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)