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Leaving Alemi


DM Carl: Into the Wilderness  d100=15 d6=4 d8=7 d20+2=18 d6=1 d100=25 d20+1=8 d20+1=8
Monday December 19th, 2005 9:55:31 AM

(OOC: As no-one has given me a direction for the party to set off in I'm going to assume south-east unless told otherwise. As no-one other than Vorelle indicated where they were in a marching order I'm going to assume the rest of you are all together, Rose riding on Zeoll's back, as Vorelle didn't respond to Rose's question. If I'm wrong please let me know what you are doing instead.)

The party set off, Vorelle taking point. She moves cautiously, doing her best to provide the party with some warning should enemy forces be met. But out here on the gentle, rolling hills it is very hard to anticipate where an enemy might appear from. Though Vorelle keeps a good distance ahead and is able to slip soundlessly from shadow to shadow, she is painfully aware of how visible the party are behind her, out here in the open. It is hard enough to hide unseasoned woodsmen, but with a Pegasus in tow (albeit a dark grey one) the party are pretty conspicuous in the bright light of a full moon. There is little more than some scattered bushes and the occasional tree to provide cover.

Vorelle Highlight to display spoiler: {The party have been travelling for little more than 20 minutes when you freeze. You are some 120 feet ahead of the party, well hidden, when you spot the slightest of movements to your right (at about 4 o'clock if ahead is 12). There, around 125 feet away, is a figure in shadow, possibly horned, hiding behind a tree against the skyline.

You look back at the party with a sinking feeling. They are in a dip between hills, keeping away from the skyline as you suggested, but from the figure's position they are surely in plain view. Worse, no-one behind you seems to have spotted the creature. (It is about 100 feet from the party, at roughly 2 o'clock).

Of course you have no way of telling if the creature has yet spotted the party, but it can surely only be a matter of time if it has not done so already.

What do you do? If you do anything the party are not aware of, please use spoiler tags to keep them in the dark.

[ spoiler] text here [ /spoiler] without the spaces to create spoiler text. Thanks!
}

Brahmah 
Monday December 19th, 2005 3:44:50 PM

Brahmah is happy to take up the rear.

Theodore and Macaw (Carl Subbing) 
Monday December 19th, 2005 5:53:47 PM

The young mage ambles along, gazing at the ground before him as he goes. Though Macaw, perched imperiously upon his bony shoulder, occasionaly nips at his ear the ragamuffin wizard seems entirely lost in thought. Though whether he is pondering the intricacies of high level spellcasting or the possibility of finding a dropped copper bit out here in the wilderness is anybody's guess.

Zeoll 
Monday December 19th, 2005 7:33:35 PM

Zeoll keeps alert, happy with the cross-country route. Still, they are exposed. He asks the rangers if there is a way to go that would offer more cover. Through denser forest, maybe?

Tratain  d20+7=14 d20+7=13
Monday December 19th, 2005 10:22:29 PM

Tratain follows along with the others, sticking near the middle of the group, trying to keep an eye out for any danger.

Spot - 14
Listen - 13

Vorelle 
Tuesday December 20th, 2005 1:10:00 AM

Thousands of gold pieces in equipment, thinks Vorelle in disgust, and no blasted signal whistle!

Thinking it's better to blow her own cover than watch her friends walk into a (possible) ambush, Vorelle nocks an arrow and points it at the strange figure. To alert her friends, she lets out a wordless shout.

Or at least, it's a shout by Vorelle's standards. The quiet-voiced Twilight Ranger will never win any yelling contests.

[OOC: I'll leave it up to the DM exactly what that means. :) ]

Mad Jack 
Tuesday December 20th, 2005 1:48:24 AM

Jack had been leading Trya for some time. After a while he had to admit he was tired of walking. Jumping aboard, he now had better view as well. The terrain was boring and uneventful, it was hard to stay awake. He was about to take Trya to flight when he thought he heard Vorelle shout a warning. He had travelled with her along time, and he knew her enough to know she did nothing rash, or out of control.

Rose  d20+10=14 d20+10=24 d20+8=14 d20+9=24 d20+5=6 d20+5=11
Tuesday December 20th, 2005 2:28:08 AM

Rose is following Vorelle on Mandy, her riding dog, and will move forward at Vorelle's shout.

Piper is flying overhead keeping watch and will let Rose, Vorelle, and Theo know if there are any problems that she sees. Once in a while Piper will nag Macaw "Macaw you look over there...Macaw you arent looking...Macaw when we get back home I'm going to tell mom and dad you weren't helping..."

rose
listen: 14
spot: 24, +2 from mandy aid another

Piper
listen: 14
spot: 24

Mandy aiding Rose
listen: 6, nat 1 aid another failed
spot: 11, +2 to Rose

Ashira (Jamie Subbing)  d20+12=28 d20+12=29 d20+12=25
Tuesday December 20th, 2005 5:57:32 AM

Ashira walks with the rest of the group through the rolling plains. She appears to be enjoying the walk, but her keen eye's and ears are ever attentive (Spot 28/Listen 29).

When she hears the cry from ahead she goes still as she scans the horizon out in front of the group hoping to make something out (Spot 25).

Zeoll (possibly illegal second post?)  d20+9=13 d20+23=27
Tuesday December 20th, 2005 6:04:08 AM

[OOC: Can Zeoll act? Or am I done, having posted already? If Zeoll can take an action ...]

At Vorelle's shout, the wemic looks around (Spot 13). If he sees three or fewer creatures within 90 feet, he immediately begins singing. If he can take a move action and THEN be within 90 feet, fine. If he can take out his MW drum (move action) and THEN sing, then also fine.

Zeoll's bardic fascinate will engage them with a Will save of 27 (25 without drum).

DM Carl: I'll allow it, for all the good it will do!

DM Carl  d20+2=20 d20+2=6 d20+1=18 d20+1=10
Tuesday December 20th, 2005 11:19:00 AM

Vorelle signals back to the rest of the party, who immediately go on the alert. Ashira, Rose and Piper are able to spot movement to their right (indicated by red square 1 on the map). A bipedal creature of some sort, hidden in shadow. Zeoll, looking in the wrong direction, misses the creature. There is a brief rustling of shrubbery from whatever the thing is, and then the figure completely vanishes from sight.

The map of your locations is here:

http://www.zen22251.zen.co.uk/wold/maps/dfr/scoutmap1.jpg

What do you do?

Brahmah  d20+11=26
Tuesday December 20th, 2005 8:44:57 PM

(OOC: I can only assume that the big green circles are trees.)

Spot 26

Whatever it is in the shadows, its hiding for a reason and it hasn't made itself known. Brahmah removes a scroll and casts. (Entangle targetting and centered on the figure.)

Vorelle  d20+14=23 d20+14=31
Tuesday December 20th, 2005 10:05:07 PM

Vorelle to her left, trying to get a better angle to see whatever it was [double move to V-35].

[Spot 23, Listen 31]

rose, mandy and piper  d20+9=14 d20+8=25 d20+10=12 d20+10=15 d20+5=16 d20+5=16
Wednesday December 21st, 2005 12:28:51 AM

Piper flies to take a better look at whatever was there (double move to S21)

Piper
spot: 14
listen: 25

Rose will ride Mandy over to see what moved (double move to T19)

Rose
listen: 12, +2 aid another from mandy
spot: 15, +2 aid another from mandy

mandy aid another
listen: 16, +2 aid another to rose
spot: 16, +2 aid another to rose

DM Carl 
Wednesday December 21st, 2005 3:14:46 AM

Fair point Jay!

The dark green circles are indeed trees, the irregular light green shapes are bushes.

Please note, if anyone doesn't indicate a new location in their post I'll assume they are standing still.

Also, consider us in combat rounds at this point. Please list your AC and HP, as well as any active spell effects, along with your Post Name. Thanks!

Theodore and Macaw (Carl Subbing) 
Wednesday December 21st, 2005 5:11:53 AM

Seeing Rose go tearing off astride Mandy the tousle-haired wizard waves frantically at her. The creature may be dangerous! He may have allies!

Sadly he succeeds only in tangling his arms up in his sleeves. Not sure if he should call after her or not he decides to follow instead, racing over to take cover behind a bush nearby (Double move to U15).

"Rose!" he whispers as loudly as he dares, "Be careful!"

Macaw takes to the air, cawing grumpily at Piper as he flaps along behind his master (Y16).

Zeoll (HP69 AC12)  d20+24=26 d20+8=18
Wednesday December 21st, 2005 7:25:41 AM

Zeoll casts his remaining third level druid spell -- Speak with Plants. Then his bard-trained voice booms out across the scene: Frriendly plants, trrees, and bushes! Please shout out the locations of any two-legged crreatures nearr you!

Diplomacy and Wild Empathy checks if needed: Diplomacy 26, Wild Empathy 18.

Zeoll spends the rest of the round relaying any information the plants give him, and moving towards Tratain ... AH19ish or wherever he goes.

Zeoll's Stuff Used

2 staff charges
0 of 3 zero level bard spells
0 of 5 first level bard spells
0 of 4 second level bard spell
0 of 1 third level bard spells
0 of 7 bardic musics

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

Tratain AC 25 HP 58 
Wednesday December 21st, 2005 10:04:31 AM

Tratain moves to square AE 15 and tries to spot what the group has seen. He will Intercept and attack for Zeoll when the Liontaur moves close to him.

Ashira AC 21 HP 87 (Jamie Subbing)  d20+12=17 d20+12=26
Wednesday December 21st, 2005 10:51:03 AM

Ashira curses quietly through her teeth as she moves back to AF 20 and begins to scan the area she last saw movement (Spot 17 Listen 26).

"Watch for anyone trying to flank us from the sides and rear." She says to anyone in the group that is within earshot.

Lastly she draws her longsword out and prepares herself.

DM Carl: Something Wicked?  d20+1=6
Wednesday December 21st, 2005 11:40:54 AM

Bramah doesn't see the creature, but casts his spell at the location indicated by the others, a tree on the brow of the hill. He sees Rose heading that way, and is able to warn her not to enter the spell's area of effect.

Vorelle moves towards the creature, but sees no sign of it. She does hear a curious noise however, a sort of rumbling from over the brow of the hill southwest of her location. Also grunting, and the unmistakeable sudden crack of a whip, at a guess less than a couple of hundred feet from her location.

Zeoll, sticking close to Tratain, casts his spell and, after a moment, hears a dry, creaky voice whisper in his mind. He knows it to be the tree on the brow of the hill, the only respondent to his question.

"Near me... then inside me... then gone..."

Cayzle please Highlight to display spoiler: {(OOC: I'm of the feeling that Talk to Plants should be possible only with plants in the immediate vicinity, even physical contact. I'll let it slide, however, as I can see no rule backing that gut feeling up, and don't want to put up unnecessary barriers. Note that Wild Empathy has a maximum range of 30 ft though: you are over 60ft from the tree in question.)}

Rose, riding Mandy, races up the hill with Theo in hot pursuit. Keeping clear of the ensorcelled circle of plants she peers into the undergrowth near the base of the tree, but can see no sign of the vanished creature. Neither Rose nor Theo can see over the brow of the hill.

However Piper, who is flying above them, can. What he sees clearly causes him to worry; Rose feels a strong wave of alarm via her empathic link.

Ashira, listening carefully with sword drawn, thinks she hears some sort of rumbling to the southwest, and some sort of crack.

Then there comes a guttural cry, some distance away

Listen check DC 20 Highlight to display spoiler: {The cry comes from the west, 1-200 feet away from the party. }

Listen check DC 25 Highlight to display spoiler: {The cry is in very crude common. The voice is yelling "Over Hill!"}

Here's a map of current locations http://www.zen22251.zen.co.uk/wold/maps/dfr/scoutmap2.gif

What (to coin a phrase) do you do?

Brahmah 
Wednesday December 21st, 2005 1:54:44 PM

The ranger cringes and says, "Sorry, sorry. Didn't mean to do that!"

He draws his swords as he moves toward the group moving up the hill.

DM Carl: Tutting 
Wednesday December 21st, 2005 2:05:33 PM

Post your HP, AC, cell references for movement and active spells please!

Thanks!

Mad Jack 
Wednesday December 21st, 2005 5:07:59 PM

Lost in thought jack doesnt realize anything is hapening, until everyone is running every which way. Squeezing his knees and bumping the neck of his pegusus, she rises gracefully into the air. She climbs quickly until she is about 100 ft off ground. They move more towards where Rose has gone running. Jack casts a mage armor spell on himself.

ooc No cs with me at the moment. Move to t13 above the trees or bushes for better view.

Zeoll (HP69 AC12) (Speak with Plants, Heroism on Tratain)  d20+4=5
Wednesday December 21st, 2005 7:11:43 PM


Zeoll's untrained listen check seemingly reveals the liontaur to be deaf as a stone! (Nat 1) But he doesn't need his ears to hear the sound of doom coming over that rise!

"Gosh darn it," he mutters in his native tongue. "No way to retreat ... everyone is rushng forward blindly. This bodes ill. Very ill. They're going to see the flying horse for sure."

He casts Heroism on Tratain and considers running for cover. But he decides that standing next to Tratain is better than standing next to a tree. If Tratain moves, he'd like to stay with him.

Zeoll calls out the news that the tree gave him. "That perrson went into the trree therre and then blipped away! A high level drruid or rrangerr, no doubt!"

Then he calls out to his friend, the tree -- "What crreaturres arre on the otherr side of that rridge?"

Tratain Note! Zeoll casts Heroism on you!

Zeoll's Stuff Used

2 staff charges
0 of 3 zero level bard spells
0 of 5 first level bard spells
1 of 4 second level bard spell
0 of 1 third level bard spells
0 of 7 bardic musics

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

[OOC to Carl: Highlight to display spoiler: {Yeah, I grappled with the range on Speak with Plants as well. But if the spells usefulness were really as limited as you suggest, surely the spell description would have noted it. My thinking is that it lets the druid apply his normal speech rules to plants. If a creature could hear and understand Zeoll, then so can a plant at the same distance. But I am content with any interpretation you chose, oh my DM!}]

Vorelle [AC 20; HP 76/76]  d20+14=26 d20+20=40
Thursday December 22nd, 2005 2:08:29 AM

Between the rumble and the cry [Listen 26], Vorelle knows something is coming. Her first instinct is to be out of sight when it arrives, so she conceals herself.

