 172) AC 32 
Wednesday May 6th, 2009 9:21:21 PM

ooc> What's the plan on the loot? Who's Catacombing? Monthor needs drinking money!!!
Also, I need two new feats for Monthor. Anyone have any ideas?

Monthor secures the loot and returns to find Tratain.

A Conversation in the Shade [DM Jeff] 
Thursday May 7th, 2009 1:08:36 AM

[OOC: Buzz, I can't seem to find your character sheet anywhere. Would you mind tossing me a link to it? I'll throw it on the Woldipedia site, so that I don't get so lost anymore]

As Tratain and Echlhin approach the tree, there are a few minutes where nothing happens. The tree acts... exactly as a tree should. When Monthor comes looking for the two Knights, he finds them standing in the shade of a tree, staring very intently at it. The wind seems to shake the branches around wildly, until the Knights notice that there is no wind at all. It seems that their guess of a treant is most correct.

"Why heeeeeeeeeeeeeeeeeeelloooooooo, Younglings. Sooooo many Younglings about these days. But so few take the time to notice me. You can caaaaall me Big Acorn."

Big Acorn is surprisingly talkative for a treant. It seems that, before the Great Migration, he was often used as a playground for "young Younglings". And even some of older Younglings would take the time to enjoy the company of the ancient oak. But since the Great Migration, "nobody seems to want their young Younglings to plaaaaay with me anymore. But that is the way with you little ones. Always hustling and bustling about. Why, I remember the laaaaast Migration. It was many summers before you people caaaalmed down again. I suppose it will take just as long for you Younglings to caaaaalm down. Not that many summers is a long time for a treant. But I was so used to Younglings."

Vedik continues his crafting and makes use of his Fixer powers. Then he joins up with the rest of the Knights for dinner with Lord Arrack.

Dwight surveys Plateau City and, while he finds the occasional ruffian, each time the halfling approaches, they quickly scatter. The sharpshooter gains the thanks of quite a few people. And, oddly enough, he also is warned a few times about the coming End Times. While the seasoned adventurer is hardly shaken by such words, it is clear that there are a number who are. Eventually, after a day well spent making sure the city remains as they left it, Dwight heads to dinner feeling that he has made Plateau City safer. At least for the time being.

Plyf, who would normally have no trouble with an item such as the journal, cannot seem to crack it. She does recognize that it is a very old book and, while not magical, has a certain incredibility to how long it has survived: it is three or four times as old as the bard. Frustrated, she joins the Knights with Lord Arrack. Perhaps tomorrow she'd be able to unlock the book's secrets.

The three Knights all show up at the Blue Ale Tavern at the same time. They are shown to a private serving room, where a table is filled with various appetizers. "Friends!" The voice comes from the far side of the room, where Lord Arrack sits with an aide at his side. He quickly pens something on a piece of paper, hands it to the aide, and then sends him away. "I presume the others will be along shortly? Well, come. Sit! We can chat for a while before we have to get down to business."

Tratain 
Thursday May 7th, 2009 6:49:43 PM

Tratain sits and listens to the Treant for as long as he is able. He says "Can you tell me about the Great Migration? I have never heard of it before. Any stories you could share with us about it would be most appreciated."

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday May 7th, 2009 9:10:02 PM

Echlhin joins in listening to Big Acorn, hoping to learn more about the Great Migration.

As the time for the meeting approaches, he mentions it to Tratain. When the time arrives, Echlhin will bid farewell to Big Acorn, mention that he hopes to be able to spend more time with him in the future, and head to the Blue Ale Tavern for the arranged meeting.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday May 7th, 2009 10:50:28 PM

Enjoying the fine fare Lord Arrack provides, he raises a glass to the host. "Thank ya m'lord."

When an opportunity presents itself, he inquires about Arrack's insight into arcane and divine magic. Otherwise he enjoys himself while waiting for the rest of the Grey Knights to join them.

The Blue Ale Tavern [DM Jeff] 
Friday May 8th, 2009 2:07:28 PM

Big Acorn ponders the Knight's questions. He hums to himself while thinking and eventually starts to speak.

"I don't know a lot about the Great Migration. Trees don't have the best view-points on Wold-shifting events." He laughes loudly, as if there was a joke in there. It takes him a few minutes to calm down. "Have you ever replanted a tree, Young Tratain? When the land becomes so hostile to our roots? And so it has to be moved, even though moving it risks killing the tree, sometimes it has to be done to save the tree. Younglings don't seem to understand this. So worried about where their home is and whether the Wold is coming to an end. You're all too worried about the storm clouds in the distance to see the beautiful day. The trees of the South might be able to tell you more. But I think worrying all the way up here is a bit silly when everything is happening all the way down there."

When the Knights mention that they are heading off to the Blue Ale Tavern, Big Acorn leans down close and tries to whisper in his booming voice. "Beeeeee careful, my friends. Too many Younglings may worry about the dark clouds coming, but you three seem to be the type to seek out the darkness. " With that puzzling statement, Big Acorn shakes his branches in what must be a good-bye. "Come back again, my friends. How I do miss you Younglings."

---

Vedik asks Arrack about magic and the Lord scratches his head thoughtfully. "Less interested in Woldsblood and more interested in magic, eh? Well, I do know a few people who may be able to help." He pulls out an intricate pipe and leans forward to light it with one of the candles on the table. "I'll send word to the Star Mage Tower. I'm sure they'd love to get their hooks into a Gray Knight." He grins at Vedik, taking a brief inhale on his pipe and attempting to blow smoke rings, failing rather gracefully.

"Now. Where are th-." Just as he starts speaking, the door opens up and in walk Tratain, Echlhin, and Monthor. "Ah! There you are! Come and eat. And tell me what you plan on doing with those orbs of yours."

Plyf (AC:23; HP: 137)  d20+15=19
Saturday May 9th, 2009 5:12:54 PM

Plyf doesn't seem offended at not being included in the invitation and joins the group anyway. "I can pay for my own, if you don't mind my company." She curtsies to all those present.

Diplomacy: 19

Dwight hp 144/144, ac 25 
Sunday May 10th, 2009 9:40:38 PM

Dwight feeling gleefully happy with himself having helped those in need, especially after fumbling with the obvious rumor before, responds to Arrack. "Our intention is to destroy them, sooner rather than later. We believe we know how, but are still deciding the best way to make it happen. It is likely to cause quite the explosion and we don't want any innocents killed or wildlife destroyed."

"Course with the Migration started now, its really hard to tell, where a safe area to do such a thing is. All this dooms-say stuff, and dirt storms, and I'm sure those aren't the wierdest of things to happen in the last 24 hours."



Tratain 
Monday May 11th, 2009 4:10:27 PM

Tratain walks in and sits and says "Greetings Lord Arrack. As Dwight says we intent to destroy the Orbs, but we need to find someplace safe to do it. We were told all we have to do is touch the two Orbs together then we would have a minute or two to clear the Area. The trick will be to find someplace to do it that we won't destroy anything important by accident. I was thinking perhaps the Scab mountains would be a good place, I think its mostly deserted."

He continues "We have also discovered that our two Orbs are part of a set. There are Eight of them all together. I really hope none of the others are here on the Wold as well. I would also like to ask if you have discovered anything further relating to the sons of Dread and the Darkmoon gate. Now that the Legion seems to be taken care of we can go back and finish with them. If they have a stronghold maybe there would be a good place to detonate the Orbs."

MonthorHit Points:(172 of 172) AC 32 
Monday May 11th, 2009 8:07:17 PM

Monthor follows in behind Tratain, tips his axe in salut towards Arrack and then makes his way towards the bar for a drink... no make that two.... three?....

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Monday May 11th, 2009 8:47:35 PM

Echlhin makes a gesture of greeting towards Lord Arrack and joins the others at the table, to listen and learn more of about the Knights' situation.

Dwight hp 144/144, ac 25 
Monday May 11th, 2009 9:46:13 PM

Dwight looks to Monthor as he picks up his third mug. If only I could handle that much. No, no, I must not try again. I know I have low tolerance, just let it be, remember the last time. Funny yeah, but Couzin Theodore Flatfoot Riverbank has yet to forgive you for stuffing him in your sack as you tried to steal the clothes he was still wearing

When Lord Arrack speaks, Dwight snaps out of his internal conversation.

Dinner at the Blue Ale 
Monday May 11th, 2009 9:54:20 PM

Lord Arrack nods in greeting as each of the Gray Knights comes to the table and listens as Dwight and Tratain both speak of desroying the orbs. His brow arches involuntarily at the mention of them being part of a set, obviously something he did not know. "To the matter of a safe place, I have every confidence that you will secure such a location." Lord Arrack takes a drink and sits back slightly, "Yes the Dark moon gate. Your assault has seemed to give them pause for some caution and the idea of destroying the orbs inside a Dread stronghold holds a great deal of merit. Unfortunately as of now, I don't know where one is. I am sure one exists, perhaps not in the traditional sence, but a gathering place of some kind. That much we know and we have narrowed the area, but it seems we are at the end of what magic can do. So now we are commencing with the slow process of investigating the old fashion way."

