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The Meadow


DM George 
Monday February 26th, 2007 10:43:06 PM

Angus hears the commotion and utilizing his wisdom score and not his intelligence score runs up breaking branches and stands in the middle of the trail.

The rest of the Shields try to melt into the forest mainly being quiet and trying to hide. Still as they are doing this they notice that one of the 1/2 orcs is pointing in their direction and gesturing to his companions. He jumps to his feet and starts to grab up gear.

see there is some confusion so I put together a quick map. The boulders listed on the map are tall. Figure around 8'-10 tall. Things could easily hide behind them, if I was an evil type DM. The vegetation around here seems to be very thick and while you can get through it, it will be tough. Lots of pricker bushes, small pine trees and scrub brush. You will be reduced to 1/10th speed if you want to move through it and not be heard. Speed will be reduced to 1/2 speed for normal movement if off the path.

Please post where you want to be on the map. I am placing you to begin with but if you don't give me exact locations during your post, your give up the right to complain later.

Not totally sure we are in combat rounds yet but lets start combat rounds for you more agressive minded players.

Angus AC 18 
Monday February 26th, 2007 11:07:12 PM

Angus looks at where his is standing and mumbles "Just great, this could ruin lunch."

Angus takes a 5 foot step to his right, behind Sunshine and Lang and whispers "Lang time to catch another half orc, before tying him to a tree, see what you can do."

Angus will cast Shield on himself, just to be sure, as he does not like this at all.

Spell Slots

0 Level 2/6
1 Level 2/8
2 Level 0/8
3 Level 0/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
Message on Angus, Syr, Lang, Wynn, Bin, Xenia & Belkior
Shield on Angus


Xenia (AC22, HP55/55)  d20+27=38 d20+17=27 d20+20=37 d20+15=32
Tuesday February 27th, 2007 9:26:57 AM


"Hey, maybe you what can be easily seen can try hanging back a bit, you know." You can almost hear a sigh of exasperation come over the whispered Message.

"Well, the orcies are leading us to their base. Let 'em lead. How many of us you think they've seen? Maybe five? I say, let 'em go and just follow."

Still crouched at the side of the trail, the rogue worms her way ten feet forward. The Chameleon properties of her ring, cloak her in woodsy colors as she eyes the scene for anything that more or less shouldn't be missed.

"Where are the rest of them?" she whispers. "And where are the ponies? Sump'in 'bout this don't smell right. How many tracks you see coming into this place, Lang?"

The rogue's sharp eyes run over the shape of the boulders, scanning for hiders or any thing else unusual. Her ears strain to pick out the sounds from the meadow ahead. Does it sound like more than the three orcies out there moving around?

Rolls and Actions
Hide 38
Move Silently 27
Spot 37
Listen 32

Movement and Position
F37 (10ft)

Active Effects
Message (Duration Unknown)

Belkior 
Tuesday February 27th, 2007 1:48:20 PM

The hafling cleric will stay where he is, waiting for something to happen. Well, something has happened, but no violence. Yet. Just scaring the half-orcs and disrupting their meal.

"Are we going to chase them all the way back to their camp? Or just run them off?," whispers Belkior over the Message spell.

The Paragon won't cast a spell until it's necessary. And especially not a spell that would injure one of their opponents. He's come to terms with the nasty business of adventuring, but he still has his own standards.

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Hide from Undead, Sanctuary (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy, Resist Energy, Silence, Zone of Truth (D - Aid)
3 - DC 18 - Dispel Magic, Invisibility Purge, Prayer, Wind Walk (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone (D - Dispel Evil)

Bin 
Tuesday February 27th, 2007 6:03:53 PM

The Protector waits for word on what the others plan. He would like to see some action soon, but he will wait to see how the others work.

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

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- *Divination, *Lesser Planar Ally, *Neutralize Poison, *Divine Power


Syr AC 25/24 
Tuesday February 27th, 2007 8:22:17 PM

Syr remains motionless until Angus gives the order to capture the orcs and then springs into action behind the Ranger.

Using the spell as he moves, "Hey boss, I vote we take these on now. If it comes to a battle, I for one, want several smaller battles rather than one BIG one."

(OOC: If all players must be good aligned, shouldn't the DM also? Also, I'm at work so I trust our most wonderful DM on placement, just behind/beside Lang.)

DM George "Feets don't fail me now!" Meadow combat round 2 
Tuesday February 27th, 2007 8:31:39 PM

Angus is embarrassed about his lack of grace and prudently decides to cast some protection spells after hiding behind the biggest Crimson Shield.

Xenia quietly moves forward testing the air with all of her senses. Something doesn't seem right somehow. Could that be something hiding behind the left boulder? Xenia also hears something that sounds like murmering coming from ahead.

Sunshine also starts to growl again and it isn't because Angus is stepping on his tail crowding so close to Lang. The sensitive dog seems to smell something and is looking up ahead with much attention.

Belkior and Bin seem to be content to see what the others are doing and hold their actions. The rest pause as they wait for more information.

Syr moves forward to also stand on the path next to Lang ready to run down the fleeig half orcs but waiting for orders.

The three half orcs seeing a large bugbear, a nasty looking dog, a tall human, someone they could have sworn to be Captain Stomp sneaking around, plus others backing them up, mutually decide that they want to be somewhere else at the moment. They withdraw 60' north leaving the clearing and onto the path again.

The boulders listed on the map are tall. Figure around 8'-10 tall. Things could easily hide behind them.The vegetation around here seems to be very thick and while you can get through it, it will be tough. Lots of pricker bushes, small pine trees and scrub brush. You will be reduced to 1/10th speed if you want to move through it and not be heard. Speed will be reduced to 1/2 speed for normal movement if off the path.

Please post where you want to be on the map. I am placing you to begin with but if you don't give me exact locations during your post, your give up the right to complain later.

We are in combat rounds and if you don't post regularly during combat, you might not like the results. Please post since visits to Gargul are so tedious.

Lang & Sunshine  d20+17=37 d20+16=31 d20+11=23 2d8(6+3)+10=19
Tuesday February 27th, 2007 8:47:55 PM

Lang & Sunshine move forward all the while keeping quiet and behind as much cover as possible. Lang watches the half-orcs. If they make any attacks on him or his companions Lang will shoots his bow.

Move Silent 37; natural 20
Hide 31

Move action 30' & ready standard action Many Shot Feat.

Hit AC 23
Damage 19

End in cell H33.

Lang & Sunshine 
Tuesday February 27th, 2007 8:54:01 PM

OOC - Posted at nearly the same time.

Lang watches the half-ors retreat. He and Susnhine move forward another 30'. Lang keeps his bow ready to shoot.

End in cell H27.

Wynn  d20+6=20 d20+6=21
Tuesday February 27th, 2007 8:54:43 PM

Thwarted by the thick underbrush, the bard returns to the path and skirts the edge of the bushes as he advances upon the clearing. [Spot=20, Listen=21]

Angus AC 18 
Tuesday February 27th, 2007 9:59:25 PM

Angus smiles at Syr "Well spoken good sire. Let capture them. That is less to fight later. Lang can follow the one traveling on horseback."

Angus strolls forward 10 feet, confident that Syr and Lang can run down the three half orcs.

Spell Slots

0 Level 2/6
1 Level 2/8
2 Level 0/8
3 Level 0/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
Message on Angus, Syr, Lang, Wynn, Bin, Xenia & Belkior
Shield on Angus


Xenia (AC22, HP55/55)  d20+17=33
Wednesday February 28th, 2007 8:58:12 AM


"Sum'pin there," the rogue whispers down the message. "Turn your eyes to the Left Boulder. Hear something up ahead too. Murmuring."

"My Da always said," Xenia continues as she pulls a scroll from her Haversack, "if you think they may be expecting you to come in. Don't go in the way they expect."

This is a tough one. They were all about showing how all this stuff went together when she bought it in the Catacombs, but even so, it's just sorta hard to remember how to say all the words.

Seems maybe it wasn't so hard after all. The scroll crumbles to powder as Xenia pronounces the final word, and she drifts five feet forward and up off the ground.

"I'm gonna fly up and over to see what's on the other side. If nothing else, I'll try and slow the orcies down."

Rolls and Actions
UMD 33 vs DC25 to cast Fly from Scroll

Movement and Position
F36/5ft up (5ft move)

Active Effects
Message (Duration Unknown)
Fly (5 minutes)

Belkior 
Wednesday February 28th, 2007 1:17:30 PM

The halfling cleric keeps pace with Angus, not willing to let the party get strung out. Xenia's warning hiss alerts Belkior to the possibility that there are people ... or things ... sheltering amongst the boulders.

Belkior doesn't cast any magics yet, however. It may simply be one or two creatures up ahead, and easily handled by Lang. From what they learned from Stomp, the party should encounter some more formidable opponents. Still, he does consider a way to force this encounter.

"Angus, want me to cast some protective magics and simply walk up there? Or maybe Bin? We're the best armored and a spell like Sanctuary should work against these half-orcs?"

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Hide from Undead, Sanctuary (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy, Resist Energy, Silence, Zone of Truth (D - Aid)
3 - DC 18 - Dispel Magic, Invisibility Purge, Prayer, Wind Walk (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone (D - Dispel Evil)

Bin(AC: 22/22 HP: 54/54) 
Wednesday February 28th, 2007 1:22:40 PM

Bin gets serious at the situationa and growls under his breath at the fleeing bandits. He makes full movement to get up and close near the front for when battle is to begin.

Actions: Move to G 39

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- *Divination, *Lesser Planar Ally, *Neutralize Poison, *Divine Power

Syr AC 25/24, j21  d20+8=12
Wednesday February 28th, 2007 8:10:25 PM

Glad to be cut loose, Syr speeds ahead of the rest of the group keeping an eye out for surprises. (spot 12)

DM George Meadow combat round 3  d4+1=4 d20+4=13 d20+4=11 d20+4=12 d20+4=23 d8+1=5 d6=5 d20+8=22 d20+8=13 d20+8=18 d20+8=23 d20+8=16 2d8(8+3)+7=18 d20+15=26 2d6(5+1)+26=32 10d6(6+1+2+3+5+3+5+4+3+2)=34
Wednesday February 28th, 2007 9:56:45 PM

The group starts to move forward cautiously except for Syr who finally gets to run! Xenia casts her fly spell and starts moving in the up direction and slightly forward.

Suddenly all hell breaks loose. 4 dogs materialize around the back group. They are gaunt looking and have fire breathing out of their mouths. Two of them (HH1 and HH2) attack Angus but luckily his mage armor is able to turn them away.

HH4 attacks Wynn but also fails to connect.

HH3 Belkior is attacked by the last dog and is just hit even though he gets his buckler up in time. Belkior takes 5 points of bite damage and another 5 points of fire damage from the creatures nasty flaming mouth.

Up ahead Syr and Lang see another trap sprung. Foliage fences are dropped on each side of the clearing and 6 ogres spring out. 2 more come from around the boulders and close upon the leaders of the group.

O1,O2,O3 all attack Syr but he nimbly dodges aside. A flying ogre OL appears over O1 and from the heigh of 8' slashes down at Syr hitting ac 26 doing 32 points of damage with a normal sized two handed sword.

O4 and O7 attack Lang hitting ac 23 and 16. If the 23 hits Lang takes 18 points of damage.

The other 2 try to move into range.

The three half orcs take one look at the situation and decide to keep running and disappear off the map.

Finally Xenia, Bin, Belkior, Angus and Wynn are engulfed in a fireball. Each must make a reflex save of 16 or take 34 points of damage. 1/2 if saved. Xenia thinks she sees the fireball come from up ahead and down at the group.

Please post your hitpoints and acs in the top of your header. It will make my life much easier!

The boulders listed on the map are tall. Figure around 8'-10 tall. Things could easily hide behind them.The vegetation around here seems to be very thick and while you can get through it, it will be tough. Lots of pricker bushes, small pine trees and scrub brush. You will be reduced to 1/10th speed if you want to move through it and not be heard. Speed will be reduced to 1/2 speed for normal movement if off the path.

Please post where you want to be on the map. I am placing you to begin with but if you don't give me exact locations during your post, your give up the right to complain later.

We are in combat rounds and if you don't post regularly during combat, you might not like the results. Please post since visits to Gargul are so tedious.

HH 1 uninjured
HH 2 uninjured
HH 3 uninjured
HH 4 uninjured

O1 Uninjured
O2 Uninjured
O3 Uninjured
O4 Uninjured
O5 Uninjured
O6 Uninjured
O7 Uninjured
O8 Uninjured
OL Uninjured



Belkior (AC 22l; HP 43/70) - Sanctuary  d20+5=20 d20+4=17 d20+8=24 d20+15=27
Wednesday February 28th, 2007 10:31:16 PM

(OOC - George, you didn't move Belkior ahead with Angus. It doesn't matter too much, but I did write that Belkior was keeping pace with Angus.)

sorry, Your right. Thought I moved you but guess I didn't. It is to late to correct this round. My apologies

The halfling cleric manages to duck and cover from the worst of the fire that washes over him. Then Belkior stares at the creatures that have appeared around the party, recognizing them and how they must have arrived.
Refelx save = 20, 17 damage
Knowledge Planes = 17, Spellcraft = 24


"Hell Hounds! Summoned by a powerful caster!"

As ever, Belkior's first instinct is protection. But first he needs to be closer to his companions. And to do that, he either has to risk more attacks or protect himself somehow.

He concentrates and successfully casts Sanctuary, then moves past the hell hounds.
Concentration = 27

Actions
Standard = Cast Sanctuary (defensively)
Move = 30 feet to F38

Position
F38

Active Effects
Sanctuary - 10 rounds, DC 16 Will save to attack Belkior

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Hide from Undead, Sanctuary* (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy, Resist Energy, Silence, Zone of Truth (D - Aid)
3 - DC 18 - Dispel Magic, Invisibility Purge, Prayer, Wind Walk (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone (D - Dispel Evil)
* = cast

Wynn Brightsong [AC=24, HP=47/64]  d20+10=25 d20+11=19 d20+14=31 d8+5=11
Wednesday February 28th, 2007 10:38:54 PM

Wynn senses the fireball just before it erupts and manages to evade the worst of it [Reflex=25].

The half-elf tumbles [19] behind the fire-hound, trapping it between Bin and himself, drawing his weapon as he moves. The exposed blade moves as if part of him and the endless practise over the past few months gives the hound little chance [Hit HH4 AC=31 for 11 HP; included +2 to atk for flanking]

"Syr, Lang!" Wynn calls out to his companions, "Fall back to the path and we'll take them on two at a time!" He then prepares to avoid any further attack from the fire-hound.

New Position=G37
Dodge vs HH4 (Effective AC=25)

Lang (AC 24; HP 109/111; Sunshine AC 23; HP 47/47)  d20+18=33 3d6(5+3+4)+10=22 d20+7=21 d6+5=10 d20+3=17 d6=2
Wednesday February 28th, 2007 11:48:34 PM

The Ogre swings at Lang, but Lang is able to nimbly avoid the blow. Ogres he thinks. Hmm, it has been awhile since he has fought them. He remembers the first Ogre he killed, way back when he was a boy. He used his first bow he ever made to kill it. He is much different a fighter since then. Now he fights mainly with his swords and less so with his bow. It will be fun to use this new form against his old foe.

Lang drops his bow, moves forward drawing his short swords and swings at the Ogre (#7). Sunshine moves up next to Lang and bites at the same Ogre. He delivers a vicious bite, but the size of the Ogre is too big for Sunshine to pull to the ground.

Lang hit AC 33; damage 15+7= 22; damage to Lang 2

Sunshine hit AC 21; damage 10
Sunshine trip attempt 17

Lang in cell H26
Sunshine in cell I26

Angus AC 18 21/38 HP  d20+5=18 d20+14=23 d20+14=30
Thursday March 1st, 2007 9:55:28 AM

Angus barely has time to duck when the conflageration hits him. Angus thanks his last purchase at the catacombs as he briefly grabs his amulet of resistance. "Ouch."

Reflex save 18

Angus seems the ogres fall on the trackers and thinks to himself, We need alot more rope if we are going to tie an ogre to a tree.

Time to regroup, and taking Wynn's advice, Angus dimension doors. "I will be right back." Angus says on the message line as he faces the hell hounds.

Casting defensivly 23 (please ignore second roll)

Location: 100 feet off the map in the direction we came or approximately 150 feet from the hell hounds

Spell Slots

0 Level 2/6
1 Level 2/8
2 Level 0/8
3 Level 0/6
4 Level 1/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
Message on Angus, Syr, Lang, Wynn, Bin, Xenia & Belkior
Shield on Angus 2/90

Bin (AC: 22/22 HP: 37/54)  d20+3=18 d20+10=20
Thursday March 1st, 2007 1:17:39 PM

The protector finds himself with a hell hound in front and behind himself. Little did he realize they would break the force of the Fireball as it explodes around them all. He focuses on defending the party so that they could do what they do best. "May Domi help us succeed, it is my Prayer!"

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

Reflex Save successful-18
Concentration Check:-20
Actions: Bin casts Prayer on all around him.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, +Prayer, *Stone Shape, *Searing Light
4- *Divination, *Lesser Planar Ally, *Neutralize Poison, *Divine Power

Xenia (AC22, HP55/55)  d20+13=26 d20+17=26 d20+2=20
Thursday March 1st, 2007 2:54:22 PM


Wah! Dogs! Firebreathing dogs!

Then the Wold explodes. Reflexes kick into high gear and the rogue's slim body twists and curls into her cloak, turning to flap the flames away from her body.

"I saw that, YOU!" the rogue shouts and stabs a finger in the direction from which the fireball had come.

Again she reaches around to the pouch of her haversack. Again a scroll comes into her hand. Lessee ... that sez ... Alright ... She reads the scroll. She rises up five more feet into the air.

Where are you? Where the fram jammbling are you? It was just a split second from the corner of her eye. This is gonna be part intelligent guess. Then Xenia stabs a finger at the place from which she had seen the bead of the fireball originate. Or at least her best guess on it.

"Dust you!" she shouts. "Forget the others. If this works we'll only have a sec to stomp the Mage Ogre!"

Rolls and Actions
Reflex Save 26 (Evasion for no damage)
UMD 26 vs DC23
INT 20 !!! Yeah! to target the Origin of the Fireball

Movement and Position
F36/10ft up (5ft move)

Active Effects
Message (Duration Unknown)
Fly (5 minutes)
Prayer (Duration ???)
Glitterdust (3 rounds)

Items Expended
Scroll of Fly
Scroll of Glitterdust

(BTW, can anyone say Ogre Mage?)

Syr 
Thursday March 1st, 2007 10:05:35 PM

Syr feels a little threatened being in the midst of so many enemies. Flash backs of the barn flash through his head. He decides retreat is the better part of valor. He withdrawals next to Sunshine.

Location J27

posted by Matt C.

DM George Meadow battle round 4  d20+4=19 d20+4=13 d20+4=14 d20+4=11 d20+5=15 d20+11=26 2d6(6+1)=7 2d6(3+1)=4 2d6(6+3)=9 2d6(2+3)=5 d20+8=11 d20+8=20 d20+8=13 d20+8=20 d20+15=22 10d6(3+6+6+6+1+3+4+3+1+6)=39
Thursday March 1st, 2007 10:27:12 PM

Belkior casts his sanctuary spell and makes his move. Only one of the hellhounds snaps at him as he moves by with its AOO but it misses.

Wynn effectively tumbles away and slashes at HH4 causes a nasty wound.

Lang and Sunshine effectively take down O7 attacking him both high and low. The ogre slumps to the ground and starts bleeding out.

Angus shows how much he likes up close combat by dimension dooring away to safety leaving his comrades to deal with the Hellhounds.

Bin successfully casts prayer aiding his friend and hurting the enemies chances. The hellhounds are effected and so are Xenia, Bin, Belkior and Wynn. Please keep track of your duration of the spell in your post.

Xenia sees something floating up in the air and quickly casts her glitterdust at it. The creature floating is large and hovering around 40' up in the air. It yells in rage at being discovered.

Syr retreats to get closer to his comrades and helps for a line and protect Sunshine's flank.
**************************************

The hellhounds trade tactics and all breath fire. Bin finds himself in the middle and takes 3 blasts of firey breath. He is hit with 3 cones of fire and must make three reflex saving throws DC 13. If made, then you only take half damage. They do 7,4, and 9 points. Round down if save is made.

Wynn is also breathed upon by HH4 who he wounded. Same save as above or take 5 points of damage.

O5 moves into a flanking position and attacks Lang but misses horribly. O8 and O4 miss also bouncing off the rangers armor

O2 steps forward and attack Syr but misses badly
OL flies forward and swings his sword but also misses much to Syr's relief.

The rest of the ogres shuffle forward but can't get to anyone and wait for their chance to whack the little invaders.

The flying ogre is upset that he has been discovered and again summons his magic shooting another fireball down among the group. (Rolled save for blindness and he made it) Xenia, Bin, Belkior and Wynn all take 39 points of damage/ 1/2 if reflex save of 16 is made.

HH 1 uninjured
HH 2 uninjured
HH 3 uninjured
HH 4 wounded

O1 Uninjured
O2 Uninjured
O3 Uninjured
O4 Uninjured
O5 Uninjured
O6 Uninjured
O7 Dead
O8 Uninjured
O9 Uninjured
OL Uninjured


Lang (AC 24; HP 97/111; Sunshine AC 23; HP 47/47)  d20+16=28 3d6(1+6+6)+10=23 d6=6 d20+16=28 d6+10=13 d20+11=21 3d6(5+6+3)+10=24 d6=6 d20+11=27 d6+10=16 d20+7=19 d6+5=8 d20+3=10
Thursday March 1st, 2007 11:19:01 PM

Lang is happy that the Ogres are getting closer to him. This way he doesn't have to chase them down to kill them. He eyeballs the apparent leader off to his right, figuring he will be able to attack him shortly, after he dispatches these lackeys.