[Hide 40]

Ashira AC 21 HP 87 (Jamie subbing)  d20+12=23
Thursday December 22nd, 2005 3:45:22 AM

Hearing the cry Ashira continues towards the cry, moving to 20X.

OOC: What is the light blue circle on the map

DM Carl: Brahamah's Entangle spell's area of effect.

rose  d20+10=13 d20+10=29 d20+5=24 d20+5=15 d20+8=28 d20+9=28
Thursday December 22nd, 2005 5:40:26 AM

rose listens and has mandy move closer, but is careful to stay out of the moving plants. (S26)

Piper flies over to rose and tells her what she saw.

Rose
spot: 13, +2 from mandy
listen: 29, +2 from mandy

Mandy aid another (Rose)
spot: 24, +2 to rose
listen: 15, +2 to rose

Piper
listen: 28, nat 20
spot: 28

Theodore and Macaw (AC 20, HP 38, Mage Armor)  d20+3=4
Thursday December 22nd, 2005 10:13:05 AM

Feeling pretty sure that something bad is heading their way the young mage casts Mage Armor upon himself, then creeps slowly forward to the brow of the hill to see what's going on (Move to R16). As he peeks over the lip of the hill his feet slip from under him, and he ends up witha facefull of mud (Spot Nat 1).

Macaw flies closer to his master to check he's OK.

DM Carl: The Ogres are Coming!  d20=12 d20+12=24 d20-5=-4 d20-5=2 d20-3=-1 d20-5=15 d20-5=12 d20-5=11 d20-7=13 d20-7=8 d20-4=7 d4=1
Thursday December 22nd, 2005 11:04:18 AM

Brahmah moves towards the others, swords gleaming in the moonlight. Ashira moves to a similar location.

Vorelle hunkers down into some long grass and waits to see what happens next. She can hear grunts and urgent shouts from over the rise. She clearly hears a deep, harsh voice call out "Kill them, you curs!"

Zeoll's question to the tree is answered in slow, creaky tones: "Many creatures... some run, some hide... too much noise... too much movement..."

You sense the elderly tree wants to return to its semi-somnambulant state and not be bothered any more by the ephemeral worries of quicklings. (OOC You'll need to make additional diplomacy/ wild empathy checks to keep the tree talking, he's not in the mood. You'll need to move within 30 feet of the tree (inside the entangle area) to use Wild Empathy.)

As Rose races off Theo tries to peek over the brow of the hill, but slips and buries his face in the mud.

Jack takes off on his flying steed and climbs high over the hills. He is able to see clearly over the ridge now.

To the west he can see two figures near the base of a tree. They seem to be goblinoids of some description, though it is hard to tell in this light. Further south he sees several more figures, some similar, some larger. At least five or six in total. (Made a Spot 12 for you).

They see you too, and snarling savagely hurl javelins in your direction. Both fly hopelessly wide.

Rose clambers over to a better vantage point, and from here she gets a good view of those creatures approaching from the south. Four goblins are approaching rapidly, preparing to hurl javelins. Behind them is a heavy catapult, crude but deadly-looking. These creatures have obviously been dragging it towards Oshirr House. Three ogres are close on their heels, one with a tatty-looking beard, one with a long scar across his face, one with what looks like a dead goat draped over his shoulders. Lying on the ground behind them are three large nets full of heavy rocks, and a huge stoppered flagon.

They come racing towards you. Roaring they unleash their javelins, but are much too far away to be any real threat. They clatter around you harmlessly, apart from one goblin who's aim is true, but who lacks sufficient power in his throw to do any real damage (1HP).

Map is here: http://www.zen22251.zen.co.uk/wold/maps/dfr/scoutmap3.jpg

Brahmah  d20+11=20 d20+11=18 d20+7=18
Thursday December 22nd, 2005 4:24:51 PM

(Spot 20, Listen 18, Wild Empathy 18)

Brahmah moves 60ft south.

DM Carl 
Thursday December 22nd, 2005 7:31:46 PM

AC! HP! Spells! Please!

Vorelle [AC 20; HP 76/76] 
Thursday December 22nd, 2005 8:31:04 PM

Vorelle begins to creep forward, taking her time, staying hidden. She still has her bow out, an arrow nocked to the string.

[Take 10 to Hide and Move Silently, netting 30 for each. Double move to R-39.]

Mad Jack AC23 64HP[Mage Armor 5 hours]  d100=4 d20+2=21 4d6(4+2+3+5)=14 4d6(4+2+4+5)=15
Thursday December 22nd, 2005 8:40:49 PM

From up high Jack spies some of the enemy force. Being dark, he imagines this group had been on its way to the attack on the Oshirr house.

No time like the present. He heels Trya forward and swoops down near the enemies, fires hs spell, then reins Trya back to where they had come over the hill. All of this while in flight.

Spells
(0)-9-DC13-Arcane Mark, Disrupt Undead, Read Magic, Detect Magic
(1)-9-DC14-Mage Armor, True Strike, Shocking Grasp, Protect /Evil
(2)-7-DC15-Scorching Ray,Cats Grace(-1this turn)

OOC Fire 2 scorching rays at same target. Horse flies 120ft per round should have no problem doing this.
ASF 4!! Well forget the rest, since spell failed with armor fail. Unbeleivable, thats 2 out of 3 ties ive tried to cast a spell.

Rose, Mandy, and Piper  d20+11=25 d8+6=12
Thursday December 22nd, 2005 10:35:54 PM

Rose has Mandy move close to a goblin. (mandy double move to L36)

Rose will dismount and attack the goblin (move to L37 and attack #4)

Piper will move to distract the goblin (move to L38) she will fly out of his reach and call names.

Rose
attack: 25
damage: 12

rose continued 
Thursday December 22nd, 2005 10:40:12 PM

ooc: forgot some stuff.

Cayzle what do I roll for Piper to help rose by distracting the goblins?

Daily spells

Cantrips
detect magic, detect poison, mage hand, message

level 1
mage armor, magic missile, shield, expeditious retreat

level 2
spectral hand, touch of idiocy, see invisible

level 3
heroisim, magic circle against evil

Cayzle OOC to Loretta 
Thursday December 22nd, 2005 11:31:52 PM


Loretta, what you want is for Piper to use the Aid Another action to give you either a +2 to hit (one roll) or a +2 AC (vs one attack). To do it, make an attack roll vs DC10. If Piper succeeds, then Rose gets the +2.

HOWEVER! to get this bonus, Piper has to be in melee range! This is dangerous because Piper could get attacked. ALSO, Piper is Tiny in size, so to get in melee range he has to ENTER the square of the enemy. That would probably provoke an Attack of Opportunity on Piper, which would be bad.

When I pull this trick with Mookie, I first enlarge both Vauhwyt and Mookie (Shared spell of Enlarge Person). Then the Small in size Mookie can reach an enemy without entering the enemy's square and without provoking an AoO. Also, Enlarged Mookie threatens squares around him, which is sweet because Vauhwyt and Mookie can then flank a foe (and give V her sneak attack damage).

Unless you are talking about the Intimidate skill that lets you taunt your foe? But that also requires being in melee range, and a Tiny familiar's -8 size penalty on Intimidate checks makes that a tough strategy to pull off.

Bottom line, if Piper wants to fly out of reach and call names, pretty much all you get from that is Role Play fun, not combat bonuses. To get combat bonuses you have to put him in harm's way.

(Sorry to ramble on at such length here!)

Zeoll (HP69 AC12) (Speak with Plants, Heroism on Tratain) 
Thursday December 22nd, 2005 11:42:07 PM


[Gosh Darn It Carl! I totally forgot the two Red Gargulites! Are we carrying those villains with us? If so, Zeoll will use this round to secure them on the ground, bound and gagged at AG17 -- and ignore the below. Or if we left them behind at the Oshirr House, then serve us right, I guess. I just hope no one ungags them!]

Zeoll can see that there are enemies from the flight of missiles. But he cannot see the enemy from his vantage point.

"Come on, Trratain," he says, urging his friend to move up to where Ashira and Brahmah are standing. (Standard move to Z18). With his remaining action he readies a Charm Monster cast from his staff (2 charges), Will Save DC22 (4th level spell +6 Chr bonus +2 feats). This takes effect only if a medium size or larger foe comes into view within range (40 feet).

(Or maybe he is back making sure the prisoners are secure on the ground.)

Zeoll's Stuff Used

2 staff charges (maybe 2 more this round?)
0 of 3 zero level bard spells
0 of 5 first level bard spells
1 of 4 second level bard spell
0 of 1 third level bard spells
0 of 7 bardic musics

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

Brahmah (115hps, AC22, flat-footed 20, TAC11) 
Friday December 23rd, 2005 10:09:30 AM

Prepared Spells: (* cast)
1)entangle x2
2)bear's endurance*

Rod of Counter DM's Action is prepared ;)

Brahmah moves 30ft west and casts bear's endurance. Seems the ogres have benefit from terrain.

He sends his eagle out of harms way.

Theodore and Macaw (AC 20, HP 38, Mage Armor)  d4+1=2 d4+1=2 d4+1=4 d4+1=2 d4+1=2
Friday December 23rd, 2005 3:21:38 PM

Scraping the mud off his face Theo looks across to the opposite hilltop and sees the two goblins facing him. With a wave of his arms he summons five bright balls of energy which fly from his fingertips with unerring accuracy towards the goblins.

(Magic Missile hits Goblin 1 for 8 HP and goblin 6 for 4 HP).

Ashira AC21 HP 87 (Jamie Subbing) 
Friday December 23rd, 2005 3:27:48 PM

Not wanting to see Vorelle get into a bad situation Ashira doubles her movement to get to U30. Getting her close enough to help, but not close enough to give away her position.

DM Carl: WOSHKAAAAAAA!!!!!  d20+4=13 d20+2=16 d20+2=21 d20+2=9 d6=2 d6=1 d20+18=31 2d6(4+6)+16=26
Friday December 23rd, 2005 4:57:39 PM

The Gargulites having been left behind at Oshirr House, Zeoll is free to focus on the coming fight. Brahmah, Tratain and Zeoll all move closer to the prospective combat zone. Zeoll waits for an enemy to mount the crest of the hill, but none appear just yet. Tratain moves with Zeoll, on the lookout for threats to the wemic.

Jay, Highlight to display spoiler: { Brahmah has used his full allocation of actions this round (2 moves to move to X30). His next set of actions will need to wait until next round.}.

Vorelle sneaks through the undergrowth. As far as she can tell no-one has spotted her.

Jack swoops down towards the goblins, spell at the ready, but finds the delicate movements required to cast the spell are impeded by the weight of his armor, light though it is. The spell fails to come off. He returns to his starting location, the wings of the Pegasus beating powerfully.

Dave, Highlight to display spoiler: { Dave, please note: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + spell level).}

Theodore casts his spell and hears two satisfying squeals of pain.

However his elation turns to dread as the two goblins charge directly at him! One of them even is able to reach him, swinging at him with his Morningstar but missing.

The sight of charging ogres and goblins holds no fear for Rose. The plucky halfling astride her riding dog races directly towards the enemy lines!

Loretta, Highlight to display spoiler: {Mandy made a double move to get to L36. That's all your actions used up for this round I'm afraid. If you think of the round as lasting roughly 6 seconds, Mandy spent the first 3 moving 30 feet, then the next three making the double movement to 60 feet. That leaves no additional time for Rose to act. Mounting or dismounting from a steed requires a move action. You can mount or dismount as a free action with a DC 20 Ride check (your armor check penalty, if any, applies to this check). If you fail the check, mounting or dismounting is a move action instead. But here's the rub: you can't attempt a fast mount or fast dismount unless you can perform the mount or dismount as a move action in the current round. But, as it's about to turn out, you may be glad you havn't got off Mandy!}

The perilous nature of this charge rapidly becomes clear. The creatures converge upon her with brutal howls of anticipation. Up close she suddenly sees them far more clearly, and they are truly horrible to behold. The goblins look typical of their scrawny, ugly race, drawing crude morningstars as they race towards her. But something's not quite right. They seem... different somehow. More than simple gobblins. Two ogres are not far behind, pulling out wicked-looking spiked clubs. They too have an indefinable aura of, for wont of a better word, difference about them. They are each 9 feet tall, with dull brown skin. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. The first (O1), who sports a straggly beard beneath his leering maw, calls to his companion in guttural Common;

"Doncha love it when yer dinner comes ta you, Gukko?"

His companion (O2), who is wearing the latest in ogre fashion, a dead goat draped over its shoulders and surrounded by buzzing flies, replies;

"Hurr! Not much meat on it, Ukko, but da dog looks tasty!"

From behind them both a third, louder voice roars out over their own;

"My kill! My kill! Her brainball's fer Woshka!". The speaker is the biggest and meanest of them all, a ten foot tall brute with an ugly scar across his face (O3). As he speaks he eyes his enormous greatclub with an emotion that, disturbingly, seems to be profound love. "Ain't dat right, Woshka my pretty?"

Luckily for Rose the goblins get there first and manage to get in the ogres' way. "Out of Wozzogg's way!" screams the big brute, absolutely furious, but in their eagerness to please their ogre masters the goblins are already attacking. Wardd is smiling upon the Halfling Rosalynn Gladstone though, for their blows are both feeble and clumsy. Only two land, and each of them is merely a glancing blow (1 HP and 2 HP damage).

At this paltry display Wozzogg simply cannot contain himself any longer. His face goes purple and contorts as he emits a truly terrifying, earth-trembling roar, and the big ogre enters a bulging-eyed, foaming-at-the-mouth battle frenzy.

Ukko and Gukko eye one another nervously. In wheedling tones Ukko begins "Now den, Wozzogg, it's alright mate, just take it easy big fella..."

But the huge ogre is having none of it.

"WOSHKAAAAA!!!" he screams, swinging his enormous club above his head with one mighty hand and bringing it down with a sickening crunch on top of the goblin's head in front of him (Goblin 3). The goblin is near-flattened by the force of the impact.

