WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

Dark Fae Rising 1 Archives


Return To Index


The Group Splits


Zeoll  d20+9=10
Tuesday August 30th, 2005 11:50:05 AM

Zeoll is glad to head back to the temple with Ashira. He sticks close to her and keeps his eyes open.

Spot 10 (nat one)

But he is distracted and notices nothing!

DM Jamie 
Tuesday August 30th, 2005 12:20:44 PM

OOC: I am going to assume that Zeoll is going to accompany Ashira and that Bohdi is willing to cast invisible on the two adventurers.

You spent some time in the guard station and the sun has begun it's journey to the other side of the Wold for the evening. As the shadows extend accross the city each of you turns your thought to what has been revealed to you and cope with it in your own way. Imagine, a conspiracy that goes all the way to the head of the gods. Something that happened in the past is linked to the present and you are holding the only piece of the puzzle.

With Ashira's suggestion of splitting up her and Zeoll stand off to the side in an alley while Bohdi prepares to cast the invisibility spell on the pair. He waves his hands in the air and recites the arcane language of magic. The air briefly shimmers around the pair as they fade from sight.

Ashira and Zeoll procede back to the temple.

The rest of you continue on to the inn for the evening and to study the parchment.

The sun seems to set quicker than usual this evening and before you know it each group is encompassed in complete darkness before getting to their destinations. Most of the lanterns along the streen are not lighting. And those that do are a sickly yellow color. Their are very few people walking the streets this evening and those that do seem to draw their cloaks around themselves as if to try to keep the darkness from entering their hearts this evening.

Zeoll and Ashira, as you approach the temple you see the same two acolytes standing outside that you obseved the first night of scouting. Upon closer detection it seems they are nursing wounds. One of them has his arm in a cleverly hidden sling and the other has a more obvious bandage covering his left eye.

They seem to be turning people away this evening from entering the temple. As you get closer you hear them tell people that their are some renovations taking place to help accomodate their growing numbers of followers and to come back in a day or so.

As you skillfully make your way up the steps past the accolytes without detection you see that the interior has been trashed. Their is desecration all around. Ashira, your heart pounds as you think of only one thing. You race towards the inner sanctum to the statue of Gargul sitting at the throne. The lights blaze no more. They have been tipped over and destroyed. The head of the god now bears a blemish as if someone or something hit it with great force. Here is where most of the priests are and they are repairing most of the damage.

The rest of you make your way back to the inn. Then it hits you... Where did all of the noises of the city go? You still hear each other, but it is as if you have been isolated from the rest of the city. Their is no one else on the street with you. You don't even hear the rats anymore. It is as if the darkness is suffocating the sound around you. Some of you are able to make out faint footsteps, but can't tell where they are comming from. Although they appear to be getting closer. (Make a DC 25 listen check). Still others can see glints of what appears to be torchlight off of metal here and there in the distances around you (Make a DC 25 Spot check). What does it all mean? You do not know. Any attempts to creat light only gives half the normal radius and effect of the light.

Rose, your dog begins to get a little jumpy. Even with all of it's training it does not like the situation it is in (make a DC 18 animal handling check or he begins to pull away from you wanting to find someplace safe. He won't pull you along, yet.).

If you familiar/animal companion is not with you I appologize. Just let me know. Don't worry, I don't make a habit of killing them off.

Macaw, Squork, Piper, and Pah'caw are all more figity than normal. All wish to take flight to be away from this abnormal blackness.

Solgrin, Rocza perks up immediately and lets you know through your telepathic link Highlight to display spoiler: { Their are people closing in on our position about 30 foot around us. Their are about 6 of them and the have weapons}

Solgrin (AC 15, HP 54/54,)  d20+6=21 d20+6=15
Tuesday August 30th, 2005 7:09:04 PM

"Trouble folks, incoming from all around!" Solgrin warns the others. Solgrin then casts haste (extended, rod 1 use) on the group

*
spot 21
listen 15
*
**
active spells:

haste - 14 rounds

**
******

Spells: (Memorized/day) (bonus spells (1-1st , 1-2nd, 1-3rd, 1-4th)
0 Lvl (DC 14) (4) -- Prestidigitation, Light, Detect Magic, Acid Splash
1st Lvl (DC 15) (5)- Mage Armor, Magic Missle, Burning Hands x2, Shield
2nd Lvl (DC 16) (4)- Melf's Acid Arrow, Flaming Sphere, Invisibility, Summon Swarm
3rd Lvl (DC 17) (3)- Fireball, [Haste], Blink
4th Lvl (DC 18) (2)- Invisibility (greater), Otiluke's Resilient Sphere

[]spell cast

******

Bohdi Nackle (AC 20, HP 58/58) and Squork (AC 19, HP 29/29) 
Tuesday August 30th, 2005 8:53:42 PM

"We won't go down without a fight!" Bohdi exclaimed. Turning to his new friend Zeoll, the gnome said, "Here--you'll need this more than me." With a mutter and a wave, he cast displacement on Zeoll. He readied his wand of fireballs.

Active spell effects:
--Mage Armor, 9 hours, +4 AC, one on self and Squork, one on Zeoll
--Protection from Arrows, 9 hours, DR 10/magic against projectiles up to 90 pts. damage
--Displacement, 9 rounds, cast on Zeoll, 50% miss chance

Spell list:
Gnome abilities: Ghost Sound, Dancing Lights, Prestidigitation, Speak with Burrowing Mammals
Level 0: Message (x2, cast one on group), Read Magic, Light
Level 1: Mage Armor (x2, cast one on self, one on Zeoll), Color Spray, Feather Fall, Magic Missile (x2), Jump, Reduce Person, Shocking Grasp
Level 2: Mirror Image, See Invisibility, Cat's Grace, Rope Trick, Spider Climb, Protection from Arrows (cast)
Level 3: Displacement (cast), Protection from Energy, Greater Magic Weapon, Fly, Dispel Magic (cast)
Level 4: Greater Invisibility (cast), Phantasmal Killer, Shadow Conjuration, Rary's Mnemonic Enhancer (cast, used to prepare 3 extra L1 spells)
Level 5: Shadow Evocation (x2), Mirage Arcana


Zeoll  d20+18=30 d20+24=27 d20+8=25
Tuesday August 30th, 2005 10:49:03 PM

[LOL! Bohdi lists his spells every post, and Invis is not on that list. Plus remember that under 3.5 they nerfed Invis so that it lasts only a few minutes. He has Greater Invis, but that lasts even less time!]

Zeoll thanks Bohdi but does not accept the displacement. "By the time we get to the temple yourr spell will have long worrn off."

The liontaur walks with Ashira to the temple and is saddened by the desecration. "Now I really wish we had attacked those hooligans!" he whispers to his friend.

