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Nave of Defilement


Much to Shake At (DM Cayzle)  d20+6=16
Wednesday March 27th, 2002 7:34:34 AM

[OOC: Trace, you didn't make your will save, so I did it for you (above) -- 16]

As Sly takes the soiled black robe off the corpse, and as Ilsidur listens to him declare his innocence, Sir Thomas begins to shake. It is his slightly delayed response to the brutal scene in which he participated. It is not fear, exactly, but Thomas remembers the very first time he saw a man die, and he feels that way again now. Thomas might wonder why he -- a battle-hardened adventurer -- is having such a reaction to a scene not unlike others he has encountered before. Something about this place, like the uneasy feeling he has been having lately in his belly, has combined with the smell of blood and death to somewhat unman him. It is not a disabling thing, this shaking, and it is not very noticeable -- Thomas is sure he could fight, though maybe not at the apex of his form. But something about the carnage has served to unnerve him.

Everyone else, roll a spot check vs. DC 15 to notice Sir Thomas's distress.

Thomas senses his warhorse moving at speed, now, through city streets, coming toward the Desecrated Temple. Is that comfort he feels through his link with his warhorse? Is it touched with the faintest trace of disdain?

But none of this keeps Sir Thomas from his duty, and he joins the group in advancing deeper into the temple.

The sound of angry humming grows as the group advances. It is like a hundred wasp nests, or the sound a hundred bending sword blades might make in their stress just before they snap.

The sound of the marching and singing also still penetrates into the building, although faintly.

As they walk down the concourse toward the nave, there are openings and doorways to both the left and right. Two clearly go to small chapels. Two turn into halls. Two lead to rising stairs.

Radiant begins to keen, and then flies back to the entrance. The bird will go no closer.

As they approach the nave, then, Altemia, Ilsidur, Sly, Thomas, and Trace peer into the dark vast central hall. Once this was a place of beauty and joy. Light streamed through paned windows, and the sun brightened the crowds that came here to worship. Now those windows are broken, and although light streams in, it illuminates nothing. Instead, it is absorbed in some way, by something in the center of the nave. It is as if the light were a liquid, and the thing were a sponge. It is from this that the humming arises.

To one side is a cage or corral of some kind, and it is filled with figures standing still. There are also figures moving around the thing, but it is impossible to make out how many, or what they are doing.

Oh! One thing seems clear. Some figures have removed another figure from the cage, and lead it to the thing. They push the figure at the darkness, and you cannot see what happens. But the scream that rips through the air tells the tale. The humming amplifies ten-fold, and the sound of the marching also builds. The figure does not reappear.

All this you witness as you crouch in the Concourse, just at the entrance to the Nave. You have not been noticed -- yet.

Sir Thomas  d20=3 d20=11 d20=3
Wednesday March 27th, 2002 8:21:07 AM

(Rolled 3 + 1 or 2 INT = 4 or 5 to get accurate estimate of numbers. Sorry, no CS at work.)

Thomas tries to get an accurate numaber of foes that are at work in the temple, but it seems this shaking has affected more than his nerves; he can't seem to remember the numbers he logs in his head long enough to add the new to the old. "How many are there you guys? I'm having a little trouble counting them." Since he apparently can't help count, Thomas spends the time that his friends do that detecting evil around the room. He reports his findings.

Thomas begins to feel a little frustration begin to build in the pit where his stomach used to be. "Friends, I cannot let this go on any longer. Pryte-Honos is on his way here. I am going to get him and ride into the crowd down there. That will be sufficient distraction for you guys to steal some of the people from the cages. I have a feeling that the people they are pushing in have special significance for what these beings are doing. I bet that if we can save them that we can bring this to a premature close; preferrably close together for safety of numbers. Go set yourselves up around the perimeter while I get Pryte. This is not up for discussion. Hurry, be safe, and may all the powers that be watch over your souls for safety and protection. Oh, and don't start without me." Thomas gets up and leaves the congregation room as quietly as he is able. He pulls loose of anyone who wishes to stop him (rolled 11 + 4 STR = 15).

Once outside of the room he begins to sprint for the place that they entered (rolled 3 + 2?CON to keep pace the entire trip) [OOC:I wasn't sure how far or if necessary]. Once there he gets Pryte (I'm sure it won't take the horse long to arrive.) and charges back toward the congregation room.

Sly Foxx and Luke  d20+3=17
Wednesday March 27th, 2002 3:40:15 PM

Sly wonders wht up with Sir Thomas and look down at his hands. The blood on them look like the red mist the other night. Sly and Luke will follow and Sly will put on the black cloak. And take his place where Sir Thomas told him to be, BUT it's going to be hard to hold back untill Sir Thomas gets back.

Ilsidur  d20+4=23
Wednesday March 27th, 2002 11:03:09 PM

Ilsidur slides over to Sir Thomas, notices he is in some sort of distress, and whispers, "I don't know how far your horse needs to travel, but we can wait here for him if you want. However, those 'priests' seem to be powering that obviously evil shadow with the sacrifices in the cages. So, I will wait until either your horse gets here, or the 'priests' make a move towards getting another sacrifice. Then, I suggest we charge. But first, Sly, if young Sir's horse doesn't get here in time, and the 'priests' move towards the cage, I suggest you run into the room wearing that balck robe, and shout out that the temple to Marteus across the road is being attacked by creatures flying with angel wings. Maybe we can get them to split their forces."

Trace and Radiant  d20+9=22
Thursday March 28th, 2002 1:42:34 AM

(ooc: Radiant is an attuned eagle and thus needs no moral check so I belive that he remains)

Trace raises his right hand where the mark resisdes and sees that yet once again it grows to a deep red as in the past. He hauches down in a protective stanse keeping a sharp eye out around the party (spot 22) for danger with swords drawn. "I sure wish Uteva was here, I could use a bit of singing to for this task."

Altemia  d20+1=14 d20+6=21 d20+13=28 d20+1=18
Thursday March 28th, 2002 9:20:53 AM

Altemia does her best to stay hidden in the shadows (Hide 14). She moves very slowly as she pulls out her sling and a handul of silver bullets. Altemia shakes her head a Sir Thomas plan to just rush in, but she realizes that there is no chance of convincing him otherwise. Instead, she begins to very slowly and very quietly (M Sil 21) move around the shadowed room to the far side. Altemia stays watchful as she moves, hoping to understand more fully what is going on (Spot 28, Spellcraft 18)

Far off a bell peals faintly (DM Cayzle) 
Thursday March 28th, 2002 2:54:39 PM


Although Sir Thomas intends a strategic retreat and return, he does not get far. As he scans the room for evil, the sick feeling in his stomach immediately grows a hundred-fold worse! Sir Thomas, roll a Will save vs DC 20. If you succeed, you are stunned for a round. If you fail, you collapse helpless for a round. Also make a Fortitude save vs. DC 20. If you fail, you are violently ill. If you make it you manage to keep your breakfast down.

Sly puts on the black robe.

Ilsidur considers strategy with Sly and then goes to Sir Thomas's aid.

Howsoever loyal and true Radiant may be, Trace sense the foullness in the nave of the Temple and knows that no normal animal would willingly come near that thing. Trace considers the symbol on his hand, and has the odd feeling that somehow it is considering him!

Altemia enters the Nave, and feels a psychic twang. She gets the sense that the abomination in the Nave is some kind of infernal machine. But even more striking, the tattoo on her hand tingles, and in her head she hears the sound of a bell faintly ringing. In fact, everyone (except perhaps Sir Thomas) perceives the same thing.

Both Altemia and Trace notive movement in the corral, among the captives. Is Altemia heading around the room on the side of the corral, or on the other side?

Sir Thomas  d20=15 d20=7
Thursday March 28th, 2002 6:35:59 PM

Rolled 15 + 10 = 25 for Will save
Rolled 7 + 11 = 18 for Fortitude save

Thomas cannot continue to look at the scene in the room. Suddenly he begins to vomit violently. He does not appear to be able to do anything except continue with the purging act.

[OOC:I hope it is a quiet purging. Good idea Ilsidur. :-)]

Captive One 
Thursday March 28th, 2002 6:37:57 PM

One of the figures, in black robes, begins to unlatch and lift the bars which keep the corral shut.

Altemia 
Thursday March 28th, 2002 6:41:25 PM

Altemia is moving toward the corral.

Sly Foxx and Luke 
Thursday March 28th, 2002 6:57:45 PM

Sly put on the Black Robe. He also thinks that Ilsedur plan a good one. Although he feel funny inside his guts. When the black figure starts to unlatch the corrall. Sly Will run into the roomand say "Marteus Temple is beeing attack by flying creaures with white Angles wings." But Luke for some reason of his own, will not (for once) follow Sly.

Captive Two  d20+2=5
Thursday March 28th, 2002 7:55:26 PM

A figure in the corral rips the a medallion off his neck and throws it on the ground. He stomps on it many times, before he is satisfied with it's destruction. The small figure attempts to yell and scream for help, only to see that it is of no use to him. He watches as another captive tries to move the bars and laughes.