Rose gets the distinct impression that she is about to get very flat, very quick, if she doesn't get out of the range of those enormous spiked clubs at once.

Map: http://www.zen22251.zen.co.uk/wold/maps/dfr/round4.jpg

Vorelle [AC 20; HP 76/76]  d20+11=25 d20+11=30 d20+6=23 d8+1=6 d8+1=5 d8+1=2
Friday December 23rd, 2005 5:51:42 PM

No time like the present.

Vorelle fires three good shots at the ogre called Gukko, then sidesteps to take advantage of the dubious cover of a bush.

[Fire at O2. Hit AC 25 for 6 damage; Hit AC 30 for 5 damage; hit AC 23 for 2 damage. 5-foot step to R-36.]

[Carl, if the "difference" about these critters makes them Undead or Magical Beasts, then I get to roll Sneak Attack damage. Unlikely, I know, but let me know if I need to make those rolls.]

Ashira AC21 HP 87 (Jamie Subbing)  d100=34
Saturday December 24th, 2005 12:51:29 AM

Ashira moves to 30-O to get a better view of what is going on. She sees that her small friend is outnumbered.

"Rose, get out of there," the elf cries out.

As Rose hopefully begins to run, Ashira drops her sword and grasps her holy symbol. She begins to chant the ancient words that bring the power of nature through her. As she moves her free hand with the skill of someone who has studies the art her voice begins to gain in power and intensity.

"Olvan d' arlathil
Nym'uer ussta plea
Ser nindolen aterrucen
Tarthe dal uns'aa"


As she extends her hand out with the final phrase the power rushes from her towards the goblins and ogres.

Entangle centered on K39. I made my 15 percent chance of misfire due to armor.

DM Carl: Sorry Jamie, you can't see the combatants from your current location. You'll need to move to the brow of the hill to cast that spell. Feel free to make an additional post to clarify location if you wish..

Jamie: I went ahead and just added it to my post. Thanks.

Rose hp: 49/52 ac: 16  d4+1=5 d4+1=3 d4+1=4
Saturday December 24th, 2005 3:10:29 AM

Rose realizes she's a bit to close and gladly does as Ashira says. She has Mandy move away from the goblins and orcs then fires a magic missile towards the orc that Vorelle fired at.

move action mandy to P32
standard action cast magic missile on O2
damage: 12, if O2 dies then any remainin missiles go to O3

spells remaining

cantrips
detect magic, detect poison, mage hand, message

level 1
mage armor, expeditious retreat, shield

level 2
spectral hand, touch of idiocy, see invisible

level 3
heroisim, magic circle against evil

DM Carl: Not orcs, Loretta: Ogres! Huge, hairy, smelly ogres! A much nastier opponent!

Tratain AC 25 HP 58 
Saturday December 24th, 2005 10:33:44 AM

Hearing the sounds of Battle Tratain Runs (Movement x3) to square S27 to help his comrades with the new threat.

Theodore and Macaw (Carl subbing)  d20+13=31
Saturday December 24th, 2005 11:30:04 AM

Backing away (5 foot step back to S17) the mage casts frantically, attempting to take out both of his foes in one go. He casts Sleep, centred between the two advancing goblins (O16).

Will DC 16 or 4 HD of creatures fall asleep
Concentration check vs DC 16 succeeds.

Zeoll (HP69 AC12) (Speak with Plants, Heroism on Tratain) 
Sunday December 25th, 2005 2:05:28 PM


Zeoll urges Tratain to help Theo.

The liontaur can't see the hugest ogre, but he hears him! Thinking that this creature would make a better friend than foe, he grips his staff and moves closer.

Zeoll makes a double-ish move to V31, near Ashira. he is careful to go straight south, then southwest, to avoid steep slopes and entangles.

Zeoll says to his friends, "Leave the big dumb one to me! Don't attack that one!"

Zeoll's Stuff Used

2 staff charges (maybe 2 more this round?)
0 of 3 zero level bard spells
0 of 5 first level bard spells
1 of 4 second level bard spell
0 of 1 third level bard spells
0 of 7 bardic musics

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

Mad Jack AC23 64HP[Mage Armor 5 hours]  d100=37 d20+9=15 4d6(3+4+1+1)=9 4d6(1+4+2+6)=13 d20+8=26
Sunday December 25th, 2005 11:53:30 PM

Jack figures he must have just flown to fAst for his magic to work. This time he flyes to just with in range of the spell, roughly 50 ft, and motions his hands at the beast. After casting he will just guide Trya to a higher height, so ranged weapons cannont affect them.

OOC Cast Scorching ray, asf 37 woo hoo passed. Ranged attack 15, Damage 9 and 13, both aimed at same target. Con check-26

DM Carl: The Coming of Khuun!  d20-1=18 d20-1=10 d20+1=14 d20+1=16 d20+1=7 d20=19 d20=13 d20+2=10 d20+10=18 d20=19 9d6(4+5+4+6+5+3+2+1+2)=32 d20+1=20 d20+8=15 d20+11=20
Monday December 26th, 2005 6:58:43 AM

Theo's sleep spell is shrugged off by the first advancing goblin, but the second succumbs, keeling over into the long grass, its thumb popping into its mouth. Aww.

Mad Jack then follows up by swooping down on his flying steed and blasting the goblin who is still standing. The creature roars once in pain and falls, its lifeblood ebbing away.

Dave, please Highlight to display spoiler: {a couple of points regarding your post.

1) Scorching Ray range: The spell states Range: Close (25 ft. + 5 ft./2 levels). You are a Level 5 Sorcerer, that means range on that spell is 35 feet (fighter levels do not count).

2) Scorching Ray damage: you rolled for two rays, but the spell states You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit. You will only get two rays when you have 7 levels of sorcerer. Right now you only qualify for one ray. I'll take your first roll, 9 damage.

3) As stated last DM post, if you move, cast and move you must make a Concentration check. Here is what the SRD says: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + spell level).

I made that check for you this round (vs DC 12, which you made with a 20: you only fail on a natural 1!
}

Bramah sends Pah'caw to safety (X26, 100ft up), and moves towards the combat zone along with Ashira Zeoll, Ahira and Tratain. (OOC: please specify cell references for movement folks!)

Rose decides that perhaps the combat is left to the big guns, and retreats. From the safety of her vantage point above the bush she can see Gukko (O2), and blasts him with her magic missiles. The ogre bellows in pain.

Vorelle's three arrows strike true, but to her alarm do significantly less damage than she anticipated. In fact only one seems to break the skin, and that one merely nicks the big ogre (arrow 2 does 1 HP).

Then Ashira casts her entangle spell and catches all the remaining combatants. Cue pandemonium among the ogre and goblin ranks as the very grass beneath their feet conspires to trip and trap them. But the creatures get lucky. Only one goblin is ensnared, and one of the ogres. That ogre is Wozzogg, who takes it all rather personally.

"Wozzogg kill! Wozzogg smash! UrrraaAAAGGHH!!"

Using his prodigious strength he tries to rip himself free, but the writhing plants hold him (and goblin 4) fast.

There is a horrible laughter from above you, and a victorious howl as an icy blast slams into the gathered adventurers. It also hits one of the goblins (Goblin 2) who is able to hurl himself out of the main brunt of the blast, but whose body is still frozen rigid regardless.

Zeoll, Vorelle, Rose, Piper, Mandy,. Ashira, Brahmah and Tratain take 32 HP cold damage, REF save DC 18 for half. Brahamah's eagle is out of the area of effect.

The caster of this cone of cold is now revealed, another huge ogre, hovering 15 feet in the air (at V36). He has a huge belly. His skin is light green his hair is lank and black. He wears a tattered purple cloak over rusty chain and various animal pelts. He points his enormous greatsword towards the party and calls out in a mocking voice

"You not stop Khuun and his secret weapon! You die! Oshirr House Die! Hurr Hurr Hurr!"

Those creatures that are able drag themselves free of the area of entanglement. Gukko is able to get as far as Vorelle and aims a hefty blow at her with his club. Luckily for the shy ranger the blow whistles wide.

Map is here: http://www.zen22251.zen.co.uk/wold/maps/dfr/round5.jpg

Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain)  d20+4=8 d20+14=18
Monday December 26th, 2005 7:40:09 AM

Zeoll takes the full blast of the cold (failed save).

Zeoll lifts his staff and tries to Charm the flying ogre. (Will save would normally be a 22, but reduced to a 17 in combat.)

Then he shouts, "We arre not Oshirr House! I am monsterr! He (pointing at Brahmah) is monsterr! The rrest serrve us! We arre frriends! Stop fighting and talk!"

Diplomacy check made at -10 for being rushed: 18. Bleck.

If Zeoll's spell succeeds, he will move 35U. Otherwise he moves to 31Y, taking cover behind a tree.

Zeoll's Stuff Used

4 staff charges
0 of 3 zero level bard spells
0 of 5 first level bard spells
1 of 4 second level bard spell
0 of 1 third level bard spells
0 of 7 bardic musics

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

Vorelle [AC 22; HP 76/76]  d20+9=11 d20+9=23 d20+10=24 d6+3=4
Monday December 26th, 2005 2:30:33 PM

Vorelle is able to dodge the icy blast and avoid any damage [Ref 23; used Hero point to re-roll; Evasion]. She puts away her bow [move action], draws her handaxes [free action; Quick Draw feat], and attacks the ogre in front of her. [Fighting defensively, hit AC 24 for 4 points damage. (magic, slashing)]

Rose, Piper and Mandy  d20+9=14 d20+9=28 d20+7=8 d20+5=8 2d8(1+6)+3=10
Monday December 26th, 2005 7:28:28 PM

Rose is shocked when she's hit by an icy blast. Suddenly Mandy and Piper fall to the ground ice covering their bodies, Mandy is so cold she actually explodes.

Rose frantically reaches into her beltpouch and pours a potion into Piper's mouth. (cure moderate for 10hp restored)

Rose
Ref: 14 used heropoint to reroll for 28.
Evasion, no damage taken

Piper
ref: 8, take 32 damage now at -4 (with potion at +6)

Mandy ref: 8, take 32 damage now at -14 dead


forgotten stuff 
Monday December 26th, 2005 7:29:30 PM

Rose hp: 49/52 ac: 16
Piper hp: -4/26 ac: 17
Mandy hp: -14/18 ac: 16 dead

spells remaining

cantrips
detect magic, detect poison, mage hand, message

level 1
mage armor, expeditious retreat, shield

level 2
spectral hand, touch of idiocy, see invisible

level 3
heroisim, magic circle against evil


Brahmah (83-115hps, AC22, flat-footed 20, TAC11)  d20+8=16
Monday December 26th, 2005 10:58:50 PM

(DM, I don't know where you get that moving 30ft in light armor and casting a spell is more than his alotted actions?! Unless the terrain, which wasn't mentioned as a hinderance, came into account.
In todays post whay was Brahmah moved toward the battle again when I hadn't posted?? Taking moves for an PC who hasn't posted IS NOT COOL.)

(failed save)

The ranger isn't happy that he's all of a sudden in ranger of taking the BRUNT of the cold blast.

Brahmah moves, very quickly (all his movement), to try to get to the purple cloak wearing freak.
"Try that again Khuun, and you'll be eating out the otherside of that ugly face of yours!"

Mad Jack AC23 64HP[Mage Armor 5 hours] 
Monday December 26th, 2005 11:16:31 PM

Jack hits with his spell this time and sees the goblin go down in pain. It would not die, but it would hurt for a while. It would be a shame to kill it, that would only cause trouble for Zeolls timeline. Jack takes the responsibility of having generations of the ugly bugger live very seriously.

He then flies his mount closer to the noise of battle.

OOC Fly to I22, Also sorry about the 2 rays, i was thinking about something else. I did make the concentration check, it was a 26, i just checked and it did post on last post.

DM Carl: Apologies Dave, I missed it. Thanks!

Ashira (AC 21, HP87/87)  d20+9=19
Tuesday December 27th, 2005 2:47:18 AM

The savvy ranger rolls quickly and safely out of way of the icy blast (Ref.=19, Evasion for no damage). With an anxious glance over at Vorelle, Ashira decides that, for the moment it will be best to take up a position to defend Rose. Her shortsword snakes free from its sheath in a flash, as she quickly bends down and retrieves her longsword from where she dropped it before. A cold vicious looking smile on her face, the strange aquatic half-elf stares at the two goblins headed her way. "Come on over boys, and I'll teach you kinds of pain that you never even knew existed!" As she taunts the foul beasts, Ashira hisses over her shoulder to Rose. "For heaven's sake, Rose get back!"

Tratain AC 25 HP 42/58  d20+8=18 d6=3 9d6(4+4+2+5+1+4+1+5+5)=31
Tuesday December 27th, 2005 10:54:34 AM

Tratain is able to dodge some of the Damage from the Cone of Cold, and seeing several of his comrades moving towords it he moves to 027 (4 Squares Left) and Defensivly Casts Flame Strike Centered so the Column Hits A1, 2, and 5.

31 Damage Reflex DC 20 for Half

Theodore and Macaw (AC 20, 38HP) (Carl Subbing)  9d6(6+6+5+6+6+1+4+2+2)=38
Tuesday December 27th, 2005 11:08:58 AM

The young mage realises his friends are up against dire odds, and decides to try and level them a little. Moving swiftly west to M17 he draws a bead on the big ogre (which just happens to include a goblin for good measure) and swirls his arms about in smooth, considered arcs. A halo of blue, humming light gathers around his hands, then is unleashed with a crack in a blinding flash of crackling energy. The bolt zaps through goblin 2 and Wozzogg for 38HP, Ref DC 17 for half.

DM Carl: Roast 'em, toast 'em, make 'em dance  d20+3=19 d20=2 d20+1=14 d20+1=4 d20+2=6 d20+10=25 d20=16 d20+8=20 d20+13=27
Tuesday December 27th, 2005 12:06:07 PM

Zeoll attempts to hoodwink the ogre mage, but without success. Khuun shakes off the effects of the spell with a scornful laugh. "You, servants of da master? Pah! You lie, ugly thing!"

