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Trace and Shadow  d20+21=36 d8+6=11 d6=2 2d6(5+5)=10 3d8(5+2+3)+5=15 3d8(1+5+2)+5=13
Thursday December 14th, 2006 11:48:50 PM

(ooc: I wrote this in case I am right. Trace has point blank shot, dose that not give him the ability to attack and if no, trace also has the ability to move and shoot without penalty.)

AOo ,Trace takes five steps back and sends one arrow at the last skull if noone else knocks it down.
If no attack is needed then trace will take out the cure serious wounds wand and heal Shadow of her injuries.

hit ac 37, 11 hps dmg, 2 fire, 10 holy = 23pts
+1 to attack and damage on point blank shots.
total dmg. 23 pts damage.

cast 1, 15 hps healed.
cast 2, 13 hps healed.
total 28 hps healed.

arrow total (79/120)

Trace 59/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

[ Sorry, Trace, Point Blank Shot wouldn't give you an AoO with a Ranged weapon. Also keep in mind that you are not allowed any Movement with an AoO. Not even a 5-foot step. --Al ]

Savin  d20+13=23
Friday December 15th, 2006 10:09:24 AM

Savin sees that the combat is basically over so he decides to take advantage of his fly spell and starts climbing into the air to see what can see. He is looking for more patrols, building or anything else of interest. (spot check 23)

After he takes a quick look around, he will swoop back to the ground and land next to his comrades looking at their handy work. He rolls his neck producing several loud pops and cracks and says with a smile, "I am suddenly glad I have a neck to do that with."

Savin will then report in with anything he has learned in his flight and recommend, "Peerimus, we need to start moving more quickly. We have barely just arrived to this cursed land and we have already been in two skirmishes. While they haven't been taxing, they are using up resourses."

Quinn ( sub by George) 
Friday December 15th, 2006 10:18:52 AM

Quinn looks around in satisfaction at the downfall of the skulls. He calls out to Gargul, "My Lord, We have brought down more abominations in your eyes. May my new brothers and sisters in arms bring down even more and receive your glory."

Quinn looks at Peerimus and adds, "We are only fighting the weak ones now, the ones they put on patrol to keep their slaves in line. We need to find the Shroud and hopefully kill some of the more powerful undead at the same time. When we stand in front of Gargul for judgement some day, he will find that pleasing."

Peerimus and Yorrick 
Friday December 15th, 2006 2:37:12 PM

The druid is already moving towards Sleema and her son as Savin urges them to make haste, "Precisely my thoughts Savin." he adds shortly and while we did not make a tremendous amount of noise I would venture teh flash of lightning, Trace's firey arrows and the green flame I added could be seen at t a considerable distance."

Looking to Sleema, "We must hurry and the road offers our best chance. As you have witnessed, we are quite capable of defending ourselves and not so goo at concealment. So we make haste." Peerimus tells everyone to get to position and for Laima to keep the bird by her.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Fire, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements
Longstrider
Produce Flame 10 throws or 10 minutes

Laima [ac25 hp48/48:mage armor, message, see invisibility]  5d6(3+6+2+5+2)=18
Friday December 15th, 2006 7:55:13 PM

"Save your arrows Trace, you will need them later." With another flick of the wand, bolts of electricity shoot forth and strike the skull again.

Looking towards Peerimus, Laima nods in agreement. "I could send Minek into the sky, invisible or I could do the same for Savin here. Nothing would see him up there unless they were enchanted to see him; he could even fight and stay invisible if we encounter others."

Her eyes scan continuously across the desolate, lavender shrouded landscape. She waits for an answer and will take Peerimus' decision as final as the make haste towards and down the path.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use Wand of Lightning Bolt -- 18 damage

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 6 / 7 --- 17
3- 6 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

spells prepared
0- Resistance -- Resistance -- Create water
1- Bless Water -- Bless -- Longstrider (d)

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
5 / 4

Wand of Lightning Bolt
48 / 50 charges


Ride? (DM/Al)  d4=2 d2=1 d20+11=13
Saturday December 16th, 2006 2:35:35 PM


The last Skull falls.

Trace works immediately to heal poor Shadow. Her dark fur stands on end, and her wide eyes only calm at Trace's touch. Trace himself, though, remains wounded. Red sores and cracks show on his skin from the sonic attack. A line of blood leaks from his nose.

Savin jets up into the air for an aerial view. He can see well for roughly two hundred and thrity feet around. Beyond that the landscape is all shapes, shadows and uncertain movement until it fades into an unrecognizable blur of distance and darkness. The monk sees nothing close by. But, in the distance, Savin does catch a gleam in the moonlight. It could be something. Or it might not. It seems to come from the distant hills in the direction opposite that in which Sleema had indicated lay the Nightshade Crypt and her village. (Savin, you may make a Hide check if you wish. As, if there is something there, then if you can catch sight of it, then it, logically, might catch sight of you. Your choice.)

Both Savin and Quinn are anxious to make their way quickly to the group's destination. But each for different reasons.

Peerimus is already on the move. He fires a few quick words at Sleema. Laima offers invisibility to aide the effort.

The goblin woman looks at each of the group as though through new eyes. The bear, the horse, the man.

"Rogo, he ride?" she says, and points to Quinn riding upon Dalek. "Two? Man and Rogo? Ride?" She chatters at the boy for a moment. He looks anxiously at Quinn upon the horse, but he nods. She walks the boy over to the horse and the boy raises his arms up to be lifted. Then Sleema goes to Savin. She then lifts her arms up to him.

"Ride?" she says. "You fast. We go first. Me ride."

=== OOC ===

Can I have that Marching Order again?

Also, I would advise spot and listen checks as you move down the road.

Laima Ragana  d20+5=16 d20+5=18 d100=28 d8+5=9 d100=28 d8+5=6
Monday December 18th, 2006 12:10:20 PM

"Trace, allow me to look at your beatiful girl there and yourself for that matter."

Step after step brought the wandering half-orc closer to the temporary destination. The Path has taken her to a new, dangerous place and thus far it seems as though she has proven herself capable.

She says little along the road and her eyes at times seem to glaze over in thought. After a while, however, she shakes free from her thoughts and returns to the immediate.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spontaneously cast CLW in place of Bless - 28% for 9 points on Shadow
Use Pearl of Power to repeat CLW on Trace - 28% for 6 points
Listen. 16
Spot. 18

spells per day --- Save DC
0- 5 / 6 --- 15
1- 7 / 8 --- 16
2- 6 / 7 --- 17
3- 6 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

spells prepared
0- Resistance -- Resistance -- Create water
1- Bless Water -- *Bless* -- Longstrider (d)

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
5 / 4

Wand of Lightning Bolt
48 / 50 charges


Posting Report for 12.11-15 [aDM Drew] 
Monday December 18th, 2006 12:23:28 PM

Posting Report for Children of Chaos
Week of December 11 -- December 15
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....x
Peerimus-DanK......x....x....x.....x....x
Laima-Drew...........x....x....x.....x.....x
Savin-George.........x....x....x.....x.....x
Jaeden-Jason.........x....x.....x.....o....o
Quinn-JimF............x.....x.....x....x.....x
Trace-Ted.............x.....x.....x....x.....o

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
DM Al posted on Saturday and some have not caught up from the weekend. I will update this after DM Al posts for Monday.


Quinn  d20+3=20
Monday December 18th, 2006 4:03:48 PM

Quinn looks around statisfied. "The undead are now dead permanently. A very good thing." Quinn looks to Peerimus. "The trolls were a chance encounter that we attacked. The Skull were by design. They have now tested out strength and used many of our resources. We have to move now brother."

Quinn will reach down and pick up the boy goblin. "Lets move out brothers and sisters. Our evil friends sent their pawns, next comes the knights."

Quinn will gently move the horse into a walk.

Ride 20

Quinn scans the skies for Savin and says a little prayer "Lets give you Garguls sight."

Quinn tries to keep pace with Savin.



Peerimus and Yorrick  d20+9=24 d20+15=26
Monday December 18th, 2006 4:45:51 PM

Peerimus nods his agreement to Quinn "But we don't want to over extend ourselves and sacrifice our own wariness for speed." Jaden is probably the slowest in the group with his armor

"Jaden can you ride double with Quinn on Dlaek? I'll carry the boy." With that Peerimus moves to scoop him up. "Savin take a point some 80' out. You see anything we need to care about double time back so we don't blunder into it. Trace. You and Shadow are rear guard, eyes and ears open everyone."

Order..Savin carries Sleema 80'lead...Peerimus carries Rogo with Yorrick next to him....Dalek carries Quinn and Jeaden with Laima next to them...30' back Trace and Shadow.

[Listen 24 Spot 26]

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
Barkskin x2, Spider Climb, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Fire, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements
Longstrider


Savin  d20+13=14 d20+13=23 d20+13=31
Monday December 18th, 2006 9:14:16 PM

Savin tries to hide as he comes out of the sky but doesn't seem to do a very good job of it. (natural 1). He hopes the gloom covers his look around.

He simply nods at his directions, scoops up the goblin female and says, "If I get into combat, slip off and get out of the way." He moves ahead 80' looking around and asks, "What kind of patrols are in this area?"

spot 23
listen 31

Three of Fourteen Miles (DM/Al)  d20+11=31 d4=2 d20+13=23 d20+13=27 d20+11=22 d20+11=23 d2=1
Monday December 18th, 2006 10:08:50 PM

Laima looks to Trace and Shadow's wounds. Her small amount of religious training may have come from this compassionate side of her. Shadow is unhurt, her fur is no more than rumpled from the ordeal. Trace's prior healing must have done the job. Trace, however, is still wounded. And Laima's healing closes over half the wounds that cover his body. (You should be at 74/86 now, Trace.)

Quinn lifts the boy into the saddle and spurs Dalek up the hill, back toward the ridge. Peerimus, however, assesses Jaeden's plate mail and likens it to his own. Jaeden, however, seems to walk with a spring of step every bit as sprightly as Peerimus' own spell enhanced stride.

"Kind? Many kind," Sleema replies as Savin scoops her easily up off the ground and tops the ridge. The road is empty. The coast is clear. But could whatever had made that gleam in the moonlight have spotted him as he descended?

"Skull patrol. Werewolf patrol. Troll patrol. Not stupid bully like troll you fought. More smart. More strong. Have skull with them too."

With Savin in the lead, the party makes their way down to the road. In formation, they move off to the east. The going is easier along the road. It winds through the hills, even and level. Sleema is silent, sitting on Savin's shoulder, she watches attentively, and points out with a whisper as they near places that she has known patrols to hide.

Peerimus learns how heavy a four year old child can become when carrying him for an extended period of time, even a goblin boy. Soon, despite the strength granted to him by his magic gauntlets, Peerimus' arms begin to ache. The boy suffers the journey little better. Though the boy says not a word, he squirms from time to time. At some point into the journey, he reaches into his shirt and takes out one of Laima's marbles. He puts it into his mouth. Then he takes some folded sheets of parchment out and scrutinizes them with an intensity that seems beyond his years.

An hour passes along the road.

Several times, Peerimus believes that he catches a glimpse of something white under the moonlight behind the group. In this darkness, though, it is hard to be sure.

Savin hears the approaching patrol even before, Sleema whispers her warning. Something is coming from up ahead. They cannot be more than three or four hundred feet up the road. Just around the bend! Savin rejoins the group in a flash of speed. Sleema urges everyone off the road. The hillside here is also strewn with brush and boulders. It would be possible to hide in there somewhere up above.

=== OOC ===

If you hide off the road, I need to know how far off the road you go.


Savin  d20+12=20
Tuesday December 19th, 2006 12:05:22 PM

Savin urges the group to move up the hill though he is worried about some of the larger animals like Yorrick and Dalek.

"We have company coming. We need to get up wind in case they can smell us and hidden. We need to keep moving and not fighting." Savin will move upwind and find a suitable hiding spot around 40' off the road where he can see the road.

Hide 20

Quinn  d20+3=6 d20+1=17
Tuesday December 19th, 2006 1:26:36 PM

Quinn will urge the horse in the driection that Savin is indicating.

Ride 6

Quinn does not seem to have any luck with his hard headed horse. Quinn finally and painfully dismounts and attempt to hide away from the huge horse.

Hide 17

Quinn whipsers loudly "Brother Savin what was the complement of the patrol? Numbers and type? We must prepare spells and defenses. I will take the undead if any as Gargul is a powerful ally against them."