He nimbly jumps forward to climb the corral, only to fall onto his butt. He looks down in defeat at the other figure who will soon be out. He looks around and then just waits.

"Open it already! I want tah get out of here. It's not fun. That necklace thing they put on us isn't fun at all. Why did they put us here?" The captive sees the fleeing priests and grabs the stomped jewelry which was previously controling him. He aims and then fires it off at their exit. "Yeah! And stay out!!!"

Sir Thomas 
Thursday March 28th, 2002 9:11:04 PM

[OOC: What kinds of numbers are we dealing with? How many priests, captives, and things throwing people into the "machine"? Is there a map in the process?]

Trace and Radiant 
Friday March 29th, 2002 3:14:56 AM

Trace whispers quitely to the others, "Ok Ilsdur, grab Sir Thomas and drag him outside to his horse. Me Altemia will back Sly and try to rescue the rest of the group in the corral and take the amulets off there necks like that other guy just did. I have a feeling we will come in a hurry and hopefully Sir Thomas will have his wits about him again by that time. If not lets make our way back to the inn. May be we can use the card deck for a last ditch effort to get out of here."

Altemia  d20+13=27 d20+1=2 d20+1=17 d20+6=15
Friday March 29th, 2002 8:59:05 AM

Altemia tries to get a better look at the amulets the captives are wearing (Spot 27), hoping to figure out what they are/do (spellcraft botched! if needed). She decides to keep moving closer to the corral still trying not to be seen (Hide 17, M Sil 15).

Ilsidur 
Friday March 29th, 2002 10:26:00 AM

Ilsidur turns to Sir Thomas, and casts detect magic, to see if he can tell what is affecting Sir Thomas. He looks over to see how the priests are reacting to Sly's ruse.

He whispers to Trace, "Hold on a minute, and give the priests a chance to react to Sly. I will try to help Sir Thomas."

Closer to Chaos! (DM Cayzle)  d20+2=7
Friday March 29th, 2002 4:18:07 PM

[OOC: oops! I didn't mean to imply that the figures in the corral were wearing black robes. Some are, some aren't. Outside the corral, everyone is wearing robes. -- Cayzle]

Note: Something is very strange about this place. It is huge, but the size is hard to tell. There are windows, but it seems thickly dark. You would guess that you could run from the Concourse to the thing at the center in about a round at full speed -- more or less. There are attendants, but it is very hard to tell how many, or what exactly they are doing.

The thing itself is at the center of the confusion. It is huge, but is it 10 feet long, or 50? Is it moving, or still? It looks black, or is that just the darkness is seems to exude? No one has really gotten a good look at it. There's no map, because it seems to shift as rounds go by.

Captive One manages to lift and wrench the bars holding the corral gate. Now it is open.

Captive Two seems to attract attention with his jumping and yelling. One consequence, though, is that no one is looking in Altemia's direction. And two black-robed figures start walking from the machine toward the corral. The floor is flat, but they are moving like they are walking up a steep hill! One hangs back and waves his hands. Captive Two, make a Will save.

Altemia gets a closer look at the corral. Everyone in it -- about 10 people? -- is moving in a zombie-like shuffle, except for Captives One and Two. Most look like commoners. A couple wear black robes. All (except Captives One and Two) are wearing something around their necks.

Thomas recovers from the reaction he got from Detecting Evil.

Sly runs in with his Bluff. That's another reason no one is looking at Altemia. I rolled Sly's Bluff check -- a charisma check, since he is untrained, with a +2 bonus for the robe he is wearing (roll 7). But Sly's attempt just isn't very credible. Moreover, he is amazed and striken at the close look he gets at the face of a black-robed attendent -- it is the pale face of a plague-victim, with running sores and cracked skin. And this person is slightly transparent -- is he even here, or is he a dream ofr vision? He must be real, because he speaks to Sly: "Depart!" he demands. Sly, make two will checks. Add your elvish +2 to one of them.

Trace talks to Ilsidur and prepares to back up Sly (How?)

Ilsidur helps Sir Thomas recover.

The humming sound that arises from the thing seems to take on a deeper, more urgent note.

[OOC: By the way, friends, my posting may be irregular on Monday and Tuesday as I try to DM while travelling for the holiday. Sorry in advance. -- Cayzle]

Sir Thomas  d20=20
Friday March 29th, 2002 6:56:40 PM

After gathering himself from the shock of what he saw with his detect evil power Thomas first reassures his friends that he is ok. "I am fine friends. I am quite taken aback by the degree of evil in this room. We cannot let it stay. I'm glad things are rolling now though. I still feel the urgency of being separated from Alemi. This needs to be resolved."

Thomas then summons Pryte-Honos into the sanctuary area that they are entering, however, he does not wait for Pryte to arrive before making a move of his own.

"I don't think they are going to buy Sly's ruse. I think this is a very bad idea, but I'm going to draw as many of them away from the corral as I can. You guys free those prisoners. I have summoned Pryte and he will come rescue me after you are gone. Let's join the fight started by Valgor . . . what's-his-name. I don't think we can win, but I think we can stop them from continueing."

Thomas casts bless weapon, then stands and moves into the sanctuary. He whispers as he walks past Sly and toward the machine. "Save the innocents that fuel this thing." His sword and shield are prepared for use and he raises testament to his intent.

"I am Sir Thomas Hurley, protector of Domi's honor and courier of Alemi's mercy. You have defiled this place of grace, glory, and good; and I will not stand for it. Stop your evil deeds or I will have no choice but to remove you by force. Please allow me to exercise Alemi's mercy. Cease these evil actions."

Thomas tries to make out more of the machine as gets closer. (Rolled spot check 20 + 2 wis? = 22)

Captive One 
Friday March 29th, 2002 7:36:22 PM

I open the corral gate and exit quickly. While looking around, I remove the black robes, throw them on the ground and spit upon them.

captive one without the black robes

Captive Two  d20+3=14 d20-1=15 d4+1=4 d4+1=5 d4+1=3
Friday March 29th, 2002 7:51:52 PM

The captive yells again, while trying to make out who is "saving" them. Or trying to save them, anyway. The captive rushes under the legs of any who are around and attempts to leave the corral. [Spot Check, 14]

He turns, watching the Black Robed Figure that doesn't quite look like the others. [Spot Check, 15] He notices that it isn't one of the black robes at all. He smacks his head at the futile attempt by whoever it is and spins to face the remaining real Black Robes.

If he has time to act, he moves his hands around, beginning a spell. His voice is spewing words that few would understand, and his eyes are focused on the farthest black robe. [Magic Missle, On the Black Robe who remained in the back and began to move his hands. Damage is 4, 5 and 3, from the three missles at level 5.] "TAKE THAT YOU MEANIES!"

Trace and Radiant  d20+9=16 d20+9=28 d8+4=8 d6+2=3
Saturday March 30th, 2002 1:56:37 AM

Trace licks his lips and smiles while the adrinlin begins to flow freely as he launches into action to the coral to help release the captives. Trace will strike the first priest that is moveing to the coral. (Trace hits with a 16 doing 8hps damage and hits with 28 doing 3 hps dmg. ) Trace moves himself inbetween the captives and the robed foes.

(did not roll 2nd attack for running, is that right?)

Ilsidur 
Saturday March 30th, 2002 2:08:38 AM

Ilsidur moves into the room , behind the two fighters, maintaining his detect magic, and turning it to detect the shadowy 'machine'. "You guys protect me while I figure out what this is, and how to turn it off."

Sly Foxx and Luke  d20+6=22 d20+5=13 d20+5=24 d4=4 d4=3
Saturday March 30th, 2002 6:42:41 PM

Sly take the orders from Sir Thomas, "Yes! Sir!" then proseed to punch the one that told him to depart. "Take this You Pasty Face Idiot. ( attack - 24 - dammage 4 - 3.) Now Sly will follow Sir Thomas with sword in hand and looking arround.

Will Saves - 22 - 13.

Captive Two 
Sunday March 31st, 2002 5:33:28 PM

[OOC: The captive yells again, while trying to make out who is "saving" them. Or trying to save them, anyway. The captive rushes under the legs of any who are around and attempts to leave the corral. [Will Save, 14]. The first paragraph of my last post should read as it is here.]


Battle in Shadows (DM Cayzle)  d20+4=21 d6+2=6 d20+3=22 d3+4=7 d3+4=6 d20+4=9
Wednesday April 3rd, 2002 6:53:46 AM


THE PARTY ACTS

-- Sir Thomas mentally summons his warhorse (who is actually already coming as fast as he can -- he'll arrive in about 5 minutes (50 battle rounds!). Then Thomas casts Bless Weapon, and starts to move into the room. [OOC: Note: I did not use all of Sir Thomas's given orders because there's only so much you can do in one round.]