Deciding he needs to stay out of harm's way the liontaur takes cover behind a tree.

Vorelle slams a handaxe into Gukko's exposed forearm, but the ogre just laughs as the blade bounces off some sort of magically toughened skin, causing no damage. "Hurr! That tickles!" he grins.

Rose pours a potion down her dying raven's throat, bringing him fluttering and coughing back to life. Poor Mandy is beyond saving, however.

Brahamah races towards the ogre mage, issuing a challenge.

Jack flies west (OOC: What's your altitude please, Dave? Is Jack still at 100 feet?), and Ashira, rearming herself, issues a bold challenge to the advancing goblins. Sadly she never gets a chance to carry out her threat.

The spellcasters step up to the plate. Tratain's flame strike explodes with a roar, flash-frying all three targets, intense heat sucking the air out of the surrounding area for a moment. Three blackened corpses collapse to the ground, but not before Theo's bolt of electricity causes one charred goblin to dance jerkily about in a macabre mockery of life.

That bolt then slams into Wozzogg, causing the huge ogre to spasm wildly about in pain, his hair standing out on end. It does little to improve his mood, or his hairstyle.

With a roar of incandescent fury the barbarian ogre, now sporting what looks like a straggly afro, attempts to tear himself free of the entangling roots and grasses that hold him firm. This time he succeeds, lumbering forwards out of the spell's area of effect. However the entanglement slows him down, and he is unable to completely escape this round. It does not stop him yelling;

"Wozzogg free! Wozzogg kill you all! Brainballs for Woshka! Waagghh!"

He waves his deadly club about menacingly.

Ashira, Rose and Vorrelle, if you make a Spot check DC 20 please Highlight to display spoiler: {. You notice a crudely painted pair of lips on Wozzogg's club. Whichever way you slice it, that can't be healthy.}

The last goblin remains stuck fast, gibbering in terror at the fate that has befallen his brethren.

Gukko laughs as his brother is roasted alive. "Hurr Hurr Hurr!" he chortles. Ukko gettin' a bit hot under collar! A-Hurr Hurr Hurr!"

With an evil grin he swings at Vorelle once again, but the ranger's swift reflexes are just enough to get her head out of the spiked club's path in time. She feels it whistle inches past her nose.

Khuun, though by no means the sharpest arrow in the quiver, is bright enough to tell that this party are rather tougher than he'd expected. Those spellcasters are ripping his forces apart. With a defiant snarl he moves up 5 feet away from Brahmah's blades, and vanishes from sight.

Map is here: http://www.zen22251.zen.co.uk/wold/maps/dfr/round6.jpg

Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain, Inspire Courage on ALL)  d20+1=13
Tuesday December 27th, 2005 2:00:13 PM


Ze3oll still cannot see over the ridge, although he can hear the enemy on the other side. He decides that a little altitude would help him see better, so he tries to climb the tree he is hiding behind.

[OOC: Assuming DC to climb a tree is a 15, and Zeoll has a nat+1 Str to try it untrained. He rolls a 13 -- not enough.]

So, unable to see well enough to cast a spell, Zeoll chooses instead to sing an inspiring song. He Inspires Courage in all his friends and allies.

Everyone gains a +1 to hit and damage!

Zeoll's Stuff Used

4 staff charges
0 of 3 zero level bard spells
0 of 5 first level bard spells
1 of 4 second level bard spell
0 of 1 third level bard spells
1 of 7 bardic musics

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

Theodore and Macaw  d20+4=22 d6=1
Tuesday December 27th, 2005 2:04:53 PM

Deciding to save his spells for a more pertinent moment, Theodore brandishes his quarterstaff and sqwuaks a challenge at the advancing gobling. Dashing forwards, he attempts to thump the goblin on his head. (Attack 22, Damage 1)

DM Carl: Theo (M17) is 100 feet away from the last remaining goblin (M37). Check the map http://www.zen22251.zen.co.uk/wold/maps/dfr/round6.jpg

Please feel free to repost if you wish.


Vorelle [AC 22; HP 76/76]  d20+10=27 d20+10=25 d20+5=14 d20+5=6 d6+3=8 d6+3=9
Tuesday December 27th, 2005 7:56:04 PM

She can't hit the ogre hard, but she can hit it often. Maybe she'll get lucky. Anyway, the longer she can keep it occupied, the longer her friends have.

That decided, Vorelle strikes at the ogre with both axes.

[fighting defensively; hit AC 27 for 8 points; hit AC 25 for 9 points. Also hit AC 14 and AC 6. Yeah, right.]

[edited: hit AC 28 for 9 points and AC 26 for 10 points.]

Cayzle OOC to Kathy 
Tuesday December 27th, 2005 11:48:04 PM

Kathy, add in a +1 damage to your weapons! This round you rolled d6+3 for damage, same as last round. Shoulda been d6+4 with Inspire Courage!

Brahmah (83-115hps, AC22, flat-footed 20, TAC11) 
Wednesday December 28th, 2005 12:26:35 AM

Prepared Spells: (* cast)
1)entangle x2
2)bear's endurance*

Everyone gains a +1 to hit and damage!

Brahmah continues to the ogre mage. He makes sure he's within range so if the mage casts, he can get an attack on him.

Rose  d8+1=3
Wednesday December 28th, 2005 12:30:54 AM

Rose hands Piper a potion which the raven opens with her beak. Then casts she pulls out a rod and uses it as she casts Mage armor on them both.

Piper cure light wounds: +3 hp
mage armor +4 ac extended to 10 hours

Rose hp: 49/52 ac: 20
Piper hp: 9/26 ac: 21
Mandy hp: dead

Active spells
Mage armor +4 ac for 10 hours


Brahmah 
Wednesday December 28th, 2005 11:28:43 AM

The minotaur is eager to join combat.

Ashira AC 21 HP 87/87  d20+12=22
Wednesday December 28th, 2005 12:04:52 PM

Ashira makes her check to see the club and thinks to herself... That's wierd.

She focuses her attention on the ogre in front of her (o3). "Come on you slow ugly oaf. Lets dance." She spouts at the creature. She brings up both of her weapons into a challenging stance and awaits the approach of the Ogre.

Zeoll (Second Post) 
Wednesday December 28th, 2005 3:01:47 PM


Zeoll, seeing that Brahmah is eager, points out that logically the now-invisible ogre mage has to be Right There!

The liontaur shouts and points, "Brrahmah! Swing rright therre! He's therre! He's just invisible! Swing away! Swing!"

Theodore and Macaw HP 38/38 AC 21(dodge & mage armor) 
Wednesday December 28th, 2005 3:26:13 PM

"I'm coming! I'm coming!" Theodore hollers as he makes haste towards his embattled allies.

(Double move to M29)

DM Carl 
Wednesday December 28th, 2005 7:37:06 PM

I'll hold for a bit. Brahmah, if you want to take a swing, take it now :-)

Mad Jack 
Thursday December 29th, 2005 12:59:11 AM

Still hovering at his ame level he moves closer the the battle. He also pulls his greatsword free, readying it for one of the large shapes he sees on the ground.

OOC fly to i29, still 100 ft above the ground.

Brahmah (83-115hps, AC22, flat-footed 20, TAC11)  d20+15=17 2d4(2+1)+8=11
Thursday December 29th, 2005 5:12:16 AM

Brahmah swings once with his falchion. [hitting AC 17, with Zeoll's bonus, hit AC 18 for 11 damage](OOC: I'll let the DM roll the miss chance. ;))

"Coward!"

DM Carl: A kiss before bedtime  d20+10=26 d100=95 d20=13 d20+18=33 2d6(2+3)+16=21 d20+8=18 10d6(6+4+1+3+5+2+3+5+1+1)=31
Thursday December 29th, 2005 7:03:20 AM

Zeoll' s singing and advice assist the party. Brahmah takes a swing at the vanished ogre mage, and feels his falchion connect solidly. He cannot tell how badly the mage is hurt, however.

Theo and Jack move towards the battle, but do not reach it just yet. Rose focuses on protecting Piper and herself.

Vorelle sees blood drawn by her last two blows, and although they did not do as much damage as she might have expected, she can see Gukko is hurting badly now. Her perseverance is having the desired effect.

"Urr, Gukko hurt you for that!" growls the ogre, and aims another blow at the agile ranger. Once again she is too quick for him, darting out of the way of his club.

"Stand still for Gukko!" the creature bellows, starting to get frustrated.

Ashira's taunt is answered with predictable fury by Wozzogg.

"Ugly? UGLY?!? Me prettiest ogre! Woshka tell you! Nasty elf-thing ugly!"

The enormous ogre lumbers forwards, tearing its way free of the last of the entangling roots and plants, and closes fast. Woshka is raised, then slammed down towards Ashira with incredible power (AC 33 for 21 HP).

"Raaagghhh! How you like Woshka's kiss, ugly elf-thing?"

The last remaining goblin struggles to free itself from the binding grasses, but fails utterly. It starts to whimper.

For a moment there is no sign of the ogre mage, then he reappears fifty feet up as he casts a spell. Jack and his steed feel their eyes begin to droop as a great fatigue washes over them.

(OOC: Will save DC 14 or Sleep vs Jack and Trya.

1) If Jack fails but Trya succeeds Trya must make a Ref save DC 15 to keep his rider in the saddle, and land immediately to avoid making the same check each round.
2) If Trya fails but Jack succeeds then you are falling. Jack may attempt to awaken Trya. Roll 1d100 to see how many feet Trya falls before waking up. If he falls more than 80 feet he doesn't have time to pull up, and takes 31 HP falling damage. Jack may make a Ref save DC 15 to take half that amount.
3) If Jack and Trya both fail then you fall, each taking 31 HP damage.)

The mage roars in defiance, brandishing his sword.

Here is the map for round 7: http://www.zen22251.zen.co.uk/wold/maps/dfr/round7.jpg

Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain, Inspire Courage on ALL)  d20+5=15
Thursday December 29th, 2005 12:38:35 PM


Zeoll laments that the ogre mage is now beyond the range of his charm spell. But then he thinks to cast his magic on the big dumb brute up ahead! He moves to 29R, a spot that seems to be specially selected for him, and from which I assume he can see Wozzogg. The liontaur uses his staff of charming to cast Charm Monster on the giant.

The will save DC on the spell is a 17, including the -5 penalty for casting it in combat.

If the spell takes, he will shout to Ashira to hold her attack and withdraw. He will shout to Wozzogg: "I am yourr friend! Stop fighting forr a minute, please! It's rreally important!" [Opposed Chr check to convince a charmed character to do something opposed to its nature: Don't beat a 15, please, Wozzog!]

If the spell does not take, he will not say anything.

Either way, he stops his inspirational song, which now has a duration of 5 rounds. Everyone still gains a +1 to hit and damage!

Zeoll's Stuff Used

6 staff charges
0 of 3 zero level bard spells
0 of 5 first level bard spells
1 of 4 second level bard spell
0 of 1 third level bard spells
1 of 7 bardic musics

1 round of 5 for Inspire Courage

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

Theodore and Macaw  d20+18=30
Thursday December 29th, 2005 3:32:06 PM

Seeing the hulking ogre has broken free of his tangled prison, Theodore hastily moves back to L27. Noting Zeoll attempting a charm spell on the ogre, Theodore readies his own magic.

Should Zeoll's spell fail, Theodore places a stinking cloud spell centered at L35, which should encompass the goblin and Wozzog. Should Zeoll's spell succeed, then Theodore will place the spell at L38, 40 feet in the air, which would hit the ogre mage.

(Goblin, ogre, or ogre mage must Fort save vs 17)

Vorelle [AC 22; HP 76/76]  d20+11=13 d20+11=30 d20+6=20 d20+6=11 d8+4=9
Thursday December 29th, 2005 5:25:08 PM

Encouraged by the fact that she drew a little blood last time, Vorelle slashes again at the ogre. This time, though, most of her blows go astray.

[Still fighting defensively. Hit AC 30 for 9 points. Also hit AC 13, AC 20, and AC 11. Geez. Good thing I get four chances each round. :) ]

Ashira AC 21 HP 66/87  d20+13=32 d20+13=16 d20+8=20 d20+12=31 d20+12=24 d20+4=15 d8+5=13 d8+5=9 d6+4=6 2d6(1+2)+8=11
Thursday December 29th, 2005 10:05:22 PM

Ashira's head rocks to the side as the club smashes into her face. Spitting blood, she jerks her head from side to side loosening up her neck. "Well, that was alright, but I'd have to say that you really ought to check into some personal hygiene. You arm is weak, but that stench of yours, well...you could kill someone with that for sure!"

She nods at Zeoll and watches to see whether his spell has it's effect.

**IF it does not**

Ashira smiles as she dances on the balls of her feet, looking for just the right opportunity to strike. She bobs and the ugly cuss turns his body just right...presenting an invitation for the ranger to slice into his rib cage. With several thrusts and parries, Ashira makes good use of her opening. (AC 32/16 for 13, AC20 for 9, AC 31/24 for 6 or 11 if critical).


Mad Jack  d20+5=16 d20+4=13 d100=2 d20+13=15 2d6(2+1)+5=8
Friday December 30th, 2005 12:43:09 AM

OOC Where is the ogre mage o nthe map. Your post said he reappeared, but I dont know which red square he is.

Jack feels the magic of some sort wash over him, but is able to repel its effects.(16) Trya goes limp though until Jack digs his heels into her flanks.(14fail, drop 2 feet). Not knowing which of the enemy had cast the spell, Jack decides to attack the neares target. Having his greatsword in hand he moves Trya in a swooping attack at the great bulk in front of him. (O3) He then raises in the air again to 50 feet off the ground just above Vorelles head. Q36

ATTACK hit AC 15, 8 damage.

DM Carl: Sorry, the mage is V36 50 feet up. He was incorrectly labelled O2, he should be O4.