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Peerimus and Yorrick  d20+24=29 d20-5=7 d20-1=13
Tuesday December 19th, 2006 5:33:16 PM

"Quickly off of the road." Peerimus deposits Rebo to the ground, both he and the goblin will be better off heading to hiding if the druid does not lug the boy over his shoulder. A quick gauge to the wind and Peerimus motions the group to follow and makes his way off the road, yorrick right behind him. The Pair search out a spot about 60 or more feet back into the gloom. They needed every advantage and Yorrick lays down while Peerimus crouches. Peerimus will not even bother peeking, leaving that to the more skilled Savin and Trace. If they are spotted he was sure he would know soon enough.

[survival for wind direction 29 Hide 7]
[Yorrick Hide 13]

Jaeden Ohm 
Tuesday December 19th, 2006 9:23:32 PM

Jaeden follows and when the party goes into hiding he finds a spot near Peerimus. A thought to Dalek sends the horse moving as far as necessary to find adequate cover.

notes
* Sorry, work crazy
** Quinn, Dalek is 100% working with you in a way that suggests intelligence far beyond that of an ordinary warhorse. You do not need to roll to get him to move.

What Occured Upon the Road (DM/Al)  d20+2=19 d20+2=17
Tuesday December 19th, 2006 9:29:59 PM

The group follows Sleema's urging and moves off the road. One by one, they hunker down and hide within the brush. (Spot or Survival vs DC7 for the following: Highlight to display spoiler: {Peerimus and Jaeden are horribly exposed, and if things remain as they are, he is likely to give the group away.})

Sleema moves forward away from Savin. She takes Rogo and pulls him back with her under the cover of a prickly bush.

All is quiet upon the road. Then the sound of voices come from the southwest! This is the direction from which the group had come, not the direction from which Savin had heard the patrol! The voices are laughing and joking, though it seems far enough away that individual words are not recognizable. A knot of seven men then appear from around the bend in the road. They have pale skin and wear worn and ragged clothing.

=== OOC ===

I'd resolve more of this, but with responses from no more than four out of six, I think I'd better leave things here. Please make whatever checks you deem appropriate. If I don't received responses from either Trace or Laima by tomorrow, I'll have to proceed regardless.

Laima Ragana  d20+5=22 d20+5=13 d20+6=19
Wednesday December 20th, 2006 10:24:52 AM

The road seems the Path destined less traveled while here in the this intriguing land. Watching as the others deem it appropriate to scuttled off it once again and back into the knotty prickles of underbrush. Minek stays perched quite firmly to the slate and rust colored robe as she begins to slink into a hiding place.

Utilizing the Message spell still in effect she notices something startling and begins in hushed tones, "Jaeden....Peer...you two are lying down out in the open! Get to another hiding place quickly."

She the scuttles off to find a spot about fifty feet or so from the majority of her group on the northern side.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot.22
listen.13
hide.19

Quinn AC 25 HP 100  d20+10=13 d20+10=23
Wednesday December 20th, 2006 11:09:44 AM

Quinn is pleased to see the horse move off on his own without him having to tie him up somewhere. At least it is going away from trouble, unlike the rest of us.

spot 13
survival 23

Quinn spots his two exposed friends "Brothers Peerimus and Jaeden you both stick out like a fox in a chicken coop. Please hide behind the bushes and not in front of them."

Quinn looks in the direction of Savin "Brother Savin, can you flank the potential werewolves from where you are?"

Quinn goes over his potential spells and readies his shield and mace.

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Peerimus and Yorrick  d20+5=25
Wednesday December 20th, 2006 1:16:27 PM

The druid scowls and replies through the message spell "There are drawbacks to full armor and large shields my friends. This would be one of them. I will make myself less obvious but I won't be able to speak to anyone. Jaeden, your in charge." and with that the druid goes silent. Peerimus shifts into the large sagrass predator and despite his new enhanced size, the coloration motting of his new skin renders him nearly invisible.

Peerimus shape shifts to Bounder (megaraptor) Hide check nat 20 total 25

Savin 
Wednesday December 20th, 2006 8:33:26 PM

Savin hears the warnings of the others and decides to not repeat the obvious. He does say via the message spell, "We have more company coming from the other way. If we have to fight, beware a second group."

Savin tenses ready to jump us if they are spotted. "Come on Jaeden! Move!"

When Two Meet (DM/Al)  d20+11=30 d20+3=20 d20+8=24 d20=10 d20+1=13 d20+16=22 d20+9=19
Wednesday December 20th, 2006 10:11:46 PM


The knot of ragged men continue up the road. They are rather loud.

Five trolls break out of cover from the opposite direction, flying low, just above them is a Large Humanoid Skull. The men appear not to hear or see the patrol of Trolls as they bear down upon them. This, despite the fact that the attacking Trolls have broken out in whooping war-cries. Then the men, almost as one, begin swinging their arms in the air as though waving the attackers off. They cry out in a language unfamiliar to the group.

The Troll patrol stops, milling about in momentary confusion. Then the largest of the Trolls, this one armored with weapons on his belt, steps forward. He ignores the men, who are still waving their arms and shouting. Instead, he raises a hand to shade his eyes from the silvery moonlight, and looks beyond them.

Up from out of a stand of trees rises a Skull much like the one with the Patrol of Trolls. It opens its mouth and gives a cry of challenge. The rag clad humans, waving their arms in the middle of the road go silent, and then they vanish into thin air. From the shadows of a copse of stunted trees a second Patrol emerges. This one too is made up of trolls. This group too has a large armored leader in their midst.

The trolls of the first Patrol begin looking into the surrounding hills. They sniff the air as their two leaders approach each other.

Sleema is suddenly at Jaeden's side. She reaches up and tugs at his arm, drawing him a bit lower.

Trace kneels quietly next to Shadow, the two blending with the hillside.

The leaders approach each other, shouting in their gruff and incomprehensible language. One raises a club-like fist and strikes the other. The other roars and strikes back. The two Troll leaders trade blows back and forth until one is knocked to the ground. The one left standing shouts down at the other and points up into the hills on the opposite side of the road. Then the victorious Troll motions to his squad . They continue down the road in the direction in which the Children of Chaos had come. The leader of the other group picks himself up, and with a surly growl, leads his squad up into the hills.

The road is quiet and empty once again. The way forward appears clear once again.

Jaeden Ohm 
Wednesday December 20th, 2006 11:48:24 PM

Jaeden offers a nod towards Sleema, thankful for her help in finding cover. He waits, as silent as he can, for the others to break cover before he follows suit.

Trace and Shadow  d20+10=27 d20+6=11
Thursday December 21st, 2006 1:21:36 AM

(ooc: sorry for the absence. work is hard on me right now, we are short help. I am just glad me being gone didnt get anyone killed.)

Trace continues to hold his palce in the hills with Shadow waiting for the others to begin to move again.

spot 27, listen 11

While waiting for the other to get moving again trace uses the wand to heal himself if not at full healt yet.

arrow total (79/120)

Trace 59/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Quinn 
Thursday December 21st, 2006 9:39:44 AM

Quinn holds his position, even though the crouch is hurting his now diseased leg. The priest of Gargul is thankful the big animals or the goblins did not give the group away.

Quinn will stay hidden until the patrols are out of earshot, especially the flying skull, and then approach Savin and Peerimus. "I think it is best that we push out our scouts forward and to our flanks. We would need tw scouts for this, one on each side of the road. I am new to your group brothers, do we have two with such capabilities?" Quinn looks at Savin and then over to Trace.

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Savin 
Thursday December 21st, 2006 10:01:29 AM

Savin sighs a breath of relief when the trolls depart. "Interesting that they were using illusions. The spellusers will need to be careful in their tactics in using mass spells. They seem to be well organized if not well diciplined and they always seem to have one flying creature. I am not to worried about the ones on the ground. I can catch those but the flying ones could present difficulities."

Savin will look at the goblin female, "Thank you for your aid Sleema. Jaeden, while good in a fight, just stinks at slinking around. All of that metal he wears pulls down the juices from his brain and he always doesn't think correctly."

To the others, I am willing with Sleema on my shoulder to take the point again but I question our staying on the road. They seem very well patrolled. Can we go cross country. I am not really overly concerned about fighting a patrol but if one gets away and warns of our coming, it could get more difficult."

Peerimus (Bounder) and Yorrick  d20+24=33 d20+23=40 d20+17=33 d20+8=16 d20+8=25
Thursday December 21st, 2006 4:15:05 PM

The Large Raptor cocks its head sideways at Quinn and then looks to Jaeden. The land was crawling with foes, you would think they were invading a castle and even then so many guard might not be about Peerimus had no good answers and of course in his present form could voice none if he had them. With a blast of air from his nostrils he points a talon in the direction they were travelling, but not back to the road. A clicking and a head bob to Yorrick gets the point across to the bear and the ursine moves up to his side.

Peerimus then taps Savin on the shoulder and points forward and away from the group. To Peerimus the wold is much more revealed. His Raptor eyes and ears so much more attuned to the surroundings than his human ones. He looks about and then moves to Follow Savin, his great clawed feet making little more than a whisper of noise.

Peerimus moves at half speed to move silent and hide, which is still a 70 move.
Spot 40 Listen 33 Move Silent 16 Hide 25

Five of Fourteen Miles (DM/Al)  d4=1 d20+6=15 d20+6=8 d20+9=17 d20+13=22 d2=2
Thursday December 21st, 2006 9:43:54 PM

Her face remains closed a Sleema nods at the thanks from Savin and Jaeden. She acknowledges the gratitude, but her eyes harbor suspicion. It is as though she searches for an ulterior motive that might lie behind the thanks.

Both she and Rogo shy away from Peerimus, now in the form of a scaled creature of nightmare. Sleema's head turns, and for the first time she catches sight of the sheets of parchment still clutched in Rogo's hands. Sleema gathers him in and gently but firmly takes the sheets from the boys hand. Then, with a studied nonchalance, she tucks them back within the boy's shirt.

She whispers into the boy's ear, soft words in Goblin. Rogo nods in acknowledgement of his mother's words. (Trace, Apply your Favored Enemy Bonus +6: Listen DC20 to hear: Highlight to display spoiler: {"Do not show those. They are secret and may bring danger to us."})

Peerimus directs the group into the brush, a new direction. Sleema resumes the lead once more with Savin. With Peerimus now in scales and talons, Rogo rides with Quinn. The group moves up the slopes of hills and down the other sides, through brush and trackless stone. With no path or even the slightest trail, the way is much slower. But there does appear to be more cover here should the need arise again to hide.

A few miles later, both Trace and Peerimus the Bounding Reptile detect movement on the slope of the next hill. Both see the dark brown and gray bodies moving through the brush with the white skull flying above. Peerimus, with his keen animal eyes can pick out the yellow eyes and furred muzzles filled with sharp white teeth. The skull is different than the others also. This skull too has a muzzle, and horns that arch outward to either side.

There is still time to avoid a conflict, but quick action will be called for. If the patrol maintains its current direction it will pass close by.

Trace and Shadow  d20+12=14 d20+10=27 d20+16=29 d20+21=29
Thursday December 21st, 2006 11:00:55 PM

Trace sees the goblins whisper but hears nothing. Then figures ahead catch Trace's eye. Trace whispers to the others, "What in the Wold, another freakin patroll. Quickly, everyone move off our current path and ready yourself for combat. They have doglike creatures and will probaly smell us. Trace leads shadow to a nice spot a little further to the left of the group hoping to stay out of hand to hand combat if they are discovered.

spot 27, hide 29, move silently 29

arrow total (80/120)

Trace 59/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Quinn  d20+3=23
Friday December 22nd, 2006 8:19:46 AM

Quinn hears Trace's warning and flattens himself against the four foot buffet for wolf creatures. "Do not worry beastie, we will not let them eat you."

Quinn is worried that the horse and the great bear will give the group away, but he says with the horse just in case it bolts.

Quinn maintains a firm grip on the reins so the the horse is as still as possible and will quickly follow anyone that leads the group.

Ride 23 (natural 20, finally getting a hang of the horse thing)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


DM OoC (DM/Al) 
Friday December 22nd, 2006 9:49:31 AM

BTW, though I will sometimes call for Skill Checks, I generally leave them up to you and your common sense. I try to leave enough clues in my description of the environment to give you a good idea of what skill checks are needed. Just as it is up to each individual to watch, listen, think and take appropriate action without an omniscient voice prompting them that such an action is necessary, I like to avoid calling for Skill Checks whenever possible. My hope is that this practice provides a more realistic roleplaying experience.