If Ashira does not mind, Zeoll will listen to the conversation and engage the clerics. He wants to learn as much as he can of what went on here, and who is responsible.

Gather Info check 30. Diplomacy check 27.

Does that mark on the statue mean anything? Bard Lore check 25.

Afterward, he is eager to return to the others.

Ashira  d20+12=18 d20+11=18
Tuesday August 30th, 2005 10:49:56 PM

Anger bordering on a murderous rage boils through Ashira. Oh they're going to pay. They're going to pay dearly for this!! Ashira takes a quick look around (Spot=18, Listen=18). She allows Zeoll to ask around, but she is anxious to get back to the group. Something was wrong...and the ranger is pretty sure that the other group will probably come under attack soon. After a few minutes of Zeoll's questioning, unless she notices something or some tidbit of conversation that she thinks warrents her attention, Ashira will suggest to Zeoll via their message spell that they head back to the Inn.

Tratain AC 29 HP 58 (Shield of Faith: Haste)  d20+7=20 d20+7=19
Tuesday August 30th, 2005 11:22:13 PM

When solgrin gives his Warning Tratain Casts Shield of Faith upon Himself and Readies his Warhammer and Shield for battle. He moves Near Bohdi and says "Stay Near me if you can during the battle if one takes place Bohdi, I will defend you as best I can."

Tratain will Interpose for the First attack ment for Bohdi.(Protector Ability)

Rose  d20=12 d20+9=27 d20+10=16 d20+8=28 d20+10=14 d20-2=5 d20+5=24 d20+10=26
Wednesday August 31st, 2005 4:17:16 AM

Rose is having some trouble with mandy who starts moving away to find a safe place. Piper attempts to help Rose with Mandy but decides to keep a look out instead. Piper will let everyone know if she sees or hears anything wrong.

handle animal: 12
know arcane: 27
listen: 16, +2 piper
ride: 28, nat 20
spot: 14, +2 piper

piper's rolls
handle animal: 5, aid another
listen: 24
spot: 26

Theodore and Macaw 
Wednesday August 31st, 2005 9:44:06 AM

Theodore lets Macaw fly off. He never was good at keeping his familiar in close quarters during danger.

The mage instinctively casts a protective spell upon himself and moves beside Bohdi so they might better coincide their spells, should they need to.

Brahmah (AC 22, 97hps)  d20+11=31 d20+11=31
Wednesday August 31st, 2005 11:11:27 AM

Pah'caw takes flight out of the unnatural black.

In one fluid motion, Brahmah draws his weapons and turns to see the nearest figure. He grins and motions for them to move closer. (TWO NATURAL 20's! Spot and Listen both 31. Darkvision 60ft)

(OOC: is it possible at this distance to determine race or size?)

DM Jamie  d20=10 d20=20 d20=14
Wednesday August 31st, 2005 6:52:24 PM

At the temple, Ashira and Zeoll, wade through the destruction to try to find out what happened. Through your questions you determine that the men in red arrived here and tried to meet with the same priest you did. When they were refused they started to trash the temple. One of them was brave enough to approach the statue and attack it directly with his mace.Then they left. After gathering all of the information you make your way back to the Inn.

And back to the rest of the group. Everyone is able to get off their actions before 2 men seemingly walk straight out of the shadows. They are all humans. Brahmah, because of you exceptional vision you notice they have no pupils. Their eyes are completely white.

"You all hear in your minds, "You were warned to avoid this this path of adventure. Consider this a refresher." It is the same voice that you heard when walking int the temple.

The men advance. We will list them as man 1 and man 2. They are comming at you from opposite sides. You are all gathered at a street corner with a light above you. The men don't appear to be armed.

Solgrin, Rocza let you know Highlight to display spoiler: { "The others have just vanished."}

Tratain AC 29 HP 68/58 (Shield of Faith: Haste; Divine Power) 
Wednesday August 31st, 2005 8:40:45 PM

Tratain casts another spell upon himself and stays close to Bohdi for the moment. He says to his comrades "If they wish to fight let them strike first, do not be goaded into starting a battle here on the streets of the City, the guards frown upon it."

Tratain calls out to the Men "You have a chance to leave here before anyone is injured, if you attack us we will defend ourselves. We will not be detered from our mission. If you attack us we will kill you."

------------------------------------------
Shield of Faith - Round 2 of 60
Haste - Round 2 of 14
Divine Power - Round 1 of 10

Bohdi Nackle (AC 20, HP 58/58) and Squork (AC 19, HP 29/29) 
Wednesday August 31st, 2005 9:30:09 PM

OOOPS! I totally missed that Zeoll's not with the group. Can I beg a DM modification on Bohdi's action last round, and have cast the Displacement on Theo instead?

"City guards?" Bohdi snorted. "Bloody lot of 'em can bugger off--we've seen what good-for-nothings they are."

Continuing to try to help his friends, Bohdi cast Mirage Arcana to provide illusory cover for the group. He made a small illusory barrel around Rose with tiny peep holes big enough for her to shoot through; near each approaching man, he made illusory hills flowing with scorching hot lava, with illusory high metal gates arching across their tops, to block their paths (he placed the party at the top of the hills with clear angles for shots). He created fog banks for any of the party members to conceal themselves in, should they wish. And he made an immense illusory barricade of razor-sharp spinning blades to ring the party and block out their odd opponents.

"Approach no further!" the gnome cried.

Active spell effects:
--Mage Armor, 9 hours, +4 AC, one on self and Squork, one on Zeoll
--Protection from Arrows, 9 hours, DR 10/magic against projectiles up to 90 pts. damage
--Displacement, 9 rounds, cast on Theo, 50% miss chance
--Mirage Arcana, 1 hour, 180 ft cubes, Will save DC 23 to disbelieve

Spell list:
Gnome abilities: Ghost Sound, Dancing Lights, Prestidigitation, Speak with Burrowing Mammals
Level 0: Message (x2, cast one on group), Read Magic, Light
Level 1: Mage Armor (x2, cast one on self, one on Zeoll), Color Spray, Feather Fall, Magic Missile (x2), Jump, Reduce Person, Shocking Grasp
Level 2: Mirror Image, See Invisibility, Cat's Grace, Rope Trick, Spider Climb, Protection from Arrows (cast)
Level 3: Displacement (cast), Protection from Energy, Greater Magic Weapon, Fly, Dispel Magic (cast)
Level 4: Greater Invisibility, Phantasmal Killer, Shadow Conjuration, Rary's Mnemonic Enhancer (cast, used to prepare 3 extra L1 spells)
Level 5: Shadow Evocation (x2), Mirage Arcana(cast)



Theodore & Macaw HP 38/38 AC 21 (dodge & mage armor) 
Wednesday August 31st, 2005 10:29:45 PM

Spells Active:
Mage Armor - 9 hours
Displacement - 9 rounds


Theodore pulls a foul smelling object from his spell component pouch and prepares for the worst.