Rose  d8+1=7
Friday December 30th, 2005 5:16:55 AM

Rose will hand Piper another healing potion to drink and cast another spell.

cast shield, shared with piper

Rose hp: 49/52 ac: 24
Piper hp: 16/26 ac: 25
Mandy hp: dead

Active spells
Mage armor: +4 ac for 10 hours
Shield: +4 to ac for 5 minutes

remaining spells
cantrips
detect magic, detect poison, mage hand, message

level 1
expeditious retreat

level 2
spectral hand, touch of idiocy, see invisible

level 3
heroisim, magic circle against evil


Brahmah (83-115hps, AC22, flat-footed 20, TAC11)  d20+13=15 d20+15=26 d20+8=13 d20+10=13 2d4(2+1)+7=10 2d4(1+2)+7=10 d6+4=6 d6+4=5
Friday December 30th, 2005 11:29:43 AM

Prepared Spells: (* cast)
1)entangle x2
2)bear's endurance*
From Zeoll: Everyone still gains a +1 to hit and damage!

Brahmah turns to the nearest visible opponent and attacks. (OOC: my intended target is the o2 Brahmah is near.)

"Tell your wily friend to return and face judgement." [AC 16, 27, 14 and 14, for 11, 7, 11 and 6 damage]

DM Carl: Mom? Is that you?  d20+4=22 d20+14=15 d20+3=23 d20=14 d8+4=7 d4+1=5
Friday December 30th, 2005 7:24:32 PM

Zeoll attempts to persuade Wozzogg that in fact this has all been some terrible misunderstanding.

Whether the barbarian is smarter than he looks (um, he really isn't!) or it is simply the depth of the big ogre's blinding rage that shields him from such mind-altering spells, Wozzogg shrugs off Zeoll's spell with ease. "You not friend!" he bellows. "You dinner!"

Theo casts his stinking cloud at the goblin and Wozzogg. Incredibly it seems Wozzogg is of a delicate constitution. The huge ogre doubles over, retching as he inhales huge lungfuls of the fetid cloud. "Blaaagh! Stinky!" he cries, stumbling away from the area of effect. Ashira is able to land three blows before he moves away. She, like Vorelle, is aware that her blows are inflicting less damage than she might expect.

(Ashira, while Wozzogg is nauseated he can only take a single move action per turn. He cannot take a full round action to Withdraw from combat, and so you may take an attack of opportunity as he retreats in addition to your next attack.)

Even more bizarrely the goblin, still stuck in his field of clinging grass, breathes in deeply as the vile stench rolls over him, clearly savouring the odour. As he vanishes from sight he can be plainly heard saying in a joyful voice "Momma? Izzat you, cuttin' da cheese?"

Jack's blow misses the ogre. Rose continues to protect her remaining animal companion.

Vorelle and Brahmah land two more blows each on Gukko (the AC 16 and 20 hit), and between them they seem to have done enough, despite the creature's damage reduction. Gukko's brow crinkles in confusion as his head flies from his shoulders. Slowly his great body, finally figuring out there is even less in charge upstairs than normal, topples over with a crash.

Fifty feet in the air (at V37), Khuun watches in astonishment as his elite force of ogres (and their goblin pets) are cut down before his eyes. Even the mighty Wozzogg is near defeat!

The mage's eyes narrow, and he cries out in fury; "Scum! You pay! You all pay! Oshirr House will fall, even without Khuun's secret weapon! We grow stronger! You grow weaker! You win tonight, but you lose soon! The master will make more, and more and more! Soon you die screaming! Soon we suck the meat from your bones!"

His defiant rant over the ogre mage turns tail and runs, flying 80 feet due south.

Map is here: http://www.zen22251.zen.co.uk/wold/maps/dfr/round8.jpg

Ashira AC 21 HP 66/87  d20+13=27 d20+13=18 d8+5=6
Saturday December 31st, 2005 2:01:19 PM

Ashira manages to wing the ogre as he moves away from her (AC27 for 6). She takes a couple of steps (M30) to close the gap and takes another swipe at the nasty ogre, but his fetid stench throws her concentration way off and she can't connect. "Hey ugly where ya going? I'm not done playing yet!" taunts the ranger.

Theodore and Macaw 
Saturday December 31st, 2005 4:52:35 PM

Seeing the flying mage turn tail to run, Theodore moves to his left (R27) and casts solid fog directly in front of the ogre mage (V55; 20' radius)

"Someone get him!"

Rose  d20+10=22 d4+4=8
Saturday December 31st, 2005 9:37:17 PM

Now that Piper is safe Rose grabs her bow and shoots at the ogre mage. Meanwhile Piper will fly over to the priest of the group (who is he) and ask for some more healing.

attack: 22
damage: 8

Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain, Inspire Courage on ALL) 
Sunday January 1st, 2006 9:19:12 AM


Zeoll moves 40 feet south to 38Q, but the fleeing ogre mage is still outside the range of all the seer's magic except for his most potent spell, which he prefers not to expend.

So if he can see the fellow who misses his mama, instead, he casts Charm Person on that still-living goblin (Will save DC for the first level spell is 14 since surely the goblin feels threatened (LOL).

If he cannot see that goblin, and therefore cannot cast the spell, he'll take another 40-foot move south to 46Q.

In all cases, Zeoll is careful not to enter any fog or cloud.

Zeoll's Stuff Used

6 staff charges
0 of 3 zero level bard spells
0 of 5 first level bard spells (maybe 1 charm person cast)
1 of 4 second level bard spell
0 of 1 third level bard spells
1 of 7 bardic musics

2 rounds of 5 used for Inspire Courage

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

Tratain AC 23 HP 42/58  d20+14=16 d8+5=8
Sunday January 1st, 2006 10:43:25 PM

Tratain Charges to square M38 and attacks the Big ogre, he also Attempts to intercept an attack for Theo if he stays within 5 feet.

Hit AC 17 For 8 Damage

OOC: Real Sorry about not posting Guys, my computer died on me, i'm up and running again now though. Lucky I backup my characters on my flash drive :)

Vorelle [AC 22; HP 76/76]  d20+13=31 d8+1=4
Monday January 2nd, 2006 12:27:20 PM

Vorelle again changes weapons, and fires a shot at the fleeing mage.

[Hit AC 31 for 4 damage. Magic bow.]

DM Carl:  2d6(3+6)=9 d20+3=14 d20=13
Monday January 2nd, 2006 6:04:06 PM

Ashira nicks the big ogre as he stumbles away, her damage barely getting through Wozzogg's magical skin, then misses on the followup. Tratain moves in to assist, swinging a hefty blow at the barbarian. For some reason the cleric's war hammer seems to have absolutely no problem inflicting its normal damage on the creature. Indeed, not only does the creature's damage reduction seem to have been bypassed, but the war hammer flares with its bane power, inflicting still more damage! What can this mean?

Wozzogg staggers away again, clutching at his guts. Even though he is out of the area of effect the lungful of toxic stench he inhaled has really hit the big guy hard. "Waahhg! Aaarrgh!! Stinky! Wu--wu--hooorrp!" Ogre vomit is not a pretty sight.

(OCC: I'm assuming you mean a move to M28 Joe! Tratain and Ashira both get attacks of opportunity as Wozzogg staggers away)

Inside the cloud the goblin's fond recollections of maternal flatulence are giving way to grim reality. It remains stuck fast in the middle of the stinking cloud, and from the sound of things it is having no better time of it than Wozzogg.

Rose and Vorelle both fire after the fleeing ogre mage, but although their aim is true their missiles bounce harmlessly off his toughened hide. Piper flies to Tratain, in search of some healing, but the Protector of Domi is busy beating the tar out of Wozzogg.

Zeoll is unable to see the goblin through the roiling clouds of toxic gas (it has total concealment), and so moves on to Q46.

Theo moves and then casts his spell, enshrouding the fleeing mage in a glutinous, thick fog. The mage vanishes from sight as the clouds roll over it (Total concealment).

Map is here: http://www.zen22251.zen.co.uk/wold/maps/dfr/round9.jpg



Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain, Inspire Courage on ALL)  d20+4=21
Monday January 2nd, 2006 7:05:23 PM

Zeoll moves south to 55Q. He looks for the ogre mage. If he sees him, he will cast Charm Monster on him -- Will DC save 17.

If he does not see him, then he throws caution to the wind and casts a Confusion spell on the last location the liontaur saw the ogre, before the fog rolled over it. Zeoll hopes that the spell's 15-foot radius will catch the ogre. The Will DC on that spell is a 21. Zeoll then calls out, "Hey, Khuun, I'm overr herre!" Zeoll knows that the ogre may be forced by the spell to seek to attack him, so he lets the Ogre know where he is so as to draw him out. Zeoll also listens for the babbling that confusion often causes. [Listen check 21!]

Zeoll's Stuff Used

6 staff charges (maybe 8 used if charm monster cast)
0 of 3 zero level bard spells
0 of 5 first level bard spells
1 of 4 second level bard spell
0 of 1 third level bard spells (maybe 1 confusion cast)
1 of 7 bardic musics

3 rounds of 5 used for Inspire Courage

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor) 
Monday January 2nd, 2006 7:34:18 PM

Theodore takes a double move to T37.

Tratain AC 23 HP 42/58  d20+15=21 d8+7=11 2d6(4+6)=10 2d8(1+1)+9=11 d8=7 d8=2
Monday January 2nd, 2006 8:13:45 PM

Tratain attacks the Ogre as it Tries to stumble Away. (Hit AC 21 For 11 Physical Plus 10 Bane Damage)

Noticing Piper Now asking for Healing Tratain will cast Cure Moderate Wounds on Him after taking a single step out of the Ogres Reach. (Piper Healed for 18)

Ashira AC 21 HP 66/87  d20+13=17 d20+13=25 d8+5=7
Monday January 2nd, 2006 11:06:50 PM

"Grrrrr!!" Ashira growls as the ogre continues its flight. "This is going to take forever! Hold still and fight you big ugly coward!" Her attack of opportunity proving useless against the thick hide, Ashira steps forward again and engages once more (K30). Her longsword finds its mark once more, but manages very little damage (AC25 for 7).

Vorelle [AC 20; HP 76/76]  d20+13=26 d8+1=9
Monday January 2nd, 2006 11:41:27 PM

Vorelle moves to get a better angle on Wozzogg and fires again. It's a decent shot, but these ogres are tough to damage.

[No longer fighting defensively. Move to O-31. Hit AC 26 for 9 damage.]

Brahmah (83-115hps, AC22, flat-footed 20, TAC11)  d20+9=11
Tuesday January 3rd, 2006 12:08:26 AM

Prepared Spells: (* cast)
1)entangle x2
2)bear's endurance*
From Zeoll: Everyone still gains a +1 to hit and damage!

Brahmah follows to 'Aids' his nearest companion's attack. (AC 11, +2 to their attack)

Mad Jack  d20=1
Tuesday January 3rd, 2006 2:09:52 AM

OOC sorry guys, no idea why my post didnt show up.

Jack spurs Trya forward. He loses sight of the fleeing mage in the cloud that springs up in from to him. Riding through the cloud he looks around for the escaping mage, berating himself for his slow reactions.

Spot check 1!
Move full 120 feet of flight to v58, other side of cloud.



Brahmah (83-115hps, AC22, flat-footed 20, TAC11)  d20+9=11
Tuesday January 3rd, 2006 5:42:28 AM

Prepared Spells: (* cast)
1)entangle x2
2)bear's endurance*
From Zeoll: Everyone still gains a +1 to hit and damage!

He will continue to 'aid' a friend this round as well. (sigh! AC 11 again 12 with Zeoll's courage, +2 to their attack)

(OOC: Seems I can't post regularly. Sorry. I have to hit the game when I can.)

DM Carl: Farewell, sweet Woshka  d20+3=5 d100=29
Tuesday January 3rd, 2006 9:33:12 AM

Vorelle, Ashira and Tratain (with Brahmah's aid) continue to dish out punishment to Wozzogg. Blood pours from the retching beast's many wounds, and he slumps to his knees, his strength gone. With tears streaming down his face he clutches Woshka tightly to him, lacerating his face with her spikes as he does so. Now you know how he got that scar. With a plaintive belch the barbarian topples over with a crash, and breathes no more.

Tratain steps away to heal Piper.

Theo moves towards the others, as Zeoll casts his spell. From within the solid cloud Zeoll is clearly able to make out a "What? Whatututut-braap! Grock gurkle gip! Gip! Gip! Weep!" The stream of nonsense continues, coming from pretty much where the mage was last seen. There is still no sign of him through the fog.

Jack flies towards the solid cloud, but as he reaches it he discovers it to be impossible to fly through as described. He and Tyra can push through it if they wish, but only with the very greatest of difficulty (Solid Fog: the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a -2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can't take a 5-foot step while in solid fog.)

I'll leave Jack outside the cloud unless you mention in your next post that you wished to push through this round.

Map http://www.zen22251.zen.co.uk/wold/maps/dfr/round10.jpg

Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain, Inspire Courage on ALL) 
Tuesday January 3rd, 2006 10:12:27 AM

Zeoll moves to the side of the cloud nearest the sound of the ogre babbling (standard move). He calls out again, "Herre I am, my frriend to be!" Then he readies a Charm Monster to use as soon as he sees the ogre.

Zeoll's Stuff Used

6 staff charges (maybe 8 used when charm monster cast)
0 of 3 zero level bard spells
0 of 5 first level bard spells
1 of 4 second level bard spell
1 of 1 third level bard spells
1 of 7 bardic musics

4 rounds of 5 used for Inspire Courage

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: Animal Trance (x2), Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]

Mad Jack  d20=15 d20=16
Tuesday January 3rd, 2006 1:52:15 PM

Jack catches up to the solid wall of fog. Not knowing what is within, he decides to fly around the fog in search of the mage. He is quite sure the mage will fly out the other side, but the search needs to be made. With his weapon drawn, he calls upon the power of his sword to protect him.

OOc Okay, lets fly around the fog bank looking for the mage. Also cast True strike.
Spot 15
Listen 16

Zeoll 
Tuesday January 3rd, 2006 3:16:12 PM

Zeoll says, "Don't attack unless my spell fails to enchant him! I'll tell you eitherr way!"

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor) 
Tuesday January 3rd, 2006 9:43:02 PM

Theodore takes another double move to T49.

rose  d20+10=16 d4+4=7
Wednesday January 4th, 2006 2:20:57 AM

rose moves over to Vorelle ready to attack the last ogre if necessary.