"It will take time, but they know we have interest in them and they know we are no force to easily put aside and so they have moved slower and more in secret."

Monthor arrives at the bar and orders several drinks. Monthor only Highlight to display spoiler: {An older man turns and nods to the dwarf and then smirks. Lifting his own ale mug he shoots Monthor a sly wink, downs it quickly and then heads towards the back. The dwarf notices that no other in the bar pay him the slightest attention, not even to the point of glancing up as he passes through the busy dining area}

Plyf (AC:23; HP: 137)  d20+7=17 ; d20+10=28 ; d20+14=29 ;
Monday May 11th, 2009 11:56:49 PM

Plyf listens closely to the words of those at the table. She looks around for people that may be spying on them or listening to their conversation, then adds. "Where would someone go to obtain information on a Dread location?"

Listen: 17
Spot: 28
Gather Information: 29

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday May 12th, 2009 8:04:39 AM

Vedik thanks Lord Arrak for his advice, nodding in agreement about the Star Tower.

"I intend to head there once I am a wizard, which will hopefully be tomorrow if Alemi graces me."

He enjoys the dinner, pondering how to find an enemy that doesn't want to be found.

MonthorHit Points:(172 of 172) AC 32 
Tuesday May 12th, 2009 4:58:48 PM

Monthor puts his mug down and looks towards the back door. He picks himself off the stool, hefts Fred in his hand and heads after "something". Monthor makes a point of passing by Tratain and taps the cleric on the shoulder and mumbles
{Somethings up }
before continuing to make his out back.




Dinner at the Blue Ale 
Tuesday May 12th, 2009 8:49:00 PM

Lord Arrack answers Plyf, "That my dear is the million gold piece question. Now begins the argous process of trying to infiltrate the Dread and learn what we can. we do know that not all connected to them are undead. Powerful mortals and lackeys alike call the Dread master and ally. So we are starting there.."

Monthor taps Tratain on the shoulder as he heads to the back. Unlike the man he is following Monthor gets a glance and note of acknowledgement as he passes on his way. The back door stands open and just under a flickering oragne and yellow torch on the other side of the street is the old man. Dark shadows dance across his face obscuring his features and clothing. His arms seem to be pulled about his thin and frail frame and fingers are working something smalll before his attentive eyes.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Tuesday May 12th, 2009 10:01:03 PM

While paying attention to Lord Arrack, Echlhin wonders where Monthor is going.

MonthorHit Points:(172 of 172) AC 32 
Wednesday May 13th, 2009 7:27:57 AM

Monthot remains close to the door.

"You were seeking mine and Fred's attention... we'll we are here..... what can we do for you? "

Monthor touches his right arm and a light blue glow momentarily engulfs him and the tell tale signs of a protection from evil aura activates.



Plyf (AC:23; HP: 137)  d20+7=17 ;
Wednesday May 13th, 2009 11:07:44 AM

Plyf takes a sip of wine and taps her thin jaw line with the tip of her index finger. "Well, there is one of two places we can begin. Either the very dregs of a major city or the very elite. My parents live in Plateau City. I don't think they are aware of me taking up the adventuring life. I would like to keep it that way."

She listens to the others as she contemplates a good place to begin their journey, especially in her home town.

Knowledge Local: 17



Tratain 
Wednesday May 13th, 2009 2:29:55 PM

As Monthor taps him on the shoulder Tratain watches the Dwarf for a moment and then says "Pardon me for a moment, I will be right back. You guys wait here, I will call you if needed. I'm not sure whats going on but if we all storm out of here we might scare away someone trying to help us. I'll be right back."

Tratain then gets up and follows Monthor out the door to listen to the conversation between him and the stranger.

Outside the Blue Ale 
Wednesday May 13th, 2009 10:35:56 PM

The old man looks up as Monthor speaks, "So you are one of them then. I wasn't sure at first, but now I can see it all too well." the torche above him flicker in an unheard or felt breeze. Tratain appears in the door and spies the old man as well and he grins as thier eyes meet, "Good good that makes two then. There is a change coming Knights Upon the wind life soft blowing snow." He inhales deeply and runs both hands up and through long unkept hair. It is then Monthor and Tratain spy a tarnished symbol of Gargul clutched in his left hand.

Inside, Lord Arrack stifens slightly and then resumes his formal but more relaxed posture. "Yes Alemi willing I am sure good Vedick." The lord then stands, placing the cloth napkin from his lap to the nearly untouched dinner before him. "I'm afraid I have matters which require my attention. I ask you stay and enjoy my hospitality as long as you wish. The Blue Ale Tavern is premier among the City halls in thier fare." Lord Arrack gives a short bow and then turns to leave.

Dwight hp 144/144, ac 25 
Wednesday May 13th, 2009 10:50:31 PM

As Tratain gets up to follow Monthor, Dwight stays as requested enjoying the closest berry-like fruit. He isn't really concerned as the Blue Ale should be as safe as anywhere at the moment.

------

Dwight sits concerned that Lord Arrack has twice now suddenly ended a conversation with the knights. Surely his world, concerns, land, etc. is in as much turmoil as the rest of the Wold he tries to convince himself, but he also wonders how easy it is to annoy a dragon Did my begonia gift to him die, does that mean I insulted his gardening ability?

Sitting with only a few of his comrades now, Dwight begins to wonder what clues he is missing and again remember being embarassed at his own legion hall.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday May 14th, 2009 7:53:42 AM

Vedik stands and raises a glass as their host leaves. "Thank you again."

Looking over to Tratain and Monthor, he makes his way over, ale in hand. He doesn't disrupt the conversation, but simply moves into the group quietly.

MonthorHit Points:(172 of 172) AC 32 
Thursday May 14th, 2009 10:43:30 AM

" Me be Monthor of the Axehead Clan of Dirt City. Of the Grey Knights. Said "Mage Killer".
" That's Tratain."
Monthor points to his axe.

" This be Fred. He doesn't say much. The rest of the girls are inside."

"We're listening.... "


Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Thursday May 14th, 2009 7:14:31 PM

Echlhin says as Lord Arrack begins to depart, "If you must leave Lord Arrack, then I will not try and detain you. Please let me know if you need any assistance, or if you would like my help with your garden. Thank you for what you have provided for us."

Tratain 
Thursday May 14th, 2009 7:34:17 PM

Tratain waits and listens to what the man is saying.

Plyf (AC:23; HP: 137) 
Thursday May 14th, 2009 7:46:44 PM

Plyf is also a bit perplexed by everyone getting up to leave, but she stays where she is, contemplating what kind of move should be taken by the group as she sips on her wine.

Dwight hp 144/144, ac 25  d20+13=24 ; d20+15=20 ;
Thursday May 14th, 2009 11:02:55 PM

Dwight looks to the others still at the table, each in turn with what appears to be a knowing smirk. Before either Plyf or Echlhin can say anything about it he speaks, "Welcome to the daily life and challenges of being a Gray Knight. Even the dull moments have twists and turns, though personally at the moment I'm not sure which twist we are riding."

"Being relatively new to the Knights myself, my first encounter was far wierder than the one we just returned from. I had been captured by a Demon, who was attempting to torment my soul or something. She is distracted by some sort of attack. I escape, grab my meager supplies and rush out the room only to see demons fighting demons, in a city I knew to be full of demons. Taking my chances, knowing I'd need help to escape the cursed city, I joined forces with the better looking beasts. As it turns out, they were the knights in disguise. At the end of the battle, the female demon killed, the first orb was found."

"I apologize for I have not done the story any real justice in my telling but I fear having the plot untold due to the mid-twist in play."

Dwight then slowly turns in his seat to see anything of importance in the direction Tratain went.

spot; 24
listen: 20

Outside the Blue Ale 
Thursday May 14th, 2009 11:07:05 PM

Dwight, Echlhin and Plyf remain at the table after lord Arrack departs, each with thier own thoughts.

Vedick joins Tratain and Monthor just as the dwarf introduces himself and Fred. "Ahhh, three now. yes we have three. Half of the merry band. Perhaps that will be enough, perhaps not." The old man takes a few steps into the street, the torch behind him growing dim, even thought the source of its light has the magic of everburning. "Listening are you you say. We have our dobhts on that, but that is not my decision." the old man looks skyward momentarily, "Can you feel it Knights? It is Change, it is..." he seems to struggle for a word, "It is...well it simply is I suppose. Your man Echlhin knows it well. One can practically taste it. The anticipation is nearly overwhelming, but I will wait. Patience is after all a virtue and what I will tell you is not for the common filling the inside of this place." The old man steps back and leans back into the far wall agian.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Friday May 15th, 2009 7:08:46 AM

"Well that is interesting Dwight, I do not know what I would have done in that situation... I wonder what has the attention of the others. Shall we go join them?" Now that the host has departed, Echlhin leaves the table and joins the others.

