Morning at the Docks [DM SteveK] Tuesday July 15th, 2008 5:55:26 PM
Morning comes early for the travellers as they get up before the sun. Preparations have all been made from small purchases, to using the entrance to the Catacombs found in The Well-Shod Traveller to stocking a little extra ale for the long journey to come. The entire trip is estimated to last 2 to 3 weeks, and so its best to get a move on now!
Niobe is up to see you off, and promises to look into contractors to start revamping the warehouse. "I can use selling off these arms and armor as the initial cost, and I'll be getting the payment from Block 452 as the Protector 877 in charge. Don't worry, I'll manage."
Mara is pleased by the response of the Children and ensures that they keep the small tapestry.
The streets may be dark in LaborTown, but waggons are moving already with deliveries and orders running through the streets. Greetings of a smile and a hand wave are usually all these people have time for, but they are genuine enough all the same.
Getting to the opulent surroundings of SouthHook, the statues and buildings tower above the more deserted streets. Soon it is apparent the only traffic is a couple other groups also headed towards the Docks for last-minute boarding. With the glow of impending dawn on the eastern horizon, the Children of Chaos come at last to the Docks; the link between HookCity and everything south.
With many warehouses and wooden piers jutting into the green expanse of the Sargrass, the Docks are very much like any docks in any harbor town with two exceptions. First, unlike most docks in other cities they are completely safe. Guards are on constant patrol, and there are no signs of loiterers or other malcontents; everyone is busy, well-clothed, and employed. The second difference is that these Docks do not rest on the water... they rest on the grasses of the plains. Over a dozen ships are at the Docks and preparing to cast off for running on a fair wind. The group heads to a rakish looking Grass Swift, with elegant lines and two evenly measured masts. Just like the other boats, the Grass Swift is made of a magical tree that is found in areas on the plains called Druidwood. This rare wood repels the grasses of the plains allowing ships to be built that float on the grasses themselves.
The wind comes from the mountains to the north, but where it is pleasantly cool in Mud Town, the winds are already warm here on the Docks, and the sun is not even up yet!
"Come aboard, my passengers! It is a stiff wind and I intend more than 30 leagues today!" Ganness roars.
Firn'gaer Tuesday July 15th, 2008 10:46:54 PM
Firn'gaer pays the passage and boards the wooden vessel.
He has memorized two endure elements spells and doesn't need one for himself thanks to his boots. He can cast a Tiny Hut, which will regulate an area large enough for ten people. If there is space on deck for it, and Captain permitting, he will cast it when they depart.
Durgan Tuesday July 15th, 2008 11:10:24 PM
"Greetings captain Ganness. Hope ye can accomodate a couple of grumpy dwarves."
Durgan looks over the side. "Well, at least if you fall over, we won't have to swim eh?"
OOC- I will take an endure elements if there are any left over. Durgan will not accept one if anyone else would otherwise do without, preferring to grumble over the heat instead of watching someone else suffer.
Kazak Tuesday July 15th, 2008 11:32:16 PM
waking up early .... Kazak gathers his gear ..... then a quick bite of some fruit for breakfast .....
" Thanks for keeping an eye on things here while we're gone .......be looking forward to see ya again when we return " comments the dwarf to Niobe
Walking along with the rest of the group ....Kazak makes a quick stop at one of the nearby stores to by a floppy hat with wide brims " keep da sun out of me eyes "
Reaching the Grass Swift ... the dwarven warrior greets Captain Ganness "Good morning ..." as he boards the ship
Following the crews lead he stows his gear and finds a comfortable spot on deck ..... out of the crews way ......and just observes their professionalism
Trace and Shadow Wednesday July 16th, 2008 2:17:54 AM
Trace shakes the hand of Niobe and thanks her for the help and wishes her luck on the work with the wharehouse and protection. Dont let the contractors cheat you.
Trace moves aboard with out a word and finds a place to set his things. Starting to feel really unhappy about covering his ears. He sits down with Shadow and goes over his spells for the day.
1st entangle, endure elements, resist energy 2nd barkskin, cats grace 3rd repel vermin, command plants 4th Summon Natures Aly IV
Savin Wednesday July 16th, 2008 10:16:23 AM
Savin also pays his fee and boards the ship wondering at its construction. "This boat...ah I mean ship can float on the grasses? How does it do that? Is magic involved? I wouldn't think you would have fear of to many pirates out here. These ships must be rare."
Savin stows his meager gear where directed and also doesn't notice the heat since he is wearing his cloak of comfort.
Jurgen Wednesday July 16th, 2008 3:48:04 PM
"Money's no object to evil-doers." Jurgen comments to Savin. And then he thinks about what he just said and laughes. "That, my friend, may have been the most ridiculous thing I've ever said." He shakes his head and looks over the boat, quite impressed with the concept. Immediately he thinks about getting a pair of druidwood shoes and getting dragged behind the boat.
Jurgen passed a hundred gold to Peerimus, for paying his fee, with thanks. And even though he is a passenger, the paladin makes sure to ask Ganness if there is some way in which he can help. No doubt there would be things to do aboard the ship for the Children to pass the time, but Jurgen wanted to spend some time doing regular, non-monster-slaying work. It had been a while...
Peerimus and Yorrick Wednesday July 16th, 2008 6:25:05 PM
Peerimus will cast Endure Elements upon himself and a seperate spell upon Yorrick, along with the Greater magic Fang and Longstriders he casts normally. As it does not appear others need or want it, Peerimus places an endure Elements spell upon Durgan and saves the other 2 for later need if it arose.
Peerimus will stay out of the way and instruct Yorrick to do the same. For his part Yorrick finds a good center mass section of the ship and prepares to nap the voyage away as much as possible. Peerimus studies and ship and the wood from which is is constructed. A small journal recording a sketch and bits of information he can extract from the captain and crew on where it is found in the Sawgrass as well as his own observations and deductions on the wood.
Peerimus does suggest that Trace prepare two Endure Spells, one for himself as well as one for shadow for if they are ever seperated the by more than 5' the shared spell for Shadow would immediately end.
Morning at the Docks [DM SteveK] Wednesday July 16th, 2008 6:57:32 PM
(ooc: please identify method of enduring elements in post. I see that Peerimus, Durgan, Yorrick, Trace with Shadow, and Savin are protected) Firn'gaer's boots only warm the wearer as if having an endure elements spell.
The Children of Chaos get settled onto the ship, storing equipment below in a special guest-cabin as they want. There is no room under-deck for Large Yorrick, and the bear will have to stay top-side unless the bear gets lowered into the hold...
Ganness laughs at Savin and Jurgen's speculations. "There are raiders aplenty, more's the pity, and not all of them use druid-wood ships. Wouldn't I be just the greatest prize for them, ah? But Raiders are only small groups and can be bested. The Barons, again, are out to make the Sargrass thier own private sanctuary, and they have organization and gold to spare from secret mines. Then there's the animals, best to avoid them, but sometimes one has to fight off the rogue Ranthom or a hungry Sarg Moth." His mouth turns into a frown and looks out into the 'grasses. "And since the rise of the Fey King, there have been other creatures in the Grasses. Don't like the changing winds, no sieur I don't."
Ganness is more than pleased for the Tiny Hut provided by Firn'gear, asking only that his sailors can use it to rest up while on duty. Kazak sees that it is a chaotic-seeming, but well-run ship, with everything dancing to the tune of Ganness' bellow.
After the ship smoothly moves out of the Docks and beyond a large wall very much like a breakwater, the Grass Swift picks up speed, cutting over the Sargrass as fast as a leopard could run over open ground. All the 'grasses in this area are tall, 20 feet or more from the hard-packed earth below. The heat rises as well, and it is obvious now why the Grass Swift has no metal fastenings: it would burn the sailor who touches it!
The day proves sizzlling. It is HOT! In the first hour, people and animals are sweating and feeling the effects of any non-protection. Firn'gaer, Kazak, and Jurgen realize thier preparations are inadequate. Fort check at DC 11 or become fatigued Highlight to display spoiler: { A fatigued character can neither run nor charge and takes a --2 penalty to Strength and Dexterity. }
Durgan d20+17=19 ; Wednesday July 16th, 2008 9:42:45 PM
OOC- I thought I was good with endure? SteveK - oops, I IDd the wrong dwarf, you all look alike anyways :-) Made changes in post
Actions: Fort save= 19
Durgan asks Captain Ganness how his crew deals with the heat. He checks out the ship. "It's much better than swimmin about under the water eh?"
Kazak d20+17=19 ; Wednesday July 16th, 2008 10:52:04 PM
The dwarven warrior takes the heat in stride .....his newly acquired floppy hat keeping the sun out of his eyes ;-) (d20+17=19 fort check)
" almost two weeks till we get to out destination .....heh Durgan will surely run out of ale by then " laughs Kazak
Splitting his time both below and above decks .....Kazak stays out of the well trained crews way ......while on deck he keeps alert ..... surveying the horizen for signs of movement.
Firn'gaer d20+12=15 ; Wednesday July 16th, 2008 11:38:06 PM
[Misread the boots]
Firn'gaer, with Captain's blessing, casts the extended Tiny Hut in an area designated by the Captain. "The crew is welcome to use it as they wish."
