World Sync (DM/Al) Thursday November 16th, 2006 9:46:05 PM
While Quinn sees to his leg, Savin makes his way with stealth, up one of the slopes. Shadows twitch and turn in his path, each potentially reaching for him, the land itself claiming its prize.
Quinn examines the flesh of his leg, touching it and eying it with his knack for healing. (Plenty of time to Take 10 on healing, Quinn. So far.) From the physician's standpoint the condition is impossible. With this much rotted flesh on his body, he should be delirious with fever at this very moment. The very impossibility of the symptoms rule out a natural cure. If his leg is to be restored, it would have to be through magic. The question is, what spell would do the job? (As to your second question, only Cure spells can be spontaneously cast. Restoration is not included in that group.)
Back in the Wold, Laima applies her intellect to the task of deciphering the picture on the screen of the Vision. At the moment, she is not up to the task. Even graced with chance blown luck, the moving lights and colors mean nothing to her. (Peerimus and Laima, you may try again whenever you wish.) She suggests a visit to the Crones as she releases Minek to enjoy the bounty of the peaceful glade, a think that Yorrick is already taking goodly advantage of.
At last Savin makes the crest of the ridge. Within the protective concealment of a gnarled, stunted and blackened tree, he looks out over the land of Koshe Marr. The slope descends several hundred feet to a road. In one direction the road disappears, empty, between the slopes of two other hills. In the other direction the road also leads between two slopes, but here Savin catches sight of a group of some six ... no, eight figures. Tall and rangy, the characteristic waddle in their walk marks them as trolls. From the looks, it's a patrol. He watches, as they disappear around the bend.
There's movement! Other direction. Up the hill and off the road, something catches Savin's eye. A group of creatures makes its way through the brush. His eye follows the movement, but the distance, the darkness, and the brush make identification impossible. Another patrol? Is this place crawling with them?
Shadow pads after Trace in the bright morning sunlight. The smalls stream burbles happily over its bed, rolling through the glade on its way to the sea. Voices drift occasionally from the direction of the town, born upon the breezes off the Great Ocean. Time approaches eight o'clock.
Jaeden holds his hand up to shield his eyes and looks in the direction which Savin had left. The action does not help. Savin has been gone long enough to make the warrior nervous. Savin himself spots a glint from the brush in the hills across the road from his position. Was that movement? Leaves rustle in the tree directly above his head!
"Lets go!" The words come from Faraday and suddenly the friendly little glade is swallowed by the darkness. For those who have been transported by Faraday before, it takes a moment to realize that the darkness has ended and they are here, under the Lavender Moon.
Shadowy figures appear out of the darkness near Quinn, Jaeden and Dalek. There is a moan of complaint and large creature rises up off the ground, a hulking darkness against the dark landscape. Several figures stand around it.
Peerimus spots a lone rider, dark and silhouetted against the moon. The glint of armor in the lavender light.
At the same time that Savin hears the rustling above, he hears movement from the downslope, back in the direction that he came from.
Savin d20+13=25 d20+13=22 d20+14=33 Friday November 17th, 2006 2:18:49 PM
Savin will take a look in the tree wondering if they have a spy. He is making the assumption that the figures appearing are his comrades so gives his full attention above him.
Spot check 25 Listen check 22
If he sees or hears anything else, he will climb the tree to see if he can spot anything in it. If he climbs the tree and sees nothing or originally sees nothing, he will rejoin his comrades and say, "This is a busy place. I spotted a patrol of trolls and saw a group of something else I couldn't identify making its way through the brush. Do any of you mages have a way to disguise us? If not, we either will be fighting a good amount of the time or hope we can avoid the patrols."
Peerimus and Yorrick d20+20=29 Friday November 17th, 2006 4:49:08 PM
Peerimus puts a hand to Yorrick as the great bear stirs up at the new location, his comforting touch easing the animal instantly. The druid instantly casts about looking for Quinn and the others. "Everyone stay still until we know where we all are." He says in a hushed tone. The very First thing he does is stow Noxy and with a slight apology to Faraday, he stows the ring as well.
"Jaeden." Again in a whisper, "Where is Savin? and there is a rider at the hill top." Soon enough the question on Savin is answered as the monk comes down the slope. "Patrols hmmm. I wonder if the mistress of the realm has been harkened to our planned appearance. S`Bat and the Vampire and possibly the ghost all escaped our conflict in teh village some days ago. They could well guess our move to come here after the shroud." Peerimus turns to the only arcane source in thier midst, "Can you? I can mask our trail, but not our presence."
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
Quinn Friday November 17th, 2006 6:31:56 PM
Quinn looks at his diseased leg in disgust. "Well this will have to wait until the morning, before I can take care of it properly." Quinn looks up at Jaeden and then to his horse. "Brother Jaeden, I am in a bit of a spot regarding moving about. Does your horse accept other riders besides yourself?"
Quinn start to put himself back together and notices the return of the others and Savin. "Patrol you say. Maybe we should go have a talk with them and see if they can point us in the direction of the artifact we seek. Does anyone speak troll? What other races did you see Savin?"
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Together Against a Terrible Land (DM/Al) Sunday November 19th, 2006 11:28:34 AM
Peerimus raises a hand to Yorrick to calm the fear in his friend. The bear's eyes are wide and his posture speaks to the druid of a cornered animal. He calls out to Jaeden, and finds that the mounted rider he had seen silhouetted before against the sky turns his head.
"Peerimus?" comes Jaeden's wary voice. "He's gone up the hill for a look around." The figure Peerimus had see had been Jaeden after all. Distances must be deceptive in this dark moonlit land. What had seemed the top of the hill was no more than a score of feet away.
Quinn's voice comes out of the darkness, calling to Jaeden. With the voice to guide him, Peerimus is able to pick out a figure on the ground. It resolves from the contours of the rough dark terrain. As the druid's eyes adjust it becomes easier to see Quinn's bare leg. Even in the strange purple light of the moon, the color of the flesh looks unnatural.
Up on the hill, Savin turns his attention to the tree above him. The leaves rustle again. The leaves, dark and dry, move as leaves would move upon the breeze. Savin sees nothing more, hears nothing more, and returns quickly down the slope in the direction he had left Jaeden and Quinn.
Footsteps and a skittering of loose stone announces Savin's return. The figures with Quinn and Jaeden confirm the monk's conjecture, the rest of the group has arrived. Savin brings word of what he has seen, and, as the group clusters within the depression between the dark sloping hills, discussion begins as to how to proceed.
They are here, in an unknown land. Vague names are the only paths to their goal. The Lavender Moon watches from above, shedding a chilly light. Quinn, Peerimus, Trace, and to a lesser extent, Laima feel a loss. It feels like despair. Loss of faith. Abandonment. Hopelessness. Suicide calls. Death beckons, close and comforting. Each, in their own time, comes to the realization. Their god, their faith and bastion, is barred from this land. In this land where nature weeps with pestilent sores and where death is a gibbering perversion wrapped in chains, in this terrible place, they will be weak.
A scream suddenly drifts on the air from the direction in which Savin had returned, from the direction of the road! High of pitch, the scream is filled with pain and fear.
=== OOC ===
I've had contact from Jason/Jaeden. He's been ill, but says that he should be back tomorrow/Monday. --Al
Trace and Shadow Sunday November 19th, 2006 10:31:27 PM
Trace feels sadness move over him as he enters this new world and allready feels ready to head home. Never the less he steadies himself and with his free hand pats Shadow on her side and then grasp his holy leaf to try and make himself feel better. He then hunkers down to stay out of sight and wait for direction.
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Quinn Monday November 20th, 2006 8:42:38 AM
Quinn feels a loss of contact with Gargul and goes over the spells he has to make sure he still has them.
-------------
ooc: Does Quinn still have his spells?
-------------
IF Quinn still has he spells he will approach Perrimuss. "Glad you could make it. Now I hope at the end of the day to Plane Walk back to the Wold. That will allow me to fix my leg and for us to recover our spells and make contact with our benifactors. Shall we have a look around?"
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Laima Ragana d20+5=24 d20+5=13 d20+5=25 Monday November 20th, 2006 11:07:42 AM Just like that? The trip was easy, quick and relatively painless. Blinking, she looks towards the heavens and the orb of flowery purple hue. Its cast is dreary and sickly and tainted; Laima shivers. Her pale green eyes, washed over with the sticky lavender coloring scans the horizon and tries to find her bearings.
"There is something quite odd about this place." Her eyes give the look of abandonment and something wells up behind them.
"How could The Path lead me here?" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ spot.24 listen.13 know:planes.25
Posting Report - November 13-17 [aDM Drew] Monday November 20th, 2006 11:15:25 AM
Posting Report for Children of Chaos Week of November 13-November 17 ...............................M...T...W...Th...F DM-Al....................x....x....x.....x.....x Peerimus-DanK......x....x....x.....x....o Laima-Drew...........o....x....x.....o.....x Sly Foxx-Ceil.........o....o....o.....o.....o Savin-George.........x....x....x.....x.....o Jaeden-Jason.........o....o.....o.....o....o Quinn-JimF............x.....x.....x....x.....x Trace-Ted.............x.....x.....o....o.....x
x = post o = no post * = substitute post - = skipped post (no DM post) + = see notes Notes Ceil has been sick and also dealing with heavy family issues. She has requested that Sly be written out for the immediate time being. Jason/Jaeden has been ill and contacted DMAl about his absence
Savin d20+4=18 Monday November 20th, 2006 4:22:13 PM
Savin is glad to see his friends but is also uncomfortable with this strange land. He asks, "Peerimus Let me have Noxy to see if I can get a lock on the Shroud? At least that will give us an idea on which way to travel.
Quinn, I doubt that you can go back and then get here again. I think your focus was rotting away and even if it does work, I am doubtful it will bring you right to us. I think we need to get the shroud as quickly as possible and then get home."
Savin will take both Noxy and Faraday from Peerimus if he will give them to him and starts to concentrate on Noxy looking for the Shroud. He opens his mind to the whirls and swirls hoping he can understand their meaning this time. "Faraday, If I can focus in on the Shroud, can you take us to it or at least get us closer?"
wisdom check of 18
Peerimus and Yorrick Monday November 20th, 2006 5:18:30 PM
The loss is profound and though the druid had tried to brace himself mentally, to prepare for what he believed would happen when he left the Wold and nearness of Mother, The Cradle and Father, it was insufficient to the reality he found himself in. The druid physically slumps for moment and while part of himself wanted to wallow in the loss, to revel in the misery and unfairness of it all, there was another piece of him as well. The protion of him which had taken upon himself the mantle of leader, the portion of his proud heritage and that of his family and that part of his soul would not bow down to this forsaken land, that part would bring life to this dismal place and would surplant fear with joy and death with life.
Savin moves down the slope, the druids eyes quickly adjusting to the gloom and lack of color. "Noxy can't do that Savin. He can only find us and Quinn, nearer our home I would consider approaching the trolls for directions, but here in the land of evil I am goin gto assume they will not be freindly towards us." Peerimus tries to gather everyone about himself. "I want to be clear here, we have no allies in this land. This is a land of death and our resources have come up lame and we shall have to keep that in mind. The limits Quinn, Myself and Trace and Laima will have to operate under are unknown, but let us assume they are severe. Our spells and abilities will need to be conserved to thier utmost. We have no idea how long we will be here."
"First we must have a better idea of where we are and where civilization may be had. We know it exists, we just have to find it. Savin, you are going to be our best bet. We know the road must lead somewhere so I propose we head in the direction of the trolls with Savin well out in front and rely on his stealth and speed to remain hidden and get us warning if we should require it."
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 illegal post Monday November 20th, 2006 7:06:48 PM
Savin listens to the dispair in Peerimus's voice and asks again, "Peerimus, I thought the artifacts so up on Noxy's pages too. Let me check real quick."
Savin will start circling the druid looking for where he keeps the items. "If I am wrong, then we can try it your way. We can always ask Faraday. Bring her out and lets ask her.
(ooc Trying to keep this moving but I really want to see if the artifacts can help. If they can't teleport us there, maybe at least they can point out the right direction to go.)
Trace Monday November 20th, 2006 7:56:32 PM
(ooc: want Trace to scout? hide +16 and move silently +21 plus a natural tracker)
What Was That Again? (DM/Al) Monday November 20th, 2006 9:40:54 PM
Trace holds his position with Shadow. The big cat presses closer to her friend. This land seems bad for her as well.
Quinn feels for the spells that he had prepared earlier in the day. They all seem present.
Laima feels the loss and sense of having been abandoned. Though her knowledge of the planes tells her that it could very well just be an affect of this land. A return to the Wold would bring her a sense of the thing that she has come to know as The Path once again.
Savin asks Peerimus to bring out the Vision of Noxnyx with the hope that it will at least provide the group with direction. Peerimus suggests that this would not be possible, previous experience to the contrary. He counsels all to conserve, for the group is truly on unknown ground. In many different ways.
Once again, screams of pain and fear come from the direction of the road. Laima, her ear already listening, hears the cries distinctly. The screams, and more. (Listen vs. DC20 to pick out this in addition to the high pitched screams: Highlight to display spoiler: {You can pick out two different high pitched voices amongst the screams. Accompanying the screams is the sound of pleading. Under the screams are lower gruff commands and laughter. Trace, if you make the Listen Check, some of the words sound familiar to you, but you're too far away to make out the meaning.})
Trace and Shadow d20+6=7 Monday November 20th, 2006 10:55:12 PM
Trace hears nothing, you could say he has gone deaf!
Peerimus and Yorrick d20+9=13 d20+20=25 Tuesday November 21st, 2006 8:11:19 AM
Peerimus curses himself, this new land was already taking its toll on hiim. How coul he have not heard the first cries. Gripping his staff and grabbing a fist full of Yorrick, the druid moves rapidly towards the road and the cries. "Trace, Savin, start circling about. Find a good ranged position Trace. The rest with me." his voice is a rasping whisper to his companions.
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
Quinn d20+9=11 Tuesday November 21st, 2006 8:51:53 AM
Quinn is relieved after his mental inventory of his spells. To Perrimus and Savin "We can leave this land whenever we want with my planewalk spell, unfortunately, not all of us can go. If we take the artifacts with us and leave at least one person behind, we can always use the artifacts to focus on that person or persons and return just like before. No problems."
The scream rings out, but Quinn is engrossed in conversation and does not hear it.
listen 9
"Where is everyone going?" Quinn hobbles along slowly, favoring his leg on the way.
20 feet movement.
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Savin d20+13=20 Tuesday November 21st, 2006 9:11:10 AM
Savin says to Quinn, "Someone is in trouble, Stay with the main group." (listen check 20
Savin then follows orders, and launches himself at a hustle around to the flank and tries to circle behind, trusting to darkness and the crys of the victim to cover him.
Savin is conflicted with this manover though. Wouldn't this be evil just preying on evil in this dark land. How many truely innocents would be here?"
Laima Ragana & Minek d20+5=6 d20+5=6 d20+7=27 d20+5=10 d20=8 d20+6=8 Tuesday November 21st, 2006 9:26:18 AM
The screams heard are evading the half-orc now, strain as she might to hear them. She does, however, hear Peerimus go into an aggressive yet tactical state as he begins to issue commands. His words left her out, perhaps to see what this enigmatic wayward lady is capable of. She smiles, whispers a few words and runs her hands the length of the slate-colored robes griping her curvaceous body; something happens to the threads but it is not of a natural state.
Moving generally with Peerimus, Laima takes a wider arc in order to separate herself from the rest; too close of a group means an easy target. Her eyes caress the horizon with curiosity as she releases Minek from his warm, secure shelter; his feathers have the same foreign look about them as does Laima's robes.
He flutters upwards for a moment, swooping and diving close by before perching on his half-orc's shoulder. "You are to look about little one; show me what you see, what you feel my friend. Be my eyes and our warning." With that the inky bird turn's his head and looks at the corner of her eye down a charcoal beak and lightly pecks her eyebrow before spreading his wings and taking to flight. He soars upwards, silently, and begins to scout as he has always done for his half-orc.
The paleness which is her eyes still reflects the lavender hue of the moon's touch as her skin continues its sickly tinge of the same reason. Instincts try to prevail in her subconscious as her figure slouches and slinks along attempting stealth. Her gait is awkward and her entire figure looks uncomfortable and unnatural. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cast -- Mage Armor [+4AC / 11 hours] Listen.6 Spot.6 Move silent.8 [untrained] Hide.8 Minek-Spot.27 NAT20! Minek-Listen.10
spells per day --- Save DC 0- 6 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 7 --- 18 4- 7 / 7 --- 19 5- 5 / 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]
luck points 2 / 4
Jaeden Ohm d20+9=15 d20+2=15 d20+5=14 d20+7=10 Tuesday November 21st, 2006 9:13:26 PM
Having said nothing since their arrival Jaeden continues in silence. He knees Dalek forward to keep pace with Peerimus but stops short of cresting the hill in case the others want to stop to scout it out.
Both warrior and horse do their best to stay aware of their surroundsings [jaeden spot 15 listen 15 Dalek spot 14 listen 10].
Small Folk R Fun (DM/Al) Tuesday November 21st, 2006 9:40:46 PM
Some get moving before the others. This land deceives the senses.
Savin moves with his usual extraordinary speed. Following a moment behind are Jaeden, mounted upon Dalek. Peerimus, Yorrick, with Minek, flying above are also close. Laima works her way slowly up the hill. Her attempts at concealment allow her half of her usual speed. Quinn, with his cursed leg, follows as best he can. (Quinn, your speed is reduced by ten, not to ten. That means you have a Land Speed of 20. Sorry for any misunderstanding.)
As she moves Laima feels anxiety and cold dread from Minek as he flies beneath the dark sky and strange moon. The familiar is afraid. Thankfully, though, it is not the bolt panic feel of immediate danger.
The scene from the top of the ridge is the same as that seen by Savin before. The dirt road cuts through the low lying scrub brush, snaking its way between the low lying hills. Jaeden stops short of the hill so as not to cut a silhouette against the sky. The tops of other ridges can be seen from here, spectral landscape in the moonlight, but neither the warrior nor his mount picks anything of note out of the shadows.
At the base of the ridge upon which the group stands are five - no, six - large creatures clustered about something on the ground. Even in the moonlight the creatures are recognizable as Trolls. The screams and pleas are clear now, as is the coarse laughter of the tormentors. One troll dances away from the others, waving a scrap of something in the air. Another suddenly roars. The trolls arm rises into the air, at its end a small figure squirms, thrashes and screams in panic.
(For Trace: Highlight to display spoiler: {You now recognize the language of the high pitched voices as Goblin. One of the voices is distinctly female. The words you pick out mostly consist of "No. Don't. Stop. and Please."})
Roughly 300 feet of rough, scrub dotted slope separates the group from the scene below. There appears to be enough brush to provide cover. There is certainly enough brush and uncertain terrain to make a direct thundering charge infeasible if not decidedly dangerous.
=== OOC ===
We're not into Combat Rounds yet. I'll let you know when we are.
George Wednesday November 22nd, 2006 7:43:17 AM
ooc Do we want to get involved with this? Evil is preying on evil. Not sure how it will advance the module and will use up resourses with clerics that might be hard to get back.
Laima Ragana & Minek Wednesday November 22nd, 2006 12:49:24 PM
Maybe her perceptions are a bit off. Perhaps her sense of reasonability is skewed in this forsaken place. What other reason could have this half-orc skirting the ground like a wolf or thief? She continues to skirt the slope around its right side, stopping momentarily to chant again and point a finger to each of her travel mates. She whispers lightly and if everything goes as planned the others will hear her light, raspy voice echoing from within themselves [cast Message covering all: whispering will be heard in each of our head/ears].
Immediately she takes to utilizing her...well...utilitarian magics and whispers to the others, "Who knows what is happening down there? Just remember that we are not evil, so there is a chance that others are not as well."
For a moment her almond eyes shut and a calming look crosses her flesh as she sends out a feeling of comfort to her unsettled companion. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 7 --- 18 4- 7 / 7 --- 19 5- 5 / 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)
Peerimus and Yorrick d20+20=40 d20=15 d20=11 Wednesday November 22nd, 2006 4:59:23 PM A Message spell excellent, Peerimus begins with a good work to Laima, "Now we have real communication. Jaeden, slope won't make for a good ride, dismount and come on up here. Last I heard you had the battlefield. Anyone have a good ear to what is going on, or a good view?"
"Whatever it is we do not sit by while anouther creature is tortured." With that Peerimus will slowly start to pick his way down the slopes. "We close just under 200 I say and open up with missile fire. Make them come up the bad terrain to us."
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
Trace and Shadow d20+16=22 d20+21=27 d20+19=30 d20+19=39 d20+14=31 d20+11=16 d20+19=32 d8+11=17 d8+11=19 d8+11=15 d6=1 d6=1 d6=6 2d6(6+5)=11 2d6(2+3)=5 2d6(2+1)=3 Wednesday November 22nd, 2006 9:29:25 PM
Trace's pulse quickens when he hears the goblins voices and just as quick his temper starts to boil. Hearing the others voices in his head he responds, "I hear goblins calling for help down there, I hate goblins but no creature good or evil deserves torture unless a purpose is served. I agree with the tatics. I'll start with the goblins picking them off one by one, hopefully the trolls feel up for a fight and charge us. Then maybe we can capture one for ourselves.
A smile comes across his face, then we can repay the torture and get the location of the place we need from him before we end his useless life.
Trace moves quickly and quitely to the edge, (move silently 22, hide 27)
if no one objects to this corse of action
Trace draws his bow and notches an arrow. Flames begins to lick and roll across the arrow. Trace picks out a Target that is goblin and lets loose four arrows down upon one of the goblins. Fire, Holy power fuel by Traces rage rain down upon the goblin below.
(+6 to damage to goblins first favored enemy)) (trace cannot pick a troll first due to his natural hattred for them))
hits ac 30 17 hps,1hp fire,11hp holy = 29hps. hits ac 39 22 hps,1hp fire,5 hp holy = 28hps. crit roll hit 32, triple dmg = 84hps. hits ac 31 15 hps,6hp fire,3 hp holy = 24hps. fourth arrow hits the ground at ac 16
total damage to goblin 137hps.
((ooc: please allow the combat action to happen, just for the sake of these rolls! Man alive....woot!!))
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Closing to 200 Feet (DM/Al) Wednesday November 22nd, 2006 9:40:12 PM
Laima casts a spell that links each member off the group. Then, per Peerimus' instructions, the group moves over the ridge and down the hill, moving through the stunted trees and rocks. It takes but a few seconds for the group to make its way a third of the way down the slope. The Trolls below don't appear to have noticed the approach. Their attention seems wholly absorbed by the thing in their midst. The Troll with the small creature gripped in one hand waves it about as it screams. Another Troll drops to its knees in the midst of the group.
Two hundred feet away from the Trolls under the cold light of the moon. There is still too much cluttered rock and brush for a charge down the hill. In fact, it appears that the same terrain that masks the group from discovery would most likely provide Cover from range fire to the Trolls should they come up the hill. The slope of the hill is not severe enough to act as a disadvantage in movement. But there may be some small advantage to being on the uphill side.
Trace puts an arrow to his magic bow, and red fire coats the arrow. He draws a bead, but the only creature that might be a goblin is the small one being waved about in the hand of the Troll. (You may still shoot it if you wish, Trace.)
=== OOC ===
I'll be going out of town for Thanksgiving. That, however, will not slow me down. I'm taking my laptop, and should get pretty good broadband speed using my cellphone as a modem. I'll be posting.
Trace Wednesday November 22nd, 2006 9:53:44 PM
((ooc: if Trace can not pickout a goblin clearly then his aim is focused on the Troll that is waiving the small creature around and then subtract 24pts from the damage total))
Trace speaks to the others after the attack or no attack, I think once we get their attention we head back up to get out of the brush and make them come up to us.
((al, Trace's attack hinges on the permission of our leader, if he deems that there is no attack and waste those awsome rolls that is his decision. My rolls were made in order to be ready for his post.))
[ Trace, Trolls are classed as Giants. So, though you might not hate them as much as Goblins, you still get some pluses against them. --Al ]
Quinn (sub George) Wednesday November 22nd, 2006 11:34:24 PM
Quinn painfully moves with the group limping along and struggling to keep up with the group. He hears the directions and wonders at the tactics of the group. He whispers or utilizes the message spell "We want to kill the goblin? Isn't this the creature being tortured? We don't mind killing it but only object to its being killed slowly or mistreated. How does this get us closer to the shroud?"
Quinn prepares for the battle the group obviously wants by pulling out his heavycrossbow and fitting it with a bolt.
20 feet movement.
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Savin d20+13=23 d20+12=25 Wednesday November 22nd, 2006 11:43:09 PM
Savin keeps circling down using the darkness and the cover to keep himself hidden. When the message spell comes into his head, he will answer, "Why are we doing this? I don't like to see creatures tortured either but we are in the land of shadows where undead rule. How does this help achieve our goals? We could be risking the avatar of chaos changing the Wold causing woe to millions one goblin on a different plane of existance. We have to find the Shroud, not get involved in meaningless battles."
Savin moves to the ground level and closes with the trolls trying to keep out of site and move quietly.
move silently 23 hide 25
Jaeden d20+9=27 d20+2=3 d20+5=23 d20+7=8 Thursday November 23rd, 2006 2:28:10 AM
Jaeden dismounts and proceeds forward along side Peerimus. Various whispers ring through his head and he adds his own to the chorus.
"Trace these shadow's are playing tricks on your eyes. The only Goblin down there is the one being tortured. Be at ease Quinn, Trace was mistaken. We're after the Trolls not the Goblin. I think, frankly, we would do this without benefit. But if you're wondering how this gets us closer to the shroud look around. We're in a foreign land with no knowledge of how to get anywhere. That Goblin down there is our best chance at getting some information."
A few more steps.
"Yorrick and I will stay a few feet back from those of you would can do some ranged damage. Fall back behind us if the Trolls charge."
"Try not to do anything that will alert other patrols to our presence."
Up front Jaeden stays watchful while Dalek, now well behind the group does the same in the rear [jaeden spot 27 listen 3 dalek spot 23 listen 8].
DM/Al: Notes Thursday November 23rd, 2006 10:12:24 AM
Peerimus, when you post, please indicate whether you authorize Trace to fire or not. If you say nothing to that affect, I will consider it not authorized and it doesn't occur.
Keep in mind that Savin has placed himself roughly 130 feet from the group of Trolls. (That's 1/2 speed for Hiding, BTW, Savin. Unless you indicate that you are taking the -5 for Accelerated Hiding I will assume otherwise.) As Trace has proposed an action that would put you into combat rounds, I restricted you to one round of movement.
Peerimus and Yorrick Thursday November 23rd, 2006 2:25:57 PM
Jaeden's thoughts were mirroring his own, he liked that about the man It made everything seem the more feasible. "Jaeden has it right, Trace we are taking down the trolls, not the goblin. That rescued retch will be our source of information on the lay of land about us."
Peerimus repeats himself to the rest of the group, "We are taking out the trolls and the goblin is to survive. We need information, the means to easily get it has been placed in our lap. Open up on them."