Held action attack (bow)
attack: 16
damage: 7
add in any bonuses from other players

Brahmah (83-115hps, AC22, flat-footed 20, TAC11) 
Wednesday January 4th, 2006 1:35:31 PM

Prepared Spells: (* cast)
1)entangle x2
2)bear's endurance*
From Zeoll: Everyone still gains a +1 to hit and damage!

The ranger rushes to the ogre who is about to be charmed, just in case the spell fails. (Readies to attack if he has a standard action left.)

Vorelle [AC 20; HP 76/76] 
Wednesday January 4th, 2006 1:45:41 PM

Not sure what else to do, Vorelle moves toward the remaining ogre. She doesn't know what she'll do when or if she gets there; she couldn't hit the thing before he surrounded himself with a solid wall of fog. But, aside from the goblin (who is neutralized), he is the last opponent.

[Double move to Q-42.]

Ashira AC 21 HP 66/87  d20+12=24 d20+11=23
Wednesday January 4th, 2006 3:28:09 PM

It's looking pretty crowded in the area around the other ogre, so Ashira moves in that general direction as she takes a look around (Spot=24, Listen=23). It's easy in the middle of battle to lose track of the big picture. They were behind enemy lines, and Ashira is determined not to let the group get flanked.

DM Carl: Watch that last step, it's a doozie!  d20+3=11 4d6(5+3+4+1)=13 d100=40 d20+1=2 d20+1=13 d20+1=18 d20+1=18 d20+1=13 d20+3=12 d20+3=17 d20+3=4 d20+3=6 d20+3=20 d20+3=8 d20+12=22 d100=88
Wednesday January 4th, 2006 6:27:39 PM

The party rush to the location of the solid cloud, within which a flying ogre mage is chatting away incomprehensibly to himself. The cloud, which is about 40 feet up continues to obscure your view (only Jack on his flying steed is at the same height as the cloud).

The thought perhaps occurs to you: if you found yourself, effectively blind, with no idea who you were or where you were, would you remember to fly? You soon find out. The mage, who has been slowly dropping though the cloud until this point, suddenly finds no soft supporting cloud beneath his feet.

Still babbling like a loon he plummets to earth with an almighty crash. Before he has time to get up he is hit by Zeoll's Charm spell, and falls for it hook line and sinker. However he remains confused, capable of doing nothing but drooling and rambling.

(OOC: Cayzle, what is the duration of your Confusion spell? And the Charm spell for that matter.)

Seeing Khuun poses no immediate threat, the others hold off their attacks for now.

Brahmah's Entangle spell ends.

It occurs to Ashira that the party have been conducting a stand-up, knockdown, all-out battle with a bunch of roaring, bellowing ogres in the dead of night as an enemy army moves over the hills somewhere nearby (OOC: Kudos, Nellie!). From higher ground she scans the area for signs that the party might have been spotted.

And it is a good thing that she does. Over the hills to the west she can see an orange glow in the sky, no doubt from the light of many torches. By placing an ear to the ground she is able to make out the sound of many, many feet marching. It is impossible for her to tell how many. At best guess this mass of marchers are perhaps half a mile distant, maybe closer, which would place them somewhere near the path you took to reach Oshirr House.

But you have more immediate concerns. About 200 feet distant you can see a number of flying figures heading towards you, gliding silently on the night air. Six or seven at best guess. In the dark it is hard to tell exactly what they are, but they look to be small humanoids, with large bat-like wings.

http://www.zen22251.zen.co.uk/wold/maps/dfr/round11.jpg

Mad Jack  d20=6
Wednesday January 4th, 2006 6:53:08 PM

Jack cannot see through the cloud form, but hears as the mage lands on the ground. Kneeing Trya, he flies down to the spot where the Mage sits. Since the mage is disabled, he searches the body. To any of his friends that come close, he says, "remember he said he had something powerful. Some one come here and help me search him."

Search 6

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor) 
Wednesday January 4th, 2006 9:37:55 PM

Theodore remains where he is and looks on the babbling ogre. "What now?" he asks of no one in particular.

Tratain AC 23 HP 42/58 
Wednesday January 4th, 2006 10:30:22 PM

Tratain keeps an eye out for more Danger. He says to his Comrades, "Something is Strange here. My Warhammer is enchanted to be deadly to Fey Creatures, yet when I struck the Ogre its enchantements came to Life. That should not have happened, unless somehow those Ogres were infused with Fey energies somehow. It makes no sense. We should go, and talk about this somewhere else."

Vorelle [AC 20; HP 76/76]  d20+14=21 d20+14=31
Wednesday January 4th, 2006 11:31:07 PM

Vorelle is concerned at how spread out the group is. She begins looking around, trying to figure out how to get everybody back together, and where the next danger may come from.

[Spot 21, Listen 31]

Ashira 
Thursday January 5th, 2006 12:16:41 AM

The sea-elf takes it all in with mouth wide open in horror. Vainly she tries to make a count of the force headed Oshirr's way. That's going to be one ugly fight.

And then there is the flicker of movement in the sky. She hisses out a warning in hushed terms as she points out the winged enemy. "We have company coming! Get under cover now! And shut that babbling idiot up!"

Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain, Inspire Courage on ALL)  d20+21=26
Thursday January 5th, 2006 3:14:27 AM


Zeoll steps between Khuun and anyone who would attack the Ogre Mage or try to loot him. "This is ourr new frriend," Zeoll says. "A new frriend who knows the way to ourr destination, and who may be able to help us enterr and obtain what we need. Be nice to him, because he is a little confused!"

The confusion spell lasts 7 rounds. The charm, 7 days. The Confusion cannot be ended early.

With no trees or brushes anywhere within 40 feet, Zeoll is not sure what cover Ashira is referring to. But the solid cloud provides concealment of a sort. Zeoll steps right up to the confused ogre and begins whispering in his ear. He sings a song very softly, about hiding and being quiet and being peaceful. This is a bardic music Fascinate attempt. The Will save is a 26 (perform check). I'm hoping that the fascinate will keep the ogre calm and still under the cloud, overriding the confusion.

DM Carl: Correction 
Thursday January 5th, 2006 4:29:05 AM

Apologies, got muddled. The orange glow and path are to your east, not the west. To the west are the mountains you were heading towards The flying creatures are approaching from the east.

Brahmah (83-115hps, AC22, flat-footed 20, TAC11)  d20+6=9 d20+11=18
Thursday January 5th, 2006 12:53:55 PM

Prepared Spells: (* cast)
1)entangle x2
2)bear's endurance*

The ranger watches the targets closely. (Knowledge Nature 9, Spot 18)

DM Carl:  d20+3=11
Thursday January 5th, 2006 5:32:15 PM

Jack flies down and lands, and moves towards the prone ogre to search him. Before he can make much progress Zeoll intercedes, weaving a spell with a softly sung tune. The ogre gazes at his friend glassy-eyed, a line of spittle extending from his slack lower lip. He rocks quietly back and forth, completely lost in Zeoll's tune.

Tratain ponders the mystery of his Fey-bane warhammer. He also recalls that the hammer seemed to somehow bypass the ogre's damage reduction, where all other physical attacks were rebuffed. Could it be due to some special property of his warhammer?

Ashira warns of approaching danger, and Vorelle and Brahmah see it too. Seven dark figures, gliding silently towards you on leathery wings. Vorelle is just able to make out a dog-like yapping as two of them communicate quietly. The creatures are now around 120 feet away from the party, about 80 feet up, and have clearly spotted you if their direction is anything to go by.

Please let me have cell references of where you and your animal companions are.

Map: http://www.zen22251.zen.co.uk/wold/maps/dfr/round12.jpg


DM Carl 
Thursday January 5th, 2006 5:33:23 PM

I'll try to make the Friday post, but I'm away for a few days, and may not have internet access until Monday. We'll see...

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor) 
Thursday January 5th, 2006 9:58:58 PM

Theodore moves to T51, under the solid fog spell, and prepares for the oncoming enemies. "This isn't turning out so great."

Vorelle [AC 20; HP 76/76]  d20+20=40
Friday January 6th, 2006 1:51:11 AM

Vorelle takes a moment to try to conceal herself from the advancing enemy.

[Hide 40, natural 20]

Rose  d20+7=20
Friday January 6th, 2006 4:27:12 AM

Rose tries to hide in Vorelle's shadow as she quickly thinks about what she has available to use in another battle. Meanwhile Piper just flies to a tree branch and looks like a raven.

hide: 20

ooc 1: how near does Piper need to stay to keep the shared spells? She wont move out of that range.

DM Carl: Only 5 feet I'm afraid. Tghis from the SRD: Share Spells

At the master's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar's type (magical beast).




ooc 2: can a spectral hand deliver both melee touch and ranged touch attacks?

DM Carl: Just melee from my reading of the spell. A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance.

I've brought up the question up on the Rules board though, there is some ambiguity there.


Brahmah (83-115hps, AC22, flat-footed 20, TAC11) 
Friday January 6th, 2006 3:54:20 PM

Prepared Spells: (* cast)
1)entangle x2
2)bear's endurance*

The minotaur prepares for attack. (Readies to attack, if the creatures attack)

Ashira 
Saturday January 7th, 2006 4:11:20 AM

Grumbling mightly, the ranger reaches onto her pack and pulls out her longbow, prepared to attack when the opportunity presents itself.

Mad Jack  d20=18
Saturday January 7th, 2006 3:10:19 PM

Zeoll tells him not to search the body for the artifact. Phaw, he continues to rummage through the body anyway. The item the mage had so lustily guarde, Jack now wanted. Out in the distance, he can hear the enemy coming, so he finishes his search and remounts Trya.

Search 18

Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain, Inspire Courage on ALL) 
Sunday January 8th, 2006 12:43:08 AM


[OOC: Jack, can I make everything clear? There is no "body" for you to loot. Only an ogre mage that Zeoll has now spent two spells and two bardic musics to charm, so that we can have a guide to the enemy's keep and an escort inside. If you try to take the ogre mage's possessions, then the Charm may end, and all my work will be for nothing. The chance that a random ogre mage has the Fae King's artifact that he lent to Gargul is just about 0%! Okay?]

Zeoll is increasingly nervous. An enemy is approaching, and the liontaur can neither flee nor prepare. If he stops his song, which is taking his concentration, then the Ogre Mage will likely start babbling, or flee, or attack him.

Then the bard has a brainstorm. He slips his left hand into the ogre's hand, as friends do (free action). He uses the other hand to take out his masterwork drum, and slips its strap over his head (move action). Finally, he readies his standard action.

When the fliers are within 90 feet, Zeoll will end his song, just to start a new song a second later. This song will be loud enough, though, to carry to the fliers. Zeoll will focus his song on the Ogre Mage next to him and on two of the fliers. If any flier is larger, or has jewelry or more or better equipment, or in some other way seems a leader, Zeoll will pick it as one of the two to fascinate.

Zeoll's new song:

Woo hoo! You, too! Now hearr me trrue!
Orr all of you will be my stew!

Don't quail! Don't wail! And I'll rregale
you with a tale of grreat trravail!

All rright! This night I've had a fight!
To test my might is my delight!

This mage, in rrage, did me engage!
And crross this stage our warr did wage!

Kapow! And now I must avow!
I made him bow! I don't know how!

He frroze my nose! And I suppose
We fought as foes in dying's thrroes.

So then! Amen! We fought again!
Acrross this glen 'til who knows when!

We bled in rred! And then I said,
Why butt that head? Be frriends instead!

So gee! Now me and Khuun agrree!
We guarrantee! Grreat frriends arre we!

I pray that they who hear me say
These words will stay as friends alway!


Mad Jack 
Sunday January 8th, 2006 6:02:31 AM

OOC Sorry I forget the game is all about what your doing. I have never played with a bard before, and cant just recognize the spells you are casting. Jack would have to know you have charmed him, since it is OOC info. And of course I know that the powerful object is not with this mage, but maybe a hint, or clue to the one we search for is found with the mages'. Sorry folks, dont mean to rave.

Zeoll 
Sunday January 8th, 2006 6:53:32 AM

OOC Sorry, me too.

DM Carl: It's in the trees, it's coming!  d20+3=13 d20+21=33 d20+23=28 d20+3=13 d20-1=9 d20-1=11 d20+3=10 d20=6
Monday January 9th, 2006 5:46:14 AM

Theo moves beneath the solid cloud. Vorelle attempts to hide, and although there is no real cover around the wily ranger is able to conceal herself pretty well in the long grass. Rose attempts to follow suit, but Vorelle doesn't leave much of a shadow to hide in. (OOC: Loretta, I've answered your two questions in your post above.)

Brahmah stands, falchions at the ready, as the flyers approach the party, the remnants of the war party, and the abandoned catapult.

Jack is able to rummage through the ogre mage's pockets as he sits staring stupidly at Zeoll. Zhuun stirs a little, but Zeoll is able to hold his attention (OOC: Made an additional Perform check for Zeoll, Khuun failed his save).

Unfortunately Jack finds nothing of interest on the fat ogre. Just a half-eaten rabbit, a pouch of sharp-smelling herbs and a number of polished stones. Whatever the ogre was talking about when he mentioned a secret weapon to use against Oshirr House, he doesn't seem to be carrying it. Perhaps he meant the catapult. Jack remounts his steed, ready for battle.

Zeoll then stops his song, and begins it afresh, this time targeting two of the creatures approaching as well as Khuun. Khuun remains in his stupor, and two flyers begin to descend, wide-eyed. (They all appear pretty similar, so Zeoll hits the closest two, k6 and k7, with his song).

Their companions, who look to be some sort of flying kobolds, yap and growl at their goggle-eyed fellows, to no avail. The remaining kobolds fly on, making right for you. They are brandishing spears, but do not attack yet.

From within the stinking cloud you hear the goblin continuing to lose the remnants of his dinner. Doesn't look like he's going anywhere soon. To the north you hear the gentle snores of the sleeping goblin Theo zapped (P18). He's likely to be out cold for several more minutes.

And then it happens. Just as you think you have the full measure of the attack, the bark of the trees nearby begins to bulge, swell and split. From out of each of the four trees in the near vicinity, a goblin appears! (g1-4) They wield morningstars, and are ready for battle!