Firn'gaer uses his lesser extend rod to assist in casting and endure elements on himself. He offers a spell to Kazak and Jurgen, extending both with the remaining uses for the day of his rod. He uses mage’s lucubration to recall one of the spells to enable all to be covered.
Kazak and Jurgen have extended endure elements - duration 48 hours.
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Peerimus and Yorrick Thursday July 17th, 2008 12:09:57 AM
Peerimus notes the captain's words and interjects a question on Bounders and Rapke. Or is a target like the ship, skimming across the grass to swift a target for them to bother with? Any answer is fine with the druid, as the answer was not the point of the question. Peerimus will simply nod to the captains reply and add that as long as no more than 8 or so attacked in concert the ship and his crew should all be safe enough. Peerimus tries his best to not react to the Fey King comment. Disturbing or angering the captain would do little, but again? Peerimus draws a silent breath. He would wait to speak to the captain at a more secluded time.
When Peerimus discovers an opportunity to speak with Gannees somewhat alone, he does so. "Captain a word if I may on the Fey King. I infer from your tone and body language that the elevation of the natural order has is not sitting well with you. I am very interested in hearing more off what affects have been felt in this region and perhaps I can provide some insight that will help put you at more ease."
Trace and Shadow Thursday July 17th, 2008 3:18:00 AM
Trace cast endure elements on himslef and sits down with Shadow and naps away in a hammock, when not sleeping he will take his turn keeping an eye out for problems.
1st entangle, endure elements(Trace), endure elements (Shadow) 2nd barkskin, cats grace 3rd repel vermin, command plants 4th Summon Natures Aly IV
Savin Thursday July 17th, 2008 3:29:35 PM
Savin watches the endless grasses glide by and is bored. "Two more weeks of this? Is their anyway we can speed the journey up? Any magic that can be employed to help fill the sails? Mabye we can go fishing. Trolling I think it is called"
Savin looks at Durgen with a grin and asks, "How about it Durgen? We can tie a rope around your waist, throw you overboard and see what bites? Wanna try it? Never seen a Rapke or Bounder before. I bet that would break up the journey a little?"
Jurgen d20+22=31 ; Thursday July 17th, 2008 3:36:39 PM
"Much will change in the next few years..." Jurgen nods at Ganness, looking out over the grass "sea". He didn't know what the Wold at large was experiencing, but at least the Gods watched over them. While Jurgen could feel Domi's presense here in the Southern Continent, it wasn't the same.
[Fortitude Save vs DC 11 d20+22=31 - Success]
"Thanks Firn'gaer. Clearly, I wasn't thinking." The paladin spends his days enjoying the ride and, like Kazak, eyeing the very different world around them.
Kazak Thursday July 17th, 2008 11:52:50 PM
Laughing at Savins teasing of his brother " hahahahah .... i can just see it now ......who's gonna cast him out ?? or will he just jump off the aft part of the deck " laughs Kazak " well maybe the hard part will reeling him in "
On the Grass Swift [DM SteveK] Friday July 18th, 2008 4:05:00 PM
(ooc: with the endure elements and tiny hut, spell casters make sure they keep those spellslots as 'used' )
The Children rapidly learn that even loose clothing, wide hats, and plenty of water is not sufficient for most people travelling the Sargrass. Soon, all are protected by the small magics that keep the heat at bay, and a good thing too. Even with the magic, those who wear metal armor are extremely uncomfortable and would like to spend much of thier time in the Tiny Hut or below decks. Captain Ganness ensures his sailors spend no more than an hour at a time above deck while he himself has a cloak similar to Savin's.
Ganness takes time to talk to Peerimus and anyone else who wants; it seems the captain is fond of his own voice... "Nah, there's not much worry about the Bakke and Rapke while we're moving, though going through a big pack would be dangerous as they jump somthing fierce. It's intelligent races and the unknown I worry about. Can't protect against what you don't know." That last comment seems to be Ganness' biggest beef against the Fey King. "Don't care about the balance of nature and civilization no how", he tells the druid, "I leave that up to people like you. I expect as the new animals and terrain features are discovered and word spreads, there will be a way to avoid or defeat any attacks on my ship. Until then, it's something I gotta worry about cause I don't know if my preparations are good enough."
He then goes into some of the things he has seen in the last year or two from the rise of the Fey King. "I've seen the normal Sargrass animals mutating, getting special abilities that they shouldn't. You could say its the Barons that are still experimenting, but I don't think so. There are more bare spots on the Sargrass, too, where the 'grasses don't grow any more. Don't know what that means, but it can't be good."
Savin teases about fishing off the Grass Swift, but as the days go by, he sees the sailors actually do this in earnest! As the Grass Swift moves from the here-to-all-that-was-seen light green 'grasses to a fatter, taller one of dark green, a pole is lowered into the Sargrass to test the depth of the 'grass. Taking the measure, the sailors take a number of thin, strong lines and attach them to fishing poles, baiting bone hooks with bits of rag soaked in a noxious-smelling broth, and flinging them off the back of the ship. Soon enough, there is a tug, and the sailors pull one of the poles up and back landing a four foot long... slug.
"Prarie pigs!" the deck hand shouts, and soon the crew lands a dozen of the animals. "A staple of the Sargrass!" beams Ganness at the catch, and when filleted and cooked over the open firebox, makes a tough but flavorful steak.
(ooc: It has been five days travel so far on the Grass Swift)
Kazak Friday July 18th, 2008 10:11:48 PM
The dwarf relaxes during the sailing ...... keeping a watchful eye on the horizen ...... knowing difficult times might be ahead .....he soaks up some sun and catches up on any missed sleep.
Seeing Peerimus chatting withe Captain Ganness quite abit .... " so what can the captain tell us about the disagreement between elves -dwarves ?" asks Kazak to Peerimus
Savin d20+12=13 ; Saturday July 19th, 2008 12:18:32 AM
Savin winces when he sees the slugs come on board. "Prairie Pig? That doesn't look like any kind of pig to me. Does it make a slime trail?" Still when the steaks are served Savin dutifully will try it and be surprised at the taste. He quickly moves over to the galley to consult with the cook on marinades and seasonings to help make it less tough and tries to concoct one that will help. Unfortunately his first try doesn't inspire anyone including himself, but he vows to keep working on it.
profession roll for cooking natural 1
Firn'gaer Saturday July 19th, 2008 9:19:40 AM
"It was my pleasure. I'm sure roast paladin is not a pleasant smell, and one I'd like to avoid." He says with a chuckle.
Firn'gaer spends most of his days in quiet study. He has been scribing spells into his Blessed Book. During the evenings after he's finished, he will go onto the deck and observe the prairie grasses swaying in the breeze. The effect is calming as if watching the waves of the ocean crashing on the beach under the light of the moon.
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Peerimus and Yorrick Sunday July 20th, 2008 1:16:17 PM
Peerimus grants the captain his issues. He does clarify one thing though, "A balance between the natrual wold and the rest is not my concern either good captain. But I see we are not on opposing sides and that you only wish to live your life in safety and so I am pleased to make your aquantiance." The druid nods thoughtfully a few times, "Yes the unknown can certainly cause concern especialy in your trade whree that lack of knowledge could lead to your death. Change is at the essence of creation Mr Gannees and all things change. You should consider yourself blessed to be witness to possibly one the greatest times of rebirth in the Southern Continent. I do not know these Barons and would have to see greater evidence of animals with abilities they should not have before I could back such. The Wold around you is aware and quite conscious Captain, and some of it is rather angry for the treatment that has been laid against it by self proclaimed noble races. But your comments have given fruit to an idea and I thank you."
Peerimus will spend each morning casting Commune with Nature as the Grass Swift speeds along. (Ground and Terrain, animal population and General state of the Wold within 15 miles)
Peerimus did not think to bring supplies to begin his staff or one of the other projects and so the rest of his time is spent admiring the lands about as it speeds by,
Trace and Shadow Sunday July 20th, 2008 5:30:06 PM
Trace is not sure what to think about Prairie Pig but will join in on the feast as he is allways willing to try most things as not to be left out of somthing that might be enjoyable.
Durgan Sunday July 20th, 2008 10:18:22 PM
Durgan bristles at the teasing. "Fishing? bah. Not unless there are some orcs down there. Then I might be willing to swing by and take a chop at them."
Durgan turns his nose at the slugs. "Good thing I stocked up on ale methinks."
Aboard the Grass Swift [DM BrianZ] Sunday July 20th, 2008 10:43:39 PM
OOC- let me know if I forget anything. :)
Peerimus gains some minor info from his commune with nature spell. The spell reveals abundant wildlife. Prarie Pigs in great numbers, Bakke, Rapke, and the great Ranthoms, traveling singly or in pairs. The terrain is level, and barely touched by intelligent creatures. The state of the Wold within 15 miles is calm, but the barest hint of unrest, as if something is looming.
The next few days are boring and hot. Really hot. Really really hot. There is not much excitement on the ship, and you are several days into the long journey. Even with all preparations, the heat is difficult to deal with. But due to the spellcasters' endure elements spells (keep note of daily used spell slots please), the heat is at least bearable. More bearable than the smell of burnt Prairie Pig anyway. At least they taste alright with some good spices and lots of ale to wash them down. As you travel you occasionally come across bald patches of grass. If asked, the Captain responds that these are grazing patches left behind by Ranthoms.