Yorrick snorts at the druids side and Peerimus grips his staff, with Trace's flaming arrows striking into the trolls, he expects them to try and close quickly. Both bear and man ready to step in and greet any trolls who manage to get all the way to them. 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
Ruffians 01 (DM/Al) d8+7=12 d8+7=14 d8+7=9 d8+7=9 d6=4 2d6(1+1)=2 d20+5=13 d20+6=17 Friday November 24th, 2006 10:12:02 AM
Trace lets his hatred of these Giant-kin flow. He lets fly with a Rapid series of shots and all four of them hit. The first two strike the nearest troll, and it does down without a sound. The second two arrows fly over it as it falls and strike the Troll beyond. It howls, and the remaining Trolls look up hill shouting in gruff alarm.
Quinn pulls out his Heavy Crossbow, taking the time to crank it laboriously back. (Keep in mind that reloading a Heavy Crossbow is a full round action.)
Savin creeps 70 feet down the hill, concealing himself in the brush. He is fairly certain that the trolls have not yet spotted him.
Both Savin and Quinn harbor doubts about the current course of action.
Jaeden, however, does not. He sets up the strategic plan and readies for action. From Savin's earlier report, these hills are possibly crawling with enemies. He and Dalek look about. The keen eyes of both master and horse see nor hear anything in the surrounding terrain. Fortune may be smiling upon them. For now.
Peerimus confirms Jaeden's plan. He waits with the main group up hill.
Oddly enough, the first action made by the Trolls is not to charge up the hill. Rather, they all reach down and pull something up off the ground. Trousers. They all pull up their trousers. The troll holding the small creature, gives it a toss and it rolls across the ground.
Then, shouting in a language incomprehensible to all in the party, they lumber off the road and toward the party. Now that the Trolls are no longer grouped together, the people up on the hill can see two goblins lying on the road.
=== OOC ===
[b]We are in combat rounds now.[b]
Status ====== All Trolls are AC16 Troll1 Wounded Troll2 Dead or Dying Troll3 Uninjured Troll4 Uninjured Troll5 Uninjured Troll6 Uninjured
Please indicate what square you are in by the square's grid coordinate if you move. Please indicate your Target by its designation on the map if you attack. If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.
[b]Trace:[b] You have a +2 to Attack and Damage against the Trolls. They classify as Giants and so your Favored Enemy applies against them. Also note that a Critical hit is NOT three times one roll. It is three or whatever multiplier done that number of times.
Sorry, I missed last night's posts. I've move your two posts, George, to after this one. They will count toward the next posting. Feel free to change them, though, if you feel a new direction based upon this post.
Quinn (sub George) ac 25 hps 100 Friday November 24th, 2006 10:12:53 AM
Quinn thinks about using a spell but decides to save them for now and fires off his crossbow at one of the trolls.
He rolls a natural 20 and rolls to hit critical hitting ac 23 Quinn does either 7 points of damage or 23 if critical hit is a hit.
20 feet movement.
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Savin hps 115/115 ac 29 Friday November 24th, 2006 10:13:35 AM
Savin sees the arrows start shooting off and shakes his head. He thinks Peerimus is wrong but he will support him as he acknowledged him as leader. He activates his tattoo of shillegah enchancing his staff which is suddenly in his hand and moves 70' forward. He isn't concerned with hiding right now.
DM/Al - See New Post Friday November 24th, 2006 2:43:31 PM
Two Posts Up from here.
Jaeden Ohm d20+21=41 d20+21=28 4d6(5+6+6+1)+24=42 d20+9=24 d20+2=7 d20+5=11 d20+7=22 Friday November 24th, 2006 8:18:28 PM "Again from afar." Jaeden wispers to the others. The warrior stands his ground and readies his greatsword for attack [readied action, att. vs. any troll: hit ac 41, crit confirm ac 28, dmg 42]
Dalek, stay back by my friend and watch behind us.
The horse complies and moves to a safer position [A11:B12].
Jaeden OOC Friday November 24th, 2006 8:19:27 PM
not sure what happened to my tags there...
[ You missed the slash on your first closing tag. I fixed it. --Al ]
Trace and Shadow d20+19=32 d20+19=23 d20+14=29 d20+11=19 d8+7=9 d8+7=13 d8+7=9 d8+7=10 d6=1 d6=2 d6=6 d6=3 2d6(2+5)=7 2d6(6+3)=9 2d6(3+6)=9 2d6(3+3)=6 Friday November 24th, 2006 8:24:34 PM
Trace's fury continues as he lets loose another four arrows at Troll one, Trace's voice drobs a bit and becomes husky, "Kill em all" Trace's eyes glaze over as and moves methoticly retriving arrows as he sends them along on a deadly path to the trolls. The tatoo on Traces hand darken as his fury grows.
hit ac 34 for 17hps damage hit ac 25 for 24hps damage hit ac 31 for 24hps damage hit ac 21 for 19hps damage
total damage to Troll one 84 hps.
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 Saturday November 25th, 2006 8:56:17 AM
Peerimus whispers into the Message spell to the others, "Just hold our positions everyone for a few more moments. We'll start closing after another volley." Peerimus edges forward 5' to create an even front line Yorrick.
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
Ruffians 02 (DM/Al) d20+11=25 Saturday November 25th, 2006 11:04:29 AM
Quinn gets off a shot. Even with the range, the bolt is dead on, striking a critical spot. The force of the shot staggers the already wounded Troll. But it charges on as though unaware of how gravely injured it is. Quinn advances down the hill, empty crossbow in hand. It will take time and concentrated effort to reload the heavy weapon.
Savin activates his magic Tattoo and stands up out of concealment. He quickly advances down the hill, making it to just outside of the open area.
Jaeden holds position, readying for the attack. He order's Dalek back out of harm's way, and the warhorse steps back a few feet. All the while, the pair remain vigilant. So far so good. Neither detect any signs that their intervention has drawn unwanted attention.
Trace continues his ranged assault. Trace's first arrow strikes directly after Quinn's bolt, and the Troll goes down. He shifts his aim to the nearest Troll. That Troll goes down as well as three arrows thud into its rubbery flesh.
(Trace: Could you break your damage out into types, in the same way that you did before? It would really help me if you did. Thanks. Also, please remember to keep track of the arrows that you are expending.)
Peerimus remains in place with Jaeden and Yorrick. He moves forward to put himself into better position. Down below, it looks like Savin has placed himself into position to take on all of the Trolls by himself.
Down at the bottom of the slope, the pack of Trolls do indeed converge upon Savin. A lone human, he appears easy pickings.
The nearest Troll roars and charges across the flat ground. With the reach of its long arm it strikes out at Savin. (T4 Hit Savin, AC25) Savin does no more than turn ever so slightly, and let the massive claw pass him by.
Meanwhile, the Troll that Trace had just put down (T6) rises up off the ground. Covered in its own blood, it staggers forward toward the line of brush.
The larger of the two goblins rises from the ground. It is female. And it is naked. It staggers the few feet to the side of the other goblin and drops to its knees.
=== OOC ===
[b]We are in combat rounds now.[b]
Status ====== All Trolls are AC16 Troll1 Dead or Dying Troll2 Dead or Dying Troll3 Uninjured Troll4 Uninjured (Is AC14 after having Charged) Troll5 Uninjured Troll6 Near Death
Please indicate what square you are in by the square's grid coordinate if you move. Please indicate your Target by its designation on the map if you attack. If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.
Jaeden Ohm d20+9=18 d20+2=6 d20+5=15 d20+7=27 Saturday November 25th, 2006 2:45:24 PM "Good Trace, hit a fresh one next. Savin lure them back over the next dozen seconds or so."
Jaeden is finding Laima's spell extraordinarily helpful in coordinating this fight. He' makes a mental note to thanks the half-Orc later.
"This last part is going to be tricky. We'll need some sort of fire to finish them off. See if we can get them all down low so we can finish them off at once."
Orders for the next few seconds having been delivered the warrior stands ready with an attack in case one of the beasts breaks free from Savin and charges the line.
Still man and horse stay vigilant [jaeden spot 18 listen 6, Dalek spot 15 listen 27].
notes/questions Attack from last round still readied. Al, do I need to reroll this or do I just keep the same attack readied?
[ You need to re-roll. Seems a shame to waste, but that's the rules. You would re-roll even if it were a poor roll. --Al ]
Trace and Shadow d20+19=31 d20+19=31 d20+14=27 d20+11=26 d8+7=9 d8+7=11 d8+7=8 d8+7=13 d6=3 d6=6 d6=5 d6=6 2d6(1+6)=7 2d6(2+6)=8 2d6(1+6)=7 2d6(6+5)=11 Saturday November 25th, 2006 9:10:13 PM
Trace sends another volly of arrows, seeing the one bloody Troll rise up again, he hits him in the chest with another arrow and moves his aim at the furtherst one on the right and sends down three arrows to him. White smoke illuminated by the purple night sky the smoke trails head all three arrows into the chest of (5)the other Troll.
((Trace thinks in his head to the others, "Dont fire the Trolls untill I retrive my arrows, not sure if I will be able to find more in this world. Wich one do we need to keep alive?"))
Troll 6 hit ac 33 (9 hps dmg,3 hps flame,7 hps holy= 19 total dmg = 19hps Troll 5 hit ac 33 (11hps dmg,6 hps flame,8 hps holy= 25 hit ac 29 (8 hps dmg,5 hps flame,7 hps holy= 20 hit ac 28 (13hps dmg,6 hps flame,11hps holy= 30 total dmg = 75hps
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 Sunday November 26th, 2006 1:03:48 PM
"We have to move in closer, in case Savin has the tables turned to fast. That and they are trolls, Trace is being a bit more effeicient than I anticipated." The last is added with an unseen grin in the gloom of the lavendar moon of the perpectual night sky. "Yorrick's claws have been gifted by Father with Fire. He will be able to pernamently put them down."
Peerimus and Yorrick move 30' in a straight line to col m
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 Sunday November 26th, 2006 7:09:11 PM
Savin suddenly finds himself face to face with 5 unfriendly trolls. He things about rushing in and killing all five but decides that would be selfish. A good warrior is generous to his comrades and if he kills all the trolls, his friends might feel slighted.
Savin decides to be a good friend and withdraws H7.
"Hi guys!" he says with a smile on his face.
Jaeden Ohm (AC see below HP 116/116) d20+21=26 2d6(3+3)+14=20 Sunday November 26th, 2006 9:51:33 PM
Jaeden presses forward to keep the frontline formed at Peerimus' position [move to M13]. "Alright, Peerimus, Yorrick and I will take the first rush. Trace if you can pull off another volley fire as you will. Savin, if they all rush us, see if you can set up a flank with whichever Yorrick is fighting."
With the onslaught now likely Jaeden again readies for the attack [Att vs first troll in range: hit ac 26 dmg 20].
Armor Class Regular: 25 VS [first troll to engage]: 26 VS AoO: 29 VS AoO from [first troll to engage]: 30
Quinn AC 25 hps 100 Monday November 27th, 2006 10:32:50 AM
Quinn see that his bolts are not necessary with Trace in attendance and he stows his heavy crossbow and takes out his heavy mace.
Quinn will hobble forward 5 feet favoring his diseased leg and await the charge of the trolls.
Quinn wonders to himself why we are attempting to fight our way to the shroud and not use the other artifacts and his detection spells, but what is done is done and he waits for the trolls.
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Laima Ragana & Minek [ac30 hp48/48:mage armor, message] d20+11=30 [AC roll] Monday November 27th, 2006 11:48:27 AM
Crouched down low, peering from behind a crooked bush and a few boulders, the mysterious lady shakes her head and stands slowly. Arcing out still, she makes her way through the rubble without taking her eyes off of the battle below. She has abstained from this so far and the look of despair for the trolls would tell anyone that she will likely continue that abstinence.
"Why are you all doing this? Does this not make us just as evil as you assume them to be?"
She looks to the purpled sky searching for her companion and truest friend. Minek, come to momma friend. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Moves to 22L AC roll - d20 + 3DEX + 4RoP + 4MA
spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 7 --- 18 4- 7 / 7 --- 19 5- 5 / 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)
aDM Drew Monday November 27th, 2006 11:51:22 AM
posting report will have to come later today/tonight. I appologize.
Jaeden Ohm (second illegal post) Monday November 27th, 2006 8:10:24 PM
For a split second Jaeden takes his eyes off the Trolls and looks in the direction he saw Laima head off. It is doubtful the half Orc can see the look on his face but his whispered thoughts speak for themselves.
"Are you kidding? What is there about a circle of trolls raping Goblins to death that makes you think they might be anything other then the blackest evil?"
If the message spell were able to transmit emotions the others would pick up a mixture of anger and disbelief coming from the warrior.
He doesn't spare anymore time on the half Orc for now and turns his attention back to the Trolls.
Ruffians 03 (DM/Al) Monday November 27th, 2006 8:41:18 PM
Jaeden and Dalek keep their vigil. The still see nothing on any of the hills around them. Nor do any foes approach up either ends of the road.
Jaeden, Peerimus and Yorrick move down the slope to back up Savin.
Trace releases four more arrows. The wounded Troll (T6) goes down again, struck by the first arrow. The next three shots thud into the Troll next to it (T5) and it falls to the black earth as well. For a moment, Trace believes that the whispers in his ear are actually thoughts in his head. He thinks a request to his companions. None, of course, hear his thoughts.
Savin taunts the remaining Trolls and then fades back up the hill in a flash of speed, back up to a place near Trace and Shadow.
Quinn secures his crossbow and draws a heavy mace before he too limps his way down the hill toward the impending melee.
Laima calls to Minek who glides down out of the dark skies to alight upon her shoulder, grateful for her protection. As she makes her way down the slope, she whispers her misgivings through the Message spell, the same misgivings expressed by Savin earlier.
The first Troll to have fallen (T1) now rises from the ground. All three remaining Trolls, emboldened by Savin's retreat, roar in their rough language, and head into the brush and up the hill. They cannot match Savin's speed, however, and they make it less than half of the way up the hill.
Meanwhile, the female goblin cradles the smaller one in her lap.
=== OOC ===
[b]We are in combat rounds now.[b]
Status ====== All Trolls are AC16. Troll1 Near Death Troll2 Dead or Dying Troll3 Uninjured Troll4 Uninjured Troll5 Dead or Dying Troll6 Dead or Dying
Please indicate what square you are in by the square's grid coordinate if you move. Please indicate your Target by its designation on the map if you attack. If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.
Hey, hey, hey! You're not implying that I would set up a scene of the blackest most perverse evil, now are you? ^_^
Jaeden Ohm (AC see below HP 116/116) d20+21=36 2d6(3+5)+14=22 Monday November 27th, 2006 10:21:56 PM
Still making use of the message spell Jaeden relays a need for a shift in the frontline. "Peerimus, shift left to cover the approach to Trace."
That said he follows his own commands and moves 30' feet to his left [single move to M8]. He takes particular note of the nearest trolls movements [+1 dodge ac vs. T4] and yet again the warrior sets himself for battle [readied att. vs first Troll to approach: hit ac 36, dmg 22].
Armor Class Regular: 25 VS [T4]: 26 VS AoO: 29 VS AoO from [T4]: 30
Trace and Shadow d20+19=22 d20+19=23 d20+14=18 d20+11=29 d8+7=10 d8+7=12 d8+7=14 d8+7=12 d6=2 d6=6 d6=1 d6=6 2d6(4+3)=7 2d6(6+5)=11 2d6(5+5)=10 2d6(1+5)=6 Monday November 27th, 2006 10:30:51 PM
Trace continues to rain death from above, dropping Troll (1) again and then sending his focus on the next Troll (3). Trace whispers to the others, "Don't forget, I need to retive my arrows before you fire the trolls. I dont want to run out in this land. Also which of these do I need to keep alive, I guess we can make that decision when all are laying down. I also dont think we let the goblins go, I would prefer that once the info is obtained that all loose ends be taken care of."
Trace notches another arrow and takes aim at the last standing troll, "filthy giants!"
(((Improved Precise Shot))) Troll 1 hit ac 24 (10 hps dmg, 2 fire, 7 holy= 19 hps) Troll 3 hit ac 25 (12 hps dmg, 6 fire, 11holy= 29 hps) hit ac 20 (14 hps dmg, 1 fire, 10holy= 25 hps) hit ac 31 (12 hps dmg, 6 fire, 6 holy= 24 hps)
arrow total (104/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Jaeden Ohm (free action) Tuesday November 28th, 2006 1:24:31 AM
Another whisper on the magical winds of Laima's spell, "Leave none of the Trolls alive. It is the Goblin we need to spare no matter how we look at this as it is the Goblin who is being brutalized and it is the Goblin who just might be thankful enough to lead us to our destination. And no Trace, unless we think that the Goblin poses a threat, we will not 'tie up loose ends'. That would make Laima's last comment far too true.".
CDM Jerry Tuesday November 28th, 2006 11:17:56 AM
I need the ADM of this game to make their report for last week's posting please. Email me when this is done or I will haunt you again tomorrow.
Savin hps 115 ac 29 Tuesday November 28th, 2006 2:32:28 PM
Savin looks on at his arrow firing comrades and says, "I am going to go around them and get behind them. I will be able to put down any who rise again while you folks come up with some firebased means to finish them off. I should also be able to keep an eye on the goblins too."
Savin darts off at a hustle making sure to avoid any contact with any of the still standing trolls. He moves to 3AT on the map and awaits developments.
Quinn AC 25 hps 100 Tuesday November 28th, 2006 3:34:16 PM
Quinn looks over the battle or what is left of it. "Trace will take all the glory of this battle. Trace save your arrows, there are only a few left."
Quinn stands firm with his shield raised and his mace proped on his hip. Most of the weigh is off of Quinn's recently diseased leg. "Lets see if any make it this far."
Hear Jaeden's comments about the goblins, Quinn adds "Evil preys on both good and evil and the goblins are weak with no power or the trolls would not have been have to have their way with them. A troll may be a better prisioner or maybe we should keep one of each."
Quinn wants to edge forward, but he sees that Savin will be more effective out front.
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 Tuesday November 28th, 2006 6:21:29 PM
Seeing Jaeden break Left, Peerimus follows with Yorrick to maintain the solid front to the approaching trolls. Trace's arrows slam home with stunning accuracey and the druid gives silent thanks to Father for seeing the ranger safely back to him on this quest. "No Trolls live." Peerimus echoes through the Message spell to the others after Jaeden.
"Trace, we'll save as many arrows as we can. Perhaps a bit slow to think it, but does anyone know goblin? Savin don't move so close that you scare the poor wretches."
Peerimus keeps his eye to the Trolls as they come, he knows they have reach and so he waits. The trolls would have to close and then perhaps he could move in with Yorrick.
move to M9
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
Ruffians 04 (DM/Al) Tuesday November 28th, 2006 8:30:35 PM
Jaeden tracks across the hillside to intercept the Trolls. Over the Message spell link he sets himself up a moral bastion as well as a physical one.
Trace puts a wounded Troll down again before turning his attention to one of the uninjured ones. It drops under the impact of three magic arrows. He corrects his earlier mistake and calls for the need to retrieve his arrows. He also asks which of the Trolls to keep alive.
Jaeden replies. His order: Kill all of the Trolls. Peerimus concurs. Only Quinn dissents, suggesting one of each.
As Peerimus and Yorrick follow Jaeden, Savin speeds down the hill to circle around the single standing Troll. (Savin, I list your speed as 70. That would put your max distance at a hustle at 140ft. AT3 is 195 feet away. I placed you at AI3 instead.)
From his position, Savin watches as each of the Trolls regenerates, arrow holes and holy burns disappearing under the advance of rapidly healing Troll skin. The female goblin turns her head to watch Savin as well. Occasionally, she licks the face of the little one. Possibly in an attempt to bring it to consciousness.
Quinn and Laima watch from the south end of the hillside. Peerimus, looking to the future, asks if anyone speaks goblin.
The lone standing Troll turns as his companion, only moments before charging at his side, drops to the ground. The look on its face is near comical as it realizes the position it is in. Small as they may be, the Smooth-skins out number him. And the one with the bow has been dropping them all with a frightening ease.
The Troll runs!
Crying out in a loud voice, it wades through the underbrush in a direction that would take it furthest from any of the Smooth-skins waiting up the hill.
=== OOC ===
Status ====== All Trolls are AC16. Troll1 Dead or Dying Troll2 Dead or Dying Troll3 Dead or Dying Troll4 Uninjured Troll5 Dead or Dying Troll6 Dead or Dying
Please indicate what square you are in by the square's grid coordinate if you move. Please indicate your Target by its designation on the map if you attack. If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.
Trace: BTW, I've been ignoring this as you have to roll a Natural 1 in order to miss, but you are shooting at over one range increment from your targets and should reduce your RAB by 2 as a Range Penalty. But, as I've said, it really doesn't matter unless you roll a Nat 1.
Savin ac 29 hps 115/115 d20+6=16 2d6(1+3)+24=28 Tuesday November 28th, 2006 10:28:02 PM
Savin sees the troll running and is surprised. Trolls don't normally run. In fact they never run. How strange. Hedecides to get into the action. He activates his boots of speed and moves to ac20 and hits the troll with his staff with a powerattack +9. He hits ac 16 for 28 points of damage
ooc Base speed of 100 just gets me there. Fast is good! Took +9 on power attack, doubled for two handed weapon +5 for str, +1 for shillegah gives +24
Not sure if it gets an AoO since I came up behnd it. Didn't take the +2 for flanking
Trace and Shadow d20+19=23 d20+19=27 d20+14=27 d20+11=28 d8+7=14 d8+7=14 d8+7=15 d8+7=13 d6=5 d6=4 d6=2 d6=5 2d6(2+1)=3 2d6(5+6)=11 2d6(2+6)=8 2d6(6+3)=9 Tuesday November 28th, 2006 10:45:52 PM
After seeing the final Troll drop, Trace swings his aim at the goblin in the road. " I will hold my aim for now but if it makes a move to run I will drop it without hesitation. Lets be done with this area, I also suggest we move the Trolls when we burn them, I gather that a fire will attaract unwanted attention."
Trace struggles to hold his rage due to his history with goblins.
Trace sends a final volly of arrows with deadly aim at troll 4. Troll 4 hit ac 23 (14 hps, 5 fire, 3 holy = 22 hps) hit ac 27 (14 hps, 4 fire, 11holy = 29 hps) hit ac 27 (15 hps, 2 fire, 8 holy = 25 hps) hit ac 28 (13 hps, 5 fire, 9 holy = 27 hps)
arrow total (100/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Jaeden Ohm (AC see below HP 116/116) d20+5=16 d20+7=19 d20+10=14 d20+9=24 Wednesday November 29th, 2006 12:23:35 AM
"Oh hell!" Jaeden lets the curse slip from his lips as the trolls breaks and runs. He exhales in relief as Savin speeds off in pursuit and catches the fleeing monster.
"Peerimus quick, send Yorrick to finish them off. Trace, stand down. I don't want this Goblin frightened by being caught in your sights. I have no doubt that you can pick of the creature fast enough if it bolts. The rest of you, support Yorrick in case any of those Trolls have some sort of surprise."
Having issued what will hopefully be the final instructions of the battle Jaeden hustles towards the Goblins [hustle to V14]. While he moves he imparts to Dalek his wish for the horse to join him at a walk and stows his greatsword at it's resting place on his back.
Dalek takes a final look around [spot 16 listen 19] before moving at a hustle towards Jaeden [hustle to S14:T15] and stops a few feet behind him.
As the warrior sees himself noticed by the Goblin he holds up his hands to show he means no threat [diplomacy 14]. He keeps a close eye on the creature, trying to determine what the creature might do and what it's disposition towards him is [sense motive 24].
With his attention so firmly on the Goblin Jaeden doesn't have a chance to keep tabs on the surroundings.
Quinn AC 25 hps 100 Wednesday November 29th, 2006 10:39:18 AM
Quinn is glad to see Savin chase after the fleing goblin and yells out encouragment "Go wrestle him Savin, drag him back for questioning."
Quinn looks to Peerimus "No goblin or troll speak here brother. I hope someone does or this is all wasted effort."
To Trace Quinn bangs his mace on his shield in excitment "Nice Shooting brother. Save some of those arrows, they do a nice job."
Quinn will hobble down the hill toward the goblins, looking longingly at Dalek.
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 Wednesday November 29th, 2006 5:44:43 PM
Peerimus keeps Yorrick at his pace and moves towards the troll just ahead and furhter to the left. The troll being further than 40' it take the human and bear a full round to pick their way to it. Peerimus will not be sending Yorrick in advance and beyond thier shared spells yet. At this point he does not see the need. "We are on him Jaeden". he replies throught he link.
Peerimus to x8 and Yorrick to x6 if I read our starting squares right
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 pursues the fleeing Troll. With a speed that widens the Trolls eyes as it takes a worried glance behind it. The Troll flails ineffectually at the speeding Smooth-skin as it closes. (T4 Hit Savin AC16) Then it is hit with a blow that brings bright spinning stars to its vision.
Then the Troll explodes in bright lights and flame as four of Trace's arrows come over Savin's shoulders and rip the Troll apart in Holy conflagration.
Jaeden calls for Dalek with his mind and then hurries down the hill toward the pair of goblins on the ground just off the road. He holds his hands up in a sign that is often a sign of peace. He is still quite far away, and it is unclear as of yet as to how his gestures are taken. The weapon, still in his hand may be a problem in this. (Sheathing a weapon is a Move Equivalent action Jaeden.) To all observation, though, the female goblin is afraid. She continues to lick the face of the smaller goblin with occasional looks over her shoulder at the battle that rages behind her. (Both Diplomacy and Sense Motive usually take around a minute, Jaeden.)
From Dalek, Jaeden receives a sense of wariness with no trace of alarm. That's a good sign. No other threats spotted yet. The gentle clop of Dalek's hooves approach behind Jaeden.
Quinn cheers his new companions on before hobbling down the hill where the group will, no doubt, have to deal with the regenerating Trolls.
Peerimus and Yorrick walk with spell enhanced speed down the hill toward the nearest downed Troll. They approach to within 15 feet. From that distance, Peerimus can see the burns from Trace's arrows. But around the burns, the wounds have come very close to healing.
[ Trace, T2 is Two Range Increments away. That will be a -4 penalty to your shots. ]
Suddenly two more of the Trolls rise from the ground. They look about at their bloody companions, and then they too begin to run. This time there are two. And they run in different directions. They scream loudly up into the hills.
=== OOC ===
Status ====== All Trolls are AC16. Troll1 Dead or Dying Troll2 Near Death Troll3 Dead or Dying Troll4 Dead or Dying Troll5 Near Death Troll6 Dead or Dying
Please indicate what square you are in by the square's grid coordinate if you move. Please indicate your Target by its designation on the map if you attack. If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.