Lang is a blur as his short swords go to work, slicing up the Ogres that are trying to surround him. His attacks starts with Ogre 5 and after it dies Lang moves on to Ogre 4 and 8. Sunshine once again supports his master and bites Ogre 8. His bite is once again successful, but the trip is not.

Lang hit AC 28; damage 11+12 = 23; damage to Lang 6
Lang hit AC 28; damage 13
Lang hit AC 21; damage 15+9 = 24; damage to Lang 6
Lang hit AC 27; damage 16

Sunshine hit AC 19; damage 8
Sunshine trip attempt 10

Lang in cell H26
Sunshine in cell I26

Wynn Brightsong [AC=24, HP=26/64] Prayer  d20+11=17 d20+11=18 d20+15=29 d8+6=8 d20+10=30 d20+10=23 d8+6=7 d8+6=8
Friday March 2nd, 2007 8:03:44 AM

Wynn manages to sidestep most of the fire-hounds breath, only to feel the flash of heat from another eruption of flame nearby. He manages to shield himself from some of the damage, but the blisters on his arms tell him that the battle must be won soon if it is to be won at all. [Reflex saves of 17 and 18 to take half damage]

The bard returns his attention to the hounds spitting fire on him and his friends and presses on with his attack on HH4. His blade flashes twice at the flanks of the dark canid. The longsword hisses as it cuts through the creatures flesh [Hit AC 29 for 8 HP and AC 30 (critical confirmed with AC=23) for 7+8 HP]

If the hell hound does not fall, Wynn will maintain his current position [G37] and dodge any attack returned by the hound, otherwise he will move 5' to G38 and dodge HH2. [Eitherway he will have an affective AC=25]


Angus AC 22 30/38 HP  d20+4=16
Friday March 2nd, 2007 8:55:05 AM

Angus can barely see the battle rage from his postion down the path. I was a hard decision to leave his friends for a few moments, but seeing the second fireball tells him he made the right one.

"I'll be back shortly. Hold on." Angus speaks on the message line.

Angus cast polymorph on himself and feels some of his burns heal as he turns into a pixie.

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

OOC: Angus now has 18 Dex so his AC changed.

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

Angus gains 10 feet of altitude and moves forward 20 feet by stays by the tree line.

Hide untrained: 16

Angus spots the glitterdusted flying ogre and call out on the message line "Way to go girl! Saved me a scroll and time."

Spell Slots

0 Level 2/6
1 Level 2/8
2 Level 0/8
3 Level 0/6
4 Level 2/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
Message on Angus, Syr, Lang, Wynn, Bin, Xenia & Belkior
Shield on Angus 3/90
Polymorph 1/90

Rod Of Maximize 0/3

Xenia (AC22, HP55/55)  d20+13=28 d20+8=14 d6=5 d6=4
Friday March 2nd, 2007 10:53:40 AM


Fire washes all around again. But that was part of the training. The rogue's adopted father knew his stuff, and Xenia once again slips into her cloak, sweeping away the heat of the flames.

"It's not gonna last long, Angus. We don't take him down right away, he's gonna go 'nvisible again," she whispers back over the Message spell. "Gonna be a fram jamble to try and find him again. We need to take him down right away quick now!"

From the corner of her eye, she catches Wynn. Always an eye for Wynn. Flames lick from his clothes. A small fire lights in the rogue's brain as well.

"See how you like it ... See how you like it!." Xenia grabs a flask from her haversack and drifts up for better range. From there she hums it at the floating Mage Ogre.

Rolls and Actions
Reflex Save 28 (Evasion for no damage)
Ranged Touch AC14 (+11, +1 Prayer, -4 for 2 range increments)
Damage 5hp Fire (If +1 from Prayer applies for Splash Weapons 6hp)
2nd Round Damage 4hp (If +1 from Prayer applies for Splash Weapons 5hp)
(On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage.)

Movement and Position
F34/15ft up (5ft move)

Active Effects
Message (Duration Unknown)
Fly (5 minutes)
Prayer (Duration ???)
Glitterdust (2/3 rounds)

Items Expended
Scroll of Fly
Scroll of Glitterdust
Alchemist's Fire

Bin (AC: 22/22 HP: 21/54)  d20+3=18 d20+3=7 d20+3=7 d20+3=13
Friday March 2nd, 2007 11:53:16 AM

Bin, under direct assault from the beasts with hell's firey breath sustains burns along his body. His hair singed to near the roots, facial hair three days old made smooth along with darkened flesh. He presses on through the pain. Bin, with recognition on his face yells to the others, "Save the chil..." Then the fire ball hits and Bin sees a flash of white light before his spirit leaves his corpse. Charred remains falling to the ground in a clump of smoldering flesh. His garments are seen to have flames licking at what fuel it can find.

Takes 3+4+9 total damage from hell hounds.
Takes 39 damage from Fireball.

Negative 18 hit points

If Prayer reamins: 7/8 rounds
OOC: Forgot to add Prayer to saves, but it woudn't have mattered.

Bin (AC: 22/22 HP: -18/54) 
Friday March 2nd, 2007 11:54:41 AM

OOC: Acurate Hp's in header.

Belkior (AC 22; HP 41/70) - Sanctuary  d20+6=18 d20+23=32 d8+11=17 d8+15=22
Friday March 2nd, 2007 2:19:45 PM

The halfling cleric feels the fire wash over him again, and again he is able to avoid the worst of it. But Belkior is hurting, even before he realizes that Bin has dropped and shows no sign of life.
Reflex = 18, 19 damage
Heal = 23, to diagnose Bin's condition


Going with his first instincts again, Belkior concentrates and casts a healing spell that covers both himself and Wynn.
Concentration = 22 (just enough)
Mass Cure Light Wounds = 17 hps to Wynn, Xenia and Belkior


Then he scampers away from the hellhounds to join up with Syr and Lang.

"That thing is throwing fireballs! Bin's down and Wynn and I are hurt bad!"

Actions
Standard = Cast Mass Cure Light Wounds (defensively), healing Belkior, Wynn and Xenia for 17 hps
Move = 30 feet

Position
not sure, can't bring up the map right now

Active Effects
Sanctuary - 9 rounds, DC 16 Will save to attack Belkior

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Hide from Undead, Sanctuary* (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy, Resist Energy, Silence, Zone of Truth (D - Aid)
3 - DC 18 - Dispel Magic, Invisibility Purge, Prayer, Wind Walk (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone* (D - Dispel Evil)
* = cast


Bin/Buzz OOC  d20+3=19
Friday March 2nd, 2007 5:56:24 PM

Sorry all for throwing the thread off. I forgot about "Hero Points". This is the first time I have used one. I believe I have two of them. I am not exactly sure on the rules, but I think I can use one to try another save, here goes.

Well, it was successful, and if allowed, that would drop him to one hit point. With a possibility of Belkior's healing.

Bin (AC: 22/22 HP: 31/54)  4d8(4+6+6+6)+8=30 d20+10=22
Friday March 2nd, 2007 8:34:58 PM

Bin, under direct assault from the beasts with hell's firey breath sustains burns along his body. His hair singed to near the roots, facial hair three days old made smooth along with darkened flesh. He presses on through the pain. Bin, with recognition on his face yells to the others, "Save the chil..." Then the fire ball hits and Bin sees a flash of white light. Pain unimaginable courses through his body and he finishes his sentance with a scream. His life hanging by a thread, The protector concentrates on another action. He mutters another spell, sacrificing Lesser Planar Ally for Cure Critical Wounds, "Domi, heal your loyal servants wounds!"

If possible he will move out from between the three Hell Hounds to reduce the number of them breathing on him.

Takes 3(save)+4+9 total damage from hell hounds breath.
Takes 19 damage from Fireball.(Failed, hero point roll =20 19+1 prayer)

Actions: Cure Critical Wounds on Bin, 30 Hit Points returned.
Concentration Check to do so: 22

Active Spells: Prayer 7/8 (+1 to all attack, damage, saves and skill checks.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, +Prayer, *Stone Shape, *Searing Light
4- *Divination, +Lesser Planar Ally, *Neutralize Poison, *Divine Power

+-cast *-memorized

JohnP - OOC 
Friday March 2nd, 2007 9:40:05 PM

If Bin was alive, the Mass Cure Light heals him too, for another 17 hps.



DM George supplimental post 
Friday March 2nd, 2007 10:43:01 PM

Bin use of the hero point is fine and Belkior's mass cure will also effect Bin as well. Bin lives though the scare. Morale of the story. Don't bunch up when ogre mages are throwing fireballs and don't leave nasty spell users alone!

---------

Don't leave nasty spell users alone! He was invisible and until this round we could not see or effect him! We will attempt to rectify that situation starting this round, depending on what he does.

JimF

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

Invisible and Flying. I regret not being able to give the Fly spell to Lang. I think he could have made short work of the OM.

Al

Syr AC 25/24 HP 67/78, message, k26  d20+12=28 d20+12=22 d20+12=25 d20+7=26 d10+5=8 d10+5=11 d10+5=7 d10+5=9
Saturday March 3rd, 2007 3:50:24 PM

The fireball speeds overheard and he ducks slightly out of reflex. Still feeling the flame as evidenced from his slightly singed hair, he braces for the huge figure approaching him. Dodging nimbly to the side to avoid the blows he launches his own series of punches at the creatures mid section.
(Attack 28,22,25,26 damage 8,11,7,9)

Over the message line he asks Angus, "I can take a shot at jumping at grabbing the flying one? You tell me boss."

Role Call - ADM Scott the Southern 
Sunday March 4th, 2007 2:31:31 AM

Xenia XXXXX
Belk XXXXX
Bin XXXXX
Angus XXXXX
Wynn XOXXX
Lang XOXXX
Syr XXXxX
94% Effective


DM George combat round 5  d20+5=8 d20+5=14 d20+5=18 d20+15=23 d20+5=12 d20+5=13 d20+5=16 2d4(1+1)=2 2d4(2+2)=4 2d4(1+3)=4
Sunday March 4th, 2007 9:05:16 PM

Lang in a fury of blows strikes down O5 and O4 without breaking a sweat but does seem to have a lot of ogre blood all over him. His final blow slashes into O8 staggering him but not putting him down. Sunshine gets in on the action and takes a meaty bite out of the ogre's leg but also fails to kill the opponent.

Wynn kills off HH2 and moves to his new location.

Angus turns himself into a sprite, (can't find pixie in the MM) and climbs 10 in the air and moves forward trying to keep himself out of trouble.

Xenia digs out an alchemist fire vial and throws it at the shadowy figure hovering above splattering the creature and getting a slight grunt of pain.

Belkior casts a mass cure light spell and darts forward toward the others and gets about halfway there. He is directly underneath the floating glitterdusted shape.

Bin also casts a spell on himself successfully but draws several attacks of opportunity from the hellhounds. All three snap at him but all three can not penetrate his armor. Bin moves away from the hounds following on Belkior's heels. OOC you didn't tell me where you want to go so I am having you follow your brother cleric. Please post a location or you might not like where I put you.

Syr snaps out feet, elbows and hands striking his foe several times and grins in satisfaction as the ogre [O2] topples over, unconscious and bleeding.

************************************************************

OL takes a swing at Syr but misses as the monk neatly dodges aside. It was close though and the sword shaved some of Syr's hair off his head. OL then moves backwards out of range.

The glitterdusted form seems to look around and though it wants to strike back at Xenia sees his troops being decimated before his eyes. He sees to gesture with some kind of staff and a wall of fire springs up around the trio cutting them off from retreating and moving forward. The wall is 20' high and 5' in front of them and 5' behind them. It runs another 10' to the left and 5' to the right extending into the forest which promptly starts to smoke! Lang takes 2 points of damage, Sunshine and Syr take 4 points of damage each.

The glitterdusted form then moves away to the north.

The three hellhounds close on Wynn and start snapping away but all of them seem frustrated that they can't tear into his flesh. 3 misses.

No action can be seen from the regular ogres behind the wall of fire.
Hellhounds ac 16
ogres ac 16

HH 1 uninjured
HH 2 uninjured
HH 3 uninjured
HH 4 Dead

O1 Uninjured
O2 Dead
O3 Uninjured
O4 Dead
O5 Dead
O6 Uninjured
O7 Dead
O8 Wounded severely
O9 Uninjured
OL Uninjured
OM Slightly wounded


Angus AC 22 30/38 HP d20+8=22 
Sunday March 4th, 2007 9:07:17 PM

OOC: I can not longer wait for your post George as I am traveling. This post is an attempt to post after your next round of actions.

Please move my post to after yours once you post.

Edited by Al per permission from Jim.

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

Angus will attempt to help his friends as best he can, but maintains his postion (hide 16 from last round)

Angus will attempt to help his friends as best he can. He rises up to 20 feet in the air and moves out into the center of the trail. From there, he can just see the Ogre Mage over the top of the wall of flames and to the right of the trees.

Angus know he needs a range spell and one of his new ones will do the trick as Angus casts a maximized (rod) and empowered (metamagic) acid arrow at the spell using ogre.

Hit touch AC 22

Damage 8 hit points this round and an additional 3 rounds.

The spell using Ogre will now have to make a DC 16 concentration check for all spell casting as long as this acid arrow is active.

Spell Slots

0 Level 2/6
1 Level 2/8
2 Level 0/8
3 Level 0/6
4 Level 3/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
Message on Angus, Syr, Lang, Wynn, Bin, Xenia & Belkior
Shield on Angus 4/90
Polymorph 2/90

Rod Of Maximize 1/3

Position G51 20ft up

DM GeorgeJim moving your post but will allow you to change it if you want since the situation changed. You really can't see the target you were shooting at.


Bin (AC: 22/22 HP: 48/54)  d20+8=15
Sunday March 4th, 2007 10:31:27 PM

Bin stumbles forward after the inferno ordeal. Lucky to be alive he sees the wall of fire that hinders their progress forward to rescue the captives. He stops long enough to cast a spell directly at the wall of fire to dispel it. "Wall summoned for evil, begone for the greater good!" His left hand gestures with divine authority. Then knowing how effective his spell had been, he moves back toward Wynn, to assist next round.
(ooc: Sorry about the movement confusion. I will be more specific.)

Action: Cast Dispel Magic on wall of fire: 15
Move: G37
Active Spells: Prayer 6/8 (+1 to all attack, damage, saves and skill checks.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- +Dispel Magic, *Invisibility Purge, +Prayer, *Stone Shape, *Searing Light
4- *Divination, +Lesser Planar Ally, *Neutralize Poison, *Divine Power
(+-cast *-memorized)

DM George. Nice idea but it didn't work. Want to post that it didn't work so others can make their tactics with this knowledge.



Xenia (AC22, HP55/55)  d20+27=39 d20+17=33
Sunday March 4th, 2007 10:49:08 PM


"Woo! Good shot, Angus!" the rogue whoops as the magic arrow steams an sizzles in the Mage Ogre, a crackling counter point to her Alchemist Fire. Then she rises up, up, up before diving into the branches of the trees 45 feet up in the air. Weaving her way through the Concealment of the branches, Xenia uses the power of her ring to blend with the background of limbs. At the edge of the clearing, she peers out, near invisible, at the Mage Ogre across the way.

Rolls and Actions
Hide 39
Move Silently 33

2nd Round Damage 4hp (If +1 from Prayer applies for Splash Weapons 5hp)
(On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage.)

Movement and Position
E30/45ft up

Active Effects
Message (Duration Unknown)
Fly (5 minutes)
Prayer (Duration ???)
Glitterdust (1/3 rounds)

Items Expended
Scroll of Fly
Scroll of Glitterdust
Alchemist's Fire

Syr (Ac 25/24 HP 64/78) message, L24  d20+12=15
Monday March 5th, 2007 2:38:50 AM

Feeling his clothes start to smoulder, Syr continues to pursue the retreating Ogres. Rather than moving through the fire more, he sidesteps around it and weaves his way through the underbrush before aiming a useless kick at the closest ogre (attack 15). (His position on the current map is off by 5' see previous post)

DM George I didn't move you before since that would have put you into the thick forest and totally hampered your movement. I meant to say something in the last post but forgot. Still if you want to be there, I will put you there. Also, you are in a ring of fire. Unless you can fly, or dimension door, you will have to go through it.

Wynn Brightsong [AC=24 HP=43/64] Prayer  d20+13=33 d20+13=23 d20+13=19 d20+13=29 d8+6=12 d8+6=13 d8+6=7 d8+6=11
Monday March 5th, 2007 7:42:54 AM

Wynn surveys the scene before him and decides that protecting the two clerics is more important than pursuing the ogre mage with Xenia. He steels himself for battle with the fire-hounds and launches himself into battle, spinning furiously in order to engage all three at the same time, his sword flashing as it strikes the beasts.

[Whirlwind attack; Hit HH3 AC=33 confirmed critical with 23 for 12+13 HP. Hit HH1 AC=19 for 7 HP. Hit HH2 AC=29 for 11 HP]

[Dodge vs HH1: effective AC=25]

Lang (AC 24; HP 89/111; Sunshine AC 23; HP 43/47)  d20+18=36 d20+18=24 2d6(4+3)+20=27 2d6(2+5)=7 d6=6 d20+7=27 d20+7=8 d6+5=9 d20+3=6
Monday March 5th, 2007 12:48:03 PM

Lang steps forward and attacks Ogre #6. It is a devastating blow that slices a huge gash across the Ogre's chest.

Sunshine also moves forward and attacks Ogre #1. He delivers a solid bite to the Ogre's leg.

Lang hit AC 36(24); critical damage 27+7 = 34; damage to Lang 6

Sunshine hit AC 27(8); damage 9
Sunshine trip attempt 6

Lang in cell H24
Sunshine in cell I24

Belkior (AC 22; HP 41/70) - Prayer  d20+10=25 d20+10=23 d20+10=24 d20+10=27
Monday March 5th, 2007 3:28:47 PM

The halfling cleric looks up at the flying, glittering form and the Wall of Fire that it has just summoned. Belkior calls upon his training and casts Dispel Magic below the flying creature, beyond the firewall. Hopefully, his spell will affect both the creature and the flames.
Dispel checks = 25, 23, 24, 27, etc.

After seeing the flames disappear, Belkior will trot forward towards Lang, Sunshine and Syr.

Actions
Standard = Cast Dispel Magic, targetted 25' above ground (15' below ogre mage) which should also catch wall

Move = 15 feet

Position
G29

Active Effects
Prayer - +1 to rolls
Sanctuary - 8 rounds, DC 16 Will save to attack Belkior (but believe that Dispel Magic counts as an attack)

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Hide from Undead, Sanctuary* (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy, Resist Energy, Silence, Zone of Truth (D - Aid)
3 - DC 18 - Dispel Magic*, Invisibility Purge, Prayer, Wind Walk (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone* (D - Dispel Evil)
* = cast

ed. JohnP - Target the upper left corner of F22, at the above height.

DM George Meadow combat round 5  2d6(4+4)+10=18 2d6(6+2)+10=18 2d6(1+4)+10=15 d20+13=19 d20+7=26 d20+7=21 d20+7=11 4d6(5+1+3+1)=10 4d6(4+1+1+6)=12 d20+4=24 d20+4=7 d20+4=9 d8+1=4 d6=4
Tuesday March 6th, 2007 12:01:51 AM

Angus rises up from his concealment and angles himself for a better attack. An arrow launches from him and hits the Orge Mage in the stomach pumping painful acid into his body.

Bin tries to dispel the wall of fire but finds the magic to strong for his attempt. He then moves back towards Wynn to aid him in his combat.

Xenia moves forward and up losing herself in the trees and branches of the forest. She sacrifices quiet for speed as she tries to weave through the thick branches and though she doesn't think she is seen, she does disturb some of the branches during her quick climb. (ooc Al, since you are moving at full speed, you get minuses on your ability to hide and move silently.)

Syr moves through the wall taking a nasty burn and up along side of O1. (18 points of damage for passing through the wall. The monk tries to kick O1 but bounces his foot off his armor.
OOC since we had some confusion on the movement last round, I am forgoing the ogres AOO.

Wynn becomes a mini blade barrier as his swords whirl through the air. HH3 suddenly finds itself without a head collapses dead on the spot. The other 2 take nasty wounds.

Lang steps through the wall of fire taking 18 points of damage from its flames but chops down O6 with a mighty blow from which the ogre will never rise.

Sunshine steps through the wall and burns for 15 points of damage. He does manage to take some of the pressure off Syr by stepping through the wall and taking a bite out of O1.

Belkior moves up and casts his dispel magic on both the wall and the ogre. The wall of fire blinks from view and now you can see an ogre mage floating in the sky with an arrow sticking out of his stomach pumping acid.

*******************************************

The now visible ogre mage while still on fire roars his disapproval of his spell being dismissed. Not sure which offender to attack first, he decides upon the little cleric in front of him and in plain view. Three rays shoot from the hand of the ogre mage but only 2 strike Belkior. He dodges the 3rd. Belkior takes 22 points of damage. The ogre then retreats 60 feet.

The rest of the ogres on some kind of unspoken message, withdraw and run away as fast as their clumsy feet will let them.

OL pulls a shield on while floating away.

Hellhound 1 manages a bite on Wynn rolling a natural 20 inflicting 8 points of damage. The critical roll missed. The other breaks a few more teeth on Wynns armor.