Plyf (AC:23; HP: 137) 
Saturday May 16th, 2009 3:51:34 PM

"Don't worry Dwight. I will have you tell the story to me in several different ways and it will be then, that a true epic story can be told. Each time you speak of it, you will remember something new that lay at the bottom of your conciousness, waiting to be shared."

She continues to stay with Dwight, knowing no Knight should remain alone at this time, also departs if the other two do.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Sunday May 17th, 2009 10:33:12 AM

Vedik listens to what the old man has to say, remaining quite. He knows well the feelings the man is expressing, and with him being a faithful of Gargul, there is little doubt there will be trouble with his words.

The old dwarf frowns slightly.

Tratain 
Sunday May 17th, 2009 2:28:41 PM

Tratain listens to what the man has to say. When it becomes apparent that he is reluctant to speak without all of the group there Tratain will gather the others outside hopeing that the man will continue speaking about whatever it was he thought was important enough to need all of the Knights there to discuss.

Dwight hp 144/144, ac 25 
Sunday May 17th, 2009 3:12:52 PM

"I'd enjoy that, though story telling is not at all a strength of mine."

--------------
As Tratain returns to gather Dwight and Plyf, Dwight quickly moves towards the area where the rest of the group has ventured. To close for his bow, but his mind begins racing about how to help should someone need it, pumped by his success earlier in the day.

MonthorHit Points:(172 of 172) AC 32 
Monday May 18th, 2009 9:55:37 AM

Monthor waits for the others...



Dwight hp 144/144, ac 25 
Monday May 18th, 2009 9:24:39 PM

As Dwight enters the doorway he tries to take it all in, a mysterious stranger? What are we honey to bears?

Outside the Blue Ale 
Monday May 18th, 2009 9:48:29 PM

"Ah excellent everyone is here. It can begin then." with these last words the Knights can feel the air starting to move slightly ever so gently past them and from either side. The air moves as if collecting in the center of the street. The man smiles again, "Ahh it is all of you then. See it starts." with these words the street groans and the pavers rise and fall, then rise and fall again. As if underneath of it a great beast's breathing filled and emptied its lungs. The street rises and falls again, more forcefully this time and the air flow to the center increases now picking up dust, small bits of dirt and licking at the ends of Monthors beard and the longer hair ends of the other Knights. All the while the old man stares into the epicenter of the coallesing winds and smiling.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=39 ;
Monday May 18th, 2009 10:06:26 PM

Echlhin watches the scene unfold before him. Noticing the man's stare, Echlhin looks towards the epicenter (spot 39) and if nothing is apparent, shifts his vision to perceive the Realm of Shadow (at will, free action).

Plyf (AC:23; HP: 137)  d20+7=15 ;
Monday May 18th, 2009 10:14:34 PM

Plyf joins the others and asks, "Who is this guy?"

Once the area begins to change though, she looks at Monthor and says, "Is Fred thirsty?"

She leaps out of the building to flank the man in the street toward the right. She waits for the actions of others before she pulls her weapons.

Sense Motive, hunch: 15

ooc: I posted this once and the page locked up. That roll was a 9 total, but they both fail.
See you all next week. Anthony will be subbing for me during the week. Thanks Anthony :)


MonthorHit Points:(172 of 172) AC 32 
Tuesday May 19th, 2009 1:25:55 PM

" CALL IT TRATAIN!!! DO ME AND FRED CHARGE THE GEEZER!!! "

ooc> Readied action - Bull rush on the old dude.



Tratain 
Tuesday May 19th, 2009 4:21:30 PM

Tratain says "Hold for a moment Monthor, he hasn't actually threatened or attack us at all. Lets see whats going on before we pick a fight, be ready though just in case."

Tratain then waits to see what happens ready to defend himself and his comrades should this prove to be an attack, but he doesn't think it is as of yet.

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+17=36 ;
Tuesday May 19th, 2009 9:34:06 PM

Vedik shifts uncomfortably as the old mans words and the wind make him uneasy. He looks to see if he can understand what is occurring.

OOC:
Spell Craft: 36

Dwight  d20+13=21 ;
Tuesday May 19th, 2009 10:37:28 PM

Following Tratain's thoughts, for now, Dwight holds his ground. Seeing the ripples, he watches the effect on nearby buildings and other such items that don't normally move in such a manner.

Spot: 21

Still, near the door, he holds the frame for balance, if only to prevent nausea.

Plyf (By Anthony) 
Tuesday May 19th, 2009 10:39:55 PM

Plyf sees Monthor tighten his grip on Fred, and hears Tratain return a call to wait. Despite the chaos of the scene, Plyf maintains her flank and also holds any hostile action.

Outside the Blue Ale 
Tuesday May 19th, 2009 10:55:35 PM

with Monthor's words the old man raises an eyebrow, indeed both of them. His hands partially come up in a sign of surrender, "Please hold yourselves, I am but the messenger here and I am particularly fond of the phrase and would ask you hold it in the same regard." The winds pick up and a small ball of light and darkness seems to be forming at the epicenter of the winds. The street groans again and splits in several places ever so slightly. A small rivlet of blood seems from the 'wounds' in the pavement

MonthorHit Points:(172 of 172) AC 32 
Wednesday May 20th, 2009 7:22:58 PM

Monthor waits....

ooc> Readied action... Bull Rush if Monthor gives "the word"



Tratain  d20+10=22 ; d20+8=12 ; d20+12=15 ; d20+16=28 ;
Wednesday May 20th, 2009 8:09:48 PM

Tratain watches what is going on, attempting to figure out if the group is being attacked or not. So far there hasn't been any overt threats to his friends but he has never seen anything like what is going on right now. He continues to wait and stand ready to defend is friends should the need arise.

Spellcraft - 22
Sense Motive - 12
Spot - 15
Knowledge Religion - 28

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet 
Wednesday May 20th, 2009 8:21:01 PM

While Echlhin does not think that the old man intends to cause harm, he watches warily both the scene unfolding and the old man's actions.

Dwight  d20+13=29 ; d20+7=27 ; d20+7=22 ;
Wednesday May 20th, 2009 9:35:51 PM

Dwight is a bit alarmed at the road begins to split and bleed. To what end is this magic bursting forth?

spot: 29
knowledge nature: 27 (natural 20)
spellcraft: 22

Curious, but semi-cautious, Dwight remains standing in the doorway.


Plyf (By Anthony) 
Wednesday May 20th, 2009 9:38:14 PM

"For now," Plfy mumbles slightly preferring to quickly end an attack that could be coming rather than being hit first. I do hate when I'm the messenger and take the blame, for something that can't be proven that I did. Despite the tense situation a quick flashback of her early days brings a quick smile.

Outside the Blue Ale 
Wednesday May 20th, 2009 9:44:44 PM

DM's have to beg patiance from our great players here. Bit of miscommunication between us and the PTB has us in a bit of a limbo. Hopefully we will get this tidied up and onto the big big fun. [insert evil DM laugh]

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  d20+17=25 ;
Thursday May 21st, 2009 8:58:17 AM

Vedik reacts alarmingly to the rivulets of blood, guessing what it could be. His eyes narrow and he speaks harshly. "You better not be drawing woldsbood here."

He braces himself for the tell tale drawing on everyones soul that much woldsblood would cause while he seeks to identify the substance.

OOC:
Spellcraft DC 25: Is that woldsbood?



Outside the Blue Ale 
Thursday May 21st, 2009 9:18:22 PM

The man shakes his head to Vedick, but says nothing, hi concentrtion aparently being used to create the what affects the Gray Knights are now witnessing. Vedick can be ceratin, but he is fairly certain the blood is not Woldsblood

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+21=26 ; d20+11=25 ;
Thursday May 21st, 2009 9:52:29 PM

Distracted by Vedik's comment about woldsblood, Echlhin has a had time grasping if it is a spell being cast (Spellcraft 26).

Seeing the blood, Echlhin begins thinking about other planes and possibilities (Knowledge Planes 25) and wonders if there is a connection.

Plyf (By Anthony) 
Thursday May 21st, 2009 10:35:43 PM

As the moments creep by, Plyf tries to make sense of what she is seeing.

Dwight 
Thursday May 21st, 2009 10:37:05 PM

Unsure of what is actually happening, Dwight pulls out his broom and prays Vedik's thoughts are not true. That much Woldsblood in a city would likely spell disaster for many.

MonthorHit Points:(172 of 172) AC 32 
Monday May 25th, 2009 11:22:03 AM

Monthor waits.....

ooc> Did anyone ever identify and/or sell the loot off????


[DM Jeff] 
Tuesday May 26th, 2009 12:52:27 AM

[OOC: We're still waiting on module approval by Jerry, but regardless of that we'll have something up for you all tomorrow evening at the latest.]

Outside the Blue Ale 
Tuesday May 26th, 2009 10:29:20 AM

The blood continues to trickle from underneath the street, but instead of spilling into the multitude of cracks the blood lifts from the ground and begins to form a sphere. Each additional drop that 'falls' into teh sphere from the street expands the now eyeball sized blood sphere. The old man's eye's widen slightly at the sight in wonder and awe. His concentration is unfaltering and sweat begins to bead upon his forehead.