Trace and Shadow d20+15=24 d20+15=25 d20+10=20 d20+7=16 d8+7=10 d8+7=12 d8+7=12 d8+7=14 d6=6 d6=1 d6=6 d6=1 2d6(3+6)=9 2d6(5+1)=6 2d6(4+4)=8 2d6(2+6)=8 Wednesday November 29th, 2006 10:17:47 PM
Traces attention is diverted from the goblins as he sees the Trolls rise and run, Trace unloads two at the troll headed for the road and drops him before he gets too far and the same for the other as he is knocked down. Trace whispers to the others, "I think yall need to start setting fire to these trolls soon. I rember my Uncle giving me a speach about the law of average and I dont rember the whole story but the meat of it is that I am closer to missing than I was at the beginning so lets not reach that point."
Trace ignores the goblins for now and stays focused on the big uglies, waiting for the next one to pop his head up. "don't forget to loot the trolls just incase they have somthing usefull that we might need or can use."
Troll 2 hit ac 26 (10 hps dmg, 6 fire, 9 holy = 25 hps) hit ac 27 (12 hps dmg, 1 fire, 6 holy = 19 hps) total= 44hps dmg Troll 5 hit ac 22 (12 hps dmg, 6 fire, 8 holy = 26 hps) hit ac 18 (14 hps dmg, 1 fire, 8 holy = 23 hps) total= 49hps dmg
arrow total (96/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Jaeden Ohm d20+5=21 d20+7=23 Thursday November 30th, 2006 12:45:00 AM
Jaeden sheathes his greatsword at his back and continues to move closer to the Goblin. The warrior does everything a man wearing full plate can do to appear unthreatening.
His focus is fully on the Goblins ahead and trusts that his companions can handle the Trolls.
Dalek continues to trail Jaeden by a few feet and keeps the vigil that his companion is too absorbed to keep [spot 21 listen 23].
Notes *I believe drawing or sheathing a weapon can be done as a free action IF combined with a regular move action.
Depending on your ruling Jaeden is either at AB14 or AH14.
[ Note that it says that Drawing *and* sheathing a weapon is a Move Action. Note also, that when it allows the drawing of a weapon during a Move Action, it *only* mentions Drawing. Sheathing remains a Move Action. This is not just my ruling. It is common practice among players. You will often see players Drop weapons as a Free action when changing to a different weapon. --Al ]
Laima Ragana [ac30 hp48/48:mage armor, message] d20+16=29 10d6(2+6+4+6+1+6+2+6+1+6)=40 Thursday November 30th, 2006 12:06:29 PM
After several moments of contemplation the Kismetic realizes that the human makes a compelling point; raping is evil incarnate.
"I understand your point Jaeden. Let me handle this situation." Surveying the field before her she watches as the two newly risen trolls take to flight and scatter as base animals instincts tell them. She knows that they must be stopped.
Full, lush lips move as Arcanum is chanted; it rises and drops in audibility through the mental link that the group holds but nothing distinguishable can be discerned. Pulling her left arm back to resemble a chicken-wing she opens her eyes, focusing on the two fleeing trolls before thrusting an open palm, fingers pointing upwards, towards them. A great heat and rumbling ball of fire bursts forth from her palm and sails towards her target, erupting into a conflagration at his back.
"I will talk to the Goblin as well, Jaeden. Do not scare the poor creature." ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cast: Shadow Evocation(fireball) targeted at BB7 (the lower left corner of T2) Save DC 21 (illusion spell) for WILL save to disbelieve (I am not sure if they get this roll as their backs are to me) Spell Resistance check-29 (d20 + 15(caster level 11 +4 for Greater Spell Penetration) + 1 Luck Point) Damage: 40 (1/5 if they disbelieve for 8 damage)
spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 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)
I am trully sorry everyone for not being here...hopefully this spell will start to make up for my absence. I also hope that my skills as a magic user will be adequate in replacing Firn...most likely not though, he was good. -Drew
Incredibly LATE Posting Report Week of 11.20-24 [aDM Drew] Thursday November 30th, 2006 12:21:35 PM
Posting Report for Children of Chaos Week of November 20-November 24 ...............................M...T...W...Th...F DM-Al....................x....x....2.....+.....2 Peerimus-DanK......2....x....x.....+....2 Laima-Drew...........x....x....o.....+.....x Savin-George.........2....o....x.....+.....2 Jaeden-Jason.........x....o.....x.....+....2 Quinn-JimF............x.....o.....x....+.....3 Trace-Ted.............x.....x.....x....+.....2
x = post o = no post * = substitute post - = skipped post (no DM post) + = see notes Notes DMAl's Thursday post was a clarification for battle. He posted Friday to make up and posted Saturday to make up for Friday's post. Everything is back on track now.
Quinn AC 25 hps 100 Thursday November 30th, 2006 5:20:40 PM
Quinn continues his slow plod down the hill and watch the troll that is dancing with Savin with interest. Quinn wonders if the troll will be alive or subdued by the time he reaches Savin, 50/50 shot.
Quinn is pleased to hear that Laima will be able to speak to the goblins so this may not be a complete waste. "Nice job sister, I think you cooked him." Quinn shouts encouragement.
Quinn spots Peerimus on the field "We must hurry this along if we are to find the Shroud today. I do not wish to tary in this land for more than a day, not with this leg."
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 d20+20=26 d20+16=17 Thursday November 30th, 2006 8:11:18 PM
Peerimus and Yorrick move along side the down troll and further down the hill to be able to move on the others more quickly. But keeping Yorrick within striking distance and one almosyt past, Peerimus gives Yorrick the attack comand. Immediately the bear turns and slashes into the troll. The flames leaing to life about his great claw from the Tear of Ebyron impanted upon it. [yet somehow he missed the helpless practically dead troll.] Peerimus shakes his head slightly side to side, 'Silly old bear'.
Move to AD 8 then attack
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
Trace and Shadow Thursday November 30th, 2006 8:21:40 PM
has Peerimus posted yet?
[ Yes. Just above. --Al ]
Savin d20+10=18 d20+10=23 d20+10=11 2d6(4+3)+16=23 2d6(3+6)+16=25 Thursday November 30th, 2006 9:40:00 PM
Savin sees the trolls getting up and thinks, "Sorry fellows but not today. He sees arrows fly and magic go off and decides to make sure his troll doesn't get up anytime soon. He swings 3 times somehow missing once and does another 48 points of damage to T4
Trace splits his attacks between the two fleeing Trolls. Both go down, hit by bright impacts of fire and holy light.
Jaeden sheathes his greatsword and continues his way down the hill, his focus on the goblins. Dalek follows behind. The vigilant warhorse sees nor hears any other dangers.
Laima prepares an illusion, the stuff of shadows. But when she looks up, her target is gone, dropped by Trace's arrows. Knowing full well that the illusion would not affect an unconscious being, she holds her spell. (You may retain the spell, Laima.)
Quinn counsels speed as he continues down the hill in the direction of Savin.
Peerimus and Yorrick move downhill from one of the downed Trolls. Yorrick strikes out with a flaming paw, but the new flames startle the bear and he misses.
Savin continues to beat on the Troll by which he is standing. Bones break. Blood and pulpy flesh splatter and splash. This one isn't getting up for at least two or three minutes.
Just then the Troll (T3) under Yorrick's paws opens its eyes. It is still staggered by its wounds, and in no condition to fight. Closing its eyes again it attempts to play dead and buy time to heal. (Bluff 15 vs Sense Motive from Yorrick and Peerimus only.)
Just outside the line of brush, another Troll rises from unconsciousness (T6). It takes it but a moment to assess its situation and run screaming up the road.
The female goblin clutches the small one to her self, and rises to her feet. From 100 plus feet away Jaeden can see her eyes dart about in fear. Whether that is due to his approach and that of the group or because of the Trolls that rise around her is not readily clear.
=== OOC ===
Status ====== All Trolls are AC16. Troll1 Dead or Dying Troll2 Dead or Dying Troll3 Staggered Troll4 Dead or Dying Troll5 Dead or Dying Troll6 Near Death
Please indicate what square you are in by the square's grid coordinate if you move. Please indicate your Target by its designation on the map if you attack. If you fail to do either, then I will have to interpret these things for you, and you will be stuck with my interpretation whether you like it or not.
Trace and Shadow d20+15=34 d20+15=16 d20+10=20 d20+7=22 d8+7=11 d8+7=12 d8+7=14 d8+7=10 d6=4 d6=5 d6=3 d6=4 2d6(5+2)=7 2d6(1+4)=5 2d6(3+6)=9 2d6(2+1)=3 Thursday November 30th, 2006 10:14:25 PM
Trace continues to stay on guard knocking down the Trolls as the get back up.
Troll 3 hit ac 36, 11 hps dmg, 4 fire, 7 holy = 22dmg) hit ac 18, 12 hps dmg, 5 fire, 5 holy = 22dmg) 44 dmg Troll 6 hit ac 22, 14 hps dmg, 3 fire, 9 holy = 26dmg) hit ac 24, 10 hps dmg, 4 fire, 3 holy = 17dmg) 43 dmg
arrow total (92/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
DM/Al Thursday November 30th, 2006 10:16:58 PM
As far as you know, Trace. Troll3 is still down. Unless you can justify a reason to shoot at it, I don't think you would.
Jaeden Ohm d20+9=21 d20+2=8 d20+5=19 d20+7=23 Thursday November 30th, 2006 11:01:29 PM
After a brief pause Laima speaks again and to Jaeden's surprise she conceeds his point. Not many would so freely do so. Yet another point of value to this new Half Orc he thinks to himself.
"I think you're right Laima, you might do better here. Look, she's skitish at my approach. Besides language, this situation might be better handled by a woman. I know it's a bit ruthless, but keep in mind we're trying to get her to guide us to our goal."
Hoping to not cause the Goblin to bolt Jaeden stops, then takes a step back [5' step to AA14]. Trusting in his new companion to handle this, he goes back to keeping an eye one the surroundings [Jaeden spot 21 listen 8 dalek spot 19 listen 23].
Notes Ah, I didn't catch that the language limited it to drawing as being couplable with a free action. On another note, how did you get the link working? :P
Trace and Shadow Friday December 1st, 2006 7:16:37 AM
no, Trace would not have known, show all four at the standing troll. Sorry, was posting in a hurry and only paid attention to the Troll status at the bottom of your post. Wont happen again.
Savin ac 29 hps 115/115 d20+10=28 2d6(4+5)+16=25 Friday December 1st, 2006 9:02:17 AM
Savin looks down in satisfaction on his pulped troll. He calls out, "Does anyone have a way to finish this thing off?"
Savin then moves toward the goblins and T6. He swings a mighty blow at T6 hoping to put it back down and keep it down. He moves to AO19. Savin hits ac 28 for 25 points of damage using +5 on his powerattack
(OOC Al after quick post yesterday, I meant to tell you that I turned off my boots of speed. Didn't take the extra attack. Trying to conserve resorces)
Laima Ragana [ac30 hp48/48:mage armor, message] d20+16=33 10d6(3+5+6+6+4+2+4+5+3+6)=44 Friday December 1st, 2006 9:49:08 AM
Something deep down forces her to hold onto the arcanum that was set to spew forth from her palm; that same something screams in her ear to let it go now. The slate-grey robe tussles as her left hand thrusts forward and emits a fiery orb of immolation; to only the most perceptive it takes on a dark, inky look during the first fraction of a moment of manifestation.
The fireball arcs forward, almost in slow motion, before landing and detonating between the newly risen troll and the fallen one near it.
Heat warps the landscape. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cast: Shadow Evocation(fireball) targeted at AN14 (between trolls T1, T5 and T6-all within 20' burst radius - even if the two unconscious trolls take 1/5 damage it is still fire damage none-the-less) Save DC 21 (illusion spell) for WILL save to disbelieve (I am not sure if they get this roll as their backs are to me) Spell Resistance check-33 (d20 + 15(caster level 11 +4 for Greater Spell Penetration) + 1 Luck Point) Damage: 44 (1/5 damage if they make WILL save)
spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 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)
Jaeden Ohm (Free Action Post) d20+13=23 Friday December 1st, 2006 4:12:12 PM
The flash of erupting flames pulls Jaeden's attention from the surroundings to Laima's ball of fire. He takes note of the flickering shadows that seem to make up the flames [will vs DC21: 23, Success].
"Interesting..." he whispers.
Peerimus AC 26 HP 91 and Yorrick AC 23 HP 117 d20+17=35 d20+17=32 2d6(6+2)+11=19 d6=1 2d6(3+4)+11=18 d6=2 d20+7=12 d20+20=35 Friday December 1st, 2006 4:43:13 PM
Peerimus and Yorrick stay where they are. It does not matter much to the druid how dead the troll is. Until a great deal of Fire or acid is applied the simple truth of the matter is the troll is not dead. With that thought, Peerimus directs Yorrick to strike again with his claws. Which the kodiak obliges with. Each of the powerful strokes tears deeply, but the damage from fire is very limited. "This could take a while" Peerimus whispers through the spell to the others.
[Yorrick Hit AC 35/32 Dmg 19+1 Fire and 18+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
Trace and Shadow Friday December 1st, 2006 5:59:36 PM
Free action
Trace whispers, quick, someone build a fire
Quinn AC 25 hps 100 d3=1 Friday December 1st, 2006 7:06:55 PM
Quinn is concerned that this is taking too long and secures his mace to his belt and he calls on Gargul's blessing and summons a fire elemental
Summon VI
One small fire elemental will apprear next round and begin burning trolls, starting with T4.
"That should speed things up." A satisfied Quinn exclaims.
0 Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Trace shifts his aim again and slams two arrows into the single standing Troll. The Troll's shout is cut off, and it skids to the ground.
Jaeden backs five paces and stands watch with Dalek, leaving contact with the female goblin to the new female addition to the group. The hills around this section of the road appear free of threats to man and horse.
Savin speeds out of the concealment of brush and slams his staff into the Troll just recently brought down by Trace's arrows. There is a wet crunch of bone, ensuring that this one will stay down just that much longer. Then, in a rather loud voice, Savin calls out to his companions.
Laima casts a spell, and an orange ball of flame blooms in the open area by the side of the road. It engulfs two of the downed Trolls before it fades. It's a narrow miss for Savin at the very edge of the blaze. Jaeden, watching from the hillside, senses a wrongness to the Fireball. It is different, lacking in substance, from the Fireballs that he had seen Firn'gaer produce. And yet, it does appear to be effective as smoke now rises from the bodies of the two trolls.
Bluff or no bluff, Yorrick hits the downed Troll, sending it down into unconsciousness. The Tear affixed to his fur glows red and fire dances along the great bear's claws.
Quinn begins a spell of Summoning. The presence of Gargul feels indistinct. Distant. Out of reach. Quinn gropes for the power. He quests with his spirit. And he finds it. (30% spell Failure Result: 68/Pass) The Gods are there! Outside the boundaries of Koshe Marr. One need but have the strength to reach them.
+++++++++++++++++++++++++++++++++++++++
Another Troll rises and Trace's arrows once again put it down. (T1. Trace, I used your shots intended for T3 if you don't mind. You have 92 left.)
The battlefield is still. The Children of Chaos have bought themselves some breathing space. Quinn's Small Elemental pops into existence next to one of the Trolls. Then, as the only creatures with renewable fire attacks, the Elemental and Yorrick begin moving from Troll to Troll aiming killing blows. Fire is capricious and the Trolls are strong in Fortitude. Still, it takes Yorrick and the Elemental little over one minute to dispatch them all, just in time for the Elemental to expend its time on this plane and disappear.
Trace moves from Troll to Troll in search of Arrows that he might recover. He finds that the Magic bestowed upon the ammunition by his bow has consumed them all. There is not a single one left. (All magic ammunition is destroyed, Trace.)
There are still no signs of the roving bands that Savin had seen earlier. But how long can that last? The bodies of four Trolls lie, easily visible from the road. Wisps of smoke rise from the mangled flesh.
The feeling of distance from his God lingers long after Quinn's attempt at a spell. What a forsaken land this is, where these Trolls, so easily defeated, are the common population. The full horror descends on the cold lavender rays of the awful moon. In this place, one cannot count upon divine assistance.
Next to the road, the small figure in the arms of the female goblin stirs. The female goblin remains rooted to the spot. Her eyes move from one to the next of these alien beings who arrive and slaughter the Trolls with such ease. Her eyes fall to the bundle in her arms. It is a young goblin, possibly around four years of age, and male. The female goblin looks up again. There is resignation in her eyes. She places the young goblin gently upon the ground. Then she herself lies down upon her back. Her legs fall apart and she turns her face away.
=== OOC ===
Feel free to post actions that occur at the same time that Yorrick and the Fire Elemental are dispatching the Trolls.
Note on Area Spells: Please choose an Intersection for the center for your spell rather than a Square. Thanks.
Laima, to answer one of your questions, there is really no Back or Front to characters in the core rules of D&D, so unless they were actively avoiding a look at you, they would see you. If, um ... if they had been conscious, that is.
Here's how it works. All Divine spells have a chance of Spell Failure in Koshe Marr. Scrolls of Divine spells as well. The spell failure increases per Spell level. (Caster Level is not affected.) Here is the chart.
(BTW, if you think this is grossly unfair, you should see the chart that DM/Inge used before I modified it. Ouch.)
Coup de Grace Rolls against the Trolls (If you're interested) ====================================== Total: 12 rounds Elemental vs T4 Critical Fire 6 vs Fort 16 / Alive Yorrick vs T3 Claw Critical Fire 7 vs Fort 31 / Alive Elemental vs T4 Critical Fire 6 vs Fort 16 / Alive Yorrick vs T3 Claw Critical Fire 8 vs Fort 17 / Dead Elemental vs T4 Critical Fire 4 vs Fort 29 / Alive Yorrick Move Elemental vs T4 Critical Fire 5 vs Fort 16 / Alive Yorrick vs T1 Claw Critical Fire 3 vs Fort 29 / Alive Elemental vs T4 Critical Fire 4 vs Fort 12 / Dead Yorrick vs T1 Claw Critical Fire 6 vs Fort 16 / Alive Elemental Move Yorrick vs T1 Claw Critical Fire 3 vs Fort 21 / Alive Elemental vs T6 Critical Fire 4 vs Fort 18 / Alive Yorrick vs T1 Claw Critical Fire 3 vs Fort 24 / Alive Elemental vs T6 Critical Fire 8 vs Fort 29 / Alive Yorrick vs T1 Claw Critical Fire 7 vs Fort 30 / Alive Elemental vs T6 Critical Fire 7 vs Fort 14 / Dead Yorrick vs T1 Claw Critical Fire 9 vs Fort 17 / Dead Elemental Move Yorrick Move Elemental vs T2 Critical Fire 4 vs Fort 12 / Dead Yorrick vs T5 Claw Critical Fire 6 vs Fort 16 / Alive Elemental Move Yorrick vs T5 Claw Critical Fire 5 vs Fort 15 / Alive Elemental Gone Yorrick vs T5 Claw Critical Fire 7 vs Fort 16 / Dead
Quinn Sunday December 3rd, 2006 3:48:49 PM
Quinn is unconcerned about the goblins as he directs his fire element and walks beside it "Hi sparky, good to see you again. Yes we are in a bit of a fix. I am sure you will like going home in a few minutes. We are not leaving until tomorrow."
Once the trolls are all dead for good, Quinn will walk over toward the goblins and the rest of the group. Quinn seeks out Perrimus "We have problems. It was real hard to summon the elemental. We need to push hard, because I think it will be next to impossible to recover our spells. I feel so lost somehow. Tomorrow, if we have not found the Shroud, I suggest at least you and I go back to the Wold using my plane walk, if it is sucessfull, to recover our spells and the return using the artifact."
Jaeden Ohm Sunday December 3rd, 2006 4:38:18 PM Dalek please, bring Laima quickly. A thought and the warhorse speeds off to allow Laima to mount [move to M21:N22].
"Laima, Dalek will speed you to the Goblin. We're going to need your touch on this I think. See if you can build her trust enough to get her to show us to where we need to go." A whispered communication over the strands of Laima's magic.
"Ok Peerimus, our immediate danger is clear. The reigns are back in your hands."
Laima Ragana d20+6=14 d20+6=14 d20+5=6 d20+9=14 Monday December 4th, 2006 11:16:45 AM
Laima pulls herself onto the horse and holds tightly as the mount trots her towards the goblins. She pulls up on the reigns and slides off of the side of the horse, pulling her backpack off and reaching into it; she pulls out a few articles of fine cloth, pale green and rust colors stripped with slate. Laima approaches slowly, wearing a large smile and warm eyes, walks up lightly next the sprawled goblin and the little one; delicately covering up the body of the baby before turning to the mother. Kneeling next to her, Laima places a hand on her knee and pushes her legs closed before offering the other cloth to the goblinette. She watches the pathetic creature with mixed emotions and if the goblin tries to scamper away or appears startled, Laima will try to calm her with a gentle shhhh-ing sound. "Its okay 'ittle one, its okay." She watches the goblin woman for a moment and hopes that she will cover herself up. Turning to the baby, Laima looks upon it for signs of life and will examine the pup quickly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rides Dalek to within 20' of the goblins before dismounting and approaching slowly. Ride.14 Spot.5 Diplomacy.14 Heal.14
spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 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)
luck points 3 / 4 (get mine expended +1 back for successful spell)
Savin d20+13=24 d20+13=18 Monday December 4th, 2006 11:30:41 AM
Savin will look to Jaeden and Peerimus and say, "While Peerimus's negotiates, why don't we at least try to move these bodies off the road and cover them up. Don't want it to be too obvious that we are here.
I have some rope. If we could tie the trolls off, maybe Dalek and Yorrick could exert their strength to pull them off road?"
Savin will quickly go to one troll and loop a rope under its long arms grimacing at the smell. If one of the animals moves over, he will tie it off. He will pat down the trolls as well during this process looking for loot and that paper one was waving before.
He will try and keep an eye and ear open as well for trouble.
Spot 24 Listen 18
Peerimus and Yorrick d20+20=35 Monday December 4th, 2006 3:27:55 PM
To be completed....
What Quinn says disturbs Peerimus on multiple levels, the sense of loss or rather the feeling of isolation so unknown until now was one thing he had tried to prepare for, had expected and understood. This new aspect that Quinn brought forth though, the ability to channel and reach out despite distance and barrier was for some reason unexpected. Why had he not thought of it and how far did it extend. It was a thought he must leave uncompleted for now. The fight was over and several things needed to be done at the same time. Laima was moving to assist the goblin and looking like she was in the right thinking towards it.
Savin was certainly in the right, getting the most obvious signs of the dead trolls from the road was important. The presence of a forced killing trolls and 6 of them so thoroghly did not need to be shouted across the landscape. Throught the Message spell: Jaeden come with us to assist on moving the trolls off, Savin is right. It won't be perfect or close at all, but if the casual traveller misses it we may buy needed time. Lamia, repeat anything she says through the message spell. Do your best.
He's not sure what to say to Quinn just yet, so just shakes his head at the current plan laid out by the cleric. "Keep your eyess open with Trace." Peerimus will then attempt to get Yorrick to assist if he can, but it s something he never has worked on with the bear. Hopefully the charred troll remains would not be so much heavy as disgusting. The druid tries to set to the unpleasant task best he can. [handle animal 35]
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
Hide! (DM/Al) d100=41 Monday December 4th, 2006 9:34:39 PM
Quinn informs Peerimus of the unsettling experience he had while casting his spell. Peerimus takes it for the dire news that it is. Quinn plans to escape tomorrow. If he can. The Lavender Moon looks down from above like the baleful eye of a cat as spies out a passel of unlucky mice fallen into its trap.
Jaeden sends Dalek up slope to bring Laima while he watches for trouble. He passes leadership back to Peerimus.
Savin moves swiftly from Troll to Troll. None seems to have a single thing of even marginal worth on their person. Bone trinkets, colored stones, bits of cloth dipped in a dried mix that smells foul, old meat of dubious edibility. When Savin reaches the one that had been waving the scrap above his head, he finds that the scrap is actually cloth. It is a worn sleeveless shift that clearly belongs to the female goblin. It is surprisingly clean and looks to be of fine make, though it has very plainly seen better times.
Savin begins to move the bodies, dragging them to the brush on the hillside. Yorrick understands the idea after only a simple example from Peerimus, and takes the charred arm of one of the Trolls in his mouth and begins dragging a carcass in the same direction as Savin. The dragged bodies leave bloody trails in the dirt, but one skilled in the arts of woodcraft might be able to conceal these with a little effort.
Savin looks up occasionally eying the road and the surrounding hills. The group has been very lucky so far. No sign of patrols. But how long can it be before one appears?
The female goblin remains still and passive, turning her head to look only at the quiet sound of Laima as she approaches with clothing. Though she lifts her head, the female goblin makes no move to rise. Even with Laima right above her, she remains prone. Instead, however, she watches with wary eyes. To Laima's best judgment, the female goblin is past the bloom of youth. Care and the ravages of a hard life seem to have aged her beyond her years, though at one time she may have been much more attractive. The boy appears around four or five years of age. Both bear fairly severe wounds.
As Laima kneels to offer the clothing to the female, the boy stirs and rises.
"Chakacha pahka pa jah!" The boy rolls swiftly to his feet and slams himself between Laima and the female goblin. He grows and bares his teeth. "Jahkee grjeek deedee ah!"
A look of decision enters the female goblin's eyes. "Keeah, Rogo. Ritee demba deeahm." She gathers the cloth about herself and stands. With one hand she holds the little one to herself, restraining and protecting.
"I Sleema," she says in Common. With a renewal of hope comes a sense of fear. She looks about at the hills above and the road that disappears in both directions. "Must need hide!" She hurries the boy toward the brush at the side of the road. "We go! Hide, hide, yes?"
For Trace: Highlight to display spoiler: {"Hey! What do you think you're doing! You don't touch my mother!" "Stop, Rogo. I think they may help us."}
Quinn Monday December 4th, 2006 10:29:51 PM
At Savin's suggest, Quinn has sparky burn up as much troll blood as he can before he leaves. Quinn bides his fire elemental good bye "See you on the other side Sparky, literally."
Quinn moves back to Peerimus "Brother, after Sister Lamia get what she can from the goblins, I suggest we try your artifact toys to find the shroud. If the artifacts do not work we can try my find the path divination, if it works." Quinn lets his voice trail off as he is not too optimistic.
Quinn continues "Our curing may be suspect. Do we have a cure wand to test? To see what effect this place has on divine magics."
Trace and Shadow d20+21=36 d20+16=19 d20+10=17 d20+6=18 Monday December 4th, 2006 11:40:00 PM
Trace becomes stealth while keeping his eyes and ears open. hide 19, silent 36, spot 17, listen 18
Trace whispers to the others, "I forgot that I can speak with goblins, I probly meant to quit considering what they have done to my kind. The child is telling us not to touch his mother, she is telling him to stop that she thinks we might help, I wonder what gives her that idea? If she only knew my feelings on the matter. Tell her ,yes we help and do as she says everyone hide, she seems to understand common. I will try and hide the tracks the best that I can."
Trace comes out of hiding and moves down the hill and is able to move through the brush as if it was not even there (woodland stride) Trace uses his tracking ablities to try and hide the scenes of their work on the road. (swift tracking ability)
arrow total (92/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
DM/Al to Trace Tuesday December 5th, 2006 8:19:55 AM
Any use of Tracking is a Survival Roll. Please roll Survival to see how successful you are hiding traces of the fight.
If you don't see this message before posting time tonight, I'll roll for you.
Jaeden Ohm Tuesday December 5th, 2006 12:01:31 PM
Jaeden nods in agreement with Savin and in compliance with Peerimus' request for him to help. With a brisk stride he moves to assist and with a thought he brings Dalek over to do the same. Once the beasts are hidden he stays out of the way so that Trace can do his work.
The ranger's translations of the Goblin tongue bring a bit of satisfaction to Jaeden. Looks like this time at least the call was correct. He is also satisfied with his new companions and they way they acted, both militarily and morally.
Hoping that the sight of him won't change the Goblin's mind he begins to approach, doing his best to appear non-threatening.
Laima & Minek d20+5=12 d20+5=19 d20+5=12 d20+9=19 d20+7=15 d20+5=17 Tuesday December 5th, 2006 12:19:26 PM
Wishing that she could fully understand what the boy-goblin was saying, Laima shakes her head slowly. Then his mother speaks a broken Common and Laima nods encouragingly, the fan of black hair bobbing back and forth behind her. As the female says to get off of the path, Laima perks up and begins to look around.
"We are here, my child, on urgent matters. We mean you no harm; not like those dirty trolls. Why were they assaulting you, hon?"
Laima's eyes are as warm as they are pale and her smile melds into the shape of comfort. Holding herself in the most non-threatening way that she knows she reaches into her backpack and withdraws a tiny, grey leather pouch. Pulling out three clear glass balls with fancy swirls of color through them, she extends them in an opened palm to the boy.
Tilting her head to the side, "Marbles?"
After a moment, she will replace the marbles in the pouch if the boy does not take them otherwise she smiles widely at his acceptance and replaces the pouch minus three marbles. Standing slowly, Laima runs her hands over her robes to smooth out the wrinkles.
Turning her head to look at Minek, perched on her shoulder, she clicks and nods her head to the lavender sky.
"Wanna take a peak little one? Fear not, just stay within sight."
Shaking his head in an apprehensive manner, Minek shows his wariness to scouting in this distant land, but after a moment takes off, leaving the security of his orc's shoulder. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spot.14 Listen.19 CHA.12 Diplomacy.19 (to ease the apprehensions of the boy-goblin) Minek Spot.15 Minek Listne.17
spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 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)
Savin d20+12=30 Tuesday December 5th, 2006 1:16:12 PM
Savin sees that the goblins at least seem to be friendly and follows the female goblin closely. He urges the others to get off the road and leads them up to an area where they can all hide. He will look for a depression or a hill or some kind of obstacle big enough to hide the group and with Dalek and Yorrick.
spot check 30
If he finds one, he will lead the group towards it, moving ahead to make sure nothing else is in its place. Once they all get comfortable, Savin will dig into his haversack and pull out some food for their guests. As he hands it over he will say slowly in common, "I understand that this land doesn't promote trust, but we mean you no harm."
He will look to Quinn and Peerimus and ask, "Can you heal them? I am sure that might help the situation."
Peerimus and Yorrick d20+24=44 Tuesday December 5th, 2006 2:24:58 PM
Trace begins to work on removing the evidence of the dragged trolls and knowing time is precious, Peerimus does so as well. [Survival 44] As he works he whispers back throuh the message, "Everyone go and find a place to hide out in while Trace and I conceal the road, we will join you when our task is complete. Yes Quinn, we can heal her and the both and hopefully quite easily with a wand instead of spell." Peerimus will keep Yorrick still near him, so as not to break the shared spells, confident that as they deaprt the raod he will be able to cover thier trail.
"Tell her we shall heal both her and her son in short order and ask if she has ever heard of 'The Inn' or 'The Vault'?"
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
A Moment's Peace (DM/Al) d20+14=29 Tuesday December 5th, 2006 8:40:37 PM
Quinn turns again to his Fire Elemental, but it is already gone. He makes several suggestions. One to test the powers of the Chaos Artifacts. The other to test a Wand of Curing.
Trace slips silently from out of the brush. After translating the words of the two goblins, he sets about obscuring the signs of the battle with a speed that only one born to Tracking can. (Trace, Survival 29 to cover the traces of battle. Full speed from Swift Track.) Peerimus aides the effort. Despite the desolation of the land, the druid seems to have keen eye for the way the land should appear and he arranges it so. As quickly as Jaeden, Dalek, Yorrick and Savin pull the Troll bodies out of sight, Trace and Peerimus cover the signs of passage, leaving behind a setting as visually pristine as though the battle had never occurred.
Sleema, as she had named herself, turns her head to Laima's question as she hurries the boy goblin into the brush and up the slope.
"Why? Why?" she whispers in rhetorical reply. "They mens." She forms the thumb and forefinger of one hand into a hole and jams a finger from the other hand repeatedly into it. "Mens. This they do. Because they mens."
The boy reaches out for the clear round spheres as Laima offers them. He palms one and thrusts it into his mouth. His progress up the rough ground of the slope lags as his cheeks move about in exploration of the smooth sphere. Finally, he spits it back out onto his hand and looks at it with puzzlement. His mother hurries him along, and, after a quick wary look in Laima's direction, the little goblin stuffs all three marbles into his belted shirt.
Savin looks around at the dark hills. One looks like the next, and each might hold an marauding patrol of only Domi knows what. The only haven that he knows of might be the space between the hills into which the group first appeared. That, at least, appeared safe at the time, so he leads the group back over the crest of the hill and back down into to the little dell.
Once at a place of relative safety, Laima releases Minek to keep watch over the land from the skies. Waves of anxiety coming from the bird, it obeys its mistress and climbs into the dark sky.
Sleema and the boy fall upon the food that Savin produces as though this were the first food they'd seen in days. For a while, the only sound is that of munching, chomping and chewing.
At Peerimus' words, Sleema pulls the boy to her and inspects the long wounds made by the claws of the Troll.
"Inn," she replies, "yes. Inn. Everybody know Inn. Very far. Far, far. Bad place. Goblin no can go."
"Vault?" She shakes her head. "No Vault. No." She licks the little boy's wounds, holding him still despite his struggling. Then she looks up and tips her head up to look at Peerimus. "You mean Crypt?"
Quinn Tuesday December 5th, 2006 11:09:02 PM
Quinn is disappointed that he could not help with help with the hiding of the battle marks as he thought Sparky was going to last longer.
Quinn then limps after Savin as he moves the group back into the hollow. "Out to the road and then back again, Brother I have seen this part of the Koshe Mar already. Is the Shroud we seek in this Inn or Crypt? If so lets get going and snatch it from this evil land. Brother Trace see if the creature can tell us which direction to go. I will attempt to confirm with my divinatation." Quinn will sit down gingerly and take the weight off his diseased leg.
Savin d20+12=26 d20+13=17 d20+13=29 Wednesday December 6th, 2006 9:09:43 AM
Savin will pull Peerimus aside and say, "I still think that Noxy and Faraday can bring us at least closer to the Shroud. Why don't you ask Faraday?"
Savin leaves the questions to the others and climbs back up the embankment to get a view of the road. Once he finds a place where he can see but remain unseen he lays down to keep watch.
Hide 26 Spot 17 Listen 29
CDM Jerry Wednesday December 6th, 2006 12:37:21 PM
Please post the report from last week's posting please. ADM Email me when this is done.
Peerimus and Yorrick 3d8(3+7+1)+5=16 3d8(6+3+1)+5=15 Wednesday December 6th, 2006 5:06:22 PM
Peerimus sits down and pulls out the curing wand as he listens toteh goblin through Trace's Translation and the broken Common "Yes Crypt, I mean Crypt. Where and how far?" Peerimus gestures in a slow circle about them as he asks. Poitning to the wand "Will Heal." He then touches the female goblin I hope and with that thought he touches her and if all goes well he touches the boy.
"Savin, Noxy can only see us, not them, and while she made be willing to help I do not plan to take her with us and would prefer she know as little as possible about us and what we are doing. Once we are away I will though."
"Quinn, our information says the crypt, I asked about the Inn because our information says it is our only refuge in this entire land and pardon my bluntness, but if you die, our only way home. I for one want to know where this Inn is if the worst happens."
Peerimus then captures everyones gaze "We are in another world, by virtue of this and all we know. Quinn and my seperation as it were, the evil that flows and lives here. If things go horrible, This Inn is your only chance. On another note, if Quinn's god is the lord of the dead and that god is seperated from us it stands to reason that death here could take on a whole new meaning of horror and pernamence. Keep thta in your minds freinds, this is not the place for unue risks or to slip up."
Peerimus returns his attention to the goblin, "The Crypt? The Inn? Where and how far?"
Posting Report for Nov 27 - Dec 1 [aDM Drew] Wednesday December 6th, 2006 6:10:23 PM
Posting Report for Children of Chaos Week of November 27-December 1 ...............................M...T...W...Th...F DM-Al....................x....x....x.....x.....x Peerimus-DanK......x....x....x.....x....x Laima-Drew...........o....o....x.....x.....x Savin-George.........x....x....x.....x.....x Jaeden-Jason.........2....x.....x.....2....x 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 Nothing to note except school on my part which is one reason for tardiness.
Laima Wednesday December 6th, 2006 6:41:22 PM
Watching as the little boy-goblin tries to eat the marbles, Laima cannot help but giggle softly. As to his mother's response to the assault, Laima cannot help but blush violently.
"Well, um...yes...yes, of course they do."
She turns quickly and scurries up the bank, trying her best to blend in with the environment. Looking to the sky to find her companion, she feels happiness and warmth when he flutters overhead and she lets Minek know that as well.
"Well, let us hope that nothing of the sort happens, Peer. The Path has brought us to this tainted place and perhaps she will show us a safe path through it and home?" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 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)
Trace and Shadow Wednesday December 6th, 2006 8:08:02 PM
Before talking to the goblins, Trace whispers to the others, "I think I should only talk in common to her unless we just can get anywhere with the conversation. I think my being able to talk goblin needs to be hidden right now incase she takes us to another goblin that way I can tell if they are planning good or evil. If told to do otherwise Trace will then speak in goblin and gather the locations of where they need to go and how to get there adding in land marks and such for guidance.
arrow total (92/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Many Patrols (DM/Al) d100=21 d100=15 d100=59 d4=3 d20+14=16 d20+10=13 Wednesday December 6th, 2006 9:33:49 PM
Quinn is anxious to get where the group needs to to get get to. To get the Shroud of Atman and leave this cursed realm. If only someone knew where that might be.
Savin insists that Faraday and Noxy might be able to help. To at least bet the group closer than they are now. He voices his opinion and then climbs back up in the direction of the ridge overlooking the road. The ridge stands a bit more than a hundred feet from where the group huddles at the lowest point between the hills.
Peerimus takes out a wand of healing and touches the Sleema with healing magic. Even with the wand, he feels the gulfs of darkness that stand between himself and the Divine Nature of the Wold. (21%) The magic nearly fails. He turns to the boy, and this time desolation comes for Peerimus. All around are rock and stunted growth. Plants and earth they are, but they are all dead. Twisted and dead. The magic fails. A third attempt, though succeeds and both goblins find their wounds completely healed. (15% and 59%)
"You a magic," Sleema says, a touch of awe in her voice. "My man, he a magic too. Great wizard!" Sleema raises both hands describing a great arc.
"Chakbak piah!" The boy stands calls out and copies her movements. It appears he's seen the movement before and knows the meaning, no matter the language.
"Inn very far," Sleema waves away further explanation before continuing quickly on. "Crypt near near." She points. "Go road. My village same way. Very more near." She kneels in and takes up a sharp bit of stone and begins drawing in the dirt. The lines and crosses resemble nothing like a map. Instead, it becomes apparent that Sleema is making calculations. While Trace whispers of the advantages of not revealing his skill in the Goblin language, she continues puzzling over numbers. "Fourteen mile," she says at last. "Crypt, fourteen mile. Village eleven mile."
"But many patrol. Very, very. Yes, yes. Near Crypt, so many patrol. You hiding. Go hiding. Sleema and Rogo help you hiding."
Laima looks into the sky to send comfort to her brave friend above. A dark bird against a dark sky, he is not easy to find, but he is there, high above. Suddenly, Laima feels a stab of fear! At the same time, Savin hears a distant rustle from the hills to his right. It is either very quiet or far away, and it sounds remotely of a snake's hiss.
(Laima, I need a Hide check from Minek, especially, but everyone may as well make Hide checks. Move Silently if you are inclined to move.)
For Trace: (Highlight to display spoiler: {Boy: 'Great wizard!' })
=== OOC ===
You may roll your own Spell Failure for Divine spells if you'd like.
Quinn d20+7=11 Wednesday December 6th, 2006 10:47:48 PM
Quinn slaps his thighs and stands. "Alright, brothers and sisters, if we are to believe these creatures, then lets get going."
sense motive 11
Quinn listens to Seelma's words, but hears what he wants "Brother Jaeden may I borrow your horse as I will slow us down greatly with this leg. I will not be able to heal myself until the morning, when I attempt to go back to the Wold. I can take 8 with me when the time comes. These artifacts of yours make it so easy to return." Quinn smiles as he twists his goatee in happy reflection.
Quinn looks to Peerimus and Savin "I am new to the group, does brother Savin now scout while the rest of us follow? In lower tones, will our new friends reveal us to their great wizard that may think we have captured them?"
Jaeden Wednesday December 6th, 2006 11:06:39 PM "What do you think Peerimus? Do we follow this Goblin to her village and then on to this crypt?"
Coming upon the She Goblin Jaeden asks in hushed tones, "Can we make it to this Crypt while hiding? Can we avoid the patrols?"
Peerimus and yorrick d20+15=32 d20+9=26 d20-5=14 d20-5=12 d20+2=9 d20+2=9 Thursday December 7th, 2006 2:46:45 PM
"I think we go and go now Jaeden." Looking at the goblin "Sleema yes. Lead and quickly." Looking at Dalek, and the some of the more heavily armored individuals Peerimus lets a small sigh slip. Moving quietly and unseen was not the groups fortie. The best he could think of was to get the group moving and keep thier eyes and ears about them. "Trace and Savin take our rear guard. Laima, just behind Yorrick and then Jaeden you lead Dalek if Quinn will tolerate him as a rider. Silent and low." Peerimus can barely keep the smile off his face at the absurdity of the sentence, but their it was anyway.
Peerimus urges Sleema ahead and stays right in her wake, yorrick just behind him. The druids head is on a swivel checking re checking thier flanks. Searching the dim for sight or sound.
Trace and Shadow d20+16=31 d20+6=12 d20+21=24 d20+10=24 d20+9=15 d20+6=21 d20+9=24 d20+6=12 Thursday December 7th, 2006 6:20:01 PM
Trace nods his agreement as he pets Shadow and then moves out with the others with Shadow sticking to his side.
Quinn (second illegal post) Thursday December 7th, 2006 7:27:27 PM
Quinn hears Peerimus's suggestions and can not help himself but to respond "Brother Peerimus, will there be no scouts or pickets, only a rearguard. I do not think this creature is being false with us, but it could be decived itself. We need at least a scout out front to prepare us for what may be in our path. I am concerned for the groups saftey in this dangerous land."
Peerimus and Yorrick (second illegal post) Thursday December 7th, 2006 7:32:00 PM
"Quinn I wholly agree, the problem I see is that none but the goblins know this terrain and where we are headed. None of us can lead cause we know where not to lead to."
Savin d20+4=21 Thursday December 7th, 2006 7:53:35 PM
Savin moves up to Peerimus and asks politely but firmly, "Can I please take a look at Noxy? I think you are mistaken in your assumptions and I will try to see if I can find the Shroud while we prepare to go."
Once Savin gets Noxy he will open the book and let his mind take in the swirls and dots. He says to Peerimus, "Just give me a couple of minutes please. If I am wrong then I promise I will circle the group as we walk and keep a flanking and rear guard up."
Savin rolls a 21 to see if he can figure out Noxy and where the Shroud might be.
Quinn is ready to go. He eyes the female goblin first, trying to determine how trustworthy she may be. She seems sincere in her willingness to help. But, then again, the impression could be due to a temporary failure in judgment on Quinn's part.
Jaeden, decked in full plate mail, has good reason to doubt the group's ability to make their way by stealth for fourteen miles across a land full of patrols. But Peerimus sees no other choice. He sets up a marching order. Yorrick crunches through the brush as they begin to move out. This may prove difficult.
Sleema turns at the sound with alarm. She waves her arms for a stop.
"Choice now. One, go by road. Two, go by overland. Road more fast. But hiding more hard. Overland slow. But hiding more easy. I know both way. You choice now."
Despite the hissing sound from the nearby hills, Savin leaves the ridge and returns to the group. He takes the opportunity to press his idea of using the Vision of Noxnyx to find the shroud. When handed the mirror-like Artifact, he looks into it, allowing his intuition to guide him. Savin can easily identify the members of the party. The view appears to be as though looking down from above this time. He recalls the Firn'gaer was able to move the view about somehow. Could it be as simple as changing the way one controls the perspective of one's own eyes? After some experimentation, he finds that it is indeed as simple as that. But how to tell the Vision to find a thing when one doesn't know the location one's self? He points it in the direction that the Goblin had pointed toward. Nothing particular distinguishes itself upon the screen. Considering the vast expanses of land in the direction in which a relatively small Shroud might exist, the result is not surprising. It's the needle in the haystack problem.
Minek comes streaking down out of the sky in a flutter of agitated wings. If the raven had made an attempt to hide it was a miserable failure. (Hide 7 /Nat 1) He shivers, and makes small bird noises in the language that he and Laima share. (For Laima: Highlight to display spoiler: {"Skulls! Flying in the air! Flying skulls!"})
Jaeden Ohm Friday December 8th, 2006 1:47:30 AM Dalek can you assist the new man Quinn? He is injured and can't move well.
A sense of reluctance travels the mental link between horse and man as the horse expresses revulsion towards Quinn's decaying leg. Still, their bond is strong and Dalek can sense the warrior's. He moves to Quinn and allows the priest to mount.
Without further comment or question Jaeden falls into marching order, leading Dalek as requested.
Quinn Friday December 8th, 2006 7:23:19 AM
Quinn is very interested in Savin's sucess with the artifact as he wants to use it tomorrow to return from the Wold. Quinn intently watches Savin at work. "A good plan and Valiant attempt brother Savin."
Quinn winks at Savin "Is it possible for you to range a few hundred yeards in front of the group without getting lost brother Savin. Have you ever been the eyes of the group before?"
Quinn is very pleased to mount the horse. "Brother Jaeden, I am honored to be allowed to mount your noble steed."
When the goblin asks about the choice of speed or steath Quinn answers "I feel our best option is speed."
Savin d20+13=23 Friday December 8th, 2006 9:09:51 AM
Savin is frustrated with the bookish artifact. "How come in can find us on another plane but it can't find one of its brothers on this one. That doesn't make any sense.
Savin has Peerimus pull out Faraday and asks, "Faraday, can you tell Noxy what we are looking for? You seem to communicate with him well." If he doesn't get any other results after this, Savin will put both artifacts away and say, "Guess we have to do this the hardway. I too vote for speed.
I think this land will have ill effects on us the longer we stay. Firn'gaer's research seemed to indicate the same thing."
When Minek comes streaking down, Savin will wait for an explanation and then say, "We need to find some cover quick. We won't be able to stop them all if they try to run and then the masters of this land will know we are here.
Can any of our mages cast spells to help hide us? Ilusions or darkness. Invisibility? Something?
Savin looks around for anything that might hide them which is a tall task with such a large group. He pulls out a potion of flying in case he needs it later.
Laima & Minek d20+5=24 d20+5=16 d20+6=26 Friday December 8th, 2006 1:15:07 PM
Minek's words do not fully register at first. "What? What do you mean?" But she holds up a hand to stop the group.
Utilizing the enchantment which she granted the group she whispers softly yet her mildly-raspy voice echoes true in everyone's ear.
"Minek says that he spotted flying skulls approaching. I am not sure what he means, but his descriptions have never been wrong or exagerated before."
Crouching low to the ground, Laima's eyes and ears are as open as possible. She awaits the thoughts of the others. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ spot.24 listen.16 hide.26 NAT20!
Peerimus and Yorrick Friday December 8th, 2006 7:17:28 PM
"Right now right here is not the time or the place Savin, we need to be elsewhere." The report of the incoming flying skulls interrupts the druid before he continues. Leaving Faraday right where the artifact is, he looks to Sleema, "Flying Skulls? The road go quickly." Peerimus practically shoves the goblin along encouraging her to take flight and put haste to her movements. "Savin, the only arcane powers at our disposal rest in Laima" as they are moving quickly he talks over his shoulder towards, "Do you have anything of the like?"
Peerimus moves teh goblin guide ahead and quickly as he can, Yorrick right on his heels, the druid does not spend time to see if the others are following, he merely assumes they are.
Skull Patrol 01 (DM/Al) Saturday December 9th, 2006 12:24:35 PM
Jaeden instructs Dalek to allow Quinn to ride, and with a reluctance born of loyalty, the warhorse lets Quinn mount.
Savin remains undeterred by his failed first attempt to locate the Shroud in this land through the use of the Vision of Noxnyx. He calls for Faraday to guide his sight. Peerimus, however, refuses to take the Circle out, and it remains within his pack.
Meanwhile, Sleema's eyes are wide with fear. She looks back and forth from the black bird that had returned in a state of obvious agitation, to the sky from which it had come.
Laima warns everyone through the Message spell of the Flying Skulls that Minek had seen, and Peerimus leaves Faraday on the ground and hurries with Yorrick to encourage Sleema to push on up the slope in the direction of the road. He asks Laima if she might have any way of hiding the entire group.
It may, however, be too late.
The white of bone gleams in the light of the Lavender Moon. At the top of the ridge, just northwest of the group and within easy position to cut off the group's path to the road, Five figures appear gliding silently through the air. Two are large and three are of medium size.
(You must have ranks in these Knowledge Categories to roll for them.)
One is a large humanoid head with wisps of scraggly hair that trail from the tatters of flesh still sticking to the bone. (NS on the map.) (Knowledge Dungeoneering DC20 to identify this creature and acquire all of the knowledge that the player cares to give the PC: Highlight to display spoiler: {This is the skull of a Spirit Naga.})
The other large skull appears almost draconic, but it is smaller than most other dragon heads. It's coloration is black. (CS on the map.) (Knowledge Arcana DC20 to identify this creature and acquire all of the knowledge that the player cares to give the PC: Highlight to display spoiler: {This is the skull from one of the heads of a Chimera.})
One of the smaller skulls is long, with a pointed chin. (BS on the map.) (Knowledge Planes or Knowledge Religion DC20 to identify this creature and acquire all of the knowledge that the player cares to give the PC: Highlight to display spoiler: {This is the skull of a Bodak.})
The two remaining smaller skulls churn with hair that writhes in the moonlight. (M1 and M2 on the map.) (Knowledge Nature DC20 to identify this creature and acquire all of the knowledge that the player cares to give the PC: Highlight to display spoiler: {These are the skulls of Medusa.})
Sleema wails in despair. The boy, previously brave in the face of the trolls, this time, screams in terror. Sleema scoops up her boy and flees away from the skulls. Burdened by the weight of the boy, she doesn't make it far.
=== OOC ===
We're in Combat Rounds again!
The slope of the terrain and the brush on the ground should present no movement penalties. It will, however, prevent Charging. All those on the ground also are considered to have Cover vs Ranged attacks but not Melee attacks.
Savin, note that you have the vision of Noxnyx in one hand and a potion of Fly in the other.
Peerimus AC 26 Hp 91 Yorrick AC 23 HP 117 d20+18=22 d100=23 d20+10=24 d6+5=10 d20+12=29 Sunday December 10th, 2006 9:17:50 PM
Peerimus surveys the group coming over the hill and his nose screws up. "Two of the smaller ones appear to be of Medusa and given thier animated nature I would fully suspect thier gazing abilities are fully functional." Shortly thereafter the druid can be heard cursing at his own stupidity for not having gotten a sling.
"Does anyone kow what else those things are. Laima, you mentioned the Black Tentacle spell, hit as many as you can as soon as they get in range. Unless some of those others have Range attacks, make sure to get the medusas"
Keeping Yorrick Back Slightly, Peerimus focuses his mind and recalls the words of power taught to him by the Cabal. "Ay`a huaava`a shu`umaye." A small ball of deep living green flame appears in his right hand. Holding until the skulls close just a bit before throwing it at M1. [Cast Produe Flame range touch attack hit AC 24 dmg 10 SR check 29]
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
Trace and Shadow d20+19=30 d20+19=39 d20+14=29 d20+11=24 d20+19=35 d8+5=8 d8+5=10 d8+5=13 d8+5=8 d6=2 d6=5 d6=1 d6=3 2d6(1+5)=6 2d6(1+6)=7 2d6(3+4)=7 2d6(6+6)=12 Monday December 11th, 2006 12:26:23 AM
Trace looks to the others and then starts firing at the smaller ones first. Trace watches the fire ball take off and aims at the same target. He lets loose four arrows with his aim still in lock.
Trace whispers to the others, I suggest that once we get past this current threat we find a way to get me more arrows or try a hidden way to travel. I seem to be able to run through my arrows pretty quickly. After that it will be daggers and my deep threat will be gone. Sorry for the situation but I didnt think I would need more than 120 arrows. Those Trolls used up alot of my stock and I think this round will do the same."
Trace notches another arrow while Shadow sits in front of him watching intently for any advancement to her master and friend.
hit ac 30 8hps, 2 fire, 6 holy, total 16 hps hit ac 39 crit 30 hps, 5 fire, 7 holy, total 42 hps hit ac 29 13 hps, 1 fire, 7 holy total 21hps hit ac 24 8 hps, 3 fire, 12 holy total 23hps
total damage 102 hps damage arrow total (88/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Laima Ragana [ac21 hp48:mage armor, message] d20+7=21 Monday December 11th, 2006 12:52:06 PM
The flustered bird, coupled with the new sight of flying skulls racing towards her completely takes her back and shocks her mind; she cannot identify any of the forms of the skulls.
Not much is registering except for the sudden exclamation of Peerimus to halt the approaching foes. Without thinking, her slate hands begin to weave an intricate pattern as a raspy voice begins chanting words of arcanum.
Pointing a finger in the general direction of the centermost skull she turns her hand upwards, opens her palm and begins wiggling her fingers in an upward motion. Suddenly thick, rubbery black tentacles begin to burst forth from the ground below the approaching threats. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cast -- Evard's Black Tentacles centered on N9 (Al, I think that the 20' radius hits all of the skulls at this point...if I am wrong for some reason, could you please position the center for maximum effect?) Tentacle Stats BAB-19 [CL +8] Considered Large 11/11 rounds
Move -- AO17
spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 7 --- 18 4- 6 / 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)
I failed all four rolls as well, but refreshed the page and lost those rolls.
Posting Report 12.4-8 [aDM Drew] Monday December 11th, 2006 12:56:58 PM
Posting Report for Children of Chaos Week of December 4 -- December 8 ...............................M...T...W...Th...F DM-Al....................x....x....x.....x.....x Peerimus-DanK......x....x....2.....x....x Laima-Drew...........x....x....o.....x.....x Savin-George.........x....x....x.....x.....o Jaeden-Jason.........x....o.....x.....x....o Quinn-JimF............x.....x.....2....x.....o Trace-Ted.............x.....x.....x....o.....x
x = post o = no post * = substitute post - = skipped post (no DM post) + = see notes Notes Nothing to note except school on my part which is one reason for tardiness.
DM/Al to Laima Monday December 11th, 2006 1:24:04 PM
The size of the area may coincide with an area that may catch a few of the skulls. However, you might note the little numbers tagged with each creature on the map. This is the elevation each has above the ground. The two large ones, for example are each 15ft above ground level.
Evard's Black Tentacles covers a field with tentacles each 10ft long. As such, the spell would not be able to reach any of the skulls at this time.
The convention of tagging the elevation with the icon on the map is one that I started before your entry into the game. Your character would also be aware that the tentacles could not possibly reach it's intended victims. Taking these facts into account, I will allow you to keep the spell and redo your move. (But not the knowledge check rolls.)
If you do not read this and redo your move by posting time tonight, I will consider you not to have moved. Even so, you will still get the spell back.
Quinn (posted by George) d100=69 Monday December 11th, 2006 7:43:45 PM
Quinn grumbles, "I will try and turn them once they are closer but just in case it doesn't work..." Quinn reaches over and casts fly spell on Jaeden. (Rolled a 69 for spell failure)
Jaeden gets fly for 120 combat rounds
OOC Jim is having a some computer problems and asked me to post for tonight.
Level(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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Savin ac 29 hps 115 Monday December 11th, 2006 7:46:15 PM
Savin quaffs down the potion of flying that he has in one hand and stuffs Noxy into his haversack protecting it. He then pulls out his spiked chain and readies it for combat.
Skull Patrol 02 (DM/Al) Monday December 11th, 2006 9:47:53 PM
Peerimus calls out to the wellspring of nature for a spell. The stunted and blackened land around him fights the druid's will. But Peerimus prevails, and a ball of fire appears in his hand. With a toss, the flaming ball strikes one of the snake haired skulls squarely in the face. There is no resistance to the spell. The Medusa skull wails, writhing in green flame, and yet continues to approach.
Trace releases a rapid barrage of shots. His demeanor is cool and even. With his second shot, the Medusa skull first wounded by Peerimus explodes into bone fragments, completely destroyed by a critical strike. He shifts his aim across the field of battle to the other Medusa skull. Two arrows strike the horror with burning fire and holy light. It loses all semblance of life and falls to the ground like a stone.
Quinn calls to his distant divine patron for a spell. Fortune favors him with an easier time of it than Peerimus had. He reaches over Dalek's neck to touch Jaeden.
Savin too readies to Fly. He downs the potion with one hand and stows the Vision with the other. At a snap of his fingers, the spiked chain pops out of his glove.
Laima considers Peerimus' request for the spell of Black Tentacles. She gauges the height wondering whether the spell will reach that high. By the time she decides that the spell would be of no use, the remaining skulls have moved, and it is too late. With Minek flapping on her shoulder, Laima moves north and west, away from the body of the group.
+++++++++++++++++++++++++++++++++++++++++++++++++
The large skull with the stringy hair begins to chant. Suddenly it vanishes, becoming Invisible.
The other two skulls fly down from the height of the ridge. Turning their height advantage into greater speed, the close with alarming speed.
Sleema, boy in her arms, continues to flee. She runs behind Quinn and Dalek.
=== OOC ===
We're in Combat Rounds again!
REMEMBER: Your Flight Maneuverability is GOOD. That means 1/2 speed for upward flight and 2x speed for downward.
The slope of the terrain and the brush on the ground should present no movement penalties. It will, however, prevent Charging. All those on the ground also are considered to have Cover vs Ranged attacks but not Melee attacks.
Jaeden (AC see below HP 116/116) d20+21=35 2d6(4+1)+12=17 Monday December 11th, 2006 10:28:56 PM
"Trace, Savin, take the big one. I've got this one. Casters, help where you can."
Making use of the Gargul granted flight Jaeden takes off in an airborn charge at the nearest skull [charge to ac24 15']. Reaching the skull quickly the warrior brings his greatsword around in a massive sweeping strike [att vs. BS: Hit AC 35 dmg 17].
Trace and Shadow d20+19=23 d20+19=38 d20+14=31 d20+11=25 d8+5=9 d8+5=7 d8+5=8 d8+5=7 d6=2 d6=2 d6=1 d6=6 2d6(6+1)=7 2d6(3+1)=4 2d6(2+4)=6 2d6(3+6)=9 Monday December 11th, 2006 11:09:06 PM
Any excitement on knocking down two more foes is quickly set aside. Trace draws his aim down on the large one moving quickly his way. Four streaks of light leap from his bow and head to their target.
hit ac 23, 9 hps dmg, 2 fire, 7 holy, = 18 hps hit ac 38, 7 hps dmg, 2 fire, 4 holy, = 13 hps hit ac 31, 8 hps dmg, 1 fire, 6 holy, = 15 hps hit ac 25, 7 hps dmg, 7 fire, 9 holy, = 23 hps
total damage = 69 hps
arrow total (84/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Laima [ac25 hp48/48:mage armor, message, see invisibility] d20+5=19 d20+7=25 Tuesday December 12th, 2006 11:49:28 AM
Watching as the skulls approach, two splintering and dropping from the air Laima notices the one disappear. She shakes her head quickly and begins another low, raspy chant of arcanum. Suddenly a pair of glowing orange spectacles appears floating in the air before her; she grabs them and places them over her eyes. The orange seeps into her skin and begins to swim around in her eyes. To the observant eye, you can see the orange also seep through her shoulder and up the legs of her inky familiar; Minek's eyes to swim with glowing orange.
"The one that went invisible is mine."
Laima begins to scan the horizon, looking for the one that has separated and vanished from sight. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cast -- See Invisibility on myself and Minek.
spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 6 / 7 --- 17 3- 7 / 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 3 / 4
Quinn d20+3=13 2d6(3+2)=5 Tuesday December 12th, 2006 1:18:10 PM
ooc: Still haveing some computer problems the AC above is an estimate. I also apologize for any undead turning as I do not have the proper information at hand.
------------------------------
Quinn pats the horses neck as it is good to be off his leg. In the mean time, Lamina beats Quinn to castings see invisible so he hold his spell and readies his all seeing eye of Gargul to turn the undead.
Turn Undead (1/10):
10 +3 for Cha = 13 (I am unsure if there are any other modifiers or if I should roll turning damage)
Turning Damage (2D6) 5 (unmodified)
Quinn will attempt to use the horse as a shield to keep the skulls from the goblins.
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 +3 on shield, extended to 24 hours Magical Vestments +3 on Armor, extended to 24 hours
Rod of Extend 2/3
Peerimus AC 26 Hp 91 Yorrick AC 23 HP 117 d20+10=23 d6+5=8 Tuesday December 12th, 2006 4:48:56 PM
Peerimus is not entirely thrilled Jaeden is playing lone ranger, but is not going to bring it up now. In private and later definately, but not now. With one that is invisible and one claimed by Jaeden, Peerimus turns his attention to the only one left. He hurls another ball of fire towards CS. The ball strikes and encapsulates it momentarily. [Touch attack AC 23 Dmg 8]
Not wanting to be caught in a bunch, Peerimuand Yorrick move towards the road 30' [If I can get on at Home I will use a map Coordinate]
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
Savin ac 29 hitpoints 115/115 Tuesday December 12th, 2006 4:51:54 PM
Savin lauches himself into the air trying to get some height. He flies 30 straight up using a double movement manuvering for the next round.
ooc Al I am assuming Savin is SH on the map?
[ Sorry, no. Savin is the SA a bit to the right of there. SH is Shadow. That's why it's with TR/Trace. If that affects your move, go ahead and change it. --Al ]
Skull Patrol 03 (DM/Al) Tuesday December 12th, 2006 8:45:07 PM
Jaeden charges through the air, coming up under the long-eyed alien skull and swinging the Ohm Greatsword in a backward arc that thunks handily into its jaw. But something's wrong. The blow should have made a deeper cut! Something about this creature Reduces the Damage. The Skull begins to turn its Gaze upon Jaeden and those near about.
Trace turns to the large Dragon-head skull. thu-tu-tu-tu-tu! The Dragon-head is bathed in fire and light. When the conflagration dims, though, it still floats in the air. Blackened and brittle, it still floats. And it begins to open its mouth.
Laima casts an arcane spell, and the stringy haired skull pops into sight up the hill. Minek raises his wings, and his yellow beak opens as he sees it too. (Location of Skull for Laima: Highlight to display spoiler: {At this point it is at S14. But it will move, and I will post that in a spoiler below as well.})
Some things come from within. Faith is one of them. Quinn calls on the strength of his faith to Turn the hateful undead. As Quinn raises his holy symbol, the Alien-eyed skull stops its Gaze and it quavers in fear. (Quinn, if you wish to keep track of Sleema and Rogo behind you, direct Dalek to move, and Turn Undead in front of you, then you need to beat a Ride DC of 10.)
(Quinn, you get +2 to Turn check because you have 5 or more ranks in Knowledge Religion. With a Check of 15, you can Turn Undead up to 13HD. Turning Damage is Cleric Level +Roll +CHA. So your you can Turn up to 20HD of Undead. The Range and Area for Turning is a 60-foot cone. So you can only catch BS for this Turning.)
Peerimus throws another ball of fire. This one splashes against the Dragon-headed skull. The heat sears away one hinge of its jaw, and the Dragon-head falls to the ground! Peerimus and Yorrick move forward, passing underneath Jaeden and the Alien-eyed skull.
Savin rockets straight upward into the air. Spiked chain in both hands, he prepares for a downward strike. (A double move is actually 60 feet upward. You have a movement range of 60 with Fly. But, if you'd prefer to be 30 feet up, then consider that done. Either is fine with me.)
+++++++++++++++++++++++++++++++++++++++++++++++++
The Alien-eyed skull flees! It tracks northeast straight across the hillside without changing elevation. (Double move/Withdraw. No AoO.)
Laima sees the Stringy-haired skull move its mouth. A sharp ear might detect the casting of a spell to the north west. (Spellcraft vs DC23 to recognize the spell: Highlight to display spoiler: {Displacement}) To Laima who can see the skull: (Highlight to display spoiler: {It suddenly jumps two feet to one side. Then it begins gliding down the hill toward Peerimus, Yorrick, and Jaeden. It is currently at AA22, 20 feet up in the air.})
Next to Peerimus, Yorrick lifts his head and sniffs the air. The great bear looks about himself in confusion, eyes searching the empty air. He smells something nearby.
Sleema runs a few feet more. Then she stops and surveys the skies, amazed that the dreaded skulls have been decimated so quickly.
=== OOC ===
We're in Combat Rounds again!
REMEMBER: Your Flight Maneuverability is GOOD. That means 1/2 speed for upward flight and 2x speed for downward.
The slope of the terrain and the brush on the ground should present no movement penalties. It will, however, prevent Charging. All those on the ground also are considered to have Cover vs Ranged attacks but not Melee attacks.
Trace and Shadow d20+19=39 d20+19=38 d20+19=24 d20+19=33 d8+5=8 d8+5=8 d8+5=6 d8+5=6 d6=6 d6=3 d6=4 d6=3 2d6(1+2)=3 2d6(3+2)=5 2d6(5+5)=10 2d6(3+2)=5 Tuesday December 12th, 2006 10:23:06 PM
Trace turns his attention to the next target and sends out another four arrows......
hit ac 39 crit 24 hps, 6 fire, 3 holy = 33 hps hit ac 38 8 hps, 3 fire, 5 holy, = 16 hps hit ac 19 6 hps, 4 fire, 10holy, = 20 hps hit ac 25 6 hps, 3 fire, 5 holy, = 14 hps
83 hps damage total.
arrow total (80/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
Savin ac 28hps 115/115 d20+18=30 d8+8=15 Wednesday December 13th, 2006 9:36:54 AM
(OOC Al you are right but I would rather keep myself at 30' height at this point)
Savin is about to go after the fleeing skull when he sees a blizzard of arrows leap from Trace's bow. (assuming Trace is shooting BS since that is the only visible skull). If the Skull falls to the ground, Savin complains, "Hey your taking all the fun!" He then drift over towards AI21 with his spiked chain ready to swing at anything that pops up.
He calls out, "Do any of you see the one that turned invisible?"
If Traces firestorm of arrows didn't put down the fleeing skull, Savin will charge BS slashing at it with his chain hitting ac 30 for 15 points of damage Savin will be at AP6 Height of 20.
Quinn AC 25 100 HP d20+9=12 d20+3=9 Wednesday December 13th, 2006 9:41:34 AM
Quinn is not sure what Trace is firing at and comments "Save your arrow for targets that are not fleeing brother, I sent that skull packing and he won't be back for awhile."
Quinn move the horse in an attempt to shield the goblins from the invisible skull based on watching Lamina "Sister point out the invisible skull"
Spot 12 Ride 9
Quinn is unable to work the horse and spends his time pulling on the reins.
-------------------
OOC: Turning damage did not destroy the Skull?? Very interesting and not good.
Laima [ac25 hp48/48:mage armor, message, see invisibility] d20+13=32 d20+11=16 d20+11=31 Wednesday December 13th, 2006 11:50:05 AM "Peerimus! It's above and next to you! Throw some dust into the air! Yorrick could probably smell it too! The damned thing is shifting on you....its a spell called Displacement!"
After her efforts to cast away the displacement and invisibility, Laima reaches into a fold of her robes and withdraws a knotty, jagged wand and holds it at her side.
"Jaeden, stay where you are until I can bring this thing to light!"
"Trace, get after the one fleeing! It will just go for reinforcements!"
Pale greens eyes race around as the newest member of the Children does her best to prove her worth to the bunch. They are destined along the Path and they only have the faint idea of its purpose; she has none, but her knowledge of the Path is greater and she wants their trust in order to teach them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spellcraft check (2 luck points used) -- 32 -- success gaining me 3 luck points in return. Casts Dispel Magic on invisible skull. Dispel Checks -- 16 & 31 (2 luck points spent) Draws wand of Lightning Bolt
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 2 / 4
DM/Al Update Wednesday December 13th, 2006 12:23:39 PM
To Peerimus, Jaeden, who have not posted yet, and to Quinn who still has a Standard Action available: The Stringy-haired Skull is still Invisible.
To Laima, who can see the Skull: Highlight to display spoiler: {The Skull jumps back two feet in the direction opposite which it had jumped before.}
Jaeden Ohm d20+21=31 2d6(4+3)+12=19 Wednesday December 13th, 2006 8:03:15 PM
Jaeden is anxious to move to the next foe but a companions call is something that should be trusted. True, she was a new companion, but still the warrior would give her this.
He stands his ground.
"Keep me posted Laima. Let me know once it's clear."
The respite allows Jaeden to see Quinn struggling with Dalek. Be easy Dalek. I know you've grown accustomed to working with me by thought but Quinn has no way to speak to you. Let him guide you as long as he doesn't lead to you to danger.
He stands ready, waiting for a skull to appear [readied att. vs any enemy: hit ac31 dmg 19].
Peerimus AC 26 Hp 91 Yorrick AC 23 HP 117 Wednesday December 13th, 2006 8:40:01 PM
Peerimus instinctively looks up at Laima's call of warning. Yorrick likely could smell it, but it was too high up to pinpoint or reach. Peerimus moves to w/19 with Yorrick right next to him. As he goes, not knowing a great deal about invisibility, he scoops up a handful of dirt and debris. Laima was the more knowledgable one here, had to go with her assesment. He does call to Trace, "Save your ammo! You are a limited supply friend and presently it is not a threat."
and to Quinn "My understanding was such projections of force against teh undead were fairly shortlived. How long does this Gargul banish them for and does Trace's attack have any affect on that?"
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
Skull Patrol 04 (DM/Al) d20+10=17 9d4(2+4+4+3+3+2+2+4+3)=27 d4+1=2 Wednesday December 13th, 2006 9:09:40 PM
Trace sends four arrows after the only remaining visible target: The Alien-eyed skull that is fleeing after having been turned. This time, the results are less than spectacular. The Flames do not appear to hurt the creature at all. Just as Jaeden's blade did not bite as deep, none of the impacts from the arrows seems to dent the skull in the slightest. The third shot actually misses, whizzing past by the slimmest of margins. Only the Holy damage has any affect. (BTW, Trace, Undead are not subject to Critical Hits. You got away with one earlier. My bad. Your lucky break.)
Savin hurtles down from above, striking out at the Alien-eyed skull with his spiked chain. But, like Jaeden, the Skull repels most of the damage. The spiked chain leaves no more than a scratch.
Quinn attempts to turn Dalek into a protective position. But as the Cleric of Gargul looks simultaneously about for the invisible skull, his tugs on the only serve to confuse Dalek.
Laima turns a spell upon the invisible Stringy-haired skull. She is rewarded with the sight of its form as it jumps two feet in a direction opposite to which it had when it had cast its last spell. Her success, however, is only partial. The skull still remains invisible to all other eyes. Laima watches as it turns its hollow eyed gaze on her.
Jaeden trust to the word of the new half-orc woman. He remains poised and ready, awaiting the appearance of a foe that he trusts is nearby.
On Laima's advice, Peerimus scoops up a handful of dirt and tosses it into the air. Pebbles rain down upon he and Yorrick, before they move out of the area. Nothing more.
+++++++++++++++++++++++++++++++++++++++++++++++++
The Alien-eyed skull turns west and continues its flight. Heading up the slope does not slow its progress. It's mastery of flight is Perfect.
The Stringy-haired skull appears to hesitate. It turns from Laima at the last minute. Jaeden suddenly feels the breeze of a large body passing nearby. He turns to strike, but there is nothing visible to strike at.
Trace and Shadow feel the wind of passage a split second later. As the elfish ranger turns to follow its path, a terrible Scream splits the air. The Scream tears the flesh and chills the blood with paralyzing fear. (Trace and Shadow, each take 27hp Sonic damage from the Scream Attack. No Save vs the Damage. Also, Trace and Shadow roll a Will Save vs DC14 or be Paralyzed for 2 rounds.)
Quinn and Dalek, at the very edge of the sonic Scream, feel chills, though they are not affected. All watch as the large Stringy-haired Skull appears, looming directly above Trace and Shadow. Sleema screams and runs for her life.
=== OOC ===
REMEMBER: Your Flight Maneuverability is GOOD. That means 1/2 speed for upward flight and 2x speed for downward.
The slope of the terrain and the brush on the ground should present no movement penalties. It will, however, prevent Charging. All those on the ground also are considered to have Cover vs Ranged attacks but not Melee attacks.
Savin hps 115 ac 27 -2 for charge d20+10=29 2d6(3+5)=8 d8+28=34 2d6(3+5)=8 Wednesday December 13th, 2006 10:51:16 PM
OOC Savin forgot his bane damage last round from using his spike chain vs undead. Please add 8 points of damage from last round. Also need to add 2 more points for strength damage since I was using a two handed weapon)
Savin swoops after the creature (BS) again charging. This time he adds some strength to his strike with the power attack feat. His deadly chain crushing into the flying skull smashing it for 34 points of damage + anohter 8 points of damage for bane. Total 42 points Hit ac 29
(ooc explaination of attack. +9 base, +5 str, +3 magic weapon vs undead, +2 for charge total of +19 -9 for powerattack = total of +10. Damage 1d8 for spiked chain, +3 for magic weapon, +7 for strength bonus, +18 for two handed powerattack)
Savin is at R6
Jaeden (AC see below HP 116/116) d20+21=35 2d6(5+4)+12=21 Wednesday December 13th, 2006 11:08:01 PM
The nearby motion puts Jaeden in a state of heightened readiness. He shifts his sense away from his eyes and prepares to parry the incoming attack.
It never comes but the skull appears above Trace and the warrior is ready to pounce. For the second time in a dozen seconds Jaeden makes a mid air charge at his foe [charge to AO23][att. vs. NS: hit ac35 dmg 21]. He watches the skull before him closely, marking it's methods of combat [dodge vs. NS]
Something about the skulls position doesn't jive with Jaeden's other senses. The warrior relaxes his reliance on vision yet again and prepares for the unexpected [blind fighting: reroll missed conceal check, opponent gets no advantage for attacking while concealed)].
Notes Al, I didn't roll against coceal for displacement because I don't remember if you do high or low. Please roll for me, and remember that Jaeden gets a reroll if missed.
Armor Class Regular: 25 VS NS: 26 VS AoO: 29 VS AoO from NS: 30
Quinn ac 25 hps 100 d100=80 d20+10=27 10d6(3+2+1+1+4+6+5+4+3+3)=32 Wednesday December 13th, 2006 11:12:39 PM
Quinn finally sees the undead spellcaster appear and quickly casts a spell at it. A beam of light lances out from his palm and strikes the creature (touch ac of 27 spell failure 80%)
OOC cast a searing light spell. No save allowed. Total of 32 points of damage.
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
Trace and Shadow d20+7=17 d20+3=6 Wednesday December 13th, 2006 11:38:03 PM
Trace is shocked and starteled by the scream. He quickly grabs the encrusted holly leaf on the chain on his neck and recites the words "casstas ..resistaas...engerii.... " ((resist energy cast upon the paralized Shadow)) Trace whispers to the others, " Kill it quick so I dont have to use anymore arrows."
Trace readies his second resist energy for himself.
Trace will save 17 Shadow fails will save with 6
arrow total (80/120)
Trace 59/86 AC 24 /Touch 16/Flat footed 19 Spell List
1st level Resist Energy (cast upon Shadow) Resist Energy
Laima [ac25 hp48/48:mage armor, message, see invisibility] 5d6(4+1+1+5+6)=17 d20+13=32 Thursday December 14th, 2006 12:30:52 PM
The skull has reappeared but it has already done damage to some of the group. It is time for a bit of harm to find its way to the skull. Pointing the knotty wand towards the skull, she chants a single word of arcanum and bolts of blue lightning streak from its tip.
"Jaeden, do not fear, trust its location. I dissolved its magic shifting."
Laima watches the skull, hoping that the tri-fold onslaught will drop it quickly; its powers could prove devastating to the entire group. Her wand stays pointed at it, waiting for another blast if it does not fall. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UMD -- 32 (used 2 luck points) Wand of Lightning Bolt (5th level) -- 17 damage @ NS
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 49 / 50 charges
Peerimus AC 26 Hp 91 Yorrick AC 23 HP 117 d20+10=22 d6+5=9 Thursday December 14th, 2006 9:07:15 PM
Peerimus notes that the fire of Trace's arrows did nothing to the fleeing skull. It would only make sense the flame he held in his hand would prove equally ineffective against it. that left only a single target and so he moves [AD/18] towards the floating abomination and a bit more to the left. If the onslaught has not caused its destruction, he throws another green flaming orb at it. Touch AC 22 dmg 9
Yorrick follows on the humans heels to stay close and in case his might is needed.
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
Skull Patrol End of Combat (DM/Al) d100=71 d20+9=11 d20+6=24 d20+13=14 Thursday December 14th, 2006 9:16:23 PM
Savin pursues the Alien skull. Rushing up behind it and swings his chain with a powerful stroke. The bone resists, but can only resist so much. The skull cracks and drops like a rock striking the fallen skull of the medusa below and rolling away, motionless and destroyed.
Jaeden rushes after the big Stringy-haired skull, coming above it, he slashes downward with the Ohm Family Greatsword. His blade cuts a deep gash in the bone of the skull. It seems that the Skull is not Displaced. Perhaps Laima's Magic had something to do with that.
A beam of Searing Light comes from Quinn. It cuts past Jaeden and Trace, striking the Skull square on. The air is filled with the revolting smell of burnt skin and hair. (-4 for firing into Melee, but still hit.)
Trace turns his attention away from the Skull to cast a spell on Shadow. The ranger feels the baleful presence of the unnatural Nature that surrounds him, but his spell succeeds. (Spell Failure, Trace. I rolled for you. 71, you succeed.) The Skull takes the opportunity to Bite at Trace with Poisoned fangs. (AoO: NS Hit Trace AC11.) The bite is ill timed, and Trace moves easily away from it as he places a Resistance spell upon Shadow. (Trace: What kind of Energy are you protecting Shadow from? Fire, Cold, Acid, Electricity, Sonic? You must declare it when you cast the spell. Under the circumstances, I'll assume it's Sonic.)
Laima speaks at trigger word and a bolt of lightening streaks toward the skull. The large fanged skull jogs to one side, its Reflexes saving it from the worst of the Lightning strike. (You don't needn't roll UMD to cast Lightning Bolt, Laima. It's on the Sorcerer spell list. I don't mind if you roll it. But if you fail, I'll hold you to a possible mishap.)
Peerimus throws a ball of fire at the lone remaining Skull. The flames char a dark hole in one temple, but the Evil Thing remains afloat, a red glow burns in the black pits of its eyes.
+++++++++++++++++++++++++++++++++++++++++++++++++
The last remaining Skull is cracked and burnt. The skin and lanky hair that had hung from its surface has been consumed by fire, divine and electric. It clings to its Undead existence by a thread. It opens its hinged mouth to cast a spell ... and its Concentration slips. (Nat 1).
Jaeden, you may take an AoO against the last Skull. The AC is 16. It has 5hp left. If you roll a Natural 1, then the spell goes off, and the Skull becomes Invisible. If you hit, then, at the very least, you disrupt the spell. Sorry, Trace, no AoO if all you're holding is a Range weapon.
Sleema scrambles around the corner of a low boulder. She and the boy watch from behind protection of the screening rock.
=== OOC ===
Combat is effectively over. The noise level has not been exceptionally high. The group has managed to remain reasonably quiet in melee. That one Scream, though. The one from the Skull. That was pretty loud.
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.
[ 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]
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
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
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.
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
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
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
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.
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.
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
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
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
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
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
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
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
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.
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...
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
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
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.
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]
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
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.
Trace and Shadow d20+22=26 d20+22=33 d20+17=32 d20+14=17 d8+8=10 d8+8=13 d8+8=9 d8+8=14 d6=3 d6=4 d6=5 d6=1 2d6(5+3)=8 2d6(1+6)=7 2d6(3+1)=4 2d6(2+1)=3 d20+12=17 d20+7=8 d20+7=20 d6+5=8 d3+3=4 Friday January 12th, 2007 1:07:29 AM
Trace shifts his aim at the Troll attacking Laima Ragana and ignoring the wolf man next to him and will continue to do so untill he makes it through his armor.
Trace with his natural hatered for giants, unleashes his fury on the Trolls once again. He laughs to himself as he thinks he might give himself a nickname, Trace the Troll Trouncher. He'll keep it from their guest and her son that the only thing he can kill quicker is goblins.
Shadow hiss at the wolfman when he swings at her master again. She swipes two more times catching the wolfman once and then sinks her teeth in again tearing more flesh.
