Some history/DM Buzz Tuesday July 1st, 2008 7:16:06 PM Zeoll wonders how deep the rot is within Fort Stag.
Winterglade has a concern for the whole community when someone with nothing to lose goes out in style.
F;at-top attempts to remove some pesky burrs that have settled into his fur.
Brahmah has a long idea, then decides it is for enough. He then asks a question of his own, in which Jacktar responds, "It seems to me, that those that want to unite two races must be one of two things do so properly. They are either leaders, with an open mind to peace, or ambassadors for those leaders so that the ideas can be expressed. Perhaps you will be the later when this is over, since the first does not interest you."
Tiba wants a swift end to this injustice and further more believes, that people should swear fealty to those in charge.
Gecktar believes the group is not affiliated with a specific side of yet, perhaps that is an advantage.
Jacktar's expressions change with the conversation and adds what he thinks are important. "The people vote for the Fort Manager (mayor). The Fort Manager then selects the Captain of Fort Stag.. The Fort Manager that chose me is named Belwinks. He was found dead, two days before the hostile takeover. After I fled, Blackmaine named me the murderer of Belwinks and took charge of guards. I don't recognize him from being from this area, but he must have some leadership skills to be able to influence the guards to follow him. The guards are loyal to whom is rightfully captain, which at this moment is Blackmaine, so if he is just removed as well, more conflict will occur."
Larmane remains quiet, watching each speak in turn.
Theorex Wednesday July 2nd, 2008 12:24:24 AM
Listening to the discussion Theorex thinks about going into town to talk to that person.
Hmmm.
Winterglade Wednesday July 2nd, 2008 6:28:42 AM
"Wait a second, Goodbarrel is confused. You said that guards are loyal to who is legally the captain of the guard, and that the captain of the guard is chosen by the Fort Manager. If Belwinks is dead, then who nominated Blackmane?"
Rubbing his head the centaur says: "Have you tried talking to the spirit of Belwinks? He might have seen who murdered him and give us leads on how to expose him."
"Come to think of it, have you tried to bring Belwinks back from the dead? Gargul might be willing to let him go, who knows?"
"How many are there in the Guard?"
Zeoll Wednesday July 2nd, 2008 7:51:44 AM
Zeoll grins. "Those arre both grreat ideas, Goodbarrrel! Can you speak with the dead? Orr even rraise a perrson? How long ago did Belwinks die?," the bard asks Jacktar.
"I think a surrgical rremoval of Blackmaine is the way to go, though I'd love to do it peacefully with Belwinks alive again and on ourr side."
Brahmah Wednesday July 2nd, 2008 11:18:32 AM
Brahmah looks at Jacktar. "When I was voted in as leader of the Chosen some years back, I didn't even really like the idea. Frankly, it was the only thing I was afraid of at the time... being authority and responsible for lives that weren't mine. It took me a little time to realize that I didn't have to control the situation, just look after things until they got out of hand. I have been told I'm a good leader, but I think I have had some of the best advisers one could hope for. Yes, I am 'The Captain' or 'Leader' of the Chosen of Domi, but really, we are a whole entity and our power doesn't lay in one taur. I couldn't see being the Captain of Fort Stag without my friends right there with me. The idea is appealing. Maybe some day?" He smiles.
"Yes, as Goodbarrel mentioned, who voted in Blackmane? Do you lack a Fort Manager now? If so, who votes? Have they been paid off to ignore the lack of Manager? Whats going on in that area? How easy would it be for one of the Chosen to get voted in as Manager, or at least temperary Manager?"
"Oh yes, what sort of investigation was done into Belwinks murder? Was it done by guards, clerics or loyal Blackmane supporters?"
Tiba (HP=71/71, AC=23) Assap (HP=36, AC=19) Wednesday July 2nd, 2008 1:33:38 PM
OOC-Will be gone from Thurs thru Sun morning peep, so sorry about the lack of posting on those days I'm in the boonies.
IG-Looking about, she just waits, listening, not sure how to best add to this conversation...
Gecktar Wednesday July 2nd, 2008 3:55:07 PM
Gecktar has nothing to add to the Chosen questions and waits for the answers.
Flat-top Wednesday July 2nd, 2008 5:16:40 PM
Flat-top look on then also answers, "Yes! What ever our Captain said goes double from me!"
In the dark/DM Buzz d20+20=24 ; d20+15=24 ; Wednesday July 2nd, 2008 9:08:12 PM Winterglade wonders how Blackmaine usurped power over the guard. He then asks if Divine intervention was used to speak with the dead. Did anyone brave the interaction with Gargul himself to bring him back? Further, what are the numbers of the guard?
Zeoll thinks Winterglade is on the right path with his questions. He would prefer a peaceful solution to the problem or at least as little damage as possible.
Brahmah expands on his role in the group and is grateful for the friends he stands beside, in times of war. He asks about the politics of the island and how voting is corordinated. Also, if there was something to influencing the guardsmen sworn to Jacktaur at one time?
Tiba and Gecktar feels all the right questions are asked and waits for a response.
Flat-top stands staunchly behind Bramahs' words and accept them as his own two fold.
Pouring himself a glass of mead, he twirls it around in a clock wise fashion as he contemplates how to begin. DM Buzz: What I know of the island is very limited as is the information I have access to, so please keep in mind I am going off of what is in the module and this may be modified later if it is not correct.
Jacktaur takes a long drink and begins with Larmane sitting nearby. "All adults every year vote for fort manager, in the winter solstice when the farmers have more time for travel. The fort manager is automatically elected if no one stands against them as leader. Who ever does stand against the fort manager is putting themselves up against the current manager. So in the end, it is a matter of who has the most votes. The fort manager then announces the Fort Captain. They are in charge of the guards. They step down when they are no longer wanted by the current manager. Some captains have lasted as long as three or four mayors, being that they were loved and trusted by the community.
The next election is months from now, since it is now summer. Again, I have no idea how he gained the power he did, but I must say, I had to leave in a hurry and there were no guards in my home when I was attacked by the minotaurs. That makes since now. He couldn't use my own guards against me and he had to show I was on the run. What a trap I fell into.
Belwinks was found dead near the river, where he took his daily strolls. It seemed that he had been poisoned to near incapacitation before his throat was cut and his heart removed. He had many dart holes in his torso. we believe that was how it was administered.Hollyhocks had intended to do the divine spells you asked about the next day after he was found, but then Hollyhocks did not show up near the infirmary where his corpse was being held. It was that night that I was attacked or early the next morning, I'm not sure after having come out of a deep slumber.
He takes another dink and refills his mug, anticipating more to the conversation.
Theorex Wednesday July 2nd, 2008 11:10:42 PM
listening to the information give. He nods his head from time to time.
Winterglade Thursday July 3rd, 2008 5:35:55 AM
[Zeoll:] "Can you speak with the dead? Orr even rraise a perrson?" "Speak with him we could, but he has passed away too long ago for Goodbarrel to be able to reach to him through Raise Dead or Larmane through Reincarnate."
Winterglade ponders what has been said. "Goodbarrel has trouble believing that each and every guard to the last man has been corrupted right under your nose without you noticing, Captain Jacktar. More likely they have been put under influence of some kind of magic."
"Right, let us start making plans on what we could do" - the centaur starts counting off on his fingers.
"One, go to the burial place of Belwinks and try to speak with his spirit."
"Two, divine for the location of his heart. If it is being used for some magic ritual it could lead us straight to the source of the problem."
"Three, search through magic for Hollyhocks. You said before that he has gone missing, yes? Maybe we should try Sending?"
"Four, scan the guards with divination spells to see if there is some kind of magic active on them."
"Five, take a closer look at the necromantic activity below town. The two problems could in fact be one."
"Six, ask the Brawler for advice through a Divination."
"Seven, spy on Blackmane and see what he is up to."
The centaur rises an eyebrow and looks around waiting for others to add more ideas.
Brahmah Thursday July 3rd, 2008 10:22:45 AM
Brahmah raises an eyebrow in surprise. "Whoever planned his murder went to the next step to keep their tails clean. Removing his heart would have prevented him from being raised on the spot. Regeneration and Heal are expense to prepare and only work, as I understand it, on living beings. That means they didn't want him to come back at all.
As for the dart wholes... were there any darts remaining and were there divinations done on the darts themselves?
Do we know of any dark magicks which require the heart of a slain foe? Who in the area might use such a ritual?
Is Blackmane a worshipper of Domi? What are his religious leanings if any?"
How sure of Hollyhocks allegiances? No offense intended. Could he have ordered the heart removed? He knows divinations, you say, perhaps he has skills or abilities you don't know of.
Do you have anyone tracking Blackmane's movements currently? Have they reported back?"
The ranger looks at Winterglade, "Goodbarrel has many good ideas. It makes sense, to me, to explore the guards a bit, maybe LET Blackmane know the Chosen are up in his business. We might be able to gather guards loyal to the protection of the city and not so much loyal to the captain... the people are more important. If we form a force loyal only to the citizens and city, Blackmane will have a hard time maintaining order within his ranks. Then again, if we gather a force outside the guards, form a militia, the good guards might remain safer being part of the Blackmane loyal group. I'd hate for the loyal good guards' families to be harmed by Blackmane because a guard has a change of heart and leaves the force who are loyal to Blackmane." He sighs. "This is why I'm not in politics. It gives me a headache and confuses me."
Tiba (HP=71/71, AC=23) Assap (HP=36, AC=19) Thursday July 3rd, 2008 12:29:11 PM
Shaking her head, she puts down the core of the apple she was toying with, after finishing it off.
"Trying to get a core of loyal citizens is likely to backfire, I think. Citizens are not fighters, so just getting a loyal backing will do little to get to Blackmane, and will make it harder to get to him. He'd most likely fortify his defenses, and plan an escape route if he knew that we were going to cut him out of the scene." Thinking further, she frowns a bit, as if trying to reach a concept just out of reach...
"A precise cut to him directly seems the best option, when he least expects it. I don't think we need to kill him outright, but to get him unharmed forthe most part, we need to make it a surprise. Maybe misdirection..."
Zeoll Thursday July 3rd, 2008 1:38:07 PM
Zeoll defends Hollyhocks. "He is a faithful drruid of Domi, and has nothing to do with this, I would say, unless coerrced."
The liontaur falls silent for a moment and looks grim, remembering his own history of being forced to work for evil.
"I agrree with Goodbarrrel. Find out morre beforre we attack. Then, like Tiba says, a prrecise cut."
Zeoll intends to use his Read Dreams ability to find out more tonight.
Gecktar Thursday July 3rd, 2008 5:42:26 PM "Then, let's go for some research. I think we could asks Domi for some. I have two questions that should be answered."
"The first is what powerful allies has Blackmane. The second, how does he manages to influence the guards."
"This is completely in line with what you said Goodbarrel. And sure, I perceive dark schemes beyond the scene. I think a dark power is behind this and Blackmane is only a chess piece."
"The second question will certainly be answered, because it does target any being. But for the first, I know there are several ways to escape divination. So I will begin with the second."
"I need a calm place where Domi would be able to hear my resquests."
Brahmah Thursday July 3rd, 2008 5:42:49 PM
"Remember Zeoll, that high priest of Domi some years back that I... that had to be killed because of his fall from good? Maybe that was Zeoll the Lesser... maybe the Greater." He sighs. "Anyway, I believe his name was Raakis or something of that nature. He was once good." The ranger looks solemn. "Anyone..." He looks at Flat-top, remembering the incident with the Blacksword. "...can be coerced by anything, even by a simple sword. Friends can turn on friends." He pauses.
"Tiba has a point, citizens are not fighters, but if people have something to believe in, they can fight harder than the toughest hero. Never underestimate the power of hope Tiba. And yes, a direct path to Blackmane seems more reasonable. Lets see if Jacktar and Larmane have answers to our questions before we jump off the cliff." He smiles and waits.
A folding of plans/DM Buzz Thursday July 3rd, 2008 7:52:51 PM Theorex pays attention to the conversation. With nods of understanding occasionally.
Winterglades' strategies are a septuple of events.
Brahmah has many more questions and ideas to add to the plans against Captain Blackmaine. He keeps his mind open to the possibility that an old friend is the bad apple in question.
Tiba believes that the community should be left out of any actions against the current leadership. That Blackmaine is removed expeditiously is also sound.
Zeoll adamantly defends Hollyhocks from any implications, but does admit, with magic, anything is possible. Brahmah reminds him of past events involving a sword that could change anothers attitude. Zeoll agrees, a fast and precise cut will do nicely. He intends on using supernatural abilities of a Seer later, during his slumber.
Gecktar mentions his own questions as well before asking for a quiet location to cast such spells.
Jacktar answers their questions. "In regard to Blackmaine and how he came to be, you know more then myself. I see the need to find out more as do you, but I can answer a few of your questions. The cemetery is by the large church of Domi, just outside the fort. If he's buried there, to exhume his body would be in plain sight for any who may be near. I suggest doing that at night if possible.
Larmane interjects, "Hollyhocks is alive, but he does not reply to Sending or any other type of spells that involves lucidity. All I have been able to determine is he is in a secret location, held against his will."
Jacktar nods his head in acknowledgment of what was said before he continues, "No darts were found, but Hollyhocks did a Detect Poison spell on the corpse of Belwinks." He shrugs his shoulders ignorantly as Brahmah asks about dark magic rituals before adding with a pointed finger skyward, "Holl yhocks though, has always been on the up and up. Something terrible must have happened to him if he was behind the murder of a fort manager."
Brahmah Thursday July 3rd, 2008 8:07:25 PM
"I would hope nothing has happened to your friend, beyond being held against his will. Were you able to at least determine a direction for Hollyhocks?"
"Did you do any divinations relating to Blackmane directly?"
Winterglade d20+8=11 ; d20+6=18 ; Friday July 4th, 2008 3:46:41 AM
[Trying to recall a ritual that would require a person's heart: Knowledge(Arcana): 11, Knowledge(Religion): 18.]
"Have you tried a Bracelet of Friends on Hollyhocks? Do you have by any chance a garment of his? A lock of his hair? A bit of his body? A fingernail? Anything that would make it easier to scry on him?"
"Let us start making plans then. We rest and prepare magic overnight, then, at the morning, we do such divinations as we are able from here and then spend the day poking about the city and watching guards and Blackmane. In the night we dig up Belwinks. It will probably be better if we didn't come back here once we leave. We don't want to lead them back to you. Does that sound like a good plan to you?"
"Do you have any suggestions on what to ask Belwinks's spirit? We will be allowed only a few questions..."
Brahmah Friday July 4th, 2008 9:24:05 AM
OOC: Checking in... Have a good Fourth!!
Gecktar Friday July 4th, 2008 5:16:08 PM
Gecktar thinks about Hollyhocks situation. Trying to find him may be one clue to their problem.
"We will try to learn more about Hollyhocks. If he is prisoner and kept away from here, this is because he could be dangerous for Blackmane and his allies."
Theorex Friday July 4th, 2008 11:23:33 PM
"Well finding more information from the spirit of the former captain and going down below to take out any nest of evil sounds good to me." "Also finding out about the healer sounds like a good plan. But if he is bad it would be a trap. So finding out about where he is would be good. If he is near any power base then he is probably turned or controlled."
Zeoll Saturday July 5th, 2008 8:27:01 AM
Brahmah: "Anyone ... can be coerced by anything, even by a simple sword. Friends can turn on friends."
Zeoll rubs his face with his hand briefly and says in a soft voice, "I know."
When it is time to sleep, he will pray for brave guidance from Domi and try to dream about this Blackmaine, and his strengths and weakneses [OOC: Info determined by secret DM-rolled Sense Motive check. Zeoll is at +14 (Note online PC sheet is a level out of date. I gotta fix that!)].
DM Buzz: Thanks for the info Cayzle. Please let me know when you update your sheet so I can look at it again. I don't suppose it will matter if you have another lvl in Seer, bard or druid for the dream.
A cool breeze/DM Buzz d20+6=13 ; d20+8=11 ; d20+10=30 ; d20+13=18 ; Saturday July 5th, 2008 11:13:12 PM
The body of rebels ponder on their next actions. They are reasonable, logical and executable, but will they succeed? A dark cloud passes over the moon and a cool gust of air on this otherwise warm night seems to offer some comfort to the small assembly.
Brahmah expresses his condolences on the loss of a friend. He wonders if not even a direction was determined.
Winterglade surmises that rituals do in fact exist for the heart of others, but his lack of knowledge does not allow him specific knowledge into the process of what they would be, thank goodness. When he asks about magic items that may help, Larmane shows him his arms, indicating he does not have a bracelet as Jacktar asks, "What is that?" His last suggestion is to rest until the morning.
Gecktaur agrees with " Goodbarrel"
Theorex theorizes the danger of Hollyhocks to the reign of Blackmaine. He might be near the power base of the usurper.
Zeoll recalls some of Brahmah's words a minute ago before deciding sleep and dreams might provide the answer. He knows it must be a complete, undisturbed night to do so.
Another cool breeze comes in, a bit stronger. The branches on the trees wave in the wind, sending some small leaves through the air. The manes and hair on your bodies are pulled by the crisp breeze.
I need Spot and Listen checks from everyone please with any responses to the current DM post by Monday evening.
I hope you all have had and will continue to have a great weekend.
Winterglade d20+5=20 d20+5=18 Sunday July 6th, 2008 8:17:13 AM
[Spot 20, Listen 18]
Winterglade rubs his eyes. "It's been a long evening, and the dark hours will be busy, too" - he muses, already thinking about the needlework he plans to do overnight.
Tiba (HP=71/71, AC=23) Assap (HP=36, AC=19) d20+17=37 ; d20+9=23 ; Sunday July 6th, 2008 11:42:52 AM
Staying quiet as she wanders back to the hut they group were put into originally, she enjoys the night air, the stars just emerging, and the wildlife changing from daylife to nocturnal...
Listen 17 (+d20)=37 (nat 20!)
Spot 9 (+d20)=23
Brahmah d20+15=19 ; d20+14=29 ; Monday July 7th, 2008 11:42:22 AM
Spot 19, Listen 29 (+4 vs centaurs and humans, +2 vs magical beasts)
Zeoll spends the early evening after the meal listening to people and getting a feel for how they regard Jacktar.
Gather info 18, Sense Motive 34.
Then he prays to Domi and concentrates on reading his dreams for guidance toward the party's next target: Blackmaine!
Seer Read Dream.
Zeoll's next level is seer ... still working on that PC sheet!
Stench of treachery/DM Buzz Monday July 7th, 2008 8:55:50 PM
As a cool breeze comforts the group, they all look forward to a well deserved nights rest.
Heyoo and Assap lie comfortably away from activity, sound asleep.
Listen DC:15 Highlight to display spoiler: { A scream from near the latrine area can be faintly heard. It is one of sadness and grief.} Spot DC:20 (DC: 15 with low light vision) Highlight to display spoiler: {A woman near the community latrines seems to be in distress. The distance between the group and the lady is around two hundred yards.} It appears that Larmane's attention is diverted towards the latrines as Jacktar sits quietly in the night air, unaware of what may be occurring. "My lord, something is wrong. We must investigate." He then jumps up on his four legs and sprints down toward the small group of people that have begun to gather.
Jacktar left somewhat surprised, glares at the group suspiciously before setting off after his druid friend.
Please post spells in use and memorized. Keep in mind it's been a very long day and I don't recall from the archives if you cast spells earlier.
Tiba (HP=71/71, AC=23) Assap (HP=36, AC=19) Monday July 7th, 2008 9:37:27 PM
Concerned as to what has happend to the woman, she follows after Jacktar, to offer any aid as necessary. _______________________________________________ -Have not cast any spells so far today- Level 0 : 4 (Druid) Level 1 : 3/2 (Druid/Ranger) Level 2 : 2 (Druid) Level 0-Light, Detect Magic, Resistance, Detect Poison Level 1-Speak with Animals, Entangle, CLW, Resist Energy, Calm Animals Level 2-Lesser Restoration, Barkskin
Winterglade d20+5=10 ; d20+5=20 ; Tuesday July 8th, 2008 2:25:36 AM
[Spot 10, Listen 20]
"Was that a scream coming from the latrine area?" Winterglade picks himself up and follows after Larmane and Jacktar.
Gecktar d20+4=6 ; Tuesday July 8th, 2008 3:51:04 AM
Gecktar didn't noticed anything until Larmane alerted Jacktar. He stands up as a flow of adrenaline runs into his veins.
Taking his hammer with a firm grip he let his shield float near him and follows the group to the place something odd happened
Used spells 1st : detect Evil OOC : I will be out of town from july 10th until july 15th. My character sheet is available on Google docs so if needed, you can NPC me.
Brahmah Tuesday July 8th, 2008 10:13:24 AM
Brahmah hurries off with Jacktar.
Tattoos: (used *) Brahmah's Spider Climb Tattoo, 2/day, 30 min Brahmah's Entangle Tattoo, 3/day, 1 min Brahmah's Guidance Tattoo, 4/day, 1 min
Death of a Harbor Master/DM Buzz d20+9=16 ; Tuesday July 8th, 2008 7:02:41 PM
Moving at maximum speed, those that follow Jactar and Larmane find a small group of people hovering over the corpse of the harbor master. The woman visibly shaken at the loss, she looks around at the small group of people in concern. "I didn't see him at dinner either, but I just thought he was busy with Captain Jacktar. I found him, just now, sitting down in a private stall leaning against the wall. When I opened the door, he fell out. The door wasn't latched."
The face on the corpse is a visage of horror and anguish. It must have been very frightening for his muscles to remain locked upon his face. There are no obvious marks or injuries upon his remains.
Jacktar consoles the older centaur with an arm over her shoulder. He speaks to those present, "The last I saw of him, he saw the group to our introduction, then I left to prepare for the meeting. What happened to him after that?", his eyes focus on Zeoll's who's words seem as pretty as rainbows. Sense Motive DC:20 hunch Highlight to display spoiler: {Jacktar is very suspicious of the group once again. Concern for the people here evident.}
Larmane with skill, administers triage to the corpse and after but a few seconds determines, "I have no idea what happened. His neck isn't broken, nor are there any entry point wounds. The time of death around six hours ago." He then reaches down and pulls from the Harbor Masters open pouch a folded note. He hands it to Jacktar, an emotionless expression is all that is worn by the reserved druid.
Combat rounds my friends One or two questions or statements at a time for six second rounds.
It is around 9:30 PM, well after dinner and around thirty minutes after the dinner ceremony officially ended. A cool breeze continues to blow on a moon lit evening. The smells from the latrines now replace the various other odors through out the camp.
Latrines are wooden structures with vertical running, roughly hewn planks. There appear to be about a dozen of them and there are private and multiple use stalls as well. Each one has a latch on the inside for privacy when in use. They have no floors and ceilings are vented with a slanted opening for when it rains.
Tiba (HP=71/71, AC=23) Assap (HP=36, AC=19) d20+9=22 ; d20+5=14 ; d20+9=20 ; Tuesday July 8th, 2008 9:18:28 PM
Concerned about what happened, Tiba looks over the latrine, then the other latrines, and their surroundings, trying to define a difference between this one and the others.
Search 9 (+2 when following tracks) (+d20)=22 Sense Motive 5 (+d20)=14 Spot 9 (+d20)=20 (to assist in searching, also casting Detect Magic)
DM Buzz: Sorry Tiba, but in your post you mentioned you were investigating the latrines, so you can not cast Detect Magic on this round. Perhaps you will want to tomorrow?
Theorex Tuesday July 8th, 2008 9:30:16 PM
"if you wouldn't mind my assistance my friend Jacktar." Waiting for his nod Theorex bends over and mumbles something under his breath so as not to offend anyone.
Cast Detect magic
1st level spells DETECT SECRET DOORS, SLEEP, 2 x MAGIC MISSILE, IDENTIFY, BURNING HANDS 2nd SEE INVISIBILITY, SUMMON MONSTER, SUMMON SWARM, 3 x SCORCHING RAY Level 3 : 2 x FIREBALL, TONGUES, HASTE, DISPLACEMENT
Level 4 :
GLOBE OF INVULNERABILTY-LESSER, Arcane Eye, INVISIBILITY-GREATER, ICE STORM
Level 5 :
2 x CONE OF COLD, PRYING EYES
Winterglade d20+5=13 ; d20+5=24 ; d20+15=18 ; Wednesday July 9th, 2008 5:11:20 AM
[Sense Motive 13]
"Maybe a slow acting poison?" - the centaur speaks, but there is no certainity in his voice.
Winterglade moves over to the body of the late Harbour Master and lowers it gently to the ground. Then he starts examining it hoping to discover what might have been the cause of death [Heal check 24 to determine the cause of death, Spellcraft check 18 to figure out if magic was involved. I understand that it might take more than one round.]
Brahmah d20+22=31 ; d20-1=9 ; d20-4=4 ; d20+17=35 d20+16=27 d20+4=6 Wednesday July 9th, 2008 12:41:21 PM
Brahmah immediately casts Owl's Wisdom and looks to the ground for signs of struggle, tracks, drag marks, scrapes on the nearby walls for signs of climbing or any other tell-tale signs of the event. (Survival 31 for tracking, +4 vs centaurs and humans, +2 vs magical beasts)
He draws his weapons and makes to secure the scene by gathering locals for questioning, at least those nearby. If any one of them seems to be walking calmly away from the spot without looking back, that is Brahmah's first target (meaning, he will rush after this 'witness'... it might be the culprit). (Spot 35, Listen 27, Search 6)
"Who saw ANYTHING?" He says in the booming voice. (this was neither Intimidating nor Diplomatic.)
(OOC: I just noticed that it says his bear is untrained. I think thats wrong. I'm not sure if this is the right sheet.)
DM Buzz: You cast owl's Wisdom and begin tracking this round. You can begin the questioning of witnesses in tomorrow's post if you like.
Zeoll d20+14=17 ; d20+12=27 ; d20+4=23 ; d20+13=21 ; Wednesday July 9th, 2008 2:33:45 PM
Sense Motive 17 darn.
Zeoll does not know what has happened, so he keeps his eyes open and his ears sharp. Spot 27, Listen 23. He looks for tracks and signs on the ground herearound -- Survival 21.
Theorex Wednesday July 9th, 2008 9:18:10 PM
"Lets see if there is any magic involved." Detect magic
Latrine duty/DM Buzz Wednesday July 9th, 2008 11:28:31 PM
The small valley rests in the forest a day outside of Fort Stag. It is around 400 yards wide and 600 yards long. The entrance that you are aware of is at the mouth to the north of the Valley. To the East side of the valley is the hot springs and a large pool of water. This is where much of the bathing is done as well as washing of clothes and utensils. On the West side of the valley are the homes for the refugees against justice. They all appear sturdy even if they do appear to be built in a hurry. Dried tree bark appears to be what is used as shingles. The industrial part of the community is seen immediately upon entry, at the north of the valley. The impromptu castle is positioned strategically in the center of the valley, within a short distance for all. There are latrines stationed through out the valley and the ones you are grouped around are the latrines near the houses on the West side.
Tiba too seems concerned about the situation. She leaves the immediate group to inspect the other latrines. With her acute eyes, even in the moonlight, she can see hoof prints coming and going in the area and a small set of shoe prints that started west but then is mixed with the other tracks in the area.
Theorex perhaps is reading Tibas' mind and casts Detect magic this round. He can quickly tell that there is much magic around you.
Winterglade suggests some poison may be at work here and moves close to the body also, trying to determine if magic was involved. He can conclude that there are spells that can kill without physical harm, but they are rare and powerful spells.
Brahmah casts a spell, Owl's Wisdom, then begins searching for tracks. With his acute eyes, even in the moonlight, he can see hoof prints coming and going in the area and a small set of shoe prints that started west but then is mixed with the other tracks in the area..
Zeoll appears at a loss for words as Jacktar directs his attention to the group spokesperson.
Jacktar, not fully understanding Theorexs' suggestion frowns at the wizard and begins to open the note when Larmane stills his hand. "I believe they want to test it first for magic Captain. It will be a few seconds." Jacktar holds the note out to Theorex as his eyes seem to roam over the group.
Larmane casts a spell. Spellcraft DC: 15 Highlight to display spoiler: {Detect Poison} then looks around the area.
Winterglade d20+15=22 ; Thursday July 10th, 2008 4:24:19 AM
[Spellcraft 22]
"If it was poison, we may still know by skin discoloration or strange odor or - oh." - Winterglade recognizes the spell being cast by Larmane. Patiently waiting for the druid to share the results he continues to methodically examine the body.
Brahmah Thursday July 10th, 2008 12:18:47 PM
"Shoe and hoof prints, but impossible to tell direction with all the jumble of other mess around. Dang. This would have been much easier if there was a rain or less people tramping about." He says, but without spite.
(Is there any way to differentiate hoof or horse styles from the prints and pick them out from the crowd? Like pattern of nails used in the shoes, wear patterns on the boots or hooves?)
DM Buzz OOC Thursday July 10th, 2008 11:11:11 PM
OOC: DM post will come tomorrow, after more player posts.
I want you all to know, this is a dangerous situation your all in and it may need full party participation to over come the encounter. Once it begins, it will be steady to a resolution.
Have a good night.
Winterglade Friday July 11th, 2008 4:07:01 AM
"Shoe and hoofprints might have been left even by us. A hundred Taurs trampled here earlier today. Goodbarrel will be genuinely impressed if you manage to find anything useful in the tracks."
Zeoll Friday July 11th, 2008 7:41:42 AM
Zeoll waits to see what spell is being cast, and with what result. While he waits, he casts Heroism on himself.
Brahmah Friday July 11th, 2008 11:53:36 AM
"My good Goodbarrel, that is why I want to exhaust all avenues." Grins the ranger.
"Jacktar, I might be able to send for some Wold League friends of mine that might be able to help to secure the town. The league seeks out and destroys evil where they find it and are trust worthy. If you like, you can send word to Plateau City and contact Commander Gaylon Arafel, who initiated myself and Flat-top into the league."
Theorex d20=8 ; Saturday July 12th, 2008 1:05:29 PM
8+13= 21 for spell craft check.
Occ; Sorry Tiba and I had to do a family thing we are back on schedule.
DM Buzz: Shiela and Jim, please send me your individual email addresses so that I can add them to my list. Thank you. I hope your family situation is alright. Iambirgir@aol.com
Round 2/DM Buzz Sunday July 13th, 2008 12:59:02 PM The castle is actually just a two story wooden building made from whole logs. Scaffolding made for four legged workers run in ramps at thirty degree angles going around the large building, up to the roof, where it seems current construction is currently at. The building is a square structure with each side about forty feet wide. The building is approximately thirty feet tall at this point. It lies about two hundred yards from the housing buildings, the hot springs and the industrial buildings. Each wall has four windows, two on each level that are open, allowing the cool night breeze to flow through the large structure in the middle of the valley.
Winterglade waits patiently for Larmane to complete his spell.
Brahmah would have liked less activity in the area after the death. He then offers the services of the WLA to assist in the situation. I believe it is possible, but it would be very time consuming, with the need to pick up each foot to analyze the nail patterns, the weight of each animal, etc...
Winterglade reasons that even they need to use the latrines and he would be very impressed if someone could read that many tracks in a single area.
Zeoll continues to hold his tongue as others discern what may have happened. He prepares for anything as he casts a spell upon himself.
Theorex only Highlight to display spoiler: { On round two, you can tell there are quite a few items of magical status.. There are a few items that are very powerful, that the god Gargul gave to the other group members. You will need to wait one more round before you can determine what items are actually magical.}
Jacktar patiently waits for Theorex, still holding the piece of parchment out, while he responds to Brahmah, "What would be involved in hiring this organization of yours and how long would it be before they could arrive?"
Larmane Simply says, "No poison." as he shakes his head before he continues, "Could it have been a heart attack or disease?"
Others begin to arrive now, making the small group near the latrine a large group, as people crane their necks to try and get a glimpse at what has happened. Lights begin to come on inside the various dwellings as the noise near the house latrines begin to rise as well.
http://docs.google.com/Doc?docid=dgmt76pn_07kj3gkfb&hl=en Sunday July 13th, 2008 4:40:28 PM
Focusing on the area. Theorex smiles and concentrates more.
Winterglade Monday July 14th, 2008 6:02:41 AM
"Either that or a Phantasmal Killer. We shall see." Winterglade contiues his examination of the corpse of the Harbor Master [Heal check to determine the cause of death was 24]. "If he was killed by somebody in here then your hideout has been compromised. Better send out scouts immediately."
Brahmah Monday July 14th, 2008 11:08:26 AM
JACKTAR "What would be involved in hiring this organization of yours and how long would it be before they could arrive?"
"Well, it not MY group, it sort of belongs to the Wold as a whole. Pretty much anyone can join. Its likely all you would have to do is send a message out to the nearest large city explaining the situation which plagues you and then ask if any WLA members are in the area, whether they are already involved in a mission and then see who shows up to aid you. Most are adventurers like us and some are even more experienced in matters such as these. And as we are already involved, they can hardly call me up to help. Besides, I think having WLA members in the city guard is a good idea. Just explain what you need and they should come through, I think." He says confidently.
Zeoll (heroism, invisible) Monday July 14th, 2008 1:31:43 PM
Zeoll, with his own reservations about what is essentially a non-Taur group, holds his tongue on the issue of the WLA. He does not want to disagree with Brahmah in front of Jacktar. "In fact, maybe better neither seen nor heard," he thinks to himself, and activates his invisibility ring.
Tiba (HP=71/71, AC=23) Assap (HP=36, AC=19) Monday July 14th, 2008 4:33:45 PM
Looking at the woman who seems very distraught, she put an arm around her shoulder, leading her slightly away from the visual of the dead man, consoling her.
"It's alright, my dear. Actually, no, it's not alright, but everyone will do whatthey can to make it better..." After helping her calm down a bit, she asks, almost hesitantly, "Do you know the last time you saw him?"
http://docs.google.com/Doc?docid=dgmt76pn_07kj3gkfb&hl=en Monday July 14th, 2008 11:21:39 PM
scanning the area with his eyes he looks for all the magic in the room and where it may lead.
Obviously lost in concentration. Will he ever come back.
Round 3/DM Buzz d20+14=26 ; Tuesday July 15th, 2008 12:11:36 AM
The commotion increases as more people begin to gather. The wind seems to be picking up a bit as clouds pass in front of Wardd's moon. The mob begins to converge on the investigators, bumping into them now and then. Many asking questions of others there before them as to what has happened.
Theorex continues to use his arcane magic.Theorex only: Highlight to display spoiler: { In addition to what the group members have, you can see that Jacktar has on two rings, chain mail and his axe that are magical. Larmane wears two rings, a necklace and bracers. The piece of parchment, does not detect magic nor does anything about the corpse.}
Winterglade suggests a spell that could kill as possible. He can tell that the cause of death is not natural, certainly.
Brahmah answers on how the WLA operates and suggests their addition to the guard is a good idea.
Zeoll contemplates quietly the WLA and decides to become unseen by most. Several gasps are heard as the magic used surprises those noncombatants nearby. They surge forward in an attempt to occupy the space you are now in, just to get closer. Ref DC: 10 failure results in you being pushed back and tripped over corpse.
Tiba attempts to lead the woman that found the body away, only to find she is hard pressed to leave with the crowd the way it is. "I saw him a few hours before dinner, when he brought the new allies to us. I wondered why he wasn't at dinner." She says in sobs. At this time you are around four people deep as a group of the villages warriors arrive to show support if needed. two full round actions to push yourself through the crowd with the matron centaur.
Larmane yells for everyone to get back as he is almost knocked over from the crowd. "Get back all of you! Give us some room to breath here."
Jacktar listens carefully to what Brahmah says and replies, "I don't have the kind of time it would take to bring in extra support from that far away, but something to consider in the future." He is seen to impatiently wave the piece of paper out toward Theorex as he waits for the arcane magic to work.
Winterglade Tuesday July 15th, 2008 5:26:52 AM
"He died of fright, it seems." The centaur stands up and starts to look for a place to wash his hands. "Nothing natural about that. Seems that somebody deliberately ended his life. But why? If an assassin was here surely there were more important targets to consider? Is it possible that he knew something important? But then he would tell Jacktar straight away... Maybe Blackmane is preparing a complete takeover of the Fort and is removing all stubborn heads that have still remained inside?"
We'll try to learn tomorrow - thinks the centaur, but doesn't say anyting aloud for fear that somebody might be eavesdropping.
Brahmah Tuesday July 15th, 2008 11:56:59 AM
Brahmah shrugs in response. "You will need someone trustworthy at some point, even if most WLA aren't taurs." He lets the matter drop.
"I'll patrol the treeline." He walks off, needing to be away from the large crowd and hopes he can find a defined track or even to be shot at from the trees would be agreeable compared to the mass forming around them. "Come on Heyoo."
OOC/DM Buzz Tuesday July 15th, 2008 9:59:23 PM
OOC: Group email sent out. DM Post perhaps tonight if more can make it.
Theorex{http://docs.google.com/Doc?docid=dgmt76pn_07kj3gkfb&hl=en} d20=12 ; Wednesday July 16th, 2008 12:36:30 AM
Wipping sweat from his brow and throwing back his hair and turning to Jacktar " It seems there is no magic on the corpse or on this document that is before us. Let me see if there is another means of death other than the obvious one."
Frowning again he concentrates at the corpse looking at the wounds and seeing what was the end of the poor person.
Heal check to see if he can figure it out. No good 13 for total :)
Tiba (HP=71/71, AC=23) Assap (HP=36, AC=19) Wednesday July 16th, 2008 12:37:56 AM
concentrating on helping the lady she chats with her to make her feel better
Winterglade Wednesday July 16th, 2008 8:09:07 AM
"There are spells that will kill you and leave behind no background aura." Winterglade stands up and stretches his back. "Does anybody know if he had any family?"
"Is it safe to read the note, Theorex?" - the unfamiliar name makes it through the centaur's throat a bit distorted. "Once we are sure it's not trapped with a Glyph of Warding or some such we should really take a look at it."
If an OK is given Winterglade will take the note, open and read it, and pass it to the others for examination.
Brahmah Wednesday July 16th, 2008 10:50:21 AM
Brahmah keeps moving toward the copse of trees.
Zeoll (heroism, maybe invisible?) d20+7=25 ; Wednesday July 16th, 2008 10:56:00 AM
Zeoll has a nervous feeling. This crowd is getting a little out of control. He is pushed, but does not fall down (reflex save 25).
Using his metamagic rod of extend, he spends the round casting Calm Emotions -- so that everybody within 20 feet of the center of the crowd must make a Will save vs DC22 or be calm. The spell will last for so long as Zeoll concentrates on it, up to 12 rounds.
[OOC: Is casting this spell an attack? Does it end Zeoll's invisibility? The invisibility spell description says, "The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.)" Certainly Zeoll sees none of the people in the area as foes. He just thinks everybody needs to chill out!]
DM Buzz: I would say, no. You are not attempting to harm anyone in the area, so you remain invisible and must deal with the crowd in that form, as they still can not see you. Please list your spells memorized and in use. Thank you.
Round 4/DM Buzz 10d6=31 ; d100=24 ; d100=80 ; d100=72 ; d20+7=25 ; d20+6=18 ; Wednesday July 16th, 2008 12:59:06 PM This post is in staying with the one round actions per DM post, but thank you for posting daily those that have.
Winterglade suggests a magical demise as the answer. He sees no where to wash his hands as the crowd around you grows in size. He wonders why this individual was targeted, when others are around much more important. Perhaps more answers are available in the morning?
Brahmah suggests loyal support is not to be prejudiced and with his large frame can push his way through the crowd in one round. He see's Heyoo lying down with Assap near the pool of water.
Theorex determines no magic on the corpse or parchment is present. He ceases to use his spell and attempts to determine what may have caused the death.
Tiba with the matron in hand talks to her as she shoves on the large creatures in order to allow her to get through. She is assisted by the militia that arrived attempting to pull people away from the scene.
Zeoll avoids being knocked down by the curious and casts a spell to calm the crowd down, as he continues to remain invisible.
Jacktar says "Thank you." to Winterglade as he starts to open the parchment, to see what is upon it.
Larmane watches over his shoulder as well.
At this time, I have the following people next to Jacktar and Larmane, Winterglade, Theorex and Zeoll as Brahmah mentioned leaving the crowd as did Tiba. I give them each a fifty percent chance of being close enough to read the script, even if you didn't and thus must take full damage from the effects. Winterglade, unfortunately takes a full 36 damage as well as Jacktar and Larmane. Yes, it is maximum damage Everyone but Brahmah (who is out of range at this time) needs to make a Ref DC: 16. Success is half damage (18 damage).
A roar of pain travels through the crowd as Jacktar reads some kind of note. The pain of flesh being torn from bones can be seen in both the trauma and in the face of those that suffer from it. One or two of the observers immediately drop from the explosion as others reel at their injuries.
Brahmah watches in horror, as a bead of light descends down from the top of the castle roof to about fifteen feet from the ground as a fireball explodes above everyone as well, causing even more carnage. The wounded attempt to crawl, limp or drag themselves away from the area. Everyone this time needs to make a Ref DC: 16 for half the damage that a 31 point fireball causes. (15 damage)
A dozen onlookers die in front of you, charred or torn, between the two spells that just went off in some preplanned event of horror. Larmane and Jacktar remain standing, although, they do not look well. Jacktar yells at the top of his lungs "Scatter!! Bug Out!! Bug Out!!
Zeoll (AC17, HP17 of 50) (heroism, invisible) d20+9=28 ; d20+9=28 ; Wednesday July 16th, 2008 1:41:19 PM
Zeoll makes two saves at +9 (forgot to add the Heroism bonus when I rolled my Reflex save vs pushing last round).
He rolls two natural 19s! both save. He takes 18 and 15 hp damage, for a total of 33 hp damage. He has 50 hp normally, so he is now down to 17.
Spells cast: Heroism, Calm Emotions.
Rod used: 1 of 3
Note: Online PC sheet has been updated.
Actions to come shortly.
Brahmah d20+15=16 ; Wednesday July 16th, 2008 2:08:35 PM
Brahmah has seen and is familiar with this spells range and then realizes the delayed fireball's caster can't be far off. The ranger looks around in haste to see who may have cast. (Spot 16-nat 1, +4 vs humans and centaurs, +2 vs magical beasts) He stops, sheathes his swords and draws his bow, looking toward the roof tops and then back toward the copse (in the direction he was headed). He prepares to activate a tattoo.
(OOC: Friends, I seem to remember that at one point Brahmah had a Rod of Extend Spell Lesser. Did he give it to someone to hold onto? I'm thinking I may have sold it, and am regreting it now. :) Thanks)
DM Buzz: Jay, would you please make a reflex save vs dc 16 against the fireball spell and post your hit points in your header? Thank you.
Zeoll (AC17, HP17 of 50) (heroism, invisible) d20+15=27 ; Wednesday July 16th, 2008 2:11:55 PM
Actions for this round:
If all the people calmed by his spell (except PCs and Jacktar and Larmane) are dead, then Zeoll will stop concentrating on his spell.
But if a significant number still live, then, hoping that the calming effect of his spell has prevented panic and chaos, and will lead to a better retreat and escape, Zeoll will continue to concentrate on his spell.
Either way, Zeoll moves 40 feet away, trying to move into the most heavily wooded area, with the most brushes or growth. He moves through such terrain effortlessly, leaving no tracks or signs of passage.
Either way, Zeoll tries to spot the spell caster on the Castle roof: Spot 27.
If he has ceased concentrating on the Calm Emotions (DM call) Zeoll casts Summon Nature's Ally III, calling 1d3 dire bats to fight for him.
DM Buzz: All the noncombatants are dead. The only ones alive are the militia. They are trying to leave. Your spell is no longer necessary. Also, there is an occassional tree here and there for shade, but the only real brush or foilage is at the South side of the valley, which is about 120 yards away.
Winterglade AC27 Hp 26(77) d20+9=25 Wednesday July 16th, 2008 4:06:28 PM
[Ref save 25]
Winterglade, his mane burned off clean by the force of the Explosive Runes and the Fireball glares like some kind of demon from Nine Hells at Theo: "What happened? You didn't pick THAT up?"
<Ka-click> - on comes the shield [move action]. The centaur follows that with invoking Spell Immunity and protecting himself against the Fireball and Ice Storm spells. Egoistic and selfish? Maybe, but if the healer goes down others will soon follow.
"Brah, you see the bastard who does this? Nod if you do, Glade'll put some extra on your arrow!"
Winterglade jumps away from the carnage trying to deny the enemy spellobber the opportunity to include most of the party in the area of his next spell [a 5ft step in the direction that will make us spread out the most].
[Folks, if I read the map right he's somewhere between 400 and 500 feet away from us, way out of range of my Dispel Magic and Silence. I can, however, cast Silence on Brahmah's arrow and let the shaft deliver the loving. Jay, if it turns out you can see him can you delay your next actions until I put a spell on your ammo?]
Tiba (HP=38/71, AC=23) Assap (HP=36, AC=19) d20+9=27 ; d20+9=18 ; Wednesday July 16th, 2008 5:01:32 PM
Awash with the horror of seeing the woman die almost literally in her arms, she almost doesn't feel half her life drain away in those two simultaneous attacks. Quickly, she casts Barkskin on herself, and whistles for Assap to come to her. A quiet rage seems to suffuse her, as she considers the castle.
-Have not cast any spells so far today- Level 0 : 4 (Druid) Level 1 : 3/2 (Druid/Ranger) Level 2 : 2 (Druid) Level 0-Light, Detect Magic, Resistance, Detect Poison Level 1-Speak with Animals, Entangle, CLW, Resist Energy, Calm Animals Level 2-Lesser Restoration, Barkskin
Tiba (HP=38/71, AC=23) Assap (HP=36, AC=19) Wednesday July 16th, 2008 8:03:16 PM
OOC: update. My apologies, I posted the 1/2 dam as teh dc checks. Also, Barkskin in no longer on my spell-list as available, as I have just spelled it on myself.
Theorex{http://docs.google.com/Doc?docid=dgmt76pn_07kj3gkfb&hl=en} d20+11=15 ; d20+11=22 ; d20+8=28 ; d20+13=22 ; d20+13=30 ; Wednesday July 16th, 2008 10:13:15 PM
As the blast hits Theorex moves away and is hit by the documents burst. Just as this happens his dark blue cloak glows a bright blue and puts out some of the explosion around him. "Dang it!!!!! I knew to put out my eyes but I didn't want to scare the people around here. EVERYONE GATHER AROUND ME I CAN PROTECT YOU FROM THE NEXT BLAST. COULD SOMEONE HEAL EVERYONE PLEASE!!." Just then the fireball hits and Theorex rolls out of the way and doesn't need the help of the cloak. He waves his arms in a circle around him and cries out "anaround lobge ourns acepl ow!!"
Cast GLOBE OF INVULNERABILTY-LESSER
OCC; ok mad roll of 15 and forgot to add cloak of resistance +3 so made that one and the one after for a total of 15+18=32 so I have 27 hit points. I also noticed that I never rolled my spot check got a natural 20. Also spell craft on the bang and the fireball to see if I can gather more information. 22 spell craft. If I needed another check 30
DM Buzz: I just looked at your character sheet Jim and under your reflex saves you have a +3 resistance on it with it equaling +11. Where are you getting additional resistance from? I'm sorry, but it looks like you take full damage from the explosive runes.
Theorex Wednesday July 16th, 2008 11:16:11 PM
You are right mighty dm. Dang wishing for a level 1 token paladin and i would have made that save. I only needed 1 point.
Ok my hit points are 8 points.
Oooch. :)
DM Buzz: Are you out of Hero Points?
Flat-top Thursday July 17th, 2008 8:15:25 AM
Flat-top Master (Ceil) Has drop A Heavy I tem on Her Foot (or hoove). Doctor said to keep off her HOOVEs. But You know that I cannot stay away.
SO Buzz Darling, can I come back and get you mad at me??
I love you,:)
DM Buzz: I love you too Ceil. You know we get worried about you when you come and go like that. If you can't make it to the computer, please at least call your daughter Donna so she can tell us your away for awhile. :)
Flat-top d6=3 ; Thursday July 17th, 2008 8:20:25 AM
Flat top will touch Theorex Shoulder and cure her of three HP of damagers. He will look at his hand tell himself "A little rusty arent you!"
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) d20+11=29 ; d20+8=23 ; Thursday July 17th, 2008 11:31:42 AM
[OOC: I thought you said Brahmah was far enough away to clear of the blast zone?] Ref 29
OOC: Glade, if the DM is kind enough to say Brahmah sees squat, Brahmah can surely delay. But as it is, we're being roasted with no sign of a caster.
IC: Brahmah continues to look around. "I think he knows we're here Jacktar!"
Heyoo has taken cover somewhere. (Ref 23)
DM Buzz: I'm sorry I wasn't clear Jay. What I meant to say was, you were out of range on the Explosive Runes. The Fireball blast enveloped you all.
Zeoll (AC17, HP17 of 50) (heroism, invisible) Thursday July 17th, 2008 12:10:56 PM
Clarification: Thanks for the extra info, Buzz!
Zeoll sees that there is no one left to Calm, alas! So -- still invisible -- he steps five feet closer closer to be next to Theorex (and hopefully out of future fireball reach) and casts Summon Nature's Ally III to call his dire bats. He spontaneously casts it over Speak WIth Plants. The bats will arrive next round.
Status:
Active Effects: Invisible, Heroism. Bard Music used: 0 of 6 Metamagic rod of extend used: 1 of 3 Berrywreath used: 0 of 15 Tattoo of Create Water used: 0 of 4 Tattoo of Detect Evil used: 0 of 3 Wind Fan used: not yet
Spells:
Bard: 3 Level 0 spells: used 0 5 Level 1 spells: used 0 4 Level 2 spells: used 2
Druid (underlined = used): Level 0: Guidance x2, Det Magic x2, Taur's Try Level 1: Speak with Animals x4 Level 2: Hold Animal, Charm Anim x3 Level 3: Speak with Plants x2, Speak with Plants
Round 4/DM Buzz Amendments d100=77 ; d20+7=8 ; Thursday July 17th, 2008 1:28:43 PM
Just a couple of things before tonights post, to clear things up.
Tiba took damage she shouldn't have. I confused the races between Theorex and her, thinking she was a medium creature. So, like Brahmah, since she is large, she could shove herself through a crowd of large creatures in a full round. not two. Tiba only takes fireball damage.
Theorex takes full damage from Explosive Runes but has not answered on the Hero Points. Please post AC and HPs in header. :)
Brahmah only takes fireball damage.
Flat-Top please give me two Reflex Saves at DC:16. The damage for those DC if you fail is 36 and 31. (If you save on these, damage is 18 and 15) Please post AC and HPs in header. :)
Zeoll changes actions after clarifications.
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) d8+1=9 ; Thursday July 17th, 2008 3:12:14 PM
Walking, seemingly calmly, to Theorex's side, she also lay her hand on his shoulder (CLW) and he feels a warm glow as 9 hps flow back into him."Flat top, let me" She states calmly. Assap, walking besides her has not stopped looking around at what's going on. "Guard." She says to her dog. ____________________________________________________________ -Have not cast these spells so far today- Level 0 : 4 (Druid) Level 1 : 3/2 (Druid/Ranger) Level 2 : 2 (Druid) Level 0-Light, Detect Magic, Resistance, Detect Poison Level 1-Speak with Animals, Entangle, CLW, Resist Energy, Calm Animals Level 2-Lesser Restoration
DM Buzz: We are not on round five yet. so this action does not occur. You cast Barkskin this round.
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) Thursday July 17th, 2008 3:23:55 PM
Correction, Ribe get's 11 hps back... sorry (forgot to adjust the +1 to +3)
Theorex AC 21 Hps 22/59 Thursday July 17th, 2008 3:30:48 PM
Ooc: No I am not out of hero points but I am saving it for something that might kill my character.
Feeling the warm healing energy from his to compatriots Theorex smiles warmly and says" Thank you for your assistance. I feel a little better now but I am still a little foggy."
"I will now focus on finding our enemy's please don't freak out by all the eyes that are going to be floating around."
Focusing inward and shaking out a pinch of something you see him throw pack his head spread his arms wide and throw froth something that hangs in the air for a few seconds "anarth eb od eyable eb"
Ooc; Cast Prying eyes
DM Buzz: We are not on round five yet. so this action does not occur. You cast Globe of Invulnerability-Lesser this round.
Flat-top d20+3=15 ; d20+3=19 ; Thursday July 17th, 2008 6:30:47 PM
( OK! Buzz, I rolled a 15 and a 19)
Flat-top crossed his arm and waits for more infomation. "I have a strange feeling. A really strange Feeling!"
Round 5/DM Buzz d20+5=15 ; 3d8+11=27 ; d20+4=10 ; Thursday July 17th, 2008 8:21:34 PM Brahmah pulls his bow and attempts to see the caster as he passes valuable knowledge onto Jacktar. Brahmah doesn't see squat. :)
Heyoo is still sound asleep.
Winterglade expresses his wonder at such a spell not being seen with Detect Magic. He puts on his shield and steps away from the others to avoid more area effect spells.
Tiba after a sudden bout with horror, she harnesses her rage at the death around her. She casts Barkskin then calls Assap to her side.Assap raises his head and leaps toward his mistress.
Theorex takes a massive amount of damage and manages to survive. He casts a defensive spell as he asks for healing.
Flat-top touches Theorex and cures him a small amount. He then stands defiantly outside of the Globe of Invulnerability.
Zeoll steps next to Theorex hoping he can be protected from future lower level spells. In turn, he casts his own spell, summoning assistance.
The smell of burning flesh fills your nostrils. The latrines in the early stages of becoming a giant bon fire as the wood fuels the inferno. The characters soon realize, if they don't move soon, the flames will begin to burn them as well. Shouts and screams flow through the residential area, as people pack only what they need before running.
Orphans cry for their dead parents as others try to take care of the grieving children. Cries of despair echo the calls of warnings as loved learn about the violent fate of their kin. "She said we would be safe here!" one woman is heard to cry out loud, over and over again.
Larmane is seen to grab Jacktar by the arm, but the powerful warriors shrugs off the druid and charges toward the castle as fast as he can. Run X4. Larmane takes a five foot step into globe with Theorex and tells them, "The note said, The fate of traitors lies thus." and he casts a spell upon himself, curing himself of some injury.
Militia begin swarming up the scaffolding as they try to reach the top of the castle to engage whoever is up there. Those militia that survived the double damage have run away, to seek cover between the dwellings, or have begun to gather their own families together for the flight to safety.
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Thursday July 17th, 2008 9:09:27 PM
"Where is he going?! If he..." He looks as if he wants to follow, then looks at the children. He cusses, picks up a set of children and runs from the inferno area.
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Friday July 18th, 2008 6:38:55 AM
OOC: Checking in...
Buzz, I will be making brief posts for a month or two until I get into a pattern. I am going to be DMing the Emerald Dragons for a bit. I haven't been a DM for a couple years and don't like it much anyway (not just in the Wold, table top DMing too). So if the posts seem abrupt, its because they are. :)
Winterglade AC27 Hp 26(77) 4d8+9=28 ; Friday July 18th, 2008 9:23:57 AM
"Must have been a Magic Aura on the Explosive Runes!" - it finally dawns on centaur. He looks around. The enemy mage is nowhere to be seen. Time to get on with healing. Zeoll's nowhere to be seen either, so the first one to get aid is Theorex. Winterglade runs up to him [move action] and pumps some positive energy into his body [standard action: spontaneously casting CCW over Death Ward - heals 28 damage].
[Spell Immunity (Fireball, Ice storm): 90 min]
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) Friday July 18th, 2008 11:57:27 AM
OOC: see last posting... Walking, seemingly calmly, to Theorex's side, she also lay her hand on his shoulder (CLW) and he feels a warm glow as 9 hps flow back into him."Flat top, let me" She states calmly. Assap, walking besides her has not stopped looking around at what's going on. "Guard." She says to her dog. ____________________________________________________________ -Have not cast these spells so far today- Level 0 : 4 (Druid) Level 1 : 3/2 (Druid/Ranger) Level 2 : 2 (Druid) Level 0-Light, Detect Magic, Resistance, Detect Poison Level 1-Speak with Animals, Entangle, Resist Energy, Calm Animals Level 2-Lesser Restoration Correction, Ribe get's 11 hps back... sorry (forgot to adjust the +1 to +3)
Zeoll (AC17, HP25 of 50) (heroism, invisible) d3=2 ; Friday July 18th, 2008 5:46:11 PM
Zeoll calls two dire bats and sends them flying off toward the castle to attack any enemies they see up there. He then eats 8 goodberries for healing, plucking them from the wreath atop his head. Finally, he moves 40 fee toward the castle.
Theorex AC 21 Hps 59/59 Friday July 18th, 2008 9:56:04 PM
"Thank you my friends that was a close one. I will keep my eyes out from now on. It is so sad to see that this beautiful place is so easly attacked. We need to get the people out of the fire and if someone could cast somehthing to put out the flames that would be great. I think this should be done quickly and we should rush as a group after Jactar as soon as possible. I also think that I should get some help with the speed since I can not go as fast as the rest of you."
Gecktar Saturday July 19th, 2008 5:36:58 PM
OOC: Sorry for the long missing, but I've been away from internet for a longer time than originaly guessed
As grabing the fight in the middle, DM Buzz, can you give Gecktar's situation. Thanks
Winterglade AC27 Hp 26(77) Monday July 21st, 2008 8:51:39 AM
Winterglade contiunes the healing process.
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Monday July 21st, 2008 12:01:25 PM
OOC: Still waiting for spot check resolutions. :)
Zeoll (AC17, HP25 of 50) (heroism, invisible) Monday July 21st, 2008 5:59:44 PM
Checking in. Zeoll thinks about whether he should use a charge of his new Speak WIth Animals wand to talk with his bats. Of course, they will likely be out of speech range by the time they get to the Castle.
Gecktar Monday July 21st, 2008 6:41:27 PM
OOC waiting for DM clarification, before acting
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) Monday July 21st, 2008 8:21:45 PM
Tiba mulls over what the woman who had been sobbing said just before she died. "She said: 'I saw him a few hours before dinner, when he brought the new allies to us. I wondered why he wasn't at dinner.' I wonder who else has entered this vale besides us today."
Looking grimly, she places the 2-legger wizard on her back, and starts after Jacktar. "Hold on!" She states firmly to Theorex. ____________________________________________________________ -Have not cast these spells so far today- Level 0-Light, Detect Magic, Resistance, Detect Poison Level 1-Speak with Animals, Entangle, Resist Energy, Calm Animals Level 2-Lesser Restoration
Theorex AC 21 Hps 59/59 Monday July 21st, 2008 8:54:09 PM
Taking Tib's hand "I will hold on ...wait just one sec as I cast this spell." Prying eyes on rolls above.
Thanks Dm.
Winterglade AC27 Hp 26(77) Tuesday July 22nd, 2008 3:45:41 AM
The discharge of healing power complete, the centaur turns his attention to the castle walls.
Flat-top Tuesday July 22nd, 2008 8:07:29 AM
Flat-top Watches the skoffle, "Hey Good Barrel (Winterglade) wail for me!"
Round 5/DM Buzz OOC Tuesday July 22nd, 2008 10:26:33 AM
OOC: Hey all, I'm back. I had a great time considering the circumstances.
Post will come this afternoon/evening.
Ceil, you have yet to respond to my emails to you. Did you get them?
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Tuesday July 22nd, 2008 3:54:12 PM
OOC: Checking in.
Gecktar Tuesday July 22nd, 2008 5:14:26 PM
Checking in and swinging his hammer right and left.
Round 6/DM Buzz d100=32 ; d4=2 ; d20+12=17 ; 10d6=32 ; d20+7=13 ; Tuesday July 22nd, 2008 8:17:21 PM
The fire burning from the dry wood begins to grow, and the scene turns into some sort of macabre nightmare as the screams of horror and cries of sorrow fill your ears.
Brahmah wonders at the plans of the outlaw captain, then looks near to help the children but he can see, he would have to travel a round to the dwellings, to initiate any evacuation of the non combatants. Brahmah does not see the perpetrator of the atrocity. You may choose to make another movement for round 5 if you choose to. Just list it as a "Back Post" and list your current actions for Round 6. BTW: Thanks for the heads up on your posting situation.
Winterglade deduces a sound reason why a spell could not be detected with magic and with every inch of his move action is able to get close enough to cast a healing spell on Theorex, which he badly needed.
Tiba steps closer as well, and with a maximum cure, restores the wizard to full health. She ponders how the secret of the valley was discovered by the enemy. Then, she offers Theorex a ride.
Zeoll has average results with his spells as two dire bat slaves come to adhere to his wishes. He sends them off with screeches toward the top of the castle. Zeoll said "up there" He then eats some delicious Goodberries that also revive him of some health. He thinks the bats may be out of range of a spell.
Theorex is very grateful to his friends for healing him and can see, only the group and the dead lay near the roaring fire. He suggests, as a team, they should also rush the castle. He casts a spell as he waits for some answer. Thorex must give the eyes a command in order for them to be used. Please tell me what you want them to look for, where you want them to look and when you want them to return. Post that as a "Back Post" on round 5 and give me actions on round 6.
GecktarWelcome back. It's good to see you again. First thing we need to do is have you go through the damage you would have taken being with the group. 50% chance you take full damage from the explosive runes with no save. 36% means Gecktar takes max damage of 36 hit points. Then Gecktar needs to make a Reflex DC: 16. For the fireball that envelops the mob and group around the latrines. Failure results in 31 more damage, a save will result in 15 damage. Since you came in on round 5, make a back post for round 5 and then an action for round 6.
Flat-top exclaims to Goodbarrel and stays where he is.
Larmane looking much better he tells the group, "If I had a Quench spell or the like, I would have used it during the accident earlier anyway. We must abandon this position." He then runs toward the East side of the castle as fast as he can.
Jacktar continues to give orders as he runs, he closes in the distance between him and the large wooden structure. In the noise of this ruckus at the moment, the party must contend with a difficult check. Listen DC:20 Highlight to display spoiler: {Clear the castle!! Clear the castle!!}
As the flames grow more intense those closest to it Flat-top, Winterglade, Gecktar, Zeoll, Tiba and Larmane must make a Fortitude Save DC: 5 or take 2 damage from the heat.
The militia continues to run up the scaffolding. With their speed, they will reach the top in two rounds. Some of them seem to hear Jacktars' words and shout through the windows to alert those within to wake up and prepare for escape.
A bolt of pure and bright energy seems to follow a path directly from the corner of the castles top corner, directly below to Jacktar, hitting him both squarely and effectively. His body visibly convulses with the attack. His torso is briefly illuminated with running streams of energy before dissipating into the ground. Jacktar continues to run, but seems on the verge of death after all he has recently been through.
Theorex AC 21 Hps 59/59 Tuesday July 22nd, 2008 8:50:38 PM
Back post for round 5 :Theorex AC 21 Hps 22/59 d4+9=12 ; d20+9=23 ; Thursday July 17th, 2008 3:38:50 PM I got a total of 12 eyes. I will tell some of my eye's to go out and search for where the fireball came from and report back. The others I will ask to search around me in a 60 feet arc to find anything dangerous. They will be spotting at 23 each for a roll.I also send one after Jacktar.
Round 6 Getting on top of Tiba with her helping hand. "Lets move." He also readies himself to cast magic Missiles.
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) Tuesday July 22nd, 2008 9:26:59 PM
"Just a moment..." Pausing to concentrate, she strokes the only tattoo that seems to be made by a foreign hand.. the lightning bolt and thundercloud on her right forearm.
(Bramah's Tattoo -Call Lightning- cast)
"Now, just tell me where he is, and I can get him."
____________________________________________________________ -Have not cast these spells so far today- Level 0-Light, Detect Magic, Resistance, Detect Poison Level 1-Speak with Animals, Entangle, Resist Energy, Calm Animals Level 2-Lesser Restoration
//OOC// I know, more than one action... I'll happily repost anything necessary again.
Bramah's Tattoos - 0 lvl --Mending
Bramah's Tattoos - 1 lvl --Endure Elements
Bramah's Tattoos - 2 lvl --Fog Cloud
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) d20+11=22 ; Tuesday July 22nd, 2008 9:28:53 PM
Fort: +11 =22 (I'm carrying Theorex, with his minor globe of invul, and my Barkskin... was I really in danger?)
Winterglade AC27 Hp 26(77) d20+5=7 ; d20+13=22 ; Wednesday July 23rd, 2008 5:17:59 AM
[Listen 7] [Fort save 22]
Winterglade looks over his shoulder at Jacktar and in his head goes through the magic he has available. Nothing with enough range to reach the stubborn centaur!
"Damn it, one more hit and he's dead!" The centaur looks for a way to draw the attention of the enemy spellcaster away from Jacktar. In desperation, with two quick words he invokes an Air Walk prayer and starts to run up and into the air, leveling off at the height of the castle walls and speeding in the direction of the suspected location of the caster, hoping that he is now a more tempting target than Jacktar.
Flat-top Wednesday July 23rd, 2008 8:07:45 AM
To DM Buzz No I did not get your Email (try to send another email box Aol.com and address it Momlap35 ) see if that help.
Flat-top Ask the party "What map? I didn't see a map?"
Gecktar AC22 HP 45/76 d100=94 ; d20+6=26 ; d20+6=9 ; d20+4=18 ; Wednesday July 23rd, 2008 10:11:10 AM
As the parchement explodes, Gecktar react quickly making a maneuver to escape the flames (rolled 94 then ref save 26). But by doing this, he is exactly in the center of the next explosion taking severe damage from it.
Seeing everyone going to the castle and almost stunned by the previous fireball, he shakes his head and follows most of the people near the castle (listen 18).
Zeoll (AC17, HP25 of 50) (heroism, invisible) Wednesday July 23rd, 2008 10:52:52 AM
Zeoll is worried about Jacktar, but there is nothing the liontaur can do to help him now. The same is true of Winterglade -- Jacktar has run too fast and too far for the cleric to reach him -- but Zeoll is aghast to see Glade -- closer to death than to health -- leap up into the air and make a target of himself.
"Domi, forgive me," Zeoll mutters to himself in his native tongue, or maybe offers as an impromptu prayer, as he huddles under the cover of his invisibility. "But that's crazy! I was brave like that once, Domi, just like that, but being dead for a few years taught me the error of my ways. Life is too sweet to throw away. Oh Glade, get down! Domi, please protect that brave fool."
"And how can that caster keep targetting us unseen? It must be some kind of advanced invisibility. Well, the bats, with their sonar, should be able to see it."
When Zeoll says "sonar," he has to switch into Druidic for a moment, since the tongue of wemics has no word for the concept. But Druids do, and of course, Zeoll knows Druidic.
Speaking of the bats, Zeoll summoned them 45 feet away from himself, toward the castle. Then they used a run action to fly to the castle -- that's another 160 feet. So at the end of Round 5, they were 205 feet from where the fireball hit. This round they move another 160 feet closer to the Castle, or to it, whichever is closer.
The two bats and Zeoll make listen checks. [OOC: Since I am on the train writing this, and have no Web access, I can't use the die roller. So I'll roll the dice here on my laptop. Hope that's okay.]
Zeoll, with his heroism, listens untrained at +6. The bats listen at +12. Perhaps they also get a bonus for being closer to the Castle? Zeoll rolls a natural 5, or 11 total. Bat Alpha rolls a natural 20, or 32. Bat Beta rolls a natural 5 as well, or a 17.
Bat Alpha hears the spoilered sound, but it means nothing to the bat and does not reveal a target atop the castle, so no matter.
[OOC: I was hoping that the check was to hear the enemy casting the Flame Strike or whatever it was that got Jacktar. Can we make a check to hear the casting? If so, the Bats rolls are two natural 3s! Darn it! For a total of Listen 15. Zeoll's roll is a 16, for a modified 22.
Now, hearing someone speak normally (like spell casting) is a DC0 check. And there's a distance mod of +1 per ten feet away, per the Listen Skill. So the bats, with their modified 15s, should be able to hear a spell being cast at a distance of 150 feet. And Zeoll, with his 22, should be able to hear a spell being cast at a distance of 220 feet. Modifiers for sound of fire and panic could cut into that, of course.
Sorry to be a rules lawyer, here, Buzz. Just trying to get a grip on the situation.]
Zeoll chides himself. "Cut out the woolgathering, Chosen of Domi!" he says to himself. "You still have a job to do."
Zeoll decides that he has to get closer. Specifically, if he wants to be close enough to the Castle to use his Calm Emotions again, he has to be within 150 feet of the structure (spell has a range of 180 feet). Calm Emotions is a spread, which means it goes around corners and into places he can't see. So if he can center it on the castletop, maybe he can get the enemy and stop these attacks.
But he is not close enough yet. Zeoll uses a run action to get 160 feet closer to the castle.
Zeoll and his two bats also make Spot checks to try to see enemies. Raw rolls are 4, 2, and 17. Zeoll gets a modified 19, Bat Alpha gets a 10, and Bat Beta gets a 25. Note that the bats have 40-foot Blindsense.
DIRE BATS Large Animal Hit Dice: 4d8+12 (30 hp) Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 20 (--1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (1d8+4) Full Attack: Bite +5 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: -- Special Qualities: Blindsense 40 ft. Saves: Fort +7, Ref +10, Will +6 Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8* Feats: Alertness, Stealthy
A dire bat has a wingspan of 15 feet and weighs about 200 pounds. Dire bats swoop down upon unsuspecting prey from above. Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Wednesday July 23rd, 2008 12:08:17 PM
Back Post: Additional movement toward Jacktar and central structure.
This post: Brahmah activates his Spider Climb tattoo and continues as fast as possible, intending to continue straight up the structure without pausing.
Round 6/DM Buzz Amendments Wednesday July 23rd, 2008 2:45:31 PM
Al has volunteered to do some mapping for us. lets give him a big thank you. Because of him, the fog of war will become much clearer.
I want to make a few DM rulings here to clear things up and make it easier for you all. If any of you make a post and want to do something different before the DM post occurs, you may. Your second post will be the final post. If there are regrets in making the second post, I am sorry. If for some reason we post around the same time and yours is minutes before mine, mine will stand. You all know I post in late afternoons to evening anyway, so corrections should still be possible. Tiba are you wanting to stay with your second post? If so, keep in mind, the spell specifies you need a target, not necessarily a creature.
Theorex please keep in mind, your Lesser Globe of Invulnerability is immobile. You leave, it stays, but you can reenter after you leave it. Also I have not heard back from you on my email about your specialization. Did you recieve it?
Ceil, I have been using Momlap@sbcglobal.net. I will forward to your other address those emails when i am done here.
Gecktar, I'm sorry my friend, but I have rolled the percentage for all the characters, to see if they were in the immediate blast of the Explosive Runes. I rolled a 32% for you, so please take full, not half damage from that blast, which is 36. Your save does help you prevent damage from the fireball so take an additional 15 also. Please post adjustments in your header and any spells and durations at the bottom of your post. thank you.
Cayzle. I appreciate the fact your swamped and with little time. I also trust you very much as I do all the players. However, the dice roller needs to be used when making rolls. I will however allow this one occasion to go, if it will help you get caught back up and more able to post regularly in the future. From now on though, all players need to use the dice roller.
I also want you all to know, I want you to be a rules lawyer. I can always change a post if a mistake is made and I would like to know the rules needed for all situations. The only way to learn is to drill it into the brain.
Lets give Al a day or two to get a lay of what I have done. Round 7 post will come this evening.
Winterglade AC27 Hp 26(77) Wednesday July 23rd, 2008 3:46:51 PM
[Can I be a rules lawyer, too? You can not only hear an invisible creature, you can actually see where it stands (by depressed grass, clouds of dust they raise etc) - but they get a +40 to their Hide checks (Hide skill description). Normally this would be a DC impossible to beat, only there is a house rule in the Wold that a natural 20 on skill checks always succeeds. Shouldn't we all get a Spot roll every round to check if we can spot the caster?]
Round 6/DM Buzz Amendments Wednesday July 23rd, 2008 4:00:45 PM
Please, express yourself. This is a screens down game.
Using the SRD, under Invisibility, I see nothing about a +40 to spot an invisible creature. Where are you finding this please? It also mentions that if a wizard were to cast it on someone else, If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. I can't imagine the spell would be more powerful on someone else, then themselves.
Also, if there were disturbances visible to you I would have mentioned them. Keep in mind, it's impossible to see where something may exist if invisible at around 450' away and 40' above you with a half moon strength illumination. If you were above them or parallel, I would agree there may be signs as you suggest. But it's not as though they would be standing on the very edge of the structure, but perhaps, just close enough.
Edited by DM Buzz: I see where it came from.
Under spot it reads. "A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can't actually see it."
I can assure you, whatever is casting from on top of the castle is not considered "near you". If they were though, I would consider "near" to be within 5 - 10 feet from the creature who is spotting that which is invisible.
If we are speaking about the Hide skill, from what I can understand, it is simply a modifier if one is needed. The creature does not actually have to "Hide" to be invisible.
Round 6/DM Buzz On Listen and movement. Wednesday July 23rd, 2008 5:09:50 PM
Jacktar is 50' from the castle. Larmane is 250' away from the castle and 200' from Jacktar. Most of the Chosen have moved forward in small degrees leaving a range between them and the castle by at least 400'.
Brahmah and Gecktar as a backpost which was a replacement for round 5 may have heard casting, after they run forward, which would be a Listen DC +25.
Winterglade cast as a standard action and has only enough time for a move action, which is not quite as far as he thinks.
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Wednesday July 23rd, 2008 5:53:30 PM
OOC: In relation to Spot vs Invis, I think the spell Invisibility states that it provides +40 to Hide checks, so the opposing roll would be Spot, I believe. Spot +40 is indicated. Actually, at higher levels, Hide in Plain Sight is BETTER than Invis!!! :) Just my 2cents.
Brahmah keeps moving, switching out weapons as he moves (puting away bow currently).
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) Wednesday July 23rd, 2008 9:02:48 PM
(holding head in agony) Ouch!! Too much lawyering, not enough fun (unless debating semantics is fun?)
Yes, I am casting Call Lightning, and holding it until I get a semi-confirmed location of the fireball caster. If necesary, I'll work to spread damage over the whole roof of the castle, but I want to wait to do that until I can confirm that I have no other way of locating the caster...
Theorex AC 21 Hps 59/59 Wednesday July 23rd, 2008 9:13:16 PM
Oh mighty Dm. I am a little confused in round 5 I cast Lesser Globe of Invulnerability and I now understand that I left the globe behind. It doesn't say that I cast Prying Eyes in round 5. I hope you got that.
In round 6 I am going to cast invisibility Grater on Tiba and that should make both of us invisible since she is carrying me.
Round 6/DM Buzz Synopses Wednesday July 23rd, 2008 11:56:10 PM I'm having a lot of fun folks. I hope you are also. I think we just need to develop a rhythm and things will go smoother. I would like to stay as close to the rules as possible so some semantics are in order.
The Invisible question is now up in the rules board. We will continue to play it as is and if I'm wrong, I'll make it up to you later.
Synopses:Please read one spoiler at a time. We will quickly go through the actions and distances from round 4 to round 6 to kind of get a clear understanding of where everyone is.
Average range for all on round 4 is 450'. ( ' ) from castle.
Flat-top Round 4 Flat-top takes 36 damage and 15 damage. (450' No character post in rounds 1-3) Round 5 Flat-top cures Theorex of 3 damage and stands outside the Lesser Globe of Invulnerability. (450') Round 6 Flat-top shouts out to "Goodbarrel" and continues to stand next to the flames that build. Flat-top HAS NOT rolled a Fortitude Save DC: 5 or take 2 damage. (450')
Zeoll Round 4 Zeoll makes two saves and takes 18 and 15 damage. He steps horizontally into the globe and casts a spell. Round 5 Zeoll sees his Dire Bats arrive 45' from him. [bats: 405' moves 160'(245')] and sends them toward the castle roof. He then uses his wreath, a standard action then uses a 40' move action toward the castle. (410') Round 6 Zeoll decides he needs to get closer so uses a full movement to do so. (210') Listen DC 21 Highlight to display spoiler: {If successful, you hear chanting coming from the roof of the castle. Spellcraft DC 18 If successful, see next spoiler.} Highlight to display spoiler: { Lightening Bolt on Jacktar.} Dire bats appear at 405 make a full move on round 5 and are 245' from castle then make a full move closer (85')
Brahmah Round 4 Brahmah pushes his way through the crowd, ten feet closer to castle. He takes only 15 damage from the fireball. He sees where it comes from, but not what does it. (440') Round 5 Brahmah makes full Movement toward the castle. (240') Listen DC 24 Highlight to display spoiler: {If successful, you hear chanting coming from the roof of the castle. Spellcraft DC22. If successful see next spoiler} Highlight to display spoiler: {Delayed Blast Fireball} Round 6 Brahmah activates a tattoo of his namesake which is a standard action and he has a move action 40' (200') Listen DC 20 Highlight to display spoiler: {you hear chanting coming from the roof of the castle. Spellcraft DC 18 If successful, see next spoiler.} Highlight to display spoiler: { Lightening Bolt on Jacktar.}
Gecktar Round 4 Gecktar takes 36 damage from the Explosive Runes and 15 from the Fireball. (450' No character post in rounds 1-5) Round 6 I take it he takes a full move of 200'? (250') Listen DC 25 Highlight to display spoiler: {If successful, you hear chanting coming from the roof of the castle. Spellcraft DC 18 If successful, see next spoiler.} Highlight to display spoiler: { Lightening Bolt on Jacktar.}
Winterglade Round 4 Winterglade takes 36 damage and 15 damage. He casts a spell a standard action and moves 40' closer to the castle away from the group and fire. (410') Round 5 Winterglade takes a move action to move back toward the party and cures Theorex of 28 damage. (450') Round 6 Winterglade with a curse toward the stubborn casts a spell as a standard action, then makes movement at an angle to ascend. He makes his Fortitude save versus the fire before he leaves the area. [Not good with math here. Someone is free to help, but I think he could only get about 30' closer to the castle and 10' in the air, or 30' in the air and 10' toward the castle. I take you wanted the later though so your 30' high for now] (440')
Tiba Round 4 Tiba took only half damage from the fireball, 15. She casts barkskin on herself, and calls Assap (450') Assap jumps up, move action and bounds toward her. He is 650' from you and will take him 3 rounds of moving 160' to reach you. Round 5 Tiba makes a move action to Theorex and casts a spell, curing him of 9 damage. A command to her dog is issued.[Assap from Tiba 450'] (450') Round 6 Tiba uses a standard action to activate a magical tattoo. She makes her save vs the raging fire. [Assap is 290' feet from Tiba]. She waits for Theorex.(450')
Theorex Round 4 Theorex takes 36 damage and 15 damage. He casts Lesser Globe of Invulnerability. (450') Round 5 Theorex is healed of 3 damage, then 28 points, and lastly 11 damage. He should have minus 9 hit points in damage. He casts Prying eyes and they speed off to perform his commands. [Eyes 420' from castle] (450') Round 6 Theorex makes his Fortitude save versus the fire, then waits for Tiba to finish casting, before he mounts on her back for greater speed. Ride Checks are not normally necessary but since you have no saddle there will be a DC +5. Important Theorex is not "gear", nor are you tucked away into "clothing" or "pockets" so you would not be invisible if mounted and cast on Tiba. If you want to change your action, please note a Back Post for Round 6 and post for round 7. (450')
I will be working on a map for round seven tomorrow. The major problem is the distance is to great for the maps to effectively have 5 or 10 foot squares, so an accurate map will be available when your within 100 feet of the castle.
Round 7
Round 7/DM Buzz 4d8+11=26 ; 5d4+5=18 ; Thursday July 24th, 2008 1:01:16 AM Theorex and Tiba prepare to leave the burning wood, after casting spells or activating tattoos and can do so next round.
Winterglade casts a spell and air walks thirty feet into a sharp angle. Spot DC: 10 Winterglade only Highlight to display spoiler: { From your new angle you can see, floating about 10 feet above the roof of the castle and somewhere near the middle, a small glowing red ball. Spellcraft DC: 22. If successful, see next spoiler} Highlight to display spoiler: {Delayed Blast Fireball}
Gecktar makes full movement.
Zeoll asks Domi for advice and makes a full move toward the castle, with the intention of casting a spell when possible.
Brahmah uses his tattoo and continues to make movement.
Flat-top continues to stay near Tiba and Theorex. Does he not trust them still, or perhaps he wishes to protect them?
Jacktar severly wounded, charred pieces of flesh fall from his bones as he makes a full movement toward Larmane. What in the name of Domi is happening? he shouts to his advisor as Larmane heals him of some damage.
The fire seems to enjoy the cool breeze as much as the group used to, as it is fueled with the dry wood of the nearby structures. The heat causes the closest houses to them to begin to smoke. Tiba, Theorex and Flat-top need to make a Fortitude save DC 10 or take 5 damage.
From the same spot, the upper left hand corner of the castle wall, five bolts of energy slam into Jacktar, immediately after Larmanes spell helps to heal him. There is still nothing to be seen in the spot of origin however. SpellCraft DC:16 Highlight to display spoiler: {Magic Missile}
Let me know if we forgot something
Winterglade AC27 Hp 57(77) d20+5=17 ; d20+15=31 ; d20+15=33 ; 4d8+9=26 ; d8=6 ; Thursday July 24th, 2008 3:22:06 AM
[Spot 17][Spellcraft 31]
[What was the spell that has been just cast? Magic Missile? Spellcraft 33 to identify it.]
"Zeoll, there's a DBF bead hanging in the center of the roof! Have it moved to where the spells come from!"
Winterglade does a quick calculation in his head. He won't reach the wall for at least 30 seconds. Probably too late to make any difference. He turns some of his healing power to himself [standard action, spontaneously casting Cure Critical Wounds over Neutralize Poison, rerolling 1 - heals 31 damage]. Then he continues his aerial advance towards the castle, but is greatly slowed down by his heavy armor [move action, move towards the castle, covers 35 ft].
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) d20+11=26 ; Thursday July 24th, 2008 6:58:37 AM
"Hold on!" She states to Theorex, before going at a full-out gallop towards the castle. Seeing the other Taur in the air, she gets slightly jealous...
Fort Save=26 (well within the 10 check!) ____________________________________________________________ -Have not cast these spells so far today- Level 0-Light, Detect Magic, Resistance, Detect Poison Level 1-Speak with Animals, Entangle, Resist Energy, Calm Animals Level 2-Lesser Restoration
Bramah's Tattoos - 0 lvl --Mending
Bramah's Tattoos - 1 lvl --Endure Elements
Bramah's Tattoos - 2 lvl --Fog Cloud
Flat-top d20+9=23 ; d20+9=23 ; d20+8=9 ; Thursday July 24th, 2008 7:14:18 AM
Fort - 23 (I don't know why it printed my roll twice But take the first (23)for the last play and the next (23) for this round. I also tried to call But no answer.)
Flat top (who is now 64/94 hit points) Move away from the heat at the same time will look around trying to see where it is comeing from. (9) and still cannot see anything. He is ot happy.
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Thursday July 24th, 2008 11:49:26 AM
The ranger continues to move and is running and will run up the structure when he reaches it.
Theorex AC 21 Hps 50/59 Thursday July 24th, 2008 3:06:14 PM
Ok I took 51 hit points of damage leaving me with 8. I got healed for 3 damage, then 28 points, and lastly 9 damage. The 9 actually was 11. Since Tiba wrote at the bottom ...Correction, Ribe get's 11 hps back... sorry (forgot to adjust the +1 to +3)
Ok, so that would give me a total of 42 healed +8= 50 hit points. Ok and back post invisibility Grater to change target to myself. This round I cast Haste on Tiba making her move faster and get one extra attack each round. "Ride easy for a few seconds Tiba so that I may cast a spell that will make you move much faster." Ok Fort save
Theorex AC 21 Hps 50/59 d20+9=12 ; d20+6=7 ; d20+5=21 ; Thursday July 24th, 2008 3:09:14 PM
Sorry Hit wrong button some how.
Ok Fort save 12 made the 10 few no damage. Ok Ride check 7. Dex save 21 to not fall off.
Wait Tiba not so fast let me get off this spell first.
While running Gecktar seems to hesitate an instant and cry to Jacktar "Dodge !" but too late.
He stops running and gestures in the direction of the roof of the castle. "On the roof ! and he then unleash a spell to try to disable the spellcaster.
OOC : cast silence (20' radius) on the roof. If not sufficient to cover all roof, Gecktar places it where it will hinder the most the spell caster.
Zeoll (AC17, HP25 of 50) (heroism, invisible) Thursday July 24th, 2008 9:04:09 PM
Zeoll and bats continue to move at full speed toward the castle.
Round 8/DM Buzz d20+8=20 ; d20+8=25 ; d20+5=7 ; d20+5=12 ; 13d6=39 ; 2d8(7+2)+11=20 Friday July 25th, 2008 10:10:05 AM Sorry all, my ISP dropped last night.
Winterglade cures himself of some damage and continues forward.
Tiba slightly green of Winterglade sets off at full speed once Theorex casts his spell on her. With her new movement, Assap will join her this round. Listen DC 12 Highlight to display spoiler: { Off to your left, on the East side of the castle, you hear someone mutter something, perhaps ten feet off the ground. You don't see anything. Spellcraft DC16 see next spoiler.} Highlight to display spoiler: {Feather Fall}
Flat-top makes some movement away from the bonfire that is erupting and continues to look around for aggressors.
Brahmah runs all the way up to the castle, preparing to scale the wall next round. Listen DC 4 Highlight to display spoiler: { Off to your left, on the East side of the castle, you hear someone mutter something, perhaps ten feet off the ground. You don't see anything. Spellcraft DC16 see next spoiler.} Highlight to display spoiler: {Feather Fall} Spot DC 40 Highlight to display spoiler: {Movement is in square U16}
Theorex casts a spell on Tiba and falls off the back of Tiba as she sprints toward the castle. He barely hangs on to her hips as his feet dangle around her large and powerful legs. Listen DC 12 Highlight to display spoiler: { Off to your left, on the East side of the castle, you hear someone mutter something, perhaps ten feet off the ground. You don't see anything. Spellcraft DC16 see next spoiler.} Highlight to display spoiler: {Feather Fall}
Gecktar casts a spell to silence the spell casting adversary and continues forward. Listen DC 21 Highlight to display spoiler: { Off to your left, on the East side of the castle, you hear someone mutter something, perhaps ten feet off the ground. You don't see anything. Spellcraft DC16 see next spoiler.} Highlight to display spoiler: {Feather Fall}
Zeoll continues to run forward to assist as he can. The Dire Bats descend on an area and seem to search area R13, but they don't appear to be finding anything.. Listen DC 14 Highlight to display spoiler: { Off to your left, on the East side of the castle, you hear someone mutter something, perhaps ten feet off the ground. You don't see anything. Spellcraft DC16 see next spoiler.} Highlight to display spoiler: {Feather Fall} Spot DC 40 Highlight to display spoiler: {Movement is in square U16}
Winterglade can see the roof being checked by five of the militia that are up there right now. A couple look mysteriously at the glowing orb, when a flash of light expands to cover the roof.
Larmane continues to heal Jacktar as the outlaw captain continues to look around him.
The Delayed Blast Fireball explodes in a wave of heat that rolls down and around the top of the structure. The screams from the militia above echo the screams on the ground as people continue to run around, collecting loved ones, before leaving.
Larmane and Jacktar wince away from the explosion. Jacktar can be heard to say, "Get out of here Larmane, help the others. It's me their after." Larmane agrees to some degree but refuses to leave Jacktar to his death.
Zeoll- Please make Reflex saves for your Dire Bats.
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) d20+14=29 ; d20+14=17 ; d20+15=20 ; d20+10=15 ; d20+9=18 ; Friday July 25th, 2008 11:24:15 AM
(Listen 29, greater if human, centaur or magical beast.)
Brahmah stops midstride, turns left and says, "Z, someone is casting about 10 feet that way!" Brahmah does not attempt to climb, but stays on the ground, eyes trained on that spot where he thought he heard the voice. "I don't know what he cast, but if he's flying..." He swings absently, sort of poking at the air hoping to hit something. (AC 17, 20, 15 and 18... won't bother with damage) Assuming that the caster is invisible, none will likely hit.
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) d20+17=24 ; d20+7=19 ; Friday July 25th, 2008 4:47:48 PM
Focusing her concentration, she sends an arc of lightning from the sky to where ther muttering is coming from. After pausing just long enough to send off the bolt, she continues forward, towards where the fireball came from. ____________________________________________________________ -Have not cast these spells so far today- Level 0-Light, Detect Magic, Resistance, Detect Poison Level 1-Speak with Animals, Entangle, Resist Energy, Calm Animals Level 2-Lesser Restoration
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) 3d10=9 ; 3d6=12 ; Friday July 25th, 2008 4:51:29 PM
Assuming that I hit...
If not clear=9 dam If clear=12 dam
"If you are outdoors and in a stormy area--a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)--each bolt deals 3d10 points of electricity damage instead of 3d6."
Zeoll (AC17, HP25 of 50) (heroism, invisible) d20+6=15 ; d20+12=17 ; d20+12=21 ; d20+15=27 ; d20+8=24 ; d20+8=23 ; d20+10=15 ; d20+10=12 ; Friday July 25th, 2008 5:39:37 PM
Just to start:
Listen: Zeoll: 15 Bat A: 17 Bat B: 21 Spot: Zeoll: 27 Bat A: 24 Bat B: 23
All three hear some kind of spell casting. They see nothing.
Bat Reflex saves: 15 and 12.
Zeoll (AC17, HP25 of 50) (heroism, invisible, inspired)) d20+5=18 d100=100 d100=31 d20+6=9 Friday July 25th, 2008 10:58:13 PM
Zeoll, still invisible, sings loudly a song meant to alert all to the invisible foe and to rally :
Come Good Captain Brrahmah! Come Chosen! Come all! Both my wonderrful bats will show you where to brrawl! Come fight this invisible foe, so I call! If this place to you is worrth savin'! Then let yourr blood boil, and rattle this hall! For it's never time to be craven!
That's a standard action. It gives everyone a +1 to hit and to damage for five rounds altogether.
After that, Zeoll ends his song. Keenly aware that he has revealed his location to everyone nearby, he then creeps as quietly as he can 20 feet to VW19-20.
The irony (or hypocrisy) of urging everyone to be brave and not craven does not escape Zeoll as he slinks invisibly away from his former location. Untrained Move Silent Check (+2 Dex, +2 Heroism, +1 Race) is an 18.
The Dire Bats move toward the enemy caster they heard. They are inspired by the song. They can sense the casters exact location within 40 feet. I'm hoping that they can move close enough, guided by the sound of the casting, and then attack into the caster's square, using the standard 50% miss chance.
Two bat attacks, rolling a miss on a 1-50 (d100). One misses totally. The other hit only AC9 -- a miss. But with any luck, the bats' attacks tell others where to swing, fire, or cast.
Status:
Active Effects: Invisible, Heroism, Inspire Courage. Bard Music used: 1 of 6 Metamagic rod of extend used: 1 of 3 Berrywreath used: 8 of 15 Tattoo of Create Water used: 0 of 4 Tattoo of Detect Evil used: 0 of 3 Wind Fan used: not yet
Spells:
Bard: 3 Level 0 spells: used 0 5 Level 1 spells: used 0 4 Level 2 spells: used 2
Druid (underlined = used): Level 0: Guidance x2, Det Magic x2, Taur's Try Level 1: Speak with Animals x4 Level 2: Hold Animal, Charm Anim x3 Level 3: Speak with Plants x2, Speak with Plants
DIRE BATS Large Animal Hit Dice: 4d8+12 (30 hp) Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 20 (--1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (1d8+4) Full Attack: Bite +5 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: -- Special Qualities: Blindsense 40 ft. Saves: Fort +7, Ref +10, Will +6 Abilities: Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8* Feats: Alertness, Stealthy
A dire bat has a wingspan of 15 feet and weighs about 200 pounds. Dire bats swoop down upon unsuspecting prey from above. Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Winterglade AC27 Hp 57(77) Saturday July 26th, 2008 6:11:44 AM
Winterglade starts to run towards the scene of battle. His heavy armor slows him down greatly [I can cover only 105 ft while running this round].
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Saturday July 26th, 2008 4:05:51 PM
Brahmah stands, ready for any little sign.
Round 8/DM Buzz Sunday July 27th, 2008 4:42:55 PM
I will make a DM post on Monday, since the weekend is slow.
Speaking of weekends, I hope you all are having a good one.
Winterglade AC27 Hp 57(77) Monday July 28th, 2008 2:20:23 AM
<Panting and running>
Gecktar AC22 HP 45/76 Monday July 28th, 2008 5:40:03 AM
Gecktar retrieving a scroll he has in his pouch, Gecktar reads it.
OOC reads a scroll of True Seeing
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Monday July 28th, 2008 11:12:21 AM
Checking in...
Hanging on for his dear life he hears the sound of Tib's hooves clicking and clacking on the rough ground as she surges forward. Getting his feet from under him he looks for the bats that were mentioned.
Spot Check 17 If he sees them he casts ICE STORM at that area as long as there isn't someone he knows in the blast area besides the bats. No save to our invisible attacker damage 16+11= 27 points of damage. Movement is slowed to half speed in area of effect till next turn.
Round 9/DM Buzz d20+5=23 ; d20+5=8 ; d20+5=20 ; d20+5=20 ; d20+5=21 ; d100=15 ; d20+17=26 ; d12=10 ; d100=80 Monday July 28th, 2008 7:24:46 PM Brahmah hears but does not see something casting a spell, now in front of him. Not knowing exactly where it is, he swings aimlessly as Zeoll is warned of the presence. He can tell, his second strike may have been true, if not for the creatures total concealment. Spot DC 30 Highlight to display spoiler: { You can see foot indentations at U 16}
Tiba uses her ability to call forth lightening on a pretty clear night and slams a bolt into a random spot, avoiding Brahmah (and hopefully the unseen Zeoll.) Random spot will be a 1 in 12 chance. The number 1 being the roll needed to hit the right spot. Rolled 10, but nice try Then makes movement. (50') Spot DC 40 Highlight to display spoiler: { You can see foot indentations at U 16}
Zeoll still invisible, begins a song to inspire his comrades, then "creeps" to another location. His Dire Bats are in an area on the roof they believe something once stood, but become bewildered by Gecktars' Silence Spell. They are then subject to full damage from the Delayed Blast Fireball spell that erupts on the roof, that same round causing them to disappear altogether. (Failed Reflex saves, for full 39 damage.) Spot DC 30 Highlight to display spoiler: { You can see foot indentations at U 16}
Winterglade runs as fast as he can forward, toward the action. Winterglade only Highlight to display spoiler: {With your height advantage, you can see that all the militia on the roof survived the wimpy damage from the Delayed Blast Fireball, but they are now in danger of being burned alive as the roof and the recently administered tar used for weather treating burst into flames.} (295')
Gecktar pulls a scroll of True Seeing and after using it, can see..Gecktar only Highlight to display spoiler: {A gnome in adventuring gear, standing 3' 2' tall, at U 16} (210')
Theorex, hanging on for dear life, he gets off after Tiba calls forth nature. In turn, he knows there are militia on the roof that would take the damage of his spell, as well as the summoned Dire Bats, he then watches as the Delayed Blast Fireball explodes catching the roof on fire. Not having an action, he decides to grab Tiba around her waist again to finish her move. If you want another action then this, let me know, but I didn't think you wanted to harm the militia.
The roof of the castle begins to blaze, burning those warriors caught in the magical inferno. The screams a good sign, that many survived the blast. The dire bats, however, were not so fortunate and disappear in wink.
A swarm of every race, storm toward the Southern end of the valley, where they hear they will make their escape.
From in between Brahmah and Zeoll a child like voice can be heard, "Jacktar will still die and you will pay.", then a single word Valaio Spellcraft DC 20 Highlight to display spoiler: {Teleport}
Brahmah and Zeoll get a parting shot if their weapons are in hand. AC 20 with 50% concealment. Concentration DC of 26 must be overcome to cancel spell.
Zeoll (AC17, HP25 of 50) (heroism, invisible, inspired)) Monday July 28th, 2008 9:48:30 PM
Cayzle OOC to DM: Zeoll does not have a weapon in hand, but he is armed because he has paw attacks. Can he take a swipe with a paw?
Or even better, can he use his parting shot to try to grapple the enemy?
Not quite sure if she got what she was aiming at, she suddenly remembers Zeoll being invisible, and pauses in her attack, unsure if she could hit a friend. Running full tilt towards Jacktar, she barrels into him, trying to knock him out of the way of whatever is coming....
Theorex AC 21 Hps 50/59 d20+16=28 ; Monday July 28th, 2008 10:24:56 PM
Spell craft roll 28.
"He Has Teleported out and probably went home!!! Heal and save all you can!!" Theorex shouts at the top of his lungs.
Winterglade AC27 Hp 57(77) d20+15=18 ; Tuesday July 29th, 2008 6:21:58 AM
[Spellcraft 18]
Hearing Theorex's advice Winterglade focuses his sight entirely on the roof. "There are taurs trapped up there!"
[Not sure if we are still doing this by rounds? If so, Winterglade will run in the direction of the castle, covering 105 ft. If there is more time to spare, he will use the following spells to aid the people in the fire: Wall of Stone to create a ramp for them to quickly and safely get to the ground and Protection from Energy to help if somebody is trapped. He will also use the fact that he is flying to try to carry wounded to the ground. Please let me know which spells I got to expend in this way.]
Gecktar AC22 HP 25/76 Tuesday July 29th, 2008 6:59:28 AM
Gecktar rushes to the point where he has seen the creature.
[Depending on the actions of Brahmah and Zeoll. If they don't catch the creature he will confirm that it has disapeared.]
Zeoll (AC17, HP25 of 50) (heroism, invisible, inspired)) d100=57 ; d20+9=26 ; d20+5=24 ; d4=4 ; Tuesday July 29th, 2008 8:11:16 AM
Zeoll lunges at the invisible caster. His miss chance is 50%. A 57! Zeoll's ears lead him to the right spot!
Now, of course, Zeoll has honored Domi with all his heart for all his life. And of course, Domi is famous as The Brawler, who loves to wrestle. But the sad fact is that since he was a cub wrestling with his brothers and sisters, in all the time after that, the bard has never engaged in the art of grappling. He is entirely untrained. So all he has to go on is instinct and a quick prayer.
"Tomi, help me!" he says in his native wemic tongue.
But he does have some things going for him. He is invisible, which gives him a +2 to hit and negates the spell caster's Dex bonus to AC. He is inspired with courage (+1 bonus). He is feeling heroic, thanks to his spell (+2 bonus).
First, does he even grab the target? Per the Wold House Rules for Grapples, he has to grab and then grapple. Zeoll's BAB is +5. He has a -1 size modifier. He has +5 per mods above. His melee touch attack to grab the caster is a 26! He has grabbed the caster! This attack, of course, ends Zeoll's invisibility.
Now to hold on! Zeoll's grapple check is a d20 +5 BAB +0 Str -4 Non-proficient +4 large size. He has to beat the defenders Grapple DC. Does he gain the advantage of Inspire Courage and Heroism? The rules are ambiguous, so it is up to the DM.
Zeoll's grapple check is a 24! He rolled a natural 19! Will it be enough to grapple? We'll see. If so, Zeoll inflicts 1d4 nonlethal damage -- 4 hp. (Wow, the die roller loves me today!)
(Note! A grappled caster "can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don't have to make a successful grapple check to cast the spell."
So even grappled, the caster still stands a good chance of blipping away.
Zeoll shouts, "BRRING THE SILENCE OVERR HERRE!"
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) d20+15=31 ; d100=79 ; d20+15=24 ; d4=1 ; Tuesday July 29th, 2008 9:35:28 AM
Brahmah joins the Grapple (provided Zeoll is successful) and helps to subdue the caster by pummeling them into submission (using his sword pummels :)).
Spot of 24 (+4 vs human or centaur and +2 magical beasts), plus any assistance (+2) from Zeoll when he clearly grapples 'something', should add up to at least 30. :)
(Base is 10, Mod is +6, size -1, 16 roll = hits AC 31.... miss chance 79%... a success) An assisted grapple, maybe doing 1 damage.
Theorex AC 21 Hps 50/59 d20+8=16 ; d20+16=34 ; Tuesday July 29th, 2008 12:31:32 PM
Waiting for weather he teleported or not.
If not Theorex will hurry to the spot. Sending his eyes over and checking in with the eye that has followed Jacktar all this time. Spot 16 Spell Craft 34 to see what spells are active in the area or being cast.
Round 10/DM Buzz d20+17=32 ; Tuesday July 29th, 2008 11:24:55 PM I know it is semantics, but when attacking an invisible creature, one needs to successfully hit first BEFORE the percentile is rolled to miss. I don't know why it would be important, but it might. In this situation though, it does not matter.
Tiba with thoughts of Jacktar in mind, charges the seriously wounded warrior, which has taken a bunch of damage already this evening. You didn't roll any to hit rolls to touch attack or grapple, just the spot check, so I really don't know what to do for you here Tiba
Theorex theorizes the mage is leaving and suggests a healing of the wounded. He knows, his eyes are still near but Jacktar is much faster then they are and the ones heading toward the roof are not there quite yet. (30' per round is very slow over this large area you have been running around in.)
Winterglade yells out there are people on the roof taking damage and runs forward to the now burning castle. After his full movement he is still 190' from the castle and now far enough away to make a descending bridge from the roof next round.
Gecktar makes a full movement toward the scuffle arriving 10' away. (Last stated distance, 210' feet from castle.)
Zeoll mutters a short prayer to Domi in Wemic and recieves an answer, as he grabs the invisible creature and proceeds to tie his arms around the small thing. He can hear a joint twist and pop with a small cry of pain coming from whatever is in his grasp.
Brahmah knows he is to large to help in a grapple with Zeoll, against a small creature. If he tried to attack the invisible crature that Zeoll has grappled, he may hit Zeoll as well. If you hit the AC and miss the 50% mark, Zeoll would take the damage. I can't find a rule on this, if one of you can, please let me know where it is. Post a back post if you still want to get attacks in. His Concentration DC is 32, made against your possible hits.
Mayhem continues as Jacktar watches Tiba charge toward him. He steps out of the way of the charge and looks at her curiously as Larmane steps in between the two eyeing her suspiciously.
The being, caught in the clutches of the wemic says a word and Zeoll can tell, he will be leaving the area, but Zeoll being in contact with one being teleported has an option of being a willing recipient of the spell as well, but who can tell in what situation the two will arrive?
Winterglade AC27 Hp 57(77) Wednesday July 30th, 2008 4:19:23 AM
Winterglade moves up to the castle some more [move action, covers 35 ft] and uses the power of Brawler to create a ramp for the taurs on the roof to safely get out of flames and on the ground [standard action, casts Wall of Stone].
Zeoll (AC17, HP25 of 50) (heroism, invisible, inspired)) Wednesday July 30th, 2008 10:53:49 AM
Zeoll thinks about it for a split second. Could he possible defeat a wizard who can cast delayed blast fireballs? With only half his hit points remaining? What if the teleport brought him to a wizard's lair filled with golems and minions? And even if he won somehow, what would he do to get back home?
In his youth, Zeoll would have picked the foolhardy path. But he did not spend years in the Lands of Rest without learning something about the value of life. He does not follow the caster to wherever it is he is teleporting.
[OOC for next time -- in general, you can attack with a held weapon into a grapple with no chance of hitting a friend. Firing a missile into a grapple includes a chance to hit a friend. In this case, a large creature grappling a small invisible creature, some chance to hit a friend seems reasonable ... if Brahmah hit Zeoll's AC, I would suggest.]
Zeoll fears that the too-clever gnome will teleport only a short distance away -- say, to the edge of a fireball's range. So the very first thing he does is activate his invisibility ring and move 40 feet off!
DM Buzz: I would normally agree if the opponent being grappled WAS NOT INVISIBLE.
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) d8+6=9 ; d20+15=32 ; d100=14 ; Wednesday July 30th, 2008 12:41:07 PM
OOC:If Brahmah couldn't have grappled, then he would have attempted the hit. If you let me use the hit and percentile from last round, I will just say he hit with his horns, because the bonus is the same. Last rounds rolls...(Base is 10, Mod is +6, size -1, 16 roll = hits AC 31.... miss chance 79%... a success) An assisted grapple, maybe doing 1 damage.
Back post: If you allow totals from last rolls, Brahmah hits with his horns AC 31, 79%, for 9 damage. If you will not allow me to keep the rolls, he will (provided there are plants around), cast his Entangle from his tattoo, centered just beyond the struggling Zeoll and out of range of hitting himself or any other friends.
If none of this is plausible, he stands staring at the spot, wishing to attack, but not wanting to hurt Zeoll. He wishes to Aid in some manner. (Rolling for Aid attempt to Zeoll's attacks, hitting AC32 to Aid, but rolling a 14% on concealment.)
Tiba (HP=56/71, AC=23 +2 from Barkskin=25) Assap (HP=36, AC=19) -Hasted 8/9- d20+13=17 ; d20+1=12 ; d20+17=34 ; d20+9=29 ; d20+5=11 ; d20+7=26 ; d20+9=20 ; Wednesday July 30th, 2008 7:27:52 PM
Unsure as to what to do, Tiba mills about, trying her best to put herself between Jacktar and the invisible being. "Can you heal, Jacktar? I'll try to keep myself between what's attacking and you."
Theorex AC 21 Hps 50/59 Wednesday July 30th, 2008 10:00:25 PM
Looking for someone to aid. Theorex watches for enemies and waits.
Carnage abounds/DM Buzz d20+5=14 ; Thursday July 31st, 2008 12:01:46 AM Wintertglade moves and casts a spell, to help those on the roof.
Zeoll having had experience in the realm of Gargul, decides it is more wise to not follow the miniature wizard to his desired location. He turns invisible.
Brahmah gets some small satisfaction knowing, the small mage left in pain as his head butt lands true and blood splatters now adorn his left horn
Tiba continues to interject herself in between Jacktar and any would be caster near the burning castle.
Theorex looks to aid whoever may be in need.
With the screams on the roof, you can see a male centaur helping another down the steady stone bridge that was created. Clothes smoke like embers those who leave the now burning castle. Chests of goods are hauled out from first the upper rooms to salvage all that is possible. A large chest is brought before Jacktar by a couple of the militia. He bends down and removes a key from around his neck. The leather strap crumbles at being handled. he pulls out crates of potions and hands them to the others nearby. "These are potions of Cure Moderate Wounds, Larmane was nice enough to bring with him. I am glad they were spared." Everyone gets five to pass around to the various wounded throughout the community.
A now steady stream of people leave the dwellings as those closest to the north are now catching fire from the latrines.
Workers are breaking down their equipment in the industry section of the valley, preparing it for transposrt and destroying that which can not be carried.
After about an hour, the non combatants are exiting to the South through the escape exit. Jacktar and Larmane are looking better after downing a few of the potions themselves he looks toward Tiba and winks at her, "Thanks for thinking of my safety back there, it's appreciated." When all the group is gathered, he will address them,, "What now my friends? I feel I need to stay with my people, those that have suffered need leadership, but now, I really want to go into town and kill that Blackmaine."
Larmane remains quiet, willing to follow what ever path Jacktar takes him on.
Gecktar AC22 HP 25/76 Thursday July 31st, 2008 4:27:15 AM "We could understand your feelings, but this would be a desperate fool act. You need to stay with your people. Nothing else matters for now. Blackmane will face his judges one day or another."
"Still we need more information, and the small creature that assaulted us could bring us some. This should be done now."
He turns to the Chosen, "Despite the fact that many need healing, I thing Larmane and other of the camp can take care of this. We should focus on this small creature, this was a gnome. I've seen him. He has unleashed many powers in this battle. Much more than us I thnik. So I will try to locate him and if possible, we should find him today, before he will regain his powers."
"I need few minutes to try to locate him, by asking Domi to send me visions."
Gecktar let the healing to the other and asks Larmane for insences and cast divination to try to locate le the gnome he has seen.
DM Buzz: If your going to cast the spell Divination, I need for you to be more specific please.
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week.
Winterglade Hp 57(77) Thursday July 31st, 2008 6:40:05 AM
Winterglade is very busy, initially helping wounded down the roof, then tending to the injured both with the potions from Jacktar, all of which he passes around, and his own spells [I'll use up all spells that can be converted spontaneously to healing to aid the wounded].
Later he finds Brahmah, says: "hold still", unceremoniously grabs him by the horn and starts to carefully gather the blood of the mage on a clean handkerchief. "We might prove to be very lucky to have this. This will make scrying on him much, much easier."
Later still he can be found helping digging graves for those who died in the blast of the runes. His face is pale and he doesn't say a single word.
When he joins the party later on there is no sparkle in his eye. It seems as if a part of him died this evening. "This carnage there is Winterglade's fault. He should have known better. He shouldn't have underestimated the enemy. He should have acted differently in combat, too. What a disaster."
"Captain Jacktar, if you act on impulse and deliver yourself to Blackmane then you have played into his hands. He might know your nature and hope you act out your just outrage. He'll be ready for you. You wouldn't stand a chance."
"Give us a bit of time, Captain. We will do our best to remove Blackmane."
"For now Winterglade suggests we rest, heal, and restore our powers. Jacktar, is there a font of holy water to be found anywhere in your settlement that would be appropriate for scrying? Winterglade would like to start the day by taking a look at our attacker."
Brahmah AC 25, Hps 102/117 (Heyoo AC 16, Hps 30/45) Thursday July 31st, 2008 1:48:43 PM
Brahmah rolls his eyes up toward Glade as he cleans the horn. "Erm, uh... scrying? If you say so."