Suddenly a piercing scream, the shattering of wood and the scent of sulphur splits the air in the alley. The man spins towards the far end, his concentration snapping. The wind vanishes, the blood sphere falls with a splat and the street settles again. A flash erupts near the alley entrance, intense as the noonday sun and several cries of pain are cut terribly short. The old man shrinks back into the shadows, "This is for no one else." he croaks and the shadows seem to swallow him.

DM, No as far as the game is concerned the loot has not been identifyied or sold and is still located in several haversacks or tied up as a large bundle like the Tridents.

Tratain Current Spells 
Tuesday May 26th, 2009 4:55:16 PM

Tratain yells at the man, "Stay there until we find out whats going on here. You need to explain who this message was from. Monthor lets go check out the end of the Alley and see what is there, and see if anyone was hurt who needs our help. Keep an eye open for trouble as well as I am really not sure what is going on here. Everyone else be ready, for any trouble either from down the alley or that man. Keep alert until we know what is going on."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Tuesday May 26th, 2009 6:10:48 PM

Vedik activates his wings of flying and takes to the air, trying to get a better view. He moves with Monthor to investigate.



Plyf (AC:23; HP: 137)  d20+19=27 ;
Tuesday May 26th, 2009 8:14:43 PM

Plyf, unsure of what is happening, or if this is a trap, pulls her weapons and uses the cloud from the wind and the darkness, to hide near the messenger, waiting to pounce as needed.

Hide: 27

Thanks Anthony, for covering for me.

Dwight 
Tuesday May 26th, 2009 9:47:49 PM

Dwight mumbes to himself, "just when answers were getting close, the whole Wold wants attention." Hoping on his broom, he glides over to where the floating eye dropped to the ground. He attempts to get any of the 'blood' that remains while others scatter about.

No problem Buzz, didn't miss much

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+27=45 ;
Tuesday May 26th, 2009 10:43:30 PM

Watching the rest head off down the alley, Echlhin remains behind trying to keep an eye on the old man (spot check: 47) though he has figures the "messenger" may have departed using the Realm of Shadows.

If the man has disappeared, Echlhin again shifts his vision to perceive the Realm of Shadows and tries to determine if the old man has truly left.



Trouble in the Alley [DM Jeff]  d20+25=37 ;
Wednesday May 27th, 2009 2:25:26 PM

Map

Echlhin watches the old man with keen eyes, but at first it seems to be for naught. Once hidden (so he thinks) in the shadows, he starts praying very softly and mid-sentence he disappears completely. Thinking the man has gone to the Realm of Shadows, Echlhin's sight alone travels to the Realm and... there, amidst the flows of Woldsblood, prays the old man.

Meanwhile Plyf hides herself in the shadows, not matching the old man's trip to the Realm of Shadow, but disappearing all-the-same.

Dwight looks to salvage whatever blood was dropped, but cannot find it. He is sure that he is right over where the sphere dropped, but there are no splashes on the ground.

Monthor and Traitain go check out the flash of light. Vedik does the same from the air. As they approach the end of the ally, a voice booms out. "You have no right to leave us behind, Vran! We found the key!" Another, much smaller voice, shouts. "I knew it, Llor! He never intended on opening the portal for us!" The first voice, much quieter now, replies. "Quiet. We've other problems to deal with. Malik, get rid of these pests."

In front of the alley, blocking the exit, are four figures. Three of them are drawing weapons and one of them (Figure 4 on your map) begin casting a spell. Spellcraft Check DC 21: Highlight to display spoiler: {Mass Suggestion}. Just as he finishes, the man shouts "Go to bed". Everyone except for Echlin and Plyf make Will Saves DC 23 or Highlight to display spoiler: {be compelled, as per the spell Suggestion, to go to bed}.

[Combat Rounds Everyone]

Tratain Current Spells HP 211/211 AC 38  d20+10=15 ; d20+24=43 ; d20+21=37 ; d20+17=18 ;
Wednesday May 27th, 2009 4:36:56 PM

Tratain see's the man cast a spell at the group but is unable to identify it, but is able to fight off its effects. (Spellcraft 15, Will Save 43).

He says "That wasn't civil at all" and fires off a quicken Dimensional Anchor at the Mage, but it misses wide (Darn Nat. 1!)

He then readies an action to counterspell the caster if he should try and cast another spell (Using Greater Dispel Magic, Caster Check Roll is 37 so if he casts a spell and has a caster level of 26 or less Tratain Counters his spell.)

He says to them "Put your weapons away right now and explain what is going on. We have no idea who you are but you have just cast spells at us and are drawing weapons. You get one chance to explain before my friend here cuts you down."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells  15d6=45 ; d20+26=44 ;
Wednesday May 27th, 2009 8:32:26 PM

Vedik follows Tratain's lead and holds back before striking. He looks at the caster, waiting for him to move. "Try to cast again and we'll attack."

OOC:
Will Save DC 23 (passed: 44)

Ready Action: If the spell caster starts to cast: Cast Flame Strike, targeting near the caster (should get all four if they haven't moved before it triggers). 23 Fire damage / 22 Divine damage, DC 23 Reflex save for Half.

Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+21=23 ; d20+27=42 ; d20+21=24 ; d3=1 ;
Wednesday May 27th, 2009 8:40:09 PM

(Spellcraft check = 23) Echlhin recognizes that the mage has cast a spell of Mass Suggestion and informs the party.

With his vision still allowing sight into the Realm of Shadows he watches the old man, trying to discern if he's casting a spell with his prayers or simply praying for an outcome. (Spot Check to read lips = 42, Spellcraft check = 24)

Echlhin begins spontaneously casting Summon Nature's Ally VIII (used up Whirlwind), to summon one (1d3 = 1, yay 1) dire tiger to a nearby position (currently planning R27).

MonthorHit Points:(172 of 172) AC 32 (34 against evil)  d20+13=24 ; d20+26=44 ; d20+26=44 ; d10+30=36 ; d10+30=34 ; d10+30=31 ; 2d8=13 ; 2d6=7 ;
Wednesday May 27th, 2009 9:50:21 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack

Protection from evil: the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

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

Saving throw
(DM role against spell resistance 20 please)
Saving throw 24
( Protection from evil).

-----------

Monthor shrugs off the spell and readies an attack.

ooc> If anyone in the opposing group makes an offensive move - Move 10 feet and attack #1.
Two handed attack
Power attack +5,-10
Hits AC 44 ( crit 44) for 36 (101) damage, Thunders ( role dc 14 or deafened) 13 sonic damage, 7 vs evil
Total damage potential 121



Dwight hp 144, ac 26  d20+11=23 ;
Wednesday May 27th, 2009 9:58:18 PM

Dwight frustrated at having missed whatever 'blood' seeped back into the earth considers calling it a night, but decides his friends likely wouldn't appreciate it.

Taking lift, Dwight floats upward and readies his bow with 3 arrows.



Plyf (AC:23; HP: 137)  d100=2 ; d20+18=31 ;
Wednesday May 27th, 2009 11:54:45 PM

Plyf knows this town like the back of her lithe hands. Her concerns for bring trouble here to the people that she protected for many years worries that her parents may now be in danger. Now glad she chose not to see them just yet, she is glad she lead none of these people to her home.

Now on to the current matter, there is trouble and when there is trouble, there are people up to no good. Plyf speaks softly to Eichlin, "I am transporting behind them, take my hand if your coming. Plyf reaches out to touch the newest edition and if he in any way recoils or has a negative reaction to the idea, by herself, she uses her Boots of Teleport to reappear at S11.

Touch Echlhin for teleport only if consenting. AC 31
Teleport to S15: On target with 02%

Trouble in the Alley - Round 1 [DM Jeff]  d20+15=19 ; d20+15=26 ; d20+15=28 ; d20+8=18 ; d20+26=43 ; d20+21=41 ; d20+21=34 ; d20+16=25 ; d20+11=25 ; d20+24=38 ; d20+19=20 ; d8+12=20 ; 3d8+36=43 ; d6+7=13 ; d20+25=32 ; d20+24=26 ; d20+7=9 ; d20+22=24 ; d20+17=24 ; d20+12=19 ; d20+7=14 ; d20+22=33 ; d20+17=30 ; d20+3=10 ; d20+15=18 ; d20+15=28 ; d20+10=17 ; d20+5=20 ; d6+1=4 ; d6=6 ;
Thursday May 28th, 2009 5:17:18 AM

Map

[OOC: Whoops. Sorry Yves. Didn't see your Spell Resistance. You'll be happy to know that the spellcaster failed their Caster Level check]

Echlhin does not see a spell being cast by the old man and he suspects that it is simply a prayer. The man stops speaking and turns his eyes to stare at Echlhin. His tiger materializes.