HH 1 injured moderately
HH 2 injured moderately
HH 3 Dead
HH 4 Dead

O1 Injured moderately
O2 Dead
O3 Uninjured
O4 Dead
O5 Dead
O6 Uninjured
O7 Dead
O8 Dead
O9 Uninjured
OL Uninjured
OM Slightly wounded



Syr (Ac 25/24 HP 66/78) message, i13  d20+14=26 d10+5=9
Tuesday March 6th, 2007 12:50:12 AM

Syr steps through the fiery wall and comes away with a couple 2nd degree burns for his trouble. Ignoring the pain, he briefly pats the fire down on his tunic and watches as the ogre retreats (No AoO as the ogre didn't take one either, fair is fair after all). With a brief glance back at Angus, the monk takes off after the ailing ogre. Attempting to charge, he has to slow down to avoid some rather large boulders in his path. Stopping well out of harm's way, he takes a breath and slowly massages the burns (Heal 20) while eyeing his opponents.

(OOC: Is that ring of fire correct? Are we penalized for Belkior posting later than the others?)

DM George Yes sorry this is a turn based game so your action came before Belkior's. One of the limitations of this medium. Still it can be used to your advantage as well. Someone can cast haste on you and you could take the extra attack on your turn. Also thanks for not taking the AOO but you wouldn't have gotten one anyway since the ogre withdrew. That tactic disallows AOO.

Wynn Brightsong [AC=24 HP=35/64] Prayer  d20+13=23 d20+13=23 d20+13=22 d8+6=8 d8+6=11 d8+6=12
Tuesday March 6th, 2007 7:37:34 AM

Wynn hisses when the hound tears at his flesh, but ignores the bleeding wound and launches himself into another attack against the creatures pressing in on him and Bin.

[Whirlwind attack; Hit HH1 AC=23 for 8 HP, Hit Hit HH1 AC=23 for 11 HP. Hit HH2 AC=22 for 12 HP]

[Dodge vs HH2: effective AC=25]

DM George In case someone wants to help Wynn, this latest attack sends both Hellhounds bact to whereever they were summonned from.


Angus AC 22 30/38 HP  d20+8=22 d20+4=9
Tuesday March 6th, 2007 8:34:39 AM

OOC: Did the ogre make his DC 14 concentration check for the scorching ray?"

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

On the message line Angus adds excitedly "Pour it on!"

Angus move up and foreward 5 feet and launches another maximized and empowered AAA (Angus, Acid Arrow) at the ogre mage.

Hit touch AC 22

Damage 12 hit points this round and an additional 3 rounds.

The orgre mage will take 20 points of damage per round this round and for the next two round until the first arrow burns out.

The spell using Ogre will now have to make a DC 20 concentration check for all spell casting as long as this acid arrow is active.

Damage to OM so far 28 HP

Hide untrained 9

Spell Slots

0 Level 2/6
1 Level 2/8
2 Level 1/8
3 Level 0/6
4 Level 3/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
Message on Angus, Syr, Lang, Wynn, Bin, Xenia & Belkior
Shield on Angus 4/90
Polymorph 3/90
AAA #1 2/4 - maximized
AAA #2 1/4 - maximized and Empowered

Rod Of Maximize 2/3


Xenia (AC20, AC21 vs OM, HP55/55)  d20+17=25 d20+17=35
Tuesday March 6th, 2007 9:37:10 AM

"Advantage, Xenia. Risk and advantage. Play it smart and always look for the advantage. Hit when they can't hit back. It may not be fair, but it will minimize the risk. It's how you survive. Make sure you have the advantage before you take the risk."

Couldn't help but notice how the Ogre Mage Guy was wavin' 'round that staff. Just couldn't help notice. Can see him now. Even without the Glittering Dust. But no telling. No telling when he might 'Nvisible Out again. Could use the spell to make herself bigger. But by that time, who knows where the Ogre Mage Guy will run off to, and taking that staff with him.

"One more thing you didn't figure in there, Da ... " without conscious thought, the rogue replies down the Message link to the words of her adopted father from the distant past, " ... and that's Loot."

Gotta have it.

Charging from out of the trees, Xenia grabs at her spiked chain as she arrows toward the Ogre Mage. With a swift movement she brakes, and putting all her momentum into it, heaves back as chain wraps staff. For a moment, the staff remains firm in the Mage Guy's hands. Then there's a feeling, a feeling like it might just give ...

"GRAB THE STAFF!" Xenia yells to her companions below. "SYR, GRAB THE STAFF! IT'S GOOD STUFF!"

Rolls and Actions
Disarm 25, Reroll using Hero Point 35!!!
Base Disarm 17 (+11 MAB, +1 MW, -4 Non-proficient, +4 Two Handed, +2 From Chain, +2 Charge, +1 Prayer)
Estimated DC30 (+7 Ogre Mage MAB, +5 10 Lvls Wizard, +4 Large Size, +4 2-Handed Weapon, +10 Taking Ten)

Movement and Position
E12/45ft up

Active Effects
Message (Duration Unknown)
Fly (5 minutes)
Prayer (Duration ???)

Items Expended
Scroll of Fly
Scroll of Glitterdust
Alchemist's Fire
Hero Point

Bin (AC: 22/22 HP: 48/54)  d20+8=12 d20+3=18 d20-1=4 d4-1=2 d4-1=2 3d8(5+1+7)+8=21
Tuesday March 6th, 2007 1:54:54 PM

Bin runs up behind Wynn and notices he is hurt badly, but not critical yet. Bin decides to sacrifice Stone Shape for Cure Serious Wounds. Touching him on the shoulder he asks his patron for it to come to pass, "Domi, please heal this champion of good."

Actions: Cast CSW on Wynn healing 21 hit points of damage.
OOC: Sorry for the first rolls, I thought there was a hound left until I went back and reread the posts, please disregard.

Active Spells: Prayer 5/8 (+1 to all attack, damage, saves and skill checks.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- +Dispel Magic, *Invisibility Purge, +Prayer, +Stone Shape, *Searing Light
4- *Divination, +Lesser Planar Ally, *Neutralize Poison, *Divine Power
(+-cast *-memorized)

Lang (AC 24; HP 75/111; Sunshine AC 23; HP 28/47) DM George  d8+1=4
Tuesday March 6th, 2007 8:00:25 PM

Lang decides that this is a convient lull in the action to pull out his wand of curing and tap himself with it. He gets back 4 hps.



DM George meadow combat round 7  d20+13=28 d20+7=18 d20+7=23 d20+7=20 6d6(+3+4+3+5+1)=19 6d6(1+6+5+4+1+4)=21 6d6(4+6+3+1+3+4)=21 d20+20=28 2d6(2+2)+12=16
Tuesday March 6th, 2007 8:28:34 PM

Syr darts forward and using his monk feat heals his body from some of the injuries.

Wynn kills the rest of the hellhound threat with some nice swordwork.

Angus send another dart into the belly of the beast causing another roar of pain. (ooc yes I did roll for his spell concentration and he made it.)

Xenia darts forward and swings her chain forward wrapping it around the staff of the ogre mage. With a deft twist the staff is pulled from the monster's hand and falls to the ground below. (not sure if you would add the charge to the multiplier. It allows you to hit better but not sure it allows you to disarm better. Didn't matter in this case. You disarmed him either way.) Glitter dust spell expires.

Bin casts a cure serious on Wynn helping him out for 21 points of damage.

Lang pulls out a cure wand and taps himself for 5 points of damage. The singed Sunshine looks at the bugbear hopefully. (Matt IMed me instructions, since he was caught up at work)

******************************************

The opponents seem to melt away as the hellhounds are released back to their plane of existance. Still the opponents left are determined.

O1 upon receiving some kind of command backpedals and scoops up the staff with his long arms.

The ogre mage is getting frustrated. He was planning on killing the mage who keeps shooting spells at him but this wisp of a thing just robbed him of his staff. He summons more power than normal and shoots an empowered scorching ray at her. He hits ac 18,23,20 doing 19, 21 and 21 points of damage for a total of 61. Xenia is at -6 hps. The mage then dives into the forest trying to avoid any more damage from the pesky human shooting him. He now has total concealment in the jungle at least from Angus.

The flying ogre swoops in on Syr and hits him with his greatsword. He is only using it one handed and seems to be using a shield now. He does 16 points of damage to Syr.

O1 Injured moderately
O2 Dead
O3 Uninjured
O4 Dead
O5 Dead
O6 Uninjured
O7 Dead
O8 Dead
O9 Uninjured
OL Uninjured
OM Slightly slightly to moderate





Xenia (AC17, HP -6/55)  d100=92 d20+6=19
Tuesday March 6th, 2007 9:10:07 PM

Bright burst of pain and then blackness. The body fights to live, and just barely hangs on.

Deprived of the conscious will to keep herself aloft, Xenia's limp and smoking body floats gently to the forest floor.

Rolls and Actions
Foritude vs Massive Damage 19 vs DC15 saved and avoided death.
Stabilize 92, Nope.

Movement and Position
E12/On the Ground

Active Effects
Message (Duration Unknown)
Fly (5 minutes)
Prayer (Duration ???)

Items Expended
Scroll of Fly
Scroll of Glitterdust
Alchemist's Fire
Hero Point

Belkior (AC 22; HP 41/70) - Prayer 
Tuesday March 6th, 2007 9:34:41 PM

OOC - I thought that I still had a couple hours to post tonight. Belkior was going to move ahead and toss some healing about, but not gonna happen now. Sorry about that.

The halfling cleric shakes off his momentary lapse in time to see Xenia's body plummet to the earth. Belkior dashes forward into the cover of the boulders where he can shelter from any magics cast by the ogre mage.

As he runs, Belkior calls out to his fellows. "Don't worry! I'll see if Xenia's okay!"

Actions
Double Move = 60 feet

Position
F17

Active Effects
Prayer - +1 to rolls

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Hide from Undead, Sanctuary* (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy, Resist Energy, Silence, Zone of Truth (D - Aid)
3 - DC 18 - Dispel Magic*, Invisibility Purge, Prayer, Wind Walk (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone* (D - Dispel Evil)
* = cast



Lang (AC 24; HP 75/111; Sunshine AC 23; HP 28/47) 
Tuesday March 6th, 2007 10:09:00 PM

Lang is undecided on what to do. He is dinged up a little bit and Sunshine even more so. The enemy appears to be retreating and the Shields are a little spread out.

"Sunshine stay."

Well he can let Syr have all the fun fighting the flying Ogre. Lang moves forward putting away his wand and prepares to attack the Ogre with his 2 short swords.

"Somebody grab my bow off the ground."

Double move towards Syr & OL10.

Lang in cell H13
Sunshine in cell I24

Angus AC 22 30/38 HP  d20+8=20 d20+4=8
Wednesday March 7th, 2007 1:25:46 AM

OOC: George, the OM can not move if it casts an empowered scorching ray as it is a full round action. This is the same reason Angus could not move more than 5 feet the last round.

Xenia either is up and the OM moved or Xenia is down and the OM is concealed.

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

Angus hears Xenia call out about the staff of fire and Angus calls back on the message "Get the Staff, that will be a powerful weapon for our side! Track it down."

Angus sees Xenia get toasted and fall and is filled with rage and........

Senario #1

send a third maximized and empowered AAA at the flying OM.

Hit AC 20 for 12 damage.

Angus will move forward 5 feet and attempt to hide in the branches.

Untrained hide 8

Senario #2

goes invisible and moves forward with all speed (I believe at least 40 feet, but am not sure how fast pixies fly)

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

The spell using Ogre will now have to make a DC 20 (or 26 depending on senario) concentration check for all spell casting as long as the acid arrows are active.

Damage to OM so far 48 HP (60 HP depending on senario)

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

Spell Slots

0 Level 2/6
1 Level 2/8
2 Level 1/8
3 Level 0/6
4 Level 3/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
Message on Angus, Syr, Lang, Wynn, Bin, Xenia & Belkior
Shield on Angus 5/90
Polymorph 4/90
AAA #1 3/4 - maximized
AAA #2 2/4 - maximized and Empowered
AAA #3 ??????
Invisio ??????
Will update spell list once senario is choosen.

Rod Of Maximize 2/3 (3/3 depending on senario)


Syr (Ac 25/24 HP 50/78) message, h1  d20+14=28 d10+5=13
Wednesday March 7th, 2007 1:32:11 AM

Hearing Xenia's shout, he turns to look at the dark elf only to see her body fall to the ground. Muttering to himself, "uhoh Wynn's gonna be mad... ", he glances at the staff she was refering to just as the ogre scoops it up.

Weighing his options, Syr decides to stay offensive and turns his back on the ogre with the greatsword and shield. Calling over his shoulder he moves and yells, "Belkior, I'm needing healing up here!" Moving toward the other ogre, he takes a jump as he nears, hitting the beast in the forehead with a stunning blow before dropping down beside it. (Attack 28, damage 13, stunning Fist Fortitude save DC17)

Bin 
Wednesday March 7th, 2007 1:22:16 PM

Seeing the situation and that Belkior will be tending to Xenia, Bin makes a dash toward the front to heal Syr next. Bin hopes Syr will meet him in the middle to recieve the healing, or it could be a full action to make movement.

Actions: Movement toward Syr this round.

Active Spells: Prayer 4/8 (+1 to all attack, damage, saves and skill checks.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- +Dispel Magic, *Invisibility Purge, +Prayer, +Stone Shape, *Searing Light
4- *Divination, +Lesser Planar Ally, *Neutralize Poison, *Divine Power
(+-cast *-memorized)

Wynn Brightsong [AC=24 HP=56/64] 
Wednesday March 7th, 2007 5:30:15 PM

Turning to thank the cleric behind him, Wynn witnesses the dark rogue's unnatural attitude in descent.

He hears nothing...sees nothing...only the slender form as it floats down into the forest.

Xenia!...a soundless scream in his head.

Bloody swords in hand, the half-elf runs towards the bolders behind which the rogue disappeared.

DM Info:

Base speed (30) x 4 = 120 (hard to read grids)

Position: F16?


DM George meadow combat round 8  d20+13=29 d20+20=35 2d6(1+5)+12=18 d20+20=30 d20+15=30 2d6(1+5)+12=18 2d6(4+1)+12=17 15d6(6+6+3+5+3+2+1+1+2+6+5+2+2+5+5)=54
Wednesday March 7th, 2007 9:36:22 PM

Xenia falls gently to the ground, ooze coming from her wounds staining her clothes and equipment. Slowly her life drains away.

Belkior moves towards Xenia hoping to help but takes some shelter by the boulders.

Lang also moves forward ready to give support for his friend Syr. He calls for his bow concerned on how he will fight this flying foe.

OOC Jim is right. He can't hide and is still flying at the same place.

Angus sends another dart lancing out at the Ogre mage sinking it into his chest. The sprite pumps his fist in satisfaction as the acid starts pumping.

Syr leaves the combat to chase down the Ogre running away. He draws an AOO from the one his fighting and takes 18 points of damage. Still he moves over to O1 and kicks him in the head. He is very satisfied with his stunning blow as the ogre topples unconcious to the ground.

Bin sprints towards the front trying to help out his friends. (ooc gave you 120 movement since you couldn't heal this round)

Wynn sprints forward when he sees his beloved down trying to get to her side.

***************************************

The ogre mage is in horrible pain. He can only think of one thing. Revenge on his tormentor. He summons his will and casts a fireball at the pesky little fairy causing him so much pain. Empowered fireball at Angus. Angus feels the world explode around him. Rolled a 29 for concentration check. Angus is hit with a maximized fireball for 60 points of damage. Reflex save of 15 to take half damage.

The flying ogre fighter is tempted to chase the fast monk around but since the bugbear came into such convient range. He launches a full attack on him hitting ac 30 twice doing 18 and 17 points of damage to Lang for a total of 35 points of damage.

I don't play with the massive damage rule. If you take massive damage and are still alive, you are alive. Course it works the other way too.

Correction!!! Woke up at 2am slapping myself on the forehead. As much as the ogre mage would like to shoot a maximized fireball at Angus, he can't. He would have to shoot an empowered fireball which did less damage. It only does 54 or 27 so Angus has 3 hps left which allows him more action. Sorry about this. Jim I will have Angus go invisible if I don't hear from you but you do have more options. Feel free to repost. Gotta stay off the cold medicine while posting!



Lang (AC 24; HP 35/111; Sunshine AC 23; HP 28/47)  d20+16=24 d20+16=27 d20+11=30 d20+11=15 d20+11=23 d20+11=13 d20+11=30 d20+11=24 3d6(1+3+6)+10=20 d6=2 d6+10=14 4d6(1+6+6+4)+20=37 d6=3 2d6(1+6)+20=27
Wednesday March 7th, 2007 10:38:13 PM

Lang winces in pain as the flying Ogre smacks him hard twice. Lang knows he needs to do some serious damage to this Ogre to either kill it or drive it away. He only has a round or two left at this pace. Anger starts to overtake him and he lashes out at the Ogre with his 2 short swords. He will not let his hated foe defeat him.

The hero in Lang comes out as his short swords carve large slices out of the Ogre's hide.

Lang hit AC 24; damage 11+9 = 20; damage to Lang 2
Lang hit AC 27; damage 14
Lang hit AC 30(15/23); damage 27+10 = 37; damage to Lang 3; (burn a hero point to re-roll critical confirm)
Lang hit AC 13/30(24); damage 27; (burn a hero point to re-roll to hit)

Lang in cell H13
Sunshine in cell I24

Angus AC 22 0/38 HP  d20+9=23
Thursday March 8th, 2007 12:59:36 AM

Angus sees the small firey ball streak toward him and he knows he is in trouble and screams on the message line "I'm in for it now."

Angus uses his new found quickness of his pixie form to best advantage and starts heading for cover closer to the ground, but he is not fast enough, but does manage to avoid most of the flames.

Reflex save 23

Angus settles to the ground very burned

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

OOC: I believe that 0 hp is not unconcious, but players are only allowed one action per round.

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

Angus will go invisible if he is allowed one action.

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

The spell using Ogre will now have to make a DC 20 concentration check for all spell casting as long as the acid arrows are active. The first AAA burns out this round so on the OM turn his concentraction check is only 20

Damage to OM so far 90 HP from the acid arrows

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

Spell Slots

0 Level 2/6
1 Level 2/8
2 Level 2/8
3 Level 0/6
4 Level 4/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
Message on Angus, Syr, Lang, Wynn, Bin, Xenia & Belkior
Shield on Angus 6/90
Polymorph 5/90
AAA #1 4/4 - maximized, will be gone on OM turn
AAA #2 3/4 - maximized and Empowered
AAA #3 2/4 - maximized and Empowered

Rod Of Maximize 3/3


Bin (AC: 22/22 HP: 48/54)  4d8(3+8+3+3)+8=25
Thursday March 8th, 2007 10:50:29 AM

Lang, right beside the Protector gets healed this round. Bin yells to him "Hold" to keep him from running off before it comes to pass. Sacrificing his Neutralize Poison casts Cure Critical Wounds. After that, Bin continues forward to assist Syr.
(ooc: Map is getting very unclear. I can see colors and names with a lines missing. I will leave it up to DM to place where he thinks Bin would go as it corresponds to my posts.)

Actions: CCW on Lang for 25 hit points restored. Move forward toward Syr

Active Spells: Prayer 3/8 (+1 to all attack, damage, saves and skill checks.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- +Dispel Magic, *Invisibility Purge, +Prayer, +Stone Shape, *Searing Light
4- *Divination, +Lesser Planar Ally, +Neutralize Poison, *Divine Power
(+-cast *-memorized)

Al - OoC 
Thursday March 8th, 2007 10:54:30 AM

Yes, the resolution on the map suffers the more I have to zoom out to capture the entire party on the map. But you should be able to zoom in with whatever application you're using to view the jpeg. Zooming in on different areas of the map should get you greater detail.

Belkior (AC 23; HP 41/70) - Prayer  d20+23=27 4d8(8+2+7+8)+11=36
Thursday March 8th, 2007 1:01:08 PM

The halfling cleric moves around the boulder to beside the crumpled form of Xenia. Belkior sees the faintest signs of life as he prepares to cast a healing spell on the rogue. Not having to worry about nearby attackers, the Paragon invokes the prayer and drives healing energy into Xenia.
Heal = 27

Actions
Move = 30 feet
Standard = cast Cure Critical Wounds on Xenia, healing 36 hps

Position
D12

Active Effects
Prayer - +1 to rolls

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Hide from Undead, Sanctuary* (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy, Resist Energy, Silence, Zone of Truth (D - Aid)
3 - DC 18 - Dispel Magic*, Invisibility Purge, Prayer, Wind Walk (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds*)
5 - DC 20 - Greater Command, Wall of Stone* (D - Dispel Evil)
* = cast



Xenia - OoC 
Thursday March 8th, 2007 1:24:48 PM

I notice that the Status of the Ogres is missing. Any chance we can get at least get the status of the Ogre Mage? I don't think he can be any more than 107hp. So, if Angus is right with the 90hp from the Acid arrows, and 11hp from Xenia's Alchemist Fire he must be pretty near toast.

Bin  d20+10=30
Thursday March 8th, 2007 2:41:39 PM

OOC: Sorry for the second post today, but I was thinking that the OL could pass by Lang to get an AoO on Bin while he was casting, so I should do a concentration check, just in case.

Concentration: 30

Xenia (AC22, 23 vs OM, HP 21/55)  d20+20=39
Thursday March 8th, 2007 3:40:55 PM


Wyyyynnnn ... I think I drinked too much. I hurt. Everything hurts. I's too early to get up.

"wh-kough ... " The girl rogue coughs through swollen lips. Tender red flesh still throbs from within the cracks in charred and blackened skin.

The breath of pain brings the last few conscious moments flooding back. risklootstaffchargestafffallingstaffpain ... belkie ...

STAFF!