(OOC: DM Error in your Favour: D'oh! I've been forgetting Khuun's Spell Resistance! I thought you were giving him more problems than I'd expected! Fair warning: from this round on, any spells or spell-like abilities cast on Khuun will require a caster level check (d20 plus caster level) DC 19 to affect the ogre mage. I'll let it slide this round as it was my error.)

Map http://www.zen22251.zen.co.uk/wold/maps/dfr/round13.jpg



Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain)  d20+24=38 d20+23=34
Monday January 9th, 2006 6:57:34 AM

Note that Zeoll's Inspire Courage has expired.

Zeoll keeps singing, knowing that its distracting power will end if combat breaks out. He alters his song to include sung messages to his friends and the new monsters (sorry, no time to compose verse!):

We should all be friends! There is no need to fight! Look at what good friends Khuun and I are! Do not attack each other!

Diplomacy 38, Perform 34.

Brahmah (83-115hps, AC22, flat-footed 20, TAC11) 
Monday January 9th, 2006 11:11:04 AM

Prepared Spells: (* cast)
1)entangle x2
2)bear's endurance*

Brahmah appoaches Zeoll's position and readies to protect his friend.



Mad Jack 
Monday January 9th, 2006 8:33:26 PM

Jack spurs Trya into motion. He gains flight to about 50 feet, and flies back towards his friends.

Fly to V40

Vorelle  d20+11=12 d20+11=23 d20+6=19 d8+1=3 d8+1=2
Monday January 9th, 2006 8:58:26 PM

Emerging from her cover, Vorelle takes three quick shots at one of the goblins [g3].

[Hit AC 12, which I assume misses. Hit AC 23 for 3 damage; hit AC 19 for 2 damage]

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor) 
Monday January 9th, 2006 10:50:08 PM

(OOC - Is that big brown square to the west the catapult? If so:)

"I'm going to take a look at that. If I can, I'll set it on fire," he says to Zeoll before moveing west. Theodore takes a double move to J51.

(If it's not the catapult:)

Theodore hunkers down and prepares for the oncoming enemies. "We can't sit around here forever, Macaw."

Rose 
Tuesday January 10th, 2006 12:27:12 AM

Rose smiles as she thinks of something to do "Here Vorelle this will help you" She says as she reaches out to touch Vorell just before Vorelle shoots.

cast Heroisim on Vorelle (hopefully it will affect her roll above)

Vorelle gets a +2 morale bonus on attack rolls, saves, and skill checks for 50 minutes.

Brahmah (83-115hps, AC22, flat-footed 20, TAC11) 
Tuesday January 10th, 2006 7:55:50 AM

Prepared Spells: (* cast)
1)entangle x2*
2)bear's endurance*

Brahmah casts Entangle on the tree, AG38, in hopes to catch the creature.

Ashira AC 21 HP 66/87 
Tuesday January 10th, 2006 11:02:34 AM

Ashira spits. Lovely, just lovely. But once more she waits on Zeoll to see if his magic works...which she doubts it will, considering others are attacking... Just to be sure, she moves forward to stop the aggressors if they advance (Y40).

DM Carl: Commander Krun's Flying Loincloths  d20+1=15 d20+2=9 d20+2=14 d20+2=3 d20+2=11 d20+2=14 d20+2=13 d20+2=19
Tuesday January 10th, 2006 12:55:08 PM

Zeoll attempts to persuade the onrushing assailants that they need not fight. Though his song continues to hold Zhuun in its thrall (he is so confused he can't tell friend from foe, let alone the intricacies of the developing power play) the rest are not so easily fooled.

Brahmah moves to protect Zeoll and catches one of the emerging goblins (g3) in his spell. The goblin is still able to move, but only slowly. He drags his feet through the undergrowth angrily, but is unable to get clear of the entanglement area this round.

Jack takes off and prepares for battle, as Ashira takes up a defensive position. Rose casts a spell on Vorelle, who then unleashes three arrows at a goblin (g3). Two find their mark, but bounce harmlessly off. More magically toughened skin? What could that mean?

Theo has a sudden brainwave, and makes a dash for the discarded catapult.

Theo, if you make a spot check DC 15 Highlight to display spoiler: {nearby you see a couple of discarded net bags containing several large rocks each. And closer to you a large flagon, dropped on the ground.}

The two fascinated kobolds (k6 and k7) snarl and take off as the others continue to advance. They do not engage yet though, moving to 40ft altitude and slowing. The kobolds bark and yap to one another.

If you make a spot check DC 15 Highlight to display spoiler: {One kobold (k7) points at Theo with some urgency}

If you understand Draconic Highlight to display spoiler: {

k7 says "Look! Human heading for weapon! Stop it, or Commander Krun have our hides for loincloths!"

k3 says "Attack flying horse first! Flying enemy dangerous!"

k1, 2 and 4 say "Yes! Easy kill!" "No! Save secret weapon!" "Yes! Get horse!"
}

The goblins draw closer. Suddenly Tratain feels a wave of exhaustion strike him, and must struggle to keep his eyes open (Deep Slumber from g1: Will save DC 13 or Sleep).

Ashira feels the same magical effect, but in her case it strikes her twice as two goblins close on her position (g2 and g3). (Will save DC 13 twice or sleep).

(OOC: It looks like Joe is unable to post right now. Can someone take over Tratain until he's back? Let me know and I'll mail you his sheet. Thanks!

Map http://www.zen22251.zen.co.uk/wold/maps/dfr/round14.jpg

Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain) 
Tuesday January 10th, 2006 8:22:07 PM


Zeoll has no choice but to continue fascinating the ogre mage until the confusion wears off. How long will that be? (sorry Carl, I've lost track of the rounds)

But he takes the opportunity to move to 54V.

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor)  d20+5=23 d20+5=14
Tuesday January 10th, 2006 9:57:15 PM

Theodore notices the rocks and flagon about the catapult. (Spot 23) He takes a moment to pull out a couple of tindertwigs before bending down to take a closer look at the flagon.

Vorelle [AC 20; HP 76/76]  d20+16=24 d8+2=8
Tuesday January 10th, 2006 10:05:03 PM

Vorelle grimaces in annoyance as her arrows once again fail to do damage. Then she remembers that these creatures may have something to do with the Fae King....

She re-positions herself, getting a little closer to one of the goblins. This time, when she reaches into her quiver, she takes one of her Cold Iron arrows. She sets it to the string and fires.

[Move to T-38 and shoot at G2. Hit AC 24 for 8 points Cold Iron damage.]



Ashira AC 21 HP 66/87 X37  d20+12=20 d20+5=6 d20+5=18 d20+14=31 d20+14=21 2d8(8+7)+8=23
Tuesday January 10th, 2006 10:39:52 PM

Ashira feels the tingle of the magic, and her human side longs to curl up and take a nice nap. But her elven blood easily pushes the magic aside.

With a sinister smile, she moves over and engages the front line goblin (g2). Her longsword slices down with expert precision, and she is pleased with the results (AC31/21 crit?? for 23 points).

DM Carl: The sleep effect is normal, Ashira is indeed immune

Rose  d20+10=20
Wednesday January 11th, 2006 1:45:13 AM

Rose quickly casts a spell on herself then follows Vorelle.

cast expeditious retreat on self, not shared. Moving to T37

Rose hp: 49/52 ac: 24
Piper hp: 26/26 ac: 25
Mandy hp: dead

Active spells
Mage armor: +4 ac for 10 hours (shared with piper)
Shield: +4 to ac for 5 minutes (shared with piper)
Expeditious retreat: +30'/round for 5 min

Cast on Vorelle: heroisim +2 morale bonus on attack rolls, saves, and skill checks



Mad Jack  d20+32=37 d6+5=7 d6=3
Wednesday January 11th, 2006 1:54:11 AM

Wheeling Trya ack focuses on a perimeter Kobold. K1 at Z37. Jack unleashes a mighty war cry as he attacks the beast and rides on by.
Fly to AB 31, wheel and ready to attack again.

Cast True Strike, verbal only no ASF.
Hit AC 37
Damage 10 (+1 Magic Greatsword)

Spells
(0)-9-DC13-Arcane Mark, Disrupt Undead, Read Magic, Detect Magic
(1)-9-DC14-Mage Armor, True Strike, Shocking Grasp, Protect /Evil *-2 True Strikes*
(2)-7-DC15-Scorching Ray,Cats Grace


Brahmah (83-115hps, AC22, flat-footed 20, TAC11) 
Wednesday January 11th, 2006 11:17:04 AM

Prepared Spells: (* cast)
1)entangle x2**
2)bear's endurance*

(OOC:I'm not exactly clear as to distance the flyers are above the ground.)

DM Carl: They are all 40 ft up

The ranger casts his last prepared Entangle on Y44.

(OOC: Sorry in advance to any party member I might catch in it. Usually, in combat situations, one doesn't have time to look to see who is doing what.)

Tratain: Subbed by Carl  d20+13=17 d20+14=19 d8+6=12 2d6(4+3)=7
Wednesday January 11th, 2006 12:18:22 PM

(OOC: I'd like a volunteer to play Tratain until Joe returns please.)

Tratain shrugs of the magical sleep with ease, and prepares to strike should the goblin come within range (readied attack, AC 19, HP 19).


DM Carl: Wave 2  d20+1=13 d20+3=20 d20+3=12 d6=4 d20+1=19 d6-1=5 d20=12
Wednesday January 11th, 2006 12:34:13 PM

Zeoll decides to use his newfound friend as cover. He peeks out from behind Khuun's portly belly as the battle is joined. Throughout it all Khuun sits there drooling and rocking to the song, a big stupid grin on his big stupid face. Up this close his bodily odour is almost overpowering (The Confusion ends at the end of next round, Cayzle).

Theo examines the flagon. It appears to be full of some sort of thick, viscous liquid.

Vorelle repositions and lets loose a cold iron arrow. It punches through the goblin's neck (g2) with ease, leaving it pawing at the mortal wound. It does not have long to contemplate its plight, however. Ashira steps up and sends its head flying from its shoulders. She feels the magical toughness once again, but it is no match for her mighty blow.

Rose casts her spell and moves alongside Vorelle.

Jack flies towards a kobold, takes a swing and flies on. The kobold falls from the sky in his wake, blood spraying from the gash to its chest.

Brahmah casts entangle once more, but the flying creatures are far too high to be ensnared (flyers are 40 feet up, as mentioned last post).

Tratain waits patiently as a goblin charges towards him screaming, then plants a blow to its head with his cold iron, Fey-bane warhammer that crushes its skull like an eggshell.

Seeing their comrade cut out of the air the majority of the kobolds decide against engaging Jack and his flying steed. Instead they make directly for Theodore! None are able to attack this turn, however.

Only one brave (or particularly stupid) kobold chases after Jack. Maybe he's not so stupid after all; he targets Tyra instead of Jack, stabbing wickedly at the beautiful steed's hindquarters with his spear (hits AC 19 for 5HP).

The goblin who had been wading through Brahmah's area of entanglement (g3) now finds himself stuck fast. Growling he draws his javelin and hurls it at Ashira . The ranger is able twist out of the way sufficiently that the strike is a glancing one; it bounces harmlessly off her armour. The other goblin draws close enough to hurl his own javelin, but it sails well wide.

Then the bark of the nearby trees begins to warp and bulge once more, and out of the four trees four more goblins appear! (g5-8)

Map: http://www.zen22251.zen.co.uk/wold/maps/dfr/round15.jpg

Mad Jack AC119 64 HP  d20+13=23 2d6(1+6)+5=12 2d8(2+1)=3 d8=6
Wednesday January 11th, 2006 5:25:05 PM

Jack laughs menacing at the little creature. Swinging his greatsword in a large arc he brings it down on the poor beast. Then he reaches back into his sack and pulls out his wand. He taps Trya neck gently 3 times to ensure she is healed completely. Then he places the wand back in the bag, again fascinated at the magic. Anything he wanted was always on top.

Hit AC 23 12 damage
CLW 3 times 9 points healed on Trya

Rose 
Wednesday January 11th, 2006 6:33:26 PM

"Vorelle, do you have anything that will set those trees on fire?" Rose asks. As she casts a spell to see if she can tell why the goblins seem to appear from the trees.

Casting see invisible on self, shared with piper

Rose hp: 49/52 ac: 24
Piper hp: 26/26 ac: 25
Mandy hp: dead

Active spells
Mage armor: +4 ac for 10 hours (shared with piper)
Shield: +4 to ac for 5 minutes (shared with piper)
Expeditious retreat: +30'/round for 5 min
See invisible: 50 min
Cast on Vorelle: heroisim +2 morale bonus on attack rolls, saves, and skill checks for 50 minutes

Remaining spells
cantrips: detect magic, detect poison, mage hand, message
level 1: none
level 2: spectral hand, touch of idiocy
level 3: magic circle against evil

Vorelle [AC 20; HP 76/76]  d20+15=26 d8+1=7
Wednesday January 11th, 2006 8:30:35 PM

Vorelle smiles when she sees that her shot harmed the goblin. "C-c-c-c-cold iron," she calls to the others in what for her is a very loud voice. In absolute terms, it's perhaps a bit soft for carrying the length of a battlefield. But she's trying.

When Rose asks her for something to set the trees on fire, she takes a moment to dig into her backpack, retrieve a torch, and drop it on the ground at her feet. No, it isn't terribly useful, but it's what she has.

She shifts position slightly, and shoots another of her precious cold iron arrows, this time aiming for G4.

[I think I can do all that. Speaking is a free action. Retrieving an item is a move-equivalent action; dropping an item is a free action. Add a 5-foot step to U-38, and I still have a standard action to shoot G4. Hit AC 26 for 7 damage.]

Zeoll  d20+7=20
Wednesday January 11th, 2006 9:16:59 PM


The bard continues to try to fascinate the ogre mage, for this last round. He also tries to insinuate a Suggestion into his song (the Bard power). He suggests that the ogre has to protect Zeoll and help him get back to Lord Gargullus's headquarters as soon as possible.

(Will Save DC18, magic resist may come into play? If so, I think that means Zeoll has to roll a d20+7 ... he gets a 20)

Theodore and Macaw HP 38/38 AC 21 (dodge & mage armor) 
Wednesday January 11th, 2006 9:31:16 PM

"A little help!!" Theodore hollers as he sees the kobolds bearing down on him. He maintains the presence of mind to strike the two tindertwigs. He tosses one on the front of the catapult and moves around the corner of the catapult and holds this one to the catapult, making sure that it catches.

Tratain AC 23 HP 42/58  d20+14=27 d20+14=19 d8+6=11 d8+6=9 2d6(2+3)=5 2d6(5+5)=10
Wednesday January 11th, 2006 9:35:34 PM

Tratain takes a step to L49 and swings His Warhammer at the goblin, taking not to see if His Warhammer effects them like it did the Ogre and First Goblin.

(First Attack Hits AC 27 For 11 Physical and 5 Bane Damage.
Second Attack Hits AC 19 For 9 Physical and 10 Bane Damage)

Joe 
Wednesday January 11th, 2006 9:36:30 PM

Oops, Please DIsreguard that post, I mistook my position for Theo's :)

Tratain AC 23 HP 42/58 
Wednesday January 11th, 2006 9:39:03 PM

Tratain Moves Over and Across to Square Q36, Ready to head in the direction of whichever party member should need help.

Ashira AC 21 HP 66/87 X35  d20+14=33 d20+14=21 2d8(4+3)+8=15
Thursday January 12th, 2006 12:43:52 AM

Since she's too far away to help out Theo, Ashira decides to work on the newcomers. She strides over to her next lucky opponent (g6) and slices once more with her longsword. Once again she aims well and is happy with her strike (AC33/21 crit? for 15). Still she knows they can't go at this forever. "Zeoll, we can't do this all night. We've got to wrap this up." She calls out to her comrade.

Brahmah (83-115hps, AC22, flat-footed 20, TAC11) 
Thursday January 12th, 2006 6:57:52 AM

Prepared Spells: (* cast)
1)entangle x2**
2)bear's endurance*

The minotaur makes a b-line (running) for Theo, who seems in the most need of assistance. "What can I help with? You think this thing will work to launch me at them?" He asks with a semi-serious tone.

DM Carl: Puce is the Colour  d20+1=21 d20+1=4 d20+1=5 d20+2=21 d20+2=4 d6=4 d20+1=14 d20=8 d20=6 d20=20 d20+3=5 d4+1=3 d20-1=5
Thursday January 12th, 2006 3:43:01 PM

Jack takes a swing at the kobold facing him (k3) and connects. The blow takes a wing and most of one arm off, sending the small beast shrieking to its death. Jack then draws out a healing wand and prepares to use it.

(Dave, The attack was a standard action. Retrieving any specific item from a handy haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. That's all your actions used for the round, if you want to cure Trya it will have to wait until next round I'm afraid.)

Rose casts her spell and peers at the trees in the dim moonlight. She sees no evidence of any invisible creatures nearby. It really looked as if those goblins emerged from the inside of those trees somehow.

Vorelle drops a torch, takes a step and fires (at g4). The arrow lodges in the goblin's shoulder, but doesn't take him down.

Zeoll attempts to use the power of Suggestion on the ogre mage, but the big guy's mind isn't all there, and right now he is pretty much incapable of understanding what Zeoll is saying, even though he knows he likes him, and that his song is pretty (I'll allow the Suggestion attempt once the Confusion effect ends, Cayzle).

Theodore, aware of the incoming thrteat, tosses a tinderwig onto the catapult, then tries to get the second one to light it from behind cover. But tindertwigs are designed to light dry kindling or flammable substances; using them to set fire to this immense treated timber construction is akin to dropping matches onto a grand piano. It's not going to light up without some highly flammable material to help it on its way. If only you had some.

Tratain moves towards the heart of the action, and Brahmah races to Theo's side.

It's a good thing for Theodore that he does; three yapping kobolds (k2, k4 and k5) swoop down upon him instead of Theo. Two stabs are feeble in the extreme, the third bounces harmlessly off Brahmah's armour. They are still in flight, but now only 10 feet off the ground, well within the large minotaur's reach.

The two injured goblins (g4 and g6) attack Ashira, and this time the agile ranger is not quite quick enough. A morningstar draws blood as it slams into her shoulder (4hp).

The two goblins in Brahmah's area of entanglement (g3 and g8) find themselves stuck fast. One hurls a javelin at Vorelle, but it flies hopelessly wide.

Finally, having spent the entire battle stuck and vomiting, one of the original goblins staggers out of the entanglment and stinking fog (4). He is still convulsing with the dry heaves, his skin a delicate shade of puce.

The Stinking Cloud, as if to rub salt into the goblin's wounds, dissipates into nothingness behind him. Khuun blinks and shakes his head as his Confusion finally lifts.

Map: http://www.zen22251.zen.co.uk/wold/maps/dfr/round16.jpg

Mad Jack  d8=2 d8=7
Thursday January 12th, 2006 5:00:19 PM

Jack taps the wand twice on Tryas neck, healing the damage caused by the flying beast. Then he places the wand back into the sack. As he was doing this he flyes Trya over to where Ashira is, hovering just aboove the 2 goblins attacking the elf.

OOC Thanks, I was a little confused with all I could or not do, so best to do more than u think, right? haha

Zeoll  d20+5=24
Thursday January 12th, 2006 9:24:33 PM


Zeoll uses the suggestion on his new pal this time. (see above). Maybe a good way to protect us would be to call off these attacking small fry.

Chr check to urge him to do something he otherwise might not do ... 24 woot!

Oh, and is Khuun wounded? If so, how badly?

Theodore and Macaw HP 38/38 AC 25 (dodge & mage armor & total defense) 
Thursday January 12th, 2006 9:29:19 PM

Theodore moves to pick up the flagon, I hope this is oil, he thinks before dousing the catapult. (Using the total defense to get +4 AC. If I can't pick up the flagon and douse the catapult as one action, I'll just pick up the flagon, dousing next round.)

Rose  d20+10=14 d4+4=7 d20+9=16
Thursday January 12th, 2006 11:50:33 PM

rose looks at the torch helplessly, it wouldnt be very good to set the trees on fire even if it was lit, and its not. she gives up on that idea and starts shooting arrows at the goblins.

Piper flies right over Rose's head (within 5') and looks for invisible creatures and anyother threats.

shoot g6 using magic +1 bow.
attack: 14, +1 point blank
damage: 7, +1 point blank
piper spot: 16

feats used
point blank shot
precise shot
quick draw

Rose hp: 49/52 ac: 24
Piper hp: 26/26 ac: 25
Mandy hp: dead

Active spells
Mage armor: +4 ac for 10 hours (shared with piper)
Shield: +4 to ac for 5 minutes (shared with piper)
Expeditious retreat: +30'/round for 5 min
See invisible: 50 min
Cast on Vorelle: heroisim +2 morale bonus on attack rolls, saves, and skill checks for 50 minutes

Remaining spells
cantrips: detect magic, detect poison, mage hand, message
level 1: none
level 2: spectral hand, touch of idiocy
level 3: magic circle against evil

Ashira AC 21 HP 62/87 X35  d20+12=22 d20+7=10 d20+11=21 d20+3=6 d8+4=12 d6+3=8
Thursday January 12th, 2006 11:53:11 PM

Barely noticing the wound, Ashira retaliates. "Come on boys, I've got a date and I don't want my armor all messed up." she quips as she launches her attack (AC22 for 12, AC21 for 8).

OOC: What happened with Ashira's attack last round, got no feedback.

DM Carl: Wow, sorry, could have sworn I typed a section on that! Perhaps I deleted it by accident. Damage reduction absorbed some of the blow, the remainder wounded him quite badly, but he's still standing.


Brahmah (83-115hps, AC22, flat-footed 20, TAC11)
  d20+13=15 d20+15=30 d20+15=26 d20+8=21 d20+10=14 2d4(3+3)+7=13 2d4(4+2)+7=13 d6+4=9 d6+4=8 2d4(4+2)+7=13
Friday January 13th, 2006 9:07:21 AM

Prepared Spells: (* cast)
1)entangle x2**
2)bear's endurance*

Brahmah attacks the flyers (k2, k4 and k5), splitting his attacks needed.
(hits AC 15, 30(crit 26), 21 and 14 for 13, 9(22 if crit), 13, and 8 damage)

Vorelle [AC 20; HP 76/76]  d20+15=35 d20+15=16 d8+1=2 d20+10=21 d8+1=5
Friday January 13th, 2006 9:20:48 AM

Vorelle takes out another of her cold iron arrows, firing this time at the goblin who just emerged from the stinking cloud. It's a good shot. [Hit AC 35, critical threat, confirm to AC 16 so probably not. 2 damage.]

If the goblin is still up, she takes a second shot at him with another cold iron arrow. If he goes down, she switches targets to K7. [Hit AC 21 for 5 damage.]

She has one cold iron arrow left.

DM Carl: And they called it kitty love...  d20+1=9 d20+1=17 d20+3=19 d20+3=4 d20+3=6 d20+3=7 d20=16 d20=14
Friday January 13th, 2006 12:23:05 PM

Jack uses his wand, curing 2 HP (Only one standard action per round Dave! One wand use is one standard action. Replacing the wand is a move action; I'll let you decide in your next post if you have returned it to your pack or kept it in hand to heal more next round). Tyra flies towards Ashira.

Zeoll attempts to suggest that Zhuun intervenes, but the big ogre isn't interested, wanting to gaze lovingly into Zeoll's golden eyes rather than get involved with all that shouting and fighting (Spell resistance beaten with that check from last round. But Zhuun makes a Will save 19. I make the Suggestion DC 18 (10+2+6). "Pussycat pretty!" rumbles the ogre mage.

Ashira backs up her bold words with action: her first blow drops one goblin (g6) and her second leaves another (g4) bleeding heavily. His riposte is clumsy and goes wide.

Rose and Vorelle let fly with arrows. Rose misses, but Vorelle has more luck. Two cold iron arrows thud into the vomiting creature's belly, eliciting a shriek of pain. He's still standing, but still incapable of anything beyond hacking up last night's raw rat.

Moving closer to Rose Piper sees no hidden foes, invisible or otherwise.

Theo makes a dash for the flagon, ducking under the spears of two kobolds as he goes (attracted two AoOs, both miss). He picks it up and unstoppers it, ready to pour it over the catapult next round.

Then Brahmah lets rip, his blades flashing out in a devastating blur of steel. Kobold bodies burst and rupture in their path, blood spraying everywhere, and all three fall dead at his feet.

The two approaching kobolds (k6 and k7) take one look at Brahmah's display, exchange glances, then climb frantically (Now at 30 feet). As they go they prepare their slings, then aim and fire at Theodore. But the minotaur's prowess have unnerved them utterly. One misses by miles, the other manages to wrap his sling around his own foot (nat 1, no attack next round).

Two more approaching goblins use their magical powers, one (g7) at Ashira (who is able to shrug off the sleep attack due to her elven heritage), the other (g5) at Rose (Rose needs to make a Will save DC 13 or succumb to Deeper Slumber).

Both ensnared goblins struggle to free themselves but fail.

Now Piper, keeping close watch, does see something. The trees being to bulge and split once more. There can be no doubt, there is no invisibility at work here: four more goblins have burst out of the very hearts of the trees, which then resealed themselves. Will these waves of enemies never end?

Map: http://www.zen22251.zen.co.uk/wold/maps/dfr/round17.jpg


Mad Jack  d8=3
Friday January 13th, 2006 11:30:48 PM

OOC Ok, ok, you dont ant me to heal my horse, I get it. Conspiracies everywhere I tell you.

Jack continues to hold the wand in one hand, and his sword in the other. He makes Trya land next to Ashira and taps her on the shoulder with the wand.3points healed.



Ashira AC 21 HP 65/87 X35 or Z36  d20+12=29 d20+12=31 2d8(5+6)+8=19 d20+7=13 d20+11=26 d20+3=12 d6+3=9
Friday January 13th, 2006 11:44:09 PM

The ranger smiles at the arrival of Mad Jack and the healiing touch. "And I thought you didn't care." she murmurs.

Ashira rolls her eyes at the attack by the goblin in front of her. "Hardly worth my time..." she grunts as she dispatches yet another goblin (AC29/31 crit. for 19...if that doesn't kill it, AC 26 for 9). She sighs wearily at the arrival of the new goblins. "It's gonna be a long night..." she grumbles. Depending on how much effort she had to expend on killing g6, Ashira will advance toward her next vitim (g7...assuming she didn't have to use the full attack to kill g6).

Zeoll (HP37 of 69 AC12) (Speak with Plants, Heroism on Tratain) 
Saturday January 14th, 2006 12:15:47 AM

Zeoll smiles at his new friend and starts casting a spell. It is Summon Nature's Ally II, cast spontaneously. It will take the whole round to cast. When Zeoll is done, at the start of his turn next round, a fire elemental will appear in square O54. He'll command it next turn, but odds are he'll have it attack the catapult.

8 staff charges
0 of 3 zero level bard spells
0 of 5 first level bard spells
1 of 4 second level bard spell
1 of 1 third level bard spells
1 of 7 bardic musics

Druid spells (in [brackets] = cast):
Lvl 0: Detect Poison, Guidance x3, Know Direction
Lvl 1: Speak with Animals (x2), Calm Animals, Charm Animal
Lvl 2: [Animal Trance], Animal Trance, Hold Animal
Lvl 3: [Speak with Plants], [Dominate Animal]



Mad Jack 
Saturday January 14th, 2006 3:58:01 PM

OOC just reread my post, I want the 3 points of healing to go to Ashira, not the horse.

Vorelle [AC 20; HP 76/76]  d20+16=35 d8+2=10 d20+10=16 d8+1=2
Sunday January 15th, 2006 1:52:20 PM

With considerable regret, Vorelle pulls out the last of her cold iron arrows and fires it at 4. Her next shot is aimed at 4 (if he's still up), or at g7 (if 4 goes down).

[Hit AC 35 for 10 damage; hit AC 16 for 2 damage]

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