Dwight prepares to attack. [OOC: Was that a ready action? Remember to state the conditions :) I'll let it slide this time and you can do your attack rolls now]

Everything is tense while Tratain offers his ultimatum. There is a brief second where everyone is sizing up their opposition. Actions are readied by Monthor and Vedik, but is the group going to need them?

Plyf teleports herself to the rear of the enemies...

---

And then all hell breaks loose.

The second Plyf arrives at S15 she hears the familiar noise of steel whizzing through air. It doesn't connect with anything, but the rogue finds herself toe-to-toe with a no longer invisible man who, with a look of frustration of his face, decides to try a proper attack. He manages to get a quick stab into the rogue and flames escape the sword, but the rest of his attacks are off balance and miss. [Plyf takes 10 damage [4 piercing + 6 Fire]]

"They're with Vran! We'll have to go through them to get to him! Kill them if we have to..." Figure 2 shouts to his companions and their offensive begins. Any chance at diplomacy seems to disappear when the man speaks: they were following his words before he had even finished.

The spellcaster (Figure 4) sees that the Knights are not so easily taken down and tries to cast a spell, but is immediately countered by Tratain's readied action. Spellcraft Check DC 24: Highlight to display spoiler: {Time Stop}.

Vedik, seeing a spell being cast, drops a Flame Strike. It blasts Figures 1-4.

Monthor rushes forward to Figure 1. Both Figure 1 and 2 get attacks of opportunity on the dwarf, but neither of them can connect. Monthor, on the other hand, has no such problem. Fred lays waste to Figure 1. For a moment, it appears that his legs are going to give out underneath him, but he manages to overcome both the Thundering and the Massive Damage. And then the man raises his own axes, shouts a battlecry, and throws himself into the dwarf.

The battleaxe digs into Monthor's flesh twice, one of them being an especially brutal hit. When the handaxe hits a second later, it almost seems a bug bite compared to the others. [Monthor takes 76 damage]

Figure 2 attempts to join in the fight against Monthor, but all six of his short sword swings fail.

Recognizing that his companion is on the verge of death, Figure 3 lays a hand on the barbarian and casts a spell. Spellcraft Check DC 21: Highlight to display spoiler: {Heal}. Suddenly, Figure 1's wounds all close up and the man seems ready for another few seconds against Fred. Figure 3 also moves to behind his fighting companions.

---

While the group might be surprised that the Gray Knights are such a formidable force, they certainly aren't ready to back down. Whatever the old man has of theirs, it appears they value it enough to kill...

---

Misc Info
Figure 1: 162 Damage Taken [Highlight to display spoiler: {150 Healed}, Rage
Figure 2: 45 Damage Taken
Figure 3: 45 Damage Taken
Figure 4: 45 Damage Taken
Figure 5: 0 Damage Taken

---

Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll fix it ASAP.

Map

MonthorHit Points:(96 of 172) AC 32 (34 against evil)  d20+26=36 ; d10+30=35 ; 2d6=2 ; d20+23=42 ; d20+23=30 ; d10+30=40 ; d10+30=37 ; d10+30=31 ; 2d6=7 ; 2d8=3 ; d20+19=29 ; d10+30=35 ; 2d6=9 ; d20+14=28 ; d10+30=35 ; 2d6=10 ;
Thursday May 28th, 2009 12:04:01 PM

Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Resist Energy, 110 Minutes 30 Lightning resist per attack

Protection from evil: the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

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

" TAKE OUT THE ONE ON THE LEFT AND THE MAGIC USER IN THE BACK!! "

Monthor shrugs off the damage and renews his attack on the two in front of him.

--------------
Monthor attacks, two handed #2
Power attack -5/+10
Cleaves to #1 if able

Attack 1 Hits AC 36 for 35 physical and 2 holy damage

Attack 2 Hits AC 42 ( crit 30) for 40 (108) damage, 7 holy damage ( and 3 thundering damage, role vs DC 14)

Attack 3 Hits AC 29 for 35 physical and 9 holy damage

Attack 4 Hits AC 28 for 35 physical and 10 holy damage.



Vedik AC 25 (13 touch) HP 214/214 (Flying 30') Character Sheet Current Spells  d20+17=23 ; d20+17=27 ; 15d6=53 ;
Thursday May 28th, 2009 4:27:45 PM

Worried that he could tell what the spell was, he focuses on what his will be. A large column of roaring sheets of flame descend on the area of the four front enemies, burning them with holy power.

OOC:
Spell Craft DC 21: Passed (23): Know 1st spell
Spell Craft DC 24: Passed (27): Know 2nd spell

Cast Firestorm: 27 Fire, 26 divine damage DC 26 Reflex Half, hitting 1,2,3,4
I'm not sure if you can bend a shapeable spell enough to hit 5, so 5 gets out this round.

Buffs:
Mind Blank (SL 8, CL 16, 24 hours, cast in morning)
Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning)
Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning)
Wings of Flying - Vedik usually keeps this active, unless wings would be an issue.
Ring of Counterspells - Greater Dispel Magic



Plyf (AC:23; HP: 127/137)  d100=61
Thursday May 28th, 2009 8:52:36 PM

"OWWWW, you fatherless son!" She shouts as the damage not only causes a slight wound, but ruined a perfectly good shirt.

She turns around and watches across the street where other building lie in the night. She remembers that halfling bakery where her father used to take her for a sweet bread when she was good and teleports to the roof, over looking the battle and off the map.

Actions, teleport withing range of bow off the map, somewhere around S4 or 3, or further if necessary.

Teleport on building across street: On target with 61%

Dwight hp 144, ac 26  d20+23=39 ; d6=1 ; d6=2 ; d6=3 ; d6=1 ; d6=4 ; d20+18=33 ; d6=6 ; d6=1 ; d6=3 ; d6=4 ; d6=5 ; d20+13=32 ; d6=6 ; d6=1 ; d6=4 ; d6=4 ; d20+23=27 ; d6=5 ; d6=2 ; d6=3 ; d6=2 ; d6=3 ;
Thursday May 28th, 2009 10:22:07 PM

OOC: Dwight was hoping to not have to fire, so he held during round 1. This is why I didn't give an action piece.

Round 2:

Seeing the battle is going, Dwight focuses his efforts on person 4. He quickly unleashes 4 separate arrows at him.

arrow 1: holy arrow: Hits AC: 39
Dmg: 1 + 2(fire) + 3(ice) + 5(holy) = 11

Arrow 2: holy arrow: Hits AC 33
Dmg: 6 + 1(fire) + 3(ice) + 9 (holy) = 19

Arrow 3: ice arrow: Hits AC 32
Dmg: 6 + 1(fire) + 8 ice = 15

Arrow 4: holy arrow: Hits AC 27
Dmg: 5 + 2(fire) + 3(ice) + 5 (holy) = 15

Total: 18 + 6(fire) + 17(ice) + 19 (holy) = 60 dmg

OOC: If figure 4 has been knocked down, figure 2 and figure 5 are his next targets.

Whisk, circle around behind the group and be prepared to follow a runner

=================
flying on broom
Lavender and green ioun stone
cloak of resistance + 3
boots of speed
ring of blink
ring of invisiblity


Echlhin AC 29 (Touch 23/29 vs. Incorp.) HP 191 of 191 Character Sheet  d20+21=33 ; d20+21=29 ; 15d6=62 ; 15d6=56 ;
Thursday May 28th, 2009 11:36:01 PM

(Spellcraft 33 and 29) Echlhin recognizes the Time Stop cast by the spellcaster (#4) and the Heal spell cast by the other (#3).

With Plyf out of the way Echlhin casts a Quickened Flamestrike (from Spellstaff) and another Flamestrike, catching all 5 opponents with both spells. (Reflex Save 22 for both, save for half damage.) 62 Damage (31 Fire, 31 Divine) from the first and 56 Damage (28 Fire, 28 Divine) from the second.

After casting, he repositions himself. (Move to Q-27, left of tiger)

================================
Ring of Counterspells - Grtr. Dispel available
Didn't remember to put up any daily protections, so none atm (oops)


Tratain Current Spells HP 211/211 AC 38  d20+10=12 ; d20+10=14 ; d4=1 ; d4=3 ; d4=4 ; d4=4 ; d4=4 ; d4=4 ; d4=3 ; d4=2 ;
Friday May 29th, 2009 4:56:44 AM

Tratain is unable to recognize either of the spells being cast through his knowledge of spellcasting but he recognizes the effects of the spell their healer has cast. (Spellcraft 12 and 14)

Tratain casts a Quickened Heal on Monthor (Monthor Heals 150) and he then casts Extended power Word Stun on an enemy. (Primary Target is The Wizard, If he is down then Thier Healer is Next. If he is down as well then the Guy with the Two Axes that Hit Monthor last round.)