And so, if you do not make a check where one is most natural I must assume that your PC did not take the action. My only other alternative is to make the skill check for you. That is another thing that I prefer to avoid.

Savin  d20+14=23 d20+12=31 d20+13=24
Friday December 22nd, 2006 11:28:02 PM

As Sleema rides upon Savin's shoulder, he will try to engage her in quiet conversation. He will ask about her life and how she found herself in this dreadful land. Was she born here or brought here? The little goblin female intrigues the monk. He is starting to build some respect for the brave goblin female. She seems willing to protect her young, help his companions and is generally acting in what seems to be a good pattern. It is shattering Savin's preconceived notions and opening his eyes to the idea that all "evil" creatures might not be evil.

Savin also hears the warning and although farther away from the group slips into some shadows and seems to disappear. He whispers to Sleema, "Quiet and remain calm. My companions will protect your son."

Savin is ready to spring into action if his friends are spotted.

spot 23
hide 31
listen 24

What the Goblin Had Said (DM/Al)  d20+4=6 d20+4=20 d20+4=17
Sunday December 24th, 2006 12:27:50 PM

Trace fades into the brush as he continues to watch the progress of the approaching brown furred beasts. (Trace, could you make a Hide check for Shadow as well? Move Silently if you are moving.)

Quinn draws Dalek to a halt. He bends over the goblin boy to present the lowest possible profile against the sky. Still, the priest of Gargul cannot help but feel horribly exposed atop the warhorse.

Savin offers the goblin woman words of calm and assurance, before he takes her into the shadows.

She had look at Savin with suspicion when he had first attempted to engage her in conversation, just after leaving the area of the twin Troll Patrols. Her eyes had searched his face, hunting for veiled insults, ulterior motives, the pryings and prodings to eek advantage from her most personal secrets. She had watched Savin, saying nothing in return. She had traveled with him, for her part silent. For a while. "I woman of Great Wizard," she had said at last. With those words, she had watched Savin's reaction. "Power, powerful." She had then dropped again into silence. But this time the quality was different. "He find me. I live in village. Take me his woman. I do him happy." The words had come slowly at first. But as the hard packed icy snows of winter turn to the rushing streams of spring, so to had come Sleema's words. "Me too happy. Both. Both he and me. Happy. Power. Food. Nice thing. Many many. Day is, he leave. Not come back. Many say he now dead. Now is no nice thing. No food. No power. Sleema but still happy. Have Rogo."

To who in a land of Evil, can one confess the weakness of love? Often only to the perfect stranger can those things most secret be said. Even as the Patrol closes in, Savin cannot help but ponder on the needs and feelings that all creatures seem share to one extent or another.

=== OOC ===

Christmas seems to be slowing everyone down. I'm going to try to provide the usual posts, but match the pace of things to the pace of posting. Hopefully in this way, we can keep everyone involved despite variable posting rates from different players.

Quinn  d20+3=23 d20+1=9 d20+1=12
Tuesday December 26th, 2006 9:43:04 AM

Quinn is still excited that he is handling Jadean's big horse so well. Quinn will turn the hores and dismount with the boy and then send the horse away from the patrols. Quinn will wince and his diseased leg take the weight of his and the boys bodies.

Ride 23 (natural 20 again)

Quinn will move forward and look for cover in the direction of Savin. To the boy Quinn adds "Hide." and he pantamines hiding for the goblin.

Hide 9
Move Silent 12

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Savin  d20+14=27
Tuesday December 26th, 2006 12:57:57 PM

As the patrol moves closer, Savin checks if he can see any of his comrades or anything else from his hiding spot. (spot 27)

He contemplates the limited conversation that he has had with Sleema. She seemed to have married a powerful goblin wizard. At least powerful for a goblin and lived a life of ease in his shadow. Now that he has gone missing, she finds herself alone raising her child. Her life doesn't sound that different from many a townsperson he knows. Still she seems a little obsessed with power, but in this land power equates safety so he can understand that.

Savin doesn't fool himself into thinking that this little goblin is good but he understands how her enviroment didn't help her situation. He wonders if the Children of Chaos will just bring more pain into her life by associating with them.

Closer and Closer (DM/Al)  d20+1=14 d20+6=24 d20+6=21
Tuesday December 26th, 2006 9:46:20 PM

Quinn slips from Dalek's back as though born to the saddle. With a gesture, he hies the warhorse into a place of concealment. Dalek manages to blend with the light and shadow cast by a large boulder. Quinn places the goblin boy upon the ground and gestures for him to hide. There is immediate understanding in the boy's intelligent eyes. He takes Quinn's hand and they both press further into a large thorny bush.

Through the dense brush, Savin can see Quinn quite clearly, though the priest might just be passed over if the patrol doesn't pass too close by. Dalek is recognizable, but only if one knew that it was a horse one was looking for. Savin stares hard at the spot where the elfish ranger had been before. If Trace is still there, he is effectively invisible.

The patrol makes its way across the far hill. Here, they too blend well with the dark withered brush. If the party had not spotted them earlier, they might have come upon them and been very much surprised. Only the slightest of rustling gives away their quiet movement as they draw near.

Peerimus (Bounder) Yorrick  d20+8=10 d20+2=11 d20+24=26 d20+23=29
Tuesday December 26th, 2006 10:50:42 PM

Peerimus ducks and moves to get low with Yorrick following his lead. The druid scans back across the group, as he expected Trace and Savin are effectively hidden, though he picks up movement with his hyperactive hearing. Like so many animals, the raptor was a phenominal predetor and was genetically far beyond those about him. Couple that with his own consider time and practice at detecting the differences in shadow and to filter back noises and little could escape him. With a bit more effort he could probably find the monk and ranger, but that was not the point. eerimus kept his attention towards the enemy patrol.

peerimus Hide 10 Yorrick Hide 11
Peerimus Spot 26 Listen 29

Trace and Shadow  d20+16=17 d20+21=28 d20+10=16 d20+6=23 d20+6=25
Tuesday December 26th, 2006 11:23:06 PM

Trace and Shadow hold there postion and are in a wait and see if they are discovered stance. If they are, have mercy on what finds them. The group stands ready to strike like a snake in the brush.

hide 17, move silently 28, spot 16, listen 23

Quinn  d20+10=13 d20+10=30
Wednesday December 27th, 2006 8:52:50 AM

Quinn's leg throbs after his dismount, but he does his best to put it in the back of his mind and he makes sure his shield and mace are ready. Quinn grips each item tighter as a way to lessen the tension.

Quinn listens and tries to spot those approaching.

Listen 13
Spot 30 (natural 20, three in a row. If only I could do this in combat.)

Quinn looks over his shoulder to make sure the boy and horse are under cover.

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Savin  d20+14=33 d20+13=23
Wednesday December 27th, 2006 6:00:19 PM

Savin motions Sleema farther into the shadows and wonders if he should try and signal Quinn that he might be exposed. He tests the winds to see if they are down or upwind hoping for upwind. He turns and whispers in Sleema's ear, "Is this area always so heavily patrolled?"

Savin tries to keep a look at the incoming patrol and keeps his ears peeled as well.

spot 33
listen 23

Attack and Rend (DM/Al)  d20=8 d20+6=15 d20+9=24
Wednesday December 27th, 2006 9:24:15 PM


Jaeden Hide 8
Laima Hide 15
Shadow Hide 24

Savin, Peerimus and Trace watch the subtle movement of dark brush that gives the patrol away. Oddly enough, it is Quinn who catches the first close look at the creatures as they move into an open patch of moonlight. Yellow eyes and ripping teeth, they are werewolves. Two are in man-wolf form and two go on all fours. In their midst is another large one, and in its clawed fist is gripped a dark bastard sword. Silently, the large horned skull floats just above them as they sniff about as though tracking.

The large one rises to its full height. A low growl begins to issue from its throat and its lips draw back exposing teeth that shine in the purple moonlight. Suddenly a dark shape breaks from cover and crashes through the underbrush in the direction of the far hill. With a howl the Werewolf Patrol leaps in pursuit. Savin and Quinn pick out a dark four footed shape, lupine in its own right. They watch it turn as the two swift wolf forms close upon it. Suddenly it changes, it's face morphs into that of a goblinoid, a hairy bugbear. It speaks as though beginning a spell, but it hasn't noticed the skull. The skull screams, ripping hair from the body of the prey. Then the wolves are upon it. They bear it down. The air is full of snarling and the meaty thud and rip of rending claws. The combatants roll through the underbrush with the snap of crushed and breaking branches. The end is inevitable, though. Soon the only sound is the wet smack as the werewolves feast upon the flesh with an occasional crack of breaking bone.

After a time, the large one breaks away from the kill. With a growl it commands the others. After a few reluctant snarls of their own, the lesser wolves of the pack leave the kill and continue on, with tails between their legs.

The hillside is quiet now, and empty, save for the iron tang of blood upon the air. Through luck or skill, the group managed to go undetected. The thick underbrush is surely a part of this. It makes the going slower, but it seems to help even the least adept of the group to conceal themselves.

Savin  d20+14=30 d20+13=27
Wednesday December 27th, 2006 10:59:40 PM

While watching the werewolf attack, Savin notices tactics. The skulls defintely have to be taken out. He will turn to the goblin mother next to him and ask, "Why are they hunting their own? Do some in this land resist the established leaders or do they just take pleasure in torment?"

When Savin rejoins the others he looks at the limping Quinn and says, "Do you have any magic that might help that? I don't think staying on the horse is a very good idea? You are to easily spotted. In fact both Yorrick and Dalek are both to easily spotted. Is there a way we can shrink them down? Change their forms? Make them less noticable somehow?"

Savin will then turn to Jaeden and say, "Each of these patrols seem to be made up of one distinct diverse group. Werewolves, trolls and more, but they all have a skull floating above them. This gives them the advantage of flight and vision. It also seems to have that nasty sonic attack. We need a way to take it out fast. Also each group seems to have an established leader. We need a plan to take the leader out quickly as well. I recommend Trace uses his bow against the skull creature if we are spotted. You and Peerimus take gang up on the leader.

Yorrick, Laima and I will take on the regular patrol members. If one flees, I will give chase unless it can fly. We can't have one get away and warn of our presense."

Savin turns to Sleema and repeats his question, "Is this area always so heavily patrolled?"

When ready Savin will again pick up the goblin and put her on his broad shoulder and move ahead of the group, scouting for trouble.

spot 30
listen 27

Trace and Shadow  d20+16=23 d20+21=33 d20+10=29 d20+6=25
Thursday December 28th, 2006 12:58:10 AM

Trace watches the wolves with amazement, while keeping an eye out Trace applies some silver sheen on his arrows for incase they run into another warewolf troup. Trace listens to the commands and next set of marching orders along with the future stratagy and gives his acknowlagement that he understands his postion. Trace continues to keep an eye out while they make their way along.

hide 23, move silently 33, spot 29, listen 25

arrow total (80/120)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Quinn  d20+10=11
Thursday December 28th, 2006 8:28:46 AM

After the attack is complete, Quinn will break cover with the rest, but first will go retrieve the horse. Quinn will lead the horse back to the group by the reins and announces. "Well brothers and sisters, there is one less Bugbear in this relm. Evil always feeds on itself, especially if there is no good around."

Quinn shakes his head when Savin asks about his leg. "Afraid I can do nothing for my leg brother Savin, at least not until I plane travel back to the Wold at the end of this day. You are welcome to come back with me. If we have not found the Shroud by tonight, I will return in the morning with the use of the teleporting artifact, whole once again."

Thinking of the Skulls "I can always turn the skulls with Gargul help brother Savin. I was surprised that I did not destroy the last skull, but that may have to do with this land more than anything." Quinn will mount Jadean's horse and lift the small goblin up. "If they can see the horse, there is no sense me hiding or slowing the group down."

Spot 11 (Natural 1 now to even things out)

Quinn looks around "Shall we go find our Shroud? Lead on brother Savin." Quinn moves off on the horse.

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


The Value of the Crypt - Continuing The Overland Trek (DM/Al) 
Thursday December 28th, 2006 9:43:28 PM


"Was Barghest. Unlucky barghest. This place near Crypt. Powerful secret thing, Fidelia have in Crypt. Always very guard. Many guard. On road, asking many many question. Here, not on road," Sleema shrugs, "no asking question."

"Maybe barghest come sneaky steal. Maybe lost. Don't know. But barghest run. Not smart. Very very not smart. Barghest dead. We live." Sleema shrugs again. Then, she looks Savin in the face as though noticing a thing that he had said for the first time. The look is filled with a curious incredulity. She shakes her head and turns away. The ideas that some people have. The ideas of madmen.

The group moves out again, pushing their way as cautiously as possible through the heavy brush. Savin and Trace are eagle eyed, as the ability to spot their foes before they themselves have been spotted has proven invaluable so far. The boy Rogo squirms a bit in the saddle with Quinn. But aside from that his is very quiet and well behaved for his age. He grips one of Laima's marbles in his fist. Occasionally his hand touches a place at the side of his shirt.

Quinn  d20+11=12
Friday December 29th, 2006 8:35:41 AM

Quinn settles in for the ride as he starts to get in time with the motion of the horses walk. This is very soothing, Quinn thinks to himself. Although, Quinn normally walks or teleports where he wants to go; this leg problem of his is starting to bother him.

Quinn alternates between watching the boy and the path ahead.

Spot 12 (Natural 1 again!!!)

Quinn looks for but can not find Savin or Trace and in a forced whisper he calls out "Brothers Savin and Trace try not to stray more than a 100 yards ahead, as I have lost sight of each of you."

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Savin  d20+14=27 d20+13=17
Friday December 29th, 2006 11:17:26 AM

Savin notices the strange looks that Sleema is giving him. He wonders at its cause and continues his conversation with the goblin mother. "Where do you live now? Why were you on the road in the first place? That seems pretty dangerous. What would cause you to take that risk with your son?" Savin goes into his haversack and pulls out some food and hands her some dried meat before popping a piece into his mouth.

He looks around and checks the area out.

spot 27
listen 17



Peerimus (Bounder) Yorrick  d20+8=9 d20+10=21 d20+24=44 d20+23=41
Friday December 29th, 2006 2:24:45 PM

Peerimus' stomach turns at the sounds of tearing flesh and snapping bone. The bile rises a bit to his mouth as his mind easily illuminates what his eyes can not actually percieve. He did not associate with wolves, did not like the frenzied pack style of the kill. Werewolves were worse still. he tries to shake the vision from his mind and leans into the earth a bit more, hopefully the moist scent of the ground would be enough of a distraction.

Quinn was still talking of taking flight to rest the night in the real Wold and return. Peerimus was not sure what he thought of the idea. What if something prevented his return. It seemed those who put thier faith of power in gods and not the Powers of the southern continent were far more likely to have disaster befall them. Over the last month the druid had seen 4 of these self proclaimed men of faith fall from the quest either through death, a falter of nerve or incapacitation of some kind. Now Quinn has been afflicted and his leg rots. The druids mind closes up and his heart steels to protect himself. He would watch over his family and keep them safe, first and foremost. To that end Quinn needs to stay.

Heavily guarded and patrolled indeed. This Fidelia is keeping the shroud very secure, or perhaps she has much more in this crypt. Probably the latter Peerimus moves quietly through the shrub and shadow, or at least he tries to. More important than his own stealth, the druid pays close attention to his surroundings and the sky.

Yorrick moves along with Peerimus, oblivious to the inner turmoil the human is placing upon himself. The land is strange, it feels wrong under his claws and the scents of the air all tell of predators and no prey. Yorrick snorts and shakes his head.

[Hide 9, MS 21 Spot 44 Listen 41]

Trace and Shadow  d20+16=21 d20+21=38 d20+10=27 d20+6=13
Friday December 29th, 2006 6:53:08 PM

Trace continues to move along with the group as the anchor and keepig his eyes peeled. The past few days Trace has not had much to say just keeping his eye on the prize and allways wanting to push on.

hide 21, move silently 38, spot 27, listen 13

arrow total (80/120)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Seven of Fourteen Miles (DM/Al)  d4=4 d2=2 d20+13=18
Sunday December 31st, 2006 4:54:42 PM

The group continues overland. Occasionally the road can be seen off to the left. Sometimes from between the hills, sometimes from the crest of a hill.

"I live village," Sleema replies to Savin. "Soon we come. Sleema and Rogo live outside village. Can find safe place you rest." She gives Savin a penetrating look. "Maybe." She watches Savin after he gives her a piece of dried meat. Only after he eats of it as well, does she take a bite. She then goes silent, leaving the rest of his questions conspicuously unanswered. Some things cross lands and races, remaining the same throughout. One of these appears to be a woman's ability to hear only that which she wishes to.

Rogo rides, quiet as ever, behind the horn of Dalek's saddle. He fidgets. He takes out one of Laima's marbles and looks deep into the center. And, on occasion, he moves his hands about in what might almost pass for a ritual casting. His mouth moves in silence as the boy shuts all out of his deep concentration.

The Lavender Moon passes its peak in the dark sky of Koshe Marr. If the moon is the only light in this truly god forsaken land, then one can only imagine the pitch of blackness that might reign after the moon sets. Over hill after hill the group slips as quietly as possible through the brush. They descend into a shallow vale, when up upon the ridge there is movement.

Peerimus is the first to spot them. Then Savin. Then, from the rear of the party, Trace. There are more of them this time. Again, a great bull horned skull floats above. This time, the Patrol appears to be a mix of werewolves and trolls, three trolls and four werewolves. There are both a large well armored troll and a large bastardsword wielding werewolf.

Savin  d20+12=32 d20+14=21 d20+13=22
Monday January 1st, 2007 5:25:05 PM

Savin hurries back to warn his companions, checks the wind and motions them upwind from the oncoming patrol. "This group looks larger and better prepared. Maybe because we are getting closer or they discovered the missing patrol."

Savin finds the perfect spot to hide and motions Sleema in with him.

hide 32 natural 20
spot 21
listen 22

Laima  d20+5=18 d20+5=8
Monday January 1st, 2007 7:54:51 PM

So many thoughts, so much confussion. This place has been but a dream since she has arrived; the Path has blurred her vision further than ever before.

As she tags along in the rear, Laima floats through the brush in twitched, silent segments. She sees the new patrol and it seems as though this dream is devolving into nightmare. Trolls and werewolves. This Fiedlia has to be holding something else, but what?

"This is becoming a test indeed; perhaps an atonement for the need of a tuning fork."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot.18
listen.8

ooc- I am truly sorry for being gone. Part of me thought that there would be no posting so I did not check the board while the other part of me was indeed too busy to post regularly anyways...I am back now.

Ridge and Vale (DM/Al)  d20=2 d20+6=8
Monday January 1st, 2007 9:41:47 PM


Savin returns from his scouting position and tells the rest of the party of what he's seen of the size and composition of the patrol. Then he fades into the brush motioning for Sleema to follow.

Laima looks off into the direction mentioned by Savin. The gleam of the skull cannot be missed under the light of the moon above, and the dark forms of the others come below it are plain to Laima's eye as the Patrol makes its way down the hill toward the party. She stands in plain view, lost in thought as the patrol approaches.

Sleema ignores Savin. Instead she hisses a few sharp goblin words in the direction of the dark bulk of horse and rider. Rogo hears and begins to slide off and to the ground.

The Patrol is now roughly 500 feet away. They make their way across the slope following the line of the ridge. Their movement has not changed in either pace or direction. It may be possible that the group has still not yet been spotted down in the shallow vale below. If the Patrol maintains its current course and continues to follow the ridge, it will pass the group by entirely.

Jaeden Ohm 
Monday January 1st, 2007 11:27:31 PM

At warning of passing patrol Jaeden does his best to put himself out of line of sight. Even then he kneels so as to keep himself further hidden. From his current vantage he can do little to help the group spot further patrols.


Quinn  d20+11=24 d20+10=25 d20+3=8 d20=8 d20+8=15
Tuesday January 2nd, 2007 8:31:24 AM

Quinn is interested in the ritual casting the boy is attempting.

Spellcraft 15

Quinn will also cast detect magic on the boy as he is becoming interesting.

Quinn finally sees the evil patrol (spot 24) and then hears momma goblin give some good advice to the pup (listen 25) and Quinn also painfully slides off the horse.

Quinn then attempts to direct the big horse to a hollow.

Ride 8

Quinn shakes his hands at the horse. "Go, git, move?" Quinn gives up exasperated. "People are so much easier to deal with." Quinn starts to move forward toward Savin but cautions the goblin boy "Stay and hide." Hoping he understands and quickly mimes hiding behind a bush.

Quinn has his shield and mace out as he keeps low and move forward, limping at half speed (10 feet).

Hide 8 (without penalties for moving)

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Peerimus and Yorrick  d20+8=15 d20+24=27 d20+10=15
Tuesday January 2nd, 2007 8:54:20 PM

Peerimus picks out the figures on the ridgeline, Mother watch over and hide us Crouching low, he takes a few small steps to better breakup his bodyline by putting a small shrub between him and the enemy. Problem to him was Trolls had Darkvision he knew, and fairly good Darkvision at that. Werewolves, almost certainly had scent as keen as that of a normal wolf. If they got too close... The large raptor almost holds it breath.

Peerimus Hide 15 Spot 27
Yorrick Hide 15

The raptor glances towards Quinn and then back to the enemy. Hissing or some such at Quinn could very well give them away. Desperate times and desperate measures. Peerimus carefully brings his powerful hind legs under him and prepares to spring.

The Concealing Brush (DM/Al)  d20=13 d20+6=26 d20+1=21 d20+9=14 d20+13=18
Tuesday January 2nd, 2007 10:24:54 PM


Jaeden Hide 13
Laima Hide 13
Dalek Hide 21
Shadow Hide 14

As the party waits, their collective breaths held, the Patrol upon the ridge approaches. Four hundred feet. Three hundred. Two hundred. The Patrol passes just above the position of the party, not 100 feet away.

And then they pass on.

It seems that the choice to move off the road might have been a good one. The dark brush seems to mask all save the clumsiest attempts at concealment. And with the goblins' help, they might just make it across this land completely undetected.

As the sound of the Patrol fades down the length of the ridge, Quinn thinks back to the gestures that the boy had been making. If the gestures were of a spell casting nature, then they would likely be arcane as they seemed to lack a Focus. But Quinn's knowledge of the Craft had failed to identify a specific spell that it might be.

Sleema and Rogo emerge from under a bush as the sounds of the Patrol fade completely leaving only the eerie rustle of the blackened vegetation.

"Village one two hours," Sleema says. In the sky the bloated Lavender Moon continues to sink toward the horizon.

Trace and Shadow  d20+21=30 d20+16=30 d20+10=22 d20+6=23
Wednesday January 3rd, 2007 1:23:57 AM

Trace keeps a hidden spot and blends into the background.

move silently 30, hide 30, spot 22, listen 23


Anger floods Trace as he sees the goblin refuse to hide. Trace then whispers to the group as he moves forward.

Trace then steps up behind the goblin pulling out a dagger. He will put one hand over the goblins mouth and the other around her waist. If she struggles to free her self, Trace will slide the dagger up to her throat to coax her to be still but not leave a mark.

Trace  d20+21=40 d20+16=17 d20+10=26 d20+6=13
Wednesday January 3rd, 2007 1:29:26 AM

(ooc: ignore my last post, I miss read the situation and now it just dosnt fit what I thought.)

Trace continues to keep an eye out and Shadow keeps on his heals guarding her master and friend.

move silently 40, hide 17, spot 26, listen 13

Quinn 
Wednesday January 3rd, 2007 9:48:22 AM

Quinn smiles when he has trouble finding the horse again after the patrol is out of sight. "Nice Job there boy, as he pats its neck."

Quinn painfully get back on the horse and picks the boy back up.

When mommy goblin talks of her village Quinn speaks up "I trust we are pushing past the village and going straight for the shroud. It is not a good idea staying any longer in this land than necessary and I am leaving after 24 hours to fix my leg and recover my spells. Anyone that wants a hot meal in the Wold is welcome to come. That is if my spell works." Quinn finishes with a weak smile.

Qinn pushes forward with the horse attempting to break a trail for the others.

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment


Peerimus and Yorrick  d20+20=33 d20+23=26 d20+15=34 d20+8=26
Wednesday January 3rd, 2007 12:50:17 PM

Peerimus' eyes follow the patrol as it closes and thankfully passes. Slowly he stands and gazes in that direction for sometime. No it appeared they simply moved on. He bends over to nuzzle into Yorrick and pets the great bear with a taloned hand. An odd site to say the least. Yorrick seems to understand gesture and intent and gets up as well with a low moan in return to the click the druid makes.

The raptor bobs its head after Sleema conveys the remaining distance and falls into a spot behind her and Savin. Fatigue started to settle in and with it, a further blending of shapes in teh night.
[Spot 26 Listen 34 1/2 Speed Hide 26]

Laima 
Wednesday January 3rd, 2007 1:21:39 PM

How stupid! These dark nights seem to hold a freezing grip over the half-orc. Standing in the open as the patrol meanders by....how stupid!

Laima begins to pick her way through the underbrush with the rest of the group. Holding a safe distance from Peerimus-raptor with a look of apprehension Laima shows that she too is from the Southern continent and has experienced the plains of grass.

Her gait is low and methodic as she tries her best to blend in with the scenery without slowing up the group too much.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot, listen and move silent checks would be made but I do not have my CS with me at work.

Jaeden 
Wednesday January 3rd, 2007 9:09:54 PM

Taking the opportunity to get close to Quinn as he remounts Dalek, Jaeden speaks up. "Don't struggle so much with Dalek. He won't fight you. Just be gentle and let him know where you want to go."

He returns to his place in the procession and proceeds with the others.

Nine of Fourteen Miles (DM/Al)  d20=19 d20+13=15 d20+13=27 d2=1
Wednesday January 3rd, 2007 9:11:43 PM


The group continues overland toward their distant unknown goal. The moon appears to sink very quickly in this land. Soon enough it will be completely dark.

The group crosses over an elevated area, almost a small exposed mesa. They come to the edge. There is a break the descends once more into a shallow vale and the concealment of the brush. Peerimus hears movement from over the next ridge. First Peerimus, then Trace and Shadow, spot the source not moments after. It's another large Patrol the skull above this group is more human in appearance, but still quite large. This patrol tops the ridge directly across the vale. It does not appear that they have spotted the group quite yet. To Peerimus, Trace and Shadow, they seem to look in every direction but the right one. If they proceed on their present course, however, they will cross the vale and approach very near to the group's present position.

=== OOC ===

Just a warning: Work is crushing down pretty hard right now, and I expect it to continue this way for at least the next couple of weeks. What's more, I'm starting rehearsals for a play. That means two things, first, posting time will be a little earlier than it has. Posting will lean more toward the five to six Pacific Time rather than a six to seven Pacific Time. The second thing is that I may drop a post every now and again. I hope not, but I have no idea what the fatigue level will be. Just to let you know.


Quinn  d20+11=28 d20=4 d20+11=13 d20+10=16
Wednesday January 3rd, 2007 10:10:04 PM

Quinn will smile and look down at Jaeden "I will try brother, I will try."

Quinn spots the patrol and hears Trace's hushed warning.

Spot 28

Quinn will dismount the horse again with a grimace. "This is getting too repetitive. On and off, on and off." Quinn says to the boy as he helps him off the horse. Quinn again pantamimes hiding for the boys benifit.

Quinn looks at the long horse face in front of him and comments "Go hide" and he watches if Dalek does anything. If not, he will shoo him to deeper cover.

Quinn settles his shield and mace and moves forward to find a hiding spot.

Hide 4

Quinn mumbles "Duck and cover, duck and cover. I can not wait to find this shroud."

Quinn watches and listens for the patrol and he fingers his goatee.

spot 13
listen 16

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

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

ooc: Al, how long has the group been in the Koshe Marr?

[ Roughly six or seven hours, Quinn. --Al ]


Savin  d20+12=21
Wednesday January 3rd, 2007 11:35:47 PM

Savin once again heads back to the group and directs them upwind into hiding spots. He wonders how long they have been at this and thinks that everyone needs a good rest. If they are able to once again evade the patrol, Savin will say to Peerimus, "I think we should try and find a good place to hold up and rest for a couple of hours. Stumbling around in the dark isn't something I advise. We have been travelling for a while and fatigue will make us clumsy."

Savin will hide from the patrol (hide 21) and then scout around for a possible camp nearby.

Laima Ragana  d20+5=10 d20+5=22 d20+3=11 d20+6=9
Thursday January 4th, 2007 12:28:17 PM

Picking her way along with the group she stops as the mesa is reached; working her way slightly right of the group she holds and waits for further direction which Savin provides.

"There are many keys to survival that I have not taken into consideration thus far. The Path teaches in odd ways as she sends us further along."

Then the half-orc sorceress crouches low and slinks off the path with Savin and the rest, trying to blend in as a twig to a bush.
~~~~~~~~~~~~~~~~~~~~~~~~~~~
spot.10
listen.22
move silent.11
hide.9

Jaeden Ohm 
Thursday January 4th, 2007 3:25:14 PM

Stay out of sight again my friend. Jaeden thinks to Dalek.

Following his own advice he too does what he can to remain unseen. Hopefully the need for stealth will soon be over.

Peerimus and Yorrick  d20+8=21 d20+10=22 d20+8=14
Thursday January 4th, 2007 6:44:48 PM

Peerimus can nothing much more than nod to Savin and nod in agreement he does to what the monk says. They were close to Sleema's village but still far enough that some serious issues could arise while 'stumbling about in the dark'. The sound grabs his attention completely and he spins his head towards the ridge. Another patrol and the insection of thier course was far too close. One of the group would be spotted for sure. Peerimus leaves Yorrick where he is and moves silently off in front of the group. Keeping low, he moves to put another 60' between him and the others.

peerimus hide 21 move silent 14
yorrick hide 22

Spotted! (DM/Al)  d20+11=22 d20+13=30 d20+13=18 d20+6=22 d20+1=14 d20=3 d20=9 d20+1=21
Thursday January 4th, 2007 9:27:50 PM


Hide:
Jaeden 9
Dalek 21 (Nat 20)

Once again the group attempts to conceal themselves from the approaching Patrol. They descend off the edge of the mesa and into the brush. Sleema takes Rogo to the back and the two crouch with their backs against a low cliff of crumbled earth.

With concern for the nearness that the Patrol will be passing the party, Peerimus places himself a good distance down-slope and between the group and the approaching denizens of Koshe Marr.

The Patrol approaches in formation. The Werewolves lead, the sword wielding leader in the fore. The Trolls flank the werewolves and the large skull floats some 20 feet above. The growl, gibber and sniff the air as they cross the low spot between hills and start up the slope.

Suddenly, the armored Werewolf turns and looks directly into the center of the space in which the party is hiding! He lets loose a howl, a hunting call and tears off in the party's direction. Only seconds behind, his pack follows. Slower to react, the Trolls lumber some thirty feet behind.

By scent or sight, the lead Werewolf picks out the form of Peerimus, hidden in the brush. It gives off another howl, both a warning and a call to hunt.

The earth between Peerimus and the group roars and then explodes upward as a wall of dark rock over a hundred feet long begins to rise up and grow toward the sky. Up and up it rises until it towers a full thirty feet above blocking both passage and sight.

Everyone Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

=== OOC ===

Welcome to the first Combat of 2007!

Post AC and HP for both PC and companions, please.

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

Map

Savin ac 29 115/115  d20+11=24 d20+5=24
Friday January 5th, 2007 2:39:41 PM

Savin sees the stone wall grow and knows that Peerimus is on the wrong side. He runs forward and jumps up to climb the wall and falls through it. (Will save 24) He stumbles and catches himself (dex save 24)in surprise as his hands catch nothing. He looks back and calls, "Its an illusion! The wall isn't real!"

Savin will move to V18 and get some silversheen out to apply to his staff.

"You really need to work on your hiding skills Peerimus!"

Peerimus AC 31 HP 91 Yorrick AC 23 HP 117  d100=22
Friday January 5th, 2007 4:46:52 PM

Peerimus snorts at the monk and glances back at the wall and then to the closing werewolves. Lycanthropes, the Floating city had taught him about these creatures. The old codes and ways seemed a bit cumbersome to him now. Without silver as a weapon, his odds at putting these abhorences of nature was mighty low. Perhaps upon return to teh real Wold he would put some study and commune time to address such a short coming. Now was not the time for all that distraction though.

Peerimus rises and issues his own cry back towards the closing werewolves. Let them know he was just not some prey hiding in the grass. The Raptor turns and heads south 70'. [Y31] Arriving quickly to his new location the druid focuses to reach across the space to Mother and her protection. [cast Barkskin %22]

The great bear rises and moves to Jaeden waiting for the warrior to move and then follows him.

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Fire, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements
Longstrider
Barkskin

Quinn AC 27 HP 100  d20+18=32 d100=74 d20+11=17
Friday January 5th, 2007 6:48:02 PM

Quinn was happy to be hiding and avoiding another patrol and just thinking of ways to get the group back to the Wold for dinner and a beer. Quinn was thinking that in addition to the artifact and his plane travel he can Banish one of his new friends or pets back to the Wold, and then the wall starts to grow.

Quinn sees the wall spring up and he moves toward the horse, seeking the modiblity option.

Quinn moved to H10

Quinn heres Savin's warning and takes a harder look at the wall.

Will save 32

Quinn can now see through the wall. "Good show brother Savin and you didn't even fall. I would have been on my face for sure."

Quinn sees that battle is coming and casts protection from evil on himself.

spell save 74%

Quinn scans the sky fr th Skull and fingers his eye shaped symbol of Gargul as he calculates ranges to the Skull.

Spot 17

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3

Trace and Shadow  d20+7=18 d20+20=24 d20+20=25 d20+15=16 d20+12=16 d8+6=10 d8+6=11 d8+6=12 d8+6=7 d6=5 d6=4 d6=6 d6=5 2d6(1+5)=6 2d6(1+5)=6 2d6(1+6)=7 2d6(6+3)=9
Friday January 5th, 2007 8:36:01 PM

Trace being at the back of the party has the ability to watch the situation go to hell in a hand basket. Trace then draws down on the floating skull, sending four arrows its way. Trace whispers to everyone. "Before for we left for this place I gave everyone a vile of silversheen now is a good time to use it.

will save 18
attacking point blank at the skull

hit ac 24 10 hps, 5 fire, 6 holy total=21
hit ac 25 11 hps, 4 fire, 6 holy total=21
hit ac 16 12 hps, 6 fire, 7 holy total=25
hit ac 16 07 hps, 5 fire, 9 holy total=21

total damage 88 hps.

arrow total (80/120)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Spotted! 02 (DM/Al)  d4=2 d20+6=26 d20+6=26 d8+7=13 d8+7=8
Sunday January 7th, 2007 8:58:39 PM


Savin leaps to the wall, intent upon scrambling up and over. But he finds that he merely steps right through. She shouts a warning, before hurrying to the side of Peerimus the Raptor. Savin orders a vial of Silversheen from his haversack and readies for the impending rush of the Werewolves.

Warned by Savin, one by one, each member of the group sees the Stone Wall for what it really is, rejecting its presence it no longer impedes them.

Peerimus leaps through the brush on reptilian legs, taking himself out of the path of the charging Werewolves and the curse of Lycanthrope. He struggles against the anti-life aura of Koshe Marr, but wins through. He completes a spell and his scales harden adding protection from infecting cuts.

Seeking to climb astride Dalek once again, Quinn hobbles up the slope. Before mounting, he fights against the unholy aura of the realm to cast a spell of Gargul. (BTW, Quinn, you can Mount as a free action if you make a Ride check of DC20.)

Trace defeats the illusion through the strength of his will, and it no longer presents an impediment to his deadly hail of arrows. Two our of four shafts find the Skull and it screams in pain. (Trace: Point Blank is only applicable when a Target is within 30 feet. At such time, it is automatic. Also, the Skull is 265 feet away. That's two range increments for your weapon and adds a -4 Penalty to your attack. That makes your Attacks this round 19, 20, 11, 11. Still means you hit twice, though.)

+++++++++++++++++++++++++++++++++

The Skull at the back of the group begins chanting. One Skull then becomes Six! All six approach, gliding through the air. The question now: Which one is the real Skull?

The Troll Leader shouts orders in then language of Giants. One heads for Savin and the other for Peerimus, while the leader himself takes a running hop and hurls a Javelin at Peerimus the Raptor. (TL Hit Peerimus AC26 [Crit = AC26 /Both Nat 20's], Damage 13+8= 21hp) Though the range is far for the Javelin, the throw is strong, and the dark providence of this land is behind the shot. The Javelin crashes straight through Peerimus' ribcage drawing blood to his mouth.

The Werewolf Leader growls orders before launching himself toward Savin. It comes up short of Savin snarling and snapping at the monk. The bastard sword in its hand gleams black in the waning moonlight. The fetid breath of the Werewolf leader is hot and rank. (Savin, you have a vial of silversheen in one hand and your quarterstaff in the other. Applying Silversheen will draw an AoO. You can wield your Two-handed Staff in one hand with a Penalty of -4.)

Following the commands of their Leader, the remaining Werewolves move to the flanks. One rushes in to go toe to toe with Peerimus the Raptor, while the other two move as though to circle to Savin's backside. (Peerimus, take an AoO against W1)

=== OOC ===

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Wounded - AC less than 19
WL Uninjured
W1 Uninjured
W2 Uninjured
W3 Uninjured
TR Uninjured
T1 Uninjured
T2 Uninjured

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Quinn AC 27, HP 100 
Sunday January 7th, 2007 11:38:29 PM

OOC: Al, Quinn did not want to mount the horse last round.

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

Quinn heeds Trace's wise words and fishes out the vial of silversheen onto his mace and then moves forward. "Smart man brother Trace."

Move to L14

Quinn keeps an eye on the six skulls as they approach and calls out to Savin Peerimus. "We are coming to rescue you brothers."

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Trace and Shadow  d20+15=32 d20+15=26 d20+10=18 d20+7=8 d8+5=6 d8+5=9 d8+5=7 d6=3 d6=4 d6=1 2d6(5+1)=6 2d6(2+1)=3 2d6(2+6)=8
Monday January 8th, 2007 1:09:48 AM

Trace spits to the ground as he sees the skull split into six, he then quickly tries to rember wich one is the real skull. He picks his targets and launches another assualt. Trace whispers to the group, "Yall want me to continue with the skull or move my attack at the wolf leader or the two dummies slowly coming down the hill?"

Shadow starts to yaowll as she paces back and forth infront of Trace waiting for one of them to get too close to her master.

if shot hits a false image trace will move to next target, sequance 1 3 6 2

hit ac 32, 6 hps, 3 fire, 6 holy = 15
hit ac 26, 9 hps, 4 fire, 3 holy = 16
hit ac 18, 7 hps, 1 fire, 8 holy = 16
miss ac 8

arrow total (72/120)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15

Laima Ragana 
Monday January 8th, 2007 9:12:15 AM

Watching as the lycanthropes tear through the underbrush and close in on her new companions Laima cannot help but be struck with a bit of fear. These things could kill...sure...but they could do so much worse. There is, however, a greater threat at hand; the skull has cast an illusion and now floats as six.

"I am going to try and solve this multiplication problem. Hopefully I am right in my judgements."

Words of arcanum are chanted as the grey-skinned lady in robes stretches out her hand. Bringing her thumb into her palm and stretching out her four other digits, Laima mimics a broom with her fingers and, pointing at the skulls, begins to sweep the air.
~~~~~~~~~~~~~~~~~~~~~~~~~~
Cast Dispel Magic [20' burst] on 25AU - I do not have my CS with me at work, so I am unable to make any rolls. I have my range at 210' for the spell but I am also having trouble reading the map for distances...my target is close to 210' but if i can make it closer to the center of the skull cluster then I would prefer that.

Savin ac 29/29 hps 115/115  d20+16=20
Monday January 8th, 2007 9:16:34 AM

Savin feels a flash of anger with Peerimus. Here he ran down to support his friend and the first thing the druid does is bound away leaving Savin along with 3 closing werewolves.

Savin glances ruefully at the vial in one hand and his staff in the other. "Doesn't look good for me does it?" he says to the werewolf leader. Savin suddenly explodes backwards, tumbling away from the wearwolf, moving 30' away. (tumble roll 20)

He pours the silversheen on one end of his staff and calmly waits for the werewolf to close in again.

Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 117  d20+13=17 2d6(5+6)+5=16 d20+20=30
Monday January 8th, 2007 4:55:40 PM

Peerimus glances towards Savin, Good, he's backing towards the group But then the monk stops far short of the main body and the Raptor gives a sharp cry. Peerimus has some other worries though and quickly shifts his focus to the approaching werewolf. He never even sees the shaft as it hurtles towards him. It strikes a glancing blow, but leaves a long tear across his midsection. Hardly life threatening, but painful and fairly bloody, leaving the copper taste of his blood in his mouth. The werewolf closes and he lashes out with a powerful talon. Were the creature not so resistant to his natural weapons he would stay and finish it, but as it was.

AoO Hit AC 17 Dmg 16

Peerimus moves back and angles towards where the group should be forming up and reverts to his human form. "Yorrick! I need your strength my friend"
The challenging bellow from the great ursine as Yorrick closes to stand next to him brings a smile to his face. Even though, he knows there is not much to be smiling at.

Move to O/22 by going 5 straight back out of reach and then angling to prevent AoO's
Yorrick moves to O/24

Handle animal 30

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Fire, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements
Longstrider
Barkskin

Spotted! 03 (DM/Al)  d20+10=27 d20+4=5 d20+4=7 d4=3 d20+4=12 d20+4=19 d20+4=10 d20+11=22
Monday January 8th, 2007 9:23:44 PM


At Trace's reminder, Quinn fishes into his pack for the vial of Silversheen. Then, with the vial in hand, he moves back down the slope. (Quinn: Retrieving the vial from storage is a move action. Applying the Silversheen is as well. Also note that when you move diagonally, every other square adds 5 extra feet to your movement. That puts you at K13. See the Diagram on Page 147 of the PHB.)

*pht*pht*pht* Three of the Skulls vanish as Trace's arrows strike them. He receives no answer to the question of whether to switch from the Skull to the Werewolves. (BTW, Trace. The Silversheen that you applied in post Wednesday December 27th, 2006 11:58:10 PM has long since expired. Silversheen lasts an hour. It's been nearly two since you applied.)

Laima aims a spell into the far distance. It's a long way, and the spell does not reach as far as she thinks it might. But it's enough to catch the two of the Skulls at the edge of the spell affect. Both Skulls vanish, proving them to be nothing more than images. (Laima's CL Check = 27. See calculation of distance at bottom of post.)

(Real Skull was L5, btw.)

Savin Tumbles backwards, dodging through the brush. When he stops he pours the Silversheen over his staff and waits for the Werewolf Leader to come in for a beating.

After ripping a chunk from the Werewolf foolish enough to ignore his reach, Peerimus the Raptor retreats. The Werewolf takes a swipe at him as he leaves. (AoO W1 Attack Peerimus AC5 /Nat1) Pained by the wound Peerimus had delivered, the Werewolf's strike is wild and comes no where near the retreating druid. Once safely away, Peerimus takes the time to revert to human form and call Yorrick to join him. Yorrick hears his friends voice call to him from beyond the Rock Wall. (Yorrick Will Save 7) The travels around the wall to join Peerimus. (BTW, reverting back from animal form is a Standard Action.)

++++++++++++++++++++++++++++++

The Skull is alone once again. But not for long. Again it chants, and this time from one it becomes Seven! All seven Skulls leap forward through the air, swooping down toward the upward inclining slope.

The Trolls advance from behind, one of them coming up on Savin.

As for the Werewolves, instead of pursuing Savin, the Werewolf Leader charges straight through the illusionary wall, driving toward the core of the party instead. Two other Werewolves cover its flank while the third continues to pursue Peerimus.

=== OOC ===

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Wounded - AC less than 18
WL Uninjured
W1 Wounded - AC less than 17
W2 Uninjured - AC less than 17
W3 Uninjured - AC less than 17
TR Uninjured
T1 Uninjured
T2 Uninjured

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Calculating Distance
Column I to AU = 39 squares.
Row 13 to 25 = 12 squares.

1) 39x5 = 195 feet
2) Every other square adds 5 feet so (12/2)x5 = 30 feet.
3) Total Feet = 225 feet.
4) With 210 feet, I think you reach more reasonably to AR24.

Quinn AC 27, HP 100 
Tuesday January 9th, 2007 9:22:08 AM

Quinn appllies the silver sheen to his mace and looks over at Jaeden "Snap out of it Brother, they are not that scary, protect your friends and form a line with me."

Quinn steps forward to M13.

Quinn swings his heavy mace and thrusts his shield forward waiting for the werewolves. "Time to meet Gargul, Filth." Quinn spits out.

Quinn keeps an eye on the Skulls and he calculates ranges and thinks to himself, not 60 feet yet, keep coming, just keep coming.

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Posting Report for week of Jan.1-5 [aDM.Drew] 
Tuesday January 9th, 2007 9:40:27 AM

Posting Report for Children of Chaos
Week of January 1 -- January 5
...............................M...T...W...Th...F
DM-Al....................x....x....x.....x.....+
Peerimus-DanK......x....x....x.....x....x
Laima-Drew...........o....x....x.....o.....x
Savin-George.........o....o....x.....x.....x
Jaeden-Jason.........x....x.....x.....o....o
Quinn-JimF............x.....x.....x....x.....x
Trace-Ted.............o.....x.....o....x.....x

x = post
o = no post
* = substitute post
- = skipped post (no DM post)
+ = see notes
Notes
DM Post came on Sunday and all posted except Jaeden.


Laima Ragana [ac25 hp48/48:message / see invisibility / mage armor]  d20+13=30 d6+5=11 d20+9=26 d20+5=18 d20+7=21
Tuesday January 9th, 2007 5:24:11 PM

Terrified of becoming a lycanthrope, Laima decides to get away from that potential threat; the leader is tearing through the brush up towards her position and that cannot happen. She skirts around Quinn to put a few feet between herself and the lycanthrope and begins to chant arcanum yet again. As she finishes her magical words she mimes a big yawn and covers her mouth with her left hand; a small wink and smiling eyes are seen staring at the werewolf leader before blowing the yawn at him like a kiss. A coruscating ray wobbles towards the werewolf and seems to be well aimed.

"This is insane. Why does the Path test us with a disease powerful enough to do that to a creature?"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Move to M10
Cast Ray of Enfeeblement on WL - No saving throw - 11 points STR penalty
To beat Spell Resistance-30 [d20 + CL11 + 2 luck points]
Ranged Touch Attack.26
Knowledge check.18 [please add +1 if lycanthropes fall under Religion or +3 if it is Arcana] to remember eanything she can about lycanthropes.

spells per day --- Save DC
0- 5 / 6 --- 15
1- 6 / 8 --- 16
2- 6 / 7 --- 17
3- 5 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

spells prepared
0- Resistance -- Resistance -- Create water
1- Bless Water -- Bless -- Longstrider (d)

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]
AC roll.21

luck points
3 / 4

Wand of Lightning Bolt
48 / 50 charges


Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 117  d20+11=13 d20+11=26 2d6(4+1)+19=24 d20+17=37 d20+17=36 4d6(6+2+6+3)+22=39 d6=2 d20+20=28
Tuesday January 9th, 2007 5:29:02 PM

Peerimus notes Quinns call to Jaeden, C`mon Jaeden, snap in With a shout in the ancient language of his master *drudic*, "Yuorrichk Ah`Mah Avea" Peerimus grips his staff and steps on against the werewolf, levelling a body shot with both hands.

Handle animal 28 Move to Q 22 PA 5 Hit AC 13 Hero Point Hit AC 26 Dmg 24

Yorrick moves in on the wolfman as well. Rising to his full height, the great bear sends one powerful bone crushing blow into it. A triumphant blast sounds forth to challenge the nearby troll.

Yorrick move Q/23 Hit AC 37 crit 36 Dmg 39 + 2 fire

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Fire, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements
Longstrider
Barkskin

Savin hps 115/115 ac 29  d20+9=25 d8+17=20
Tuesday January 9th, 2007 5:52:12 PM

Savin is upset that none of the werewolves engaged him. He doesn't like being ignored! He will move to O15(using 20' of movement and avoid the AOO) and attack W3 with a powerattack. Savin makes sure to strike with thte silversheen end of his weapon. Savin does20 points of damage to the diseased creature.

"If you weren't so rude and accepted my invitation to this dance, we might be getting along better...alas for the lost social graces"

Savin looks around and yells, "Someone needs to dispel those extra skulls so Trace can finish it off. We can't let any get away!"

OOC Explaination of attack +5 power attack. Have to run out so can't look it up. Does silversheen give any pluses besides getting past the damage reduction?)

Jaeden (AC see below HP 116/116)  d20+13=19 d20+21=35 2d6(4+5)+13=22
Tuesday January 9th, 2007 8:49:42 PM

For too long Jaeden remains staring at the wall that had exploded into existance before him. He hears the call about it's false nature and narrows his in closer inspection.

After some unknown number of seconds he sees through the illusion but by then the spell had done it's job and granted it's surprise. The werewolf burst through and Jaeden is ripped from his observation.

His wasted time had cost him much...

With a grunt the warrior springs forward to meet the closest foe [move to J17] while he marks the beasts movements well [+1 dodge ac vs WL].

Meeting the beast and attempting to block it's way Jaeden swings his blade in a single massive arc that connects solidly [Att1 vs WL: Hit AC 35 dmg 22.]

Armor Class
Regular: 25
VS WL: 26
VS AoO: 29
VS AoO from WL: 30

Spotted! 04 (DM/Al)  d20+3=9 d20+3=4 d20+8=10 d20+22=27 d20+17=21 d20+12=17 2d8(5+5)+10=20 d20+10=26 d8+7=8
Tuesday January 9th, 2007 9:29:11 PM


Quinn applies Silversheen to his mace and moves down the slope. He keeps an eye on the flock of Skulls, judging the distance between himself and the undead abomination.

A dark coruscating beam leaps from Laima's hand and strikes the Werewolf Leader square in the chest. It's power appears to flag considerably. As Laima then retreats, she flogs her memory for some advantage that Knowledge might bring. The lore of Werewolves, however, is vague in Laima's mind. She knows nothing but the most Basic of legends about they and the curse of Lycanthrope. An weakness to silver, the werewolf's connection to the moon, the rumor that they are actually shape changing humans. (The description of the Knowledge Skill tells what types of monsters each type of Knowledge applies to. In this case, it would be Knowledge Local for Humanoids.)

Peerimus moves in to meet the wounded Werewolf. With Heroic effort, he uses the power that imbues his staff and crushes the creatures bone, pulping its internal organs. Not even the Werewolf's resistance to blow can stave off such power and it stands before Peerimus, Disabled. Then Yorrick comes over Peerimus' shoulder, and with a mighty swipe of his paw, rips the Werewolf in twain.

Savin circles the nearest Werewolf, vanishing through the illusory wall. The creature gives a yelp as something powerful and stout strikes straight through the stone and crushes the side of its head. It sways upon its crooked animal legs, Disabled, but not down.

Jaeden shakes off the crushing lethargy of Koshe Marr and takes an uphill position against the Werewolf Leader. The Ohm Family Greatsword cuts an arc through the dark air and descends upon the creature's shoulder. Powerful thought he blow may be, it is in the nature of the Werewolf to resist the blade and the blow. The cut does less damage than normal. (Welcome back, Jaeden. BTW, I think you just saved Shadow's butt.)

+++++++++++++++++++++++++++++++++++

The Werewolf Leader barks an order and the other that had been able to pierce the illusory wall, heads directly for Trace. The lesser werewolf comes up around to the side of the Mesa to threaten Trace from the side while the Werewolf Leader moves five feet up the slope of the hill to even the advantage with Jaeden. Then with its dark Bastard Sword, it strikes. (Hit Jaeden AC27, AC21, AC17 Damage 20hp) One blow of the Bastard Sword crashes through Jaeden's armor and draws the warrior's blood. The other two strikes glance off of Jaeden's shining Mithril. Laima's spell appears to have saved Jaeden from greater damage.

The Disabled Werewolf quickly withdraws in the direction of the nearest Troll, while the Trolls come onward. From the direction that the Trolls take, it's clear that they are headed for the edges of the Illusory Wall.

The Troll Leader, however, has a different aim. Rushing forward again, he throws another Javelin. This time at Yorrick. (Hit Yorrick AC26, Damage 8hp) The Javelin pierces Yorrick's foreleg, drawing blood. But there had been little power behind the blow, and the wound is not deep.

The Skulls rush onward. They rise effortlessly and even with the upward sloping hillside, demonstrating their Perfect flight.

=== OOC ===

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Wounded - AC less than 18
WL Lightly Wounded - AC less than 35, Strength Penalty
W1 Dead
W2 Uninjured - AC less than 17
W3 Disabled - AC less than 17
TR Uninjured
T1 Uninjured
T2 Uninjured

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Savin 115/115 ac 29  d20+9=21 d8+17=24
Wednesday January 10th, 2007 7:58:03 AM

Savin moves to Q12 and whacks the werewolf again, doing another 24 points to the werewolf. He calls out to the Trace and the spell users, "Someone dispel the images! Trace hold your shots until they do!"?

Savin looks at the troll and says, "Come on your smelly toad. Come and get me!

Quinn AC 27, HP 100 
Wednesday January 10th, 2007 10:27:28 AM

Quinn hobbles over to help Jaeden, just in case he goes into a funk again. Quinn is cursing his leg and the Koshe Mare the entire way.

Double move to I17

Quinn heads Savin's warning about the dispel and looks to Lamina. "Sister can you cast another dispel magic, mine may not work in this acused place."

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3


Laima Ragana [ac25 hp48/48:message/see invisibility/mage armor]  d20+13=17 d20+11=24 d20+11=30 d20+11=31 d20+11=13 d20+11=21 d20+11=26 d20+11=20
Wednesday January 10th, 2007 6:11:20 PM

Things seemed well thus far; she had weakened the leader of the group and at least one werewolf was down. Then the wall flickers and although it remains there its substance disappeared and a troll and another lycanthrope are close to upon her. Panic rises again but things must be controlled and she is the only one who can control the present battle.

The same icy words of arcanum are heard spewing from her mouth and again wide spread fingers aim at the cluster of skulls and mimic a sideways sweeping broom.

Once the spell is cast, Laima retreats to the place she just fled from, knowing that it is much safer.

"We need to condense and not let them surround us!"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
WILL save to disbelieve wall.17
Cast Dispel Magic with 20' burst centered on AA24.

Disple Checks -- d20+CL11
L1.24
L2.30
L3.31
L4.13
L5.21
L6.26
L7.20
Move.J14

spells per day --- Save DC
0- 5 / 6 --- 15
1- 6 / 8 --- 16
2- 6 / 7 --- 17
3- 4 / 7 --- 18
4- 7 / 7 --- 19
5- 4 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

spells prepared
0- Resistance -- Resistance -- Create water
1- Bless Water -- Bless -- Longstrider (d)

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
6 / 4

Wand of Lightning Bolt
48 / 50 charges


Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 109-117  d20+20=23 d20+19=29 2d6(1+2)+11=14 d6=4
Wednesday January 10th, 2007 6:12:10 PM

Peerimus gives the creature not another thought, bt whirls and moves with Yorrick to the Troll heading towards the illusionary wall's edge. Knowing the creature has reach, peerimus moves in first to attract any attack it might launch and to place himself in the path of the troll.

Peerimus double moves to I/27

He calls for Yorrick to come in directly at the trolls flank and strike. [Handle animal 23]
Yorrick turns from the leader, though the bears eyes betray where he would rather put his flaming claws to use and comes in on the other troll. The great bear strikes, tearing through the rough skin of the troll and searing the wound with fire.
[Yorrick move to L/27 Hit AC 29 dmg 14+4Fire

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Fire, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements
Longstrider
Barkskin

Jaeden (AC see below HP 116/116)  d20+21=36 d20+16=21 d20+11=17 2d6(2+5)+13=20
Wednesday January 10th, 2007 8:53:56 PM

Side stepping to keep the advantage [5' step to I17] Jaeden sends a flurry of attacks towards the werewolf leader. The first blow hits [att1 VS WL: hit AC 36 dmg 20] but both following blows miss the mark [att2 vs WL: hit ac 21][att3 vs WL: hit ac 17].

Armor Class
Regular: 25
VS WL: 26
VS AoO: 29
VS AoO from WL: 30

Notes
Working is getting very consuming... I apologize but can't do anything about it atm. I will do my best to at least get cursory posts in so no one dies...

Spotted! 05 (DM/Al)  d20+9=10 2d6(6+5)+13=24 d4=4 d20+10=16 d8+7=11 d20+4=15 d20+4=16 d20+19=35 d20+15=28 d20+19=33 d6+11=15 2d6(3+6)+5=14 d6+11=14
Wednesday January 10th, 2007 9:29:31 PM


Savin pursues the Disabled Werewolf through the illusory wall. One swing of his staff is enough to spatter its brains across the dark landscape.

Quinn comes in on the uphill side of Jaeden to menace the Werewolf Leader.

Laima casts another Dispelling magic, and the Seven Skulls suddenly become One. She retreats from the creatures who are closing in all around. (This time it was L2)

Peerimus and Yorrick move on the Troll making its way around the illusory wall. As Peerimus passes in front of it, the Troll reaches out and strikes at him. (AoO T2 Hit Peerimus AC10 /Nat 1)) Startled by the bold approach, and the bulk of the attacking bear, the Troll misses completely. Then Yorrick is upon it. For the second time today, the smell of burning Troll hide fills the noses of Peerimus and Yorrick as Yorrick's fiery paw draws furrows across the Troll's body.

Jaeden gives as good as he takes. At first his second blow appears to miss, but it powers through the Werewolf Leader's armor, cutting its flesh. (Damage 24hp, 14 after DR.) The third blow, unfortunately, glances away.

+++++++++++++++++++++++++++++++++

The Illusory Wall flickers and disappears.

The Skull chants one more time. Once again One be becomes Seven. All of them glide forward. Ever forward.

The Troll Leader shouts an order. It and the one from the North converge on Laima. The Troll Leader throws another Javelin. (TR Hit Laima roll Armor Class vs AC16 or take 11hp Damage) The javelin doesn't look like it can hit her, but will she be lucky enough to avoid the sharp metal point. Meanwhile the Troll from the North rushes right up to loom over the lovely gray half-orc.

The Troll between Peerimus and Yorrick is unnerved. It rushes out from between the two in order to join the Werewolf Leader. (Peerimus and Yorrick take an AoO each vs Troll2.)

The Werewolf to the west swipes a claw each at Trace and Shadow. (W2 Claw Trace AC15, Claw Shadow AC16) Both frenzied claws miss.

"You will join the Packs of Queen Fildelia!" The Werewolf Leader growls at Quinn and Jaeden. Then it swipes with claw and bites with fang, attempting to infect Quinn and Jaeden with The Curse. (Claw Quinn AC35, Bite AC28, Damage 15+14= 29hp; Claw Jaeden AC33, Damage 14hp). The Werewolf Leader scores hits on both the Cursed fluids of the Lycanthrope mix with the blood of both Heroes!

The enemy has closed with the group. Sleema and Rogo cower against the wall of the mesa. The Forces of Koshe Marr are now engaged!

=== OOC ===

Thanks Jaeden/Jason. You're doing fine.

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Wounded - AC less than 18
WL Wounded - AC between 21 and 17, Strength Penalty
W1 Dead
W2 Uninjured - AC less than 17
W3 Dead
TR Uninjured
T1 Uninjured
T2 Lightly Wounded - AC less than 29

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Trace and Shadow  d20+19=27 d20+19=37 d20+14=18 d20+11=22 d8+5=10 d8+5=11 d8+5=6 d8+5=8 d6=4 d6=3 d6=6 d6=5 2d6(4+3)=7 2d6(2+2)=4 2d6(5+2)=7 2d6(3+6)=9 d20+12=28 d20+7=10 d20+7=13 d6+5=9
Wednesday January 10th, 2007 11:21:22 PM

(ooc: sorry had trouble with post yesterday, if you will, will you retro showing Trace blowing his horn of goodness. It hangs on a harness around his neck.)

Trace snaps out of his trance and quickly trians his eyes on the last skull remianing and lets loose four arrows.

hit ac 27, 10 hps, 4 fire, 7 holy= 21 hps
hit ac 37, 11 hps, 3 fire, 4 holy= 18 hps
hit ac 18, 06 hps, 6 fire, 7 holy= 19 hps
hit ac 22, 08 hps, 5 fire, 9 holy= 22 hps

total 80 hps off

Shadow Steps up and snaps at the wolfman and tares a bit of flesh but misses with the claws.

hit ac 28, 9 hps
miss ac 10
miss ac 13
toatl 9 hps.

arrow total (72/120)

Trace 86/86
AC 24 /Touch 16/Flat footed 19
Spell List

1st level
Resist Energy (cast upon Shadow, sonic resistance)
Resist Energy

2nd Level
Barkskin
Catsgrace

3rd Level
Summon Natures Aly
Summon Natures Aly

Shadow 17/44
Armor Class: 20
Touch: 15
Flat-footed: 15


Quinn Ac 27 HP 79/100  d20+14=32 d20+13=18 d20+8=17 d8+3=4 d8+3=10 4d6(5+4+4+2)=15 4d6(6+3+2+5)=16 d6=4 d6=3
Thursday January 11th, 2007 12:57:16 PM

OOC: Al did the WL drop his sword to claw Quinn and Jaeden?

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

Quinn steels his body against the disease and glares at the werewolf.

Fort save 32

"Time for you to meet the big man you unclean filth. Be sure to watch Gargul grant be the blessing to cure any that you infect."

Quinn swings his silversheened mace at the werewolf leader with relish.

AC 18, damage 4 + 9 holy + 6 viscious = 19
AC 17, damage 10 + 9 holy + 7 viscious = 26

Damage to Quinn for Viscious if he hit:

4 for first swing and 4 for second.

Quinn is just getting used to combat with his diseased leg and did not make his best attack ever. Quinn thinks to himself that this were curse is another reason to plane travel in 16 hours and counting.

Quinn stands his ground and attempts to leave as small a target for the troll as possible.

Level 0 (6) (DC: 17)
Light x2
Read magic x2
Detect Magic x2 *
1st Level(7/1) (DC: 18)
True Strike (d)
Hide from Undead x2
Entropic Shield
Shield of Faith
Divine Favor
Protection From Evil x2 *
2nd Level(7/1) (DC: 19)
See Invisible (d)
Aid
Bull Str.
Bears Endurance
Silence
Consecrate
Align weapon
3rd Level(6/1) (DC: 20)
Fly (d)*
Dispel Magic x2
Magical Vestments x2 **
Searing Light x2 *
4th Level (4/1)(DC: 21)
Dimension Door (d)
Summon Monster IV *
Spell Immunity
Divine Power
Greater Magic Weapon
5th Level(4/1) (DC: 22)
Teleport (d)
Summon Monster V
Plane Walk x2 *
Spell Resistance
6th Level(3/1) (DC:23)
Find the path (d)
Summon Monster VI
Greater Dispel Magic
Banishment

Magical vestments on shield for 24 hours - extended
Magical vestments on armor for 24 hours - extended
Protection from Evil 12 minutes

Rod of extend 2/3



Jaeden (AC see below HP 102/116: Lycanthrop Cursed)  d20+21=39 d20+21=30 d20+16=19 d20+11=23 4d6(4+2+3+4)+26=39 2d6(1+3)+13=17 2d6(2+5)+13=20
Thursday January 11th, 2007 4:41:08 PM

The beast's claw burns and carries the taint of corruption and evil but Jaeden has no time to worry about such things now. He retaliates with a massive swipe of his greatsword that smashes into the Werewolf leader [att1 vs WL: crit ac39 confirm ac 30 dmg 39 before dr]. While the blow does less dmg then it should, still it rocks the beast.

Twice more the Ohm Family Greatsword strikes out at the werewolf leader and at least one of the strikes scores a hit [att2 vs WL: hit ac19 dmg 17][att3 vs WL: hit ac23 dmg20].

Finally Jaeden's whits fully return and he takes a moment to scan the battlefield.

"Savin, help Laima!"

"Peerimus, you and Yorrick pick up that Troll near where the wall was."

"I'll work to clean up the backfield."


Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 109-117  d20+18=29 d20+19=29 2d6(2+2)+9=13 2d6(6+4)+11=21 d6=5 d20+13=26 2d6(5+3)+19=27 d20+17=22 2d6(1+2)+11=14 d6=4
Thursday January 11th, 2007 6:06:25 PM

The troll ignoring him and moving past almost takes the druid by surprise, but he recovers quickly and brings the staff across the flank of the monster. Yorrick follows suit and takes another powerful swipe at teh troll performing so foolish an action.

Peerimus Hit AC 29 dmg 13 Yorrick Hit AC 29 dmg 21+5Fire

If troll went down apply everything to WL

Peerimus charges the Troll, knowing it will once again great a strike, but he needed to close the gap. Upon moving through the trolls reach, he levels a powerful swing into its ribcage. Calling Yorrick to again follow him in, the great bear pounds down upon what appears to be another victim.

Peerimus PA 5 Hit AC 26 dmg 27 Yorrick Hit AC 22 dmg 14+4Fire

Level 0:
Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic
Level 1:
*Endure Elements, Faerie Fire, *Long strider, Obscuring Mist, Pass without Trace, *Produce Flame x2
Level 2:
*Barkskin x2, Spider Climb, Gust of Wind, Resist Energy x2
Level 3:
CMW, Protection from Energy, Neutralize Poison, Sleet Storm, Remove Disease, Daylight
Level 4:
Flame Strike, Freedom of Movement, Dispel Magic, Ice Storm
Level 5:
Animal Growth, *Extend Greater Shillelagh, Wall of Fire, Deathward
Level 6:
Heighten x2 Flame strike, Transport via Plants, Extended Wall of Fire

Death Ward in staff
Extend Greater Shillelagh on Staff 24 hours
Endure Elements
Longstrider
Barkskin

Savin ac 29 hps 115/115  d20+14=26 d20+10=21 d8+19=21
Thursday January 11th, 2007 6:27:01 PM

Savin hears Jaeden's order to help their newest member and darts over to comply He will move to L11 tumbling part of the way to avoid the AOO (tumbling roll 26) He moves to flank the troll and swings hard with his quarterstaff trying to get the creatures attention.

Savin attacks T1 with a powerattack hitting ac 21 (Gave Savin +2 for flanking, hit ac 19 if it doesn't apply Do 21 points of damage)

Savin is hoping to put this troll down quickly so he can help the others.

Laima Ragana [ac16 hp48/48:message/see invisibility/mage armor]  d20+7=23 d20+7=16 d12=10 d20+14=21 10d6(4+2+3+5+5+4+5+6+6+5)=45
Thursday January 11th, 2007 7:24:34 PM

Laima hears something and turns in time to see the javelin leave the troll's hand; something told her it was coming and she is able to twist out of its way. Then another troll is upon her and looming large. Before she can react Savin flies in and begins to batter the monster, giving the half-orc enough time to get out of harm's way. She reaches for her side and pulls the darkwood club from its resting place as she realizes her vulnerability.

Turning to face everything again Laima grunts at the persistent skulls and decides that it is time to just destroy the infernal thing and its magic. Calling forth the power of shadow she points to the group of skulls with an upturned, open palm; a ball of fire appears and she throws it at the center of the cluster.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
AC roll.23 [previous turn to dodge javelin]
AC roll.16 [current turn]
Retreat to F13 coupled with drawing her club
Cast Shadow Evocation to mimic Fireball centered on 20W
Damage.45 [1/5 for 9 damage if WILL save is made to disbelieve]
Spell Resistance roll.21 [3 luck points used]
WILL Disbelief DC=21

spells per day --- Save DC
0- 5 / 6 --- 15
1- 6 / 8 --- 16
2- 6 / 7 --- 17
3- 4 / 7 --- 18
4- 7 / 7 --- 19
5- 3 / 5 --- 20
+1 to the Difficulty Class for all saving throws against illusion spells

spells prepared
0- Resistance -- Resistance -- Create water
1- Bless Water -- Bless -- Longstrider (d)

active effects
Mage Armor [+4AC / 11 hours]
Message [109 minutes]
See Invisibility [110 minutes]

luck points
3 / 4

Wand of Lightning Bolt
48 / 50 charges


Spotted! 06 (DM/Al)  d20+4=17 d20+9=14 d20+19=27 d20+19=22 d20+15=31 d6+6=11 2d6(4+1)+5=10 d20+17=19 d20+9=20 d6+6=11 d20+4=22 d20+4=18
Thursday January 11th, 2007 9:48:54 PM


Trace shakes from his stupor and fires. The Werewolf takes advantage of the Opportunity to strike at him. (AoO drawn by firing a Ranged Weapon. Hit Trace AC17) Trace's armor keeps the claws away. pft-pft-ft-ft Four arrows leave the ranger's bow. A scream rings out as the second arrow strikes the real Skull. (I rolled targets for you. 1, 4, 6, 5) The Skull falls out of the air and crashes to the ground. All of the images vanish.

(Trace: Please see notes below.)

Quinn swings at the Werewolf Leader. In both cases, the beast is able to turn so that the blows glance harmlessly away.

Jaeden, however, has the skill of a born warrior. The Ohm Family blade opens the chest of the Werewolf Leader before coming around to cut it twice again. Even with it's resistance to damage, the beast is a bloody mess.

Neither Quinn nor Jaeden feel the tug of Lycanthrope. But then again, neither knows what that might feel like. Who knows when it may come?

Peerimus and Yorrick pursue the Troll as it trails blood and smoke across the landscape. Despite the heavy vegetation, the druid charges across the intervening space. (AoO vs Peerimus AC14) The Troll makes an ineffectual attempt to ward the human away before it is flung to the ground by a blow from Peerimus' staff. Yorrick is directly upon Peerimus' heels. The great bear shifts his attack to the fur covered wolf-man. There is a grunt of surprise from the bear when his claws fail to rip as deeply. The fire, though, sears the wolf-man's flesh quite well.

Savin comes to Laima's aid. Tumbling through the brush, he comes in to flank the Troll and gives it a good whack on the back of the head. It turns and gives a Giant bellow.

Laima withdraws to behind Trace and Shadow, drawing her club as she goes. When she turns back to the Skull, however, it is already lying still upon the ground, downed by one of Trace's arrows. (Laima, you can keep your spell. Not having performed a Standard Action also allows you to avoid an AoO from the Troll.)

+++++++++++++++++++++++++++++++++++++++

The Werewolf Leader shouts out in a language that sounds like the same Giant the Trolls speak. It strikes with claws at Quinn before leaving its bastard sword behind and shifting five feet away and aim a bite at Jaeden. (Claw Quinn AC27, AC22, Damage 11hp; Bite Jaeden AC31, Damage 10hp) One claw rakes through Quinn's mithril shirt, and the bite clamps down upon Jaeden's armored forearm. Blood mixes with the waters of the werebeast's mouth.

The Troll Leader foregoes his javelins and draws a battleaxe as it marches upon Yorrick. (TR Hit Yorrick AC19) The large axe whistles through the air, but the angle is wrong, and Yorrick's natural armor deflects the blow.

The other Troll looks at the wiry man and then back at the pretty half-orc. Which one to hit? With native cunning, but little actual brains, it goes after Laima. (Savin, take an AoO.) (T2 Claw Laima AC20, Damage 11hp) It reaches out with a long arm, and from a distance away, it rips bloody furrows through her flesh.

The other Werewolf once again attacks both Trace and Shadow. But this time, Shadow finds herself flanked by both the newly arrived Troll and this Werewolf. (W2 Claw Trace AC22, Claw Shadow AC18) Still, despite all of its snarling and growling, the Werewolf's claws are repelled by the armor of the Ranger and his companion.

The odds appear decidedly in favor of these strange and mighty outworlders. Sleema climbs the wall of the mesa and peers around to see if any other patrol might be approaching.

=== OOC ===

Note that the slope, though gradual, is enough to give the advantage of Higher Ground.

STATUS
================
LS Dead or Dying
WL Wounded - AC19, Strength Penalty
W1 Dead
W2 Uninjured - AC less than 17
W3 Dead
TR Uninjured
T1 Wounded - AC less than 21
T2 Dead or Dying - AC less than 21

Map

Will Save vs DC14 for the following: (If you interact with the wall, you realize that it is an illusion. But you must interact with it first. If you make your will save you may then act as though the wall does not exist. If you tell others that it is an illusion they may be considered to have interacted with the Wall. But they may not disbelieve the wall unless they have made their Will Save.)

Trace: 1) Sorry, can't do actions once the round has passed. Going back in time messes too much with continuity. If you miss a post, you miss it. You cannot go back. 2) A Horn of Goodness may not have a special harness to wear it around the neck. Storage and retrieval is an advantage and disadvantage of particular items. They are designed with these limitations in mind. It will take a Move Action to take out an item like the Horn and a Move Action to store it again.

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