Readied Action:
If the men continue to approach or act in another hostile way, Theo hurls casts stinking cloud 15' behind man 1. With a radius of 20', the could should encompass man 1 and extend well behind to affect any unseen allies. Fortitude vs 19 (+1 spell focus) or nauseated.

Solgrin (AC 19, HP 54/54, Haste, Mage Armor) 
Thursday September 1st, 2005 3:05:16 AM

Solgrin nods to himself then casts mage armor on himself sharing it with Rozca.

Solgrin tells the others "all but these two just vanished."

**
active spells:

haste - 13/14 rounds
mage armor - 7 hours
**
******

Spells: (Memorized/day) (bonus spells (1-1st , 1-2nd, 1-3rd, 1-4th)
0 Lvl (DC 14) (4) -- Prestidigitation, Light, Detect Magic, Acid Splash
1st Lvl (DC 15) (5)- [Mage Armor), Magic Missle, Burning Hands x2, Shield
2nd Lvl (DC 16) (4)- Melf's Acid Arrow, Flaming Sphere, Invisibility, Summon Swarm
3rd Lvl (DC 17) (3)- Fireball, [Haste], Blink
4th Lvl (DC 18) (2)- Invisibility (greater), Otiluke's Resilient Sphere

[]spell cast

******


Zeoll  d20+9=26
Thursday September 1st, 2005 7:35:20 AM

Zeoll impresses into his mind as much detail on the evil-doers as he can as he asn Ashira head back to the inn. As soon as he gets back, he looks around, trying to be as alert as possible (spot 26)

[OOC: When can Asira and Zeoll join this fight?]

Brahmah (AC 22, 97hps)  d20+10=21 d20+10=14 2d4(2+2)+9=13 2d4(1+1)+9=11
Thursday September 1st, 2005 9:56:26 AM

Brahmah doesn't blink once, he walks at the two 'humans', spinning his swords gracefully.

If he is able, he will get off a standard attack. He swings his falchion twice (hits AC 21 and 14 for 13 and 11 damage versus humans)

Ashira  d20+12=15 d20+11=20
Thursday September 1st, 2005 10:26:06 AM

Silently stewing, Ashira heads back to the Inn...preparing in here mind lots of horrible things to do to the red Gargulites the next time she encounters them. She keeps her eyes and ears open as she travels (Spot=15, Listen=20).

Rose 
Thursday September 1st, 2005 3:01:51 PM

Rose will quickly cast mage armor on herself

DM Jamie  d20+11=28
Thursday September 1st, 2005 3:13:16 PM

Ashira and Zeoll, you eave the temple after gathering all your information. You are moving quickly in order to get back and share your newly gained informaiton with the group. On the way back Ashira you hear combat comming from ahead. Zeoll you think you see some group in the distance fighting. Then both of you see an erruption of fire at the location of the group. You think you can make it soon, but this darkness makes judging distances hard. (OOC: In game time you should make it in two rounds)

Meanwhile, back at the street corner.....

[i](OOC: no problem with the spell change)


The change in scenery goes off without a hitch.

Theodore, as the men continue forward you set off your stinking cloud. It goes off and encompasses man 1. But to your dismay man 1 emerges from the vaporous cloud unscathed.

Brahmah, you close with man 2. He continues to walk forward. You attack and are met with no resistance. Both of your attacks dig deep and the man litteraly explodes out from the amount of damage he received. You are covered in cold liquid as the body is decimated.

After this happens all of you in the group notice something bright moving through the air. Although you don't know what it is until it hits...

A flamming arrow flies true through the air and strikes Brahmah in the chest. Brahamh lights up like a gnomish candle. The fire engulfs him and spread across the ground to the body he decimated and errupts in a mountain of flame.

Man 1 is about 10 feet away now.

Bohdi Nackle (AC 20, HP 58/58) and Squork (AC 19, HP 29/29) 
Thursday September 1st, 2005 3:22:04 PM

"Vanished, you say?" Bohdi responded to Solgrin. "We'll just 'see' about that!"

Bohdi cast See Invisibility upon himself and Squork. He and the bird scanned the area, rooftops, and the surrounding airspace for otherwise-unseen assailants, calling out the locations of anything spotted.

(For the duration of the battle, Squork will continue this scan and will call out the locations of spotted opponents.)

DM sanity point: To avoid a slew of retroactive posting, if there ARE hidden opponents that Bohdi can spot and identify to others (thereby rendering them, perhaps, to a 50% miss chance, per the rules on invisible creatures), could you please indicate that in a DM supplemental post? That might help. Thanks!

Active spell effects:
--Mage Armor, 9 hours, +4 AC, one on self and Squork, one on Zeoll
--Protection from Arrows, 9 hours, DR 10/magic against projectiles up to 90 pts. damage
--Displacement, 8 rounds, cast on Theo, 50% miss chance
--Mirage Arcana, 1 hour, 180 ft cubes, Will save DC 23 to disbelieve
--See Invisibility, 90 minutes

Spell list:
Gnome abilities: Ghost Sound, Dancing Lights, Prestidigitation, Speak with Burrowing Mammals
Level 0: Message (x2, cast one on group), Read Magic, Light
Level 1: Mage Armor (x2, cast one on self, one on Zeoll), Color Spray, Feather Fall, Magic Missile (x2), Jump, Reduce Person, Shocking Grasp
Level 2: Mirror Image, See Invisibility (cast), Cat's Grace, Rope Trick, Spider Climb, Protection from Arrows (cast)
Level 3: Displacement (cast), Protection from Energy, Greater Magic Weapon, Fly, Dispel Magic (cast)
Level 4: Greater Invisibility, Phantasmal Killer, Shadow Conjuration, Rary's Mnemonic Enhancer (cast, used to prepare 3 extra L1 spells)
Level 5: Shadow Evocation (x2), Mirage Arcana(cast)


Brahmah 
Thursday September 1st, 2005 6:17:12 PM

Four words enter Brahmah's mind. 'Stop, Drop and Roll'!!!

Brahmah doesn't stick around to discover Man #1's dirty little secrets! The minotaur turns and moves swiftly away. "Take them down! No melee with those White Eyed Guys!" He says, fire trailing him like some strange furry comet.

(OOC: I assume there is no save and Brahmah will simply burn for his transgressions!! :))

DM Supplemental Post  d4=2 d4=4 d4=2
Thursday September 1st, 2005 7:27:51 PM

I don't mind when players give suggestions. I don't come up with good ideas sometimes and don't mind the help.

With that said...

Bhodi and Squork, The arrow came from what you think is the roof of the Giggling Ghost.

There appear to be no other people around you. The only one thatyone detects within 60 feet is man 1.

Brahmah, you take 8 points of damage. If you take the next round to stop, drop, and roll you will put yourself out.