-- Sly resists the Command of Black Robe Three, but looking into the pustulent oozing moving face of his foe disturbs him, and Sly is shaken. (A shaken character suffers a -2 morale penalty on attack rolls, checks, and saving throws. Shaken is a less severe fear condition than frightened or panicked.) Sly still attacks with two punches. Ceil, Sly can punch twice with a full round attack. The first attack is at +10, the second at +5. Both of Sly's punches do 1d3+4 subdual damage. Based on your first roll, the first hit lands, even with the Shaken penalty. You didn't roll the second attack, so I did for you. That one hit too, even with the Shaken penalty. The Black Robes are AC 15. The damage (rolled by me as well) is 7+6 = 13 total -- that's subdual damage. Black Robe Three looks woozy. Sly is even more disgusted by the warm pus and blood on his knuckles! Eeww!

-- Captive One and Captive Two are confronted by two Black Robes. Black Robe One has advanced into melee range. Black Robe Two held back to cast a spell. Captive One opens the gate to the corral, removes his robes, and walks out into the room.

-- Captive Two resists the spell cast by Black Robe Two. (nice save, Captive Two! But mention the save in your post, please.) The captive's voice and gestures produce several painful points of power, which strike Black Robe Two for 12 hp damage.

[Hey Captives! How about a little more detail? Race? Outfit? Gender?]

-- Trace runs up to the melee, hoping to strike at a Black Robe near the Corral. However, one of the Black Robes tending the thing leaves the infernal device to intercept Trace. He attacks this one, Black Robe Four, and hits for 8 hp of damage. (Trace gets just one attack this round because he moved as well. Please mention what weapons you are using.) As Trace looks at his opponent, the diseased face of his foe disgusts him. (Please roll a WIll save vs. DC 15 or be Shaken). Trace ends the round around 40 to 60 feet from the corral -- it is hard to tell with the shifting shadows and the distracting hum of the thing.

-- Islidur inspects the machine with his detect magic. It isn't magic at all. No wait! It's extremely magic! No, just a little! -- The spells results are wild and fluctuating. Is the spell malfunctioning? Or is it something else?

-- Altemia continues to skulk in the shadows, watching.

THE ENEMY ACTS

Black Robe One steps up to take a swing with his staff at Captive One. His hit against AC 21 connects, and Captive One takes 6 hp damage. If Captive One chooses to stay close enough to fight back, please make a Will save as well (vs. DC 15) as he looks at the cleric's oozing wormy sores.

Black Robe Two pauses after being hit by the missiles, then casts another spell. (Another Will Save please Captive Two vs Cause Fear at DC 13.)

Black Robe Three strikes back at Sly, attacking with his staff. He misses.

Black Robe Four takes a five-foot step back, just out of melee range of Trace's weapon. He chants an incantation. Trace, please make a Will save vs DC 14 for a Hold Person spell.


Sir Thomas ask Questions -- Cayzle Answers  d20=4
Wednesday April 3rd, 2002 5:21:52 PM



OOC: My initial thought was to distract the black robes.

Note that it is very difficult to get a good look at the thing. It is shrouded by shadow. Its size changes, though not when you are looking at it. There are always black-robed people tending it, but it is IMPOSSIBLE to pin down how many. They move into and out of the shadows.

How far is Thomas from the fight at the corral?

The distances are VERY hard to judge. Thomas is at least 60 feet and maybe more away.

Do there appear to be any black robes near Thomas?

Right now, no. If he continues on his current path, it seems likely that one will leave the machine to deal with him.

How close does Thomas think he is to the machine?

Again, VERY hard to judge. 90 feet? 300 feet? 40 feet? 120 feet? Thomas has the sense that he could run right at it and still miss. Or fall into it by accident!

Does it appear that any attention has been diverted toward the paladin making his way for the machine?

Right now, no Black Robe is paying attention to Thomas. If he comes closer, who knows?

Can I tell any of this? I would like to hold my post until I have some bearing on the result of my previous actions, but in case I don't get another chance I'm going to give you one and reserve the right to change my course of action before you post again.

Feel free to ask questions anytime. I want people to understand what is going on as much as possible. In fact, I am going to make this public so all can get a better idea of what things are like. I hope that's okay. Anyone else have questions?

Altemia  d20+1=13
Wednesday April 3rd, 2002 6:33:30 PM

Altemia stays where she is, watching (hide 13). Uncertain as to the number of foes, she doesn't want to give herself away unless she has to. To be on the safe side, she begins to quietly murmur and make small motions with her hands as she casts a spell (cast Barkskin on self +3 to AC. AC now 16)

Captive One  d20+3=16 d20+6=22 d8+1=4
Wednesday April 3rd, 2002 6:37:18 PM

I, captive one, a tall male human dressed like a cross between a vagabond ranger and a pirate,am disgusted by what I see,but manage to keep my cool. (will save 16) Immediately, I lunge with my longsword and successfully deliver a minor wound.(22 to hit, 4 hp damage)

Scowling at the puss-faced black robe, I speak softly and precisely," I am going to kill you, you bastard."

[OOC: Excellent post, but please write in general in the third person. That's Woldian policy because if everyone says "I" then it can get confusing about who is talking. See other posts for examples. You can start using your character name if that makes it easier. Thanks! -- Cayzle]

Sly Foxx and Luke  d20+7=22 d20+11=20 d20+11=23 d8+6=10 d8+6=12
Wednesday April 3rd, 2002 6:55:48 PM

Sly start to turn and look for Sir Thomas. When he feel Black Robe Three try to hit him in the back. It was Luke's bark that alerted him. Flat-top spins on the ball of his foot and with long swors in hand, hit's number 3 and sworl again. Whith the momention Sly hit him again. (Attack 20 & 23 - Damage 10 & 12(Sly now get two attack per round). An idea come to his mind 'maybe my girl is in here somewhere?'thinking to himself Sly will look around at the other captives and notices captive two.

Captive Two - Jurgen  d20+3=13 d4+1=5 d4+1=2 d4+1=4
Thursday April 4th, 2002 12:25:49 AM

The boy's appearance alone was striking enough to arrest the eye, providing the situation were a bit different and some where fighting for their lives. His hair was mainly black, but with touches of many colors. Even strange ones such as blue appeared, although it could have very well been the lighting.

The hair was sleaked back, from a high and sloping forehead. It was worn braided at the nape of his neck, waving as he attempted to dodge around. A jutting nose, like the beak of a bird of pray, thrust forward from between dark and overhanging brows.

His black eyes, sucken into high cheekbones, almost disappeared in the shadows of the overhanging brows. Almost, but not quite, for no darkness in this world, it appeared, could quench the flame that flared from the depths of his eyes.

He looked close to medium height, not quite his full height. His shirt was torn in a few places, showing bruises. They seemed not to be from a battle, but from a struggle. Perhaps a building had fallen upon him. he was lean and sinewy, moving gracefully and swiftly, nearly silent. One might say, from looking at him, that here was one born and bred to walk in the company of night.

He seemed to be without age, one who's life cycles weren't divided like the norm. Although his appearance wasn't showing much, he moved like one so young and full of life. The one thing that perhaps was the lack of facial hair, leaving a bare and lifeless chin and upper lip. Although a few glimpses showed all this, much more was to this boy then met the eye.

His pants, at first glance were a dark brown, but as he fired off his magic they changed to a light blue much like his wizardry weapons. He spun his cloak around, looking much like a blur. This lasted for only a moment, before the effects of the black robe spun through him.

[Will Save, 13. Barely Made]

The captive shook briefly for a moment, almost effected by the spell. Yet even as he turned to run his eyes burned again, with the fire of fury. He almost laughed, stepping a foot forward. He began the same spell he had cast seconds ago this time he was weakened by the enemy, but not by much. The same streaks of blue flew towards the same advisary.

[Magic Missle, Damage 5, 2, 4. Total of 11 points.]

"The fire burns within myself, And the fire now burns on you! So says the magic, So says Josephine, and so says JURGEN!" He yells, tilting his body ever-so-much, giving the impression he is bowing. He may have been able to shrug a spell off, but he did look to be a show-off.

Trace and Radiant  d20+6=12 d20+6=16 d20+9=27 d8+4=9 d20+4=23 d8+4=11
Thursday April 4th, 2002 2:33:32 AM

Trace gets the willies looking at the fould creature and then feels something else trying to take hold. He quickly realizes the situation and shakes it off. Feeling the adrinlin he steps up and swings his long sword again (hits ac 25 with 9dmg.) he then sends his second attack with just as quick of speed, bringing down his long sword again (hits ac21 with 11dmg). Trace still holding the silver short sword holds off useing the other sword for defense. Trace continues to call for Radiant wondering why he is not comeing.

Ilsidur  d20+6=19
Thursday April 4th, 2002 9:43:12 AM

Maintaining the detect magic spell, Ilsidur draws his waraxe and moves as fast as possible towards the shadowy 'thing'. He wracks his brain, trying to think if he has seen or heard of anything like this before. [OOC: Knowledge, religion roll of 19.]

Sir Thomas - Bless Weapon  d20=11 d20=18 d10=10
Thursday April 4th, 2002 10:56:46 AM

[OOC: In case the spot check doesn't carry over, I rolled a second one. Rolled prepared action to go with Spot check from previous post.]

Previous Spot check 4 + 2 WIS = 6

Rolled 11 + 2 WIS = 13 New Spot-to be thrown out if necessary.