After he casts his spell he moves next to Monthor and will Intercept the First attack made against the Dwarf (Protector Power)

Power Word Stun: No Save
151 or Higher HP - No Effect
101 to 150 Stunned for 4 Rounds
51 to 100 HP - Stunned for 12 Rounds
51 Or less - Stunned for 25 Rounds

-------------------------------------------------
Greater Magic Weapon - Warhammer
Greater Magic Vestment - Armor of Heavy Fortification
Greater Magic Vestment - Shield of Reflecting
Permanent See Invisible, Tongues, Comprehend Language
Ring of Counterspellsx2 - Greater Dispel Magic


Trouble in the Alley - Round 2 [DM Jeff]  d100=92 ; d100=78 ; d100=51 ; d20+26=35 ; d20+21=40 ; d20+16=31 ; d20+11=27 ; d20+24=27 ; d20+19=30 ; d8+12=20 ; d8+12=17 ; d20+22=37 ; d20+17=33 ; d20+12=22 ; d20+7=9 ; d20+22=33 ; d20+17=27 ; d4+7=10 ; 2d6=8 ; d4+4=6 ; d6=1 ; 6d6=25 ; d20+6=18 ; d4+1=3 ; 2d6=6 ; d4=2 ; d4=3 ; 18d6=60 ; 18d6=61 ; 3d8(2+8+7)+15=32
Friday May 29th, 2009 6:05:28 AM

Map

Monthor beats on Figure 2. With his third hit, he utterly destroys the fighter who was unable to really do much in this fight. The dwarf cleaves to Figure 1, but is unable to connect and neither does his final hit.

Plyf escapes ground zero and finds a building across the street to fire from.

Dwight unleashes a volley of arrows. THe first strikes perfectly into Figure 4, but in the exact moment it does, Figure 4 disappears altogether. It certainly didn't appear to be a spell he cast... Spellcraft Check DC 21: Highlight to display spoiler: {Figure 4 must have had some sort of Contingency active}. Instead of wasting his time firing blind, Dwight turns to Figure 2 who is only able to dodge one of them. [OOC: I originally rolled versus total concealment for you for the remaining 3 arrows, but when all three came out against you, I decided that it would be more favorable for you to switch targets instead. Does that work for you?]

Vedik attempts to bring a Fire Storm down and Echlhin wants to lay waste with Flamestrikes. Tratain, recognizing that Monthor needs to be healed, attempts to do just that. All three begin casting their spells, but find them cut-off midway. They know the words to speak, but are unable to make them escape their mouth. [Spellcraft Check DC 22: Highlight to display spoiler: {Silence}.] But where did the spell come from? Neither Figure 3 or 4 were ready to act so quickly...

Tratain, realizing he won't be able to help with spells (at least from where he's standing), moves to protect Monthor. [OOC: I presume that, after the Quickened spell failed, you wouldn't try another spell. So I'll give you a chance to do act again for Tratain this round.]

---

The loud sounds of battle abruptly disappear, even though combat continues. Only Plyf, away from the others, can hear anything.

Figure 1 continues fighting with Monthor, but clearly the dwarf comes out on top this round. Monthor manages to dodge most of the man's mad swings. And Tratain, heroically, throws himself between Monthor and one of the axe strokes. Amazingly enough, a hit destined for the dwarf's head misses both of them completely. [Monthor takes 17 damage]

Figure 3 lays a hand on himself and casts a quickened spell. [Spellcraft Check DC 18: Highlight to display spoiler: {Cure Serious Wounds}. Some of his wounds fade away into nothingness. And then, immediately after, he casts another. [Spellcraft Check DC 23: Highlight to display spoiler: {Unholy Aura}. Figure 1 seems invigorated as do the rest of the attackers, but Figure 3 hardly looks pleased. The healer turns his head behind and says something, but only Plyf has any chance of hearing it. [Plyf Only - Listen Check DC 21: Highlight to display spoiler: {"Do something, Llor! I can't keep this up forever. If Vran escapes you know it won't matter whether these fools kill us or the Dread do..."}]

It doesn't seem to bother Figure 5 when Plyf teleports away. Instead, he tears a bead off his necklace and throws it into the alley. The bead explodes into a violent ball of flame, managing to hit everyone except for Echlhin and his tiger. And only Monthor, with his spell resistance, manages to shrug off the spell entirely. [Tratain, Vedik, Dwight take 25 fire damage. Reflex Save vs DC 14 for half]

Nobody is able to determine what Figure 4 is doing or whether the spellcaster is even still there... That is until, in the blink of an eye, most of the Knights find themselves deep in trouble.

The alleyway turns into a complete mess of fire. Out of nowhere, two massive balls of fire erupt on the Knights in the exact same moment. Vedik, Dwight, Echlhin and the Dire Tiger take 60 fire damage. Reflex Save vs DC 22 for half AND Vedik, Dwight, Echlhin and the Dire Tiger take 61 fire damage. Reflex Save vs DC 22 for half]

Furthermore, although none of the Knights know it yet, there is an invisible wall blocking the alley exit that extends the entire width as well as 90 feet up. [OOC: Someone still has to discover the wall and it's dimensions, but I'm telling because I assume that someone will and it'll make determining the next round easier for everyone.]

Roll 3 Different Spellcraft Checks:
Spellcraft Check DC 27: Highlight to display spoiler: {The Knights in the alley were hit with Delayed Blast Fireballs}
Spellcraft Check DC 25: Highlight to display spoiler: {What is blocking the alley is a Wall of Force}
Spellcraft Check DC 29: Highlight to display spoiler: {This much magic, this fast means that there are either many more enemies than there appear to be or a Time Stop must have been used.}

---

The Knights are bruised, silenced, and separated. But if that's exactly where these mysterious attackers wants them, they aren't showing it. One thing is clear: they aren't afraid to burn through their resources to get rid of the Gray Knights.

That Old Man may be much more trouble than he's worth...

---

Misc Info
Figure 1: 163 Damage Taken [Highlight to display spoiler: {150 Healed}, Rage, AC 30?? [Q18]
Figure 3: 45 Damage Taken [Q17] [Highlight to display spoiler: {32 Healed}]
Figure 4: 56 Damage Taken [??]
Figure 5: 0 Damage Taken [R14]

There is a Silence spell on the battlefield [Blue Ring on the Map], but none of the characters know where it extends.

There is a Wall of Force spell on the battlefield [Purple Line on the Map], but none of the characters know that it is 20 feet wide and 90 feet high.

---

Combat Rounds. That means only one round of actions. Please include all active spell effects at the bottom of your post for my ease. If I've forgotten something or made a mistake, send me an email or make a Private DM post and I'll fix it ASAP.

Map

MonthorHit Points:(96 of 172) AC 32 (34 against evil) 
Friday May 29th, 2009 8:05:58 AM

ooc> One problem.. Monthor was beating on #2....

Jeff C: ... This is what I get. Fortunately, I have the day off so I can figure out exactly whether or not this is the end of the world... ;) I'll have it fixed asap.

Later Jeff C: There we go. Fixed. And yet, I feel like I'm cheating since one of the enemies died and none of his friends seem to care. But after the length of that post... I'll come back to it later.

NOTE FOR EVERYONE: I haven't updated the map. Figure 2 is, most definitely, dead. It'll be updated on the next map.

Plyf (AC:23; HP: 127/137)  d20+3=18 ; d20+3=21 ; d20+3=21 ; d20+3=18 ; d20+3=17 ; d20+3=8 ; d20+3=15 ; d20+17=29 ; d20+1=3 ; 7d6=24 ; d20+12=27 ; d6+1=6 ; d6+1=5 ; 7d6=20 ;
Friday May 29th, 2009 12:20:17 PM

Plyfs first action would be to insure, there are no innocent people on the street and no guards apparent that will be harmed in the battle. If so, she will first get them to safety in some manner. No lowly night guard is going to have a chance to break up this bar room brawl, unless their high commander just happens to be with them.

Now, if all is safe except for the competitors for this message we were to get, she runs up and over the crest of the building and turns, using it for cover if possible, as she looks down into the fray. Nocking her arrow, she focuses on #1 or #2, whichever Monthor is working on.

Spell checks
DC24: 18 fails
DC22: 21 fails
DC21: 21 succeeds
DC27: 17 fails
DC25: 8 fails
DC29: 15 fails

Listen check
DC 21: 18 fails

Move to R3

Attack #1 or #2, whichever Monthor was beating on.

First attack hits AC 31 for 6 normal damage. 24 damage from Sneak Attack and a Crippling Strike subtracting two strength from the defender.

Second attack hits AC 29 for 5 damage. 20 damage from Sneak Attack and a Crippling Strike subtracting two strength from the defender.

Trouble in the Alley - Round 2.5 [DM Jeff] 
Friday May 29th, 2009 3:18:30 PM

Updated Map

[OOC: After a great deal of talking, your friendly neighborhood DMs have come up with a ruling. Tratain and Echlhin don't lose their spells. Tratain is going to continue the same action he intended to, but after moving to P17 and out of the Silence spell.

Joe B, I'm only offering Tratain the opportunity to run out of the alley because he had already stated he was doing that.

The program I'm using doesn't allow me to cut off part of the circle, but the Wall of Force stops the Silence spell beyond it.]