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor) 
Thursday September 1st, 2005 9:48:54 PM

Spells Active:
Mage Armor - 9 hours
Displacement - 8 rounds
Stinking Cloud - 8 rounds


With all the fire raging about, Theodore thinks it smart to try and protect his friends from further damage.

He touches Bohdi lightly on the shoulder and his magic power flows into the illusionist.

(Cast resist energy (20)- fire on Bohdi. Lasts 40 minutes)

Zeoll 
Thursday September 1st, 2005 10:44:11 PM

Zeoll races with Ashira back to where their friends may be in need (round 1 of 2).

Ashira 
Thursday September 1st, 2005 11:34:17 PM

Growling with anger, Ashira dashes after Zeoll...no match for his powerful liontaur limbs. Though she lags slightly behind him, there is a purposeful look on her face as the hood of her cloak is blown back as she races toward the red Gargulties.

OOC What Cayzle said... rd 1 of 2. ;)

Tratain AC 29 HP 68/58 (Shield of Faith: Haste; Divine Power; Prayer)  d20+8=10 d20+8=21
Friday September 2nd, 2005 4:58:56 PM

Tratain incants another spell to help his allies and hinder his foes and then scans the area for any signs of invisible attackers.

(Casting Prayer- +1 Luck bonus to Attack Rolls, Damage, Saves, and skill checks)
Spot 10, Listen 21

----------------------------------------
Shield of Faith - Round 3 of 60
Haste - Round 3 of 14
Divine Power - Round 2 of 10
Prayer - Round 1 of 10

Solgrin (AC 19, HP 54/54, Haste, Mage Armor, Blink) 
Friday September 2nd, 2005 6:10:58 PM

Solgrin sees the flame arrow strike then Brahmah start to burn quickly casts blink (rod of metamagic extend used) upon himself, sharing it with Rozca.

**
active spells:

haste - 12/14 rounds
mage armor - 7 hours
blink - 14/14 rounds
**
Rod of metamagic extend 2/3 used
******

Spells: (Memorized/day) (bonus spells (1-1st , 1-2nd, 1-3rd, 1-4th)
0 Lvl (DC 14) (4) -- Prestidigitation, Light, Detect Magic, Acid Splash
1st Lvl (DC 15) (5)- [Mage Armor), Magic Missle, Burning Hands x2, Shield
2nd Lvl (DC 16) (4)- Melf's Acid Arrow, Flaming Sphere, Invisibility, Summon Swarm
3rd Lvl (DC 17) (3)- Fireball, [Haste], [Blink]
4th Lvl (DC 18) (2)- Invisibility (greater), Otiluke's Resilient Sphere

[]spell cast

******

DM Jamie  d20+11=21 d20+11=12
Friday September 2nd, 2005 8:46:06 PM

Zeoll and Ashira, at the end of this round you will make it to the battle.

Everyone else, as the scene unfolds... Brahmah is rolling around on the groud and doing a great job extinguishing the flames that engulfed him earlier. While this is going on Man 1 is still approaching and has made it within reach of the group, but he is still just walking forward.

And then from the rook once again comes two arrows. The first is a normal one that hits Man 1 causing something in his pockets to break. The next is a flamming arrow that overshoots the target. As it skips across the cobbles you think you hear a curse from the direction of its firing.

Zeoll  d20+9=29 d20+4=24
Friday September 2nd, 2005 10:39:48 PM

Zeoll sees the flaming minotaur that is his captain rolling ahead. Understanding that the party is under attack, the liontaur scans and listens as he approaches.

Spot 29 is a natural 20! Maybe Zeoll sees the two arrows through the air? Maybe he sees that the enemy in the midst of the group has white eyes? Maybe he even sees a sniper on the roof?

Listen 24 is ANOTHER natural 20! Holy smokes! Maybe Zeoll hears cursing from the roof? Maybe he hears Brahmah's command to ignore the white-eyed guys?

[Round two of two in transit!]

Rose  d4+1=5 d4+1=4 d4+1=2 d20+11=24 d8+6=14 d20+10=22 d20+10=26
Saturday September 3rd, 2005 3:27:00 AM

Rose looks around to see whoever shot the flaming arrow. If she sees him she'll cast magic missile at him, if not she'll attack man1.

magic missile: 3 missiles aimed at whoever burned braham
5,4,2 for a total of 11pts of damage

attack man 1
attack: 24
damage: 14

listen: 22, +2 for piper
spot: 26, +2 for piper

Ashira  d20+12=27 d20+11=30
Saturday September 3rd, 2005 9:43:24 AM

As the ranger sprints toward the combat ahead, she takes stock of the situation (Spot=27, Listen=30). In a flash, her swords are out, and Ashira heads toward the only combatant she can see...Man 1.

(Bohdi Nackle AC 20, HP 58/58) and Squork (AC 19, HP 29/29) 
Saturday September 3rd, 2005 9:46:50 PM

Cursing quietly, Bohdi thanked Theo for his protection. "Protect yourself, friend!" Bohdi advised.

The gnome decided to seek a better angle on the fight. He cast Fly on himself and took to the air (30' straight up) for a better view on their attacker on the inn's roof, sending Squork up ahead for a closer look.

Active spell effects:
--Mage Armor, 9 hours, +4 AC, one on self and Squork, one on Zeoll
--Protection from Arrows, 9 hours, DR 10/magic against projectiles up to 90 pts. damage
--Displacement, 7 rounds, cast on Theo, 50% miss chance
--Mirage Arcana, 1 hour, 180 ft cubes, Will save DC 23 to disbelieve
--See Invisibility, 90 minutes
--Resist Energy-Fire (from Theo), 20 HP, 40 minutes
--Fly, 9 minutes

Spell list:
Gnome abilities: Ghost Sound, Dancing Lights, Prestidigitation, Speak with Burrowing Mammals
Level 0: Message (x2, cast one on group), Read Magic, Light
Level 1: Mage Armor (x2, cast one on self, one on Zeoll), Color Spray, Feather Fall, Magic Missile (x2), Jump, Reduce Person, Shocking Grasp
Level 2: Mirror Image, See Invisibility (cast), Cat's Grace, Rope Trick, Spider Climb, Protection from Arrows (cast)
Level 3: Displacement (cast), Protection from Energy, Greater Magic Weapon, Fly (cast), Dispel Magic (cast)
Level 4: Greater Invisibility, Phantasmal Killer, Shadow Conjuration, Rary's Mnemonic Enhancer (cast, used to prepare 3 extra L1 spells)
Level 5: Shadow Evocation (x2), Mirage Arcana(cast)


Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor)  d20+4=5
Sunday September 4th, 2005 3:36:27 PM

Spells Active:
Mage Armor 9 hours
Displacement 7 rounds


Bohdi's got the right idea.