Rolled 18 + 13 melee with mag. sword + 1 Bless Weapon = 32 to hit.

Rolled 10 + 5 STR and mag weapon dmg = 15 dmg on readied action

[OOC: I think Bless Weapon gives +1 hit and dmg, but I don't have my book on campus. I also don't know the duration. I'll try to remember to look it up tonight. sorry for the inconvenience.]

Thomas does not pause in his trek toward the machine despite being quite disoriented by its magic and the lighting of the room. He continues to draw as much attention to himself as he can with a long, loud diatribe. "Alemi will not stand to have your kind in his home. Blesphemous, treacherous, evil whore of a cult. You cannot steal this place of glory; nor can you buy it. You will no longer make use of Alemi's temple in this fashion. This is a sacred place and I am here in the name of Alemi to stop you. And I will have you know that Domi in all his wisdom and grace will guide my hand in the name of Alemi. I laugh at your thought of a dying god. Domi is not dead! He lives in me! And I am here to exact revenge! Come stop me if you dare. I will destroy your machine." Hoping to make it as easy as possible for his friends to finish their work and make off with the captives and apparent fuel fo this machine, Thomas challenges the black robes openly. "I am coming! Prepare yourselves!" Thomas tries to spot a good place to start dismantling the machine as he walks forward. He is sure to keep an eye out for those that will step forward to oppose him and is prepared to deal with them (see readied attack to hit 32 and dmg 15 above).

Sir Thomas afterthought 
Thursday April 4th, 2002 10:58:22 AM

[OOC: Thomas is walking fast and with purpose, but not running or charging. I just wanted to note that was was not going particularly slow in his ranting, nor particularly fast in his hurry.]

First Wave Falling (DM Cayzle)  d20+4=10
Thursday April 4th, 2002 4:53:38 PM


Note: The Will save to avoid being shaken is DC 15 when you look at the pustulent faces of (melee with) the Black Robes. Sorry, Trace failed his save and Captive One made it. (Trace rolled 12, Captive One rolled 16.) Sly remains shaken after missing his save last round. A shaken character suffers a -2 morale penalty on attack rolls, checks, and saving throws. Shaken is a less severe fear condition than frightened or panicked.

THE PARTY ACTS

-- Captive One strikes at his opponent, drawing blood (4 hp damage).

-- Captive Two uses his magic again -- this time it is enough to kill the Black Robe, which crumples into a lifeless pile of cloth and diseased flesh.

[Captives, nice posts! Hey you Southern Lights vets, how about some PC detail for our new players?]

-- Sir Thomas advances toward the machine, taunting the followers of the Dark One. He notices that the thing is always in motion. It is made of thousands of mechanical and organic limbs -- hands grasping, feet kicking, all in sickening motion. But before he can get up to the machine, a Black Robe (Number 5) intercepts him. Sir Thomas cleaves him for 15 hp damage, but the enemy remains standing, barely.

-- Sly is still Shaken, but manages to cut down his opponent with the two sword attacks. As he kills the priest, a foul-smelling spray of pus and blood splashes his already-soiled second-hand black robe. Luke remains outside the Nave, away from the machine.

-- Trace feels his weapon hit scabrous flesh, then cut into stringy muscle, then snag on bone. He yanks out his blade and strikes again, this time hacking at the Black Robe's neck, partly decapitating the man. A hot spray of blood drenches Trace as the man falls toward him and dies. Suddenly a rush of wings sounds the arrival of Radiant -- braving the Nave at last. [OOC: I thought Radiant was just a normal animal companion, but I looked at Trace's PC sheet and saw the Attuned and Fearless abilities, along with your non-standard Falconer feat. Please write me with more details on these -- cayzle@yahoo.com.]

-- Altemia casts her spell. She remains unnoticed by the Black Robes.

-- Ilsidur comes closer, but not close enough to attract the attention of a Black Robe. He sees what Sir Thomas sees. He wracks his brain. Then a connection dawns on him.
Everyone knows that Domi died fighting Marteus. But it is also known that Domi challenged Marteus in order to stop him from killing many people. From killing them with a machine.

THE ENEMY ACTS

Black Robe One swings again at Captive One and misses.

Black Robe Two is dead, killed by Captive Two. As he falls, another Black Robe turns from the machine and begins to approach Captive Two. He is wearing a Gold Medallion.

Black Robe Three is also dead, killed by Sly. A gold-medallion-wearing black robe turns from the machine and approaches Sly.

Black Robe Four is also dead, killed by Trace. A Black Robe with a gold medallion turns from the machine and faces Trace.

Black Robe Five, fighting Sir Thomas, is badly hurt but still standing. He takes a five-foot step back and casts a spell. Sir Thomas, please make two Will saves: vs DC 15 or be shaken at the sight of the priest's diseased face, and vs DC 14 or be affected by a Hold Person spell.

[OOC: Sorry I've been posting later in the day than usual -- these battles take time to figure out! -- Cayzle]

Altemia  d20+1=21 d20+6=15 d20+13=31 d20+1=14
Thursday April 4th, 2002 7:07:13 PM

(OOC: Not sure of distances, Cayzle, so I don't know how much of this Altemia can accomplish. Sorry. Also will do a better description re: Altemia when "captive one" and "captive two" can see her." :) )

[OOC: No need to apologise. Distances are deliberately vague -- part of the nature of this place/thing. Your turn is just fine! -- Cayzle]

The short elf, deciding she has sat and waited long enough, begins to make her way to the corral itself. She slips inside and begins to remove the medallions from around the necks of the people inside. Altemia takes a quick look at the medallions hoping to get a better idea of what exactly they do. (Hide 21, nat 20, Move Silent 15, Spot 31, Spellcraft 14)

Sir Thomas - Bless Weapon  d20=3 d20=18 d20=10 d20=7 d10=7 d10=8 d20=20
Thursday April 4th, 2002 8:40:38 PM

Rolled 3 + ?? Will = Not more than 15
Rolled 18 + ?? Will = A lot more than 14
Rolled 10 + 14 = 24 to hit
Rolled 7 + 8 or 9?? = 15 minimum to hit
Rolled 7 + 5 = 12 dmg
Rolled 8 + 5 = 13 dmg
[OOC: Sorry for the regularity with which I post without a CS. You do it when you can sometimes.]

Thomas is stunned by the diseased face staring back at him. (assuming failed will save) However, he does not allow the hold of Marteus to keep him from his goal. (Will save vs DC 14 successful) "It was a mistake to venture to close to Alemi's hand." Thomas steps forward and takes a mighty swing at the black robe. (Rolled 24 to hit and 12 dmg) He finishes the man swiftly. He continues toward the machine pointing out his handy work of black robe 5. Holding his second attack for a readied action if possible. (rolled 15 to hit and 13 dmg) However, if black robe 5 still stands it is his. As Thomas gets closer to the machine he still tries to find the best place to start dismantling it. (Rolled natural 20 + 2 Wis = 22 Spot check)

[OOC: I will post with detail on a day that is not so cramped for time. Sorry for the excuse.]

captive one  d20+4=20 d8+1=8
Thursday April 4th, 2002 9:05:42 PM

The captive swings and connects with his longsword once again, with hatred in his face.
(20 hits, 8 hp damage)
Again he says, " I will kill you , I will kill those with you, and I will spend my life killing any who agree with you."

Captive Two - Jurgen  d20+5=17 d4+2=6
Thursday April 4th, 2002 11:28:59 PM

The captive rejoices for a moment, in the fall of his advisary, before he sees yet another one spawn from somewhere. Cursely violently, then saying sorry to an invisible nobody, the boy watches the medal carefully.

He waves his head, letting the braided hair fall carelessly. His hand dove a pocket, and out came a dagger. He attempts to toss the dagger straight at the oncoming priest's medallion..

[/b][I don't know if there is a called shot rule, so if not I just aim for the priest. Hit on a 17, doing 6 damage if it works][/b]

If the boy can hear Captive One, he shouts back. "CALM DOWN! Don't be all mean and scream blood thingies!"

Sly Foxx and Luke  d20+3=20
Friday April 5th, 2002 12:33:09 AM

OOC: Sly roled a 20 for will in case he need it.

As Sly stand there looking around for his girl. He look tall for an half elf, about six feet tall. He has the face of an elf but the body of a human fighter. He look around at the captives and lingers at the captive with the dark hair. Sly look at his robe that he's wearing "I'm glad I'm got this rag on or else I'd have to wash this stuff off. Yucks!" Sly head snaps up (as if he hears something) Now you can see that this half elf is about 18 in human years. Sly look to see if Altemia is all right for the moment. Sly back hairs tingles and he notices the black robe coming towards him. Sly takes his stance, lifts his long sword and waits to see what on the Black Robes mind. "Hmm! nothing of value." Thinks Sly.

Ilsidur  d20+9=27 d20+11=17 d10+3=13
Friday April 5th, 2002 10:08:07 AM

Ilsidur shouts, "The best chance we have to beat this machine is to cut off its power source! Stop the captives from being fed to it!" He shouts to the two captives that seem to have thier own wits about them, "Can you pull those medallions off the other prisoners? Give them back their free will?"

The dwarf, wearing a shiny breastplate, and wielding a waraxe and shield, charges into the fray. [OOC: Charge action at the nearest black robe wearing a gold medallion, otherwise at the nearest black robe with puss-face. Will save made with roll of 27. Hit AC17 for 13 hp damage.]

The Second Wave steps up (DM Cayzle)  d20+6=9 d20+4=19 d6+2=6 d20+9=24 d8+4=9 d20+9=17
Friday April 5th, 2002 7:44:50 PM


Please put important conditions in the title of your post with your name. For example, Sir Thomas (Blessed Weapon, Shaken).

THE PARTY ACTS

-- Captive One attacks again, and hate guides his hand. He connects for another 8 hp damage (total 12).

-- Captive Two throws a dagger at the advancing priest in black. He connects, inflicting 6 hp damage. He shouts his message to his fellow free-willed captive.

-- Sir Thomas indeed slays the Black Robe before him with a final mighty blow. As he draws the blessed blade from the shuddering corpse, Sir Thomas takes a good look around (wow! Natural 20 spot!). He notices a corner of parchment sticking out of the pocket of the corpse at his feet. He sees that the gold medallions worn by several approaching Black Robes are embossed with a symbol of a gear. He looks at the wildly waving arms and legs attached to the machine. The mechanism rises and falls, sometimes 10 feet high, sometimes 20. It expands and contracts when your eyes shift away from it, so that its configuration is different from one moment to another. There is no linchpin, no key, no controls, no central plexus. Where would one even begin to attack such a thing? A score of dwarves with axes chopping for an hour might hack a hole through it, but Sir Thomas suspects the more likely result would be the addition of 40 dwarf arms and 40 dwarf legs to the structure. Anyway, the paladin has a more pressing issue -- as he steps toward the machine -- if that's the right word for this thing -- a gold-medallion Black Robe steps up before him!

-- Sly looks for his beloved, but sees no sign of her here. He looks at the Black Robe with the gold medallion that faces him, about 15 feet off.

-- Trace (action by Cayzle since there was no post for Trace). The ranger advances up to the Black Robe and readies an attack, triggered if the Black Robe attacks, casts a spell, or backs off.

-- Altemia slips unseen into the corral (wow! more great rolls). She has time to remove two iron medallions from other captives. The captives rouse, and intelligence fills their eyes -- not to mention horror and fear! The medallions are black and heavy, and also have a gear embossed on them -- they are unfamiliar to her. Altemia counts about 20 captives altogether -- 16 or 15 still have medallions on. She spots (great roll!) that on the other side of the thing, almost out of sight from this side, are vast vats filled with some liquid. Black Robes are tending them.

-- Ilsidur shouts his encouragement and charges. A Black Robe turns from the machine to meet him. The dwarf's ax bites deeply, inflicting 13 hp damage!

THE ENEMY ACTS

Black Robe One swings again at Captive One and hits! His staff jabs Captive One, doing 6 hp damage (total down 12 this fight so far).

Black Robe Two-gold pauses when he is hit by Captive Two's dagger, then casts a spell. Captive Two, please roll a Will save vs DC 14 or be Held.

Black Robe Three-gold casts a spell, then advances and tries to touch Sly. His hand now drips with a vile-smelling ichor. His attack roll (a 9) misses -- this round.

Black Robe Four-gold takes a step back and casts a spell, triggering Trace's attack. Trace swings with his sword, hitting AC 24 -- more than good enough (it wold have been better, but Trace has a -2 Shaken penalty). He inflicts 9 points of damage and breaks the cleric's concentration, so that the spell is ruined. [OOC: and by the way, he allows me to show you how to used readied attacks to break a spell-caster's concentration.]

Black Robe Five-gold steps between Thomas and the machine.

Black Robe Six, after absorbing Ilsidur's attack, steps back and casts a spell. Ilsidur, please roll a Will save vs DC 14 or be Held.

Sir Thomas - Bless Weapon, Shaken  d20=10 d10=10 d20=5 d10=10 d20=4
Friday April 5th, 2002 9:43:11 PM

[OOC: What is the duration of the shaken effect?
-A shaken character suffers a -2 morale penalty on attack rolls, checks, and saving throws.
-Bless Weapon offers +1 magic to the blade.]

Being confronted, Thomas does not hesitate to strike the black robe that challenges him. Thomas is did not like what he saw in the last black robe's face, but determined not to let it affect him he places his left hand on his bastard sword to help steady it. His shield does not make the act easy, but Thomas knows he cannot play with these dangerous foes. Once his grip steadies the sword Thomas lashes out. His attack true. He makes a solid connection despite his shakey right hand. (Rolled 10 + 13 melee/mag weap + 1 bless weap - 2 shaken - any penalty for attacking two-handed with a small shield on his arm = 22 to hit; rolled 10 + 7 STR/mag weap + 1 bless weap = 18 dmg) Thomas waits to see the effect his attack has on the cleric before striking again. No matter what, if the cleric stands Thomas will strike a second time. (Readied action Rolled 5 + 8 melee/mag weap + 1 bless weap - 2 shaken - same = 12 to hit; rolled 10 + 7 STR/mag weap + 1 bless weap = 18 dmg)

Any who care to watch the young human in his march for the machine cannot help but at least admire the size of the boy. Obviously in his early twenties, Thomas' frame is quite large for his race at 6'2" and 220 pounds. Thickly muscled arms and legs bulge beneath half-plate armor that is unusually in need of polishing. The armor does however glimmer subtly under the coat of blood, slim, and dirt that covers the last shine Thomas put to it. Black hair escapes from beneath his dull silver helmet, but it is not hair that would normally be long or unkept. Thomas is additionally protected by a spiked small shield and wields a large bastard sword in his guantleted right hand. It is quite obvious that the boy holds a lot of pride for his unusually scraggly appearance, and from his longwinded diatribe it is obvious that he is a paladin of Alemi. A resounding, low-pitched laugh escapes his lips. It is not a laugh provoked by joy or humor, but instead from youth and overwhelming odds . . . and a determination to beat them. "I will take you one at a time. My offering to Alemi. A token for Domi. One at a time!"

Hearing Ilsidur yell instructions about the machine and its possible destruction, Thomas knows Ilsidur followed him toward the machine. He risks only a quick glance to find the location of his friend, and to determine if he needs help (Rolled 4 + 2 Wis = 6 spot). While devoting 90% of his attention to the cleric in front of him he offers his opinion of the situation based upon what he sees. "Ilsidur my friend. I wish you had not followed me, but thank you for coming. You are a wise one indeed. Your strategy is well put."

Captive Two - Jurgen - Held  d20+3=6
Friday April 5th, 2002 9:44:28 PM

Jurgen watches the other captives move slowly, without emotion. He glares and begins to yell.

"TAKE THE TH-"

He tries to finish, yet to his suprise, he can't move. He tries to scream, letting his voice rise muchly... But to no avail. He is trapped and unable to move.

He curses mentally to himself, wondering if he'll be stuck like this for a long time. That wouldn't be much fun, in fact it would be little fun at all...

Sly Foxx and Luke (made save)  d20+7=25 d20+11=17 d20+11=31 d8+6=12 d8+6=11 d8+6=12
Sunday April 7th, 2002 4:44:29 PM

OOC: Sly made Will 25 - attk 17 & 31(critical - damages 1st hit 12 2nd hit 11 & 12.

Sly see the black robe and goes and attacks him wit a swing downward and pivets with a sideward swing. Sly look around but does not see his love But he does see captive two (Jurgen) in trouble and goes to assist him. Sly will swing at anything that gets in his way or wears a madillion.

Trace and Radiant  d20+7=21 d20+7=20 d20+7=13 d8+4=7 d6+2=6 d8+4=8
Sunday April 7th, 2002 7:48:46 PM

Trace, a elven ranger wearing dark blue dyed studded leather with the studs a blueish cast to thim as well stands an average height. His looks are fair with black hair and green eyes along with tan skin. As you can see his actions and percision with swords are quick and deadly. His feathered friend is Radiant. A large black eagle with a six foot wing span that never strays too far from Trace.

After Trace drops #4 he sees the gold hanging from the neck of another one faceing him. He steps over the heap and steps up to hit the other creature now useing both swords hitting twice (hit 19,18, and most likely 11 but if not the dmg is 7,6, and if lucky 8). Trace feels a surge of extra energy as he sees his friend fly in. Trace smiles wide and screams, "Attack Radaint, Attack!".

(ooc: very sorry for the non post. the house alarm locked up our phone lines and I could not get online to post. very sorry but thanks for the readied action all powerfull dm.)

Altemia  d20+1=17 d20+6=22 d20+13=28
Sunday April 7th, 2002 9:14:22 PM

Altemia continues to move among the prisoners and removing the amulets. She uses the prisoners as cover as she moves quietly through them (Hide 17, M Sil 22). She tries to quiet the people as she removes the amulets and get them to remove the other medallions from their corralmates. She looks up to make sure that none of the black robed ones are paying any attention to her (Spot 28)

Ilsidur  d20+9=22 d20+9=25 d10+3=5
Sunday April 7th, 2002 11:03:05 PM

Ilsidur easily shrugs off the effects of the spell thrown by the black-robed figure [OOC: Will save of 22 vs DC14.] He shouts, "I was just targetted by a spell! Keep your eyes open to see if anyone else has been affected by a spell, and I will use my dispel magic on them!"

Then he steps in, swinging his axe again at Black Robe Six. His waraxe bites into the figure again. [OOC: Hit AC25 for 5 hp damage.]

Captive One  d20+6=10
Monday April 8th, 2002 6:36:12 PM

Captive One, with an obvious look of anger and hatred on his face, swings wildly and misses.

The Machine Advances (DM Cayzle)  d20+6=12
Tuesday April 9th, 2002 6:55:31 AM


THE PARTY ACTS

-- Captive One misses his attack.

-- Captive Two strain against his magical bonds, but he is well and truly held.

-- Sir Thomas hits with two mighty blows, staggering the Black Robe before him, who manages to remain standing.

-- Sly runs over to help Captive Two. The felow is held fast, but Sly could drag him away if need be.

-- Trace attacks, connecting with two solid blows. Radiant flies at the Black Robe but misses (AC 12 = not good enough).

-- Altemia continues to remove medallions from captives. The ones who were freed last round take one look at the machine and flee, screaming. Altemia notes that some of the captives wearing black medallions are wearing black robes and have hideously diseased features (Please make a Will save vs DC 15 or be Shaken). Altemia has not freed any of these -- and they mill around aimlessly, like the other captives. Altemia notes that one of the milling diseased ones is clutching a scroll. She looks around to see if anyone has seen her, and she is not sure. Some Black Robes tending the machine are looking over at the Corral, but do they see her? Sly joins Altemia and Captive Two in the Corral.

-- Ilsidur attacks again, slashing with his ax. His blow rips out a chunk of thigh, and the Black Robe drops to the ground, dying. Blood spurts out.

THE ENEMY REACTS

The unnerving humming emitted by the machine gets even louder, and it is as sharp as knives in the ears of our heros. Acting as one, all the Black Robes turn and run back to the machine -- except, of course, the ones who are milling mindlessly in the corral and the ones that are dead! (No attacks of opportunity because all they are doing is moving.)

They run up to the machine and jump onto it. The mechanical and organic arms grab them and lift them to the top. The legs of the device gravitate to the floor. The machine lurches, and, arms outstretched, begins to move toward you!

Everybody, please make a Will Save vs. DC 20 or be shaken. If you are already Shaken and you fail this save, you are frightened and must flee.

It seems obvious that if you hold your ground, the machine will be on you in a matter of moments!


Captive One  d20+3=18
Tuesday April 9th, 2002 10:14:53 AM

Captive One looks at the scene and can not accept what he sees.(failed will save with 18)
He gasps," This is insane " and begins backing up as quickly as he can without falling.

Captive Two - Jurgen - Held - Shaken  d20+3=7
Tuesday April 9th, 2002 11:06:10 AM

Jurgen tries to look around, cursing violently in his mind. As the machine lumbers towards him, his head seems to explode. Conflicting thoughts run through him.

'Run. No stay! Look out! It'll eat you! But you can't move! GET OUT OF HERE!' These mental screams are accompanied by an attempt to move in both direction, both of them failing. Jurgen looks straight at the machine, as he can't look at much else, preparing to light it up with a ball of flaming mass... If he couldn't move, then he'd wait until he could.

'Calm down.'

'AHHHHHHHHHHHHHHHHHH!'

Sly Foxx and Luke  d20+5=20 d20+4=23
Tuesday April 9th, 2002 11:59:15 AM

OOC: Sly barley makes Will save 20. And Sly rolled a 23 for strength in order to push the Captive along (can I do that Sir DM??)

Sly runs up to Altemia and asks "Little Sister, are you all right? Your very pale." Then turns to Captive Two are you all right? You seem to be afraid of something." Sly look around for the dog Luke, but see the machine coming this way. "OH! I see, well come on lets go. Right now." Sly grabs Altemia hand starts to go, but Captive is not moving?? Sly will push Captive One with his Shield to move him.

Sir Thomas - shaken, bless weapon  d20=19 d20=12 d10=3 d20=3
Tuesday April 9th, 2002 5:20:46 PM

Well luck be a lady today!! Rolled 19 + 10 Will = 29 Will Save

As the black robe turns to run Thomas throws taunts after him, "you cannot run fast enough to get away. I will hunt you for your actions against Alemi." Thomas draws his blade back and begins to chase the cleric when he notices that the machine is moving. He stops in his tracks as the machine lifts the clerics off of the ground and then sprouts legs. Thomas watches as the machine lifts all of the clerics from the ground and tries to count the number of arms at work (Rolled Spot check 3 + 2 = 5). This changes the situation drastically into something that would scare a lot of people, but Thomas is filled with the will of Alemi and so does not even blink at the new situation. "If you have trouble making it to the machine, make the machine come to you" Thomas mumbles as he makes a quick tactical change.

[OOC: Thomas' next actions depend on getting some answers from the DM. I will describe my actions as I think Thomas would react, but maybe I can change them if the situation is not what I thought.]

[How many legs does the machine appear to have? 2, 4, 6, 8, more? If Thomas ran in to attack it and was successful in cutting off a leg, would he be able to do so from a position that if the machine fell it would not fall on top of him? I mean, if it has two legs and I have to stand directly under it to attack it, I may not want to do that. Has any more clarity been brought to this situation with the moving of the machine? Can we now tell the number of arms? Can we tell what the machine appears to be made of? Obviously it moves fast and with many arms to lift all of the clerics that were against us in such a short time - they move and it lifts all in one round.]

[Cayzle: As always, please feel free to ask questions. I am happy to explain things again. HOWEVER, note that most of this was mentioned before in earlier posts. Here's a strong hint: I urge everybody to read my posts very carefully. You will find info for future actions there.

The
machine -- if that is what it is -- is absolutely foreign to your experience, indeed, to your perceptual and sensory organs. It surrounds itself with shifting shadows and is very hard to wrap one's eyes around (in this, it is similar to the Void that some of you guys saw south of Threshhold). It is very tall and wide. maybe 10 feet tall and 20 feet wide? Then you look away and look back and it is 30 feet wide and 5 feet high. Then at a third look, its dimensions change again. But you never saw it change, it just did." Moreover, it was always covered in many humanoid-sized arms and legs. Some are organic, some are mechanical, some are in between. They had been waving and grabbing wildly and randomly. Now they are moving purposely. The arms are carrying the Black Robes. The legs -- centipede-like -- are propelling the thing forward.

If you figure on 5 to 10 legs per 10-foot length, you can get an idea of what it is you face.]


Thomas calls to his friends, "Tactical change my friends! Head for the entrance!! We'll make a stand there or draw it outside." Before Thomas leaves the sanctuary he looks to his friends to see if any have been left behind or are still sparring with foes or anything to that effect. If so, this is his top priority. He will help them in any way that is necessary (i.e. he'll attack the foe, carry the friend, or even turn and face the machine so that it must deal with him rather than going after his slower friends. If not, he runs to the entrance to the sanctuary and stops to make a stand if anyone is slow in getting out. Thomas will be the last to leave.

[OOC:I have prepared a readied action in case a number of things happen. At half of my movement distance I would like to look over my shoulder at the machine. If it is moving faster than me or, since I was apparently so close to the machine, if there appears to be no way for me to get to the entrance I will simply turn and fight. Also, if I get to the entrance and stop and have any turn left over and the machine catches up with me, I will fight. If the machine or any foe presents itself I will strike rolled 12 + 14 melee/mag weap/blessed weap = 26 to hit; rolled 3 + 6 STR/mag weap/blessed weap = 9 dmg NOTE: sorry for rolling out of succession, the spot check came to me late.]

Altemia  d20+7=18 d20+7=16 d20+2=6
Tuesday April 9th, 2002 6:23:42 PM

Altemia continues to remove the medallions as fast as she can. Seeing the diseased men, she shudders, but continues on as normal (Will 18). Seeing the priests beginning to retreat out of the corner of her eye, she pauses to watch. As the machine begins to grab the priests and then move, Altemia is amazed and then shaken (Will 16).

When Sly arrives, Altemia just shakes her head without saying a word. Seeing the second captive with Sly and hearing Sir Thomas's orders, Altemia is torn between continuing to remove amulets or helping Sly and the held captive. Finally, value for her own life wins out and she helps Sly with the captive (Str 6, looks like not much help. ;) ).

Trace and Radiant  d20+6=20 d20+9=17 d20+9=21 d8+4=11 d8+4=12 d20+6=25 d2=2
Wednesday April 10th, 2002 4:07:51 AM

Trace starts to step away but seems able to hold his ground (makes check with 20). He then takes two more swings (hits ac 17 and 21 doing 11 and 12 hps dmg.) He then calls for Radiant to attack again. ( he hits with 25 doing 2hp dmg)

Exit, our Heros (DM Cayzle) 
Wednesday April 10th, 2002 3:25:37 PM

[A note from Cayzle: Friends, it would perhaps serve you well if you were to read my posts in full detail before you respond. Trace should have known that the enemy had retreated -- there was nothing to swing at! Moreover, there have been a number of clues or hints in recent posts that may make a difference in the struggle ahead -- but I fear you players are not reading carefully. Beware! missing crucial details may lead to death and dismay!]

Altemia removes another medallion and then helps Sly get Captive Two out of the corral and moving toward the exit. And just in time! The Thing crawls -- faster than you might think -- toward the corral. It crushes the metal fence-bars like twigs, the many arms of the machine hurling fence-pieces dozens of feet in the air. And it crawls over the remaining captives. Roused from their mindlessness, the doomed captives scream as their limbs are torn off and affixed to the machine; their bloody crushed torsos and pulped heads are left behind in the machine's wake like lumpy oatmeal splattered by a rude child.

Sir Thomas, Ilsidur, and Captive One head toward the exit posthaste. Thomas looks behind and sees Trace standing defiantly. The machine finishes with the corral -- next round it will surely be upon the ranger and his hawk.

Trace, still defiant but perhaps confused, is ready to keep fighting. But all the Black Robes ran back and mounted the machine last round. He and Radiant, however, get a clear view of the scene behind where the machine had been. He sees vats of some liquid, and troughs and channels near the machine's location that drain into these vats. Trace cannot see the contents of the vats, but they must be dank and noisome, since they exude a soul-chilling darkness and the charnal smell of decay.

By the end of the round, Ilsidur and Captive One are at the entry to the Nave, greeted gladly by a barking Luke. Captive One, in his terror, has even run most of the way through the Concourse and sees happy daylight beyond. Sly, Altemia, and Captive Two are most of the way to the exit.
Sir Thomas is behind them, and still in the rear is Trace and Radiant, standing as the thing crawls forward, lurching ahead on its many legs.

Sir Thomas - bless weapon, shaken 
Wednesday April 10th, 2002 9:56:28 PM

When Thomas sees Trace standing ready to fight the jauggernat that is heading his way and knows beyond a doubt that even if they had an army of people they would not be able to kill the machine with swords. "Trace!! RUN!! Come on, you're the only one left." Thomas stops running when he reaches the entrance to the sanctuary. He waits to see what Trace will do.

Hopefully Trace will start running his way, at which point Thomas will turn to run also. Trace should be faster than the armored knight so Thomas will not wait to hold his hand. He screams forward to the group ahead of him, "we're on our way! Altemia, break one of those medallions!"

If Trace stands foolishly and unnecessarily in harms way Thomas will call to him and hope sense is brought to him. "Trace, do not let irrationality take control. Mittirri will not be helped by you dying foolishly. If you wish to die in this way, at least do it in public so that others will be inspired by your heroism." Thomas will not wait to see Trace's fate. He turns to run if the ranger simply stands there or if the ranger charges the machine. If Trace runs, see previous portion of post.



Trace and Radiant 
Thursday April 11th, 2002 2:27:59 AM

(ooc: Sorry since you had put apart the black robed individual in a previous post I thought you would continue to do so and thus when I didnt read his retreat I kept fighting. Seeing the danger and hearing the shouts for him to flee he spins on his heals and hauls the allmighty arse to the exit. Radiant immeditly got the idea of Retreat when trace made the first step and quickly flies ahead and through the exit. If close enough, when Trace makes the exit door he will sheath his swords and begin to ready his bow. "Man, I was trying so hard not to be scared I didnt realize I had good reason to run."

Ilsidur 
Thursday April 11th, 2002 8:45:25 AM

Ilsidur stops at the entry to the Nave, and comes to a realization (he hopes). "That thing gets bigger and more powerful, the more people it kills and attaches to itself. I don't think we can let it loose out of the temple, as it will likely just keep killing and growing. If it is made of human arms and legs, we can hurt it, and maybe stop it. I am going to cast magic circle vs evil on myself, which will affect anyone within 10' of me, so stay within 10' and lets do what we can to stop this abomination."

Ilsidur quickly traces the circle around himself, and casts his spell.

Sly Foxx and Luke 
Thursday April 11th, 2002 9:28:22 AM

Sly holds Atemia by the hand and tell her, "Little Sister! Don't Look back. It look like we're going to have one big job stopping that thing." Sly greet Luke and waits for the others. Then regroup.

Sir Thomas 
Thursday April 11th, 2002 10:34:35 AM

It may not be possible, but Thomas will try to follow Ilsidur's instruction and get to within 10' of him to be affected by the spell.

Jurgen - Shaken 
Thursday April 11th, 2002 10:58:37 AM

The boy shakes uncontrollably for a few moments, not so much as he's scared but as it is neccessary to get rid of the "Heeby, Jeebies" that he has. His body twists, hair flying around and then he shouts out.

"A machine is evil?! I doubt that! I'm not going near that door! Not at all!" Jurgen stays back, but prepares to cast Magic Missle, if anything comes through the door (or destroys the door-frame and moves on). He looks weary and scared, but that couldn't be just his own fear. Never! It must be the effects of the spell, of some sort.

Reaching from Shadows (DM Cayzle) 
Thursday April 11th, 2002 5:31:15 PM


The group huddles in the Coucourse near the entrance to the Nave. The paralysis gripping Captive Two and the fear overwhelming Captive One dwindle and then end. (although Captive One feels the trembles return if he contemplates facing it again.)

Ilsidur casts his spell, and some of the others huddle close. Some prepare spells or missiles, trying to master their fear.

As the group looks back into the Cathedral, all they can see is black shadows. The machine is lost, although they hear the sound of many feet on the floor in the distance. The black shadows condense and thicken. They are fog-like ... web-like ... tendril-like ... solidifying as the group watches in horror. Are they arms? Are some mechanical? Some organic?

If you choose to stay in the Concourse, make a Reflex save vs. DC 15 or be grabbed by a shadowy tendrils/arm. If you re-enter the Nave, save vs. DC 25. Save vs. DC 5 if you decide to flee.


Captive One - Shaken  d20+7=19
Thursday April 11th, 2002 7:37:56 PM

Captive one runs out of range, while readying his bow. Although a tendril reaches for him, he easily steps away from it.(reflex 19-2 for shaken = 17 still more than enough.) Although, he is a bit freaked out, captive one, will stop after he is well out of range and then raise his bow and prepare to fire.

Jurgen  d20+4=18
Thursday April 11th, 2002 10:26:32 PM

The young lad runs around, dodging the limbs or whatever they are. He jumps up, just as one of them rakes underneath. Meanwhile his head is knocked backwards by instinct, to avoid another oncoming one of the things. He lands directly on his buttox, but manages to avoid those tendrils as he watches them sweep the area leaving his eyes disturbed. Looking at them gave him the erries, and certainly weren't good for you!

Jurgen turns himself around, away from the group of insane people who are WAITING for the death beast thing. Of all things, waiting was one of the stupidest. He runs full speed, trying to get about 100 feet away from the oncoming machine thing. The young mage spins around, panting excessively. The run was too hard, and now he seemed far enough away. He should be able to fire off his Magical Missles at the thing, providing it came out.

"I sure hope it can't attack me out here. I'd be in big trouble. Even Josephine wouldn't be able to help me..." The boy is quite sure that he is safe, but then again he was quite sure he was in a mountain, moments ago.

Ilsidur (protected from evil)  d20+5=7 d20+9=16 d10+3=13
Thursday April 11th, 2002 11:25:50 PM

[OOC: Remember, if your character is within 10' of Ilsidur, he/she gets a +2 bonus on saves, and a +2 bonus to AC, if the attacker is evil. Cayzle, I will make all my saves assuming the creature and the priests are evil. Please let me know if this is OK.]

Ilsidur waits in the Concourse, to see if the machine creature can follow. He feels himself being grabbed by a shadowy arm, and tries to sever the offending limb with his waraxe. [OOC: Hit AC16 for 13 hp damage.]

Ilsidur 
Thursday April 11th, 2002 11:27:11 PM

[OOC: Cayzle, would it be possible to show some sort of map? Can we know how big the concourse, nave, and other parts of the building are?]

Jurgen - OOC 
Friday April 12th, 2002 12:49:15 AM

[i][OOC: Ilsidur, your assuming the machine is evil :). What if it's just a machine, and the controllers are evil? And I second the map idea, it would be exceedingly useful.]

Jurgen - OOC 
Friday April 12th, 2002 12:49:38 AM

[OOC: Ilsidur, your assuming the machine is evil :). What if it's just a machine, and the controllers are evil? And I second the map idea, it would be exceedingly useful.]

Trace and Radiant  d20+8=11 d20+6=19 d6=6 d6=5 d6+9=13
Friday April 12th, 2002 2:45:25 AM

Trace steps just out of range of the machine and lets loose two arrows at the machine (Trace fires twice missing the first shot but hitting the second time doing 5 hps dmg.) Trace tells Radiant to fly out of the temple. All the while trace keeps looking back and moveing to the exit. (spot check 13)

Sly Foxx and Luke  d20+5=16 d20+9=15 d20+9=18 d8+4=9 d8+4=10
Friday April 12th, 2002 9:46:50 AM

OOC:made my save 16 - [2] Attacks 15 & 18 - Damages 9 & 10 (hopefully)

Sly tells Luke to go out and wait for him. He stand next to Ilsidur. If any of limb are any way near him, he will attack them with his long sword.

Sir Thomas - Shaken, bless weapon, protected from evil  d20=14 d20=8 d20=5 d10=1 d10=8
Friday April 12th, 2002 1:29:28 PM

OOC: I am assuming I made it to within 10' of Ilsidur before he cast his spell.
Rolled 14 - 2 shaken + 2 protected + 5 Reflex = 19
Rolled 8 + 14 melee/mag weap/bless= 22 to hit
Rolled 1 + 6 melee/mag weap/bless = 7 dmg
Rolled 5 + 9 melee/mag weap/bless = 14 to hit
Rolled 8 + 6 melee/mag weap/bless = 14 dmg

Having few options and believing Ilsidur's evaluation to be correct, Thomas turns to fight the machine. "Ilsidur is right, we cannot let this thing get out into the public. Altemia, will you do something with those medallions to see if they affect the machine? Try breaking one or have Ilsidur dispel magic on it or something. FOR OUR SAKE AND YOUR OWN, DON'T JUST STAND THERE!!" While waiting for the machine, Thomas sees the shadowy arms reaching for him and his friends and manages to avoid their grasp (see save roll above). He does not sit idly by while they do, he strikes at them as they become close enough. (See attack rolls above)

Touched by a Shadow (DM Cayzle)  d20+6=13 d20+3=22
Friday April 12th, 2002 5:04:44 PM


Verbal Map -- The old temple is located on the edge of a large open plaza. Years ago, many temples of different gods circled the plaza. But in recent years all have been abandoned, desecrated, torn down, or left to rot -- except the Temple to Marteus, which has grown.

Entering the old Temple of Alemi (now desecrated), one first enters a long wide hallway, called a Concourse. Once it was lined with alcoves and statuary, but now it is all in ruins. There are openings and doorways to both the left and right. Two clearly go to small chapels. Two turn
into halls. Two lead to rising stairs.

At the end of the Concourse is the entrance to the Temple Sanctuary and main hall of worship -- the Nave. But the Nave has been corrupted. No light enters from the outside. It is a place of shifting geometry and dark moving shadows. It is not the place it once was.


====================

The former captives, perhaps because they had a closer exposure to the thing deep in the temple, show the most common sense. They both run the length of the Concourse, stopping near the open doorway that leads outside. There they stop and turn, readying arrow and spell.

At the other end of the Concourse, shadowy arms spill in from the Nave. They reach throughout the Concourse, like long octopus tentacles. One brushes up against Ilsidur's Circle against Evil, and pulls back as if burned. Then several more arms and ghostly hands reach at the circle, pressing against it. They push, and -- with a sighing sound -- pass into the Circle!

[Make a Spellcraft Roll vs. DC 15 to realize that some kind of Spell Resistance is at work. I rolled a resistance check for Ilsidur -- a 13 is not good enough.]

Ilsidur slashes through an arm with his mundane ax, but his weapon whistles through without disturbing the arm -- the arm that, ignoring the magic circle, reaches out to Ilsidur and touches him!

Trace shoots into the shadowy mass of darkness that roils at the entrance to the Nave, but he does not know if he hits. Also ignoring the Circle of Protection, an arm touches Trace!

Sly dodges the shadowy arms, but his weapon also passes through the arms as if they were not there.

Only Sir Thomas's blessed weapon has any effect at all, and he causes the shadows some hurt. But there are so many arms! His effort, although more effective than his friends', seems almost futile.

Altemia is so busy dodging shadows that she does nothing else. She is untouched, however.

Trace and Ilsidur are not so lucky. The shadow-arms pass through cloth and armor, flesh and bone, to the heart. Both Trace and Ilsidur lose 2 points of strength each. Their eyes dim for a moment as shadows fill their vision. They sense that if they do not get into daylight, they will continue to lose 2 points of strength each round.

Sir Thomas, Altemia, and Sly, if you stay where you are in the Concourse, make Reflex saves vs. DC 15 or be touched. If you flee, the save is vs. DC 5.

[OOC: Sly, Captive One, thanks for telling me what your saves were -- it makes it easier for me to figure out. That's a lesson for those who let me puzzle out the numbers unaided!]

Sly Foxx and Luke  d20+8=26 d20+4=15 d20+11=26 d20+11=29 d8+6=7 d8+6=13
Friday April 12th, 2002 7:02:20 PM

Sly is getting worried, He tell himself that he should have cast a fire spell on his sword, but it's too late now. If he could only hit something like those tubes or something more solid. "Watch out everybody, I'm swinging low." Sly will go in low and swing twice in a whirl wind motion that seem to give him more momention. "Something has to give and I hope it'd not me."

OOC:Sly made his Spellcraft roll - 26 - also made (but bearly) the reflex - 15 - [2] attack - 26 & 29 - Damages (I hope) - 7 & 13.

Jurgen  d4+1=5 d4+1=2 d4+1=3
Friday April 12th, 2002 8:01:45 PM

Jurgen smiles briefly, at the man to his side. They seemed to be plauged by the curse of sanity, running from the battle ahead. It was strange, Jurgen had a trust for his fellow captive. No, ex-captive. They were free, as it appeared. Although this other group could attempt to capture them again, but Jurgen would let this one beside him distract them while he ran. That was the only way out. He had sacrificed others to save himself, twice before. It was necessity. To be able to save your own life, in place of anothers. It may have been crude, but it was basic survival. Josephine was never able to figure out how he got it, but deep down he knew that it was from his birth mother. He didn't know her, but she certainly knew him...

But now the trust was needed. Jurgen would have to let this man stay at his back, without stabbing him. He would have to put his faith into this tall, nomadic human. His hand wavering over his dagger, but not touching it. He was beginning the complex gestures of his spell, the same ones he had been using for the past minute or so. His spell was effective, there was no chance for him to miss against his target. Even the Archer beside would envy the blows, as they dodged the combatants to hit their mark.

[Magic Missle, 10 damage, he wants to aim for those controlling it. If he cannot hit them, then he just attacks the machine.]

From the young Sorcerer's hands flew 3 magical projectiles. One green, one red and the last black like the night sky, flickering with stars. They head straight towards, almost laughing at the first captive's arrows knowing that they'll hit without fail and his are doomed to die.

"Twist the strands of magic without true knowledge, and you shall be burned..."

Sir Thomas - Shaken, bless weapon, protection from evil  d20=10 d20=2 d20=2 d10=7 d10=6
Friday April 12th, 2002 11:36:05 PM

Sensing the situation that is unfolding Thomas looks to his friends. "RUN!" Thomas turns his attention back to the arms that are infiltrating the nave where he and his friends have decided to make their stand. He then calls into the shadows as he dodges their groping attacks (Rolled 10 - 2 shaken + 2 protection + 5 reflex = 15). "I'll meet you outside. Run before it's too late. I'll wait only a moment or two before I follow."

As Thomas bobs and weaves he steps in front of Ilsidur as if to protect the dwarf from the arms as they reach and to provoke them to reach for him instead. He strikes back almost passively as he calls to Marteus and the darkness. (rolled 2 + 14 melee (-shaken penalty?)= 16 to hit; rolled 7 + 6 = 13 dmg and rolled 2 + 9 melee (-shaken penalty?) = 11 to hit; rolled 6 + 6 = 12 dmg) "Alemi sees your deeds and he will not stand for it long. He will protect us. He will deliver us from the cold hand of death. Your reign will not last long. If you doubt me, come and take me."

With a second wind he demands his friends run for the light so he can follow. "Alemi is on my shoulder. Go my friends. I am right behind you."

Trace and Radiant 
Saturday April 13th, 2002 12:40:11 AM

Feeling the strength pulled from him with notihing to do to stop it he becomes quite fearfull. "RETREAT!!!!" Trace tucks his bow and sprints to the exit and the light outside.

captive one 
Saturday April 13th, 2002 5:39:09 PM

Captive one decides a full retreat is not such a bad idea and heads out the exit. Once outside he remains ready to fire his bow at any non-friend who comes through the door.

Ilsidur 
Sunday April 14th, 2002 11:28:35 PM

It was just as Ilsidur had feared: his non-magical weapon had no effect on the shadowy creature. Realizing he needed to get to the light as quickly as possible, he turns and heads for the front door of the temple. He looks over his shoulder, making sure his young friend, Sir Thomas, is close on his heels. "Run, Sir Tom. The rest of us are heading to light and hopefully safety!"

Altemia  d20+3=14
Monday April 15th, 2002 12:00:45 AM

(OOC: Sorry for the no post on Friday...work. Blech!)

Altemia, deciding that there is nothing she can really do after seeing the thing just reach in and touch the others, turns and flees toward the door. (Ref 14)

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