Tratain rushes forward to remove himself from the magical silence. As he passes by rushes by the combat, he is attacked by the barbarian who manages a glancing blow. [Traitain takes 15 damage]. Also, Tratain Only: Highlight to display spoiler: {Figure 4 (at P4) makes no attempt on you, getting clearly out of your way actually (U16) and Figure 6 moves from Q14 to S15. After the Timestop Spell, Figure 4 is at Y15.}

Tratain ends his movement at Q15 and casts a Quickened Heal. [Monthor is healed 150 damage]

Tratain also attempts to get rid of Figure 4, whom only he can see, with a Power Word Stun. The word fires like an arrow at Figure 4, but it has no effect on the caster. And then, out of nowhere, Tratain hears his own Power Word ringing in his ears. Fortunately, Tratain is nowhere near injured enough for it to have any effect. Tratain Only: Spellcraft Check DC 27: Highlight to display spoiler: {Spell Turning}.

[Sorry about that. Unpause! Does this answer everyone's questions and concerns?]

Updated Map


Tratain Current Spells HP 196/211 AC 38  d20+10=12 ; d20+10=30 ; d20+10=25 ; d20+10=20 ; d20+10=16 ; d20+10=29 ; d20+24=39 ; d8+5=12 ; d20+21=31 ; 10d6=35 ; d20+21=33 ;
Saturday May 30th, 2009 2:13:53 PM

Tratain grimaces when his spell is reflected back at him. If a group this powerful came prepared to fight and the knights were taken by surprise this could get very ugly.

The first thing Tratain does is cast a quickened Spiritual Weapon on the Wizard. A Warhammer Made of force appears next to the Man and attempts to swing at him. (It Hits AC 39 for 12 Force Damage Roll to Beat SR is 31)

Next Tratain casts Destruction upon the Wizard (Fort Save DC 25 Fail = Die, Save for 35 Damage Roll to Beat SR = 33)

Tratain Moves to P17 (Two Diagonal Moves to Avoid AOO) and Tells Monthor to stand next to him, and then he Intercepts the First attack Made by the Cleric Against Monthor

MonthorHit Points:(172 of 172) AC 32 (34 against evil)  d20+31=40 ; d10+20=30 ; 2d6=11 ; d20+28=33 ; d10+20=27 ; 2d6=8 ; d20+24=29 ; d10+20=28 ; d6=6 ; d20+19=25 ; d20+20=31 ; 2d6=6 ;
Saturday May 30th, 2009 7:20:23 PM


Greater Magic Weapon ( From Tratain, weapon becomes +5)
Spell Resistence: 20 (bracer of protection-The bracers can also absorb energy-draining attacks, death effects, and negative energy effects)
Darkvision 60'
Necklace of adaptation ( water breathing)
Ring of Energy Resistance ( Major, fire, 20 points)
Protection from evil: the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person).

=====================
Monthor moves 5' north/east and starts swinging at the cleric

------------
Two handed attack

" AT THEE!!! " but really, no one can hear him anyway....

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

Attack 1 Hits AC 40 for 30 physical and 11 holy damage

Attack 2 hits AC 33 for 27 physical damage and 8 holy damage

Attack 3 hits AC 29 for 28 physical and 6 holy

Attack 4 hits AC 25 for 31 physical and 6 holy



Plyf (AC:23; HP: 127/137) 
Sunday May 31st, 2009 11:11:50 AM

ooc: So Plyf would switch to one. :)

MonthorHit Points:(172 of 172) AC 32 (34 against evil) 
Sunday May 31st, 2009 1:39:39 PM

ooc> RATS!!! Forgot flanking bonuses.....
Please add 2 to all attack roles.....
1- 42
2- 35
3- 31
4- 27



Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 70 of 191 Character Sheet Dire Tiger 91 of 152 hp  d20+12=18 ; d3=3 ; d20+12=30 ; d3=3 ; d20+12=23 ; d20+25=33 ;
Sunday May 31st, 2009 11:38:50 PM

Echlhin fails to avoid either blast of fire (1st failure in private dm post and ignore d3 roll, i'm tired). His dire tiger fairs much better and avoids some of each of the blasts (again clicked the d3... I need sleep :)). The tiger goes to attack (#1) but is stopped by the wall of force (Move to p20).

(Darkwalk DC = 20, Concentration check = 33) Echlhin shift himself into the Realm of Shadows (treat as Incorporeal) and moves into the tavern, hoping to avoid future blasts and preparing to heal himself next round (move to J27 if my math on max movement is correct).

Knights: 1. Mysterious Bad Guys: 0. [DM Jeff]  d20+15=31 ; d20+26=34 ; d20+21=33 ; d20+16=24 ; d20+11=13 ; d20+21=32 ; d20+19=39 ; d20+19=36 ; d8+12=14 ; 3d6+21=37 ; d20+22=34 ; d4+1=4 ; d20+29=31 ; d20+23=39 ; d20+18=21 ; d20+18=35 ; 18d6=61 ; 18d6=45 ;
Monday June 1st, 2009 3:54:33 AM

Plyf looks out for anyone who might be in trouble. She sees some people feeling the scene, but nobody appears to be dumb enough to run towards the fight. Her arrows fly towards Figure 1, but none successfully strike. [OOC: As an aside, I believe sneak attacks with ranged weapons have to be done within 30 feet?]

Tratain worries about the kind of damage these enemies could do and then deals some damage himself. The Forcehammer clips Figure 4 in the shoulder. And then the man is hit by Tratain's Destruction. The man who already had looked bloodied, looks even worse now. Blood gushes out of his open wounds, but he still stands. The Protector also moves to Intercept for Monthor.

Monthor enjoys the single-minded nature of his combat. Instead of allowing Tratain to defend him, though, the dwarf moves into a flanking position on his target. It doesn't help him much though as only two swings get through.

Echlhin uses his Grim powers to Darkwalk away from the alley. He goes back into the tavern where the Knights were just eating and, not surprisingly, finds it completely empty.

Both Dwight and Vedik are too stunned by the Time Stop assault to do anything and just remain where they are.

---

Figure 1 doesn't seem bothered by Monthor being healed and continues attacking, but both the battleaxe and the hand axe only hit once. [Monthor takes 51 damage]

Figure 2 is still dead as ever, but anyone who cares to check sees that he is melting.

Although only Tratain can see him, Figure 6 is starting to look very worried. He shouts, "We leave now. Scatter and meet at the teleport circle."

Figure 5 moves to R16, but Tratain is unable to get an attack in because the rogue tumbles expertly. The man reads from a scroll and touches Figure 6 and Figure 3 who is touching Figure 1. And they all disappear. [Spellcraft DC 20: Highlight to display spoiler: {Teleport} As they go, the last thing Monthor and Tratain hear is a bloodthirsty shout, "We'll kill you later. We'll find you and kill you!"

Figure 4 looks fairly concerned and that's before he realizes he's alone. When that occurs, he looks downright terrified. He manages to cast a spell in between dodging blows from the Forcehammer. [Spellcraft Check DC 24: Highlight to display spoiler: {Time Stop}

One second he is there, the next he is gone...

And both Monthor and Tratain find themselves in the middle of two exploding fireballs. Even Monthor's resistance doesn't protect him from the assault. [Spellcraft Check DC 27: Highlight to display spoiler: {Delayed Blast Fireball}. [Tratain and Monthor take 61 Fire damage. Reflex Saves DC 22 for half AND Tratain and Monthor take 45 Fire damage. Reflex Saves DC 22 for half].

---

The street is now eeriely silent, even for those outside of the Silence spell. There are panicked voices, but they are far, far away. If the Knights hadn't been here, they might not have believed a fight had occured. Well, except for the invisible wall blocking the alley. And the burn marks that paint the buildings, the ground, and Vedik and Dwight. And Figure 2's once-body, now-goo pile that is pooling around Monthors feet.

After a couple minutes, the Wall of Force disappears. But the Silence remains for quite a bit longer. And, out of the alley and appearing quite out of nowhere, is the Old Man who might have started this whole thing.

---

Misc Info

There is a Silence spell on the battlefield [Blue Ring on the Map, but it ends at the Wall of Force]

There is a Wall of Force spell on the battlefield [Purple Line on the Map].

---

We're out of combat rounds now.

Dwight hp 144, ac 26  d20+21=41 ; d20+21=24 ; d20+15=19 ;
Monday June 1st, 2009 6:00:23 AM

Dwight manages to evade both fireblasts, but still is unable to do much other than fly higher to get above the silence and wall of force. By the time he gets there, everthing appears to be over, but he remains cautious as he looks about (spot: 19)

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet [link href="http://docs.google.com/View?id=dgp8ptwz_4ff58n9fc"] 
Monday June 1st, 2009 6:34:06 PM

Echlhin casts Heal upon himself after entering the inn, and after returning to find that the foes have left ends his Darkwalk and returns to where the old man was, to see if he is going to explain what just happened.