Trace fires four arrows at the Troll T1 and then to TR if it falls.
hit ac 26, 10 hps, 3 fire, 8 holy= 21hps hit ac 33, 13 hps, 4 fire, 7 holy= 24hps hit ac 32, 09 hps, 5 fire, 4 holy= 18hps hit ac 17, 14 hps, 1 fire, 3 holy= 18hps
total=81 hps (+2 favored enemy, +1 point blank)
Shadow's attacks
hit ac 17, 8hps miss ac 8, 0hps hit ac 20, 4hps total 12hps
arrow total (68/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
1st level Resist Energy (cast upon Shadow, sonic resistance) Resist Energy
Savin ac 34 hps 115/115 d20+14=21 d20+9=14 Friday January 12th, 2007 8:18:07 AM
Savin is starting to get upset. Nothing wants to fight him. He sees Trace with his storm of arrows at T1 so Savin decides to tackle the big troll. He decides to be cautious this time and tumbles into range to avoid the AOO (tumble 21) and takes a tentative whack at the big creature using his staff to ward off any counterblows.
Savin's tentative blow easily bounces off the armor of the troll leader but hopefully will get its attention
OCC using combat expertise to add 5 to my ac bringing it to 34. Hit ac 14 which I am sure missed
Quinn AC 27 HP 65/100 d20+13=26 d20+8=18 d8+3=5 2d6(5+6)=11 2d6(6+6)=12 d6=3 d20+14=34 Friday January 12th, 2007 8:54:25 AM
Auinn is not happy with this were-wolf or his not sending it to be judged with his last series of blows.
Quinn will move up 5 feet to form a line with Jaeden.
Quinn move to J16
Quinn swings twice with his heavy mace
AC 26, damage 5 + 11 for holy + 12 for viscious = 28 AC 18, just missed, Quinn curses his leg yet again.
Quinn give a pained smile as his mace zaps him for 3 damage.
Quinn grits out "Time to be judged unclean filth."
Quinn again attempts to resist the were-curse.
Fort save 34 (now I get the natural 20)
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 92/116: Lycanthrop Cursed) d20+21=39 d20+21=23 d20+16=30 d20+11=18 4d6(6+4+2+3)+26=41 2d6(4+3)+13=20 2d6(5+3)+13=21 Friday January 12th, 2007 12:42:20 PM
Most of the battle seems in order. The only wild cards being the still unengaged troll and the were-juice running through his veins.
Both must wait.
Again Jaeden unleashes a series of blows at the beast before him, and again the first of his blows crashes into the beast with massive force [att1 vs WL: crit ac39 confirm ac23 dmg 41]. His next blow also hits [att2 vs WL: hit ac30 dmg 20] and the last, while a bit over extended, still manages to strike the beast [att3 vs WL: hit ac18 + higher ground dmg 21].
[IF WL falls to Jaeden's first strike...]
Having dropped the foe before him Jaeden catches sight of the lone Troll and moves to base him [move to m16]. As he moves in he marks the new targets movements well [-1 dodge ac vs TR].
Armor Class Regular: 25 VS WL (or TR if WL drops): 26 VS AoO: 29 VS AoO from WL (or TR if WL drops): 30
Laima Ragana [ac168hp37/48:message/see invisibility/mage armor] d20+7=18 d20+12=16 12d6(1+2+2+3+4+2+4+4+4+1+3+3)=33 d20+11=31 Friday January 12th, 2007 3:23:33 PM If T1 is still standing Laima steps back after being ravaged by the huge fists of the troll; a look of fury glows behind her pale green eyes. Strange words are heard again as she points a finger directly at the large beast; it begins to burn and with an emphasized gesture, Laima shoots a ray of fire at it. If T1 falls to Trace's arrows Laima watches as arrows streak by and drop the troll which was upon her. "MY thanks to you Trace, ol chap!" Laima turns her focus to the other giant threat, TR, and begins to chants a magical language. Her finger begins to burn and she points it directly as the monster; with an emphasized gesture she launches the flame in a ray directly at it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AC roll=18 Possible 5' move back to E13 Cast Cast Shadow Evocation to mimic Scorching Ray aimed at T1 or TR depending. Ranged touch attack.16 [3 luck points used] Possible damage.33 (3 rays each doing 4d6) WILL disbelief DC.21 Spell Resistance check.31
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 [108 minutes] See Invisibility [109 minutes]
luck points 3 / 4
Wand of Lightning Bolt 48 / 50 charges
Peerimus AC 30 HP 70-91 Yorrick AC 23 HP 109-117 d20+13=20 2d6(3+6)+19=28 d20+17=36 d20+17=30 d20+2=16 2d6(4+3)+11=18 2d6(5+6)+11=22 d6=1 d6=6 Saturday January 13th, 2007 11:20:35 AM
Opponents are quickly being taken down and the great troll standing toe to toe with Yorrick and soon Jaden would not be around for long. Peerimus would leave Yorrick to handle hiself and he would assist Trace. Maintaining his tight grip on his empowered staff, the human wuickly heads towards the werewolf attacking Trace.
move to D/17 PA 5 Hit AC 20 Dmg 28
Yorrick bellows as the troll axe whistles just past his head and tears into his opponent with flaming claws and fang.
Claw Hit AC 36/30 Bite AC 16 miss Dmg 18+1 fire and 22+6 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
Trace ignores the Werewolf and launches another volley of arrows, this time at the Troll intent upon Laima. The Werewolf uses the opportunity to attack. (AoO Claw Trace AC19) Trace is too well armored for the creature, and Trace goes unscathed as his arrows tear large holes of holy fire through the Troll. Even as it falls to the ground, however, its severed arm seeks to re-attach itself.
Savin moves into the Troll Leader with caution. He swings tentatively, and tentatively he misses. Still, he's in position, to threaten the Troll, and he'll be a hard target to get a bead on himself.
Quinn steps up and smacks the Werewolf leader with his mace. The Werewolf howls at the contact of the Silversheen. Bones break, and the air is filled with the smell of burning fur as Holy and Vicious energy crackle all around.
Jaeden finishes the job. With a single cut, he cuts through to the spine of the Werewolf Leader. Then, stepping over the smoking corpse, he moves in on the Troll. The Troll uses its longer reach to opportunity and strikes out at the approaching armored human. (AoO Hit Jaeden AC29, Damage 14hp) The Troll Leader's Battleaxe catches Jaeden across the thigh. It's a bloody wound, but not life threatening in and of itself.
Three rays of fire leap from Laima's hand. With both Savin and Jaeden now so close to the Troll, it is only by the Luck of Waard that the first beam touches the Troll. (-4 Penalty for Firing into Melee. 2nd AC7, 3rd AC13. Each Ray requires a separate Range Touch Attack, Laima.) The second ray shoots over the Troll's shoulder, but the third one strikes as well. But when all is said and done, the Troll is barely smoking. It may have sensed a wrongness in the spell at just the last second. (Will Save 24, 1+2+2+3+4+1+3+3=19/5= 3hp)
Peerimus moves up the slope and delivers a single powerful blow to the Werewolf that menaces Trace. The druid's staff shatters bone and crushes internal organs, but the Werewolf still stands. Yorrick counterattacks, hitting with both claws. The Troll Leader roars in pain as its skin burns.
A look of understanding passes through the eyes of the Troll Leader. The battle is lost. Still, it cries out, a bellow that crosses language barriers. It is a cry for assistance. Then it sizes up the wounds of his foes, searching for the one most hurt. With one last ditch effort it puts its all into an attempt to take a soul with him unto death and sell its own life dearly. (Hit Quinn AC22, AC21) The Large Battleaxe strikes sparks in the darkness as its edge is turned from Quinn's shield.
The field of battle is soaked with blood, and not all of it is the blood of Koshe Marr.
Rogo lifts his arms to be taken up to his mother. But Sleema jumps down from the wall of the mesa instead to take her boy into her arms.
=== OOC ===
Note that the slope, though gradual, is enough to give the advantage of Higher Ground.
STATUS ================ LS Dead or Dying WL Dead W1 Dead W2 Near Death - AC less than 17 W3 Dead TR Wounded - AC greater than 16 less than 30; Touch AC less than 12 T1 Dead or Dying - AC less than 21 T2 Dead or Dying - AC less than 21
Trace and Shadow d20+21=37 d20+21=41 d20+16=20 d20+13=19 d20+21=30 d8+7=14 d8+7=15 d8+7=10 d8+7=13 d6=6 d6=1 d6=2 d6=6 2d6(3+3)=6 2d6(6+5)=11 2d6(5+4)=9 2d6(4+1)=5 d20+12=13 d20+12=16 d20+7=21 d20+7=19 d3+3=4 d3+3=4 d3+3=4 Saturday January 13th, 2007 8:53:15 PM
Turns from the one Troll and swings his fury on the Troll leader. Thankfull for help for him and Shadow Trace continues to ignore the wolfman and sends all four arrows at the Troll leader. Three of them hit true enough but the second arrow hit with a fury into the Trolls throat.
Shadow continued her attacks at the wolfman missing with her bite but hits him once with each claw.
hit ac 37, 14hps, 6 fire, 6 holy hit ac 41crit, 45hps, 1 fire, 11 holy hit ac 20, 10hps, 2 fire, 9 holy hit ac 19, 13hps, 6 fire, 5 holy
total damage = 128hps
Shadow's attack on wolfman miss ac 16 hit ac 21, 4hps hit ac 19, 4hps
arrow total (62/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
1st level Resist Energy (cast upon Shadow, sonic resistance) Resist Energy
(ooc: ignore extra d20 attack from shadow and third damage roll)
Jaeden Ohm d20+21=39 d20+21=36 4d6(3+6+2+1)+26=38 d20+21=36 d20+16=34 d20+16=21 d20+11=28 d20+11=27 2d6(2+6)+13=21 2d6(6+3)+13=22 4d6(6+5+6+6)+26=49 4d6(6+6+4+5)+26=47 Sunday January 14th, 2007 11:58:08 AM
IF the Troll Leader drops from Traces shots...
With the Troll leader down Jaeden scans the battlefield and quickly beads in on the last remaining foe [W2]. He charges uphill at the beast and offers up a healthy dose of steel as a gift. Once again his blade tastes were-flesh and the impact from his blow staggers the beast [att1 vs W2: crit ac 39 confirm ac 36 dmg 38].
If the Troll Leader does not drop from Traces shots...
The foe before him hasn't dropped but surely it can't take much more. Jaeden lets loose with barrage of attacks, all of which hit to some degree or another [att1 vs TR: hit ac36 dmg 21][att2 vs TR: crit ac34 confirm ac21 dmg (22 if no crit)(49 if crit)][att3 vs TR: crit ac28 confirm ac27 dmg 47].
With the beast now pulvarized he looks to any remaining foes and begins to move in their direction [5' step to L16].
Notes Jaeden's AC against an AoO from TR was 30 last round as per my previous post. The last hit missed.
Armor Class Regular: 25 VS TR (or W2 if TR drops): 26 VS AoO: 29 VS AoO from TR (or W2 if TR drops): 30
All Down - Posting Addendum (DM/Al) Sunday January 14th, 2007 12:05:57 PM
Jaeden and Trace drop the remaining two foes. The trolls continue to regenerate, but that is merely a matter of cleanup.
Savin Sunday January 14th, 2007 11:10:11 PM
Savin leaves the battle unscathed but notices several of his friends and comrades received some bite wounds from the werewolves. He is immediately concerned and darts over to Sleema and her son. He checks on them to make sure that they are ok and then asks if she knows how long his friends have before they start showing symptoms.
Before the group moves off, Savin will make sure to loot the bodies and see if someone can detect magic on the pile they found.
"We need to move right along. It almost sounded like that Troll was calling for his comrades or possibly something else."
Quinn AC 27 HP 97/100 d8=6 d100=91 d8=1 d8=4 d100=54 d20+9=11 Monday January 15th, 2007 9:32:37 AM
Quinn surveys the battle field and stows his mace. His hand quickly finds his goatee and he starts twirling his hair. "That was exilerating. No worries brother Jaeden, once we leave this land in the next 15 or so hours, I will cure the infection you and I ma have."
Quinn will spontanously cast cure light wounds mass (spell resistance) on himself, Jaeden, Trace, Lamina, Savin and Peerimus (when everone is in range).
All are cure up 18 hit points (91% for spell failure)
Quinn will then spontaneously cast hide from CLW (hide from undead) on himself for an additional 14 hp (54% spell failure).
Quinn will inspect his wounds and then Jaeden's for problems with lycantropy.
Heal 11
"Brother Jaeden, we have on too much armor for me to properly inspect our wounds, but I do not suggest that we take off our armor either. THe inspection will have to wait."
Quinn looks at everyone as he hobbles over to the horse and mounts "Shall we be going. Quinn holds out his hand for the boy to mount 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
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 d20+12=28 d20+12=20 d20+12=31 d20+12=31 d20+12=30 d20+12=22 Monday January 15th, 2007 12:29:03 PM
Looking at Savin, the fanned hair on the back of her hair bobs in agreement; she chants a few words and her eyes begin to glow.
Quickly she takes to scanning the area for signs of magical items and beign to focus on those items that glow. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cast Dispel Magic Spellcraft Checks-28,20,31,31,30,22 (if applicable, 1 luck point used in each roll)
spells per day --- Save DC 0- 4 / 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 [108 minutes] See Invisibility [109 minutes]
luck points 0 / 4
Wand of Lightning Bolt 48 / 50 charges
Peerimus and Yorrick Monday January 15th, 2007 4:53:46 PM
Peerimus moves with Yorrick to the trolls and assures they will not be rising in the near future as the others see to the searching for additional clues or things the group may use to stave off the evil of this land. The fact that two of them have now been bitten by Lycanthropes disturbs him more than a little, but now there is little he can do about it. The druid is more interested in the werewolves and especially the leader. he knkows upon death they revert to human form and that clothing melds and reveals itself as well. "Search the wolf leader closely, but quickly. Savin is probably right onthe last crfy was as much about reinforcements as anything else"
Peerimus moves to Sleema, "How far are we from the village and will we be able to hide completely whuile there and for how long?"
As Quinn casts curing spells and speaks again of shifting to the Wold, "Brother Quinn, I would not count on being able to get to the Wold. Conservation on your part is just as important as the rest of us. Getting into a trap is always easier than leaving it." Peerimujs leaves it at that, "Sleema, move us out."
Nearing The Village (DM/Al) Monday January 15th, 2007 9:08:57 PM
Pieces of Troll flesh spatter the landscape as Trace's arrows strike. The Troll Leader falls in pieces, and Jaeden rushes up hill. With a mighty cut, he cleaves the lone remaining Werewolf into two pieces, cleft from head to groin.
Savin moves to check on the two goblins, the group's charges in this evil land. Sleema shakes her head at Savin's question. In her eyes is a look part awe part dread.
"Queen Fidelia want soldiers, Werewolf come. Werewolf bite. Next Big Moon, change change!" Sleema growls and bares her teeth in an imitation of a Werewolf. Rogo imitates her, growling and holding his hands in the shape of claws.
Up above, the swiftly waning moon, is far from full. A pregnant crescent, it is still some days from its complete fullness.
Quinn heals the greater portion of wounds. Jaeden still has a nasty gash. He inspects the wounds of both himself and Jaeden. The teeth marks on them both appear to have broken the skin. (Anyone: Beat a DC20 Heal check or a DC20 for more specific details on how to cure Lycanthrope.)
Laima casts Detect Magic. The group itself is aglow with magic. On the ground two things resolve into individual auras: The weapons of the two leaders, a battleaxe and the bastard sword. Both have a faint glow of evocation magic.
One of the Trolls is nearly knit back together again. But Yorrick makes sure that he is torn asunder once again. After ensuring that the Trolls are dead, Peerimus gets the group moving.
"Village near," Sleema replies. "One hour near. Can stay near. If no go village. Village goblins tell Fidelia. But near village safe. Few patrols near village, because village goblins always tell Fidelia. Near home of Sleema and Rogo safe safe. Village goblins not come home of Sleema and Rogo. No like Sleema and Rogo." There is a look of sadness in her the female goblins eyes. Age settles about her like a blanket of snow.
The moon continues to drop, and with its passage goes the only light in this dark land. From Sleema's account, the goblin village should be reachable before full darkness. If the moon descends at the same rate it has been falling. The list of If's goes on and on. Which decisions will lead to success and which to disaster?
Posting Report 1.8-1.12 [aDM.Drew] Monday January 15th, 2007 10:42:34 PM
Posting Report for Children of Chaos Week of January 8 -- January 12 ...............................M...T...W...Th...F DM-Al....................x....x....x.....x.....+ Peerimus-DanK......x....x....x.....x....+ Laima-Drew...........x....x....x.....x.....+ Savin-George.........x....x....x.....x.....+ Jaeden-Jason.........x....x.....x.....x....+ Quinn-JimF............x.....x.....x....x.....+ Trace-Ted.............o.....o.....x....x.....+
x = post o = no post * = substitute post - = skipped post (no DM post) + = see notes Notes DM Post came on Saturday and everyone got their post in by next DM post over the weekend.
Trace and Shadow d20+16=30 d20+21=27 d20+13=27 d20+10=25 d20+6=15 d20+3=20 Tuesday January 16th, 2007 5:17:13 AM
Trace rearranges his things and gets ready for travel again. Trace begins to feel soory for the goblins and retives some red rope candy from his haversack and gives them each some.
Trace tells them, "Sorry for all the fighting and I hope you can see that this is self defense. Do you have any one you can depend on?" Trace uses this oppertunity of being close to inspect them visualy, all the while keeping an eye out on the surrounding area.
Quinn AC 27 HP 97/100 Tuesday January 16th, 2007 8:34:34 AM
Quinn takes the candy from Trace and tries it "At nice treat brother Trace is a dark land."
Quinn looks down on Peerimus from the horse. "In about 15 hours I will attempt to leave the Koshe Mar brother Peerimus. One to fix my leg and two to cure the were-curse. I suggest that we all plan on leaving at that time to recover our spell and have a hot meal. Jaeden should also come to get cured. It would be easy to leave using your artifact, but I will not force you to as I have my own means to leave, Gargul willing. If you want my services and those of Gargul to complete the task in the balance of this day, I suggest we make haste."
Quinn will turn the horse and head in the direction of Goblin village. Quinn will look to Selma "I believe we need to skirt you village, little sister. Do you know a way we can scout out and avoid contact with your village?"
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 Tuesday January 16th, 2007 1:37:29 PM
Laima points at the axe and the sword both and nods to them.
"They glow of evocative magics; damaging magics. They will be worth something and if we have enough time I will look into the actual spells used to enchant them. Someone should grab them."
Laima closes her eyes and after a few moments they flutter open, the glow gone and the paleness still hauntingly there. She meanders over to Sleema and entends a hand out to the weathered goblin.
"I like you. Will you walk with me hon?"
Peerimus and Yorrick d20+15=29 d20+9=12 Tuesday January 16th, 2007 5:23:02 PM
Peerimus nods to Lamia and then to Savin and jeaden, "Secure those to Dalek and let us be off. As Quinn moves over upon the horse, he holds up a hand towards the mounted man, "I am not opposed to attempting to leave, to all of us going and even planning to leave, but I will not place my life on that fact nor the others. Nor the rest. Do not use your spells carelessly. You need to consider that you will not be able to, I have seen how much more effort is needed to channel Gargul here and I have to fight this evil land as well. Getting into this place of evil was easy. My experience has suggested many times evil lets you into its lair far easier than it lets you out and make no mistake as to where we are." P
The druids eyes glance to the wounded leg, but he seems to hold his tongue and turns towards Sleema, "With as much haste as we can muster now."
While his eyese are no longer as sharp, Peerimus keeps his head on a swivel none the less. {spot 29 listen 12}
Savin d20+10=22 d20+14=25 d20+13=33 Tuesday January 16th, 2007 5:59:02 PM
Savin pauses to think and then almost murmurs to himself, "What did the Master say about werebeast and their bites?" He suddenly remembers (heal check 22) and relates his memories to the others.
While he is doing this, he will tie the captured weapons on to Dalek, making sure they are secure.
Savin then moves over to Sleema and says to Laima, "Sorry the pretty lady is with me? He hoists her back to his shoulder and resumes his forward scouting position.
Savin says to Sleema, "I am afraid that the cranky old priest is right. Going into your village is bound to be a risk. I am sure some of your friends and neighbors will only be to glad to report us to the leaders of this land."
As Savin moves back and forth on his patrol, he suggests to Peerimus, "Why don't you look at Noxy and see if you can get a fix on the Shroud. Make sure it isn't moving or something."
spot roll 25 listen roll 33 natural 20
Eleven of Fourteen Miles - Outside the Goblin Village (DM/Al) Tuesday January 16th, 2007 9:28:34 PM
Sleema and Rogo both take the strange sticky strands of rope from Trace. Both sniff cautiously, but Rogo is the first, as with Laima's marbles, to put it in his mouth. It chews strangely in their pointed teeth. And from the looks on the faces of mother and son, the taste is something they have rarely, if ever, experienced.
Sleema watches Trace as though she had, perhaps, misunderstood his words. Sorry???
"One depend on Renbo. Renbo dead," she replies. "Only Sleema. Only Rogo."
To Trace's searching eye, they are no more than they appear. Rogo has several things hidden within his shirt, among them the marbles and the papers that Quinn had seen earlier. But nothing more.
At Quinn's words the look of confusion and misunderstanding deepens on Sleema's face.
"No go Village. No, no, no, no, no, no, no. Around going. Yes, yes." She looks up at the waning moon. "Soon is dark. You stay near Sleema's home. You can. Village goblin no come Sleema's home. Few patrol."
Laima informs the group of the magic on the two weapons, and Savin packs them away.
Today is a day of strange words for Sleema. She shies away from Laima as she approaches with friendly words. Her eyes are suspicious. Perhaps it is from that fact that few would be likely to express liking for another without ulterior motive within this land of Evil.
But just then, Savin comes along to scoop the female goblin up and take point for the march. Before leaving it tells the group of what he has learned of the cure for the bite of Lycanthropes. (See below.)
The party moves through the hill following Sleema's direction. At one point they come down from the hills and cross the road. All is done without incident. Trace and Peerimus spot signs of the goblin village long before Savin's keen ears pick up activity over the nearby hills. Old piles of bone. Pits of stinking offal. Even an occasional cast away rag hanging from a branch.
The party keeps a good distance from the village, and they encounter no one. The group passes from the range of even Savin's hearing, and eventually come upon an overhand cut from a low hillside. Not quite a cave, but enough to shelter two small creatures should rain fall from the dark sky. There are signs of habitation. Holes dug into both the ground and the side of the hill for storage. Stones places about upon which to sit. The remains of a fire pit, now cold.
The area seems isolated enough. And, if the things that Sleema has said are true, this may be a safe place to rest. The moon is a low mound upon the distant horizon. Very soon all progress would have to be made in the Pitch Black.
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope's attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character's save bonus or the healer's Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope's attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Trace and Shadow Tuesday January 16th, 2007 10:56:12 PM
Trace whispers to the group, "Well its about to be dark, I have three bottles of darkvision potion. I suggest we use them. I think it would be a serious error to move around during the day and give up any hideing ability that we have." Trace turns to the goblin, "Is there anyway I can find more arrows for my bow? Do you know of anywhere that we could get more without attracting attention?"
arrow total (62/120)
Trace 86/86 AC 24 /Touch 16/Flat footed 19 Spell List
1st level Resist Energy (cast upon Shadow, sonic resistance) Resist Energy
Quinn 97/100 Hp Wednesday January 17th, 2007 9:01:10 AM
OOC: Al please tell me when Quinn's PFE spell ends.
------------------------
Quinn smiles from on top of the horse "Well remembered Brother Savin. I knew I could take care of the affliction, but not the details. I think my leg problem may be going to my head."
Quinn then shakes his head at Peerimus. "You have the artifact that got us hear. I see no reason not to use it to go back to the Wold if my spells fails. Brother Savin has a great idea, use the artifact to find the Shroud and if it work, I bet it will work to send us home."
Quinn looks at the little goblin mother. "Little sister, we are not of this land and can not stop at your home, we have pressing business elsewhere, but you are kind to offer."
With the boy in tow, Quinn will direct the horse on to their desired route. Quinn will call out "Brother Savin are you still on point? If we are getting closer to a settlement should we send the scouts farter forward and to the flanks? WHat do you think brother Savin as you seem to be the groups main scout?"
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 Wednesday January 17th, 2007 12:40:13 PM
She listens intently as the other discuss strategy; their ways are much different than she is accustomed to. having been on her own most of the time, following The Path, Laima has learned to trust her gut, her instincts and the whisper of The Path's guidance. At times it is subtle, at times it is silent and occassionaly it screams at her.
She sits on a rock and looks around the eerie landscape; it is double so as her heritage's ability to maintain vision during hte darkest hours begins to kick it. Colors begin to dull into various shades of grey as she looks upon the resting moon.
"It is quite beautiful in a haunting way."
After a moment she comes back to the present, her attention drawn to the crippled cleric's words.
"Brother Quinn, listen to yourself. You are relying on the assumption that Gargul's magic will allow whimsical jumping between here and the Wold. You are relying on the item to be able to break through the barriers of this cursed land. And now you wish to press on through the blackest of hours? Sure potions can be drank to break through the veil of the night but we have just arrived here and already we have been attacked by organized trolls and werewolves! Have you thought about what is considered nocturnal here? At least in the daytime all of us has the ability to hear or see a threat; things will be quite different when that moon vanishes."
Jaeden (HP 110/116: Lycanthrop Cursed) Wednesday January 17th, 2007 3:59:04 PM
The after-battle routine having been well taken care of already Jaeden moves slowly to Dalek's side to offer the horse what comfort he might. He sees that Savin's job of tieing off the magical items was done well so does nothing further to that end.
Finally, he joins into the dialog of those who are voicing their opinions on what to do next. "I leave it to Peerimus and will stand by his desicion. I will say however that IF," he puts emphasis on the word if, "... we move on after dark, I will need some form of magical aid to see. Be it potion or spell matters little but without that aid I will hard pressed."
Peerimus and Yorrick d20+7=17 d20+7=23 Wednesday January 17th, 2007 4:46:30 PM
Peerimus nods to Quinn and falls into walking, "As soon as we can, Yes I'll see if I can. Again I would like to mention that the less specific talking we do the less the enemy has a chance to learn. We all know why we are here and what we have available." Yorrick grunts and those in the group a little longer have come to recognize that sound as the bear picking up and vocalizing a bit of exasperation in the human he has adopted.
When the area is reached perrimus looks about. It certainly was not much and Firngaer's magice shelter would be a wondrously missed thing this night, but perhaps? Peerimus turns to Lamia, "Can you create what Firngaer called a 'Secured Shelter' or maybe it was 'Lodge'?" to the others, I thought our plan was to rest for the night, do our best to remain in no one's way. For almost an entire day we have climbed fought and hiked in rugged terrain and our bodies though high with adrenaline, need rest. Let us find the best we can and I will try and mask our presence as best I can. It will soon be Pitch and there is little we can do. Sleema do you usually have a fire and if so you should build one, if doing so doesn't automatically invite guests. It should seem this area not out of place as you would normally be were we not here. We will obviously rest in shifts and each shift will have one Darkvision potion I think. Myself, Trace and Savin will all be on different shifts."
"With me will be Yorrick and Jaeden, with Savin Quinn and Laima and with Trace, Shadow and I have to ask Jaeden for you to sleep short. A spell can be used to remove your fatigue as to us all. Everyone keep your armor on this night"
Peerimus then sits and takes Noxy out and tries to get a fix on the group. from there he will let noxy take him to the Shroud. {wis 17 and 23}
ooC Al not sure if the rings of Sustanance have adapted to peerimus and jaeden yet. if so the offered watch will change quite a bit
Savin Wednesday January 17th, 2007 7:45:30 PM
Savin listens to the general debate and agrees with Peerimus that they should rest for at least of few hours. He does wonder at the groups attack on Quinn's position of leaving later in the day.
"If Faraday and Noxy can find this spot again, why don't we plan on leaving at the end of the day? I don't like that some of us have been bitten by werewolves and if we put off treatment, they could suffer a much harder cure because of it. Why don't we ask Faraday if she can get us back home and back here again?"
Savin will ask Peerimus for Faraday and pose his questions to her directly. Faraday, Can you bring us back and forth now that you know where things are? You got us here once? Can't you do it again?"
Savin will gladly stand watch whenever he is requested and will make sure the the group is fed and rested. He will try to engage the younger goblin in conversation. "Your farther was a powerful wizard. Do you take after him? You seem bright enough for it. You might want to talk to Laima, she is a wizard of some sort and might be able to tutor you if you want?"
Ask the Artifacts (DM/Al) Wednesday January 17th, 2007 10:03:36 PM
"Maybe Village," Sleema replies to Trace as she stirs the ashes in the fire pit and sets kindling for a new blaze. "But no go Village. Village goblin tell Fidelia. Bad, bad." (BTW, Trace, my information says that you have 60 arrows, not 62.)
"Yes, Sleema make fire," she replies to Peerimus. "No fire is cold. Sleema's home far Village is good. Near village is safe." She brings her hands together meeting them in the middle.
As Sleema strikes sparks from flint and steel, Peerimus speaks of the long journey that they have made over hostile terrain. Eleven miles through heavy brush. Any person with a sense for Survival knows the fatigue that can set in after a long day's march. Sleema coaxes a faint ember with gentle breaths as the group debates the next course of action.
Peerimus, based on Quinn's earlier suggestion, takes out the Vision of Noxnyx. The screen sets off its own faint and shifting glow of colors. It takes Peerimus a moment, and then another moment again, but soon enough his mind instinctively begins to discern the patterns. He can pick out the colors that represent each member of the party that wear's the Tattoo. There are extra blobs of color that, from their positions, must represent Faraday, Seribond, Xaos, and Noxnyx itself. He moves the view about within three dimensions. And with a simple effort of will, the view on the screen simply jumps. Ten blobs of color become one: The Shroud of Atman. It remains motionless upon the screen, fixed in place. But where it might be, is difficult to discern without an exterior reference.
"Maybe. Probably maybe," Faraday answers when Savin puts the question to him. "I'd need something to fix on, you see. Even going back to the Wold is dangerous without someone already there to fix on. But, if someone were able to go back, I think I could get us there. Then, if someone were able to come back here, I could probably bring us back. Or if someone stayed here. That would probably work too."
Near the faint glow of the budding fire, Sleema watches as Peerimus and Savin work with the two artifacts. Faced with the talking circle and the glowing mirror, her looks are wary, guarded. Not so with Rogo. He walks to Savin without fear and reaches up to touch Faraday. This, if anything, seems to make Sleema even more tense. Savin attempts to speak with Rogo, but the boy simple tips his head to one side and looks up at the monk without any more understanding than the monk's friendly conversational tone.
"Say, pretty dark here, isn't it?" Faraday remarks. And sure enough, aside from the glow from the fire and that from the Vision's screen, the light has completely faded. It is a darkness to rival the cave under Turtle Lake. One's own hand held to one's face would be near to invisible. Even Trace and the animals are in complete blackness. Only the goblins and Laima see and move about with the same ease they had under the light of the moon.
=== OOC ===
Quinn, it's been an hour or more since the battle with the Werewolves and Trolls, so your PFE is long gone.
Peerimus, I show you having bought the rings back in Heranmar. I'd say that a good week has passed since then. Consider yourselves acclimated to the rings.
Quinn (second illegal post) d100=95 d100=73 Wednesday January 17th, 2007 10:05:23 PM
Quinn looks at Lamina "I find you lack of faith in Gargul disturbing, as he just cured your wounds. Have some faith sister."
Quinn smiles at Savin "Brother Savin, you speak with wisdom and intelligence, we need to test these artifacts of yours to see if they will work. If they do not, I will attempt to leave and take any who want to follow, Gargul willing. It will be harder to find you the next day, but I will do my best. I will not sleep one night in the land of the undead."
Quinn will cast his spells as needed and allowed, to get the group back.
95% for planer travel 73 % for Banishment on Yorrick
------------------------
ooc: Quinn can not get the Goblins back, but maybe the artifacts can......
DM/Al - OoC Wednesday January 17th, 2007 10:15:18 PM
Quinn and I posted at very nearly the same time. I've moved his to after mine for the sake of continuity.
I won't hold him to the move if he should wish to revoke it. But if he does not, I need to know who goes with him and who does not. If you do not declare that you have gone with him, then I will consider that you have stayed. Seven creatures may go with Quinn. Size is not an issue. You have ten creatures in all in the party including, Yorrick, Shadow, Dalek, and Minek.
You may use Banishment on up to 24HD worth of your companions. But I won't guarantee where they'd all wind up.
BTW, I will be very picky about the details here. Make sure that you have all of your ducks in a row, all the i's dotted and the t's crossed before you attempt this.
Savin Thursday January 18th, 2007 5:00:50 PM
Savin sighs as he looks around and listens to Faraday talking. He looks calmly into Peerimus's eyes and says, "Boss, I hate to say this but it makes the most sense if I stay here to be the beacon. I can hide well and run away from most threats. Everyone else needs time to get spells back or medical attention for various curses or diseases. Just don't dilly dally about it.
I don't think I should hold onto any of the artifacts just in case but I am willing to stay. Of course any spells, especially long term ones that you feel you might want to cast on me to help out would be appreciated."
Peerimus and Yorrick d20+20=37 Thursday January 18th, 2007 5:49:27 PM
Peerimus nods to himself, maybe he was finally getting the hang of Noxy. "It seems to be stationary, unfortunately I have no reference points, but I am going to try a couple things after we get this finally straight." Peerimus looks to his family and newest companions and especially Savin. "It's a noble gesture and on many levels makes good sense and for those reasons I will be staying as well. My ring will allow you to watch for a few hours and then I can stay up and you get some rest. I have been very reserved with my spells and even if I can not contact Mother or Father I will still have plenty of fire to bring to bear." Peerimus glances over at Yorrick and cracks a very half hearted grin, "you though, silly lod bear, will be going with them."
Peerimus then shifts back to the rest of his companions. "There seems to be some confusion in what I have been saying. I have not been saying Quinn should not go. I have not said he should not try to. What I have said," Peerimus pauses a moment to make sure he does not accidently become boistrous and then continues, "What I have been saying is that it might prove far more difficult to exit this land then it was to get in. Quinn is going to try and leave and I hope you can. It will eliminate many questions and possible future problems. It may also show us how we might get the shroud out. Now Farady brought the rest of us in on Quinn's signature. I do not doubht we can repeat that process. But I do believe in planning beyond the first step."
"If something were to happen and those who depart can not or do not return, anyone remaining behind must be prepared to set out for the Shroud. Get out and then relocate the group and hopefull Faraday and Noxy in the process."
Peerimus hands Faraday to Jeaden, Noxy to Quinn and tells Savin to give Seribold to Laima. Quinn can not take them all though and Peerimus turns to the next logical person to go in his mind. "Trace I am going to ask you to stay as well and send Shadow with Quinn. The less here the better and Quinn, there is no way I am going to let you channel Gargul to 'banish' anyone. So just put that out of your mind. You can take seven out of the ten of us. It means 3 of us stay. The best equipped three to do that is myself, Trace and Savin."
"You have the artifacts to get back here, get some arrows for Trace and time permitting, as much Alchemical fire as you can." Peerimus then moves to give Yorrick a great hug and whispers in his ear. Yorrick grunts and shakes his great head about and pushes back into the smaller human. Nearly upending him. Peerimus gives him a pat and nods towards the group and Yorrick moves to be next to Jaeden. "Take care my friend and tkae care of that big fur ball for me Jaeden. We'll see you all come morning."
DM/Al - OoC #2 Thursday January 18th, 2007 7:18:24 PM
BTW, I'll also need to know where in the Wold you are attempting to get to.
Savin "illegal post" Thursday January 18th, 2007 8:58:03 PM
Savin also adds, "You might want to get more of that silversheen as well plus some regular oil for disposing of troll bodies."
Laima Ragana Thursday January 18th, 2007 9:35:13 PM
She looks upon the rustic druid with warm eyes and a smile.
"I know of the spell, Peer, but I do not possess its powers within; I have the foundation of it on a scroll somewhere but it is for emergencies only. I have had it for over a year now and have not needed to resort to it yet."
Turning to the adament cleric the smile does not faulter. She looks over the entire party, including the companions and shakes her head.
"I will not return to the Wold with you all. There is little there that I need and the Path brought me here for a reason. Remember cleric that one has already lost her life for us to make it here; Lan has lost her life for us to make it here. I welcome the company of anyone else that chooses to stay and Noxy can use me as a return anchor in a days time or however long it takes you all."
Laima will begin to settle down for the night. She looks again at the spokesperson for the group and his sticky, slicked hair.
"I can manage a longer lookout if you need. I need little sleep to be fully rested and my heritage allows mine eyes to break the enchantment of night's blanket."
Votes to Go. Votes to Stay (DM/Al) Thursday January 18th, 2007 9:49:08 PM
Quinn takes out the focus tuned to the Wold - a forked rod. In the light, it would be the blues, greens and browns of the living Wold. But here in this dark, it is but grays and blacks to those who have Darkvision. It is the merest of shadows in the wane firelight to those who do not. A choice must be made here in the dark. At most eight may go. At least two must stay.
The fire catches and crackles under Sleema's ministrations. The soft red glow of the fire pushes back at the darkness.
Savin volunteers to stay. With one of the Children here in this dark land, the Vision of Noxnyx should be able to see through and the Circle of Far and Away, then, to bring the others to him.
Peerimus offers to stay as well. And he asks Trace if he will remain. Laima too decides to stay and settles near the small fire pit.
Only Trace and Jaeden ponder. Jaeden had earlier ceded his will to the decisions of Peerimus. But can he be reasonably be held to his earlier words now that the promise of a cure to the Curse of the Werewolf lies potentially within grasp?
Quinn 97/100 Thursday January 18th, 2007 11:18:48 PM
Quinn lets the Children of Chaos come to grips with what will pass. All Quinn adds is a small tid bit "Brother Peerimus, if our sister is bent on staying, I suggest you come and get in touch with your mother and father spirits. You must long for them as I do Gargul. Come back with your arsenal full."
As an afterthought Quinn adds "Brother, a Banishment send one back to ones home plane of existance, the Wold, in our case. I would only banish myself, you, or maybe our sister. Those who can travel great distances quickly to get back to where is familiar. It is a last resort."
Quinn will wait till all that have decided to come with him have chosen and then will invoke his spell concentrating on his hometown of Threshold, as there are warm beds and friendly faces there, not to mention food.
Before leaving Quinn will add to those staying "What do you want for breakfast?"
Trace and Shadow Friday January 19th, 2007 2:21:32 AM
Dont worry Laima, Me and my Shadow will stay behind. Besides I have a nack of staying out of sight and moving around quitely. Everyone else go and dont forget to bring me back a shoot load of arrows. I can put 120 in my quivers but bring more than that, I will put the rest in my haversack to reload with.
Laima Ragana Friday January 19th, 2007 11:27:03 AM
She looks to the ranger with a smile.
"Your company will be great friend; as will your skills of stealth and bow. I urge those of you who do not rely on a God or Power to stay as well."
She intently looks at Quinn again, eyes still warm, and points to his withered leg.
"Or you may end up deformed like brother Quinn here."
Laima will settle in for the night but will only sleep for a couple of hours.
Peerimus and Yorrick Friday January 19th, 2007 4:53:36 PM
Not particularly happy about it, but Peerimus does agree with Quinn. However it is very obvious by his face he does not agree with Laima, but also knows why she is staying and that it would be an excercise in futility to try and disuade her. He nods, "Very well, I will go, Laima will stay in my stead" Peerimus takes back the Seribould artifact so all the artifacts will be travelling to the Wold.
"No, only three stay, the smaller the presence the more likely it will go unnoticed." Peerimus gathers the all but Trace, Savin and Laima to Quinn then, including Shadow. "Trace, she should really go with us. I know she is stealthy, but she is also one more that might be discovered. She is your responcibility and friend more than anything else so I will make nothing more than a request in what I feel is the best interest of us all and our success."
Trace and Shadow Friday January 19th, 2007 7:52:37 PM
Thats not a bad idea, Go with Peerimus and protect them. I will stay here and hide and be a guiding light back to this god forsaken land. Dont forget the fire, silver sheen, and arrows. Trace hands them his bag of money. Here, also if they sell silver arrows get me a bunch of them so that I can not waste time with the silver sheen when the wolves attack.
MONEY: pp: 0, gp: 708, sp: 7, cp: 8
Savin Friday January 19th, 2007 11:05:25 PM
Savin sits next to Sleema and says, "Several of my friend will be travelling home, to rearm, rest and prepare for battle. I will be staying here with some of my friends. Can you hide us from prying eyes?"
Savin wanders a short eistance away to scout the area and make sure no unfriendlies are about."
Quinn (Second Illegal Post) Saturday January 20th, 2007 10:08:10 AM
OOC: Al, I am assuming that my followers in Threshold will be able to assist us in finding supplies, arrows, silver arrows, food, lodging, and maybe even silversheen.
[ They can supply you with mundane arrows, lodging and mundane goods. There will be limited quantities from the Special Substances and Items list. No Silversheen. No silver arrows. --Al ]
Staying and Going (DM/Al) 5d100(65+46+56+8+27)=202 d8=5 Saturday January 20th, 2007 10:16:00 AM
In the end, it is Laima, Savin and Trace who remain behind. Despite the urgings of Peerimus, Trace and Shadow cannot bear to be parted either. Minek will not be parted from Laima either. So it is Five who will return to the Wold while Five remain behind, three to act as beacons for Faraday to hopefully bring the others back. Jaeden simple nods his ascent in silence.
All of the artifacts are to return to the Wold. The members of the returning party link hands or hands are placed upon the sides of beloved animal companions. Quinn casts his spell ... and they are gone.
Sleema nods her head, unsurprised by the powerful magic.
"Yes," she replies to Savin. "Very magic." She indicates the small camp under the overhanging rock with a sweep of her arm. "Here is hide. Only here. No many Patrol. Near Village no many patrol. Near Village. But no near near."
Rogo, unlike his mother is startled by the abrupt disappearance of so many creatures. He walks to the place just vacated by Quinn, Peerimus, Jaeden, Dalek and Yorrick. The young goblin, unafraid, waves his hand through the air.
"Ip cham'pakee, eecha?" he asks, turning to Sleema. He puts a hand to his chin in a very adult gesture of thought. "Gue ahneelaigaba?" Again he passes moves about himself, feeling the empty air about him.
"Cham'pakee, harm'ut. Kree'pakee. Sukuhee sam de yip'pakee. Harm'ut."
Translation for Trace: Highlight to display spoiler: {Rogo: "Did they leave, Momma? Or maybe they're invisible." Sleema: "They left, I think. They went home. They will return come Moonrise. I think."}
Sleema feeds the fire from a small pile of sticks nearby. It is doubtful whether the pile will last the night. But, then again, the goblins only appear to need it for warmth and not for light.
++++++++++++++++++++++++++++++++++++++++++++++++
Yellow-green. The air is yellow-green. Heat slams down like a smashing hand.
As the shock of transition passes, vision resolves. It is not the air that is yellow-green, but that the group is surrounded by tall stalks of yellow green grass. Side by side, linked by touch, the group has landed in a sea of grass that rises above their heads, nearly obscuring the fading light of day.
Peerimus has been here before. So too has Jaeden. They recognize the grass and they recognize the relentless heat. It is the Sargrass Plains, and night is falling. The return group has appeared many miles south of their intended destination. (Your characters would not know this, but, per the Spell, that's 202 miles directly south on an 8 point compass.)
Quinn Hp 97/100 2d8(4+7)+10=21 Saturday January 20th, 2007 3:57:53 PM
Quinn is not a bit surprised by missing the target. "Opps. This happens more often than not."
Quinn looks around "I am not familiar with our new local, but at least I feel Gargul's divine presence. I can teleport us people to a more hospitable location, but not bears or horses. Too much weight you know, brothers. I am fine if you want to stay here, but I do not know if it is safe and we do not get supplies or the breakfast I promised."
Quinn will cast Find the Path to determine where Hook City is, or at least its direction. The information may prove valuable if he has to teleport. Quinn points out "Brothers, Gargul tells me Hook City is that way, but I do not know how far."
Quinn will burn bears endurance to finish curing Jaeden.
Hp cured 21
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
Savin d20+10=20 Sunday January 21st, 2007 11:57:45 PM
Savin looks at the small fire and trusts Sleema in knowing her surroundings but says to the others, "We need to get some sleep. I will take the middle watch, so you guys can get some uninterrupted sleep." Savin opens up his rations and collects some from the others and starts cooking a stew for all of them. He delicately spices it and shares it with the goblins (cooking 20)
He will then spread out his sleeping roll near the fire and get some sleep.
OOC I am going to be on a business trip and won't be able to post on Tuesday. If someone could post for me if needed...thanks
Peerimus and Yorrick d20+9=21 Monday January 22nd, 2007 1:26:43 PM
It takes virtually no time at all for the druid to realize where they were and to fathom the depths of the trouble Quinn had placed them in. "The Sawgrass." He made the statement and looked up into the sky above. The endure Elements spell wrapped about the druid and protected him from the full onslaught the land about him could bring to bear. That and the sky was waning and eveing was setting in. An entire differnt problem. "Quinn you should have been more precise on the limitations of the spell."
Peerimus looks to Jaeden, the warrior surely knows precisely how unsafe they all are and the look of agitation on Peerimus' face likely tells him all he need care to know on the druids feelings. "We are in the wilds of Sawgrass Quinn and in very emminent danger." Then He stops and back tracks his thinking. "Wait a minute. Hook City? I thought we were trying to get to this Threshold. We won't see the inside of Hook City for possibly days. If you were intending Hook City, then I would like to know how we will bypass the standard line and the guard. Savin or maybe Trace has our information on the old House we plan to set up in the future. So I am not positive that will aid us at all."
Peerimus puts his ear to the wind at this point, he was not going to be caught unaware in this land. Satisfied he continues. If you are positive you can enter Hook and that it is the best destination for curing yourself and Jaeden go. I will take Yorrick and Dalek to Hernemar. There I can hit the Catacombs for the arrows and small supply cache. In the morning I will meet you at the trees on the outskirts of Hook."
Peerimus is agitated and his voice certainly conveys that fact. He ends the previous statement with a back hand wave to send them off as he calls a feather tokken from his pack. "Hang on my friends I'll get us out of this heat in a few short seconds."
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 second illegal post Monday January 22nd, 2007 1:47:46 PM
Quinn smiles at Peerimus and twirls his goatee "I remember seeing some of the acursed grass by Hook City and that is why I looked for its direction. There is now of this grass by Threshold so we much be very far from it."
Quinn looks around for dangers "What is the danger you speak of brother? I can teleport us to Threshold or Hook City, but I can not take the animals. Should we leave them and return for them after we retrive the Shroud? If we have to return for the animals then that is more spells that will be lost once we return to the Koshe Mar."
Trace and Shadow d20+16=33 d20+21=31 d20+10=12 d20+6=22 Monday January 22nd, 2007 8:42:34 PM
Trace gets his sleep while he can and lets everyone know that he has the last shift. Trace drinks down a bottle of darkvision during his shift moves about while hiding from sight.
hide 33 move silently 31 spot 12 listen 22
Jaeden Ohm d20=14 d20=12 d20-5=7 d20+7=11 Monday January 22nd, 2007 8:55:24 PM
Jaeden nods at Peerimus recognition of their location and only nods in response. While the others decide their course of action his job is clear, watch [jaeden spot 23 listen 14][Dalek spot 17 listen 11].
He does utter one thought. "At least our timing is good. The drops and evening comes. If we need to rest now we can do it and be gone."
The Heat and the Night (DM/Al) Monday January 22nd, 2007 9:38:31 PM
The sun on Sargrass is barely over the horizon. The stifling heat lingers, pressing in and infusing the small group that stands amongst the impossibly tall grass. All except for Peerimus, begin to sweat. The grasses rustle as though sensing the precious fluids that seep from the skin of these interlopers.
Quinn casts a spell. After many passes and invocations of Gargul, he is drawn in a certain direction. But all directions look the same here buried within the tall grass. Unaware of the dangers of the Plains, he proposes to take the humans to Threshold via Teleport and leave their dear animal friends on this spot.
Peerimus, however, knows the danger. He listens for the rustle of grass that would sound the approach of a large predator. (Looking at your CS, I'd guess the +9 is a Listen check.) He takes steps to take the animals to the grove outside of Heranmar.
Jaeden acknowledges the location. In silence, he keeps his vigil. There is little to be seen in the tall screening grass, and he and Dalek hear less than Peerimus. Nothing threatens appears to threaten so far. But in the heat, both he and Quinn continue to sweat. The beads roll of their faces. Some drop to the metal of their armor, quickly evaporating into the air. A few fall to the ground and are absorbed by the soil just as quickly. The land is thirsty. Everything in this land is thirsty.
++++++++++++++++++++++++++++++++++
The darkness in Koshe Marr is total and unrelenting. Not even stars light the night sky. Even those with vision within the darkness feel the oppressive weight of this blackest of nights.
Savin cooks a meal, plenty of food for five. Minek pecks at Laima's share. But it's strange food for Shadow, poor food for a meat eating cat.
After the meal, Sleema brushes aside what appears no more than a fall of dark black withered leaves. Below is an old worn blanket. Taking the blanket, she rakes back the leaves and places the blanket atop. She and Rogo curl up within for warmth.
Trace takes the first shift. Even with the magic of Darkvision, the landscape is cloaked in mystery. Without a light from above, all things lose their depth, and the night becomes a mosaic of meaningless and confusing hypnotic patterns. All one can hope for is that some movement within one's vision might warn of the approach of danger.
And, though the night is impenetrable as pitch, it is alive with sound. Escalating wails, violent thrashings and rendings, and the subtle rustle of the black desiccated leaves that sound so like the gentle passage of a creeping enemy.
Quinn d100=67 Tuesday January 23rd, 2007 8:48:22 AM
The heat is starting to take its toll on Quinn as he looks at Peerimus, "Wow, it is hot here. I will take your advice and take brother Jeaden to the grove of trees. You have the animals and will get the supplies. See you by the trees."
Quinn will move over and touch Jaeden and teleport to the grove of trees the group rested at prior to this adventure.
Teleport roll 67%
"Ahhh, much better." Quinn exclaims when they arrive at the cospe of trees. "Lets rest brother and tomorrow morning I will take care of our afflictions. Do you want to secure some provisions while I meditate for a while." Quinn puts his back to a tress and closes his eyes.
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
Rod of extend 2/3
Peerimus and Yorrick d20+20=23 Tuesday January 23rd, 2007 9:25:09 AM
Peerimus is about to correct Quinn, but perhaps he can not get as far as Hernamar and so he keeps silent. Getting any new suppplies would fall to him, but that was no problem. "See you in the morning." he quickly says as Quinn and Jaeden vanish with a small pop of air.
The great bear gives a grunt of complaint and Peerimus nods, "I know, I know." he says soothingly. "We are on our way as well." Peerimus sets the Feather Tokken down and a great oak grows from it. Whispering to the tree, "We need rest, escort us home Mother" Peerimus leads Dalek and Yorrick into the oak. {Transport via Plants to Hernamar}
Peerimus will leave the two by the stream. Giving Yorrick direction to guard Dalek. Tired and wearey, the druid makes haste to the small town and hopefully the catacombs.
{Handle animal 23}
Laima Ragana d20+5=8 d20+5=18 Tuesday January 23rd, 2007 12:51:25 PM
The night closes in oppresively as only the night can do. Laima rests for a few hours while Savin watches and wakes up to the same brooding darkness. She keeps the talk to a minimum as voices may carry far in such barren lands but does make sure that Savin knows that she is up.
Contemplating the recent events that she has endured, Laima looses herself in unraveling the motives of The Path. ~~~~~~~~~~~~~~~~~~~~~~~~ spot.8 listen.18
sorry everyone for my absense; the internet was turned off here and work as been way too busy to get a post in.
Posting Report 1.15-19 [aDM.Drew] Tuesday January 23rd, 2007 12:58:26 PM
Posting Report for Children of Chaos Week of January 15 -- January 19 ...............................M...T...W...Th...F DM-Al....................x....x....x.....x.....+ Peerimus-DanK......x....x....x.....x....+ Laima-Drew...........x....x....x.....x.....o Savin-George.........x....x....x.....x.....+ Jaeden-Jason.........o....x.....o.....o....+ Quinn-JimF............x.....x.....x....2.....2 Trace-Ted.............x.....x.....o....2.....+
x = post o = no post * = substitute post - = skipped post (no DM post) + = see notes Notes DM Post came on Saturday and everyone got their post in by next DM post over the weekend.
DM/Al - OoC Tuesday January 23rd, 2007 1:02:11 PM
Apologies, my mistake. That should be Laima takes the first shift. Trace will take the last.
Savin (JimF sub) Tuesday January 23rd, 2007 4:27:41 PM
Savin get some rest since he has the dreaded middle shift. Savin has a very fitful sleep and wakes before his shift. Savin will move away from the fire and scan the landscape, occasionally moving but keeping his back to the fire in an effort to save his eyes from ajusting to the light. When his shift is over he will wake the next contestant and try to get some sleep.
Safe and Sounds (DM/Al) d100=6 d100=62 d100=92 Tuesday January 23rd, 2007 9:32:05 PM
Quinn feels the heat, and agrees with Peerimus that the grove outside of Heranmar might be the best place to rendezvous. It is a place that he's only seen once. But with but a few spoken words, he and Jaeden vanish, to appear next to the cool gurgling stream.
Peerimus casts his token into the grass. The earth rumbles and a mighty oak shoots toward the pale dimming sky. Would the majestic tree last through the coming day? How long would it last, its water besieged by the thirsty grasses and the withering heat? However long, the oak would live to provide a noble service. The reptile cry of a predator rings out somewhere on the plain, drawn by the smell of moisture. Whatever it might be, it would arrive to find nothing more than this strange tree as Peerimus, Yorrick and Dalek step through and into the pleasant glade outside of Heranmar.
Peerimus hurries into the town, only to find all shops in the town now closed save for the Inn. It would, no doubt, be open early the following morning. But for this evening, the gentle arms of the glade open to shelter the heroes for the night.
+++++++++++++++++++++++++++++++++++
Laima, and then Savin stand watch through the dark night. Sleema lies watching for a while, but then drifts off to sleep. Rogo, however, even curled up within his mother's arms, watches the outworlders wtih wide goblin eyes. After an hour or so, he too falls to slumber. His hands clutch at something hidden within his shirt.
The first two shifts produce no danger. Hideous sounds and shifting shadows, lights that might be watching eyes. But nothing steps forward to attack. Savin wakes Trace for the third and final shift before the Lavender Moon, hopefully, rises again to light the land.
=== OOC ===
Heranmar group, if you could list all of the purchases that you wish to make in your next post, please.
Trace and Shadow d20+16=20 d20+21=41 d20+10=19 d20+6=21 Tuesday January 23rd, 2007 11:58:23 PM
With the dark vision in his gullet Trace slowly makes his rounds around the camp on the look out and tells shadow to stand guard over the others while his is on watch.
hide 20, move silently 41, spot 19, listen 21
If anything was able to spot Trace while on his rounds it would surly think it was a ghost since no sound could be heard from him moving.
(ooc: go figure, nat 20 on move silently)
Quinn Wednesday January 24th, 2007 9:29:25 AM
Quinn wakes refreshed in the morning and hopes that Jaeden has broght breakfast for him and the rest of the Children of Chaos, especially those trapped in the Koshe Mar.
Quinn will go through his morning rituals and feels the warm embrace of Gargul as he mediates.
After eating and recovering his spells, Quinn will cast remove disease on Jaeden targeting his Lycantropy and then in turn he will cast two remove disease spells on himself to rid him of his leg and were diseases.
Quinn will then use his rod to extend magical vestments on both his armor and shield.
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 Entropic Shield Shield of Faith x2 Divine Favor Protection From Evil x2 2nd Level(7/1) (DC: 19) Locate Object (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon 3rd Level(6/1) (DC: 20) Fly (d) Remove Disease x3 *** Magical Vestments x2 ** Searing Light 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 Spell Resistance Flame Strike 6th Level(3/1) (DC:23) Find the path (d) Summon Monster VI Greater Dispel Magic x2
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended
Rod of extend 2/3
Laima Ragana Wednesday January 24th, 2007 5:18:51 PM
As the night continues on, Laima nods to Savin as he lays down for the night and does the same for Trace as he rises for his shift. She watches the master-of-the-bow slink off into the night as he makes a few rounds of scouting.
The burden of having no light is not very foreign to the sorceress as her travels have brought her many places where light has abandoned the lands. Her ability to sleep only a few hours a day has allowed her countless extra hours of travel along the Path as well.
She turns occassionaly to look upon the goblins, curiosity eating up every glint of light in her eyes.
Peerimus and Yorrick d20+7=17 Wednesday January 24th, 2007 5:22:05 PM
Peerimus turns about upon seeing the Catacombs entrance closed. It was a bit hopeful to think the place might be open. Peerimus walks back to the glen, relishing in the peaceful night under the open sky as he walked. Strange, he had not been gone so long and yet it felt like a lifetime. Thinking of kosher Marr and his eminent return lead his mind to the tree he created in the vast desolate heat of the sawgrass. A magical affect yes, but still a living tree and one that was doomed to die through lack of water. Though perhaps not, after all the grasses had a water supply, perhaps due to a great root system. Oaks grow down at a considerable pace, nearly deep as tall. There was the chance it could survive. Peerimus shakes his head as he walks, no it was not. Wishful delusion was all that line of thinking was. Peerimus's eyes darken, Quinn and his god. The druid would be far more skeptical of him now and that could be dangerous. He should have said I can get near Threshold, with a couple hundred miles or some sort. No Quinn had lead him to believe there would be no great distance and chance of error and that set his mind to trust the man far less. Had Peerimus not been prepared than he Yorrick and Dalek might be as dead as that tree. The druid's mood darkens.
The following morning, he meditates by the stream as the first rays of light touch upon the land. Soon he says his parting words to both Father and Mother and gets up. Leaving Yorrick to snooze, Peerimus heads into town and into the Catacombs. Peerimus looks to get 6 score of arrows, a long bow, 2 vials of Silversheen, 10 pounds of meat, 2 pounds of cheese and 2 sacks. {I total it at 6gp+75+500+6+.4+.2=587.6gp}
Upon returning from the Catacombs he asks for Noxy and Faraday. "Good morningn Faraday. Get ready." His attention turns to Noxy, "and Good morning Noxy." His mind then sets to locate Trace and Savin, the two he knows best. {17}
Spell list to come
Savin Wednesday January 24th, 2007 9:03:19 PM
Savin tosses and turns during his cycle of sleep and when his turn comes to guard tries to stay very alert. He decides to close his eyes and just listen to the night noises and winces when he hears the variety of sounds.
When his watch period is up, he tries to get more sleep and hopes his travelling companions come back soon.
How You Passed the Night (DM/Al) Wednesday January 24th, 2007 9:55:32 PM
In the Wold, night passes sweet and starlit. Morning comes, affording all manner of possibilities.
Quinn, after communing with is god, spends moments to heed Savin's instruction and apply the remedy for Lycanthrope to both himself and Jaeden. The spells are cast, and both Jaeden and the Gargulite feel their noses clear. All trace of any form of sickness has left their bodies. There is not feeling of non-Lycanthrope or un-Lycanthrope. But, then again, neither had felt any particular sensation from the disease to begin with. They would only know if the Lycanthrope has been cured or not come the next full moon.
One ailment that clearly remains unchanged is Quinn's leg. It would appear that either the affliction is not a disease, it resists the strength of Quinn's magic, or perhaps it's something else.
After his own meditation, Peerimus returns to Heranmar. He is greeted in the town by voices from all directions. Everyone seems happy to see one of the Heroes of Heranmar. When Peerimus arrives at the store, he finds the proprietor willing to give up the bow, the arrows, and the foodstuffs for free. Only the Silversheen need be paid for.
"Gotcha, Boss! Coming right up!" Faraday's reply when Peerimus returns, and the Return Party prepares to enter again the dark of Koshe Marr. The Vision of Noxnyx shows three dense colors that move about the screen. There is hope, then, that those left behind are still alive. But are they whole and sane?
++++++++++++++++++++++++++++++
Back in Koshe Marr, Trace leaves Shadow behind and moves alone out into the near palpable dark. The problem, he finds, is not spotting danger. It is choosing between what is dangerous and what is not. He slips quietly between rocks, making rounds about the camp. He spots a low bush with a stout trunk and spiked vines trailing about it. He makes a wide berth about it, but just as he passes it lets off a loud roar and begins shaking itself to and fro.
After a while, it settles down and stops. Harmless, but noisy.
Soon enough, the Moon rises. Soon enough, there is even light enough for Savin to see by. The goblins rouse themselves. The Lavender Moon rules the skies once more.
(Trace, when you meditate to regain spells for the day, please roll a Will Save for me.)
Time passes. The continues its rise. Two or three hours after Moon Rise, there is a sudden burst of air, and five figures stand silhouetted against the dark landscape. The others have returned.
=== OOC ===
According to my reading, Remove Disease cures all disease that a subject is suffering from. So there would be no need to apply two uses of the spell to yourself, Quinn. I would expect that Quinn would know this, and so if you wish to replace the 3rd Remove Disease spell with something else, feel free to do that.
Trace and Shadow d20+7=26 Wednesday January 24th, 2007 10:33:49 PM
Trace moves back to the group as the moon rises and take time to meditate for his spells.
Trace to say the least is a bit releaved to see his friends return and like someone dieing of thirst, Trace grasp for the arrows as if it was water.
will save 26
Quinn Wednesday January 24th, 2007 11:32:24 PM
Quinn is a bit dismayed that his leg is not better. "Oh well, the leg will have to wait until tomorrow."
When Peerimus returns, Quinn claps his hands together and then rubs them. "Good Morning brother, shall we go find our flock?"
Upon returning to the Koshe Mar Quinn will announce "Everyone ready for Breakfast. Not quite the meal I was planning on, but we had some travel complications. We should do better tomorrow."
Quinn looks around at everyone "Well brothers and sisters, we have a Shroud to find, shall we have at it? Brother Jaeden, can I still ride your nobel steed, I fear it will at least tomorrow before my leg is whole."
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 Entropic Shield Shield of Faith x2 Divine Favor Protection From Evil x2 2nd Level(7/1) (DC: 19) Locate Object (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon 3rd Level(6/1) (DC: 20) Fly (d) Remove Disease x3 ** Magical Vestments x2 ** Searing Light 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 Spell Resistance Flame Strike 6th Level(3/1) (DC:23) Find the path (d) Summon Monster VI Greater Dispel Magic x2
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended
Rod of extend 2/3
Laima Ragana Thursday January 25th, 2007 2:26:47 PM
The one thing that totaly stirs the curvaceous sorceress during the night is whatever sound Trace triggered. She looks about but it seemed as though Trace was out of her break in the darkness.
Before the others arrive Laima will close her eyes and begin to 'communicate' with her controlling power; she prays for some spells that she hopes will aid everyone while traversing these lands. ~~~~~~~~~~~~~~~~~~~~~~~~ spells per day --- Save DC 0- 6 / 6 --- 15 1- 8 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 7 --- 18 4- 7 / 7 --- 19 5- 5 / 5 --- 20 +1 to the Difficulty Class for all saving throws against illusion spells
spells prepared 0- Resistance -- Resistance -- Create water 1- Comprehend Languages -- Bless -- Longstrider (d)
active effects
luck points 4 / 4
Wand of Lightning Bolt 48 / 50 charges
Peerimus and Yorrick d20+7=9 d20+7=27 d20+7=17 Thursday January 25th, 2007 4:05:47 PM
Peerimus thanks the man for his generosity, it seemed much more like home here than anywhere else. Apologizing for not being able to talk, Peerimus takes his leave. His trip to the grove allows the entertainment of several thoughts. Securing the Grove itself and creating an actual home in that small tree stand by the brook would be nice and his mind set to the tasks it would require and envisioning the final outcome. Peerimus arrives back at the small stand with a rather large smile. "Flock? To you for now perhaps, as for myself they are family."
Peerimus gives Yorrick half of the meat on his return, knowing it will take Faraday some time to transport them. Upon arrival in Koshe Marr, the druid gives Shadow two pounds of the meat as well. The rest he stores for later in the day. To Jaeden, he hands the longbow and a score of arrows. The rest of the arrows he gives to Trace. "I was able to get a pair of Silvesheen vials as well and those too he gives to Trace along with 200gp. I spoke on getting alchemical fire and oil, but they do not burn near long enough to put a troll down. It seemed to me a waste of precious weight and money. It seems the night was uneventful at least and so I am going to suggest staying here and I will try to locate the Shroud with Noxy." Peerimus gets comfortable and tries to still his mind so Noxy can take him to the shroud. If found he will 'ask' Noxy to slowly rise like a bird above the Shroud until the rest of them showed on the screen. It would not give distance , but hopefully it would provide direction.
First try to locate the Shroud is a abysmal failure. Undaunted, Peerimus tries again. With success he continues with his first plan, A if you will.
{Wis DC's 9/27 and 17}
Savin Thursday January 25th, 2007 8:05:33 PM
Savin is happy to see the others back and waits patiently for Noxy to give them a direction to go. He says to Quinn, "How come your still limping? Did your God forsake you?"
Bad Place (DM/Al) Thursday January 25th, 2007 9:37:30 PM
Trace sits for a time within the black desolate anti-nature. He calls out to the forests, the streams and mountains of the Wold. They stand beyond his reach, held back by the Evil of Koshe Marr. Then wielding the sheer force of his will like a bludgeoning fist, Trace Jacobs punches through. The grace of Holy Mother Wold rushes into him and he feels her blessing. The spells return to him, and with the spells, a certain calm and aptitude. (Trace, take ten away from the normal Failure Percentage to cast all spells this day. 10% reduces to 0%, 15% reduces to 5%, etc.)
Laima, when she reaches to her deity feels a different thing. The spells return, most certainly, but along with the customary touch of the deity comes the sense of a wry chuckle. To Laima comes the distinct feeling of a thumbing of the nose at the rulers of this plane, a laughing up the sleeve, but not too openly. The feeling of a soft crafty smile that comes to the mouth when the back is turned of a very dangerous rival.
Quinn and Savin are anxious to move on. Peerimus, however, has another idea. It takes but a few moments. Peerimus, now accustomed to the screen, can almost feel his will direct the view presented before him as Firn'gaer had learned to do. The view snaps from the collection of six dots to a single still dot in the middle of the screen. Then it expands outward, the single dot growing smaller and smaller. Soon it is difficult to discern the dot that is the Shroud at all. Then, at the edge of the screen, there appears the tiniest of bits of color. It could be the group, but then again, it's difficult to tell. Regardless, without a frame of reference, neither direction nor distance has any meaning. The Shroud of Atman could be anywhere in Koshe Marr.
Sleema sits upon a rock with Rogo in her lap. Both watch all of this in silence. Neither of the goblins eat. Looking around, it is pretty plain that there is nothing within the camp that might be considered food, outside of that brought by the group. Finally, Sleema puts Rogo upon the ground and stands.
"You go Nightshade Crypt?" she asks. Behind her, Rogo looks up, his face is intent and questioning. As if in answer, Sleema points out into the brush. "Nightshade Crypt," she says. "Bad place. Bad, bad. Goblin no go. Patrol no go. Bad, bad place."
=== OOC ===
One again, so you can have it as a reference: Divine Spell Failure Rates in Koshe Marr.
Quinn Friday January 26th, 2007 8:42:27 AM
Quinn is a bit dismayed at Savin's question "It appears that I have more research to do regarding my leg as it may not be a disease brother Savin, or beyond my strength to overcome. I will need an unharried day or two on the Wold to contemplate."
Quinn loos down on the little goblins "Little sister, how far and in what direction is the Nightshade crypt? Why do the goblins and patrols not venture to the crypt?" Quinn remember that he does not speak goblin and looks to Trace "Brother can you translate the questions, please."
Quinn will mount Jaeden's great horse once again.
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 Entropic Shield Shield of Faith x2 Divine Favor Protection From Evil x2 2nd Level(7/1) (DC: 19) Locate Object (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon 3rd Level(6/1) (DC: 20) Fly (d) Remove Disease x3 ** Magical Vestments x2 ** Searing Light 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 Spell Resistance Flame Strike 6th Level(3/1) (DC:23) Find the path (d) Summon Monster VI Greater Dispel Magic x2
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended
Rod of extend 2/3
Peerimus and Yorrick Friday January 26th, 2007 1:01:23 PM
Peerimus furrows a bit remembering watching Firngaer with Noxy. The crypt was pretty far, but this Sleema knew of it. Using Faraday had its own issues. They landed almost 100 yards away from the caravan that day near Hernamar. The Shroud is in a crypt, possibly multiple levels. 300 feet could be very far indeed and into a very bad position. Walking had it's own problems. They longer it took the greater possibility of discovery and thus heavier fortifications and prepared defenses. Damn it all.
"Faraday, could you get us next to the Shroud? It is stationary now and I mean right next to it. And can standard warding spells block you like any other teleportation?"
Savin Friday January 26th, 2007 10:18:35 PM
Savin kneels next to the female goblin, pulls out some food from his haversack and hands it over to both of them. "Sleema, why is this Nightshade Crypt so fearsome? I suspect that is the area we are goint to have to go to find the thing we are looking for. What can you tell us about it? Why doesn't anyone else go there?"
Savin look on with compassion at the goblin and continues, "What are you going to do now? You have been a good guide but we are heading into danger and I am not sure it is fair to expose you to it. Are you going to stay here now?"
Two Answers for Two Questions (DM/Al) Sunday January 28th, 2007 12:47:29 PM
Though neither Quinn nor Savin speaks Goblin, Sleema seems to understand their words. At least she understands far more than she can articulate in Common.
"Nightshade Crypt there." Sleema points again in the same direction. "No know far. All goblin know. No goblin go. Place of Fidelia. Goblin go, Fidelia angry angry. Bucho. Bucho, he go. Come back say 'Hill. Big teeth.'. Soon, Bucho gone. Just gone."
"You go. Sleema stay. Rogo stay."
After experimenting with the Vision of Noxnyx, Peerimus brings out the Circle of Far and Away, putting questions to it.
"Right next to her? As in right next to her?" the Artifact replies, then ponders the question for a moment. "Yeah. I guess. I think I could. And, yeah. I mean, yeah, a warding spell would block me out. Would you like me to try?" he asks.
Peerimus and Yorrick Monday January 29th, 2007 5:22:59 PM
Peerimus shakes his head to Faraday, "Not just so as of yet." Hearing Sleem'a answer the druid nods, Good. She doesn't want to go. One less to keep track of. Hill big Teeth....hmmm A Tendriculous maybe. I remember them from the Floating City run through the streets to the Ghost.
Peeimus looks to those with him. "Now Faraday thinks he can put us right next to the Shroud. Well if there is nothing barring extra dimensional transport." Peerimus's face goes a bit sour and his voice becomes sarcastic, "And surely there will be because life would simple if there wasn't any and what fun would that be." exhale..."That said, we are going to try anyway. What we need is a back up plan. I have a couple things in mind but would want to sound them off as none are particularly free of trouble."
"We don't know how far it is. One thought is to place a spell or two on Savin and have him go to the Crypt and we will then come in. He is fast and can travel unseen very well. But he will also be completely alone and need to be right there and stationary for about an hour."
"Or Sleema points us in the right direction and and we all go and how this no patrol thing works out."
Laima Ragana Monday January 29th, 2007 6:06:24 PM
Getting connected to the Path proved interesting yet again as the subtle, icy taunting of Koshe Marr slipped around in her head.
Just like that the group is back; nothing extraordinary happened in their absence but it was nice to know that some people really do return. Laima stared at those, a wry smirk inks her face as she scans them.
"I see that things went almost to plan; welcome back connected ones. Nothing to report here really."
She listens intently to Peerimus' plan and at his conclussion sucks on an oversized canine for a moment.
"I like it. Let's take the shot and have Noxy pop us right in there. Sure the alternative with Savin seems a bit more sound but that puts him in grave danger with no help and it also isn't very sporting."
Her pale green eyes are quite large and still her full lips stretch wider across her face.
Trace and Shadow Monday January 29th, 2007 6:18:15 PM
Trace whispers to the others, it seems we are are about to part company with them, I think it is time I talk frankly to thim in their native tounge and ask about the items that Rogo is hiding in his shirt.
Quinn Monday January 29th, 2007 6:52:47 PM
Quinn ponders what Peerimus tells of the artifacts "Interesting brother. It would be best to spell up before trying, but if it fails because of warding our spells will be lost. It might be nice to teleport in to avoid the traps and guards, but it may be wishful thinking."
Quinn twirls his goatee some more and adds "I like the idea of sending brother Quinn. I can cast Hide form undead on him. We can plod up and brother Savin can report, maybe through some sort of communication spell all he sees. It is your neck brother." Quinn finishes looking for an answer from Savin from on top of Dalek.
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 Entropic Shield Shield of Faith x2 Divine Favor Protection From Evil x2 2nd Level(7/1) (DC: 19) Locate Object (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon 3rd Level(6/1) (DC: 20) Fly (d) Remove Disease x3 ** Magical Vestments x2 ** Searing Light 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 Spell Resistance Flame Strike 6th Level(3/1) (DC:23) Find the path (d) Summon Monster VI Greater Dispel Magic x2
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended
Rod of extend 2/3
Savin Monday January 29th, 2007 6:52:50 PM
Savin listens to the differnt ideas and gulps when he hears he might be left alone...in the dark...with all of those scary noises...the rending of flesh....the screams of agony....
"Ahhh I am glad you have confidence in my abilities but I don't think I want to race ahead alone into an area where trolls, werewolves and every other nasty in this land are afraid to go. I think we should stick together.
If Faraway can get us all there, so much the better but otherwise I think we need to keep doing what we have been doing and try to get their as fast as we can."
Decisions, Decisions. (DM/Al) d20+8=18 d20+1=8 Monday January 29th, 2007 9:35:27 PM
Jaeden listens in stoic silence as the others banter options.
Attempt a direct teleport to the location of the Shroud.
Let Savin make the trek into the heart of the area where no Goblin goes and use him as a beckon for Faraday.
Or, very simply, as a group, just walk.
Meanwhile Trace whispers to the group. Traces quiet tones draw Sleema's attention. She turns away, though, making a poor act of pretending not to listen.
The sharp of ear might catch the rising murmur beyond the brush covered hill. The murmur of many voices and activities melded to one. The sound made by a town or village waking to life.
Quinn Tuesday January 30th, 2007 3:50:58 AM
Quinn looks down at the group frm atop Jaeden's horse and comments "Brother Savin may be correct, that it is best to stay together at this point. Lets try Faraday, but without our short term spells cast. If it fails, we walk, if it work, we best be ready for action in a hurry."
Quinn looks directly at Peerimus "Brother, you seem to be the best with Faraday, shall we?"
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 Entropic Shield Shield of Faith x2 Divine Favor Protection From Evil x2 2nd Level(7/1) (DC: 19) Locate Object (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon 3rd Level(6/1) (DC: 20) Fly (d) Remove Disease x3 ** Magical Vestments x2 ** Searing Light 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 Spell Resistance Flame Strike 6th Level(3/1) (DC:23) Find the path (d) Summon Monster VI Greater Dispel Magic x2
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended
Peerimus and Yorrick Tuesday January 30th, 2007 7:11:48 PM
Peerimus listens to the others and especially Savin. "very well, we shall try to use Faraday and will then move as a group towards the Crypt if need be."
"OK Faraday let's do this." As Faraday starts, Peerimus tells the group all he knows about a Tendriculous given his first hand encounters with them on the streets of Floating City.
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, Pass without Trace x2, Produce Flame Level 2: Barkskin x2, Reduce Animal, 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, Stoneskin 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 24 hours
A Hard Place (DM/Al) Tuesday January 30th, 2007 9:33:58 PM
"Alright. Yeah sure. Yup, coming right up." The Circle hums to itself as it begins the process to bring the Children of Chaos to the Shroud of Atman.
" ... huh? Wha? nnnnhu. eeeeeah. Rrrrrrr! ... " These are not sounds that Faraday has ever made before when preparing the transition.
"What in Blingabdigan's Hut is on that place?" the Circle says at last. "Even with Noxy to look for me, I can't feel a thing over there. It's ... It's like a big dead space. If you'd ask me, I'd say that nothing could teleport, even something already inside. It's just dead to that sort of thing."
"Which, I guess, makes a sort of sense if there are valuables stored there." Faraday makes intellectual pondering sounds. "Sorry about that."
One option goes off the table. But, in the trying, comes information that may be valuable and may be not. But surely, once entering this place, there would be no easy way out.
Quinn Tuesday January 30th, 2007 11:27:31 PM
Quinn shrugs his shoulders from atop Dalek "Just as I suspected brother, we have a bit of hard work ahead of us. At least we did not waste our protective spells."
Quinn looks around at his band of new friends "Brothers and sister, we are in an evil land on evils home turf. We are going to have to go forward and smack them in the mouth to take what they should not have. I say we stow the toys and make haste to our goal."
Quinn looks directly at Savin "Brother Savin, I expect that we will encounter a layered defense of this valuable object. You seem best suited for recon and we need information. Would you consider ranging ahead as we follow your backtrail? Sister Lamina may even be able to maintain contact with you with her spells, if our sister has that capability." Quinn now looks at Lamina, expecting some sort of answer.
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 Entropic Shield Shield of Faith x2 Divine Favor Protection From Evil x2 2nd Level(7/1) (DC: 19) Locate Object (d) Aid Bull Str. Bears Endurance Silence Consecrate Align weapon 3rd Level(6/1) (DC: 20) Fly (d) Remove Disease x3 ** Magical Vestments x2 ** Searing Light 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 Spell Resistance Flame Strike 6th Level(3/1) (DC:23) Find the path (d) Summon Monster VI Greater Dispel Magic x2
Magical vestments on shield for 24 hours - extended Magical vestments on armor for 24 hours - extended
Rod of Extend 2/3
Peerimus and Yorrick d100=64 Wednesday January 31st, 2007 4:43:33 PM
"Savin we need to start moving and Quinn is correct. You will have to be our point. Get a good 100' lead and take it slow. If you see or hear anything I want you back to us."
Peerimus looks to Trace, "You should be up front, our enhanced vision should be able to keep an eye on Savin. Don't worry about anything else. Don't lose Savin. I will be right behind you with Yorrick. Jaeden you lead Dalek and Laima you have our rear so to speak."
"We want to move quickly and not worry about stealth, that's Savins job. Even taking his time he will be fast enough to keep a lead and will see anything headed our way. "
Peerimus asks everyone to stay quiet for a moment, "Mother conceal our trail and may known now we have passed before them.
{Cast Pass Without a trace affecting 12 creatures for 12 hours. %64}
Level 0: Create Water x2, Mending, Purify Food and Drink, Read Magic, Detect Magic Level 1: *Endure Elements, Long strider, Obscuring Mist, Pass without Trace x2, Produce Flame Level 2: Barkskin x2, Reduce Animal, 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, Stoneskin 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 24 hours
Savin d20+14=18 d20+13=19 Wednesday January 31st, 2007 8:42:48 PM
Savin kneels next to the brave little female goblin and says, "You stay here and try and stay of trouble. If we can, we will come back and try to take you and your son to a better place. Thank you for your help little mother." Savin leans forward and kisses her lightly on the forehead.
He then assumes his scout role and moves in the direction indicated.
spot check 18 listen check 19
Laima Ragana d20+8=24 d20+5=9 d20+5=7 Wednesday January 31st, 2007 8:50:19 PM
Laima watches and nods occasionally at the progression of the plan; her ears perk up and lift her stature up a bit with Faraday's words of a 'dead' area around where the shroud is located.
More-or-less mumbling to her self, Laima chews on her lower lip a bit; the tip of one of her enlarged canines protrudes slightly. "Hmm, well if that is dead then that means...." She seems to be searching for reasons as to its cause [Know: Arcana check].
As the group makes final preparations Laima begins to chant her words of magic strengthening her protections for the day's journey and creating a link to the entire group that they can communicate through with no more than whispers. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cast -- Mage Armor then Message just as Savin is ready to leave. Know:Arcana.24 Spot.9 Listen.7
spells per day --- Save DC 0- 5 / 6 --- 15 1- 7 / 8 --- 16 2- 7 / 7 --- 17 3- 7 / 7 --- 18 4- 7 / 7 --- 19 5- 5 / 5 --- 20 +1 to the Difficulty Class for all saving throws against illusion spells
spells prepared 0- Resistance -- Resistance -- Create water 1- Comprehend Languages -- Bless -- Longstrider (d)