The sudden resurge of the pain nearly sends her back down into the dark well of unconsciousness. No. That's just girly complaining. Belkie does good curing and the wounds aren't that bad. Not really.

Staff!

"Thngs Blgie." The rogue scrambles to her feet, fighting the flames from her charred skin all the way. Where is the thing? It should be right here! On the ground! There's a downed ogre next to Syr. Wasn't he just up? And there it is! The Staff! (Spot 39, assuming it's lying in plain view on the ground.)

Xenia folds her arms at her side and jets across the ground in the direction of the staff. A quick acrobatic mid-air turn puts her over her precious booty where she floats with rapier in hand.

Rolls and Actions
Rise from prone. Move, drawing weapon.
Spot 39

Movement and Position
MEA: Rise from Prone
O1 has been removed so I'm not sure where the staff would have fallen.
Over the Staff 5ft up (Somewhere in the neighborhood of 1,2,3 F&G.)

Active Effects
Message (Duration Unknown)
Fly (5 minutes)
Prayer (Duration ???)

Items Expended
Scroll of Fly
Scroll of Glitterdust
Alchemist's Fire
Hero Point

Wynn Brightsong [AC=24 HP=56/64]  d20+12=23 d6=5
Thursday March 8th, 2007 5:16:48 PM

Just as he is about to follow Belkior, Xenia rockets out from the thicket, and a great sense of relief washes over the bard. Protected where he is from any immediate threat, he drops his longsword, unshoulders his bow, and fires a single arrow towards the ogre mage. [Hit AC=23 for 5 HP]

JimF/Angus  d4=1 d4=4
Thursday March 8th, 2007 7:40:24 PM

OOC: Hi George, did the OM do an empowered or maximized Fireball. You posted an empowered fireball, but did damage for maximized. Angus should have hit points left last round and been able to cast a spell if it was only empowered.

If that is the cast Angus would have cast a standard AAA at the OM

damage for 5 more damage and doncentration check of 23.

Syr (Ac 25/24 HP 32/78) message 
Thursday March 8th, 2007 8:57:02 PM

Syr grins in satisfaction as the ogre topples. Relieved to see Bin on the way to help his aching wounds he stumbles to meet him halfway.
Looking at Xenia's injured body and flexes his back tenderly, "Was that darn staff worth it?"

(OOC: Dm's discretion on where he is just not threatened by any Ogre's this round, oh and WHO wakes up at 2AM thinking of that, sicko!).

DM George End of combat  d20+13=18
Thursday March 8th, 2007 9:29:42 PM

Belkior moves over to Xenia and lays hands upon her summoning the power and majesty of his God. A warm glow spreads from his hands and Xenia's burns heal before his eyes. Belkior can again feel the love of his God.

Xenia is awoken with only one thing on her mind. She sprints over to the dead ogre next to Syr and says, "The Staff, The Staff!! I must have the staff. Oh my precious loot. My sweet booty."

Bin, not to be outdone, moves forward and cures Syr who was feeling the pain of his wounds.

Lang, sees his hated foe and sees that he is just out of reach, almost mocking him. Lang knocks the smug look off the ogre's face as he slices into him with four vicious hits.

Angus and Wynn combine with their attacks to finally bring low the ogre mage who has been so nasty to the group. His body floats down the the ground landing with a soft thud.

The last ogre after taking his beating and seeing his only ally left die of his wounds, decides that decretion is the better part of valor and withdraws as fast as his fly potion will allow him. He zips away ducking into the trees and quickly disappears from view.

OOC Nice combat folks. Good warm up for both you and me. Some quick hits and rewards. Bonus of 100 xp to Xenia for her glitterdust. Things would have been much worse. 1 Hero point to Xenia for disarming my ogre of his staff. Didn't see that coming. 200 to Angus for his smart play with the melf's acid arrow. Neutralized the spell resistance and the concentration tactic was good even though it didn't work. Nice thinking.

I will say that you need to start working together more, combining tactics, spells and teamwork. This combat was supposed to be easy and turned out much tougher than I expected. All I will say is this isn't the toughest combat coming and if you don't work better together, a visit to Gargul is almost assured. Anyway enough of the lecture. Congrats on your victory.



Angus AC 22 0/38 HP 
Thursday March 8th, 2007 9:52:24 PM

Angus is burned and tired and he slowly stumbles back to his friends. Angus does not see the fallen OM and asks the group "Is everyone alright? Did we win?"

Angus leans next to the big boulder and slides down to tired to stand any longer. "Make sure they are all dead." Angus closes his eyes.

Spell Slots

0 Level 2/6
1 Level 2/8
2 Level 2/8
3 Level 0/6
4 Level 4/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
Message on Angus, Syr, Lang, Wynn, Bin, Xenia & Belkior
Shield on Angus 7/90
Polymorph 6/90
AAA #2 4/4 - maximized and Empowered
AAA #3 3/4 - maximized and Empowered

Rod Of Maximize 3/3


Lang & Sunshine 
Friday March 9th, 2007 9:25:13 AM

Lang is not happy to let one of the Ogre's escape. He watches it leave with a irate look on his face.

Lang moves over to the dead Ogres and one by one Lang removes each Ogre's head from its body to make sure it is dead. He double check's that the spell using Ogre is dead even after doing this. He knows from past battles with this foe of its regenerative properties.

Once done he cleans his swords, finds his bow and re-groups with his companions.

"Should we search their bodies and then retreat to heal ourselves?"

Bin  d20+6=11 d20+6=10 d20+6=24
Friday March 9th, 2007 11:17:09 AM

ooc: Sorry for the confusion, but the last heal was for Lang, not Syr. I'm not sure if it matters at this point however.

Bin is concerned about his friends and there is more curing yet to be done before they decide their next course of action, however, that wall of fire set some brush to smoldering and Bin wants to make sure a forest fire dosn't begin due to the whim of the now dead enemy who started it. The last thing this group needs is an upset druid seeking revenge for something else's spell.

Spot: 11 (Disregard the second and third rolls.)

OOC: I'm not sure what else we could have done given the circumstances. Without real advance knowledge to a situation, planning for the unknown seems futile. (This character isn't lawful. I can change that if everyone would like to spend a week planning out different scenario's for different situations. We can have our own "Play Book".


Belkior (AC 23; HP 41/70) - Prayer  d20+23=43
Friday March 9th, 2007 11:19:02 AM

The halfling cleric moves over to Angus' slumped form, gently touching the sorcerer. Belkior bows his head in prayer to Alemi and mutters a quick prayer. His hands glow with a white light as he channels some of his own life force into Angus.
Attempting to heal 15 hps using Draw Wounds, so DC 25, succeeds and no damage to Belkior

Belkior stands, some of the white glow still clinging to his hands and forearms, to look at his companions.

"All of you still need some more healing. Are we pressing onwards today, or are we camping to recover? I'm asking whether I should use my spells or the healing wands?"

Actions
Draw Wounds (15 hps, DC 25) - Heal check 43 (natural 20)

Prayer - +1 to rolls

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Hide from Undead, Sanctuary* (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy, Resist Energy, Silence, Zone of Truth (D - Aid)
3 - DC 18 - Dispel Magic*, Invisibility Purge, Prayer, Wind Walk (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds*)
5 - DC 20 - Greater Command, Wall of Stone* (D - Dispel Evil)
* = cast


Xenia 
Friday March 9th, 2007 11:27:31 AM


"I HEARD THAT, SYRDETH REDBOW!" The angry words burst from within a core of pain, dying fear and battle frenzy. "What's any of it worth! All this fighting and stuff? HUH?!?"

"You buy good stuff so you can have a better life! You can live better. You can pertect your friends better. The more stuff you can take from your enemies the less they can get you. The more stuff you take from them, the better you can beat them down. Using their own stuff to do it!"

"So donchu go Darn-Staff-Worthing me, Syrdeth Redbow!" Tears well from the girl rogue's eyes. They crest the levee of her long lashes and flood the plains of her face. "Donchu do it!"

Like a chrysalis in reverse, the dark skinned girl draws into herself. Legs folding up in mid-air she draws into a ball, hiding a cracked and burn-deformed face and the remains of her frazzled red-hair.

(So that this isn't a complete RP indulgence, Xenia will Search the bodies later. Search 27 (Taking 10) After she's calmed down.)

Active Effects
Message (Duration Unknown)
Fly (5 minutes)
Prayer (Duration ???)

Items Expended
Scroll of Fly
Scroll of Glitterdust
Alchemist's Fire
Hero Point

HP 21/55

Wynn  d8+5=12
Friday March 9th, 2007 8:00:22 PM

Wynn retrieves his sword and shoulders his bow before moving over to Xenia. "Whoa girl" he tries to calm her. "Syr's not criticizing anyone...now let me look at those wounds." Wynn gently examines his lover. He holds her in his arms and softly speaks his incantation "Tanka harwar arwenamin" A soft glow spreads from his arms and embraces her in it's warmth [Cure Light Wounds=12hp]

Xenia 
Friday March 9th, 2007 8:18:44 PM

So good. So good to her.

The love for him wells up out of her heart, so strong, so much that it's a wonder a single body can hold it. Love flows from her, irrepressable, staining her face in the form of a fresh flood of tears as she presses herself into his embrace.

So good to her.

"Sorry ... *sniff* ... Syr ... I ... " Voice catches in a deep and jagged breath. " .... sorry ... "

HP 33/55

DM George 
Friday March 9th, 2007 10:01:11 PM

The Crimson Shield's battle readiness quickly winds down as the adrenaline of battle seeps from their bodies. Still the practical minded of the group quickly start to loot the leaking bodies of the ogres left behind. Nothing of real excitment is found on the bodies of the regular ogres besides food, (nothing you would want to eat or really recognize beyond it is some kind of meat) and some coins. When all is collected you find 359 gps on the ogres.

The ogre mage had some better pickings. He pouch reveals 75 platinum pieces and 2 rubies worth 100 gps each. You also find 2 potion vials on him. Of course you find the staff as well.

Now the party has to decide what to do now. Obviously they we expected and a trap set. Should they rest and regroup allowing time for their adversaries to do the same or should they push on in their weakened state and try to catch them napping and unprepared.

Angus 15/38 hp  d20+16=22 d20+16=36 d20+16=30
Saturday March 10th, 2007 10:06:29 AM

Angus lifts his head as Belkior heals him and his boils start to heal, not all of them, but enough to get him going again. "Thank Alemi for me Belkior. You are one heck of a conduit, Thanks."

Angus stands still looking a bit worse for wear. "I think we expended enough energy here. Lang lets see if you can find us a safe hold up for the rest of the afternoon and night. Lets move lateral to this road and see if you can erase our backtrail as best you can. We will have scavanger looking for a taste of our handiwork." Angus points at the ogres.

Angus looks to the clerics "Lets ask Domi and Alemi to heal us as best we can. If we make contact with the giants and their ilk, we withdraw until tomorrow, when we track at full strenght. It will give me a bit of time to check out the staff."

Angus casts detect magic on the staff to see what he can learn.

Spellcraft rolls: 22, 36, 30 as needed. Angus will take time to take 20 (36) if possible.

Spell Slots

0 Level 3/6
1 Level 2/8
2 Level 2/8
3 Level 0/6
4 Level 4/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp

Rod Of Maximize 3/3


Xenia  d20+20=29 d20+20=40 d20+15=24 d20+22=29 d20+12=22
Saturday March 10th, 2007 12:19:06 PM


Not a word about her face. Not a word. All weird and swollen and scabby looking. But he hasn't said a word.

She rises up on her toes, and with the buss of her cracked lips against the stubble on his face Xenia speaks the love and gratitude of her heart.

"I ... I think I shoulda maybe done this while the flying ogre was escaping." An awareness of their wounds, wounds upon each and every member of the group, the awareness detaches Xenia from the warmth of Wynn's arms. "I'll give a look see. If there's anything close by, like a fort or sump'in, should be able to spot it from the air. Very least it should tell us how safe we're gonna be here."

With that, the rogue rises up and up and up on the remains of her Fly spell. Way up in the air, she raises a hand to shield her eyes and spins to take in the surrounding area, then dives quickly back toward the ground before the spell ends. (Spot 29. Assuming 3 minutes Fly left. 20 rounds to rise 1200ft in the air. 10 rounds at 2x speed to return to the ground.)

Returning to the ground, the rogue reports then gets set to move out with the rest. Another stand-up fight like that would be bad. With full awareness of this, Xenia creeps with senses sharp. Picking your battles is best. And you can only do that if you can see them coming first.

Rolls and Actions
For Travel
Spot 40 (Nat 20)
Listen 24
Hide 29 (-5 Penalty for full movement)
Move Silently 22 (-5 Penalty for full movement)

Active Effects
Message (Duration Unknown)
Fly (5 minutes)

Items Expended
Scroll of Fly
Scroll of Glitterdust
Alchemist's Fire
Hero Point

HP 33/55

Bin (AC: 22/22 HP: 48/54)  4d8(3+5+3+1)+8=20
Saturday March 10th, 2007 6:00:54 PM

Bin does not want to stop yet, but he feels the best way to save the captives and the people in this area, would be for them to stay alive. He thinks back to his mentor at the school when he first started learning. "You can't save the world students, you can only do what Domi allows." He loved his teacher, she was an inspiration to them all, which brings him back to the present. The captives will surely pay some price for the party's failure to stop the others from returning. What that will be, Bin only shudders thinking about.

After insuring no fires are started, he joins the others and continues the healing process, sacrificing his Divine Power for Cure Critical Wounds.

Actions: CCW on Syr for 20 Hit Points returned.

Active Spells: Prayer 1/8 Last round(+1 to all attack, damage, saves and skill checks.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- +Dispel Magic, *Invisibility Purge, +Prayer, +Stone Shape, *Searing Light
4- *Divination, +Lesser Planar Ally, +Neutralize Poison, +Divine Power
(+-cast *-memorized)

Wynn  d8+5=12
Saturday March 10th, 2007 7:05:07 PM

The bard releases Xenia to scout the surroundings from above. "It's just the stress talking Syr, she means no harm" he talks quietly to the monk as he makes his way over to Angus.

"You my friend, are looking a little worse for wear. Let me take a look at some of those wounds." Wynn spends a moment or two cleaning grit and debris from the mages wounds before applying some gauze from his healing kit. "Try to keep this clean until it heals fully". Before he leaves Angus he places his hand on the thin mans chest and chants an elven phrase."Tanka harwar mellonamin". [Cure Light Wounds = 12 HP]

Lang (AC 24; HP 60/111; Sunshine AC 23; HP 34/47)  d8+1=6 d20+15=32 d20+15=26
Sunday March 11th, 2007 12:42:11 PM

Lang takes out the Cure Light Wand and cures Sunshine once with it.

CLW 6

"Ok, Angus let me see what I can do about getting us away from here and leaving some false tracks."

While waiting for Xenia to do her aerial recon, Lang goes about trying to set some false tracks back the way they came from.

Track? 32 (used my track skill +, otherwise the roll was 17)

He the looks around the fight area for a path out that will leave the least amount of traces of their tracks.

Track? 26 (used my track skill + again, otherwise the roll was 11)

"Angus, I think this is the best way for the group to move and keeping our tracks to a minimum for the ogres to follow."

Belkior (AC 23, HP 63/70)  d8+5=10 2d8(6+3)+10=19 4d8(2+5+6+1)+11=25 d8=1 d8=5 2d8(3+5)+10=18 3d8(7+7+7)+11=32 d8+5=10 3d8(1+5+1)+11=18 d8=2 d8=4
Sunday March 11th, 2007 3:11:06 PM

The halfling cleric agrees with the plan to rest adn recover before proceeding. So Belkior begins to heal his companions, using rather than his items.

He begins with Angus, since the sorcerer was so sorely wounded and then moves to Xenia after she lands. Belkior then heals the fighters before finishing with himself.

Once he has completed the healing, Belkior sits down for a well-deserved rest and some strategizing.

Angus - Cure Light Wounds, 10 hps
Xenia - Cure Moderate Wounds, 19 hps
Lang - Cure Critical Wounds, 29 hps (re-rolled 1 twice)
Lang - Cure Moderate Wounds, 18 hps
Syr - Cure Serious Wounds, 32 hps
Sunshine - Cure Light Wounds, 10 hps
Belkior - Cure Serious Wounds, 22 hps (re-rolled 1's)

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages*, Entropic Shield, Hide from Undead*, Sanctuary* (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy, Resist Energy, Silence*, Zone of Truth* (D - Aid)
3 - DC 18 - Dispel Magic*, Invisibility Purge*, Prayer, Wind Walk* (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement*, Neutralize Poison, Restoration (D - Cure Critical Wounds*)
5 - DC 20 - Greater Command, Wall of Stone* (D - Dispel Evil)
* = cast



Bin  3d8(8+2+4)+8=22 2d8(4+6)+8=18 2d8(3+1)+8=12 2d8(4+5)+8=17 2d8(8+3)+8=19 2d8(3+1)+8=12 2d8(6+3)+8=17 d8=3
Sunday March 11th, 2007 8:27:06 PM

Bin helps Belkior with the healing until everyone is full. Starting with who is most damaged, including himself.

After the heals are finished, he will add, "I saved my Divination spell. Is there anything anyone would like to know about? Stomp perhaps, or future ambushes?"

Actions: Sacrificing Invisibility Purge, CSW for 22,
Sacrificing second level spells in order, as needed, Cure Moderate Wounds for 18, 14(reroll=3), 17, 19, 12, 17

Prayer expired.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- +Aid, +Bull's Strength, ++Hold Person, +Silence, +Augury
3- +Dispel Magic, +Invisibility Purge, +Prayer, +Stone Shape, *Searing Light
4- *Divination, +Lesser Planar Ally, +Neutralize Poison, +Divine Power
(+-cast *-memorized)

OOC: Sorry, I didn't know we reroll ones in cures. I started this turn.

DM George, "Since everyone posted why not an extra post!' 
Sunday March 11th, 2007 8:56:27 PM

Xenia launches herself into the air gaining altitude as fast as she can and spying out the land. When she reaches her peak she takes a good look around and can see the roof of a large structure at least 5 miles away. Smoke is coming from several chimmneys and it looks like a rather large log longhouse. It seems to be located next to a very large hill or a small mountain.

The clerics do what they do best and everyone is cured up by morning between cures and rest.

Angus does his detect magic and finds 3 new magical items. The 2 potions and the staff all glow magic. The staff is strongly magic and it might not be hard to guess its properties since flames are carved all over it.

Lang helps find a small clearing a couple hundred yards away from the battle where he installs everyone and then goes and tries to lay false traps. He is hoping that any trackers are very dumb because of the diversity of the group. It is hard to make tracks for a halfling, a bugbear, a dog, humans and an elf. He tries but doubts he would be fooled if he ran into them.

OOC My apologies Syr. I know you didn't post and I will not hold it against you in anyway. If you want to tell me what you did in your next post for Monday, that will be fine.

The group falls into a contented slumber with the usual guards. The night is peaceful besides the normal annoying insect bites and a cold meal. (Assuming you don't want a fire)

The group wakes in the morning refreshed and ready to kick some more butt. Need spelllists please.

Bin 
Sunday March 11th, 2007 9:09:21 PM

OOC: I am hoping you will still allow the others to respond on the Divination Spell I mentioned and allow me to cast it, before we go to sleep.

No worries George

Xenia 
Sunday March 11th, 2007 11:03:52 PM

Sixty feet and shooting down toward the ground, Xenia had braked up sharp, flipping from head first to feet down. Raising her gloved hands, she had then pulled the hood of her cloak up, her damaged face withdrawing deep within the dark folds, before floating gently to the ground.

A voice from within her cloak, Xenia had given her report. And when the healing had come, the first thing to come out was the little steel mirror.

"BELKIE!" The cry is full of tears and joy. Her hair is back! And the charred red and black flesh is gone! Like not visible at all. Xenia wraps the halfling paragon in her thin arms and gives him a kiss on the top of the head. Speechless with emotion, Xenia lets her actions speak of her gratitude.

Still, for the rest of the evening, she's quieter than usual. In her eyes is a look both thoughtful and distant. The evening, for the most part, is spent near Wynn, helping out and doing little things to please him.

"Why don'tcha ask Domi something like, you know, 'What's the best way to prepare for the most powerful guy we'll meet at the raider's place tomorrow?'. Sump'in like that, Bin." A small suggestion, and one of the few things that Xenia says all evening. "That looks to be the kind of thing Domi'd want to give advice on. Don'tcha think?" She sighs and then once again lapses into silence.

With the morning, the rogue's contemplation gains focus. She looks up into the light that streams down through the trees above, and a new resolve comes over her face.

"Hey Angus," she draws the sorcerer into conversation, "can we, you know, scout this place out before going in this time? I mean, like, do the invisible spy thing? Find out how many, what kind, and where they are first? If they have the kind of magic the Invisible Flying Ogre Mage Guy had yesterday, I think we need to go at this with a care if you know what I mean."

Items Expended
Scroll of Fly
Scroll of Glitterdust
Alchemist's Fire
Hero Point

Wynn 
Sunday March 11th, 2007 11:37:51 PM

The bard takes a watch near the beginning of the evening and spends time sharpening his sword and preparing for the morn. He stays close to Xenia, providing whatever emotional comfort she may need.



Syr (max) 
Monday March 12th, 2007 10:27:54 AM

After Bin's healing he shakes the priest's hand, "I know you are new but I can't seem to recall a time without you, appreciate it. Hey, what did you do before your 'short'," he coughs delicately before continuing, "lived streaking career?"

Later, he sits down beside Xenia, "Hey Red, I'm sorry too. I didn't mean anything like that. I was just complaining about my back gaping open and bleeding." He winces in rememberance, "You know me, it's generally straight ahead and damn the consequences, I'm not used to turning my back on the enemy." He grins ruefully, "Sometimes these feet move just a bit faster than the head atop them."

Settling in for the evening, "My guess is resting tonight? Unfortunately, no fire, right Lang?"

(OOC: not a problem George, I was at a cub Scout campout, *grin* although Xenia going off on him was unexpected)

Role Call-Shields 
Monday March 12th, 2007 10:32:30 AM

Wynn XXXXX
Xenia XXXXX
Angus XXXXX
Belkior XOXXX
Bin XXXXX
Lang XXXXX
Syr XXXXO

Belkior 
Monday March 12th, 2007 11:26:01 AM

The halfling cleric wakes before dawn, stretching as he looks around the campsite. Belkior has started his prayers to Alemi Before the sun crests the horizon, asking for the strength and blessing to heal and protect his companions. Once that is completed, he breaks his fast with some dried fruits and grain before speaking with his companions.

"We don't know exactly what we will be facing at the camp, do we? Ogres and half-orcs aren't too threatening but another ogre mage would be a threat. Scouting would be a good idea, provided that our scout was well protected."

"When we advance on the giant village, I can protect people with Magic Circle but you have to stay close."

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Sanctuary(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(3), Silence (D - Aid)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone (D - Mass Cure Light Wounds)
* = cast



Angus  d20+16=26 d20+16=23
Monday March 12th, 2007 1:14:40 PM

Angus is very pleased when Wynn and then Blekior cure him as his blister dissapear and the ends of his hair grow back, he even needs to shave again. "Thanks mates, I really needed that."

To Xenia's question "Once we get a bit closer and determine the type of terrain we can see if it is necessary for the invisibility. Remember the invisibility only lasts 9 minutes. We might get just as much information from you, Lang and Syr sneaking up on the structure. All three of you are good at it. If invisibility is warrented then so be it, but lets get a bit closer first. How long will it take you three to move 5 miles and scout in this terrain?"

Angus thinks for a few moments. "The giants will be on high alert since they were warned. We can take the entire day to scout and see what we can see. Remember in addition to invisibility, I can polymorph one or more into ogres or orcs, but again only for 9 minutes."

Angus will investigate the two potions closely.

Spellcraft to determine type of potion: 26 & 23

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

OOC: Can Angus find any method to activate the staff through spellcraft or Detect Magic??? Angus can take 20 for a 36.

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

Angus wakes in the morning from some uncomfotable sleep, on the root in his back and second the firey dreams he had, him being in the fire was the problem.

Angus takes a few minutes to organize his rested mind and get ready for the day.

Angus will cast mage armor on himself after the group moves out.

Spell Slots

0 Level 0/6
1 Level 0/8
2 Level 0/8
3 Level 0/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours, once we move
Charm Person on Stomp

Rod Of Maximize 0/3


Xenia 
Monday March 12th, 2007 4:24:15 PM


Xenia nods quietly in reply.

"I think scouting this will be depending on how thick the brush is between here and that Log House I saw, Angus. Fak stabit, I bet that Tionel could walk through this stuff like it wasn't there."

She sighs.

"You know, I was thinking. As they got a guy ... *had* a guy who could turn invisible, you'd think they'd have something set up to guard against invisible guys too. Maybe something that can sniff you out. Maybe dogs or such."

"Hey, Lang. You know if Giant types can sniff stuff out?"

Bin (AC: 23/23 HP: 45/45)  d100=47
Monday March 12th, 2007 4:44:34 PM

OOC: Well guys, I screwed the pooch on this one, I have been using the HP's and AC from my level 10 tap character this entire time. Which means Bin should have nine hit points less then what was posted. Spells, saves and the rest were all acurate. DM George, whatever penalties you wish to impose upon me for this infraction I totally understand. Even making the save from the last fireball, he would have dropped below zero and that would have changed alot of the battle I believe. Totally my bad and I do feel, embarresed/stupid.

Bin gather's the incense that he needs and a thin leaf of mithril. Sitting on the ground, Bin places the leaf in front of himself and begins his divination. Over the next ten minutes, Bin's complex spell comes to pass. Chanting softly in Celestial as he slowly taps the mithril leaf with the incense, each time, both is seen to grow smaller and smaller, until they are gone. Bin feels compelled to ask his question. "Great Domi who loves us and watches over us, please impart on your humble servant information on the most dangerous creature we must still encounter as we thwart these brigands?"

The next day, Bin wakes feeling down. He can't help but feel the gods have turned their back on him for some reason. Still, he continues on with determination, in an attempt to please the almighty.

Actions: Cast Divination Rolled 47 on accuracy.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- *Greater Magic Weapon, *Imbue With Spell Ability, *Neutralize Poison, *Divine Power
(+-cast *-memorized)

Lang &Sunshine 
Monday March 12th, 2007 5:18:59 PM

Lang is thankful to the clerics for their healing of him and Sunshine. By the morning he and Sunshine are back to full strength. He is also thankful for a peaceful night without the enemy attacking them.

"I do not think the giants have the scent ability. But then again most of my giant fighting has been against Ogres. They may have dogs or wolves hanging around."

"How do you want to go about searching and attacking their home? There may be non-combatants present. Even my size and strength will be hard-pressed to subdue a female or older child giant. We will need a game plan and not veer from it once it is decided."

Spells: Longstrider & Resist Energy


DM George "The God's answer" 
Monday March 12th, 2007 5:36:45 PM

As Bin casts his divinitation spell the sky darkens as clouds roll in incredibly fast. Lightning dances in the clouds and thunder rumbles louder and louder. The group is pounded by fist sized pellets of hail quickly crushing them to the ground. Rain and wind soon follows with incredible force. Tree limbs are snapped off and dart through the air like spears thrown from giants. One tree is split in half from a lightning strike. Bin finds himself lifted into the air like a rag doll. He has no control over his movements. As the other look on in fear, 3 seperate bolts of lightning simultaneously strike the cleric of Domi at the same time. Suddenly everything stops! The rain is gone, the wind is gone, the thunder is silent....Bin is gone. Only ash from what is left of Bin drifts down to land on the upturned faces of the Crimson Shields.

Nervous aren't you

You should be

OK I am just kidding. Have to admit, it was fun to write. Bin made a honest mistake which I didn't catch. No worries. Disregard this masterpiece. Will post soon

DM George  d100=81 d100=95
Monday March 12th, 2007 6:00:49 PM

Bin casts his divinitation spell and receives a vision in return. " The group is climbing up a hill with Xenia and Lang leading the way. Both are crushed to the ground with two large boulders. A grinning stone giant peeks around a boulder flipping a boulding with two hands.

Angus studies both the potions and the staff and is pretty sure that one of the potions is a potion of lesser restoration but the second one stumps him. need a roll of 25 to figure it out.

After careful examination of the staff, Angus finds 3 runes on the staff that he can't read. They don't seem to be in a language he understands but also don't seem magical. He is currently stumped.

Xenia seems happy to be her normal gorgeous self and shows Belkior her appreciation in a gigantic hug. She squeezes the stuffing out of him and then give Bin some practical advice.

Syr and Lang discuss tactics over breakfast which gets to the point. How will the group move ahead? Will Angus get off his butt and do some invisible scouting. He might get dirty! Will Syr rush in and see what he can see. That worked well last time! Will they just sneak in disguised? Only time will tell.

Wynn  d20+3=7
Monday March 12th, 2007 7:49:06 PM

Satisfied that he is as ready as he will ever be, Wynn gets to his feet. Shouldering his pack, he speaks. "From what Xenia says, we have some distance to cover, should take us a couple of hours?" Wynn looks into the green of the forest. (Search=7) "Shall we plan strategy as we walk?"

The half-elf will situate himself where he can keep an eye on Belkior and Bin.



Xenia  d20+17=35 d20+20=22 d20+15=30 d20+22=39 d20+12=22
Monday March 12th, 2007 9:46:06 PM


Squished by a rock. The Giant Stone Throwing Guy haunts the girl rogue's mind. But as the guys get ready to move out, the plans and schemes begin to flood her head, crowding the ugly Giant Guy out. Wynn's call to leave is calm and business-like, inspirational in its way. Xenia hitches up her haversack.

"Hey, Angus," Xenia turns before moving out to her position on the left flank, "I was watching that Mage Ogre Guy pretty closely. Saw how he was waving that staff thing around. I'm pretty sure I can get it to work for us. Most of the time."

Then she moves out, melting into the trees and green, her ears open for sounds of the Giant/Ogre Clan Gang.

Rolls and Actions
Sample UMD Roll vs DC25 for Blind Activation
Spot 22
Listen 30
Hide 39 (-5 for Full Movement)
Move Silently 22 (-5 for Full Movement)

Angus 
Monday March 12th, 2007 10:56:02 PM

Angus looks to Bin as he describes the results of his spell "Well that was grim. Xenia and please dodge those boulders."

Angus then gives Xenia the staff. "I think it is best to you to hold an work the staff. It will give us more firepower. I can not work the staff and my own spells at the same time. You may have better luck with these runes too."

Angus gathers up the group. "We need more information. Xenia, Syr and Lang go ahead and scout, but do not put youselves in jeopardy. You do not have to look in any windows if it is not safe. The rest of us will await your report before moving out."

Angus looks specifically to Lang "Is better to attack giants in daylight or night?"

"I will polymorph all three of you so that you can fly a good portion of the way to the lodging to speed your journey, at least there. Choose your flying form. Just remember that I want to recover my spells before the entire group assults, so do not have the giants chase you back."

Angus looks to Wynn, Bin and Belkior "Angus spell or advice to add to our scouts?"

Angus will cast mage armor on himself after the group moves out.

Spell Slots

0 Level 0/6
1 Level 0/8
2 Level 0/8
3 Level 0/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours, once we move
Charm Person on Stomp

Rod Of Maximize 0/3


Xenia 
Tuesday March 13th, 2007 9:24:45 AM


Still grim, her Serious Face on, Xenia nods at the implications behind Angus' words.

"So. Scout today. Go in tomorrow." She nods again and looks off in the direction of the Stone Giant Log House Hideout. "I guess that means finding a secure camp first. Sump'in we can get ourselves snuck up on at. Maybe sump'in we can defend if we need to."

"Then, seeing as we got all day, first pass at the Log House should be aerial and invisible. Stay high enough and ain't gonna be no one smelling you. Won't be making no sound to give you away neither. Unless you go as a flappy animal. And you can make a good circle of the place without being blocked by trees and bushes and stuff. Get a look at the entire area. Maybe draw up a map for study."

"Then, if we see something interesting, something dangerous, or maybe some advantage giving sorta thing, we can decide the best way to take a closer look."

Belkior 
Tuesday March 13th, 2007 11:33:24 AM

The halfling cleric watches as Angus and Xenia plan the scouting expedition.

"I think that you've got it covered. It would be nice if one of the scouts could detect magic, but that might be too much to ask. What about some way of communicating with the scouts?"

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Sanctuary(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(3), Silence (D - Aid)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone (D - Mass Cure Light Wounds)
* = cast



Lang & Sunshine 
Tuesday March 13th, 2007 12:53:52 PM

"Well attacking them in their home territory will be tough. They will have knowledge of the building layout and of any traps that may injure up or slow us down."

"Getting in close is the best way to fight them. There missile assault is better than ours and they have reach on us. Attacking them at night or day probably doesn't matter."

"Our best tactic is probably hit and run. Concentrate on a few of them and try to kill them off. Their biggest weakness is also their strength - they are tied to their stronghold. If we can draw some of them out maybe we can wear them down."

"Perhaps we should wait until their next group leaves. We can trail after them and attack them away from their base."

Angus (second illegal post) 
Tuesday March 13th, 2007 1:12:09 PM

Angus nodds to Xenia "I will turn all three of you into Pixies and turn you invisible. Lets move the group about a quarter of the way there. Then I cast my spells and off you go and the rest of us trek back to base camp."

Angus will cast three polymorph spells on Lang, Xenia and Syr, then follow it up with extended invisibility. "Have fun. ANgus calls after the scout group."


Bin (AC: 23/23 HP: 45/45) 
Tuesday March 13th, 2007 1:47:08 PM

Bin will ask, "Which of you wants the Imbue with Spell Ability?", then before casting it, asks which spells they want to know. He will tell them his first and second level spells, tell them what they do if necessary, then allow them to choose two first and one second level to use. "I recommend at least Detect Evil, but your smart enough to make a sound choice."

Bin takes the time to walk slowly around the person to recieve the spell. Chanting prayers in Celestial for the person to recieve the power of Domi, Bin must first convince the spirits of good that the individual is worthy of such honors. He intones their missions needs until the spell is allowed and completed.
Feeling drained, he knows the spells were transfered.
OOC: Please choose from current spell list.

Actions: Cast Imbue with Spell Ability.
lost two first and one second level spell, yet to be determined.
Duration: Until discharged.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- *Greater Magic Weapon, +Imbue With Spell Ability, *Neutralize Poison, *Divine Power
(+-cast *-memorized)

Syr 
Tuesday March 13th, 2007 5:16:40 PM

After hearing from everyone else, Syr chimes in, "I really like the waiting a day idea. They will be expecting us today. If we wait a day or two, they might relax and send out another of their raiding parties... As to the scouting, my only concern is you guys getting caught without us here and most spells already used. That would be difficult."

To Lang's plan he nods, "A bait and switch huh? You know I'm pretty quick on my feet and with my hands. Maybe even quick enough to block some of their shots at me. If we are looking to draw some out or expend their ammo, I'm probably the one with the bullseye on his chest. It would help if someone were nearby invisible to bail me out if things go wrong."

Standing a bit nervously in front of Angus, "How about changing me into something inconspicuous, like a crow or a hawk? Does it work like that? Can I change myself back or do you do that? Would that be better than the pixie thing?"

"Xenia has much better eyes than mine but if she passes I'll take you up on the spell casting Bin, I never wanted to be a mage but now is the time to give it a try. How about something that will detect another of their staffs or something like that?" He shivers slightly when Bin casts his spells.

DM George 
Tuesday March 13th, 2007 7:56:24 PM

The group sits and plans their tactics and battle strategy coming up with plans for scouting and waiting another day before their attack. I am a bit confused on where you folks are currently. Xenia saw the structure up in the mountains around 5 miles away when she attained her highest altitude.

In my reading of the posts I don't get a clear concensus that the group has moved. Even at the quickest speeds, a polymorph and invisiblity spell won't get you to your objective before you move closer. Is all the group moving closer? Are you dividing the party? Who is going with which group. I would like to move you along but need this information before I can do so.

Xenia - OoC 
Tuesday March 13th, 2007 8:53:35 PM

Our best bet is to first scout out a defensible area to settle nearby. If possible, a place where we might even lure some of the bandits into as a trap. To that end, we need information as well. This is possibly info that Xenia might have gotten while aloft. Or it could be info that Lang gathers as we continue.

This is basic terrain info.

1) Is the land passable outside of the trail that we followed to get to the first battle?
2) You mentioned a very large hill or small mountain. Is it standing out alone within the greater forest? Or is it part of a range?
3) Did Xenia see any other features? Or is there only this big house next to a mountain within a sea of trees?

These are all details that we can easily and reasonably derive from observation of the environment, and they would be important in deciding which direction to take.

To do this the Smart Way, we need information in order to work within our boundaries. The alternative is to make things up: "Xenia scouts with Lang until they find a box canyon with a cave 30 feet up off the canyon floor. The others hide up there while ... " You see the problem?

I think the general outline is to trek by a path the giants aren't expecting to within a mile or two of the House. From there, the quiet ones will range ahead to find out how close we can get before putting someone or ones invisible and up into the air. After that, more discussion on how best to approach with the possible inclusion of a map.

Retreat to a nearby camp for assault the next day.

You can see how this is becoming more and more information intensive for the DM? But that's the smart way.

Lang (AC 24; HP 111/111; Sunshine AC 23; HP 47/47) 
Tuesday March 13th, 2007 9:50:39 PM

"I think we need to move closer to the giant stronghold. We are still 5 or so miles away and I do not think the spells will last long enough for us to do what we want."

"We should carefully move closer to about a mile away and look for a base/defendable position. From there we can send the scouts out to do some recon."

Angus 
Tuesday March 13th, 2007 10:17:08 PM

Angus looks around at the group "Alright then, we will move closer before we do our recon on the log enclosure. The scout group can venture out today and find a more defensible position closer to the structure. The rest of us can wait here for your return. We then move as a group to the new camp. Tomorrow is the recon day and then attack the next day. Good luck scouts."

Angus shakes Lang's and Syr's hand and hugs Xenia. "Be careful. Stealth is most important."



Wynn 
Tuesday March 13th, 2007 11:59:32 PM

Wynn listens as the group makes their way towards the building Xenia described, somewhere off in the forest. "When we get closer, I can cast Message on the scouts, but remember," the bard cautions, "the range of the spell is limited."

A little while later, he adds, "and the scouts should not engage the enemy, no matter how tempting the opportunity, until the group is all together." Taking hold of Xenia by the upper arm, his lips brush her ear, "and I mean you, Miss Next!"

Belkior 
Wednesday March 14th, 2007 8:50:00 AM

The halfling cleric resigns himself to being baggage. Belkior isn't an effective scout and his magics, while capable of protecting and healing his companions, will neither last long nor reach far enough to serve. So, until the scouts return with more information and the group moves closer, he can't do much more than discuss healing philosophy with Bin and Angus.

With Wynn, he does admonish the scouts about engaging the giants without his protection.

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Comprehend Languages, Entropic Shield, Sanctuary(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(3), Silence (D - Aid)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Neutralize Poison, Restoration (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone (D - Mass Cure Light Wounds)
* = cast

Xenia 
Wednesday March 14th, 2007 9:38:41 AM


Xenia says nothing in reply, but her lips part, taking a quick breath as she melts into Wynn's side. She tips back her head, arching against him until his face is above hers. She nods, puts a fingertip to her lips and then touches it to his. Deep sigh before she disengages. She pulls her cloak around herself and nods again.

"Think we can find another trail, Lang?" she asks. "'Side from the one we were on to trail them orkies. Then again, might be really interesting to see if they got another ambush set up on that trail. This time, just watch 'em. Go around and let 'em think someone might be coming along. Orkies guarding the trail are that many orkies not guarding the Hideout."

"But I guess first things first. Could maybe be best to send Lang up by air. That way he could maybe spy out a good place to hole up from there. Here ... " She takes the lenses up off her nose. " ... use these, Lang. They help you see better."

"What do you say, Angus? Turn Lang in to a Pixie to scout out the landscape by air?"

(If this plan is a go, Xenia will lend her Eyes of the Eagle to Lang: Spot +5.)

Angus (second illegal post) 
Wednesday March 14th, 2007 2:36:32 PM

Angus looks around "So here is the plan for today. The scouts lead by Lang will move out and scout the terrain and find us a defensible campsite. Please return and then we will all move to the new location. Tomorrow we send the scouts out once again, with magicical aids to scout the lodge. The day after we consider an attack or trap of our own. Everyone got it."

Angus nod to each of the scouts and pats them on the back "Good luck and see you soon. See if you can pick up dinner on the way."

Lang (2nd post) 
Wednesday March 14th, 2007 3:09:17 PM

Lang quickly gathers his gear after getting direction from Angus. He checks on his weapons and supplies to make sure they are in the correct place.

"Ok Angus. We will find a site closer to the stronghold where we can make base. Hopefully it is defendable so we can fall back to it if needed. We will avoid contact with the giant and his minions as best as we can."

"Syr and Xenia are you ready? Let's move out."

"Sunshine heel."

The four of them move out and start to make their ways towards the Giant's stronghold. Lang leads them on a path that will have them approach the enemy at direction that is different from the path they were following yesterday. He will move cautiously, remaining alert to any sign of noise, smell or sound. Lang's goal is to find a defendable position about 1 mile away from the structure.


Xenia  d20+20=38 d20+15=21 d20+22=24 d20+12=22
Wednesday March 14th, 2007 3:23:35 PM

Eyes and ears. Keep watch while the others work. Xenia stalks along behind Lang and Syr, keeping a sharp eye out for danger.

Rolls and Actions
Spot 38
Listen 21
Hide 24 (-5 for full movement)
Hide 22 (-5 for full movement)

Bin (AC: 23/23 HP: 45/45) 
Wednesday March 14th, 2007 4:34:45 PM

"Sorry guys and gals, but I don't like it. What if there are more then one stone ginat? In the vision I saw to different rocks fall on the vanguard then a stone giant appeared grinning with a rock in his hands. Unless these giants can throw two rocks at the same time, we can't assume the one I saw was all of them. Also, what if you encounter them while we are not in force? You might be able to escape or you might not. One well placed rock with a critical hit may also entrap someone in the right situation. Out of curiosity, will any of you leave the others behind if they get trapped? I doubt it, then that increases the odds of losing more then one." Bin stops to think a minute and says, "I can do an Augury in regard to something in the very near future, about 30 minutes. I could try to divine if your scouting the road ahead at maximum movement will have bad results? If it's a bad idea, we can assume that an ambush or something else nasty is just ahead, if it's a good idea, it will give you time to get a couple miles in running or flying before you need to be careful."

Bin brings forth from his pouch engraved sticks of ivory. The cleric begins chanting as he shakes them in his hands, "If the scouts move as fast as they possibly can, will they encounter our enemies of the moment?" Looking at the sticks, they appear to be glowing in a soft amber light. Bin will soon know if his spell is successful.

OOC: Since Lang is leading the scouts, Bin will cast the Imbue with Spell Ability on him. Not spells were requested, so Bin will allow him to cast Detect Evil, Sanctuary and Silence.
"Use these gifts with Domi's Blessing."

Actions: Cast Augury, success to be determined by DM.

Active spells: Imbue with Spell Ability on Lang(until discharged)
Langs available spells: Detect Evil, Sanctuary, Silence. (All cast at 8th level.)

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil,* Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, +Silence, (ISA)Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- *Greater Magic Weapon, +Imbue With Spell Ability, *Neutralize Poison, *Divine Power
(+-cast *-memorized)

DM George 
Wednesday March 14th, 2007 9:23:22 PM

The group decides to split up. Some will remain behind while the Xenia, Syr and Lang decide to scout ahead to look for a base that they can stage from.

Bin does cast an augury but the spell doesn't warn him of any immediate danger in the short term. Looks like the scouts are at least safe for the beginning part of the journey.

After several blessings, and some shared spells the trio moves forward while the rest hunker down to discuss religion and other esoteric topics as the flower of the fighting force moves away.

The path seems to be leading straight towards the structure that Xenia saw so far in the distance. Lang can tell that the path is getting more and more use as the scouts move farther along it. After about three miles, Lang sees prints that are fresh within a day and grows concerned that if they stay on the path, they are going to run into trouble.

He takes a couple of more steps and sees a really large and deep booted print. Definitely giant. The scouting group leaves the path to try and find a base and discovers very rough terrain. Trees are thick and close together and the underbrush is dense. Lang doesn't feel it would be hard to make a cold camp and remain undetected almost anywhere a couple of hundred yards off the path. After pushing on for 1/2 a mile or so, you do find a suitable clearing where you could make camp.

OOC Movement off the trail is very difficult and you could only make half speed without risking injury either from falling or from thorns and such. A druid's dream.

Wynn 
Wednesday March 14th, 2007 10:51:46 PM

"When the time comes, I can cast invisibility on one of the scouts or myself, although it won't last as long as your spell Angus. If these are stone giants as Belkior's divination suggests, we will need someway to get in close and use our magic and our speed. They will crush us at a distance if given the opportunity." Wynn hopes that by discussing the possibilities, that a plan of attack will emerge. "Perhaps the answer lies in influencing their behavior. A fear effect, or some kind of suggestion or confusion..."



Angus 
Wednesday March 14th, 2007 11:35:39 PM

Angus is very happy to see the scouts return "I hope you were sucessful in finding a foreward base."

Once Lang, Xenia and Syr regale their tale and will add "Well, lets move out while there is still daylight. Lead on Lang."

Once the group is settled in the new camp Angus will comment "We are in enemy territory. The spell users have first watch. Wynn and Xenia second and Lang and Syr last."

Angus will pull Xenia, Lang and Syr aside "Is it best that you leave before dawn for your recon to use the cover of darkness to get close? Do you want to scout the old fashion way or with polymorph? After you leave, if not polymorphed, we can send Wynn out after dawn for an invisible and polymorphed fly recon. You are the stealthy ones, how do you want to play it? However we do, no contact tomorrow, just information. Now get some sleep."

Angus wraps himself in his cloak and moves over to Bin and Belkior "Nice spell that imbue, Bin. We should set the scouts up with another one tomorrow. Belkior, does Alemi allow you such gifts as well? It may be helpful at least tomorrow."

Spell Slots

0 Level 0/6
1 Level 1/8
2 Level 0/8
3 Level 0/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp

Rod Of Maximize 0/3


Xenia  d20+20=36 d20+15=29 d20+22=33 d20+12=15
Thursday March 15th, 2007 10:19:49 AM

"One way's to be invisible, Wynn. Another is to sneak up close before they know you're there. But, a'fore we can do that, best we know what sorta ground we're gonna be sneaking over, and I guess we'll find out today."

"I'm thinking 'bout that hill I saw back of the Log place. Thinking about the way it's all set up, and thinking about your vision the other day, Bin, I'm betting that they got a Giant Guy who sits up there and just throws rocks down on folks. You can't get up to him, 'cause you'd have to climb."

"I'm wondering if we could find a place like a big wall of stone. Something we could stand behind it and cast, like, fire or something up into that hill. Maybe through a window in the stone or like that." The rogue sighs. "Don't suppose we'd find anything like that in these woods, though." (Xenia OoC - Hint hint ... )

"I guess we'll better know once we've scouted the place."

"I'd like polymorph, please, Angus," the rogue replies. "I'd like to get a look at the place from up above. Tonight maybe I can draw a map we can plan around."

Xenia waits to become an invisible pixie before moving out for a recon.

Rolls and Actions
Spot 36
Listen 29
Hide 33 /55 if invisible (-5 for full movement)
Move Silently 15 (-5 for full movement)

Belkior 
Thursday March 15th, 2007 11:26:48 AM

The halfling cleric tries to move as quietly as possible when the party moves up to the new campsite. Once they arrive, Belkior takes his turn on watch with Bin and Angus, quietly discussing spells.

"Certainly, I can ask Alemi for that spell. Silence can't be granted, but I can provide the scouts with some protective and healing magics."

When Xenia suggests using a Wall of Stone to protect themselves, Belkior nods in agreement.

"I could do that, sure. If you're worried about a stone-throwing giant, could Angus use his teleporting spell to get himself and some others close? Put close to an outcropping or something, so that I can put up a wall and then defend it? He might not be able to take everyone, but he could take Bin and myself plus one other person."

Before Xenia departs as a pixie, Belkior will cast Imbue with Spell Ability and transfer Protection from Evil, Sanctuary and Cure Moderate Wounds to the rogue.

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Protection from Evil*(2), Sanctuary*(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(3), Silence (D - Cure Moderate Wounds*)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Imbue with Spell Ability*, Neutralize Poison (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone (D - Mass Cure Light Wounds)
* = cast



Lang & Sunshine 
Thursday March 15th, 2007 1:13:59 PM

Lang leads everyone to the new campsite. Once there he helps set up camp and looks for ways to defend it if the group needs to fall back on it.

"Angus, I could sneak up to the stronghold during the night to scout it out since I can see in the dark now."

"I guess Xenia and Syr could come with me as they also have dark vision and can move fairly quietly."

Angus (second illegal post) 
Thursday March 15th, 2007 1:50:28 PM

Angus smiles at Lang "Good Idea Lang. Use the Dark to your advantge. Leave before first light. Wake me to cast the spells you want."

Angus will cast invisibility (extended) and polymorph an any of the scouts that requests it, or until he is out of spell slots.

Syr 
Thursday March 15th, 2007 3:39:22 PM

Syr nods at Wynn's strategies, "You know, it almost sounds like we are laying seige to the place? How about some hit and run tactics, just two teams of 4 pester them for a couple days around the clock. We weaken them if we pick off a few and an added bonus is fatigue. It's tough to fight without sleep. Of course, that depends how strong their force is."

Before scouting, he places himself in front of Angus, "Boss, I'll take the invisibility and pixie dust please?" Before the scouting group moves out, he tells Xenia and Lang, "I'll try to concentrate on getting a headcount, size type and numbers you know."

Xenia (2nd Illegal Post) 
Thursday March 15th, 2007 4:38:12 PM


"You know, I thought about that, Syr. Whittling 'em down, you know. But maybe them orkies told that we got connections to the folks back at the plantation. Maybe they aren't that smart. But maybe they are. Right now, all they know is maybe we run off. But if we start taking them out over days, it may give them time and reason to revenge on the kids. I mean, remember the Anvil Hearts?"

"You come home when you learn to protect your own."

Those had been her the words of her Da the day they had sent her away. The dark rogue sighs.

"Do you think it could hurt to maybe catch just one? I think that might give us an idea of who's a magicker and who's not. That might be important. I mean, look at the last one! Hope they don't got more 'o them."

"If we aren't going to capture one of them, then look for magic pouches on the guys, Syr. They always walk around with those on 'em."

Bin (AC: 23/23 HP: 45/45) 
Thursday March 15th, 2007 6:05:42 PM

"I can only have one Imbue with spell ability going at one time, and I have literally transferred my powers to Angus until he uses them, or goes unconcious to the point he forgets them. He can however have them for weeks if they are not discharged."

In regard to the plan, "We don't want to waste so much time though that they decide to escape with what they have and move on to easier prey. After all, if we took out their most powerful or only spell user, they may well think twice about fighting us. That would mean their captives will be taken as well, or killed. I think we need to move on them all as soon as we can. I wish I knew what happened to Stomp."
OOC: Made another mistake. I can't pass Silence on with the Imbue due to the type of spell it is. So the change is below.

Active spells: Imbue with Spell Ability on Lang(until discharged)
Langs available spells: Detect Evil, Sanctuary, Hold Person. (All cast at 8th level.)

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil, *Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, (ISA)*Hold Person, *Silence, +Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- *Greater Magic Weapon, +Imbue With Spell Ability, *Neutralize Poison, *Divine Power
(+-cast *-memorized)


Wynn  d20+6=18 d20+6=19
Thursday March 15th, 2007 7:10:24 PM

The bard prepares for the evening, finding a secure spot from which to oversee their encampment. When it is his watch, he maintains a keen vigil, knowing that the lives of his companions are at stake in such hostile surroundings [Spot=18, Listen=19]

DM George 
Thursday March 15th, 2007 9:53:34 PM

Xenia is turned into a pixie but the others seem to decline Angus's offer. They all set off and find the journey a struggle moving through the heavy underbrush. You have about a two mile hike through this terrain but make good time regardless as Lang is uneffected, Xenia is flying over it and Syr while picking up some painful scratches moves fast enough normally to keep up.

Still 9 minutes isn't very long and Xenia soon finds herself transforming back into her normal self. The pace is slowed as she starts to struggle but they keep moving forward. After about an hour, the trees start thinning and the scouts see a large long house. The structure is very large at least 120' wide and very deep. The house must be at least 30' tall at the eves with the roof rising even higher than that.

A huge fire pit is in front of the house with a giant blaze burning away casting light into the shadows. Three 1/2 orcs seem to be on fire duty/guard duty.

The group is still around 75' yards away and will need to get closer to get more details.

The rest of the party sits patiently while the scouts do their business.

Xenia Imbue with Spell Ability and transfer Protection from Evil, Sanctuary and Cure Moderate Wounds.

Langs available spells: Detect Evil, Sanctuary, Hold Person. (All cast at 8th level.)



Xenia  d20+27=40 d20+17=28 d20+20=36 d20+15=27
Thursday March 15th, 2007 11:01:16 PM


Time in plenty. Time in plenty.

Xenia kneels in the brush with Syr and Lang.

"I'm gonna creep close," the rogue whispers to the others. "Wanna try and find some place up high. Meet here?"

Crawling slowly and quietly through the brush, Xenia makes her way forward. Occasionally there is a pause while she looks up and around for a spot of high vantage from which she might look down on the Hideout.

Rolls and Actions
Hide 40 (1/2 speed)
Move Silently 28 (1/2 speed)
Spot 36
Listen 27

DM George 
Friday March 16th, 2007 8:19:10 AM

OOC Guys I am going away for the weekend and I am not sure of my internet connections. Please try to post before 5 pm today and I will post before I leave.



Angus 
Friday March 16th, 2007 8:30:56 AM

Angus casts the extended invisibility on Syr and Xenia as requested along with polymorphing them into pixies. When Angus sees them leave together he quietly calls to their backs "You have enough time to fly to the log structure, catch up with Lang later." The scouts to do appear to hear Angus or ignore him.

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

OOC: Approx. 11,000 feet to the log structure is far enough for a one way trip with a few moments to loiter overhead before having to land and walk back.

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

Angus looks at Wynn "Sorry to keep you from the fun. I know you are as adept as the other scouts, but we need some protection too. Do you think you can make our campsite more defendable, on the off chance that the scouts return with giants and ogres on their tail? Do you think we should cut a trail partways to the road or the opening the log structure is on, to speed our travels? Do you have any trap making skills for the path you may cut?"

Angus looks to Bin and Belkior "What are your best spells that Domi and Alemi allow you to use against ogres and giants? We may have to coordinate out actions tomorrow. You saw my one of my new spells, acid arrow and dimension door at work. I also have fireball."

Spell Slots

0 Level 0/6
1 Level 1/8
2 Level 0/8
3 Level 2/6
4 Level 2/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp

Rod Of Maximize 0/3


Belkior 
Friday March 16th, 2007 9:30:00 AM

The halfling cleric looks around the little campsite as he discusses magical tactics with Angus. Belkior fingers his chin while thinking on what his spells might be used for.

"My commitment to Alemi restricts what I may do, so I am not able to damage the creatures. I can, however, protect ourselves."

"I can, of course, keep us healed and able to fight. I can also erect a stone wall to either protect ourselves or direct the movement of creatures like giants. And run-of-the-mill giants would probably be susceptible to spells like Command. That could take them out of the fight, or make them easier to deal with."

"If we decide to make a bastion with my Wall of Stone, I can also cast Magic Circle to protect us."

"As I said, I can heal, help protect or aid our companions but cannot directly harm the giants."

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Protection from Evil*(2), Sanctuary*(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(3), Silence (D - Cure Moderate Wounds*)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Imbue with Spell Ability*, Neutralize Poison (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone (D - Mass Cure Light Wounds)
* = cast



Angus (second Illegal post) 
Friday March 16th, 2007 10:51:39 AM

Angus smiles down at the halfling cleric "Healing is always needed, especially with this group. I like the wall of stone idea. If the wall is permanent, could you cast one tonight, with Wynn directions to better protect us at this new forward base."

When Wynn come back after review the camp for defenses, Angus will suggest "If the scouts return before sundown with no map of the area, do you mind a quick scout. I polymorph into a sprite, you and you hustle over to the log struture, flying fast, all while invisible. Then you run back invisible. You should have about 9 minutes of invisibilty left after the polymorph ends. Only if you are up for it and the scouts are unsucessful with the "ground" survey. You will also have your own spells and stealth as your protection in addition to mine."

Belkior (2nd illegal post) 
Friday March 16th, 2007 12:12:27 PM

Belkior listens to Angus' suggestion while nodding.

"The wall is permanent, so I could do that. The problem is, what shape do I make? I can only make a total of 250 square feet of stone, unless you think that I can make it thinner than normal."

"How high do you want the wall? Giants could still reach over a 5 foot wall, so probably 10 feet high. I could make windows and the like, too."

(OOC - Belkior can create 10 5 ft. square of stone, or double that by going only 1" thick. Which means that he can make a 1" thick, 10 foot high wall around a 10'x10' square. We can decide on size and shape as we go.)

Syr  d20+10=29 d20+8=28
Friday March 16th, 2007 1:41:18 PM

Syr nods at Xenia and then mimes going around to the other side before nodding. Withdrawing slightly he circles around to the other side before approaching the structure never coming closer than 40 yards. Moving carefully, he checks for any snares or traps before slowly creeping on. Once near the structure, he examines it for any evidence that there are guards in the back or anything else unusual. Assuming there are no surprises, he returns to meeting the other scouts.

(Move silently 29, Spot nat 20)


Lang & Sunshine  d20+17=33 d20+16=21 d20+6=24 d20+6=18
Friday March 16th, 2007 3:04:11 PM

Lang & Sunshine hold their position as Xenia and Syr advance forward to scout more of the giant stronghold. Knoming that he may need to make a speedy retreat, Lang casts Longstrider upon himself. He also takes out his bow in case he needs to create a distraction if Xenia or Syr are spotted.

While he waits he watches the Orc guards and tries to gauge the size of the building and if there are any other buildings. He also keeps an eye out for other enemies that are not apparent at the moment.

Move silently 33
Hide 21
Spot 24/26
Listen 18/20

Longstrider - duration 3 hours

DM George 
Friday March 16th, 2007 6:17:37 PM

The scouts move forward into the shadows to inspect the house. As they move around the large log house, they note several entrances. Large double doors one on each side of the structure. As they move their way around back, they do notice a path that leads sharply up the hill. The angle looks steep and the going will be rough if they decide to pursue it.

Windows do pierce the structure but they are closed and shuttered. Arrow slits are in each window so some thought of defense was put into this building.

Lang hears a noise coming from the west and soon sees lights bobbing in the night. A work party of half orcs led by an ogre is coming along. 10 half orcs all well armed, stump into the camp loaded down with water skins and casks. They march in the west entrance and Lang catches a glimpse of the inside before the doors are closed. He sees milling 1/2 orcs and some ogres.

Only the three guards are in the front. No other guards are seen at any of other entrances.

Back at camp the others start thinking of defenses. Walls of stone are discussed as well as other defensive measures. All of the discussion comes to a halt when they hear a howl come from the night near the campsite. Was it a wolf? Was it a jackel? Where is Lang when you need him?

OOC: JimF 
Friday March 16th, 2007 7:10:10 PM

George please send us a map of the structure and the surrounding area. That is the goal of the scouting trip.

Angus 
Friday March 16th, 2007 7:14:41 PM

Angus hears the howl and stands bolt upright. "Great, just great."

Angus looks down at Belkior "About that wall of stone. Lets make it high enough to keep out wolves. Windows and a door would also work nice. I am suddenly very interested in its construction."

Angus looks over to Wynn "Sword still nice and sharp I trust. I think we put off your flying trip until the other return."

Angus mentally goes over his spells just in case.

Spell Slots

0 Level 0/6
1 Level 1/8
2 Level 0/8
3 Level 2/6
4 Level 2/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp

Rod Of Maximize 0/3


Wynn  d20+9=16 d20+6=26 d20+6=11
Friday March 16th, 2007 7:15:12 PM

The bard's senses come alive at the baying sound from somewhere near the campsite. He quietly slides his sword from it's scabbard and readies himself. He peers into the surrounding gloom hoping to catch a glimpse of the source of the noise.

[OOC did Wynn's spot and listen from the last round let him see or hear anything other than the howl? If not a new spot of 26 (Nat 20) and a listen of 11]

Bin (AC: 23/23 HP: 45/45) 
Friday March 16th, 2007 7:19:38 PM

Bin joins the conversation, "Belkior's devotion to the healing arts is the reason Protectors were esatablished. I have no problem with killing or defeating evil and those that enjoy it's company. I have an arsenal available to me but very few spells will allow me to harm more then one at a time. If given time to rememorize and pray, I can cast all kinds of monster summoning spells for the half orcs and other nuicences like Xenia took out a day or so ago."

(OOC: Sorry, posted as soon as I could.)

Xenia 
Saturday March 17th, 2007 3:37:01 PM


"Water run. Didja see? They made a water run at night." Back with the others, Xenia compares notes. "Could mean maybe the do most their work at night. Maybe they sleep at day. Could be an advantage there."

"They look pretty locked up in there. hehe." the rogue chuckles. "Problem with locking something up is that you also lock it in. Might be possible to trap 'em inside if we can seal up a couple of sides of the house."

"Whaddya think?"
Xenia listens to the observations from the others.

(OOC: I second the request for a map. Or, at the very least, an extremely detailed description of the surroundings. Spells often require distance and dimension information. Movement can be critical in combat. If we don't have this, we're at a disadvantage completely apart from the abilities of the PC's.)

DM George 
Saturday March 17th, 2007 4:33:56 PM

ooc Guys I sent the map on Friday but from the frantic calls I am guessing you didn't get it. I am sorry but I won't be back to my normal computer until Sunday night where I will send it again.

Xenia III 
Saturday March 17th, 2007 7:55:44 PM

ACT V SCENE IV. Another part of the field.

Slave! I have set my life upon a cast,
And I will stand the hazard of the die!
I think there be a few doors in this log house;
Two is few, too few to call instead several!
A map! a map! my kingdom for a map!

Exeunt


Buzz OOC 
Saturday March 17th, 2007 8:54:50 PM

DM George- I'm not sure if your using the module or not that I am thinking of, but I just wanted to inform you that if your working off of the "G" series of modules in regard to Giants, I have played those before. I may be out of line for saying, but I felt i should tell you so if you are, you may want to change a few things.

DM George 
Saturday March 17th, 2007 10:00:03 PM

OOC Buzz yes I have played the store bought module many many moons ago and no this isn't even close to it. I am much more evil than any store bought module. Muhahahahahaha

Belkior 
Saturday March 17th, 2007 11:01:15 PM

The halfling cleric will cast Wall of Stone, placing a wall that the he and his companions can shelter behind against this foe. He will look for a patch of stone to anchor the wall and then shape it accordingly.

(OOC - Will elaborate later, if the map makes a difference. Or when I see more posts.)

Lang & Sunshine 
Sunday March 18th, 2007 3:35:59 PM

Lang sees the half-orcs returning from what appears to be a water run. Hmm, maybe they can
use that to their advantage. Perhaps attacking all the groups that leave for food or water runs will make the leaders have to come out. Then the Shields can fight them on neutral ground.

"Yes, Xenia we will have to discuss this a little more when we get back into camp."

Longstrider - duration 3 hours

Syr 
Sunday March 18th, 2007 11:22:19 PM

Relieved to be heading back and reuniting with the others, he waits until they are well away from the house before commenting. "I'm for wittling them down first. Getting them while on water runs and such... but like Lang said, Let's talk strategy with the others."

Role Call - ADM Scott the Southern 
Sunday March 18th, 2007 11:24:23 PM

Xenia XXXXX
Bin XXXOX
Wynn XXXXX
Angus XXXXX
Lang XXXXX
Syr XOXXX
Belkior XOXXX


Belkior (Illegal 2nd post) 
Monday March 19th, 2007 12:43:00 PM

The Wall of Stone will have the following characteristics:

- one inch thick (half normal)
- 20 5' squares (double normal)
- make a crenellated, arrow-slitted & windowed 5' high wall
- dimension are 10 ft by 15 ft

As stated, placed on closest stone available. He will announce his intention before making wall, so that Belkior and his companions can be inside and the nasty monsters outside.

Bin (AC: 23/23 HP: 45/45) 
Monday March 19th, 2007 7:29:49 PM

Bin prepares for the inevitable as best he can.

OOC: Kind of lost here now. Are we still on the second day of recon, after we all moved closer to fort?

DM George 
Monday March 19th, 2007 11:14:08 PM

The group is on the first day of scouting still and after making their first run start working their way back to the campsite. Travel is more difficult this time since they don't have the polymorph spells on anymore and have to work their way through the thick underbrush in the dark while trying to remain quiet and find their way back to camp.

Belkior after some consultation with Angus and the others decide to fort up. The clearing they are in currently is small and doesn't have any rock formations to tie in to. Belkior makes a square wall surrounding the group. It seems a little shakey but should be enough to keep local wildlife out. Doubt very much that it would keep a determined giant out for long at all.

Since the group is in the little fort, vision is limited to looking out arrow slits. Still the group does spot yellow eyes and hears some movement around the camp. The eyes seem to be on the level of a dog or several sets can be seen darting around. Drawing upon past experiene the group is being visited by a pack of wolves. They seem to sniff around possible drawn by the interesting scents but soon melt away into the forest disappearing into the night.

Eventually the scouts make it back to the camp and see the strange stone square. They don't see a way in.

Angus 
Monday March 19th, 2007 11:47:59 PM

ooc: What is the scale on the map? Where is the large hill or mountain and the path you described?

path leads to the large hill in the back. Not on map. the scale is 5' George
--------------------------

Angus keeps quite when the wolves are around, not that that will do much good. Either way, he is glad when they move off and even more relieved when the scouts return. "We're in here." Angus calls to his friends.

When his friends regale the tale Angus will exclaim "You guy are good! So, you know the lay of the land. Do we take out one of their food and water parties, put on a siege and see what happens? Divide and conquer or so they say. Were the doors and windows Giant sized? Are the giants in the log sructure? Anyone have any other suggestions or plans of action?"

After listening to everyones suggestions, Angus adds "We do have to recover and change our spells in preparation."

Spell Slots

0 Level 0/6
1 Level 1/8
2 Level 0/8
3 Level 2/6
4 Level 2/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp

Rod Of Maximize 0/3


Syr 
Tuesday March 20th, 2007 12:18:58 AM

Once they return from the hike, Syr fills everyone in on what he saw and about the trek over.

Rapping a knuckle on the makeshift fort, "Whose idea was this? Not bad. Talking about their house. There were several entrances, what do you think of using this to block one of the doors and many of the arrow slits so we can approach without fear of arrows. Or if Xenia gets that staff working, how about making them run through that wall of fire. That'll keep them more manageable. Just thinking of things to pin them inside or keep chipping away at their numbers."

Yawning and stretching, "Now, I'm beat. Let me get a few hours sleep before our watch."

Xenia 
Tuesday March 20th, 2007 9:31:15 AM


"Hey. Nice fort." Nothing a little rope and grappling hook couldn't fix though. The rogue opens the flap of her pack for just such, setting up for a climb-over.

Its nice to be back, and Xenia hops down off the wall for a welcome back hug from Wynn, then settles down to sketch a map in a clear space on the forest floor.

"Them double doors are some twenty-thirty feet across, Angus. Don't know why they'd make 'em that big unless giants was using them." She taps the ground with her drawing stick, then begins to clear a lot more space to the west of the map. "But as to the giants being in there ... "

She begins to draw the hill.

OoC: Just a few more details.

Could you confirm these assumptions?

1) Main path to the House is from the South.
2) Path to the Hill is to the west.
3) Direction to the North is blocked by Forest

Could you also provide estimated distance from the opening of the path to the top of the Hill and a description of the top of the hill? Is there cover up there? Does there look as though any fortifications were built up there? Was anyone up there when the scouts came through?

Bin (AC: 23/23 HP: 45/45) 
Tuesday March 20th, 2007 11:34:53 AM

"I am wondering if someone could get in and do some under cover work? I think our first priority at this point should be to get out any hostages safely. Perhaps a major diversion on one side of the fort while others go in the other side? If it were not for them, I say we set a wall of fire on each side of it and let it burn down, killing them as they poured out of the place."

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- *Detect Evil,* Entropic Shield, ***Protection from Evil, *Sanctuary
2- *Aid, *Bull's Strength, **Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- *Greater Magic Weapon, +Imbue With Spell Ability, *Neutralize Poison, *Divine Power
(+-cast *-memorized)


Xenia (2nd Illegal Post) 
Tuesday March 20th, 2007 11:39:58 AM

The rogue looks up from what she's doing.

"There! You said it again, Bin. Hostages. What makes you think they got hostages in there?"

Wynn 
Tuesday March 20th, 2007 11:54:07 AM

"I'm pretty sure someone mentioned them taking locals as prisoners, Xenia." Wynn returns to studying the hand drawn map and assessing the hazards associated with approaching the giant's base.

Xenia 
Tuesday March 20th, 2007 12:07:39 PM

"Oh. Mussa been when I was out running round somewhere." The rogue puts on her Bemused Face, then continues clearing a way a space to draw the Hill upon.

"That's gonna be a problem. I mean, if we put a siege on 'em Angus, they could start killing folks. Worse than that, maybe, I mean, you know, like ... eatin' them."

"Also leaves off stragedies and stuff like burning down the house."

Bin (AC: 23/23 HP: 45/45) 
Tuesday March 20th, 2007 12:32:45 PM

"I heard Stomp mention they had had taken captives for their own amusement. Perhaps Hostage is not the proper term. Sex slaves is more like it."

Lang & Sunshine 
Tuesday March 20th, 2007 8:24:34 PM

Lang does not have too much to add to the scouting reports from Xenia and Syr. Some of her size estimates are a little off, but nothing that will alter their plans.

"We need to discuss our next action. Are we going to attacked the building or do we try to draw them out? Getting inside will reduce their missile capabilities, but will be harder for us to make our escape. Staying outside will let the giant attack us with his rocks, but will let us escape back into the forest if need be."

"Perhaps we can wait for the next half-orc party to leave. We can attack it and eliminate it. Then, when they send out a search party after it, we can enter the building and have at least a few less creatures to deal with."

Belkior 
Tuesday March 20th, 2007 9:11:41 PM

The halfling cleric leans out a window when his companions return, pointing to the spaces that he left that should have been large enough for them to enter.

Belkior listens to what his companions report from the scouting trip.

"Did you learn anything about that path up the hill? Maybe we could go up that way and come down from above. At the least, our archers would have some advantage."

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Protection from Evil*(2), Sanctuary*(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(3), Silence (D - Cure Moderate Wounds*)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Freedom of Movement, Imbue with Spell Ability*, Neutralize Poison (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone* (D - Mass Cure Light Wounds)
* = cast



DM George 
Tuesday March 20th, 2007 10:54:22 PM

The scout group scrambles over the wall with the aid of Xenia's rope and settles in to discuss tactics with each other.

Answers to some questions:

Each square on the map is only 5'. Each door is a double door with the single door measurement being 5' by 15' tall. (total width 10' if both doors open) The map shows a small alcove or overhand hence the confusion.

Yes the main path heading to the log cabin is heading north from the south.

The path heading towards the large hill isn't on the map. Figure it starts about 40' from the back of the cabin and is heading directly north at least to start.

The 1/2 orcs came from the west carrying the water so you can assume some kind of water supply lies in that direction but the area wasn't scouted out.

I don't believe you scouted up the hill, so you don't know what is up there currently. From the vantage points you had you didn't see any fortifications but since you scouted at night, I doubt you got a very good look at anything.

The group talks into the night and finally try to get some sleep. I am sure you set up guards but nothing bothers you through the night and you can pick spells. Please post them on the characters

Angus 
Wednesday March 21st, 2007 9:52:46 AM

Angus looks at the group "Great Idea Lang, lets take out a patrol and do a recon in force. We all go this time. SInce the edge of the woods is so close to the log structure, Bin, Belkior and I can watch from the woods, while the rest of you do a more complete search."

Angus looks at Syr "How fast can you run? I think maybe we put you invisible and you do a fas recon up the small mountian."

Angus looks to Lang "Can you find a spot for Bin, Belkior and me to hole up on the edge of the woods to support your recon and maybe ambush?"

Angus looks to Wynn "Can you cut a partial trial to wherever Lang leads us? Not to the very edge, but maybe 50 yards from it so that we have a faster retreat and so it is not obvious. Lang can you help and hide our new trail?"

Spell Slots

0 Level 0/6
1 Level 1/8
2 Level 0/8
3 Level 0/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours - once we leave camp.
Charm Person on Stomp

Rod Of Maximize 0/3


Bin (AC: 23/23 HP: 45/45) 
Wednesday March 21st, 2007 12:00:18 PM

"Just a reminder of the Stone giants. We haven't seen them yet." Bin prepares his day by packing up his bed roll and supplies and preparing to leave. "Don't forget Lang, your carrying some of my spells and I can't get them back until you cast them."

Active spells: Imbue with Spell Ability on Lang(until discharged)
Langs available spells: Detect Evil, Sanctuary, Hold Person. (All cast at 8th level.)

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil, *Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, (ISA)*Hold Person, *Silence, +Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- *Greater Magic Weapon, +Imbue With Spell Ability, *Neutralize Poison, *Divine Power
(+-cast *-memorized)

Xenia 
Wednesday March 21st, 2007 12:03:32 PM

SEX SLAVES!!! The rogue's eyes widen with the outrage. Under her dark complexion her face flushes red.

"I think we should scout that mountain first then put an end to this Orkie-Giant nonsense real quick."

Xenia plays a bit, unleashing the spells imbued on her and then drifts off to sleep with Wynn until waken for their shift at watch.

In the morning, she's pretty much of the same mind as last night. In the light of morning, the rogue studies the staff once more, holding it in her hand and moving it around in different combinations.

Bin (AC: 23/23 HP: 45/45) 
Wednesday March 21st, 2007 12:26:01 PM

OOC: Permission to change spells please DM George?

Go for it. No worries George

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil, *Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, (ISA)*Hold Person, *Silence, +Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- ****Air Walk
(+-cast *-memorized)

Wynn  d20+6=11 d20+3=16
Wednesday March 21st, 2007 5:17:19 PM

Wynn shares a watch with Xenia. He is quiet, and contemplative. "We must exercise the greatest of care, always keeping the channels of communication open. None must be left to fend for themselves, and no dashing off into danger, or it will surely be our ruin," he says eventually.

To Angus he replies, "I would hate to dull the edge of my sword cutting shrubbery, but I will blaze a trail if someone could provide an axe or a hatchet? Wynn will do what he can to clear a trail, if that is what the mage desires. Humming low and quiet, the bard keeps his wits about him as he works.

Listen=11
Search=16



Syr 
Wednesday March 21st, 2007 6:19:36 PM

Syr shrugs in response to the sorceror's question, "never really tried to test my speed, I'd guess about twice as fast as a normal person?"

Thinking for a moment, "Wouldn't your invisible pixie deal work better?"

DM George 
Wednesday March 21st, 2007 9:31:11 PM

Morning has dawned and the Crimson Shields are ready for action. They leave their new fortress and start moving through the underbrush heading towards the loghouse. It takes close to an hour of struggle through the underbrush but they all make the journey with only scratches.

The house is there but signs of habitation seem nil. You see no guards out front and the fire seen last night has burned down to embers.

ooc What is your scouting plan? Saw several different ideas posted in the emails but not sure which plan is going to be followed.

I would also like to announce that Nellie Knotts of Catacombs fame has agreed to be my CO-DM in this venture. Since you guys are working so well, I became intimidated and thought I would need help in keeping you challenged and I recruited Nellie. Good luck to you now Muhahahahaha

Xenia  d20+20=39 d20+15=22 d20+22=27 d20+12=25
Wednesday March 21st, 2007 10:15:09 PM


"Maybe they sleep during the day."

The rogue crouches in the shade of an overhanging bit of foliage, her ring blends her slim dark figure with the surrounding brush. The captured Staff lays tied acros her back with a bit of silk rope.

"Whacha think, Angus. Time for a quick invisible buzz over the house and up the mountain before we bust in on them? Up to you. It's your magic."

Rolls and Actions
Spot 39 (To spot any movement in the camp. To scout the camp from above and the mountain as well if the Angus sends her.)
Listen 22 (To Detect any movement in the camp. To scout the camp from above and the mountain as well if the Angus sends her.)
Hide 27 (-5 for full movement; Becomes 47 if Invisible.)
Move Silently 25 (-5 for full movement)

Belkior 
Wednesday March 21st, 2007 10:19:45 PM

OOC - Again, I thought that I would have 24 hours to post. Oh well.

The halfling cleric hunkered down in the little stone fort that he made, discussing plans with his companions. At the end, Belkior and his companions came to a consensus - he and Bin would request several Air Walk spells in the morning and the entire party would move to the hill above the fort.

Unfortunately, after morning arrived his companions started trekking closer to the fortress. Once they reach the treeline, he will look across at the seemingly empty fort.

"Since we're here, might as well make one of us an invisible, flying creature and fly in to take a look. I'm sitting down to rest my toes and figure out what I'm going to do with these Air Walk spells that I have memorized."

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Protection from Evil(2), Sanctuary(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(3), Silence (D - Cure Moderate Wounds)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Air Walk, Air Walk, Air Walk (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Air Walk (D - Mass Cure Light Wounds)
* = cast

N.B. Using a 5th level slot for the 4th level Air Walk

Angus 
Thursday March 22nd, 2007 12:01:31 AM

Angus considers Xenia's and Belkior's ideas. "I have two thoughts. We are now together and can support one another. I say we send Lang out invisible to scout the log cabin to see if they left and see what he smells and what kind of tracks he spots. Then we all air walk up to the top of the mountian and see what we can see."

Angus will make Lang invisible and comment "You have 18 minutes, use them wisely, and don't get in trouble. See if they have wolves?"

Angus will bend down to squat next to Belkior and adds excitedly "I can not wait to walk on air. You are sure we can all make it to the top?"

Spell Slots

0 Level 0/6
1 Level 1/8
2 Level 0/8
3 Level 1/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours
Charm Person on Stomp
extended invisibility on Lang - 18 minutes

Rod Of Maximize 0/3


Belkior (2nd Illegal) 
Thursday March 22nd, 2007 11:17:26 AM

The halfling cleric responds to Angus' question with a nod.

"Certainly. Even Bin's spells will last for nearly an hour and half, and that should be long enough for us to travel for 4 miles at walking pace. The top of the hill is closer than that, even if we walk around the fort."

Belkior remains sitting, waiting for the reconnaissance by Lang to finish. Depending on what the ranger sees and smells, they might be going at the front of the fort or following his suggestion to scale the heights. If they do so, he will be ready to cast his spells.


Lang & Sunshine  d20+6=14 d20+6=25 d20+17=25 d20+16=35 d20+15=25
Thursday March 22nd, 2007 2:06:22 PM

Lang listens to the plan that the group has. He nods in agreement to the plan. He casts Longstrider upon himself and accepts the invisibility spell from Angus.

Lang hurries off and scouts the building. He moves carefully if he sees any of the enemy. Once he is done he will hurry back and report what he has found.

Spot 14/16
Listen 25/27
Move Silent 25
Hide 35/55 with invisibility
Track 25/27

Sunshine remains with the group.

Spells studied:
Resist Energy
Longstrider -- duration 3 hours

Bin (AC: 23/23 HP: 45/45) 
Thursday March 22nd, 2007 2:25:44 PM

"Lang, feel fee to cast that Detect Evil spell and Sanctuary, They come in real handy." Bin try's to remind Lang before he leaves.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil, *Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, (ISA)*Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- ****Air Walk
(+-cast *-memorized)

Syr 
Thursday March 22nd, 2007 5:02:04 PM

Syr nods in relief at the scouting plan. With a yawn, he leans back against a tree, deciding to use the waiting time to take a catnap after the night's activities.



Wynn  d20+8=22 d20+6=22 d20+6=11
Thursday March 22nd, 2007 6:35:15 PM

For once it isn't Xenia going off to do the scouting. For that, the bard is relieved. The bugbear is a good choice.

Wynn moves a little away from the group, not very far...just a few strides...hides in the forest greenery, and keeps a watch. He will alert his friends if he sees or hears anything untoward.

Hide=22
Listen=22
Spot=11



Lang (2nd post) 
Thursday March 22nd, 2007 8:41:11 PM

If there are enemies guarding or outside the house, Lang will cast Sanctuary and Detect Evil before leaving the safety of the woods.

Sanctuary - duration 8 rounds
Detect Evil - duration concentration up to 80 minutes

DM George 
Thursday March 22nd, 2007 10:36:45 PM

Angus casts his spell on Lang and the invisible bugbear ranger moves into the clearing after casting longstrider on himself. He moves up towards the silent longhouse but the scent of unwashed bodies is heavy in the air.

Lang doesn't see any exterior guards as he moves forward and when he makes it to the firepit, he sees embers still smoking and can feel the heat from them on his body. He crepts up to one of the windows and peaks in one of the arrow slits only to jump back in alarm as he observes a half orc staring out the same slit. The half orc doesn't seem to notice the invisible ranger but he does frown like he might have heard something and can't tell what it is.

Lang moves around the building and notices 1/2 orc guards on most of the windows and even sees some peaking out spyholes in the doors. Lang believes he has seen at least 20 1/2 orcs. He again moves forward to spot something in the building and finally gets a peek in. He does a quick body count and thinks that he sees around 50 half orcs which is a surprising number for the half breeds. Where did so many come from. He also does catch glimpse of several (6) women in the longhouse. The seem to be cooking and serving the soldiers inside. They look dishelved and tired but not very abused. One is noticably pregnant. The pregnant women is serving an old friend. Looks like Stomp got himself loose from that tree and found his way home.

The longhouse seems to be one large room, with 2 huge fireplaces and one large firepit in the center of the room. Tables and bunks are scattered and equipment is laying around in unorganized fashion.

Lang does not see any ogres or giants in the structure. He makes it back without incident and tells his comrades what he has seen.

DM George 
Thursday March 22nd, 2007 10:38:14 PM

I would suggest that you try to get your posts in before 8 pm EST. I will post between then and 11 most nights. Working some crazy hours lately and that is the best I can tell you.

Lang & Sunshine 
Thursday March 22nd, 2007 11:01:41 PM

Lang relates to the group what he saw on his recon.

"There were alot of half-orcs, but none of the giants or ogres. I estimate at least 50 in the structure. I saw a few women also, but they didn't look like prisoners. I also did not see any stairs up or down."

"There were guards looking out most of the windows or arrow slits. If we use the Air Walk spell we will be very visible too many of them."

A big grin breaks out on Lang's face.

"Not sure what you guys are going to do. There's barely enough in there for me. Maybe you can keep an eye out for the giant."

Angus 
Thursday March 22nd, 2007 11:53:16 PM

Angus is pleased when Lang returns and reports "Excellent Job my hairy friend."

Angus looks at the faces of this friends "I think the lot of them are more afriad of us than we are of them. Where do you think they get their reinforcements? The big hill? Shall we walk on a cloud and see what we can see? Giants of some sort I bet or another structure of sorts."

Angus puts a hand on Belkior's and Bin's shoulders "Are Domi and Alemi ready to bestow gifts? Do we get a quick lesson in cloud walking before we get too high?" Angus smiles.

Angus takes off his big floppy leather hat and scratches his head "Will we be high enough if the giants throw rocks? It is harder to throw up, but still. Lang and Wynn might get a few shots in themselves, if we are out of rock range. I bet a downward angle works well."

Spell Slots

0 Level 0/6
1 Level 1/8
2 Level 0/8
3 Level 1/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours

Rod Of Maximize 0/3


Belkior 
Friday March 23rd, 2007 8:25:47 AM

The halfling cleric nods in reaction to Angus' question.

"Ready to cast, captain!"

Belkior gets to his feet and prepares to start the casting. When Angus asks about eluding or evadign rock throwing, he pauses and then replies.

"Let's get prepared to go. I was going to suggest moving at treetop level. And go around the fort, too. That way we'll have something between us and the watchers in the fort, and maybe elude any spotters on the hill. Because I don't think that we can high enough, quick enough to get out of range of any rocks."

Belkior then starts casting Air Walk, making sure to put his longer lasting spells on Lang, Syr, Wynn and Xenia. Bin's spells should last long enough to get them to the top of the hill but having the scouts moving around a bit longer would be useful.

Once all the casting is done, Belkior leads the way up to the treetops. He carefully places his feet and climbs like he was going up a staircase.

"It helps if you don't look down. Especially at the start. Just look up to where you want to go."

Active Spells
Air Walk (Lang, Syr, Wynn and Xenia) - 100 min

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Protection from Evil(2), Sanctuary(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(3), Silence (D - Cure Moderate Wounds)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Air Walk*** (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Air Walk* (D - Mass Cure Light Wounds)
* = cast


Xenia  d20+17=29 d20+22=34 d20+12=23 d20+20=35 d20+15=29
Friday March 23rd, 2007 11:11:58 AM


Pregnant girls.

"They got pregnant girls captured in there!!!" Flame-Head Xenia whispers further indignation and ire. growl and grrrr

She unslings the captured Staff as they all prepare to get the Walking Air spell.

"Lemme ask you, Belkie," she asks anyway, "is this like Flying? I mean, where you come down a lot faster than you go up? What I'm sayin' is that if we walk up higher than the top of the mountain, we can come in on them double quick. You know what I mean?"

"Not sure how high that dang mountain is, though." Xenia shades her eyes with a hand, gazing up at the height of the mountain to gauge the elevation.

"We get close enough, I'll try and put up a Wall like the Mage Ogre Guy did. That might give us cover going in."

As the group walks up through the tops of the trees, the rogue keeps to the shadows, her Chameleon ring blending her with the greenie trees. Before leaving the cover for the upper levels, she gets out a scroll. Pronouncing the words with care, she puts on some speeding up magic, then heads up into the air with eyes and ears peeled for giants and other dangerous stuff.

Rolls and Actions
UMD 29 vs DC21 for Scroll of Longstrider
Hide 34 (-5 for Full Movement)
Move Silently 23 (-5 for Full Movement)
Spot 35
Listen 29

Active Effects
Air Walk (Lang, Syr, Wynn and Xenia) - 100 min
Longstrider (1 hour)

Bin (AC: 23/23 HP: 45/45) 
Friday March 23rd, 2007 2:59:59 PM

Bin casts his Air Walk spells on first himself, then Belkior, then last Angus. With one remaining in memory for an emergency.

"I will bring up the rear for you guys. If I see a giant I will cast my Entropic Shield first.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil, *Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, (ISA)*Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- +++*Air Walk
(+-cast *-memorized)

Syr 
Friday March 23rd, 2007 6:21:19 PM

Syr stares in shock at the bugbear's bravado. "Someone came out of their shell." With a grin at Lang, "Hey how about I carry Sunshine? Will he be okay during this airwalk spell?"

He moves over to pick up the big dog.

Angus (second illegal post) 
Friday March 23rd, 2007 7:57:40 PM

Angs waits for his spell from Bin "Hey this is fun." as Angus start a slow and tenative walk up in the air. Angus icks up speed as he get familiar with the spell.

Angus waves to his friends and whispers "Xenia and Lang in front as I think they have the best eyes. As Belkior said, lets keep close to the tree tops for cover. Everyone form a staggered line. Spell users in the back. Everyone get your missile weapons ready."

Wynn 
Friday March 23rd, 2007 8:44:47 PM

The half-elf reaches for Xenia's hand, but her sudden burst of speed leaves him behind and he settles for a position near the front. "Stay spread out!" he warns the others, "that way a single rock will not take us all out."

Bin (AC: 23/23 HP: 45/45) 
Saturday March 24th, 2007 4:13:46 PM

"Oh how rude of me to forget your friend Lang. Sunshine, here you go." Bin casts his last Air Walk on the pet. "Now don't go chasing birds or squirrels, now that you can."

Actions Cast Air walk on Sunshine.

Active spells: Air walk on Bin, Belkior, Angus, and Sunshine. 8 hours duration.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil, *Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, (ISA)*Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- ++++Air Walk
(+-cast *-memorized)

DM George 
Saturday March 24th, 2007 10:23:30 PM

The Crimson Shields all have air walk cast on them and start striding up up up above the trees. The initial walk is tentative but then they group steadies and is able to negotiate the spell well. All but one of they anyway. Sunshine's bark pierce the night as he starts whinning and running around in circles. He is obviously scared by the spell and is freaking out a little. He quickly settles back down to the ground and lies down shaking. Even after some coxing, he doesn't come and rather then be delayed, he is left behind in the mini fort with orders to stay. The rest of the Crimson Shields decide to bypass the Longhouse and explore the large hill beyond it.

Xenia stays to the cover but soon leaves the saftey of the shadows as they move up the hill. The group is climbing steadily up and the trees seem to be thinning. Rock becomes more prevelant as the terrain turns more rugged. After some exploring, the group sees a large clearing. The clearing is several hundred yards wide and tall. The stumps of many trees can be seen and it is obvious that the trees were purposely cut down though they have been removed.

The group spots a large cave entrance piercing the mountain. it has a relatively flat ledge leading into the opening that is 60' wide and around 30' deep. On this ledge stand 2 ogres armed with massive crossbows.

Though the group hasn't be spotted yet, Xenia can tell that it will be very tough to sneak up to the opening do to lack of cover. The cave opening seems to be in the center of the cleared area.

Airwalk only lasts 10 minutes per level. Figure you have expended half of that getting to this point.

Xenia  d20+20=39 d20+15=16
Sunday March 25th, 2007 9:46:29 AM

Who'd a thought it, you know? How it could make you feel? Just having her smaller hand in his larger one. It's a lot of things. But there's a trust-ish sorta security feeling just in holding his hand. It's like the thought of being taken care of turned into a gem that could fit inside your heart.

hehe ... Walking on air. Yup. Walking on Air.

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

"Hey, Lang, you see any place nearby we could camp on the mountain?" Now, up on the mountain, Xenia spies the clearing and cave entrance from the group's unseen vantage. "I mean, maybe higher up the mountain from them. I don't think they'd think anyone would be able to get up above them without them seeing."

"I mean, I'm thinking that it would be nice to know what they got in there before we hit 'em. There's the thought that they might have prisoners up here too. But more important, they might have another way out from there. Else we could just, maybe try sealing 'em up inside until they starve."

"'Course, knowing if they got any magicers and how many fighters they got inside is a good thing too. So is knowing the terrain around the cave. I mean, whether we're gonna have to climb and such if we leave the path. So maybe we do a little more invisible scouting, but this time inside the cave. Then tomorrow we come down on them from uphill on the mountain."


The rogue keeps a careful eye on the movements in and around the cave entrance as well as the approach from the path.

"Whaddya say?"

Rolls and Actions
Spot 39
Listen 16 (Nat 1)

Active Effects
Air Walk (Lang, Syr, Wynn and Xenia) - 50/100 min
Longstrider (10-20 minutes remaining)

Angus 
Sunday March 25th, 2007 12:29:23 PM

Angus attempts to stay hidden and listens to the eagled eyed Xenia "Information is king or in your case queen."

Angus looks around for Lang "I agree, Lang did you see a place to hold up for the night? If we can, We can send out some invisible scouts from the edge of the trees and then camp out in your secluded hide out for the night and hit them at morning."

If the group agrees to a quick scout before moving in force in the morning (assuming we find a place to hold up for the night), Angus will cast extened Invisibility on Xenia, Syr and Lang for an 18 minute scout.

"Lang you may want to go retrive Sunshine after your scouting trip."

Spell Slots

0 Level 0/6
1 Level 1/8
2 Level 0/8
3 Level 1/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours

Rod Of Maximize 0/3


Bin (AC: 23/23 HP: 45/45) 
Sunday March 25th, 2007 2:25:31 PM

"Might not be a bad idea to get someone on the inside, and when we start a major distraction, whoever is inside gets the captives to some type of safety? Sorry about Sunshine by the way, totally unintentional. I will remove it."

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil, *Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, (ISA)*Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- ++++Air Walk
(+-cast *-memorized)

Lang & Sunshine  d20+17=32 d20+16=32 d20+6=12 d20+6=11
Sunday March 25th, 2007 10:03:59 PM

Lang is concerned when he has to leave Sunshine behind. Hopefully during the short time away the dog will stay out of trouble.

Lang looks for a campsite after the request from two of his companions. He stops when the cave comes into view with the Ogres guarding the front. That is a big opening. A giant could easily fit into there.

Lang goes along with Xenia and Syr to do some invisible scouting. He moves carefully and quietly so as to remove un-noticed.

Move Silent 32
Hide 32+20 invisible
Spot 12/14
Listen 11/13

Once back to the main group he with relay what he has seen. Lang tries to determine how long it will take him to get down the mountain to Sunshine and back up to the group. If it will not take to long, when the group settles in for the night, Lang will go get Sunshine.



Wynn  d20+6=15
Monday March 26th, 2007 7:38:10 AM

The bard folows his companion's lead and scouts the terrain from above the trees. [Spot=15]

Belkior - Air Walk  d20+7=8
Monday March 26th, 2007 7:45:47 AM

The halfling cleric agrees with the plan to camp and investigate the cave in the morning. From Belkior's vantage point in the treetops at the edge of the clearing, though, he attempts to determine whether the path up the mountain leads to this cave, or beyond. However, he is unable to see anything.
Spot = 8, natural 1

"Can anyone else tell if the path leads to this cave?," Belkior asks his companions.

Once the campsite is located, Belkior will prepare to spend the night. If need be, he has another Wall of Stone that he can erect. This time, though, he should be able to anchor it more securely. And, since they've seen ogres, make it higher too. But he's leaving that for now.

Active Spells
Air Walk (Lang, Syr, Wynn and Xenia) - 100 min

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Protection from Evil(2), Sanctuary(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(3), Silence (D - Cure Moderate Wounds)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Air Walk*** (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Air Walk* (D - Mass Cure Light Wounds)
* = cast


Syr  d20+10=27 d20+30=43 d20+4=6 d20+8=18
Monday March 26th, 2007 10:02:37 AM

"You know, we have no idea of knowing what is inside the cave. I'm hoping and betting that's our back door into the house?"

Before invisibility is cast on Xenia he turns to her, "Anyway, what's the plan O' sneaky one? Drop down behind the ogres from above to see what's inside?"

Syr will trail Xenia and Lang to the cave careful not to make any noise.

Move silently 27
Hide 43
Listen 6
Spot 18



Role Call - ADM Scott the Southern 
Monday March 26th, 2007 10:07:22 AM

Xenia XXXXX
Angus XXXXX
Bin XXXXX
Lang XOXXX
Wynn XXXXX
Belkior XOXXX
Syr XXXXX



Xenia 
Monday March 26th, 2007 11:57:58 AM


Xenia's copper brows knit, and her cheeks dimple in thought as she considers Syr's questions and puts together all the angles.

"Well, being invisible and all, we won't be able to see each other. And 'cause we gotta be quiet while we're in there, we ain't gonna be able to talk either so we better know our jobs."

"We walk in on the air, each of us separate. Make sure you take a look at the terrain going in. We gotta know how we're gonna get in there, 'specially Belkie and Bin."

"Once we're in, we'll have our separate jobs. Syr, you're the fastest. So we'll need you to cover as much of the place as you can. We need a map. I think you'll be the best to get it."

"Lang, you know these Giant Type Guys best. We need to know about 'em. How many, what they can do, how they think so we know where they'll be. We need to know who's boss and who are the Magic Guys. I dunno if you can understand their language or not, but it might be nice to listen in on them for something we can use."

"I'll be searching for secret ways in and out of the place. Syr, and Lang, if the place is small and you get what you need quick, gimme a hand with that. Searchin' stuff out is a slow kinda thing."

"How much time we gonna have again?" Xenia turns her question on Angus, Belkior and Bin.

Bin (AC: 23/23 HP: 45/45) 
Monday March 26th, 2007 1:46:45 PM

"Depends on the spells. I think Lang still has a sey of my spells if he hasn't used them. That Sanctuary spell should come in very handy."

Bin waits to see what Belkior suggests.

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil, *Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, (ISA)*Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- ++++Air Walk
(+-cast *-memorized)

DM George  d6=2 d6=2
Monday March 26th, 2007 10:09:07 PM

OOC Guys, not totally sure when you are trying to scout, since different posts say different things, so I am making the assumption that it is in the morning.

The group huddles together on the side of the clearing and starts dicussing options. It is only midday but they decide to spend another day scouting this possibly dangereous location. The group pulls back and finds a somewhat secure campsite and decides to hunker down for the rest of the day and into the night.

While they have pulled back, Lang decides he doesn't want to leave Sunshine alone for the entire time and trudges back to the old campsite to retrieve his best friend. He returns with the Sunshine after a couple of hours and Sunshine pounces on Belkior, pinning him to the ground and starts licking his face hoping for a treat.

Darkness finally falls without any incidents but while you have retreated to safety, you also can't see the cave entrance and don't know what it going on there either. The night passes but it isn't a pleasant one. It seems cooler up at this elevation and a light rain falls for 20 minutes or so getting everyone wet. Without the fire, it is just dark and miserable.

Morning finally rolls around and the scouts move forward, they become invisible and have the air walks cast on them. The step lightly towards the cave and see two ogre guards again on duty but they aren't sure if they are the same ones.

The easily glide past them without difficulty but notice several large piles of rocks ready for throwing at two convenient places. They enter into the gave and notice that the tunnel is smooth and has been cut. The tunnel is 15' wide and 15' tall and decends into the mountain at a steep slope. After around 100' the tunnel opens up into a large cave which also has been smoothed. The scouts his a clinking and see 3 dwarves in chains working up on scaffolding with hammers and chisels working on an upper wall.

This room/cavern is large. Easily 140' wide by 175' long (sizes are estimates) the room is home to a troop of ogres. Some of the ogres seem familiar and Lang's old flying friend is also in the room. In total you see 12 ogres plus the leader from before. You also see 2 dire wolves laying at the entrance to an eastern tunnel. They aren't tied up. This tunnel is smaller 10' x 12' and you can't see how far it runs.

This room has large beds, tables, a cooking area, a storage area filled with supplies and is obviously the barracks for the ogres.

Belkior 
Tuesday March 27th, 2007 8:19:02 AM

The halfling cleric doesn't care about getting wet - he knows that all living things require water for life and he, personally, has nothing to fear beyond some temporary discomfort. Belkior is concerned, however, with his companions' health and well-being.

He is wishing, however, that he had brought something to enchant. He's had a lot of time just sitting in camp waiting for the scouts to return that he could have used to work on a magical item. A healing wand, maybe. Or perhaps some armor. Otherwise, he's been spending a lot of time meditating on Alemi's healing grace.

Before retiring for the night, the Paragon will confer with his companions about strategy for the scouting trip.

"What I understand that you are suggesting is that Xenia, Syr and Lang will head inside the cave. Bin and I will put Air Walk on them and you, Angus, will make them invisible."

"Now, what I don't understand is how the scouts will report back to us. Bin and I can't cast Message so Angus or Wynn will have to do that. But the scouts would probably be out of range, anyway."

"What I'll do, though, is cast Status on the three of them. That way I'll know roughly where they are and what kind of shape they're in."

"Now, how are the rest of us going to get in? Should Bin and I request enough Air Walk spells for all us? Including Sunshine? Or should we request other spell? If not, I'll cast two Air Walk spells and Bin can cast the other."

"How about, instead, the scouts look around and determine the best spot for us to arrive. Once they've stayed in one place for ... say ... five minutes, I'll tell you the distance and direction to that point. And you Dimension Door us there. From what I understand, my knowledge of the scout's position should be enough for your spell."

"I guess if one or more of the scouts get injured or hurt, I can tell you and we can go rescue them."

"How does that sound?"

Once the morning comes, Belkior will cast his three spells on the scouts. When they depart, he will sit and concentrate on the information flowing through the magic. When the time comes, he wants to be able to immediately tell Angus where to take the rest of them.

Whenever the call comes, Belkior will be ready to travel and assist his companions.

Active Spells
Air Walk (Lang and Xenia) - 100 min
Status - distance, direction, condition, etc. of Lang, Syr and Xenia

Spells
0 - DC 15 - Detect Magic, Detect Poison, Read Magic, Resistance, Resistance
1 - DC 16 - Bless, Protection from Evil(2), Sanctuary(2) (D - Cure Light Wounds)
2 - DC 17 - Lesser Restoration, Resist Energy(2), Silence, Status* (D - Cure Moderate Wounds)
3 - DC 18 - Dispel Magic(2), Invisibility Purge, Prayer (D - Magic Circle Against Evil)
4 - DC 19 - Air Walk(2)**, Neutralize Poison (D - Cure Critical Wounds)
5 - DC 20 - Greater Command, Wall of Stone (D - Mass Cure Light Wounds)
* = cast
---------------------------------

JimF: John, Angus can not dimension door everyone. I have to double check, but I think I can only get 3 people, and we have Sunshine too.

In my reading of the spell, Jim is only allowed to bring himself and one other person for every 3 levels or himself and 3 other people with normal loads. George

Angus 
Tuesday March 27th, 2007 8:55:53 AM

ooc: George, we were going to do the scouting the same day as the first air walk. We did not want to wait another day. If we do the scouting with the original air walk spell, then we wait the night and recover our spells for the next day. The way you wrote it we will have to wait another day to recover spells which we do not want to do as it is another day on the mountain and a chance at being discovered.

I will post as if we did the scouting the same day as the original air walk spell.

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

Angus is pleased with the results of the scouting trip. "Nice job boys and girls. How do you want to take out the sentry orges in the morning? A hail of arrows or two invisible backstabs? If we choose invisible backstabs, I need volunteers for the job. WHo can take an ogre or two down quickly and quitely."

Angus looks at all the Crimson shields "Once the way is cleared, we can rush up to support and clear out the den of evil."

Spell Slots

0 Level 0/6
1 Level 1/8
2 Level 0/8
3 Level 0/6
4 Level 0/5

Spells in effect

Mage Armor - 9 Hours cast just before leaving in the morning.

Rod Of Maximize 0/3

Sorry Jim, my post stands. You folks need to be more clear in your timelines or I will have to make assumptions. We even talked about it on the phone and you agreed you were spending another day before the scouting trip. Feel free to repost before tonight. DM George

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

ooc: George I thought everyone was clear and I actually told you what we were doing on the phone yesterday.

We will now have to waste another day and discuss our actions because Angus does not want to waste three invisibilities prior to battle. The invisibilities were to be used in conjunction with the airwalk so the spell users could recover their spells and change their spells list prior to combat.

Sorry Jim, the air walks and the invisibilities have already been cast, the scouts are scouting and Xenia just started a fire. You did wait another day and night before doing the scouting so spells could be adjusted but 3 airwalks had to be taken as well as the three invisibilities. To late to go back.

Xenia  d20+13=27 d20+13=16 d20+13=21 d20+13=18 d20+13=29 d20+13=16 d20+13=27 d20+13=32 d20+13=23 d20+13=16
Tuesday March 27th, 2007 9:18:11 AM


A rainy night's not so bad. When you've got someone to cuddle with. Still, a nice inn would be better.

Concentrate!

The rogue quickly reviews the plan laid out by Belkior earlier this morning. Five minutes. How many minutes has it been so far? Do they even want to call the other guys into this place? That's an awful lot of Ogres.

Only sure thing is, they're not goin' into that other passageway. Not with the big dogs in front of it. Xenia looks around the cave wondering where the other guys might be, what they might be thinking, what they might be about to try.

Big doggies. Xenia takes in the set up. Can't guarantee the chompers could be lured off. But maybe, just maybe ...

If they can't go down the tunnel to see what's there, then maybe what's there might be convinced to come out and take a look at what's out here. hehe

The rogue pads quietly about, making sure she knows what's what before starting things going. Walking buy the dwarves, she takes a look at the way the dwarves are chained up. In the distraction time, it just might be possible to get back up here and release these guys.

Then she strolls downward, choosing the bed closest to the cooking area, Xenia takes out a Tindertwig. She looks around to see who might be watching, and when the moment's right, she sets the bed on fire.

Rolls and Actions
Open Lock Checks (One Minute's Worth - Only used if the chains are locked on the dwarves. Would not, of course, if they are welded.)
27, 16, 21, 18, 29, 16, 27, 32, 23, 16

Active Effects
Air Walk (???/100 min)
Invisibility (??/8 min)

Questions
How high is the ceiling in the cave?
Can we assume the Airwalk spell?

Bin (AC: 23/23 HP: 45/45) 
Tuesday March 27th, 2007 4:16:41 PM

"If you can dimension door up to three people, could you possibly get in there and do that with the slaves?" Bin listens to the group plan and knows they are adept at working together well. He just trys to find his place. "Sunshine didn't like the last spell cast on her, perhaps someone can talk to her first and ask her if she wants one."

0- *Detect Magic,*Detect Poison, *Guidance, *Light, **Resistance
1- (ISA)Detect Evil, *Entropic Shield, ***Protection from Evil, (ISA)Sanctuary
2- *Aid, *Bull's Strength, (ISA)*Hold Person, *Silence, *Augury
3- *Dispel Magic, *Invisibility Purge, *Prayer, *Stone Shape, *Searing Light
4- ***Air Walk, *Divination
(+-cast *-memorized)

Wynn 
Tuesday March 27th, 2007 5:50:57 PM

The bard waits patiently while the team tries to decide on the best approach. Seems like the ogres will be the first target, and someone will need to deal with the recharged ogre mage right away.

"That mage will be fully rested when we spring this little surprise" he muses aloud. "I think we should try and mix things up with the ogres right away so that any more fireballs will take out his own. Can someone try to glitterdust him early so we can keep track of him?"

Ogre mage died in the last battle at the clearing. The flying ogre fighter survived and that is who you are seeing now. George

Thanks George - sorry for the confusion folks.

Lang & Sunshine  d20+17=37 d20+16=35 d20+6=10 d20+6=22
Tuesday March 27th, 2007 9:37:23 PM

OOC - Bin I cast all the spells from your Imbue With Spell Ability spell.

Lang walks hand in hand with Xenia and Syr to do some invisible scouting of the cave entrance and cave itself. He carefully moves past the guards and into the cave corridor. They move down the corridor to the actual cave. About 100 feet of corridor to run back if they need to escape, he thinks to himself.

He loses contact with Xenia when she moves off into the large cave. Lang tugs on Syr's arm and they move off to the side of the entrance into the cave. He waits there hoping he can figure out when Xenia comes back. Quietly he discusses with Syr what he sees.

"Syr that corridor is about 100' long, a pretty good distance. This cave is pretty large too, I would guess about 150' or so feet each dimension. I count 13 Ogres plus the 2 guards for a total of 15. There are also those 2 wolves over there guarding that other corridor. How many beds do you count? Do any of them look giant sized? I wonder if there are more dwarves in that smaller corridor? Three doesn't seem like a enough for the work that is being done."

Move silent 37; natural 20
Hide 35+20 (ugh wasting good rolls)
Listen 10/12
Spot 22/24 (for counting beds and counting scaffolding)

Spells (uncast):
Longstrider
Resist Energy

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