Tratain Current Spells  d20+15=32 ; d20+15=20 ;
Monday June 1st, 2009 7:15:50 PM

Tratain manages to avoid part of the more powerful of the two Fireballs, but the second one he is unable to dodge at all. At the end of it he is a little Crispy and alot annoyed.

He casts Heal on Himself and Monthor if he needs it. When the man walks out of the Alley he says "You Sir have a whole lot of explaining to do. Who were those men and why were they after you. They didn't seem to have any qualms killing anyone who got in their way. I would like an explanation now."

MonthorHit Points:(172 of 172) AC 32 (34 against evil)  d20+16=31 ; d3=2 ; d20+16=31 ;
Monday June 1st, 2009 8:49:47 PM

Reflex saves 31 and 31

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

Monthor gladly accepts the heal spell from tratain. Cursing himself for not switching out his rings, Monthor puts on his ring of Energy Resistance.
He then pokes a bit at the dead body.
Monthor sees if any of the fighter's gear remains intake.
If there's anything left, he then waves over his party mates.
" This stuff is likely good quality but Me's a bit worried about the weapons. Anyone have a detect magic or a detect evil spell they can cast? "



Vedik AC 25 (13 touch) HP 214/214 (Flying 30') Character Sheet Current Spells 
Tuesday June 2nd, 2009 8:48:18 AM

Vedik relaxes slightly as the immediate threat seems to have passed. He turns his attention to the old man that seems to have started it all.

Bits and Pieces [DM Jeff] 
Tuesday June 2nd, 2009 4:38:51 PM

As most of the group moves to ask questions of the Old Man, his eyes are on Monthor. At first he shouts from within the silence spell and then, realizing his prediciment, hobbles towards the dwarf. "TOUCH NOTHING!"

The Old Man reaches into a bag at his waist and pulls a long cane out of it, much longer than the bag is. Carefully, he approaches the goo that Monthor is investigating. In his speech is nothing of the mysterious stranger of before. "These men were a Deathsquad. Agents of the Sons of Dread. Who you have recently aggrivated." The cane prods the clothing as it continues to melt, until he finds a small golden coin. He flicks it out of the mess and then drops the already-melting cane to the ground. The coin would almost be ignoreable if it were not for the glowing skull adorning it.

"My name is Vran. I was once an Agent of the Sons. The coins are cursed. The results can be... alarming." He pulls out a coin that is an exact replica of the one on the ground. "But now I am a servant of only the Great Eye. There are very few of them who know who I used to be. That may not be so for much longer... But regardless I have been charged with reminding you of the promise you made to Him and to help you on your way to that."

Echlhin AC 34 (Touch 28/34 vs. Incorp.) HP 191 of 191 Character Sheet [link href="http://docs.google.com/View?id=dgp8ptwz_4ff58n9fc"] 
Tuesday June 2nd, 2009 9:09:51 PM

Echlhin listens to what Vran has to say, waiting for the group to respond to his statements as he has little knowledge as to what promises the Knights have made.

Tratain Current Spells 
Wednesday June 3rd, 2009 6:11:59 AM

Tratain listens to what Vran has to say and then responds "I would like to know more about those men who attacked us, they seemed quite capable. I would like to know everything you know about them and if you know how we can find them. Also if you know anything about the Sons of Dread or where we might find them we would appreciate that knowledge as well. We have a bit of a score to settle with them."

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Wednesday June 3rd, 2009 7:57:43 AM

Vedik nods, descending to the floor. "Yes, quite a score."

He listens to what the old priest has to say. This sort of inside information did not come lightly, nor cheaply, and the old dwarf respects that.

He reminds the group. "In the morning, I will by Alemi's grace be transformed. I plan to make arrangements for our teleportation to wherever we wish to destroy the orb. With luck, we can put that behind us and be ready within the day to deal fully with the Sons of Dread."

Plyf (AC:23; HP: 127/137)  d20+5=14 ;
Wednesday June 3rd, 2009 11:58:21 AM

Plyf is very happy that no innocents in the streets were harmed by the encounter and even more so that buildings also remain in tact.

Jumping lithly down to the ground from the roof, she rejoins the others and listens to Vran before asking.

"How does one actually leave the Sons of Dread and why would you want to? It takes an evil individual to want to join such an organization and to swear fealty to the undead is not something one takes lightly, so tell us your storey old man, if you have any chance of us believing you." She looks to her companions as she continues, "Otherwise, how do we know this isn't some elaborate trap, to make sure the orbs are together for therm to retreave?"

After a moment she asks, "What promise is he speaking of? I have made no promise, but I'm not opposed to helping you all with one, if you have declared an oath to perform an action."

Dwight hp 144, ac 26 
Wednesday June 3rd, 2009 5:29:08 PM

Dwight nods and waits for Vran response, in particular he looks for a measure of proof, and perhaps some level of explanation before the grounds erupts again.

MonthorHit Points:(172 of 172) AC 32 (34 against evil) 
Wednesday June 3rd, 2009 7:53:51 PM

Monthor looks at the Old Man and what he did with the dead body...

" Safe to search him now? "



The Step-Son of Dread? [DM Jeff] 
Thursday June 4th, 2009 2:02:25 AM

At Monthor, Vran points as the goo. "Give it another moment to let his body... turn. And then salvage what you can." His choice of words appears to be accurate. Of the equipment that hasn't been turned to goo, there is a set of half-plate armor, and amulet, and his light pick. [OOC: I'm sure you'll do the work to find out. I'm writing this down right now so you know and I don't forget. +3 Mithril Half-Plate, Amulet of Natural Armor [+1], +1 Light Pick [Chaotic]. Also, the rest of the equipment... Dan and I just forgot. I'll have that ASAP.]

Vran sighes and shakes his head, not so much at the Knights but more at himself. The old man doesn't seem to notice that the coin is bouncing along his fingers. After all the Knights have their say, he sighes again and then begins to speak.

"Miss, I appreciate your idealized notions of right and wrong, bu-." He stops, glances at the coin and then to Plyf and then starts speaking again. "No. I won't make excuses. You are correct. Of the mistakes I've made, and there have been plently, those pacts... They will haunt me for the rest of my days. As for them, I cannot tell you much about that specific group. Little more than strangers. But they are one of many Dread Deathsquads. They are answerable to almost none but themselves. I... I led one. I will not detail what I did, but you know the Sons of Dread. I'm sure you can imagine it. And if you want to punish me for those crimes, I will go willingly."

"One day, I started seeing signs everywhere. Weird, unconnected images. If a woman was pregnant, I knew before she did. Sometimes I would see blood seeping out of cracks in the walls, but when I went to seek it out there would be nothing. For two years this happened. I thought I was going crazy. But then the dreams started... A lidless eye watching me. Always watching." He flips the coin over in his hand and on the side opposite the glowing skull is an eye. "And one day, this cursed coin was marked."

"The story itself is... perhaps unimpressive. You have all been called to defend and protect. And I'm sure you have callings that easily rival mine. But that was mine... One year ago, I was given a mission by the Sons that would require absolute secrecy for a great deal of time. Using that opportunity, I escaped and started following the visions Gargul gives me... Which leads me to why I was looking for you, the Gray Knights."

Plyf (AC:23; HP: 127/137)  d20+7=8 ;
Thursday June 4th, 2009 11:33:49 AM

Plyf folds her arms as he begins his likely well prepared speech on the rights and wrongs of the world, but as he claims responsibility for his acts, her defences are also lowered and she finds herself feeling a bit sorry for the old man. When he is finished she will remark, "I'm not the law in these parts and if anyone here wants to see you brought to justice, then I will agree, but instead, I curse you. I curse you o live until all the broken hearts you have caused are mended and all the wrongs you have done are made right two fold."

She leans up against the building of the tavern they were in and asks, "So, where is the rest of your "death squad"? Did you destroy them so that you could run away from your nefarious obligations or are they looking for you?"

Sense Motive: 8 (Rolled a natural 1 again, darn it)

Vedik AC 25 (13 touch) HP 214/214 Character Sheet Current Spells 
Thursday June 4th, 2009 1:45:12 PM

The old dwarf softens somewhat in his stance towards the old man.

"I know what it means to be called by a god, and I can respect that, at least. I suggest we move out of the open, and discuss things further in private."



Dwight hp 144, ac 26  d20+6=9 ; d20+6=14 ; d20+15=24 ;
Thursday June 4th, 2009 6:50:59 PM

Dwight, nods semi-understandingly as he has stood before a God before, a most uncomfortable position to be in given that Dwight had just awoken only to find himself dead.

"If we assume that to be true, to what end have you looked for and found us?" Dwight inquires impatiently hoping to get answers quicker than combatants return.

Sense motive (on plyf's question): 9
sense motive (on dwight's question): 14

spot: 24 (anyone watching the group?)

Tratain Current Spells 
Thursday June 4th, 2009 9:14:39 PM

Tratain waits and listens to what the man has to say. He wants to hear what the Man offers before asking any further questions.

MonthorHit Points:(172 of 172) AC 32 (34 against evil) 
Thursday June 4th, 2009 9:35:16 PM

Monthor also listens.....

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