WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

The Gray Knights Archives


Return To Index


The Lands of Dread


Entering the Lands of Dread - DM Marcin 
Wednesday February 28th, 2007 8:23:44 AM

It takes an hour of walking to reach the trail Peryhann was talking about, and during this hour the group experiences for the first time a bit of what the Dreadlands have in store for travellers. For now it is a lot of mud and water in the boots.

The trail itself is not a beaten path - too few travel it to leave an easily discernible way. Careful reading of the tracks is needed not to lose it, but its presence can be seen every now and then in a line of stones allowing a crossing of a stream or a tree log dragged to span a pit.

Horvis notices that somebody travelled this way not longer than a day ago. Two pairs of human-made boots have left their imprints in the mud here and there.

It is an hour to midnight. The sky is pitch black and the moon is shining green. The dark forest stands silent before the group.

[I will need your marching order. If you have any magic effects/class features/feats active that are related to perception/detection please list them in your next post. Starting tomorrow I resume posting at my usual time.]

CDM Jerry 
Wednesday February 28th, 2007 10:22:28 AM

Joe, please post the report for last week and send me a copy in email. Thanks.

Izen 
Wednesday February 28th, 2007 8:52:10 PM

"I couls scout ahead out of sight," Izen offered. "With a Message spell, I could stay in contact with the group. But we should camp and wait until morning to press on--no sense in giving an advantage to creatures that see better in the dark than we do."

He looked to the others--"we need to think this through before pressing on."

When marching:
Ring of Invisibility active
Spot, skill mastery, 27
Listen, skill mastery, 30

Horvis  d20+11=20 d20+17=18 d20+7=27
Wednesday February 28th, 2007 9:20:01 PM

The centaur tried to tell Aquila about the dangers of eating things from this swamp. Horvis is not too certain how well he did, but he's never known Aquila to be overly fond of carrion.
Handle Animal = 20

As the party trudges through the swamp, Horvis peers miserably at the mud sucking at his hooves. This is one of the reasons that he chose to follow the path of the shifter. There are so many forms better suited to travel through this mess. As he walks, Horvis looks for sign of animals in the swamp. If he has to impersonate something, it's best if he takes the form of something native to the swamp.
Survival = 18, natural 1
Spot = 27, natural 20


Once they reach the trail, he listens to Izen.

"I'd agree. Find a dry place to camp, make sure all the casters are prepared for this."

Horvis then gestures to the swamp. "Would you rather have me scouting on foot, or flying overhead. I could see further from overhead, but if nothing else is flying I'll be announcing our presence to everyone."

Perception / Detection
Depending on form chosen, may have significant bonuses to Spot or other skills. Also might have Track feat or darkvision.
Depending

Monthor 
Wednesday February 28th, 2007 10:21:08 PM

Monthor stays in the middle of the marching order, close to Arien.

-----------

" Stay grounded Horvis. Better not to announce ourselves anymore then we have to. "



Tratain 
Wednesday February 28th, 2007 11:02:49 PM

Tratain will walk a little ahead of Arien and Monthor Wearing his Goggles of Night when it is dark out so that he can see.

He says "Try and find a secluded spot where we can rest up for teh night, we want to try and avoid any contact with the Sons of Dread if we can."

Tratain will get the two hours of Rest that he needs and then stand watch for the rest of the time the group is camped.

ADM Joe 
Wednesday February 28th, 2007 11:07:28 PM

Posting Report for week ending Friday Feb 23rd

M T W R F
DM X X X X X
Tratain X X O X X
Jova X X X X O
Monthor X X X X X
Izen X X X X X
Arien X O X X X
Horvis X X X X X
Draax X X X X X
Juliander X X X O X

Arien 
Wednesday February 28th, 2007 11:39:26 PM

"Agreed, let us find a portion of the path that might be less traveled. I have a rope trick spell memorized so that we can rest easily." Arien begins to look around for such a spot.

Draax  d20+7=22 d20+3=4
Wednesday February 28th, 2007 11:42:04 PM

Draax listens to the others and although he hopes that they will not need to come in direct contact with the Dreads, he knows that group might have to get close to get the information they need.

"I agree that it is best to not be seen, but if we have to spend any length of time out here, we might not have that option. Hopefully we can get a good lay of the land and find a secure pocket that we can hide in. If we do have to get close for a short period of time to get the information that we need, Arien's infiltration idea might be our only option."

As they stop to make camp, Draax listens to the comments of the others. At Horvis' suggestion of flying above the group, Draax says, "Before you do that, lets make sure that there are actually birds in this area. If there are no birds around here, your flying will alert anyone that notices that something is out of place. If there are birds around here, you will need to change into one of the types of birds that are in this area.

As for a marching order, I am not good at picking up trails or noticing tracks so being up front is not for me unless it is to support someone who has some sense of nature. I can cover any other place in the order."

Draax will rest for the first two hours and then spend the rest of time on watch with Tratain.

Perception / Detection
Draax only has spot/listening skills and low-light vision.

(22 spot check and natural 1 listen check, if needed)

Juliander 
Thursday March 1st, 2007 12:56:24 AM

Juliander stays toward the rear of the group, and keeps a weather eye out for trouble. To Arien, "Aye... a rope trick spell would be just the thing."

Jova -Darkvision 13 hours-  d20=20
Thursday March 1st, 2007 2:40:48 AM

Jova gets down off his summoned mount. With a wave of his hand he dismisses the beast, it returns to where it was summoned from. With a practiced gesture, his hand flutters, and he casts darkvision upon himself.

"I will take first watch then. I will wake you Tratain in a couple of hours, then i shall rest. I plan on summoning my mount once again. I will be riding around the group, about 50 feet away at all times. To the casual observer, we will look like a slaver party.

"I can also summom one other. Juliander you seem good in the saddle, would you like one? If not speak up and I will get you one.

"The ancient one said we can trust noone, so be thinking what sort of signals we can give each other, if our information gathering turns to battle, in a blink of the eye."

Camping - DM Marcin 
Thursday March 1st, 2007 3:01:46 AM

Horvis is reasonably certain he managed to convey to Aquila the idea that it's not healthy to eat things found in the swamp.

The swamp seems to be devoid of animal life. The party passes under some crow nests, but these have been abandoned. With the coming of the sickness the animals moved away. Only the plants were forced to stay and endure.

Urged by their spellcasters the party finds a secluded spot and makes camp. Arien's Rope Trick can provide a dry and comfortable resting place for everybody if the party leaves the rope dangling in the air. If the rope is to be pulled up somebody needs to stay outside. The birds will probably have to stay on trees, too [eight creatures per Rope Trick, or seven if the rope is pulled up].

[Let me know if somebody wishes to stay outside and if such person wants to sleep or keep awake.]

The forest is dark and silent. The odor of swamp hangs heavy in the air. It is quite cold and everyone can see their breath. It will probably be time to break out winter clothing soon. One can't help but wonder what the morning will be like in this tormented land.

Monthor 
Thursday March 1st, 2007 10:02:19 AM

Jova
" The ancient one said we can trust noone, so be thinking what sort of signals we can give each other, if our information gathering turns to battle, in a blink of the eye."

Monthor
With a sly grin, Monthor replis....
" How about me axe splitting someone's skull? Is that clear enough? "
....
..
.
" How's this or a marching order then... two side to side ::

Horvis and Izen on recon doing their thing.
Me and Julie at point, then Draax and Arien
Tratain and Jova riding around with the horses."



Horvis  d20+7=13
Thursday March 1st, 2007 12:44:33 PM

The centaur listens to Arien's suggestion to provide a magical shelter before shrugging.

"I'd rather stay outside, if you please. Someone should keep watch over the luggage, if nothing else. Me, I'm not going to put my Haversack into your shelter."
Knowledge Arcana = 13, about extra-dimensional spaces

"I'll stay out here to keep the birds company, too. Don't worry about me, I'll change into something that doesn't feel the cold too much. The question is, should I change into something that can hide? Or something that looks evil and tough enough to scare things?"

Depending on what his companions suggest, Horvis will change into either a treant or a troll.

"Hmmm, Monthor's suggestion makes sense. I can be in front, in some form. If you want to pose as slavers, I can be a big dog like such people use to track slaves. Or as something big, like a giant or ettin that might be leadign the slavers."

Horvis prepares to stand guard for the night, waiting for a response from his companions.

Izen  d20+25=32
Thursday March 1st, 2007 2:33:46 PM

"Good idea about the haversack," Izen agreed. For the first time that anyone could recall, Izen took off his ever-present pack, and handed it to the centaur for safekeeping before entering the extra-dimensional space. He quickly retrieved a sling, bullets, and several potions (Highlight to display spoiler: {Oil of Magic Stone, Potion of Shield of Faith, and Potion of Darkvision}) from the pouches before surrendering it. "But let me know when you want to rotate watches, Horvis. I'm glad to take a turn." He would don the pack as soon as he descended for his turn on watch.

As the group discussed the foray into the Dreadlands, the halfling made several following comments. In fact, it was the most that any in the group had heard him speak up to this point. When discussing the matters, the halfling's tone was crisp, factual, and professional--almost military:

"The marching order Monthor proposed sounds fine to me."

"Tratain: If you have the ability to cast a spell to Hide the group from Undead, it would seem wise to cast it. I'm guessing that, with your advanced relationship with Domi, you could probably hide all of our life forces for several hours at a time."

"Horvis: It would also be worthwhile to consider casting a spell that allows us to Pass Without Trace, or the like, if that is possible."

He sniffed and eyed the night sky. "Getting colder. If it turns truly cold, I have a potion or two to Endure Elements, but that, too, might be a worthwhile spell to cast on those who might be susceptible to the elements."

"When we're marching, I think it best for all of us to avoid being seen in our real forms. I can hide myself easily enough, but for the others, what about an illusion of some kind? Some way to disguise the appearance of those who are visible? Jova Kon, Arien? What do you think?"

"If some of us are not visible, a simple Message spell is usually helpful for communication with one central member of the group. Juliander: You supplied that when we fought the giants. Perhaps you could again? Or, does someone else know a better communication spell?"

"Horvis: I agree that hiding your true form is best when standing watch. The question is, what form would attract less attention? Until we know more about the inhabitants of this land, I don't think we know the answer to that question--a problem for our march as well as standing guard. For me, while on watch, I would prefer invisibility and a shield against detection by undead. I can supply the former, if someone else can supply the latter--I'd rather not use up my potions of Hide from Undead unless needed."

When on watch:
Spot, skill mastery, 27
Listen, skill mastery, 30
Ring of Invisibility active
Potion of Hide from Undead, unless a party member can cast it
Hide--if applicable--32

Tratain 
Thursday March 1st, 2007 10:46:31 PM

Tratain says "Good Idea's Izen. I can hide us from Undead for about 2 and a Half Hours at a time, I can extend that three times using my Magic Rod. I will ask Domi for the spell 3 times, that should keep us hidden for about 15 hours out of the Day, that should be plenty."

He continues "Magic to protect us from the elements would be usefull as well, along with the Ability to Hide us From undead I can make myself and One other immune to the Cold, everyone who can Cast it should cast it on themselves and one person who Can't do it for themselves that way we aren't taxing on spellcaster for it."

-----------------------------------------------
ALL SPELLS CAST AT CASTER LEVEL 16

Condensed List of Spells Memorized:
0 level: Cure Minor Woundsx2; Detect Magicx3; Read Magic
1st Level: Endure Elementsx2; Shield of Faith;Hide From Undeadx3 ;Prot. From evil;(Sanctuary)
2nd Level: Delay Poison; Remove Paralysis; Align Weapon; Resist Energy, Lesser Restorationx3 (Spiritual Weapon)
3rd Level: Invisibility Purge;Magic Circle; Remove Disease ;Magic Vestmentx3*** ;(Protection from Energy)
4th Level: Freedom of Movement;Death Wardx2;Dimensional Anchor: Magic Weapon*(Divine Power)
5th Level: Disrupting Weapon; Righteous Might;True Seeing;Quickened Shield of Faith (Spell Resistence)
6th Level: Healx2; Mass Bears Endurence; Greater Dispel Magic (Blade Barrier)
7th Level: Holy Word; Summon Monster VII;Undeath to Death(Power Word Blind)

Draax 
Friday March 2nd, 2007 12:19:55 AM

Draax nods his head in agreement at the mention of using the rope trick. Feeling the bite of the weather, he agrees with using a endure element spell. "How many endure element spells do we have? I have a few arcane scrolls with the spell on them that one of you that can use arcane scrolls can cast it from.

I agree with Jova that it might be a good idea to have a word or signal that will let everyone know that something is not right without letting anyone else within ear shot in on it. I have no idea what that should be, but I do think it is worth having something."

Jova -Darkvision 13 hours 
Friday March 2nd, 2007 12:25:39 AM

After dismissing hismount, Jova moves closer to the mage Arien.

"I dont have any disguise spells, that last long term, few minutes here and there. So i will be fine the way I am, work better that way. I will rest for a time in this rope trick thing, if Horvis will watch my bag as well. After a couple of hours i will exit, and help Horvis with the watch."

Before handing Horvis hisbag, he removes his well crafted staff, which felt good in his hands once again. Very good.

Juliander 
Friday March 2nd, 2007 12:52:24 AM

"Horvis... I would be in your debt if would you be so kind as to keep an eye on my haversack as well? I'm not sure how the magic of the pack will interact with Arien's spell." Juliander intends to spend an evening's rest in the rope trick area, and take a watch if needed. "If you need me to take a watch, I'll be happy to do so."

The grey morning - DM Marcin 
Friday March 2nd, 2007 6:40:38 AM

The group wisely decides to remove their nondimensional containers before entering the Rope Trick. [Good call. Checking if you will remember to do this was the reason why I had to do camping as a separate post.]

The night passes uneventfully. Daylight comes eventually, but the sun is not visible, as the whole sky is clad in dark grey clouds, moving about pregnant with rain and lightning.

The new day did nothing to the boquet of swamp's odors, though - something everyone is painfully aware of the moment they emerge from the Rope Trick space.

And so the cautious journey begins, with Izen and Horvis in the lead and the rest of the Kinghts tagging along.

The trail leads straight through the marsh deeper and deeper into the desolated land. With every step the trees grow more twisted and strange, slowly changing colors to those of greys and purples, their shapes growing more bizzare with every passing hour. After noon, which was punctuated only by the sky turning the lightest shade of grey for the day, the party starts to get an impression that it is walking through some strange, alien land.

The journey is taxing on endurance of everyone. A distraction comes several hours later, when Izen stops the group and listens intently.

There seem to be voices coming from afar, a bit to the side of the trail. The words can't be distinguished at this distance, but it sounds like a loud argument.The speakers sound human.

Monthor 
Friday March 2nd, 2007 9:25:32 AM

Monthor rubs his hands together and a small drop of saliva trickles down the side of his mouth.... but then he stops and a large frown forms on his oh so ugly face.

Monthor then whispers...

{ Me bet ye all want to be stealthfull and sneaky don't ye? Fine. Send the stealth sqad in to see what's going on.}

Izen  d20+17=36 d20+20=22 d20+23=35
Friday March 2nd, 2007 12:45:57 PM

Izen reappeared long enough to smirk and nod at Monthor's comment.

"Juliander or someone--a Message spell so that I can relay what I find out. Tratain--a Hide from Undead spell, if you haven't already covered us all. And someone--" he pointed to his sodden boots-- "A Prestidigitation spell to dry my clothes. Can't be very stealthy if I'm dripping."

Assuming that the group agreed to this course of action, and once the preparations were done, Izen vanished again.

DM and anyone who can see invisibility Highlight to display spoiler: { Izen activated his Winged Boots and took to the air, flying silently in the direction of the voices, until he could see and hear what was happening. He carried with him his iron Bands of Binding in one hand. (He had returned his other items to the haversack after exiting the Rope Trick.}

Spot--rolled this time--36!
Listen--rolled this time--22
Move Silently--rolled this time--35!
Ring of Invisibility active
Winged Boots, 5 minutes, 2/3 charges for day remaining

Horvis  d20+17=26 d20+7=27 d20+7=23 d20+3=4 d20+3=22
Friday March 2nd, 2007 1:42:15 PM

The shifter hunkers down on the trail, looking for a dry spot to sit. Horvis is in the shape of a riding or hunting dog, so he scratches himself while looking up at his companions.

"If you're casting Message, you might as well do me, too. Let us know if Izen sends something back. Want me to sniff out who or what might be there?"

After waiting for a response from the others, Horvis moves ahead while sniffing the ground and air. Unlike a real dog, however, he is studying the trail for tracks. Izen's scent is carried on the wind as the invisible rogue flies about. And Horvis is paying attention to the cover between himself and the voices. He will approach to scent range (30 ft to 60 ft) unless there is nothing to conceal him. If need be, he will creep ahead in the sater and undergrowth. Unfortunately, he serves mainly as a distraction to cover Izen's approach.

Rolls & Stats
Survival = 26, 30 with Scent
Spot = 27 (natural 20)
Listen = 23
Move Silent = 4, natural 1
Hide = 22

Wildshape = 1 of 9/day

Riding Dog - Medium Animal
Move = 40 ft.
Scent ability

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk



Draax 
Friday March 2nd, 2007 5:40:56 PM

Draax waits quietly for Izen, Horvis and anyone else that goes to investigate to return.

Juliander (message, see invisibility) 
Friday March 2nd, 2007 7:54:44 PM

Juliander casts message, targeting everyone in the group, and then casts see invisibility so that he can keep tabs on Izen, purely for his own safety.

Jova 
Sunday March 4th, 2007 12:31:24 AM

After leaving the rope trick, Jova summoned his steed once again. Straightening his pack, he mounts and flllows the group. He rides back a few hundred yards every once in a while to make sure they are not followed.

When izen tells them of the upcoming people, Jova braces himself for a battle.

"Horvis before you run off come here." Jova pulls his wand of invisibilty from his coat. Leaning down he touchs the wolf, and the wolf disappears. "That should last about 3 minutes. Enough time to run up there, look around, and get back to tell us the lay of what is happening."

"By the way, I have used the word 'Jarka' in the past for quick actions with Z. If that works for everyone, uliander can relay the word to Izen through the message spell he cast.

"Monthor, i have a spell that will increase your foot speed. Actually double it. Would you like to try it?"

Monthor 
Sunday March 4th, 2007 11:50:21 AM

" Make it so Mr. Jova. "

Tratain 
Sunday March 4th, 2007 10:09:40 PM

Tratain says quietly "The Hide from Undead spell should be active still. The rest of us will wait a little ways away until you check it it out Izen. We want to avoid contact if possible, maybe we can follow who's up ahead to one of the Dread bases."

Voices - DM Marcin 
Monday March 5th, 2007 9:23:01 AM

The group stops briefly to prepare for possible trouble. Izen and Horvis depart to investigate, each travelling the swamp in his own unique way. The contact through Message spell is soon lost, as it turns out the speakers are at least half a mile away.

It takes the scouts about ten minutes to assess the situation and make it back to give report. Here is what is relayed back courtesy of Juliander's magic:

Two travellers are standing on a small patch of dry grass in the swamp. Both are human. The first one is a tall, young, pale blonde, dressed in a worn leather jacket and carrying a small crossbow and a quarterstaff. A large backpack, tall, cowskin boots, and practically his entire person is cowered with mud - some already dried up, some fresh. The second one is a shorter, stocky fellow, copper skinned and dark haired. This one wears a cloak that used to be black before it has been subjected to the perils of marsh travel. No obvious weapons are visible on his person, but judging by his muscular posture he might not need them too often. A traveler's bag has been slung on his back.

The pair seems to be engaged in a heated argument that is about to turn into a row, and possibly a brawl - right now they are facing each other; the tall one has grabbed the blackcloak's collar, the stocky one has one hand on his opposer's shoulder, the other one on his belt. At the moment they do not seem to pay too much attention to the surroundings.

Their converation has turned into a shouting match. Both are now yelling (in Common) at the same time:

"Some shortcut that was, graverobber! If only I stuck to my-"
"You'd be dead, you cretin! You couldn't find-"
"Shut up! Shut your trap, you pathetic hack of a-"
"Mongrel!"
"Corpse sniffer!"

On it goes.

Horvis's smell brings in an unpleasant stench of unwashed travellers. [Horvis Highlight to display spoiler: {The scents Horvis can sense are a mix of adreanline, fear, excitement, and aggression. The aggression is taking more and more prominent place with every moment.}]

The Knights are approximately half a mile away from these two. Izen and Horvis can assume they are anywhere between the strangers and the party.

Izen 
Monday March 5th, 2007 1:43:21 PM

DM Highlight to display spoiler: { Izen floats in the air as long as he reasonably feels his boots and ring will hold out. He then quickly returns to the group while there is enough time to move away unseen.}

After a short time, Izen reappears near the group and quickly reports what he saw ahead.

"In my opinion, I see no reason not to let these two fools fight it out for themselves."

Juliander 
Monday March 5th, 2007 6:16:34 PM

Attempting to get a good read on the situation, Juliander mentions off hand, "It could be a ruse to make us believe that they are ready to fight one another, and when we approach to discover the matter, they... and their hidden compatriots... ambush us. We should proceed all the same... but I would advise that we err on the side of caution."

Monthor 
Monday March 5th, 2007 7:24:56 PM

" Yes, yes, yes... let's go and see what the orc butt smellers are fighting about. "



Draax 
Monday March 5th, 2007 8:40:17 PM

Draax listens to the reports and suggestions about the arguing individuals. He adds his own suggestion to approaching the men.

"I kinda agree with Izen about letting them settle their dispute on their own, if that is what it is. It we are going to approach them, I hope it is for a better reason that to stop them from fighting. Do we want information from them or directions? Do we want to find out who they are because they are in our way? I do think we should at least find out who they are, but just being here does not speak much for them having any goodness in their hearts. If we approach them as a group, they might attack because they feel threaten. Showing any concern for them will let them know that we are out of place.

I think a couple of us should approach them to see what they do. If it is a trap; we could spring a trap on their trap. If it is not a trap, they might not feel as threatened if they believe that they are not completely out numbered. I think two to four of us should approach them and make just enough noise so they know we are coming to see what they do. If someone could keep an eye on them to see how they react as the group gets closer, might also give us a clue to their intentions."

Horvis 
Monday March 5th, 2007 9:03:27 PM

The shifter trots up to his companions, hard on the heels of Izen.

"I concur with Izen. Let them fight, and then we can avoid the victor. Or take advantage of what injuries he takes. I smelt no others about and, from what I judged, they were not acting."

After delivering his report, Horvis sits on the path and scratches at his neck with his hind leg. Since he is with his companions, he resists the urge to perform more personal hygiene. All the while, he is listening to his companions speak.

"If you want to bait a trap, I can either be part of the bait. Or I can be an observer. Either way, I can help snatch them up."



Jova  d100=53
Monday March 5th, 2007 11:48:53 PM

Jova hears monthors agreement as he watches the path ahead.

"Ok sir monthor this spell will help you move a bit faster for about 13 minutes. Try it out, if you like it, i can cast it sevral times aday when necessary.

Casting the spell he leans off the horse to touch Monthor.

--Cast expedious retrea 13 minutes, +30 ft movement

Approaching - DM Marcin 
Tuesday March 6th, 2007 4:16:13 AM

Since the shouting duo is way ahead of the group, the Knights, guided by Izen and Horvis, find it easy to advance unseen along the trail until the clearing is about two hundred feet away, off the path. Any closer than that and there would be a chance that the group would be noticed.

By the time the Knights arrive at this spot the shouting has stopped.

[If the group is to investigate please let me know who approaches openly (and in what form) and who accompanies them covertly (and what are the means of staying unseen). It seems also possible to bypass the strangers and continue along the trail without being noticed.]

Izen 
Tuesday March 6th, 2007 8:48:46 AM

Izen sighs quietly and mumbles, "I recall what happened last time we stuck our noses into something other than our mission."

When the group approaches and is ready to send a party forward, Izen says, "I'll be going in covertly. Jova, if you please, one of those spells might help me as well."

After decisions are made and some move in to confront the strangers, Izen waits a few moments, then takes a few steps off to the side and promptly blinks out of sight.

DM Highlight to display spoiler: { After a few minutes to allow the group to get close to the strangers, he activates his ring of invisibility, then activates his winged boots, and flies (hopefully more quickly due to Jova's spell) to the scene. He moves as quietly as possible [skill mastery, 33] and positions himself behind one of the strangers, about 15 feet away.}

Horvis  d20+17=27 d20+7=24 d20+7=16 d20+3=8 d20+3=11
Tuesday March 6th, 2007 10:36:14 AM

The shifter remains in the form of a riding dog. It's boring, but Horvis figures that he can approach without causing too much alarm. After Izen departs, Horvis will move off along the trail trying to determine what he can with his eyes and nose.

Rolls & Stats
Survival = 27, 31 with Scent
Spot = 24
Listen = 16
Move Silent = 8
Hide = 11

Wildshape = 1 of 9/day

Riding Dog - Medium Animal
Move = 40 ft.
Scent ability

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk


Tratain 
Tuesday March 6th, 2007 10:58:08 AM

Tratain says quietly "Everyone but Izen and Horvis stay here and Hidden. You two go check on them, I'd like to follow them at a distance, they might know where they are going and can lead us to our objective. Rushing in there and Fighting them doesn't gain us anything."

ADM Joe 
Tuesday March 6th, 2007 11:03:07 AM

Posting Report for week ending Friday March 2nd

M T W R F
DM X X X X X
Tratain O X X X X
Jova X X X X X
Monthor X X X X X
Izen X X X X X
Arien O X X O O
Horvis X X X X X
Draax X X X X X
Juliander X X X X X

CDM Jerry 
Tuesday March 6th, 2007 11:49:37 AM

Thanks Joe :)

Arien 
Tuesday March 6th, 2007 12:33:23 PM

"Agreed, and do not forget I still have the Veil spell available for casting, though I would want to back away a bit to cast it without alerting anyone."

Juliander 
Tuesday March 6th, 2007 8:41:15 PM

"I'll stay put, but if it comes to words... I'd like to be involved. Keep in touch via the message spell."

Draax 
Tuesday March 6th, 2007 8:52:41 PM

Draax shrugs his shoulders at Tratain's suggestion to follow the two. He whispers as his ducks down and settles in to wait. "OK, lets see where they lead."

Jova 
Wednesday March 7th, 2007 1:35:27 AM

Jova sits astride his mount watching and waiting with the others. Oddly hefeels calm, no immediate threats he assumes.

The fools have fought it out - DM Marcin 
Wednesday March 7th, 2007 4:33:50 AM

The group stays put. Horvis moves away to scout along the trail. Izen departs to check on the strangers.

Horvis covers a bit of distance - half a mile maybe - but doesn't discover anything alarming or suspicious. The trail is as hard to find as it has been for the whole day. The only notable discovery is that the relatively fresh prints of two pairs of boots the party has been running into every now and then are no longer there.

Here is what Izen relays back through the Message spell:

The muscular, dark skinned man is standing over a prone body of his blonde companion. Izen has little doubt that the tall man is dead - judging by the unnatural angle his head rests at his neck has been snapped. The other man, hovever, does not look like he is mourning. He's already gone over the dead body emptying the pockets and removing the leather jacket. Now he is busy with the backpack; he's turned it upside down and is now rummaging through the contents that have fallen out, keeping some, throwing the rest into the dark waters of the swamp. A spine of a leather-bound book can be seen vanishing in the marsh together with several small pouches and a change of underwear. Five black candles soon join them with a <splat> <splat> <splat> <splat> <splat>.

"Ah ha ha ha! Talk back to me, would you? Would you? Cast spells at me, would you? How did it work out for you, huh!? Comfortable there, my little friend? Dry enough? Hah! Where's your sass now, you dirty vermin? Just you wait, I'm not done with you yet, oh no."

The man stands up and fumbles in his own bag for a moment. His hand emerges holding a small, black stone. This he forces into the dead man's mouth. Then he places his fingers, spread like claws of a bird of prey, on the blonde's scalp and utters a strange phrase. Some kind of magic energy is released and Izen can feel an icy cold shiver run up his spine.

The corpse stirs, starts to shake uncontrollably, and finally rises to it's feet. It's movements have become sluggish and slow.

The black clad man points a finger at the murky water.

"Go to the bottom of that pool! Stay put and do not emerge no matter what!"

The corpse starts to obediently shuffle away.

"Good riddance! Have a nice eternity, filth! MUA HA HA HA HA - AH HA!"

The stranger returns to sorting through the belongings of the tall man.

Horvis  d20+17=21 d20+7=19 d20+7=27 d20-1=12 d20+3=11
Wednesday March 7th, 2007 10:56:23 AM

The shifter sits as he listens to what Izen relates over the Message spell. When the rogue finishes his report, Horvis looks up at his companions.

"Hmmm. Do you want me to search the water after he leaves? If you think these things might be valuable?"

"Or do you want to act now, while he is distracted? I'd be shifting into the form of a scrag, so I could approach underwater."

While he sits and waits, Horvis casts Longstrider and Greater Magic Fang upon himself. Depending on his companions response, he will either remain in the form of a dog or shift into a troll.

If he remains a dog, Horvis will remain on the trail but move closer to where he judges the man is looting the body.

If his companions agree with the suggestion to attempt an ambush, Horvis will shift into a scrag and slip into the water. He will approach the man underwater, poking his eyes and head above water to keep his bearings as he swims through the swamp. If he can't remain underwater, he will crawl or slide through the reeds until he can get back into the water.

Rolls & Stats
Survival = 21, 25 with Scent
Spot = 19
Listen = 27 (natural 20)
Hide = 12 (if a scrag, 16 if a riding dog)
Move Silent = 11

Wildshape = 1 of 9/day (or 2)

Riding Dog - Medium Animal
Move = 50 ft. (Longstrider)
Scent ability

Scrag - Large Giant
Move = 30 ft. (Longstrider) or Swim 40 ft.
Scent

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 walk speed, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast


Izen [ac 25; hp 82]  d20+10=21
Wednesday March 7th, 2007 1:18:21 PM

Still floating and invisible behind the stranger, Izen sends another message to Juliander, "He might be useful for information. If anyone disagrees, speak up now. Otherwise, I'm going to attempt to catch him alive. Relay to Horvis what I'm doing, and tell him to be ready to pounce if needed."

DM Highlight to display spoiler: { Izen waits 60 seconds for any reply asking him to stand down. During that time, he slowly, quietly [move silently, skill focus, 33] removes his iron bands of binding. If after 60 seconds no one has asked him to stand down or alter course, he throws the bands at the stranger.

Ranged touch attack = 21. I'm assuming the stranger is also denied his dex bonus to ac due to my invisibility? DC 30 strength or escape artist check to escape.

If Izen throws the bands, and they successfully bind the stranger, Izen says out loud, "He's down!" then flies forward, draws his rapier and levels it at the man's throat.
}

Draax 
Wednesday March 7th, 2007 3:28:54 PM

Although he is disgusted by the stranger's actions, Draax is a little relieved that the stranger's true colors were revealed before the group made contact.
To Horvis he says, "Yea, I think it is worth taking a look at the items that are now in the water. We will never know what information we can get from them if we do not look."

He agrees with Izen's actions, but only knowing Izen for a short time, Draax wonders if the roguish character is up to the challenge alone.
Unless someone disagrees with Izen's plan and tells the rogue to stop, Draax will begin moving towards the stranger in case Izen is unable to capture him.


Juliander 
Wednesday March 7th, 2007 3:41:17 PM

Juliander relays the message to the group standing with him, though his disdain for the murder is obvious. He replies back via the message spell, "It is also my understanding that the dead can be a wealth of information, if a cleric has the correct spell that is."

Tratain 
Wednesday March 7th, 2007 8:07:23 PM

Tratain says "We should just let him go, and check whats left afterwards. I have no doubt we can kill or capture him but we don't want to do anything that will draw attention to us. We can't Drag him around here with us while we're trying to infiltrate these lands, we'll have to teleport him to Lord Arraks or somewhere else to face justice."

Monthor 
Wednesday March 7th, 2007 8:19:40 PM

" Izen... Me with ya. Grab him!"

Arien 
Wednesday March 7th, 2007 10:02:32 PM

"I say let him go for now, we can keep an eye on him if need be. I would however like to see what is in that water."

Deciding the course of action - DM Marcin  d20+5=18 d20+5=18
Thursday March 8th, 2007 3:52:05 AM

Tratain and Arien advise Izen against acting immediately. This gives the party time to quietly discuss their options.

Horvis, in a form of a dog, moves closer to the man and can actually see him through the dark trees.

The stranger is finishing sorting through the belongings of the dead fellow and stuffing select items into his bag.

Jova  d20=3 d20+14=30
Thursday March 8th, 2007 4:04:31 AM

"No need to go looking for trouble isay. Let him go, lets deal with the dead guy if we can. Maybe someday we will cross thisevile doers path once again. Jova says this whilescanning the swamp for dangers.

Jova spot 3
Z spot 30


Izen 
Thursday March 8th, 2007 7:10:46 AM

"That works for me," says Izen. "All I'm concerned with is getting information. If you can get it from the corpse, that's even easier."

Izen floats quietly behind the man and keeps an eye on him.

Monthor 
Thursday March 8th, 2007 8:34:15 AM

" Izen, why not follow him for a while to see where he's going? "



Izen 
Thursday March 8th, 2007 8:51:05 AM

Izen relays another message through Juliander: "I only have a few more minutes of invisibility today. If I followed him, it would barely be out of eyesight of the group."

Monthor 
Thursday March 8th, 2007 10:47:07 AM

" Well forget about it then and let him go. "



Draax 
Thursday March 8th, 2007 7:31:15 PM

Since Izen is not going to confront the stranger, Draax stays where he is and waits for the man to leave so the group can go and investigate the items he left behind.

Tratain 
Thursday March 8th, 2007 9:17:47 PM

Tratain waits with the others for the man to leave then after he is gone for a while goes with the others to check out what was left behind.

Horvis - Longstrider, Greater Magic Fang  d20+17=22 d20+7=26 d20+7=21 d20-1=15 d20+3=18 d20+2=10
Thursday March 8th, 2007 9:27:46 PM

The shifter remains in the form of a riding dog, crouching down in the sickly undergrowth and watching the man. Horvis has heard the cautions from his companions, so he doesn't move to block the man when he moves. Instead, he simply waits until the man has left. Only then does he move forward, shifting into the form of a scrag when he reaches the scene of the fight.

Once Horvis is settled into the form of an aquatic troll, he slides into the water where the objects were thrown. He knows that there is an undead thing down in the water but isn't too concerned about that.

Once he is in the water, Horvis submerges and starts searching for the items that were tossed into the water. Since he doesn't need to surface for air, he will keep searching until he has found the book and candles, plus whatever else he can find.

Rolls & Stats
Survival = 22, 26 with Scent
Spot = 26
Listen = 21
Hide = 15 (if a scrag, 19 if a riding dog)
Move Silent = 18
Search (untrained) = 10

Wildshape = 1 of 9/day (or 2)

Riding Dog - Medium Animal
Move = 50 ft. (Longstrider)
Scent ability

Scrag - Large Giant
Move = 30 ft. (Longstrider) or Swim 40 ft.
Scent

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 walk speed, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast


Juliander 
Thursday March 8th, 2007 11:28:22 PM

Other than to relay messages, Juliander remains silent throughout the proceedings, not sure what the right course of action should be in such a situation. He looks to the elder members of the group for direction in this case.

Searching the pond - DM Marcin 
Friday March 9th, 2007 5:50:48 AM

The cackling stranger is soon done with his task. Tossing away the empty backpack he straightens up, dusts off his pants, wrings out his cloak, and sets off in the general direction the trail is leading in. He has visible difficulty finding it, though, and the party has good reasons to suspect he will be off the track soon.

Those watching the swamp see no signs of any imminent danger.

The search of the clearing reveals the following finds:
- a leather backpack,
- a spellbook, ruined by water,
- a spell component pouch,
- five black candles,
- a change of silk underwear,
- inkwell and two quills,
- a bedroll and a blanket,
- an empty scrollcase,
- flint and steel,
- one non-aggressive zombie.

None of the items strike the eye as something special or unusual. The stranger must have taken everything of value.

The pages of the spellbook are almost completely smeared. All that can be figured out is that it probably didn't contain spells of level higer than four.

Horvis - Greater Magic Fang, Longstrider  d20+5=13
Friday March 9th, 2007 11:39:15 AM

The scrag emerges from the water with the last of the items in its hands and a strand of pondweed hanging between its eyes. Horvis tosses his head to get the offending bit of vegetation of the way, then dumps the sodden bedroll and blanket on the ground.

"That's it. Can't find anything else, 'cept the dead thing. Want me to fetch it up here so you can examine what killed it? The first time. If we run into that man again, it might be good to determine what kind of magics or weapons he uses."

Horvis squats down in the mud to look evenly at his companions. As he sits there, Horvis shakes his head and tilts it to one side before gently scraping at one ear with a clawed finger. His hand moves towards his mouth before he stops himself and flings whatever he found into the water.

"Sorry. It's sometimes hard to keep the body's impulses under control. Want me to fetch the zombie? Or just put it out of its misery?"

"Or, ah ... can some of you interrogate undead? Before Monthor chops it to bits?"
Spellcraft = 13

Rolls & Stats

Wildshape = 2 of 9/day

Scrag - Large Giant
Move = 30 ft. (Longstrider) or Swim 40 ft.
Scent

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 walk speed, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Arien 
Friday March 9th, 2007 6:09:39 PM

"There are spells that allows one to converse with the dead, however I believe that they must actually be dead and not undead, perhaps by simply removing whatever that man put in its mouth we can remove the unlife from the creature."

Monthor 
Friday March 9th, 2007 10:25:40 PM

" Well, that's easy enough.... "

And with that, Monthor reaches in the undead's mouth and pulls the stone out.



Draax 
Saturday March 10th, 2007 3:14:04 AM

Draax stays on guard while some of the others take care of investigating the contents and the zombie.

Izen 
Saturday March 10th, 2007 3:25:50 AM

Izen looks the scrag over. "That is one ugly thing you're wearing, friend. No offense, of course..."

At the mention of the undead, he shrugs. "Is there any problem ending its current life? Let Monthor kill it. He'll have his fun, and we can question it without issue."

Tratain 
Saturday March 10th, 2007 10:54:36 AM

Tratain says "We need to put that soul to rest. He was probably an evil man but he still must not be denied his passage to Gargul's Realm."

"I do not have the speak with dead spell memorized Today. I can try and cast it tomorrow, but I'm not sure it will function even after we send the soul on its way to Gargul but I can try. If the spell succeeds we will have 8 questions we can ask the Body."

Tratain (2nd) 
Saturday March 10th, 2007 10:58:23 AM

"Oh and Monthor, if we want to use this spell don't damage the body to badly. It needs to be able to speak plus it would be quite rude of us. I also intend to give the man a decent burial after we finish questioning him, its only proper."

Monthor 
Saturday March 10th, 2007 11:39:02 AM

Whatever ye say Tratain.

Juliander 
Monday March 12th, 2007 12:26:38 AM

Juliander's complexion pales at the sight of the undead creature, and the human bard appears to be fighting his gag reflex when Monthor reaches into the creature's mouth. "Questioning the dead..mmphmm.... is not a... mmmph... bad idea... excuse me." Juliander moves quickly to a nearby tree and retches as quietly as he may... which is to say that he isn't quiet at all.

Of Gargul and undead - DM Marcin 
Monday March 12th, 2007 5:35:53 AM

It is not hard to pull the zombie out of the water. It struggles as it tries to obey the command of its creator and resubmerge, but it is easily restrained.

The man does not actually look that bad yet - he hasn't been dead for longer than half an hour after all.

[Those wishing to examine his body please make a Heal check DC15: Highlight to display spoiler: {His neck has been broken.}]

Monthor fumbles in the mouth of the corpse and pulls out a small object that turns out to be a stone a bit resembling onyx - only it looks burned out. It doesn't end the unlife of the stranger, though - whatever purpose this item had it has been served and the existence of the body is now self-sufficient.

[Spellcraft DC23: Highlight to display spoiler: {The zombie has been created with Animate Dead}]

[I'd say you could use Speak with Dead on a body that used to be undead but is one no longer.]

Jova  d20+2=11 d20+14=21
Monday March 12th, 2007 12:39:39 PM

Jova sits his horse. Odd set of events this group puts into motion. Only watching the group out of the corner of his eye, he and Z scan the horizon for anything out of place. This was like old times. He and Z had spent many hours scanning the upcoming terrain before entering. It felt, normal.

Jova spot 11
Z spot 21

Horvis - Greater Magic Fang, Longstrider  d20+7=26 d20+16=18 d6+8=11 d20+16=21 d6+8=13 2d6(3+6)+10=19 d20+17=21 d20+7=27 d20+7=18 d20-1=1 d20+2=22
Monday March 12th, 2007 3:33:10 PM

The scrag holds the zombie with both hands, shaking it slightly after Monthor has removed the stone from the thing's mouth. The zombie's head wobbles wildly as Horvis moves the thing.

"See that? See how it wobbles? Broken neck, I'd guess. Takes a powerful man to do that, if he did it without magic. So want to talk to it?"

If his companions actually want to talk to the zombie, Horvis will toss it to the ground and then pin it before slamming both fists into its belly. The impact of both fists and the tearing leaves the zombie's abdomen a shattered ruin.
First attack - hits AC 18, 11 damage
Second attack - hits AC 21, 13 damage
Rend - 19 damage


"It should still be able to talk. Maybe not well, but it should be able to say something."

After any interrogation takes place, Horvis will strike out following the trail of the survivor.

Rolls & Stats
Heal = 26
Survival = 21 (25 with Scent)
Spot = 27 (natural 20)
Listen = 18
Hide = 1
Move Silent = 22 (natural 20)

Wildshape = 2 of 9/day

Scrag - Large Giant
Move = 30 ft. (Longstrider) or Swim 40 ft.
Scent

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 walk speed, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast


Juliander 
Monday March 12th, 2007 8:15:34 PM

Juliander pulls it together long enough to turn and watch the zombie's head wobble. He then promptly returns to his perch next to a tree, and completes the emptying of his stomach upon the ground.

Izen 
Monday March 12th, 2007 8:49:37 PM

Izen stands off to the side, idly watching the goings-on while playing a small coin along his fingers.

Tratain 
Monday March 12th, 2007 9:31:53 PM

Tratain says "If we want to question him we'll have to wait until tomorrow. If we want to keep moving lets just bury him quickly and go on."

OOC:No one answered my E-mail about the speak with dead so i assume lack of interest in doing it?

Monthor 
Monday March 12th, 2007 9:53:26 PM

" Let's camp then and question him in the morning. "


Draax 
Tuesday March 13th, 2007 3:02:15 AM

Draax watches the trail to ensure that no one comes towards the party unnoticed.

Camping - DM Marcin 
Tuesday March 13th, 2007 6:01:44 AM

The only movement Z can spot is the stranger, slowly making his way in the general direction the trail leads to. Already he had to backtrack twice.

The zombie is quickly deprived of the force animating it. All that is left is a badly mangled body.

[If the party is to camp I'll need the order of watches and a list of any special precautions taken.]

Monthor 
Tuesday March 13th, 2007 8:49:57 AM

" Since we have a ready made information source here, why not take advantage of it? We can use Arien's rope trick to camp like we did last time. Me'll take first watch. We can likely use some alarm spells or long lasting protection from evil blessings if they be available. Can any of ye spellcasters put up a wall or somesuch barrier to fortify our camp site? "



Jova 
Tuesday March 13th, 2007 10:50:53 AM

"Camp it is. I have never questioned a dead anything. But we were sent to gather information. I have no way of warning spell. Both Z and Aquila are outside the rope trick though, so they are as good as anything."

Horvis - Greater Magic Fang, Longstrider  d20+7=22 d20+7=18
Tuesday March 13th, 2007 1:14:43 PM

The scrag sits down on a hummock, waiting for his companions to determine where they will camp. Horvis will also stay outside, keeping watch over the luggage and the animals. He will remain in scrag-form for as long as possible. Once he has to change back to his original form, he re-casts Greater Magic Fang and settles in for a wet uncomfortable night.

Horvis keeps watch with Monthor at the start of the night, mainly to keep the dwarf from playing with the remanins of the zombie. When Monthor expresses a desire for magical protections, Horvis will cast two Spike Growth spells to ring the camp with traps, covering everything except the open water and the path.

"Make sure that you tell the others about this. If they need privacy, tell them to not stray too far from the trail."

When dawn comes, the shifter will meditate and regain his spells for the day.

Rolls & Stats
Spot = 22
Listen = 18

Wildshape = 2 of 9/day

Scrag - Large Giant
Move = 20 ft. or Swim 40 ft.
Scent

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Spike Growth - 1d4 piercing for every 5 ft of movement, Reflex save DC 19 to avoid half-movement

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang**(2), Spike Growth**(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast



Izen 
Tuesday March 13th, 2007 2:42:14 PM

Izen heads off to sleep with the rest of the group. He takes middle shift if he is needed.

[ooc: subbing for Kup. I don't know how you guys handle watches with the rope trick, so Izen will take whatever one he usually does, or none if he doesn't usually do so]

Arien 
Tuesday March 13th, 2007 3:26:52 PM

Arien casts the rope trick and steps away from the rope to allow others access. Before climbing himself Arien takes a look around at the landscape and then with a sad shake of his head climbs into the spell.

Draax 
Tuesday March 13th, 2007 4:33:05 PM

Draax climbs up the rope to get a little sleep. "I will take the last watch."

Juliander 
Tuesday March 13th, 2007 8:26:44 PM

Juliander takes the first watch, building a small fire; small enough to conceal from the outlying area. He spends some amount of time staring off into the darkness, and an equal amount of time gazing into the flame. The entire time however, the bard quietly sings to himself. He spends the night outside of the rope trick however.

Tratain 
Tuesday March 13th, 2007 10:40:06 PM

Tratain rests with the Others, and in the Morning Casts Speak with Dead on the Body and asks.
"What is Your Name?"
"Who was the Man that you fought with Yesterday?"
"What do you know of the plans of the Sons of Dread?"
"What are the locations of any Encampments of the Sons of Dread you know of?"
"Who was it that you were going to Meet?"
"What is the Dread?"

OOC: Does anyone else Have anything they would like to know? We have two More questions right now that we can ask, If I use my Prayer Bead we have 4 More. Post any questions you want asked.

Jova 
Wednesday March 14th, 2007 12:21:07 AM

OOC-Sounds good to me Tratain. No need to use the bead methinks

Draax 
Wednesday March 14th, 2007 4:46:08 AM

Draax says, "They were taking a shortcut, so along with who they were going to meet, I would also like to know where they were headed."

Questions - DM Marcin  d20+7=19
Wednesday March 14th, 2007 7:18:44 AM

The party settles for the night.

Not for a single moment the sun can be seen on the sky. A thick layer of dark clouds covers it all day - and yet, when night comes, the green moon somehow manages to stand out through them...

It is cold, it is damp, it smells bad - and, oddly enough, there is a feeling of not belonging that everyone started to experience some time ago - tiny sparks of life lost in the sea of slow decay.

Those who sleep dream about wandering through a forest in a cold, grey fog.

At midnight those standing watch notice pale flickers of white light moving about the swamp here and there, always very far, on the very verge of sight, and always winking out merely a second after being spotted. But night passes without incidents.

Day comes. As Draax stands silently watching the shadows disperse he feels something brush against his hand.

The first snowflake.

In the morning the questioning can begin. Tratain concentrates and the spell is cast.

The body is shaken by a violent spasm, as the holy might of Domi starts to battle the inherent wickedness of the person...

[Will Save 19]

...and Tratain's strength prevails - barely!

"What is your name?"

The voice comes out raspy and wooden. The jaw of the corpse opens and everybody can see the black tongue move in its mouth.

"Hhhhngh... Vee... Vinnimare."

"Who was the man that you fought with yesterday?"

"Shh... Shaur. Wor...shipper... Mar...teaus."

As that last name is spoken out a gust of wind briefly passes over the party. It gets a tiny bit colder and it seems as if the word was carried away...

"What do you know of the plans of the Sons of Dread?"

"No...thing..."

"What are the locations of any encampments of the Sons of Dread you know of?"

"Proving... grounds... not far... along the trail... we... aughh... lost... trail... not far... day or... less..."

"Who was it that you were going to meet?"

"True... Sons... we were... invited... to join... nghhh... would pass... tests... learn... grow... gain power..."

"What is the Dread?"

"Master... of... Sons... his power... rivals..."

...

"Gods..."

"Where were you headed?"

"Proving... grounds. Testing... grounds... Many... invited... some... die... Gain power... learn... work... serve... Then be... accepted..."

Izen 
Wednesday March 14th, 2007 11:11:26 AM

Ooc by Kup: I'm back! Matt, thanks so much for your terrific sub posts! One question for the DMs: does a Ring of Invisibility have a daily time or usage limit? I wasn't aware of any.

Izen frowned as the questioning of the departed continued. "We should ask how many people there are at these testing grounds, and why the Sons of Dread are gathering new recruits," he suggested.

Horvis - Greater Magic Fang, Longstrider 
Wednesday March 14th, 2007 1:22:31 PM

the centaur listens as the corpse responds to Tratain's compulsion. Horvis nods when Izen suggests askign about numbers and reasons. Although, if the participants are all like the corpse and his former companion, the numbers may not matter very much after some "testing" time. The fact that the Proving Grounds are supposed to be less than a day away provokes some thought.

"This place they were going is close. Did you want me to change into a flying creature and see what I can see?"

While waiting for a response, Horvis rubs his chin and then speaks before Tratain asks more questions of the corpse. He studies what remains of the features of the corpse, too. Impersonating this man might be interesting in the coming days.

"Do you think that this thing would know anything about who else was attending? Would it be possible for me to sneak in wearing the form of a monster normally evil?"

Rolls & Stats
Wildshape = 0 of 9/day

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 ft movement enhancement, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast


Monthor 
Wednesday March 14th, 2007 9:18:39 PM

" What? We can't just go in and kill them all?!? Fine then!!! Let's do the stealth thing again. "

Draax 
Wednesday March 14th, 2007 9:56:24 PM

Draax listens to the answers from the dead and starts rubbing his chin as he begins to think. "Now I kinda wish we would have taken out the other guy or at least held him up and search him for anything related to this testing ground. If they were all invited I wonder if there is something that must be carried or a password that would get us by if we get noticed. Knowing what to expect would open a few more options for us."

ADM Joe 
Wednesday March 14th, 2007 10:25:37 PM

Posting Report for week ending Friday March 9th

M T W R F
DM X X X X X
Tratain O X X X X
Jova X X O X O
Monthor X O X X X
Izen X X X X X
Arien O X X O X
Horvis X X X X X
Draax X X X X X
Juliander X X X X X

Tratain 
Wednesday March 14th, 2007 10:36:18 PM

Tratain listens to the answers given by the Man and asks his last question.
"What is the Name of the Person that invited you to the Proving Grounds?"

After the response Tratain attempts to find an out of the way place to bury the man and say a prayer to speed the mans soul to Gargul. Even though he was evil he may have done some good at the end here.

He says to Horvis "Take a look around before you take flight, this seems to be a mostly dead land. If you want to take a look from the sky make sure you copy one of the Birds that we can see from here. If there are no other Birds around you would stand out, and an alert guard would notice something that doesn't fit."

Tratain address the group "It seems the encampment is close. Horvis and Izen should probably scout ahead for us. I am still against anyone trying to Overtly enter this compound. Not all of us would be able to go, theres no way anyone there will mistake me for anything but one of Domi's faithful. Also as bad as the Son's of Dread are what type's of tests are they likely to put those who enter through, how long before you will be forced to do reveal yourselves or so something unforgivable? Lets just watch the camp from a distance, let Horvis and Izen so what they can. We can then try and follow the True Son's of Dread when they leave this encampment and head to their main camps."

Jova  d100=72
Wednesday March 14th, 2007 11:41:57 PM

Jova walks while listening to the others. Tratain especially seems to see things the way they are.

"Well we have definately learned one thing. Marteuw," he turns and spits to the ground. "Marteus seems to be leading the Dread. Even if he is not the leader, seeems those who follow, or wish to follow believe this.

"We also learn that there is a 'proving ground' near here. Tratain, and others of you know what a proving ground is. In plateu City, I witnessed the gathering of those wishing to become Hands, Protectors, and various other speciaql envoys of their Gods. In this case, that means several very dangerous people, or monsters vying for their Gods approval.

"We all have auras of goodness. Any of us get to close, and a evil preist, maybe even a sorcerer will notice. Any type of entry is foolhardy at best. In fact, once we get discovered, we may become one of the 'tests'.

"Remeber, this is by invitation. We have no idea of the numbers or strength of what we would face. One good thing, by the looks of this trail, not many have used it for entrance. I purpose we make a wide circle around these proving grounds. Try and find a path or road more readily travelled. Set up ambushes where we can have the upper hand.

"One thing is for certain, this just became extremely dangerous. Word of caution to my friend Monthor. In battle you are very good. Against a highly trained wizard you may never get close enough to strike him. And there in lies our problem. Black sorcery, Priests of Disease, ugliness my friends ugliness." Jove then walks to the side and does his daily summoning to bring forth his mount.

72 Beats ASF Spell cast, Phantom Steed for 26 hours. Used rod of extending.

Arien 
Thursday March 15th, 2007 2:04:02 AM

"I say we scout this testing grounds, I have a feeling that the testing will be quite harsh and we may have another chance to question the dead there and gain more information. Personally I would rather wipe the camp out but I have a feeling that would just make this job more difficult."

The last question - DM Marcin 
Thursday March 15th, 2007 7:04:17 AM

"What is the name of the person that invited you to the proving grounds?"

"Hhhh... Alhan... dra..."

[...]

Some time later the Knights are standing over a shallow grave of the would-be initiate. While the questioning did not reveal the situation in its entirety, the group now seems to know enough for a plan to start to form.

No one has seen any birds flying over the swamp - just empty nests of crows. In fact, any living creature seems to stand out.

The day is still young. In other, more bright parts of the word the sun must have just risen.

[Just making sure - everyone is keeping track of provisions and supply of fresh water, right?]

[The Ring of Invisibility makes wearer invisible at will, so there is no limit on the duration.]

Izen 
Thursday March 15th, 2007 8:47:52 AM

" I am still against anyone trying to Overtly enter this compound. Not all of us would be able to go, theres no way anyone there will mistake me for anything but one of Domi's faithful."

"I could get in," Izen said matter-of-factly. On the perimeter of the group, the halfling leaned casually against a blasted tree, rolling his coin across the backs of his knuckles. He flipped the coin up in the air and caught it before pocketing the copper and glancing up at the others.

"I could get in. Go in invisibly, scout the encampment, collect intelligence, return and report. Do not engage the enemy." He rattled the proposal off crisply and professionally.

He paused, awaiting a response.

"It's what we were sent here to do."

Juliander 
Thursday March 15th, 2007 9:23:15 AM

"While I understand your reservations Tratain, to be sure my skills at overt infiltration are my greatest asset to this group. To be sure... I am a skilled spy, particularly when allowed to interact socially with the subject, so to speak. That said however, if you overrule the idea... I'll accept that. I'm not about to put the entire group at risk, just to satisfy my ego. Keep in mind however... that if Izen goes in invisibly, then I should as well. I'm perfectly capable of pulling that off as well."

Mothor 
Thursday March 15th, 2007 10:45:22 AM

" Oh let Julie and Izen go guys! Best case scenario, we have to attack the camp to save their arses. Win/win as far as me be concerned.
Just remember guys that "invisible" doesn't mean "undetectable". They could well have means of detecting your thoughts or even smell you out. And the gods know, Julie's smell is detectable!"



Horvis - Greater Magic Fang, Longstrider 
Thursday March 15th, 2007 2:52:42 PM

The centaur shifts his weight from side to side after listening to the corpse's last words.

"Sneaking in is probably the best way. But we should be close enough to assist the scouts if they get into trouble. If you're going in disguised, Juliander, did you want me to join you in the form of an animal?"

If Juliander thinks that is best, Horvis will shift into an appropriate form - horse, wolf, snake - and accompany the bard.

"If you want to sneak an item in, give it to me and I'll shift while carrying it."

Rolls & Stats
Wildshape = 0 of 9/day

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 ft movement enhancement, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast



Draax 
Thursday March 15th, 2007 5:56:58 PM

"I agree with Arien scouting the grounds should be our first move. Sooner or later we are going to have to come in contact with them if we wish to gain the information that we came here for. It might take someone to get close enough to at least find out where that information might be kept.

I would be caustous with the invisibility; remember that there are wizards on the ground and probably a few familiars, either one might have the ability to see invisible.

That being said, I think the three of you should take a closer look, especially with Horvis playing the role as a familiar. Lets remember that the two we had here were lost, so if you wonder close to the ground and are discovered; just pretend that you were headed in that direction and got lost. Getting you back out might be a problem.

If you do go; leave any holy items behind with the group."

Having given his suggestion, Draax waits to hear what the decision will be.

Tratain 
Thursday March 15th, 2007 9:20:10 PM

Tratain says "Lets head down the road and take a look at this camp. We can make a decision then. Just remember if your going to go in I'd bet that anything we can do with Magic then can undo with Magic of their own. I can't stress enough how much of a bad idea I think it is that anyone walks into that camp. We have no idea how many people are there, but I can guarantee anyone associated with the Sons of Dread will gladly kill anyone of us for advancement. We don't know if they have a password, a token you need to present to them or something else. I can't stop anyone from from going if you want to, but I advise we observe first, let Izen scout at night covertly and then if we need to send someone in."

Jova 
Thursday March 15th, 2007 11:33:07 PM

Jova mounts. Whispering to Z the only thing that might be heard, "Fools".

First impressions - DM Marcin 
Friday March 16th, 2007 8:50:25 AM

There is nothing more to be learned at this site, and the group, following Tratain's suggestion, continues down the trail.

The journey is long and taxing, not only physically, but also psychically, as the monotony of the surroundings quickly starts to wear at the mind. A distraction - any kind of distraction - starts to become highly desirable.

The forest slowly changes. The trees become taller and blacker, standing branchless and petrified by some kind of slow poison like rows after rows of columns. The terrain is no longer flatlands and becomes rolling hills, which is a blessing, since now the trail sticks to dry land.

And then, a few hours before dark, there's a thin line of smoke rising above the forest in front of the party.

As the Knights reach the top of the next hill a view opens before them:

A small clearing in the forest surrounded by hills from all sides. One of the hills has been cloven in half, revealing a face of bone-white stone.

A small group of rickety huts and buildings erected from wood and clay leans against it, huddled together around a larger stone structure that one could easily mistake for a small temple, were it not completely devoid of windows and ornamentation of any kind. The stone building is about as large as a sizeable barn; the rest is nothing more than cottages and sheds.

Amazing as it might sound, somebody is actually having a try at agriculture in this desolated land. Two small fields have been plowed in the ground near the cottages. These are barren; nothing suggests that they have ever yielded harvest.

The smoke is rising from one of the huts. One can count about ten human-sized figures slowly moving about the site, six of them tending to the fields. From this distance they look like peasants.

The whole picture is strangely devoid of color and life; was this a village encountered in other lands one would think of words like "plague-ridden", "squalid", and "dying out".

The group observes the site from the distance of some four hundred feet, safely hidden among the shadows of the forest.

[Front view]

Izen 
Friday March 16th, 2007 2:34:22 PM

Izen stepped back from his vantage point to the village and let the others have a look. When they were done, he suggested the following.

"I'll fly in invisibly and take a closer look, then report back on what I see. Then we can make decisions about who, and how, to approach."

"It'll be dark soon," Izen observed. "Bet that place changes when the lights go out. We may also want to camp discreetly, maintain surveillance, and wait for dawn to approach. That way spellcasters can prepare protective spells."

Assuming that the group approved of his reconnaissance mission, Izen waited for a Message spell to be cast and any other protective spells the group's casters might wish to bestow, then winked out of sight and flew forward.

Invisible Highlight to display spoiler: { Izen flew up at treetop height toward the village, angling his flight so that he would intersect the village perimeter obliquely. His movements were careful and silent (Move Silently, Skill Mastery, 33!).

He flew around the village's perimeter first, observing both inhabitants and structures, and taking care to give a wide berth to the stone building and stone face in the hillside. Once his perimeter review was done, he would find a spot from outside the limits of the village buildings to observe the stone building's doorway, trying to get a sense of its interior. (Spot, Skill Mastery, 27; Search, Skill Mastery, 30!; Listen, Skill Mastery, 30!)

Before moving, still airborne, within the village perimeter, Izen studied the village for signs of magical or mechanical traps or means of defense (Trapfinding, class feat, based on Search, Skill Mastery, DC 30!). If he were satisfied that he could move forward without risking detection, Izen flew carefully forward, examining the stone structure in particular (same skills as above, same totals due to Skill Mastery).
}

Finally, and assuming all of that worked without difficulty, Izen would return to the group, appear, and report.

Draax 
Friday March 16th, 2007 7:21:54 PM

Draax nods his head at Izen's plan, "Sounds good to me. I am sure the people here have to eat something, but this farm still looks out of place. Has anyone seen any sign of the guy that was a head of us on the trail?"

Draax listens to what everyone else has to say before looking for a suitable campsite.


Monthor 
Friday March 16th, 2007 7:32:01 PM

" Make it so Mr. Izen."

Horvis - Greater Magic Fang 
Friday March 16th, 2007 10:48:02 PM

The centaur listens to Izen's plan and nods in approval. Before the rogue leaves, Horvis will cast a Barkskin to protect the man. Then he replaces his own Greater Magic Fang in case something bad happens.

"I can change to something with darkvision to keep watch. That might be best, not having a fire tonight. Depending on what that place looks like once the sun goes down."

Rolls & Stats
Wildshape = 0 of 9/day

Active Effects
Barkskin (Izen)- +5 natural armor bonus, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang**(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast



Tratain 
Saturday March 17th, 2007 6:29:43 PM

Tratain says "I wouldn't approach while flying. Any reasonably competent mage will be able to see invisible things all the time. Stick close to the ground and trust your own skills in hiding over being magically invisible. I'm not saying don't use your ring to become invisible, just use it as added security."

Jova 
Sunday March 18th, 2007 1:40:03 PM

Jova stays mounted. Z seems apprehensive. It seems Izen, and mayb others are off to explore.

"Tratain, when it gets dark, i would like to send Z on a reconassance mission. It would help us greatly to know what is on the other side of that building. Maybe there is a supply route, maybe an escape route. Do i have your permission to send him out?"

OOC__Hehe, you sound like the leader to me.

Izen (illegal second)  d20+25=26
Sunday March 18th, 2007 9:17:38 PM

Assuming it's permitted to use Tratain's advice, Izen will use the trees and any other natural cover while invisible for as long as possible--not that it helped! Hide check nat 1 (this is why the Skill Mastery feat exists)!, net 26.

Juliander 
Monday March 19th, 2007 12:34:36 AM

Juliander smiles, bowing low to Tratain, "I would not presume to enter using a disguise... until I knew precisely what was in season for the Sons of Dread this time of year. My methods are not so brash." Juliander quickly casts see invisibility as Izen sets off. Then follows up with clairvoyance, with the invisible sensor placed directly above the stone temple, high enough to give him a good vantage of the entire village. Once cast, Juliander proceeds to scope out the scene from the safety of where he stands, next to Monthor.

Recon - DM Marcin 
Monday March 19th, 2007 10:17:51 AM

Various means are employed to gain additional information.

Izen flies around the perimeter of the village while Z checks the land behind the stone structure.

Aside from the single trail that brought the party to this site there are no roads, no paths, no trails leading off from the village. It looks like a secluded spot, cut off from the rest of the Wold. There are no signs of sentient activity away from the clearing. There seem to be no other buildings aside from these already spotted by the party.

Izen notices that the tiny hamlet is surrounded by a sparse ring arranged from old, moss covered stones. There are maybe twelve of them, each about as large as a head of a bull, and each has several runes carved into its surface. The runes are dark and dead, but Izen suspects it's a ward of some sort that is still active. It is soon found out that the stones do not react to Izen's presence in any way whatsoever.

[Spellcraft DC30 to identify the purpose of the ring; the observer would have to be close to the stones or otherwise able to observe them in detail. Highlight to display spoiler: {A permament ward against undead. Nonstandard necromantic magic has been used to create it.}]

Aside from the ring of stones no other traps, sigils, wards, or defensive measures are found.

See Invisible does not reveal any magically hidden surprises. There are no invisible or ehtereal beings within range of sight aside from Izen.

Izen enters the village. Juliander joins in the observation through Clairvoyance.

The people moving about the settlement are mostly humans, with an occasional half-elf and gnome thrown in for a good measure. After several minutes of observation the scouts conclude that the rickety huts are inhabited by at most twenty souls. All these beings are dressed in nothing more but rags; their bodies show signs of severe malnutrition and various diseases. Looking through the tiny windows of the huts Izen can verify that seven of them are resting on makeshift beds, all seriously ill. The rest is busy with various activities typical for peasants and farmers: working on fields, repairing tools and clothes, spinning, cooking something foul in a small cauldron, tending to the sick, washing, drawing water from a well behind one of the sheds, and so on. All are grim and all look exhausted; there are men and women, but no children. It is very rare that any of them speaks, and when they do exchange remarks it is about their work. They pronounce Common with different accents, suggesting some of them might be from far parts of the Wold.

The conditions inside the cottages are squalid; the overall feel of the place starts to drift towards <a labor camp>.

Fifteen minutes after Izen departed the door to the stone structure is opened and two men emerge from the inside. Both are humans and look like mercenaries, wearing chainmail and longswords at their belts. There are no symbols or coats of arms on their equipment that would allow to identify their allegiance. Both appear quite healthy and, unlike the villagers, well fed. Their equipment seems to be of excellent quality. The pair is carrying a black cauldron full of white, pasty gruel. This they put down in the middle of the village. The peasants gather around and share the meager meal. There is just enough paste for each person to get a small cup. Two women take the food for the sick. The guards, leaving the cauldron behind, go back into the structure and bar the door, but not before Izen has a chance to take a good look inside.

Inside there is a dark hallway leading into the hill. The stone building is but an antechamber for some kind of underground complex; its interior looks like a guard post with beds, tables, and chests all around. Several more men are inside; the interior is illuminated by some kind of gems hanging from the ceiling.

The examination of the exterior of the stone structure reveals that it has been erected from large blocks of white stone, probably quarried locally as it looks very much like the stone making up the face of the small cliff. The masonry looks pretty decent to Izen. As there are no windows it's not possible to peer inside. There are distant, muffled voices coming from behind the doors, but exact words cannot be made out.

There is still no trace of the dark clad man that the Knights have met in the swamp. It's hard to guess whether he made it to here before the group or is still lost in the wild.

Izen 
Monday March 19th, 2007 11:26:48 AM

After completing his scouting mission, Izen returned to the group, appeared, and reported his findings (as DM post above).

"Labor camp on the exterior," he concluded. "Primary target is the large underground installation. Not likely to be much more to see out here. I could get in and reconnoiter--I don't know about the rest of you, though."

Usually the halfling's assessments were detached and clinical. Something about this labor camp, though, clearly bothered him. It was evident just in the subtlest of ways--a tightening of the jaw, a narrowing of the eyes--that he didn't bother, or was too preoccupied, to hide.

Horvis - Greater Magic Fang  d20+5=15 d20+14=27 d20+10=23 d20+10=20
Monday March 19th, 2007 12:25:34 PM

The centaur listens as Izen reports his findings. Horvis shrugs as the labor camp is mentioned, then looks around at his companions.

"Sounds more like slaves, to me. Or food. Or sacrifices. Who knows what the people inside the hill use them for? We'd only find out if we stayed and watched for a while."

After Izen mentions investigating the interior of the building, Horvis makes a suggestion.

"It worked before, and this time I don't have to worry about talking. I'll turn myself into a bat once it gets full dark and fly into the village, then up to the building. Maybe over and around the hill to see what I can learn."

With that, Horvis reaches up to snag his ioun stones and places them in a pouch. He mvoes away from his companions, especially Monthor and his clumsy boots, before shifting into the form of a bat. In a high twittery voice, he speaks to his companions.

"Can someone make sure that I can talk to you? I'll fly around for a while, then come close to report back."

Horvis takes to the air, flying close to the ground and suppressing the urge to snap at any flying insects. He will one of the runestones but can't figure out what the markings mean.
Spellcraft = 15

Then he flies into the village, landing on the roof of one building and trying to listen to any conversation from the occupants. Unless the discussion is particularly interesting or relevant, he will then take to the air and fly towards the hill. Instead of going directly to what sounds like a guardhouse, Horvis will climb into the air and fly above the hill. Perhaps something is interesting on the other side? Or maybe there's an airshaft blocked by a screen that he can fit through?

After seeing that, Horvis will fly back to the guardpost and land on the wall above a window. Hopefully these guards are like most - loud and rowdy - and will provide him with some information.

Rolls & Stats
Wildshape = 0 of 9/day

Bat - Diminutive Animal
Walk 5 ft, Fly 40 ft (good)
Blindsense, Low-light vision

Spellcraft = 15
Hide = 27 (0 ranks, +2 DEX, +12 size)
Listen = 23 (1 rank, +5 WIS, +4 racial)
Spot = 20 (1 rank, +5 WIS, +4 racial)

Active Effects
Barkskin (Izen)- +5 natural armor bonus, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang**(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Monthor 
Monday March 19th, 2007 2:32:00 PM

Monthor listens intently to the reports. He pays particular attention to the observations that the males and females workers may be slaves. As Izen and Horvis talk, Monthor keeps a close eye on Draax, Arien and Tratain. They will know what the dwarven warrior is thinking. Oh yes, they will....
They may even notice that Monthor's knuckles are getting whiter and whiter squeezing the handle of his war axe. Monthor remains calm... no sense in getting all worked up at this point. Not when there may be some killin' to do soon.

Izen (illegal second) 
Monday March 19th, 2007 5:41:33 PM

Izen glanced at Monthor's whitening knuckles (Spot, Skill Mastery, 27), and that told him enough. He decided to speak frankly (ooc--in the interests of keeping things moving!).

"Look, I'm sure many of us are appalled at the sight of slavery and forced labor," Izen began carefully. "Here's the thing: whatever we were sent to investigate is likely inside that dungeon, and if we kick the door in to get inside, we're liable to compromise our mission. If Lord Patrark had believed that we were capable of taking on this threat by ourselves, he would have given us orders to seek and destroy. But he didn't. This is a reconaissance mission, not an assault team. Our mission is to scout and return with usable intelligence, not to engage the enemy."

He looked around the group appraisingly. "Now, if we can accomplish our mission and free the slaves, so much the better. But first, we ought to focus on the tunnel complex." He glanced at Monthor. "All right?"

"Now, what capabilities do we have to get inside undetected as a group? Monthor's got his cape. With some reliable coordinates, an invisibility spell, and a message spell, he could be inside and ready to act. I feel confident that I could slip past the guards undetected. Horvis--well, he can do his bat thing, or something similar."

"What about the rest of you? Jova Kon and Juliander can both cast invisibility spells, I know. Could you cover everyone? What about getting through the door without alerting the guards? Does anyone have something to help with that? Even a fascination or sleep effect might work, if it lasted long enough and left no trace. Or--if we disposed of the guards without raising an alarm--would there be a way to make it appear as if nothing had happened? An illusion or disguise spell, perhaps?"

Izen brought his eyes back to Monthor. "Once we've seen what's inside, if we decide it's safe to do so, then, maybe, we can hack our way back out. Kick-the-door-out, as it were."

"We can always use the Rope Trick to camp here if people need to refresh spells. And that would give Horvis his chance to scout."

Monthor (2nd) 
Monday March 19th, 2007 7:06:29 PM

Izen brought his eyes back to Monthor. "Once we've seen what's inside, if we decide it's safe to do so, then, maybe, we can hack our way back out. Kick-the-door-out, as it were."

Monthor looks at Izen and smiles. Not a regular smile. He smiles the smile that says he's got a itch to kill something....

"Works for me Iz. Me know we can't free every slave in the world. No problem. No problem at all."

Monthor 3rd (sorry) 
Monday March 19th, 2007 7:07:43 PM

" Couldn't Arien just teleport us inside? "

Juliander 
Monday March 19th, 2007 8:28:31 PM

"I can't make everyone invisible. However I can dimension door myself plus four others into extremely close proximity of the door. Say... right outside." The bard smiles, "I think that should do the trick... and then in we go."

Izen (3d) 
Monday March 19th, 2007 11:07:59 PM

Izen considered what Monthor and Juliander had said thus far. He scratched at his stubble thoughtfully.

"I'm no caster, but from what I understand, teleportation is a little risky. Dimension door--like your cloak, Monthor--might be better for a short hop like this."

"Juliander, if we followed my suggestion, we'd all go inside, invisibly, by way of the dimension door. You'd just need a 'spotter' inside to relay the directions. A message spell, or something more powerful, like a divination spell of some kind, cast on the spotter might work. I'm glad to volunteer to be the spotter, or someone else could be."

"Of course, once we go in that way, it'd be helpful if we had the same option for getting out. Not absolutely necessary, but helpful."

Jova 
Tuesday March 20th, 2007 1:56:35 AM

Jovawaits impatiently as Z returns. Through the link he had seen what the hawk had seen, or not seen which was more important.

Jova reports to the group that Z had seen no other path, or road.

"This means that the occupants are using a teleport spell, like you are explaining, or they are using a teleport device such as thde tree in Mr Fox's druidic garden. Either way, i would say that we have no way of knowing how many of whatever is in there."

Z begins to go wild, squakong in his low tones as the 'labor camp' is described. Jova does the best he can to settle the bird down.

"I know, I know, wait, I will explain to them." He kreeps saying to the bird. Then he spits several times, nearly gagging. Turning to the group as they are preparing for their assault.

"First off, this is no 'labor camp'. This is a 'proving ground'. Those poor wretches down there are proving their worth to their God Marteus. I guided a merchant wagon near Cresent Valley a few years back. I met a Priest of Marteus, his name was Nirtti. He told of such a place. Those wretches are 'proving their worth to Marteus. If they survive their sicknesses, then they will be exalted to serve Marteus.

"Slaves? Look around you what do these slaves do? Nothing but live. They are all disciples of Marteus and should be executed immediately. Our Dragon partner would thank us for such. But the information most valuable lies with n the temple.

I agree we need to go in, but Izen said the door had been barred once the guards went back in. How do you expect to unbar the door? Even if you teleport in, do you know what you will face inside? You are brave, but your plan is destined to fail.

"The best thing to do would be to wait until morning. Summon a few allies to take kare of the sick ones, by take kare of I mean kill. When the guards open the door for morning gruul, we attack and gain entrance. Stealth and secrecy wont work in this situation."

Draax 
Tuesday March 20th, 2007 2:44:41 AM

It is easy for Draax to guess Monthor's feelings because Draax was having the same thoughts. He listens as a few of them begin to talk about a plan. Everything sounds good until Javo shares his knowledge of the followers of Marteus.

"I hate Marteus followers as much as the next man, but unfortunately I cannot bring myself to killing them in cold blood while they are unarmed and helpless. I have no problem with causing their deaths, but it has to be for a better reason. Now taking down the guards is something I am more than willing to do.

I would say that we should kidnap and replace a few of the farmers, but the possibility of being infected is too great.

If Izen has the skills? I think he should check out the inside and lets us know if it is worth us doing anything. If it is we can go in invisible and then take care of business, but if this place does not have what we need, taking out this place will let them know we are in the area."

Draax waits to hear what the decision will be.

Bat flight - DM Marcin 
Tuesday March 20th, 2007 6:19:32 AM

While the group discusses their options Horvis flies away as a bat to take a closer look at the village.

Bits of conversation he can overhear:

"...really cold. Gave the last blanket to old man Smithson. Better ask wizards to take him in next."

"Not really see how anything will grow here. We'll be living on this gruel thing forever. Say what you will, it burns my stomach every time I eat it."

"...Poor girl has really lost it. The slavers did to her..."

"Where's the new man? Tell him I'll need his bucket in a moment."

"Think Salhar will go next? I've been here two months, longer than him. My family probably thinks I'm dead..."

"Would... cry... but no longer have... strength."

There are no air shafts or chimneys opening on the hill. The area has been already scouted out by Z and Horvis confirms his observation that there is nothing there that catches the eye.

As mentioned before, there are no windows in the stone structure, so looking in is not an option.

Horvis - Greater Magic Fang  d20+14=15 d20+10=30 d20+10=21
Tuesday March 20th, 2007 9:04:28 PM

Having exhausted the possibilities of the hill for now, the bat wings back to the village to listen to the conversations between the folk there. Something about the words he heard didn't agree with what Horvis expected.

After landing on the eave of one of the huts, the bat settles in to listen to the conversation. After listening until he is either bored or certain of what they are discussing, he will flit between buildings in an attempt to identify how many people are within each building.

Finally, he will return to his companions. After landing away from anyone's boots, Horvis will shift back to centaur.

"This is what I heard and saw. Not much. Should I cast Find the Path and determine how to get inside?"

Rolls & Stats
Wildshape = 1 of 9/day

Bat - Diminutive Animal
Walk 5 ft, Fly 40 ft (good)
Blindsense, Low-light vision

Hide = 15 (natural 1)
Listen = 30 (natural 20)
Spot = 21

Active Effects
Barkskin (Izen)- +5 natural armor bonus, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang**(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast


Monthor 
Tuesday March 20th, 2007 9:10:31 PM

Sounds good Horvis. Cast away.

Izen  d20+25=28 d20+21=38 d20+25=34
Tuesday March 20th, 2007 10:20:57 PM

"Agreed. Then I propose that we camp in the Rope Trick, keep watch, and make final decisions in the morning on how to proceed."

If the party decides to camp:
When on watch:
Spot as needed, Skill Mastery 27
Listen as needed, Skill Mastery 30
Hide, 28

If the party decides to try to infiltrate the next time the door opens, some possible skill checks:
(Invisible, but not flying unless in the morning)
Move Silently, Skill Mastery 33
Tumble, Skill Mastery 31
Spot, Skill Mastery 27
Listen, Skill Mastery 30
Escape Artist, 38!
Hide, 34

Juliander 
Tuesday March 20th, 2007 10:36:40 PM

"Here is an interesting idea... perhaps we wait until it gets dark, and then sneak through the village under cover of night to infiltrate as a group? We still have plenty of resources available, so I don't see the point of resting before going in."

Tratain 
Wednesday March 21st, 2007 12:20:49 AM

Tratain says "When we rest tomorrow that will give us another day to watch what they are doing. It will also give us a chance to prepare spells that will give us a better picture of what is going on."

Draax 
Wednesday March 21st, 2007 1:16:45 AM

"Sounds good to me."

Jova 
Wednesday March 21st, 2007 4:19:41 AM

Jova shruggs his shoulders and walks a ways away. There he can be seen talking to, and calming own the bird he calls friend.

Another night in the swamp - DM Marcin 
Wednesday March 21st, 2007 9:08:19 AM

Horvis hangs around in the hamlet a bit longer.

There isn't really that much talking going on. Most of it is labor related. Some phrases are cryptic.

"How much longer do I have to wait? My daughter was supposed to get married three weeks ago..."

"Patience, no one I know has been here longer than three months."

"One more month! <groan> My arthitis is killing me already."

"Yeah, it's Cursed Swamp for you. Zarthmoor has harsh climate. Still, nobody ever mentioned it's so cold..."

"I'm worried about my family. Gods alone know if the slavers didn't take them, too."

Inside one of the huts a woman kneels by her bed quietly praying to Alemi.

Horvis counts nineteen people in total. Seven of them seem bedridden. Most seem to suffer from anemia, scurvy, arthitis, and other ailments common to people working overstrength in a hostile envirnoment. Their complexion is an unhealthy shade of brown with just a hint of green. A slight smell suggesting troubles with digestive system hangs around each of them.

Most of the Knights vote to spend another night watching the encampment. The Rope Trick serves the party well yet again.

Come nightfall the activity in the village ceases. The peasants return to their cottages and fall on their beds, instantly asleep. There are no lights. No guards emerge from the stone building to patrol the site.

The night passes quietly. Around midnight the watches spot pale white lights moving among the trees.

The lights slowly drift among the trees, winking out and reappearing. More appear with every minute and all converge on the hamlet, until it is surrounded by a sparkling ring of white flames.

The lights grow brighter and take on shape, each turning into a spectral humanoid shilouette. The spectres slowly move around the outskirts of the village, as if dancing, but do not approach the buildings. There must be hundreds of them.

This quiet vigil lasts about an hour. Then, all of a sudden, all of them wink out like candles blown out by the wind.

The morning is very cold. A thin sheet of ice has covered puddles of water. When it gets brighter the Knights, who are finishing their morning meal, can spot the black-cloaked stranger entering the village from the other side of the forest. The peasants do not pay him much heed. He approaches the stone structure and bangs on door. Shortly after he is admitted in.

CDM Jerry 
Wednesday March 21st, 2007 10:43:51 AM

I need the report submitted from the last week's posting please. Submit it here and email me a copy please today so I don't have to bug ya further friends. :)

Arien 
Wednesday March 21st, 2007 2:20:06 PM

"I believe that we have waited long enough at this point, if we stay here chances are that we are going to get discovered at some point. So I say that we either move today and do something or that we continue and try to find another settlement where we can find more information."

Izen  d20+25=27 d20+21=40 d20+25=33
Wednesday March 21st, 2007 2:52:32 PM

In the morning, Izen was all business. "Getting inside the stone structure. I propose that we get as many of our squad inside without revealing ourselves as possible, using as many routes as we can conceive."

"I will go in invisibly, when they open the door next."

"Juliander proposed bluffing his way in. Now that we've seen how it's done, it looks feasible. He can walk up to the door, use the information that the dead man from the swamp gave us, and try to get in. Horvis can go in disguised as Juliander's familiar. If there is anyone else who feels confident enough in their bluffing skills to try it--" Izen arched an eyebrow at Jova Kon "They're welcome to try. No more than one or two others, though, I think, based on what we've seen."

"That leaves rest outside at present," Izen admitted. "Tratain, you said yourself that you were concerned that your aura might give you away, and I agree that's a risk we might not want to take until we're ready to reveal ourselves. But you, Monthor, Arien, and Draax can remain outside until we relay a signal for you to come in. Maybe a divination spell like scrying or clairvoyance cast on one of the scouts would be useful that way. In the meantime, those of you on the outside can investigate those will-o-the-wisps we saw last night, or the stone face and stone markers around the village, or interrogate one of the villagers."

"What do you all think?"

There was much to discuss, but IF the group was ready to proceed as indicated, then Izen would, after accepting any magical enhancements the group decided to bestow on him, do the following (in the interests of conserving posting time):

(All of this depending on group consensus as to approach)

--Vanish and move invisibly to a position near the door to the stone structure (Move Silently, Skill Mastery 33; Hide while invisible, 27). --Wait either for Juliander et al. to knock or for the guards to open the door for gruel-time.
--Sneak in behind the guards, using his Winged Boots as needed (Tumble, Skill Mastery, 31; Escape Artist, 40!; Move Silently, Skill Mastery 33).
--Find someplace inobtrusive inside to make his first observations (Hide while invisible, 33; Listen, Skill Mastery, 30; Spot, Skill Mastery, 27) and check for magical or mundane traps inside the building's entrance (Trapfinding Search, Skill Mastery, 30).
--Proceed accordingly from there. Listen, Spot, and Search as above. If he were in trouble or finished seeing what there was to see, Izen would activate his Winged Boots (if not already activated) and use his Cape of the Mountebank to Dimension Door straight up and out of the structure 500' before returning to the group, reappearing, and reporting.

Monthor 
Wednesday March 21st, 2007 2:56:28 PM

" Look fellas. This is the way me see things.
One, we want in.
Two, getting in is easy. We can teleport some way or another inside the doorway. Or we can knock on the door and ask nicely to be let in. Or we can trick our way in. Worst case, me can just bash the door in. It doesn't look THAT sturdy.
Three, we'll be found out inside soon enough. No way a group this size can walk around without being found. Me not exactly built for stealth ye know. We may as well just plan for a fight and take them out as they come at us.

Here's what me proposes... one of use puts on a black cloak and walks up to the door. The rest of us follows either polymorphed into something else or invisible. The cloaked guy, let's call him " Izen", knocks at the door. Either the door will open to let him in. Win. Or the door will open so that the guards can kill him. Win. Or they taunt him from the other side of the door. Win, 'cause then me will dimension door meself in and bash them. Subsequently... big word Monthor... that one hurt a bit... subsequently, me then opens the door for the rest of ye. And we're in.

Let's vote friends. Yeah or nay to me plan. 'Cause me be getting thirsty just sitting around here doing nothing. And when me gets thirsty, me gets cranky. And when me gets cranky, me gets to smashing stuff. Ye know, doors and stuff.... Me votes 'yeah'."

ooc> It's a dungeon crawl folks. Let's just go in an start crawling already. It's morning. We're all fresh so let's get going. We know we don't want to kill the workers unless they give us reason to. We know that the guards are "slavers" of some sort and none of us will mind cleaving them up if they give us a reason to. I'm all for sneaking around, really, I am... but how are you going to get an armored dwarf to move anywhere "quietly" for any lenth of time? You can't. So let's just get in.

Monthor 
Wednesday March 21st, 2007 2:57:44 PM

ooc> DAMN YOU IZEN!!! Either plan works for me.

Draax 
Wednesday March 21st, 2007 5:20:09 PM

Draax listens to Izen and Monthor both come up with plans at the same time. "I am OK with both, but I favor Izen's plan."

Juliander 
Wednesday March 21st, 2007 8:44:12 PM

"Either plan works for me." Juliander is clearly ready to go.

Horvis - Greater Magic Fang, Longstrider 
Wednesday March 21st, 2007 10:27:07 PM

The centaur looks around at his companions as they prepare to go to the building.

"I'll go as a familiar. I'd prefer to be a flying creature, ideally a bat, but I can be whatever you're comfortable with. Once inside, if we get alone, I'll cast Find the Path on someone to figure out how to get where we want to go."

"By the way, are there any items that you want me to take in with me? I can shift back to this form to retrieve them."

Unless Juliander has a preference, Horvis will shift into the form of a bat. Once he's in that shape, the shifter will flutter over to Juliander and land on his shoulder. Squeeking quietly, he will whisper to the bard, "I'll try not to tickle, you try not squeezing me." Then he will crawl under the bard's cloak to hide from the sun.

Rolls & Stats
Wildshape = 1 of 9/day

Bat - Diminutive Animal
Walk 5 ft, Fly 40 ft (good)
Blindsense, Low-light vision

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Jova 
Thursday March 22nd, 2007 1:30:22 AM

SAfter watching horvis do his thing and hide in julianders clothes, jova scans the area looking for Aquila. Aquila still with us?

Scratching his neck, he says, "Okay. Let me se if this works. Izen gets invisible. I will attempt entrance with Z on my shoulder. I would like to change Monthor into a warhorse using a polymorph spell. That way when i knock on the door, I can create a diversion. Argue about allowing the horse in. I

"I will give Arien my wand of invis, he can tap Tratain, Draax, Juliander and himself with it. The effect lasts about 3 minutes, so Airen may need to use it more than one time. While the guards are distracted with me and Monthor the horse, everyone should be able to get in. Monthor will have the ability to end the spell at any time, in case bloodshed is needed. What you think Monthor, ever want to be a horse?

"If the guards still give me troubles i can always turn Monthor into a hawk, like Z there. The more i think about it, the more I think it ill work."

OOC So everyonre knows I have +21 to bluff. If Yves wants to be something something else, other animal, or whatnot, just say. Horse would be believable though.

Monthor 
Thursday March 22nd, 2007 7:34:39 AM

Works for me.


Tratain 
Thursday March 22nd, 2007 10:24:28 AM

Tratain says "I'd like to give Izen the chance to try and scout alone before anyone else heads in but it looks like I've been outvoted. I'll go along with whatever the plan is."

Entry - DM Marcin  Spot checks to notice invisible Izen d20=15 d20=13 d20=10 d20=20 d20=18 Listen checks to hear invisible Izen d20=4 d20=20 d20=10 d20=4 d20=13
Thursday March 22nd, 2007 11:21:05 AM

A plan is agreed upon. The party will approach in two groups.

The first one is Izen (invisible and sneaky), Jova with Z on his shoulder, Juliander with Horvis playing his familiar, and Monthor as a horse [note that it is Jova, not Monthor, who can dismiss Polymorph, and it is a standard action]. Juliander and Jova will try to bluff their way inside, while Izen sneaks in to look ahead.

The second group, following behind the first, consists of Arien, Draax, and Tratain, all invisible and waiting for trouble [please mark off three charges from the wand].

Spells are cast, magic items handed over, and the Knights set off.

The appearance of a horse and two persons does not get an immediate reaction from whoever resides in the stone structure.

The group approaches at a steady pace. Several of the peasants briefly look up, but then just sigh and return to their work.

So far, so good.

The stone building draws nearer and nearer.

Just a few more steps...

.

.

.

The stone door is within reach.

<Bang> <bang> <bang>

There are muffled voices coming from within and the sound of shuffling feet.

The door is being unbarred and slowly heaves open. A sound of stone scraping on stone accompanies its movement.

Izen, Jova and Juliander are looking into a face of a guard, who blinks from sunlight and looks rather surprised.

"Who in blazes?..."

Silver tongued members of the group spin their tale. Meanwhile Izen sneaks inside and takes a good look around the interior.

It is as large as the inside of a sizeable barn. The structure has been erected from stone blocks in a competent if simple fashion. Strangely enough, the designers did not include windows or even arrowslits - an unusual choce for a guardhouse - for a guardhouse it most certainly is. The room is signifficantly more warm than the outside. The air is fresh. The interior is illuminated by two white glowing crystals hanging high under the ceiling (which is about 12 ft high). A dark corridor leads down into the hill. There are several beds standing by the walls, weapon racks on the southern wall - holding mostly polearms and bows, several tables and small chairs, and, most importantly, five guards. All are human, all are tall and muscular, and all are wearing chainmail and longswords at their belts. Two have been playing dice at one of the tables and the rest was busy with god knows what - but now the attention of all five has turned to Juliander and Jova.

"Sarge, were we expecting someone?..."

Izen makes his own observations. Highlight to display spoiler: {Izen is in H10. He notices that there is some kind of proximity triggered spell effect filling the hall in row 5 and above. Make sure you only use the means of communication that are available to Izen - not sure if anybody bothered to cast a Message spell.}

Juliander and Jova take their best shot at playing a pair of prospective initiates.

It seems to be working. The guard, still uncertain, motions them in. The rest stands up scratching their heads.

And then-

"Shh! Did you hear that?" - that's #2.

"Over there!" - #4 points to the western part of the room. "Something's there!"

"Intruders! Alarm! ALARM!"

[Natural 20 on a Listen or Spot check is always a success...]

[Starting now we are counting time in rounds. The party can take one round of actions. Horvis is with Juliander. Monthor is a horse. Those not on map can appear anywhere in the 20th row and then take a standard action.]

[Please list in your next post your AC, HPs total, and all active spell effects. I'm in travel tomorrow. My Friday post will be about 8 hours later than usual.]

[Time elapsed: 1 round]

Jova--Second 
Thursday March 22nd, 2007 11:31:22 AM

"Send Izen now, it make take an hour to get the plan allset up any way. That would give me a chance to morph Monthor as a practice, so when we do it for real, he is not shocked."

Sorry Dave, didn't see your post until mine was done. Go ahead and post again. M.

Jova 
Thursday March 22nd, 2007 3:10:58 PM

At the alarm, Jova hesitates for a split second. Seems Monthor would want to be around for this. With a wave of his hand, Jova cancels the effects of the polymorph spell. This will allow his smaller friend to do what he does best. It would be interesting what the other members of the party do.

Monthor 
Thursday March 22nd, 2007 3:17:05 PM

ooc> So, is Monthor stunned this round or can he attack something?

I don't recall anything about being stunned after Polymorph in the current rules. Monthor can act. M.

Jova 
Thursday March 22nd, 2007 5:42:37 PM

OOC Why would you be stunned? With me dispelling the spell, you have full action. At least that iswhy i posted so early in the day to give you your move/attack.

Dave is right. M.

Monthor ( AC 31, HP 129)  d20+20=30 d6=4 d10+30=36
Thursday March 22nd, 2007 8:31:49 PM

The horse is gone and an ugly angry dwarf with a big arse axe is IN THE HOUUUUUUUSE!!!!!!

Monthor charges past his compadres and engages with one of the guards (L14).

---------------------
Monthor charges ( +2 to attack role, -2 to AC )
Power attacks -7 to hit, +14 damage)
Attacks 2 handed (strength damage +12)

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1) to guard 3
Monthor's AC is 30 vs G3, 29 vs
everybody else
To Hit +20

Monthor hits AC 33 for 39 (I counted the bonuses wrong before I roled. He's +23 to hit and the total damage bonus is 33) physical and 4 fire damage = 43 damage to guard 3.



Juliander (AC 24, HP 73)  d20+16=32 d20+16=27 d20+11=29 d8+3=8 d8+3=10 d8+3=6 2d6(4+3)=7 2d6(5+5)=10 2d6(4+6)=10
Thursday March 22nd, 2007 9:37:57 PM

Spitting a curse out under his breath, Juliander takes a step back from the guard, and brings the light crossbow he had been gripping under his cloak up directly between them. The human's hands become a blur as he reloads the weapon multiple times, unloading on the guard. (OOC: Rapid Shot/Rapid Reload to hit AC 32, 27, and 29 for 15, 20, and 17 hit points damage respectively [assuming he is evil]. Total damage is 52 hps. If not evil damage would be 24 hps.)

Horvis (AC 23; HP 74/74) - Greater Magic Fang, Longstrider  d20+9=20 d20+10=20 d20+10=20
Thursday March 22nd, 2007 10:28:16 PM

The bat heaves itself out from under Juliander's cloak until it appears on his shoulder. He squeaks some words to Juliander, "Going inside, gonna get past them to keep them from summoning help."

Horvis then launches himself into the air, twisting and tumbling as he flies into the building and up near the ceiling. He is squeaking and twittering as he goes, trying to determine if there is any other invisible creatures in the area besides Izen.

Position
If guards flat-footed (and unable to make AoO) = K11 (and 10 ft over floor)
If guards not flat-footed = M15 (and 10 ft over floor)

Rolls & Stats
Tumble = 20 (enough for half movement past Guard 1)
Listen = 20
Spot = 20

Actions
Move Equivalent = get out from under cloak
Move = either regular or half-speed and tumbling, depending on ability of guards to make AoO

Wildshape = 1 of 9/day

Bat - Diminutive Animal
Walk 5 ft, Fly 40 ft (good)
Blindsense, Low-light vision
AC 23 (10 + 2 DEX + 4 Size + 2 armor + 5 enhancement)
STR 1, DEX 15, CON 10

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Draax 
Thursday March 22nd, 2007 10:55:33 PM

When the alarm is sounded, Draax readies his sword and shield. He takes a moment to scan the area and make sure that no danger is coming from the outside before he charges to the door to help the others.

Izen (AC 25, HP 82/82)  d20+18=23 d4=3 d6=4 7d6(5+1+6+2+4+3+5)=26 d20+12=14 d4+2=5
Thursday March 22nd, 2007 11:26:36 PM

Izen silently cursed his luck. Still invisible (at H10), he drew and hurled his javelin at the guard farthest into the room in one fluid motion (Quick Draw, attack guard #2 at K9, hits flatfooted AC 23 because attacking while invisible, damage 5 + 4 shock + 26 sneak attack = 37 HP damage).

Now visible, he shrugged and smirked at Monthor. "It was a boring conversation anyway," he commented, before drawing a dagger and sending it hurtling toward guard #5 at N10 (Quick Draw, hits AC 14, damage if applicable 5).

"No one go down that hallway--it's magically trapped," he told the others as he drew his rapier (Quick Draw). "And finish these guards--" pointing at #4 and #5--"Before more trouble arrives!"

Tratain AC 28 HP 113 
Friday March 23rd, 2007 12:51:11 AM

Tratain moves up to the side of the door ready to help his comrades as they need it.

Arien AC 21 HP 60 (Mage Armor) 
Friday March 23rd, 2007 1:48:18 AM

Cursing the luck Arien moves to the opposite side of the door as Tratain and keeps an eye out for any approaching hostiles.

Jova {76 HP 23 AC} 
Friday March 23rd, 2007 2:07:18 AM

Jova watches as his friends enter the battle

Spells
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--7-DC17--Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, Polymorph 1 min level**
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

**Already cast


Like a thunder we are - DM Marcin 
Friday March 23rd, 2007 6:19:43 AM

Jova dismisses the magic shielding Monthor and the dwarf is returned to his natural form.

Monthor springs immediately to action, nimbly bypassing the guard at the door and using the momentum of his charge to smash into the one that's been called "sarge". His axe almost chops the man's arm off - without so much as a scream he drops to his knees, no longer conscious, and starts bleeding to death.

Juliander's crossbow launches three bolts in rapid succession at point blank range. All strike true and the volley is enough to deprive the man of his life. He leans against the doorframe and slowly slides to the floor, dead before his body completes the fall.

Horvis, still as a bat, rises to the air and verifies that there are no invisible beings he can see aside from Izen.

Izen abruptly reappears, sending his javelin at the nearest guard. The weapon hits a vulnerable spot - the guard gurgles and spits out blood, but remains on his feet. The dagger launched by Izen is deflected by the guard's chain.

There is a sound of running and Juliander and Jova sense that the rest of the party has arrived to their help, though they still remain invisible.

[...]

Guards! - DM Marcin  Morale checks for guards d20-3=-2 d20-3=6 d20-3=9
Friday March 23rd, 2007 6:40:07 AM

Overwhelmed by the sudden assault, with their commander gone and half of their number out of fight, the guards have no stomach to mount a suicidal defense.

One of those sitting by the table rises on shaky legs and throws his hands up. "Mercy! Don't kill me, I give up!" His buddy remains sitting, his face ashen, visibly frozen with fear.

The wounded guard about-turns and starts running away down the corridor dragging Izen's javelin behind him, screaming with pain. The end of the weapon plays a staccato tune on the flagstones. The nature of the guardian magic is revealed as soon as the guard enters its area - a loud sound of handbell rings out through the complex [Spellcraft DC21: Highlight to display spoiler: {Alarm spell}].

[No map needed this round. Two of the guards are at party's mercy. The fleeing guard is right now 70 ft from the party and it looks like he will vanish in darkness next round.]

[Everybody can take one round of actions to stop the fleeing guard. After that he will pass a bend in the passage and vanish from sight.]

[Decisions again: how to handle the guards? Should the party advance down the corridor? If so, in what formation and with what spells active? There are no immediate threats left in this area and the party can spend more time here than one round. If you decide to explore in the old-fashioned way of walking down the corridor I'll need a marching order and a list of precautions taken.]

[Round 2]

Izen (AC 25, HP 82/82)  d20+18=30 d4=2 d6=5 7d6(4+6+1+4+5+4+5)=29
Friday March 23rd, 2007 8:12:00 AM

The clatter of the dragging javelin stopped as it returned to Izen's hand (ooc--it's a returning weapon--comes back to Izen's position at the start of his next action).

Izen moved to the hallway and sent it back.

Attack fleeing guard, hits AC 30.
If he's truly "running" per DM post, then he's deprived of his DEX bonus and damage is 4 + 5 cold + 29 sneak attack, total 38.



Monthor ( AC 31, HP 129)  d20+28=44
Friday March 23rd, 2007 9:01:05 AM

Monthor looks at the two shaking guards.

" The two of ye! Get your faces down on the floor now or ye will taste me axe! "

:: To punctuate his statement, Monthor coupe de grasses the bleeding sargent. ::

--------------------------------------------
Hits AC 44. I'm not even bothering to role damage.

" Are we making a stand here boys! They know we're here now. Better to stay here and deal with whoever's gonna come. At least here we have an exit back outside if we need to make a run. Let's throw some stuff in the doorway to slow them down. ( ooc Let's block off 7J and 7Lm, leaving a corridor in 7K for the footmen to engage the ennemies). Bowmen and missile dudes, ready yeself as our first line! Shoot whoever comes down the hall.
Someone bind Mutt and Jeff over there and search them. "

:: After finishing off the sargent, Monthor searches him. ::

" Anything on those tables? "

:: If Monthor still has time, he helps out with blocking the hall way (as explained in the ooc part). ::

ooc> It just seems to Monthor as this room is a highly defensible spot. Let them come down the hall and get peppered by missile fire and spells. If we go forward now, we're more vulnerable. The only thing that worries me about remaining here is spell attacks. BTW, if "someone" decides to slit the guards' throats... well Monthor won't object to much.



Horvis (AC 23; HP 74/74) - Greater Magic Fang, Longstrider  d20+5=23 d20+10=25 d20+10=17
Friday March 23rd, 2007 10:48:18 PM

The bat looks down the corridor at the fleeing guard. Or maybe at the crumpled body of the guard. Either way, Horvis flies down the corridor despite Izen's warning of a trap. From what he can tell, the guard has set off the Alarm spell already.

Keeping up near the ceiling, Horvis flies a total of 80 feet down the corridor. He goes over the guard, trusting that he won't be attacked. From here, he should be able to spot any approaching forces and either retreat or hold them off.

Position
Somewhere down the corridor, past the fleeing guard.

Rolls & Stats
Spellcraft = 23
Listen = 25
Spot = 17

Actions
Double Move - fly 80 feet

Wildshape = 1 of 9/day

Bat - Diminutive Animal
Walk 5 ft, Fly 40 ft (good)
Blindsense, Low-light vision
AC 23 (10 + 2 DEX + 4 Size + 2 armor + 5 enhancement)
STR 1, DEX 15, CON 10

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Juliander  d20+18=33 d8+3=8 2d6(3+2)=5
Friday March 23rd, 2007 11:04:07 PM

Juliander fires of a shot at the fleeing guard, growling, "Coward." Turning to Monthor, "We should push forward. Allowing them to come to us only gives them the opportunity to prepare their defense." Looking to Tratain, "The less prepared they are for us, the better... wouldn't you say?" (OOC: Hit AC 33 for 13 hps damage)

Draax 
Saturday March 24th, 2007 1:11:34 AM

Draax moves into the room, he lets the others decide if they are going to make a stand or continue on.

He moves to the downed guards and begin to remove their clothes. He makes sure that he identifies all items worn especially any badges or symbols on the guards.

Jova {76 HP 23 AC}  d20+10=21
Saturday March 24th, 2007 4:06:31 AM

Jova is silent. Following Draax he also helps to search the guards. Being the oppurtunist he tries to judge the value/worth of the guards armor, and weapons and such. He does finsd some rope and ties the two living guards up. Jova places torn cloth in their mouths to silence them as well. He ies the cloth in the mouth as well.

Search 21

Arien AC 21 HP 60 (Mage Armor) 
Saturday March 24th, 2007 12:00:56 PM

Making sure to stay invisible the mage enters into the guard room and stands by, trying to not make any undue noise. When these guards were questioned by others he wanted them to get as much misinformation as possible. Arien stands to the side of the corridor waiting for the next move.

Monthor 
Saturday March 24th, 2007 7:32:44 PM

" Julie, their defences ARE prepared. That's why there's an alarm. They would expect us to run ahead down a long corridor right into their main forces. The last thing they would expect would be for us to hold up here. If you want to move on. Fine. You have point. "

" WILL SOMEONE QUESTION THOSE TWO BEFORE I LOB THEIR HEADS OFF... PLEASE!!! "



Jova {76 HP 23 AC}  d20+21=32
Sunday March 25th, 2007 12:34:33 AM

Jova sits down at the head of one of the prone guards. Removing the gag he grabs the guards nose and gives it a smart tug.

"Have your attention now do I? Ok, what is this place?

"Who is in charge?

"Is this complex all one floor, or how many floors are there?

How many other people are here?

"Answer my questions or i will start cutting off your fingers, then toes, then well you can imagine."

Bluff 32

Dave please roll Intimidate. M.

A brief moment of silence - DM Marcin  Guard vs Jova's Intimidate d20+5=16
Monday March 26th, 2007 4:00:28 AM

Izen's returning javelin and Juliander's crossbow bolt finish off the last guard before he has a chance to reach safety.

Monthor cuts off the sargeant's head. His two subordinates promptly obey the command and flatten themselves on the ground. They are quickly tied up and gagged.

The party busies itself with re-furnishing the guardhouse. The hallway gets partially blocked, as per Monthor's idea. Then the room, the prisoners, and the bodies are searched.

There is a lot of worthless junk here, including worn clothes, combs, razors, clay cups, bottles of foul beer, playing cards, and other items one commonly finds around thugs and mercenaries. There are, also, several items that seem to be of value:

- two glowing crystals at the ceiling,
- five chainmails, four longswords and a shortsword, four light crossbows and about fifty bolts; all these seem to be at least masterwork,
- three spears and a halberd, normal,
- 54 gp in small coinage, mostly silver and copper,
- three small metal vials in the pouch of the late sargeant,
- two bottles of fine wine in one of the chests by the wall,
- a small silver statue of a scantily clad woman in another chest.

The guards do not wear any symbols that would betray their allegiance. One of those killed, though, has tattoos on his chest that resemble some kind of religious symbol [Knowledge:Religion DC10: Highlight to display spoiler: {Unholy symbol of Ga'al.}].

Jova tries to question one of the guards, but all he gets as an answer are wheezes and strange yelpy noises. The man is shaking as if in a fever and Jova is not even sure if his questions registered.

Horvis flies a bit deeper down the corridor getting past the magic warning device without setting it off. The passage seems to lead straight on, sloping slightly downwards [anyone Knowledge:stonemasonry DC15 or Spellcraft DC23: Highlight to display spoiler: {The main passage has not been mined out; it seems more like a work of magic similar to Stone Shape.}]. There are doors to the left and right, most of them now open, leading to chambers of various sizes that look like servant's wing - various storehouses, sleeping rooms, a kitchen with a tiny fire elemental forced to work as a smokeless stove, a workshop, a small smithy, again powered by a bound fire elemental, a dark room with nondescript black altar in the middle that looks like a small temple, a larder... There are people in these rooms here and there - a cook hiding behind a cupboard in the kitchen, a smith still hammering on the anvil, probably short of hearing, a fat, bald man surrounded by an odor of alcohol snoring loudly on one of the beds somewhere. This part of the complex is maybe 200 ft long. The air here is hot and full of various smells, not all of them unpleasant. Further along the passage changes into stairs leading down. A faint noise as if of shutting doors comes from that direction. Strangely enough, about a minute after the party has entered the guardhouse a faint sound of a handbell coming from the depths of the complex can be heard twice.

[How long would you like to wait in the guardhouse? I can consider "until something happens" a viable answer.]

[Time passed 2.2 minutes]

Izen (AC 25, HP 82/82), Invisible 
Monday March 26th, 2007 11:56:49 AM

Izen sheathed his rapier and javelin.

"I'll take a look at that hallway and make sure any more alarms or the like are disabled. I'll let you all know when we can move forward, if we want to. If we're staying here, I can spread caltrops in the hallway--just let me know."

With that, the halfling walked forward and vanished (reactivate Ring of Invisibility), then set to studying and dismantling the magical Alarm and any other traps.

--Trapfinding, Search skill mastery, 30
--Disable Device, skill mastery, 32
--Spot, skill mastery, 27
--Listen, skill mastery, 30



Monthor ( AC 31, HP 129)  d20+2=19
Monday March 26th, 2007 12:10:12 PM

:: Monthor points to the ceiling. ::

" Somebody want to shoot those crystals out? The bad guys maybe able to see or hear us using them..."

" Any of you magic types wanna check these vials out? "

occ> If no one steps up, Monthor pockets the vials.

:: Monthor then watches the shaking guard... ::

" Tratain... what's the chance that these orc lovers are gonna get all of us infected? "

( Stonecunning, 19)
" That passage way wasn't dug... that's magic that did that. "

" What now?.... Do we charge down looking for trouble or stay here and wait for it? "



Horvis (AC 23; HP 74/74) - Greater Magic Fang, Longstrider 
Monday March 26th, 2007 2:08:18 PM

The bat returns from exploring the tunnel and attached rooms. As Horvis passes Izen, he twitters a greeting to let the rogue know that he is coming. Once he arrives back in the guardroom, Horvis looks for a place to perch while he speaks with his companions. Once he has landed, he will describe what he saw farther down the tunnel.

"I vote for going ahead. What we came to see is probably down there and we'll need to go ahead anyway. And it means that we're setting the schedule, such as it is, rather than the other defenders of this place."

If his companions agree, he will lift off and head back down the tunnel to scout ahead of their advance. He will lead them all to the top of the stairs after, of course, Izen has completed his work.

Wildshape = 1 of 9/day

Bat - Diminutive Animal
Walk 5 ft, Fly 40 ft (good)
Blindsense, Low-light vision
AC 23 (10 + 2 DEX + 4 Size + 2 armor + 5 enhancement)
STR 1, DEX 15, CON 10

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Monthor 
Monday March 26th, 2007 2:58:48 PM

" Me be okay with going. It's not tactilly sound. But me be okay with it. "



Jova {76 HP 23 AC} 
Monday March 26th, 2007 5:58:04 PM

Not having a missile weapom, Jova hopes Juliander or Draax will shoot out the crystals. He was having a hard time getting up and leaving the sick guards. Surely they could tell him something.

After searching the bodies he decides there is litttle worth there.so he grabs the coin, and the figurine. Had to be worth something to someone he thought.

Z lands on his shoulder once again as they prepare to explore.

"So Monthor how was your rime as a fourlegged creature?"

Draax 
Monday March 26th, 2007 6:00:53 PM

Draax stops anyone from destroying the ceiling crystals. "Wait; do not destroy the crystal yet. They might be used for spying or they could just have light spells on them or they could explode if destroyed. Can anyone cast detect magic and tell me what type magic is on the crystals."

Depending on what is found out about the crystals and how they are mounted into the ceiling; Draax will move a desk or chair under the crystal and use a dagger to remove them from their housing.

"I am OK with continuing also."


Juliander 
Monday March 26th, 2007 7:27:52 PM

"I could cast detect magic, however I'm not particularly adept at deciphering particular auras. However..." turning to Arien, "If you'll have a gaze at the crystals... I'll be happy to shoot them out should you determine it is okay to do so."

Tratain AC 32 HP 141/141 (Magic Vestment;Shield of Faith; Endurence) 
Tuesday March 27th, 2007 12:15:43 AM

Tratain casts Shield of Faith and then casts Mass Bears Endurence on the Party.

He says "Lets Head on Down before they can prepare too much, we want to gain information while we are here, we can't let them take everything important."

Tratain looks at the two guards with the Symbols of Ga'al and says "Theres nothing I can do for them here, when we leave we can take them to a temple of Alemi or Domi and the clerics there may be able to break the hold Ga'al has over them."

Arien AC 21 HP 60 (Mage Armor)  d20+26=28 d20+26=34 d20+26=41 d20+26=37 d20+26=27
Tuesday March 27th, 2007 2:25:05 AM

Arien casts Detect Magic as asked and examines the room for any magical auras, concentrating on them should he find any.

(5 spellcraft checks for any magical auras: 28, 34, 41, 37 and an auto-failure in that order)

Downstairs - DM Marcin  Arien's extra Spellcraft checks d20+26=40 d20+26=35
Tuesday March 27th, 2007 4:11:14 AM

Arien scans the area for magic. Aside from multiple strong emanations he gets from the equipment of the Knights he also picks up resonance from local magic.

The pair of crystals, safely removed from their ceiling anchoring, emanates a faint evocation magic.

One of the longswords radiates a faint evocation aura.

Two out of three vials radiate a faint conjuration aura. The third has a faint aura, too, but Arien fails to pick up its school of magic.

There is an Alarm spell blocking the passage into the complex.

As the warning magic does not rely on any kind of mechanical parts Izen has no skill to remove it unless he has a way to dispel it [The description of the Disable Device skill specifies a list of spells that can be deactivated using it. I would add to this list any spell that leaves some kind of physical trace like a circle or a glyph, but Alarm doesn't, so my interpretation of the rules would be that can't be physically removed].

The sounds of handbells come from the depths of the complex every now and then anyway, so-

<ring ring ring>

The party advances deeper.

The Knights march through the servant's quarters. Their progress is not opposed by anyone. It seems that all lairs of Sons of Dread share a common athmosphere - a dark, foreboding feeling as if of being quietly watched.

Suddenly a waft of strange, yet familiar aquatic smell passes over the party. A dragon turtle!?-

- Just a pot of turtle soup that has been left by someone on the stove in the kitchen.

The party reaches the stairs spotted earlier by Horvis. One by one the Knights descend deeper into the hill. The stairway ends and the corridor continues onward. There is light coming from ahead of the group. One can actually already see the middle of the next room-

There is a huge statue of a warrior standing there, glistening in the light as if cast of metal. It is over seven feet tall and depicts a knight in full plate, but there are no weapons on his body. The body's proportions are distorted; his legs are thicker than those of a human, and his arms end with massive fists that resemble heavy hammers.

The statue stands motionless, but electric energy arcs over its surface, and two pale white lights flicker in it's eyes.

Two humans and a gnome, all dressed in black cloaks, jump around the statue, tracing intricate runes on the surface of the iron man. They seem to be in a great hurry. With every move of their fingers the electric charge builds up. Absolutely no sound accompanies their frantic activities.

The passage continues onward, but is blocked by a dark porticullus.

[Spot DC25 Highlight to display spoiler: {There is another porticullus that is right now raised and hard to see. It hangs over the border of J16-17 and K16-17.}]

[Izen Highlight to display spoiler: {There is another Alarm set up around J-K 16-17}]

[We count the time in rounds again. Each member of the party can start his round in J20 or K20. It is also possible to shoot/cast spells and remain off map if you prefer.]

[Map. Time elapsed 5.1 minutes.]

Izen (AC 25, HP 82/82)  d20+16=34
Tuesday March 27th, 2007 1:38:06 PM

(Spot, skill mastery 27, as above)

Still invisible as he neared the chamber with the massive creature resembling an iron golem, Izen reached into his haversack. The magic of the pack reacted to his thoughts, and the Iron Bands of Binding appeared in his hand. He threw the Bands at the large creature.

(Feel free to place Izen off of the map or wherever it makes the most sense for him to have a clear line of effect to the creature--just not J16-K17!)

Ranged touch attack, target deprived of DEX bonus (if any) because of invisibility, hits touch AC 34.

Iron Bands of Binding immobilize the target, of Large size or smaller. Target must succeed at a STR or Escape Artist check DC 30 to break or escape the Bands.


Now visible, Izen shouted to his companions, "There's another porticullis up there!" He pointed to the border of J16-17 and K16-17. "And there's another Alarm set up below it!"

He drew his rapier (Quick Draw) and readied for trouble.

Monthor ( AC 31, HP 129) 
Tuesday March 27th, 2007 9:41:02 PM

Monthor roars a blood curdling war cry, grips his war axe with both hands and runs at full speed straight ahead towards the black cloaked people (K11 from K20).

---------------------
Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1) to 3



Horvis (AC 17; HP 126/126) - Greater Magic Fang, Longstrider  d20+10=26
Tuesday March 27th, 2007 9:45:07 PM

The bat notices the portcullis before Izen shouts, but the mention of the Alarm spell is useful information. He flies onward, past the portcullis and into the room.

After making a full move, Horvis shifts back into his natural form. He isn't bearing any weapons but his hooves and fists might be enough to keep the black-clad people from working on the golem.

Rolls and Stats
Spot = 26

Wildshape = 1 of 9/day

NOTE: AC and HP's changed due to form change

Actions
Move - 40 ft to J12
Standard - Shape change (triggers no AoO)

Position
J11-K12
(reaches J12 with 40' movement, then shifts into large size)

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Monthor sup..  d20+5=18
Tuesday March 27th, 2007 9:48:36 PM

Intimidate role = 18

Jova {76 HP 23 AC}  d100=57
Tuesday March 27th, 2007 11:43:00 PM

Jova sees the people running around the statue. As predicted, the fighter amongst them roars hois battle cry and is off to battle. Jova quickly moves his hands, hoping his spell will reach over the head and onto the enemy before the short one can arrive.

ASF 10%
57 is good, can cast spell
Cast Glitterdust on #3 10ft radius
Will save DC17/13 round duration

Spells"
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--7-DC17--*Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Juliander (AC 24; HP73) 
Wednesday March 28th, 2007 12:39:23 AM

Seeing that they could be in for quite a fight, Juliander takes a moment to allow the sound to build from within him, surrounding his very being before releasing the song of inspiration to aid his friends. It begins slowly as a low dirge might, and then crashes into a rythmic chant, set to the beat of Monthor's attack. (OOC: Begin to inspire courage. Starting next round all allies will receive a +2 bonus to hit and damage, as well as on saves against charm and fear.)

Charge! - DM Marcin 
Wednesday March 28th, 2007 3:24:08 AM

Izen throws his bonds of binding at the large iron statue.

With a bloodcurdling scream Monthor charges the group in the room! The sound of a handbell rings out as another Alarm is set off.

Horvis follows suit, shifting back to his normal form in the middle of the room, slightly off the spot he would like to choose since Monthor is already there.

Jova launches a spell of his own at the group in the center of the room.

Juliander's voice rises above the din of battle in an inspiring song!

The bonds of binding pass right through the metal statue, as if there wasn't anything there. Similarily, Jova's spell does not find any targets in it's area of effect to highlight...

[...]

A Trap! - DM Marcin  Fireball damage 6d6(6+1+1+1+4+5)=18 6d6(2+2+3+6+6+1)=20 Acid Arrow to hit d20+3=11 Acid Arrow damage 2d4(1+2)=3
Wednesday March 28th, 2007 3:34:19 AM

The image of the statue and three people working on it waver and fade out as the illusion, no longer maintained by its creators, disperses. Now at least it is explained why no sound accompanied their activities...

There is a sudden rattling sound and a second portcullis slams down, cutting off the room with Horvis and Monthor inside it!

The chamber that has been just blocked off is about 15ft high and illuminated by some crystals at the ceiling. There are two ways to exit it at ground level, both now blocked off by metal bars. There are also eight balconies, four on each side of the room, each at the height of ten feet above the floor.

Men stand up and appear in five out of eight balconies - black, shadowy shiluettes. The only one recognizable is the stranger from the swamp. And it is him who opens up a magic barrage that is unleashed.

[Spellcraft DC17 to identify the spell cast by him: Highlight to display spoiler: {Silence}]

[Horvis and Monthor Highlight to display spoiler: {All sounds are suddenly drowned out around you and you stand in complete silence. Note that this means that you can't shout anything to the rest of the party, though you can post to them that they see your lips moving but there is no sound. Also note that magic items that require command word to activate won't work while you are silenced.}]

Two sparkling embers race from the balconies into the middle of the room and soundlessly explode into fiery infernos [both Monthor and Horvis are hit by two Fireballs. First one is 18 fire damage, Ref DC16 for half, the second is 20 fire damage, Ref DC17 for half].

Horvis notices a splash of acid heading his way, but it's too late to dodge it [3 damage from Acid Arrow, it will last for one more turn, John please keep track of it].

Monthor feels some force tugging at his mind [please make a Will save DC15. If you fail Highlight to display spoiler: {Monthor is under effect of a Hideous Laughter spell for 4 rounds}].

The attackers drop down to the ground, vanishing from sight [explanation: they used move actions to stand up, standard actions to cast spells, and free actions to drop prone. This way they are not visible when it is party's turn. I marked their positions on the map with five Xs. The black clad stranger is in E7].

[The bonds of binding have landed in J7.]

[Members of the party not on the map can start their action in J20 or K20, or remain off map, though in the latter case only Monthor and Horvis are in sight.]

[Map. Time elapsed 5.2 minutes.]

Horvis (AC 17; HP 117/126) - Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+5=24 d20+4=24 d20+4=20 d20+9=29 d20+9=28 2d8(7+7)+2=16 d20=19 d20=10 d4+7=11 d6=4 2d8(6+5)+2=13
Wednesday March 28th, 2007 9:19:05 AM

The centaur blinks in astonishment as the images vanish and the torrent of spells are unleashed. He recognizes the first spell as it is cast, then ducks and covers from the two fireballs.
Spellcraft = 24
Reflex save = 24 (natural 20)
Reflex save = 20


The blob of acid is annoying, too. But not enough to keep him from fighting back. He shouts to Monthor, hoping that the dwarf is able to understand his intent.

Spot DC 15 to read lips: Highlight to display spoiler: {Follow me and climb!}

Horvis runs to the corner in front of the dark stranger, drawing his scimitar as he moves. He wants to both take the fight to these mages and get cover from at least some of the opponents.

As he moved towards the corner, Horvis was evaluating whether he could attack the prone opponent on the balcony. If he can, the scimitar will swing up and over at the black-clad stranger.
Attack hits AC 29+2(31) (threat, natural 20), confirmation AC 28+2(30) - 16+4(20) damage

If he cannot attack the mage, Horvis will drop his scimitar on the ground and shift into the form of an hill giant. He is now more than 10 feet tall and can reach the stranger. More importantly, Monthor might be able to climb ...

If he is outside the area of silence, Horvis will shout back to his companions.

OOC - I could not really tell about the height of the balconies but it sounded like there was a lip or railing that provides cover. If this is the case, Horvis probably can't reach. For all intents and purposes, Horvis is the same height as a medium character so he probably can't reach that high. But, if the DM feels that he can, I rolled attack and damage.

Otherwise, Horvis will be in the shape of an hill giant which is 10 1/2 feet tall. In which case, I've also rolled an AoO vs. the stranger because Horvis threatens him but none of the others.


Stats

Wildshape = 1 (or 2) of 9/day

Hill Giant - Large Giant
Walk 40 ft
Low-light vision
AC 24 (10 - 1 DEX - 1 Size + 2 armor + 5 enhancement + 9 natural)
STR 25, DEX 8, CON 19
10 ft. reach

Actions
Move - 25 ft to J12
Free - Draw scimitar
Standard - Depends (see above)
Option A (attack) - hit AC 31 (threat), confirm AC 30, 20 damage
Option B (shift) - free action to drop scimitar, standard to shift (healing 13 hps)

Attack of Opportunity:
Hill giant - hits AC 37, 13 damage (bludgeoning) + 4 fire
Centaur with scimitar - hits AC 30 (threat), confirmed AC 21, 17 damage

Position
F7-G8

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Acid Arrow - 1 turn remaining

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

ed. JohnP - to reflect Mass Bear's Endurance and Inspire Courage

CDM Jerry 
Wednesday March 28th, 2007 9:20:53 AM

Ok, friends. I need the report for last week and this week. We have a problem here. Let's get it solved please. I'm emailing Joe and Marcin in a sec about this. ;) Post the report and send it to me in an email please.

Tratain AC 32 HP 141/141 (Magic Vestment;Shield of Faith; Endurence)  d20+22=31 d8+9=11
Wednesday March 28th, 2007 10:30:43 AM

Tratain Moves to J 17, quickly casts Divine Favor (Quickened) on himself and then swings at the portcullis attempting to bash a hole in it.

Adamantite Warhammer Hits AC 31 for 11 Damage

ADM Joe 
Wednesday March 28th, 2007 10:43:13 AM

Posting Report for week ending Friday March 23rd

M T W R F
DM X X X X X
Tratain O X X X O
Jova X X X X X
Monthor X X X X X
Izen X X X X X
Arien O O X X X
Horvis X X X X X
Draax X X X X X
Juliander X X X X X

Izen (AC 25, HP 108/82)  d20+15=19 d20+17=26 d4=2 d6=5 7d6(5+2+4+1+3+2+4)=21
Wednesday March 28th, 2007 10:45:37 AM

Ooc: the map is a little hard to read from this device, so please be generous interpreting my intent!

Izen reacted swiftly to the springing of the trap. Grabbing the corner of his cloak, he swung it up and around his body--and vanished in a puff of smoke!

(Activate Cape of the Mountebank)

In the same instant, Izen reappeared in another puff behind the dark-clad stranger on the balcony (Dimension Door to D7), his rapier in hand. Capitalizing on the element of surprise, the halfling feinted with his rapier toward the spellcaster's prone form.

(Improved Feint, feints as move action, DC 19 v. BAB + Sense Motive or lose DEX bonus.)

AoO contingencies: IF the stranger attempts to stand from prone, he will provoke an AoO from Izen. Rolling it here: hits AC 28. IF Horvis is flanking, hits AC 30. IF feint succeeds, hits those AC's without DEX bonus. (And is there a bonus for attacking prone? I forget, but because the AoO occurs before the target stands, any such bonus would apply.)

IF AoO hits, base damage 4 + 5 cold +2 morale bonus = 11. IF Horvis flanking OR feint succeeds, sneak attack damage 21, total damage 32.

AoO values edited by Kup to reflect morale bonuses. HPs edited to reflect Mass Bear's Endurance cast by Tratain last round.

Draax (AC31, HP 143)  d20+6=10
Wednesday March 28th, 2007 3:29:26 PM

Seeing the others trapped, Draax moves near Tratain and starts assisting him (str check 10) with the portcullis. He knows that everyone in the room has the means to escape, but seeing that they are choosing to fight instead of escape Draax will try to get in.

(OOC: Sorry for the missed post)

Monthor ( AC 31, HP 129/142 Mass Bear's Endurance)  d20+9=26 d20+9=13 d20+6=7 d20=9 d20=13 d20+1=3
Wednesday March 28th, 2007 7:42:32 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1) to 3
Mass Bear's Endurance

ooc> Not knowing the height of the balconies is a major hinderence here.
----------------------------

Monthor tries to say " WELL, ORC DROPPINGS!!!! " but no sound comes out of his mouth. So much for using either his cape or his boots.

Monthor manages to avoid the full effect of the first fire ball (Ref check 26) but not the second (Ref check 13, 29 total damage.)

Monthor feels the tug on his brain... the spell begins to take effect but Monthor uses some of heroism earned while travelling with the knights and shakes it off ( burns a Hero Point and takes 10 for Ref. check of 16)

Monthor can't tell what Horvis is saying ( spot 9) but hopefully is intelligent enough to figure out what his partner wants him to do. Monthor runs up to Horvis.

ooc> This is where I have to start guessing a bit.

If Horvis can't reach the balcony, Monthor indicates to him that he wants him to help him get up to the balcony by either boosting him up or thowing him up if he's strong enough. Otherwise, Monthor's attempt to climb is pretty poor (3, unassisted).



Monthor ooc> 
Wednesday March 28th, 2007 7:43:48 PM

The D20 of 13 is the intelligent check to see if Monthor can figure out what Horvis wants him to do. Sorry.

Juliander (AC 24; HP73)  d20+13=29
Wednesday March 28th, 2007 8:25:14 PM

Without another thought, Juliander drops his bard-song and begins casting to dispel the silence in the room. (OOC: Cast targeted greater dispel, focused only on the silence effect. DC 29 effectively dispels up to 18th caster level)

Arien AC 21 HP 60 (Mage Armor) 
Thursday March 29th, 2007 3:37:09 AM

Saving his spells for now, Arien advances towards the portcullis. Standing behind Tratain, Arien keeps an eye out behind them to see if anyone is coming from that direction.

Jova {76 HP 23 AC}  d20+10=24
Thursday March 29th, 2007 6:28:19 AM

Jova watches as the fighters try and smash down the door. His first impression is to polymorph into some big strong giant. That way he could lift the gate. Arien is calming waiting, saving himself. Jova takes heart.

Looking to the walls, and the floor, he begins searching for any type of a lever that may open the gate from this side. Logic says it should be possible.

Search 24
Spells"
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--7-DC17--*Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast


The Knights fight back - DM Marcin  Reaction to Izen's feint d20+7=15
Thursday March 29th, 2007 9:27:59 AM

[Regarding the height of the balconies: they all are 10 ft from the floor. See the third paragraph of my yesterday's post. The "railings" are made of solid stone, so somebody laying behind them is not visible from the main room.]

Horvis runs towards the balcony occupied by the man in black. Realizing it's beyond reach of a human of normal height he drops his scimitar and polymorphs into a giant. Much better. Should the man appear in the balcony again he will be within reach of Horvis's fists. Horvis notices that he is no longer within the area of the Silence spell.

Izen disappears with a <poof> and materializes directly behind the stranger from the swamp. The man is crouching on the floor and has his back turned on Izen!

Tratain activates his magic and, closing the distance to the gate barring the way, smashes it with his warhammer. Dark iron gives way to adamantite without much resistance. Two more such blows and the way will be open.

Draax is nearby to assist and break off a loose bar of iron.

Monthor runs up to Horvis. He too realizes he has exited the area of the Silence spell. The dwarf is unable to make his way to the balconies himself, though.

[I might be not up to date on Hero Points rules. Do they allow you to Take10 on saves now?]

[One of the options here would be for Horvis to pick up Monthor and put him at one of the balconies - which would be a full round action for Horvis.]

Juliander aims at the center of the Silence spell. With a loud <pop> the effect is dispelled.

Arien follows behind Tratain. A quick look over his shoulder confirms that there is nobody closing on the party from behind.

Jova starts searching the walls for a hidden swich. He can't find one where he currently stands. It might take some time to search the whole corridor by himself [a single round of searching allows one to cover an area of 5ft x 5ft. If you want to continue searching please specify which square you want to look at in the next round].

[Kup would it help if I was sending you maps in jpg format by e-mail?]

[...]

Defenders respond - DM Marcin  Dark stranger casting on defensive: d20+11=26 Touch attack vs Izen d20+7=22 Fireball damage 6d6(4+5+6+2+2+1)=20 6d6(4+1+6+5+5+4)=25 8d6(6+5+5+3+3+6+5+1)=34
Thursday March 29th, 2007 9:35:55 AM

The man in black stands up and suffers a nasty wound from Izen's rapier. The feint has paid off [AoO from Izen, but not from Horvis - the railing acts as a low wall and provides cover from Horvis.] Turning around with a foul curse the dark adept eyes Izen up and down, searching his mind for sufficiently sinister magic to pay back the pain. Then he begins his incantation. Suddenly his hand darts out and touches Izen's shoulder. A wave of numbness passes over Izen's body [Izen needs to make a Will save DC17. If he fails he suffers Bestow Curse: -6 to Con].

The other mages standing on balconies continue to pepper Horvis and Monthor with their spells. Two fireballs erupt once again amidst the pair [Horvis and Monthor take 20 fire damage, Ref DC16 for half, and then 25 fire damage, Ref DC17 for half]. Monthor feels he is being subjected to the same magic once more [Will save DC15 or suffer from Hideous Laughter for 4 rounds]. One of the enemy mages no longer has an opponent in sight and does not cast.

There is a sound of running feet and one more opponent appears on one of the balconies [P16]. This one wears a chainmail and looks like one of the guards. Reaching to his chest he detaches a small bead from a necklace he is wearing. He throws this tiny sphere at Horvis and Monthor. Upon reaching its destination it explodes into an infernally hot wall of flames, worse even than the fireballs [Horvis and Monthor take 34 fire damage, Ref DC14 for half].

After carrying out their attacks the foes crouch down and once again disappear from view.

[I had trouble posting on time today. I will delay my tomorrow's post until everybody had a chance to respond.]

[Map. Time elapsed 5.3 minutes.]

Horvis (AC 17; HP 73/126) - Greater Magic Fang, Longstrider, Mass Bear's Endurance  2d4(4+4)=8 d20+3=12 d20+3=20 d20+3=19 d20=13
Thursday March 29th, 2007 10:52:06 AM

The hill giant recoils from the fireballs that are being tossed his way. And from the acid that is still burning his hide.

Acid Arrow damage = 8
First Reflex save = 12, 20 damage
Second Reflex save = 20, 12 damage
Third Reflex save = 19, 17 damage


Horvis stoops and picks up Monthor but, instead of placing him on a balcony, he tosses the dwarf at the caster on the balcony directly across the room. As he launches his companion, Horvis shouts tohim, "Get 'em, Monthor!"

His aim is true and Monthor lands prone behind the caster.

Stats
Wildshape = 2 of 9/day

Hill Giant - Large Giant
Walk 40 ft
Low-light vision
AC 24 (10 - 1 DEX - 1 Size + 2 armor + 5 enhancement + 9 natural)
STR 25, DEX 8, CON 19
10 ft. reach

Actions
Move - pick up Monthor
Standard - throw Monthor at square Q7, -8 from range increments, hit AC 13

Position
F7-G8

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

OOC - did any of the casters take damage from the fireballs, or were they aimed in such a way to only affect Monthor and myself? And Monthor gets tossed even if he's laughing, since it gets him out of the fireballs.

Fireballs were centered around J-K 8-9, so no damage to casters. M.

Izen (AC 30, HP 69/82)  d20+7=9 d20+14=25 d4=2 d6=3 7d6(6+1+2+2+4+1+6)=22 d20+9=12 d20+16=20 d4=3 d6=6 7d6(6+4+1+5+5+6+5)=32
Thursday March 29th, 2007 11:16:26 AM

Ooc: as to map clarity--the X's were very faint--true when viewed from a big screen, too. Making markings like that darker would be helpful. Things were fairly clear this round. Thanks!

(WILL save 9--HP's adjusted for lowered CON.) Izen's body shuddered under the lifeforce-sapping powers of the spellcaster's curse.

Teeth gritted and eyes narrowed, he raised his rapier in a sarcastic salute.

"Snicker-snack," he growled. The rapier darted and dipped, seeking vital spots.

Full attack--
--Adding +2 for flanking position with Horvis (sneak attack damge will apply)
--Adding +2 morale bonus from Inspire Courage (not in die rolls-forgot!)
--Subtracting -5 for Combat Expertise:

Attack #1 hits AC 27. Damage base 4 +3 cold +22 sneak attack +2 courage = 31 HP

Attack #2 hits AC 12. Won't roll damage!

AoO, if stranger tries to cast again and fails on cast defensively or otherwise necessary--hits AC 20 (with courage), damage base 5 +6 cold +32 sneak attack +2 courage = 45 HP.

DM Marcin 
Thursday March 29th, 2007 11:20:50 AM

[One bit of info I forgot to add that might be important: the iron gate has 14 damage points remaining and hardness 10. Adamantite bypasses the hardness, of course. M.]

Monthor ( AC 31, HP 126 of 155  d20+11=28 d20+11=20 d20+6=12 d20+11=21
Thursday March 29th, 2007 12:01:26 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance

===========================

[censored by CDM Jerry. This was innapropriate.]

Monthor gets his neck hair sinzed off but the fire balls.

( Ref check 28 and 20 for 18 damage)

The fighter starts to snicker... and the laughter becomes louder and louder until eventually Monthor is bent over in uncontrollable laughter.

A wave of flame washes over him ( Save 21 for 17 damage).

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

Total damage taken = 35
Current HP 91



CDM Jerry 
Thursday March 29th, 2007 12:04:55 PM

Thanks for the report Joe. Remember when you're late to send me a copy via email please. Note that I made one "edit" of inappropriate material above.

Monthor to Jerry. 
Thursday March 29th, 2007 12:17:08 PM

Me bad.
Make that
" YOU ORC LOVERS!!!! "


Arien AC 21 HP 60 (Mage Armor, Fly) 
Thursday March 29th, 2007 12:39:50 PM

Watching as Tratain bashes the gate Arien casts Fly upon himself and giving the others a nod gets ready to join the fray.

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield, Extended Mage Armor*
3rd Level: Displacement, Dispel Magic, Fly, Haste*, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII


Jova {76 HP 23 AC}  d100=4
Thursday March 29th, 2007 1:09:16 PM

Jova decides it would be best if his companions were stronger, the gate may come down quicker. Moving his arms he casts Mass Bulls Strength. His chain shirt catches under his regular shirt, and the motion is disrupted. He curses his luck, deciding he needs to cast again. He moves around making sure the chainmail has no more kinks.

ASF 10% 4 fails
Spells"
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--7-DC17--*Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, *Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast


Draax ( AC 31, HP 143/171 Mass Bear's Endurance)  d20+10=28 d20+10=17
Thursday March 29th, 2007 11:16:30 PM

As soon as the way is clear, Draax run towards the balcony at F16 and jumps up to catch the ledge before pulling himself up and then duck down as he gets his bearings. (jump check 28; climb check 17)

Tratain AC 32 HP 141/141 (Magic Vestment;Shield of Faith; Endurence)  d20+22=30 d8+9=10 d20+17=22 d20+9=19 d8+9=13
Friday March 30th, 2007 12:26:17 AM

Tratain swings at the Game again twice more, hopefully opening a hole in it that the party can squeeze through.

(Hit for 10 damage and 13 damage, adamantite weapons)

Juliander (AC 24; HP73) 
Friday March 30th, 2007 12:40:49 AM

Juliander steps up behind Arien, "If you two are ready to get into this... the dimension door is ready." Assuming a positive response, Juliander casts dimension door, placing the three of them into the far right hand corner of the room from where they are standing.

Here comes the cavalry - DM Marcin 
Friday March 30th, 2007 8:08:36 AM

Horvis picks up Monthor and sends him via a beautiful ballistic curve to one of the eastern balconies. His aim is true and he can hear a godalmighty <clang> as the dwarf's plate impacts with the flagstones.

Izen calmly delivers a fatal blow. The dark cleric dies at the point of his rapier, uttering a foul curse with his last breath.

Monthor can see expression of total surprise on the face of his hidden foe as he passes over him. Unfortunately, he succumbs to the hideous magic used on him and is unable to even stand up [Monthor will lose three more rounds until the spell wears off, Yves please keep track of it].

Arien gives himself the ability to fly.

Jova, having the same kind of luck as Monthor, loses a spell.

Tratain swings his hammer two more times and manages to break the gate out of its housing. The remaining metal bars crash to the floor - the way into and out of the room is now open!

Draax is the first one to take advantage of it. In the best swashbuckling tradition he takes a running jump and pulls himself up, swinging over the railing and landing safely on his feet on the balcony.

Juliander uses magic to take Arien and Tratain closer to where Monthor has landed [if Arien or Tratain prefer to stay where they were they simply need to say they resist the spell. In this case they begin the next round on the square they occupied prior to Dimension Door. Please make this decision before reading on].

[What was the duration on these invisibility spells? 3 minutes? Everyone is now visible I take it?]

[...]

Festival of fireballs - DM Marcin  Fireball damage: 6d6(1+3+6+3+5+5)=23 6d6(3+2+4+6+6+4)=25 6d6(1+2+4+5+1+4)=17 Targeting Blindness for #2 d2=2
Friday March 30th, 2007 8:35:10 AM

With so many more targets present the fireslingers get to their work with renewed enthusiasm. #1, a lean, mean looking man, stands up and launches a fireball at the trio of people newly arrived through Dimension Door. #3 ignores Monthor and follows his colleague's example with the same spell. Their efforts are joined by the chainmail wearing guard, #5, who rips off another bead from his chest and hurls it down at the party [Juliander, as well as Tratain and Arien, if they choose to be transported by Juliander's spell, all take 23 fire damage, Ref DC16 for half, then 25 fire damage, Ref DC17 for half, and then 17 fire damage, Ref DC13 for half].

The remaining two mages support their comrades with lesser, but not less irritating spells. Both launch similar attacks, #2 at Julinader, #4 at Horvis [Juliander and Horvis need to make a Fort save DC15. If they fail they are affected by Blindness].

Now that their attack is complete, the enemies crouch down again and vanish from sight.

[Map. The layout of this part of the complex is by now pretty obvious, so I'll stop blacking it out. Note that those prone on the balconies can't be seen from the floor of the central room. The floor in rows 2 and 3 slopes upwards in the direction L-Q and I-D, but not enough to affect movement.

Time elapsed 5.4 minutes.]

[Corrections] - DM Marcin 
Friday March 30th, 2007 8:53:31 AM

[I messed up big time last round. Once Monthor run up to Horvis he was no longer in range of #4's Hideous Laughter, couldn't have been affected by it, and could have acted last round.

Monthor can take a full round of actions to make up for last round. If he manages to kill off #3 (AC15, 31hp) then this round's 25 points fireball does not happen.

Then he can take this round's actions like everyone else.

Sorry, complex battle, a lot of things to keep track of. Will try harder. M.]

Izen (AC 30, HP 69/82) Invisible  d20+15=32 d20+18=36 d20+18=20 d4=2 d4=3 d6=1 d6=1 7d6(2+1+3+2+4+5+2)=19
Friday March 30th, 2007 3:57:07 PM

As his rapier thrust home, Izen leaned in close to the stranger's dimming eyes. "Say hello to Vinnimare for us," the halfling whispered through gritted teeth.

Looking up, Izen nodded at Horvis and tilted his head in the direction of the next balcony, to indicate that Horvis should move there from his current location so as to flank the spellcaster there (Bluff check to send hidden message, 32!). The gesture was subtle enough to be indecipherable to all but the most observant foe, even if one were watching.

Twisting his Ring of Invisibility and murmuring its command word once more, Izen vanished from view.

DM Highlight to display spoiler: { Izen moved to D10, positioning himself behind the next assailant much as he had the behind the dark-clad stranger.

AoO, if new opponent attempts to stand, cast a spell, etc.:
-- +2 for morale bonus
-- Opponent deprived of DEX bonus because Izen invisible
-- -4 to AC because prone (treated as +4 to attack below)
-- IF Horvis moves to flanking position, add +2 to attack below
-- -5 to attack for Combat Expertise

-Attack hits AC 36-a critical threat on this 'keen' rapier!
-Critical hit confirmation roll hits AC 20--but with no DEX bonus, that's a possibility!
-Damage: base 4 +1 cold +19 sneak attack +2 morale bonus = 26 normal. If critical, add 5 base +1 cold = 32 HP.
}

Juliander (AC 24; HP 42/73)  d20+13=23 d20+13=30 d20+13=16
Friday March 30th, 2007 5:38:33 PM

Dodging fireballs as best he can, Juliander follows by casting greater invisbility on himself, and then dashes away from the corner of the room to [14O]. He draws out a wand of magic missile as he moves, looking around for targets to present themselves. (OOC: Made three reflex saves DCs 23, 30, and 16 respectively)

Monthor ( AC 31, HP 91 of 155  d20+18=36 d10+29=34 d6=4 d20+22=35 d10+29=36 d6=2
Friday March 30th, 2007 8:06:51 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance

================================
Last Time.

" SURPRISE!!!!! "

Monthor tees off two handed against the magic user.

===============================

Power attacks -10

Hits AC 36 for 34 physical and 4 fire for 38 damage.

=====================

With one mighty swing from his war axe Monthor slices the head off the magic user. With a satisfied grin, he activates his cape of the Mountbank and Dimension Doors across the room (to Q16).

================================

This Time

" SURPRISE!!! "

=================================

Defender prone adds +4 to attack roles.
Power attack -10

============================

Monthor swings two handed with his war axe at the proned ennemie.

============================

Hits AC 35 for 36 physical and 2 fire damage for 38 damage.



Draax ( AC 31, HP 143/171 Mass Bear's Endurance)  d20+24=40 d8+12=19 2d6(6+5)=11
Friday March 30th, 2007 9:30:06 PM

Draax bring the SoD guard's armor to his mind and using his hat of disguise, he changes his facial appearance to be completely human and his armor to look exactly like the SoD guard's. In a non-threatening manner, he moves to D13 and brings his Holy Adamantine Longsword down on the prone mage. (Hit AC 40 for 19 dmg and 11 holy dmg (if mage is evil) for total of 30 dmg)

Horvis (AC 17; HP 73/126) - Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+18=34 d4+7=9 d6=6 d20+18=33 d4+7=10 d6=2
Friday March 30th, 2007 11:09:38 PM

The hill giant understands what Izen intended, so Horvis moves underneath the next balcony. Horvis knows that the mage will try to either stand up and cast another spell, or try to get away. So he readies an attack against the mage when he does that.

Stats
Wildshape = 2 of 9/day

Hill Giant - Large Giant
Walk 40 ft
Low-light vision
AC 24 (10 - 1 DEX - 1 Size + 2 armor + 5 enhancement + 9 natural)
STR 25, DEX 8, CON 19
10 ft. reach

Actions
Move - 10 ft to F9-G10
Standard - Ready Attack, hit AC 34, 9 bludgeoning, 6 fire

Attack of Opportunity - hit AC 33, 10 bludgeoning, 2 fire

Position
F9-G10

Active Effects
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast



DM Marcin 
Saturday March 31st, 2007 7:54:38 AM

[What about those saves vs Blindness? Horvis? Juliander?]

Jova {76 HP 23 AC  d100=7
Saturday March 31st, 2007 9:59:56 AM

Jova goes to spin a spell from the nether, when his arm again snags on loose chain. Blasted amor. One day soo he was going to give it up.

ASF 10% 7 doesnt work. [2 failures 2 turns,grr]

Bummer sorry guys looks like I am dead weight.
Spells
0--6-DC15--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC16--Shield +4AC-1 min lvl, Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--7-DC17--*Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, *Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Horvis - 2nd Illegal  d20+14=25
Saturday March 31st, 2007 9:04:20 PM

For the forgotten Fort save vs. Blindness

Fort = 25, success

Arien AC 21 HP 29/60 (Mage Armor, Fly)  d20+14=29 d20+14=30 d20+14=22
Sunday April 1st, 2007 10:43:19 PM

Arien manages to avoid a good portion of the damage from the trifecta of fireballs. Deciding they needed to cut down on the number of enemies that could hit them at one time Arien takes to the air. Flying up the unoccupied balcony Arien casts Solid Fog behind the two in an attempt to disable them while the other guards were taken care of.

((OOC: Ended in space R10 and the Solid Fog is centered in the Q-R, 14-15 point.))

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield, Extended Mage Armor*
3rd Level: Displacement, Dispel Magic, Fly*, Haste, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

Tratain AC 32 HP 130/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor)  3d8(4+7+5)+16=32
Sunday April 1st, 2007 11:02:58 PM

Tratain still disoriented from the Dimensional Hop to the other side of the room only manages to partially dodge two of the three fireballs.

Tratain takes in the battlefield and moves to K7 and casts Mass Cure Serious Wounds , Targeting Arien. (Spell Hits Arien, Tratain, Juliander, and Monthor. They heal 32 Points.)

We were only warming up! - DM Marcin 
Monday April 2nd, 2007 8:19:12 AM

Izen withdraws the point of his blade from the liver of his opponent and vanishes from sight.

So does Juliander, courtesy of his own spell [Chris, Juliander still owes me a Fort save DC15 vs Blindness from the last round!].

Monthor stands up and decapitates the cowardly spell-slinging foe! Next he uses the magic of his cloak to position himself towering over his next victim for a repeat performance. [Ok, there were a bit too many actions here for two rounds. Attacking is a standard action. Using the cloak is a standard action. You can't fit two standard actions in one round. Besides, using the cloak ends your turn as per description of the Dimension Door.]

Draax nonchalantly changes his appearance to match that of a complex guard and approaches the nearest enemy [same problem as above - activating the hat is a standard action. You can't do that and attack in one round].

Horvis, working hand in hand with Izen, moves up to the neighboring balcony and prepares for the foe to show up.

Jova is burning off bad karma as he loses another spell.

Arien flies up to the corridor behind the balconies and obscures the sight for his enemies with a Solid Fog.

Tratain takes in the battlefield, moves up to the second gate, and provides much needed healing [unfortunately, by the time Tratain acts, his friends are no longer grouped together. It looks like he has an option to heal either himself and Horvis, or Monthor, Arien, and Juliander. Joe please make your choice before reading on].

[...]

The resistance is crushed - DM Marcin  Fireball damage: 6d6(4+4+3+6+1+6)=24 Saves vs fireball: #4 and #5 d20+2=16 d20+1=19
Monday April 2nd, 2007 8:36:01 AM

Unaware of the Knights waiting for his move, the mage #1 stands up and dies at hands of Izen and Horvis [note that extra cold damage from a frost weapon does not multiply on critical hits].

The spellcaster #2 looks back, surprised and confused. "Get back to your post and fight!" - he shouts at Draax, standing up. Draax's longsword ends his life. He dies with a stupid expression of surprise on his face [I'm treating the attack rolled for Draax this round as his AoO].

The guard #5 looks back, sees Monthor towering above him, and doesn't bother to stand up. Instead, a gleam of desperation in his eyes, he rips another bead from his necklace and tosses it, this time directly under Monthor's feet. A river of flames fills out the balcony, good part of the corridor behind it, and overflows into the main room, stopping inches before Juliander's face [Monthor, as well as both remaining enemies, take 24 fire damage, Ref save DC14 for half. Note that he now operates within Solid Fog and all attacks have a miss chance].

The mage #4 is out of sight. The Knights can only suspect what kind of nefarious plan he is cooking up.

[Map. Time elapsed: 5.5 minutes.]

Izen (AC 25, HP 69/82), Cursed, Bear's END 
Monday April 2nd, 2007 10:11:31 AM

Lacking a target or a clear means to obtain one, Izen reverted to stereotype and searched the body of the mage at his feet. (Search, skill mastery, 30.)

Ooc: a reminder that I will be out of computer contact until Wednesday evening, meaning that I will miss the Tuesday posting cycle. Glad to have Matt C sub in. Before leaving this area, Izen will pick up the Iron Bands of Binding now at (I believe) J7.

Monthor ( AC 31, HP 79 of 155)  d20+9=25 d20+20=26 d20+15=34 d20+15=27 d20+32=35 d20+32=46 d20+32=43 d6=1 d20+11=30 d20+11=26 d20+32=41 d20+32=33 d20+32=46 d6=5
Monday April 2nd, 2007 8:04:33 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance

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

" YOU SON OF A.... "
{ WHOOOOOSH!!!!)
The fire ball explodes giving Monthor one heck of a hot foot.

( Ref save 25 for 12 points of damage).

Monthor reciprocates with several two handed power axe thrusts to the fire bomber's chest.

================

Power attack -8 to attach role +16 damage

1st attack
A natural one!!!!!

2nd attack
Crit check ( AC 34 then AC 27 for the threat role ).
Damage 124 physical and 1 fire for 125 damage.

3rd attack
Doubtfull that I need this but...
Crit check ( AC 30 then AC 26)

Damage 120 points physical and 5 fire for 125 damage.

Total damage 224 points!!!!!

ooc> What a freaking waste of roles!


Monthor occ 
Monday April 2nd, 2007 8:06:58 PM

Make that 250 points of damage.
Not that it really matters.

Juliander (AC 24; HP 42/73)  d20+6=15 d20+23=35 5d4(2+4+2+4+3)+5=20
Monday April 2nd, 2007 8:17:35 PM

(OOC: Sorry... I missed that. Juliander makes the DC 15 Fort save... barely)

Stepping out from underneath the fog (J14), Juliander waits until an attacker dares show their face, and then through sheer force of will, activates the wand in his hand, fire a volley of magic missiles in their direction.

(OOC: Made Use Magic Device check DC 35, wand does 20 hps damage)



Horvis (AC 22; HP 73/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+18=26 d4+7=8 d6=2
Monday April 2nd, 2007 11:05:43 PM

The hill giant moves away from the balcony, towards the opposite side of the room. Horvis moves close to the balcony occupied by the now-hidden opponent who hasn't fallen to Monthor's axe.

Once there, he casts a protective magic on himself. And he's ready to attack should the mage attempt to escape by him.

Stats
Wildshape = 2 of 9/day

Hill Giant - Large Giant
Walk 40 ft
Low-light vision
AC 24 (10 - 1 DEX - 1 Size + 2 armor + 5 enhancement + 9 natural)
STR 25, DEX 8, CON 19
10 ft. reach

Actions
Move - 50 ft to F9-G10
Standard - Cast Barkskin

Attack of Opportunity - hit AC 26, 8 bludgeoning, 2 fire

Position
M12-N13

Active Effects
Barkskin - +5 natural armor bonus, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Tratain AC 32 HP 98/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor)  d20+22=41 d20+22=32 d8+9=11 d8+9=13 d8+9=13 d20+17=36 d20+17=28 d20+12=15 d8+9=16 d8+9=15 d8+9=11 d8+9=15
Monday April 2nd, 2007 11:48:14 PM

Tratain chooses to Hit Arien Monthor and Juliander with the spell.

Tratain winds up with his Warhammer and swings at the gate baring the party's path. If he manages to make a way through Tratain moves up as far as he can.

(Can the Gate be Crit?)First attack hits for 11 Damage (37 if Critable) Second attack hits for 15 (42 if Critable) Third attack hits for 15


Jova {76 HP 23 AC] 
Monday April 2nd, 2007 11:48:14 PM

Jova walks 15 feet straight ahead. At this point he can see the whole battlefield. The attempts at casting spells with his broken armor has him unsettled, to say the least.

Draax ( AC 25, HP 143/171 Mass Bear's Endurance) 
Monday April 2nd, 2007 11:50:36 PM

Seeing the mage sink at his feet, Draax deactivates the magic of his hat and returns to his normal appearance. Not knowing the current situation, he switches to his bow and looks out from the balcony; not seeing any immediate threats, he stands ready in case an enemy comes into his view.

The area is secured - DM Marcin  Miss chance on Monthor's attacks: d100=40 d100=61
Tuesday April 3rd, 2007 3:36:23 AM

Izen quickly goes through the pockets of the fallen mage. He finds a pouch with 56 gold coins, a gold ring with some strange black stone, a very fine silver necklace, and a tube with four scrolls.

Despite the fog obscuring the sight Monthor smears the unfortunate guard on the floor. So much for that chainmail he was wearing...

Juliander waits for the last of the enemies to show up, but he doesn't dare, so there is no opportunity to spend a charge on his wand.

Horvis moves in closer to the fog-filled area and protects himself with more magic.

Tratain breaks through the second gate with ease [no crits on objects, though]. He advances a bit deeper into the complex and feels a waft of fresh air smelling of lavender and flowers brush against his face.

Jova enters the room.

Draax readies his bow.

A clinking sound as if of a glass bottle rolling on the floor comes from the bank of fog, followed by running footsteps going down the corridor - the last of the enemies must be running away, but he can't be seen!

[Stopping the invisible fleeing mage:

1. In order to locate him, you should either be able to see invisible, or make a Spot or Listen check DC20. If you meet either of these conditions you can pinpoint the exact square he's in.

2. If you know which square he's in, you can take two rounds of actions against him. Assume he's 30 ft away from you during both rounds. Note that if you located him through Spot or Listen, you still have a 50% miss chance.

3. After two rounds, if still alive, the mage manages to get away.]

[Gentlemen, the area is secure. The party has broken through the first line of defences. The way into the heart of the complex is now open. You can now take more time than one round if you wish. There is only one obvious way to continue deeper into the complex - north through the second gate.]

[Time elapsed: 5.6 minutes.]

Monthor (HP 111 of 155) 
Tuesday April 3rd, 2007 7:53:02 AM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance (Tratain)

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

:: The dwarven killing machine raises his hands triumphantly. ::

" AXE HEADDDDDD!!!! "

:: Monthor searches what's left of the guard and the general area and picks up anything that looks valuable or magical, including (especially) the necklace. ::



Jova {76 HP 23 AC]  d20=17 d20=15
Tuesday April 3rd, 2007 12:06:35 PM

Jova looks around himself and the balcony. He spots nothing, he ses nothing. Well except his friiends in various states of battle.

Deciding quickly, he runs across the open area to where Tratain had been knocking down the iron gate.

"Tratain, come back. I have a wand of Cure moderate wounds, but I am afraid it may not work for me. Let me give it to you, and you can heal those who need it. Sav your spells for battle. Sound ok?"

Jova produces the wand, and hands it over.

"Be sure to search the bodies, may find some interesting things." He says this outloud to those who have killed the enemy.

Izen 
Tuesday April 3rd, 2007 2:16:22 PM

Izen goes around and searches the bodies that are left.

At the mention of healing, he looks up. "I could probably use a bit of that. That mage hit me with something. No idea what he did, but I definitely feel weak."

Juliander 
Tuesday April 3rd, 2007 9:15:16 PM

Looking about, "We should move quickly, unless the escaping enemy alert the entire complex to our presence before we get to them first."

ADM Joe 
Tuesday April 3rd, 2007 11:06:12 PM

Posting Report for week ending Friday March 30th

M T W R F
DM X X X X X
Tratain X O X X X
Jova X X X X X
Monthor X X X X X
Izen X X X X X
Arien X O X X X
Horvis X X X X X
Draax X O X X X
Juliander X X X X X

Tratain AC 32 HP 98/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor)  d20+11=12 d20+11=31 d20+11=12 d20+11=12 d100=1 d20+24=27 d8+9=16
Tuesday April 3rd, 2007 11:09:44 PM

Tratain is able to Locate the Fleeing enemy only Once and charges at him in an attempt to strike him. (Hit AC 27 for 16 Damage, Miss chance Roll = 1)

Afterwards he returns and takes the wand from Jova and begins healing everyone with it.

(OOC: Please Post how many HPs you are down so that I can expend the correct ammount of charges please)

Horvis (AC 22; HP 73/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+6=24 d20+20=24 d100=33 d20+16=35 d20+16=33 d20+7=26 d4+7=9
Tuesday April 3rd, 2007 11:45:38 PM

Horvis detects the swirling passage of the enemy mage and charges towards the fleeing opponent. His first inclination is to smash, but a flicker of sense remains behind the thick bone of his forehead.

Instead of flattening the mage, Horvis reaches out to grab him. His hand grips the invisible mage and holds on tight.

Spot = 24
Touch Attack = 24
Miss % = 33
Grapple check = +16 (9 BAB + 7 STR + 4 Large - 4 non proficient)
Grapple result = 35


After grabbing the invisible opponent, Horvis simply decides to hold on tight. He's already seen that these opponents cast some nasty magics. But unless the mage has some specially prepared spells, there's not much that he can do.

Grapple check = 33 (invisible miss chance doesn't apply)
Opponent pinned


"Hey guys! Here's the mage, I'm sitting on him and holding my thumb on his windpipe. Anyone want to ask him something?"

Stats
Wildshape = 2 of 9/day

Hill Giant - Large Giant
Walk 40 ft
Low-light vision
AC 24 (10 - 1 DEX - 1 Size + 2 armor + 5 enhancement + 9 natural)
STR 25, DEX 8, CON 19
10 ft. reach

Actions - 1st round
Free - Spot
Move - to within grappling range
Standard - Grapple

Actions - 2nd round
Pin attempt successful
Hold second attack - attack if the mage tries to cast an offensive spell, doing lethal damage

2nd Attack - grapple check 26, 9 damage

Active Effects
Barkskin - +5 natural armor bonus, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast


Draax 
Wednesday April 4th, 2007 12:13:22 AM

Draax goes to help secure the mage while Horvis has the guy at his mercy. He stuffs a rag in the mages mouth and ties the hands behind the back. After he believes the mage is secure, he will search him and then remove the rag so anyone that wants to can ask questions.


Arien 
Wednesday April 4th, 2007 3:45:46 AM

As Draax goes to remove the gag from the captive Arien warns him, "There are spells that can he could possibly use to escape that only need be spoken be prepared in case he has one memorized."

A prisoner is taken - DM Marcin 
Wednesday April 4th, 2007 5:44:57 AM

Horvis manages to catch the fleeing mage and, with the help from Draax, bind him and drag him back into the room for questioning. The invisibility spell he was under soon wears off. He turns out to be a young half-elf dressed in luxurious, black silk tunic, with a black woolen cloak thrown over his shoulders. After testing the bonds once or twice he no longer struggles, content to eye the party with hatred. Whether he has magic means of escaping or not is at the moment unknown.

[Sense Motive DC20 Highlight to display spoiler: {There is something unnatural about his behavior, as if he was in some kind of trance.}]

Searching the bodies and the prisoner yields some interesting finds:
- a total of 243 gold in small change,
- masterwork longsword,
- a necklace of fireballs type IV, three strongest beads expended,
- seven glass vials with potions,
- a total of 6 scrolls,
- two masterfully forged iron rings,
- a silver necklace,
- three wands, two made of soft, black wood, the third one of silvery metal,
- two masterwork daggers,
- a golden headband,
- a mummified human hand,
- four spell component pouches.

[Rolling % chance to miss and such - please pick whichever you prefer as success - high or low numbers - and be consistent. Just mention with every such roll if the attack was successful or not. When I roll I assume low numbers mean the event occured. So, if it's a 50% miss chance, rolls of 1-50 mean a miss. If it's a 20% hit chance, rolls of 1-20 mean a hit.]

[Time elapsed: 8.6 minutes.]

Jova {102/76 HP 19 AC][Mage Armor 13 hours, Ms End,] Z 38/hp 28 AC  d20=10
Wednesday April 4th, 2007 6:22:50 AM

Jova begins removing his hat, clok and shirt. Watching the prisoner as he does so, he tries to sense his motive. Nothing. Jova then removes the chainshirt, and places it in his bag. Redressing, he feels free from entrapment. His demaner itself improves.

Calling Z to his side he casts mage armor on himself, the bird also feels the magic armor.

Going over to the magic items, he casts Detect Magic, hoping to get some idea of what the items mean.

"I cast detect magic on these items, but know little of the properties. Mayb Arien and Tratain may know more. I would be interested in one of the wands if it is arcane in nature."

Cast Detect magic
Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--5/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Izen [HP 30/43] 
Wednesday April 4th, 2007 2:20:29 PM

"Tratain," Izen says, "I could use a bit of healing, but more importantly, if you could remove whatever that scum put on me to weaken me so much, I'd appreciate it."

[ooc: Marcin, I believe I calculated the HP change correctly for Izen, but I don't have access to any books right now to verify. I'll verify once I get home late tonight and edit if necessary]

Monthor (HP 111 of 155)  d20+4=12 d20+8=13 d20+5=7
Wednesday April 4th, 2007 7:46:29 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance (Tratain)

========================================

Sense Motive (12)
Jump check (13)
Intimidate (7)

Monthor jumps down from the balcony and joins the others.
He tries to look as intimidating as possible to the bound mage.

" What are we gonna do with this one? Ye want me to take care of him? "



Horvis (AC 22; HP 86/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+6=13 d20+6=17
Wednesday April 4th, 2007 9:15:53 PM

The hill giant cannot sense what the mage is thinking.
Sense Motive (untrained) = 13

Wanting to relieve some of his wounds, Horvis shifts back into his normal form. Then he moves close to the prisoner, leaning over him. Perhaps he might be induced to talk.
Intimidate = 17 (including +4 from Large size)

Stats
Wildshape = 2 of 9/day

Active Effects
Barkskin - +5 natural armor bonus, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 13 hours
Longstrider - +10 movement, 13 hours
Mass Bear's Endurance - +4 CON

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast

Juliander (AC 24; HP 42/73) 
Wednesday April 4th, 2007 9:52:44 PM

Juliander smiles at the bound mage amicably, and then moves to a position behind him, out of sight. "Perhaps he'll choose to be helpful?" Juliander casts charm monster on the wizard. (OOC: DC is 20)

Draax  d20=18
Wednesday April 4th, 2007 11:14:23 PM

Before the spell is cast on the mage, Draax removes the mage's cloak and shoes/boots. If he can strip the mage bare without untying him, he will. Draax is somewhat suspicious about the captive's behavior, but since he has never met the man before, he has no idea if it is unusual (sense motive 18).

As Juliander cast his spell, Draax stands behind the mage in a casual manner with his sword unsheathed, ready to stick into the mage if he believes the man is going to try anything.


Arien 
Thursday April 5th, 2007 1:23:51 AM

As the others prepare to question the captive Mage, Arien keeps an eye out on the way they came, the metal gate would at least slow someone down from the other side.

The prisoner talks - DM Marcin  Check vs Intimidate: d20+5=14 Save vs Charm Monster: d20+10=18
Thursday April 5th, 2007 4:37:48 AM

The prisoner is stripped of his clothing and closely guarded.

The combined efforts by the party manage to drain away the half-elf's confidence. The widening of his eyes betrays first seeds of fear rapidly taking root.

Situation changes somewhat when Juliander's Charm Monster takes hold. The mage relaxes just a bit.

"Why did you come here?" - he asks Juliander, his voice trembling with emotions. "Everybody thought you were foes, and look what happened. Why did you barge in like that? The Masters thought you were intruders."

"Never mind the other apprentices, they will be reanimated, but the trap room will take ages to repair, and we are expecting a possible attack by an adventuring party in a few weeks!"

"Come now, we must go and tell the Masters that you are friends. Let no more resources be needlesly wasted by this misunderstanding."

Detect Magic yields the following information:
- necklace of fireballs: moderate aura,
- potions: all faint aura,
- scrolls: all faint aura,
- rings: both faint aura,
- silver necklace: moderate aura,
- wands: all faint aura,
- headband: moderate aura,
- mummified human hand: faint aura.

Arien watches the passages leading into the room. There is no activity there right now.

[If you have Int of at least 12 you can make an Int check DC20: Highlight to display spoiler: {A tiny, almost totally transparent eye just appeared among the crystal lamps on the ceiling. It turns slowly here and there, until it finally focuses on the party.}]

[Time elapsed: 10 minutes.]

Izen (AC 25, HP 69)--Cursed, Bear's End  d20+4=16
Thursday April 5th, 2007 10:11:08 AM

Izen stood by. The halfling appeared unusually fatigued to his comrades.

INT check 16--failed!
(Does Spot, skill mastery, 27 do any good?
Or Listen, skill mastery, 30?)

I'm afraid not in this case. M.

He shuffled over to Tratain. "Look, I'll turn invisible and keep watch ... But ...." The halfling breathed heavily. "Do you have anything to lift a curse? That rat stranger put a curse on me that--" he wheezed-- "Is making it harder to do much of anything without feeling tired."

After any care the cleric or the others could deliver, Izen vanished and moved to cover the hallway that led farther into the complex, stopping to pick up his Bands of Binding along the way and inspecting them for damage.

Arien  d20+7=24
Thursday April 5th, 2007 1:58:35 PM

As Arien keeps a watch out the feeling of being watched washes over him and he stiffens slightly. Then without moving his head the mage scans the room quickly, catching something in the ceiling. Focusing on one of the lamps Arien says quietly, "We're being scryed upon, I suggest we leave this room quickly, maybe have our friend there raise the other gate so we can continue on and let him fill us in on the way."

The other gate has been destroyed by Tratain. M.

Monthor (HP 111 of 129/155) AC 31 
Thursday April 5th, 2007 2:41:04 PM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance (Tratain)

ooc> Is the mass bear's still in effect?
====================

:: Monthor taps on Tratain's shoulder and requests some healing.

" Let's move out then folks. I'll take the rear. "



Juliander (AC 24; HP 42/73) 
Thursday April 5th, 2007 4:26:45 PM

Juliander smiles congenially, "Indeed... we should go and speak with the masters, so they know better." Turning to Tratain, "What say you oh fearless leader? Shall we untie our friend here and go speak with the masters." Juliander is careful that the wizard not see him wink mischieviously.

Draax  d20+1=16
Thursday April 5th, 2007 5:27:23 PM

Draax pats down the mage's clothes and boots to make sure he did not missed anything and since they are not magical, he returns them to the mage. He continues to keep his sword unsheathed as he stays need the mage, but does not make any hostile moves or threats towards the friendly prisoner.

Having no idea if the scrying can hear what the group is saying, Draax has his back to the direction that Arien was looking when he told the group of the possible scrying. "Since it is obvious that they know we are here, maybe our friend here can tell where the next trap would be set as we go see the master. That way we can avoid making the mistake of killing more of our new friends."


Horvis (AC 22; HP 99/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+12=32
Thursday April 5th, 2007 10:39:25 PM

The centaur pulls some stones from his pouch and sets them to circling about his head. After doing that, he casts a spell on his staff and moves to pick up his fallen shortsword.

"Ready to go. Maybe I should be less ... conspicuous."

Horvis shifts into the shape of a human, trying to look like the dark clad stranger that is now bleeding somewhere close by. He manages an incredibly good similarity, nearly identical in fact.

"Lead on."

Stats
Wildshape = 3 of 9/day

Rolls
Disguise = 32 (natural 20, counting +10 from wildshaping)

Active Effects
Barkskin - +5 natural armor bonus, 120 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 50 minutes
Longstrider - +10 movement, 12 hours, 50 minutes
Mass Bear's Endurance - +4 CON
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 13 hours

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance, Mass Cat's Grace
7 - DC 23 - Windwalk
* = cast


Tratain AC 32 HP 98/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor)  2d8(3+5)+3=11 2d8(5+6)+3=14 2d8(5+8)+3=16 2d8(5+5)+3=13 2d8(1+5)+3=9 2d8(3+1)+3=7 d8=6 d8=1 d8=3 2d8(6+6)+3=15 2d8(6+5)+3=14
Thursday April 5th, 2007 11:50:30 PM

Tratain Takes the Wand and begins healing everyone. He says to Izen, "I'm afraid I have no way to lift a curse until tomorrow."

(Horvis Heals 25; Juliander Heals 29; Monthor Heals 25; Tratain Heals 29)Expended 8 Charges.

If I missed you roll 2d8+3 and post it.



Jova {102/76 HP 19 AC][Mage Armor 13 hours, Ms End,, Darkvision 13 hours] Z 38/hp 28 AC  d20+2=6 d20=7
Friday April 6th, 2007 3:18:53 AM

Jova helps to gather the items and place them in the bags of olding each of them carry. He hears Airen say they are being watched, neither he nor Z can see the source. Calling Z to his shoulder once again he casts Darkvision. The lights could go out any moment.

"Very Well, i am ready."

Jova {102/76 HP 19 AC][Mage Armor 13 hours, Ms End,, Darkvision 13 hours] Z 38/hp 28 AC 
Friday April 6th, 2007 3:22:07 AM

oops, forgot spell list

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--7/8-DC16--Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Moving on - DM Marcin 
Friday April 6th, 2007 3:23:06 AM

Tratain provides healing to all those who are still wounded.

Izen turns invisible and picks up his bonds of binding. He is relieved to notice that they haven't been damaged.

Horvis takes on the appearance of the dark cleric.

Arien warns the party that the group is being watched.

Jova activates Darkvision.

The charmed wizard trots along, visibly pleased in his belief that the group is going to talk to the Masters.

"Next trap? There's just the living quarters, altar, library, Master's chambers, treasury, and labolatories down there. Nobody has ever broken through the guard room before. I think everybody else is in the main hall, waiting to see how our battle has turned out. The Masters have ordered us to activate a lot of emergency scrolls. They won't be pleased, these were meant to be used only in case the complex was in danger."

[Does the party wish to advance into the complex until confronted with resistance once again? If so, then I will need some kind of marching order and a list of precautions taken.]

[Time elapsed: 11 minutes.]

Jova {102/76 HP 19 AC][Mage Armor 13 hours, Ms End,, Darkvision 13 hours] Z 38/hp 28 AC 
Friday April 6th, 2007 11:22:14 AM

Jova waits for the others to prepare. Then he remebers something. Pulling forth his magical rod, he calls Monthor over to him

"Lets cast that expedious retreat on you again. This time it should last close to 30 minutes."

"As before i think i should be in the rearguard."

If Monthor agrees Jova casts the spell. Monthor this will add 30 ft to your movement for 26 minutes.

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--6/8-DC16--Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast


Izen (AC 25, HP 69) Invisible, Cursed, Bear's END 
Friday April 6th, 2007 11:52:55 AM

Izen scouted ahead of the group as they advanced deeper into the complex, hoping that his invisibility and skills at moving silently would work to better effect this time. Izen drew a potion from his bag and kept it at the ready (Potion of Heroism).

--Activate Winged Boots (first time this day), duration 5 minutes, 2/3 daily charges remaining
--Move silently (move rate with flying 30' at 1/2 speed), skill mastery, 33
--Spot, skill mastery, 27
--Listen, skill mastery, 30
--Trapfinding, Search skill mastery, 30
--Invisible, 50% miss chance
--Note that Izen's maximum HPs will remain at 69 for the remaining duration of Tratain's Mass Bear's Endurance spell, after which they would drop to 43! If the Bear's Endurance expires and isn't renewed, Izen will drink his Potion of Heroism, which will grant some temporary HPs, in addition to other benefits.

Please also note that I will again be unable to access computers from Sunday night until Tuesday evening. Matt C, please feel free to sub in for Izen again during that time--thanks!

Monthor 
Friday April 6th, 2007 11:53:30 AM



"Treasury?..... we should do the treasury. And the Masters' quarters. That first, then the treasury. We're doing the treasury right? And is there a kitchen? "

Monthor slaps Jova on the back and gleefuly accepts his spell offer.

Juliander (AC 24; HP 42/73) 
Friday April 6th, 2007 7:15:52 PM

"I think that it would be more polite to speak with the Masters before we tour the rest of their beautiful home. Wouldn't you say so Monthor?" Juliander looks somewhat disapprovingly with regards to the treasure remark.

Monthor 
Friday April 6th, 2007 8:02:52 PM

Bu why of course Julie. Let's pay the "Masters" a "visit".

Horvis (AC 22; HP 124/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance 
Friday April 6th, 2007 9:24:32 PM

Horvis strides along with his companions, listening to Monthor and Juluiander joke about the coming encounter. So far, it has been interesting but Horvis hasn't gained any new forms.

"Are we still being watched? Maybe someone should deal with that, because I can't."

Once the party moves out of the room, and the scrying has been dealt with, Horvis will cast some spells. Before Tratain's spell expires, he will cast Mass Bear's Endurance and Mass Cat's Grace.

Then, looking down at the dwarf, Horvis will offer and cast Barkskin for whoever wants it.

"So, mage. How many Masters are there again? And how many apprentices stayed behind?"

Stats
Wildshape = 3 of 9/day

Active Effects
Barkskin (self) - +5 natural armor bonus, 119 minutes
Barkskin (whoever) - +5 natural armor, 130 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 49 minutes
Longstrider - +10 movement, 12 hours, 49 minutes
Mass Bear's Endurance - +4 CON, 13 minutes
Mass Cat's Grace - +4 DEX, 13 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 59 minutes

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk
* = cast



Draax ( AC 31, HP 171 Mass Bear's Endurance) 
Friday April 6th, 2007 10:55:54 PM

Draax moves the friendly mage close to the front of the marching order, just behind whoever is coming up behind Izen. He keeps the mage close to the front of the group to point out anything out of the ordinary. Draax walks close behind and to the left of the mage with his sword unsheathed, but he continues to show no hostility towards the prisoner.

Draax lets the mage answer Horvis' question before speaking to the prisoner. "The master still might not know that we all are friends, so you should let us know if you see anything that could mean that we are walking into trouble. It was unfortunately that those others had to die. We would not want that to happen again, would we?"

Arien AC 21 HP 88/88 (Mage Armor, Fly, Mass Bear's Endurance) 
Sunday April 8th, 2007 2:45:41 PM

Arien walks along with the others, keeping an eye out and ready to return to the air at a moments notice.

Fly 45/140

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield, Extended Mage Armor*
3rd Level: Displacement, Dispel Magic, Fly*, Haste, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

Tratain AC 32 HP 127/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor) 
Sunday April 8th, 2007 10:30:17 PM

Tratain says "Before we move on I have some questions for our new friend. Are there anymore illusions or traps ahead? We wouldn't want to get caught in them by accident. Also how many Masters and apprentaces are left? and what scrolls and other defenses were activated?"

After Having his questions answered and the group sets out Tratain will cast True Seeing on himself and follow along with the others.

Approaching - DM Marcin 
Monday April 9th, 2007 4:52:15 AM

Various spells are activated. The captive mage is happy to answer questions.

"Kitchen? But of course. But you must have walked past it. It's in the servant's wing." - he points to the corridor the party came from.

"Just two Masters left in the complex right now. The rest is away on business. Five apprentices left, me included. And, of course, I imagine both shield guardians must have been activated by now. As far as the defences go, we apprentices make do with the kind of scrolls we are able to use, like Mage Armor, Shield, Protection from Arrows and such. The Masters? If I am any judge they are by now guarded by every defensible magic known to mankind. Invisibilities, illusions, they know all the tricks in the book."

"There are no more traps down there, nobody expects intruders to strike so deep into the complex. The Masters are sure to re-evaluate that belief after your little display at the trap room, though. There are just two Alarms along the way, but I know the command phrase to them and we will pass without ruckus."

True to his word the mage deactivates the Alarm spells as the party progresses down the hall.

The interiors of this part of the complex are completely different from what the Knights have seen so far. The party passes by studies, living rooms, dining halls, magic workshops and labolatories. The decoration in every single chamber is luxurious, bordering even on decadent. The walls have been laid out with white marble. Soft magic lights illuminate every room. Exotic birds sing in golden cages. Soft sofas are lined against the walls. The floors are covered with lush carpets. Carefully pruned trees decorate corners of the rooms growing out of large copper bowls. Gold, silver, and precious gems glitter everywhere one looks. There is a draft in the corridor. The air is fresh, clean, and smells slightly of incense. Everything is quiet and there is not a single person in sight, though meals abandoned on the plates, books strewn on the floor and spilled wine betray that the Sons of Dread have been taken by surprise.

The mage points to the front of the corridor. "The main hall is there, just down those stairs. I imagine everybody is waiting there."

[Time elapsed: 13 minutes.]

Monthor 
Monday April 9th, 2007 8:21:05 AM

Active effects, Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
Dodge bonus (+1)
Mass Bear's Endurance (Tratain)

========================================

"Shield Guardians? What be those? If they were to mistaken us for ennemies and try to hurt us, how would we best defend ourselves?"

" Who's got the master work longsword? Pass it up to me PLEASE. Who's got the necklace of fireball? "

" Little wizard dude... say the place was being attacked... not that it is of course, what would the defences in the main hall look like? Where would everyone be positioned?

" Somebody give our little wizard buddy somthing to draw with.... could ye draw us a sketch of the hall? "

What does the hall look like? Are there other doors leading out of the hall and if there is, where are they and where do they lead to?



Juliander 
Monday April 9th, 2007 8:07:57 PM

Juliander looks aghast at Monthor, "Actually friend." Juliander addresses the wizard, "If you'd simply be so kind as to point out the master of the house... you know... the main person in charge... so that we might address them with the appropriate respect, that should suffice. Don't you think my good dwarf?"

Horvis (AC 22; HP 124/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance 
Monday April 9th, 2007 9:43:28 PM

The shifter wearing the form of the dark stranger waits in the corridor with his companions. From what their new friend says, the masters and four other apprentices wait down below. And, when Horvis and his companions took on the first batch of apprentices, they got pretty badly scorched.

Horvis looks back and forth, hoping that the charmed apprentice cand draw the room for them.

"How do you want to do this? Send in some summoned creatures to soak up the first onslaught of spells? Or try to overwhelm the mages?"

OOC - Please see e-mail for tactics discussion.

Stats
Wildshape = 3 of 9/day

Active Effects
Barkskin (self) - +5 natural armor bonus, 117 minutes
Barkskin (whoever) - +5 natural armor, 128 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 47 minutes
Longstrider - +10 movement, 12 hours, 47 minutes
Mass Bear's Endurance - +4 CON, 11 minutes
Mass Cat's Grace - +4 DEX, 11 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 57 minutes

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk
* = cast


Tratain AC 32 HP 127/141 (Magic Vestment;Shield of Faith; Endurence; Divine Favor; True Seeing) 
Monday April 9th, 2007 10:56:01 PM

Tratain stops at the top of the stairs and calls for everyone to wait. He also ask the mage "Who was the adventureing group that you were expecting, and why did you think that they were going to come here?"

Tratain continues "If they are right down the hall, I have several spells to cast on myself, Then Monthor and I can lead the charge in. I can see through thier illusions and I will cast a spell that makes invisibility useless. Everyone else can follow us in, but be careful, Monthor and I should be able to take thier first attacks, but we need to end this quickly. No one is to enter thier last room until everyone is ready."



Jova {102/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC 
Monday April 9th, 2007 11:22:19 PM

Being ot of that armor sure has helped him casting his spells. He would need to fid the elf that sold him that junk. As Tratain explains things, Jova cast shield on himself and Z. He goes through his mind, the spells he has left for battle.

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--5/8-DC16--*Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Draax ( AC 31, HP 171, Mass Bear's Endurance) 
Tuesday April 10th, 2007 12:22:52 AM

Draax goes through the loot and hands Monthor the longsword he requested. As the others begin to make plans, Draax guides the prisoner a little away from the others so he cannot hear any talk of attacking the masters. He wonders just how strong the charm spell is and much longer will it last.

If no one has any paper, Draax gives the prisoner some chalk and lets him draw anything he remembers on the floor or walls.

Not knowing if they will have to slay their new friend in the coming battle, Draax asks the guy one last question while he has the chance. "Do you have any idea what the Lord and Sons of Dreads are planning? Maybe if we knew what the lord has planned for all of us, we can convince the masters that we really are friends."

Draax does not expect the mage to know the plans, but it would be a waste not to ask while he is so willing to cooperate.



More questions - DM Marcin  Monthor's Charisma check: d20-1=9
Tuesday April 10th, 2007 2:42:58 AM

"Shield guardians? They are a brand of golems designed to protect spellcasters. They are fairly commonplace. I'm surprised you haven't heard about them before."

"The best way to react to an attack would be to give up and immediately explain the misunderstanding. We don't want any more casualties, do we? The Masters are powerful and not to be trifled with."

"Where would everyone be positioned? I don't know, as I mentioned before it's not as if we made plans for this. The Masters are, most likely, improvising. Why do you ask about that?"

"Sketch the room? Tell you how it looks like? Come on, it's only fifty steps from here, let's go and you can take a look for yourselves. Sheesh, with all these questions one could think you are fixing to loot the place. The Masters do not appreciate us divulging such details to uninitiated anyway. You better talk to them directly, I might get in trouble if I run my mouth too much." [Monthor failed his Charisma check]

"That adventuring group? Well, I probably shouldn't talk about that, but I suppose there is no harm in it... There is talk among us initiates that some time ago one of the Circles received a report that one of our enemies sent a group of powerful adventurers to snoop around the domain of our Lord. They were last reported travelling overland so it will be a few weeks before they get here - right now they are most likely stuck somewhere in Scab - but all our southern outposts have received a letter of warning. I haven't read it, of course, and I don't really know any more details; the Masters must know more. You can ask them if you are interested in helping us out with this problem."

Draax leads the man away while the plan of attack is being prepared.

[Joe, does Tratain have the material component needed to cast True Seeing? I don't see it on his character sheet?]

[Who carries the Necklace of Fireballs?]

[Time elapsed: 16 minutes.]

Arien AC 21 HP 88/88 (Mage Armor, Shield, Fly, Mass Bear's Endurance) 
Tuesday April 10th, 2007 3:51:26 AM

Arien pauses a moment and casts a protective spell on himself and says, "We should move quickly, take a few moments to prepare ourselves and then move. Monthor I have a protective spell for you that will make it harder for you to be hit, would you like me to cast it now?"

Fly 95/140
Shield 0/280

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield*, Extended Mage Armor*
3rd Level: Displacement, Dispel Magic, Fly*, Haste, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

Monthor 
Tuesday April 10th, 2007 7:34:33 AM

Make it so Arien.
Monthor walks up to Arien and whispers in his ear, making sur that the charmed mage can't hear him.

{ Got any of those Dimension Door spells left?
I'll stay close to you. Once we spot where the magic users are in the room, Dimension Door me behind them. Me'll take care of the rest. }

Jova {102/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC  d20+21=34
Tuesday April 10th, 2007 6:03:23 PM

With a look of worry and concern, Jova walks over to the new found friend.

"Sir, strange happenings, no? I ask you if you could describe what the Masters will look like. You know, special colored robes, bodyguards, or anything that will tell us their rank. Far be it for me, and my friends to disrespect the Masters out of ignorance."

To the rest of the group he hopes they pick up the significance of the question, Masters appearance.

"Also when we meet them are we to bow our heads, or kneel?"

Bluff check 34
Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--5/8-DC16--*Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--6/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, *Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Juliander (AC 24; HP 42/73) 
Tuesday April 10th, 2007 6:31:29 PM

Unsure of where he might fit into the upcoming conflict, Juliander hangs back with his new friend, and chats idly with him, making small talk about the weather and general magical concepts, while the others are preparing.

Izen (AC 29, HP 69) Mass Bear's END, Barkskin, Invisible 
Tuesday April 10th, 2007 9:24:23 PM

Izen continued to move stealthily, silently, and invisibly near the front of the group.

(Accepted Horvis's Mass Bear's END and Barkskin!--Barkskin +5 stacks with Izen's Amulet of Natural Armor for a net +4.)

Horvis (AC 22; HP 124/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance  d20+7=20
Tuesday April 10th, 2007 9:56:59 PM

Horvis hangs back with the others, trying to decide how to approach the room.

"I favour summoning some assistants, if need be. Perhaps one or two air elementals to disrupt their casting, then a bunch of other creatures to keep them busy."

"What do you know about shield guardians, Arien? I don't enough to help us."
Knowledge Arcana = 20, vs. DC 25

Stats
Wildshape = 3 of 9/day

Active Effects
Barkskin (self) - +5 natural armor bonus, 117 minutes
Barkskin (whoever) - +5 natural armor, 128 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 47 minutes
Longstrider - +10 movement, 12 hours, 47 minutes
Mass Bear's Endurance - +4 CON, 11 minutes
Mass Cat's Grace - +4 DEX, 11 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 57 minutes

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk
* = cast


Draax ( AC 31, HP 171, Mass Bear's Endurance) 
Tuesday April 10th, 2007 10:16:33 PM

As Juliander takes care of the charmed mage, Draax moves back towards the front of the party. He pulls the necklace of fireballs out of the stack of loot and holds it out to be claimed by one of the party. "Who is going to use this?" He hands the necklace to anyone that claims it.

As he waits for the decision to move on, Draax half listens to Javo's conversation with the mage.


Tratain  2d8(4+6)+3=13 2d8(4+1)+3=8 d8=5 2d8(4+3)+3=10 2d8(8+1)+3=12 d8=6
Tuesday April 10th, 2007 10:50:40 PM

Tratain says "Lets summon some Animals Horvis, and Cast your growth spell on them. The elementals will be to large to fit in this complex. I'm going to cast a spell on myself that will negate all invisibility in a rather large range around myself and go in with the Animals. I think the invisibility will help them more than us in this instance. We need to take out the masters as soon as we can. I have three or four spells to cast before we go in. Give me a moment to cast them on myself and to heal up everyone."

(Tratain Heals Jova for 25; and Juliander for 27)

Jova-OOC 
Tuesday April 10th, 2007 11:36:33 PM

I have never worked with 'temporary' hit points. If Tratain casts thisspell, do i then gain the hp?? It will be hard to calculate if the spell ends, and my hp drop below 0.

Temporary hit points are granted by spells like Aid and False Life. Bear's Endurance grants you more honest and true hit points, just as if you were wearing an amulet that gives +4 Con. What carries over when the spell is over is the damage. That is, if you now have 102 hit points and are damaged for 40, then at the spell's end you will have 76 hit points and be damaged for 40. If your wounds are too severe when the spell ends you will die. M.

The final countdown - DM Marcin 
Wednesday April 11th, 2007 3:17:43 AM

"Well, Master Ogin wears a nice blue silk tunic when at ease. He's a copper-skinned human. Master Leie dresses for battle in black plate, on account of him being of priestly persuasion and an adept of Necromantic Arts. We initiates usually bow when addressing them. I haven't really seen them talking with outsiders yet, we don't get many visitors here. Kneeling might be a good idea. Tell you what, why don't you let me go in first and explain the situation to everybody?"

[To simplify things maybe you should just list the spells you want to have active and allies summoned when you push on? Once you have discussed tactics and everybody posts that he is ready to progress I'll move the game to the main hall.]

[Please check the passage of time and see if your active spells have not expired.]

[Draax carries the Necklace of Fireballs.]

[Time elapsed: 17 minutes.]

Juliander (AC 24; HP 42/73) 
Wednesday April 11th, 2007 6:25:59 PM

Juliander smiles, "I tend to do what seems appropriate at the time. However I think I might entertain the masters with a song. My skills are nearly legendary." Juliander glances sideways at his friends.

Monthor 
Wednesday April 11th, 2007 6:38:17 PM

" Let's role. "

Horvis (AC 22; HP 139/126) - Barkskin, Greater Magic Fang, Longstrider, Mass Bear's Endurance, Speak with Animals  d4+1=5 d4+1=4 8d8(4+2+4+4+7+2+5+8)+40=76 8d8(3+3+3+7+7+3+2+7)+40=75 8d8(5+1+1+3+8+2+2+6)+40=68 8d8(1+4+4+3+3+8+5+1)+40=69 8d8(3+3+2+4+3+6+2+7)+40=70 6d8(6+2+5+4+4+6)+30=57 6d8(8+5+7+2+4+2)+30=58 6d8(4+4+3+4+4+1)+30=50 6d8(2+7+2+5+4+4)+30=54
Wednesday April 11th, 2007 9:28:51 PM

Horvis shifts back into his normal shape and removes his quarterstaff, leaning it against the wall. As he does so, the thorns retract. Then he shifts into the form a troll, very similar to one killed by the fort.

After picking up his quarterstaff again, Horvis casts a spell on himself. Then he begins summoning creatures, first several dire lions and then almost as many tigers. Then he casts Animal Growth on the creatures.

Horvis instructs the newly enlarged creatures to attack the blue clad mage and the humanoid in black armor.

"Ready to go!"

Stats
Wildshape = 4 of 9/day

Troll (Large Giant)
40 foot move
10 foot reach
Scent, Darkvision 90 ft
2 claw attacks, 1 bite, Rend special attack

5 Enlarged Dire Lions (Huge Animal)
HD: 8d8+40 (76, 75, 68, 69, 70 hps)
Spd: 40 feet
AC: 15, touch 10, flat 14
BAB: +6
Atttack: Claw +16 melee (1d8+11)
Full attack: 2 claws +16 melee (1d8+11) and bite +10 melee (2d6+5)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 1d8+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +15, Refl +11, Will +11

4 Enlarged Tigers (Huge Animal)
HD: 6d8+30 (57, 58, 50, 54 hps)
Spd: 40 feet
AC: 14, touch 9, flat 13
BAB: +4
Atttack: Claw +13 melee (2d6+10)
Full attack: 2 claws +13 melee (2d6+10) and bite +10 melee (3d6+5)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 2d6+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +14, Refl +10, Will +7

Active Effects
Animal Growth - 13 minutes
Barkskin (self) - +5 natural armor bonus, 116 minutes
Barkskin (whoever) - +5 natural armor, 127 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 46 minutes
Longstrider - +10 movement, 12 hours, 46 minutes
Mass Bear's Endurance - +4 CON, 10 minutes
Mass Cat's Grace - +4 DEX, 10 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 56 minutes
Speak with Animals - 13 minutes
Summon Monster VII - 5 dire lions, 11 rounds
Summon Monster VI - 4 tigers, 12 rounds

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals*(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth*(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path*, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk*
* = cast


Izen (AC 29, HP 69) Invis, Bear's End, Barkskin 
Wednesday April 11th, 2007 10:48:30 PM

Izen pulled his Bag of Tricks from his Haversack. "Ready," came his disembodied voice. He shifted to a new position in case they were still being watched. Just before entering the main chamber, Izen would reactivate his Boots of Flying (2 of 3 uses today).

Tratain AC 33 HP 139/141 SR 32 (Magic Vestment;Shield of Faith; Endurence; Divine Favor; Invisibility Purge)  2d8(2+6)+3=11
Thursday April 12th, 2007 12:19:28 AM

Tratain taps himself once more with the healing wand. He then activates his Bead of Karma, and then Casts Shield of Faith, Invisibility Purge, and the Spell Resistance on himself and head off with the others.

Jova {102/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC 
Thursday April 12th, 2007 1:14:08 AM

Jova watches as mighty druid calls forth the cats. His own summons would be far iferior so he does not cast that spell. Jova does lean his staff against the wall as well. Casting a spell of polumorph upon himself, he and Z change shapes.

Z takes on the appearance of a large brown wolf. As he breathes, the cold can be felt. He is a Winter Wolf. Jova on the other hand has now adopted the orm a young woman, or that is what it appears to be. With his cloak over his eyes, the smallest figure now speaks like a young girl.

"Do not look at me, or into my eys friends. The powers granted by the fey can be devstating."

The two had now switched roles. The wolf was the protector of the girl, or so it seemed. Picking up her staff she says, "We are ready as well.

[Will post morphed changes next time]

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--5/8-DC16--*Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--5/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, **Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast


Draax ( AC 32, HP 171, Mass Bear's Endurance; Mass Cat's Grace) 
Thursday April 12th, 2007 1:35:50 AM

Draax watches the summoning and the transformations. He waits for preparations to be completed and the summoned creatures to move in before heading in with the others.

Arien AC 25 HP 88/88 (Mage Armor, Shield, Fly, Mass Bear's Endurance, Veil) 
Thursday April 12th, 2007 2:57:00 AM

Arien casts displacement on Monthor then, seeing the animals being summoned Arien decides to take advantage of the situation and casts Veil. Standing as near as he can to the cats and the party Arien tells the others his plan and then casts the spell and switches the appearance of the cats to those of the party and the party to those of the cats being summoned. The trick wouldn't last for too long but it might help throw their opponents off. Finally Arien casts Haste, he leaves the two arcane casters out of the spell but targets the rest of the party and as many of the tigers and then lions as possible.

Spellcasting done Arien nods to the others and asks, "Ready?"

Active Spell Effects
Fly 108/140
Shield 13/280
Veil 14 hours
Displacement 2/14
Haste 0/14

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield*, Extended Mage Armor*
3rd Level: Displacement*, Dispel Magic, Fly*, Haste*, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2, Disintegrate x2, Veil*
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

The main hall - DM Marcin 
Thursday April 12th, 2007 3:00:01 AM

Horvis summons multiple animals in order to assist in the attack. The corridor suddenly gets very crowded and smelly [John, you summoned it, you take care of it. Please give me exact locations of every beast in the next post, along with their space occupied and reach].

Izen prepares his bag of tricks.

Tratain activates several powerful spells.

Jova polymorphs his companion into a Winter Wolf and himself into a Nymph [at least that's my guess? You didn't say what it was!].

[Dave, I start feeling bad for picking on you so much about Polymorph, but if it is really a nymph then the only quality Jova would inherit from this form would be Wild Empathy. Polymorph doesn't grant supernatural or spell-like abilities of the new form.]

Arien does a quick switch of the appearances between animals and the party, and then launches Haste magic.

The Knights descend down the stairs leaving a very surpised charmed mage behind.

***

The corridor opens up into a large, roughly circular hall. Its ceiling is high, about 15 feet from the marble tiles of the floor. Four more corridors lead away from the room into other parts of the complex. There is a stone fountain right in the middle of the room, crystal clear water bubbling merrily from jugs held by funny little statues of pixies and nixies. Exotic plants in metal vases line up the walls. The room is basking in soft, white light - there are crystal candeliers hanging from the ceiling, each decorated with multiple magic lights. The air is fresh like on the top of a mountain and gentle breeze blows right into the faces of the Knights. The wind comes from a tiny shard of blue sky that can be seen high above the fountain - a small link to the elemental plane of air, no doubt, a marvel of magical engineering, and a source of fresh air in the complex.

The floor is strewn with used up scrolls, empty potion bottles, and an occasional burned-out wand.

Two massive, humanoid statues made out of dark metal stand still in the corners of the room [1 and 2]. Both would resemble giants in plate armor were it not for their tiny heads, narrow arms, and huge fists. The outlines of both shift and change, blurred and hard to see.

A humanoid form floats silently in the air [3]. It resembles a skeleton clad in black cloak, but it wears a golden circlet on its head and holds a black baton in its bony fingers. Red flames dance in its empty eye sockets. Six exact duplicates of the being surround it, and each and every one of them is blurred just like the golems.

Floating gently next to the other golem is a man wearing a dark full plate [4]. His face is hidden by the helmet he is wearing, but his gauntleted hand also holds a rod of some kind. He too benefits from some kind of eye-deceiving magic [the note on map should have read 20%, not 15%].

A small group of four people are quickly moving about on the far side of the room. They consist of an older, gray-haired, black clad elf [5], a stocky red-haired dwarf [6], and two humans dressed in chainmails [7 and 8]. The elder is holding a dark dagger, the dwarf a wand, the humans have longswords strapped to their belts. The humans are restraining a young girl [grey 1]. It looks very much as if the older man was getting ready to perform some kind of vile sacrifice.

There are four more people in the hall [A, B, C, and D]. All are clinging to the ceiling like spiders, all are dressed in dark tunics and cloaks, and all are surrounded by multiple copies of themselves. Just like the two flying shilouettes, they too seem to blur in the light cast by the crystals.

[Each and every member of the party and summoned beast can begin their turn in J20 or K20. It is also possible to stay off map if you prefer, but then you can't target spells beyond columns I to L. 3,4, and A through D are reachable with a melee attack only if you have a reach of at least 10 ft, a height of at least 10 ft, or if you can fly or jump up at least 8 feet. Please list in your post your AC, current HPs, and all active spell effects.]

[Map. Time elapsed: 18 minutes.]

Juliander (AC 24; HP 68/99) Mass Bear's Endurance, Inspire Greatness [Monthor & Draax] 
Thursday April 12th, 2007 9:26:39 AM

Remaining outside the room, Juliander begins a song of greatness, extolling the virtues of first Monthor and Draax, ensuring they are fully cognizant of their own internal greatness in the battle to come.

(OOC: Inspire greatness, targeting Monthor and Draax. They each get 2 bonus HD [d10] plus Con modifier worth of temporary hit points. I'll let you each roll them yourself. They also get a +2 competence bonus on attack rolls and a +1 competence bonus on Fortitude saving throws.)

Tratain AC 34 HP 139/141 SR 32 (Magic Vestment;Shield of Faith; Endurence; Divine Favor; Invisibility Purge; Spell Resistance; Haste)  15d6(6+4+5+5+1+3+5+5+4+4+1+5+1+3+2)=54 d20+17=20
Thursday April 12th, 2007 10:02:16 AM

Tratain Moves to Square H13 and then casts Blade Barrier going up column Q.

He says "There are more here than we were told about, its possible that some of them are not real. Area attack the ones on our left if possible."

(Reflex DC 23 For the Blade Barrier or Take 54 Points of Damage.)


Monthor HP 176, AC 32 ( see below)  d10=10 d10=8
Thursday April 12th, 2007 9:47:23 PM

- Inspire Greatness (Julie) 2 bonus HD [d10
roled 18)] plus Con modifier (total 26)
worth of temporary hit points, +2
competence bonus on attack rolls and a +1
competence bonus on Fortitude saving throws.
- Displacement (Arien) - 50% miss chance
- Haste (Jova)
Adds one attack to full attack round
+1 attack roles
+1 AC
+1 Reflex roles
Movements +30 feet (base move 50, flying
60)
- Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
- Dodge bonus (+1 against one foe)
- Mass Bear's Endurance, adds 26 HP (Tratain)
- Veiled ( Arien)
- Fly ( Monthor's winged boots, 5 minutes)

Total AC 32, 33 against one foe, 50% chance
that attack against Monthor will miss.
Attack roles with bonuses 31/31/26/22

Position J20

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

Monthor says the command word and activates his winged boots ( 5 minutes of flight time ) He then takes flight and rises straight up to the ceiling.


Izen (AC 29, HP 69/69-Cursed) Flying, Invis, Bear's End, Barkskin  d100=77
Thursday April 12th, 2007 10:04:45 PM

Izen remained invisible and outside the room, waiting for the others to cast their area effect spells before entering. (Airborne +8' at J20.)

He tossed a small fuzzy ball into the room (Activate Bag of Tricks, Tan, ball at I15).

The ball hit the ground and became a heavy warhorse, which whinnied and pawed the ground.

Izen, meanwhile, remained invisible and fetched out his Bands of Binding.

Edit by Kup because Monthor's simultaneous post put him in the same position as Izen! Izen will be at K20 instead, +10 feet up.

Jova {102/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC  d20+11=22 d100=76 26d6(5+2+1+1+3+3+3+6+5+5+6+4+6+3+5+6+3+6+2+6+5+1+1+4+6+2)=100 5d6(2+4+5+1+4)=16 d20+17=23
Thursday April 12th, 2007 10:34:06 PM

Jova follows the animals into the main hall. Much larger than he expected. Looking aroun excitedly, seems all the foes are in some way flying. He finds his target, one of the masters, so he thinks.[Jova I18]

Z follows by his side and moves over to his left. He takes a Defensivestance. [Z H18]

Bringing his staff to bear, he ims it at the skelton, red-eyed horror across the oom. Intoning the word written on the staff he activates its magic. A 6 inch rodlike shaped object, flourescent green, emerges from the staff and shoots across the room.

#3-D5- Hit AC 22 Range touch [Disenigrate]
20% miss 76
Damage 100 Fort Save 21/ If make save 16 point damage
Beat Spell Resistance 23

Nymph
Blinding Beauty- All humanoids within 30 feet if they look into eyes make Fort DC 18 or perma blind.

Spells
0--5/6-DC15--Resist +1 Save Throw, *Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--5/8-DC16--*Shield +4AC-1 min lvl, *Mage Armor +4AC-1hr lvl, True Strike +20 ATT, *Expedious Retreat +30ftt
1 min level, Protection from Evil
2--4/7-DC17--**Glitterdust 1-230ft/10ftradius 1 round level- Will save, Hideous Laughter 50 ft-Will Save-1 round-
level-SRyes, Blind/Deaf 1-230ft-Fort Save-SRyes, *Darkvision 1hr level-60ft, Knock 1-230/130sqft
3--7-DC18--Dispel Magic +10, Phantom Stedd 1hr level, Vampiric Touch Melee Touch- 1d6/2level--Gain
temp hp from damage-1 hr, SRyes, Hold Person 1-230ft- 1round level- Will Save round-SRyes
4--5/7-DC19--Charm Monster 1day level-50ft-Will SaveSRyes, Grtr Invis 1 round level, Fear 30ft-Cone Shape
Burst-1 round level-Will Save-SRyes, **Polymorph 1 min level
5--7-DC20--Summon Mon 5- 1 round level, Animal Growth 1-230ft-1 per 2 levels- 1 min level-+8str+4Con-
Double Size-+2AC-+4 Save Throws-DR 10/magic-Fort Save-SRyes, Telekinesis 1-900ft-
1 round level-1-325lbs round-Hurl-Will Save-SRyes
6--4-DC21--Flesh to Stone 1-230ft-Fort Save-SRyes, Bulls Str Mass 1min level-1 per level+4str-50ft

*Spells Cast



Horvis (AC 23; HP 139/126) - Barkskin, Greater Magic Fang, Haste, Longstrider, Mass Bear's Endurance, Speak with Animals 
Thursday April 12th, 2007 10:35:52 PM

Having been cautioned by Tratain, the troll restrains his cats from the hunt. And he's been told about the flyers, so Horvis begins summoning some flying creatures.

Two of the dire lions move into the room after Monthor and everyone else has done so.

Horvis Actions
Standard - Begin casting of Summon Monster IV
Position - off map

Dire Lion 1 (76 hps) Actions
Move - to squares H16 : J18 (15 foot space)

Dire Lion 2 (75 hps) Actions
Move - to squares K16 : M18 (15 foot space)

Stats
Wildshape = 4 of 9/day

Troll (Large Giant)
40 foot move (70 ft with Haste)
10 foot reach
Scent, Darkvision 90 ft
2 claw attacks, 1 bite, Rend special attack

5 Enlarged Dire Lions (Huge Animal)
HD: 8d8+40 (76, 75, 68, 69, 70 hps)
Spd: 40 feet (70 with Haste)
AC: 15, touch 10, flat 14
BAB: +6
Atttack: Claw +16 melee (1d8+11)
Full attack: 2 claws +16 melee (1d8+11) and bite +10 melee (2d6+5)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 1d8+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +15, Refl +11, Will +11

4 Enlarged Tigers (Huge Animal)
HD: 6d8+30 (57, 58, 50, 54 hps)
Spd: 40 feet
AC: 14, touch 9, flat 13
BAB: +4
Atttack: Claw +13 melee (2d6+10)
Full attack: 2 claws +13 melee (2d6+10) and bite +10 melee (3d6+5)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 2d6+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +14, Refl +10, Will +7

Active Effects
Animal Growth - 13 minutes
Barkskin (self) - +5 natural armor bonus, 116 minutes
Barkskin (whoever) - +5 natural armor, 127 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 46 minutes
Longstrider - +10 movement, 12 hours, 46 minutes
Mass Bear's Endurance - +4 CON, 10 minutes
Mass Cat's Grace - +4 DEX, 10 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 56 minutes
Speak with Animals - 13 minutes
Summon Monster VII - 5 dire lions, 10 rounds
Summon Monster VI - 4 tigers, 11 rounds

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals*(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants*, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth*(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path*, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk*
* = cast

OOC - Marcin, the room is going to get awfully crowded after 9 huge creatures, Horvis and however many dire bats appear next round show up.

And whose fault is that? :) M.

Draax ( AC 27, HP 194, Mass Bear's Endurance; Mass Cat's Grace; Haste; Inspire greatness)  d10=5 d10=10 d20+23=39 d20+23=35 d8+2=3 d8+2=3 d6=5 d6=1
Thursday April 12th, 2007 11:22:03 PM

Draax delays (until the end of the round), waiting for the magic users to cast their spells and the summoned creatures to move into the room. He moves to L18 and fires off a couple of arrows at #5. (hit AC39 for 3dmg and 6 fire dmg; hit AC35 for 3 dmg and 1 fire dmg).

He waits to see the results of the group's initial charge before seeing where he is needed.

Arien AC 25 HP 88/88 (Mage Armor, Shield, Fly, Mass Bear's Endurance, Veil)  15d6(6+6+4+4+6+3+1+2+3+1+6+6+1+3+3)=55
Friday April 13th, 2007 1:23:18 AM

Arien flies into the room and seeing the situation at the other end of the room Arien finds a good position (M8) and casts Chain Lightning at the red headed dward(6).

(Chain Lightning, 55 damage, ref DC 24 half, enemies 2, 4, 5, 7, and 8 take 27 damage ref dc 24 for half)

Position: M8 , 10 feet in the air.

Active Spell Effects
Fly 119/150
Shield 24/300
Veil 15 hours
Displacement 3/15
Haste 1/15
Mage Armor ?/30 hours

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield*, Extended Mage Armor*
3rd Level: Displacement*, Dispel Magic, Fly*, Haste*, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2*, Disintegrate x2, Veil*
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

((OOC: Realized I wasn't including the Ioun Stone in my spell durations so that has been fixed.))

The attack commences - DM Marcin  Tratain's check to overcome #4 spell resistance: d20+18=38 #4 save vs Blade Barrier: d20+6=15 Mirror Image check vs Jova's Disintegrate: d8=1 SR check of #4 vs Arien's Chain Lightning: d20+15=25 #4 Ref save vs Chain Lightning: d20+6=19 #2 Ref save vs Chain Lightning: d20+7=9
Friday April 13th, 2007 8:21:04 AM

Juliander rises his voice in an epic battle song.

Tratain moves into the room and cuts off several opponents with a barrier of blades. Two potted plants are instantly cut into shreds. The armored, flying foe is caught right in the middle of it. Tratain feels that his magic is being resisted, but is able to plow through enemy protections. The foe suffers full effects of the spell, but his wounds do not seem as grave as one would expect. The golem next to him shakes violently, though, even though it was not in the area affected by the blades. [Joe, I recall a woldian ruling that CL increases do not stack, that would mean Tratain has CL18. I'll check with people who know.]

Monthor takes to the air, hovering just at the entrance to the room.

Izen positions himself under the ceiling right next to Monthor. His bag of tricks produces a heavy warhorse. As Izen readies his bonds of binding he notices that he is no longer invisible! Tratain's spell has stripped everyone in the room from any kind of invisibility!

Jova enters the room. Z, in lupine form, remains by his side, efortlessly crushing one of the plants. Jova rises his staff and launches a disintegrating ray at the skeletal figure. Despite there being six duplicates of the thing, the ray strikes the true foe! Jova feels same sensation as Tratain, and, just like Tratain, is able to overcome his target's spell resistance - barely! In the very moment the ray touches the foe there is a flash of white light from the rod he is holding, and the energy of the spell cast by Jova is sucked into it leaving the mage unharmed. [Anybody watching this can make Will save DC18: Highlight to display spoiler: {This opponent is using illusions to obscure his true appearance.}]

Horvis begins summoning more allies while sending two of his big cats into the hall. One of them has difficulty bypassing warhorse and Z and does not end up exactly where Horvis wanted it to.

Draax moves into the room. Horvis's dire lion is obstructing his line of sight, but still he manages to put two arrows right in the middle of #5's chest.

Arien flies deep into the room and directs his attack at the same group of foes. Arien feels spell resistance to the secondary bolt hitting #4, but manages to overcome it. The golem #2 is affected twice, by his own secondary bolt and by part of the energy that was deflected to him from #4.

[...]

Enemy counters - DM Marcin  Fireballs damage: 6d6(4+6+5+6+5+2)=28 6d6(5+6+1+2+3+3)=20 6d6(6+6+3+5+6+1)=27 6d6(2+6+3+4+6+5)=26 Cone of Cold damage: 10d6(6+5+4+1+1+2+5+4+3+3)=34
Friday April 13th, 2007 9:03:03 AM

The group of five people on the far side of the room [5,6,7,8, and grey 1] wavers and fades out. The illusion has served its purpose and its caster has abandoned it.

The four mages clinging to the ceiling launch a frantic volley of fire spells at the group of people who have just barged into the room. Arien's Veil seems to have worked as they visibly take effort to encompass both dire lions in the area of the spells. Unfortunately the Knights are clumped together and the enemies manage to include quite a few of them in the area of blast, too.

[The following people/creatures are hit by four fireballs each: Tratain, Jova, Draax, Z, both dire lions, warhorse (Monthor and Izen are, for their own good, too high to be reached by the flames, but they can feel the heat on their faces). Fireball damage is 28, 20, 27, 26, and Ref saves for half are respectively DC20, DC19, DC20, DC19.]

[For every fireball save Draax fails the necklace of fireballs he's carrying needs to make one save, too. It's save bonus is +7. If it fails even once all remaining beads will detonate. Should that happen people affected will be Draax, Jova, Z, Monthor, Izen, warhorse, and right dire lion. If that happens Stan will need to roll the damage - the remaining beads are 4d6+4d6+2d6+2d6+2d6+2d6. Ref save for half on each one is DC13.]

The skeletal foe narrows his eyes, floats quickly right into the middle of the room, and rises his rod, unleashing a torrent of ice-cold air like a winter blizzard. The cone of cold flash-freezes the water in the fountain as well as all those who have remained on the southern side of the hall.

[Those affected by the Cone of Cold: Tratain, Jova, Draax, Monthor, Izen, Z, both dire lions, warhorse. Damage is 34, Ref save DC23 for half.]

The guardian accompanying him moves right next to his master and, obeying some unheard command, rises its right hand. A dark rune has been inscribed on its palm. The rune glows purple for a second, and then a writhing mass of Black Tentacles erupts amidst the party, trying to catch several of the Knights!

[Darker area on the map is affected by tentacles. Tratain, Jova, Draax, Z, both dire lions, the warhorse, and anyone else who would want to enter that area later on needs to make a grapple check vs DC28. Failure means you are grappled by the tentacles. If you succeed you can move through the tentacles at half speed. It is possible to fly between the ceiling and tentacles unattacked by them.]

The armored enemy withdraws to use Tratain's Blade Barrier as a protection, and watches the party carefully, especially Arien, as if waiting for something. His hand is formed in an arcane gesture [he readied an action]. The golem standing by his side remains motionless.

[Map. Time elapsed: 18.1 minutes.]

Jova {2/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 38/hp 32 AC  d20+9=19 d20+9=20 d20+9=22 d20+9=29 d20+8=10 d20+8=16 d20+8=23 d20+8=27 d20+9=29 d20+9=13 d20+9=24 d20+9=14 d20+9=15 d20+9=22 d20+9=16
Friday April 13th, 2007 2:00:08 PM

Jova Reflex Saves 19, 20, 22, 29
Fierball Damage 28, 10, 13, 13 Total 64

Z Reflex saves 10, 16, 23, 27
Z damage 28, 20, 13, 13 Total 74 Dead

Jova Reflex Save For Necklace fireballs.
29, 13, 24, 14, 15, 22 All save 1/2 totaldamage

Save vs Cone cold 16, Damage 34

[[If one of the fireballs from the necklace explodes I die.]]

Jova watches as his bolt of green energy is absorbed by the images. Shock seems to over come him as he sees the attacker move in. What had he gotten himself into?

Then the hellfire begins. Fire everywhere burning, bursting, flames everywhere no where to go. He then hears the shriek of Z. Looking ove he sees the wolf melt, the bird form return, and then be incinerated by the flames. His own injuries so massive he begins to lose consiousness. He slumps to the floor.

Despair floods him. Z his best friend, companion of so many years. The bird had learned to speak. They had lived off others, travelled, and now it would come to an end. The exhausting heat burns his throat as he breaths

One last look sat the world....



The Dire Bats (AC 20) - Holding Until After Tratain Posts  d4+1=3 4d8(7+7+5+8)+12=39 4d8(2+5+6+1)+12=26 4d8(5+2+8+1)+12=28 d20+5=9 d6=2 d20+7=27 d20+7=21 d8+4=9 d8+4=5 d100=65 d6=6 d20+7=21 d100=92 d4=3 d8+4=7
Friday April 13th, 2007 10:53:02 PM

Horvis completes his summoning spell after Tratain has cast his Holy Word and three dire bats appear in the room just below ceiling level. Each immediately makes a flying charge at an opponent.

Dire Bat 1 - 39 hps
Appears in J6 : K7 and immediately attacks #3

Attack - AC 9, misses
Hits image 2 (maybe)

Dire Bat 2 - 26 hps
Appears in J9 : K10 and immediately attacks #3

Attack - hits AC 27 (threat), confirmed AC 21 (includes +2 flanking bonus)
Miss = 65 (>20%)
Image #6

Damage - 9 hps, 14 if critical

Dire Bat 3 (28 hps)
Appears in I11 : J12 and charges to attack A

Position - D11 : E12
Attack: AC 21 (includes +2 from charging)
Miss = 92 (>20%)
Image 3
Damage = 7

3 Dire Bats (Large Animal)
HD: 4d8+12 (39, 26, 28 hps)
Spd: 20 feet, Fly 40 ft (good)
AC: 20, touch 15, flat 14
BAB: +3
Atttack: Bite +5 melee (1d8+4)
Full attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft / 5 ft
Special Attacks: --
Special Qualities: Blindsense 40 ft.
Saves: Fort +7, Refl +10, Will +6

NOTE - Based on reach, dire bats are 10 ft wide, not tall. So the other summoned critters will have no problem remaining on the floor beneath them.

The Dire Lions (AC 16) - Haste - Holding Until After Tratain Posts and everyone else has moved  d20+12=20 d20+12=16 d20+12=26 d20+12=32 d20+12=18 d20+12=15 d20+12=32 d20+12=24 d20+12=29
Friday April 13th, 2007 11:09:11 PM

Two of the dire lions are subject to the spells being cast in the room. The others are anxious to enter and help with the fight but they hold back until after the Holy Word spell has been cast.

Dire Lion 1 (dead)
This dire lion is hit by four fireballs, a cone of cold and then might be caught by some tentacles. It takes full damage from only the second fireball but is then extinguished by the cone of cold.

Dire Lion 2 (dead)
This dire lion is subject to the same spells and is also extinguished by the Cone of Cold.

Dire Lion 3 (68 hps)
This dire lion was outside the room, waiting to enter. It pushes slowly through the area affected by the Black Tentacles and into the room. Then it skirts the frozen pool and moves behind the skeletal figure.

Action - Double Move at 70 ft
Position = K5 : M7

Dire Lion 4 (69 hps)
This dire lion was outside the room, waiting to enter. It pushes slowly through the area affected by the Black Tentacles and into the room.

It heads to the left, to threaten one of the flying mages.

Action - Double Move at 70 ft
Position = D14 : F16

Dire Lion 5 (70 hps)
This dire lion was outside the room, waiting to enter. It pushes slowly through the area affected by the Black Tentacles and into the room.

It moves to the far end of the room, to threaten the black clad master. It moves close enough to the golem to allow it an attack, if it chose.

Action - Double Move at 70 ft
Position = N3 : P5

3 Enlarged Dire Lions (Huge Animal)
HD: 8d8+40 (x, x, 68, 69, 70 hps)
Spd: 40 feet (70 with Haste)
AC: 15, touch 10, flat 14 (16, 11, 14 from Haste)
BAB: +6
Atttack: Claw +16 melee (1d8+11) (atk +17 from Haste)
Full attack: 2 claws +16 melee (1d8+11) and bite +10 melee (2d6+5) (+17 and +11 from Haste)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 1d8+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +15, Refl +11, Will +11

Grapple DC = 10 + 11 STR + 8 Huge + 6 BAB = +35

The Dire Tigers (AC 15) - Haste - Holding Until After Tratain Posts and everyone else has moved 
Friday April 13th, 2007 11:14:52 PM

The four dire tigers are also eager to enter the fray. They also move slowly through the area covered by the Black Tentacles to enter the room.

Tiger 1 (57 hps)
This big cat moves through the area of the tentacles and to the northwest, ending underneath A.

Action - Double move @ 70 ft
Position - B9 : D11

Tiger 2 (58 hps)
This cat moves to the northeast, to threaten C and D.

Action - Double move @ 70 ft
Position - N9 : P11

Tiger 3 (50 hps)
This cat follows #2, to threaten the same casters.

Action - Double move @ 70 ft
Position - N12 : P14

Tiger 4 (54 hps)
The final cat moves through the tentacle area and directly towards the skeletal figure. It finishes nearly below the figure, allowing the golem to attack if it chose.

Action - Double move @ 70 ft
Balance = 11
Position - G9 : I11

4 Enlarged Tigers (Huge Animal)
HD: 6d8+30 (57, 58, 50, 54 hps)
Spd: 40 feet (70 with Haste)
AC: 14, touch 9, flat 13 (15, 10, 13 with Haste)
BAB: +4
Atttack: Claw +13 melee (2d6+10) (atk +14 with Haste)
Full attack: 2 claws +13 melee (2d6+10) and bite +10 melee (3d6+5) (atks +14, +11 with Haste)
Space/Reach: 15 ft / 10 ft
Special Attacks: Improved Grab, Pounce, Rake 2d6+5
Special Qualities: Lowlight vision, scent, DR 10/magic
Saves: Fort +14, Refl +10, Will +7

Grapple Defence = 10 + 10 STR + 8 Huge + 4 BAB = +32
Grapple Attack = +22

Note - All big cats will automatically use Improved Grab if they hit with an AoO

Draax ( AC 27, HP 109/194, Mass Bear's Endurance; Mass Cat's Grace; Haste; Inspire greatness)  d20+15=26 d20+15=25 d20+15=33 d20+15=16 d20+7=11 4d6(6+5+4+2)=17 4d6(1+1+5+5)=12 2d6(5+5)=10 2d6(3+2)=5 2d6(4+5)=9 2d6(3+3)=6 d20+15=32 d20+15=28 d20+15=17 d20+15=28 d20+15=31 d20+15=22 d20+15=19 d20+24=29 d20+15=31
Saturday April 14th, 2007 12:58:16 AM

Draax is not surprised to see the illusion disappear, but as he pulls his attention from the damsel in distress, he sees a lot of fire coming his way. After being burned, having to avoid tentacles just adds to his frustration.

Draax moves through the tentacles to O17.

Save 26, 25, 33, 16 failed, use hero point to reroll 31; save from cold 19 failed; grapple check 29 passed;

Damage to Draax is 14, 10, 14, 13 = 51 total from fireballs; 34 dmg Draax takes a cone for total of 85 dmg.

(OOC: I want to use a hero point to reroll my last save for the fireball DC 31 which would be a pass and the necklace did not go off. I am not sure if I can use the point since I already rolled the save for the necklace which failed and the necklace damage.)

(If unable to use the hero point then the save for necklace 11 failed, damages from necklace 17(9 for half), 12(6), 10(5), 5(3), 9(5), 6(3)Damage and Draax takes a total of 129 dmg.)



[DM Marcin] 
Saturday April 14th, 2007 6:30:09 AM

[OK on Stan's re-roll. Actually, this situation is exactly what hero points are for.]

Monthor 176 HP /AC 32  d20+10=14 d20+26=36 d10+29=36 d6=1
Saturday April 14th, 2007 7:49:42 AM

- Inspire Greatness (Julie) 2 bonus HD [d10
roled 18)] plus Con modifier (total 26)
worth of temporary hit points, +2
competence bonus on attack rolls and a +1
competence bonus on Fortitude saving throws.
- Displacement (Arien) - 50% miss chance
- Haste (Jova)
Adds one attack to full attack round
+1 attack roles
+1 AC
+1 Reflex roles
Movements +30 feet (base move 50, flying
60)
- Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
- Dodge bonus (+1 against one foe)
- Mass Bear's Endurance, adds 26 HP (Tratain)
- Veiled ( Arien)
- Fly ( Monthor's winged boots, 5 minutes)

Total AC 32, 33 against one foe, 50% chance
that attack against Monthor will miss.
Attack roles with bonuses 31/31/26/22

Position K8

========================

Monthor feels the full effect of the cold (34 damage Save 14). Seeing his friend Z dying throws Monthor in a fit of furry. Monthor delays himself until the party's magic users have made their attacks. The Dwarven killing machine then takes adventage of the Hast spell to place himself between one of the master mages (K8) and Arien. Using his waraxe two handed he strikes....

ooc> Now, this gets a bit tricky. Monthor wants to attack the magic user's amulet. According to the Player's (p. 135) this is possible. If it's not, then Monthor will just make a regular attack. The way Monthor is now positioned, the mage is between the golem and Monthor and Monthor is between the mage and Arien.

=========

Power attack -5 to hit, +10 damage.
Hits AC 36 for 36 physical and 1 fire damage (37 total)

Jova {2/76 HP 23 AC][Mage Armor 13 hours, Ms End,, Darkvision, Shield] Z 11/38/hp 32 AC--Addendum  d20+3=5 d20+3=16 d20+3=11 7d6(1+4+5+1+5+1+1)=18
Sunday April 15th, 2007 7:43:11 AM

Jova wakens to see Z is still still alive, but caught by the same tentacles that have hi, Strugggle as he might he cannot free himself from the beast that holds him. Drawing his dagger he strikes out at the tentacle. e activates the spell inside the dagger trying to gain some strength.

Z Grapple 5
Jova grapple 11
Hit AC 16 [Quickdraw-Attack]
Damage 18, Activate Vampiric Touch, gain 18 hp

Horvis (AC 37; HP 139/126) - Barkskin, Greater Magic Fang, Haste, Longstrider, Mass Bear's Endurance, Speak with Animals  d20+30=49 d20+4=15 d20+19=38 d6=3 d100=23 3d6(3+3+6)+13=25
Sunday April 15th, 2007 4:08:46 PM

The troll takes a running start to enter the room, leaping over the Black Tentacles and landing on the frozen surface of the pool. Horvis manages to keep his balance as he slides into a position where he can strike at the skeletal figure.
Jump = 49 (counting 5 ranks, +2 synergy, +7 STR, and +16 from a speed of 70 ft)
Balance = 15


Holding his enchanted quarterstaff in both hands, the troll swings and connects with (hopefully) the skeletal figure. Or, it disperses one of the images.

Horvis Actions
Move - 65 feet (including Jump)
Standard - Attack, hitting AC 38, image 3, miss 23 (>20%), 25 damage (magic, bludgeon & pierce)

Position
J19 : K11

Stats
Wildshape = 4 of 9/day

Troll (Large Giant)
40 foot move (70 ft with Haste)
10 foot reach
Scent, Darkvision 90 ft
2 claw attacks, 1 bite, Rend special attack

Active Effects
Animal Growth - 13 minutes
Barkskin (self) - +5 natural armor bonus, 116 minutes
Barkskin (whoever) - +5 natural armor, 127 minutes
Greater Magic Fang - all natural weapons are +1 magic, 12 hours, 46 minutes
Longstrider - +10 movement, 12 hours, 46 minutes
Mass Bear's Endurance - +4 CON, 10 minutes
Mass Cat's Grace - +4 DEX, 10 minutes
Myrridan's Blackthorn - enchants quarterstaff to +3, damage 3d6, 12 hours, 56 minutes
Speak with Animals - 13 minutes
Summon Monster VII - 5 dire lions, 9 rounds
Summon Monster VI - 4 tigers, 10 rounds
Summon Monster IV - 3 dire bats, 13 rounds

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals*(2)
2 - DC 18 - Barkskin*(2), Heat Metal, Soften Earth and Stone(2), Spider Climb, Tree Shape
3 - DC 19 - Greater Magic Fang*(2), Spike Growth(2), Water Breathing
4 - DC 20 - Command Plants*, Control Water, Giant Vermin, Myrridan's Blackthorn*, Rusting Grasp
5 - DC 21 - Animal Growth*(2), Baleful Polymorph(2)
6 - DC 22 - Find the Path*, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk*
* = cast

Izen (AC 29, HP 69/69-Cursed) Flying, Bear's End, Barkskin  4d8(8+4+5+4)+12=33 d20+5=16 d20+5=14 d20+5=23 d20+5=20 d20+15=16 d20+15=34 d20+7=23 d20+16=18 d100=49
Sunday April 15th, 2007 6:53:12 PM

(HP for Warhorse = 33. REF saves for warhorse on fireballs: 16, 14, 23, 20. Academic exercise, really--flame-broiled warhorse!)

The warhorse that Izen had summoned from his Bag of Tricks vanished in a firestorm of enchanted fireballs. Whether the creature suffered at all in such extreme and immediate conditions was, at best, a question for Gargul and philosophers; it was quickly despatched.

(Izen's REF check against Cone of Cold: nat 1, 16! Aw, nuts; burning a Hero Point to reroll--34! Much better!)

A moment later, the evil mage's conic mass of ice shards and freezing cold enveloped the entrance to the room. At the last instant, Izen recalled his training and twisted and spun in space, dodging the spell's ill effects with almost supernatural agility. (Improved Evasion feat, Izen takes no damage!)

(Will save on wizard subject to Izen's attack: 23, success!) "Jova!" the halfling called. "That one's using illusions to disguise his true appearance--he's got to be hurt from your spell! Jova! Jova?" Then Izen looked down at the charred, entangled, embattled sorceror, and gritted his teeth.

His comrades were locked in a mortal battle. He felt useless. In frustration, he drifted forward (5' step to K19, still at ceiling height to avoid Tentacles) and threw his Bands of Binding at the armored mage across the room.

--Ranged touch attack on #4 --mage gets +4 for cover from Blade Barrier.
--Hits TOUCH AC 18 (nuts!). Blur check 49, >20%, success.
--IF successful, Iron Bands of Binding immobilize opponent; STR check of 30 break or Escape Artist 30 escapes.

DM: I'm also confused about the current status of the "mirror images" and the Blur effects. Are they still there? I thought someone made them vanish at the same time as Izen was made visible--no?

Izen stowed his Bag of Tricks (move action) and drew his rapier (Quick Draw feat, free action). There would be knife work to do here, soon enough.

Tratain AC 34 HP 139/141 SR 32 (Magic Vestment;Shield of Faith; Endurence; Invisibility Purge; Spell Resistance; Haste)  d20+21=27
Sunday April 15th, 2007 11:49:57 PM

Tratain is able to fend off the Giant Tentacles attempting to grapple him. (Tratain's Opposed Grapple Check is 35)

The Protector attempts to move into the fountain to square J11 or J12. If those spots are unreachable he moves to Square K13 and Casts Hold Word defensively if need be. (OOC: I sent an e-mail asking about this on saturday but got no response Marcin, Tratain is looking for a spot that can catch the most people as he can in the Holy Word.)

Arien AC 25 HP 88/88 (Mage Armor, Shield, Fly, Mass Bear's Endurance, Veil)  15d6(4+3+2+3+5+3+3+6+4+1+5+6+3+2+3)=53 d20+17=36
Monday April 16th, 2007 12:18:09 AM

Seeing the enemies on the right behind the Blade Barrier Arien decides to try to get rid of them before they can become more of a nuisance. Retreating back 10 feet Arien targets the closest of the enemies on the other side of the Blade Barrier and casts a Chain Lightning at him (C)

(Chain Lightning, 53 damage, ref DC 24 half, enemies 2, 4 and D take 26 damage ref dc 24 for half, Spell Resistance check for 2 is a 36)

Active Spell Effects
Fly 120/150
Shield 25/300
Veil 15 hours
Displacement 4/15
Haste 2/15
Mage Armor ?/30 hours

0 Level: Detect Magic x2, Light, Read Magic x2
1st Level: Burning Hands, Magic Missile x5, Protection from Evil
2nd Level: Rope Trick, Scorching Ray x4, Extended Shield*, Extended Mage Armor*
3rd Level: Displacement*, Dispel Magic, Fly*, Haste*, Lightning Bolt, Slow
4th Level: Dimension Door x3, Ice Storm, Invisibility: Greater, Solid Fog*
5th Level: Cone of Cold x2, Teleport, Wall of Force x2
6th Level: Chain Lightning x2**, Disintegrate x2, Veil*
7th Level: Delayed Blast Fireball, Mordenkainen's Sword, Prismatic Spray, Summon Monster VII

Tipping the scales - DM Marcin  Holy Word vs #3 SR 1d20+20=39 #4 Ref save vs Chain Lightning: d20+6=25 #2 save vs Chain Lightning: d20+7=19
Monday April 16th, 2007 5:54:05 AM

Jova tries to regain some health by draining it from the tentacles. Unfortunately their magic nature makes them immune to any kind of damage [as per spell description].

Izen advances a bit and throws his metal sphere at the armored enemy. Despite the distance, illusions, and Blade Barrier the item hits its intended target, but having been already used once today it does not activate for a second time. [Regarding Blur: Tratain's Invisibility Purge affects only invisibilities of all kinds, not other illusionary magic.]

Tratain leaves the tentacled field, steps into the fountain, and casts invokes Holy Word. [Joe, I have answered you on Sunday. Please check if your spam blocker does not intercept my mail. BTW, word came from PTB: bonuses to CL stack. You are effectively CL20.]

The effects are spectacular. All four fire casters drop dead from the ceiling like ripe apples. The golem next to the fountain crumbles to rubble. The mage it was protecting resists Tratain's power for briefest of moments before sharing in the fate of his underlings. His dead body continues to float in the air.

Arien follows that display with another lightning discharge [since C is already dead I assume full damage is now aimed at #4]. The man manages to partially avoid the effects of the spell. The golem guarding him, hovever, is electrocutted and falls to the ground like a huge statue shattering the marble tiles.

Horvis, Monthor, and the animals charge into the room, but the army of one known as Tratain has already destroyed all the enemies they intended to go after.

[...]

And so it ends - DM Marcin  Tentacles grappling Jova: d20+18=31 d6+4=6
Monday April 16th, 2007 6:23:16 AM

The tentacles twist around Jova's neck, strangling the life out of him [Jova takes 6 damage].

The armored man, now all alone, throws a foul curse.

"Thank whatever pathetic gods you serve that you caught us while most of us were away. Savour your victory while you have a chance. We'll meet again real soon."

Having said that he disappears in a puff of smoke [Spellcraft DC24: Highlight to display spoiler: {He used a Dimension Door cast by a magic item}].

And so it ends, mere ten seconds after it started.

Jova is still grappled by the tentacles, but with other party members now free to assist him he can be saved. The room is full of summoned animals, smoke, smell of burnt wood and leather, and dead bodies. Used up scrolls burn on the floor. Animals growl and snarl. Bats circle, looking for a place to land. Electric arcs still dance on the fallen golem. Adrenaline still courses through the veins. But the pulse starts to slow down to a normal pace.

The room has been creatively redecorated by all the magic used in it. Those sensitive to arcane powers can still feel the tingling of all those auras overlapping, merging, and interacting.

Gust of fresh wind from the vortex helps to clear the head.

It seems the Masters have been defeated and the Knights have conquered the complex.

[Jova can be pulled out of the tentacles alive assuming somebody heals him first so that he does not perish next round.]

[There are no immediate threats to the party left in the complex right now. What now, Knights?]

Jova {-4/76 HP 23 AC][Mage Armor , Ms End,, Darkvision, Shield] Z 11/38/hp 32 AC 
Monday April 16th, 2007 1:56:56 PM

Last ditcth try to live fails. Jova sees Z out of the corner of his eye, he wishes the bird well. As the tentacle wraps around his throat he says the word to end the polymorph spell. Z was now a birdx, he was back to normal.

All blackness. New sensation.

Monthor 142 HP /AC 32 
Monday April 16th, 2007 3:26:55 PM

Monthor makes haste (literally) to help Jova and does what he can to free him from the tentacle.

Once this is all said and done. Monthor sheds a tear for the bird, scolds Tratain for not leaving any foes for him to bash [ooc> Dang it Joe! Next time leave at least ONE for Monthor will ya!] and then starts looting the magic users for... well, loot.

" Didn't someone mention a treasury somewhere around here? And the master mages' rooms? And a kitchen? Let's visit all of them!"

" And what happened to the little mage we had charmed? He's not going to start lobbing fireballs at us is he? "

" We should scare off the help and burn down anything we can't carry back with us. No sense leaving anything for the ennemies. "

" What was it we were suppose to do for the dragon again? "

==================

- Inspire Greatness (Julie) 2 bonus HD [d10
roled 18)] plus Con modifier (total 26)
worth of temporary hit points, +2
competence bonus on attack rolls and a +1
competence bonus on Fortitude saving throws.
- Displacement (Arien) - 50% miss chance
- Haste (Jova)
Adds one attack to full attack round
+1 attack roles
+1 AC
+1 Reflex roles
Movements +30 feet (base move 50, flying
60)
- Magic Vestment +4
Magic Weapon +4 (both from
Tratain)
- Dodge bonus (+1 against one foe)
- Mass Bear's Endurance, adds 26 HP (Tratain)
- Veiled ( Arien)
- Fly ( Monthor's winged boots, 5 minutes)

Total AC 32, 33 against one foe, 50% chance
that attack against Monthor will miss.
Attack roles with bonuses 31/31/26/22

Izen (Cursed) 
Monday April 16th, 2007 5:52:19 PM

"Find out what the Sons were up to," the halfling answered Monthor drily. "Scout and reconnoiter. Report back." He gestured to indicate the charred and blackened room, and similarly charred and blackened corpses.

"Oops."

Izen literally hovered near Monthor and Jova long enough to ensure that someone freed and healed the sorceror back to consciousness. (If not, Izen would retrieve from his haversack and hand to Monthor as many of his potions of Cure Light Wounds as were necessary to stabilize and revive Jova.)

Once that was attended to, and the Blade Barrier was dismissed, Izen would retrieve his Bands of Binding, silently shaking his head at himself, and replace them in his sack, before searching the bodies of the deceaased mages, including the one in midair. (Search, skill mastery, 30.)

"We should use another of those spells to speak with the dead on one of these," he suggested. "Then fan out, search the place, and question anyone who's still around."

Juliander  2d8(5+4)+3=12 2d8(2+3)+3=8 2d8(7+1)+3=11
Monday April 16th, 2007 8:02:50 PM

Ceasing his song of greatness, Juliander moves quickly into the room, a wand in his grasp. "Save your potions. The use of this wand is likely more economical at this point." Continuing over to Jova, Juliander taps him three times. He then steps back to survey Jova, and see what it will take to bring him further into the light of health. (OOC: Used 3 charges off a wand of cure moderate wounds for a total of 31 hit points healing.)

Horvis (AC 37; HP 139/126) - Barkskin, Greater Magic Fang, Haste, Longstrider, Mass Bear's Endurance, Speak with Animals 
Monday April 16th, 2007 9:12:27 PM

The troll looks about from where he is standing at the carnage wrought by Tratain's spell. Shrugging, Horvis commands the animals to move out of the way but he isn't dismissing them just yet. In fact, he commands the three bats to explore the hallways that are not blocked by the Blade Barrier.

Seeing that Izen is searching bodies, Horvis moves about gathering up bodies and pulling down the flying corpse. He speaks to the rogue as he does so, "Thought it would be tougher, really. Wonder if we're still waiting for the other horseshoe to drop?"



Tratain  2d20(8+3)+20=31
Monday April 16th, 2007 9:34:53 PM

Tratain casts a Mass Cure Moderate wounds Centered on Jova to keep the Mage from dieing. (Jova and those within 30 feet of him heal 31 points.)

Tratain will dismiss his blade barrier spell and tend to the others as needed. He will also help check the rooms that are unexplored and gathering items from the defeated enemies. Tratain will cast detect Magic to help sort out what is magic in nature and what is mundane.

Tratain says "If we want to question the Master we can Try tomorrow, we'll need some good questions for him though. Don't forget we have one live one upstairs, we should bring him back to Lord Arrack and let him question him."

Jova {58/76 HP 23 AC][Mage Armor , Ms End,, Darkvision, Shield] Z 38/38/hp 32 AC 
Monday April 16th, 2007 10:38:36 PM

Jova's head is spinning. Feeling rushed back into his limbs. The power of magic flows. He feels a small pecking on his head. Opening his eyes he sees Z on top of him looking down.

"Tratain said something and all the bad guys fell. He and Juliander healed you. You are among the living once again." Z was concise if nothing else when he wanted to be.

Leaning up on his elbows, looking at the carnage, he smiles. "Well lads, did I draw their attention good enough? Hahaha." He collapsed back on his back.

Draax 
Tuesday April 17th, 2007 1:38:20 AM

Draax is surprised that it ended so quickly. He is happy to see that the healing is helping the recovery of Jova and his pet. Draax listens to what everyone has to say before going back to the other end of the hallway leading into this room to make sure that the way is clear for when the group decides to leave.

Searching the complex - DM Marcin 
Tuesday April 17th, 2007 6:52:45 AM

Both Jova and Z are pulled out of the tentacles. The rubbery appendages exist for about a minute more and then vanish without a trace.

The complex is quiet. Everything is still.

The party sets to explore the subterranean dwelling. As we mentioned before, it divides into servant's wing and halls of the Sons.

The charmed mage has made himself scarce - the spell must have been broken when the party started summoning allies and went off to fight his Masters. The guards left tied up in the entrance hall are gone, too, either freed by him or having managed to slip out of their bonds by themselves.

A quick peek through the gate to the outside reveals that the life in the small hamlet is going on as normal.

The servant's quarters do not hold much of interest to the party. The items and furniture in there are strictly utilitarian in nature, there are no valuables, and the only magic present are the lights and the fire elementals bound in the kitchen and the forge. The party does manage to acquire two prisoners, though - a very scared old halfling cook who has been hiding in a cupboard in the kichen, and a muscular human smith who has been working in his forge all that time and seems a bit simple and slow when it comes to understanding what's going on.

The quarters of the Sons, on the other hand, are dripping with all kinds of valuables, magical trinkets, books, and assorted luxury items. As the Knights explore the site they stroll through multiple workrooms, a small library, a dark temple with an altar-like contraption that has a very evil look to it, living quarters, a dining hall, storage rooms, and, finally, a small dungeon that right now has just one occupant. A slender elf, deep in slumber, is laying locked in one of the rooms. A small alchemical workshop has been assembled in his cell.

Speaking of alchemy, the main alchemical lab of the complex is of particular interest. It seems extremely well equipped and smelling of rare herbs. Some kind of process has been definitely going on here on a large scale [Craft:Alchemy DC20: Highlight to display spoiler: {An ingested poison of some kind has been manufactured here on a large scale.}].

There is a treasury - a small room protected by iron doors that quickly fall under the dwarven battle-axe and adamantite warhammer. Inside the party stumbles on a small fortune in gold, gems, and bars of electrum. There are three books in here that look like accounting ledgers detailing the daily expenditures and operations of the complex. The entries are written using a lot of abbreviations and strange symbols, and it looks like it would take a better half of a month to work out what they are saying.

The party finds many magic items; there is a half-empty crate of supplies that the mages must have used to prepare for the battle, with about a third of its contents (potions, wands, scrolls) still intact. In about every living room the party visits the Knights manage to find several potions and scrolls. Among all the books in the complex the Knights managed to spot four spellbooks. Every now and then Detect Magic points to a cloak, a wand, or other item of interest that is quickly picked up and stowed for future use. The bodies of the dead mages are stripped of quite a few magic items, too.

The most important find, however, is discovered in the most luxurious of studies. An ebony desk holds four thick books bound in black leather that look like journals or logs of some kind. One can guess that each is filled with dated entries, but, unfortunately, they are written in some kind of strange symbolic code. All four books radiate magic. There is also a small pile of letters written in the same strange alphabet. The owner of the study must have been in the process of deciphering the most recent letter, for its translation into Common is found on the desk right under it!

"To Ogin:

Source in P.C. informs enemy group making way to your location. Traveling overland, expected arrival two to three weeks. Take any and all necessary measures to neutralize threat. Have dispatched The Circle in case of failure. The Circle will relocate to P.C. and deal with targets upon return. Be warned: in case of failure, The Circle will be dispatched to your location after neutralizing targets."


There is more in the original letter, but the translation has not been finished.

The exploration of the complex has taken the party two and a half of an hour.

[...]

The loot - DM Marcin 
Tuesday April 17th, 2007 7:19:49 AM

Magic items from all over the complex:
- a rod, strong Abjuration,
- four spellbooks, out of which three seem to contain spells up to 3rd level and one spells up to 5th level,
- four rings: two faint Conjuration, one moderate Evocation, one faint Abjuration,
- two brooches, both faint Abjuration,
- one hat, faint Illusion,
- one googles, faint Divination,
- two headbands, both moderate Transmutation,
- one pearl, strong Transmutation,
- one necklace easily identifed by its appearance as a complete Necklace of Fireballs type IV,
- one periapt, faint Conjuration,
- one amulet, faint Transmutation,
- three cloaks, faint Abjuration,
- one cloak, moderate Conjuration.

Potions:
- 2 faint Enchantment,
- 6 strong Transmutation,
- 11 faint Conjuration.

Scrolls:
- two faint Abjuration,
- five moderate Abjuration,
- three faint Transmutation,
- one moderate Divination.

Wands:
- one faint Conjuration,
- two faint Abjuration,
- two faint Illusion.

- From the treasury: three chests neatly filled with sacks of coins, one chest of bars of electrum, one small chest with precious gems [Appraise DC15 Highlight to display spoiler: {Seems to be worth over 40,000 gp.}].

- From all over the complex: seven sacks full of various valuables and trinkets, including statues, silk tapestries, silver cutlery, golden jevelry with precious stones, miscancellous luxuries, exotic spices, books, perfumes, crystal lamps, ornamental goblets, and such [Appraise DC20 Highlight to display spoiler: {Seems to be worth more than 40,000 gold}].

Izen 
Tuesday April 17th, 2007 9:18:00 AM

As they explored the complex and found the translated letter, Izen nodded at Horvis and pointed at the mention of "the Circle."

"The other horseshoe," he commented.

Izen suggested letting the servants go, once they swore an oath to serve no evil master again. He brought forth his manacles and chains (Lock, superior (DC 40 Open Lock), Manacles, masterwork (DC 35 Escape/28 STR)).

"I suggest we take the elf prisoner and the corpses of the mages with us back to Lord Petrarch's plateau for questioning. I don't like the look of all those chemicals, but I imagine the elf might be able to help explain it. And take the ledgers, books, and letters--especially that one about the 'source.'" He frowned. "There's a rat in our dragon's affairs."

"And now, when we're done gathering everything, might I suggest that we use that device Lord Petrarch gave us to return to him? I don't think waiting around for 'the Circle' to arrive was in our mission parameters."

Izen offered to store some of the loot in his haversack. He had mundane, but ever-handy regular sacks for transporting goods, too.

ADM Joe 
Tuesday April 17th, 2007 12:04:58 PM

Posting Report for week ending Friday April 13th

M T W R F
DM X X X X X
Tratain X X X X X
Jova X X X X X
Monthor X X X X X
Izen O X X X X
Arien O X X X X
Horvis X X X X X
Draax X X X X X
Juliander X X X X O

Monthor 
Tuesday April 17th, 2007 7:38:05 PM

A slender elf, deep in slumber, is laying locked in one of the rooms. A small alchemical workshop has been assembled in his cell.

=================
:: Monthor the mighty flexes his even mightier muscles and frees the elf. ::

" Don't be affraid skinny one. The Grey Knights are here to free ye. "

=========================================

Speaking of alchemy, the main alchemical lab of the complex is of particular interest. It seems extremely well equipped and smelling of rare herbs. Some kind of process has been definitely going on here on a large scale

==================

Monthor starts to destroy the equipment.
" Let's take some of these herbs and torch the rest. We leave nothing behind for the evil ones to use. "

=====================

Izen suggested letting the servants go, once they swore an oath to serve no evil master again

================

" Me say we take them with us. They may have information. Let the dragon deal with them as he sees fit. "

=================

:: Monthor assists the others in hawling and storing the loot. ::
==========================

:: Monthor takes some torches and starts settin whatever he can on fire. The mighty warrior is determined not to leave anything behind that may be of use to those that do evil. Once done he joins the others and agrees that it is time to go report back to the dragon. ::

Juliander  2d8(1+3)+3=7 2d8(6+6)+3=15
Tuesday April 17th, 2007 8:20:33 PM

Juliander taps Jova twice more with the wand before putting it away. "That should do nicely for clearing any possible scars as well."

Looking about at the treasure they've discovered, concern creases Juliander's brow, "I wonder what they planned to do with all this. Despite the vast amount of resources available to them, it seemed almost too easy."

Horvis 
Tuesday April 17th, 2007 9:19:50 PM

The troll dismisses the summoned creatures with a wave.

When Monthor moves to free the slumbering mage, Horvis holds out a clawed.

"Wait, friend. Let some of us examine the elf for magics. And maybe evil, too. Then we can wake him and ask about the alchemy."

Horvis will cast a Detect Magic to examine the elf in order to determine if magic is involved with the heavy slumber.

As for that alchemy stuff, Horvis waits to see if any of them can tell anything.

"I don't know much about alchemy, so it's beyond me. Still, this doesn't seem like the type of people to be brewing Antitoxin or the like. Let's take one of those empty potion vials and collect a sample. Can anyone cast Mage Hand? I don't really want to touch it bare handed."

Horvis offers his Haversack and his strong back for the carrying, too.

Tratain 
Tuesday April 17th, 2007 11:36:54 PM

Tratain will store what is needed in his Haversack. He says "Lets take the elf back outside. We need to bring him to Lord Arrack. We should also send the people living up top home or bring them with us to Plataue City. We can't just leave them here. It looks to me as though the Sons of Dread were experimenting on them. Perhapse we can examine them more closely when we are away from here. How many people exactly would the transportation device given to us transport at a time?"

Jova {76/76 HP 23 AC]  d20+10=12 d20+10=14
Wednesday April 18th, 2007 2:55:34 AM

"Thank you Juliander for healing me. That was as close to death as I have ever been. Thanks goes out to everyone, thank you."

As the searching and looting goes, Jova does his best to help out. Maybe it was the after effects of the near death, but he just cant get in to it wholeheartedly.

Upon finding the elf in his cell, Jova agrees with Horvis. Best to try and be safe. Upon the declaration of "The Grey Knights" from Monthor, Jova winks at Tratain.

Upon finding the magic books. We really should not try to read them, there are probably spells on them so others dont read. I am sure, Parnath will enjoy the challenge."

"Have we searched everywhere? Izen have you done all you are able. The reason I ask. I find it odd there is no visible track of entrance to this place. I am sure they use some sort of teleportation device. By the sounds of that letter, more will be here soon. If there is such a thing, and we destroy it, that would anger our foe. Most of the items we take can be replaced."

Search 12, retry 14.

OOC I need a higher dice roller please!!!!

Arien 
Wednesday April 18th, 2007 3:23:25 AM

While the others gather and store the loot Arien walks a circutous route about the area to see if his elven senses detect any secret doors.

Finishing Touches - DM Marcin 
Wednesday April 18th, 2007 6:47:26 AM

The elf is not under effect of any magic, but his body is visibly suffering from some kind of toxine. He does not check as evil. Woken up, he initially has trouble understanding what is going on. Once he realizes his situation sparks of life light up in his eyes.

"Thank all the gods for your appearance! I am called Nightingale. I used to be a druid in southern Culverwood. Two months ago I have been attacked and kidnapped, and somehow ended up here. I don't even know where <here> is. My captors have been forcing me to brew various potions for themselves, mostly of the kind that only druids are capable of making. They have kept me poisoned, I think, in order to keep me from escaping. If you could take me somewhere from where I can make my way back to Culverwood I would be greatly in your debt!"

The cook and the smith are afraid of the party, but the prospect of leaving the site fills them with even greater dread.

"Masters" - they plead - "we are just lowly servants, not amouting to anything. There are undead all around here. If we go into the forest we will not survive till next sunrise."

The people living in the huts outside are apathetic and not very eager to talk. Learning their stories takes a lot of patience. Eventually the Knights figure out that each of them has been kidnapped in different parts of the Wold. Most of them have been poor farmers or other people with little signifficance who wouldn't be missed much by anyone but their families. They all believe they have been kidnapped by slavers, who in turn have been defeated by <wizards> living in the underground school. They have been told that they are now in the Cursed Swamp of Zarthmoor. The Sons told them they are working on returning each of them to his home. Indeed, every now and then one of them would be taken away. The dried up traces of blood on the altar suggest what happened to these unfortunate souls. All peasants seem to be suffering from some kind of poisoning, not unlike the one afflicting the elf.

A sample of the liquid from the alchemical lab is taken. The lab is then trashed. Monthor walks around destroying what he can put his torch to. Arien accompanies him, but does not find any secret passageways. No kind of teleportation device is discovered.

The plan discussed is to use the item given to the party by Arrak to get back to the domain of the dragon.

[Is there anything else the party would like to do here?]

[Whom would you like to take back with you?]

Monthor 
Wednesday April 18th, 2007 7:46:11 AM

ooc> If possible, I say we take 'em all back.

:: Monthor addresses the party, including Nightingale the druid. ::

" We can't leave them here to fend for themselves. The cursed Sons will be returning soon and likely they will take their frustration out on the skinny ones outside. Me say we either find a way to transport them all or we do it the long way and hike them out of here. We get them out of here and then we help them get back to their homes. "



Juliander 
Wednesday April 18th, 2007 2:51:27 PM

Juliander speaks up as well, "I'm gonna have to agree with Monthor on this one too. We should take them all back with us. It won't due to leave them in this hostile land to fend for themselves."

Draax 
Wednesday April 18th, 2007 7:07:05 PM

"If we are going to take them all back, we cannot just take them all back to our benefactor without his permission. If we are going to take them, we need to take them to someplace safe without exposing our benefactor in the process. Maybe once we get them safe the druid can find a way to help them get their lives back."

Izen 
Wednesday April 18th, 2007 7:25:34 PM

The halfling shrugged. "Fine. Dead, alive, bound and gagged, makes no difference to me, as long as they don't jeopardize the mission," he commented.

Assuming all the loot had been collected, he shouldered his pack and announced, "I'm ready to go."

Jova 
Wednesday April 18th, 2007 7:48:59 PM

Jova scratches his head while thinking this one out. If they were to free these people the only way was to take them with the Knights. No way would they make it out safely by themselves.

"I'm thinking if we walk them out of here, chances are we run into the 'circle'. It would be difficult to protect them in combat. To backtrack the way we came, there is no assurance those who helped before would be willing to do so again. Many of these people are sick.

"I really have no good answer."

Horvis 
Wednesday April 18th, 2007 9:16:23 PM

The centaur looks at his companions.

"Let's get outside and collect our companions. Take the people with us, this isn't a fit place for them to live even if it weren't for the undead."

Horvis hoists his pack and sets it upon his back, then turns back.

"Do you want to destroy this place? I can soften the soil around the tunnels and summon some earth elementals to change things around. Should I do that?"

Unless anyone objects, Horvis will set to destroying the complex.

Monthor 
Wednesday April 18th, 2007 10:03:54 PM

:: Monthor grins at Horvis' suggestion. ::

" And here me was just setting the place on fire.... Make it so Mr. Horvis. Let's teach these evil monkeys not to mess with MONTHOR'S ANGELS!!!!! Sorry, me mean... THE GREY KNIGHTS!!!!! "



Tratain 
Thursday April 19th, 2007 12:19:28 AM

Tratain says "I think its a good idea to destroy the complex Horvis, that way if they decide to try and use it again they'll have to put a lot of work into it."

He continues "Nightingale we would appreciate it if you returned with us and spoke with our benefactor regarding anything you might know about the dread, and once we get you looked at we can speed you on your way back to the Culverwood. We plan to take everyone here with us away from this place."

Tratain continues "Arien pass around the teleportation device that Arrak gave us, and have all of the villagers say the command word to link them to it, also I think Arrak said something about us probably landing in the River so tell them to be prepared to get wet and help anyone who needs it."

When the Party reaches Arrak's Tratain will ask him if he can accomadate the people for a day or two so that he can examine them. And asks Lord Arrak if he can summon any Clerics of Alemi to come take a look at the people aswell to see if they can determine anything about how the people were poisoned and what it is doing to them. When the people have been examined Tratain will cast enough Hero's Feasts using his bead of Karma to feed all of them and hopefully cure what is wrong with them.

OOC: How much would it cost Tratain to give each of the people enough money to pay for travel expenses back to thier homes?

Getting ready to leave - DM Marcin 
Thursday April 19th, 2007 2:34:53 AM

None of the twenty freed prisoners is right now in condition to travel by himself. In fact, seven can't even walk and need to be carried. Even so, the prospect of getting out of this cursed marsh has given them new energy, something Tratain is sure they will be paying for with exhaustion at the end of the day. Even now it seems they haven't fully understood the extent to which they have been lied to by the Sons.

Horvis sets about destroying the complex [John, exactly what resources you have left to spend on this task? What spells can you use, what is their area of effect, how many elementals can you summon and for how long?].

The loot has been collected. All the people have been gathered together on the courtyard and each of them has touched the rod given to party by Arrak.

Just say the word.

Monthor 
Thursday April 19th, 2007 8:13:57 AM

" The Word is given. Let's go show the dragon lord his prize. "



Izen 
Thursday April 19th, 2007 10:29:03 AM

"Agreed," responded the halfling called Izen. He activated his Winged Boots for the last time this day just prior to using the teleportation rod; he hated getting wet.

Jova 
Thursday April 19th, 2007 2:15:26 PM

Jova has Z touch the rod just in case. Then the bird perches on his shoulder. Jova manuevers near the sick people to help them swim if need be, when they reach the destination.

Arien 
Thursday April 19th, 2007 3:40:54 PM

Before hand Arien spends a good portion of time studying the area so that he could teleport back if need be. Then Arien moves near to the former prisoners, ready to help out, and passes the device to the nearest person, explaining how it worked.

Tratain 
Thursday April 19th, 2007 9:07:04 PM

Tratain Positions himself to help those that need it when the group teleports. He waits for Arien to activate the Rod and will then help everyone towords Lord Arrak's Place.

Juliander 
Thursday April 19th, 2007 9:37:24 PM

Juliander stands by, touching the rod in turn, and ready to return with the rest of the group. He keeps a sharp eye on the 'former prisoners,' for their safety, as well as for possible 'moles' in the group.

Horvis  4d3(3+3+1+2)=9
Thursday April 19th, 2007 9:42:19 PM

The centaur follows everyone out of the underground complex, examining the structure of the tunnel as he does so. He casts both Soften Earth and Stone spells that he has memorized, mainly targetting the tunnel since collapsing that will block access to much of the complex.

Then he spends his remaining spells summoning earth elementals, instructing them to move through the softened earth and displace the dressed stones that support the tunnel.

OOC - Two casts of Soften Earth and Stone affects a total of 26 x 10 foot squares. It can only soften the surround earth of a manufactured structure, but the elementals can complete the work.

Total earth elementals summoned - 3 large, 3 medium, 13 small.


After all of this is completed, Horvis will help move the sick and injured to where they will teleport from, and then after they arrive.

Spells
0 - DC 16 - Detect Magic, Purify Food and Water(2), Read Magic, Toros' Taur's Try(2)
1 - DC 17 - Entangle(2), Jump, Longstrider*, Pass without Trace, Speak with Animals*(2)
2 - DC 18 - Barkskin**(2), Heat Metal*, Soften Earth and Stone**(2), Spider Climb*, Tree Shape*
3 - DC 19 - Greater Magic Fang**(2), Spike Growth**(2), Water Breathing*
4 - DC 20 - Command Plants*, Control Water*, Giant Vermin*, Myrridan's Blackthorn*, Rusting Grasp*
5 - DC 21 - Animal Growth**(2), Baleful Polymorph**(2)
6 - DC 22 - Find the Path*, Mass Bear's Endurance*, Mass Cat's Grace*
7 - DC 23 - Windwalk*
* = cast

Tratain 
Thursday April 19th, 2007 11:22:56 PM

Tratain can also cast a Huge Earth elemental to help with the demolition of the structure.

Jova 
Friday April 20th, 2007 12:07:33 AM

Jova can watch the spectacal from s short distance.

Draax 
Friday April 20th, 2007 1:31:25 AM

Draax moves away from the destruction and helps organize the people.

Off we go - DM Marcin 
Friday April 20th, 2007 2:57:51 AM

While the Knights can't collapse the whole complex, they make sure restoring it to an usable state will be a real pain.

Arien studies the surroundings in case the party needs to teleport here in the future.

The dragon rod is passed along and everybody touches it. Then Arien activates the device.

There is an immediate pulling sensation, as if everyone has been grabbed by some unseen force and hurled into the air. The surroundings fade out and the party finds itself in a light grey space criss-crossed by white cloudy tubes far in the distance. There is an impression of incredible speed as the whole group of thirty-some people speed through the air like a handful of pebbles thrown by a child. There are shouts of terrifed peasants. The rod in Ariens hand catches fire and starts to melt. Maybe it wasn't designed to carry that many beings.

The whole flight lasts maybe a minute. A pool of mixing colors appears on the horizon and the next second whole group plows into it like a stone into a lake! There is a second of darkness-

[continued Monday by Matty]

Jova OOC 
Friday April 20th, 2007 1:27:58 PM

Darkness????? Wait til monday???!!!!

Evil M EVil, evil, evil. If ever I.......

Have agood weekend friends.


Horvis 
Friday April 20th, 2007 10:03:06 PM

The centaur doesn't know what to make of the flight. Give him Aquila and wings and open sky any day, but this ...



Return To Index      Next Scene (Trouble on the Home Front)
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage