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
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..."
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.
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
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
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
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
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
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.
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
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.
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
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
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.
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
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
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
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
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
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)
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
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
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)
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.
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.
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
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)
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.
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.
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
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
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)
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.
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.
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.
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)}
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
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
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.
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.
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.
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
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)
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!!"
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.
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...
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
Flea (AC 21, 56 HP)(Prayer, Haste) d20+3+1=21 d20+12+1=27 4d4(1+2+3+3)+4=13 Sunday December 9th, 2007 11:44:40 PM
The hairs on the back of Flea's neck rise as the creature opens it's mouth to scream at the Bloodpack, but for once she is able to block out the creature's cry (Will=21, made save!)
Instinctively the rogue activates her wand (UMD=27), and sends the magical missiles at the screaming rapke (13 pts dmg. to rapke #7 )
DM Sanity info:
-31/50 charges left to the MM wand -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] -Haste: (1 rounds) +1 AC, +1 action, +30 movement
Grymash (ac32, hp104, divine favor, remove fear, bulls strength, haste, prayer, barkskin, prot. from evil) d20+15=27 d20+14=34 d20+14=26 d20+17=24 d20+17=29 d20+12=22 d8+10=14 d8+10=15 d8+10=18 Monday December 10th, 2007 12:13:42 AM
Fort save 27 vs poison, Will Saves 34 and 26)
Grymash decides to concentrate on the smaller rapke. Looks like the other finger-wigglers in the pack are giving it a run for its ginglies. Time to feed the creepers!! Grymash launches another sortie of arrows.
Ayreon [AC24+1 - 77/77HP] - Haste - Prayer - Mage Armor - Endure Elements d20+17=29 d20+12=24 d8+7=9 d8+7=15 d20+6=10 Monday December 10th, 2007 7:48:16 AM
(ooc I thought I could still see the creature... sorry)
Ayreon moves forward again and walks to AL5. From that position he should have excellent visibility and can still take cover in the folliage...
Flanking the rapke he provides protective fire for his friends. He attempts to hit the biggest threat... being the spider thing.
Arrow 1 hits AC29 - damage 9 Arrow 2 hits AC24 - damage 15 Possible damage 24 Hp
Then he ducks in the folliage again and tries to blend in...
Hide 10
Murdock (sub-SteveK) (AC 25 HP 35/35) Prayer, Haste, Mage Armor d20+6=18 4d4(3+3+2+3)+8=19 Monday December 10th, 2007 2:23:51 PM
Murdock covers his ears and is able to withstand the Rapke's scream, then turns to glare coldly at the monster before turning his attention back to the spider at hand. Easily the most dangerous opponent, the drow wizard sizes up the arachnid, and flings four bolts of force at the monster. (Magic Missle: 19 damage)
Effects Endure Elements (from Tishe') Prayer (from Trellus) +1 on all rolls Haste: (LAST ROUND) +1 AC, +1 action, +30 movement Mage Armor: (4197 rounds) +4 AC
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer d20+13=33 d20+13=19 d20+2=12 d20+2=10 d4=1 d20+2=4 d4=3 d3=2 d20+8=22 d20+8=19 d6+3=6 d6+3=6 d20+8=13 d20+8=17 d20+8=25 d6+3=6 d20+8=12 9d6(4+5+4+4+4+5+2+3+5)+9=45 Monday December 10th, 2007 2:43:40 PM
The baleful Rapke screams at the skiff and the sound washes over Tishe' and her companions. Tishe' and Tacia aren't affected (Will: 33, 19) as is one Wolf, but the second Wolf is Stunned for a round.
A second Rapke screams and the Celestial Bison cannot endure the sound, its eyes rolling into the back of his head. (Will;4, Stunned 3 rounds). Another rips into the Celestial being, but his natural toughness (ie damage reduction/5) negates a great deal of the damage.
Tishe' completes her incantation and brings 2 more wolves flanking the rapke from the first pair. The two wolves attack from behind, seeking to grip and trip. (AC 22, 19 Dam: 6, 6 Trip: 13, 17) (DM Sanity: +5 to hit, +2 flanking, +1 Prayer)
Wolf #1 renews his attack, also taking advantage of the flanking attack of the other wolves. (AC 25, Dam: 6, Trip: 12) (DM Sanity: +5 to hit, +2 flanking, +1 Prayer)
"Ignore the Rapke, Flea!", cries the brown-haired mage, "we need to concentrate on the spider and cut it's thread!" The plain-faced woman matches words to action as she points her Wand of Lightning at the Spider and lets loose. (Lightning Bolt: 45 Damage Reflex DC 13 for half damage)
Determined to be of some use, the Drow fighter moves to block AJ/14 in an effort to block the spiders advance on the archers.
Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2)) d20+13=18 d20+13=28 d20+17=27 d20+17=18 d20+17=25 Monday December 10th, 2007 5:15:20 PM OOC - Everyone remember the Prayer spell
"Urk," Trellus comments brightly as the noxious green mist envelops him. For a split second, his body threatens to succumb, but the priest of Domi calls on a hidden strength to overcome the fumes. [Fort save 18, hero pt reroll 28]
Then the screams of the not-rapke hit. Under normal circumstances, the Plains native would barely notice. But already fighting off the poison, the piercing screams seem especially intimidating, and again Trellus has to dig down deep to throw off the effect. [Will saves 27 and nat 1, hero pt reroll 25]
The cleric is out of offensive spells. He doesn't carry many - cause usally I gotta heal dudes by now. Figuring the spider thingy has more mist where the last batch came from, Trellus pulls out a wand and taps Vayine with it.
[Cast Neutralize Poison on Vayine] --------
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 [8/10]- +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)}
Rapke Ambush - Round 9 (DM JohnP) d20+10=26 d20+12=26 2d8(6+8)+8=22 d20+7=27 d20+7=24 2d4(3+1)+8=12 d20+7=14 d4+4=7 d20+12=22 2d8(6+3)+8=17 d20+7=21 d4+4=6 d20+7=9 Monday December 10th, 2007 11:30:29 PM Flea manages to withstand the rapke's scream and replies by sending four balls of magical force from her wand.
Grymash fires his bow at the nearest rapke-thing, hitting three times. The third arrow drops the creature to the ground.
Ayreon moves ahead to the edge of the grass and fires his bow at the spider-thing. Both arrows hit the thing and the archer ducks back into the grass.
Murdock casts a spell to send balls of magical force like those used by Flea at the spider-thing.
Tishe' also withstands the rapke screams and summons two more wolves to harass the rapkes. The new pair of wolves both hit the rapke-thing but cannot manage to trip the large, strong creature. Her first wolf also attacks with similar result. The theurge then sends a bolt of electricity over the heads of her summoned creatures and the rapke-things to hit the spider. Even though it tried valiantly to avoid the magical attack, the thing still slumps to the ground. DM Note --The rapke-thing have Trip DC 22
Vayine moves ahead to protect the archers.
Trellus moves up to put a protective spell on Vayine.
Gilan and Ciaran wait to see what happens.
++++++
The two remaining rapke-things turn on the wolves, possibly not realizing that the summoned creatures will not provide a meal.
Rapke #7 bites wolf 1, inflicting enough damage to send it back to where Tishe' called it from. Two claws are sufficient to dispatch the stunned wolf 2. Bite -- hits wolf 1, AC 26, 22 damage Claw -- hits wolf 2, AC 27 (threat), confirmed AC 24, 12 damage Claw -- hits wolf 2, AC 14, 7 damage
Rapke #9 attacks the other two wolves, dispatching one and injuring the second. Bite -- hits wolf 4, AC 22, 17 damage Claw -- hits wolf 3, AC 21, 6 damage Claw -- misses wolf 3, AC 9
Gilan [HP: 106/106 - AC: 25][prayer, haste] Ciaran [HP: 80/80 - AC: 24][greater magic fang] d20+15=30 d20+6=13 3d6(5+6+4)=15 Tuesday December 11th, 2007 12:15:29 AM
Gilan and Ciaran both are able to withstand the scream of the rapke this time around. Gilan calls down another bolt of lightning upon the spider creature. His hand drawing the lightning to ground.
Ciaran meanwhile stays near his brother and makes to defend him if anything moves near.
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 (ac32, hp104, divine favor, remove fear, bulls strength, haste, prayer, barkskin, prot. from evil) Tuesday December 11th, 2007 2:17:55 AM
With the big spider down and only two rapke things left, Grymssh drops his bow and grabs his double ax with gusto. "BLOODPACK, LETS REAP DA BLOOD WEEZ THIRST FOR. TIMES FOR DA KILLIN' BLOW!! CHARGE!!! AUUUGGHHHH!!" With a blood curdling roar, the barbarian charges in to finish them off. Racing up to a fallen rapke(8), he raises his ax high for the final cut!
(sorry, not enough action left to attack this round)
Ayreon [AC24+1 - 77/77HP] - Haste - Prayer - Mage Armor - Endure Elements d20+15=31 d20+15=24 d20+10=29 d8+7=11 d8+7=9 d8+7=14 Tuesday December 11th, 2007 8:20:32 AM
From his sneaking place Ayeron nocks a few more arrows and fires at the remaining Rapke...
Steadily a large spiderlike creature approaches the clearing - ready to devour our friends... Patiently the Bloodpack waits and prepares untill the spider enters the clearing... Then all hell breaks loose...
Murdock (sub-SteveK) (AC 25 HP 35/35) Prayer, Haste, Mage Armor d20+10=30 d20+10=16 Tuesday December 11th, 2007 8:35:58 AM
With the Spider down and only a couple of Rapke-things left, Murdock elects to not use any more precious spells, but looks around for any other activity. (Spot: nat 20!, Listen: 16)
Effects Endure Elements (from Tishe') Prayer (from Trellus) +1 on all rolls Mage Armor: (4195 rounds) +4 AC
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer d20+6=18 4d4(4+1+2+3)+8=18 Tuesday December 11th, 2007 8:44:24 AM
The brown eyes wince as her wolves are torn apart by the Rapke-things. "Oh Piggies!", she exclaims, "I was hoping to slow at least one down a little more than that!"
Three wolves are torn apart and disappear, one remains wounded, and then there is the stunned and entangled Celestial Bison...
The remaining wolf gamely attacks its opponent, but misses getting a hold (AC 18)
Still, the summonings have done their work, enabling the Bloodpack to concentrate on the Spider until it fell. And that final lightning stroke by Gilan should take care of the monstrouds arachnid nicely.
Tishe' drops her Staff with a clatter against the skiff's wooden flooring and digs a hand into her Sargrass-made Pants o Plenty, recalling another wand. (standard action) Aiming at the Rapke against her wolf, she triggers the wand and causes four beads of force to strike the beast! (18 damage with Prayer)
Spells Endure Elements; 48 hours Endure Elements (on Murdock) 24 hours Prayer (from Trellus) Celestial Bison [3 rounds; Stunned 2 round] AC:13 HP:28/47 A:+10(gore) D:d8+11; drkvsn; acid/cold/electric/dam red/5; SR 8; smite Wolf #4 [3 rounds](animal) AC14 HP 11/17 A+5(bite) Dd6+3; low light; scent; trip(+1)
Wand of Lightning; 2 charges left Wand of Magic Missle(7th level); 44 charges left
Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2)) d20+11=24 Tuesday December 11th, 2007 4:54:26 PM OOC - Everyone remember the Prayer spell
The blond haired cleric stays where he is, scanning the area for other potential threats - and not finding any. [Spot 24]
He puts away the wand.
Its looking like last thread.
--------
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 [9/10]- +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 30, Endure Elements, Remove Fear, Prayer, Neutralize Poison, Barkskin, Bull's Strength ) d20+19=22 d20+15=24 d10+11=21 d10+11=19 Tuesday December 11th, 2007 10:08:28 PM
Vayine charges the rapke, (8 or 9) and attacks with his sword.
Attack 1 hits AC 22 for 21 damage attack 2 hits AC 24 for 19 damage
Total damage 40
(If i don't have enough actions than its one attack for 21 damage.)
Rapke Ambush - Round 10 (DM JohnP) d20+12=32 d20+12=21 4d8(2+3+1+5)+16=27 d20+12=23 d20+7=17 d20+7=12 Tuesday December 11th, 2007 10:50:46 PM Gilan hits the spider-thing with another lightning bolt for good measure. The thing cannot avoid the electrical attack and is further injured.
Grymash drops his bow and charges towards the fallen opponents, drawing his double axe as he does.
Ayreon fires more arrows at the rapke-things and is cheered to see another of the things fall.
Murdock and Trellus both look for other threats and see nothing. Whatever these things are, they seem to have scared off the other predators of the Sargrass Plains.
Tishe' watches her summoned creatures fall before the rapke-things. Hoping to reserve her spells, the theurge uses a wand to attack the uninjured rapke-thing that was the last to enter the clearing.
Vayine charges towards the remaining rapke-thing, hitting it once with his sword.
++++++
Rapke-thing #6 heaves itself to its feet and immediately attacks the celestial bison. The stunned creature cannot effectively defend itself and the rapke dispatches it. The things steps five feet to engage both Vayine and Grymash. Bite -- hits AC 32 (threat), confirmed AC 21, 27 damage
Rapke-thing #9 turns to the greater threat posed by Vayine, ignoring the wolf. The thing cannot hit the well-armored fighter, though. Bite -- misses AC 23 Claw -- misses AC 17 Claw -- misses AC 12
Gilan [HP: 106/106 - AC: 25][prayer, haste] Ciaran [HP: 80/80 - AC: 24(22)][greater magic fang] 3d6(1+6+1)=8 d20+19=38 2d6(4+6)+10=20 Tuesday December 11th, 2007 11:00:53 PM
Gilan lets his eyes leave the spider thing though he has a feeling that it might not be out of the fight. "Remember that if these things are like the others...take the heads." He does not add that the large spider thing might be the same as well though he probably should. He brings a stroke of lightning down upon the rapke thing(9). Without a though he whistles and points to the beast that he just hit with lightning. "Attack brother!"
Ciaran moves in at a lope at the back of the beast, trying to hit it hard and fast as he moves. His jaws snap shut, though if he hits anything is unknown as the battle rages.
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+12=22 4d4(4+1+2+1)+4=12 Wednesday December 12th, 2007 12:29:23 AM
Flea nods her head to what Tishe' says, but is then stunned by the sudden dispatching of the giant spider.
The rogue hesitates, loosing the initiative.
Regaining her composure, she targets the living creatures still attacking her friends. Instinctively the rogue activates her wand (UMD=22), and sends the magical missiles at the screaming rapke (12 pts dmg to Rapke #9)
DM Sanity info:
-30/50 charges left to the MM wand -Prayer [0/10]- +1 Luck bonus to atk/dam/saves/skill checks for all allies within 40' of Trellus, -1 Luck penalty on same to enemies] -Haste: (0 rounds) +1 AC, +1 action, +30 movement
Ayreon [AC24+1 - 77/77HP] - Haste - Prayer - Mage Armor - Endure Elements d20+17=24 d20+12=25 d8+7=10 d8+7=15 Wednesday December 12th, 2007 2:53:04 AM
Ayreon continues to provide protective fire. Only this time he takes only two shots...
And then he closes in on the Rapke and the other undead creatures to AF9. There he drops his bow and switches to his Rapier hoping to chop of some rapke heads next round...
Trellus AC 25 HP 79/79 (Prayer, Endure Elements, Shield of Faith, Magic Vestment(x2)) 3d8(5+6+5)+7=23 Wednesday December 12th, 2007 11:00:42 AM OOC - Everyone remember the Prayer spell
OOC - I couldn't tell whether Grymash or Vayine got hit. I'm assuming Grymash. If not, Trellus moves to Vayine. ------------
Trellus isn't all that concerned at seeing Grymash take a shot from one of the rapke-things. The blow doesn't look like it'll slow the barbarian down much.
Nevertheless, wounds tend to stack up quickly around here.
The cleric crosses in behind his friend, pulling a healing wand as he moves. Reaching Grymash, he taps him with the wand. [CSW - 23 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 [10/10]- +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+8=13 Wednesday December 12th, 2007 6:36:23 PM
Monitoring Vayine and Grymash through the Dragon's Tears, Murdock remains unconcerned and continues to scan for other threats. (Spot:13)
Effects Endure Elements (from Tishe') Prayer (from Trellus) +1 on all rolls Mage Armor: (4194 rounds) +4 AC
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer d20+8=25 d6+4=7 d20+8=18 d20+8=16 4d4(3+2+4+4)+8=21 Wednesday December 12th, 2007 6:45:46 PM
The Celestial Bison is struck by a terrible bite, but because of his celestial damage resistance, it still survives. (27 reduced to 22. Bison still has 6 hit points left)
The remaining wolf gamely flanks its opponent, slashing with sharp teeth but not taking it down. (AC 25, Dam 7, Trip 18fail)
Tishe' concentrates on her wounded Rapke, striking it with four more magic missles. (Magic Missle Damage: 21 with Prayer) Commenting to no one in particular, Tishe' observes that "If the rapkes regenerate, we should keep an eye on the spider in case it can weave the same thread."
She keeps an eye on the spider herself, looking for signs of recovery. (Spot: 16)
Spells Endure Elements; 48 hours Endure Elements (on Murdock) 24 hours Prayer (from Trellus) Celestial Bison [2 rounds; Stunned 1 round] AC:13 HP:6/47 A:+10(gore) D:d8+11; drkvsn; acid/cold/electric/dam red/5; SR 8; smite Wolf #4 [2 rounds](animal) AC14 HP 11/17 A+5(bite) Dd6+3; low light; scent; trip(+1)
Wand of Lightning(9th level); 2 charges left Wand of Magic Missle(7th level); 38 charges left
Vayine HP 82/82 AC 30, Endure Elements, Remove Fear, Prayer, Neutralize Poison, Barkskin, Bull's Strength ) d20+20=32 d20+15=35 d10+13=18 d10+13=19 Wednesday December 12th, 2007 9:19:37 PM
Vayine Screams as he attacks the Rapke, all his frustration at the world manifesting itself in his blows.
Attack 1 hits AC 32 for 18 damage(Forgot to add the bulls strenght increase last time.)
Attack 2 Hits AC 35 (Critical roll) for 19(x2)= 38 damage
total damage 56
(WOOT!)
Grymash (ac32, hp104, divine favor, remove fear, bulls strength, haste, prayer, barkskin, prot. from evil) d20+16=34 d8+31=34 d8+31=33 d8+31=38 d20+16=36 d20+16=25 d8+31=32 d8+31=32 d8+31=36 Wednesday December 12th, 2007 10:39:04 PM
(quick question: did that rapke6 get up from the ground [move equivalent action which draws attack of opport], then attack the bison [standard action], then move toward Gry through the bison's threat range [move action, that draws a 2nd attack of opport. from the bison] then attack both Gry and Vay [full round action]? Not to mention moving before and after the first attack. Not meaning to be picky :)
Grymash brings his axe down hard on the fallen rapke(8) in a nasty severing cut. (Coup de grace. Max Powerattack. HitAC 34. Automatic Crit Damage: 34+33+38=105. Fort Save DC 120 or die instantly.) After dealing the killing blow to the fallen rapke, Grymash continues his swing and "cleaves" into the other rapke(6) next to him.
(cleave attack on rapke6. HitAC: 36 threat, 25 crit. Damage: 32+32+36=100. Make Fort save DC 15 or die instantly from massive damage.)
(ill subtract damage from myself shortly as soon as I find out who took it, Gry or Vay or both. :)
Dealing with the Leftovers (DM JohnP) Wednesday December 12th, 2007 11:17:46 PM
COMBAT OVER
With a flurry of attacks, the Bloodpack deal with the things that have ambushed them. Between the arrows and swords, none of the party needed to use any magic to brign down the last of the things. And it's only a matter of time to finish the things off.
Now it's time to see to any injuries, if there are any. And, maybe, to investigate the bodies to learn whatever is possible. Or to figure out where these things came from.
Trellus d20+7=24 Thursday December 13th, 2007 9:50:06 AM
As the last of the things weaves their last thread, Trellus stows his unneeded healing wand and looks around the clearing with a slight frown.
"Hey Tishe!" he calls up to the boat. "You dudes see anything else?"
The blond man turns back to the question of the spider and the rapke. He rubs the back of his head with his hand as he thinks on past experiences and stories that might shed a clue. [Knowledge (Sargass Plains) - 24]
"Gry? Gil?" he asks, reaching out to the two friends he's known all his life. "Any idea what these treadles are?"
Ayreon d20+7=26 d20+3=19 Thursday December 13th, 2007 11:34:08 AM
Ayreon is pleased to see the carcasses laying on the ground and wonders where they came from...
nosing around among the corpses - not touching the stinking blood or goo that drips from them - he hopes to learn more about their origin.
Spot: 26 Search: 19
Vayine (HP 82/82 AC 30, Endure Elements, Remove Fear, Prayer, Neutralize Poison, Barkskin, Bull's Strength ) d20+15=28 d10+13=18 d10+13=16 Thursday December 13th, 2007 12:02:08 PM
Coup De grace on any rapke that haven't been beheaded.
Attack 1 Hits AC 28 for 18+5(power attack +5)=23 + 16+5(power attack +5)=21
total coup de grace damage 44
Murdock (sub-SteveK) (AC 25 HP 35/35) Prayer, Haste, Mage Armor d20+9=10 d20+15=22 Thursday December 13th, 2007 1:14:47 PM
Once the animals are all dead, Murdock moves closer and inspects the remains. "How are the Rapke changing, and how did a monstrous spider get on the Sargrass?", he wonders. Perhaps he can get some answers from the bodies.
(Local Knowledge: 10, Know Arcana: 22)
Effects Endure Elements (from Tishe') Prayer (from Trellus) +1 on all rolls Mage Armor: (4184 rounds) +4 AC
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements, Prayer d20+8=24 Thursday December 13th, 2007 1:19:26 PM
(ooc: The bison wouldn't have gotten any AOO since it was stunned)
Tishe' dismisses her creatures after giveing them praise for the excellent job they did in the battle.
Hearing Trellus' question, her eyes then focus on the surrounding 'Grasses, looking for other disturbances. (Spot: 24) Tishe' reports on anything she is able to see to the others below.
Spells Endure Elements; 48 hours Endure Elements (on Murdock) 24 hours Prayer (from Trellus)
Ayreon Thursday December 13th, 2007 3:32:24 PM
Seeing his brother taking care of the messy tasks of beheading anything left Ayreon turns to Vayine...
"Nice job bro... well it has been jolly fun joining this Pack hasn't it" and Ayreon smiles to Trellus.
"It's an honor to be among your group master Trellus. Don't be annoyed if sometimes my brother or I do shout some commands... we're used to serving in the army before..."
Vayine Thursday December 13th, 2007 8:38:15 PM
"indeed brother, it has been good fun."
upon hearing his comments to the cleric, the drow seems a little uncomfortable
"aye, sorry about that....its an old habit...." the drow warrior says, than as if an after thought "i will not challenge your authority"
Gilan [HP: 106/106 - AC: 25] Ciaran [HP: 80/80 - AC: 24] Thursday December 13th, 2007 9:40:35 PM
Gilan moves over and ruffs up the hair of his brother and then turns a critical eye to the enemies. He spends as much time as possible with both the funny rapke and the spider thing in turn. "I am not sure..." His knowledge is limited to natural things and this seems to be somekind of abberation...maybe.
Ciaran takes a seat in the grass and watches the group as they mill around. With the danger over he can just relax and watch his brother. Maybe more head scratching will be in the future if he is lucky...it is someplace that is hard to scratch on his own.
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
Examinations, Investigations and Destinations (DM JohnP) Thursday December 13th, 2007 10:51:08 PM
The Bloodpack examine the bodies of their opponents, each of them shifting and relaxing into a noisome pile of flesh and bones. Even though the things wore the shape of a creature from the Sargrass, they clearly are not natural residents of this place. And the spider ... that's clearly not from this place.
Gilan has what seems like the best explanation ... some kind of aberration. But who knows exactly how these things came to be or where they came from. The path made by the spider is clear, running wide and nearly straight through the grass. Perhaps one of the people skilled in tracking or survival could try to determine more information from the tracks?
One thing is clear, however. The origin of these creatures is in the same general direction as the grass dome that Flor sent them looking for. Now it's a matter of whether it is better to seek out the origin of these creatures, or to rick meeting them unprepared.
Grymash Thursday December 13th, 2007 11:52:17 PM
Grymash swings his axe down with another lethal chop. "Hmm, Gry no thinks Gry know wut da treadles be." The barbarian makes another chop. "Wut ever themz be, themz be dead now! But Gry no thank weez should touch'em. Pack need ta leaves them be. Gry thank this be curse on da land, an curse ta pack too!" Grymash thinks hard for a moment and says, "Maybe Gry need ta ask da bones, thay never wrong!"
Flea d20+9=11 Friday December 14th, 2007 12:30:18 AM
"Not Eberyon then," she says under her breath as she tucks her wand back through the scarlet sash that is wound about her waist. "What then? From where? And, who sent 'em?" she says aloud from her safe place in the small druid-wood craft above the grass.
Flea follows Tishe's gaze, but doesn't take in much of the view, as her eyes return to the rapke-that-were. "What are they?" she adds, looking down over the edge of the craft to the dead creatures below.
Ayreon Friday December 14th, 2007 10:05:51 AM
Ayreon listens to what the others found about these odd rapke things and says "looks like the spider has given us an easy trail towards the grass dome you guys are trying to find... "
He waits to see what the decision will be and then will walk with the group his bow again on his back.
Counting on his fingers and reaching into his haversack now and then Ayreon mutters to himself as he walks.
"I will need some arrow refills soon friends..."
Murdock (sub-SteveK) (AC 25 HP 35/35) Mage Armor Friday December 14th, 2007 10:15:04 AM
As the others look at the creatures and determine they are not native creatures, a thought strikes Murdock. It is nearly confirmed by Gilan's label of 'aberration'.
(Using Arcana skill check last post) "There are mages that work with monsters as a potter works in clay. Usually, monstrologers like to improve thier creations with skills like regeneration, poison spitting, and greater intelligence... like these monsters here."
The ebon skinned mage lets his words sink in before continuing. "And if the spider's trail heads towards this dome we are looking for, it is possible that there is a Monstrologer already in residence."
Effects Endure Elements (from Tishe') Prayer (from Trellus) +1 on all rolls Mage Armor: (4184 rounds) +4 AC
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Friday December 14th, 2007 10:18:29 AM
Keeping watch from the skiff, Tishe' beams at Flea. "You did a great job helping me with the skiff. I don't think I could have gotten away from the shuttlecocked Spider otherwise."
She spends the time listening to the packmates below and teaching Flea the rudiments of handling the skiff.
Spells Endure Elements; 48 hours Endure Elements (on Murdock) 24 hours
Trellus Friday December 14th, 2007 11:52:53 AM
Trellus listens to the others.
"No Gry, I think your first thread is true," he replies thoughtfully. "Let's just leave the bones alone like you said and move on."
The blond man chooses the obvious beaten down trail, and starts picking his way through the flattend Grass. As they move away from the scene, he continues to talk about it.
"Well, if Murdock is right about some kind of monster making wizard dude living in our dome, we might wanna pull back after we find it and get a good night's rest before exploring."
Trellus hasn't forgotten the two drow either. After a bit, he angles his route to intersect with theirs. The flat Grass isn't as helpful as he'd hoped, because he's got to keep watching to make sure his foot doesn't slip down and get tripped up by the uneven ground.
Matching Ayreon's pace, the blond man gives the drow a wink. "Well, I guess you're officially welcomed now, huh?", he remarks with a grin. "Don't worry about shouting out orders. We're all trying to look out for each other here." He gives the archer a friendly pat on the back, "just try not to make a habit of it. We start getting two or three patterns going at the same time....well, <chuckle> you get a mess, you know?"
--------
Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC
------ 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)}
Grymash Friday December 14th, 2007 12:03:03 PM
Grymash becomes confused at Trellus' remark. Looks at Trellus and then at the carcasses. "Huh? Ohhh, not themz bones," referring to the fallen rapke things, "No, Gry means da runed scryin' bones in Gry's shoulderbag." Laughing a little Grymash continues, "Gry can ask da bones tonight by da fire, when da spirits walk da plains."
CDM Jerry Friday December 14th, 2007 3:56:06 PM
Greetings Woldians!
I am excited to tell you that BIG, even HUGE changes are coming for The Wold. The Wold is evolving and everyone one of you will be affected. But I'm not going to tell you about it here. I'm just going to whet your appetite:
--A new type of game --Major changes to the website --Greater choice for both DMs and players!
I will begin introducing the new material in the LnB sometime between now and Monday. You will need to start watching that board daily to understand what is going to be happening. This process will be ongoing for a bit, so you really do need to view the Loot 'n Booty board daily starting now.
I'm mass emailing this and also posting it on every game board so everyone sees it.
Enjoy your weekend!
Jerry
Vayine Friday December 14th, 2007 5:40:04 PM
The drow warrior nods at the wisdom of the clerics words. sheathing his sword, the drow pulls out a well made spear, its point glitters in the light.
looking to his brother..
"well bro, you did well. your aim is better than I thought. That spider thing had quite a reach on it. I figure this spear will give me some reach as well, and if need be I can throw the thing as well."
Down the Spider's Path (DM JohnP) Saturday December 15th, 2007 11:17:41 PM
The path created by the spider stretches westward towards the distant borders of the Sargrass Plains. The members of the 'Pack discuss their theories of the origins of the creatures as they, some believing that the creatures are somehow connected to the location that Flor has them searching for.
The path meanders, as if the spider-thing and its smaller companions were hunting or searching for something. In fact, the scouts find another set of scattered remains of some creature partway through the day. Like the slaughtered creature close to where they first encountered the things, the unknown creature had been wholly consumed, even to the point where the bones have been gnawed and split into unrecognizable fragments.
Actually, shortly after that kill site, the trail proceeded in a straight fashion, deviating only to avoid common hazards of the Sargrass. The party has been moving down this straight path for about an hour when Tishe and Flea call a halt from the skiff. The pair have spotted some kind of ... well, something ... up ahead.
They only noticed it as they scanned the horizon looking for obvious threats. As their vision moved across the top of the Grass, they noticed a section of Sargrass that their eyes seemed to skip over.
Murdock (sub-SteveK) (AC 25 HP 35/35) Mage Armor Sunday December 16th, 2007 5:20:48 PM
Murdock keeps his cloak about him and his dark goggles on, enduring rather than enjoying the heat and endless vistas of the Sargrass Plains.
Effects Endure Elements (from Tishe') Mage Armor: (3584 rounds) +4 AC
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Sunday December 16th, 2007 5:25:47 PM
Keeping the skiff moving to scout the area and moving back to the group to occasionally spell others to come up and look, Tishe' has a wonderful time. Even Tacia seems to get into the spirit, her mouth open and tongue lolling in the wind.
The strange, well, phenomena up ahead causes her to stall the skiff and wait for the others to arrive. "It's not a dome that I can see," she calls down, "its more of a not-something, if you know what I mean."
Spells Endure Elements; 48 hours Endure Elements (on Murdock) 24 hours
EXCELLENT!! Much better posting friends! Only Flea and Gilan missed some posts. The rest had 5 or more posts this week. Thanks everyone!! Keep up the spirit!!
Weekly Summary : Fighting the Rapke and Spider
Skillfully the Bloodpack takes out the foul creatures one by one taking hardly any damage themselves. In the end all heads are chopped of mercilessly untill the Sargrass falls silent again...
Where did these things come from?!?
Trellus Monday December 17th, 2007 10:51:02 AM
At Gry's response, Trellus' mouth forms a silent "oh" of comprehension. "Shady idea, Gry" he replies.
The blond man continues down the spider thing's path with his friends. He pauses at the next kill site, looking over the pieces of bone without much hope of understanding the pattern. "Whatever these things are, its totally new," he notes, mostly for the benefit of the drow. The rest of the Bloodpack have wandered the Plains long enough to know it already.
Tishe relays sighting a "not-something, if you know I mean". The cleric looks up increduously, quite obviously not knowing what she means. He glances at Gilan. "Phenomena???" he asks the druid, mimicking Tishe. <sigh> "Light"
"How far away, and is it moving?" he finally asks her.
--------
Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC
------ 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 Monday December 17th, 2007 1:57:54 PM
Ayreon hears the comments about the things up ahead and shivers run down his spine. Yet another ambush? another spider?
Instinctively he reaches for his beloved bow once again and prepares for whatever is up ahead as he slowly advances with the rest of the group.
Vayine Monday December 17th, 2007 6:44:20 PM
"Aye, these surface dwellers fight as much as the Drow, bro"
"Mind you, I'm not complaining, I always love a challenge."
The drow warrior places his sheild in front of his body, the spear in his left hand rests over the top of the small metal wall.
Flea d20+6=8 d20+9=27 Monday December 17th, 2007 7:42:44 PM
Flea ponders what little history she has learned of the Sargrass phenomena, but comes up blank (Knowledge History=8). Remembering the shimmering phenomena caused by excessive heat back when the party was approaching the bone-yard of the great Moth, Flea squints harder at the place that seems to cause her eye to jump.
"You figger' its natural or magical, Tishe?" she asks the spell weaver. Flea concentrates a little harder, her eyes watering with the effort (Spot=27)
Grymash Monday December 17th, 2007 8:19:17 PM "Huh!? Whut da not sumethin' means?! Theres be sumethin' no there? Gry thinkin brain pan be boilin'." Totally confused, the barbarian rushes into the forward position. Ax drawn and ready to slash out at any nothing that's not something that comes there way.
Gilan and Ciaran Monday December 17th, 2007 10:23:27 PM
Gilan glances to Trellus and shrugs his shoulder. "Makes no sense." He does not have any clue and they have found too many strange things lately. "The whole Plains has gone strange on us lately." He continues to pace the group and continues his survey of each person to make sure they are holding up well.
Ciaran paces his brother. He is ever alert for signs of danger and does not intend to let his pack get into too much trouble.
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
Deliberations (DM JohnP) Monday December 17th, 2007 11:48:08 PM
The Bloodpack discuss what the scouts have observed. Everyone agrees that this disturbance is unusual ... just like a lot of the other things in the Sargrass lately. It would be a relief to get back to Rattledam and relax for a while but that doesn't seem to be their lot.
When Flea stands up and looks ahead, she doesn't see anything. Or, at the least, nothing that shouldn't be there. But the rogue can't shake the feeling that her eyes are playing tricks on her. Maybe if she and Tishe' took the skiff closer, she might be able to tell more.
Or the entire party could move up behind the protection of Grymash, bulling their way through any danger. And, basically, that's what the question comes down to: scout carefully, or move full speed ahead and let the chips (or, with Grymash involved, the body parts) fall where they may?
Flea d20+9=26 d20+13=22 Tuesday December 18th, 2007 3:26:55 AM
"Tishe?" the rogue enquires, "lets move in a little closer an' check out whatever is...or isn't out there."
Flea wishes there were more of these magical boats. Enough for the whole party. Surely this is the best way to get around the plains?
Dread Pirate Flea! thinks the rogue as she strikes a pose, knee bent, one hand resting on the center mast, the other on her hip, her gnomish pointed hat at a rakish angle on her head as her eyes sweep the scene ahead, trying to discern what awaits the pack up ahead, (Spot=26) and keeping an eye open for hidden hazards (Search/Detect Traps=22)
Ayreon d20+6=25 d20+6=21 d20+7=13 d20+2=12 d20+17=24 d20+12=13 d8+7=15 Tuesday December 18th, 2007 4:15:30 AM
Sneaking never was Ayreon's forte but he does not want to barge into trouble without conscent of his pack mates...
He turns to Trellus clearly pointing out that the leader of the pack has to make a descision.
Whatver is descided Ayreon moves along.
Rolls just in case they are needed: Hide: 25 Move silently: 21 Spot: 13 Listen: 12
Murdock (sub-SteveK) (AC 25 HP 35/35) Mage Armor Tuesday December 18th, 2007 1:35:26 PM
"A disturbance? Must be magical. Trellus, why don't you get up in the skiff? You and Tishe' could see if it is arcane or divine effect."
Miserable in the light and heat, Murdock huddles near the shadows of the giant grasses.
Effects Endure Elements (from Tishe') Mage Armor: (3584 rounds) +4 AC
Trellus Tuesday December 18th, 2007 5:13:55 PM
Trellus gives Murdock's suggestion a once over before shaking his head. "Rather be on the ground, I think," he answers. "And Tishe can probably figure that out faster than me."
The cleric calls up to the Dread Pirate Flea and her crew. "Go ahead and check it out, but BE CAREFUL!"
"The rest of us will keep going, but keep shuttlecocked. Gry, you're lead. If its totally sunbaked, we need to run. Nobody's got spells left for a big fight."
Having issued about as many warnings as he's prepared for in one day, the blond man tucks in behind Grymash, and follows the barbarian slowly forward.
--------
Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC
------ 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=16 d20+14=21 Tuesday December 18th, 2007 5:14:43 PM
Tishe' will allow some time for anyone to come aboard before skimming off towards the disturbance. She will use the time of waiting to see if she can determine why her eyes don't want to see what is there. (Arcana:16)
When Trellus gets things settled out, Tishe' will smile at Flea, then urge the skiff forward and investigate before coming back with news. (Sail:21)
Spells Endure Elements; 48 hours Endure Elements (on Murdock) 24 hours
Gilan and Ciaran Tuesday December 18th, 2007 8:58:08 PM
Gilan loosens his muscles as they move and goes over the last few spells that he has. Some of them should allow the group extra time to escape if it is needed. "I have a few spells that will buy us some time if we need to run." He follows along with the rest of the group, staying near the middle of the group so that his spells will be most useful.
Ciaran paces his brother and watches the grass. Though he wants to be of more help, he has only been on the Plains for a year now...maybe more or maybe less.
[Greater Magic Fang(Ciaran): +3 hit/damage]
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 d20+2=14 d20+5=8 Tuesday December 18th, 2007 9:00:48 PM
Grymash looks at Flea up on the skiff (in her Capt Morgan pose), elbows Trellus and says, "Gry think Flea finds uh place Flea likes ta be, hee hee." With that being said, the expression on the half-orc turns serious again as he leads his pack into the 'something' that's not there.
(Spot 14, Listen 8)
What's This ? (DM JohnP) Wednesday December 19th, 2007 12:36:54 AM
The decision is made: Flea and Tishe' will scout while the others follow along. Flea's keen eyes should provide warning of anything dangerous and her jaunty pose ... well, might awe any intelligent opponents that they meet. With a smile upon her face, Tishe' handles the sails so that Dread Pirate Flea, Gnomish Terror of the Sargrass can concentrate on scouting (and striking a pirate pose).
Down on the ground, the others fall in behind Grymash. Ayreon and his brother keep watch on the spellcasters and for threats from outside. Trellus is directing everyone's actions while Gilan is reviewing what spells he might use to delay or hamper any pursuit. Murdock simply wishes that he could get out of the sun.
And he might just have his wish. Or, maybe not. For, ahead of the group on the ground, the skiff moves silently ahead on a cushion of air atop the grass. Flea has been keeping her eyes firmly fixed to the front, hoping to learn something of the unusual thing observed.
Flea & Tishe only - Highlight to display spoiler: {Then, when the skiff crossed some unmarked line, Flea suddenly sees a grass dome rising above the grass. She turns to look at Tishe' and realizes that the theurge cannot yet see what she has.
When the skiff moves ahead a little more, the pair can both see the dome. Some kind of magical effect had been hiding the dome from view but now that they are within 100 yards of the dome, they are inside the shielded area. From here, the dome looks much like any others that the pair have seen or heard tales about. What catches both their attention is the cluster of humanoid figures around an opening into the dome near where the trail of the spider-thing leads. Right now, Flea doesn't think that they have been spotted.}
Everyone Else - The skiff suddenly disappears from sight.
Ayreon Wednesday December 19th, 2007 8:50:11 AM
Ayreon is startled when the skiff dissapears from sight!
"Trellus! What happens? Should we run after them? What arcane wizardry is behind all this..."
Not having an affinity with Magic himself Ayreon is not too pleased with the suddenly invisible skiff...
He stands ready to follow the leader.
Trellus Wednesday December 19th, 2007 12:08:16 PM
Trellus stops at the disappearance of the ship, his face goes blank for a moment, as if he's concentrating on something, and then suddenly dissolves into a disgusted grimace. "Domi's Light!" he cries angrily and slaps himself in the forehead. "I forgot to cast the sunbaked Status spell this morning."
The blond man stands tight lipped for a second longer, before looking up, now much calmer. He holds up a calming hand in answer to the drow.
"Warp down, Ayreon. We're still shady. --- Gry, Murdock <the cleric slaps at his chest> - your Tears work, just like Tishe's. Concentrate on Tishe. You should be able to tell what she's feeling and if she's hurt or not."
Trellus waits expectantly for the two to report.
-------- OOC - DM JohnP, do you about the Dragon Tears? This is from the writeup I've got - Any character who has been graced with a tear will be able to tell the general health and emotional state of another tear wearing character
Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC
------ 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 Wednesday December 19th, 2007 7:26:09 PM
Flea's eyes grow round at what she sees. "Tishe'! Tishe!" she calls, unnecessarily loud, "do you think its the place we're looking for? The place the druid said would be a good place?"
Flea is oblivious to the fact that Tishe' doesn't see what she sees...at first. Running to the back of the small druidwood boat, Flea waves her arms in the direction of the land bound Bloodpack.
In her excitement, she doesn't make much of the fact the spider's trail leads to the dome, or that there is a cluster of individuals standing at the entry point.
(Yeah, but not all the dragon tears work...thanks to Mr. God of Life and Death...LOL! Flea's isn't functioning, but I believe Tishe's is.)
Grymash Wednesday December 19th, 2007 9:01:13 PM
Grymash quickly reaches out for Tishe, trying to make a connection through his dragon's tear. His being one of the few in the pack that still worked. "Tishe, where yooz be?! Whut happen ta Tishe an Flea? Do Tishe make magik ta hide from Gry eyes?!" Grymash looks back at Trellus with an expression mixed with both rage and fear.
Gilan and Ciaran Wednesday December 19th, 2007 9:25:35 PM
Gilan is pacing along with the group and keeping an eye out for trouble when, Tishe' and Flea suddenly disappear. Panic sets in as he knows that he cannot feel either of them through the tear that they all share. He starts to rush forward and it is only the commanding voice of Trellus that holds him back, letting him think a little better.
There is a hint of worry and maybe a tad of something else written on his face when he looks to Trellus. "We have to hurry forward a little faster." Though parts of what is being said are registering...other parts are not.
Ciaran sits, since the group has come to a stop. He cocks his head to the side and whines as he tries to figure out what just happened and what is going on.
[Greater Magic Fang(Ciaran): +3 hit/damage]
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
Backing Off a Little Bit (DM JohnP) Wednesday December 19th, 2007 11:05:17 PM
Most members of the Bloodpack can feel that Tishe' is still alive and healthy, simply not visible to them. Although exactly what occurred is a mystery until the skiff moves back and reappears.
Of course, Flea and Tishe' suddenly can no longer see what they did. But, perhaps, they might be able to explain what they did see to the others. At this moment, there seem to be no nearby threats.
After Flea and Tishe' report what they saw, the question still remains about the best path forward, either scouting or following Grymash in and dealing with who (or what) is presently in the place.
Vayine Thursday December 20th, 2007 2:22:28 PM
THe Drow warrior marches along with the others. his spear ready incase of an attack. he looks to his brother when he heres the suprise in his voice.
"Curses, where did they go?"
Vayine reaches out with his dragons tear.
"Tishe you there? are you safe? what can you see?"
Trellus Thursday December 20th, 2007 8:53:04 PM
Trellus is relieved to see Tishe and Flea return in the boat. He waits with growing impatience to hear what they've found.
--------
Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC
------ Spells Prepared {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)}
Grymash Thursday December 20th, 2007 8:56:17 PM
Grymash relays to the best of his ability about what he has been told. "Uhhhh, there be uh dome, but no way eyes can see. It be there an no be there." and the half-orc points in the direction of their path is following. "Dome be big like Rattledam."
Flea Thursday December 20th, 2007 9:21:25 PM
Hanging over the edge of the skiff Flea reports how suddenly she saw a dome rising above the grass. "At first Tishe' couldn't see it, but after a while she did! Dunno' why. Maybe magic?" Flea goes on to tell how the dome looked like a regular Sargrass dome, and how there was a cluster of humanoid figures around an opening, " where the trail of the spider-thing leads!" she concludes excitedly.
"I don't think they saw us, either."
Gilan and Ciaran Friday December 21st, 2007 12:11:37 AM
Gilan listens with interest, though he is quick to make sure that both of his friends are fine. Looking to Trellus he shrugs his shoulders. "If this is the dome that Flor told us of...we may have problems." Glancing around to the rest of the group he takes stock of how well they are all doing and if a fight would be good or not. Turning to Trellus he asks the question that bugs him the most. "Would we be good for another fight...if it comes to that?"
Ciaran continues to keep an eye and ear out for sounds of trouble. He is not sure what is going on but it looks like some are worried or maybe excited.
[Greater Magic Fang(Ciaran): +3 hit/damage]
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
Should We Stay or Should We Go Now? (DM JohnP) Friday December 21st, 2007 12:50:03 AM
Flea and Tishe quickly report what they saw on the other side of the magical barrier that cloaks the grass dome from sight. When Grymash suggests that it might be size of Rattledam, Flea and Tishe respond that they think that it was probably smaller. Not too much, but a little anyway. The pair of scouts didn't have much time to study the dome but they do get the impression that it is in good shape, not suffering any deterioration from time.
The big question comes down to whether the group advances now, or whether they wait. If they go, there could be trouble (the kind that Grymash, Vayine and the other fighters excel at) with the humanoids. If the humanoids are somehow linked to the wierd spider-thing and rapke-things. If they back off and rest for the night, it might allow their unknown opponents to also strengthen themselves.
It is clearly time for a hurried conference about tactics.
Ayreon Friday December 21st, 2007 2:28:20 AM
Wondering what the next plan will be Ayreon remains vigilent to whatever should come from that weird place...
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements d20+14=25 d20+15=34 Friday December 21st, 2007 8:11:51 AM
(ooc: Oh piggies, thinks SteveK, what a perfect time for the stomach flu and missing two posts!)
Tishe' is so astonished by the disappearance of Flea that for a moment she doesn't know what to do. Then instinct takes over and she heels the skiff around, darting back for the Bloodpack. (Sailing:25)
"Flea", she calls softly, "see if it looks like any of the figures know we are here. I only hope the spell that keeps us from noticing doesn't keep us from getting out!"
She thinks hard on the spell, feeling there is something familiear (Arcana:34)
Spells Endure Elements; 48 hours Endure Elements (on Murdock) 24 hours
Murdock (sub-SteveK) (AC 25 HP 35/35) Mage Armor Friday December 21st, 2007 8:14:59 AM
"The spell effect looks remarkably like a Tiny Hut only much, much bigger."Highlight to display spoiler: {(having the spell, I didn't roll for knowledge)}
Effects Endure Elements (from Tishe') Mage Armor: (3584 rounds) +4 AC
Trellus Friday December 21st, 2007 2:12:03 PM
The blond cleric grins and bounces happily on the balls of his feet at the news they've located the Dome.
"Shady - we've found them and they ain't found us."
Trellus starts back down the path, away from the dome. "Let's back up a ways and settle in for the night. We'll give the place a good going over in the morning and see who's side them dudes are on."
If no dissenting opinions come up, the cleric retreats about a half mile and then plows another half mile through the Grass, making sure the Bloodpack is out of sight. The idea that the dome dudes can use the night to strengthen as well doesn't bother him at all. They've no idea the Bloodpack is coming, and (more importantly) the pack will be full strength. And Trellus will happily put his fully loaded packmates up against just about anybody.
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC
------ Spells Prepared {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)}
Grymash d20+9=20 Friday December 21st, 2007 4:32:47 PM "Gute! Gry be lookin for place ta camp. Sum place shady!" He begins to survey the area and tries to determine which way looks best (Survival check 20) Grymash then turns back to the finger wigglers of the pack and says, "Unlesses Murdock, o' Tishe, o' any other gots sum camp magik dat wills hide da pack."
Flea Friday December 21st, 2007 6:09:10 PM
"Follow that cleric!" directs Flea, then she sets to work doing as Tishe' instructs in order to sail the ship in the direction Trellus takes.
"Might be a good idea to disembark," she says a slight tone of sadness in her voice. "I don't believe they saw us, but if there are scouts, they could yet spot the skiff, though perhaps not a pack in the grass."
Tishe' (2nd POst) Friday December 21st, 2007 6:34:59 PM
"Why, sweetie", Tishe' exclaims to Grymash, "I've got a spell that can campflage us called "Tiny Hut", and with my armband Gilan made for me (that holds Tishe's Pearl of Power), I can cast it twice to give us room enough for 16 people and companions."
Vayine Friday December 21st, 2007 7:24:42 PM
OOC: Sorry all for the low postings this week, its been finals week so I have been rather busy. on the Up side,I finished my Associates degree yesterday. WOOT!
Vayine places his spear in his pack, and pulls out his well worn sword. "Well if were fighting mages, this will do me better, than the spear." he says to no one in particular.
The drow warrior waits witht he others as every one decides on a plan.
"I agree Trellus, if were going to be fighting some kind of monster makers, we should have our casters ready....who knows what they have created."
Gilan and Ciaran Friday December 21st, 2007 8:05:07 PM
Gilan nods his head and starts the process of heading back down the path. When the cut off to the side and slip into the grass he feels a little better. "We may want to set up a little defense in the morning before we approach the dome." This is just an offhand comment to Trellus but he figures that his packmate is thinking along the same lines. "Maybe we should coordinate our spells for what might come about." He does not like the idea of having a long list of spells that are useless for what could turn ugly.
Ciaran is right beside his brother as his pack moves through the grass. His is slightly stiff-legged as he goes and seems nervous.
[Greater Magic Fang(Ciaran): +3 hit/damage]
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
Camping (DM JohnP) Friday December 21st, 2007 11:21:30 PM
Trellus leads the way back along the trail and then deepeer into the Sargrass. Preparation and planning has won out, so the Bloodpack are getting ready to spend the night. Tishe' volunteers to provide magical housing to shelter them from the elements and, perhaps more importantly, from any wandering creatures that might like to snack upon the Bloodpack.
The summoned shelters are everything that the theurge promised. Roomy, comfortable and secure for the night. While everyone prepares for sleep, there is time enough for discussion of tactics for the coming day.
Once that is completed, everyone has a restful and undisturbed sleep when they are not on watch. When morning arrives, everyone rises with the knowledge that today is the day that they will explore the grass dome.
DM ANNOUNCEMENT (JOHNP) Friday December 21st, 2007 11:23:14 PM EDITTED ON DECEMBER 22 - JohnP
Everyone receives 3000 experience. If that is enough to cause someone to level, please add one (1) hero point as well, and update your character sheet and send it. Take your time over the holidays to make the character sheet revisions.
Please send an e-mail if there's someone that you feel should be nominated for a hero point for the last combat.
JimW - OK. I am a little confused now. So, did we get 5000XP for the last battle or 3000XP for it? I mean, if I go with what I was originally thinking when I saw everything...I might have thought we were getting 8000XP total. Sorry, but I just got all confused.
Flea Sunday December 23rd, 2007 10:13:24 PM
Flea wakes up early, and rifles through her pack trying to find something...anything...that will make a passable breakfast for the party before they head for the dome.
ADM StevenVdB : Posting Record Game 10 Monday December 24th, 2007 5:56:07 AM
Posting Report for Game 10 for the week of December 17 - December 23
The group follows the spider trail untill the skiff scouts see something strange in the distance. Moving out alone, the scounts suddently vanish from sight... Sensing the scouts are still very much alive the group waits to rush after them... If only it doesn't take too long...
Grymash d100=29 Monday December 24th, 2007 11:51:57 AM
Back during the night, before turning in for the evening, Grymash removes a highly decorative clay bowl from his haversack. While sitting by the fire, he lights a small nub of a candle and burns a pinch of incense in its flame. Grymash beings a low chant that he mutters mostly to himself. He then runs his finger along the rim of the bowl twice, and then twice the other way. Loosening the strings on a pouch, he dumps the contents into the bowl. The contents being small pieces of bones from various creatures, all covered in runes and other symbols. Then Grymash asks, "Tell Gry dis ... wills it be gute dat Bloodpack go to da dome or wills it curse da pack likes da spider an rapke? Whut be our fortune?" Grymash waits for the bones to stop rolling around the bowl so he can read what they say.
(Casting Augury. 73% chance for a meaningful answer. Rolled a 29. Weal or Woe?)
Trellus Monday December 24th, 2007 12:30:01 PM
The cleric nods agreement with Gilan. While Grymash is casting his Augury with Gargul, the blond man huddles up with Murdock, Gilan, and Tishe.
"'Kay, we can't say for sure that the dudes in there are all bad guys. So, I figure Flea an' maybe Gil are gonna have to snoop a bit first. But, if it does come to a fight, we better be ready. I figure I'll memorize spells dealing with magic, protections, and people - Dispel Magic, Hold Person, Command, Prayer and the like. I'll also have True Seeing and Spell Resistance on me as well. Murdock, how 'bout you concentrate on the offense? Tishe, can you pick up an Invisibility for Flea tomorrow?"
He looks around
"Any other ideas?"
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Monday December 24th, 2007 3:53:09 PM
"OK, sweetie", responds Tishe' to Trellus, "I'll work on support spells for tomorrow. But I can't weave illusion spells, and that includes making people invisible. Not even with a wand. Murdock will have to do that."
Spells Endure Elements; 48 hours Endure Elements (on Murdock) 24 hours
Murdock (sub-SteveK) (AC 25 HP 35/35) Mage Armor Monday December 24th, 2007 3:55:04 PM
"How many Invisibility Spells will we need? Just one for Flea?" The drow looks indulgently at the female gnome. "I'll make sure she can't be seen for a time."
Effects Endure Elements (from Tishe') Mage Armor: (3584 rounds) +4 AC
Ayreon Tuesday December 25th, 2007 3:58:54 AM
Ayreon is intrigued by the magical dome but has little knowledge about these things so hasn't got a clue how to proceed. While the others discuss plans Ayreon sharpens his blade and makes his inventory of his arrows...
Flea Tuesday December 25th, 2007 8:00:12 PM
Flea doesn't eavesdrop on Trellus and the wiseguys. She will do whatever the cleric directs. No. Flea is mesmerized by the cleric of gargul and his occult magicks. She moves in close. The small flame throws shadows on her face, making dark hallows where her eyes are.
Flea waits until Grymash finished his ceremony and assumes a natual appearance before asking her questions, "can you see things in there? Can you learn if someone, someone particular is okay?"
(OOC: Happy Holidays everyone!-Carla)
Vayine Tuesday December 25th, 2007 10:34:30 PM
Vayine Stands by the others, listening to the plans being hatched by the group.
"You have my blade, and my shield at your disposial." he says to the others.
Plans and Portents (DM JohnP) Wednesday December 26th, 2007 11:58:34 PM
Grymash rolls the bones and stares into the bowl while he waits for them to settle. His companions are discussing strategy, particularly spell selection, while the half-orc continues to wait.
After some discussion ... and the continued rattle of bones ... they seem to have selected a strategy. Mainly, plans for protective magics and support for Flea and the others.
The bones finally stop rattling and Grymash has his answer. Or not an answer. Or both, since it seems that the results are mixed. Obviously something good could come of exploring the grass dome. But something dangerous may lurk inside, too.
Ayreon Thursday December 27th, 2007 2:33:07 AM
The Drow fighter patiently waits till the final plans are made. Then he'll put away his weaponry and ready for whatever will be i nthat dome thing...
Tishe' Thursday December 27th, 2007 7:03:34 PM
Braiding a sprig of holly into her hair, Tishe' makes ready camp, looking after the bedding and then bringing out her starchart to relax and look at the stars. Wart the horned toad plays with some uncarded wool as Spartacia sleeps nose to tail nearby.
Watch and sleep comes in thier turn, and in the morning, she is ready to get her spells for the upcoming encounter.
Grymash Thursday December 27th, 2007 9:16:44 PM
Grymash looks over the bones with confusion. It had both signs of weal and woe. "Gry no know whut ta say. Da bones says both ways. Tomorrow at da dome, it be gute an be bad for da Bloodpack. Gry no know whut else ta says."
He turns to Flea and thinks hard about the question she asks. His brow furrows under the strain. Grymash isnt sure how to phrase it. "Uhh, da bones no tell how sumeones be doin'. Da bones only tell if whut ya doin' bring gute or bad befores ya try. Dat da bestest Gry words can say."
Flea Friday December 28th, 2007 12:42:34 AM
Flea accepts Grymash's information with a nod.
She seeks out Trellus, and listens to what he wants her to do. She hopes today will be the day the party sets out to explore the new dome.
"If you want me to scout ahead, I can go check out the entry way. I could find out what the entry set-up is like how many guards, and who goes in and out." Looking hopefully at her packmates whe continues, "maybe we can sneak in disguised?"
Vayine Friday December 28th, 2007 8:48:50 AM
The Drow listens to the Half-orc clerics Reading and shakes his head. Both good and bad...that was something to think about..their actions could have a much larger effect.
Trellus Friday December 28th, 2007 4:15:47 PM
Trellus thumps Grymash on the shoulder sympathetically. "Its shady, Gry. I get that a lot, too. I think it means there is something good out there, but we gotta be shuttlecocked cause its guarded by something nasty."
The cleric's face clouds. "I also think it means those dudes probably ain't gonna be happy to see us." He gives the barbarian a grin. "See, you did learn something."
At Flea's comments he nods, joining in on the group planning. "I like the idea of you and Gilan scouting," he answers. "Murdock can turn you invisible, and Gil can change into a prarie pig or something..." <Trellus takes a glance at the druid out of the corner of his eye to see his reaction to the teasing suggestion> ... "and then you come back and tell us the pattern."
The blond man wrinkles his brow in thought. "I'm not seeing how we can all sneak in there, though. Not unless you find something we can use."
Vayine Friday December 28th, 2007 5:26:56 PM
We were all invisable at the arena. If Flea can scout the area and tell us what she has found, than we can all approuch invisable. maybe get past a few guards or get the suprise on them.
Flea d20+23=36 d20+11=30 d20+14=26 d20+9=25 Friday December 28th, 2007 8:40:25 PM
Flea will accept whatever protective spells her pack-mates can offer, and when the druid is ready, she will set off through the grasses to see what she can see, and hear what she can hear. Flea will pay particular attention to:
1. Who/what is going in and out of the dome 2. Who/what and how many are guarding the entry way. 3. If she can get close enought un-noticed, she will eavesdrop on any conversations that are going on.
Rolls: Hide=36 (if no Invisible spell is cast Listen=30 Move Silently=26 Spot=25
When the rogue's curiousity is satisfied, she will return to the pack in the grass and report all that she has learned.
Scouting Report (DM JohnP) Friday December 28th, 2007 11:08:18 PM
The Bloodpack discuss the significance of Grymash's divination spell, wondering exactly what it could mean. As they do so, Flea suggests that she could try to scout the entry to learn what she can. The others think that this is a good option, so the rogue waits for any magical aid or protections and then moves quietly towards the entrance.
Flea gradually picks her way through the grass until she reaches the trail that the pack had followed on the previous day. The rogue uses that as a guide until she reaches the spot where she and Tishe' had breached the magical protection concealing the dome. She stays in the shadows under the grass until she nears the cleared area outside the dome. From what she can tell, the humanoids outside the dome's entrance are not expecting anything to attempt infiltrating the dome. Edging around the clearing, Flea can get reasonably close.
Flea has a moment of fright when she sees another group of rapke-things return to the dome along with a spider-thing. Obviously, it isn't the ones that the 'Pack destroyed the day before and they seemed to come from a different direction. The spider-thing is dragging an mass of webbing behind it that bounces over the ground. When Flea looks closer, she sees that the webbing binds several dead, or nearly dead, creatures that the hunting party has collected. The humanoids move aside mutely when the things enter the dome. As Flea continues to watch, she figures that there are maybe twenty humanoids around the entrance but it is difficult to tell because the humanoids are all dressed in shabby robes and move to and from the interior of the dome in small groups of three or four individuals.
Even though she should be close enough to hear conversations, Flea doesn't hear the humanoids conversing. However, she sometimes sees the groups stand close together as if they are conversing but even her highly trained ears can detect not even a whisper.
After watching and listening for a short while, Flea decides that it is time to return to her companions. Once she returns, she relays what she has seen and (not) heard to her companions.
DM Note (JohnP) Friday December 28th, 2007 11:09:36 PM
There might be a DM post on Monday and Tuesday, depending on posting.
Expect a return to the regular posting schedule on Wednesday.
Flea Friday December 28th, 2007 11:17:27 PM
After recounting what she has seen, Flea wonders aloud, "do you think we could pretend we were like the poor folks in ragged clothes and sneak in? Or, maybe Gillan can turn himself into a giant spider and web us, and drag us in?"
The gnome rubs her posterior, and a frown forms on her face as she reconsiders the wisdom of her idea.
C Saturday December 29th, 2007 11:59:25 AM
Greetings Woldians,
I hope you've been keeping up with the changes we've been discussing on the LnB. If not, you have a novel to read amongst all the posts.
Basically, we're doing the following things:
--purging all 2nd characters from everyone except DMs...that's their reward for being a DM. --We're adding a new type game: Challenge Games. It is a 2 year campaign game. We're calling our normal games Career Games.
Anyway, because of the Challenge Games, which will begin ASAP for their first 2 year run, as well as the pruning of the 2nd characters, we'll be holding a vote starting
WEDNESDAY, JANUARY 2ND
...and ENDING on
MONDAY, JANUARY 7TH
We'll be voting on one thing only:
Do you want to play in a Challenge Game or a Career Game?
If you choose Career Game, I"ll want a second piece of information. I will need to know if you want to remain in your current game or move to another.
That's it.
Voting is NOT accepted until January 2nd and all votes will be emailed to me here at gericko@gmail.com. I will not accept votes that are made on the LnB, though you may post your vote there if you want.
If you don't vote, then the ACDMs and I will be PLACING you into a Challenge game by default as that is the "new thing" and we're kinda pushing it as a new option.
Let me repeat that and reword it:
If you don't vote you lose your right to choose your game and WILL be placed. Yeah I know that is hard, but we're moving forward and don't want to have votes trickling in weeks later.
This email is just to get your attention in case you haven't been following the information overload on the LnB.
If you have a question about all this or are now totally confused, reply to me only or post on the LnB where you'll get 100s of people telling you what is going on. :)
Or you can IM me on AIM. My handle is Gericko.
Enjoy your day and don't freak out!
CDM Jerry
Vayine Sunday December 30th, 2007 4:56:36 PM
The idea of the spider dragging them in doesn't bother the drow that much, he had been around spiders all his life. he just doesn't like the memories that they drag up from in himself.
The idea of being dragged into the place, captive, even if it is Gilian dragging them, doesn't bode well, trying to escape from the webbing could take precious seconds away from a suprise attack or an ambush on the party.
but as always, the Drow warrior will do as the party suggests.
Gilan and Ciaran Sunday December 30th, 2007 10:47:22 PM
Gilan had discussed his spells with the group before he rose in the morning. He had decided on a mix of defensive and offensive spells, though he leaned more towards defense.
With the idea of a morning scouting party he joins Flea in one of his different forms, one of a large Sargrass wasp. He figures that maybe he will give Trellus a sting when he gets back...maybe.
Returning from the recon mission with Flea he goes over and lands upon Trel's shoulder. His stinger flexes over the mans little bits of exposed skin and he buzzes in happiness.
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
[Remember that Gilan lent his Speak With Animals wand to Tishe' and she should still have it on her. It might be useful to at least have that spell cast on Gilan by Flea so that she can communicate with him if needed.]
Trellus Monday December 31st, 2007 9:45:06 AM
That morning, Trellus keeps Flea from leaving until he's done with his prayers and Murdock is done studying. Once complete, the cleric casts Status on Gilan, Grymash, and Flea.
While the gnome is gone, the blond man casts Magic Vestment on his armor and shield, and Endure Elements on himself and Murdock.
Flea returns, accompanied by a very large wasp that lands on the cleric's shoulders - its stinger hovering threateningly above his exposed legs. Trellus stands very, very still - his eyes alternating glances between the mandibles very close to his head, and the stinger very close to his legs.
"C'mon Gil," he complains in a half whining/half annoyed tone, but still holding himself completely motionless. "This ain't funny." He could swear the buzzing is laughter.
Its only after the insect finds a new perch that Trellus can bring his attention back to the question of the dome, and only then after shooting Gilan a dirty look, or two. After a bit of time, though, he settles down and mulls over Flea's report, rubbing the short stubble on the the back of his neck.
"Sounds like those dudes are talking with their minds, kinda like the Oglians," he remarks. A sour look clouds his features. "If they ain't people, I just prayed for a bunch of spells I won't be able to weave." The thought passes, and the cleric continues to ponder. "I don't think Gil can make himself as big as those spider things" - he looks to the wasp for confirmation. "And I'd rather not try to just walk past dudes that may expect a greeting or something. How 'bout a back door? What's the dome made out of? Maybe we can cut in from the back or top."
"Murdock, you got that mass invisibility spell?"
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC
------ Spells Prepared {cast as level 10 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Monday December 31st, 2007 11:51:21 AM
In the morning, Tishe' takes an hour to contemplate the wonders of Mother Wold along with her spellbook and snuggled with Wart (her horned toad) and Tacia (her ridgebacked doggie).
Once ready, she casts various spells to assist her companions. Endure Elements (with Rod of extention) on Murdock, 48 hours. See Invisibility, on Flea, 60 minutes Barkskin, on Flea, 60 minutes; Pass without Trace, on Flea, 6 hours;
Then, with crossbow and ice staff, she is ready to support the Bloodpack.
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 60 minutes Pass w/out Trace (on Flea) 6 hours, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)60 minutes, +3 AC
Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations]) White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash Red: Summon!, Grease, Shield, Shield, Animate Rope Orange: Glitterdust, See Invisible*, Fog Cloud, Web Yellow: Summon III, Stinking Cloud, Fly, Dispel Magic }
Vayine Monday December 31st, 2007 5:47:42 PM
Deciding to be useful Vayine goes into some streches, running through a series of attacks, blocks and counter attacks to prepare for the day. Noting the increasing heat, he activates his endure elements tattoo.
Endure elements (24 hours)
Gilan and Ciaran Monday December 31st, 2007 7:26:42 PM
With a last happy buzz he flies off to land on his pack and listens into what is being said. As Trel looks to him about his being a spider of the right type he shakes his wasp head no. He is pretty sure that those things are aberrations and that is beyond him.
He will allow Tishe' to tap him with the Speak with Animals wand as well when he gets back and stay near her so that he can speak to her. As such he will be able to speak with her alone and that is what he does. "The dome seemed to be made of the same grass as the Rattledam dome. There is obviously magic around it and maybe on it, seeing as we could not find it." Thinking for a few minutes he nods his wasp head. "Flea and I could make another scouting and this time go all the way around the dome?" To everyone but Tishe', this will come out as just a bunch of buzzing.
Ciaran eyes his brother as he lays near his pack. Though he only has the one eye open and he seems to be silently laughing about something. Still before long he settles down and figures that his brother can take care of himself for now.
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 (var. spells-see below) (AC 21+3, HP 56) d20+23=41 d20+11=13 d20+14=28 d20+9=23 Tuesday January 1st, 2008 7:41:34 PM
If Trellus is in agreement, Flea embarks on a second reconnaissance of the dome.
The gnome is bouyed by a sense of invincibility, thanks to her skills, the blessings conferred by Domi through the cleric, and Mother Wold trough the druid-in-training.
Rolls: Hide=41 Listen=13 Move Silently=28 Spot=23
DM Sanity Info:
From Trellus-Status From Tishe'- See Invisibility 60 minutes From Tishe'-Pass w/out Trace 6 hours, move through any type of terrain and leave neither footprints nor scent From Tishe'-Barkskin (on Flea)60 minutes, +3 AC
Gilan and Ciaran Tuesday January 1st, 2008 9:28:00 PM
Gilan silently waits now, still in his Sargrass wasp form, to see what will be decided and if his message will be relayed to Trel.
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
[I am assuming that a charge was used from the wand so that he can either talk to Tishe' or Flea.]
More Scouting (DM JohnP) Tuesday January 1st, 2008 10:48:19 PM Welcome Back from the Holidays! Remember to Vote concerning status of the game!
Fortified by the spells offered by her companions and the knowledge that the fighters are willing to back her up, Flea and Gilan set out for another reconnaissance of the dome.
Retracing her steps to the dome is relatively easy and it takes only a short period of observation for Flea to determine that the guards don't truly follow any set pattern. Flea and Gilan study what they can see of the dome and estimates that it is several hundred yards in diameter, possibly 300 to 400 yards.
The pair set out to circle the dome, keeping to the edge of the grass. They find that their estimate of the dome's size is pretty accurate. They see two other entrances, each guarded by more of the humanoids.
Midway between two of the entrances, Flea remembers Trellus' words and slips up to the wall. Holding a knife so that it doesn't betray her by casting a reflection, the gnome tries cutting the woven grass fabric of the dome. She finds that her knife slips and slides over the surface, not finding any purchase to cut or pierce the fabric to create a hole.
With that bit of disappointment, Flea and Gilan return to their companions.
CDM Jerry Voting Begins Now!! Wednesday January 2nd, 2008 3:44:25 AM
2008 WOLDIAN PRIMARY BEGINS NOW!
Here is the ballot: Please complete, copy, and post your vote in Lynn's Café Message Board on the site.
Please avoid any "additions" to the vote if possible. Yes, we know you're an individual.
You need to vote by Monday January 7th or you may be assigned to a game.
I'll post my vote after this one as an example.
If you have a question about voting, not a comment or discussion, post your question.
Take all comments and discussion about the votes to the Loot 'N Booty board please.
Jerry
-----------------
OFFICIAL BALLOT
Character Name(s):
Current Character Game(s):
-----
Place an X BEFORE your single choice of vote:
--I wish to play in a Challenge Game.
--I wish to play in a Career Game.
------
If you voted for a Career Game, please place an X BEFORE your single choice of vote:
--I wish to continue playing in my CURRENT game.
--I wish to play in a brand new Career game.
--I wish to play in a different Career game. (I want to join __________. Fill in the name of the game you wish to join.)
-----
If you voted for a Challenge Game, please place an X BEFORE your single choice of vote.
--I wish to play in The Great Dwarven Adamantite Rush Challenge Game. [DM to be decided. May be Jerry(me)]
--I wish to play in The Uncharted Lands Challenge Game to be DMed by Bob and Carla. --I wish to play in the HELL ON WOLD (Earth)!!!! Challenge Game to be DMed by Jim Frick. (note that there may be other Challenge Games offered, but as these were the first to have an approved advertisement, I'm offering these to be filled first.)
Ayreon Wednesday January 2nd, 2008 6:03:51 AM
Ayreon looks at the others caught in thoughts... there's something strange going on in the Wold and he feels it inside. Almost as if some strange force is pulling him away...
ooc: due to the choices that we have to make Ayreon will have to leave this great Career Game. Sorry Tony as our history was based on two drow brothers. DM, is there a way to write Ayreon out of this game?
Trellus Wednesday January 2nd, 2008 9:38:37 AM
Flea and Gilan return again. After receiving the report that the dome appears unbreachable, the pack leader lays it out for the group.
"OK, so we got ourselves a dome that we can't cut into and is guarded at the three possible entrances. Them spider things are dragging in mostly dead Plains critters, and we've seen twisted Rapke - so you gotta think there is a connection there - AND you gotta think them dudes are up to something sunbaked. So, they ain't gonna want to see us.
So, I'm thinking plan A is go to the back, take out a set of guards as fast and quiet as possible, and walk on in. Plan B is Murdock somehow gets inside, and then does his teleport thing to come back and zap us all in there. An' I got no Plan C."
The cleric looks around, "Anybody else?"
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC
------ Spells Prepared {cast as level 10 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Murdock Wednesday January 2nd, 2008 2:12:19 PM
/OOC : IM BACK!!!!! Much thanks to my friends who subbed for me during my nightmare month.
Murdock rubs his chin at Trellus's question. "I think I can pierce the dome with a dimensional door. Only, it could be rather painful, If it didn't work, I could be severely injured. I also need to rest to prepare for the undertaking." the drow says.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Wednesday January 2nd, 2008 2:47:44 PM
ooc: voted
Once we are all rested, I think we strike hard and fast. It looks really sunbaked here, what with the spiders killing animals to be brought back. I'll just bet my loom that the humanoids are some sort of undead, too!"
Tishe's brown eyes flash as she jumps to her conclusions; thinking of the evil bully who is currently using the dome.
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 60 minutes Pass w/out Trace (on Flea) 6 hours, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)60 minutes, +3 AC
Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations]) White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash Red: Summon!, Grease, Shield, Shield, Animate Rope Orange: Glitterdust, See Invisible*, Fog Cloud, Web Yellow: Summon III, Stinking Cloud, Fly, Dispel Magic }
Flea Wednesday January 2nd, 2008 8:08:28 PM
Flea shares what she has seen and experienced with her packmates.
"I dunno," she says, kicking at the dust at her feet. Then looking up at her friends, with a wide grin, "'course Tishe' here could maybe weave some sort o' grass idol. We could drag it up as close as possible an' leave it in front of one of the entrances. Meanwhile, we could all be hidin' inside the thing with our weapons and such. Maybe even some could be shrunk down small for a while. Once we get brought into the dome, we could wait until it was safe, and sneak out! That would take them by surprise!"
The rogue rubs her hands together at the idea of the great joke the party could play on their apparent enemies.
Decision Time (DM JohnP) Wednesday January 2nd, 2008 11:11:03 PM
The Bloodpack listens to Flea report what she and Gilan saw when they made the second reconnaissance of the dome. Everyone looks at each other, wondering how to proceed and investigate the interior of the dome.
Trellus is the one who proposes either rushing an entrance and then dealing with whatever response occurs, or somehow teleporting inside. Murdock indicates that he thinks that he could handle the teleportation but reminds everyone that there a bad outcomes if he is off target. Still, if the dome is like the others that Murdock has seen, he might be able to make a good guess.
While the others are debating this choice, Flea suggests a strange ruse to trick the creatures into taking them inside. Of course, they've only seen the spiders dragging dead and wounded creatures inside, but if they all crawled inside a large dead creature it might just work.
Ayreon is wavering about continuing with the group but he is committed for the timebeing. Still, the Bloodpack needs to decide how to proceed.
Vayine Wednesday January 2nd, 2008 11:26:15 PM
OOC: If you like i can write something up for Ayreon's departure. Its up to the DM.
Vayine looks to the others "well I guess I am as ready as I will ever be."
Gilan and Ciaran Wednesday January 2nd, 2008 11:37:46 PM
As Gilan comes back with Flea, he allows his human form to slowly stretch itself out of the wasp one. As he stands on his feet he shakes himself and cannot keep a smile off his face. "I so love that." As he listens to the others he nods his head several times. "It might be possible to get Grymash and maybe another bruiser close. Surely they could take out a guard rather fast and give us the edge." He is not sure about the teleporting inside as he has never really tried that and figures that is an area that Murdock is more suited to speak about.
Ciaran continues to lay near his brother's pack and watch. He feels a need to get up and move around but does not give into it.
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 Thursday January 3rd, 2008 2:50:49 AM
Grymash prepares for the challenge ahead. He casts a protective spell on himself. He smiles feeling the energy from his god fill him. Grymash should be successful, Gargul is with him, looking over him and his pack.
Grymash makes a suggestion to Trellus about taking out the guards quietly. "Gry can make da Silent magik and themz guards not ever hear Gry coming. An no ones will hears da guards scream too!"
(Cast Protection from Evil.)
Ayreon Thursday January 3rd, 2008 6:23:34 AM
"Let's hurry friends... I have a bad feeling about all this... as if I'm... fading..."
Taking his beloved bow he looks at the others hoping for some action soon.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Thursday January 3rd, 2008 10:09:24 AM
"I don't like the idea of some of us going in one way and some another. The Bloodpack strength has always been supporting each other. Whenever we separate in battle, bad things start weaving."
Tishe' is itching to attack.
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 60 minutes Pass w/out Trace (on Flea) 6 hours, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)60 minutes, +3 AC
Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations]) White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash Red: Summon!, Grease, Shield, Shield, Animate Rope Orange: Glitterdust, See Invisible*, Fog Cloud, Web Yellow: Summon III, Stinking Cloud, Fly, Dispel Magic }
Trellus Thursday January 3rd, 2008 11:26:41 AM
Trellus thinks, chewing on his lower lip and rubbing his hand over the back of his neck as he paces up and down a ten foot path in the grass.
"Well," he says slowly. "I don't wanna risk sticking around here another day for Murdock to get the spells he'd need. Sooner or later, we're gonna get found." He looks up with a grin, "Sides, we've never really been the sneaking type anyway. Let's do it Gry's way. I got an invisibility potion. If we can get Gry, Vayine, Flea, and Gilan right up there, that should take care of guards, I'd think."
"We get dudes invisible, we get it quiet, an' we cut their threads."
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC
------ Spells Prepared {cast as level 10 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Vayine Thursday January 3rd, 2008 6:57:08 PM
"Aye, a solid plan, I can go with that plan. Maybe a few support spells to help, like that strength spell, and that wooden skin spell. shady both."
Making A Plan (DM JohnP) Thursday January 3rd, 2008 11:54:52 PM
The Bloodpack debates the best path forward. When Flea and Gilan hear the debate about the hazrds of teleporting blindly, they mention that the 'Pack could probably get to a point outside an entrance where they could remain hidden and Murdock could still see inside the dome. Of course, he wouldn't be able to see very far but it might get them past the first batch of guards. It might be nice to know if anything is lurking inside, though.
Of course, Flea and Gilan both estimate that the humanoids outside wouldn't prove much of a challenge for the Pack. They all seemed to carrying weapons and seem to have little or no armor. Grymash might be able to go through them quite easily.
DM Reminder (DM JohnP) Thursday January 3rd, 2008 11:55:53 PM
I have not received updated character sheets from anyone yet.
It's even easier now ... just click on my name below (John Petherick) and an e-mail window pops up.
Trellus Friday January 4th, 2008 11:38:52 AM
The cleric decides. "Plan A it is. Flea, get us close as you can."
Trellus hands Grymash a potion. "Makes you invisible," he says. "Give it to Vayine if you don't need it. Can anybody make Vayine invisible too?"
With the rest of the Bloodpack, he follows Flea back toward the dome. Once they're as close as they can get, he casts Bulls Strength on Vayine, and nods to Grymash for the barbarian's Silence spell.
As discussed earlier, the blond man is looking for Gilan, Flea, Vayine, and Grymash to launch a surprise attack on the guards.
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 10 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Friday January 4th, 2008 12:39:31 PM
Keeping her crossbow cocked and Staff of Ice in her hand, Tishe' waits beside Trellus to dash forward once the fighting starts.
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 60 minutes Pass w/out Trace (on Flea) 6 hours, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)60 minutes, +3 AC
Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations]) White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash Red: Summon!, Grease, Shield, Shield, Animate Rope Orange: Glitterdust, See Invisible*, Fog Cloud, Web Yellow: Summon III, Stinking Cloud, Fly, Dispel Magic }
Grymash Friday January 4th, 2008 1:39:34 PM
When the group is ready to take the potions, Grymash will pop the cork and down his, but only when they all decide to. Grymash also adds, "Betters keep uh hand on each others, weez no be able ta see or hear da others. No get separated." When everyone is ready for it, Grymash will cast his Silence spell on one of his daggers. If he needs to get rid of it, he only needs to throw it away.
Gilan and Ciaran Friday January 4th, 2008 5:09:18 PM
Gilan is all smiles as he glances to Trel and nods. He moves along with the rest as they travel through the grass and stops when they reach the very limits of the grass. He lays a hand upon the large head of Ciaran and smiles. "Protect Tishe' for me." He ruffs up the wolves fur and then glances around, waiting for the order to move...though his form is already rippling in change.
Soon beside Ciaran is a rather large Sargrass wasp once again. He lightly buzzes as he prepares his wings to fly and then he is lost in the air. He keeps his flight high enough that noone would be likely to notice him, though he is mostly silent.
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) d20+13=19 d20+23=43 d20+11=31 d20+14=17 Friday January 4th, 2008 7:38:17 PM
Some of the magiks cast on the rogue expire, but others endure. "Save the invisibility for someone else," Flea volunteers, "I'm pretty sure I can remain hidden from sight," she adds tapping her leather Sadow Armor. "'sides," she continues, "I don't seem to be weaving a trail at all, thanks to Tishe'."
Flea backtracks the route she and Gilan had scouted previously. The rogue keeps an eye out for any traps, and such (Search/Detect Traps=19). The closer the party gets, the more measured her steps.
If she can, she will try to sneak behind any unsuspecting individuals acting as sentry.
From Trellus-Status From Tishe'-Pass w/out Trace 6 hours, move through any type of terrain and leave neither footprints nor scent
Moving In (DM JohnP) Friday January 4th, 2008 11:16:06 PM
The Bloodpack moves into battle order, moving carefully towards the dome. Flea leads the way, silently moving through the shadows. The spellcasters and fighters fill in behind, ready to do violence to the things guarding the entrance of the dome.
Once they get to the edge of the grass, the Bloodpack can plan how they want to proceed.
Map coming this weekend.
Entrance Map (DM JohnP) Saturday January 5th, 2008 10:34:48 PM
The Bloodpack come up to where the grass has been beaten down around the dome. They see four groups of the humanoids outside the entrance in the cleared area, walking slowly back and forth.
Determine where your characters will start / initiate combat from. Presumably this is within the cleared path, or behind some cover that you can charge from.
Gilan [HP: 118/118 - AC: 25] and Ciaran [HP: 80/80 - AC: 24] Sunday January 6th, 2008 9:03:21 PM
Gilan glances into the clearing to take a quick count of the enemy and is surprised to see so many. They must have been doing regular patrols. He casts a simple spell upon both Grymash and Vayine before he finally shifts into his wasp form.
Ciaran stays near Tishe' as he was given an order to protect her as best as he can. To do this he stay at his side and watches for trouble.
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, 62 HP*) Sunday January 6th, 2008 11:40:48 PM
Flea creeps into postion, remaining hidden in the grass.
Position - 20/AC
*(Will try to have new PC sheet in tomorrow p.m.) Also, still working on Bloodpack archives review.-Carla)
Murdock Monday January 7th, 2008 8:58:33 AM
Murdock nods his assent to Trellus's plan. "There is one thing to add", the dour mage mentions. "I could of course if we waited, teleport several of us to the other side of the guards for a suprise attack, while the rest of us attack from the front." The Bloodlust in the mage is beginning to emerge and he is ready for battle.
/ooc: I will try to get an updated character sheet as well. Mr. DM, would you please indicate how muc experience was gained?
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Monday January 7th, 2008 4:40:09 PM
Tishe' moves a full walking speed without a trace through the tall Sargrass (being a druid) and takes a quick look at the shuffling humanoids.
"On your signal, Trellus, I'll put a dome of ice over the group closest to the doors. That'll stop them from getting help or joining the battle until it is too late."
Marking deeds to words, the mystic makes ready to step 5 feet out of the 'grasses and use her Ice Staff to cast a hemisphere of ice over the group closest to the doors of the grassdome.
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 60 minutes Pass w/out Trace (on Flea) 6 hours, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)60 minutes, +3 AC
Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations]) White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash Red: Summon!, Grease, Shield, Shield, Animate Rope Orange: Glitterdust, See Invisible*, Fog Cloud, Web Yellow: Summon III, Stinking Cloud, Fly, Dispel Magic }
Vayine {82/82 hp, AC 30, Bulls strenght, barkskin, endure elements.) Monday January 7th, 2008 7:29:10 PM
OOC: Gry do we attack as a team, or pick each pick a different group?
IF: If bloodpack works as a team or in pairs, he will follow his mates, if vayine works alone he will charge the group of 4 (Near the bottom of the map.)
Trellus (Ac 25, 88/88 hp, Shield of Faith) Monday January 7th, 2008 8:34:50 PM
Turning the corner and seeing all the guards, Trellus ducks back back into the Grass [AV 19] and makes a sour face. "You call that THREE???," he quietly complains to Flea and Gilan. "Remind me to teach you dudes how to count."
There's no help for it now, and the cleric does his best to rearrange the plan even as the pack moves out. "OK, there's too many to keep this quiet," he notes. "So let's just stick with fast."
"Tishe, you ice up those four [O11]. Gry, you got those five [T6] - Tishe, you back up Gry. Murdock, you teleport you and Vayine and Gilan and me just beyond those six. Flea and Ayreon can strike at these four as soon as we appear and get everyone turned around. The signal for Murdock and Tishe will be Gry's attack."
The adrenaline starts pumping, and the blond man forces himself to remain calm as he casts a defensive spell over himself. [Shield of Faith]
The pack is ready. There is only one thing that can really go wrong. Sweet Domi, please let these dudes be the bad guys he prays silently.
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (11 minutes) Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 10 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Entrance - Round 1 (DM JohnP) Monday January 7th, 2008 11:23:29 PM Gilan casts some preparatory spells on Grymash and Vayine before creeping into a hiding place just inside the grass.
Flea has already crept ahead, staying hidden in the shadows of the long grass. The rogue thinks that she might see some other creatures inside the entrance but can't tell very much from where she is hiding.
Murdock gets ready to spring into action or, at the least, teleport into the middle of things.
Tishe' gets ready to trap some of the humanoids inside a dome of ice. The theurge is merely waiting for the signal to start.
Vayine accepts the spell and gets ready to be teleported.
Trellus outlines the plans for the Bloodpack, leaving it up to Grymash to signal the start of combat.
The half-orc fighter, though, waits. As does Ayreon.
For that matter, the humanoids also don't do anything.
DM Addendum - The EXP awarded was 1000 xp following the arena fight and 3000 xp following the last battle, for a total of 4000 exp.
Grymash (ac28, hp115/115, ragehp135/135, RAGE, invisibility, barkskin, silence, prot from evil) d20+14=28 d20+14=24 d20+9=26 d20+9=24 d8+24=32 d8+19=22 d8+24=31 d8+19=26 d20+14=25 d8+24=28 Tuesday January 8th, 2008 12:39:19 AM
Grymash whispers, "When yooz see Gry next, da battle wills start. Whoz go wit Gry, drinks da magik hide water, an lets get goin'!"
The half-orc takes his invisibility potion and then casts Silence magik on his favorite dagger. He then moves out getting within range to strike the group Trellus told him to take out (groupT6).
Grymash then lets loose a silent rage upon a startled group of guards. Unless they have special detection magik, they had no chance to defend themselves against his monstrous onslaught.
(Any guard to start in group T6. Powerattack -8hit/+16damage. Target should be flatfooted. Attack1: HitAC 28. Damage 32. Attack2: HitAC 24. Damage 22. Attack3: HitAC 26. Damage 31. Attack4: HitAC 24. Damage 26. Total Damage: 111. -1 Con for each hit on Target. Every 2 points of Con loss removes 1 Hit point per level of Target.
If the first target falls, Cleave Attack on another target within reach. Cleave Attack1: HitAC 25. Damage 28)
Ayreon (AC24 - 77/77Hp) d20+15=29 d20+15=24 d20+10=25 d8+7=12 d8+7=8 d8+7=11 Tuesday January 8th, 2008 6:36:49 AM
(ooc was no longer posting as I thought I was not allowed to anymore. DM JohnP mailed yesterday asking to continue posting - yipee!)
Ayreon hangs back waiting for his companions to close range with various potions. He will provide some fireworks from afar. In preparation of the battle he touches his Mage armor Tatoo.
Aiming carefully - taking position wher Grymash took off - Ayreon is easily able to shoot at guard 10...
He waits till his friends begin their battle. Once they take action, Ayreon releases his arrows.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Tuesday January 8th, 2008 9:39:29 AM
Stepping out of the Grasses, the plain-faced woman places a lock of wavy brown hair behind an ear while Tacia and Ciaran pace beside her. Raising the Ice Staff, a dome of ice forms over the group of humans ( 9 foot radius at O11)
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 60 minutes Pass w/out Trace (on Flea) 6 hours, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)60 minutes, +3 AC Ice Wall: hemisphere: 60 rounds, Str DC 21, HP 18
Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations]) White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash Red: Summon!, Grease, Shield, Shield, Animate Rope Orange: Glitterdust, See Invisible*, Fog Cloud, Web Yellow: Summon III, Stinking Cloud, Fly, Dispel Magic }
Murdock (Hasted) Tuesday January 8th, 2008 11:45:49 AM
Murdock grants everyone gathered in the Bloodpack haste. As the mage cast the spell white arcane light seeps through his tatoos out to his hands and then to each member of the bloodpack, engulfing them with speed.
ADM StevenVdB : Posting Record Game 10 Tuesday January 8th, 2008 3:27:39 PM
OOC ADM StevenVdB : due to the infamous votings I have not posted for a while nor made the posting reports. Here they are. It's still vague where I'll end up too :-)
Posting Report for Game 10 for the week of December 24 - December 30
Weekly Summary : Investigating a dome Slowly our friends close in on an odd dome. The Skiff is used to scout ahead and reports everything back. Christmass holidays disturb posting - understandable :-)
Posting Report for Game 10 for the week of December 31 - January 6
Weekly Summary : Preparing the assault The skiff reports anything seen and carefuly the group prepares for battle...
Vayine {82/82 hp, AC 30, Bulls strenght, barkskin, endure elements.) Tuesday January 8th, 2008 8:22:56 PM
The Drow nods his consent with the clerics plan. He raises his sword in a mock salute, and readies his sheild. "I'm ready for your spell. I will do my best, to keep any of the guards from raising an alarm or alerting those in side."
DM Note (JohnP) Tuesday January 8th, 2008 11:18:27 PM
I'm going with a purely arbitrary cut-off of six people posting in combat. And tonight didn't reach that threshold. Look for a combat post tomorrow night regardless of how many more people post.
I don't like doing this but I don't like to kill off characters because their players weren't able to make a post. And I also don't like to pull punches, either. However, those people who make an effort to post every day end up "at loose strings" and I sometimes have to determine which post they mean to go with.
On a related note, I only have updated character sheets from 3 people. Please get them to me soonest.
Gilan [HP: 118/118 - AC: 25][haste] and Ciaran [HP: 80/80 - AC: 24] Tuesday January 8th, 2008 11:19:04 PM
Gilan pulls out his scimitar and the shield that has been near his left side all this time. He glances to Murdock and nods his head. He is ready to go through with the plan that Trel has laid out. "Hey...there was not that many earlier." He simply shrugs and then loosens himself up for the fight.
Ciaran continues to stick near Tishe' as his last command was to watch over her. He stays slightly low to the ground and waits for the rest to happen.
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
[JohnP, do you need an updated CS from me as well? I am a little ways off from a new level and nothing has really changed on my CS otherwise. Just wanting to check.]
Flea (AC 21, 62 HP) d20+13=33 4d4(3+3+1+4)+4=15 d20+23=35 d20+14=23 d20+11=31 Tuesday January 8th, 2008 11:41:02 PM
Glancing around, the gnome realizes that in her excitement to explore the new dome, she has outstriped her companions.
Flea perfectly discharges her wand (UMD=33) and sends 4 missiles of magical energy at the nearest group, 1 ball for each! (#15-4 dmg, #16-4 dmg, #17-2 dmg, #18-5 dmg) The rogue then ducks into the cover of the grass (Hide=35) and concentrates on being as quiet as possible (Move Silently=23) while keeping her ears open (Listen=31) by the enemy...or her comrades.
DM Sanity Info:
Position AD 21
Assuming Flea is too far away to benefit from Murdock's Haste spell.
(OOC: Sorry for late posting. Things got a little crazy with normal household schedule resuming this week.-Carla)
Ayreon (AC24 - 77/77Hp) Wednesday January 9th, 2008 3:19:54 AM
Ayreon patiently waits for his friends to initiate combat. Then he'll release his arrows as planned...
Trellus (Ac 25, 88/88 hp, Haste, True Seeing, Shield of Faith) Wednesday January 9th, 2008 4:23:57 PM
Trellus throws a 'Don't worry about it' wave at Gilan. He knows the druid reported what he saw, and the blond man is just needling his friend.
Grymash launches his attack, and Murdock casts a spell. But instead of being whisked someplace else, the cleric is still there. Must have done something else, - he guesses.
Taking advantage of the extra time, the Bloodpack's leader casts a new spell on himself - one that will let him know if any invisible dudes or other nasty tricks are in store. [Cast True Seeing - see through invisible, blur, illusion, and other magic spells at range of 120']
"OK Murdock, zap us over there," he whispers.
-------- Active Spells:
Endure Elements - 24 hours Haste Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (109 rounds) True Seeing - 110 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 10 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Gilan [HP: 118/118 - AC: 25][haste, greater magic fang] and Ciaran [HP: 80/80 - AC: 24] Wednesday January 9th, 2008 8:51:06 PM
Gilan takes the time to cast a spell upon himself that will allow him to be more effective in combat. He knows that he will need to go with his strengths in any fight and that in his normal form, combat is not one of them. "Ready when you are Murdock." He glances to Trel and nods his head as he understands completely. It had been just like his wasp actions earlier...though the look on Trel's face was most likely a lot more priceless than his own.
Ciaran continues to stay near the human woman Tishe'. He is her guard for now at least.
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
Entrance - Round 2 (DM JohnP) d20+8=26 d20+8=15 d20+8=27 d20+10=21 d20+6=14 d20+6=19 d20+6=21 d20+6=12 d6+2=8 d6+2=6 d6+2=5 d6+2=5 d6+2=8 d6+2=6 d6+2=7 d6+2=6 Wednesday January 9th, 2008 10:47:10 PM DM Request -- I have updated character sheets from only three (3) people ... I need updated sheets from everyone that increased in level and I would like updated sheets from those characters that did not advance.
Grymash accepts the spells from the others in the Bloodpack, then casts his own after downing an invisibility potion. After moving into range, he swings his axe at one of the humanoids while silently roaring in rage. The closest two humanoids fall beneath Grymash's attacks. DM Note -- I'm being very generous with starting combat due to the problems with coordination. Grymash, as written, is making at least 3 rounds worth of actions: 1. Drink a potion (even if opened) (standard action) 2. Cast a spell (standard action) 3. Move and Attack (standard action)
A double weapon like Grymash's adds only 1 extra attack per round, same as wielding two weapons. Unless Grymash has Improved Two Weapon Fighting (and I don't have a character sheet, so I don't know). So, at Grymash's level that should be only 3 attacks before Haste.
A double weapon like an Orc Double Axe is treated as if it were a one-handed weapon and a light weapon. As such, taking the -8 penalty on attack adds only 8 damage to two attacks (from the "one-handed" end) and nothing to the third attack (the "light" end). Unless Grymash is wielding the double axe "two-handed", which means that only two attacks occur.
Yes, Power Attack blows with double weapons.
Ayreon listens to Trellus' strategy and prepares by activating a Tattoo. Once Grymash attacks, Ayreon fires arrows at the group of four on the south side near Flea, as directed. Besides, Grymash has already dropped the other target that Ayreon was considering. The fighter is encouraged by seeing his target fall.
Tishe' steps out of the concealing grass and uses her staff to cast a dome of ice over four of the humanoids, taking them out of the fight.
Murdock casts a spell to increase his companions fighting ability, affecting everyone except Flea and Grymash. The pair are simply too far away to benefit from the spell.
Vayine stands ready for teleporting.
Gilan casts a spell upon himself and then draws his weapons. Ciaran is guarding Tishe' and doesn't move too far from the theurge.
Flea realizes that she is far ahead of her companions but that's really the scout's position, isn't it? She triggers her wand and sends four missiles of magical force at the nearest group, striking each of them including the one with Ayreon's arrows in it. The gnome then ducks into the cover provided by the grass and hopes that it is enough. Flea did catch a glimpse inside the hoods of one of the things and sees a similar, unformed facial features like the rapke-things and spider-things.
Trellus casts a spell to enable him to pierce illusions and similar magics. He waits for Murdock to teleport them and is surprised when the mage casts another spell.
++++++
All of the humanoids look up and turn towards the Bloodpack. The group closest to Grymash move to attack the half-orc while the group attacked by Ayreon and Flea move towards the closer threat.
The large group of humanoids near the dome stand still for a moment before moving towards Ayreon and Tishe'. Presumably they called something for Flea sees movement inside the entrance of the dome.
The closest humanoid left standing near Grymash (#11) steps close and swings with both arms. The clawed hands are not able to hit the half-orc. The next two move closer, one nearly hitting Grymash. #11 -- claw 1 misses AC 26 #11 -- claw 2 misses AC 15 #12 -- claw 1 misses AC 27 #13 -- claw 1 misses AC 21
The remain group of four move near where Flea had been when she used the wand but are not able to spot the hidden rogue.
Grymash hears thumping and banging from the ice dome and the others can see frost flying from the surface of the dome.
Vayine {82/82 hp, AC 31, Bulls strenght, barkskin, endure elements, haste.) Wednesday January 9th, 2008 11:04:05 PM
Curse!, whispers the drow. the battle had started and he was still out of combat. But he hoped, the spell would catch the others by suprise and give them the upper hand.
Flea (AC 21, 62 HP) Status d20+13=22 4d4(2+1+1+3)+4=11 d20+23=38 d20+14=17 Wednesday January 9th, 2008 11:59:34 PM
The gnome panics at the strage mishaped visages of the humanoids in close proximity to her hiding place.
She activates her wand (UMD=22) shooting all charges (11 pts dmg.) at the creature in front of her (#18) before taking a step back and to her left and standing as still as possible. (Hide=38, Move Silently=17)
DM Sanity Info:
Position AC 22
Status - from Trellus
Wand of Magic Missiles - 32 charges remain
Ayreon (AC24 - 77/77Hp) d20+15=33 d20+15=33 d20+10=22 d8+7=8 d8+7=12 d8+7=12 Thursday January 10th, 2008 11:02:03 AM
Shooting into melee is a tricky thing but not for an experienced archer. With Gry surrounded by three guards Ayreon decides to give the brute Half-Orc a hand... taking those three down quickly will allow Gry to fight the other groups more quickly... (ooc I hope ;-))
Ayreon shoots a guard that is not squatted by Gry first...
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Thursday January 10th, 2008 2:44:00 PM
The woman's brown eyes blink as she tries to assess the changing battlefield. Trellus had told Tishe' to support Grymash's attack, but that doesn't leave room for Aeyron lending the half-orc a hand nor the large group of humanoids coming towards her. Looking at how they were swarming the half-orc, Tishe' doesn't think the valiant Tacia and Ciaran will be able to hold them off on thier own.
"We're going to need to slow those white hands down", she says to herself, and she begins her incantation. Stooping for a bit of Sargrass dirt, Tishe' touches the woven wooden-and-grass band on her bicep and invokes Mother Wold. "Ma'ab protect us your servants!" she calls as the spell is complete. (Soften Earth and Stone)
Centered on the advancing group, the dry ground shifts to unstable sand, making movement slower and impossible to charge.
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 60 minutes Pass w/out Trace (on Flea) 6 hours, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)60 minutes, +3 AC Ice Wall: hemisphere: 59 rounds, Str DC 21, HP 18 (must damage at least 21 points before any damage to dome) Soften Earth and Stone: permenant, 40 foot square, dry ground to sand = half movement and no run or charge.
Arcane Spells: (6level)(DC 10+4+lvl [+2 conjurations]) White: Light, Prestidigitation, Mage Hand, Read Magic, Acid Splash Red: Summon!, Grease, Shield, Shield, Animate Rope Orange: Glitterdust, See Invisible*, Fog Cloud, Web Yellow: Summon III, Stinking Cloud, Fly, Dispel Magic }
Grymash (ac28, hp115/115, ragehp135/135, RAGE2, barkskin, silence, prot from evil) d20+18=30 d20+18=38 d20+13=33 d20+13=26 d20+18=38 d20+13=24 d8+10=16 d8+5=12 d8+5=9 d8+5=13 d8+10=15 d8+10=17 d8+10=13 d8+5=10 d20+18=28 d8+10=17 Thursday January 10th, 2008 3:08:20 PM
(BTW, Grymash doesnt hear anything within his sphere of silence. Neither does anyone else within it.)
Grymash continues his onslaught, even though his attacks seem a bit less powerful now.
(Attack on 12, until he falls, then remaining attacks go to someone else in reach. Attack1: HitAC 30. Damage 16 Attack2: HitAC 38threat, 38crit. Damage 12+9+13=34 Attack3: HitAC 33threat, 24crit. Damage 15+17+13=45 Attack4: HitAC 26. Damage 10. Total Damage: 105. Wounding weapon: -1Con for every hit.
If someone falls, Cleave attack. Cleave Attack: HitAC 28. Damage 17.)
Gilan [HP: 118/118 - AC: 25][haste, greater magic fang] and Ciaran [HP: 80/80 - AC: 24] 3d6(1+6+4)=11 Thursday January 10th, 2008 8:47:27 PM
Seeing as he is waiting to see if Murdock is going to teleport them or not he casts another spell. Power surges through him from Mother and he points his hand in the direction of the figure(#18) that Flea just blasted. "Well, lets see what I can do otherwise."
Ciaran moves to stand in front of Tishe'. His hair is all bristled, tail is straight and his hackles are raised as he watches the figures move. A low growl starts in his throat and he crouches ever so slightly.
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
Trellus (Ac 25, 88/88 hp, Haste, True Seeing, Shield of Faith) Thursday January 10th, 2008 9:16:32 PM
Like Gilan, Trellus continues to wait on Murdock.
Using the Status spell, he takes a moment to check in on Gry and Flea. So far so good, but the gnome doesn't seem too happy.
"Aryeon, don't worry about Gry. Work on those other four dudes across the way," he instructs. "We need to distract them away from Flea."
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (108 rounds) True Seeing - 109 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 10 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Vayine {82/82 hp, AC 31, Bulls strenght, barkskin, endure elements, haste.) d20+21=37 d20+16=36 d10+12=22 d10+12=15 Thursday January 10th, 2008 10:00:54 PM
Vayine is still waiting for the drow mage to cast his teleportation spell.
if the drow mage doesn't cast the spell this round, then Vayine will rush towards Flea. as he bursts from the grasses he starts to scream hoping to distract the four guards attacking her. He will charge the nearest one (If he has enough movement.)
if Vayine is close enough to attack one of the guards.
Attack 1 hits AC 37 for 22 damage Attack 2 Hits AC 36 (Critical) for 15(x2)=30 damage.
Entrance - Round 3 (DM JohnP) d20+4=24 Thursday January 10th, 2008 11:27:10 PM Vayine curses and prepares to act.
Flea holds the wand out and triggers it once more, firing all the balls of magical force at the closest humanoid. The gnome then steps into the grass again and tries to hide.
Ayreon fires three arrows into one of the humanoids around Grymash. Again, all three arrows hit but are not enough to drop the creature.
Tishe' casts a spell to slow the advance of one of the groups of humanoids. A patch of the Sargrass softens into the consistency of loose sand or loam, slowing the creatures. DM Note -- I'm reading the spell description as "Four 10x10 squares". If you'd rather change the shape and location of the spell, please include in your next post.
Grymash swings his double axe repeatedly at the creatures around him. When the half-orc is done, all of the creatures are laying on the turf at his feet.
Gilan casts a spell and calls down a stroke of lightning on the humanoid that Flea just attacked. The creature manages to partly avoid the electrical attack and remains on its feet. Ciaran moves to better protect Tishe' from the approaching humanoids.
Trellus quarterbacks the effort, waiting for Murdock to teleport them.
Vayine has grown impatient. He might run to support Flea but would only get halfway there. DM Note -- You decide if you want Vayine to hoof it. He would end up in AG13 after the double movement cost for the grass. I've left him where he was in case Murdock teleports, but you can opt to have him out in the middle.
++++++
The creatures inside the ice dome continue to hammer at it, shattering it and releasing themselves.
The central group makes their way out of the softened soil and continue to advance on most of the Bloodpack.
One of the creatures near Grymash (#10) struggles to its feet, allowing the half-orc an attack. The axe bites deeply and the creature again falls to the ground. DM Note -- working on the assumption that Grymash hits with his AoO. Please roll and determine damage so that I can figure out how long it will be napping.
The four creatures near Flea do not pursue the rogue. Instead they move together in a circle and link hands. Flea is close enough to see that each of the creatures now has wounds in identical places, although none look as severe as what each individual had before. It is as if they shared the wounds between each other. On the plus side, it appears that they have no special ability to find a hidden, scentless rogue.
Everyone sees two of the rapke-things emerge from the entrance, looking around to determine where the greatest threat may be. From the things' viewpoint, it is either the half-orc surrounded by a ring of fallen humanoids or the group emerging from the grass on the north side of the trail.
Murdock (Hasted) Thursday January 10th, 2008 11:34:29 PM
The Drow mage looks at his companions as if they obviously have not been listening and says in a frustrated voice, " I said that I could teleport IF I had time to rest. I can't do anything at the moment."
The mage motions for the others to go ahead and engage the enemy. The the drow looks for a way he can assist his gnomish friend.
The drow mutters some command words of arcane might, calling forth into being thick sticky webbing over the monsters surrounding Flea. The thick webbing anchors itself on the tall grasses in the area, trapping the monsters. (Reflex = 17) Unfortunately, a side effect is that the mage catches his friend in the sticky mess. Murdock however, knows that Flea should be able to escape with her incredible dexterity.
/ooc: I did not post anything yesterday due to no actions posted. One post per DM post. Will work on the char sheet this weekend. Sorry, I have real world issues and projects to deal with. Thanks! - SteveH
Trellus (Ac 25, 88/88 hp, Prayer, Haste, True Seeing, Shield of Faith) Friday January 11th, 2008 8:23:09 AM
Confusion flashes across Trellus' features. "That's not what I heard," he retorts before recomposing himself. "OK. Still shady. Probably better off here anyway."
Having reassessed the new information, Trellus gets back to directing the battle. "Tishe, do what you can to slow down those rapke things. An' everyone remember to cut the heads off when they go down."
The blond cleric steps out of the Grass, and casts a spell, helping those around him. [Move to AK6] [Prayer - +1 atk/dam/saves/skill checks on allies w/in 30'. -1 penalty on same for enemies]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (108 rounds) True Seeing - 109 rounds Prayer - 11 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Endure Elements Friday January 11th, 2008 12:40:34 PM
(ooc: I can't see the map from work (the sunbaked treadles won't give me access to play my games!), so I'll accept where the DM put the spell. :))
(ooc2: As I'm reading the Wall of Ice spell, a DC Str of 21 means the people inside the dome have to do 22 points of damage per hit to even damage the dome for 1 hit point. Am I reading this wrong?)
The brown eyes of the mystic zero in on the two emerging Rapke. With the others not teleporting away, Tishe' should have time to delay the strange Plains animals from joining the fight. "Let's see if one of Jake's pranks can be put to good use!", she calls. Raising her hands she weaves words and gestures, then throws a small bundle of stink-grass towards the two Rapke.
Suddenly, the two Rapke and the entire entrance of the Grass Dome wells up in a sickly green fog (centered between the two Rapke). The smell is unpleasant where Tishe' stands and absolutely hideous to the two living Rapke inside the fog bank.
DM Sanity: Stinking Cloud, 20 foot radius: 6 rounds, living creatures Fort Save DC 19 or d4+1 rounds Nauseated: Experiencing stomach distress; unable to attack, cast/concentrate on spells, or do anything else requiring attention; single move action per turn.
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 60 minutes Pass w/out Trace (on Flea) 6 hours, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)60 minutes, +3 AC Ice Wall: hemisphere: 59 rounds, Str DC 21, HP 18 (must damage at least 21 points before any damage to dome) Soften Earth and Stone: permenant, 40 foot square, dry ground to sand = half movement and no run or charge. Stinking Cloud, 6 rounds
Grymash (ac26, hp115/115, ragehp135/135, RAGE2, barkskin, silence, prot from evil) d8+16=24 d8+30=33 d20+14=28 d8+30=36 d20+14=20 d8+30=34 d20+14=24 Friday January 11th, 2008 6:38:34 PM
Grymash sees one of the piggies move on the ground. He should be dead. Oh, well, now he is, as the raging barbarian takes his opportunity to finish off the unfortunate guard.
(Attack of Opportunity. Powerattack -8hit/=16dam. +4 for being prone. HitAC 24. Damage 33.)
Grymash then spots another group heading for his Bloodpack. He turns around and charges one of the guards taking up the rear.
(Same powerattack. Charge +2hit/-2ac HitAC 28. Damage 36. -1 con per hit.
If the guard drops, cleave attack. HitAC 20, Hero point 24. Damage 34. I'll take back the hero point if the cleave attack wasnt necessary.)
Flea (AC 21, 62 HP) Status d20+12=13 d20+9=29 Friday January 11th, 2008 7:03:09 PM
Totally freaked by the sunbaked dudes joining hands and sharing their injuries, Flea starts to back away from the group, when her drow friend makes a move to entangle the weirdos.
Caught unawares, the rogue's reflexes fail her (Reflex-13, nat. 1 ugh!), however once entangled Flea manages to wriggle though the gluey fibres of the web spell (Escape Artist=29 (a 25 or higher is an escape, of sorts from Web, PHB p. 301). No longer entangled, the gnome decides to put some distance between herself and the strange humanoid beings.
DM Sanity Info:
Position AC 22 or 23? if a 5 ft. move is permitted this round.
Status - from Trellus
Wand of Magic Missiles - 32 charges remain
Flea (AC 21, 62 HP) Status d20+12=13 d20+9=29 Friday January 11th, 2008 7:05:20 PM
Totally freaked by the sunbaked dudes joining hands and sharing their injuries, Flea starts to back away from the group, when her drow friend makes a move to entangle the weirdos.
Caught unawares, the rogue's reflexes fail her (Reflex-13, nat. 1 ugh!), however once entangles Flea manages to wriggle though the gluey fibres of the web spell (Escape Artist=29 (a 25 or higher is an escape from Web). No longer entangled, the gnome decides to put some distance between herself and the strange humanoid beings.
DM Sanity Info:
Position AC 22 or 23? if a 5 ft. move is permitted this round.
Status - from Trellus
Wand of Magic Missiles - 32 charges remain
(OOC: To the ADM. Sometimes I'm on my computer and sometimes on Bob's. Attendance stats below are wonky 'cause Bob has a different logon. I've been using his 'puter, 'cause mine is slower recently. Please take this into account when tallying the attendance for Flea.-Carla)
(Carla, I'm not using the report below exactly for such reasons. My ADM posts are also added but doesn't count for Ayreon posts... It's interesting but not entirely correct for the posting reports. Don't worry.)
Gilan [HP: 118/118 - AC: 25][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] d20+11=25 Friday January 11th, 2008 11:26:10 PM
Gilan nods his head in understanding and feels bad because he got it wrong in the beginning. he takes the time to cast another spell upon himelf and then grins. He charges forward to help out Tishe' with her own problem and does not bother to avoid those hazards that have been put before him.
The stench is nasty but Ciaran holds his ground and waits for the real trouble to begin(Fort 25).
[Call Lightning: 1/9 bolts, 11 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Vayine {82/82 hp, AC 31, Bulls strenght, barkskin, endure elements, haste.) d20+21=29 d20+21=23 d20+17=19 d10+13=23 d10+13=14 d10+13=16 Saturday January 12th, 2008 7:53:54 PM
Vayine continues rushing the group but moves to instead intercept the group of 5 unoccupied guards. With a roar the drow slams home his sword in to the nearest one.
Attack 1 Hits AC 29 for 23 damage Attack 2 Hits AC 23 for 14 damage
Haste attack hits AC 19 for 16 damage
Total 53 damage.
Entrance - Round 4 (DM JohnP) d20+4=14 d20+4=8 d20+4=5 d20+4=7 d20+6=16 d20+6=14 d4+1=2 d4+1=4 d20+10=17 d20+10=16 d20+10=26 d6+2=8 d20+10=18 d20+10=21 d20+10=12 d20+10=30 d20+10=15 d6+2=3 d20+6=11 d20+6=21 d6+2=5 d20+2=16 d20+2=17 d20+6=17 d20+6=23 d6+2=8 Saturday January 12th, 2008 10:56:32 PM Murdock summons a mass of sticky webbing over the four creatures near Flea. Unfortunately, the gnome rogue is also caught within the webbing.
Trellus acts to strengthen his companions, casting Prayer.
Tishe' summons a cloud of nauseating gas just outside the entrance of the dome, catching both of the rapke-things. Both creatures begin retching, adding to the foul odour near the dome. DM Note -- I was going on the basis of the dome being 6 inches thick, having 18 hps total per section. Since the creatures can hit the ice wall automatically, I simply rolled damage. The STR DC would be break the dome with a single attack, not needing to roll damage.
Ayreon sends two arrows into one of the closest humanoids.
Grymash smashes down the humanoid that tried to stand, then charges into the group approaching his companions. His axe drops one of the things and then bites into another one, dropping it as well. DM Note -- Hero Point for re-roll not needed.
Flea worms and squirms, managing to get free from the Web. She is still entangled, but will be able to try to make her way out next round. DM Note -- As I read it, it's a full-round action to escape. Next round you can roll Escape Artist vs. DC 10 and move 5 ft for every full 5 that the roll exceeds the DC.
Gilan casts a spell upon himself and then moves to protect Tishe'.
Vayine charges towards the group coming towards him. He slashes into the creature (#7) and drops it to the ground. His final attack misses the other creature (#8).
++++++
The first group of creatures charge towards Grymash, closing with the half-orc and swinging with their claws. The third one hits Grymash and the claws score his skin. The last one cannot get close enough to reach Grymash. #1 -- claw misses AC 17 #2 -- claw misses AC 16 #3 -- claw hits AC 26, 8 slashing damage to Grymash
The two creatures remaining from the group attacked by Grymash and Vayine move to encircle the half-orc. The first (#5) misses but the second manages to hit, scratching Grymash. #5 -- 1st claw misses AC 18 #5 -- 2nd claw misses AC 21 #8 -- 1st claw misses AC 12 #8 -- 2nd claw hits AC 30 (threat), not confirmed AC 15, 3 damage to Grymash
The creatures next to Flea try attacking the rogue. Each of them hit Flea once while their companions struggle futilely in the Web. #15 -- 1st claw misses AC 11 #15 -- 2nd claw hits AC 21, 5 damage to Flea #18 -- 1st claw misses AC 17 #18 -- 2nd claw hits AC 23, 8 damage to Flea[/i]
The two rapke-things move slowly ahead until they reach the area of softened earth.
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Sunday January 13th, 2008 10:05:24 PM
With his increased movement rate, he continues to make his charge in the direction of Flea. "I got Flea covered." The grin that spreads across his face and the flash in his eyes says that he is falling back into old habits. He stops a good five feet from the enemy with that same smile, the webs not bothering him at all.
Ciaran continues to hold his own ground as he watches the group that have slowed at the soft soil. He paces a little back and force, stiff legged as he waits. The growl becoming a little louder as his teeth are bared.
[Call Lightning: 1/9 bolts, damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Ayreon (AC24 - 77/77Hp) d20+15=24 d20+15=22 d20+10=20 d8+7=13 d8+7=10 d8+7=10 Monday January 14th, 2008 12:45:44 AM
While Grymash and Vayine seem to keep the guards busy Ayreon sees that Rapke drawing near are slowed by the muddy sand. He takes advantage of this and begind firing at them. Rapke 19 is closest...
Dispite the scouts only reporting 3 enemies the Bloodpack suddenly finds itself in the middle of a far greater battle than anticipated. Not to mention the Rapke support that quickly comes from inside of the Dome. Guards fall easily by the powerful Axe of the brute Half-Orc. The rest of the pack offers every support needed be it by spells or force...
ADM StevenVdB : Posting Record Game 10 ADDITIONAL Monday January 14th, 2008 11:59:17 AM
Posting Report for Game 10 since July 2nd 2007
Game Speed = 76,4% Posts Required = 3,82 per week Overal Posting percentage = 81,65%
- player reliability can not exceed 100% - the DM sets the pace - if a player makes 5 posts and a DM only 4 the game moves at 80% but the player is 100% reliable (not 120%) - if the DM makes 5 posts and the player only 4 the game moves at 100% but the player is only 80% reliable - Since the Game Speed is only 76,4% players can only be asked to make (5*0,76)=3,83 posts per week
Trellus (Ac 30, 88/88 hp, Total Defense, Prayer, Haste, True Seeing, Shield of Faith) Monday January 14th, 2008 1:19:12 PM
Trellus continues monitoring the fight, both visually and via his Status spell. The blond man does spare a concerned glance over in the direction of the webbing, but he doesn't say anything. Flea isn't trapped, so she ought to be shady. And the last thing he needs is for the whole pack to head off to the rescue.
The cleric moves forward, encompassing Grymash, Vayine, and their opponents in the effects of his Prayer spell. He keeps a wary eye on the approaching rapke, not wanting to get jumped by either unexpectedly [Total Defense]
He also glances over at those dudes Gry ripped earlier to see if they are reforming or not.
[Move to AG10, look at downed people things vicinity U6. Are they healing?] [Prayer - +1 atk/dam/saves/skill checks on allies w/in 30'. -1 penalty on same for enemies]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (107 rounds) True Seeing - 108 rounds Prayer - 10 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d4+1=4 Monday January 14th, 2008 2:21:10 PM
The mystic guages the effect of the cloud on the two Rapke and calls out to the Bloodpack; "the rapke are disabled for about 20 seconds while they show everyone what they had for dinner!"
Tishe' then focuses on taking care of reducing the numbers problems. Raising her hands, she focuses her will on brining in help to the battle. (full round; casting summon III)
DM Sanity: Rapke only move action for 4 rounds
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 60 minutes Pass w/out Trace (on Flea) 6 hours, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)60 minutes, +3 AC Ice Wall: hemisphere: hole in one section, 58 rounds, Str DC 21, HP 18 (must damage at least 21 points before any damage to dome) Soften Earth and Stone: permenant, 40 foot square, dry ground to sand = half movement and no run or charge. Stinking Cloud, 20 foot radius: 5 rounds, living creatures Fort Save DC 19 or d4+1 rounds Nauseated: Experiencing stomach distress; unable to attack, cast/concentrate on spells, or do anything else requiring attention; single move action per turn.
Grymash (ac28, hp104/115, ragehp124/135, RAGE3, barkskin, prayer, haste, silence, prot from evil) d20+16=31 d20+16=21 d20+16=27 d20+11=30 d20+11=23 d20+11=27 d8+14=20 d8+14=19 d8+5=10 d8+14=17 d8+14=16 d8+14=22 d8+5=12 d20+16=34 d8+14=18 Monday January 14th, 2008 4:21:41 PM
Grymash finds himself surrounded by the horde of mutants. Even in rage, he cant help but smile grimly, that's exactly where he wants them. His double ax blurs in a fury of slashing and hacking attacks.
(Two weapon fighting. If one target drops, focus remaining attacks on other targets within reach. Powerattack -4hit/+4damage Haste Attack. HitAC 31. Damage 20. Attack1. HitAC 21. Damage 19. Attack2. HitAC 27. Damage 10. Attack3. HitAC 30threat, 27crit. Damage 17+16+22=55. Attack4. HitAC 23. Damage 12. Total Damage dealt: 116. The one who received the critical hit for over 50 points must make a Fort Save DC 15 or die instantly from massive damage. Wounding: -1 Con per hit.
Cleave Attack. HitAC 34. Damage 18.)
Flea (AC 21, 49/62 HP) Status d20+9=20 d20+23=33 Monday January 14th, 2008 5:38:22 PM
Flea winces as the claws of her foes slash at her arms and legs. She knows from experience that this is no place for her and squirms out through the webbing and into the grass. As soon as she is free she slides effortlessly among the blades of grass and dissapears from view [Hide=33]
OOC New position = AI-21
Vayine {82/82 hp, AC 31, Bulls strenght, barkskin, endure elements, haste.) d20+23=31 d20+23=39 d20+18=25 d10+14=16 d10+14=19 d10+14=21 Monday January 14th, 2008 9:24:53 PM
Vayine drops his first foe, and continues slashing into his oppenents. As he fights he attempts to Move Back to back with the Half-orc.
"Gry I'm moving to cover your back"
Murdock (Hasted) Monday January 14th, 2008 10:28:38 PM
Murdock uses the dragon's tear to communicate with the drow warrior. "Vayne, It's about to get hotter than a acid bath in the wild underdark over there. You and Gry need to get out!" the drow mage communicates. Then the drow ready's an action to cast a fireball at the monsters attacking should Vayne and Grymash move out of the way.
Entrance - Round 5 (DM JohnP) d20+9=24 d20+8=15 d20+8=21 d20+8=21 d20+8=17 d20+8=28 d20+8=27 1d6(4)+2=6 d20+8=9 d20+2=12 d20+2=6 d20+2=11 d20+2=14 Monday January 14th, 2008 11:40:25 PM Gilan moves across the open area and into the area covered in the Web spell. He doesn't close with any of the humanoids but is there to support Flea if she needs help.
Ayreon fires at the nearest of the rapke-things and sees two of his arrows strike the creature. Neither seems to do a lot of damage, but he has got its attention.
Trellus moves closer to the centre of the action, concentrating on protecting himself and watching the fallen opponents. As he feared, the wounds inflicted on t he humanoids are indeed knitting closed. Unless they are dealt with, they will soon rise and attack the party again.
Tishe' begins summoning some assistance while pointing out the rapke-things inability to do more than move.
Grymash is a blur of motion as he swings his double axe around him. He starts by hitting [#5], dropping the creature and then cleaving onto [#8]. That isn't quite enough to drop the creature so Grymash hits it again and it falls. The half-orc turns to the creatures to the west and hits [#1] with a feeble, but damaging blow. That infuriates the half-orc so he swings mightily and nearly bisects the thing, spraying his nearby companions with the foul ichor that flows within its body. His final attack barely damages [#2].
Flea is able to move out of the Web and then hides in the grass as she creeps away.
Vayine moves closer to Grymash, forgoing any attempt to attack.
Hearing what Trellus has to say about the creatures healing ability, Murdock readies a fireball and prepares to hurl it at the heap of fallen bodies around Grymash and Vayine. If only the pair would get out of the way ... and both are inside the Silence spell so even Message will not work. Someone is going to have to go up there and drag Grymash away from his victims, never an easy task when his blood is up.
++++++
The remaining group of humanoids attack Grymash and Vayine. #2 attacks Grymash -- claw 1 misses AC 15 Claw 2 -- misses AC 21
#3 attacks Grymash -- claw 1 misses AC 21 Claw 2 -- misses AC 17
#4 attacks Vayine -- claw 1 hits AC 28 (threat, natural 20), not confirmed, 6 damage Claw 2 -- misses AC 9 (natural 1)
Over where Grymash first clashed with the humanoids, [#14] stands up but doesn't move away from his companions.
The four humanoids trapped in the Web struggle like flies and only serve to get themselves more tangled.
The two rapke-things move slowly forward through the softened earth. Each decorates the ground with foul-smelling piles of unidentifiable, partly digested flesh.
Opponent Information Humanoid-things AC = 20 Rapke-things AC = 22
Ayreon (AC24 - 77/77Hp) d20+17=28 d20+12=24 d8+7=14 d8+7=10 Tuesday January 15th, 2008 3:41:21 AM
Ayreon moves to AE9 and fires two arrows at the Guard 14 that just stands up again.
Trellus (Ac 26, 88/88 hp, Prayer, Haste, True Seeing, Shield of Faith) Tuesday January 15th, 2008 8:21:43 AM
It is a grim, but unsurprised cleric that notes the dead dudes ain't staying dead. But Gry's Silence spell is still going strong, and the way he's shuttlecocked, he's not in a listening mood anyway. So, Trellus is gonna have to weave a different pick.
"Murdock - fry them rapke things!" he calls out. "Gilan - you gotta chop their heads off!"
The cleric jumps into the fray near Grymash and Vayine, yanking out a dagger as he moves. Grimly the blond man squats next to #5 and starts sawing away at his neck. [Move to AD10 and behead #5. Not sure if the extra attack via Haste helps here or not, but I'll throw it out just in case,]
[Prayer - +1 atk/dam/saves/skill checks on allies w/in 30'. -1 penalty on same for enemies]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (106 rounds) True Seeing - 107 rounds Prayer - 9 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d20+12=14 9d6(1+5+5+1+6+2+5+5+2)=32 Tuesday January 15th, 2008 11:17:39 AM
Completing her spell, Tishe' summons a golden bison from the Lands of Rest to pile in and help Grymash. The shaggy head bellows and lowers as it charges a humanoid opposite Grymash and tries to slam it into the ground. (AC 14, miss, +2 flanking)
Tishe' looks up and understands Trellus; if the casters can take down the rapke before they stop puking, then the Bloodpack won't have to worry about them! Tishe' takes a step to the left while reaching into her Sargrass Pants o Plenty and retrieving her Wand of Lightning (move action). Pointing it at the Large creatures, Tishe attempts to strike both Rapke's with a single bolt of electricity. (Lightning Bolt: 32 damage, Reflex DC 13 for half damage)
DM Sanity: Rapke only move action for 3 rounds Staff of Ice: 12 charges Wand of Lightning: 1 charge Augmented Celestial bison [NG] AC:13 HP:47 A:+10(gore) D:d8+11; drkvsn; acid/cold/electric/dam red/5; SR 8; smite
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Ice Wall: hemisphere: hole in one section, 57 rounds, Str DC 21, HP 18 (must damage at least 21 points before any damage to dome) Soften Earth and Stone: permenant, 40 foot square, dry ground to sand = half movement and no run or charge. Stinking Cloud, 20 foot radius: 4 rounds, living creatures Fort Save DC 19 or d4+1 rounds Nauseated: Experiencing stomach distress; unable to attack, cast/concentrate on spells, or do anything else requiring attention; single move action per turn. Augmented Celestial bison [NG] AC:13 HP:47 A:+10(gore) D:d8+11; drkvsn; acid/cold/electric/dam red/5; SR 8; smite
Flea (AC 21, 49/62 HP) Status d20+13=21 4d4(3+1+4+4)+4=16 Tuesday January 15th, 2008 5:44:27 PM
Flea takes a step forward to get a better view of what is happening, and spots the Rapke. Hearing Trellus' call to Murdock, and catching on to what Tishe' is about, Flea triggers her wand (UMD=21) and sends the missiles after #19 (16 pts. dmg)
DM Sanity Info:
Position = AI-20
Wand of Magic Missiles - 31 charges remain
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] 3d6(3+2+2)=7 Tuesday January 15th, 2008 6:52:02 PM
Gilan calls down a bolt of lightning upon the closest creature trapped in the web spell. With that done he smiles as his form starts to ripple and change. "Prepare for some hurt." Soon in the place of the human druid stands a large white bear. Gilan roars his challenge to the entrapped creatures and plans to move in with deadly intent.
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Grymash can only feel the vibrations of his roars and he finds it very unsatisfying. However he continues on with the slaughter of these man-thing piggies.
(Same as before. Haste: HitAC 36threat, 26crit. Damage 16+21+18=55 Attack1: HitAC 26. Damage 17. Attack2: HitAC 23. Damage 10. Attack3: HitAC 29. Damage 15. Attack4: HitAC 12. Natural 1, Miss. Total Damage Dealt: 97 Target who took the crit, Fort Save DC 15 or die instantly from massive damage. Wounding: -1 Con per hit.
Cleave Attack: HitAC 21. Damage 17.)
Murdock (Hasted) 8d6(1+6+4+2+1+5+3+6)=28 Tuesday January 15th, 2008 10:56:15 PM
Murdock lets loose his readied fireball but aims it instead to hit right atop the Rapke things. The tiny bead of red light streaks toward the enemies, and then blossoms into a huge ball of fire. (Damage 28 DC 18 Reflex for half)
/ooc: I am traveling the rest of the week. Will try to post, but no guarentees. -SteveH
Entrance - Round 6 (DM JohnP) d20+8=19 d20+8=11 d20+2=3 d20+4=17 d20+8=18 d20+8=15 d20+2=9 d20+2=12 d20+2=15 d20+2=17 Tuesday January 15th, 2008 11:35:58 PM Ayreon moves forward and sends two arrows into the guard that has just stood up, sending it to the ground again.
Trellus directs the others to deal with the rapke-things as he moves ahead to deal with one of the fallen humanoids.
Tishe' summons a bison that immediately moves to attack the humanoids near Grymash. The summoned creature does not hit but does manage to flank the creatures. Tishe' then moves forward slightly and retrieves a wand, triggering it to send a bolt of electricity at the two rapke-things. The bolt hits one of them dead centre but only grazes the second that moved slightly out of the way.
Flea moves forward a bit and triggers her wand, sending balls of magical force into rapke-thing [#19].
Gilan calls down a bolt of electricity on [#17], catching the entangled creature with the full force of the bolt. Then the druid shifts into the form of a great white bear, ready to rend the creatures inside the Web.
Grymash swings and nearly bisects one of the two creatures near him, the a double axe carrying through and hitting the next. His next attack drops the remaining creature next to him. The half-orc then steps 5 feet to attack the sole remaining humanoid, hitting twice but not dropping the creature. DM Note -- Took the liberty of moving Grymash a 5 foot step to reach remaining creature.
Murdock releases his fireball, catching both the sole remaining humanoid near Grymash and Vayine as well as the two rapke-things. The humanoid is crisped, falling to the ground. The two rapke-things are also burned but one manages to avoid some of the flames. Both fall to the ground, burned and blacking.
++++++
Grymash and Vayine notice humanoid [#9] beginning to move again at their feet. They can attack the thing when it tries to crawl south, away from the pair.
To the northwest, [#13] stands up again as does rapke-thing [#19].
The four humanoid-things trapped in the Web struggle in vain.
Opponent Information Humanoid-things AC = 20 Rapke-things AC = 22
Vayine {82/82 hp, AC 31, Bulls strenght, barkskin, endure elements, haste.) d20+23=32 d20+23=27 d20+18=19 d10+14=19 d10+14=24 d10+14=18 Wednesday January 16th, 2008 12:58:00 AM
Vayine swings his blade at the nearest creatures.
Attack 1 hits AC 32 for 19 damage Attack 2 Hits AC 27 For 24 damage Attack 3 Hits AC 19 (miss)
Ayreon (AC24 - 77/77Hp) d20+15=30 d20+15=33 d6+7=11 d6+7=10 d20+10=25 d20+10=22 d6+7=9 d6+7=10 Wednesday January 16th, 2008 5:56:39 AM
Seeing yet another guard standing up Ayreon drops his bow and moves to W7 (40ft base speed)
He quick draws his Keen Rapier and begins slashing Guard 13 - cutting his head of while he's at it... if no other guard stands he uses his second attack to cut another guard's head.
Trellus (Ac 26, 88/88 hp, Prayer, Haste, True Seeing, Shield of Faith) Wednesday January 16th, 2008 10:28:28 AM
Trellus keeps sawing on #5's neck with his dagger.
[Prayer - +1 atk/dam/saves/skill checks on allies w/in 30'. -1 penalty on same for enemies]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (105 rounds) True Seeing - 106 rounds Prayer - 8 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) 9d6(5+1+6+2+3+5+1+5+6)=34 d20+8=19 d20+16=31 d8+11=18 Wednesday January 16th, 2008 3:13:14 PM
Tishe' calmly aims her wand at the Rapke staggering erect and activates it again. The bolt flies through the air, and Tishe' throws away the useless stick now that all the magic is gone. (Lightning Bolt 34 damage, Reflex DC 13 for half)
Looking about the battlefield, the mystic pauses to dissapate the broken Ice Dome (free action), and then moves forward to take assessment of any more enemy that may be arriving. (Spot:19) Cirian and Tacia pace beside her like the two living guardians they are.
The Celestial Bison snorts and lifts onto its hind legs, poised in the air for a second before falling like a mountain upon the back of #19 (AC 32, Dam 18) (to hit +10 bison, +2 flank, +4 prone = +16)
DM Sanity: Rapke only move action for 2 rounds Staff of Ice: 12 charges
pells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Soften Earth and Stone: permenant, 40 foot square, dry ground to sand = half movement and no run or charge. Stinking Cloud, 20 foot radius: 3 rounds, living creatures Fort Save DC 19 or d4+1 rounds Nauseated: Experiencing stomach distress; unable to attack, cast/concentrate on spells, or do anything else requiring attention; single move action per turn. Augmented Celestial bison 5 rounds; [NG] AC:13 HP:47 A:+10(gore) D:d8+11; drkvsn; acid/cold/electric/dam red/5; SR 8; smite
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] d20+17=29 d20+17=36 d20+12=20 d8+11=17 d8+11=17 2d6(3+2)+6=11 d20+21=34 Wednesday January 16th, 2008 6:19:27 PM
Gilan moves in on the closest monster with a sense of freedom. His claws swipe out at the beast, ending with his jaws attempting to clamp down upon the things throat. He mood will improve further if he is successful in hitting as he will be able to crush the creature to him.
Ciaran continues to pace as he see the creatures slowly moving past the softened sand. Though he might have help soon his teeth are bared and he is ready for a fight.
[Gilan vs. Creature18 - hit: 29/36/20 and damage: 17/17/11; grapple 34]
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Flea (AC 21, 49/62 HP) Status d20+13=25 4d4(2+1+3+2)+4=12 d20+7=18 Wednesday January 16th, 2008 9:31:54 PM
If her friends don't get the creature down, Flea will activate her wonderful wand again (UMD=25), aiming the four missiles at the rapke creature (#19)(12 pts MM dmg.), all the while racking her brain for any stories she might have picked up about creatures that may be able to change their form, that may be able to share the damage inflicted by wounds amongst themselve, and that seem to rise from even the most grievous of wounds. (Bardic Knowledge=18)
DM Sanity Info:
Position = AI-20
Wand of Magic Missiles - 30 charges remain
Murdock (hasted) Wednesday January 16th, 2008 11:43:26 PM
Murdock sees the lightning bolt head toward the rapke-thing, and see's his friends battling the other creatures. Murdock carefully observes the things and then decides to simply maintain, wanting to save his arcane powers for the deeper mysteries that may surround this place.
Entrance - Round 7 (DM JohnP) d20+2=6 d20+2=12 Wednesday January 16th, 2008 11:57:13 PM Vayine slashes the humanoids moving at his feet and then moves to the rapke-thing. Vayine's slash is enough to drop the rapke-thing.
His brother, Ayreon moves to attack the humanoid that has just stood up. His rapier punctures the thing and drops it to the ground.
Trellus saws his dagger through the pebbled scales of the humanoid's neck until he manages to sever the thing's head from it's body.
Tishe' doesn't need to use her wand and her bison has nothing to attack since all of the opponents are on the ground. DM Note -- Next round, you can substitute another order for the bison.
Gilan moves closer to the entangled humanoids and claws at them. He drops the two closest creatures.
Flea doesn't need to use her wand.
Murdock sees that his companions have things well in hand.
++++++
Two, [#6] and [#8], of the humanoids near Trellus begin moving and would stand. The cleric can attack them if he chooses.
One [#17] of the humanoids that Gilan just dropped begins to move again within the web, allowing the polar bear another attack if he wishes.
The other two humanoids remain stuck in the Web.
DM NOTE - Posted tonight without everyone posting because I have to go out of town tomorrow. Since it's down to a case of dealing with physically incapacitated opponents, you can consider going out of combat if you have a plausible plan for dealing with things.
Opponent Information Humanoid-things AC = 20 Rapke-things AC = 22
Ayreon Thursday January 17th, 2008 10:12:43 AM
Ayreon continues to cut the throats of the 5 guards that lay in front of him.
Then he turns to the group wondering where to go next. Perhaps to the entrance?
Grymash (ac28, hp104/115, ragehp124/135, RAGE6, barkskin, prayer, haste, silence, prot from evil) d20+16=26 d20+16=26 d20+16=27 d20+11=12 d20+11=23 d8+14=21 d8+14=21 d8+14=18 d8+5=12 d20+16=26 d8+14=21 Thursday January 17th, 2008 11:02:25 AM
(Sorry for not posting last night. I fell asleep on the couch and slept through most of the evening. Haven't been sleeping lately and it caught up with me.)
Grymash emerges from his hysterical blindness, and shakes his head. Upon seeing two sun-baked treadles moving toward Trellus, the barbarian cleric moves in with a 5-ft step forward. His feral roar is never heard, muffled my a silence spell. The two guards (8 an 9) are met again with a flurry of blows with a slashing double ax.
(same as before. Haste Attack. HitAC 26. Damage 21. Attack1. HitAC 26. Damage 21. Attack2. HitAC 27. Damage 18. Attack3. HitAC 12. Natural 1, Miss. Attack4. HitAC 23. Damage 12. Total Damage dealt: a mere 72 points. Wounding: -1 Con per hit.
Cleave attack. HitAC 26. Damage 21.)
Trellus (Ac 26, 88/88 hp, Prayer, Haste, True Seeing, Shield of Faith) Thursday January 17th, 2008 3:44:59 PM
Trellus spends a half second or so wondering how he's gonna stop the reanimating dudes with just a dagger, until his packmate - Mr Death Incarnate - solves the issue.
The cleric hacks at #8's neck, looking to sever it from the rest of his body.
[Prayer - +1 atk/dam/saves/skill checks on allies w/in 30'. -1 penalty on same for enemies]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (104 rounds) True Seeing - 105 rounds Prayer - 7 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
DM Apology (JohnP) Thursday January 17th, 2008 5:14:41 PM
No DM post tonight.
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] d20+17=28 d20+17=25 d20+9=24 d20+9=28 d8+11=14 d8+11=16 Thursday January 17th, 2008 6:56:23 PM
There is little finesse with the now wildshaped druid and he is feeling the battle lust that comes with killing things that he hates so much. These are abominations to nature and their threads must be cut.
As he moves to step on the two creatures near him, the one starting to move, his great paws reach down and grab at their heads. Their is a savage roar as he jerks his arms upwards, either removing a head or most likely tearing them to pieces.
[Gilan - hit: 28/25 and damage: 14/16; Str: 24/28]
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Thursday January 17th, 2008 8:22:20 PM
Tishe' speaks in the musical language of the celestials Highlight to display spoiler: {"Stand fast, friend bison, and watch for any enemy coming from the green cloud"}, and she points to the Stinking Cloud in front of the GrassDome entrance.
Putting away her wand with but a single charge (standard action), the mystic glides forth to get a better view of the battle. (move to 14,AF), pulling her dagger as she goes (free action with moving).
The Celestial Bison complies with the instructions of its conjurer.
DM Sanity: Rapke only move action for 1 round Staff of Ice: 12 charges Wand of Lightning" 1 charge
pells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Soften Earth and Stone: permenant, 40 foot square, dry ground to sand = half movement and no run or charge. Stinking Cloud, 20 foot radius: 2 rounds, living creatures Fort Save DC 19 or d4+1 rounds Nauseated: Experiencing stomach distress; unable to attack, cast/concentrate on spells, or do anything else requiring attention; single move action per turn. Augmented Celestial bison 4 rounds; [NG] AC:13 HP:47 A:+10(gore) D:d8+11; drkvsn; acid/cold/electric/dam red/5; SR 8; smite
Vayine {82/82 hp, AC 31, Bulls strenght, barkskin, endure elements, haste.) Thursday January 17th, 2008 8:34:50 PM
Seeing Grymash rush to aid the Trellus, Vayine begins to think that maybe taking their slain foes heads from their shoulders would be the best of his time, that way the things don't get back to their feet. THe drow begins slashing heads from the dead creatures. then if he has any movement left he will rush to Fleas aid.
(OOC: Do I need a roll for the decapitation? a str check or anyhing?)
Stephen ooc. Thursday January 17th, 2008 9:01:31 PM
FYI: Here are the rules on performing a Coup de Grace. For those wondering how to perform a killing blow.
Coup de Grace As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
Flea (AC 21, 49/62 HP) Status, Haste Thursday January 17th, 2008 11:21:28 PM
Clicking the heels of her magical boots together, Flea speeds towards her companions aid with the dead that don't seem to want to die. Sticking her wand safely behind her red sash, she takes out her holy short sword and goes to work where she is most needed.
She cringes a little at the mess Gillan is making, knowing that her sword makes nice, neat, razor-like slices.
Ayreon Friday January 18th, 2008 11:30:07 AM
Enthraled by the Dome Ayreon moves towards the Dome Entrance - his blade ready for whatever can come out of there...
Making an Entrance (DM JohnP) Friday January 18th, 2008 4:04:17 PM
Except for the two left hanging in the Web, all of the humanoids and rapke-things are now down on the ground. Grymash and Vayine start the grim task of beheading the creatures while Flea speeds over to help them. Inside the web, Gilan is able to incapacitate the two humanoids. The other members of the Bloodpack either move to help or watch for more defenders coming.
When they think of it, the fight out here wasn't all that difficult. In fact, only a couple of the Bloodpack were injured. Not even as tough as the fight with the spider-thing out on the Sargrass when everything is considered.
As they decapitate the humanoids, Grymash and Vayine can see that they have no belongings beside the ratty, tattered cloaks that the humanoids covered t heir scaly hides with. The Bloodpack can choose to remain here and deal with these fallen opponents or they can head into the grass dome.
From where he stands close to the clouds of foul gas, Ayreon can still see into the entrance of the dome. An arched tunnel heads slightly downwards towards the heart of the dome.
Vayine {82/82 hp, AC 31, Bulls strenght, barkskin, endure elements, haste.) d10+14=21 d10+14=17 d10+14=23 d10+14=15 d10+14=17 d10+14=24 Friday January 18th, 2008 6:46:24 PM
Vayine slams his sword home on one of the foul creatures necks
Hits(automatic)for 21+17(Crit)for a total of 38
Hits(Automatic)for 23+15(crit)for a total of 38
Hits (Auto) for 17+24(crit)for a total of 41
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Friday January 18th, 2008 8:38:49 PM
Gilan is quick to make short work of the last two humanoid abominations as well. His claws and teeth can be deadly when things do not move that well.
As he glances around to see how the other fare he grunts in satisfaction, though the lack of resitance is annoying.
Ciaran continues to keep pace with Tishe' as she moves around. As long as his brother is occupied with things in the sticky webs, his duty is still clear.
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
It almost appears to be too easy! The Bloodpack literally squashes their opponents and then open up the Sargrass Slaughter House as they decapitate every fallen foe...
Standing close to the entrace Ayreon gets a peak inside... An arched tunnel heads slightly downwards towards the heart of the Dome... Who knows what lurks inside...
Ayreon Monday January 21st, 2008 5:42:24 AM
Ayreon wipes the dark blood of his sword and goes to pick up his bow.
Then he nods to his friends. "Nice Fight! Perhaps a bit too easy? So... what's next on the menu?" he says nodding to the Dome Entrance.
Turning to Trellus he says: "Don't you think it's time to tell me and my brother what you know about this place since you were looking for it? Who sends you here and why? Obviously something foul lives in there..."
Grymash Monday January 21st, 2008 6:19:14 PM "Oh no, Ayreon. No says dat! No let da One whooz brings da days happenin's decide da fight not over. No anger da One whooz decides when thread be woven or cut! Be glad you live an never say it too easy!" Grymash is quick to warn about provoking the Fates, for their ways are dark and unknown.
Grymash keeps a watchful eye as everyone else figures out what next to do. He wipes the sweat from his brow and takes a drink. Trying to cool down and invigorate himself.
Flea (AC 21, 57/62 HP) Status d20+13=27 d8+1=8 Monday January 21st, 2008 6:56:35 PM
With the enemy dispatched, Flea selects her other wand. Activating it (UMD=27) she aims the magic at her injury. (CLW for 7 pts health).
Everyone looks pretty good to the gnome, however she keeps the wand in her hand. Just in case.
DM Sanity:
Wand of Cure Light Wounds 41/50
Vayine {82/82 hp, AC 31, Bulls strenght, barkskin, endure elements, haste.) d20+5=23 d20+4=14 d20+4=9 Monday January 21st, 2008 7:56:43 PM
Vayine nods to hi brother but keeps silent. He moves up towards the doorway and removes his googles keeping them around his neck for quick reattachment. using his Dark vision he looks into the doorway.
Search= 23 Listen=9 spot= 14
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Monday January 21st, 2008 8:02:54 PM
A large white bear comes striding towards the group. Though he is not as white as he should be. There is a slight, what could be a smile upon his mouth that shows stained teeth.
Stopping he cocks his head to the side and waits to see what the group will do next. Luckily for him, he can understand everyone...even if they cannot understand him.
Ciaran continues to stay near Tishe' as that was his last order given by his brother. He just wishes that his brother would take his form more often so that they could hunt together.
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Trellus (Ac 26, 88/88 hp, Prayer, Haste, True Seeing, Shield of Faith) Monday January 21st, 2008 8:25:34 PM
Once the fighters get into the neck chopping business, things go a lot faster. Trellus continues helping, making sure all of the creatures are totally cut before turning to the question of the dome.
The blond man looks at the dome thoughtfully, while answering Ayreon's "What do you know about this?" question. "Not much. We told a druid we'd helped that we were looking for a base outside Rattledam, and he told us about this place. Other than it was occupied by not-so-nice people, he didn't have any other info. So, we're pretty much as blind as you are."
"As for 'easy' - I don't think we've really started weaving yet."
The cleric walks over to Flea, still eyeing the doorway. "Whaddya think?" he asks.
[ooc - not sure how many rounds went there.]
[Prayer - +1 atk/dam/saves/skill checks on allies w/in 30'. -1 penalty on same for enemies]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (103 rounds) True Seeing - 104 rounds Prayer - 6 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Monday January 21st, 2008 10:01:19 PM
Tishe' keeps her staff in one hand and her wand in the other, looking towards the GrassDome for enemies. "We have to move fast before whoever is in there thinks up something else against us, Trellus. Let's lead off!"
She dismisses the bison and stinking cloud, readying the group to enter the GrassDome.
DM Sanity: Rapke only move action for 1 round Staff of Ice: 12 charges Wand of Lightning" 1 charge
pells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC
Into the Dome (DM JohnP) Monday January 21st, 2008 11:10:28 PM
The Bloodpack finish off the huamnoids and rapke-things and then assemble to enter the dome. The 'Pack members peer through the arched entrance into the dim interior to see what seems like a gently sloping tunnel leading downwards towards the centre of the dome. Whatever this place is, it isn't like the other domes that they have visited.
From where they stand, the 'Pack can see movement along the ceiling and walls of the corridor. This causes some alarm until someone realizes that the walls and ceiling of the tunnel-like entrance have been covered in spider webbing. Fortunately, there is no sign of the spider-thing that did this. In fact, from this position, Gilan and Tishe' realize that the entrance resembles the web of a funnel spider. Which doesn't bode well for anyone entering inside.
Still, there doesn't seem to be any way other than forward. But before they enter, the 'Pack need to determine if they send someone ahead to scout or if they will all stick together.
Flea (AC 21+3, 57/62 HP) Barskin, Trap Sense, Status d20+13=20 d20+14=28 d20+23=41 d20+9=25 Monday January 21st, 2008 11:56:20 PM
"Sure thing, Trellus!" Flea responds, sticking her wand into her belt on the side of her off hand. She looks askance at the Gillanbear. The druid seems to spending more and more time in animal form, and his behaviour is starting to freak the gnome out. She makes a mental note to talk to Tishe' and Trellus about it...later.
Taking up her holy short sword, she moves slowly towards the tunnel (and down it?)
The rogue checks for traps, mechanical, natural, and magical, as well as secret doors and other such hidden dangers, while trying to keep to the natural shadows of the place.
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus)
Ayreon Tuesday January 22nd, 2008 5:11:42 AM
"euhm... these webbings don't look inviting. Weren't you saying you were looking for a base? ... say, webs burn right?" Ayreon says to Trellus "If this is a web made my something bigger than we killed earlier I sure don't want to enter her lair blindly. Perhaps these webs when put on fire will burn like a fuse down to the lair of this spider brining it out in the open because of the thick smoke... what do you think?"
Ayreon realises his bow won't do any good in these tunnels so keeps his blade in his hands. He also volunteers to walk in front...
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Tuesday January 22nd, 2008 11:59:34 AM
"Warp down Flea," cautions Tishe', "and let's plan our pattern before starting to weave. These are spider webs and I don't fancy fighting more of those spiders in thier webs."
She turns to Trellus with certainty. "We need to burn them all. The Grass Dome won't catch fire, will it? And then we'll have clear lines of attack against anything left over."
Tishe' mulls over her thoughts and then brightens. "I'll bet the people and rapke were poisoned by the spiders into being regenerative undead and guarding thier nests!"
Not having any fire spells ready, Tishe' instead puts away her wand and gets out a thunderstone. "It won't start any fires", she says to herself, "but it'll be better used in tight spaces than a lightning bolt."
DM Sanity: Staff of Ice: 12 charges Wand of Lightning" 1 charge
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Prayer (from Trellus) +1 on all die rolls
Trellus (Ac 26, 88/88 hp, Prayer, Haste, True Seeing, Shield of Faith) Tuesday January 22nd, 2008 3:31:13 PM
Flea sure seems eager to go in there. The cleric mentally shrugs. Let them weave their picks, he tells himself.
Still, it never hurts to provide a little help. The blond man lays a hand on Flea's forehead. "Domi watch over you," he intones. [Protective Ward: +10 sacred bonus on Flea's next save. Expires after one hour]
Watching the small figure disappear into the tunnel, Trellus mentally keeps track of her via the Status spell. Somewhat distractedly, he answers Ayreon and Tishe.
"Flea's got some waxed picks. Let's see what she finds out. After that, I'm all for burning the place down. I got some oil in my pack..." the man trails off and frowns. "No torches though. That's bright, ain't it? Anyone got a torch or two?"
[Prayer - +1 atk/dam/saves/skill checks on allies w/in 30'. -1 penalty on same for enemies]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (103 rounds) True Seeing - 104 rounds Prayer - 6 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Yanosh Tuesday January 22nd, 2008 3:38:56 PM
OoC This is a test. This is only a test. If this were a real post you would be hearing the whinning and complaining of a surly Dwarf who hates Spiders.
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Tuesday January 22nd, 2008 8:48:32 PM
Gilan paces back and forth in his bear form as he waits. More abominations are most likely waiting for their threads to be cut and he wishes to right this wrong to nature. He watches as Flea slips inside the entrance and worries for her as she is gone. Part of him says to use his ability to take on a form that would be of more help, but this is her area of expertise.
Ciaran is also pacing as he stays near Tishe' still. He does not like the looks of this cave and seriously wonders if he should go in. Will his loyalty to his brother win out over instincts?
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Into the Webbed Tunnel (DM JohnP) Wednesday January 23rd, 2008 12:00:32 AM
Flea slips down the tunnel before Tishe' or anyone else can stop the rogue. Her gnomish eyes allow her to see the rough details of the tunnel as it descends slightly towards the centre of the dome. She begins to search and scan for traps or other devices but quickly realizes that this passage is used by all of the things that reside in the dome - the humanoids, the rapke-things and the spider-things.
She has gone only a slight distance when Flea notices more movement in the webbing on each side of the tunnel. Brief investigation reveals that the webbing has covered the lanes or corridors that would normally lead from a central path like the one that she is exploring. She cannot see any details in the shadowed depths of the side passages, though. What Flea can see through the webbing are patches of the material that the dome is constructed from. That unnaturally tough woven material appears undamaged by either time or the occupation by whatever these creatures are.
Outside near the entrance, the others in the Bloodpack are debating whether they should first burn the webbing, or perform that incendiary task after exploring. An assessment suggests that there is so much webbing that, once lit, it may burn both very hot and for a very long time. Of course, it would also take a long time to set all the webbing on fire, too.
Time that the Bloodpack may not have.
Someone suggests keeping watch for approaching creatures. The tunnel isn't a concern since Flea would notice and, presumably, retreat from anything coming that way. But they know nothing about the habits of the creatures and they don't know if more of the spider-things will return.
Ayreon Wednesday January 23rd, 2008 12:44:35 PM
Ayreon stays close to the entrance and tries to keep an eye on Flea. If she goes deeper beyond Ayreons vision he will enter behind her.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d20+8=13 d20+5=15 Wednesday January 23rd, 2008 1:54:12 PM
Tishe' keeps an eye on Trellus to see how Flea is doing. Ayreon she's not worried about since the mystic can feel him through thier shared 'Dragon's Tears'.
Keeping at the ready, she keeps a lookout around and on the GrassDome, Wart (the desert toad familiar) and Tacia (the wild dog companion) assist. (Spot: 13) (Tacia Aid Another: 15)
DM Sanity: Staff of Ice: 12 charges Wand of Lightning" 1 charge
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Prayer (from Trellus) +1 on all die rolls
Trellus (Ac 26, 88/88 hp, Prayer, Haste, True Seeing, Shield of Faith) Wednesday January 23rd, 2008 3:52:18 PM
"Hold on Ayreon," Trellus cautions. The man taps his head with an index finger. "I know where she is and how she's doing. An' Tishe an' Gry can feel her through the Tears. Probably you too. Just concentrate on Flea."
While waiting for the rogue to report, the cleric turns to Murdock. "You got any fire spells other than that fireball one that might help take out some of these webs?"
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (102 rounds) True Seeing - 103 rounds Prayer - 5 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] d20+10=23 d20+10=17 d20+6=9 d20+6=11 Wednesday January 23rd, 2008 8:17:14 PM
Gilan continues to pace as he waits for the return of Flea. Though it bothers him to no longer be in contact with his packmates, he trust Flea. He glances around, swinging his great head, and tries to keep watch for signs of life coming their way.
Ciaran is also keeping watch and his nose is doing double duty as it scents for strange smells. The problem is, everything here smells strange to him...but the pack he travels with.
[Gilan - listen 23 and spot 17] [Ciaran - listen 9 and spot 11]
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Flea (AC 21+3, 57/62 HP) Barkskin, Trap Sense, Status, Protective Ward Wednesday January 23rd, 2008 8:32:25 PM
Wide eyed and excited, Flea returns from her recon of the tunnel and reports what she finds, and how whatever uses the tunnel - the humanoids, the rapke-things and the spider-things - don't seem to bother or be bothered by the sticky strands of the webs.
"If we are very careful, we should all be able to get through the tunnel to the other side. Anyway, as far as I can tell, there aren't any traps..."
Feeling quite invincible, her holy short sword in hand, the rogue prepares to lead her pack down the tunnel.
DM Sanity:
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -and my personal favourite: Protective Ward (from Trellus) +10 sacred bonus on Flea's next save. Expires after one hour
Vayine Wednesday January 23rd, 2008 9:22:27 PM
Vayine listens to the groups discussion of how to burn the webbing and remembers what he holds in his pack.
"Guys, I have a bunch of pints of Oil in my Pack. we could use those tosart the fire, along with some reeds and grasses from the plains, if they burn."
Grymash d20+2=14 Wednesday January 23rd, 2008 9:37:45 PM
Grymash keeps a watchful eye out towards the plains. He wonders if he can see someone approach through the magic curtain that hid the dome from them earlier. If the magic is still working then they remain hidden from the world.
Spot 14
The Web Shrouded Tunnel (DM JohnP) Wednesday January 23rd, 2008 11:21:23 PM
Flea returns and describes what she saw inside the tunnel, how the spider-things have spread webbing over the walls and floors of the tunnels to cover the woven material of the dome. And how the webbing has been spread over any passages that branch off the main path that leads deep into the dome. No webbing covers the floor and it seems that the passage of the humanoids, rapke-things or spiders has removed any hanging from the ceiling. Nothing would stop the Bloodpack from marching right down the tunnel. Except, perhaps, for the feeling that Gilan and Tishe' have that this resembles the traps that some types of spiders make to direct prey straight into the heart of their web.
And the time to move is coming soon. Whatever magic cloaks the dome from outside view only works in one direction. Grymash and Tishe' can see the path beyond where the position of the magical barrier and nothing is coming from that direction. But they do spot a group of humanoids and rapke-things approaching from around the curve of the dome, probably from one of the other entrances.
Ayreon Thursday January 24th, 2008 10:54:59 AM
Ayreon waits for the leaders to decide how to solve this Dome problem but never the less offers to walk in front if wanted - or at least after Flea
Trellus (Ac 26, 88/88 hp, Prayer, Haste, True Seeing, Shield of Faith) Thursday January 24th, 2008 4:24:34 PM
Spotting the approaching group of things, Trellus figures now would be a good time to move along.
"OK, let's get weaving before we're stuck cutting off heads again. Something in there is causing all this, and we're gonna have to cut its thread. Let's go in a ways and then see if we can cut through to one of them side tunnels. I'd like to have this fight someplace it ain't used to."
Despite Ayreon's offer, the cleric waves in Flea and Grymash first, before allowing the others follow as they may. His plan is to go in about 60' and then see if they can burn through some of the webbing into a side passage.
[Prayer - +1 atk/dam/saves/skill checks on allies w/in 30'. -1 penalty on same for enemies]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Shield of Faith - +3 Deflection bonus (102 rounds) True Seeing - 103 rounds Prayer - 5 rounds Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d20+8=25 d20+8=27 Thursday January 24th, 2008 5:45:57 PM
Tishe' and Tacia follow Trellus into the webby tunnel. "There are going to be trap doors in the webs for things to attack us," Tishe' says matter-of-factly. "Also no where to run when a huge spider rushes up the funnel. Perhaps by going fast we will confuse it by doing something unexpected?"
Tishe' turns to lay a hand on Tacia and smiles. "And what is more unexpected than running headfirst INTO danger?" The mystic keeps a strong hand on her staff and thunderstone, ears and eyes cocked for any surprises. (Spot:25 Listen:27)
DM Sanity: Staff of Ice: 12 charges Wand of Lightning: 1 charge
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Prayer (from Trellus) +1 on all die rolls
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] d20+10=26 d20+10=20 d20+6=10 d20+6=12 Thursday January 24th, 2008 8:45:55 PM
In his mind, Gilan was thinking the same things that Tishe' just said. As he lumbers along with the group, he holds up the rear as he can easily handle some things...plus he is immune to most poisongs. He continues to keep his eyes and ears open for things that might try to catch them unawares.
Ciaran continues his guarding of Tishe', though he was still not sure about coming into this cave thing. He seems extra sensitive to all the little sounds that go on around him.
[Gilan - listen 26 and spot 20] [Ciaran - listen 10 and spot 12]
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Grymash d20+2=20 d20+5=17 Thursday January 24th, 2008 9:35:45 PM
The barbarian cleric does what is asked of him and heads on in. As far as the past few battles have gone, the approaching party doesn't sound much alarm in him. However, Grymash knows through his wisdom of past experiences, the winds can change before you know it.
He remains on guard as he enters. Keeping a watchful and pointed ear ready to spot any danger.
(Spot 20, Listen 17)
DM Apology (JohnP) Thursday January 24th, 2008 11:18:55 PM
No DM Post tonight
Vayine (HP 82/82, AC 30 Prayer, Bulls strenght, endure elements) d20+5=12 d20+5=13 d20+6=9 Friday January 25th, 2008 11:10:32 AM
Vayine takes his place at the back of the party, this way he can watch every ones back. In rear guard the drow is constantly watching and listening for anything other then the noise his party makes.
Vayine has his smoked goggles off so that he can use his Drow Darkvision.
spot=12 search=9 listen=13
Flea (AC 21+3, 57/62 HP) Barkskin, Trap Sense, Status, Protective Ward d20+23=33 d20+11=27 d20+14=32 d20+13=33 d20+9=18 Monday January 28th, 2008 12:03:38 AM
Flea carefully edges her way down the tunnel, every now and then casting a backwards glance at her pack-mates.
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -and my personal favourite: Protective Ward (from Trellus) +10 sacred bonus on Flea's next save. Expires after one hour
Posting Report for Game 10 for 2007 Monday January 28th, 2008 4:10:04 AM
Posting Report for Game 10 for the week of January 21 - January 27
Once all enemies have been decapitated the Bloodpack investigates the entrance. The webbed tunnel doesn't look very promising but bravely Flea enters the tunnel to scout ahead of the Pack. While the rest lingers outside reinforcements draw near...
Only 3 DM posts this week / no sign of Murdock?
Game Speed = 60% / Player posts needed = 3
- player reliability can not exceed 100% - the DM sets the pace - if a player makes 5 posts and a DM only 4 the game moves at 80% but the player is 100% reliable (not 120%) - if the DM makes 5 posts and the player only 4 the game moves at 100% but the player is only 80% reliable
Shrouded Halls (DM JohnP) Monday January 28th, 2008 10:12:35 PM DM Apology - I apologize for missing the posts last week. I let things get away from me on Thursday and then simply took Friday off. I had said that I was going to try better and, obviously, haven't.
And, I apologize for advancing the story by what could very easily be considered railroading. I need to advance the story and introduce the new PC's.
The Bloodpack wait just inside the arched entrance of the grass dome, trying to decide what to do. There are creatures approaching from around the dome and unknown dangers lurking below. Flea has done dome scouting and returned with news of what to expect. Trellus suggests going down to the first side corridor and then burning or cutting their way through the webbing.
As the Bloodpack follow behind Flea, Tishe and Gilan wonder about the dangers since they expect that the spider-things will have built ambush points in the tunnel. Grymash simply holds his double-axe, ready to defeat any physical threats to the party. The dark elf brothers, Ayreon and Vayine, feel almost at home as they head into the dark tunnels shrouded with spider webbing.
Flea leads her companions to the first cross passage, the webbing moving gently in the air currents that move within the dome. Trellus is about to begin burnign through the webbing when one of the dark elf brothers suggests cutting, instead. They might be able to disguise where they cut through the webbing but a charred circle would certainly be noticed. When they begin cutting, the Bloodpack notice that the webbing isn't very sticky, possibly because it is old or for some other reason.
Flea keeps her eyes and ears peeled for trouble while her companions cut at the webbing. Whe is about to hiss at them to hurry, having seen some shadows of creatures coming down the tunnel, when her companions pull the webbing aside to create an opening into the dark hallway beyond. She keeps watch while the others slip through and then pulls the webbing closed behind her. She is crouched there with her companions while the creatures move past. There are enough small gaps in the webbing that the Bloodpack can see that the creatures are dragging the remains of the creatures that the Bloodpack killed outside the entrance. Since these creatures don't seem sentimental, it's surprising that they are taking the remains of their fellows deeper into the dome.
Once the creatures are past, the Bloodpack determine that it is safe to begin moving. The group arrange themselves in their customary order as they move off through what seems to be abandoned corridors. Unlike the main entrance tunnel that they just left, these corridors are not cloaked with webbing. Instead, there is a thin layer of dust covering the floor. Looking behind, the Bloodpack can see that their trail is evident. However, there is some consolation that there are no tracks in the hallway ahead of them.
The Bloodpack continue this way for some time, gradually making their way towards the centre of the dome as they find connecting corridors leading that way. Everything that they see suggests that this dome has been abandoned for years, possibly decades or even longer. So far nothing seems to justify the interest that Flor has in this place.
Soon, as they walk deeper into the dome, Flea notices two sets of booted footprints crossing the corridor. Examination suggests that the tracks are not old, possibly a week or less, and they appear to be wanderng aimlessly or blindly. After a whispered discussion, the Bloodpack decides to follow these footprints to see where they lead. After possibly 15 minutes of walking that lead the Bloodpack to a small room, Flea spots a pair of bodies huddled in a corner.
Flea Monday January 28th, 2008 11:43:44 PM
"Shhhh!" The gnome holds an index up to her pursed lips in the universal sign. When she has the attention of her pack-mates, she points to the huddled figures at the end of the trail.
The rogue then reaches for her holy short sword.
Vayine Tuesday January 29th, 2008 2:33:24 AM
Vayine stops in his tracks, his dark blade held ready to defend those around him.
Ayreon Tuesday January 29th, 2008 4:10:20 AM
Ayreon too stops when Flea points to the figures on the ground. His blade still in his hands he cautiously awaits for his orders.
Trellus (Ac 22, 88/88 hp) Tuesday January 29th, 2008 3:11:05 PM
Stopping at Flea's hand signal, the blond human glances into the small room. The cleric pauses for a moment, considering.
He points gives everyone the 'wait' sign, then points to Flea, and motions her into the room. Trellus moves to follow her, waving for Grymash to follow.
Entering the room behind the gnome, he points the barbarian to a spot about 10 feet from the bodies and just off to one side of the cleric's line of sight. Once Gry is set, Trellus calls out softly, but with authority to the pair before him, "OK dudes, very quietly roll over and don't do anything bright."
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea
------ Spells Prepared {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Yanosh Tuesday January 29th, 2008 4:16:47 PM
Hearing a voice the Dwarf rolls over and comes to his feet. His heavey winter fur clothing he was sleeping on slid off revealing breast plate armour. Over his chest hangs the sign of Gargul. Dressed in a Grey and Blue kilt under his armour the Dwarfs hand flashes to the hilt of his Dwarven War Axe. His blue scarf having fallen from his face reveals scars from severe burns. With only a mustache and goatee the only noticable hair. His eyes squint as he glares at the newcomers from under his helmet. His large round sheild still lies on the floor where he was sleeping. Quickly he sumises that the giant Half Orc must go first if anything happens. In a growling voice the clric of Gargul speaks, "You dont look like the others around here." Looking at the one that he beleives spoke, "I was never one for doing 'anything bright'."
Flea Tuesday January 29th, 2008 5:58:48 PM
There is something familiar about the gruff voice.
Flea rubs at her eyes, and peers into gloom, cautiously approaching the individual who, though broader, is but a head taller, than herself.
"Yanosh?" she whispers, then a little louder, "Yanosh? From the Giggling Ghost? Is that you?"
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Tuesday January 29th, 2008 8:03:20 PM
The large bear continues into the room right behind the others. His polar white fur a far cry from anything that you might see in this hot place. In fact, if it was not for the endure elements spell he would most likely be too hot to do much of anything. He cocks his head to the side as he watches the two move. His teeth are bared in a smile?
Ciaran continues to stay near Tishe' and watch over her, though he has not had to do anything to protect her yet. Maybe he is doing his job then.
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Vayine Tuesday January 29th, 2008 9:12:20 PM
Hearing the voices of flea and this new dwarf, vayine tenses. but after Flea's continued chatter, and seeming recognition the Drow warrior relaxes slightly. though he still eyes the dwarf with a bit of suspition.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d20+8=14 d20+8=10 Tuesday January 29th, 2008 9:41:52 PM
Tishe' smiles. her wavy brown hair and brown eyes and generally average figure makes her look like a wife of a prosperous merchant. Of course, that is discounting the ice white staff in her hand, crossbow on her shoulder, and two protective canines at her sides.
"Shady", she comments brightly, "it looks like we know one of the people, but who is the other? And how do we weave to know that this Yanosh is really in his right mind? Come on sweetie, who would curl up in a garment like that. I haven't seen something like that fur since we were trapped in the Ice Vien!"
(Spot: 14 Listen: 10)
DM Sanity: Staff of Ice: 12 charges Wand of Lightning: 1 charge
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Prayer (from Trellus) +1 on all die rolls
Olaf Tuesday January 29th, 2008 10:15:30 PM
"Huh? wha...." mumbles the young blond man as he awakes. "Not spiders. Good."
"Uh, Yanosh, I'm thinking they're not goin' to hurt us, or we'd be dead already," he says as an aside. Then, he spits on the ground, stamps his feet twice, then addresses Trellus. his voice falling into a traders patois: "Greetin's from a colder place's in order, I think. Olaf the Unlucky n' Yanosh at yer service. I'm hopin' we might be able to get out o' this hole-in-the-ground sooner'n later, and be glad to help on the way 'f we can."
2 Level (3+1): Darkness, Hold Person (DC:16), [D]Invisibility, Silence (DC: 16)
3 Level: Deeper Darkness, [D]Nondetection, Stone Shape
Meeting (DM JohnP) Tuesday January 29th, 2008 11:12:02 PM
Most of the Bloodpack cautiously hang back while Flea, Trellus and Grymash enter the room to confront the sleepers. Fortunately, Flea recognizes one of them and greets Yanosh. That's enough to defuse the situation.
Both Yanosh and Olaf greet the 'Pack, not saying much more than that. Clearly, from what they have been through, this isn't a fit place for two adventurers on their own. Perhaps now is a good time for the Bloodpack and the two wanderers from the Ice Vein to share what they know.
Ayreon Wednesday January 30th, 2008 11:43:39 AM
Ayreon carefully checks out the newcomers and nods to each of them. Since the Pack seems to know them he too welcomes them.
"I'm Ayreon"
More the drow has not to say.
Trellus Wednesday January 30th, 2008 11:51:40 AM
Trellus blinks at Flea's statement, and squints at Yanosh again. Recognition slowly crosses his features. "You two are those Ice Vein dudes I've seen in the Ghost," he accuses with surprise. "What are you doing here?"
If necessary, the cleric of Domi gives Yanosh and Olaf a very brief summary of the situation - They are in a dome in the Sargass Plains. Domes are standard structures for most Plains' villages. The Bloodpack is exploring this old one for the dual purpose of clearing out whatever nasties have taken up residence, and possibly turning it into a base of operations for the group.
The blond man eyes the pair. "You're welcome to tag along. Any idea what's in here?"
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Wednesday January 30th, 2008 1:06:08 PM
"From the Ice Vien?" Tishe' repeats, confirming her guess, "the Sargrass is a long way from home!" She nods as Trellus gives his summation. "That's about the warp and weft of things. We've encountered giant spiders and rapke (oh, they are like four-legged carniverous reptiles the size of a horse) that seem to have regenerative abilities out in the Sargrass, and they seem to be coming from this dome."
She thinks a second while her energetic brown eyes dance with possibilities. "How long have you been in this dome and have you encountered any possible source for these mutated animals?"
DM Sanity: Staff of Ice: 12 charges Wand of Lightning: 1 charge
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Prayer (from Trellus) +1 on all die rolls
Yanosh Wednesday January 30th, 2008 2:55:57 PM
"Flea? Tishe'? Sargrass? By the Gods what have we done this time?" yanosh can not believe that he is standing in the same place as Flea and the rest of her pack. Then seeming to remember something Yanosh drops his Axe and enbraces Flea. Kissing her on the forehead, "That is from Bohdi." Then looking around at the pack. "I am Yanosh Ironfist of the viliage of Ice Peaks in the Ice Vein. How we got here is a mystery to me. We entered a cave looking for treasure and a couple teleportations later we were fighting the things you called rapke. We are also all that is left of the Ice Pack." the cleric staes their story as a red creeps over his face from kissing Flea.
Vayine Wednesday January 30th, 2008 6:28:00 PM
The drow warrior steps forward. his sword still in hand, but he raises his hand in a warriors greeting.
I am called Vayine.
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Wednesday January 30th, 2008 7:54:52 PM
Gilan lumbers into the room a little further and looks around. He snuffs a few times as if testing the air himself and then yawns. He remembers Ice Vein and the group that they met there. Though in this form he would not be recognizable by anyone that has not seem him shapeshifted before...in fact he will appear mostly as another animal companion.
Ciaran cocks his head to the side to look over the new arrivals. He then turns his head slightly to look at Tishe' as if asking if these are new packmates or food. To be honest they do not look that tasty to him...but looks can be deceiving.
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Grymash d20-2=2 Wednesday January 30th, 2008 8:09:12 PM
Grymash lowers his guard a little as soon as pleasantries commence, but not completely. They seem familiar but the half-orcs fragile memory fails him. (Int check 2) Though his eyes focus on the dwarf and his holy symbol. "Yooz be uh Eye of Lord Gargul? Yooz no be alone!" Grymash shows each head of his double ax. One with an engraved Open Eye, the other with a Closed Eye.
Olaf d20+4=12 d20+4=9 Wednesday January 30th, 2008 9:11:03 PM
Looking about in a bit of awe at the eclectic group, Olaf nods dumbly for a moment to Yanosh's brief recitation. "I'll only add that headin' deeper don't seem to be a way for two ta survive, but a group like this could do it with some care. I'd be glad to help you out as best I can. I'm a trapper by trade, though since banding with the Ice Pack I've taken to a closer bit with the Powers o' the Wold, an' can call a bit o' magical trickery when we need it."
He glances about in some concern after the long speech, hoping that nothing's been sneaking up on them in the interim. [spot 12, listen 9]
Forming a Partnership (DM JohnP) Wednesday January 30th, 2008 10:30:48 PM
The Bloodpack and the two adventurers from the Ice Vein share stories and details of what they have experienced. It helps that some of the Bloodpack and the two from Ice Vein commonly visit that strange place known as the Giggling Ghost, so they aren't totally unknown to each other. As well, Grymash discovers that Yanosh is a fellow follower of Gargul, so there is that connection.
Yanosh and Olaf haven't shared too much, yet, of what they experienced. Trellus and the others aren't too sure if what the pair describe offers a way out, or merely a path into the centre of the dome. Now would be a good time to make plans for the near future, using what information that everyone has.
Listen checks, please
Ayreon d20+2=10 d20+7=16 Thursday January 31st, 2008 3:46:49 AM
Ayreon remains on guard here in these strange tunnels. Unlike the others he doesn't think this is the right time nor place to get to know eachother and to swap stories... they are apparently in a spider infested dome and doesn't like to be surprised by them.
listen: 10 spot: 16
Trellus d20+10=13 Thursday January 31st, 2008 9:38:52 AM
[Listen 13]
Trellus mentally cringes at Yanosh's "we're all that is left of the Ice Pack" comment. If Flea picked up on that, and she probably did, the cleric is gonna have to keep an eye on her. This is not a good time or place for her to being hearing sunbaked news like that.
The blond man keeps the subject on current events.
"OK, anything you can tell us about what's weaving the picks here...I mean...what's causing all this, and do you know where we can find it, and can we sneak up on it?"
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Yanosh Thursday January 31st, 2008 3:15:12 PM
"We dont know what rules this place or how it was created. We arrived in this place and were attacked by the creatures here. we fought untill we were able to find this secluded room. Safe and free of the blasted spider webs. I do hate spiders." Yanosh tells the story of their arrival as quickly as he can. Turning to Grymash "Well met brother Eye."
Vayine d20+4=10 d20+4=5 Thursday January 31st, 2008 7:03:42 PM
Listen=10
spot=5
Vayine listens to the groups talking, and remembers a time, when he and his kin, or ex-kin, he would wonder about their relations later. would be able to track any prey due to this much noise, in the quite underground.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d20+8=10 d20+8=19 Thursday January 31st, 2008 7:25:41 PM
Tishe's eyes dance as she takes in all the new information and sights these orphans from Ice Vien can provide. She is too absorbed in learning something new to hear much, though Tacia keeps her ears perked.
Listen: 10 Tacia Listen: 19
DM Sanity: Staff of Ice: 12 charges Wand of Lightning: 1 charge
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Prayer (from Trellus) +1 on all die rolls
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] d20+10=28 d20+10=16 d20+3=7 d20+3=12 Thursday January 31st, 2008 8:33:49 PM
Gilan in his polar bear form moves back over to the way they came in. He is sniffing the air though you are sure that he cannot smell anything...well maybe. Still it is his eyes and ears that are working the most and he does not really want to be caught with his pants down....if he had pants on.
Ciaran turns his attention also to matters that require more attention. Safety was the current currency of this group and he was here to help provide that.
[Gilan - listen 28 and spot 16] [Ciaran - listen 7 and spot 12]
Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Olaf d20+4=13 Thursday January 31st, 2008 8:34:51 PM
"Well, pleased to meet you all. Yanosh has the long and short of what we know of this place: not much."
Looking at the webs for a moment, he then turns to Trellus, the apparent leader of the 'Pack. "Let me know how I can be helpin', and I'll fit right in."
Time to Move (DM JohnP) Thursday January 31st, 2008 10:54:03 PM
Gilan's keen ears are the only ones that hear the sound of movement echoing through the hallways and corridors. The druid cannot tell anything about numbers, but he's certain that some creatures have entered the abandoned hallways in pursuit of either the fugitives from Ice Vein or his companions.
Tacia is whining beside Tishe', too, indicating that something is coming.
It's entirely possible that the Bloodpack could lead the creatures on a chase through the abandoned hallways of the grass dome. There's the possibility of trying to make their way outside, but that wouldn't accomplish the goal set for them by Flor. And there's no guarantee that the pursuers aren't between them and the nearest exit. Or, they go further in towards where Yanosh and Olaf came from. From all appearances, whatever or whoever is responsible for these creatures is probably at the centre of the dome.
Flea (AC 21+3, 57/62 HP) Barkskin, Trap Sense, Status, Protective Ward d20+11=21 Thursday January 31st, 2008 11:39:57 PM
"You teleported here?" says Flea, her eyes search out the other dark corners or the room before returning to Olaf and Yanosh. Eyes narrowing ominously, after the dwarf gives her a kiss. "What do you mean you're all that is left of the Ice Pack?" Flea grabs the dwarf by the shoulders, and asks through clenched teeth, "where's Bohdi?"
Listen=21
The rogue turns and follows Tishe's familiar's look. The rogue thinks she heard something, and for the moment is distracted from her interogation of the Ice Vein visitors.
DM Sanity:
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -and my personal favourite: Protective Ward (from Trellus) +10 sacred bonus on Flea's next save. Expires after one hour
Jerry Friday February 1st, 2008 11:03:43 AM
Steve haviland emailed me. He's been in the hospital for the last week and is home now. He needs a sub and will be back soon...hopefully in one or two weeks.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Friday February 1st, 2008 1:30:57 PM
The brown-haired woman absently tucks a lock of hair behind an ear, then lays the hand on Tacia, quelling the rising growl. "We need to warp down the talking and start weaving to get to the end of this tapestry.", she suggests.
"Perhaps we can follow the route of the webs from outside the tunnel until we come to the center, and then ambush the ambushers?"
In whatever direction is indicated, Tishe' will follow, and so will the rescued dog that trots by her side.
"If we need, I can also delay any pursuit with webs and other tactics?"
DM Sanity: Staff of Ice: 12 charges Wand of Lightning: 1 charge
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Prayer (from Trellus) +1 on all die rolls
Murdock [ Sub-SteveK] Friday February 1st, 2008 1:34:15 PM
ooc: I'll take care of Murdock until Steve gets better. JohnP, do you have a recent CS for Murdock? The only one I have for him shows he is 7th level, and I know that's wrong...
Murdock has been quiet and uncommunicative since arriving at the grass dome. Going down underground with obvious spiderwebs has done something to the drow and his eyes show hatred and fear in equal measures.
Again, he says not a word, but obediantly follows the group, like a dark automaton...
Yanosh Friday February 1st, 2008 2:24:44 PM
Stepping close to Flea so she can hear as he speaks softly. "Bohdi is fine. He left us to return to Zarnen City. He asked me If I ever saw you to give you his Greetings." Yanosh retreives his furs and shield. "Lead the way Trellus and my Axe is here for you all. May Gargul watch over us."
Vayine Friday February 1st, 2008 4:37:51 PM
The Drow follows the others, smiling to himself at the Dwarf warriors bold words. it was good to see at least one person confident about this adventure.
Grymash d20+2=12 d20+5=9 Friday February 1st, 2008 6:10:19 PM
Grymash gives Yanosh an affirming grunt. There will be enough time for words and pleasantries later he thinks. Less words allow his ears to train on other sounds he should be listening for. He continues on in front of the pack, forever vigilant. No one will live or die without his approval.
(Spot 12, Listen 9)
Olaf d20+15=31 Friday February 1st, 2008 7:18:19 PM
Olaf softly intones, holding a bit of lion fur, casting Toros's Taur Try on himself. "Well, I'm ready to go take a look, if ya want. This place gives me some bad feelin's." He moves to the way he and Yanosh came, trying to find a decent hiding spot while waiting for Trellus to decide their action.
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] d20+10=24 d20+10=18 Friday February 1st, 2008 8:23:48 PM
Gilan falls to the back of the group and pushes along anyone that would try to stay at the back. He has a few thing up his own sleeve that will allow him to slow down pursuit and he can more than delay enemies if they are found. It is not that he is dumb, but he knows were he can help out the most right now.
Ciaran continues to stay near Tishe' and watch over her. The smells are confusing in this place and he is going to be glad to get out. If it was not for his brother being in here, he would have left already.
[Gilan - listen 24 and spot 18]
Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Trellus Friday February 1st, 2008 11:05:16 PM
The blond human makes a quick decision.
"Let's get to the center and cut the thread of whatever is weaving all this. Flea and Gry up front." Trellus nods at Olaf, "you too, if you want to."
Flea (AC 21+3, 57/62 HP) Barkskin, Trap Sense, Status, Protective Ward (Illegal 2nd post) d20+11=13 d20+14=15 d20+13=17 Saturday February 2nd, 2008 6:43:18 PM
Flea's head snaps back as her eyes focus on the dark, yet friendly eyes of the dwarf from Ice Vein[/]. "[i]Zarnan City," she repeats, "then Bodhdi is safe."
With a quiet *schnick* she pulls her holly short sword from its scabbard, and pads to the front of the group, assumming scouting duties.
Listen=13 Move Silently=15 Search/Detect Traps=17
The rogue is not exactly at the top of her game...likely discomfitted by what whe has learned.
The rogue turns and follows Tishe's familiar's look. The rogue thinks she heard something, and for the moment is distracted from her interogation of the Ice Vein visitors.
DM Sanity:
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -and my personal favourite: Protective Ward (from Trellus) +10 sacred bonus on Flea's next save. Expires after one hour
ADM StevenVdB : Posting Record Game 10 Monday February 4th, 2008 1:28:58 AM
Posting Report for Game 10 for the week of January 28 - Februari 3
Slowly our friends move deeper into the tunnel and cut their way through the webs into a side tunnel. Deserted at first glance the Pack moves to investigate and follows the winding tunnels ever deeper towards the heart of the dome... Suddenly the Pack stumbles upon two figures huddled against the sides... Soon recognised from visits at the Giggling Ghost Yanosh and Olaf join the Bloodpack. Welcome Yanosh and Olaf!
SteveH is unable to post - SteveK will sub for him.
Game Speed = 80% / Player posts needed = 4
- player reliability can not exceed 100% - the DM sets the pace - if a player makes 5 posts and a DM only 4 the game moves at 80% but the player is 100% reliable (not 120%) - if the DM makes 5 posts and the player only 4 the game moves at 100% but the player is only 80% reliable
Ayreon Monday February 4th, 2008 1:37:05 AM
Pleased at last with some action again Ayreon puts his rapier away and takes his bow. Whatever is on their tail he'll send them a welcome message as soon as they look around the corner...
Ayreon's dark vision certainly helps in these dark tunnels and allready the drow starts to feel at home in these deserted tunnels. What a place this would be to stay!
Spiralling Inwards to the Centre of the Madness (DM JohnP) Monday February 4th, 2008 11:46:49 PM
As plans go, striking towards the centre of the dome and whatever is directing or responsible for the strange creatures stalking the Sargrass makes a certain kind of perverse sense. Most people wouldn't think so but adventurers are cut from different cloth, aren't they?
After some shuffling, the Bloodpack and the two adventurers from Ice Vein arrange themselves to begin moving. Flea moves to the forefront, relieved to hear both Olaf and Yanosh confirm the continued well-being of the others from Ice Vein. The rest of the pack arrange themselves, with the fighters guarding the spellcasters in the centre.
The trail left by the two from Ice Vein is fairly easy to follow through the coating of dust that lays upon the floor of the grass dome. The trail isn't particularly straight, but it does seem to lead towards what everyone thinks is the heart of the dome. As they move, Gilan and Flea can hear the sounds of whatever is following them fade with distance. Either none of these creatures can hunt by scent, or something is serving to obscure any traces of their passage.
As they move forward, the passages and rooms begin getting slightly larger. If they thought about it, the smaller rooms and passages close to the exterior of the dome may have been living quarters while these areas seem to be public spaces or places for the former occupants to congregate. When someone takes time to look, the walls now seem to have patterns woven into the grass. There isn't time to stand back and investigate but the mages and scholars feel that these could have either been simply decorative or having symbolic importance.
Yanosh and Olaf begin to recognize some spots from their flight from the room where they arrived in the dome. There are no remains left from their fight with the creatures although the signs on the floor suggest that the creatures either healed and moved away, or were taken away like the bodies of the creatures slain by the Bloodpack. What happens to the bodies is still unknown but there's a strong possibility that these creatures make no distinction between fallen comrades and creatures captured on the Sargrass.
The adventurers are waiting to cross a larger room when Flea, who is silently crossing the room, motions for them to stop. Even as the gnome tries to blend into the shadows in the centre of the room, three of the misshapen humanoid things appear at the exit from the room across from Flea. Everyone waits and expects the worst, but after an inspection that should have spotted Flea the humanoids turn and leave.
Before anyone acts, Flea makes a motion for everyone to remain hidden while she figures this out.
Flea and those making both Spot DC 10 and Sense Motive DC 15 - Highlight to display spoiler: {Really, Flea wasn't all that well hidden. The creatures should have spotted her but they didn't seem to. And, from what you can tell, the creatures weren't trying to bluff and set an ambush.
It's as if the creatures really couldn't see Flea, but none of the magics on the rogue could explain that. And the spellcasters can tell that there is no other, unknown magic acting upon the rogue.}
Though clever, Flea has never been particularly wise. When the strange folks pass by, she assumes the magic of her Shadow Armor did its job.
"Shall we follow, and see where they go?" she asks her companions.
DM Sanity:
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -and my personal favourite: Protective Ward (from Trellus) +10 sacred bonus on Flea's next save. Expires after one hour
Ayreon [ AC24 - HP 77/77 ] d20+7=24 d20+2=15 d20+6=18 d20+2=16 d20+7=11 Tuesday February 5th, 2008 6:05:52 AM
Spot: 24 sense motive: 15
"They should have seen her..." Ayreon whispers "and it doesn't feel as if they were bluffing... almost as if they really can't see her at all. I don't understand..."
"They didn't smell us either. Then how do they hunt?"
Ayreon awaits further plans but keeps on guard and holds on to his bow. These tunnels look inviting and must have been glorious one day!
If hey cross the room Ayreon tries to be quiet too and keeps his eyes and ears open for trouble.
Before continueing he taps the tatoo on his arms offering magic protection from whatever is down here...
Move silently: 18 listen: 16 Spot: 11
Active spell: Mage Armor
Trellus d20+10=12 d20+6=19 Tuesday February 5th, 2008 8:17:17 AM
[Spot 12, Sense Motive 19]
Trellus nods in a agreement with Ayreon, a perplexed expression on his face. "They shoulda seen her, but they didn't," he agrees. The cleric thinks, hard. His right hand rubs the back of his neck - over and over and over - as he tries to figure it out. "Its not like they saw her and chose not to attack, they just didn't see her."
"She's a gnome, she wasn't moving, she didn't attack," he states, ticking the items off on his fingers. Then he adds, "she's a 'She'.
The blond man thinks some more.
"If we see more, nobody move or attack unless we're POSITIVE they know we're there," he instructs.
Trellus waves Flea forward. -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d20+8=10 Tuesday February 5th, 2008 1:49:19 PM
Tishe' can see the actions of the creatures, but has never been very understanding about why something does something. (Spot:10) She listens intently to the arguments given by Aryeon and Trellus and shakes her head. "They saw her just fine when they were trying to kill Flea in front of the Grassdome", she points out. "I don't think any of those reasons are correct. It's as if the mind isn't home in these ones."
"We better follow closely, or we may soon find all of them here once they get to a thing that can make a decision."
The woman is more than ready to cross the room and continue on the hunt.
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC
Murdock AC18 HP 35/35 Tuesday February 5th, 2008 1:59:17 PM
The thin drow pushes his blonde-and-green hair away from his face and is ready to kill the enemy when they unaccountably turn away.
"Now is our chance to follow them and slay the evil that infests this spider pit!" It looks as if Murdock is coming out of his lethargy, but instead of the cold intelligence coming to the fore, it is the hot hatred he usually keeps penned deep inside of him.
He keeps his hands on his staff and his flickering lavendar eyes on the back of the small gnome in front.
Yanosh Tuesday February 5th, 2008 4:21:21 PM
"I agree with the Dark Elf." Yanosh states quietly. His eagerness to hunt and kill these creatures is eveident in is speach. "I say we ger to the frozen head and cut it off."
Vayine Tuesday February 5th, 2008 8:28:43 PM
"Aye, thats the spirit" agree's the drow warrior. "Strike hard and strike fast, we might be able to get out of this place before we get overwhelmed." as if an after thought he looks at Gry..."Well maybe, if Gry doesn't get them first."
Olaf d20+4=6 d20+9=11 d20+10=11 d20+10=18 Tuesday February 5th, 2008 8:34:18 PM
[spot 6, sense motive 11]
Olaf looks around at the eager and puzzled faces of his new comrades, "I'm thinkin' no combat's a sight bett'r n' lot's o' combat. Just my bit. Anyway, I'm goin' to prepare some darkness just in case." With that, he casts Deeper Darkness onto a pebble, which is prompt placed in his belt pouch.
He then hustles to follow up behind the perky gnome, hoping to help scout.
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Tuesday February 5th, 2008 8:44:06 PM
Gilan continues to bring up the rear of the group. He takes note of the creatures and their actions but has no opinion...or at least none that he could share.
When the group is ready to move he falls into step and will follow along...still maintaining his presence at the back of the group.
[Call Lightning: 1/9 bolts, 7 damage, Reflex DC 18 for half] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Grymash d20+2=17 d20+5=10 Tuesday February 5th, 2008 9:05:34 PM
Grymash listens just enough to get the gist of everyone's comments. The lion share of his attention is on the surrounding darkened halls of this dome. He takes the words of Trellus to heart. He's always trusted his judgement. No attack until they strike. Sure, he can do that, but its not his style. He keeps a constant gray eye and pointed ear for any possible disturbance.
(Spot 17, Listen 10)
To the Portal (DM JohnP) Wednesday February 6th, 2008 12:02:50 AM
The Bloodpack fal in behind Flea as the gnome silently follows the group of humanoids through the darkened corridors of the grass dome. No one is certain how Flea avoided being seen but nobody is complaining since this is a good opportunity to reach the heart of the dome. The humanoids move slowly, as if searching for something. The Bloodpack is able to stay unobserved and unheard and no one can udnerstand how that is happening, either.
Eventually, after quietly making their way through the corridors, Yanosh and Olaf rcognize the room that they arrived in. Like before, there are no signs of the creatures that fell beneath their swords. Everyone else sees that the room is very similar to the others except that the floor of this room is a great stone block, the first stone that the Bloodpack has seen inside the dome. The stone has been carved with some designs that seem naggingly familiar to the original members of the Bloodpack. All that Yanosh and Olaf know is that similar markings were in the cave where they started their journey from Ice Vein.
Ayreon [ AC24 - HP 77/77 ] d20+2=11 d20+7=20 Wednesday February 6th, 2008 8:43:56 AM
"This place is odd to say at least..." Ayreon whispers while he's scanning the room.
Puzzeled because he doesn't understand why they are here Ayreon guards the entrance to this room keeping his bow readied.
listen: 11 spot: 20
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d20+15=23 d20+15=31 d20+15=24 Wednesday February 6th, 2008 2:19:13 PM
Tishe' gives the white bear a quick hug of reassurance before moving out to follow Flea. "You look a lot like Yorrick", she tells Gilan with a smile, cajoling a memory of the great bear companion from the Giggling Ghost. And then she turns to concentrate on the way ahead.
Though not an original member of the Bloodpack, Tishe' has spent days within the tunnels and chambers below Rattledam and is familiar with the secrets they have been allowed to see. The brown eyes scan the chamber for any signs of spell activity (Spellcraft: 23, 25 if conjuration) before stepping closer to the stone block to examine it without touching.
"Fascinating", she murmurs as her memory reaches for the necessary information. (Decipher Script:31, Know Arcana:24)
DM Sanity: Tishe' knows High Woldian, Draconic, and Celestial
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC
Murdock AC18 HP 35/35 (sub= SteveK) d20+7=15 4d4(2+1+1+1)+4=9 Wednesday February 6th, 2008 2:24:13 PM
Murdock is a lot less curious than Tishe', and keeps alert, looking around with his underdark senses. (Darkvision, Spot:15)
He readies a spell to deal with anything that is attacking Flea or the Bloodpack.
Yanosh d20+2=11 d20+1=6 Wednesday February 6th, 2008 4:43:19 PM
Looking around the burn scarred cleric sees they are back at the begining. "Well this is where we came in." Yanosh moves to back to the door to keep watch.
Spot 11 Listen 6
Trellus d20+7=27 Wednesday February 6th, 2008 4:44:40 PM
Trellus moves with the pack through the tunnels, keeping himself in the center of the group. The actions of the dudes who live here continue to puzzle him. The fact that there appear to be a lot of 'em are even more concerning. I hope cutting out the center rips all of these dudes, he thinks worriedly.
The group enters a room that Yanosh and Olaf say is the one they arrived in. "Some familiar about those," the blond man agrees as Tishe moves forward.
He tries to recollect as his packmates explore or defend. [Not sure if a Knowledge Local or Int check required - oooo nat 20!] -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Wednesday February 6th, 2008 6:30:45 PM
Gilan accepts the hug from Tishe' and is thankful for the thick white fur that covers him as he can feel the heat of blushing running across his body. As the enter the new room, he wanders a little and keeps his senses ready for trouble.
Ciaran has been following along as well though he stays near his target for protection. He would hate to let his brother down...let alone his new pack.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Vayine Wednesday February 6th, 2008 7:06:49 PM
The Drow warrior moves up to protect Tishe' as well as get a look at the stone block.
OOC: Vayine can read Orc, Goblin, Draconic, and elven.
Grymash d20-2=-1 Thursday February 7th, 2008 12:00:51 AM
(Int check -1)
Turning around to face Ayreon, the barbarian asks, "Odd!? Dat be da sunbaked name for dis place? How do Ayreon know dis?" These murdocks seem to know things. They knew about the Bloodpack before we ever met them. All his life, Grymash has never known of murdocks and their kind, like the horn-headed demontaur. Now, all of a sudden, there are three murdocks in their ranks. And they know of this place called Odd.
An expression of confusion and concern fills his face. He looks to Trellus and Trish to see if they wonder the same thing.
The Portal (DM JohnP) Thursday February 7th, 2008 12:12:32 AM
Trellus realizes that the symbol on his pendant is scribed into the stone where Yanosh and Olaf arrived from Ice Vein. As everyone looks, though, they realize that the other symbols on the stone are not part of any of the alphabets that they know. So, it's impossible to determine what the symbols mean, just as the pendant has long been a mystery.
Tishe' scans the area but discerns no evidence of magic. Obviously, there should be some traces of the magic that brought Yanosh and Olaf but the theurge can't really determine anything. More time would probably help, or perhaps some assistance from someone knowledgeable about devices and magical artifacts.
The fighters are closing ranks, trying to watch both the exit where the humanoids left and the stone block on the floor for any sign of danger. Nothing seems out of the ordinary, and the humanoids would be easy to catch up with, so this might be a good time for more examination. Or, it may be better to come back and examine this room when whatever (or whoeve) is residing in the centre of the dome is dealt with.
Trellus Thursday February 7th, 2008 1:29:22 PM
Trellus ponders the markings as he idly flips his pendant over and back in his hands.
Presently, he looks up. "Well, whoever wove this pendant probably also wove this dome. Which makes it pretty old, I'm thinking. Also, a totally different thread. Let's worry about the one we're on and deal with what's living here now."
The young human nods toward the exit. "Flea, whenever you're ready." -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Ayreon [ AC24 - HP 77/77 ] Thursday February 7th, 2008 1:44:43 PM
"Odd?!" Ayreon says and he raises his eyebrows on the Half-Orc "euhm what do you mean? Is this place called Odd? You've been here before perhaps?"
This most likely will only puzzle poor Gry's mind even more. (ooc like Gry's RP a lot!!)
Next he looks some more down the tunnels but nothing really happens. With the splenour surrounding them he would almost forget the treacherous danger that hides in the core of this dome.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Thursday February 7th, 2008 3:11:15 PM
Tishe' looks like she would be perfectly happy to sit down and explore the ramifications of the block of stone and Trellus' pendant and the transportation of Yanosh and Olaf until she dropped of exhaustion. That Trellus wants to ignore all this unexplored knowledge doesn't register for a second...
"Oh", she thinks for a second, "well, all right, but once we cut some monster threads, we really need to come back here." She moves up and is ready to go further into the dome, mumbling as she goes, "I really would like to discover the answer to at least ONE question before my thread is cut..."
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC
Murdock AC18 HP 35/35 (sub= SteveK) Thursday February 7th, 2008 3:16:25 PM
Nothing materializes, and Murdock puts the spell back into its well-filed area, waiting for the time when it will bloom in destruction of his enemies.
"Be careful, little one", he whispers as Flea once again takes the lead.
Yanosh Thursday February 7th, 2008 3:44:15 PM
Silently Yanosh waits for the others to do their work. When the rest move out he silently falls into his possition in line. Eyes peering the dim world around them for any of the strange things that inhabit this place. Unusually silent to any that know him.
Vayine Thursday February 7th, 2008 4:30:10 PM
Vayine moves to walk next to Yanosh, studying the dwarf with curiousity, not animosity. Vayine had seen Yanosh in an inn called the Giggling Ghost a few times and was trying to discern the dwarfs attidude towards his packmates.
Flea (AC 21+3, 57/62 HP) Barkskin, Trap Sense, Status, Protective Ward d20+8=14 d20+13=17 d20+7=11 d20+13=19 d20+23=34 d20+14=19 d20+11=27 Thursday February 7th, 2008 8:19:39 PM
Flea has a look at the curious stone floor (Decipher Script=14, UMD=17) before moving towards the exit. She racks her brain for any stories she might have heard of such stone in the the Sargrass or from any other place (Bardic Knowledge=11).
The gnome looks appologetically at Tishe', and says, "this all is a mystery to me. Maybe Yanosh can figure out where the stone might be from?"
At the exit, Flea checks carefully for traps before continuing down the path.
Search=19 Hide=34 Move Silently=19 Listen=27
DM Sanity:
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -and my personal favourite: Protective Ward (from Trellus) +10 sacred bonus on Flea's next save. Expires after one hour
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] d20+6=21 d20+6=17 Thursday February 7th, 2008 9:11:12 PM
Gilan falls back into step with the rest of the group and stays near the back. He continues to keep his eyes and ears open for sounds or sights of anything that might be dangerous. He can understand the problems that the others are having, there are even more mysteries here and he is interested himself. Once they clear this place out it should be easy to at least attempt to answer some.
Ciaran continues to stay near Tishe' and guard over her. If nothing else, he is a second pair of eyes and ears for her.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Towards the Centre (DM JohnP) Friday February 8th, 2008 12:34:20 AM
Trellus decides to the leave the mystery of the portal for another time, perhaps when there isn't the danger of the creatures in the dome. Everyone else who took the time to examine the stone platform noticed the similarity to Trellus' pendant, but couldn't figure out any more.
The cleric motions to Flea and the gnome continues to lead the group onwards. As before, the spellcasters move in the centre of the group protected by the fighters. Even though the humanoids have moved farther ahead of them, there may still be some danger from those creatures. Not to mention that they no longer have the tracks made by Yanosh and Olaf to guide them, so this truly is a venture into the unknown.
Flea keeps moving, flitting from shadow to shadow and occasionally waving the party forward. It was only a short distance before she finds a curtain of webbing covering the tunnel ahead of them. When she examines it, there is a tear where the humanoids and the other creatures that attacked the Ice Veiners after the arrival must have entered. Peering through the opening, Flea can see a short distance back towards the original, main hallway which seems to be descending a ramp towards the centre. Hiding in the shadows, the rogue spots several groups of humanoids, some rapke-things and something big enough to be a spider. From what Flea sees and describes to her companions, this looks like the front entrance to whatever resides in the centre of the dome.
Ayreon [ AC24 - HP 77/77 ] Friday February 8th, 2008 9:43:02 AM
"Aha!" Ayreon says as he hears Flea's feedback of her scouting "At last something to look forward to and to get down to business."
He awaits further orders but offers to move forward into the nastyness...
Trellus Friday February 8th, 2008 10:30:36 AM
The Bloodpack leader takes in Flea's report with a frown. He glances at Ayreon's eagerness, and holds up a cautionary hand.
"The twist is that spider thing ain't the boss treadle," he notes with concern. "Its just a guard. Now, we can open up on those dudes there, and rip 'em no problem. But will we have anything left for Big Daddy Treadle when we're done? He, or It, or whatever's inside, that's gotta be the one thread holding all this together."
The blond man rubs the back of his head.
"I'd love to either find a back door, or get past them guards without a fight."
Trellus looks around at his friends. "Any ideas?"
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Friday February 8th, 2008 3:26:27 PM
"A diversion?" Tishe' hazards. "We can conjure several creatures that run away from the guards up the web-hallway. Once they are past our opening, we shuttle into the entrance. I could even close off the web with a spell or two to slow down pursuit."
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC
Murdock AC18 HP 35/35 (sub= SteveK) Friday February 8th, 2008 3:30:33 PM
"Why make a diversion?", responds the thin drow. "I can make a wall of fire to cut off the enemy from the door and we then walk right on through." He smiles nastily. "And they can burn."
Yanosh Friday February 8th, 2008 3:35:01 PM
"Great! Spiders! I hate Spiders." Grumbles Yanonsh softly. "I say we crush the bugs."
Olaf Friday February 8th, 2008 4:18:07 PM
Olaf shakes his head, bemused by Yanosh's antics and Murdock's bloodthirst. "I'm all for a diversion, too. We can leave 'em in the dark after we block the entrance, too---should make it a mite bit harder to get back. I'd just need a moment to prepare an arrow for the task."
Vayine Friday February 8th, 2008 5:24:18 PM
I know that I am no mage, but don't summoned creatures last only a short time? if we summon a few creatures they will only disappear, this will alert the others that we are here. and they will come for us, assuming that they have been here alot longer then we have, they will be able to catch us....
The Drow warrior left the statement hanging in the air for the others to finish.
Grymash d20-2=8 Saturday February 9th, 2008 1:06:21 AM "Uhh...huh!?" Grymash becomes quite perplexed. So much so his mouth hangs slack-jawed for a few moments. His mind searches vigorous for a thought. "Uhhhh, NO! Gry nose be heres no mever before. Hows Ayreon know da hame o' dis pace Odd?" With his head slightly tilted and forehead furrowed, Grymash wont be able to handle too much more confusion. He may revert to speaking orc.
Which Way to Go (DM JohnP) Saturday February 9th, 2008 10:03:31 PM
After Flea returns with her scouting report, the Bloodpack debates how to approach the problem. Trellus asks about finding another path, or perhaps diverting some of the guards away from the entrance that is close by.
The others provide some suggestions of how to draw the guards off and then block the way behind them. All the while, the fighters are readying their weapons.
The only one who hasn't responded is Flea and the gnome is the one who would have to do the scouting. She figures that, given enough time, she might find an alternate way around. It's simply a matter of whether the group wants to spend that time scouting, or simply deal with the nearby guards.
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Sunday February 10th, 2008 12:36:58 AM
Gilan paces over to stand near Trellus and nods his large bear head. He is not sure if the group is being mislead with the act of not seeing them or not.
It might not be a wise idea to spend too much time fooling around, though this as well could be a trap. Should they spring it and take the chance? That is the big question.
Weekly Summary : Spiralling down to the core of the dome...
Having found two new members for the Pack the group continues to find its way in the spiralling maze, stumbeling upon the room where Yanosh and Olaf most likely came from. When they suddenly see a few "inhabitants' of this dome everyone is amased that they didn't spot Flea who wasn't particularly well hidden at the time... How comes?!?...
Looks like not all mysteries of this place have been unfolded... Yet...
Game Speed = 100% / Player posts needed = 5
- player reliability can not exceed 100% - the DM sets the pace - if a player makes 5 posts and a DM only 4 the game moves at 80% but the player is 100% reliable (not 120%) - if the DM makes 5 posts and the player only 4 the game moves at 100% but the player is only 80% reliable
Ayreon [ AC24 - HP 77/77 ] Monday February 11th, 2008 1:07:17 AM
"Gilan is correct" Ayreon says "we shouldn't be wasting any more time and take advantage of whatever surprise effect we still got left. Let's get on with it..."
Ayreon again looks at Gry still not understanding what the brute half orc is trying to say... this place is not Odd it's just odd... but how can you bring this to the mind of an Orc??!!??
He raises an eyebrow at Trellus hoping the Bloodpack leader has some way of making this clear to Gry. He's known him a lot longer that Ayreon and probably knows how to bring little messages to Gry... one at a time... few words and most importantly simple words...
Yanosh Monday February 11th, 2008 12:35:42 PM
Regaining his thoughts the Dwarven Cleric states softly "I may have a spell that can help."
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Monday February 11th, 2008 2:41:44 PM
Tishe' awaits to execute the decision by Trellus.
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC
Trellus Monday February 11th, 2008 3:21:01 PM
The interchange between Aryeon and Grymash is becoming slightly more distracting. Trellus gives the two an irritated look, which passes quickly as he comprehends the problem.
"'Odd' is his word for 'warped', Gry," the blond man explains to his friend. "Its not a name. Ayreon is just saying this place ain't shady."
Trellus turns to Tishe. "Let's try your way," he says. "Remember dudes, when the fighting does start, ya gotta cut off their heads to keep their threads cut."
Vayine Monday February 11th, 2008 4:51:42 PM
Vayine Brings his sword arm up to his chest tapping the hilt lightly ont he brestplate.
"My sword is yours."
Looking to Gry with a Wink. "2 gold says my sword takes more then your axe." hoping to encourage the Half-orc. "Gry when we start fighting Could you possibly cast a silence spell to quite the fighting, theres no need to alert the own of this place of our presence." The Drow whispers all his comments as to not draw attention to the party.
Flea Monday February 11th, 2008 5:19:19 PM
The rogue watches and listens. The endless maze is starting to prove distracting. "It's time to find out what's going on here."
The rogue rests one hand on her short sword and the other on the handle of a wand.
(OOC: Posting might be sporadic this week. Got a patched eye and in out of hospital for tx. Nothing too serious, and should be cleared up in a week.-Carla)
Upstairs or Downstairs (DM JohnP) Monday February 11th, 2008 10:44:04 PM OOC - Carla, Bob told me about your eye last night so I wasn't expecting much posting this week from your. Post when you can. JohnP
After some hurried discussion, it seems that the Bloodpack is all in favour of pursuing the shortest path into the centre of the dome. While the fighters are making some side bets on the outcome of the fight, everyone else is considering how to go about the fight.
Several options had been suggested before but it's the plan from Tishe' that involves some summoned creatures to draw off the guards that wins Trellus' approval. After some deliberation, it's decided that the theurge will move closer with one or two protectors while the rest of the 'Pack will wait for the creatures guarding the ramp will run off.
From what Flea and the other scouts have seen, they can probably creep pretty close in the narrow corridor where they are presently sheltering. This corridor is only 10 feet wide and only slightly higher, so a rapke-thing would barely fit inside while the spider-things couldn't enter. The ramp seems to lead to the entrance is closer to 30 feet wide and roughly 20 feet high. If Tishe' is considering a spell like Web, it would be easy to close off the tunnel. Nothing more is known of what is around the corner, so the Bloodpack will have to wait until the guards have been drawn off.
Ayreon [ AC24 - HP 77/77 ] Tuesday February 12th, 2008 6:32:01 AM
"I'll offer some protective fire from afar with my bow..." Ayreon says and prepares to move into position - wherever Trellus wants him.
There he readies his bow and waits...
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d3=2 d3=2 Tuesday February 12th, 2008 10:57:20 AM
Tishe' nods at Trellus and begins casting for summoned support.
Round 1: Taking a wand out of her pocket, Tishe' casts "Speak with Animals" on herself, anticipating the need in the next few seconds.
Round 2: The plain-faced woman moves close to the rip in the webbing to look out while not being seen, takes a Rod of Extend out of her Pants o Plenty, and raises her hands and softly speaks the difficult incantation, weaving her will with her voice and hands. (Summon Nature II spontaneously cast over Cat's Grace)
Round 3: Two wolves arrive, 40 feet up the tunnel towards the entrance. They sniff around, looking for the closest enemy, and then pad down the tunnel towards the milling humanoids, rapke, and the spider. Tishe' calls to them through the spell: "make the creatures chase you up the tunnel."
Tishe' immediately begins casting again. The pearl of power on her wooden woven armband flashes as a proper spell comes back into her memory. The brown-haired woman smiles for a second at the polar bear who gave her the gift... And then she is weaving again. (Pearl of Power recalls Summon Monster III)
Round 4: The wolves (move 40) are at the entrance of the tunnel and, howling, move in to nip at the enemy.
Conjured in the tunnel behind the wolves, two celestial giant bombadier beetles arrive. Tishe' calls to them in Celestial "Stay at the entrance. If any move to attack you, retreat up the tunnel."
By directing her summoned animals, Tishe' hopes to entice the milling enemy to chase the bombadier beetles up the tunnel and then seal it off with a Web spell. Then the group will have a clear run to the downward ramp.
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used
Spells 2 Wolf (8 rounds) AC 14 HP 17 A +5(bite) D d6+3; low light; scent; trip(+1)
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC
Murdock AC22 HP 35/35 (sub= SteveK) Tuesday February 12th, 2008 11:03:48 AM
The gray-skinned drow waits, half-hoping Tishe's scheme doesn't work so he can hurt the spider himself. "It may only work half-way", he predicts, "and so while Tishe' keeps most of them busy, we may still have to fight our way through some of them."
However, he still works to support the diversion. Looking up the tunnel towards the entrance, he flicks his fingers in a small cantrip and causes Dancing Lights that look like torches to appear up the tunnel.
He then prepares himself by covering his body in Mage Armor.
Murdock readies himself to use his wall of fire to block any creatures who do not fall for the diversion. His intent is to provide unimpeded access for the Bloodpack to the downward ramp.
Spells Endure Elements (from Tishe') Dancing Lights: torches Mage Armor: +4 AC (8 hours)
Yanosh Tuesday February 12th, 2008 1:11:26 PM
Yanosh quietly waits as the diversion is set. His knuckles softly crack as he grips his Dwarven War Axe tightly.
Dm only Highlight to display spoiler: { I never did find out if Yanosh can have the 2 tattoos he wanted. Cure light wounds and bless. }
Trellus Tuesday February 12th, 2008 2:36:34 PM
Like the dwarf, Trellus waits quietly while Tishe goes through her preparations.
The cleric is calm, giving Olaf a wink as his packmate casts her spells.
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] Tuesday February 12th, 2008 6:27:25 PM
Gilan prepares himself for the battle that is to come. He is more than ready for the battle though he might have a few spells left to cast yet.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
[John, how soon do you want me to use the changes that I am making to Gilan? Some of the stuff he has access to now will not be useful to him in his new form.]
Grymash Tuesday February 12th, 2008 11:20:43 PM
Grymash rubs his face with his large hands. Odd means Warped! That's good to know. Though Grymash silently wishes these murdocks would refrain from speaking their language when talking to the pack. Using murdockian words to a pack that doesn't speak it is just rude. "Gute! Gry understand now. Warped be gute word ta call dis place!"
Attention Diverted (DM JohnP) Wednesday February 13th, 2008 12:08:34 AM Sorry for the short post tonight
The plan is for Tishe' to summon some creatures to draw off the guards, and then block the tunnel. As soon as the wolves appear, the creatures guarding the tunnel are drawn off in pursuit. Tishe' sees a group of humanoids, two rapke-things and a spider-thing move away from the centre of the tunnel.
The rest of the party moves up as the theurge summons some more creatures to stop the guards from returning. The hulking shapes of the bombardier beetles look immoveable in the tunnel, enough to keep the guards occupied at a minimum.
Once the beetles are in place, the Bloodpack slip through the tear in the spider webbing and move down the ramp towards the centre of the dome. As they do, Gilan and the animals notice a growing ammonia odour that might soon be strong enough for the others to notice. Not really what they would expect from the collected wastes of many creatures, but something else ... Gilan thinks, briefly, of their journeys on the ocean and the scent of decaying sea-life.
Once they are partway down the ramp and roughly 30 feet from the central room, those in front can tell that they are about to enter a very large room. Even though the room is light, somehow, there are shadows everywhere. Just the sort of place to make the "Murdockians" feel at home, what with the webbing and the shadowed tunnels.
Yanosh only - Highlight to display spoiler: {Yanosh has his tattoo's}
Everyone performing character surgery ... please consider the changes to take place after this module.
Ayreon [ AC24 - HP 77/77 ] Wednesday February 13th, 2008 11:39:02 AM
Continuing the same plan. Protecting the mages and readying the Longbow.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Wednesday February 13th, 2008 1:22:40 PM
The short woman takes a stray lock of wavy brown hair and tucks it behind her ear, smiling. "Well, that wove VERY well indeed."
Leaving the beetles to fight as needed, she follows the others down. With her temporary ability to speak with animals, she finds out from Tacia about the ammonia-decay scent, and soon smells it herself.
Tishe' keeps towards the rear to allow the others to look in and determine what is there. She whispers with Tacia about ways they can work together, reveling in the ability to talk with her good friend.
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used
Spells 2 Wolf (8 rounds) AC 14 HP 17 A +5(bite) D d6+3; low light; scent; trip(+1)
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Speak with Animals, 10 rounds
Murdock AC22 HP 35/35 (sub= SteveK) d20+7=15 Wednesday February 13th, 2008 1:26:54 PM
Snuffing the Dancing Lights, Murdock follows the Bloodpack, again keeping quiet, though he looks around as if waiting for something to jump out. (Spot:15)
He smiles for just a moment, amused by the utterations of Grymash. He is a good companion despite first impressions he thinks. The surface world has some similarities with his former homeland: appearances are often deceptive.
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours)
Trellus d20+10=28 d20+10=26 Wednesday February 13th, 2008 4:08:32 PM
Giving Tishe a congratulatory slap on the shoulder, Trellus moves forward with the pack. "Yanosh, move up on line with Gry," he directs quietly. The cleric puts himself behind the two fighters.
Nodding to Flea to move out, the cleric carefully follows. The dark, smelly place has him spooked, and his senses are on full alert. [Listen 28, Spot 26]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Yanosh Wednesday February 13th, 2008 4:26:06 PM
Speaking just loudly enough yanosh envokes the power words of one of his tattoos. "Gargul Bless Us." Quickly the Dwarf moves up next to the Giant Half Orc. The size differance looks Odd But how will the two new Packmates fight together. A slight grinn begins to split the ugly face of the burned Dwarf. Fighting in the dark underground. Just where a Dwarf belongs. Though sadly Yanosh misses his Pack from the Ice Vein.
Yanosh Wednesday February 13th, 2008 4:27:35 PM
(OoC Yanosh casts a Bless spell. I'll post the specifics tomorrow sorry but im rushed for time.)
Olaf d20+15=29 d20+14=23 Wednesday February 13th, 2008 9:21:23 PM
Olaf blinks, arising from a brief stupor, and takes out his recurved bone shortbow. He then casts Protection from Evil on himself, preparing for the battle to come. If possible, he will skirt the edges and the forefront, hoping to help Flea if possible. [hide 29, move silently 23]
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement] and Ciaran [HP: 80/80 - AC: 24] d20+6=13 d20+6=17 Wednesday February 13th, 2008 10:09:43 PM
Gilan paces along with the group after they leave the monsters behind them. Shaking his large head and cannot help but smile about the deception.
With the sudden arrival of the ammonia decay smell he slows slightly to get a better look around the area they are in. Not really wanting to be caught by surprise he allows his senses to rove over the area more.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Flea (AC 21+3, 57/62 HP) Barkskin, Trap Sense, Status, Protective Ward d20+13=24 d20+23=39 d20+14=29 d20+11=17 Wednesday February 13th, 2008 10:21:09 PM
Wand of [i]Magic Missiles[/b] in one hand, and holy short sword in the other, Flea creeps forward, trusting the magics cast upon her are still in effect.
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -and my personal favourite: Protective Ward (from Trellus) +10 sacred bonus on Flea's next save. Expires after one hour
Vayine d20+4=15 d20+4=19 Wednesday February 13th, 2008 10:57:09 PM
The Drow fighter covers the backs of pack, his Sword in hand and his eyes searching for the returning, and listening for the returning guards
Spot=15 listen=19
Into the Agora (DM JohnP) Wednesday February 13th, 2008 11:29:13 PM
The Bloodpack creep forwards, confident in the ability of the summoned creatures to keep the guards away from the ramp. As Flea leads the way, the others close ranks and prepare for battle.
Peering into the large room, the Bloodpack now sees that it might have been an arena or, more likely, an auditorium. The ramp they have descended opens onto the floor of the room where they can look across to what might have been a speaker's platform or something similar. A quick glance backwards shows rows of benches curving around the round room. Except for a path that leads to the platform across the way, the entire area seems to be swathed in webbing. Even the ceiling is covered, with other webs lacing back and forth between the distant walls.
The central speaker platform, or whatever it is, rises the equivalent of 20 feet above the floor. The lower part reachable from the floor has doorways leading to the inside which has been filled with what looks like webbing. The top of the structure supports a large chair, or throne, and has a graceful railing around the edge.
As they watch, a group of humanoids and a rapke-thing enter the room from another entrance. Looking around, the Bloodpack spots a third entrance, all three spaced equally around the room. A quick guess suggests that each leads out to one of the exits from the dome. The creatures drag an animal's corpse towards the far end of the platform, placing it on the floor and then backing away reverently.
The Bloodpack then realizes that something ... large ... is within or under the platform. The thing's pale gray hide seems to blend in with the webbing and it wasn't until it rippled towards the offered food that the Bloodpack realized that it wasn't what it seemed.
The speakers platform seems to be a circular structure, 25 or 30 feet across. From where the ramp reaches the floor, it would be roughly 30 feet to the speakers platform. A quick glimpse suggests that the floor area is about 90 feet across, with the speakers platform in the middle, surrounded by seats stretching back 50 feet (or more) on every side.
Sorry for no map ... bad sinus headache tonight and I'm simply not up to making one. There may not be a post tomorrow night ... DM JohnP
Ayreon [ AC24 - HP 77/77 ] d20+16=25 d20+16=29 d20+11=16 d8+8=11 d8+8=10 d8+8=9 Thursday February 14th, 2008 7:57:23 AM
Ayreon ghasps as he sees what lurks beneath the webs. The fact that more creatures are coming into the arena isn't very promissing. Trembelling on his legs he raises his bow and readies his arrows - ready to rapid fire at the spider things in the center. Dealing with the leader first is probably the best defence... he hopes...
Trellus (Freedom of Movement) Thursday February 14th, 2008 4:42:32 PM
Trellus' eyes roam over the web encrusted auditorium. "This is pretty sunbaked," he murmurs.
The appearance of the rapke things and subsequent revelation of a really large treadle under the platform only reinforces the fact its about to hit the fan.
"If you got a pick to get through webs, now would be a good time to set it up," he offers to the group. "Let's get buffed up, and then see what we got here."
Heeding his own words, the cleric retrieves a potion from his magical haversack and slams it down. [Freedom of Movement (Extended) CL 8 - duration 160 minutes]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 20 HP 61/61), Tacia (AC 23 HP 26/26) Shield(shared) Thursday February 14th, 2008 8:14:17 PM
"I'm running out of spells, but I can still do some support in an attack." responds Tishe', and prepares herself by weaving a Shield around herself and Tacia.
Then she puts her lightning wand and ice staff in each hand for the coming battle.
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Shield, +4 AC,
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor 2d4(1+3)=4 Thursday February 14th, 2008 8:19:51 PM
Murdock sees the arrival of the other monsters and begins to weave his spells. A wall of fire rises up in a semi-circle around the entrance trying to trap as many against the other tunnel entrance as possible.
The fire is turned inward, burning the creatures that crowd towards the center of the room. 4 damage.
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Wall of Fire: conentration +8 rounds; An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
Grymash Thursday February 14th, 2008 9:57:22 PM
Grymash grips his double ax firmly. His knuckles crack and the leather of his gauntlets stretch under the strain. This place is even more warped then the last room they were in. Grymash whispers, "Dis place lots more 'Odd' thans da one befores!" Grymash tries his best to make the word sound as Murdockian as possible.
Olaf d20+15=20 d20+14=16 Thursday February 14th, 2008 10:39:03 PM
Olaf sneaks forward, attempting to get within 30' of the stranger creature underneath the platform. "hrmph" is all he mutters to himself.
[ hide 20, move silently 16 ]
Yanosh Friday February 15th, 2008 4:01:13 PM
"I really hate Spiders." the stout Dwarf curses quietly. Moving up next to Gry Yanosh readies for battle.
Vayine Friday February 15th, 2008 5:52:43 PM
Vayine moves up to the front to stand shoulder to shoulder with the other warriors forming a wall of steel between the monsters and the packs casters.
DM Apology (JohnP) Friday February 15th, 2008 11:14:17 PM
No post tonight ... spent it at the walk-in clinic getting a prescription for my sinus infection.
Into the Fight (DM JohnP) Sunday February 17th, 2008 12:35:13 AM
The Bloodpack huddles in the tunnel leading into the room, just under the seats that slope back up and away from the floor. Looking across at the humanoids, they seem to be doing something with the meat that they brought in while the rapke-thing just stands there.
Closer examination reveals that the creature inside the central building is worm-like. At least, what they can see of it seems like the pale gray, soft flesh of some kind of giant grub or worm. The sides pulse and move as the thing twists about inside the structure. Most of the doors are closed but the 'Pack can catch some glimpses through the windows.
Suddenly, the animals and Gilan are struck with a rush of the ammonia-like odour the humanoids bustle about.
Listen DC 10 - Highlight to display spoiler: {You can hear splashing, as if a quantity of water had been poured on the floor.}
Spot (and whatever else you want) rolls, please
Complete your buffing and re-arrange, if possible. Some people wanted to move / attack, but I wanted to have the map for you first.
Yanosh d20+1=11 d20+3=8 Sunday February 17th, 2008 11:29:44 AM
(OoC I can not access the map at this time.)
Yanosh stays close to Gry not wanting to break up the wall that protects the spell casters. Yanosh has the feeling that they are in a hive but cann't place the creature under the platform.
listen 11 knowledge nature 8
ADM StevenVdB : Posting Record Game 10 Monday February 18th, 2008 1:06:10 AM
Posting Report for Game 10 for the week of February 11 - February 17
Slowly our friends unravel the secrets of this dome. There in the center of the arena the pale grey soft flesh of somehitng giant twists about the inside of the structure... Will they be brave enough to overcome this evil?
Game Speed = 80% / Player posts needed = 4
- player reliability can not exceed 100% - the DM sets the pace - if a player makes 5 posts and a DM only 4 the game moves at 80% but the player is 100% reliable (not 120%) - if the DM makes 5 posts and the player only 4 the game moves at 100% but the player is only 80% reliable
Ayreon [ AC24 - HP 77/77 ] d20+2=9 Monday February 18th, 2008 1:09:11 AM
Assuming someone notifies the group of the strange ammonia odour Ayreon pulls up his nose. He digs up a piece of cloth from his Hhaversack and binds it in front of his nose and mouth. That should at least keep some of the stench out.
(listen 9)
"Shall we dance?" the drow fighter eagerly says as he pulls the bow string...
Vayine AC30, hp 82/82 Barkskin, Endure elements. d20+4=8 d20+4=7 d20+4=6 d20+4=22 Monday February 18th, 2008 11:31:12 AM
Vayine seeing his brother tie a peice of cloth to his nose and mouth, does the same. he also places the smoked goggles on his eyes knowing his packmates will need light to see better.
spot=8 listen=8 Move silently=6 Hide=22
Trellus (Freedom of Movement, Shield of Faith) Monday February 18th, 2008 4:52:47 PM
"Hold on, dudes," Trellus calls to the advancing fighters. "Let's see if we can get it to come to us. I want some room for Murdock and me to bring fire on that thing before we get too close."
Trellus pulls and drinks another potion. [Shield of Faith] -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Flea (AC 21+3, 57/62 HP) Barkskin, Trap Sense, Status, Protective Ward d20+2=14 d20+11=13 d20+9=27 Monday February 18th, 2008 5:16:41 PM
Flea tries to identify the smell (Alchemy=14). Weapons in hand she is all eyes and ears. (Listen=13, Spot=27)
DM Sanity:
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -and my personal favourite: Protective Ward (from Trellus) +10 sacred bonus on Flea's next save. Expires after one hour
(Map doesn't work for me either-Carla)
Yanosh Monday February 18th, 2008 5:43:26 PM
"Bless us Gargul." Yanosh intones the power words that trigger his tattoo on his right arm. Softly the Dwarven Cleric begins to hum. Its nothing loud just a steady rhythm.
Bless= +1 to Attack 4mins
[link="http://docs.google.com/View?docid=dg4q5bk8_3d4v8trf4"]Olaf[/link] (AC 22--HP 58) d20+15=22 d20+14=19 d20+4=20 d20+4=24 Monday February 18th, 2008 7:08:20 PM
Olaf tries, again, to get within 30' of the central creature while remaining somewhat obscured by the shadows of the seats and tunnel. [ hide 22, move silently 19 ] He also keeps his eyes and ears open. [ listen 20, spot 24 ]
Vayine Monday February 18th, 2008 8:43:22 PM
The drow warrior stands ready to react when needed.
OOC: online sheet coming later tonight..hopefully
Let's Try That Again (DM JohnP) Monday February 18th, 2008 9:27:48 PM MAP
To clarify:
All the doors to the central building / speakers platform are closed except for where the humanoids (1 to 6) are located.
The central building has windows that a small character could slip through.
Grymash d20+2=5 d20+5=20 Monday February 18th, 2008 11:21:05 PM
Grymash stays in the tight formation, trying his best to act as a living meat wall for his pack. He's a bit confused what the plan is, which is nothing new for the barbarian priest. However, one thing is for certain, his double ax is ready.
(spot 5, listen 20)
Ayreon [ AC24 - HP 77/77 ] Tuesday February 19th, 2008 6:15:17 AM
"Ready for some protective fire when you want Trellus" Ayreon says keeping an eye on the creatures in the center...
Gilan [HP: 118/118 - AC: 26][haste, greater magic fang, freedom of movement, bear str, bless] and Ciaran [HP: 80/80 - AC: 24 bear str, bless] (Substitute Cayzle) d20+9=22 d20+9=20 d20+19=29 d20+19=37 Tuesday February 19th, 2008 7:12:38 AM
Gilan looks around and listens: Spot 22, Listen 20.
[OOC: Sorry for some stupid questions as I gear up to sub for Jim. (1) Is this auditorium open to the air or roofed? If open, what's the weather like? (2) How many more rounds is this Haste spell going to last? (3) Does freedom of movement let Gilan move without restriction through the bleachers? Through the webs? How is everyone else moving through the Webs? (4) Are we in combat rounds yet? (5) In his most current DM Sanity Info posted (see below), Jim does not list his Call Lightning as cast, but he did cast it recently, right? (5) In some games, other players control a PC's animal companion. Who controls Ciaran? I'll assume it is Jim for now.]
Gilan moves to 33-34-V-W (assuming the bleachers pose no movement problem to him) and casts Bear's Strength on himself, shared with his wolf companion.
He also tries to remember any natural or extra-planar explanation for what the heck this worm-thing seems to be. Not that he'll be able to tell anybody what he knows, but still: Know Nature 29, Know Planes 37.
Ciaran shakes his head to clear the ammonia smell. He tries to scent any enemies who might be lurking invisible or hidden in the webs nearby.
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(I think a * goes here - Cayzle) 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
Tishe' (AC 20 HP 61/61), Tacia (AC 23 HP 26/26) Shield(shared) Tuesday February 19th, 2008 9:34:09 AM
Tishe' takes her red sash that Grymash gave her and ties it around her face. "Let's see if I can't weave that creature out of its lair." And with that, she begins a small summoning spell to create some bait... (currently casting SummonI)
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used
Spells Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 50 minutes Pass w/out Trace (on Flea) 350 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)50 minutes, +3 AC Shield, +4 AC, 59 rounds
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor 2d4(1+3)=4 d4=2 2d6(1+1)+8=10 Tuesday February 19th, 2008 9:47:18 AM
Murdock watches the creatures back away from the central pedestal. "They need to be taken out of the equation", he snarls, and the drow throws up a cirle of flame to surround as many of them as possible. The shimmering violet flames are opaque and do not feel hot on the outside, but on the inside of the circle the fire rages.
The drow keeps his concentration on the flames, urging them to burn and consume the abominations.
(cc: The circle is 80 feet in circumfrence. 80/ pi = 25.47 = diameter of 25 feet.)
Wall of Fire (inside): touching: 10 damage within 10 feet: 4 damage within 20 feet: 2 damage
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Wall of Fire: conentration +8 rounds; Inside = 2d4 fire damage within 10 feet, 1d4 fire damage from 10 to 20 feet, 2d6+8 fire damage for touching or passing through it. x2 damage to undead.
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith) d20+10=28 d20+10=30 Tuesday February 19th, 2008 11:41:21 AM
[Listen - 28 Spot - 30 (nat 20)]
"Flea, you might want to get out of the way," Trellus mentions to the gnome, a hint of humor in his voice. "Tishe's gonna bring that thing right through here."
The pack's leader waits and watches as Murdock and Tishe announce their presence. "They're splashing water or something over there," he notes curiously. -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [2/10 rounds]
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Yanosh d20+3=10 Tuesday February 19th, 2008 1:10:13 PM
Sure that something is familure here yanosh trys to think of what it maybe. Still unable to think, Yanosh pulls his scarf tighter around his face. Must be the stench that is confusing him.
Knowledge nature 10
[linkhref="http://docs.google.com/Doc?id=df5g4p38_0cj35kgfz"]Vayine[/link Vayine] 82/82 AC 26 Tuesday February 19th, 2008 7:30:05 PM
Vayine stands ready to act when needed.
Flea (AC 21+3, 57/62 HP) Barkskin, Trap Sense, Status, Protective Ward, Bless Tuesday February 19th, 2008 10:59:36 PM
Flea presses against the wall and siddles forward a step or two, the better to peer 'round the corner to see how the humanoids, rapke, and the thing in the kennel respond to the spells of Tishe' and Murdock.
DM Sanity:
-Barkskin (from Tishe)50 minutes, +3 AC -See Invisibility (from Tishe) 50 minutes -Pass w/out Trace (from Tishe) 350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -and my personal favourite: Protective Ward (from Trellus) +10 sacred bonus on Flea's next save. Expires after one hour -Bless from Yanosh
Position - U31 ?
The Worm - Round 1 (DM JohnP) d2=1 d3=2 2d6(1+4)+8=13 Tuesday February 19th, 2008 11:19:58 PM Descriptive Text Answering Questions The Bloodpack look about the darkened room, seeing spider silk covering the floor and ceiling. They can see a small circle of daylight high overhead that serves only to highlight how much webbing is cloaking the room. From where they stand, the Bloodpack thinks that the floor and seating area is covered with the same dry, hardened webbing used to block access to the tunnels. As such, it would present no impediment to movement.
The Bloodpack is currently inside one of the tunnels that enter the floor of the room. To move, they would either need to enter the floor area or climb or jump a short distance. However, the slope and the narrow space between the benches would make it difficult to move through the area if they were engaged in combat.
OOC DM Communication I don't remember what Haste spell is being referred to. Consider any spell cast prior to entering this area that does not have a duration of "hours" or "10 minutes per level" to have expired.
Combat rounds start now.
Freedom of Movement will not help in the bleachers since it is Difficult Terrain
I'm pretty sure that Call Lightning hasn't been cast.
Ciaran is played by Jim. FYI, Gilan is still a straight-up druid in case you have a new character sheet.
The Regular Scheduled Combat Round
Olaf sneaks forward, hidden from sight in the shadows and moving quietly across the dry webbing on the floor.
Grymash stays where he is, guarding his companions.
Ayreon also stands ready.
Gilan cannot move past his fellow 'Pack members. His nose suggests that the odour is biological in origin but he can't quite place it.
Tishe' begins casting a spell.
Murdock invokes a spell to create a wall of fire surrounding the humanoids and rapke thing. He has the satisfaction of hearing the sizzle of burning flesh as the creatures begin screaming.
Trellus plans strategy and urges Flea to move out of the way. After hearing Flea hiss back to him, he concentrates on the ceiling and definitely sees several spider things up there.
Yanosh sticks close, as does Vayine.
Flea cranes her head about, noticing some movement in the webs that cover the ceiling overhead. The rogue can't tell exactly what, or how many, are up there but it doesn't bode well. She can't tell anything about the odour except that it doesn't seem alchemical. She sidles forward, hidden and protected by the wall.
++++++
The humanoids and rapke-thing flee the circle of fire that suddenly appeared. Each is further burned by the wall as they pass through it. The humanoid move behind the structure that contains the worm while the rapke-thing flees up the tunnel beside it.
Nothing else happens except for another splashing sound from the far side of the building.
COMBAT INFO You know everything learned in previous fights with these things
Ayreon [ AC24 - HP 77/77 ] d20+15=26 Wednesday February 20th, 2008 5:44:28 AM
"If only those doors were open" Ayreon whispers and realises he's blocking his Pack members.
He jumps up to the benches to reach R33. This gives Ayreon an elevated position to fire from and he gets out of the way of his friends.
Jump: 26
Gilan (Sub by Cayzle) Wednesday February 20th, 2008 6:47:22 AM
::holds his action to see if his friends move up::
[OOC: Another post will come later today]
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith) Wednesday February 20th, 2008 8:38:15 AM
Back home, dudes are constantly climbing along the roof of the dome, opening or closing the vents, or making repairs. Trellus expects to see movement on the roof, which may account for how he picks up on the activity up there.
"Dudes, there are several spider things on the ceiling," he warns.
The cleric ponders for a couple seconds. "OK, whatever pick them things splashing the water are weaving, its gotta be sunbaked. And the spiders will be on us, just as soon as we get their attention. So, let's do that."
"Flea, you think you can run up and open one of them doors on our side and get back here? I'm thinking open a door, send a couple arrows in there, and get shuttlecocked." -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [3/10 rounds]
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d20+10=13 Wednesday February 20th, 2008 11:28:03 AM
The brown-eyed mystic completes her spell and appearing 10 feet away from the pedestal is a small Celestial Monkey. "Climb the pedestal, then come back to me", she instructs her creature. A little worried to use such a cute creature for bait, Tishe' speaks aloud. "It is consoling to know that the summoning is only temporary and nothing permenant will happen to my celestial friends."
The monkey immediately jumps up and scampers up the hard webbing. (Climb:13)
She moves to step out of the tunnel and to the left, allowing those behind her to also spread out. Looking up, Tishe' puts her wand of lightning into her pocket and pulls out a rod of enlarge. Holding the Staff of Ice in her hand, she guages the hieght of the cieling and calmly tells her packmates; "I'll try and take care of the spiders above."
She waits for some targets.
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor 2d6(1+4)+8=13 Wednesday February 20th, 2008 11:34:28 AM
Creatures burn as they flee the fiery circle (13 damage) and Murdock gnashes his teeth that the wall wasn't more effective. Releasing his concentration, the fiery cirle stays there, but now he is free to begin other activities.
Murdock remains within the confines of the tunnel and prepares for possible attacks by encasing himself in a Lesser Globe of Invulnerability.
Wall of Fire (inside): touching: 10 damage within 10 feet: 4 damage within 20 feet: 2 damage
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Wall of Fire: 8 rounds; Inside = 2d4 fire damage within 10 feet, 1d4 fire damage from 10 to 20 feet, 2d6+8 fire damage for touching or passing through it. x2 damage to undead. Lesser Globe Invulnerable (8 rounds)
Yanosh Wednesday February 20th, 2008 1:53:04 PM
Eager to charge in and start the blood flowing Yanosh restrains himself. Yanosh stays online with the rest of the fighters even if he has to move Flea to a "safer" place behind him.
Yanosh Wednesday February 20th, 2008 1:57:08 PM
Spells cast
Bless cast from Tattoo +1/4 mins.
(OoC sorry, I Forget these things)
Tishe' d20+8=28 Wednesday February 20th, 2008 2:05:17 PM
Tishe' looks carefully for approaching spiders from the cieling (Spot: 28; nat 20!)
Doesn't look like there will be room for Gilan to move up, so he starts casting a Summon Nature's Ally spell over Wall of Thorns. It'll finish just before Gilan acts next round.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Flea (AC 21+1 Hasterd, 57/62 HP) Trap Sense, Status, Bless, Status d20+8=28 d20+17=22 d20+9=11 Wednesday February 20th, 2008 6:42:33 PM
Flea cocks a pale red brow at the cleric and gives him an 'are you nuts?' kind of look. The waiting is, however, getting to the gnome too.
"Cover my backside, Yanosh," she bids the dwarf, as with a click of her magical boots she activates the Haste spell, and sprints across the area to the doors indicated by the Bloodpack leader. If a jump is required, she leaps down onto the floor (Jump=28) and tucks into a roll to avoid injury if the distance is far (Tumble=22).
If time permits, she gives the door to the right a push...then the left...and peers inside (Spot=11, Low Light Vision)
DM Sanity:
-Boots of Speed-p. 250 DMG-used 1/10-basic movement is 20 ft, 40 hasted -Pass w/out Trace (from Tishe) 300/350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -Bless from Yanosh
*****Lots of spells on Flea ran out as per DM post above*****
Vayine Wednesday February 20th, 2008 8:58:43 PM
Vayine stays in his place his sword ready. waiting to defend the casters and archer when ready.
Olaf d20+10=16 Wednesday February 20th, 2008 10:17:12 PM
Amused at the spry Flea's quick darting to the doors, Olaf continues to sneak forward, taking a half-normal-rate move action to move while concealed to T24 (40' normal movement halved to 20'); he shoulders his shortbow in the process, drawing out his battered sickle instead. While Flea attempts to open both doors, Olaf takes a moment to scan for traps [search 16]. Finally, if Flea does not succeed in opening the left door, Olaf nudges it open.
The Worm - Round 2 (DM JohnP) d20+3=17 d20+5=21 d20+5=18 Thursday February 21st, 2008 12:25:44 AM Ayreon jumps up to a better shooting position in order to make room for his companions.
Gilan waits until there is space to move. When he cannot, the druid begins to cast a summoning spell.
Trellus quarterbacks the Bloodpack's actions, planning as they go along.
Tishe' completes her summoning spell and a small, innocent celestial monkey arrives. Under the theurge's direction, the creature scrambles up the wall of the speakers platform until it nears the lectern. It begins jabbering in excitement once it is on top. While this is happening, Tishe' moves through her companions and swapping magic items. She happens to catch sight of several large forms overhead in the webbing.
Murdock remains where he is, casting a protective spell upon himself.
Yanosh also remains just inside the tunnel exit.
Flea looks behind herself at Trellus, raising an eyebrow. Still, she can't wait either and sprints across to one of the doors. She tries to open the door but finds that it is locked or jammed somehow.
Vayine also remains to protect the casters.
Olaf moves forward beside Flea, also finding that the door is locked or stuck. Either way, it won't open easily.
Grymash stands still.
++++++
Flea and Olaf catch glimpses of the pale white flesh of the worm inside the building as it heaves itself about. The smell if definitely grew stronger as they approached the worm. Each of them clearly hears splashing from the opposite side of the building.
However, the more immediate problem are the spider-things descending from the ceiling on silk ropes (hawsers, really). Each stops roughly 20 feet above the floor and tosses some webbing at the three members of the 'Pack that are visible and out from overhead cover.
Spider 1 hurls webbing at Ayreon, probably catching the fighter standing on the bleachers. Web -- ranged touch attack hits TOUCH AC 17. If hit, Ayreon is Entangled. Escaping from Web requires an Escape Artist of DC 16 or STR check of DC 20
Spider 2 hurls webbing at Flea, possibly catching the gnome. Web -- ranged touch attack hits TOUCH AC 21. If hit, Flea is Entangled with above DC's for Escape Artist or Strength.
Spider 3 hurls webbing at Tishe', possibly catching the theurge. Web -- ranged touch attack hits TOUCH AC 18. If hit, Tishe' is Entangled with above DC's for Escape Artist or Strength.
Tishe'(AC 16 HP 61/61), Tacia (AC 19 HP 26/26) d20+10=29 9d6(1+5+2+3+6+4+5+4+4)=34 d20+8=24 Thursday February 21st, 2008 9:09:30 AM
The celestial monkey is jabbering and hopping on the top of the pedestal. True to her instructions, it climbs back down and heads towards Tishe'. (Climb:29)
The mystic, however, has other things on her mind. Before she is able to activate an attack, she is entangled by the sticky webs. "Ah, weave a little help this way!" she calls to her packmates. "Get this one off me, and I'll concentrate on the others."
Tishe' ignores the webs (Concentration: 24), ignores the descending spider looming near her and through her staff casts a Cone of Cold to catch Spider #1 and #2 in its freezing effects. (Damage 34, Reflex DC 19 for half)
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 9 charges
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Ayreon [ AC24 - HP 77/77 ] d20+6=18 d20+18=35 d20+13=21 d8+8=9 d8+8=14 d20+10=15 d8+8=16 Thursday February 21st, 2008 10:22:25 AM
Ayreon Touch AC : 10+6Dex / does Mage armor spell count for calculating Touch AC? Touch AC 16 or 20 with Mage Armor spell...
- If Touch AC16 : Ayreon Entangled Escape Artist: 18 - succes
Ayreon easily slips free from the webs and immediately retalliates on the approaching spiders...
Spider is within 30ft Arrow 1 hits AC35 - damage 9 Arrow 2 hits AC21 - damage 14
IF Touch AC = 20 - not entangled Then Ayreon can take a full attack at the spider and has a third arrow available.
Yanosh AC20--HP76/76 Thursday February 21st, 2008 12:00:33 PM
Yanosh replaces his Axe and rushes to Tishe' side. Drawing his seldom seen short sword. "Hang on Tishe'."
Spells
Bless +1/4 mins
Grymash d20+12=25 d20+6=19 d8+1=6 d8+1=4 Thursday February 21st, 2008 12:54:01 PM
Not knowing what to do, the confused half-orc gets very anxious yet hesitant to get into combat. He flinches with every attack. He looks to Trellus for direction, for the barbarian doesn't want to go off half-shuttlecocked and foul up their battle plan. With the launch of the spider's web, Grymash can't hold back anymore. With Tishe and Gilan summoning forth their own celestial friends, Grymash decides to summon forth his own. After a few muttered words of power, Grymash calls out, "Grymash call outs da holy ax of Gargul ... SOULCLEAVER!" A brilliant axe forged of light and divine energy appears next to one of the giant spiders (spider1) and makes a flurry of slashing attacks. It's performance is less than stellar. It shames Grymash that his command over Gargul's gifts isn't stronger like Trellus.
(Cast Spiritual Weapon. Attack1: HitAC 25. Damage 6. Attack2: HitAC 19. Damage 4. well that sucked!)
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith) 11d6(2+3+4+4+3+1+2+2+5+3+2)=31 Thursday February 21st, 2008 1:55:35 PM
So much for Plan A Ayreon is shady, and the day Flea gets stuck in one of those will be the day Trellus starts praying to Marteaus. So, Tishe is the only real one in trouble.
"Time to weave a new pattern!" Trellus declares decisively. "Gry, help Tishe. Murdock, bring that fire ring down."
The cleric casts a spell, causing a pillar of flame to slam down on the same two spiders Tishe just froze.
[Cast Flame Strike centered on V27. Should hit both Spider 1 and Spider 2 for 31 hp damage. Reflex DC 21 halves] -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [3/10 rounds]
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Gilan [HP: 118/118 - AC: 26] [greater magic fang, freedom of movement, bear str, bless] and Ciaran [HP: 80/80 - AC: 24 bear str, bless] (Substitute Cayzle) d20+13=27 2d8(4+7)+8=19 Thursday February 21st, 2008 2:10:49 PM
Gilan's Summons brings a Large Earth Elemental into the Wold 45 feet straight ahead. Gillan mentally directs it to attack the Worm. The stone walls surrounding it prove no barrier to an earthglider like the elemental. It sinks down and forward 20 feet, attacking the worm through the rock walls and floor as if it were water.
Large Earth Elemental AC18, HP68.
Large Earth Elemental vs Worm (assumes that both are touching the ground): Hits AC 27 for 19 hp damage. What is the Worm's AC?
Meanwhile, Gilan is still stuck in the back. He decides to again cast a summons, this time over the Cure Crit Wounds he has prepared.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Vayine HP 82/82 AC 26+4 (Barkskin), Barkskin, Endure Elements d20+12=18 d20+7=9 d8+8=12 d8+8=9 Thursday February 21st, 2008 4:48:11 PM
Vayine Drops his sword and pulls out his Longbow. seeing the others protecting Tishe' and Flea, Vayine begins peppering the Spider thats after his bro.
Attack 1 Hits AC 18 for 12 Damage.
If Vayine has enough time for two shots
Attack 2 hits AC9 (Pretty sure its a miss.) 9 damage.
Olaf d20+11=26 Thursday February 21st, 2008 7:19:55 PM
Seeing that the rest of the bloodpack seem to have the spiders under control, Olaf examines the left door more closely, attempting to pick any lock that might be on it. [ open lock 26 ] If there is no lock, Olaf will start to slide leftward around the central area, moving while stealthed to P23.
Flea (AC 21, 57/62 HP) Status, Bless d20+9=23 Thursday February 21st, 2008 9:57:32 PM
The web catches Flea, but the gnome is able to wriggle free (Escape Artist=23). "Olaf! Murdock!" she calls out as she brandishes her sword and wand, "let's stay with our backs touching so that nothing can sneak behind us!"
Flea ponders the mystery of the worm behind the door and wonders if it is a captive of the creatures that inhabit the dome...or something else.
DM Sanity:
-Boots of Speed-p. 250 DMG-used 1/10-basic movement is 20 ft, 40 hasted -Pass w/out Trace (from Tishe) 300/350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -Bless from Yanosh
The Worm - Round 3 (DM JohnP) d20+7=25 d20+7=15 d20+7=14 d20+7=9 d20+15=21 3d6(1+3+3)+10=17 d20+9=13 d20+9=17 d20+9=16 2d6(6+6)+6=18 d8=4 Thursday February 21st, 2008 10:56:04 PM Tishe' ignores the webbing that is coating her, concentrating instead on using her staff to cast magical cold at two of the spiders. The frost catches both spiders but one seems to partly avoid the spell.
Even as she does this, the celestial monkey jumps up and down before returning back to the theurge. Nothing immediately happens.
Ayreon is also caught in the webbing but is able to wriggle free. Unfortunately, he cannot attack the spider in return. DM Note -- It's a standard action to get free, so only a Move or Move Equivalent action is possible
Yanosh moves to protect Tishe'.
Grymash shouts a prayer to Gargul and summons a mystical weapon that attacks one of the spiders. The axe hits the spider once and damages it.
Trellus calls down a pillar of flame that fully catches both of the spiders.
Gilan summons an earth elemental and immediately starts another summoning spell. The earth elemental disappears into the floor after being directed to attack the worm. Inside the speakers platform, the sounds of battle can be heard.
Vayine drops his sword in order to switch to a bow. He fires one arrow at Spider 1 but misses.
Olaf checks the door for a lock but doesn't find one, concluding that the door is either stuck or barred. He slides around the building, not even noticing the presence of the earth elemental beneath his feet.
Flea gets free of the webbing and stands still, shouting for her companions.
Murdock stands still
++++++
Olaf sees the humanoids coming around the corner of the building. There are two rapke-things coming from the tunnels. A pale rapke-thing follows the humanoids around the building but Olaf can't tell where it came from.
Thumping and banging comes from inside the building as the worm bashes the elemental. Bash -- hits AC 21, 17 crushing damage
The spider-things continue to attack. Spider 1 drops to the floor, allowing Yanosh to attack it. Once on the ground, the spider attacks Yanosh but cannot hit. Spider 1 -- bite misses AC 13
The second spider drops to the floor and attacks Flea, missing as well. Spider 2 -- bite misses AC 17
The third spider drops into the edge of the seats, biting at Tishe'. The fangs bite deep, injecting poison into the theurge. Spider 3 -- bite hits AC 16, 18 damage and DC 16 Fort save required. Failure means loss of 4 strength.
The elemental's damage reduction reduces damage to 12. Its AC is 18, and its hp are 56 of 68.
Not knowing the worm's AC, the elemental will use its Power Attack to the extend that it hits on a roll of natural 10 (decided by me before rolling). Thus:
If the Worm is AC23 or higher, then the elemental hits AC23 for 17 and AC31 for 13.
If the Worm is AC22, then the elemental hits AC22 for 18 and AC30 for 14. (-1 on attacks, +1 on damage with Power Attack)
If the Worm is AC21, then the elemental hits AC21 for 19 and AC29 for 15. (-2 on attacks, +2 on damage with Power Attack)
If the Worm is AC20, then the elemental hits AC20 for 20 and AC28 for 16. (-3 on attacks, +3 on damage with Power Attack)
If the Worm is AC19, then the elemental hits AC19 for 21 and AC27 for 17. (-4 on attacks, +4 on damage with Power Attack)
If the Worm is AC18, then the elemental hits AC18 for 22 and AC26 for 18. (-5 on attacks, +5 on damage with Power Attack)
If the Worm is AC17, then the elemental hits AC17 for 23 and AC25 for 19. (-6 on attacks, +6 on damage with Power Attack, the max allowed for BAB +6 with Power Attack.)
This round, Gilan's just-cpmpleted Summon Nature's Ally V called 2-5 Thoqquas into the Wold, 45 feet towards the worm, under and around Spider 1. He calls FIVE of them! Yes! Woot!
They immediately burrow into the rock and move toward the worm too. Doing so may provoke an AoO depending on the spider's reach and height, but that's okay -- unless the spider has combat reflexes, only one will be subject to the AoO, and anything that touches the thoqqua takes 2d6 fire damage ... either hurting the attacker or burning away entangling webs, most likely.
I'll assume that all five can burrow 20 feet and charge the worm. If that's not the case, then use whichever attacks can be made, please.
Five Thoqqua Charges: miss; miss; AC12 for 9 slam + 6 fire; AC25 for 5 slam + 4 fire; and AC18 for 5 slam + 7 fire.
ALSO note that on any hit, the worm must make a DC12 reflex save or catch fire.
Thoqquas are AC18, 16hp, and anything that touches one takes 2d6 fire damage.
Gilan, still stuck in the back, casts another summons, this one over Dispel Magic.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Ayreon [ AC24 - HP 77/77 ] d20+16=36 d20+16=36 d20+16=28 d8+8=12 d8+8=13 d8+8=15 d20+16=26 d8+8=15 d20+11=20 d8+8=15 Friday February 22nd, 2008 8:21:54 AM
Ayreon free from the webs rapid fires at the spider that threathens the corridor entrace (spider 1)
Arrow 1 hits AC36 - NAT 20 - Crit check AC36 - NAT 20 - Instant Death AC28 - Damage 12+13+15 = 40HP - should this spider die the other shots are fired at Spider 3 Arrow 2 hits AC26 - damage 15 Arrow 3 hits AC20 - damage 15
"Die you freaks of nature..." Ayreon cheers between his teeth joyful by the lucky shots he made...
Tishe' (AC 16 HP 47/61 -4 STR), Tacia (AC 19 HP 26/26) d20+8=15 9d6(4+5+5+4+3+4+4+1+5)=35 d20+6=21 d6+3=4 Friday February 22nd, 2008 9:42:57 AM
The celestial monkey continues to move back to Tishe', being careful to avoid moving so fast as to gain the attention of the huge spiders.
"Ahhh!!" Tishe' writhes in pain as the spider's fangs strike her shoulder. (Fort:15) And the poison and pain drains her strength to continue the fight.
Tacia growls and nips at the spiders legs, seeking to assist her companion. It seems that the two-leg that saved her needs saving herself! (AC 21, Dam 4)
And then the brown eyes lock with the monster trying to kill her and sparks seem to fly as purpose overcomes pain. Putting her hand in her pocket again, it comes out with a small ash wand with stylized lighting down its length. Pointing it at the spider, Tishe' sneers.
"I've got fangs too."
(35 damage, Reflex DC 13 for half)
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 9 charges Wand of Lightning: 0 charges left
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor d20+12=13 d20+6=11 d20+6=10 d20+6=12 4d6(2+6+2+1)=11 4d6(1+3+5+5)=14 Friday February 22nd, 2008 9:58:27 AM
(ooc: I am such an idiot forgetting to post Murdock! :-( )
Staring at the fire and watching the flames lick about, Murdock is startled to hear Trellus' voice. "Put out the flames, why..." and then he pulls himself back to the here-and-now.
Moving forward to clear the tunnel, Murdock slides off to the right (at W,30; 25' move, entering but not leaving threatened area; does not incur AOO)
Waving a hand, he dismisses the now useless Wall of Fire, and points a finger at the spider directly in front of him. He casts defensively to avoid any crippling attacks, but fails! (Concentration: 13, nat 1!). Vulnerable to retaliation by the spider, Murdock's only defense is that the creature is poor at striking a drow.
Murdock's spell goes off and two beams of fire impale the bloated spider. (Touch AC 11, 10 Dam: 11, 14)
(ooc: what lousy rolls!)
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Lesser Globe Invulnerable (6 rounds)
Yanosh AC20--HP76/76 d20+5=8 Friday February 22nd, 2008 11:55:50 AM
Ignoring the spider trying to attack him Yanosh summons the power given to him by the God Gargul. Yanosh also calls forth the weapon of Gargul. A shimmering Dwarven War Axe appears over the spider attacking Tishe'. Hopeing that noone saw his miserable attempt at defending Tishe'. Yanosh turns to cutting the webs confining her.
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith, Air Walk) Friday February 22nd, 2008 1:48:45 PM
Trellus decides he's needed further out in the fray. The cleric casts a spell on himself and then moves forward. Ducking around Vayine's right, he climbs in to the air moving back and right in an attempt keep away from Spider 1.
[Cast Air Walk, move to V32]
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [4/10 rounds] Air Walk
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Olaf (AC 22, HP 58/58) Friday February 22nd, 2008 6:11:26 PM
Grimacing from his concealment at the oncoming humanoids and rapke, Olaf pulls some caltrops out from his handy haversack and sprinkles them at P22 before slinking back to help guard Flea's back at S25.
Vayine HP 82/82 AC26+4 (Barkskin), endure elements d20+19=33 d10+10=15 Friday February 22nd, 2008 9:45:06 PM
Vayine drops the bow and scoops up his sword, he moves to stand between Murdock and the giant spider. (If he is able to he will attack.)
Gilan directs his creatures to attack. The earth elemental tries it's best to damage the worm and hits twice. Five little fire creatures are summoned near a spider and also move to attack. As they move away, the spider attempts to attack but misses. Only three of the thoqqua manage to reach the worm and attack, none hitting. DM Note -- I don't usually reveal AC until a couple rounds into combat (but see below to speed things up). Burrowing creatures cannot charge while using that movement mode. There was only space for three thoqqua beside the earth elemental and I'm ruling that these elementals can't share space ... the remaining other two thoqqua have been moved to another side of the worm.
Ayreon puts an incredibly accurate arrow into the spider-thing closest to him, causing enough damage for it to drop. His next two arrows are at Spider 3 but only one of those hits.
Tishe' feels the burn of spider poison in her veins and the loss of strength that accompanies it. Tacia darts in to protect the theurge, attracting the attention of the spider as it closes. The spider attacks, biting and injecting poison into the dog. AoO (as Tacia moves close enough to bite) -- hits AC 25, 13 damage, DC 16 Fort save or lose 4 STR
Tishe' can now retrieve a wand without being attacked, aiming the wooden stick at the spider and sending a bolt of electricity at the thing that also catches the rapke beyond. Both avoid some of the bolt.
Murdock starts into action, moving out of the way of Gilan and further into the room. The mage moves to dismiss the ring of fire and then prepares for more actions. DM Note -- Dismissing a spell is a standard action, so not able to cast a spell this round.
Yanosh summons a spiritual weapon to attack spider 3. The weapon cannot hit the spider.
Trellus casts a movement spell and moves into the bleachers.
Olaf tosses some sharpened spikes on the ground before slipping back around the corner.
Vayine drops his bow and grabs his sword, moving to protect Murdock.
Grymash and Flea stand around. Grymash's spiritual weapon swings again.
++++++
Most of the Bloodpack feel a magical lassitude fall over them, reducing their speed and combat effectiveness. Ayreon, Grymash, Murdock, Tishe' (Tacia) (the monkey), Trellus, Vayine, Yanosh -- DC 17 Will save or be affected by a Slow spell
Spider 2 keeps attacking Flea, hitting the rogue and injecting her with poison. Spider 2 -- bite hits AC 23, 10 damage, DC 16 Fort save or lose 4 STR
Spider 3 bites at the annoying dog in front of it but misses badly. Spider 3 -- bite misses AC 11
The first rapke-thing emerges from the tunnel now that the ring of fire has been extinguished.
Rapke-thing 2 moves closer before screaming at the Bloodpack. When it does, nearly all of them are affected by the chilling sound of a hunting rapke. Everyone but Gilan (Ciaran), elemental, thoqqua(s) -- DC 12 Will save or stunned for 1d4 rounds
Rapke-thing 3 moves into the bleachers on the east side even as the pale rapke-thing 4 does the same on the west.
Three more groups of humanoids emerge from the tunnels. The first group of humanoids work on the doors on the west side of the speakers platform, getting them open and beginning to move inside.
Opponent Information Humanoids - AC 20 Spider-things - AC 21 Rapke-things - AC 22 Worm - AC 21
Weekly Summary : The Dome unfolds its terrible secret...
There within the heart of the Dome our friends now find a ... Worm... Accompanied by spiders and Rapke things it is hidden away in the center of the arena. And so the battle begins...
Game Speed = 100% / Player posts needed = 5
Ayreon [ AC24 - HP 77/77 ] d20+7=8 d20+7=20 d20+7=24 d20+16=35 d20+16=24 d20+11=25 d8+8=13 d8+8=16 d8+8=16 Monday February 25th, 2008 1:28:25 AM
Pleased to see the first spider fall Ayreon is taken by surprise as something evil is trying to slow down his movement... (Will save: 8 - hero point reroll 20 - succes)
Then the terrible sceams of the Rapke - an allready well known shrieking sound - devastates his ears... (Will save: 24 - succes)
"There's too many of them!!" Ayreon shouts as he sees more and more creatures assembling in the arena. All he can do is try to keep calm and send volley after volley of arrows in the closest creatures.
Since Spider 3 is harassing one of the mystics Ayreon fires at Spider 3...
Arrow 1 hits AC35 - damage 13 Arrow 2 hits AC24 - damage 16 Arrow 3 hits AC25 - damage 16 Total damage: 45Hp Should the spider fall the remaining arrows are sent towards Rapke 4.
Grymash (ac26, hp115/115, barkskin) d20+7=21 d20+12=20 d20+6=11 d8+1=8 d8+1=8 d20+16=33 d8+25=30 Monday February 25th, 2008 9:45:23 AM
The assault on his mind is far from a fair fight. His fragile mental acumen is ill-equipped for this strange place and events. However, a few small sparks of wisdom ignite the dry straw and brush that occupy his mind (Will 21). "Grry beee slowww ... NO, GRY BE NO SLOW!!" With his double ax in hand, Grymash charges to the aid of Tishe. He tries to connect his ax to anything that threatens her.
Soulcleaver continues to slash and hack with less than Gry-like accuracy.
(HitAC 20. Damage 8. HitAC 11. Damage 8.)
Yanosh AC20 HP76/76 d20+7=21 d20+7=19 d20+7=24 d6+3=6 d20+5=13 d20+5=25 d20+5=20 d8+1=2 d8+1=8 d8+1=8 Monday February 25th, 2008 1:17:08 PM
Starting to slow down Yanosh shakes it off and attacks the webbing on Tishe'. Hit Ac 24 dmg 6 against webbing.(If needed)
when the Rapke thing screams Yanosh shivers but carries on with his duties.
The shimmering Axe continues to attack spider 3.
Hit Ac 13 Hit Ac 25 crit threat (Nat 20) Hit ac 20 no crit Dmg total 2 (OoC thought I had made the crit disregaurd the last 2 d8 rolls)
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith, Air Walk) d20+17=32 d20+17=21 d20+16=24 Monday February 25th, 2008 4:18:11 PM
Will save 1 - 32 Will save 2 - 21
Trellus feels the lassitude tickle at his senses before negligently brushing it aside. What grass eater is doing THAT? he wonders idly.
The screaming rapke is a lot more obvious. But Trellus has heard the real thing, and dude, that ain't it. The cleric doesn't even turn his head.
"Yanosh, just kill something. I'll deal with Tishe," he directs. The blond man walks across the air to his stuck packmate, glancing down at the 'dead' spider below him as he does. [is it healing itself?]
Arriving behind Tishe, Trellus hurriedly sketches a spell, while keeping an eye on the spider and the rapke-thing. "Let's get you outta there." [Air Walk to R31] [Defensively casting (Concentration check 24 v DC 19 to avoid AoO) Freedom of Movement on Tishe]
"Everyone stay close to the exit in case we need to pull back!" he warns. -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [5/10 rounds] Air Walk
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Thoqqua 5 moves to T17 and attacks at +6 (+4 base +2 flanking) -- if he survives the AoO that that may provoke. (recall that hitting a Thoqqua inflicts 2d6 fire damage on the attacker). His attack is a 16 -- a miss.
Thoqqua 4 moves to 17V, also flanking and attacking at +6. Hopefully there is no AoO because the worm lacks combat reflexes? His attack is a 25! A hit for 4 slam damage and 5 fire damage (the fire damage bypasses damage reduction, if any).
Thoqqua 3, 2, and 1 all use the typical Thoqqua spring-charge attack, attacking at +4 base, +2 charge, +2 flank. They have a -2 AC this round. Attacks hit 16, 20, and 25, so one hits for 7 slam damage and 3 fire damage.
Note that the worm must make two DC12 reflex saves or catch fire for 1d4 rounds. What that does, I don't know, and the SRD seems ambiguous.
Large Earth Elemental vs Worm: Then the elemental makes its two punch attacks, at +2 with the flanking bonus, and with a -4 on the attack so as to use its Power Attack. They also gain +1 to hit and damage from earth mastery. The total mod is +11. They hit AC28 and AC24. Total damage (at +5 over book damage) is 26+22=48.
The elemental has taken 12. Its AC is 18, and its hp are 56 of 68.
Gilan's summoning from last round, a SNAIV, is now complete. He calls a Unicorn. He causes it to appear at U-V-27-28. It immediately makes a full attack on spider 2. The horn hits AC19 - a miss. the two hooves both miss too.
Gilan moves up with his dog, right to Spider 1. Is it dead? regenerating? Just in case, Gilan and the dog rip into it. (do you need rolls? I'm assuming no?)
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
ADM Steven: fixed Unicorn link
Olaf (AC 22, HP 58/58) d20+9=21 Monday February 25th, 2008 6:06:32 PM
"Stay close..." Olaf mutters to himself. "Now how'm I gonna do that?" Hearing the scream, he is momentarily distracted, but otherwise keeps his cool [will save 21 vs DC 12]. He moves, still at his slow pace, to Z23 with a double move action, hoping to provide some flanking once he is discovered.
Vayine HP 82/82 AC 26+4 (barkskin) endure elements, barkskin. d20+7=22 d20+21=22 d20+16=22 d10+10=11 d10+10=20 Monday February 25th, 2008 10:25:28 PM
Will Save=22 (Save)
Vayine Seeing the Druid and his wolf taking care of the spiders corpse and seeing Murdock safe for the moment, charges the Spider 2. with an intimidating scream he slashes the giant creature.
Attack 1 Hits AC 22 for 11 Damage Attack 2 Hits AC 22 for 20 Damage Total Damage 31
DM Apology (JohnP) Monday February 25th, 2008 11:11:25 PM
Home late, sick wife ... blah, blah, blah.
I'll post tomorrow, hopefully after the remaining players have posted.
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor d20+10=25 d20+10=12 d20+10=20 d20+16=30 Tuesday February 26th, 2008 1:29:16 AM
Murdock feels the insidious effects of lethargy try to steal his will to act, and he dismisses the attempt. (Will:25) Likewise, the effects of the Rapke do not overcome the driven elf.
Deciding something has to be done to reduce the numbers against the Bloodpack, Murdock steps back five feet and defensively casts (Concentration: 20) Black Tentacles on the group at entrance "C". (Grapple: 30)
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Lesser Globe Invulnerable (5 rounds) Black Tentacles: (8 rounds) 20 foot diameter all get grapple check d20+16. Any grappled gets new check per round or d6+4 damage.
Tishe' (AC 16 HP 47/61 -4 STR), Tacia (AC 19 HP 13/26 -4 STR) d20+13=23 d20+13=20 d20+13=20 d20+13=29 d20+3=9 d20+8=15 9d6(6+5+1+2+4+4+1+6+1)=30 Tuesday February 26th, 2008 1:40:18 AM
Tacia is also affected by the spider's poison (Fort DC 15), but is able to use the image of Tishe' to overcome the slow and scream effects(Will 20 and 29). The dog backs off growling and staying away from the spider.
The monkey is overcome by the Rapke's scream (Will DC 9) and pelts full tilt through the Bloodpack lines and up the tunnel.
Tishe' herself is not affected by the slow or scream (Will DC 23, 20) and is thankful for the spell from Trellus to get her out of the webbing. With her new-found freedom, Tishe' raises her staff of Ice and a rod of enlarge and casts a 120 foot cone of cold through the spider, the rapke, and catching the humanoids coming through the entrance on the left!
Cone of Cold: 30 damage, Reflex DC 19 for half
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 7 charges Rod of Enlarge: 1 of 3 used
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Yanosh AC20 -- HP76/76 Tuesday February 26th, 2008 11:42:36 AM
"With pleasure!" with that said Yanosh steps around Tishe' sheathing his sword nearly as fast as his War Axe appears in his hand. Stepping between Tishe' and the spider.
(OoC I dont want to make any more of a move with out a DM post.)
Grymash Tuesday February 26th, 2008 7:40:19 PM
Grymash continues his charge and avoids sneezing from all the giant, hairy spider dander.
Flea (AC 21, 47/62 HP) Status, Bless d20+3=16 d20+4+1 for Bless=14 d20+13=31 4d4(3+1+3+1)+4=12 Tuesday February 26th, 2008 7:45:07 PM
Lucky once, Flea's lacklustre response costs her when Spider #2, bites with its needle sharpe teeth. The rogue somehow finds the fortitude to fight off the spider-poison, though (Fort save=16).
Domi must be with the gnome this day, for Flea is also able to brush off the shrill scream of her nemesis (Will save=14).
Flea takes one step back, closer to her pack-mate and allies and triggers her wand at the spider in front of her. (UMD=31, 12 pts Magic Missile dmg. Spider #2)
DM Sanity:
Position: 24T
-Wand of Magic Missile 29/50 charges remaining -Boots of Speed-p. 250 DMG-used 1/10-basic movement is 20 ft, 40 hasted -Pass w/out Trace (from Tishe) 300/350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -Bless from Yanosh
(steveK) Tuesday February 26th, 2008 9:25:01 PM
checking in, bad computer access while at a conference...
The Worm - Round 5 (DM JohnP) d20+9=15 d20+15=30 3d6(2+6+5)+10=23 2d6(3+5)=8 d20+9=12 d20+16=19 d20+10=21 d20+10=20 d20+10=30 d20+10=29 d20+10=22 d20+10=16 d20+7=18 d20+8=26 d20+8=13 d20+4=15 d20+4=21 d20+4=12 d20+4=18 d20+4=9 d20+4=20 d20+4=8 d20+15=33 3d6(2+6+4)+10=22 d20+12=29 2d8(5+1)+8=14 d20+6=16 d20+10=29 d6+2=5 2d6(5+1)=6 Wednesday February 27th, 2008 12:10:19 AM Ayreon withstands the magic and sends three arrows plunging into the spider threatening Tishe'. The thing is injured but not badly enough to drop it.
Grymash rushes in to attack the same spider, avoiding its fangs as he closes with it. The double axe delivers a mighty blow that isn't quite enough to drop the thing. His spiritual Soulcleaver continues to slice into the fallen spider 1, ensuring that it doesn't get up anytime soon.
Yanosh manages to strip the webbing from Tishe'. His summoned weapon almost, but not quite, drops Spider 3.
Trellus glances over as he moves towards Tishe', confirming his fears that these things are still healing themselves. Once he is behind the theurge, he casts a spell that will allow her to move freely.
Thoqqua 5 moves, getting squashed as it does. There is a sizzling sound and a nauseating odour of burned flesh fills the room. Thoqqua 4 safely moves and then causes more sizzling.
The remaining three thoqqua attack, unable to charge because they are immediately beside the worm and cannot move 10 feet. Still, the last one hits and causes more sizzling.
The earth elemental thumps on the worm twice.
A unicorn appears and attacks spider 2. It can't hit, though.
Finally, Gilan and Ciaran move up to the "dead" spider. As Trellus learned, the thing is healing as it lays there. Dispatching the thing will have to occur next round. Perhaps Ciaran can be ordered to dispatch the thing?
Olaf successfully moves past the spider since it is so focused on Flea and the other members of the Bloodpack.
Vayine charges spider 2, avoiding it's fangs. The drow does enough damage to drop the thing, weakened as it was by the spells cast by Trellus and Tishe'.
Murdock withstands the spell and screams. He steps back and casts a spell that summons a mass of tentacles near one of the entrances. The rapke-thing and all but one of the creatures are grappled by the tentacles. DM Note -- Placed the spell so that Olaf not inside the area.
Tishe' resists the magic and then uses her items to cast a huge attack spell that drops the spider in front of her and several of the humanoid-things.
Flea also successfully resists the magic and screams. She steps back to ready a wand and sees that her target is already fallen.
++++++
The worm bashes the earth elemental, doing some significant damage. Worm -- bash hits AC 33, 22 damage crushing to elemental
Spider-thing 2 attempts to get to its feet. Something or someone hits it, sending it back to the floor to continue healing. Anyone able to make an AoO may do so
Rapke-thing 1 is grappled and cannot escape.
Rapke-thing 2 pushes over the fallen spider-thing 3 to close with Grymash. It bites the half-orc, drawing blood. Rapke-thing 2 -- bite hits AC 29, 14 damage
Rapke-thing 3 screams before moving to close with Vayine. It doesn't attack. Ayreon, Gilan (Ciaran) (Unicorn), Grymash, Murdock, Tishe' (Tacia), Trellus, Vayine, Yanosh -- DC 12 Will save or be stunned for 1d4 rounds
Rapke-thing 4 screams and moves to close with Tishe'. Ayreon, Gilan (Ciaran), Murdock, Tishe' (Tacia), Trellus, Yanosh -- DC 12 Will save or be stunned for 1d4 rounds
The first of the humanoid-things attacks the earth elemental but misses. The other humanoids in that group do nothing more. Humanoid 1 -- claw misses AC 16
Humanoid 9 moves ahead, through the open door and into the building to attack the thoqqua. Humanoid 9 -- claw hits AC 29, 5 damage to thoqqua (6 taken from fire)
The other humanoids remain where they are.
Opponent Information Humanoids - AC 20 Spider-things - AC 21 Rapke-things - AC 22 Worm - AC 21
If the Rapke descides to change target and charge Ayreon, the Drow fighter will drop his bow and quick draw his Keen Rapier...
Ayreon Wednesday February 27th, 2008 5:11:18 AM
Added chat sheet to Google Docs
Olaf (AC 22, HP 58/58) d20+10=26 d6+2=7 2d6(6+3)=9 d20+15=16 d20+10=18 Wednesday February 27th, 2008 1:53:12 PM
Finally breaking his concealment, Olaf takes an attack of opportunity against the flailing spider 2, aiming viciously at its underbelly with his plain metal sickle. [hit AC 26 +2 for flanking +1 for bless +4 for prone = 33, for 7 points of damage + 9 points of sneak attack damage (flanking)]
He then starts a weaving, tumbling movement to Z27 [20' tumble movement, tumble roll of 16 vs DC 15 check to prevent AoO], and lays into Rapke 3's flank. [hit AC 18 +2 (flanking) +1 (bless) = 21 (miss)]
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith, Air Walk) d20+17=24 d20+17=24 3d8(3+4+5)+5=17 Wednesday February 27th, 2008 2:10:37 PM
Two spells later, and suddenly the Bloodpack isn't in danger of getting swarmed under. "Very waxed pick!" he exclaims to Tishe. "Now, back up and let Yanosh get in there."
The rapke-things scream. Trellus ignores them. [Will saves 24 and 24]
The cleric pulls out a wand and taps Tishe with it. [CSW - 17 hp healed]
"Dudes, remember you gotta take a second to totally cut their reeds when they go down, or they'll just come back," he reminds the group.
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [6/10 rounds] Air Walk
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Gilan Wednesday February 27th, 2008 5:01:39 PM
turn to come later this eve.
Grymash (AC 28, hp101/115, barkskin) d20+7=22 d20+16=29 d20+16=21 d20+11=23 d20+11=17 d20+16=29 d8+10=16 d8+5=11 d8+10=15 Wednesday February 27th, 2008 6:57:57 PM
Soulcleaver puffs out of existance, leaving the fallen spider behind.
Grymash hears the rapke-things scream (Will save 22), but it does nothing to lessen the half-orc's resolve. Though he answers with his own, "AAAUURRRRGGGHHHHH!!!" The unfortunate deformed beast soon realizes there are creatures in the Sargrass that are best to be avoided. Will the rapke-thing survive this lesson?
(Two-weapon attack on R2. Attack1: HitAC 29. Damage 16. Attack2: HitAC 21, hero point 29. Damage 11. Attack3: HitAC 23. Damage 15. Attack4: HitAC 17. Miss. Total Damage: 32. -3 Con to R2.)
Yanosh AC20 --HP76/76 d20+7=23 d20+7=19 d20+5=18 d20+5=16 d20+8=26 d20+3=17 d10+3=13 Wednesday February 27th, 2008 7:57:24 PM
Another cold chil races down the burned Dwarfs spine as the things scream again (saves vs will 23&19). the spiritual weapon attacks once more against the spider threatening Tishe' and himself. Missing both times Yanosh growls in anger as he strikes at the spider with his own War Axe. His Axe slices in on the first strike but glances off on the second. (hit Ac 26 dmg 13 hit Ac 17 miss)
Spells Bless +1/4 mins spiritual weapon
Tishe' (AC 16 HP 61/61 -4 STR), Tacia (AC 19 HP 26/26 -4 STR) d20+13=31 d20+13=20 d20+13=19 d20+13=16 Wednesday February 27th, 2008 8:53:07 PM
Tishe' and Tacia are still unaffected by the rapke's screams, but the two look at each other and decide it is time to retreat!
Withdrawing from the Rapke (full round move away, doesn't incur AOO for first 5 feet) Tishe' squeezes past Trellus to stand behind the cleric (to S,32) "Thanks, Sweetie!" she says as she gets healed, and she shares the spell with Tacia, helping her canine companion too.
Tacia also withdraws to keep with her human (going to S,33)
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 7 charges Rod of Enlarge: 1 of 3 used
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Thoqqua 4 moves to 17V, also flanking and attacking at +6. Hopefully there is no AoO because the worm lacks combat reflexes? His attack is a 25! A hit for 4 slam damage and 5 fire damage (the fire damage bypasses damage reduction, if any).
Thoqquas 4, 3, 2, and 1 all attack with a +2 flank bonus. Attacks hit ACs 11, 12, 24, and 10, so one hits the worm for for 7 slam damage and 6 fire damage.
Note that the worm must make one DC12 reflex save or catch fire for 1d4 rounds. What that does, I don't know, and the SRD seems ambiguous.
Large Earth Elemental vs Worm: Then the elemental makes its two punch attacks, at +2 with the flanking bonus, and with a -4 on the attack so as to use its Power Attack. They also gain +1 to hit and damage from earth mastery. The total mod is +11. They hit AC19 and AC17. Two Misses!
The elemental has taken 12+17. It was cured for 17. Its AC is 18, and its hp are 54 of 68.
The Unicorn tries to resist the harch cries of the rapkes. It rolls an 11 and a 15 -- IF the Rapke are evil, the the unicorn's magic circle saves it! Otherwise it is stunned.
If the unicorn is unstunned, then it deals the needed death blow to Spider 2.
Gilan's dog moves to keep close to Gilan. It saves both times with a 12 and a 16. It deals the death blows to Spider 1.
Gilan saves twice, no problem. He casts a cure, then, holding the charge, steps over to 25-26-R-S, maybe drawing an AoO from R2. Once there, he touches the elemental to cure it: he heals it for 15 hp damage.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Flea (AC 21+1, 47/62 HP) Status, Bless, Haste d20+4+1 bless=21 d20+4+1 bless=7 d20+4+1 bless=21 d20+17=22 d20+12+2 flanking+1 hasted+1 bless =24, d4+2=4 4d6(4+6+4+5)=19 2d6(5+3)=8 Wednesday February 27th, 2008 11:39:05 PM
Rapke #3 screams but the gnome ignores the sound Will save=21) as she gets ready to move into position against the one Gilan is dancing around. Before she can make her move, Rapke #4 cries out. The rogue hesitates, but through a heroic effort overcomes the sound (Will save=7, burned hero point, second roll=21).
Sucking up her courage, Flea activates the magic of her boots, and dashes into position (25Q? or best flanking position with Gilan) after tumbling (Tumble=22) to avoid its reach. The rogue slashes out with her holy short sword against rapke #2 (Hit AC 24, 4 pts dmg, +19 pts flanking dmg, +8 extra if rapke is evil)
DM Sanity:
Position: 25Q
-Wand of Magic Missile 29/50 charges remaining -Boots of Speed-p. 250 DMG-used 2/10-basic movement is 20 ft, 40 hasted -Pass w/out Trace (from Tishe) 300/350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus) -Bless from Yanosh
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor d20+10=29 d20+10=12 d20+10=16 d20+10=13 4d6(3+6+4+6)=19 4d6(6+2+3+3)=14 Thursday February 28th, 2008 12:02:24 AM
The first Rapke screams and Murdock sneers at the feeble attempt (Will:29), but he is totally caught unprepared for the second scream. The vibrations nearly sink into his bones before he pushes himself erect. (Will:12 whew!)
Pointing a finger at the offending rapke, two lines of fire impale the beast. (Scorching Ray: Touch AC 16, 13 Damage 19 and 14)
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Lesser Globe Invulnerable (4 rounds) Black Tentacles: (7 rounds) 20 foot diameter all get grapple check d20+16. Any grappled gets new check per round or d6+4 damage.
Yanosh Thursday February 28th, 2008 11:26:40 AM
(OoC waiting dm post.)
Vayine HP 82/82 AC 26+4 Barkskin, Endure Elements d20+7=27 d20+19=36 d20+14=30 d10+10=16 d10+10=17 Thursday February 28th, 2008 5:25:02 PM
Vayine Laughs off the Rapkes scream (Prefect roll, Nat 20) and attacks the screaming creature (Rapke R3)
Attack 1 hits AC 36 for 16 Damage Attack 2 Hits AC 30 for 17 damage.
total damage 33
Grymash Thursday February 28th, 2008 5:52:29 PM
The rapke's body, ripe with blood, squirts out in all directions from his wounds. Much like a handful of grapes squeezed in Gry's vice-like paws. "LOOK! WEEZ GOTS UH SPRAYER!!"
The Worm - Round 6 (DM JohnP) d10+3=8 d20+16=19 d20+16=32 d6+4=8 d20+16=22 d6+4=7 d20+16=28 d6+4=10 d20+16=28 d6+4=9 d20+16=33 d6+4=7 d20+16=21 d6+4=5 d20+15=19 3d6(4+3+4)+10=21 d20+12=23 d20+7=8 d20+7=8 d20+6=20 d6+2=4 d20+6=9 d20+10=28 d6+2=4 2d6(1+3)=4 d20+10=21 d6+2=6 2d6(2+6)=8 Thursday February 28th, 2008 11:24:19 PM Ayreon sends three arrows at the nearest rapke-thing, hitting twice. It isn't enough to down the creature, though.
Olaf reveals himself to drop one of the spider-things as it tries to rise from the floor. Then he moves agilely to flank one of the rapke-things but is unable to hit.
Trellus encourages his companions even as he heals Tishe'.
Grymash unleashes a whirlwind of fury unto the nearest rapke-thing. It falls to the ground, barely breathing.
Yanosh lashes out at the fallen spider-thing, beating it further into unconciousness.
Tishe' retreats away from the creatures.
The thoqqua attack and the smell of burning flesh is stronger in the room.
The elemental keeps swinging but cannot hit the worm even with the distractions provided by the thoqqua.
The unicorn is not protected by its magic and is stunned by the rapke-thing's scream.
Ciaran moves close and dispatches one of the spider-things.
Gilan casts a healing spell and moves forward to heal his elemental. No creatures are still standing to threaten the druid and he successfully heals the elemental.
Flea is about to go tumbling around but realizes that her target is already on the floor. Instead, she tumbles towards the closest rapke-thing and strikes it.
Murdock barely withstands a scream but responds with a line of fire that severely burn rapke-thing 4. It is so completely burned that it is beyond even its regenerative ability.
The black tentacles cannot damage the rapke-thing that they have caught but all of the humanoid-things are crushed.
Vayine nearly finishes off the rapke-thing but it is still standing.
++++++
The worm bashes the elemental, knocking a good-sized chunk of dirt away. Worm -- bash hits AC 19, 21 damage
None of the spiders are moving.
Rapke-thing 3 makes a futile attempt to attack Vayine, missing with all of its attacks. Rapke 3 -- bite misses AC 23 Rapke 3 -- claw misses AC 8 (natural 1) Rapke 3 -- claw misses AC 8 (natural 1)
Humanoid 1 attacks the earth elemental, hitting once but barely doing any damage. Humanoid 1 -- claw hits AC 20, 4 damage Humanoid 1 -- claw misses AC 9
Humanoid 9 attacks thoqqua 4 again, hitting twice and getting burned. Humanoid 9 -- claw hits AC 28 on thoqqua 4, 4 damage (and 4 fire damage taken) Humanoid 9 -- claw hits AC 21 on thoqqua 4, 6 damage (and 8 fire damage taken)
The rest of that group of humanoids begin moving around the speakers platform, possibly to get on the other side of the thoqqua.
Opponent Information Humanoids - AC 20 Spider-things - AC 21 Rapke-things - AC 22 Worm - AC 21
DM Request - Please indicate if you prefer an alternate target if the original one in your post is already down.
Ayreon [ AC24 - HP 77/77 ] Friday February 29th, 2008 6:46:01 AM
No other targets close by, Ayreon jumps down the benches and moves into the arena (R27). Ready to aid Gilan should he be attacks from behind by the recovering Rapke.
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith, Air Walk) Friday February 29th, 2008 2:50:11 PM
"Hit it again, Gry!" Trellus cheers on his packmate. "Make sure it STAYS down."
After stowing his wand, the cleric moves forward to aid the barbarian in finishing off the spider-thing. [Stow wand, using Air Walk, move to P29 while drawing mace]
"Anybody see any windows we can use to throw some more picks at Momma?" he asks. -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [7/10 rounds] Air Walk
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Yanosh AC20 --HP76/76 Friday February 29th, 2008 3:56:35 PM
Yanosh leaps to the areana floor and charges the closest foe. The spiritual Axe shimmers and goes out as the Dwarf leaps down.
Tishe' (AC 16 HP 61/61 -4 STR), Tacia (AC 19 HP 26/26 -4 STR) 4d4(4+3+2+3)+4=16 Friday February 29th, 2008 4:52:16 PM
Rapidly running out of possible attacks, the plain-faced spellweaver digs through her pockets one more time and comes up with a wand.
Pointing it at the surviving Rapke and speaking the command word, four magic missles erupt from the end and unerringly strike!
Wand of Magic Missles 7th level: 16 damage
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 7 charges Rod of Enlarge: 1 of 3 used
Spells
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor 4d4(3+3+4+3)+4=17 Friday February 29th, 2008 4:55:36 PM
Murdock thinks Tishe' has a fine idea, but the drow needs no wand! Looking at the podium, he attempts to see even a glimpse of the worm that would be enough to target the beast. (17 damage)
IF he fails to see the worm, the closest enemy standing will be good enough, he thinks.
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Lesser Globe Invulnerable (4 rounds) Black Tentacles: (5 rounds) 20 foot diameter all get grapple check d20+16. Any grappled gets new check per round or d6+4 damage.
Thoqqua 4 (down 10 hp), 3, 2, and 1 all attack with a +2 flank bonus. One hits AC25 for 6 slam damage and 12 fire damage!
Note that the worm must make one DC12 reflex save or catch fire for 1d4 rounds. What that does, I don't know, and the SRD seems ambiguous.
Large Earth Elemental vs Worm: Then the elemental makes its two punch attacks, at +2 with the flanking bonus, and with a -4 on the attack so as to use its Power Attack. They also gain +1 to hit and damage from earth mastery. The total mod is +11. They hit AC15 and AC16. Two More Misses!
The elemental has taken 12+17. It was cured for 17. Then it took 16 most recently. Its AC is 18, and its hp were 38 of 68.
Then it was cured for 28 (see below), bringing it to 66 of 68.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Vayine HP 82/82 AC 26+4 Barkskin, Endure Elements. d20+19=26 d20+14=18 d10+10=14 d10+10=11 Friday February 29th, 2008 10:59:56 PM
"WHY WONT YOU DIE" the drow screams as he rips into the Rapke (R3) with his sword.
Attack 1 Hits AC 26 for 14 Damage. Attack 2 Miss
total damage 14
Olaf (AC 22, HP 58/58) d20+10=22 d6+2=7 2d6(1+2)=3 Friday February 29th, 2008 11:19:45 PM
"Take that!" Olaf shouts at the Rapke, aiming again at the unprotected belly of the beast. [hits AC 22 +2 for flanking +1 for bless=25, 7 points of damage, 3 points of sneak attack=10 damage]
On the other hand, if the Rapke is already down at this point, Olaf will take his turn to deliver a coup de grace.
Flea (AC 21+1, 47/62 HP) Status, Bless, Haste Sunday March 2nd, 2008 7:43:17 PM
Flea backs away from rapke #3 with haste, figuring that her companions will see that it succumbs. The rogue looks 'round for enemies and spies the worm thing in its barricade. Squeezing behind Vayine and the stunned unicorn, Flea moves right and tries to locate one of the doors. If it seems locked, she will sheath her sword and rifle through her pouch in order to find her tools...
DM Sanity:
Position: 31X
-Wand of Magic Missile 29/50 charges remaining -Boots of Speed-p. 250 DMG-used 3/10-basic movement is 20 ft, 40 hasted -Pass w/out Trace (from Tishe) 300/350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus)
[i](OOC: DM, please describe the enclosure around the worm a bit.)
Grymash (ac26, hp104/115, barkskin) d20+14=31 d8+32=34 d8+32=38 d8+32=40 Sunday March 2nd, 2008 9:01:56 PM
Grymash looks back towards Trellus and gives him a nod, then turns to the giant spider next to him. The half-orc raises his blood-soaked ax to the air and brings one last fell stroke down on the monstrous arachnid.
(Coup de grace attack. Powerattack -9hit/+18dam. HitAC 31. Automatic crit. Damage: 34+38+40=112. Spider needs to make a Fort Save DC 127 or die. Oh, and he loses a point of Con.)
Ayreon Monday March 3rd, 2008 12:14:01 PM
awaiting DM post.
ooc: posting report will be here in the morning
Yanosh Monday March 3rd, 2008 3:32:22 PM
OoC Also awaits the posting of the gracious DM.
Flea (AC 21+1, 47/62 HP) Status, Bless, Monday March 3rd, 2008 10:23:19 PM
The rogue's eyes slide from side to side, making sure no one, or at least no enemy, is watching her.
Ayreon moves down from the bleachers to support Gilan and the others.
Trellus moves up beside Grymash and the fallen opponents.
Yanosh jumps down from the first row of the bleachers and charges the remaining rapke-thing. DM Note -- No attack rolled and I didn't bother doing it.
Tishe' withdraws a wand from her robes and uses it to send four missiles of magical force towards the rapke-thing. The damage is enough to drop the thing.
Murdock casts the same spell but targets the worm. The doors on this side of the speakers platform are still closed but there are several small windows and openings that permit the mage to target the worm. The missiles strike home, injuring the creature.
The tentacles cannot crush the rapke-thing but four of the humanoids are crushed.
The thoqqua keep attacking and the smell of burning flesh becomes stronger.
The elemental apparently cannot hit the broad side of a barn.
The unicorn is still stunned while Ciaran dispatches one of the rapke-things. Gilan heals his elemental.
Vayine dispatches the fallen rapke-thing even as he screams at it.
Since the rapke-thing is already dispatched, Olaf removes the head from the spider. The body begins to rapidly decay to leave a pile of stinking goo.
Flea moves to examine a door into the speakers platform. She determines that it isn't locked, merely stuck or barred. Either way, the door simply needs a strong pull to open.
Grymash heeds the advice from Trellus and dispatches the nearest spider-thing.
++++++
The worm keeps bashing at the elemental, knocking another clump of dirt away. Worm -- bash hits AC 27, 23 crushing damage
The rapke-thing cannot break free of the tentacles.
Humanoid 1 claws at the elemental, hitting twice and knocking a small clod of dirt off. Humanoid 1 -- claw hits AC 22, 3 damage Humanoid 1 -- claw hits AC 19, 7 damage
Humanoid 9 hit thoqqua 4 only once, getting burned for its troubles. Humanoid 9 -- claw misses AC 13 Humanoid 9 -- claw hits AC 18, 5 damage to thoqqua 4 (and 3 fire damage taken)
Humanoid 10 moves around and attacks thoqqua 4, but cannot hit. Humanoid 10 -- claw misses AC 17
Opponent Information Humanoids - AC 20 Rapke-things - AC 22 Worm - AC 21
Thoqqua 4 (down 15 of 16 hp!), 3, 2, and 1 all attack with a +2 flank bonus. One hits AC21 for 4 slam damage and 5 fire damage!
Note that the worm must make one DC12 reflex save or catch fire for 1d4 rounds. What that does, I don't know, and the SRD seems ambiguous.
Large Earth Elemental vs Worm: Then the elemental makes its two punch attacks, at +2 with the flanking bonus, and with a -2 on the attack so as to use its Power Attack. It also gains +1 to hit and damage from earth mastery. The total mod is +13 (+2 to hit and -2 damage over last round). Those fists hit AC22 and AC18. One hit for 17 hp damage.
The elemental had been at 66 hp of 68, but now it has taken (23-5)+(7-5) = 20 hp damage and is at 46 hp total.
Gilan sees that a Feat of Strength is called for. He squeezes between Gilan and the Elemental (the Elemental is kind of embedded in the wall!). He claws at the door's handle with two great paws, and PULLS! The polar bear's enhanced strength is 31, giving him a +10 on Strength checks. His roll is a 29! With any luck, he wrenches off the door!
Now, Gilan has already taken a five foot step to get to the door. So he cannot use his remaining move action to move out of the way. Probably he will give soft cover to the worm if anyone attacks the worm from behind him. But at least now there is a line of sight to the Worm for the rest of the party.
And using the squeezing rules, he is in kinda tight quarters here.
Well, at least he can give his earth elemental a gentle push, in this way communicating nonverbally with it that it should take a five foot step to Q-R-23-24. Call that a move action.
So the elemental is at Q-R-23-24 and Gilan is at S-T-24-25. The dog right behind him.
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Yanosh AC 20--HP76/76 d20+10=30 d20+10=14 d20+5=22 d10+3=12 d10+3=9 Tuesday March 4th, 2008 10:56:05 AM
(OoC I'm sorry if Yanosh seems to ber kinda erratic. I must admit I am having trouble telling some of the enemy from freinds on the map. Yanosh is charging to the closest enemy. I didnt roll an attack because I took jumping down from the bleachers and running as a move. with nothing left for an attack. To the rest of the Pack again I'm sorry for Yanosh's seeming lack of action. It will IMPROVE.)
Reaching the closest of his enemies Yanosh growls in anger at himself as much as at him target. 'Your inaction will cause you the lose of another Packmate,' a voice sounding like Garrett tells him. "I will not loose another Wunjo!" the Dwarven Cleric roars as his War Axe wistles through the air. With the force of his rage the War Axe slams into his intended Target.(Hit AC 30(Nat 20 crit threat. Hit AC 14 crit threat miss) Again the Axe of the enraged Dwarf slices into his enemy.(Hit AC 22).
Olaf (AC 22, HP 58/58) d20+10=28 d6+1=6 2d6(5+4)=9 Tuesday March 4th, 2008 11:15:31 AM
After severing a central artery of the spider with his sickle, Olaf looks at the mass of tentacles, and develops an idea. Drawing out his recurved shortbow and sheathing his sickle, he moves to AC25 (difficult movement on the last step) and takes aim at Rapke 1, which is conveniently grappled by the tentacles and thus vulnerable to his sneak attack. He hits AC 28+1 for bless=29, for 6 + 9 points of sneak attack = 15 damage.
Ayreon [ AC24 - HP 77/77 ] d20+18=23 d20+13=33 d20+13=21 d8+8=15 d8+8=15 d8+8=16 d8+8=9 Tuesday March 4th, 2008 11:19:05 AM
With no clear line of sight Ayreon moves to O25 and then fires at Humanoid 5.
Swiftly our friends battle the Worm minions as multiple summoned creatured fight their way to the core of the Dome fighting whatever lies in there...
Game Speed = 60% / Player posts needed = 3
- player reliability can not exceed 100% - the DM sets the pace - if a player makes 5 posts and a DM only 4 the game moves at 80% but the player is 100% reliable (not 120%) - if the DM makes 5 posts and the player only 4 the game moves at 100% but the player is only 80% reliable
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith, Air Walk) Tuesday March 4th, 2008 1:45:39 PM
For the millionth time, Trellus whispers a prayer, thanking Domi that the death-machine that is Grymash is on his side. "Wow," is all he can say. Looking down at the unused light mace in his hand, the blond man sheepishly stows it, resolving to stick to spells in the future.
Gilan seems to have the right idea, and the cleric pauses to see if the ice bear can get the sunbaked door open and give some dudes a shot at the creature he's pretty certain is the cause of all this.
In the meantime.... "Tishe, can you send another ice pick at those dudes over there <points toward K20>?" he asks.
While speaking, the pack's leader walks on the air to his right in order to get in the middle of things. [Air Walk to T29] -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [8/10 rounds] Air Walk
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Tishe' (AC 16 HP 61/61 -4 STR), Tacia (AC 19 HP 26/26 -4 STR) 4d4(1+4+2+1)+4=12 Tuesday March 4th, 2008 1:51:36 PM
"What a shady idea!" exclaims Tishe' at Murdock's ability. "Magic missles dont' miss!" With that, the brown-haired woman also takes careful aim and lets four missles through the open window at the worm.
Wand of Magic Missles 7th level: 12 damage
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 7 charges Rod of Enlarge: 1 of 3 used
Spells
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor 4d4(4+3+2+4)+4=17 Tuesday March 4th, 2008 1:55:29 PM
Smiling grimly, Murdock follows Tishe's wand-based missles with some of his own. (17 damage)
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Lesser Globe Invulnerable (3 rounds) Black Tentacles: (4 rounds) 20 foot diameter all get grapple check d20+16. Any grappled gets new check per round or d6+4 damage.
Tishe' Tuesday March 4th, 2008 1:56:38 PM
After firing the missles into the worm, the smiling Tishe' looks chagrined. "oh, piggies! I'll get them in a sec, Trellus!"
Flea (AC 21+1, 47/62 HP) Status, Bless d20+13=33 4d4(2+3+4+3)+4=16 Tuesday March 4th, 2008 10:38:18 PM
Flea peeps through the doorway opened by Gilanbear. Aiming her wand, she targets the worm, then steps back and out of the way. (UMD=33, 16 pts MM dmg.)
DM Sanity:
Position:
-Wand of Magic Missile 28/50 charges remaining -Boots of Speed-p. 250 DMG-used 3/10-basic movement is 20 ft, 40 hasted -Pass w/out Trace (from Tishe) 300/350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus)
The Worm - Round 8 (DM JohnP) d20+16=17 d20+16=23 d20+16=19 d20+16=30 d20+16=27 d20+16=23 d20+16=34 d6+4=5 d6+4=5 d6+4=5 d6+4=9 d6+4=6 d20+15=28 3d6(4+2+5)+10=21 d20+16=24 d20+10=24 d6+2=5 2d6(1+6)=7 d20+6=7 d20+11=21 2d8(7+5)+10=22 Tuesday March 4th, 2008 11:10:15 PM
The thoqqua keep attacking and one hits the worm. The earth elemental manages to hit the worm once. The unicorn is beginning to come around from being stunned.
Gilan pushes the earth elemental aside and moves up to the door. The polar bear reaches out with both paws and wrenches the door from its hinges.
Yanosh cannot reach any opponent unless he wants to enter the enclosed area with the worm.
DM Apology -- I am posting a larger scale map tonight.
Olaf moves closer to the entrapped rapke-thing and humanoids, drawing his bow in preparation for taking advantage of their immobility next round. DM Note -- Move and Draw Weapon uses both actions for the round.
Ayreon moves and fires an arrow at one of the humanoids, dropping it to the floor.
Trellus moves closer to the centre of the action and directs his companions.
Tishe' sends more magical missiles at the worm, grinning with satisfaction as they unerringly strike the monster.
Murdock does the same. The tentacles keep crushing the creatures even though the rapke-thing nearly escapes.
Flea peeks through a window and uses a wand to further damage the worm. To her eyes, the worm seems to have less than a third of its original vitality.
Grymash yawns in boredom.
++++++
The worm bashes the elemental once more. Worm -- bashes hits earth elemental AC 28, 21 damage
The rapke-thing cannot escape the tentacles and the humanoids simply struggle in vain.
Humanoid 9 hits the thoqqua hard enough to destroy it. However, it is burned badly enough that it is staggering. Humanoid 9 -- hits thoqqua 4, AC 24, 5 damage (and takes 7 fire damage)
Humanoid 4 moves to attack the elemental but nearly falls flat on its misshapen face. It is followed by humanoid 3, which moves through a space that the elemental can reach and it ends up flattened. Humanoids 1 and 2 come along behind and one of them reaches Ayreon but cannot attack. Humanoid 4 -- misses elemental, AC 7 (natural 1) Elemental AoO -- hits AC 21, 22 damage (I rolled it to speed things up)
Opponent Information Humanoids - AC 20 Rapke-things - AC 22 Worm - AC 21
Vayine HP 82/82 AC 26+4 d20+19=36 d10+10=18 Wednesday March 5th, 2008 12:10:57 AM
Vayine moves to fight beside his brother (P24) if he still has enough time to attack, he slices into Humaniod 2
Attack 1 Hits 36 For 18 Damage
Total damage 18
Grymash (ac26, hp104/115, barkskin) d20+12=16 d20+12=32 d20+12=15 d8+27=30 d20+12=22 d8+27=32 Wednesday March 5th, 2008 12:11:36 AM
(sorry for the late posting, my monitor is trying to quit on me. All the text was too distorted to read.)
Grymash looks around wildly to find a new combatant. So much is happening, he hesitates just for a moment. Grymash spots the murdock, Ayreon, about to be overrun with treadles. Grymash charges with the speed of a bounder around Ayreon's left side and hacks into the piggie closest to his archer friend.
(Charge to N24 and attack Soldier2. Charge +2hit/-2AC. Powerattack -8hit/+16dam. HitAC: 16, hero point 32 threat, 15 no crit. Damage: 30. -1 Con.
If that drops Soldier2, then he will cleave into Soldier1. HitAC: 22. Damage: 32. -1 Con.)
Gilan [HP: 118/118 - AC: 26] [greater magic fang, freedom of movement, bear str, bless] and Ciaran [HP: 80/80 - AC: 24 bear str, bless] (Substitute Cayzle) d20+4=24 d20+4=17 d20+4=6 d20+4=7 d6+3=8 2d6(3+1)=4 d20+13=24 d20+13=19 2d8(2+1)+8=11 2d8(2+6)+5=13 d20+19=22 d8+12=20 Wednesday March 5th, 2008 6:50:42 AM
Gilan's summoned allies continue to attack the worm.
Thoqquas vs Worm: Thoqquas 4 and 5 are dead. Thoqquas 3, 2, and 1 all attack the worm normally. One hits AC24 (a crit threat but not a crit) for 8 slam damage and 4 fire damage!
Large Earth Elemental vs Worm: Then the elemental makes its two punch attacks, with no flanking bonus, and using no Power Attack. It still gains +1 to hit and damage from earth mastery. Two attacks are thus at +13 (+1 damage from Earth Mastery). Those fists hit AC24 and AC19. One hit for 11 hp damage. The elemental had been at 46 hp of 68, but now it has taken (21-5) = 16 hp damage and is at 30 hp total. But then the unicorn heals it for 13 hp, bringing it to 43. (see below)
The Unicorn is no longer stunned. It moves up behind the elemental and heals it for 13 hp.
Gilan is just too big to squeeze in and attack the worm, but he at last sees a chance to attack something -- likely enemy Number 8, or maybe Number 10 if Number 8 has cover. Gilan and Ciaran use a move action to move to 20-21-X-Y or maybe 21-22-X-Y -- whichever is the first space that allows an attack. Ciaran keeps pace behind. Gillan attacks (at +6 BAB +10 Str +2 Greater Magic Fang +1 Bless = +19) and hits AC22 for 20 damage with a powerful swipe of a claw.
Spells in effect:
[Bless(Gilan) from Yanosh)] [Bear's Strength(Gilan)] [Freedom of Movement(Gilan): ] [Barkskin(Grymash): +4 natural AC] [Barkskin(Vayine): +4 natural AC] [Greater Magic Fang(Gilan): +3 hit -- NOTE! Here the GMF bonus is listed at +3, but since Gilan is only 9th level, surely it should be +2, right? I'm using the +2 in my attack above.]
Cast Every Morning * Endure Elements(Gilan & Ciaran) - wand * Extended Longstrider(Gilan & Ciaran) - extend rod
Ayreon [ AC24 - HP 77/77 ] d20+15=25 d20+10=25 d20+10=30 d20+10=21 d6+7=12 d6+7=9 d6+7=12 Wednesday March 5th, 2008 10:15:48 AM
As the humanoids draw near Ayeron drops his bow and quick draws his Keen Rapier and lashes out at the nearest Humanoid - one that has not yet been sliced into french fries by Grymash...
"Have ... any of ... argh ... you actually ... pffuff ... noticed the gra .. a ... ndeur of this Dome?!? ... hhuhha ... This is a maa. .. gnificent place!!... hufpuf... " Ayreon manages to say during combat.
Tishe' (AC 16 HP 61/61 -4 STR), Tacia (AC 19 HP 26/26 -4 STR) 4d6(4+3+4+3)+4=18 Wednesday March 5th, 2008 2:47:56 PM
Tishe' turns to freeze the humanoids for a few rounds until they regenerate, but it looks as if Aeryon and Grymash are going to take care of them. Olaf is dealing with the rapke in Murdocks spell and everyone seems fairly good. "I've been following a thread", she mentions to no one in particular. "If we can kill the worm, maybe the other treadles will fall apart?"
Trying to make that time come faster, she puts more magic missles through the door into the gray worm. (18 damage)
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 7 charges Rod of Enlarge: 1 of 3 used
Spells
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor 4d4(3+3+4+1)+4=15 Wednesday March 5th, 2008 2:51:30 PM
"I have nearly exhausted my combat spells." the drow tells Trellus matter-of-factly as he lets his four last magic missles shriek into the gray worm. (15 damage)
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Lesser Globe Invulnerable (2 rounds) Black Tentacles: (3 rounds) 20 foot diameter all get grapple check d20+16. Any grappled gets new check per round or d6+4 damage.
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith, Air Walk) d20+8=11 5d8(6+4+7+2+4)=23 Wednesday March 5th, 2008 3:42:59 PM
Gilan gets the door open and then conveniently moves out of the way, giving Trellus a nice view of the worm thing under the platform.
He replies to Tishe, "Don't know about falling apart, but I think its making them. And we can sure stop that." The blond man can only nod in response to Murdock. If something else really nasty shows up, the pack could be in trouble.
Trellus casts a spell, sending a ray of bright light sizzling into the worm. [Searing Light - Ranged Touch atk hits ac 11 for 23 hp damage (no save - also assuming worm not undead. Boy, I hope its got no dex bonus)] -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [9/10 rounds] Air Walk
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Olaf (AC 22, HP 58/58) d20+10=27 d6+1=3 2d6(3+2)=5 Wednesday March 5th, 2008 4:43:23 PM
Olaf curses his clumsiness and poor luck, that he could not sheathe his sickle and draw his shortbow effectively during his scramble into the bleachers. He attempts to fire at the grappled Rapke (Rapke 1) with his shortbow, hitting AC 27+1 for bless=28 for 3+5 sneak attack damage. He then moves southwest 5 feet, getting a bit closer to the party (ooc: trouble with the map)
Flea (AC 21+1, 47/62 HP) Status, Bless d20+13=28 4d4(2+1+3+4)+4=14 Wednesday March 5th, 2008 6:16:43 PM
Flea is surprised at the damage the weird creature is able to take, without succumbing.
"It's not dead yet!" she calls to her companions as she aims her wand and fires again. (UMD=28, 14 pts MM dmg. vs worm.)
DM Sanity:
Position:
-Wand of Magic Missile 27/50 charges remaining -Boots of Speed-p. 250 DMG-used 3/10-basic movement is 20 ft, 40 hasted -Pass w/out Trace (from Tishe) 300/350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus)
The Worm - Round 9 (DM JohnP) d20+16=18 d20+16=35 d20+16=32 d20+16=23 d20+16=25 d20+16=36 d20+16=18 d6+4=10 d6+4=5 d6+4=5 d6+4=8 d6+4=8 d20+10=27 d20+10=26 d6+2=7 d6+2=3 d20+10=20 d20+10=27 d6+2=8 d6+2=3 d20+10=19 d20+10=18 d20+12=23 d20+12=24 d6+2=5 d6+2=3 d20+12=28 d20+12=28 d6+2=6 d6+2=8 d20+16=26 Wednesday March 5th, 2008 10:57:18 PM Vayine rushes over to help his brother, swinging his sword into one of the humanoids.
Grymash follows in his wake, slashing the same humanoid and then carrying on to the other one.
The thoqqua keep attacking and the sizzling sound of burned flesh echoes through the room.
The elemental hits the worm once more. The unicorn moves over to heal the elemental.
Gilan moves around the corner to attack humanoid 8. The blow lands but doesn't quite drop it.
Ayreon doesn't have to worry about the two humanoids.
Tishe' sends another group of magical missiles into the worm.
Murdock sends his magical missiles and is gratified to see the worm slump to the ground. The tentacles keep crushing the humanoids even though the rapke-thing is unhurt.
Trellus' ray of fire is enough to dispatch the worm. As soon as the ray burns into the worm a putrid smell of decaying flesh envelopes everyone and those close enough can see the worm's body collapsing upon itself.
Olaf fires at the rapke-thing, injuring it slightly.
Upon closer examination, Flea realizes that the worm is, in fact, dead ... dead as a rotten mackerel and smelling a lot worse. As the worm collapses, Flea catches a glimpse of a small human-seeming face high on the worm's body. She can't really be sure but the face seems almost peaceful, as if it welcomed the release provided by the Bloodpack.
++++++
The creatures turn on one another as soon as the worm succumbs to Trellus' spell. Humanoid 4 ignores the nearby members of the Bloodpack and bends to dispatch humanoid 3.
The humanoids inside the structure turn on one another. The lone humanoid at the west entrance begins dispatching its companions.
The rapke-thing tries to break free of the tentacles but still cannot. The humanoids trapped within the tentacles also cannot break free to attack one another.
As the Bloodpack watches this frenxy, they suddenly hear sounds of other creatures approaching through the neighbouring tunnels. From the sounds, the things will be in the central room in a round or two.
Opponent Information Humanoids - AC 20 Rapke-things - AC 22
Olaf (AC 22, HP 58/58) d20+10=30 d20+10=18 d6+1=3 2d6(1+5)=6 2d6(1+1)+1=3 Thursday March 6th, 2008 10:14:40 AM
Puzzled at the reaction of the humanoids, Olaf continues his ranged assault on the Rapke trapped in the tentacles, firing once with his bow (nat 20! at AC 30+1 for bless, roll to confirm 18+1 for bless=AC 19. ooc: recalling that the Rapke is grappled by the tentacles and loses its Dex bonus to AC, I don't know if that confirms the critical hit or not. Damage w/o crit: 3+6 sneak attack. Damage w/ crit: 7+6 sneak attack)
Yanosh AC20--HP76/76 Thursday March 6th, 2008 10:58:23 AM
Yanosh runs to Q26 When he sees the things turn on each other. Feeling usless to the group Yanosh is actually glade to hear that something else is coming.
Tishe' (AC 16 HP 61/61 -4 STR), Tacia (AC 19 HP 26/26 -4 STR) Thursday March 6th, 2008 1:13:17 PM
A fierce grin holds Tishe's face as the worm slumps, and then the stink of rotted flesh arrives. Quickly bringing her red silk scarf across her mouth and nose, she looks about and nods at the reaction of the dessicated enemy.
"We need to move away from the entrances and let them fight among themselves." she calls to her packmates. "Conserve our energy and let this sad tapestry end."
She doesn't attack, but delays and waits for Trellus to point out a direction to move.
(ooc: Delay action to wait for Trellus, will move where the cleric indicates)
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 7 charges Rod of Enlarge: 1 of 3 used
Spells
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor Thursday March 6th, 2008 1:14:56 PM
Keeping a couple spells in reserve, Murdock pulls out his crossbow and waits for anything to approach him.
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Lesser Globe Invulnerable (2 rounds) Black Tentacles: (3 rounds) 20 foot diameter all get grapple check d20+16. Any grappled gets new check per round or d6+4 damage.
Ayreon [ AC24 - HP 77/77 ] d6+7=9 d6+7=11 d6+7=13 d6+7=10 Thursday March 6th, 2008 1:29:48 PM
While looking around at other possible threats Ayreon slices the throats of the fallen humanoids in front of him.
Coup de Grace against #2 : damage 9 + 11 = 20 Coup de Grace against #1 : damage 13 + 10 = 23
Gilan Thursday March 6th, 2008 1:38:31 PM
The great white bear motions his summoned creatures -- unicorn, thoqqua, elemental -- to come with him toward the source of the oncoming horde. Gilan will let the summoned craetures stand between the party and the next encounter.
[OOC: This is the penultimate round for the elemental.]
Vayine hp 82/82 AC 26+4 d20+19=36 d20+14=30 d10+10=13 d10+10=14 Thursday March 6th, 2008 6:35:05 PM
Vayine seeing his brother dispatch the two downed foes, moves up to attack humanoid 4
attack 1 Hits AC 36 for 13 damage Attack 2 Hits AC 30 for 14 damage
Grymash (ac26, hp104/115, barkskin) d20+12=32 d20+12=23 d8+27=30 d8+27=34 d8+27=29 Thursday March 6th, 2008 7:23:04 PM
Grymash does his best to assist Vayine to slaying the final man-thing close to them.
(Charge +2hit/-2ac. Powerattack -8hit/+16dam. Attack on #4. HitAC 32 threat, 23 crit. Damage: 30+34+29=93, -1 Con. Fort Save DC 15 or die instantly from Massive Damage.)
Trellus (AC 24, 88/88 hp, Freedom of Movement, Shield of Faith, Air Walk) Thursday March 6th, 2008 8:09:25 PM
Looking about, Trellus' thinking follows the same lines as Tishe. Now might be a really good time to get out of the way.
[IF no sounds in the corridor behind them] The cleric calls out, "Fall back! Back into the corridor! Let's reset for whatever's coming next."
IF there are sounds coming from behind- Trellus points up to the bleacher seating behind him <M31-ish>. "Dudes, move up this way! Let's reset for whatever's coming next."
-------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Shield of Faith - +2 AC [10/10 rounds] Air Walk Highlight to display spoiler: { ------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
The Worm - Round 10 (DM JohnP) d20+16=24 d20+16=26 d20+16=27 d20+16=32 d20+16=29 d20+16=31 d6+4=7 d6+4=5 d6+4=8 d6+4=8 d6+4=6 d20+16=27 d6+4=5 d20+12=28 d20+12=29 d6+2=5 d6+2=3 d20+12=20 d20+12=31 d6+2=6 d6+2=5 d20+10=21 d20+10=27 d6+2=8 d6+2=3 d20+10=15 d20+10=30 d20+10=17 d6+2=5 d20+12=31 d20+12=19 d6+2=5 Thursday March 6th, 2008 11:06:38 PM Olaf sends another arrow into the rapke-thing, striking at a vital point of the thing.
Yanosh moves closer to his companions.
Tishe'[/b[ suggests moving away from the entrances and letting the creatures deal with one another. The theurge waits for direction from Trellus.
[b]Murdock brings out a crossbow and waits for anything to come close. The tentacles keep crushing the creatures.
Ayreon dispatches the creature at his feet.
Gilan looks up the tunnel beyond the tentacles and sees a large group of both rapke-things and humanoids approaching. Something, the druid isn't certain what, is drawing the creatures to this central room. While the creatures are not actively fighting, yet, they seem very agitated about something. Gilan moves back to the entrance where he and his companions entered, trusting that the tentacles will keep the things back for at least a short period of time.
Vayine steps closer and dispatches the creature in front of him.
Grymash charges the only humanoid that is still standing close by. His double axe chops the creature into two neat pieces. Standing in the entrance of the tunnel allows Grymash to clearly see the pack of rapke-things and humanoids that is approaching. He estimates that the pack contains at least as many creatures as the Bloodpack has already faced.
Trellus hears the large number of creatures approaching through the corridor and decides to head higher into the bleachers. Tishe' follows behind with Tacia.
++++++
With all of the creatures inside the room engaged in fighting with one another, the Bloodpack can choose to retreat wherever they want. It seems like at least three, or more, times as many creatures are approaching the central room where they are. The first ones should arrive next round.
Flea (AC 21, 47/62 HP) Status, Bless , Haste d20+8=21 d20+23=27 Thursday March 6th, 2008 11:22:54 PM
Activating the magic of her boots with a quikc click of her heels, Flea runs after Trellus and Tishe', and makes for the stands. As she breezes by the dwarf she calls to him. "Yanosh! Come sit with me in the stands, and we'll see what these beaters are up to!"
With the leap (Jump=21), the rogue scales the side to get into the stands where she tries to find a safe place where she might hide in the shadows.(Hide=27) Flea keeps her wand nearby...just in case.
DM Sanity:
Position:
-Wand of Magic Missile 27/50 charges remaining -Boots of Speed-p. 250 DMG-used 4/10-basic movement is 20 ft, 40 hasted -Pass w/out Trace (from Tishe) 300/350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus)
Grymash (ac28, hp104/115, barkskin) d20+13=28 d20+7=17 Friday March 7th, 2008 1:59:21 AM "Ohhh, Sunbaked Piggie Dumps!!" Is all the half-orc can say at the approaching horde. The sound finally returns to his ears as he is snapped back to reality from the severity of the situation. "BLOODPACK ... GET BACK!! FULL HORNET NEST BE COMIN!" With that being said, Grymash does the one thing he hates the most ... retreat! The barbarian again shows off his swiftness by racing back to his pack. (Full x3 Move is 120ft). Grymash leaps for the sky as he tries to jump for higher ground in the bleachers.
(Running High Jump: 28. That's a 7ft high jump. Combine that with a 8ft vertical reach, thats 15ft up. Climb check 17 to pull himself up. I dont know how high the lower bleachers are.)
Tishe' (AC 16 HP 61/61 -4 STR), Tacia (AC 19 HP 26/26 -4 STR) Friday March 7th, 2008 3:07:14 PM
Even though Tishe' and Tacia are at full health, they are still weakened from the spider's poison and move slowly up the bleachers. She keeps her staff with her in case she needs to weave an icy barrier between her packmates and the hordes.
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 7 charges Rod of Enlarge: 1 of 3 used
Spells
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor Friday March 7th, 2008 3:08:43 PM
Inscrutible, Murdock moves higher up the bleachers with the others, keeping his hands on his crossbow.
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Lesser Globe Invulnerable (1 rounds) Black Tentacles: (2 rounds) 20 foot diameter all get grapple check d20+16. Any grappled gets new check per round or d6+4 damage.
Yanosh d20+4=5 Friday March 7th, 2008 3:25:35 PM
Seeing the half orc retreat Yanosh desides it is best to take Flea up on her offer to sit with her in the stands. The cleric runs for the stands and scrambles to reach the top. Sliping Yanosh drops back onto the areana floor. Turning around Yanosh readies his shield and Axe and awaits the coming rush.
Climb 5 (Nat 1 Well lets hope I got that out of the way just in time.)
Spells cast Bless tattoo Spiritual weapon
Dm Highlight to display spoiler: {} Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Detect magic
1 Bless*, Cure Light Wounds, Endure Elements, Hide from Undead
Vayine HP 82/82 AC 26+4 d10+10=16 d10+10=11 Friday March 7th, 2008 4:34:51 PM
Vayine works on makeing sure creature 4 stays dead.
coup de grace attack auto hit for 16 damage + attack 2 for a total of 27 damage.
Gilan Friday March 7th, 2008 4:57:54 PM
The elemental goes away.
Gilan and his dog scramble out of the way, sticking with the rest of the party. He directs the unicorn and thoqquas to stand aside too.
Olaf (AC 22, HP 58/58) d20+11=15 Friday March 7th, 2008 6:01:39 PM
Olaf moves eastward, further into the bleachers to AD 27 and continues his attempts to put down the remaining Rapke with his shortbow. (hit AC 15: miss)
Ayreon [ AC24 - HP 77/77 ] Saturday March 8th, 2008 6:45:46 AM
Hearing Trellus shout 'retreat' Ayreon acts accordingly. He turns his back on the dying humanoids, grabs his bow from the ground, sheaths his rapier and follows the group.
He closes the ranks ready to shoot whatever is tailing them...
Front Row Seats (DM JohnP) Saturday March 8th, 2008 10:00:26 PM OUT OF COMBAT
The Bloodpack head into the seating area as the hordes of creatures stream into the central arena from each of the tunnels. Strangely, the creatures ignore the Bloodpack instead attacking one another as they come into the arena floor. The humanoids sometimes act together to bring down one of the rapke-things but the larger creatures usually prevail. As the fight continues, fewer and fewer of the creatures are remaining.
During a lull in the combat, some of the creatures dispatch their fallen fellows and begin feeding upon them. Right now, there are ten of the rapke-things, two spider-things and a handful of the humanoids that have survived.
Spot - DC 15 - Highlight to display spoiler: {The creatures that are cannabilistic are changing, possibly growing larger.}
Does the Bloodpack stand back and watch, or interfere in this spectacle of internecine warfare and cannabilism? Or do they find another exit from the seats, maybe at the top of the seating area, and leave these creatures behind?
Flea d20+9=22 Sunday March 9th, 2008 11:40:21 PM
Flea watches with morbid curiousity. "What are these things?" she asks the cleric, not really figuring he would have an answer.
There were many things about the plains that were strange to the gnome...the manfri, the great invisible drake, the caves under Rattledam, the domes themselves...but none so horrifyingly perverted as what she was now witnessing. "This isn't right," she mutters, "it just isn't right. Whatever this place is," she says, "I think we should end what is going on here."
Spot=22
The rogue notices something about the creatures, "Hey!" she says, pointing out one creature who is feeding on another, "they seem to grow larger even as they feed on each other!"
ADM StevenVdB : Posting Record Game 10 Monday March 10th, 2008 1:41:58 AM
Posting Report for Game 10 for the week of March 3 - March 9
The battle reaches its peak when the Bloodpack succeeds in killing the Worm that was lurking in the center of the Dome. But what happend next even the wisest Prophets could not have foretold...
Instead of freaking out and slaying the ones responsible for killing their leader, the humanoids, spider and Rapkhe things turn on eachother... Blood spatters everywhere as the frenzy starts... The Pack can do little else but watch from a distance...
Game Speed = 100% / Player posts needed = 5
Ayreon [ AC24 - HP 77/77 ] d20+7=9 d20+16=35 d20+16=24 d20+11=22 d8+8=14 d8+8=10 d8+8=15 Monday March 10th, 2008 1:47:01 AM
"What foul secrets are at play here?!?" Ayreon says not noticing they seem to be growing as Flea says...
"If we don't finish this here and forever a new foul breed will come to rule this dome only to threathen the Plains in a later time... I say we finish what we've started..."
Readying his bow he awaits the ok from the Pack Leader...
Gilan (Substitute Cayzle) Monday March 10th, 2008 11:25:59 AM
Gilan sends his Unicorn and Thoqquas to fight until they too die or are unsummoned.
If he has more daily uses of his wildshape left, and surely he does, then he transforms back into his humanoid form.
"Surely the winner of this battle will become the next worm." he says. "We should wait until only one is left, and then attack that one, to end this abomination."
[OOC: Actually, he says that in his usual plains slang and voice, but those shady weaves escape this substitute. :-) ]
Trellus (AC 22, 88/88 hp, Freedom of Movement, Air Walk) d20+10=25 d20+10=17 3d8(8+5+5)+5=23 Monday March 10th, 2008 1:45:25 PM
[Spot 25] Watching the ensuing fight, Trellus can only nod glumly in agreement. "You're probably right," he sighs. "The winner's gonna turn into another Worm and this'll start all over."
The cleric breathes out forcefully, concern spreading across his features. "The twisted part," he continues, casting about to see if he can find another exit [Spot 17], "is the spellweavers are pretty much out of picks."
"Soooooo, I'm with Gilan. Wait until we get a winner, and then get bloody."
While waiting, Trellus taps Flea with a healing wand. [CSW - 23 hp healed] -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Air Walk
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Yanosh Monday March 10th, 2008 3:33:22 PM
Crouching on the arena floor behind his shield Yanosh watches the mayham taking place. Softly the Dwarven Cleric begins to hum a Dwarven tune. Softly he begins to sing in a gruff off tune voice. "Swing low sweet War Axe Gonna start send them home. Swing low sweet War Axe Gonna be sending them home...."
Spells cast Bless (Tattoo) Spiritual Weapon
DM Highlight to display spoiler: { Spells Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Detect magic
1 Bless*, Cure Light Wounds, Endure Elements, Hide from Undead
Tishe' (AC 16 HP 61/61 -4 STR), Tacia (AC 19 HP 26/26 -4 STR) Monday March 10th, 2008 5:27:02 PM
Watching the winners get bigger and bigger, Tishe' is at a loss until Gilan puts some shade on the object. "That's the weaving for sure." she agrees, and takes stock of her abilities to assist.
"Trellus, I've got a few small summonings for wolves I can do, my Ice Staff, and my Magic Missles. Maybe I can blind it with Glitterdust, too."
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 7 charges Rod of Enlarge: 1 of 3 used Wand of Magic Missle: 35 charges
Spells
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor Monday March 10th, 2008 5:31:17 PM
"And I have a single fireball for offensive magics. Though I can make everyone faster before the start of battle."
Murdock keeps his crossbow pointed at the growing rapke, his eyes narrowing.
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Lesser Globe Invulnerable (1 rounds) Black Tentacles: (2 rounds) 20 foot diameter all get grapple check d20+16. Any grappled gets new check per round or d6+4 damage.
Flea (illegal 2nd post) Monday March 10th, 2008 6:30:52 PM
Flea blinks. She didn't have a clue about how things were weaving here, but Gilan sure put a perspective on things. When Murdock volunteers a fireball the rogue's heart starts to beat faster at the excitement of it all.
Flea waves her wand, "I'm good for a little more damage," she volunteers, as she creeps to the edge of the bleachers.
"Hang on Yanosh," she says in a stage whisper, "we're behind you and set on the same task. Nothing will harm you."
Grymash Monday March 10th, 2008 7:52:22 PM
After listening to everyone and Yanosh's song in particular, he can't help but chime in. "Gry's double ax ready ta swings high an lows. Bloodpack won dis place. Odd belongs ta Bloodpack now!! Time ta cut sum threads. Treadles need ta go!"
Olaf d20+4=6 Monday March 10th, 2008 9:29:00 PM
The young blond man blanches at the carnage wreaked before his eyes. "I'm thinkin' this can't be good for anyone. Trellus, want me to go scout it, invisible-like? Maybe there's a part of the worm that is in the center that can stop this madness."
Vayine Monday March 10th, 2008 10:26:26 PM
Vayine rushes towards his packmates. stopping only breifly to pick up his fallen Bow. once he reaches his mates he stands at the ready. shield up to protect the casters of the party.
Witnesses to a Spectacle (DM JohnP) Monday March 10th, 2008 10:35:17 PM
Flea and the others notice that the creatures are pausing to eat and, more importantly, grow larger. Of course, this observation brings the question of whether it is better to act now or to wait until one of the creatures is as large as the worm. Ayreon seems to favor acting immediately. Gilan and Trellus want to wait. Some of the others are simply itching to go and do something.
Those who are watching notice that Gilan's summoned creatures don't provoke any cooperation among the creatures. Of course, each creature defends itself when attacked by the unicorn or the thoqqua, but there is none of the mutual support that they exhibited before.
The other thing to note, too, is that it looks like one of the creatures will reach "worm-size" before all of the others are dead. There's no telling what will happen when that occurs.
Yanosh AC20--HP76/76 Tuesday March 11th, 2008 2:52:03 PM
"Tishe' how are you? Is the Poison undercontrol yet?" Yanosh shouts up to the spellcaster. "I am sorry I have nothing for poison." Something else that Yanosh falls short of as a Cleric. Yanosh repeats the song that he was singing. with more verses.
Spells cast Bless (Tattoo) Spiritual Weapon
DM Highlight to display spoiler: { Spells Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Detect magic
1 Bless*, Cure Light Wounds, Endure Elements, Hide from Undead
Trellus (AC 22, 88/88 hp, Freedom of Movement, Air Walk) Tuesday March 11th, 2008 3:24:23 PM
Catching Yanosh's comment, Trellus' frowns at his own ignorance of the situation. "Oh Light. Sorry Tishe. Wasn't paying attention." The cleric passes his packmate a potion. "This oughtta do it." [Lesser Restoration]
Looking on at the scene, the pack's leader has a change of heart. "Dudes, I think we better start ripping threads now, before them things get too big. They ain't helping each other, so let's take 'em one at a time. The cleric points to the closest living creature.
"Him first." -------- Active Spells:
Endure Elements - 24 hours Magic Vestment - Extended (shield) - +2 AC Magic Vestment - Extended (armor) - +2 AC Status - Gry, Gilan, Flea Freedom of Movement Air Walk
------ Spells Prepared: Highlight to display spoiler: { {cast as level 11 due to Setanos' Vestment): d -- domain spell p -- recast with pearl of power * - cast spell
Flea (AC 21, 62/62) d20+13=27 4d4(1+4+3+3)+4=15 Tuesday March 11th, 2008 6:23:15 PM
Her health restored, and safely up in the bleachers, Flea is ready to dispatch the enemy. Pointing and discharging her weapon (UMD=27) she targets the creature indicated by Trellus. (15 pts MM dmg.)
"Don't 'cha think we should pick off the big'un first?" she volunteers as she surveys the growing beasts, noting it looks like one of the creatures will reach "worm-size" before all of the others are dead.
DM Sanity:
Position:
-Wand of Magic Missile 26/50 charges remaining -Boots of Speed-p. 250 DMG-used 4/10-basic movement is 20 ft, 40 hasted -Pass w/out Trace (from Tishe) 300/350 minutes, move through any type of terrain and leave neither footprints nor scent -Status (from Trellus)
Olaf (AC 22, HP 58/58) d20+10=12 Tuesday March 11th, 2008 6:52:43 PM
Olaf grunts in acknowledgement of Trellus's order, the stamps on the bleachers, looking for a good spot to fire from. He aims at the creature Flea hit, and fires with his shortbow into the melee (hit AC 12+1 for bless -4 for firing into melee = 9).
Murdock AC22 HP 35/35 (sub= SteveK) Mage Armor 9d6(4+4+3+6+4+2+1+3+2)=29 Tuesday March 11th, 2008 9:39:48 PM
A smile creeps across the drow's face. "Let us do both." he comments to Trellus and Flea simultaneously. And the wizard's next action is to evoke a small orange bead that streaks to halfway between the largest creature and Trellus' target. Blossoming into a tremendous fireball, everything within 20 feet of the epicenter is struck. (29 damage, Reflex DC 17 for half)
Spells Endure Elements (from Tishe') Mage Armor: +4 AC (8 hours) Black Tentacles: ended
Tishe' (AC 16 HP 61/61 -4 STR), Tacia (AC 19 HP 26/26 -4 STR) d4+1=4 9d6(1+2+3+2+4+1+6+1+1)=21 Tuesday March 11th, 2008 9:47:21 PM
Tishe' gratefully takes the potion from Trellus and, touching Tacia, downs the contents, sharing the spell with Tacia and allowing both to regain all their strength.
(ooc: if this is not allowed, Tishe' will give the potion to Tacia and restore her strength. :) )
Turning to the writhing mass of creatures, she considers for a moment, then takes her Ice Staff in one hand and ices everything within a 60 foot cone! (21 damage, Reflex DC 19 for half)
DM Sanity Rod of Extend: 3 of 3 used Pearl of Power: used Staff of Ice: 5 charges Rod of Enlarge: 1 of 3 used Wand of Magic Missle: 35 charges
Spells
Endure Elements; 24 hours Endure Elements (on Murdock) 48 hours See Invisibility (on Flea) 10 minutes Pass w/out Trace (on Flea) 300 minutes, move through any type of terrain and leave neither footprints nor scent Barkskin (on Flea)10 minutes, +3 AC
Nothing Left but the Dying (DM JohnP) Tuesday March 11th, 2008 11:07:53 PM
The Bloodpack is debating what to do when Yanosh reminds everyone about the poison that has affected Tishe'. That reminder prompts Trellus to cast some restorative magic on the theurge.
After a bit of consideration, Trellus directs every member of the Bloodpack to attack the remaining creatures. Flea responds by using her wand to strike the nearest creature. Olaf misses it, but it doesn't really matter after Murdock burns many of the remaining creatures. Those that are crisped are then frozen by the spell cast by Tishe' using her wand.
After all of this magic, it's only a matter of time for the fighters like Grymash, Vayine and Ayreon to clean up the remaining creatures.
At the end, the Bloodpack are standing in the echoing chamber at the heart of the grass dome surrounded by the rapidly putrefying remains of the creatures. The mystery of their origin and designs has died with them.
Now, the only thing is to consider what to do with the grass dome and where to go from here. Several of the Bloodpack had considered making this place home or, at least, basing themselves here. Of course, the current condition means that a substantial amount of cleaning and remodeling is required -- preferably by someone who isn't too squeamish about spider webs.
Vayine d20+19=39 d20+14=21 d10+10=11 d10+10=16 d10+10=11 Wednesday March 12th, 2008 1:20:37 AM
THe drow warrior will attack the nearest creature (if any are still alive.)
attack 1 Hits AC 39 (Critical) for 11+16 Damage (total=27)
Attack 2 hits AC 21 for 11 damage.
total damage 38.
Gilan [HP: 118/118 - AC: 26] [greater magic fang, freedom of movement, bear str, bless] and Ciaran [HP: 80/80 - AC: 24 bear str, bless] (Substitute Cayzle) Wednesday March 12th, 2008 7:53:15 AM
Gilan changes back to a bear in anticipation of fighting.
Ayreon Wednesday March 12th, 2008 9:31:36 AM
Once all creatures have been killed Ayreon once again admires the grandeur of the Grass Dome. Truely this place would be fantastic to live in... all the tunnels do remind him of home and the exits towards the outside are wonderful as well...
"Do you think the magic shield this dome was under would still be intact?" he questions the mages.
For a second Ayreon takes his brother aside.
"I'm going to stay here brother... this dome is a wonderful place and will offer a refuge for all adventurers out there on the plains. Go with the Bloodpack if you like to. I'm going to clean up this place, perhaps hire a few workers to get this place back into shape. The Grass Dome will be the Bloodpacks place to come home to whenever they desire..."
Ayreon looks at his brother waiting for his answer but knows Vayine will support his decision.
Then to the rest of the group he says: "This wonderful Dome is now the Home of the Bloodpack. Instead of the Grass Dome it should be named the Bloodpack's Dome... your home... I have decided to stay here and look after this place. On your quests spread the word to those noble of heart - offer a refuge to those in need - send workers here to bring this place to its former glory... come home from time to time and enjoy the rest in this magnificent dome..."
(ooc given the Woldian changes I am supposed to leave the game. Ayreon will continue as an NPC and become the patron of the Grass Dome. When you guys return I can still RP Ayreon while you're in the Dome - should the DM desire and allow of course
For now I remain your ADM and will continue the weekly reports
It's been great RP'ing with you all even though it has been but a short period but I think this is a good place to end my character in the Bloodpack... thank you everyone.)
Gilan (Sub Cayzle) Wednesday March 12th, 2008 12:04:25 PM
[OOC: Oops -- I kinda missed the DM post that the fight was over. Anyway, Gilan changed into a bear, helped with the death-dealing, and then changed back.]
The fight is over, and now it is time for good-byes. Gilan feels an urge, some call of nature so to speak, perhaps, and he knows that he must leave the party for a while.
He wishes you all the best of luck, and he knows that parting is not easy. But with luck and the blessing of Mother Wold, he will see you all sooner rather than later.
[OOC: While Jim is unable to post, I'll be bowing out, and Gilan will see you all later. Thanks for the fun fight!]
Yanosh Wednesday March 12th, 2008 12:38:28 PM
Once the killing is over yanosh takes a chance to help heal any who need it.
After Ayreon says that he will stay and look after the Dome Yanosh walks over and offers the drow his hand. "It has been good to know you and to fight beside you Elf. I will do my best to help protect your Packmates."
Trellus Wednesday March 12th, 2008 2:19:08 PM
Trellus looks sideways at Ayreon. He was just wondering how they were gonna get this place cleaned up, and here the drow goes and volunteers for the job.
"Having a home base would be totally waxed," he admits. "Specially after we get banished from Rattledam, which should happen very shortly."
The blond man takes the drow's hand. "You're on," he tells him. "When we get to Rattledam, I'll see if I can get you some more helpers." DM Highlight to display spoiler: { Warning - Leadership feat about to come into play :) }
The cleric looks about the arena, his eyes shining with the possibilities. "Not sure about 'Bloodpack's Dome' though. Maybe 'Blood Dome'? 'Blood Home'?" Catching sight of Grymash, he grins. "Or just 'Odd'?" The grin fades. "Light. 'Nuk was always better at names..."
"OK. Let's take a couple days to rest up and explore this place. Nobody go anywhere alone, and try to have Gry, Gilan, or Flea with you. I always know where they are. After that, we're heading for Rattledam."
Olaf Wednesday March 12th, 2008 4:00:41 PM
Olaf's face betrays shock upon hearing his near companions words. "Well now, Ayreon, I'm thinkin' that was some good work yer did 'n all. But yer really think this plac'll be good fer people ta live in? I'm just rememberin' the strange way 'n which Yanosh and me made it here. Ya'd best keep a sharp eye out." He winds down, then shakes his head, realizing there is little he can do to dissuade those who wish to part ways for a big.
Olaf then combs through the debris left after the brawl, trying to find any clue as to what drove the creatures to their madness.
Flea d20+13=28 d20+14=34 d20+9=26 Wednesday March 12th, 2008 8:49:47 PM "Wowsy!" yells Flea, when Murdock detonates his fireball. It is a term she has heard used by a certain wemic in a certain tavern she has visited in her dreams. "Wowsy, Murdock! That was great!"
Flea warms to the idea of making this place the Bloodpack's headquarters. "Oddholme?" she says, arching a brow in enquiry.
"Yanosh, how 'bout going exploring 'round this place with me? We can find out if this place is empty now, or if there might be some prisoners that we can set free." Flea looks to Trellus and Gillan, "there's always prisoners, right?"...And maybe treasure! thinks the rogue.
Flea will explore, but only if she has a companion or two with her. The rogue takes particular responsibility for checking out and disabling traps. Her next priority is to look for treasure...and any hapless souls who have been imprisoned by the creatures of the dome.
Search/Detect Traps=28 Disable Device=34 Spot=26
Grymash Wednesday March 12th, 2008 9:04:55 PM
Grymash peers around with grim satisfaction. This is a fine dome ... and it was well fought for. Ownership is sealed in blood as far as the barbarian is concerned. Now the job of fortification springs to his mind. Now that the Bloodpack has Odd to themselves, they need to be able to keep it. "Trellus, weez gotz work ta do. Do 'Not-See' Magik still be workin' on Dome? Gry need ta see!" Grymash prepares to exit the dome to see if they still have the invisible cover from magic.
Tishe' (AC 16 HP 61/61), Tacia (AC 19 HP 26/26) Wednesday March 12th, 2008 9:17:13 PM
With the last of the creatures dead, Tishe' turns to other priorities. "Cleaning this place up is going to take a long time. I think we need to stay a couple days and at least get the bodies out to be eaten by insects."
"And before we do that, we need to rest, take a meal, and relax. And not here where all the bodies are.", she concludes pointedly.
Tishe' is all for going into an out of the way part of the dome and resting before the task to clean up and explore happens. "Oh, and perhaps closing the exits in the dome so we know nothing will walk in by accident?"
"This is too great a mystery to ignore!", the plain-faced woman responds to Olaf's concern. "There is magic here, and mystery, and if we leave it alone it will only become populated again."
Vayine Thursday March 13th, 2008 12:19:09 AM
The Drow warrior frowns, saddened deeply by his brothers announcement. By he knows he can't stop his stubborn brother. Its not like he wont see him again.
"My heart is saddened at your departure, But I cannot think of a better person to hold this dome and keep those seeking shelther, safe. My blessing on your choice my Brother. Until We meet again."
As to the other departer. "I has been great fighting at your side. Though we didn't know each other long, we have fought hard battles with each other at each others sides. Good luck, and May the Gods Bless your adventures and keep you safe. and Mother Nature hold you close."
the Drow warrior grasps his brothers fore-arm, in a warriors salute. "Ma the Gods keep you safe as well brother."
Details, Details (DM JohnP) Thursday March 13th, 2008 12:36:04 AM
Now that the immediate threat has passed, the members of the Bloodpack think of the future. Some of them decide that continuing to adventure may not be what they really want to do. Ayreon, particularly, feels a call to settle down so the drow announces his plan to help his companions by maintaining this place if they choose to live here. The announcement doesn't really seem to register.
Gilan declares that he is taking some time to reflect on what has happened to nature. Murdock, too, may decide to spend some time studying.
Trellus and the others, though, seem set on keeping this place for themselves. The first order of business is to tend their wounds, which Yanosh and Trellus both do. Someone mentions cleaning out the bodies but they are already far too decomposed to move unless the Bloodpack have several shovels and large number of sacks.
Keeping in mind Trellus' caution about staying together, Flea and Oalf start searching and exploring the area. Underneath the large mound of worm goo, the pair's sharp eyes spot some items that seem to have survived immersion. But Flea can't bring herself to start wading and mucking about in the goo.
Grymash wants to go exploring outside but no one else wants to go just yet. Maybe that can wait until Tishe' and whoever else work at closing the entrances.
Thanks, Ayreon! Your work as ADM is much appreciated. And there might be ample opportunity to continue making some NPC posts.
Experience, treasure and other details will follow by e-mail.
Murdock [sub-SteveK] Thursday March 13th, 2008 9:34:54 AM
Wearied by the fight, it takes a little while for the dark elf to realize others are feeling as he does. "I also will remain here in this dome. Cleaning up after spiders seems a better life than fleeing from them, and perhaps I can find more about the origins of this place and the worm arcanely."
He touches the ruby gem attached to his chest. "I am grateful to have friends of the Bloodpack, and I am ever here to be called upon at need. Perhaps there is a time in the future that I will be ready to once again travel the Sargrass."
He then retreats into silence.
(ooc: I'm ending my posting for Murdock at this point, and allowing him to revert at an NPC until Steven is able to return)
Yanosh Thursday March 13th, 2008 12:25:35 PM
"I will go with you Flea. It would be my pleasure." Yanosh follows Flea as they set off to explore the Dome.
Tishe' Thursday March 13th, 2008 2:10:02 PM
Tishe' isn't too worried about three of the group deciding to stay permenant at the dome because they all are going to be here for a couple of days anyways in cleanup and resting mode. "Shady?"
Still, after the group finds an out-of-the-way place to put thier campsite and immediate concerns of food is taken care of, the brown-haired woman is seen idly twirling a lock of hair around one finger while petting Tacia with the other hand.
"I suppose we'll be going back to Rattledam next, and going with Grymash, Trellus, Flea, Aeryon, Olaf, Yanosh, and me. That is only three of the original group that welcomed me in still with the Bloodpack." Uncharacteristically, Tishe' sighs. "I suppose change is natural, but it is always hard."
Tishe's priorities are: 1. Set up a campsite away from the decaying corpses. 2. Secure the dome so only no wandering monsters take residence. 3. Begin cleanup. 4. Think of a plan on how to deal with the Rattledam Council!
Trellus Thursday March 13th, 2008 2:57:19 PM
Trellus whirls around to face Gilan. "You're going Walker?" he asks, stunned. Busy reacting to Ayreon's offer, the human had completely missed his best friend's announcement.
Murdock's decision to stay with Ayreon barely even registers as the blond cleric watches Gilan leave.
Gry wants to see if the invisibility shield is still up. "Yeah, sure," Trellus answers distractedly. "Take Vayine with you."
Gry and Vayine take off. Flea, Yanosh, and Olaf go exploring. Murdock and Ayreon start figuring out the cleanup effort.
Trellus just sits down in the web covered bleachers for about a hour, chin cupped in his hands, and watches the bodies decompose. "This bites grass," he mutters to himself.
Flea Thursday March 13th, 2008 7:19:38 PM
"Yeachk!" says Flea pointing a finger at the goo that was once a worm. "There's something under it. Looks like treasure. Maybe it was something it sat on...or something it ate?" she queries.
"Maybe we should burn the bodies?" she adds. "Me an' Yanosh 'll bring back some wood for a fire. Even if we don't use it for them, we'll need it for us...for food an' warmth."
Flea won't stray far as she explores the area around the arena and close to it.
"I'd like to stay here a bit. Make sure things are all set for those who are staying behind," she chatters away to the dwarf. "Then we'll have to go to Rattledam an' report what we've been up to." Flea continues bending the dwarven cleric's ear. "I dunno if you'll like the monks much, but Rattledam is pretty shady, and the regular folks are nice."
The rogue likes the idea of Odd as a refuge. When she has an opportunity, she'll talk to the other Bloodpack members and ask what they think about keeping the new dome a secret?
Explorations (DM JohnP) Friday March 14th, 2008 12:26:05 AM
Flea and Yanosh look around the area while they wait for the goo to decay. Judging by things, it might be a while until it is "safe" to explore through the remains of the worm. While they are waiting, Tishe' suggests moving away from the many bodies and guarding the dome. Everyone gets together and moves to one of the entrances where they can get a breeze form the outside and a break from the odour. As they approach the outside, it becomes apparent that their sense of smell had become deadened from the overpowering odour of rotting creatures.
Once they reach the entrance, Grymash and Vayine head out on the trail to determine if the magical protection is still functioning. After some rather amusing testing, the pair find that the spell is still functioning. Perhaps someone else could do some more examination to learn exactly what the protection does.
Finally, after carefully wandering the corridors of the dome and coming to the conclusion that there is more than enough room for the Bloodpack, Flea and Yanosh head back to the central room. Using a long piece of wood (or something like that), they rake through the goo and find an assortment of coins and jewelry.
Treasure coming by e-mail tomorrow
Vayine d20+5=19 d20+4=16 d20+4=14 Friday March 14th, 2008 12:51:49 AM
Vayine moves outside with The mighty half-orc warrior priest. careful not to get in the way, vayine searches for tracks, and listens for anything out of the ordinary.
Search=19 spot=16 listen=14
Yanosh Friday March 14th, 2008 10:34:09 AM
Like any Dwarf around treasure, Yanosh's eyes shine at the sight of it all. Gross as the gathering is treasure is still treasure.
Tishe' Friday March 14th, 2008 12:13:38 PM
On the way out of Odd-Blood Dome, Tishe' walks through the alter room and thinks about its implications. Whether it was her thoughts and the alter, the returning to the fresh earth of Mother Wold, or some other unknowable event, by the time the woman arrives at the entrance, she has changed.
Well, Tishe' looks the same, but there are differences for anyone to see. Her magical metal bracers have disappeared, and her eyes hold more knowledge than before. The plain-faced woman also seems more, well, balanced than before, equally attuned to both her arcane and druidic natures.
Taking a deep breath, Tishe' sighs and her brown eyes light up on looking at the tall Sargrass around the pack. "Blessed be", she exults, "and may Mother Wold take the necessary deaths of these creatures as an offering of doing her Will."
(ooc: Tishe' changes made, she has also leveled up to 10, and I'll post as soon as able. Whoo-hoo, thanks John!)
Trellus d20+15=18 Friday March 14th, 2008 3:36:32 PM
Since he's out here anyway, Trellus decides to see if he can learn anything about the magical field surrounding the dome. Besides, it'll keep his mind off of Gilan's departure. The cleric strides out to meet Grymash (who's location he knows due to his Status spell), and works on the problem of the field.
[Cast Guidance for a smidge more help, and then Spellcraft Check of 18. Geez.]
The other thing the blond leader would like to get a read on over the next few days is just how big Odd is.
[ooc - any maps or anything of Odd? How many people can reasonably make a home there?]
Olaf Friday March 14th, 2008 6:49:34 PM
Olaf helps in the clean up, then joins Trellus and Grymash to ponder the protective field. He also scouts places where the 'pack could mount protective traps.
Changes All Around (DM JohnP) Saturday March 15th, 2008 11:20:21 PM
The Bloodpack gathers up the coins and jewelry from the goo, gingerly dropping it into a sack where they can wash it off later.
Those who have been wandering about the dome figure that several hundred people could live here comfortably without feeling to crowded. Of course, out here in the Sargrass, there is the problem of feeding so many people and providing them with water. Somehow, the dome seems to be controlling the temperature so that people could be comfortable without any magical protections.
Perhaps the dome's cooled air is tied to the protective spell. Examinations by Grymash and the spellcasters suggest that several magical effects are operating. As Trellus goes outside the protective field, he notices that he can no longer sense Grymash nor anyone else. Strangely, Trellus has no problem sensing Grymash when he is outside the field. In addition to shielding the dome from view, the protective field is blocking external divination magics.
Yanosh Sunday March 16th, 2008 3:59:08 PM
Turning to Flea, "Tell me of this Sargreass. I have never been here and have yet to leave this Dome." Yanosh absently fingers a necklace made of wolves teeth. Used to the cold open plains of the Ice Vein Yanosh worries about this new place. it is neither like his home in the Scab Mountains or his adoptive home in the village of Ice Peaks.
Tishe' Monday March 17th, 2008 11:49:26 AM
The brown-haired woman spends the few days that the group uses to rest around the GrassDome to replenish herself and to investigate the magical properties of the Viel and the Altar. Taking her time, she contemplates the spells to be able to conclude the best possible solutions (Taking 20 possible? Spellcraft:33 Knowledge Arcana: 34)
In the evenings around the fire, she lets Grymash, Flea, and Trellus speak most; they are the ones most knowledgeable of the Rattledam Council after all. Still, the eager-eyed woman can't help but put in her own threads into the weaving.
"We're planning on starting our own community, right? How will the Council react if we try to get immigrants from Rattledam; won't they want to erase everyones memory? Should we reveal our plans to anyone at all?"
"And do we return as penitent, vindictive, or unrepentant?"
Yanosh Monday March 17th, 2008 3:02:51 PM
Yanosh spends his time trying to get to know the members of his new Pack. Finding a room to call his own(or share)the Dwarf cleric prays coming more atuned with his abilities. Yanosh helps out with what ever is needed.
Tishe' 2 Monday March 17th, 2008 5:23:47 PM
Tishe' also spends time with Yanosh and Olaf. She is a bright and happy woman with brown hair and vibrant brown eyes that are certainly her best feature in an otherwise plain face. And she seems curious about EVERYTHING.
"I'm not from Rattledam originally, though my parents are supposed to be from there. They are in Hook City which is where I and my sisters were born. Everyone else is in the family weaving business, but I got my father's wanderlust I guess, because I turned Walker and weaved out on a grassship to find Rattledam. That's a shady place, but I'm not too thrilled with the white-handed treadles that are running the Council right now..."
Olaf Monday March 17th, 2008 6:27:02 PM
Olaf spends the days with this new group of allies learning more about them and helping as he can. In the evenings he enjoins his companions to join him in playing cards or other games of chance, to which he seems almost obsessed.
In response to Tishe's comments, a younger side of the occasionally grim-faced blond man emerges. "Rattledam? Hook City? I'm thinkin' the world's gettin' a whole lot larger all-of-a-sudden. The old cousins would never get over the thought of all this growth and plenty, of cities larger 'n all the Vein'd see." His eyes light up as he continues, "me, I just started as a not so great trapper. Life's given me a whole series of strangeness since, and I never have made it home since."
He also seems to notice some difficulties communing with the Powers of the Vein, though mostly he makes light of it.
Trellus d20+14=27 Monday March 17th, 2008 10:08:20 PM
"I think the field keeps Odd invisible to magic, too," Trellus reveals. "Very shady."
There are a lot of questions, and the cleric launches into a very long speech in an attempt to answer them.
"OK, first. The Grass is HOT, and walking around in it is hotter. Yanosh, you'll need to pray for an Endure Elements spell each day you're out there. I'll take care of Olaf."
"The Council cannot learn about OddHolme. Nobody say anything about it to anybody. When we talk to the Council, go in respecting the office, even if the dudes get you totally warped. There's some kind of break within them, and except for our mentor Malafret, we don't know who's on our side. If we stay shuttlecocked, we might get more friends. The key point is this, we killed another pack. That's gonna get us thrown out, and we just gotta trust Malafret when she says it won't get worse."
"Let's work on this dome a bit longer. The dudes who built it had to have some way of getting food and water for a bunch of people. Let's see if we can find out how. I wanna start with that room Yanosh and Olaf appeared in."
Trellus goes back to inspect the room with the symbols, to see if he can learn anything there. [Spellcraft 27]
Flea d20+10=14 Monday March 17th, 2008 10:13:41 PM
Flea looks at the items she and Yanosh have managed to rake out of the worm goo, and tries to understand their value. (Appraise=14)
"I wonder if these beaters have a portal to the Catacombs?" she asks, "of if we'll have to find some other way?"
When Yanosh asks about the domed city of Rattledam, Flea tells Yanosh about what it was like when she first arrived...her first encounter with the Bloodpack...later the monks...the glass grass...the Manfri...
"I'm getting hungry," she finally anounces, "and I want to eat away from this stink. Let's go find the others."
++++
Flea will spend the days exploring every nook and cranny of the dome and telling her friends what she finds. She will tell the newest members of the pack about her experiences in Rattledam and on the Sargrass and other places the Bloodpack have been, as well.
The rogue is quite keen on Tishe's idea of starting a small community at Odd. "Not too many people at first," she volunteers, "since we don't know how well the provisioning is around this part of the plains. The gnome shudders at the thought of how the previous occupants 'provisioned'.
(OOC: I'm on vacation after this post. JeffC has kindly volunteered to post for me until I get back on the 28th.-Carla)
A Breath of Air (DM JohnP) Monday March 17th, 2008 11:18:48 PM
The Bloodpack settle down in their rough camp, discussing both the future and the past. Once they clear some of the webbing away from the side passages, the rooms and shelters seem like they would be pretty comfortable places. Still, no one can quite bring themselves to sleep apart quite yet.
Most of the time is spent relating the history of the Sargrass, as the Bloodpack knows it to be, to the newcomers from Ice Vein. Tishe' and Trellus serve as the spokes-"persons" for the 'Pack. Yanosh and Olaf are both eager pupils of the complicated politics that govern this new land.
The next morning, Flea and the others start exploring. Trellus is most interested in the circle that brought Yanosh and Olaf to the place that is being called "Oddholme". His inspections suggest that the circle is some kind of teleportation device, as suspected. With some work, he might be able to figure out how to activate it to send someone ... or several people ... to the destination. Trellus cannot tell whether he can adjust the destination.
While the cleric is doing this, Flea is poking around the central area of the dome with the others. She finds a set of chambers that might have once been offices or apartments. Either way, the rooms could easily provide the Bloodpack with living and study quarters.
Yanosh Tuesday March 18th, 2008 3:37:01 PM
White-handed, Treadles, Weaved out, Grassship, Bites grass, Shuttlecocked.... His head spinning with the new way of speaking Yanosh ralises that yet again he must learn new ways. His new pack is the same yet so differant from his Wunjos in the Ice Vein.
Yanosh follows Flea or Tishe' around inside the dome. Dreading the time he has to go outside. After spending so much time in the Ice Vein the cold has become a part of him. Now its time to join the Heat.
Tishe' Tuesday March 18th, 2008 6:18:56 PM
"Hot yes, and you have to be careful with water too. Spill water out in the grass and the insects will converge and eat anything in the area." She nods in confirmation of her own story. "I'm weaving true, we've had to run for our lives because of some broken water bladders once!"
Tishe' continues on a different tack. "We do have a Grass skiff. It is a boat that 'floats' on top of the grasses. I think we should leave it here at OddHolme when we go back to Rattledam; they may confiscate it."
Tishe' is delighted by the apartments area when found, and stakes out a place of her own with what little she has.
During the days of cleaning, Unseen Servants, Woodshape, Stoneshape, and Mending spells are in plentiful use by the Mystic. Yet after a few days, she is ready for the trek to Rattledam.
"Um, we know how to get there, right?"
Olaf Tuesday March 18th, 2008 6:24:45 PM
Olaf spends his time investigating the circle that he and Yanosh came through. He feels distant from the Vein in a way that almost pains him, and thinks that perhaps getting the portal to work would help assuage that hurt.
In the free time that remains, he learns from Flea all about the strange politics of the plains, and wonders aloud, "so what will they do with foreigners like Yanosh n' me?"
Vayine Wednesday March 19th, 2008 12:13:15 AM
The Drow warrior begins feeling useless while the group debates the magical effects of the dome around Odd, so the Drow just listens to the conversations.
Counting (DM JohnP) Wednesday March 19th, 2008 12:45:43 AM
The Bloodpack admire their new home, Oddholme. Tishe' spends some time fixing things up inside what will probably become their living area and closing the entrances to the dome. Most importantly, the Bloodpack sit down and start figuring exactly how much they have to take to the Catacombs when they next visit.
The newcomers are concerned with how Tishe' and Trellus describe the Rattledam Council. Rightly so, possibly, since they are not natives of the Sargrass.
During this period of reflection, someone who is near the entrance notices a small figure approaching the dome through the grass. They identify the figure as Flor when he gets closer. A smile spreads across his face when he nears the dome, noticing that the former occupants are all gone.
"Hail! You have removed a dire threat to the Sargrass! And liberated this place, too."
"Whatever these things were, they did not bode well for the Sargrass. They killed off life in the surrounding area even in the short time that the colony was present. I do not know how that will affect the balance of life, although I suspect that it will."
"If you should learn anything more of these creatures, please let me know."
"Do you have any questions about the dome?"
Flea [Sub: JeffC] Wednesday March 19th, 2008 2:52:20 AM
(OOC: Hiya folks!)
Flea turns towards Flor with a smile. "Hiya! I mean... hail!" At his offer regarding the dome, a thousand questions ran through her mind at once. She opened her mouth to say them and no words came out. Instead, she just stood there with her tongue hanging out for a moment.
"So... uh... anyone?" She looks over to her companions to step in and prevent her from looking silly. Or at least any sillier than she already did.
ADM StevenVdB : Posting Record Game 10 Wednesday March 19th, 2008 9:41:53 AM
Posting Report for Game 10 for the week of March 10 - March 16
First to go are the countless evil spawn... Instead of being slaughthered by the Bloodpack the death of the worm prooved to be enough to turn on eachother... Unable to grasp the nature of these foul creatures the Bloodpack can only witness what happens in front of their eyes. Then all is silent...
Once the Pack regained their wits more departures are announced.. Ayreon - impressed by the grandeur of the Dome - offers to stay behind and to look after the Dome. The Dome soon renamed by the Bloodpack as "Odd" of "OddHolme" (dunno which one it is now?) Murdock too decides to retreat into the silence of the Dome as well learning and studying the secrets of this place... Gilan closes the ranks when he as well decides to study the changes of Nature more closely...
The Bloodpack - victorious in battle - drops down to 7... A good team of warriors and magi ready to take on the rest of the Wold. A strong support base with now Ayreon, Gilan and Murdock ready to give back up when needed.
Overal posting record for the ones temporarily leaving the Bloodpack:
- player reliability can not exceed 100% - the DM sets the pace - if a player makes 5 posts and a DM only 4 the game moves at 80% but the player is 100% reliable (not 120%) - if the DM makes 5 posts and the player only 4 the game moves at 100% but the player is only 80% reliable
Ayreon (NPC - StevenVdB) Wednesday March 19th, 2008 9:47:03 AM
Ayreon welcomes Flor and hopes the druid will be able to reveal some more of the secrets surrounding the Dome.
He also informs Flor that the Bloodpack is willing to maintain the Dome as a refuge and a safe haven in the middle of the Sargrass Plains. And finally he informs Flor of the new name that was Chosen for the Dome... "Odd" (or "OddHolme")
Ayreon himself, along with Gilan and Murdock will stay behind and care for the Dome.
"We'll need some starting gold to get this place going" Ayreon says to his friends, "and I think one of them skiffs would come in handy too... we'll need to get supplies from here and there."
Trellus Wednesday March 19th, 2008 2:38:53 PM
The cleric is rather surprised to see Flor show up. That's awful convenient, he thinks suspiciously. [i]But, I guess he might be able to sense the change in the land."
The druid's offer to answer any questions also implies he knows more about this place than he's letting on. "Uh, everything?" Trellus asks/answers.
The blond leader decides to try a few more direct ones, to see what Flor knows of this place. "There's some kind of teleportation circle in there. Do you know how to activate it or if we can set the destination? The protective field around the dome seems to keep away any attempt to see through it, either with magic or mundane means. Does it do anything else? Any idea where we can get food or water around here?"
Yanosh Wednesday March 19th, 2008 3:17:39 PM
Yanosh also stakes out a a place for himself with what little he has. As the Dwarven Cleric Claims his space he starts to clean the place and orginize his meager possesions.
Finally venturing to the entrance Yanosh can see that the Satgrass is indeed as hot as the Ice Vein was cold.
Seeing the Druid walk up Yanosh steps aside and alows the leaders of the group to speak.
Vayine Wednesday March 19th, 2008 6:34:30 PM
"Hail Master Druid. I have only one question. there is a piller inside the Dome, several of the Pack feel that the Stone is of some signifigance I was wondering if you know what it is, or if you would mind taking a look with some of the others as we seem to have a slight lull in time and could use it to find some answers to the many questions facing us." Vayine stands in an easy position, proud of his question. thinking that it might help some of the others as well as ease some of his own curiousity.
Grymash Wednesday March 19th, 2008 7:31:10 PM "Hmmm!" is all the half-orc can mumble at first with the arrival of Flor. There was a title that the orcs had for someone who shows up after the hard work was done. That being the Tandak Muga. Roughly translated it means, Old Fat War Chief. An Tandak Muga always shows up after the fight to slay the dying. Stomp and mutilate the bodies of the fallen to show all that his veins still flow with warrior's blood. However, this Flor is no orc or warchief. So Grymash will give her the benefit of the doubt.
Tishe' Wednesday March 19th, 2008 7:49:21 PM
A smile creases her face when Flor arrives, and the mystic thinks nothing of the coincidental arrival of the druid.
But learning about OddHolme, now, that is another story. The pack has been using their own stored food and magiked water to keep alive. "Yes, the water source not attacked by insects will be vital. And perhaps the areas of Breadgrass, GlassGrass, and other cultivation. Oh, and Piggie Pastures for any piggie herders that may want to live here."
Olaf Wednesday March 19th, 2008 9:14:57 PM
Olaf looks in some confusion at the newcomer, but defers to the wisdom of the leaders of the 'pack. "I'd like to know more 'bout the place, too," he mentions when there's a lull in the conversation. "Particularly anythin' ya know about any curses or the like. The fellers in here had it pretty bad, looked like to me."
Flor's Story (DM JohnP) Thursday March 20th, 2008 12:22:24 AM
The druid looks around at the Bloodpack, maybe trying to determine how they would receive his words. After a moment, Flor answers some of their questions.
"Truth be told, I was lurking in the Grass not far from here. This task that I had set before you was important and I wanted to monitor your progress. It was easy to tell, really, when all of those things headed back into the dome that you had accomplished your mission."
"This dome is old. Possibly one of the first domes on the Sargrass. I don't know how long it has stood unoccupied but the arrival of the Faceless Ones - that's what my fellow druid called them, because of how the couldn't properly form the facial structure of the creatures whose shapes they took. Not just the immediate threat, but the potential that they might draw unwanted attention. They are an unwelcome addition to the struggles in the Sargrass."
"You've found the portal inside, then. When my fellows first found the dome, they happened upon the portal as well. Others like it exist elsewhere in the Sargrass and other parts of the South. I've been through myself but the destination is said to be great hall or cavern containing portals to other locations. I believe that you can see the potential benefit of accessing such a thing."
"As for the protective spells, all the other portals like it are similarly protected. Who provided these protections is a mystery, though."
Flor continues on for a short period, detailing the locations of resources normally used by residents of the Sargrass. The druid's descriptions are sufficient to allow Tishe' to commit them to memory.
DM Note - More coming in tomorrow's post.
Tishe' Thursday March 20th, 2008 8:48:41 AM
"Perhaps the Oglians, or even the fabled builders our northern continent friends in the Woldian League of Adventurers have mentioned." Tishe's eye light with excitement over a magical mystery. "We have to try it and weave the pattern of this 'cave of many portals'!"
Before getting completely shuttlecocked, the mystic takes a deep breath and composes herself. "Well, after we come to terms with the Rattledam Council of course."
Flea [Sub: JeffC] Thursday March 20th, 2008 2:56:59 PM
"Faceless Ones. That's... reassuring." Flea quips up. "You say they're an unwelcome addition, but are they the only unwelcome addition? It seems to me that for every pretty thing we find on the Plains, we also find something dangerous..."
Otherwise, she listens as Flor continues to tell them about the dome.
Vayine Thursday March 20th, 2008 9:24:30 PM
OOC: Vayine will pass on the sword for now, using his funds to improve other area's. sorry for the confusion.
Vayine listens intently to Flor's words trying to memorize everything incase its needed down the road. he is also listening for an answer to his question.
Flor's Message (DM JohnP) Friday March 21st, 2008 11:01:41 PM
Flor nods as Tishe' mentions the Rattledam Council.
"Yes, someday soon you will have to come to terms with the Council. You realize that you ... all of you ... represent much of what the Council is opposed to."
Flor pauses before pointing to Olaf and Yanosh, then making a gesture to encompass all of the other members of the Bloodpack.
"Two of you are not from the Plains. And all of you have travelled elsewhere, haven't you? Are you willing to accept the Council's vision for the residents of Rattledam? Or the rest of the Plains? Are you willing to give up not just this place, but almost everything else?"
"Or do you want to travel your own path?"
Tishe' Saturday March 22nd, 2008 5:51:31 PM
The mystic makes an unladylike snort. "We will have to talk among ourselves about that, Brother Flor, but there are only three of seven that have spent any time in Rattledam itself. Besides only Trellus, Grymash, and Flea, I'm the only one who has even seen the place, and I have slept there only one full night!"
Flea [Sub: JeffC] Sunday March 23rd, 2008 6:08:12 PM
Flea looks up at Flor's inquiries with mild shock in her eyes. "I... I don't know!" She shakes her head uneasily. This was quickly moving too fast for her. "Of course, if the group decides one way or the other, I will go along with it. But I really don't know if we can just blindly accept the Council's plans..."
(OOC: Ack. Actual decision making. Not fair! I'm just a sub! :) )
Olaf Monday March 24th, 2008 9:28:45 PM
The young blond man nods his head in agreement as Tishe speaks, then adds, "an' I'm thinkin' this Ratterdam place be a bit crowded fer those o' us from the Vein. What's this council, anyway?"
Flor's Proposition (DM JohnP) Monday March 24th, 2008 11:24:40 PM
The druid pauses while some of the Bloodpack respond. Flor listens intently and seems to be waiting for the others to speak.
"It would be best if those more familiar with Rattledam could acquaint the newcomers, Yanosh and Olaf, with what they might experience from the Council. At best, you would most likely continue much as you have been ... being sent hither and yon to investigate things, with little or no thanks and praise."
"Or, you could remain here and assist Faun and I with our investigations into the Sargrass. As I first said, the dome is yours to use."
"Unless you have more questions, I will soon be taking my leave. Whichever path you choose, you know where our grove is. You will be welcome there, regardless of what you choose."
If no one asks more questions, Flor will turn and carefully walk away from the dome until he nears the edge of the standing grass. The druid slips into the Grass and disappears from sight.
DM Request - Can the longer term players provide some history and backstory to the new arrivals? Including the DM? Thanks, in advance.
Grymash Monday March 24th, 2008 11:41:59 PM "Rattledam can keep theirs Rattledam. Da more Gry thinks of goin' backs ta dat place, da mores Gry hates it!" With that being said, Grymash simply goes back to his work. It gives him a great deal of satisfaction. For the first time he is doing something because he wants to. Not because he was told to do it. For the first time in all his life, he feels like he is the master of us own destiny.
ADM StevenVdB : Posting Record Game 10 Tuesday March 25th, 2008 4:03:16 AM
Posting Report for Game 10 for the week of March 17 - March 23
The dome, they now call their own and name it Oddolme, reveils more of its secrets as the group wanders in and out. Some of the magic still seems to be working - which is a blessing if the group want to uphold the Dome... Somewhat later Flor, the Druid, comes with answers and a message...
Flor reveals the secret of the Portal room through which Yanosh and Olaf came. Seems like there are more portals like this one!! The benefits are being the Bloodpack's wildes dreams!!
But then Flor questions the Bloodpack about their future plans... Return to Rattledam and pay their respect to the Council or turn away from them and possibly aiding Flor and Faun in their search for answers out here on the Plains...
Ahhh... Decisions...
Trellus Tuesday March 25th, 2008 7:46:19 PM
Trellus takes a long cleansing breath. It appears to be time for another story.
"Everyone get comfy," he instructs. "This could take awhile."
"Rattledam was...well is...a sanctuary for people, mostly orphans of the Plains, to escape from the Raiders and the Barons and the Oglians and who knows what all. It is ruled by a Council, monks and priests of Pantheon. They scour the Plains (which we also call the Grass) and pick up any unfortunate souls who have been attacked or just plain been out here in the wrong place and offer them a life in Rattledam. My father's father was one. My mother another. The catch is no one in Rattledam is allowed to question the Council or speak of the Wold beyond. Rattledam's location is secret. None may know of it. And so none there are allowed to leave, for fear of revealing it. The Council has teams that seek out and destroy any maps to Rattledam. Anyone who insists on leaving is mindwiped - memories of Rattledam and its location are erased. For those content to live there, it really is a nice place. But if you want to leave.....not so much."
"Groups of children in Rattledam are encouraged to form together, creating packs. We've later learned the Council does this on purpose, to train their own teams to go out and do stuff. Me and Gry and Gilan were one of those groups. But, I think we got out too early. We met the natives of the Plains, the Manfri, who kinda took us under their wing, and taught us to respect and defend the natural order of the Grass.
The Council, at first, seemed to want the same thing. Our teacher is Malafret. She revealed to us that Rattledam's ruling Council is composed of at least three Circles. We think there are more. The First Circle runs Rattledam and keeps it secret. The Second Circle goes out to defend the Plains. We don't know what the others do.
So, we were sent out. They'd send us in a direction with vague not-quite-lies as direction, and basically manipulated our activities. But, we got accidentally teleported to the Northern Continent, and had to work our way back. We got here just as the Dark Fae thing happened, and at the end of that got teleported AGAIN to the coast.
So, by the time we got home, we'd gotten pretty powerful and experienced all by ourselves, AND had started learning that the Plains had plenty of dangers, but wasn't as black and white as the monks portrayed.
We took our questions to the Council, and asked for our teacher, who is the only one we think we can trust. The Council sent my sister and Malafret to Flor here, basically as bait. We followed and found them. In turn, we were followed by another pack who tried to assassinate Flor and Faun. The Council heard the druids were trying to reintroduce trees to the Grass, and for some reason REALLY doesn't want that to happen.
We killed the other pack. We freed my sister and my teacher. Malafret (the teacher) revealed there are some divisions in the Council, but we've likely made a lot of those treadles really mad.
I agree with Flor. We can't stay in Rattledam and do the Council's bidding. But, I've got to go back. My family is there. Malafret is there. And the Council is there. I want to go back, and report on what the Bloodpack saw and did at the Druid's Grove. Malafret says we'll get expelled, but not mindwiped. I believe her. I also want to see if my family, and maybe some other friends, want to leave Rattledam too and stay here instead. Our own little haven."
Tishe' Tuesday March 25th, 2008 7:56:14 PM
The brown-haired mystic can offer little additional information about Rattledam and the Council that is not common knowledge (ooc: see Woldipedia Bloodpack page: history)
She does, however, tell what she does know.
"The Council group are the leaders of Rattledam, and there is a secret they protect that is the reason why Rattledam is so secretive and why any citizen who leaves gets their memory wiped out."
"Under Rattledam...", She looks at Trellus before continuing. "I have sworn 'The land, my life' and I will continue to hold to my promise. But maybe its time some of the secrets are known."
"Under Rattledam, there are caves. That is where the Council meets. There are also strange glyphs and a mysterious golden door that we have been told we shouldn't know the secrets yet."
"They? Oh, that is the Council of Rattledam. While they all protect this secret, they seem to have different ideas about how to go about it. Some of the Council members have sponsored and trained packs who go and perform different missions for them. Until lately, the Bloodpack's mentor was Malafrit. She now has a younger pack to train that includes Trellus' sister, Jenny."
"Main opposition to Malafrit and the actions of the Bloodpack has been Galafar, who doesn't seem to like us very much. Recently, the Bloodpack found Flor and his druid mate Fauna for the Council to see if thier experiments were posing a threat to the Sargrass. We were followed and ambushed by the Deathpack, Galafar's premier executioners. We killed them all, and expect to be banished from Rattledam for the action."
"Malafrit and the Fempack was going to go directly back to Rattledam while we investigated this dome we're in. Then we told her we'd go back and face the Council."
She looks to Trellus and Flea to see if she left anything out.
Olaf Tuesday March 25th, 2008 8:22:12 PM
Olaf listens to the tales of Rattledam's machinations, and contemplates with an expression of mild shock. He had never thought the wise leaders of a people would resort to schemes within schemes, to assassins, and to obfuscating blinds within blinds to hide...something. He turns to the others of the pack, hoping and fearing to learn more of this strange new realm.
Flea [Sub: JeffC] Tuesday March 25th, 2008 10:39:05 PM
(OOC: Note sure how much of that Flea already knew.)
"I'm with you..." Flea absorbs everything that her two companions have to say. It was a lot to take in, even the information she already had heard. All at once, it seemed heavier. "We'll go back. We'll find out the consequences of our actions. And see what the Council thinks of us now."
Vayine Tuesday March 25th, 2008 11:25:47 PM
I know how a counsil can rule with a cruel and powerful fist. only allowing those whom served the counsil favors that strenghtened those who served them. I don't like the sound of this Rattledam counsil but if the pack wishes to return to their home I will not deny them that. Know that I stand with you, my sheild at your backs and my blade at your side. you have become my family and my pack I will stand with you.
having said his heroics for the day the drow decides to remain more quite. but then another thought pops into his mind.
"did any of you guys notice that the druid didn't answer any of my questions?"
Flor's Last Statement (DM JohnP) Wednesday March 26th, 2008 12:17:42 AM
Before he departs, Flor will turn towards Vayine. The druid raises his hand to his chin, rubbing slightly before lowering his hand again. Instead of returning to his side, Flor will rub at the hem of his robe.
"My fellows have found one other place like you describe in the far reaches of the Sargrass. It, too, was protected by a magical field like there is here that shields the area from sight and prevents scrying. My companions could not learn anything of it, despite much experimentation. The only thing that they learned is that the stones were old ... older than most other structures or domes that exist here in the Sargrass."
After having said this, Flor walks off into the grass.
It seems that there is nothing for the Bloodpack to do except break camp and make their way back to Rattledam. Unless, of course, they choose to not honor their previous commitments.