Theodore copies his ally and casts fly upon himself. He moves 5' away from Bohdi and then 25' straight up, scanning for the sniper. (Spot 5)

Brahmah 
Monday September 5th, 2005 7:53:02 AM

Drops and rolls.

DM Jamie  d20=3 d20=17 d20=12 d8+4=12
Monday September 5th, 2005 7:38:35 PM

Zeoll and Ashira, you finally make it and are bale to engage with man 1. As you strike you hear the breaking of glass and you smell some type of sulphuric smell.

Rose, you see a shape on the roof. Although it is not clear enough for you to make out what it is you can target it with your magic missiles. All three zip off through the night sky and strike the target.

Everyone hears more cursing coming from the roof (read the poiler if you speak undercommon) Highlight to display spoiler: {Damn. They're spell casters.}

Zeoll, Ashira, and Rose all see the sniper on the top of the Giggling Ghost. Although right now you can not make out any features other than it is humanoid. When Rose's magic missiles strike the sniper he takes a step back from the edge.

As soon as the sniper steps back from the edge you those of you looking see something streak from the edge. Everything seems to go into slow motion and then stop....

You are all aware of what is going on, but are unable to move. You see the arrow frozen in midair, right in front of Bohdi. The arrow has a pulsing red aura around it. As you are looking at it a gate of electrical energy seemingly opens right next to Bohdi and the Mortician steps out of it and hovers there.

"Tsk, Tsk, Tsk. It is not your time to die Mr. Nackle. Someone has offered to take your place for this arrow. You see someone has tried to tip the scale in their direction by using something that is rather unsportmanlike. They have called in help from another place." He motions towards the roof of the Giggling Ghost. "He can not currently hear of see me. To him nothing out of the ordinary has happened. Although he will be quite annoyed when the young male gnome becomes a young female human."

With that he places his hand out to help someone step through the gate. It is a young female human with blond hair. He then touches Bohdi's hand and releases him. Young Bohdi, now free, moves as if he is going to fall. He then realizes that he is walking on the air as if it solid ground.

The Mortician turns to Bohdi and says, "Mr. Nackle... You have been weighed and measured and found that you are a true hero of the Wold. It was not your time to die. You will one day have your chance to change the face of the Wold. Now go to where you are needed." He gives Bohdi a few moments to say his peace.

After Bohdi is finished the Mortician escorts him through the gate to destinations unknown. When Bohdi is gone the Mortician leans into Vorelle and tells her, "I am sorry my lady, but in order for their to be balance their must be someone to stand in his place. Don't worry, it wasn't you it was made to kill. You'll only get a little sting from it. He places Vorelle in the exact spot that Bohdi was in and steps through the gate. The gate vanishes and then time starts back up again.

Vorelle's chest is pierced by the arrow. Take 12 hp of damage You also feel weird as it hits you. You feel a great wave of magic release from it, but then nothing happens.

Bohdi Nackle 
Monday September 5th, 2005 9:48:04 PM

Bohdi's surprise turned quickly to pleasure at the Mortician's words. "Of course," he smiled and nodded, his eyes wide as if seeing something obvious that none of the others could see. "Precisely."

He looked down at the others and gave a jaunty salute. "Best of luck, friends!" he called. "The future for you looks rosy indeed! Don't worry about me--" he looked off again and accompanied the Mortician. "--There's a lot better just ahead!"

ooc: Thanks DM Jamie, and everyone else, for accommodating this change in personnel. Best of luck, everyone!

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor)  9d6(1+1+2+6+6+4+2+5+3)=30
Monday September 5th, 2005 10:30:00 PM

Spells Active:
Mage Armor - 9 hours
Displacement - 7 rounds
Fly - 8 min 9 rounds


"Goodbye, Bohdi! It was a pleasure to meet you," Theodore calls out as the gnome leaves with the Mortician. "Hello, Vorelle! Fancy meeting you here!"

He quickly turns his attention back to the task at hand. Already 25' in the air, he continues upward to catch sight of the antagonist on the roof. Spotting the man, he pulls forth a bit of fur and a glass rod, holding them forward as if offering them to the man.

Rather, a silver crackling ball of energy forms at the wizard's hand and zaps forward at an impossible speed, shooting directly through the sniper.

(Cast lightning bolt for 30 damage, half if Reflex save vs 17)

Ashira (AC21, HP87/87)  d20+1=17 d20+9=29 d20+9=19 d8=8 3d8(1+8+5)=14
Monday September 5th, 2005 11:06:52 PM

Catching the scent of the sulfur, Ashira wracks her brain. Where has she smelled that before??? (Int.=17) Ooooo yeah...Oooo no! Spotting Brahmah doing the drop and roll, Ashira pieces things together. "Geez, Zeoll, this guy's a walking torch! Back off!!" Pulling back herself (15 feet away from Man 1), Ashira drops her swords (free action), pulls out her longbow (free action) and fires off a shot at the archer on the roof (AC29/19, 8 dam. if no critical, 14 dam. if critical hit).

As the Mortician saves Bohdi's life and replaces him with Vorelle, Ashira's jaw drops in disbelief.

Rose  d20+10=28 d4+4=5
Tuesday September 6th, 2005 1:52:50 AM

Rose is stunned when everything freezes and the mortician comes out. "Bye Bhodi, have fun!" then she sees who takes his place "Vorelle!!" Rose squeals and runs to give her a great big hug. For a moment Rose looks like her old self she hugs Vorelle and then immediatly begins to scold (nicely of course) because Vorelle is wearing those shapeless bags instead of the nice clothes that Rose made for her. Suddenly time is back to normal and Rose gets back to business moving away from Vorelle as she grabs her bow and fires an arrow at the guy on the roof.

attack: 28
damage: 4

Brahmah (AC 22, 89/97hps) 
Tuesday September 6th, 2005 6:58:28 AM

Brahmah waves to Bohdi as he continues to roll on the ground to put out the flames.

He stands and proceeds to a target who is not likely to explode in his face.

Tratain AC 29 HP 68/58 (Shield of Faith: Haste; Divine Power; Prayer)  d20+8=15 d20+8=28
Tuesday September 6th, 2005 9:21:55 AM

Tratain looks about the area for signs of any other attacks as the rest of the party seems to have the archer from the roof handled.

Spot 15, Listen 28



Vorelle [AC 20; HP 64/76]  d20+14=25 d20+13=24 d8+1=5
Tuesday September 6th, 2005 9:44:55 AM

Vorelle no sooner steps through the Tapestry than she takes an arrow in the chest. She gasps in pain and shock and fumbles to retrieve her own bow.

She looks up in the direction the arrow came from, trying to see her assailant. (Spot 25) If she finds a target, she shoots. (Hit AC 25 for 5 damage with a magic bow)

Zeoll (AC14, HP69) (Mage Armor) 
Tuesday September 6th, 2005 3:29:33 PM

Zeoll hears Ashira and takes a standard move away from the man-shaped cask of oil. He sees the humanoid on the roof and keeps him in sight. Then he targets him with a Hideous Laughter spell (Will save DC19 or be unable to act for 8 rounds) (Will Save is only 15 if the target is NOT a humanoid or monsterous humanoid).

Stuff used:
2 staff charges
2 first level bard spells

DM Jamie 
Tuesday September 6th, 2005 10:50:49 PM

I was sick today and can not post from work. I will get in a post first thing in the morning when I get home.

Sorry.

DM Jamie  d20+5=14 d20+7=16 d20+7=11
Wednesday September 7th, 2005 8:49:35 AM

OOC: Feeling better today. I would like to add that Vorelle, in replaing Bohdi, was actually 30 feet in the air. She is currently under the effects of a fly spell.

The humanoid on the roof takes the full brunt of Theodore's crackling ball of energy. He continues to stand through, even if it is just to smolder.

Ashira you are right on your ascertation of the situation. You recognize the smell as flammable oil just waiting for spark. As you draw your bow you see the sniper highlighted with electrical energy and get off your shot. It strikes, but not as well as you would have liked.

Rose, you fllow suit with Ashira and fire at the sniper almost in sync with her. You see your arrow pierce flesh as the sniper cries out in pain.

Brahmah, the only other target you see is man 1. Fom what you heard Ashira say and what you say before you know that their needs to be an ignition source for the oil to light.

Tratain, you dont pck anything up, but their is alot going on right now. Although the weird darkness that fell upon you all earlier has seemed to lessen.

Vorelle, 'heck of a way to arrive on the scene' is what you are thinking. You draw your bow, knock and arrow, and find the target in front of you. He is looking right at you with a dumbfounded expression on his face. He doesn't know what to think of you. You notice he has yellow eyes when he looks at you

Zeoll, your spell goes off without error. He begins to laugh, but not as well as you would like. In fact he looks right at you and shakes his head. You hear in your mind 'Good spell. I never would have thought of it myself.'

After everyone is done with their actions he seems to hrow something over the edge and then runs and jumps off the back of the roof.

Brahmah (AC 22, 89/97hps)  d20+13=24 d20+15=34 d20+15=34 d20+8=24 d20+8=28 d20+10=15 2d4(2+1)+7=10 d6+4=9 d6+4=8 2d4(4+2)+7=13 2d4(3+3)+7=13 d6+4=8
Wednesday September 7th, 2005 9:46:07 AM

Brahmah flanks Man #1.
(AC 24, 34(crit 34), 24(crit 28) and 15, for 10, 17, 26 and 8 damage)

Brahmah (OOC:) 
Wednesday September 7th, 2005 9:46:39 AM

OOC: Forgot to add flank to attacks!

DM Jamie supplemental 
Wednesday September 7th, 2005 11:39:48 AM

Man 1 chunks as Brahmah slices and dices. The remaining oil sprays into the air. Upon looking at the body you have cleft in two you see that the outer garments were stuffed with vials of something you would assume is oil, but as if that was not enough... The inside has been gutted and filled with water flasks full of the same oil substance.

Zeoll 
Wednesday September 7th, 2005 7:26:45 PM

Zeoll calls out, "Flierrs, you can chase him down. Keep high so we can see you frrom the grround, and we'll follow!"

Zeoll devotes himself to following those who are flying. He also takes a glance at the thing the villain threw, expecting a grenade or other trap. If it does not seem dangerous, he will pick it up before running off.

Zeoll also tries to fix in his mind what that fellow looks like.

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor)  d20+13=30 d20+13=29
Wednesday September 7th, 2005 9:11:06 PM

[i]Spells Active:
Mage Armor - 9 hours
Displacement - 7 rounds

Theodore takes off after the fleeing sniper, soaring over the building. If he catches sight of the enemy, he casts another spell to keep him from escaping.

(Cast telekinesis, used to grapple. Grapple check = 30 (use caster level plus INT modifier), and another grapple check 29 to pin. Telekinesis lasts for 9 rounds.)

Rose 
Thursday September 8th, 2005 12:45:52 AM

Rose runs after Theo "Theo wait up! You know I cant run as fast as you!"

Vorelle [AC 20; HP 64/76] 
Thursday September 8th, 2005 1:12:41 AM

Vorelle is startled, to say the least, when she realizes she is hovering some 30 feet in the air. She lets out a little yelp and jumps in surprise. The jump is unfortunate, as her feet don't actually touch the floor and gravity doesn't seem to be working normally. She tumbles into an awkward spin, and spends several seconds flailing about. At last, crimson-faced, she rights herself and sets about trying to figure out how to "steer."

Brahmah 
Thursday September 8th, 2005 3:40:37 AM

He stand there covered in oil.

DM Jamie  d20+10=30 d20=11 d20=5 d20=15
Thursday September 8th, 2005 9:45:14 AM

Zeoll, as you yell out your order you approach the thing that is laying on the ground. It is a piece of metal. As you get closer you see it is a holy symbol of Gargul, but instead of the normal coloring it is red.

Theodore and Rose, as you clear the building (Theo over the top and Rose around the side) you find that their is alot of chaos in the alley that the sniper jumped into. Their are overturned crates, some of which held food animals such as chickens and lizards. Some casts of liquid have been tipepd over as well. As you scout the alley looking for some sight you see the kind inn keeper who has been waiting on you in the Giggling Ghost. He is laying on his side. He appears to have blood running down his side and chest. As you approach you see him stir and sit up. Shaking his head as if to clear it. He sees you approaching, "Mam Sir, something jumped me from above and clawed at me. Got me in a few spots, but they seem superficial. I think it just startled me more than anything. It ran off down the alley after I fell over." He points down the alley away from you all.

Vorelle, you find that you can think about which way you want to go and it happens. You feel as if you have a little time left with this and begin to follow Theodore over the Giggling Ghost after the sniper. The arrow is still in your chest.

Brahmah, you begin to wipe yourself off when you see Zeoll pick something up and begin to examine it. You also see Vorelle and Theodore fly over the Giggling Ghost in persuit of the sniper.

Ashira, you have absolutely no problem running after the rest of the folks going around the side of the building. As you round the corner you see Rose neeling by the man. Theodore is hovering slightly above to get a good listen to what is going on and Vorelle is begining to come over the building in an attempt to catch up with Theodore.

Tratain, you come around the corner and see tha man lying on the ground with Rose and Theo around him. You see the blood and rush to his side to examine his wounds. They all look superficial and seem to already be clotting. He will live. You also notice that their are blood drips that continue away from the body.

Solgin, knowing that you can move faster than most of the rest you take off on foot persuit of the sniper. Stopping briefly at the inn keeper and hearing that the man had fled further from the Giggling Ghost you take off in the hopes of catching him. After a few moments you find that you no longer have and idea which way he had gone.

Tratain AC 29 HP 68/58 (Shield of Faith: Haste; Divine Power; Prayer)  d8+5=10 d20+8=19
Thursday September 8th, 2005 11:05:38 AM

Tratain will cast Cure Light wounds on the Innkeeper to make sure that he is alright before heading off after the others. He tries to keep an eye on those who are flying after the sniper so he may find them if needed.

Cure light wounds on Innkeeper - Healed 10
Spot - 19


Rose hp: 52/52 ac: 18  d20+10=23 d20+10=29 d20+5=15
Thursday September 8th, 2005 2:14:34 PM

Rose takes off running after the man as soon as she is told the innkeeper will be fine. As she moves she draws out her bow.

Piper flies overhead looking for the man also. Mandy follows Rose and tries to catch up with her mistress.

rose's rolls
listen:23, +2 for piper being near
spot: 29, +2 for piper being near

Piper's rolls
spot: 15

Active spells
Mage armor 5 hrs


DM Jamie 
Thursday September 8th, 2005 3:41:16 PM

OOC: If I overstepped my boundries when I gave actions to those that didn't get a post in let me know. There was some discussion of it amongst the DM's and I want to make sure I have happy players. Thanks.

Theodore and Macaw  d20+18=21
Thursday September 8th, 2005 9:28:05 PM

Theodore's suspicions are aroused and quickly brandishes his wand of detect magic which he casts upon the inkeeper.

(Checking for magic auras on the innkeeper, spellcraft check 21)

Zeoll 
Thursday September 8th, 2005 9:52:23 PM

The liontaur pockets the symbol and chases after his friends.

Ashira (AC21, HP87/87)  d20+12=24 d20+11=26
Thursday September 8th, 2005 10:28:05 PM

Taking a quick look around, the ranger spots Zeoll tearing off after something (Spot=24) and gives chase too...careful to keep her eyes and ears (Listen=26) open for trouble.

Brahmah 
Friday September 9th, 2005 8:55:19 AM

The minotaur wipes himself off as he follows the others.

Vorelle [AC 20; HP 64/76]  d20+14=19
Friday September 9th, 2005 9:21:31 AM

Ignoring the arrow for the moment, Vorelle sends herself swooping off in pursuit of the sniper. (Spot 19, just in case it's needed.)

DM Jamie 
Friday September 9th, 2005 7:53:00 PM

Tratain, the innkeeper thanks you as his wounds close up. He begins to stand saying he is feeling better and should get back to his work.

Rose, You and piper make it to the end of the alley. As you scan the area you do not see any signs of the sniper.

Zeoll, Ashira, and Brahmah, you have no problem catching up to your friends in the alley. A few of them are standing around the innkeeper, who is currently trying to stand up, and the rest are casing off down the alley.

Vorelle, you see a few of the party members tearing off down the alley in pursuit.

Theodore, you level your wand at the innkeeped and watch him light up like a Christmas tree. He sees what your doing and is visibly shaken by this. You see that it is strong transmutation.

He reaches into his pocket and pulls out something he immediately throws into his mouth. In a rather rough use of common he gets out these words...

"You will not succeed. The red testers will stop at nothing to return Gargul to his former glory."

As he finishes this last statement he begins to seize up and convulse, finally sucumbing to the throngs of death.

With his death the foreboding darkness of the night is replaced with the welcoming moon and starlight. His body begins to shudder and change color and consistency. It takes on a dull grey look. His eyes change to the color of pale yellow. After a few minutes you have a doppleganger laying before you.

Ashira 
Saturday September 10th, 2005 12:35:02 AM

The ranger stops at the sight of the dead innkeeper/thing in front of her. Panting for breath, she is frustrated. Not at the actions of the red ones...but more in her total inability to prevent their mischief. It was good really, that the Gargulite had killed himself. For she had plans...oh such plans for the poor fool that fell into her hands.

Theodore and Macaw 
Saturday September 10th, 2005 9:05:12 PM

Theodore floats lightly to the ground beside the now revealed doppleganger. As the rest of his party regroups, Theodore informs them of the creature's last words.

"I'm not very familiar with religion," he says apologetically to those about. "My area of expertise lies more with the arcane. But what does he mean?"

Theodore appears more than a little miffed about his failure to take the enemy alive. He scrubs his nose anxiously, and sniffs as he tries to think of what to do next.

Vorelle [AC 20; HP 64/76]  d20+14=29
Sunday September 11th, 2005 10:55:23 AM

Still in pursuit of the sniper, Vorelle flies down the alley after her friends. [Spot 29]

Zeoll (AC14, HP69) (Mage Armor)  d20+18=38 d20+9=20
Sunday September 11th, 2005 3:29:32 PM

As he comes closer, Zeoll sees his friends in a bunch and draws his staff (free action in combo with a move). He arrives in time to see Theo point a wand at the innkeeper. He sees the innkeeper get very nervous looking. Zeoll makes a Sense Motive check to interpret the innkeeper's nervousness, and his check result of 38 (natural 20!!) alerts the liontaur to a hunch that this guy is up to something bad.

"STOP HIM!" Zeoll shouts.

Then the innkeeper takes something out of his pocket AND eats it. Per the rules, both "Retrieve a stored item" and "Drink a Potion" are actions that provoke attacks of oportunity. Zeoll takes his attack of opportunity to try to knock the object from the innkeeper's hand (disarm attempt).

Per the new Woldian rules, Zeoll has to beat the fellow's Disarm DC. Zeoll takes a -4 penalty for non-proficiency, a +4 for using a two-handed weapon, and another +4 for being large.

Per the rules, The defender's DC is 10 plus his usual attack roll mods, plus the modifiers for body size (+0 for a medium creature) (the defender does not get a non-proficiency penalty and has no mods for weapon size because the target of the disarm is not a weapon). Since the defender is holding an object other than a melee weapon, he takes a -4 penalty on the DC.

Zeoll's Disarm roll is a (modified) 20, so if the innkeeper's disarm DC is 20 or less (and probably it is, since the innkeeper would need a combined Str+BAB of +15 to resist the disarm), then Zeoll knocks the object to the ground.

So far Zeoll has moved and taken an attack of opportunity. If he still has an action left, he uses his staff to cast Charm Monster (Will DC22) on the innkeeper, saying, "Hold on, friend! Let's talk."

Stuff used:
2 staff charges (maybe 4)
2 first level bard spells

Tratain (post if needed by Cayzle)  d20+8=17
Sunday September 11th, 2005 3:41:19 PM

[OOC: I got this message from Joe, who plays Tratain -- "Hey Carl, can you do me a favor and post for me today? I'm on my way out the door to Dave Tamburin's (Lorth from Cinnamon Valley) Wedding. I won't be back until Sunday thanks. And Cayzle can you post for me in DFR 1? I'll send you my sheet but I don't think that you'll need it." So if Joe does not get back in time to post, please use the following.]

Tratain sees the person he just cured get nervous at Theo's spell. He sees and hears Zeoll's admonition to stop the innkeeper from doing something. Then the innkeeper provokes an attack of opportunity by taking something out of a pocket and trying to eat it.

With his AoO, Tratain also tries to knock the object out of the innkeeper's hand, making a disarm attack, if Zeoll fails. His disarm works againt a disarm DC up to 17.

With his action, Tratain will ready an action. He readies the action of picking up the dropped item if Zeoll or someone else knocks it out of the innkeeper's hands. (Picking up an object provokes attacks of opportunity, but that's fine by Tratain.)

[OOC: Hope that's okay, Joe! :-) ]

Rose 
Monday September 12th, 2005 2:41:53 AM

As rose looks around for the sniper she sees everyone gathered around the innkeeper so heads back there.

Brahmah 
Monday September 12th, 2005 10:03:43 AM

"Someone stabilize him." He says, looking at the keeper.

DM Jamie Supplemental  d20+22=42
Monday September 12th, 2005 10:45:50 AM

I posted on the DM page to make sure my numbers were right, but I didn't want to wait anymore for an answer. If my numbers are wrong let me know. I am posting how I got to the DC so you can check.

Str(+3) + BAB (+13) + DC(+6) = Disarm DC 22

I wasn't sure if I was supposed to roll a D20 as well and add it. If so the the DC is 42 with a natural 20

If my numbers are right then Zeoll and Tratain both fail to take the pill out of his hand before he pops it into his mouth. In which case everything still happens.

Zeoll 
Monday September 12th, 2005 1:08:14 PM

[OOC: Thanks Jamie, for giving me the chance to try!]

When Brahmah mentions stabilizing the doppleganger / innkeeper, Zeoll says, "Stabilize, Schmabilize. He looks dead to me."

Zeoll checks that the Doppleganger is truly dead.

Then he says, "Keep in mind, frriends, that we arre dealing with clerrics. If we leave this body, odds arre the enemy will rraise it. I say we need to take the corrpse with us, so we can burrn it and scatterr the ashes. We can do that tonite. Orr even betterr, chop it up and feed it to animals. I could summon some to do the job. A couple Dirre Wolves would do the trrick."

Before that, Zeoll also searches the corpse for any items of interest. Where is his bow? Where are his arrrows?

DM Jamie 
Monday September 12th, 2005 7:27:44 PM

With Zeoll's shout everyone returns ot the body of the innkeeper. Only to realize it is not an innkeeper anymore, but that of a doppleganger. His large yellow eyes giving off a cold lifeless stare. He is more than mostely dead, he is truely dead.

As the area is searched for his things you find a bow and a quiver of arrows stashed behind some of the barrels of ale in the alley. It is an ornate bow made of what appears to be ivory or some type of other bone. The arrows are of exceptional quality. With 3 of them looking different than the others.

As you search the body you find several things. He has on a signet ring with the same red eye as the men in red, you find a piece of parchment that has all of your pictures on it with the words Delay Them scrawled along the bottom in common, and you find a piece of paper that was hidden away in one of his inner pockets.

Anyone making a religion check of DC 15 realizes the following about the hidden piece of paper

Highlight to display spoiler: {On the hidden piece of paper is rough sketch of what looks like a temple along with the interior. You look at some of the detail and come to the conclusion that it is the temple of light.}

Vorelle [AC 20; HP 64/76]  d20+16=36
Monday September 12th, 2005 9:47:45 PM

Doppelgangers, signet rings, and scraps of parchment hold no charms for Vorelle at present. Even the beautiful bow and arrows only capture her attention for a second. Now that combat is (presumably) over, she's trying to figure out how to remove the arrow from her chest.

She retrieves her Healer's kit and attempts to remove the arrowhead without further damaging herself.

[Heal check 36, natural 20. How come I can never roll those in combat?]

Theodore and Macaw  d20+10=18
Monday September 12th, 2005 10:47:58 PM

Theodore replaces his wand in his belt and purses his lips as the body is searched. He takes more than a passing glance at the parchment.

"This is a sketch of the temple of light," he says aloud. "Perhaps a clue?" He hands it to anyone interested in looking at it.

(Religion 18)

Ashira 
Tuesday September 13th, 2005 12:15:46 AM

As Theodore announces his discovery, Ashira chimes in. "Or maybe it's their next intended target that they wanted us to delay us from getting to. Should we check it out?"

Brahmah 
Tuesday September 13th, 2005 8:07:05 AM

"Yes, we should check it out." Says the ranger, looking at the corpse of the doppleganger.

Solgrin (Posted by DM)  d20+2=21 d20+14=21
Tuesday September 13th, 2005 8:41:26 AM

Dominic (Solgrin) is having some computer problems so I am going to put in a post for him. Dominic, if you get the computer running today let me know and I will remove the post.

"Vorelle, maybe I can help you with that." Solgrin says as he looks at the arrow burried just under her left clavical Heal 21. "Looks like it just missed your heart," he pauses for a second, "And what do we have here? Looks to be a slaying arrow." knowledge acrana 21

"You were lucky. He must have had one for Bohdi when you showed up."

He procedes to help Vorelle with her wound.

Tratain  d20+5=21 d20+17=37 3d8(2+6+8)+10=26
Tuesday September 13th, 2005 10:14:02 AM

Tratain glances at the Piece of Paper and says "This indeed is a sketch of the Temple of Light, pehapse we should visit there tomorrow." (Knowledge Religion 21)

Tratain moves over to examine the arrow wound on thier new companion and pulls out his healers kit. He says "The arrow comming out will probably Hurt more than when it struck you, brace yourself for the pain. Someone hold her Arms so she doesn't flail around while the arrow is being removed and hurt herself more severly. Tratain will then attempt to remove the arrow. After it is out he will cast Cure Serious Wounds On Vorelle(26 Hps restored).

Zeoll 
Tuesday September 13th, 2005 4:11:48 PM


Zeoll takes note of Vorelle and bows low as soon as she is healed up. "Hello, my name is Zeoll. I'm a seerr and a followerr of Domi. I'm pleased to meet you."

Zeoll is a big liontaur wearing leather armor and carrying a staff. Beads and feathers are woven into his mane.

The liontaur agrees with his new comrades. "We need to check out the temple. Now orr laterr? Eitherr way, we'll brring this villain and its gear. All of it."

Rose 
Wednesday September 14th, 2005 1:58:32 AM

Rose give Vorelle a big hug and hands her a potion (cure light wounds) "Use that right now." The little halfling says looking worried.

Return To Index      Next Scene (Temple of Light)
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage