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Striking Out (DM JohnP) 
Sunday November 11th, 2007 11:06:26 PM

After an uneventful night, the Bloodpack is ready to complete the journey to the grass dome that Flor told them about. Neither Flea nor Tishe spotted anything during the night, so everyone has had a chance to refresh their spells or make whatever preparations are required.

Vayine is one of those making ready in the morning, settling the smoked glass lenses over his eyes in order to face the brightness of the day. Hopefully the interior of the grass dome will be more suited to he and his fellow drow.

Of course, everyone in the 'Pack now knows what to expect of a day walking through the grass. Hot sifling air and the constant struggle to make headway through the grass.

DM Addendum - Look for an e-mail tomorrow.

ADM StevenVdB : Posting Record Game 10 
Monday November 12th, 2007 3:31:42 AM

Posting Report for Game 10 for the week of November 5 - November 11

Name - MTWTFSS - #posts
DM JohnP - -XXX--X - 4
Trellus - X-XX--- - 3
Tishe - X-XXX-- - 4
Gilan - X------ - 1
Grymash - XX----- - 2
Flea - XXX--X- - 4
Murdock - X-X---- - 2
Vayine - XX-X--X - 4
Ayreon - XXX---- - 3

[X = post, - = no post, 2 = 2 posts]

Weekly summary: Capturing the skiffs
Once Murdock has vanished with the animals the rest of the Bloodpac begins to work against the skiffs. With one allready captured and Tische' and Ayreon on board and Vayine interrogating both former boatowners they capture a second skiff. But it doesn't take long for all of them to realise they are not going to sail away with these skiffs... they are not skilled for it.

So using the signaling technique they rig the skiffs and move off through the plains... off to find the Grass Dome they were to find in the first place.

Ayreon 
Monday November 12th, 2007 7:23:31 AM

Having activated his Endure Elements tatoo in the morning and of course like his brother the dark goggles on his nose, Ayreon now trots through the plains once again. The touch of hope when he was sailing the skiff with Tische' now long forgotten has made room for the deep dark thoughts on endless grassy plains...

Bow on his back, blade on his side... in the endless plains...

Vayine 
Monday November 12th, 2007 3:45:49 PM

The Drow places the smoked glasses over his eyes, and looks towards the rising sun. This was something that was worth seeing the Drow thought. Yes, something he would never have seen in the dark halls of his now exiled home.

reaching up the drow activates his tattoo, the blue light flaring for a moment, as the magic takes effect cooling his body.

Looking back at the party, the drow prepares to follow his companions into the tall grasses yet again.

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) (Endure Elements)  d20+8=11 d20+8=16
Monday November 12th, 2007 8:26:12 PM

An extended white spell of the magical Hook City (endure elements) shared with her companion enables Tishe' and Tacia to have a pleasant walk through the grasses of the Sargrass.

The theruge is excited about the rope she is pulling, as the other end is tied on the bow of the first skiff, floating druidically above the Sargrass.

She keeps her eyes and ears open, looking for danger against her pack as she travels. (Spot:11, Listen:16)

"Murdock, Vayine, maybe we can use the skiff as a scout above the 'grasses every now and then. I wouldn't want to press our luck on the off chance the whitehanded Keevis would be still following our trail..."

Spells
Endure Elements; 24 hours

SpellsHighlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Magic Missle, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}


Trellus (Endure Elements) 
Monday November 12th, 2007 9:28:29 PM

Like most of the pack, Trellus casts a cooling spell as soon as he rises for the day. Additionally, he casts spells on his armor and shield.

Businesslike, the cleric plunges into the Grass.

Grymash 
Monday November 12th, 2007 10:23:29 PM

Grymash has never attempted to cast the comfort spells on himself, though the spell would be welcome from any of his packmates. He never saw the need in it. His armor was light and cooling and he has built up a tolerance to the heat over his lifetime. Just another day. Though he feels a bit of pride that he doesn't have to. Like his weapon, he's been tempered in the fire in the sky and its made him strong and sharp. His dark gray skin is a testament to that. Though, Grymash does pity all the Murdocks of his pack. Having to cover their eyes each and every day. This place must be most harsh to them.

Flea  d20+9=15
Monday November 12th, 2007 11:23:06 PM

"Can I ride in the boat? Can I?" asks Flea. "It would be easy for me to stay out of sight!" Doffing her crimson cap, she pulls the hood of her Cloak of Comfort over her sandy coloured hair.

"I could see out across the plains, and look for the dome...an' other things."

With all her gear, the 3 ft. 3 in. gome is not a very heavy load!


The Trail to a New Home (DM JohnP) 
Tuesday November 13th, 2007 12:12:37 AM

The Bloodpack set out on the trail to what Flor had suggested could be a home for them. Still, there is the matter of finding the grass dome. When someone mentions the problem of finding the dome, everyone begins wracking their brains to determine whether Flor had mentioned any such thing.

The two drow brothers, Ayreon and Vayine, prepare themselves for the day's march. Grymash doesn't do much in the way of preparation, feeling too invulnerable to be bothered by the heat and closeness.

Tishe' suggests using the skiff for scouting but with caution, though, since anyone sailing above the grass might also be easily seen. Flea volunteers to ride in the skiff, using her skills as a scout to their best advantage.

The trail is uneventful ... Flea doesn't see much from the skiff to mention. And those walking in the grass don't find anything, either.

DM Request - Marching Order, please

Ayreon  d20+2=19 d20+7=27
Tuesday November 13th, 2007 7:25:35 AM

"Oh how great it must be to be out of our caves... to feel the warmth of the sun on our dark skin and to hear the rusteling of the wind through the trees... right... they never mentionned above ground could be just as much hell as below... grass... nothing but grass... what happend to the trees and rivers?!"

Caught in dreams Ayreon simply goes with the rest. He closes the lines. Not being a great scout he leaves that to others. Occasionally he looks back, waits a few moments for the others put some distance between him so he can hear if anything is tailing them. With his 40ft base speed he easily catches up everytime.

Listen: 19
Spot: 27 - NAT 20

Vayine 
Tuesday November 13th, 2007 1:25:52 PM

Tish'e if you still would like to take the boat up. I will ride with you. I am not as good with my bow as my brother is, but I should be sufficient. Unless he would prefer to accompany you of course.

Would we have room for Flea on the Skiff? I can see our Little sister is excited to ride the boat. And I will not lie, I my self am anxious, I have never ridden a flying boat before.

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) (Endure Elements) 
Tuesday November 13th, 2007 6:22:12 PM

(ooc: I'm assuming/visualizing that the skiff is like other Sargrass-running boats in that it is made of druidwood. Druidwood naturally repels Sargrass, and this enables druidwood boats to 'float' above the unique grasses on the Sargrass Plains.
The druidwood skiff would 'float' on the Sargrasses high above the heads of the Bloodpack. The only way to keep the skiff would be to ride it or attach a rope to it and pull it along from the ground.
It would be difficult (or impossible) to bring the skiff to ground level without bringing it to a natural or manmade clearing. It would be the equivalent to sinking a catboat by pulling on the anchor chain. So getting into or out of the boat would require climbing the rope or getting boosted by other means up to the skiff.

Am I tracking? end ooc)
.........................

"I'm sure that Flea and Vayine and others could perform our scouting form the skiff, being a sort of above-the-grass view. We could take turns riding and pulling, just like watches at night!"

Tishe' stays in the middle of the 'pack and takes turns as identified by the Bloodpack Leader, Trellus.

Spells
Endure Elements; 24 hours

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Magic Missle, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}

Murdock 
Tuesday November 13th, 2007 7:38:46 PM

Murdock has been tired and irritable during the last few days of traveling. The heat is oppressive on the dark skinned drow, and the way the grasses hold the heat makes travelling nearly unbearable. Each morning, the drow presents himself to either Tishe' or Trellus, asking simply for a endure elements. Over the past few days, that seems to be all the drow says all day long. Although he does keep up with the group.

Murdock's naturally dour attitude that the mage is deep in thought about something either intensely personal, or of critial import to the bloodpack. Those with a Dragon's tear may even be able to sense the mages keen mind whirling and ticking with mechanical percision.

Internally, the mage is not aware that he is giving off any sign of his thoughts. He is still pondering a few issues about the new drow, still not sure if he will ultimately be friend or foe to them. Murdock also continues to think about the antimagic fields the pack had encountered, and the powered of the various magical items they recently obtained.

The drow wizard inside of Murdock ache's for a library to delve the mysteries he has encounters during his time in the plains.

Spotting (DM JohnP) 
Tuesday November 13th, 2007 11:02:11 PM

The Bloodpack fall into line as they move through the grass. Down below, it's hot and oppresively close as the walkers force their way through the grass. Up above, the skiff allows its occupants to enjoy the open air and sky.

Tishe', along with Flea and Vayine, are easily keeping pace with the walkers. Even though the skiff is slightly overloaded with two full-sized people and a gnome, it isn't wallowing or losing ground.

Down below, Murdock muses about what he has seen and the two drow brothers that recently joined the 'Pack. Even though the pair are new, they both contributed during the fight with the gladiators. Towards the back of the group, Ayreon watches and listens to ensure that nothing is following the 'Pack.

Progress is slow and stops altogether when the occupants of the boat hiss an alarm. They can see the movement of small creatures rising from the grass, disturbed either by the passage of a large creature or a group. Either way, it could be a problem.

A decision must be made: do they investigate, wait or try to pass around whatever it is ahead? And, if they investigate, who will do it and how will they communicate?


Grass Skiffs (DM JohnP) 
Tuesday November 13th, 2007 11:06:09 PM

Tishe' - your concept of the operation of a grass skiff is similar to mine. My idea of how the group captured the skiffs was that the previous owners got too close to the edge of a small clearing and "slide" down to the ground.

Of course, in a small craft like this, I thought that a skilled and acrobatic user might be able to tip or tilt the craft to lose lift and slide down to the ground. Of course, getting the craft back in the air will be a bit of a problem, too.

Of course, you could leave the skiff floating above the grass like a marker buoy and climb the anchor rope. That might work, too.


Flea  d20+9=29
Wednesday November 14th, 2007 12:01:23 AM

The rogue leans over the boat and hisses to her companions. "There's something moving....over there!" With a gesture she indicates the dirrection of the disturbance.

"Maybe if we loose anchor, Tishe could sail closer, and we could have a look?" the gnome suggests. "Before we move off, we better mark this place somehow."

Flea thinks of the stone embedded in her chest. Dead now, it seems. If it worked, she would be able to feel her pack mates...no matter where they were in the wide Sargrass Plains.

The rogue takes one last scan of the horizon, trying to site the place Flor spoke of. (Spot=29, nat. 20!)

Ayreon 
Wednesday November 14th, 2007 9:35:43 AM

"Careful out there bro!" Ayreon says as Flea descides to move out and investigate. Ayreon knows his brother is an outstanding swordsman and a great archer but he's always worried when Vayine moves into danger alone...

"Let's make haste and follow the skiff..." Ayreon says to his companions on the ground. "Double pace?"

Assuming the group will hustle to follow the skiff Ayreon will follow. If at any moment Ayreon feels the ones on the boat are in danger he will go at full speed - the Bloodstone in Ayreon's chest works fine and so does teh one in Vayine's chest... so the drow brothers are well connected even if split apart.

Vayine  d20+4=18 d20+4=5
Wednesday November 14th, 2007 10:47:37 AM

Listen=18
Spot=5

Vayine Looks down to his brother. Using hand symbols to talk to the drow archer.

"That direction, Guard yourself well, guard the casters."

Sheathing his sword, the readies his composite bow, placing an arrow on the string and watching the grasses for any movement and listening for any signs hints about the creature.

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) (Endure Elements)  d20+14=24 d20+8=24 d20+8=28
Wednesday November 14th, 2007 4:29:31 PM

The night before... when Murdock mentions the heat of the previous day, Tishe' ensures she readies a second Endure Elements spell for the drow mage. In the morning, she casts it upon her packmate.
...

"If the animal isn't in our way or coming towards us, I think we should weave our own way", points out Tishe'. "I would suspect that most things in the Sargrass are interested in thier own lives."

Nevertheless, if Trellus deems it necessary, the brown-haired spellweaver will sail an arc around the disturbed area before coming back to the group. (Sailing:24, Spot:24, Listen:28)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}

Decisions, Decisions (DM JohnP) 
Wednesday November 14th, 2007 11:34:26 PM

The occupants of the skiff have some suggestions about how to investigate the disturbance in the grass. Flea suggests that the anchor be slipped and the skiff brought closer. Tishe' seems to feel the same way, but isn't certain how to deal with the potential threat. She looks to Trellus, but he de facto leader of the Bloodpack is silent.

Meanwhile, Vayine prepares to defend his companions in the boat while his brother, Ayreon, does the same on the ground. The drow fighter suggests that the ground-pounders should try to keep pace with the skiff but he gets no response.

Looking ahead, both Flea and Tishe' can see signs in the grass where some large creature has moved through. The trails seem to end in a open space ahead of the 'Pack and off to one side.

Tishe also thinks that she might hear something. Although exactly what she thinks she heard is open for debate. She's pretty certain that she heard the keening cry of a dying animal but she might have heard speech, too.

Keeping that in mind, the skiff moves ahead. The ground-pounders may follow, but that is still to be determined. As Tishe' slowly brings the skiff ahead, it becomes obvious even to Vayine that there is an area where the grass has been pushed down. But to see more, the skiff must be taken nearly to the edge of the opening.

Listen & Spot rolls from the scouts, please

Ayreon  d20+2=14 d20+7=21
Thursday November 15th, 2007 3:21:36 AM

"Start moving lads! I'm not letting my brother go out there alone..."

Ayreon begins to double pace (80ft/round) following the skiff.

Listen: 14
Spot: 21

Trellus (sub- SteveK)(Endure Elements)  d20+10=25
Thursday November 15th, 2007 9:08:27 AM

(ooc: Mike emailed me last night getting swamped at work. He hopes to get back after T-day.)

Light thinks Trellus as he rubs his short blonde hair. "We don't need to investigate every movement in the grass," he begins, but he sees that he delayed too long and the skiff scouts are off on thier own.

"OK, warp up dudes. We're going to support the skiff. Gilan and Grymash first, then me, then Aeryon and Murdock. No fighting unless attacked, right?" Trellus takes a second to look everyone (especially Grymash) in the eye.

"Let's weave." (Spot:25)

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) (Endure Elements)  d20+15=24 d20+8=25 d20+8=15
Thursday November 15th, 2007 9:14:09 AM

"I thought I heard voices", Tishe' says with sudden excitement. She tells Flea and Vayine quietly, "Hold on, I'm going to zip right by the edge of the clearing there so you can see what's going on. We then turn and get back to the pack."

Tishe' tacks across the wind, sailing to a point tangent to the edge of the clearing. After streaking a straight line right at the edge, she pulls away from the edge and loops back. (Sailing:24, Spot:25, Listen:15)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}

Vayine  d20+4=23 d20+4=6
Thursday November 15th, 2007 12:52:16 PM

At the mention of voices, the drow listens more intently.

Listen=23
spot=6

At the mention of skimming the area around the noise, the Drow warrior prepares over watch. his eyes searching for any threat.

Flea  d20+9=14 d20+11=19
Thursday November 15th, 2007 10:51:03 PM

The gnome grips the side of the small craft as Tishe' manoeuvers closer to the disturbed area of grass.

Peeping over the side she strains to learn more. (Spot=14, Listen=19)

"Could be Manfri..." she whispers hopefully to her friends in the boat.

What's This Now ? (DM JohnP) 
Thursday November 15th, 2007 11:38:50 PM

The skiff slides ahead, its occupants craning their necks to see what might be ahead. It quickly leaves the folks on the ground behind as they must fight their way through the Sargrass. Trellus barks out the order for everyone to head out, partly in case the scouts need protection. Ayreon has already moved to sprint ahead and the rest fall into line.

Tishe' is the first one to spot what creatures are in the clearing. When the druid shifts the skiff a bit closer, Flea and Vayine are able to see as well.

There is a group of four rapke in the clearing, clustered about the fallen body of some large beast. Strangely, the creatures are not feeding ravenously but it's not yet possible to tell exactly what the rapke are doing.

Tishe' only - Highlight to display spoiler: {Something isn't quite right about the rapke. Their heads are distorted, somehow, possibly by disease or deformity.}

Vayine only - Highlight to display spoiler: {You hear multiple voices from the clearing speaking a language that you do not recognize. The word or phrase Gracks-see is repeated over and over.}

The skiff is now only 120 feet from the clearing, possibly too close for comfort considering that these are rapke. Most of the party is 80 feet further back (200 feet from the clearing), although Ayreon has moved ahead of everyone else and is only 180 feet from the clearing.

Overloaded as it is, the skiff moves at a top speed of only 50 ft (100 ft for a double move)



Ayreon 
Friday November 16th, 2007 9:17:17 AM

Not knowing what is ahead of them and noticing the rest of the Pack following him Ayreon slows down a bit to regroup with the rest of the Bloodpack.

Ayreon tries to connect to the Bloodstone of his Brother to find out what's ahead of them...

"Talk to me bro..." he thinks.



Vayine 
Friday November 16th, 2007 4:42:44 PM

The Drow feels his brother through the stone in his chest.

Activates Stone power: Message: Vayine I see a group of four creatures that I have heard called Rapke, they have a corpse of some huge beast surrounded, They are not consuming the creatue, they just stand their. I also keep hearing the phrase "Gracks-see" repeated over and over. I can't understand its meaning, do you know what it means or can any of the others understand it? Pass this along to the others as well. Thanks Bro.

Vayine Keeps the link open for as long as possilbe.

Trellus (sub- SteveK)(Endure Elements) 
Friday November 16th, 2007 6:37:30 PM

Trellus really wishes that the Dragon Tears and Rattledam Circle benefits were working. "Now would be a good time, Gargul." he mutters under his breath.

Moving through the Sargrass is slow going (half-speed), and (assumedly) hearing that there are Rapke in the clearing, the blonde cleric tries to get everyone to stop.

"Whoa, warp down but stay shuttlecocked, Aryeon." he calls. "Go message your brother to circle the skiff back. There are some strange things going on with the wildlife that we've seen the last couple of months, and I'd like a safe base to think about them before encountering any more."

Trellus wants to move everyone back the way they came, and avoid the encounter with the rapke if possible.

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) (Endure Elements)  d20+15=28 d20+15=18 d20+15=27
Friday November 16th, 2007 6:43:53 PM

"They are rapke, right enough", confirms Tishe', "but they look changed from the common rapke I've seen the Barons ride. Not like the ones we saw on our way to Flor and Faun's place either", she tells Flea.

She tells Vayine and Flea that she's not going to buzz the clearing. "Those rapke may be tall enough to bit the skiff, and I don't want to try weaving this boat while overcoming rapke screams!"

Tishe' pulls the skiff into a half-circle, moving 100 feet and turning 180 degrees away from the clearing to get back to the Bloodpack. (Sailing:28, Spot:18, Listen:27)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}

Flea  d20+9=28 d20+23=37
Monday November 19th, 2007 6:32:41 PM

The gnome nods her head in agreement. There was no sense in killing what was part of the cirlce of life on the Sargrass no matter how weird they looked.

"You figger' that other thing is dead?" she whispers low and quiet to the druid. Keeping a low profile (Hide=23, Flea tilts her head this way, and that, to get a better look at the thing on the ground. (Spot=37)

Grymash  d20+2=11 d20+5=13
Monday November 19th, 2007 10:09:57 PM

Grymash keeps a sharp eye focused in the direction of the Rapke. He sniffs the air for smells that might alert him. Hmm, is it a fresh kill, a rotting corpse, or some kind of transition of one being to another. Grymash can only speculate. He's witnessed strange things; rapke born out of bounders and so on. Though he remains quiet and only redirects his gaze from the small rapke herd to check on his own Bloodpack.

(spot 11, listen 13)

Gilan and Ciaran 
Monday November 19th, 2007 10:29:59 PM

Gilan pulls up short with the rest of the group and nods his head. "More weird rapke it seems then." He does not like the idea and he does not like the idea of encountering them either. Still the thought of someone in trouble and rapke acting strange is enough to put him on edge. "The real question is...do we maybe help out a corpse...or do we possibly leave a hurt person in a bad situation?" He figures to pose the question and then let the group mull it over, as it sounds they might have a few minutes anyways.

[Happy to be back.]

What's That? (DM JohnP) 
Monday November 19th, 2007 11:21:22 PM

The Bloodpack move ahead, towards the creatures that look something like rapke. Ayreon had been ranging ahead of the others on the ground but the news from his brother makes him slow until his companions catch up. Once the others are there, Trellus suggests that the drow communicate with his brother with a plan to bring the skiff back.

Ahead, in the skiff, Vayine gets the message from his brother and relays it to Tishe' and Flea. As the druid turns the skiff back, all three watch the grass around the skiff and the party. Both Tishe' and Flea notice the movements in the grass ... slow and stealthy, to be sure, but detectable all the same. At least four ... things ... are moving through the grass towards their companions. From the looks of things, the unseen creatures are coming from the sides and may be trying to drive the party towards the four rapke-things in the clearing.

Ayreon 
Tuesday November 20th, 2007 5:04:45 AM

"Something's coming..." Ayreon says in a worried voice to his friends.

They won't see it appearing through the grass untill it is closeby. Ayreon readies his bow and awaits orders.

Trellus (sub- SteveK) AC 21 HP 79/79 (Endure Elements, Shield of Faith)  d20+10=25
Tuesday November 20th, 2007 10:58:46 AM

Trellus keeps the group together and waits for the messages to go back and forth from the packmates who have operating Dragon Tears.

Assuming that the waiting party is notified (from someone on the skiff with a Tear to a waiting packmate with a Tear to the rest of the group using voice), the leader of the Bloodpack gets ready for a fight.

If notify in time Highlight to display spoiler: {"Light, we're in for it. OK dudes, lets spoil their plan. Grymash and I will take the right, Vayine and Gilan the left. Murdock, you are backup support to whoever needs it, and get our scouts back here, cause we're going to need them!"

Trellus casts a Quickened Shield of Faith on himself, and then casts Remove Fear on Grymash, Vayine, and Murdock.

He then gets ready with mace and shield, peering into the Grass (Spot: 25)
}

Active Spells
Endure Elements - 24 hours
Shield of Faith - +3 AC deflection
Remove Fear - +4 save vs Fear Grymash, Vayine, Murdock

Spells Prepared Highlight to display spoiler: {cast as level 10 due to Setanos' Vestment):
d -- domain spell
0 - Create Water (x2), Detect Magic (x2), Guidance, Read Magic
1 -- Endure Elements (x3), *Remove Fear (x2), Shield of Faith, Enlarge Person (d)
2 -- Lesser Restoration (x2), Resist Energy(fire), Resist Energy(elec), Hold Person, Status, Bulls Strength (d)
3 - Dispel Magic(x2), Prayer, Searing Light, Magic Vestment(d)
4 -- Air Walk, Freedom of Movement, Divine Power, Spell Immunity (d)
5 -- Flame Strike, *Shield of Faith (Quickened), Spell Resistance (d)
}


Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) (Endure Elements)  d20+15=21 d20+15=29 d20+15=24
Tuesday November 20th, 2007 11:04:19 AM

d20+15=28 d20+15=18 d20+15=27

Feeling the Dragon Tear pulsing upon her breast, Tishe' casts out a message to Murdock... "The pack has been spotted! There are at least four rapke coming through the Grass to your flanks, and more in the clearing!"

She then gives all her attention to looping the craft back around to rendevous with thier packmates.

(Sailing:21, Spot:29, Listen:24)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}

Flea  d20+11=28
Tuesday November 20th, 2007 7:27:36 PM

Crouching low, the rogue carefully wends her way to the front of the sailing craft (Balance=28) while one hand reaches for the wand she uses for her ranged attacks.

Gilan and Ciaran 
Tuesday November 20th, 2007 9:33:26 PM

Gilan glances to the rest and then prepares himself for the worst...if he gets the message soon enough. His shield is off his back and into his hand...along with the scimitar that he carries. "So...we stand here or do we do what they are expecting us to do?" They might have the advantage either way as surely the creatures closing on them do not know that they know.

Ambushed in the Grass - Round 0 (DM JohnP) 
Tuesday November 20th, 2007 11:36:57 PM

The messages buzz back and forth between the party members, using both words and the functioning Dragon Tears. The utility of the strange devices is obvious in a situation like this and the absence or non-functioning is felt most strongly. Some day, perhaps, the Bloodpack will need to set out on a quest to re-activate the devices.

The two drow brothers, Ayreon and Vayine, relay the messages between the skiff and the people on the ground in time for them to prepare. As soon as that happens, Trellus organizes a defense and Gilan makes himself ready.

Tishe turns the skiff about and steers a course back to the party. While the theurge does that, Flea moves to the front of the skiff and draws the wand that she uses to engage distant targets. From the looks of things, the party on the ground will have another round to prepare a defense before whatever is in the Grass are upon them. The skiff is now nearly overhead, providing a good shooting platform for Flea and Vayine. Of course, there is the danger that the creatures might knock the skiff to the ground.

As far as Tishe' and Flea can tell, the creatures in the Grass have not spotted the skiff. The approaching opponents probably expect to have stealth or, at least, surprise to their advantage.

MAP COMING TOMORROW ... ANOTHER ROUND TO PREPARE

Vayine  d20+19=23
Wednesday November 21st, 2007 1:01:32 AM

The Drow warrior looks to the others in the skiff.

"I don't wish to ruin the plan, but I am much better on the ground with a sword in my hand. Gilan and I need to hold the flank. I will send My brother up if he is willing. he is a much better bow than I."

The Drow fighter lowers the rope and begins to climb down, once he reaches the ground he will stand with sword and shield ready next to Druid and his lupine brother.

climb roll=23

as he climbs down the rope, Vayine looks to his brother. "Vayine, the others could use your bow on the skiff, it provides a great vantage point over the field for your arrows. "

Grymash 
Wednesday November 21st, 2007 1:48:30 AM

Grymash hears the message through his Dragon's Tear. He relays to whomever he can. Before his hunt begins, the barbarian priest mutters a little prayer. His prayer fills him with the spirits of those he fell in battle. Each experience, every cut becomes fresh to his mind. Grymash can feel the hand of Gargul upon his weapon. He smiles with grim satisfaction upon receiving the boon of his god. "Guide Gry ax an Gry no fail, Lord Gargul." (Cast Divine Favor)

Grymash heads off to the right with Trellus. The barbarian now has a craving for rapke meat, and Meat he shall have. The hunters that now stalk them are about to become the prey.

ADM StevenVdB : Posting Record Game 10 
Wednesday November 21st, 2007 2:00:04 AM

Posting Report for Game 10 for the week of November 12 - November 18

Name - MTWTFSS - #posts
DM JohnP - XXXX--- - 4
Trellus - X--XX-- - 1 + twice subbed by SteveK
Tishe - XXXXX-- - 5
Gilan - ------- - 0
Grymash - X------ - 1
Flea - X-XX--- - 3
Murdock - -X----- - 1
Vayine - XXXXX-- - 5
Ayreon - XXXXX-- - 5

[X = post, - = no post, 2 = 2 posts]

LOUSY POSTING!! Dispite the mail DMJohn has sent I see little improovement in the posting behaviour. Even though he has allready warned us twice that a combat scene was upon us some have barely made any posts. What is the problem?

Weekly summary: Something's out there...
Moving again to find the Grass Dome the Bloodpack fights of the weary athmosphere in the grassy plains. Some enjoy the magnificent sight of the plains from above while the others mentally suffer down below...
After a while the scouts in the skiff notice something moving out there and head out to scout. Spurred into action the Bloodpack follows the skiff... oops... something has spotted them and a few creatures are now coming towards them...

NOW POST !!!

Ayreon [AC24 - 77/77HP]  d20+16=31 d20+16=34 d20+11=28 d8+8=13 d8+8=10 d8+8=15
Wednesday November 21st, 2007 2:21:18 AM

Getting into the skiff to offer protective fire from above sounds interesting but would probably result in mounted archery. That's something Ayreon isn't skilled in and it would possibly ruin his aim...

"I'll fight here besides you all" he answers Vayine's suggestion.

He touches his Mage Armor tatoo and braces himself for battle...

The first creature that shows himself will get a volley of arrows.

Readied arrows:
Arrow 1 hits AC31 - damage 13
Arrow 2 hits AC34 - damage 10
Arrow 3 hits AC28 - damage 15
Total possible damage: 38Hp



Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2)) 
Wednesday November 21st, 2007 2:11:18 PM

"Even normal rapke are tough," Trellus relays to the two drow. "Domi knows what these things are like. They'll scream first, and then attack. Brace yourselves - its totally ripping."

The cleric weaves another spell around friends, to aid them all in the coming fight.

[Cast Prayer: +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]


--------

Active Spells:

Endure Elements - 24 hours
Shield of Faith [10 minutes]- +3 AC deflection
Magic Vestment - Extended (shield) - +2 AC
Magic Vestment - Extended (armor) - +2 AC
Remove Fear - +4 save vs Fear Grymash, Vayine, Murdock
Prayer [1/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]

------
Spells Prepared Highlight to display spoiler: {cast as level 10 due to Setanos' Vestment):
d -- domain spell
p -- recast with pearl of power
* - cast spell

0 - Create Water (x2), Detect Magic (x2), Guidance, Read Magic
1 -- Endure Elements (x3), *Remove Fear (x2), Shield of Faith, Enlarge Person (d)
2 -- Lesser Restoration (x2), Resist Energy(fire), Resist Energy(elec), Hold Person, Status, Bulls Strength (d)
3 - Dispel Magic(x2), *Prayer, Searing Light, *Magic Vestment(dp)
4 -- Air Walk, Freedom of Movement, Divine Power, Spell Immunity (d)
5 -- Flame Strike, *Shield of Faith (Quickened), Spell Resistance (d)}



Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) (Endure Elements)  d20+15=28 d20+8=25 d20+8=10
Wednesday November 21st, 2007 3:26:34 PM

Tishe' brings the skiff to a stop by pulling into the wind and then lowering the sail. She then grabs her Staff of Ice and Wand of Lightning to support her packmates from the air.

Tacia keeps huddled to the bottom of the skiff, not liking the gentle sway of the wood over the Grass.

(Sailing:28, Spot:25, Listen:10)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}


Vayine HP 82/82 AC 26 (endure elements, remove fear, Prayer)  d20+20=23 d20+15=27 d10+11=14 d10+11=12
Wednesday November 21st, 2007 7:42:50 PM

The Drow fighter stands ready for the Beasts charging through the grasses.

If one of the creatures gets close enough the Drow will attack

Attack 1 hits AC 23 for 14 damage
attack 2 hits AC 27 for 12 damage.



Flea (AC 21, 56 HP)  d20+9=27
Wednesday November 21st, 2007 7:55:33 PM

Back and forth...Back and forth...The rogue's eyes scan the grasses for signs that might inform her as to the motives of those who stalk the party. (Spot=27)

"They're slow and stealthy...four of 'em," she mutters to herself as much as to her companion in the skiff, adding, "let's stay out of their range."



Rapke Ambush - Round 1 (DM JohnP) 
Wednesday November 21st, 2007 11:38:33 PM

The Bloodpack scrambles to prepare for the onslaught of whatever is coming through the grass towards them. Grymash moves to the north and casts a spell to improve his fighting ability.

Vayine goes down to the ground and moves to stand beside his brother.

Ayreon moves to the centre of the clearing and readies his bow in case a monster erupts from the grass.

Trellus offers some words of encouragement for the others and casts a spell to aid them all in combat.

Tishe' brings the skiff up close to where her companions are readying themselves and grabs her fighting stick.

Flea stands ready in the skiff, too. The gnome notices more movement in the grass, as if the four rapke that she and Tishe' had seen up ahead were moving this way.

Murdock, Gilan and Ciaran stand in the centre of the 'Pack.

++++++


No one has to wait long since four rapke burst from the grass. Ayreon fires his bow and hits the first one that he sees (#1). The arrows aren't enough to drop the thing, however.

Each of the rapke opens its fanged maw and emits a blood curdling (and bowel loosening) scream that seems to echo across the Sargrass.

Everyone except for Tishe', Flea and Tacia please make four (4) DC 12 Will saves vs. fear. Failure on any Will save results in being stunned for 1d4 rounds (please note that this is not cumulate ... once a PC is stunned, it cannot be stunned again for longer periods).

The keen-eyed notice that the rapke seem curiously misshapen, particularly their heads. No one can quite put their fingers on the cause (since the rapke are still alive and screaming) but they look what Tishe' described from the group of rapke ahead. So far, at least, the rapke aren't paying attention to the skiff.

MAP - ROUND 1

Ayreon  d20+7=25 d20+7=14 d20+7=24 d20+7=17 d20+16=25 d20+16=17 d20+16=32 d8+8=11 d8+8=12 d8+8=9
Thursday November 22nd, 2007 12:45:24 PM

(Will saves: 25, 14, 24, 17 )

Ayreon gets a bewildered look upon his face as he notices the Pack is now being surrounded by what they call Rapke... the drow fighter has never seen such a creature before but isn't affraid of their screams.

Firing at the first Rapke he saw would mean standing with his back to the others... So instead he fires at nr.4

Arrow 1 hits AC25 - damage 11
Arrow 2 hits AC17 - damage 12
Arrow 3 hits AC27 - damage 9
Total possible damage: 32Hp

If the Rapke come in to close combat Ayreon will drop his bow and quick draw his Rapier...


Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) (Endure Elements)  9d6(6+1+1+6+2+2+2+4+1)=25
Thursday November 22nd, 2007 1:56:39 PM

Free from dealing with the skiff, Tishe' levels her wand at the four-legged reptilian figure emerging from the Grass (Rapke #2), and lets loose a bolt of Lightning.

(Wand of Lightning (lvl 9) 25 damage, Reflex DC 13 for half damage

Tacia remains concealed in the bottom of the skiff.

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours

Wand; 4 charges left

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}

Vayine Hp 82/82 AC 26 (Endure elements, Remove Fear, Prayer)  d20+7=15 d20+7=25 d20+7=14 d20+7=14
Thursday November 22nd, 2007 8:53:10 PM

The Drow warrior shakes his head as if to clear his thoughts. with a sly grin towards his brother. the drow speaks in a voice that every one can hear.

"ha, a thought just occured to me, when that thing screamed it sounded just like Dith'era lispone trying to sing. Well I always wanted to stop that horrid voice, now it looks like a get a crack at it."

with a laugh the drow stands ready holding his postition until the creatures get closer.

Vayine 
Thursday November 22nd, 2007 8:54:02 PM

OOC: sorry forgot to post the rolls, they are in the previous post.

(15, 25, 14, 14) just made it.

Gilan [HP: 106/106 - AC: 25] Ciaran [HP: 80/80 - AC: 24]  d20+14=27 d20+14=24 d20+14=19 d20+14=16 d20+6=13 d20+6=16 d20+6=10 d20+6=11 d4=3
Thursday November 22nd, 2007 8:58:20 PM

Gilan smiles as the waves wash over him, but he does not even feel the effects that come with it. He does not break formation as he stays near the drow archer to give him support...till he is needed elsewhere. "I will help in covering the archer Ayreon and my healing will be useful as well." He reaches out and touches the other brother, Vayine, and calmly intones a spell in a strange language. He can feel the power of Mother Wold flow into him and pass to the fighter...as skin hardens to a barky consistency.

Ciaran is able to withstand the first two screams but finds himself brought to heal by the next one...it does not matter that the last one hits him too. He hunkers to the ground and whines lightly as he watches the beasts approach.

Spell List coming...sorry.

[Barkskin(Vayine): +4AC(natural); 0/900rounds]

Grymash (ac24, hp104, divine favor, remove fear, bulls strength  d20+11=13 d20+11=28 d20+11=18 d20+11=23
Thursday November 22nd, 2007 10:13:59 PM

(Will saves: 13, 28, 18, 23)

Their shriek assaults his ears, and normally he could fight off such attacks, but the first one caught him by surprise. He almost felt gripped in fear, if it not for Trellus' magik.

"GRY HAVE ENOUGH OF DA RAPKE SCREAMIN'. COME GETS GRY, YOOZ PIGGIES!!" With a few more muttered words of power, Grymash seems to grow more in bulk. Muscles ripple and expand. His vicious double ax is given a menacing twirl. Its large blades look thirsty for blood.

(Cast Bulls Strength)

Flea (AC 21, 56 HP)  d20+12=32 4d4(4+1+4+1)+4=14
Thursday November 22nd, 2007 11:32:08 PM

Flea aims her wand at the Rapke sneaking 'round the pack. The rogue triggers the device successfully (UMD=32) unleashing 4 balls of magical energy at her target. (14 pts MM dmg on Rapke #1) "That one's trying to sneak behind the pack!" she cries out waving her wand at the distorted creature.

She keeps low a low profile in the skiff, (it isn't hard!) in order to stay out of Tishe's way.

DM Sanity info:

34/50 charges left to the MM wand

Gilan [HP: 106/106 - AC: 25] Ciaran [HP: 80/80 - AC: 24] 
Saturday November 24th, 2007 7:43:06 PM

Gilan continues to watch the others backs and wait for the monsters to make the first move. He moves to position himself just to the left of Ayreon. This puts him in a good position to cover the archer without being in his way when he needs to fire.

Ciaran continues to lay on the ground and cower from the battle. Part of him rebels at the power that keeps him from his brother's side, but it is not as strong as instinct.

[Barkskin(Vayine): +4AC(natural); 0/900rounds]

SPELLS
0th(6): create water(2), mending(2), read magic(2)
1st(6): longstrider(2)**, cure light wounds(2), entangle(2)
2nd(5): barkskin(2)*, bull's strength(2), lesser restoration
3rd(4): cure moderate wounds, greater magic fang(2), call lightning
4th(3): cure serious wounds, dispel magic, freedom of movement
5th(2): cure critical wounds, wall of thorns
* is used spell

Cast Every Morning
* Endure Elements(Gilan & Ciaran) - wand
* Extended Longstrider(Gilan & Ciaran) - extend rod

[Only a post, not really part of the overall battle. :) Just wanting to keep myself out of trouble with lack of posting.

Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2))  d20+17=22 d20+17=29 d20+17=21 d20+17=33 d20+8=17 5d8(2+3+2+3+6)=16
Sunday November 25th, 2007 7:18:24 PM

[Will save - 22, 29, 21, 33]

OOC - Everyone remember the Prayer spell
-----
Trellus is ready for the screams, having heard more than his fair share of them. In fact...

"Gil, they aren't as bad as the last group," he exclaims to the druid. Then, "Watch their bites, dudes!" he calls. "These might be the poisonous kind."

Gilan steps up to help Ayreon.
"Murdock, you might wanna back up," the cleric cautions.

Taking his own advice, Trellus drops back a step. He chants a spell, and sends a ray of searing white light slamming into the same creature Tishe hit.

[Cast Searing Light at #2 - ranged touch attack hits ac17 for 16 hp damage]


--------

Active Spells:

Endure Elements - 24 hours
Shield of Faith [10 minutes]- +3 AC deflection
Magic Vestment - Extended (shield) - +2 AC
Magic Vestment - Extended (armor) - +2 AC
Remove Fear - +4 save vs Fear Grymash, Vayine, Murdock
Prayer [2/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]

------
Spells Prepared Highlight to display spoiler: {cast as level 10 due to Setanos' Vestment):
d -- domain spell
p -- recast with pearl of power
* - cast spell

0 - Create Water (x2), Detect Magic (x2), Guidance, Read Magic
1 -- Endure Elements (x3), *Remove Fear (x2), Shield of Faith, Enlarge Person (d)
2 -- Lesser Restoration (x2), Resist Energy(fire), Resist Energy(elec), Hold Person, Status, Bulls Strength (d)
3 - Dispel Magic(x2), *Prayer, *Searing Light, *Magic Vestment(dp)
4 -- Air Walk, Freedom of Movement, Divine Power, Spell Immunity (d)
5 -- Flame Strike, *Shield of Faith (Quickened), Spell Resistance (d)}



Murdock (sub-SteveK) (AC 21 HP 35/35)  d20+6=22 d20+6=18 d20+6=26 d20+6=18
Monday November 26th, 2007 12:59:00 PM

Murdock's eys widen at the appearance of the rapke and though assaulted by thier fearsome cry, he overcomes all ill effects (Will:22, 18, 26, 18)

He prudently takes a step back (five foot step away from nearest rapke) and casts a spell to speed up his companions in battle. (Haste: Trellus, Vayine, Aeryon, Grymash, Flea, Gilan, and Murdock affected)

Effects
Endure Elements (from Tishe')
Prayer (from Trellus) +1 on all rolls
Haste: (7 rounds) +1 AC, +1 action, +30 movement

Spells Highlight to display spoiler: {
0 Level (4+1) Detect Magic, Light, Disrupt Undead, Detect poison, Message
1st Level (4+2) Magic Missile x3, Sleep, Mage
Armor, Obscuring Mist
2nd Level (3+1) Scorching Ray, Web, Invisibility, Spider Climb
3rd Level (2+1) Fireball, Gaseous Form, Haste,
4th Level (1+1) Evard's Black Tenticles, Wall of Ice
}

Ayreon 
Monday November 26th, 2007 6:27:05 PM

Ayreon anxiously awaits to see his arrow burry themselves in the flesh of the Rapke ... as in slowmotion Ayreon follows all three arrows closing in on the Rapke... and then...

thud...
thud ?
thud...

ADM StevenVdB : Posting Record Game 10 
Monday November 26th, 2007 6:35:53 PM

Posting Report for Game 10 for the week of November 19 - November 25

Name - MTWTFSS - #posts
DM JohnP - XXX---- - 3
Trellus - -XX--X- - 3
Tishe - -XXX--- - 3
Gilan - XX-X-X- - 4
Grymash - X-XX--- - 3
Flea - XXXX--- - 4
Murdock - ------- - 0 - ?!?!?!?
Vayine - --2X--- - 3
Ayreon - -XXX--- - 3

[X = post, - = no post, 2 = 2 posts]

Only 3 DM posts this week and Thanksgiving. Ok we'll forget about this week but I do hope to see some excellent posting record next week!!

Weekly summary: Rapke!!!
Quickly 4 Rapke show themselves and circle our friends. Arrows begin to sing - spells are cast - terrifying shrieks come from the Rapke... the battle begins...

Vayine HP 82/82 AC 31 (Endure elements, Remove fear, haste, barkskin, Prayer)  d20+19=35 d20+19=39 d20+15=31 d10+11=15 d10+11=12 d10+11=14
Monday November 26th, 2007 9:32:50 PM

(if the Rapke's approuch, Vayine will attack the closes one.)

Attack 1 Hits AC 35 for 15 Damage
Attack 2 Hits AC 39 for 12 Damage
Attack 3 Hits AC 31 for 14 Damage

"Thanks for the boost Murdock" the drow warrior yells, to busy watching the attackers to see the wizards postition.

DM Apology (JohnP) 
Monday November 26th, 2007 10:32:08 PM

Sorry for missing the post on Friday night, and then not posting on the weekend.

Some weirdness happened on the computer and I've lost the map file and related documents. I'm rebuilding it tonight and will try to get a post in. Otherwise, look for something on Tuesday.

Flea 
Tuesday November 27th, 2007 5:40:06 PM

The rogue scans the ground below, making an attempt to assess the damage to the attachers...and her pack.

Vayine 
Tuesday November 27th, 2007 8:54:28 PM

After his attack (if any) the Drow warrior will go into full defensive, making sure that his brother and the Drow mage are safe.

Rapke Ambush - Round 2 (DM JohnP)  d20+5=20 d20+14=15 d20+14=34 d20+14=31 4d8(2+7+4+3)+16=32 2d8(4+2)=6 d20+14=17
Tuesday November 27th, 2007 11:46:04 PM

The party reacts to the rapke screams by going on the offensive. Ayreon stands back to back with his brother and fires at rapke #4. Two of his arrows strike the creature, sinking into the soft flesh.

Tishe' grabs a wand and triggers a bolt of electricity that strikes rapke #2 on the far side of the flattened area of grass. Her companion remains crouched in the bottom of the grass skiff.

Vayine is unaffected by the unfamiliar screams of the rapke, shaking off the effect like his brother. The drow fighter stands with his fellows, waiting for the creatures to approach.

Gilan, too, resists the scream and moves to protect his companion by casting Barkskin on Vayine. Ciaran, however, is stunned by the force of the screams and crouches at Gilan's feet.

Grymash is nearly affected by the rapke screams but manages to resist with the help of Trellus' protective magic. The half-orc devotee of Gargul mutters the words of a prayer and grows stronger.

Flea follows the lead of Tishe' and triggers a wand at the nearest rapke. Four balls of magical force strike the thing and hurt it badly.

Trellus directs his companions and steps back himself before sending a beam of magical light at one of the things.

Murdock also steps back before casting a spell to increase the speed of his companions attacks and movements.

++++++


The four rapke charge in, converging on the two drow fighters.

Rapke #1 goes for Vayine and the drow fighter attacks once the thing is close enough. It takes all three swings of his sword to drop the creature.

Rapke #2 also charges Vayine but misses wildly.
Bite -- misses AC 15 (natural 1)

Rapke #3 charges towards Ayreon. The drow archer drops his bow as the creature races in, getting his rapier in hand before it arrives. This doesn't prevent the rapke from nearly decapitating the drow with its bite, however. The drow can feel the sting of venom coursing through his veins, trying to slow his reflexes.
Bite -- hits AC 34 (threat), confirmed AC 31 -- 32 damage
Ayreon -- please make a DC 12 Fort save vs. poison or lose 6 DEX


The last rapke [#4] also closes with Ayreon but cannot bite the drow.
Bite -- misses AC 17

Everyone please make a Spot roll

DM Reminder -- please put your AC, HP's and current spells &/or effects in your post header

MAP - ROUND 2

Ayreon [AC24+1 - 45/77HP] - HASTE - PRAYER - MAGE ARMOR - ENDURE ELEMENTS  d20+11=21 d20+15=25 d20+10=26 d20+10=20 d6+7=13 d6+7=10 d6+7=10 d20+15=35 d20+15=30 d20+10=26 d20+10=15 d6+7=11 d6+7=8
Wednesday November 28th, 2007 2:07:21 AM

Ayreon staggers from the massive wounds and blood gushes down... feeling venom seeping through his veins Ayreon tries to resist the treacherous poison (Fort save 21)... his muscles stiffen ... the drow warrior concentrates and is able to ward of the negative effects.

A mad grin appears on the Drow's face as his Rapier begins to sing...

Concentrating on Rapke 4 first - should Rapke 4 fall during this attack Ayreon turns to Rapke 3

Rapier strike 1 hits AC25+1 - damage 13+1
Rapier strike 2 hits AC26+1 - Crit check AC20+1 - damage 10+1 + crit damage 10+1
Haste action:
Rapier strike 1 hits AC35+1 - NAT20 - Crit check AC30+1 - damage 11+1 + crit damage 8+1
Rapier strike 2 hits AC15+1

Possible damage: 46 or 57 if second strike confirmed critical.

Hoping to see at least 1 of the Rapke sinking to the ground Ayreon spurs his friends to join the frenzy...

"C'MON!! LADS!!! THE BLOODPACK BUTCHERY IS NOW OPEN!!"

Active spells:
Endure Elements from Tatoo
Mage Armor from Tatoo
Prayer from Trellus: +1 Luck bonus to atk/dam/saves/skill -1 penalty to hostiles
Haste from Murdock: +1 AC, +1 action

Murdock (sub-SteveK) (AC 21 HP 35/35) Prayer, Haste  d20+6=14 4d4(1+1+3+4)+4=13
Wednesday November 28th, 2007 10:48:59 AM

Scanning the battlefield, (Spot:14) Murdock sees that Aeryon is in the most trouble and sends four Magic Missles against the most wounded Rapke (13 damage)

Effects
Endure Elements (from Tishe')
Prayer (from Trellus) +1 on all rolls
Haste: (7 rounds) +1 AC, +1 action, +30 movement

Spells Highlight to display spoiler: {
0 Level (4+1) Detect Magic, Light, Disrupt Undead, Detect poison, Message
1st Level (4+2) *Magic Missile x3, Sleep, Mage
Armor, Obscuring Mist
2nd Level (3+1) Scorching Ray, Web, Invisibility, Spider Climb
3rd Level (2+1) Fireball, Gaseous Form, Haste,
4th Level (1+1) Evard's Black Tenticles, Wall of Ice
}

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer  d20+8=23 9d6(4+5+1+4+4+2+1+6+2)=29
Wednesday November 28th, 2007 10:56:08 AM

The brown-haired spellweaver takes a quick glance at the other clearing to see if there is any activity before turning to concentrate on the battle at hand. She also sees Aeryon being attacked by two rapke, and so sets her sights on his opponents. Brown eyes carefully sight a line that will strike the rapke without hurting the drow and she wills another spell through her wand.

(Wand of Lightning (lvl 9) 29 damage, Reflex DC 13 for half

(ooc: does the prayer give +1 per die roll? If so, that is +9 additional damage for Tishe's lightning and +4 for Murdock's magic missle)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours
Prayer (from Trellus)

Wand of Lightning; 3 charges left

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic }

Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2))  d20+11=13 3d8(4+8+5)+5=22
Wednesday November 28th, 2007 2:50:48 PM

OOC - Everyone remember the Prayer spell

[Spot 13]

Trellus takes a quick glance about. Other than Ayreon, no one seems in real trouble. One rapke down, one about to be, and Gry hasn't even engaged yet. The blond man nods confidently. This fight is as good as over.

"Murdock, drop back so I can get to Ayreon," he instructs, fishing out a wand.

Should the mage give way, Trellus steps into the vacated spot and taps Ayreon.
[CSW - 22 hp healed]


--------

Active Spells:

Endure Elements - 24 hours
Shield of Faith [10 minutes]- +3 AC deflection
Magic Vestment - Extended (shield) - +2 AC
Magic Vestment - Extended (armor) - +2 AC
Remove Fear - +4 save vs Fear Grymash, Vayine, Murdock
Prayer [3/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]

------
Spells Prepared Highlight to display spoiler: {cast as level 10 due to Setanos' Vestment):
d -- domain spell
p -- recast with pearl of power
* - cast spell

0 - Create Water (x2), Detect Magic (x2), Guidance, Read Magic
1 -- Endure Elements (x3), *Remove Fear (x2), Shield of Faith, Enlarge Person (d)
2 -- Lesser Restoration (x2), Resist Energy(fire), Resist Energy(elec), Hold Person, Status, Bulls Strength (d)
3 - Dispel Magic(x2), *Prayer, *Searing Light, *Magic Vestment(dp)
4 -- Air Walk, Freedom of Movement, Divine Power, Spell Immunity (d)
5 -- Flame Strike, *Shield of Faith (Quickened), Spell Resistance (d)}



Vayine HP 82/82 AC 31 (Endure Elements, Remove Fear, Prayer, Haste, Barkskin)  d20+19=27 d20+19=27 d20+15=24 d20+15=24 d10+11=15 d10+11=17 d10+11=13 d10+11=19
Wednesday November 28th, 2007 4:06:08 PM

Seeing his brother in trouble, Vayine Attacks in full fury. (Attack Rapke 2)

Attack 1 Hits AC 27 for 15 Damage
Attack 2 Hits AC 24 For 13 Damage
Haste
Attack 3 Hits AC 27 For 17 Damage
Attack 4 Hits AC 24 for 19 Damage

Total of 64 Damage if all Hit.

Murdock (sub-SteveK) second Post 
Wednesday November 28th, 2007 6:23:14 PM

Upon hearing Trellus' request, Murdock steps back another 5 feet (ooc: move action after the spell standard action should be in the same round.)

Flea (AC 21, 56 HP)(Prayer, Haste)  d20+9+1=23 d20+12+1=22 4d4(1+2+4+4)+4=15
Wednesday November 28th, 2007 7:03:24 PM

Flea leans over the edge of the skiff and scans the area (Spot=23) calling out to warn her friends if she sees anything untoward.

Satisfied with the effect of her missiles on Rapke #3, and confident that it may soon be dispatched, the rogue focuses her energies on another target. There is a moment of anxiety, but it is brief, as Flea is able to activate the device (UMD=22). She aims at the Rapke engaged with Vayine (#2) directing the magical energy in its direction. (15* pts dmg. towards Rapke #2)

DM Sanity info:

-33/50 charges left to the MM wand
-Prayer [3/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]
-Haste: (7 rounds) +1 AC, +1 action, +30 movement

*unsure if 'Prayer' applies to MM dmg.

(OOC: Unable to open map for some reason. Going by last map and folks posting. DM has discretion at adjusting Flea's actions.-Carla)



Gilan [HP: 106/106 - AC: 25][prayer, haste] Ciaran [HP: 80/80 - AC: 24]  d20=16+11 d20+6=11 d20+11=13 d6+4=6 d6+4=5 d6+4=8 d20+10=13
Wednesday November 28th, 2007 8:22:02 PM

Gilan smiles as a rapke puts himself in his own threat range. He steps in to close the small distance and figures that his flanking with Ayreon will be very helpful.

His own scimitar tears into rapke(2) with his own series of attacks. He keeps his eyes open for signs of trouble though he might not notice anything with his mind on the battle.

[Gilan vs Rapke2: hit: 27/11/13 and damage: 6/5/8]

[spot(Gilan): 13]

[Barkskin(Vayine): +4AC(natural); 1/900rounds]

SPELLS
0th(6): create water(2), mending(2), read magic(2)
1st(6): longstrider(2)**, cure light wounds(2), entangle(2)
2nd(5): barkskin(2)*, bull's strength(2), lesser restoration
3rd(4): cure moderate wounds, greater magic fang(2), call lightning
4th(3): cure serious wounds, dispel magic, freedom of movement
5th(2): cure critical wounds, wall of thorns
* is used spell

Cast Every Morning
* Endure Elements(Gilan & Ciaran) - wand
* Extended Longstrider(Gilan & Ciaran) - extend rod

Grymash (ac26, hp104, divine favor, remove fear, bulls strength, haste, prayer)  d20+3=21 d20+15=30 d20+15=33 d20+15=33 d20+10=18 d20+10=23 d8+23=27 d8+23=29 d8+23=25 d8+18=24 d8+18=22 d20+15=26 d20+31=44
Wednesday November 28th, 2007 9:01:55 PM

(I cant view the map. the link keeps timing out, so Im posting two possible actions.)
(Spot 21)

Grymash's ax flies into action. Twirling and swirling, the barbarian attacks the closest rapke in need of killing.

(If a rapke is within reach, the unfortunate creature receives a barrage of slashing blows:
Powerattack -6hit/+12dam
Attack1. HitAC 30. Damage 27
Attack2. HitAC 33. Damage 29
Attack3. HitAC 33. Damage 25
Attack4. HitAC 18. Damage 24
Attack5. HitAC 23. Damage 22
Total possible damage: 127)

(Otherwise Gry will charge to the closest rapke with a single attack.
Powerattack -8hit/+16dam
Charge +2hit/-2ac
Attack: HitAC 26. Damage 44.
-1 Con for every hit.)


Rapke Ambush - Round 3 (DM JohnP)  d20+2=8

Wednesday November 28th, 2007 11:05:46 PM

The Bloodpack is bloodied but not shaken. They return the attacks of the rapke's many times over, littering the ground with bodies.

Ayreon pierces the creature in front of him several times with his rapier. Still, his three attacks are not enough to drop the creature although it came very close.
DM Note -- Haste adds one extra attack at the highest attack bonus (plus modifiers) only when performing a Full Attack full-round action. It doesn't provide an extra action, or an extra attack action. Yes, I know ... the terminology sucks but it's what we have to work with. So, in this case:
- 1st attack @ full BAB + modifiers (+15)
- Haste granted extra attack @ full BAB + modifiers (+15)
- 2nd attack @ BAB minus 5 + modifiers (+10)


Murdock helps out his companion, sending four balls of magical force at rapke #4. This is enough to drop the creature and the mage steps away from the creature.

Tishe' carefully sends a bolt of electricity over the heads of the party to strike rapke #3. The smell of ozone stings the noses of the 'Pack on the ground but they trust Tishe' ... at least until she sends an errant spell their way.

Trellus moves into the space that Murdock just left and heals Ayreon. The cleric isn't too worried about the rapke, having faced them before, and trusts his companions can deal with them.

Vayine attacks the sole remaining rapke near him, dropping it with three swings of his sword. The drow is beginning to think that these things are not the horrors that his companions had described around campfires.
DM Note -- See above, concerning Haste

Flea was about to attack rapke #2 but sees that Vayine has already dropped it. She instead sends her magical missiles at rapke #3.

Gilan moves closer to rapke #3 and slices at it. Only his first swing connect, though, and barely damages the thing.

Grymash wheels into action, stepping towards rapke #3 and dispatching it with his first swing.
DM Note -- See above, concerning Haste

++++++


There are no remaining rapkes to attack. However, some of the party notice some bothersome details.

Flea only -- Highlight to display spoiler: {Something ... big, bigger than three or four rapkes ... is coming from where you and Tishe' first spotted the creatures. (The creatures will be coming from the left side of the map next round).}

Gilan, Grymash, Murdock, Trellus only -- Highlight to display spoiler: {The creatures wounds aren't as bad as expected. And the things don't really look like rapke.}

STAYING IN COMBAT ROUNDS -- POST ONE ROUND OF ACTIONS


MAP - ROUND 3

Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2))  d20+8=17 d20+8=13
Thursday November 29th, 2007 11:29:14 AM

OOC - Everyone remember the Prayer spell

Trellus makes a sour face.
"Something is sunbaked here," he grumbles suspiciously. "That was way too easy."

The blond man moves beside Ayreon and squats down next to one of the dead beasts.
[Move to AC13, inspect rapke #1]

"Flea? What are them other rapke doing? The ones by the body?"

Trellus regards the beast lying before him, trying to figure out what it is that he doesn't like about it.
[Knowledge (local-Sargass Plains) - 17]
[Knowledge (Religion) - 13]


--------

Active Spells:

Endure Elements - 24 hours
Shield of Faith [10 minutes]- +3 AC deflection
Magic Vestment - Extended (shield) - +2 AC
Magic Vestment - Extended (armor) - +2 AC
Remove Fear - +4 save vs Fear Grymash, Vayine, Murdock
Prayer [4/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]

------
Spells Prepared Highlight to display spoiler: {cast as level 10 due to Setanos' Vestment):
d -- domain spell
p -- recast with pearl of power
* - cast spell

0 - Create Water (x2), Detect Magic (x2), Guidance, Read Magic
1 -- Endure Elements (x3), *Remove Fear (x2), Shield of Faith, Enlarge Person (d)
2 -- Lesser Restoration (x2), Resist Energy(fire), Resist Energy(elec), Hold Person, Status, Bulls Strength (d)
3 - Dispel Magic(x2), *Prayer, *Searing Light, *Magic Vestment(dp)
4 -- Air Walk, Freedom of Movement, Divine Power, Spell Immunity (d)
5 -- Flame Strike, *Shield of Faith (Quickened), Spell Resistance (d)}



Ayreon [AC24+1 - 67/77HP] - HASTE - PRAYER - MAGE ARMOR - ENDURE ELEMENTS 
Thursday November 29th, 2007 1:12:33 PM

Glad to see the rapke down Ayreon is thankful for the healing he received from Trellus.
Still he feels dissapointed for not having killed a single creature...

"So what else is out there?" he says while putting away his rapier and picking up his Bow. Readying it again for the next ugly beasties...

Murdock (sub-SteveK) (AC 21 HP 35/35) Prayer, Haste  d20+6=11
Thursday November 29th, 2007 3:48:24 PM

Murdock frowns and concentrates hard. "The wounds should be bigger on the Rapke. Be careful they are not regenerating."

Having only seen unusual varieties of Rapke, Murdock knows these are different, but not in what way. He keeps an eye out in the Sargrass (Spot:11)

Effects
Endure Elements (from Tishe')
Prayer (from Trellus) +1 on all rolls
Haste: (6 rounds) +1 AC, +1 action, +30 movement

Spells Highlight to display spoiler: {
0 Level (4+1) Detect Magic, Light, Disrupt Undead, Detect poison, Message
1st Level (4+2) *Magic Missile x3, Sleep, Mage
Armor, Obscuring Mist
2nd Level (3+1) Scorching Ray, Web, Invisibility, Spider Climb
3rd Level (2+1) Fireball, Gaseous Form, Haste,
4th Level (1+1) Evard's Black Tenticles, Wall of Ice
}

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer  d20+8=17
Thursday November 29th, 2007 4:02:38 PM

"Well, this worked fine as a fighting platform in support of the pack!" Tishe' exclaims delightedly. Holding staff and wand, she keeps up her scan of the horizon. (Spot:17)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours
Prayer (from Trellus)

Wand of Lightning; 3 charges left

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}

Gilan [HP: 106/106 - AC: 25][prayer, haste] Ciaran [HP: 80/80 - AC: 24]  2d6(4+6)+4=14
Thursday November 29th, 2007 9:21:49 PM

Gilan takes a closer look at the thing that dropped at his feet and shakes his head. "This is no rapke...though it could loosely resemble one." Taking his scimitar he tries to neatly snips the things head off.

[coup attack: 14 damage]

[Barkskin(Vayine): +4AC(natural); 1/900rounds]

SPELLS
0th(6): create water(2), mending(2), read magic(2)
1st(6): longstrider(2)**, cure light wounds(2), entangle(2)
2nd(5): barkskin(2)*, bull's strength(2), lesser restoration
3rd(4): cure moderate wounds, greater magic fang(2), call lightning
4th(3): cure serious wounds, dispel magic, freedom of movement
5th(2): cure critical wounds, wall of thorns
* is used spell

Cast Every Morning
* Endure Elements(Gilan & Ciaran) - wand
* Extended Longstrider(Gilan & Ciaran) - extend rod

Grymash (ac26, hp104, divine favor, remove fear, bulls strength, haste, prayer) 
Thursday November 29th, 2007 10:06:34 PM

"What dis be... rapke or prairie pigs ta slaughter. There be no blood rush in dis!!" Grymash looks around at the bodies, then the surround grass.

Flea (AC 21, 56 HP)(Prayer, Haste)  d20+11=25 d20+9=22 d20+6=14
Thursday November 29th, 2007 10:30:52 PM

"Tishe'! Tishe! Look!" cries the excited gnome, gesticulating to where the first creatures had come from. Then, loud enough for her companions down below to hear, she calls out, "something comes! It looks big! Bigger than 3 Rapkes, but I dunno' what it is!"

Flea cranes precariously over the edge of the skiff in order to get a better view at what is heading towards the pack. (Balance=25, Spot=22) She tries to remember what she has learned/heard about the Rapke's habits and what other plains creatures might travel in proximity to them (Knowledge History=14) in an effort to discern if her pack is threatened.

DM Sanity info:

-33/50 charges left to the MM wand
-Prayer [4/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]
-Haste: (6 rounds) +1 AC, +1 action, +30 movement



Rapke Ambush - Round 4 (DM JohnP) 
Thursday November 29th, 2007 11:03:31 PM

Trellus moves to examine one of the fallen opponents. The close examination reveals that the thing is healing as the cleric watches, the flesh knitting together unnaturally. Trellus has never heard of such a thing before, at least in a rapke.

Ayreon sheathes his rapier and picks up his bow, ready to face more opponents.

Murdock offers his opinion, stating that he believes that the creatures somehow resisted some of the weapon damage.

Grymash the lack of worthy opponents.

Then, Gilan slices across the throat of the monster [rapke #3] at her feet. The malformed head relaxes as soon as it is separated from the body, the features softening until it no longer resembles a rapke at all. At the same time, the body softens and shifts colour until a featureless, gray sack of flesh and bones is lying at Gilan's feet. Ciaran, who had been recovering from the fright caused by the things' screams, recoils from the stinking ichor that seeps from the body. These things truly are not rapke but no one knows exactly what they are.

Tishe' is heartened that the skiff has proved useful. However, when the druid scans the horizon, she spots some kind of gargantuan monster approaching from the west, where she and Flea had noticed the rapke and prey. Tishe' can't tell too much yet except that the approaching thing has many segmented legs. Flea stands to peer west, then shouts to her companions that she thinks the approaching creature is a spider. And, to make matters worse, there seem to be four of the rapke-things following behind.

MAP - ROUND 4

Vayine HP 82/82 AC31 (Endure elements, haste, prayer, barkskin, remove fear)  d8+8=11 d8+8=11 d8+1=5 d8+1=2
Thursday November 29th, 2007 11:24:30 PM

"Hey all, did that one just erode? we should cut the heads off the others than burn there remains. Just to be safe. No sense in letting these things get back up."

"Here brother Its not much but it should help."

Reaching out his hand the blue tattoo glows, its healiong warmth spreads from his fingers to his wounded brother.

heals 11 damage
heals 11 damage

( I can't remember if i add my level to the healing, if not than it heals the following)

heals 5 damage
heals 2 damage

Ayreon [AC24+1 - 77/77HP] - HASTE - PRAYER - MAGE ARMOR - ENDURE ELEMENTS  d20+17=28 d20+12=26 d8+7=14 d8+7=14
Friday November 30th, 2007 2:00:51 PM

"Thanks bro... we'll need those if we want to face what's up ahead..."

Gasping at the enormous bulbeous body of the arachnoid Ayreon shivers. He was never fond of spiders and certainly not when they have grown to enormous proportions...

"Is this Larvanya's wrath that decends upon us?" he sighs to his brother "Firbral help us and our new friends..."

Then Ayreon regains his wits and prepares for battle.

"Spread out friends. If that spider throws a web at us we will all be caught!! Slice the throats of these remaining creatures..."

Fully healed Ayreon moves to Y13 and fires two arrows at the spider.

Arrow 1 hits AC28+1 - damage 14+1
Arrow 2 hits AC26+1 - damage 14+1
Possible damage: 30


Vayine (HP 82/82 AC 31, Endure Elements, Remove Fear, Prayer, Haste, Barkskin 
Friday November 30th, 2007 5:35:02 PM

Vayine nods to his brother seeing the healing done. hearing that the giant spider like creature was heading towards the party sent a shiver down the Drows spine, "Not again" he thought. He had, had his fill of fighting spiders, trying to reach the surface. Not it appeared he would be doing it again.

"Mage! stay behind me, Don't let it touch you, Tishe' Flea, move your skiff away from the spider, if it can trap a fly it can hold the boat. fall back behind our line."

The Drow warrior pulls his large shield in front of him, his sword held out behind him as if he was preparing to rush the spider. Crouching down he prepared for the assult.

Murdock (sub-SteveK) (AC 25 HP 35/35) Prayer, Haste, Mage Armor 
Saturday December 1st, 2007 12:29:02 PM

Murdock looks irritably at Vayine. "I know about spiders too", he says brushing his ebony hand across his sleeve. "If you and Grymash could be so kind as to separate these heads from thier bodies, we can then concentrate on the arriving monster."

Nevertheless, Murdock moves around to stand behind Grymash and Gilan (moves to AG,11) and then considers the pending arrival of company. A quick passing of his fingers assists his defenses, and the drow is ready to face the spider. (Cast Mage Armor)

Effects
Endure Elements (from Tishe')
Prayer (from Trellus) +1 on all rolls
Haste: (5 rounds) +1 AC, +1 action, +30 movement
Mage Armor: (4200 rounds) +4 AC

Spells Highlight to display spoiler: {
0 Level (4+1) Detect Magic, Light, Disrupt Undead, Detect poison, Message
1st Level (4+2) *Magic Missile x3, Sleep, Mage
Armor*, Obscuring Mist
2nd Level (3+1) Scorching Ray, Web, Invisibility, Spider Climb
3rd Level (2+1) Fireball, Gaseous Form, Haste*,
4th Level (1+1) Evard's Black Tenticles, Wall of Ice
}

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer  d20+14=18
Sunday December 2nd, 2007 10:41:00 AM

Tishe' immediately sees the wisdom of moving the skiff away from the approaching spider. Moving back to the tiller, she wants to raise sail and scoot north of the clearing to provide flanking fire into any attackers. (Sailing: 18)

"Flea, can you lend a hand, I'm having a little trouble with the sails!"

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours
Prayer (from Trellus)

Wand of Lightning; 3 charges left

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic }

Gilan [HP: 106/106 - AC: 25][prayer, haste] Ciaran [HP: 80/80 - AC: 24] 
Sunday December 2nd, 2007 5:07:09 PM

With a couple of minutes time to themselves he moves over to Grymash and gently lays a hand upon him. "This will harden your skin and make you harder to hit in battle." It is a quick prayer to Mother and Father for aid to his cause. With the spell on Grymash he moves back over to stand near Vayine.

He glances to the drow and then nods his head. "Want to play flank the enemy?" A nasty grin spread across his face as he mentions a fun little game. He glances to the rest of the group as they move to set themselves up.

Ciaran slinks further away from the fighting area, under the skiff. He does not like the idea of fighting right now and wants to just stay out of it.

[Barkskin(Grymash): +4AC(natural); 0/900rounds]
[Barkskin(Vayine): +4AC(natural); 2/900rounds]

SPELLS
0th(6): create water(2), mending(2), read magic(2)
1st(6): longstrider(2)**, cure light wounds(2), entangle(2)
2nd(5): barkskin(2)**, bull's strength(2), lesser restoration
3rd(4): cure moderate wounds, greater magic fang(2), call lightning
4th(3): cure serious wounds, dispel magic, freedom of movement
5th(2): cure critical wounds, wall of thorns
* is used spell

Cast Every Morning
* Endure Elements(Gilan & Ciaran) - wand
* Extended Longstrider(Gilan & Ciaran) - extend rod

Flea (AC 21, 56 HP)(Prayer, Haste)  d20+1+1=18
Sunday December 2nd, 2007 6:57:53 PM

Flea lends a hand where Tishe directs (Aid Another/Strength ? Check=18). Between gasps, she asks the druid, "do you think it is the Fey Prince returned? You know, Ebeyron with the acorns?"

Flea remembers how after what seemed like years in the wilderness of the Wold, Bloodpack had returned to Rattledam, only to find it under attack. The party had no sooner found Galafar and Malafret, when they were sent after the thing that had led nature's creatures to fight the domed city. Flea had voted that the part elf, part spider avatar should live. Was he now back, roaming the Sargrass Plains?

But what of the strange Rapke?

And why were the drow so affected by the idea of a large spider?


DM Sanity info:

-33/50 charges left to the MM wand
-Prayer [5/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]
-Haste: (5 rounds) +1 AC, +1 action, +30 movement



Ayreon 
Monday December 3rd, 2007 9:15:32 AM

Ayreon's eyes follow his arrows as they veer towards the monsterous spider...

Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2)) 
Monday December 3rd, 2007 11:24:43 AM

OOC - Everyone remember the Prayer spell

"Well, this bites grass," the blond man growls. Trellus pulls a dagger from his boot and sets to work removing the head of the whatever it is before him. [#1]
"Gry, chop their heads off. These things are healing up."

While working on the head, the cleric keeps barking out orders.
"We get this done and then everyone back up so its gotta come through the clearing. Then we burn it up."


--------

Active Spells:

Endure Elements - 24 hours
Shield of Faith [10 minutes]- +3 AC deflection
Magic Vestment - Extended (shield) - +2 AC
Magic Vestment - Extended (armor) - +2 AC
Remove Fear - +4 save vs Fear Grymash, Vayine, Murdock
Prayer [5/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]

------
Spells Prepared Highlight to display spoiler: {cast as level 10 due to Setanos' Vestment):
d -- domain spell
p -- recast with pearl of power
* - cast spell

0 - Create Water (x2), Detect Magic (x2), Guidance, Read Magic
1 -- Endure Elements (x3), *Remove Fear (x2), Shield of Faith, Enlarge Person (d)
2 -- Lesser Restoration (x2), Resist Energy(fire), Resist Energy(elec), Hold Person, Status, Bulls Strength (d)
3 - Dispel Magic(x2), *Prayer, *Searing Light, *Magic Vestment(dp)
4 -- Air Walk, Freedom of Movement, Divine Power, Spell Immunity (d)
5 -- Flame Strike, *Shield of Faith (Quickened), Spell Resistance (d)}



Vayine (HP 82/82 AC 31, Endure Elements, Remove Fear, Prayer, Haste, Barkskin) 
Monday December 3rd, 2007 4:26:03 PM

With a nod to the Cleric, the Drow hacks the heads off the Rapke near him, than moves with the others to allow the spider into the clearing.

Grymash (ac30, hp104, divine favor, remove fear, bulls strength, haste, prayer, barkskin)  d20+20=26 d20+20=38 d20+20=35 d8+31=36 d8+31=35 d8+31=35 d8+31=38 d8+31=39 d8+31=35 d8+31=39 d8+31=35 d8+31=38
Monday December 3rd, 2007 8:33:18 PM

Grymash does just that. He walks up to each beast whose head is not severed and finishes the job.

(Coup de graces are automatic critical hits, but I rolled them anyway. Damage dealt: 106, 112, 112.
Beast1 make Fort Save DC 121 or die instantly.
Beast2 make Fort Save DC 127 or die instantly.
Beast4 make Fort Save DC 127 or die instantly.
Each one loses a point of Con, if that matters. :)

Rapke Ambush - Round 5 (DM JohnP)  d100=50 d100=26
Tuesday December 4th, 2007 6:44:22 AM

Things move along.

Vayine invokes the magic of the tattoo, healing his brother once for 5 hitpoints.
DM Note - Tattoo requires standard action to use, so only once per round. The spell (Cure Light Wounds) is cast at 1st level, not at the user's level.

Ayreon launches three arrows into the grass. He can't see his target very well and both arrows sail harmlessly away, never to be found again.
DM Note - Concealment provides 50% miss chance, which I rolled ... and both were 50% or less.

Murdock reminds the drow brothers that he knows a thing or two about spiders, too, while moving to the rear of the party. He casts a protective spell.

Tishe' tries to move the skiff out of the path of the oncoming colussal spider, sensing that it wouldn't be a good idea to be in a small boat at about spider eye level. She can't quite handle the rudder and sails by herself, though.

Gilan casts a protective spell on Grymash before movign to stand beside Vayine. His companion is still frightened, though, and moves away from the spider.

Flea jumps to help Tishe' and somehow manages not to untie anything vital. Together, they move the skiff to the north edge of the clearing. Ciaran follows, trying to get into the shadow of the skiff.

Trellus starts hacking at the "head" of the thing next to him while shouting at Grymash. The cleric manages to saw through the tough hide and watches this thing slacken into a loose pile of flesh and bones.

Grymash doesn't bother with subtley and simply hacks the head from the nearest beast.
DM Note - COup de grace is a full-round action and we're staying in combat round.

++++++


The spider-thing moves closer, cushing the grass beneath itself. The four rapke-things follow behind.

MAP - ROUND 5

Ayreon [AC24+1 - 77/77HP] - Haste - Prayer - Mage Armor - Endure Elements 
Tuesday December 4th, 2007 7:47:43 AM

"Sounds like a fine plan" Ayreon shouts to Trellus as he hurries towards the grass on the opposite side of the clearing...

Husteling through the clearing, dodging his friends, Ayreon reaches AO12.

There he awaits further battle orders his bow readied for action...


Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2)) 
Tuesday December 4th, 2007 9:33:22 AM

OOC - Everyone remember the Prayer spell

Trellus looks up from his grisly work. One left.
"Vayine, take care of that one," he directs. "Everyone else, back up."

The cleric does just that, moving over to western side of the clearing, and turning to face the oncoming whatever.
[Move to AK-12]


--------

Active Spells:

Endure Elements - 24 hours
Shield of Faith [10 minutes]- +3 AC deflection
Magic Vestment - Extended (shield) - +2 AC
Magic Vestment - Extended (armor) - +2 AC
Remove Fear - +4 save vs Fear Grymash, Vayine, Murdock
Prayer [6/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]

------
Spells Prepared Highlight to display spoiler: {cast as level 10 due to Setanos' Vestment):
d -- domain spell
p -- recast with pearl of power
* - cast spell

0 - Create Water (x2), Detect Magic (x2), Guidance, Read Magic
1 -- Endure Elements (x3), *Remove Fear (x2), Shield of Faith, Enlarge Person (d)
2 -- Lesser Restoration (x2), Resist Energy(fire), Resist Energy(elec), Hold Person, Status, Bulls Strength (d)
3 - Dispel Magic(x2), *Prayer, *Searing Light, *Magic Vestment(dp)
4 -- Air Walk, Freedom of Movement, Divine Power, Spell Immunity (d)
5 -- Flame Strike, *Shield of Faith (Quickened), Spell Resistance (d)}



ADM StevenVdB : Posting Record Game 10 
Tuesday December 4th, 2007 9:50:34 AM

Posting Report for Game 10 for the week of November 26 - December 2

Name - MTWTFSS - #posts
DM JohnP - -XXX--- - 3
Trellus - --XX--- - 2
Tishe - --XX--X - 3
Gilan - --XX--X - 3
Grymash - --XX--- - 2
Flea - X-XX--X - 4
Murdock - X-2X-X- - 5 Subbed by SteveK
Vayine - XXXXX-- - 5
Ayreon - X-XXX-- - 4

[X = post, - = no post, 2 = 2 posts]

Again only 3 DM posts. Followed up well all players though...

Weekly summary: Rapke and something else... !!!
The first creatures resembling Rapke are quickly downed by the Bloodpack. But they are not dead... only by severing their heads from their body they are killed.
But what else is to be found in the fields around the clearing... something nasty... something vile... something... deadly?

Murdock (sub-SteveK) (AC 25 HP 35/35) Prayer, Haste, Mage Armor  8d6(3+3+4+6+2+1+3+6)+8 =36
Tuesday December 4th, 2007 5:09:13 PM

Murdock moves to the back edge of the clearing and turns around (+30 feet due to haste spell). He readies his Fireball spell, awaiting when the Spider arrives in the clearing.

(Readied Attack: Fireball when the Spider is in the clearing: 36 damage, Reflex DC 18 for half damage)

Effects
Endure Elements (from Tishe')
Prayer (from Trellus) +1 on all rolls
Haste: (4 rounds) +1 AC, +1 action, +30 movement
Mage Armor: (4199 rounds) +4 AC

Spells Highlight to display spoiler: {
0 Level (4+1) Detect Magic, Light, Disrupt Undead, Detect poison, Message
1st Level (4+2) *Magic Missile x3, Sleep, Mage
Armor*, Obscuring Mist
2nd Level (3+1) Scorching Ray, Web, Invisibility, Spider Climb
3rd Level (2+1) Fireball, Gaseous Form, Haste*,
4th Level (1+1) Evard's Black Tenticles, Wall of Ice
}

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer 
Tuesday December 4th, 2007 5:12:51 PM

"Shady, Flea, we'll teach everyone a little sailing skills! Now that we're out of the way, I can weave for a little help!

The brown-eyed woman begins a complex weaving of movement and voice, calling to the Celestial realms for assistance in the coming fight. (Summon III)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours
Prayer (from Trellus)

Wand of Lightning; 3 charges left

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III, Tiny Hut, Fly, Dispel Magic
}

Flea (AC 21, 56 HP)(Prayer, Haste) 
Tuesday December 4th, 2007 6:46:56 PM

The gnome works feverishly though inexpertly on Tishe's instructions, and sees the fruits of her labour as the small druidwood craft sails to an advantageous spot.

Flea's mind is awash with conflicting emotions. Is the approaching creature the Fey King Ebyron in the Avatar form he chose to reveal to the Bloodpack? or...is it something more terrible?

Flea's finger twitches over the mechanism that activates her wand. Her eyes are focused on the mass moving through the grass.

DM Sanity info:

-33/50 charges left to the MM wand
-Prayer [4/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]
-Haste: (4 rounds) +1 AC, +1 action, +30 movement



Grymash (ac32, hp104, divine favor, remove fear, bulls strength, haste, prayer, barkskin, prot. from evil) 
Tuesday December 4th, 2007 8:30:20 PM

Grymash backs up with the rest of his pack, at the request of Trellus. He is beginning to feel the earth shake under his feet. Up ahead he finally begins to notice the disturbance in the grass. Creepers buzzing and flying out of the way. Something big is coming. He asks his master, Lord Gargul, for his protection from what is about to come.

(Cast Protection from Evil)

Gilan [HP: 106/106 - AC: 25][prayer, haste] Ciaran [HP: 80/80 - AC: 24] 
Tuesday December 4th, 2007 9:00:40 PM

Gilan backs up with the rest of the group as he watches the grass. From what they have been told so far, they have a nice juicy one coming their way and it appears to be somekind of spider. Getting himself ready for the fight ahead he casts another spell, that will aid him in combat.

[Call Lightning: 0/9 bolts; 0/90 rounds]
[Barkskin(Grymash): +4AC(natural); 1/900rounds]
[Barkskin(Vayine): +4AC(natural); 3/900rounds]

SPELLS
0th(6): create water(2), mending(2), read magic(2)
1st(6): longstrider(2)**, cure light wounds(2), entangle(2)
2nd(5): barkskin(2)**, bull's strength(2), lesser restoration
3rd(4): cure moderate wounds, greater magic fang(2), call lightning*
4th(3): cure serious wounds, dispel magic, freedom of movement
5th(2): cure critical wounds, wall of thorns
* is used spell

Cast Every Morning
* Endure Elements(Gilan & Ciaran) - wand
* Extended Longstrider(Gilan & Ciaran) - extend rod

Rapke Ambush - Round 6 (DM JohnP) 
Tuesday December 4th, 2007 10:19:35 PM

Ayreon moves to the other side of the clearing, ready to launch arrows when the monsters enter. Trellus, Murdock and Grymash back up as well. Murdock makes the preparations to launch a fireball at the colossal spider-thing while Grymash protects himself. Gilan follows along at the end, casting a spell to blast the creatures with when they show themselves.

In the skiff, Tishe' starts casting a spell to summon creatures to fight for them. Flea waits in the front of the skiff for the monsters to enter the clearing, wondering what this all means.

After everyone else has left, Vayine dispatches the last of the rapke-things and moves to join his companions.

++++++


The monsters move steadily towards the clearing. The colossal thing crushes the grass beneath it and creates a path for the smaller creatures following.

MAP - ROUND 6

Grymash (ac32, hp104, divine favor, remove fear, bulls strength, haste, prayer, barkskin, prot. from evil)  d20+5=24 d20+17=28 d20+17=30 d20+12=26 d8+10=14 d8+10=13 d8+10=15
Tuesday December 4th, 2007 11:31:04 PM

Grymash grows increasingly impatient. All this time and no wounds being inflicted. Setting aside his double ax, Grymash pulls out his mighty composite bow. A bow that looks like a tree held taut by string. Making his best estimate at the giants distance (Spot 24), he fires three deadly missiles over the grass and hopefully into their approaching attacker.

(Arrow1. HitAC 28. Damage 14.
Arrow2. HitAC 30. Damage 13.
Arrow3. HitAC 26. Damage 15.)

Ayreon [AC24+1 - 77/77HP] - Haste - Prayer - Mage Armor - Endure Elements  d20+18=29 d20+13=32 d100=53 d100=91 d8+7=13 d8+7=13 d20+6=22
Wednesday December 5th, 2007 7:01:40 AM

Like Grymash Ayreon too fires a couple of arrows at the large thing that is approaching.

Arrow 1 hits AC29 - miss chance 53 - Damage 13
Arrow 2 hits AC32 - miss chance 91 - Damage 13
Total damage - 26

Then Ayreon steps North to AO8 taking concealment in the grass. There the Drow fighter ducks and hides... waiting for the monster to show itself

Hide: 22

Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2)) 
Wednesday December 5th, 2007 2:22:31 PM

OOC - Everyone remember the Prayer spell

"Not exactly the fastest thing around, ain't it?" the blond haired man asks rhetorically.

Since they seem to have a few more moments, Trellus glances over at Vayine.
"I got spells that can make you bigger (Enlarge Person) or stronger (Bulls Strength)," he tells the drow. "You interested?"

The cleric casts whichever spell Vayine prefers, and then takes a step backwards.
[move to AL 12]
The very front is for the dudes with the axes and swords.


--------

Active Spells:

Endure Elements - 24 hours
Shield of Faith [10 minutes]- +3 AC deflection
Magic Vestment - Extended (shield) - +2 AC
Magic Vestment - Extended (armor) - +2 AC
Remove Fear - +4 save vs Fear Grymash, Vayine, Murdock
Prayer [7/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]

------
Spells Prepared Highlight to display spoiler: {cast as level 10 due to Setanos' Vestment):
d -- domain spell
p -- recast with pearl of power
* - cast spell

0 - Create Water (x2), Detect Magic (x2), Guidance, Read Magic
1 -- Endure Elements (x3), *Remove Fear (x2), Shield of Faith, Enlarge Person (d)
2 -- Lesser Restoration (x2), Resist Energy(fire), Resist Energy(elec), Hold Person, Status, Bulls Strength (d)
3 - Dispel Magic(x2), *Prayer, *Searing Light, *Magic Vestment(dp)
4 -- Air Walk, Freedom of Movement, Divine Power, Spell Immunity (d)
5 -- Flame Strike, *Shield of Faith (Quickened), Spell Resistance (d)}



Flea (AC 21, 56 HP)(Prayer, Haste) 
Wednesday December 5th, 2007 6:46:03 PM


The slow progress of the approaching creatures anerves the rogue.

"Maybe we should run away?" she says, looking at Tishe' with wide eyes.

DM Sanity info:

-33/50 charges left to the MM wand
-Prayer [3/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]
-Haste: (3 rounds) +1 AC, +1 action, +30 movement


Murdock (sub-SteveK) (AC 25 HP 35/35) Prayer, Haste, Mage Armor 
Wednesday December 5th, 2007 7:56:34 PM

The black elf maintains his concentration and the readied attack.

(Readied Attack: Fireball when the Spider is in the clearing: 36 damage, Reflex DC 18 for half damage)

Effects
Endure Elements (from Tishe')
Prayer (from Trellus) +1 on all rolls
Haste: (3 rounds) +1 AC, +1 action, +30 movement
Mage Armor: (4198 rounds) +4 AC

Spells Highlight to display spoiler: {
0 Level (4+1) Detect Magic, Light, Disrupt Undead, Detect poison, Message
1st Level (4+2) *Magic Missile x3, Sleep, Mage
Armor*, Obscuring Mist
2nd Level (3+1) Scorching Ray, Web, Invisibility, Spider Climb
3rd Level (2+1) Fireball, Gaseous Form, Haste*,
4th Level (1+1) Evard's Black Tenticles, Wall of Ice
}

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer 
Wednesday December 5th, 2007 10:12:21 PM

Completing her incantation, Tishe' points to the clearing 30 feet to the south of the skiff, and a Golden Bison appears. "Wait, noble one, and attack the spider and reptiles that are arriving."

"It can't be Ebyron", states the brown-haired woman with finality to Flea. "It is just a big spider, and we'll deal with it like everything else that threaten the Sargrass." With that, Tishe' begins incanting a similar, but subtly different spell to bring forth more assistance. (Summon Nature II over Heat Metal)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours
Prayer (from Trellus)
Celestial bison [6 rounds] AC:13 HP:47 A:+10(gore) D:d8+11; drkvsn; acid/cold/electric/dam red/5; SR 8; smite

Wand of Lightning; 3 charges left

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace, Heat Metal

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III*, Tiny Hut, Fly, Dispel Magic
}



Gilan [HP: 106/106 - AC: 25][prayer, haste] Ciaran [HP: 80/80 - AC: 24][greater magic fang] 
Wednesday December 5th, 2007 10:21:59 PM

Gilan glances around and then to his brother who has finally recovered from the screams of the rapke type creatures from earlier. He motions him over and laying a hand upon his brother, begins to cast a spell. "We may have need of you brother."

Ciaran smiles as his brother as he feels the spell, something that he has gotten use to. The large wolves teeth seem to have gotten slightly longer and more menacing...unless that is just your imagination.

[Greater Magic Fang(Ciaran): +3 hit/damage; 0/5400 rounds]
[Call Lightning: 0/9 bolts; 1/90 rounds]
[Barkskin(Grymash): +4AC(natural); 2/900rounds]
[Barkskin(Vayine): +4AC(natural); 4/900rounds]

SPELLS
0th(6): create water(2), mending(2), read magic(2)
1st(6): longstrider(2)**, cure light wounds(2), entangle(2)
2nd(5): barkskin(2)**, bull's strength(2), lesser restoration
3rd(4): cure moderate wounds, greater magic fang(2)*, call lightning*
4th(3): cure serious wounds, dispel magic, freedom of movement
5th(2): cure critical wounds, wall of thorns
* is used spell

Cast Every Morning
* Endure Elements(Gilan & Ciaran) - wand
* Extended Longstrider(Gilan & Ciaran) - extend rod

Vayine (HP 82/82 AC 31, Endure Elements, Remove Fear, Prayer, Haste, Barkskin, Bull's Strength ) 
Wednesday December 5th, 2007 11:00:38 PM

Thanks, I think I will take the strength. the extra damage is always helpful, plus we might need the extra carrying weight later.

The gentle pressure as his muscles swell under his armor is a different feeling, but it brings a smile to his face.

"Look Bro, we need to do this more often."

Flexing his stronger muscles, he swings his sword back and forth getting used to the added power.

Rapke Ambus - Round 7 (DM JohnP) 
Wednesday December 5th, 2007 11:09:18 PM

d100=3

Grymash drops his double axe in order to pull out his bow. The half-orc sends an arrow into the grass where it disappears.
DM Note -- Unless Grymash has some feats that I'm not aware of, dropping the axe (Free) and drawing the bow (Move Equivalent) will only allow a single attack. I rolled the percentile die for miss chance and it was < 50%.

Ayreon fires his bow twice and is pretty certain that his arrows hit the armored carapace of the spider-thing. Then the drow moves into the grass to conceal himself.

Trellus casts a spell on Vayine and then steps back.

Flea worries about the approaching monsters. Although the gnome's voice is quiet and only Tishe' hears her concerns.

Murdock is still waiting to cast flames at the approaching monster.

Tishe completes the casting of her spell and a summoned creature appears to fight for the party. The theurge then starts another similar spell.

Gilan calls his companion to his side and then improves Ciaran's fighting ability.

Vayine is silently preparing for battle when Trellus casts a strength-enhancing spell on the drow fighter.

+++++++


d20+11=15

The colossal spider-thing reaches the edge of the clearing and hurls a mat of webbing at the nearest opponent, the bison. The webbing settles around the summoned creature and entangles it.
Break DC 25, Escape Artist DC 21, or 16 hitpoints to break

The rapke-things race beneath the feet of the spider-thing and close with the bison.

MAP - ROUND 7

Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2))  10d6(4+2+3+2+1+1+1+4+4+2)=24
Thursday December 6th, 2007 11:26:58 AM

OOC - Everyone remember the Prayer spell

Trellus's face sets as he eyes the approaching monstrosity. Maybe Flea had the right idea, but it was too late to leave now.

The cleric casts a spell, calling down a column of fire on top of the spider-like creature.
[Flame strike centered on upper left corner of Y12. Should catch #5 and #7.
24 hp damage - Reflex DC 21 halves]


--------

Active Spells:

Endure Elements - 24 hours
Shield of Faith [10 minutes]- +3 AC deflection
Magic Vestment - Extended (shield) - +2 AC
Magic Vestment - Extended (armor) - +2 AC
Remove Fear - +4 save vs Fear Grymash, Vayine, Murdock
Prayer [7/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]

------
Spells Prepared Highlight to display spoiler: {cast as level 10 due to Setanos' Vestment):
d -- domain spell
p -- recast with pearl of power
* - cast spell

0 - Create Water (x2), Detect Magic (x2), Guidance, Read Magic
1 -- Endure Elements (x3), *Remove Fear (x2), Shield of Faith, Enlarge Person (d)
2 -- Lesser Restoration (x2), Resist Energy(fire), Resist Energy(elec), Hold Person, Status, *Bulls Strength (d)
3 - Dispel Magic(x2), *Prayer, *Searing Light, *Magic Vestment(dp)
4 -- Air Walk, Freedom of Movement, Divine Power, Spell Immunity (d)
5 -- *Flame Strike, *Shield of Faith (Quickened), Spell Resistance (d)}



Murdock (sub-SteveK) (AC 25 HP 35/35) Prayer, Haste, Mage Armor  d20+6=23 d20+6=21 4d6(3+5+3+6)+4=21 4d6(2+6+3+4)+4=19
Thursday December 6th, 2007 1:04:11 PM

Words in an ancient arcane tongue fall from the lips of Murdock on the arrival of the spider, and it is engulfed in the Readied Fireball. (36 damage, Reflex DC 18 for half damage)(readied action)Highlight to display spoiler: {(Readied Attack: action takes place in opponent round, giving Murdock a full round action this round.)}

The drow wizard immediately follows up the attack with another flaming attack as two scorching rays fly from his fingers to strike the monstrous arachnid (Ray #1: Touch AC 23, 21 damage, Ray#2: Touch AC 21, 19 damage)(standard action)

"Remember Bloodpack, my magic gives you extra speed for only a few more seconds. Make the most of it!" Murdock has the corner of a smile on his face as he assesses the damage to the spider.

Effects
Endure Elements (from Tishe')
Prayer (from Trellus) +1 on all rolls
Haste: (2 rounds) +1 AC, +1 action, +30 movement
Mage Armor: (4197 rounds) +4 AC

Spells Highlight to display spoiler: {
0 Level (4+1) Detect Magic, Light, Disrupt Undead, Detect poison, Message
1st Level (4+2) *Magic Missile x3, Sleep, Mage
Armor*, Obscuring Mist
2nd Level (3+1) Scorching Ray*, Web, Invisibility, Spider Climb
3rd Level (2+1) Fireball*, Gaseous Form, Haste*,
4th Level (1+1) Evard's Black Tenticles, Wall of Ice
}

Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer  d3=2 d20+6=18 d20+10=23 d8+11=15 d20+5=24 d20+5=6 d6+3=4
Thursday December 6th, 2007 1:17:28 PM

The Celestial Bison is covered in webs and is unable to break free from the confining webs (Break 18, fail)(standard action), but it is able to strike the first rapke that comes close, goring the creature head on. (AC 23, Dam 15)

Summoning Natural creatures to the fight, Tishe' causes two wolves to appear five feet from the northernmost rapke. Seeing an enemy directly before them, the wolves attack! (Wolf#1: AC 24, Dam 4) (Wolf#2: AC 6, miss)

Tishe' doesn't bother to give any more instructions to her creatures, but again summons still more creatures to give diversion to the attacking rapke and spider. (Summon Nature II over Cat's Grace)

Spells
Endure Elements; 48 hours
Endure Elements (on Murdock) 24 hours
Prayer (from Trellus)
Celestial bison [5 rounds] AC:13 HP:47 A:+10(gore) D:d8+11; drkvsn; acid/cold/electric/dam red/5; SR 8; smite
2 Wolf [4 rounds](animal) AC14 HP17 A+5(bite) Dd6+3; low light; scent; trip(+1)

Wand of Lightning; 3 charges left

Spells Highlight to display spoiler: {
Divine Spells: (4level)(DC 10+2+lvl)
Orison: Resistance, Create Water, Detect Magic, Detect Magic
1 : Faerie Fire, Entangle, Speak with Animal, Detect Animals/Plants,
2nd: Barkskin, Cat's Grace*, Heat Metal*

Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations])
White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash
Red: Endure Elements*, Summon!, Grease, Endure Elements*, Shield
Orange: Glitterdust, See Invisible, Knock, Web
Yellow: Summon III*, Tiny Hut, Fly, Dispel Magic
}

Grymash (ac32, hp104, divine favor, remove fear, bulls strength, haste, prayer, barkskin, prot. from evil)  d20+17=29 d20+17=35 d20+12=13 d8+10=18 d8+10=15
Thursday December 6th, 2007 7:00:03 PM

Grymash pulls back his bow three more times. They're gonna have to come to us this time. "Eat Gry's lil vipers, Piggie Dumps!!"

(With Haste, on rapke6.
Arrow1. HitAC 29. Damage 18.
Arrow2. HitAC 35. Damage 15.
Arrow3. HitAC 13. nat 1, miss.)

Gilan [HP: 106/106 - AC: 25][prayer, haste] Ciaran [HP: 80/80 - AC: 24][greater magic fang]  3d6(4+6+2)=12
Thursday December 6th, 2007 11:11:01 PM

Gilan moves slightly to the side to give himself some distance from the others in case another web is thrown. Without much thought he directs a bolt of lightning to slam into the large spider. "Stay near me brother."

Ciaran has already moved to stay near his brother, even before the command. If it comes down to it they can easily fight together.

[Greater Magic Fang(Ciaran): +3 hit/damage; 1/5400 rounds]
[Call Lightning: 0/9 bolts; 2/90 rounds; 12 damage; Ref DC 19 for half]
[Barkskin(Grymash): +4AC(natural); 3/900rounds]
[Barkskin(Vayine): +4AC(natural); 5/900rounds]

SPELLS
0th(6): create water(2), mending(2), read magic(2)
1st(6): longstrider(2)**, cure light wounds(2), entangle(2)
2nd(5): barkskin(2)**, bull's strength(2), lesser restoration
3rd(4): cure moderate wounds, greater magic fang(2)*, call lightning*
4th(3): cure serious wounds, dispel magic, freedom of movement
5th(2): cure critical wounds, wall of thorns
* is used spell

Cast Every Morning
* Endure Elements(Gilan & Ciaran) - wand
* Extended Longstrider(Gilan & Ciaran) - extend rod

DM Announcement (JohnP) 
Thursday December 6th, 2007 11:30:27 PM

No DM post tonight. Definitely one tomorrow night.

Flea (AC 21, 56 HP)(Prayer, Haste)  d20+12+1=24 4d4(3+3+3+3)+4=16
Thursday December 6th, 2007 11:53:21 PM

Tishe always does the right thing, thinks Flea, and, with a flick of her wrist she activates her wand (UMD=23), and sends the magical missiles at the closest rapke (16 pts dmg. to rapke #6 )

The rogue has never gotten used to the sacrifice Tishe's celestial creatures make for the pack, so she tries to help them out from her perch above the grass.

"Keep us far enough away from those creatures, Tishe'!" Flea calls, concerned that the boat might be drifting into range of the spider.

DM Sanity info:

-32/50 charges left to the MM wand
-Prayer [2/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies]
-Haste: (2 rounds) +1 AC, +1 action, +30 movement



Ayreon [AC24+1 - 77/77HP] - Haste - Prayer - Mage Armor - Endure Elements  d20+15=22 d20+15=32 d20+10=23 d8+7=14 d8+7=10 d8+7=11 d20+6=24
Friday December 7th, 2007 12:42:33 AM

Hidden away in the grass Ayreon gazes with awe as the Bloodpack mages engulf the spider thing with all kinds of magical fire... not being able to cast any spells himself he has great admiration for those who can!

Ayreon himself is best at a certain distance and takes a full round action to fire 3 arrows into the belly of the beast...

Arrow 1 hits AC22 - damage 14
Arrow 2 hits AC32 - damage 11
Arrow 3 hits AC23 - damage 11

Then takes a 5ft step to the right and hides again hoping the spider doesn't know where the arrows came from...

Hide: 24

Vayine (HP 82/82 AC 31, Endure Elements, Remove Fear, Prayer, Haste, Barkskin, Bull's Strength ) 
Friday December 7th, 2007 5:14:33 PM

cursing himself for not readying his bow when he had the chance, the Drow warrior stands with the others, preparing to engage the creature that comes with in reach.



Rapke Ambush - Round 8 (DM JohnP)  d20+10=22 d20+8=23 d20+10=16 d20+8=18 d20+8=24 d20+8=24 d20+10=12 d20+12=26 d20+7=18 d20+7=24 2d8(8+3)+8=19 d4+4=7 d4+4=8 d4=3
Friday December 7th, 2007 10:29:39 PM

Trellus calls down holy fire upon the spider-thing and the closest rapke-thing. It's surprising to see how nimble the two creatures are as they both avoid a portion of the fire.

Murdock follows with his fireball spell, catching the spider and the three closest rapke-things. Again, the rapke-things avoid a portion of the flames but the spider-thing is scorched. The mage then follows this up by casting a spell to send two rays of fire at the spider-thing. Murdock easily hits the colossal thing, burning two deep holes in the carapace.

Tishe' completes her spell to summon two wolves to join the fight. One of the wolves bites a rapke-thing but seems to do little, or no, damage. The theurge begins casting another summoning spell from her vantage point in the skiff.

Grymash fires three arrows at the closest rapke-thing, hitting twice. The half-orc tries taunting the creatures but he cannot tell whether the things even understand what he is shouting.

Gilan moves aside and calls down a bolt of lightning on the spider-thing. The bolt strikes true, adding to the damage caused by Murdock's flames.

From the skiff, Flea uses a wand to send some balls of magical force at the same rapke-thing that Grymash hit with arrows. The magic is enough to drop the creature to the ground.

Ayreon fires three arrows at the spider-thing. The archer cannot tell where his arrows fall, being so far back in the grass.

Vayine gets ready to be attacked.

++++++


The spider-thing pushes ahead, around the knot of rapke-things and summoned creatures. Then is spits a cone of stinking green venom at the Bloodpack, catching nearly all of them in the noxious mist.
Grymash, Trellus, Vayine, Ciaran, Gilan - DC 20 Fort save vs. poison, failure loses 2d6 STR

Rapke #7 screams at the summoned wolves but also catches the skiff and Grymash.
Wolves, Tishe', Flea, Tacia, Grymash -- DC 12 Will save vs. Fear, or stunned for 1d4 rounds

Rapke #8 advances 5 feet before biting and clawing at the summoned bison. All three attacks hit but are not enough to destroy the bison.
Bite -- hits AC 26, 19 damage
Claw 1 -- hits AC 18, 7 damage
Claw 2 -- hits AC 24, 8 damage


Rapke #9 moves up behind the other rapke and screams at the 'Pack members.
Bison, Grymash, Trellus, Vayine, Ciaran, Gilan, Murdock -- DC 12 Will save vs. Fear, or stunned for 2d4 rounds

MAP - ROUND 8

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