During your travels, you pass the occasional merchant ships, similiar to the one you are on. Some are headed towards Hook City, and some towards other trading destinations. You don't see any sign of pirates, although Captain Ganness assures you that there are a few.
Five days out of port, the ship's spotter reports a ship that seems to be closing on the Grass Swift from behind. At first it was assumed to be just another merchant ship, but as it has gotten closer, it is unmistakenly headed directly for you. A crewman is able to identify the ship as a dwarf make. A Vulfgard Ramboat. Captain Ganness assures you that such a ship is not likely to be a pirate ship, but with the looming war, who knows what they want? He orders the crew to ready stations, and weapons are retrieved from lockers. Captain Ganness does not expect trouble. "But I like to be ready just in case. Don't forget you agreed to defend the ship as part of your transport fees."
The ship will catch up to you within the hour...
OOC- notes: Let's assume Peerimus has his crafting supplies along. No sense wasting crafting opportunity. Firn'gaer- you may take advantage of nine days worth of scribing into your spellbook. (or other crafting) All- please list condensed spell lists in your posts.(just a reminder, I think everyone has been) Note: you are nine days out of Hook City.
Jurgen [AC: 39, HP: 141/141] Monday July 21st, 2008 12:24:14 AM
(OOC: I've leveled Jurgen up to 14. With the exception of choosing what level 6 spell I want. I'll get around to that tomorrow? Or, if we get in a fight, after the fight ('cause that'd just be unfair! :D)
Jurgen enjoys the Prarie Pig, although not enough to consider eating it on a regular basis. While Peerimus may have his staff and Firn'gaer has his spellbook, Jurgen has no lengthy tasks that require doing. Instead, he is found taking apart and polishing his equipment. Every day. Many times a day. To the point where, when he's out on deck in the sun, the light reflects off paladin in an almost blinding fashion. And they've only been on the ship for three days. Clearly, Jurgen was not made for being cooped up and confined.
At news of another ship on the way, Jurgen is almost excited. Not that the paladin would ever admit to desiring a fight for the sake of a fight, but his mood is noticeably raised. He does look ridiculous in his shining armor, but that might work to his advantage. He does his best to gauge the time and casts his spells appropriately. When it's ten minutes away, he grabs his Metamagic Rod of Extend Spell and casts his first spell [Alter Self - Troglodyte Form]. When it's two minutes away, he casts Shield. And finally, just before the other ship is on them, he downs a Shield of Faith potion.
Spells Cast: 1 x Level 1 1 x Level 2 1 x Level 3
Active Magic: Endure Elements [All Day] Greater Magic Weapon [Extended - All Day] Shield [Extended - 24 Minutes] Alter Self [Extended - 240 Minutes] Shield of Faith [18 Minutes]
Peerimus and Yorrick Monday July 21st, 2008 5:27:12 PM
Peerimus will spend 8 hours then within the shelter crafted by Firngaer, beginning preparations on his staff. The Ash and yew wood have been blended beautifully and the druid runs oils and herbs down the length of it. His ring of Sustanance allows for plenty of time for other diversions beyond the work.. [Peerimus has started crafting an intelligent non standard Staff of the Woodlands]
At news of the ship approaching Peerimus moves to the stern of the Grass Swift. Looking to the Captain he responds, "yes, but that defense will be on our terms." Peerimus will ask Firngaer to the stern. "If they employ magic, try and shut it down."
"Jurgen, don't get all antsy. They are going to pull up, we'll give way, say our hellos and be done. If they have greater issue than that, we discourage them."
Kazak Monday July 21st, 2008 6:29:29 PM
Kazak keeps his movements to a minimum ......doing his best to keep cool in the heat ......once the the news of the approaching ship is sounded ..... the dwarven warrior ready's himself for the possible action of defending the Grass Swift .
"A dwarven ship you say ..... wonder if word leaked out that we were aboard this ship ...... dem wizards might have something to with this " growls Kazak
"Yup ... thats sounds about right Peerimus " as he takes up a position by the stern
Savin Monday July 21st, 2008 10:15:48 PM
Savin looks at the other ship coming with the hope of some action and is ashamed of himself. He atones by saying, "Kazak, you should stand in the stern of the ship with your brother to be easily spotted. If they are a dwarven patrol boat, seeing you might allay some suspicion and keep us out of a fight." Savin then looks to the elven members of the group and says, "You might at least want to make yourselves less noticable. I am not saying that you hide, because if they search the ship, they will find you and then they will think we were trying to get something over on them and call us spies, but by letting the first contact be with dwarves, we might be able to talk our way around having elves on board."
Encounter on the Plains [DM BrianZ] Monday July 21st, 2008 10:20:38 PM
The dwarven made ramboat gains steadily over the next hour. Captain Ganness could try to outrun it, but experience on the plains has taught him it is best to stand your ground.
The other ship flies neutral colors as it approaches signaling a willingness to talk. The ship pulls alongside, barely twenty feet away. The grasses of the plains flying by beneath you. You can see the name painted on the side. The Hammer Upon the deck are some slightly familiar faces. The three dwarven wizards are aboard, and it looks as though they would like to have a word with you. Trace notices several scowls amongst the dwarven crew, and one barely concealed threat. It looks to be a tense situation...
OOC Notes: Please list any skill checks taken and all actions. Jurgen, your defensive spells announced in advance are active. If anyone else casts any spells, the dwarves may be aware of it.
Durgan Monday July 21st, 2008 10:21:41 PM
Durgan keeps his crossbow ready, not sure of the dwarves intentions. "Don't look like they're here to swap ale and stories."
Kazak Tuesday July 22nd, 2008 3:47:12 PM
Kazak stands at the stern of the Grass Swift ..... hands on his hips ......seeing the trio of dwarven wizards scowling at them ..... the dwarven warrior just returns a hugh smile ...... keeping his cool.
"Well don't think they'll attack ...more like they just wanna chat wit us ..... remember the look on their faces when we entered the mages tower "
"Should be intresting thats for sure ":
Jurgen [AC: 39, HP: 141/141] Tuesday July 22nd, 2008 7:35:37 PM
"I'm simply getting prepared..." He stands with the other Children. Recognizing the wizards from the Tower, Jurgen thinks that they should do everything possible to prevent a battle here. Attacking an envoy from Vulfgard wouldn't get them in anyone's good graces. Now, wishing he hadn't drank the potion and altered-self. Still, he'd wait a moment before he started speaking with the dwarves to see if anyone else had their own plan.
Otherwise, Jurgen was going to see just how comfortable he was skirting the boundaries of his oath as a paladin. Would he lie? Certainly not. But it could hardly be his fault if they thought the Children were there as mercenaries.
Spells Cast: 1 x Level 1 1 x Level 2 1 x Level 3
Active Magic: Endure Elements [All Day] Greater Magic Weapon [Extended - All Day] Shield [Extended - 24 Minutes] Alter Self [Extended - 240 Minutes] Shield of Faith [18 Minutes]
Durgan Tuesday July 22nd, 2008 10:24:28 PM
Durgan waits...
Encounter on the Plains 2 [DM BrianZ] Tuesday July 22nd, 2008 10:25:54 PM
OOC-Since only two players posted, I will add the next post tomorrow, giving everyone else a chance to speak or take actions.
Savin Tuesday July 22nd, 2008 11:18:38 PM
Savin also prepares for the worse and hopes for the best. He will pull out a potion of flying to have it on hand in case things turn to worse but won't drink it until spell or steel flies. "Kazak, talk to them and see what they want!"
Trace and Shadow Wednesday July 23rd, 2008 2:21:27 AM
ooc:sorry, never did hit submit
Trace makes no move to defend or cast spells, only thinks to his bow, ""what is the true intentions of these dwarves?""
Peerimus and Yorrick d20+20=29 ; d20+11=29 ; Wednesday July 23rd, 2008 9:13:28 AM
Peerimus looks to the Captain, but it seems the man is quite content to not assume charge at teh time and to let him do it. Very well. Peerimus casts a careful eye across The Hammer as the other vessel begins pulling alongside of them [spot 29] For those who might be hiding or simply don't seem to belong. After letting them run at thier side for a few moments, Peerimus moves to the rail at Midship and raises his left hand, his right still holding his staff.
"Good Afternoon to you on this fine day upon the Sawgrass. I hope your journey thus far has been pleasant." Peerimus smiles amicably in the intense sun as he gazes up nearly directly at it, closing his eyes of course as he does so. Then he looks back across to the The Hammer.
"What can The Grass Swift do for The Hammer good dwarves?"
[diplomacy 29]
Firn'gaer Wednesday July 23rd, 2008 10:52:20 AM
Firn'gaer hears the commotion from the deck and comes up top to see. He is not pleased by what he finds. The dwarves have one thing on their minds - having heard of the group they wish to convince us to join their war against the elves. The only question is how will they respond when we turn them down.
Firn'gaer casts shield knowing full well that one of the dwarven wizards will pick-up on the spell, but the gnome wizards doesn't care. It is a gesture that he hopes will make the dwarves understand that dwarven bullying will not work.
When Firn'gaer gets to the deck, he will focus on his Arcane Sight (if within range). If there is concern about his actions from the dwarves he responds "Just precautions, I'm just looking to see if there are preparations of more than just parley. You would do the same."
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours), Extended shield (28 minutes)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Encounter on the Plains 3 [DM BrianZ] Wednesday July 23rd, 2008 3:00:42 PM
Captain Ganness remains focused but quiet as the dwarf wizards address the group. The one who seems to be in charge speaks up. He has a long silver beard tied into three long knots. One is braided with white string, one with black string and the last with red string. The braid with red string is the longest. "I am known as Rorek Firestoke, Ember Mage of Vulfgard. I know the lot of ye won't help us against the elves, but we wanted to give the dwarves among you a chance to reconsider. At the very least, we will need the Stone Sword to aid in the defense of Vulfgard. So will you join us? Or give up the sword?"
Captain Ganness seems willing to allow you to handle the negotiating. He urges caution as the dwarves seem rather determined on their goal.
If they noticed the spellcasting, they make no mention of it.
Trace, the bow feels threatened and urges you to draw an arrow.(You are not forced- just to clarify)
Firn'gaer can see several auras upon the dwarves, including items. He can also see the enchantments upon the Grass ships which allow them to float on the grass and amongst the dwarven crew, he can make out several magic weapons. He can also see a few minor items on Captain Ganness and a few magic wepaons amongst his crew as well.
Peerimus and Yorrick d20+20=23 ; d20+11=21 ; Wednesday July 23rd, 2008 4:22:16 PM
Peerimus nods and replies, "Met then, I am Peerimus Master Druid and Protector of Heranmar." He gestures to the others, "These are my fellow Protectors and I am willing to entertain your offer to purchase thier services. I do not like to negotiate in such a setting. Shouting back and forth, Unsavory and impolite at best. So heave to and we shall allow you and one other of your choosing to board and negotiate for Vulfgard." Peerimus says it all with a pleasant enough expression, but he knows fully where this will all lead.
With a hand he tries to stay off any inappropriate retorts that he knows his more colorful companions have an urge to supply. Peerimus keeps a highly trained eye scanning the opposing ship.
[spot 23 diplomacy 21]
Spells: Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: ****(5)Endure Elements, (2) *Long strider Level 2: (3) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal Level 3: (3) CMW, Daylight, Poison, Stone shape, *Greater Magic Fang (granting Yorrick's bite addtional +2/+2) Level 4: (3) CSW, Freedom of Movement, *Blackthorn Level 5: Animal Growth, (2) CCW, Stone skin, *Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: Heal, Greater Scrying, Transport Via Plants Level 8: Animal Shapes *Cast Spell Staff contains FireStorm
Jurgen [AC: 39, HP: 141/141] d20+19=39 ; Wednesday July 23rd, 2008 6:08:25 PM
Jurgen, for what must be the hundredth time, wishes he could communicate with the Children telepathically. They needed to get to Vulfgard and getting to where they needed to would be difficult. But to split up the group and have Durgan and Kazak go in on their on... Not to mention the "reconsidering" likely meant that Firestoke would spare the dwarves, but go after the rest of the Children.
He is about to step forward when he sees Peerimus' hand he takes a breath, reconsiders his words. Instead of drawing his sword and making a comment about it not being stone, he decides to be more pleasant. "We'd much rather talk to you face-to-face than from ship-to-ship. If Vulfgard is looking for allies, perhaps a friendlier setting would be in order..."
[Diplomacy Check - d20+19=39 - Natural 20]
Savin Wednesday July 23rd, 2008 9:37:32 PM
Savin wished he understood what was causing the rift between the elves and the dwarves. He understands that they are natural rivals but never were they natural enemies. He wants to speak up but feels the dwarves of the group would be better served to negotiate on their behalf.
He does raise his hand in question, "Good Sir, The Stone Sword belongs to my friend Kazak and if chooses to join you, I can respect that. Are you proposing to take the Sword by force if he doesn't join you or give it up? I think you might find us a tough nut to crack if you try that. That would be an unfortunate decision on your part."
Kazak Wednesday July 23rd, 2008 11:58:44 PM
The dwarven warrior keeps his hands on his hips ..... but his steel grey eyes darken at Rorek's words ... "I say again ..... i'm not intrested in a war of hate with the elves .......as for the sword .... it stays with me ... it won't be wielded for war ..... only for peace......." growls Kazak ... his voice is edged with steel
"I'd be very happy to help mediate peace between da to sides " adds Kazak in an even voice
Trace and Shadow d20+1=7 ; d20+16=31 ; Thursday July 24th, 2008 2:46:01 AM
Trace cast cats grace and bark skin on himself if there is time and then moves back away from the other ship while trying to conceal himself out of the dwarves eyes. If he is able will stand behind the nearest object to gain cover. Trace will try and hide first, if he makes it unseen then will cast the two spells on himself. He puts his complete trust in his bow and gets ready for the battle. Trace thinks to the bow "will they leave without the sword without a fight?"
bluff 7 hide 31
If Trace is unable to go unseen will cast only the barkskin on himself, Shadow stands at his side with her ears flat and tail swishing, she senses that Trace is anxious about the situation.
Firn'gaer d20+29=30 ; d20+14=15 ; Thursday July 24th, 2008 11:31:17 AM
Kazak gives his response to the dwarves, and Firn'gaer waits for the response of the wizards. He hopes the groups steadfast willingness to defend themselves will deter any violent actions by the dwarves. Just in case Firn'gaer will watch and ready a greater dispel should they launch an offensive spell at the group.
Spellcraft: DC30 (rolled a 1) Dispel check (if needed): (rolled a 1, look at that two 1's in a row. what are the odds!!!)
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours), Extended shield (28 minutes)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Encounter on the Plains 4 [DM BrianZ] Thursday July 24th, 2008 10:02:33 PM
Rorek's companions seem incensed and reach for spell component pouches, ready to fight. But Rorek stays their hand. For a few tense moments, he lets all of the responses sink in and he goes over it in his head. Rorek holds up his hand then in a neutral gesture. "Aye then if ye wish to talk, we'll talk." His companions start to protest but Rorek is obviously in charge. He mutters a few words to his crew and then begins casting a spell. His companions do the same. A spellcraft check tells you that that the spells are dimension door. (I assume you do not want to counter these? If you do say so and I will amend post later.) The dwarves arrive on the Grass Swift and they brought a few of their warriors with them.
"So it is obvious ye will not help us fight the elves. But surely ye will let us borrow the stone sword so that we may increase our defenses against the elven incursion?" The grunts coming from Rorek's companions would seem to indicate that they would consider this to be the 'very least' the party could do for them.
One of the other dwarf wizards points at Trace. "I see ye there sneaking around and casting spells! Well go ahead and cast then! We are ready for ye if ye plan treason!" The numerous dwarven warriors the wizards brought along shift about uneasily and keep their weapons where they can reach them.
Trace finds that his bow is nearly screaming to him. Arrows! Please! The danger is near! Oh so very near...
Savin Thursday July 24th, 2008 10:47:15 PM
Savin sighs and says, "Good dwarves, welcome aboard our ship. You seem to be reasonable folk . Can you please explain to me what has driven this wedge between both noble races of dwarves and elves? I have enjoyed the companionship, trust and friendship of members of both races in this group and on the road. It grieves me to see your two races readying for war when other more deserving races should be getting your attention...like giant kind.
Please explain what all elves did to deserve your ire and willingness to kill them."
Trace and Shadow d20+24=38 ; d8+8=10 ; Friday July 25th, 2008 2:43:30 AM
Trace steps forward now that hiding is useless and turns to Peerimus, "my bow is telling me that conflict is unavoidable, I wait only for your command to start this." Trace ignores the cat calls from the dwarves and looks to Peerimus to let him loose, Shadow's eyes are allmost black with concentration as her tail continues to switch back and forth and ears are laid back.
After Peerimus gives his command Trace will either step back behind Peerimus or fly 30' up in the air and fire at the dwarven leader. (hit ac 42((added 4 for wrong mod, single shot point blank)) 10hps)
Peerimus and Yorrick d20+23=40 ; Friday July 25th, 2008 12:18:01 PM
Peerimus frowns as the dwarves appear on the Grass Swift, especially the warriors. More fuel for the fire "Welcome aboard Rorek, though I thought I was far more clear as to the number of your clan that were. I shall strive to be more so as we talk." Peerimus has dispensed with his more pleasant demeanor at this point. Rorek is in charge and so Peerimus pointly ignores the others that came over.
Savin's question is out and Peerimus waits for what little answer may come of it, but he waits none the less. It is an at of Chaos, of change, of destruction and creation all rolled into one. The dwarves likely have nearly no idea as do the elves. They simply know they do. As Trace speaks the druid turns, his more dire concerns beginning to surface again. "Your bow is elven make and part of this. A conflict on this ship at this time is as avoidable as the mountain. If you don't head toward it you won't hit it. Now stop relying on that thing and listen to yourself Trace. Your own voice in all this. The Chaos power began this, and it is that same power that will see it to an end. Your bow, however mighty and well crafted does not have the touch of Chaos and is thus being influenced by it. Take Shadow, my friend and take a few steps back. These dwarves want no more to start a conflict with us than we do with them."
Peerimus gestures towards the magical hut on deck. "Follow me and we shall talk. I have no desire to stand during this." The druid looks at his friends, "Kazak and Firngaer, please if you would accompany us. Jurgen, Durgan and Savin I would ask you help maintain the peace."
Peerimus turns and what what sounds like a grunt brings Yorrick to his feet as Peerimus heads towards the hut. Yorrick moves slowly, each powerful claw setting purposefully upon the deck as he heads to take up a spot just outside the hut. [Guard Handle Animal 40]
Spells: Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: ****(5)Endure Elements, (2) *Long strider Level 2: (3) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal Level 3: (3) CMW, Daylight, Poison, Stone shape, *Greater Magic Fang (granting Yorrick's bite addtional +2/+2) Level 4: (3) CSW, Freedom of Movement, *Blackthorn Level 5: Animal Growth, (2) CCW, Stone skin, *Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: Heal, Greater Scrying, Transport Via Plants Level 8: Animal Shapes *Cast Spell Staff contains FireStorm
Kazak Friday July 25th, 2008 3:56:02 PM
Keeping his hands on his hips .... away from the two swords sheathed over his back .....then takes a moment as the others speak before he adds his own words to the mix .......
Nodding to Savin after he has spoken ..... " i'm in complete agreement with my good friend .....our friend Trace " as he nods towards the ranger " has been as steadfast a friend as any dwarf i'v known .... so please .... this talk of treason is unwarrented ...... and uncalled for .... " as he stares down the the dwarf who spoke of such
At Peerimus's words .... " my dwarven brothers ..... i see your magic is strong as is your warriors "as he nods to those that came aboard with the wizards ." you should use them towards peace ....and not war " hoping that doesn't set off the dwarves Kazak adds "...... please gives us a few moments to discuss this reasonably amongst ourselves" .... as he turns and follows the druid into the magical hut
Durgan Friday July 25th, 2008 4:06:46 PM
"I'm with me brother on this. As always. And don't mind Trace, he might be a bit quick with his bow, but he means well." Durgan gives Trace a look that says no shootin till absolutely necessary.
Jurgen [AC: 39, HP: 141/141] Friday July 25th, 2008 7:26:12 PM
As the extra dwarves board the ship, Jurgen's hand reaches for his sword. Peerimus' voice keeps it from drawing the blade. "Sure, I'll stay here. And usher these warriors back to their own ship where I'm sure they'll wait patiently for Rorek."
Still, Jurgen doesn't have the same feeling about this situation as Peerimus. He readies himself to attack the dwarves.
Jurgen [AC: 39, HP: 141/141] Friday July 25th, 2008 9:00:29 PM
Addendum: "He readies himself to defend against the dwarves."
Firn'gaer Friday July 25th, 2008 10:52:26 PM
Firn'gaer nods to Peerimus and follows him into the tent. He drops Rufus on to the deck to find a hiding place, stay out of sight, and warn him if things should start to go awry.
"I'm sure we can come to a course of action that will not lead to blood shed." He says as they go talk about "current events."
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours), Extended shield (28 minutes)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Encounter on the Plains 5 [DM BrianZ] Friday July 25th, 2008 11:20:38 PM
The dwarves grow restless at Trace's words, but they don't quite seem ready to commit to violence...yet. Rorek agrees to a short meeting in the magic tent where "Cooler heads may prevail alongside cooler temperatures."
Things seem to be calming down when suddenly there is shouting from the spotter's nest from both ships. With all the excitement and strong words, no one noticed. An entire herd of Ranthoms is headed directly towards the two ships. Or more accurately the ships are headed towards the Ranthoms. The gargantuan creatures are traveling side-by-side in a great line. There are a dozen or more across. You know from conversations with Captain Ganness that it is extremely rare to see more than one or two of the great beasts at one time. But there is no time to worry about that now. You are about to crash.
Captain Ganness starts shouting orders frantically to his crew. He looks to the Children of Chaos for any quick input. "It's too late to try to steer around them, the ship's turning radius is too wide. It is possible for this ship to try to jump the line, but I don't know how we will fare landing on the trampled grass behind them. I will try it unless anyone has any other ideas!"
Rorek does not seem to have any such option. The dwarven Ramboat is too sturdy a craft for jumping as it is built for power and ramming. He seems incensed. "AHA! So this was yer plan all along eh? Lure us aboard and then destroy our ship! What's next? Feedin' us to the Prairie Pigs?" The dwarven wizards reach for spell pouches and the warriors tighten their grips on their weapons. "Well? What say you ?!?"
Trace's bow is practically having a nervous breakdown. The DANGER! It is almost time! Be ready!
OOC Notes- Knowledge nature check DC 25 to take a peek: Highlight to display spoiler: { The Ranthoms are in a blind panic, moving as if fleeing away from a predator. They seem to have been herded together by said predator to increase potential kills. }
"If you want to come to blows, we can do this, but as we do those giant beasts will crush both ships under their weight. How well can your vessels take a fall!!!" Firn'gaer shouts at the dwarf. "Get up as much speed as possible," he says as he tries to lay out a plan that might work, "then get both ships side-by-side. I'll reverse gravity an area in front of the vessels between the beasts and us. If it works, and that's probably a big if, we should be able to ride our momentum over their line and land on the other side. So, what will it be . . . fight, but don't think that my position as only a journeyman is an indication of my magical aptitude, OR do we give thought to the alternative and we might be able to get through this both vessels intact."
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours), Extended shield (28 minutes)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Trace and Shadow Saturday July 26th, 2008 2:43:36 AM
Trace complies with Peerimus' orders and moves away from the group with Shadow in tow. He keeps himself away from the others and with Peerimus in sight next to the dwarf leader, ready to let loose a flurry of arrows if needed.
Trace's chest swells with the words from his brothers and he knows now more than any other moment that he would give his forseen life up for anyone of them.
Upon hearing the comotion from up above Trace sees the impending danger and then whips his head around when there is shouts. He reaches for an arrow twice before giving up with Peerimus' words in his head and how not to head to the mountain. It is hard to keep that train of thought with the bow screaming in his thoughts that danger is at hand.
Jurgen [AC: 33, HP: 141/141] Saturday July 26th, 2008 5:06:29 PM
"You're the ones that approached us, Rorak." The paladin doesn't say this with spite or malice. Nor does he treat the dwarf's threat seriously. If they decided to start a fight right now, they were insane. And nothing he could say would talk them out of it. Already though, he is dropping his Troglydyte form.
"I can withstand their rush... Which ship can turn the fastest?" Jurgen looks to the Captains and then Peerimus. "Domi's protectors can hold themselves steady against all but the most extreme of charges. And if I'm in my Hydra form, I can probably keep a few of them back. Enough to allow the a boat to make the turn? We've got two ships here. I think we should try Firn'gaer's strategy and this in case one doesn't work..." The two crews on a single boat would be a problem to deal with after they survived this. "Which ship, which plan?"
Jurgen readies himself to cast Dimension Door and move himself a few seconds ahead of the Ranthoms, leaving just enough time for him to cast Polymorph and return to his horribly unsuccessful form of a Hydra.
(OOC: Stand Ground: When standing on a level surface, the protector is immovable, just like an immovable rod (DMG). He defends against bull rush, overrun, trip, and grapple attacks with a +10 sacred bonus. He can hold his position against a load of up to three tons (6,000 pounds).)
Spells Cast: 1 x Level 1 1 x Level 2 1 x Level 3
Active Magic: Endure Elements [All Day] Greater Magic Weapon [Extended - All Day] Shield [Extended - ? Minutes] Shield of Faith [? Minutes]
DMBZ -OOC Saturday July 26th, 2008 7:16:53 PM
Reminder- You are about thirty feet above the ground as the ship rides on the top of very tall grasses. Some interesting sounding plans so far...
Peerimus and Yorrick d20+23=27 ; Saturday July 26th, 2008 8:36:24 PM
"Mother of the Wold." Peerimus breathes as he spies the Ranthorns The druid all but ignores the dwarves as he moves past them towards the bow of The Grass Swift. Caling back to his friends and the others, "Something is corralling them for the kill! What's big or numerous enough to bring together a pack of Ranthorns Gannees?"
"Be ready Firngaer with that, Jurgen, Don't."
"Captains! Hard right and begin that hopless turn. We might not be able to, but perhaps the Ranthorn will!"
Peerimus points out in front of the ships, "Mother, Bless us with your grace." and about 50' away and slightly to the left of The Grass Swift a downpour erupts. 30 gallons of water pelt the grass in about a 20' area. [Create Water]
Spells: Level 0: *Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: ****(5)Endure Elements, (2) *Long strider Level 2: (3) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal Level 3: (3) CMW, Daylight, Poison, Stone shape, *Greater Magic Fang (granting Yorrick's bite addtional +2/+2) Level 4: (3) CSW, Freedom of Movement, *Blackthorn Level 5: Animal Growth, (2) CCW, Stone skin, *Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: Heal, Greater Scrying, Transport Via Plants Level 8: Animal Shapes *Cast Spell Staff contains FireStorm
For those who would like to know Great Ranthom: This is a huge grazing animal about the size of a large Orca Whale. It has no teeth. Instead, it has something like an open scoop for a mouth, with the bottom edge being razor sharp. This animal has huge forelegs, but where the back legs should be there is a strange rolling appendage
Kazak d20+3=20 ; Sunday July 27th, 2008 4:22:08 PM
The dwarven warrior is half way to the magical hut when the warning is sounded ..... he turns at Rorek's words to face the dwarven wizard
" Hold ..... we're not here to fight ya .....you chased us .... remember ?? ..... work with us to avert dis problem or just stay where ya are and watch " growls Kazak
" Not everything is an elvish plot ..... ya need to look past ya paranoia......see past ya doubts ..... start thinking for yaselves ...... we dwarves are renowned for deep thinking and and ya all do is think about blaming da elves for everything ....... pah .......just childish " [b] rants the dwarf
[b] " just hold still while we take care of dis thing den will talk some more ...... we'll show ya how to things get done when ya trust each other "
Kazak turns to face in the direction of Ranthom horde ..... turning his back to Rorek and his troop " Come on brothers we gots work to do " growls Kazak to his friends as he peers over the Grass Swifts side and scans the horizen for the cause of the stampede
"If ya can't move us can ya move dem beasties instead " quips the dwarf to Firn'gaer
(d20+3=20 spot check)
Jurgen [AC: 33, HP: 141/141] Sunday July 27th, 2008 5:06:03 PM
"If you want the Ranthoms to turn, give them something bigger to turn from." He thinks of the biggest, baddest, meanest dragon his imagination can create. It vaguely looks of Tumult, the red one the Children faced years ago. "Do you want an image of a dragon instead of just water?" Again, Jurgen turns to Peerimus. The whole asking-instead-of-doing thing was not something the paladin was used to. He'd spent enough time out on his own that he was already well established in his habits.
If Peerimus gives the go-ahead, Jurgen will cast Major Image and align it in such a way that the ranthoms would be running away from the turning ship. He didn't know if a ranthom knew what a dragon was. But he was fairly certain the creatures were fearsome enough that it would have them scared
Firn'gaer Monday July 28th, 2008 10:21:08 AM
"I think I might be able to. I can place a Wall of Force, on a diagonal, to divert half the herd to one direction. We can sail the boats around only half of the herd."
He looks to the dwarves "If you can assist with the another Wall, we can create a hole in the middle and dismiss the spells after the hole is made. What do you say?"
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours), Extended shield (28 minutes)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Savin Monday July 28th, 2008 10:26:31 AM
Savin sees the disaster looming and wonders what could scare creatures that big into a panic and decides he doesn't want to meet it. He moves over towards the rigging and takes a firm grip knowing it was soon going to be a bumpy road.
Savin smiles over at the dwarven group and says, "You might want to relax your grip on the weapons and spell components and take hold of something solid. No matter what happens, I think this ride is about to get more interesting. While you are normally a sure footed folk, nobody wants to fall overboard into the midst of those lumbering beasts."
Savin then looks to his own spellweavers and asks, "Can we do anything to help the dwarven vessel? It doesn't look to be as manuverable as this one."
Firn'gaer Monday July 28th, 2008 1:04:30 PM
Firn'gaer Dim doors out in front of the vessels (he has his overland flight spell active). Using Lhari, he will lay down a 70-ft long x 20-ft high Wall of force that runs on a diagonal of 45 degrees starting at the middle of the line and going to Firn'gaer left to create a "/".
Jumping Ship [Dm BrianZ] Monday July 28th, 2008 3:18:05 PM
There is not much time to think, and even less to act. But the experienced adventurers come up with several quick plans and implement them immediately. The dwarf wizards for their part cease their bickering for a few moments considering the impending danger. Captain Ganness and his crew fall about in an orderly fashion as well. Ganness turns the ship as instructed and with a nod from Rorek, the dwarven helmsman does likewise.
Firngaer drops a wall of force to redirect the Ranthoms and one of the dwarven wizards does likewise forming an invisible 'V' in front of the ships. Still there is not enough room to maneuver around the walls and Ranthoms, but the walls do create a gap for the ships to jump to. As the Ranthoms approach the ones in the front are doused with water, stirring up a veritable horde of insects. They are only a nuisance to the gargantuan Ranthoms, but the insects cause the great beasts to turn a few moments early before the wall.
Rorek follows Firngaer's original assessment and unleashes a reverse gravity field directly before the ships strike against the Ranthom's tough backsides. The ships 'jump' into the space created in the midst of the herd. They both hit hard, the trampled grasses only partially cushioning the landing. The dwarf Ramboat fares worse with its' heavier weight. After the jump a final Ranthom is almost right on top of the two ships, and no time left to do anything about it. Reflex save DC 12 to avoid being tossed overboard as the ships land.
But suddenly a dragon appears before it. An enormous dragon. As the Ranthom turns away, you wonder was this the creature they were running from? But then you realize it was Jurgen's illusion. With a sigh of relief, you are glad the crises is over. The crews from both ships begin taking count to see if anyone was lost overboard.
But what were the Ranthoms fleeing from?
Both ships could use some repair. In fact, the Hammer will be unable to travel for at least a few hours until they complete some repairs. but the repairs will have to wait. Ahead of you, the grasses of the plains swell to a height of twenty feet higher than normal like an enormous wave. The wave of grass moves directly towards where the Ranthoms were traveling, but stops in mid-movement. Then the wave begins moving again- towards the ships. Something is moving underneath the surface. Something Large.
Trace hears his bow within his mind. Traaaaaaaaaace.........
OOC- Dan thanks for filling in the Ranthom description.
Posting Report For: Monday July 28th, 2008 3:34:56 PM
Career Game #3 Children of Chaos For the week of July 21, 2008
Notes: Kit'Miara and Kat'Miara are both on hiatus.
an excerpt from the journal of Dweezil the imp:
Dweezil enjoyed the rush of air that sailing upon the plains brought. It was a rare sensation for him. Pleasure. He wondered if the subcreatures that called themselves humans, dwarves, and elves felt such. Certainly most creatures of the Abyss found pleasure only in maiming, killing or harming others. Never in simple things. His thoughts turned to the present as another ship approached. The dwarves aboard seemed rather difficult to deal with, and ready to attack. But they never got the chance as the ships were forced to work together to avoid smashing upon the great Ranthoms. Dweezil noted the magic journal recording every bit of how the heroes escaped the predicament. He was rather intrigued that the creature chasing them was about to show itself. This could be fun...
Posting Report For: Monday July 28th, 2008 3:45:37 PM
Career Game #3 Children of Chaos For the week of July 14, 2008
Notes- I missed the report last week. Here it is. Taa -Daa!
Peerimus AC 26 HP 142 and Yorrick AC 27 HP 140 d20+10=23 ; d20+12=15 ; Monday July 28th, 2008 4:37:26 PM
Plans are put into quick motion and Peerimus steadies himself as the ship launches into teh air. The landing would be rough. With a deafening crash the Grass Swift lands, Peerimus and Yorrick both keep thier feet about them. With Jurgen's illusion turning the las of the beasts it was time to look to the damage to the ships. Peerimus looks to the dwarves first, but even as he moves to do so the 'wave' catches his eye and he springs into action. Calling out loudly as he moves, "Protectors! Move out in front of the ships!"
A burrowing creature, attracted to them by the tremors created when the ships came down and to prvent the ships from being turned into kindling, The Children of Chaos had to get between the creature and the crafts and present themselves as better targets. It also meant a creature of great strength that generally tried to come up under its prey and simply swallow the entire local area. Peerimus shifts to the form of a white Dire bear and with a roar to Yorrick, moves to get off the ship and towards the oncoming wave.
reflex saves Peerimus 23 Yorrick 15
Spells: Level 0: *Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: ****(5)Endure Elements, (2) *Long strider Level 2: (3) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal Level 3: (3) CMW, Daylight, Poison, Stone shape, *Greater Magic Fang (granting Yorrick's bite addtional +2/+2) Level 4: (3) CSW, Freedom of Movement, *Blackthorn Level 5: Animal Growth, (2) CCW, Stone skin, *Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: Heal, Greater Scrying, Transport Via Plants Level 8: Animal Shapes *Cast Spell Staff contains FireStorm
Jurgen [AC: 39, HP: 141/141] d20+15=28 ; Monday July 28th, 2008 10:09:58 PM
(OOC: Why do I suddenly have an urge to recite: "I must not fear. Fear is the mindkiller"? :D)
Jurgen gives a cry of success as the ranthoms are herded away. The boat hits ground and grabs onto the railing, easily avoiding being thrown overboard [Reflex Save - d20+15=28 - Success vs DC 12]. He almost sends the dragon into the air for a celebratory show, but his eyes catch the ripples of the plains and he realizes they aren't done yet. He positions the dragon illusion in front of the boats, making it as loud and aggressive as possible. [Major Image - No Concentration - Duration: 3 rounds]
"Domi... Gunna cut us some slack any time soon?" Jurgen brings his Alter Self spell back and then turns to the less able to teleport. "I can take four of you with me." And then the paladin casts Dimension Door down to in front of the ship with the waiting dragon.
Spells Cast: 1 x Level 1 2 x Level 2 2 x Level 3
Active Magic: Endure Elements [All Day] Greater Magic Weapon [Extended - All Day] Shield [Extended - ? Minutes] Alter Self [120 Minutes] Shield of Faith [? Minutes]
Durgan Monday July 28th, 2008 10:32:27 PM
Durgan latches onto Jurgen's dimension door spell. "Well, I wasn't about ta slide down the rope!"
As he moves into position in front of the ships, Durgan has to wonder out loud. "I wonder if we are defending the ships or providin good eatin' morsels?"
His axe is ready. His shield is ready. The sturdy dwarven warrior looks about at his comrades in arms. "I don't know what we are facing, but I like the odds."
OOC- of course I actually do know what we are facing. Does that make Durgan dumb or brave?
Kazak Monday July 28th, 2008 11:07:09 PM
Grinning as Durgan hitches a ride with Firn'gaer ..... " smart boy " growls Kazak
Quickly fishing out a vial from a belt pouch ..... he quaffs it (potion of flying )(standard action) ..... and starts to gain altitude ....(move action )(60'ft ) towards the moving grasses .
Peeking over his shoulder at Rorek and his men ...." ready crossbows if ya have dem " growls the dwarven warrior
Trace and Shadow d20+17=37 ; d20+10=28 ; d20+27=28 ; d20+27=39 ; d20+27=44 ; d20+22=27 ; d20+19=37 ; d8+7=13 ; d8+7=13 ; d8+7=13 ; d8+7=13 ; 2d6=9 ; 2d6=7 ; 2d6=5 ; 2d6=4 ; Tuesday July 29th, 2008 2:58:50 AM
Trace and Shadow run along the boat as it lands hard and have no problem keeping their feet. Upon hearing the command to defend the boats, Trace springs into action, commands his boots to fly and scoops up Shadown and puts her down next to Savin on the ground. Then Trace readies his bow with arrows and readies his shots folling the ground as it moves. When the creature surfaces, Trace with let loose four silver arrows at what ever arrives. Trace shouts out the commands and hopes that they can hear them, surround the creature from the sides and back, do not stand in front. Trace calls for Shadow to protect Firn'gaer.
reflex 37trace, 28 shadow
readied shot 28hero point used, wow look at the damge, same for four rolls, never seen that b4 hit ac39 dmg 13 holy 9 total 22hps hit ac44 dmg 13 holy 7 total 20hps hit ac27 dmg 13 holy 5 total 18hps hit ac37 dmg 13 holy 4 total 17hps total damage 77hps
Firn'gaer Tuesday July 29th, 2008 1:08:03 PM
Flying above the grass towards the predator to maintain altitude, Firn'gaer once again uses Lhari to cast another Wall of Force. This time out between the ships and the predator in the grass. The wall is 20-ft and 70-ft long, centered on the ships. "My wall should slow it down and give us a look before it arrives."
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours), Extended shield (28 minutes)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Savin d20+18=35 ; Tuesday July 29th, 2008 2:20:18 PM
Savin easily keeps his feet as the boat lurches to the ground. He steadies himself and then starts to hear the bark of orders as the new threat presents itself. He looks over to the dwarves to makes sure they are ok and says, "Still think we set this up?" With that parting shot he jumps off the ship to the grasses below using the side of the ship to slow his fall.
Savin is not sure what he can do against such a large and underground foe but he sucks down a potion of enlarge to prepare himself for combat.
The Creature Revealed [DM BrianZ] d20+31=37 2d8(1+5)+26=32 d20+31=39 2d8(4+7)+26=37 d20+29=43 d20+29=36 d20+29=34 d20+29=31 d20+29=43 d20+29=49 d20+29=30 d6+16=17 d6+16=21 d6+16=19 d6+16=21 d6+16=21 d6+16=20 Tuesday July 29th, 2008 6:21:37 PM
Bursting from the ground is an enormous creature. Colossal in size, the massive gaping maw reveals nothing but an insatiable hunger and teeth too numerous to count. Numerous tentacles reach from the ground, promising to pull food to the creatures mouth. Moving things usually consist of food. Denied the feast of ranthoms, the creature strikes out at remaining nearby targets, flailing away at the nearby Children of Chaos, and also reaching for the ships and their tasty crews. (The tentacles are able to reach over the wall to the ships.)
As the creature emerges, Trace lets fly his arrows, a feeling of elation coming from his bow. The arrows seem to strike true to the experienced ranger's eyes and cause the creature some solid wounds. Trace finds his bow urging him to destroy the foul abomination. It's here....we must stop it
Attacks -tremendous reach tentacle vs Kazak -hit AC31, dmg32 tentacle vs Firn'gaer -hit AC39, dmg37 arm vs Durgan -hit AC43, dmg17 arm vs Jurgen -hit AC36, dmg21 arm vs Peerimus -hit AC34, dmg19 arm versus Yorrick -hit AC31, dmg21 arm vs crew of the Hammer -hit AC43, dmg21 arm vs crew of the Grass Swift -hit AC49(crit check=30), dmg20
OOC notes. We are in combat rounds! One round worth of actions per post please. Please list usual stats in name block. Please list all active spells in post. Please list condensed spell lists. Please try not to get kilt. :)
Dm contest alert! - Bonus Xp to whoever names the creature with something that sticks. You may enter once per post until the end of combat. Steve will judge.
I have downloaded openoffice onto the new comp. I will try to use it to send out a map tomorrow. Can't do it tonight, I have to get up at 4am.
Kazak Ac 32 Hp 148/170 Flying d20+23=33 ; d20+18=25 ; d20+13=30 ; d10+11=19 ; d10+11=16 ; d10+11=12 ; d20+3=21 ; Wednesday July 30th, 2008 12:16:39 AM
Once airborne .....he draws his steel sword and lashes out at the nearest tentacle ..... slicing the flailing apendage
Gaining altitude( 30'ft) as he circles the Maw of the Sargrass plains ...... surveying the battlefield .... hoping that it is alone . (d20+3=21 spot check)
Savin ac31 hps 147/147 enlarged Wednesday July 30th, 2008 8:33:08 AM
Savin will activate his ring of blinking and then move towards the nearest tentacle preparing to get a full attack in the next round.
Peerimus AC 26 HP 153/172 DR 10/Magic and Yorrick AC 27 HP 145/166 DR 10/Magic d20+20=33 ; d20+22=23 ; d20+22=32 ; d20+22=36 ; 3d6+15=27 ; d6=5 ; 3d6+10=21 ; Wednesday July 30th, 2008 9:31:28 AM
The ground erupts all about them as the creature explodes from the earth. "Great Father." he breathes in a whisper. The druid's mind races as he begins to process what he is now seeing. A creature of near legend status, an abomination of twisted magic and horror. What was it that Gannees had said? The Barons experimenting? Vaguely he thought he recalled a story or two. In the whispers of his mind he recalled one name for it, ReedRipper a sawgrass colloquialism to be sure. It's propoer name was not overly important and Peerimus sets to casting a spell. [Concentration 33, cast Animal Growth on self and Yorrick, If Shadow is within 30', Peerimus includes him in the spell]
Yorrick roars as the arm slams into him and as he swells with the power of Peerimus's magic, the now Huge kodiak strikes back. Fire erupts from the Tears of Ebyron; [Claw AC 23 (nat1) Claw AC 32 Bite AC 36 Dmg 27+5 Fire and 21]
Spells: Level 0: *Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: ****(5)Endure Elements, (2) *Long strider Level 2: (3) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal Level 3: (3) CMW, Daylight, Poison, Stone shape, *Greater Magic Fang (granting Yorrick's bite addtional +2/+2) Level 4: (3) CSW, Freedom of Movement, *Blackthorn Level 5: *Animal Growth, (2) CCW, Stone skin, *Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: Heal, Greater Scrying, Transport Via Plants Level 8: Animal Shapes *Cast Spell Staff contains FireStorm
Yorrick: Animal Growth, Endure Elements, Greater Magic Fang (bite) Peerimus: Animal Growth, Endure Elements Animal Growth adds +8 str +4 con DR 10/Magic Size increase -2 Dex +2 Nat AC Net: +3Att, +4dmg, +2HP/HD DR 10/Magic, +4 Save
Firn'gaer: AC19, HP 60/97; Mirror Image - 8 images d20+25=40 ; d4+4=8 ; Wednesday July 30th, 2008 10:38:41 AM
"By the Gods!" He says as the creature rises from the plains. Firn'gaer tries to avoid the swing of the tentacle, but is unable to completely dodge the attack. Firn'gaer is momentarily stunned as the blow slams into him. A seasoned veteran, the gnome quickly regains his composure and rises 20-ft to avoid another crushing blow from the Sawgrass Kraken.
"I think a defensive spell is in order. I don't think I can take many more of those tentacles." He says to himself aloud. He casts a Mirror Image.
Concentration DC40
"Concentrate all fire on that Superstar Destroyer" . . . Couldn't help myself.
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours), Extended shield (28 minutes)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Trace and Shadow d20+27=38 ; d3=1 ; d20+27=46 ; d20+22=39 ; d20+19=35 ; d8+7=12 ; d8+7=11 ; d8+7=15 ; d8+7=10 ; 2d6=6 ; 2d6=11 ; 2d6=5 ; 2d6=7 ; Wednesday July 30th, 2008 3:20:42 PM
Trace screams a war cry as he sends forth four more silver arrows at this "ranthom lion". If Trace's bow had a hand he would give it a high five. All four arrows find a home in the hide of the current problem.
(accident roll for the d3)
hit ac 38, 12hps dmg, 6 holy = 18hps hit ac 46, 11hps dmg 11holy = 22hps hit ac 39, 15hps dmg 5holy = 20hps hit ac 35, 10hps dmg 7holy = 17hps 77 hps total damage
Trace and Shadow Wednesday July 30th, 2008 3:22:19 PM
Traces active spells, barkskin and cats grace, boots have him flying does this creature fall into the giant catagory, traces favored enemy is giants
DMSTeve: sorry, no
Jurgen [AC: 39, HP: 141/141] d20+17=21 ; d20+17=18 ; d20+17=23 ; d20+21=41 ; d4=1 ; d20+12=13 ; d20+12=18 ; d20+12=20 ; 4d6=16 ; 4d6=15 ; 4d6=14 ; d100=40 ; Wednesday July 30th, 2008 4:31:44 PM
Jurgen sees the arm reach towards him and tries to jump away from it. It almost has the paladin, but his Shield spell blocks the attack at the last second. Only now does Jurgen have a chance to see the creature and his jaw nearly drops. His memories flutter back to a ballad his mother had once told him. And he knew that, if they survived this, the Children would tell their children of the great the Woldian Bandersnatch.
Immediately, Jurgen calls on Domi to guide his eyes and activate his ability to Detect Evil. Jurgen doubted the creature could think enough to be evil, but he had to be sure.
"Time to test your defenses." Jurgen begins concentrating on casting Scorching Ray [Concentration Check - d20+21=41. Summary below. (Do I do a caster level check on each ray or just each spell cast? Rolled for each ray, otherwise take the first)]. He tries to guide the rays past the Bandersnatch's defenses. Quickly, Jurgen realizes that he should have spent a lot more time practicing his spellcasting in this new armor. He manages to get the spell off [Spell Failure check - d100=40], but he doesn't maneuver the rays very well.
Spells Cast: 1 x Level 1 - 3 x Level 2 - 2 x Level 3 - 1 x Level 4
Active Magic: Endure Elements [All Day] - Greater Magic Weapon [Extended - All Day] - Shield [Extended - ? Minutes] - Alter Self [120 Minutes] - Shield of Faith [? Minutes]
Durgan AC 31 Hp 165/182 d20+26=40 ; d10+10=19 ; Wednesday July 30th, 2008 9:32:28 PM
After getting hit, Durgan charges in, hoping to draw the creature's attention long enough for everyone to bring all their firepower to bear on it.
Actions: charge and attack (+2 for charging) attack= 40, dmg 19
"Hey Kazak, didn't auntie Bertha call this thing a Bukarak ? Let's get it boys! Defend the ships!"
The Creature round2 [DM BrianZ] d20+29=36 ; d20+29=45 ; d20+29=31 ; d100=32 ; d100=43 ; d100=15 ; d20+31=51 ; d20+31=44 ; d20+31=51 ; d20+31=50 ; 2d8+26=41 ; 2d8+26=33 ; 2d8+26=33 ; 2d8+26=36 ; d20+29=49 ; d20+29=40 ; d100=88 ; d6+16=18 ; d3=1 ; d6+16=21 ; d20+29=39 ; d100=52 ; d6+16=21 ; d20+29=37 ; d20+29=43 ; d20+29=38 ; d20+29=36 ; d6+16=20 ; d6+16=19 ; d6+16=21 ; d6+16=19 ; Wednesday July 30th, 2008 10:45:26 PM
OOC- remind me if I forget anything. Having technical difficulties with the office program for the map. Make best guess, and I will go with the intention of your post as best I'm able. Will work on map problem. BTW, I love all the sci-fi references you guys throw out.
Kazak attacks the tentacle several times. The first attack nearly severs it, but not quite. He flies up and takes a look. Kazak sees no other evidence of similiar creatures. (Fortunately the thumpers only drew one. :)
Savin activates his defenses and moves up. the creature seems aware of the movement and several tentacles whip about, trying to strike the monk as he moves. (Note: if I never mentioned it before, I have always used high roll hits with percentage rolls. 51-100 hit, 1-50 miss.) The creature strikes three times, but thanks to the blinking none of the attacks strikes true. (you lucky dog)
Peerimus casts a spell, boosting himself, Yorrick and Shadow. Yorrick strikes the creature twice.
Firn'gaer wisely pulls up to a safer distance and boosts himself with a spell. (was the 8 the roll for # images?)
Trace pelts the creature with four more arrows, all finding their mark. His bow seems to return the mental high five. Knowledge nature DC 35 to reveal:Highlight to display spoiler: { The creature is a magical beast. }
Jurgen manages to avoid the creatures' attack. He responds with a fire attack to test its' effectiveness. (only one concentration check needed for defensive casting for the entire spell. DC= 15+ spell level) Despite the poor aim, Jurgen manages to hit the creature twice. (I counted the one as a miss.) The fire seems to affect the creature normally.
Durgan charges in and chops at the creature with his axe. Fortunately, Savin has already drawn the creature's free attacks. He hits once.
The creature attacks once at each each ship. The attacks are limited in effectiveness by Firn'gaer's wall of force The creature does manage to strike the Grass swift for some minor damage and knocks one of the dwarven crew to the deck. He doesn't seem to move afterward.
The crews of each ship scramble from the attack, then prepare crossbows. The dwarven crew prepares to fire in an orderly volley, taking careful aim. Captain Ganness is a little less orderly and shouts: "Fire at Will!"
The dwarven wizards are momentarily thrown from their feet, as they recover, they grab at their spell component pouches and begin to mutter incantations. They seem to be aiming at the creature...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This Round:
The creature recoils slightly from the attacks, but still has a lot of fight left in it. And it is very hungry. The creature pulls back from the random attacks and strikes out at those nearest to it.
Attacks: tentacle vs Durgan -hit AC 51(crit check =44) dmg 41+33 -doh! tentacle vs Durgan -hit AC 51(crit check =50) dmg 33+36 -doh! arm vs Savin -hit AC 49(crit check= 40) Blink check= 88 hit, dmg 18+21 arm vs Savin -hit AC 39, blink check= 52 hit, dmg 21 arm vs Peerimus -hit AC 37, dmg 20 arm vs Jurgen -hit AC 43, dmg 19 arm vs Yorrick -hit AC 38, dmg 21 arm vs Shadow -hit AC 36, dmg 19
The creature attempts to start a grapple with all struck characters. Please add a grapple check to next post if hit. No AoO for these grapples.( Improved grapple)
The creature then sprays a spout of water into the air and all around it. The water splashes everywhere within 80 feet of the creature, harmlessly covering everyone and everything in range. The ships are shielded from the water by the wall of force. Then you hear the buzzing...
OOC notes. We are in combat rounds! One round worth of actions per post please. Please list usual stats in name block. Please list all active spells in post. Please list condensed spell lists. Please try not to get kilt. :)
Creature stats: AC- unknown 25 lowest that hit so far SR- unknown - doesn't seem to have any. Hp- unknown -damage taken?- (77 round 1), (19,16,12 to tentacle#1), +(32,21; 77; 16,14; 19 round 2)
Dm contest alert! - Bonus Xp to whoever names the creature with something that sticks. You may enter once per post until the end of combat. Steve will judge. Nice entries so far.
DM OOC Wednesday July 30th, 2008 10:50:47 PM
whew!
Jeff C [OOC] Wednesday July 30th, 2008 10:54:33 PM
(OOC: No result on the detect evil check?)
Jeff C [OOC] Wednesday July 30th, 2008 10:59:00 PM
(OOC: While asking, is Jurgen close enough to Durgan to touch him?)
Kazak Ac 32 Hp 148/170 Flying d20+23=27 ; d20+18=27 ; d20+13=31 ; d20+13=21 ; d10+11=19 ; d10+11=12 ; d10+11=18 ; Wednesday July 30th, 2008 11:35:30 PM
The dwarven warrior gimaces as he's splashed with water " grrr ... this is gonna be annoying " growls Kazak as he awaits the pesky bugs that are sure to come
returning his focus back to the beast ..... Kazak strikes with his blade of steel ...... with great effect.......
Peerimus AC 26 HP 143/172 DR 10/Magic and Yorrick AC 27 HP 134/166 DR 10/Magic d20+22=25 d20+22=27 d20+22=29 3d6(6+5+4)+15=30 3d6(2+1+1)+15=19 d6=5 d6=5 3d6(5+4+2)+8=19 d20+23=25 d20+23=29 d20+18=27 2d6(1+1)+14=16 2d6(3+2)+14=19 3d8(6+2+3)+7=18 Thursday July 31st, 2008 12:29:20 PM
The magic absorbs much of the blows that land on each of the huge bears. They both in turn savagely maul an arm of the Great Sawgrass Tentamorph. The spary of water registers and Peerimus hears his own thoughts echoing those of Firngaer. The insects that ravage the Sawgrass for water are far more dangerous than annoying. He and Yorrick were likely protected, but the others? But what could really be done?
Yorrick Hits AC 22/25/27 Dmg 30+5Fire/19+5Fire/19 Peerimus Hits AC 25/29/27 Dmg 16/19/18
Spells: Level 0: *Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: ****(5)Endure Elements, (2) *Long strider Level 2: (3) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal Level 3: (3) CMW, Daylight, Poison, Stone shape, *Greater Magic Fang (granting Yorrick's bite addtional +2/+2) Level 4: (3) CSW, Freedom of Movement, *Blackthorn Level 5: *Animal Growth, (2) CCW, Stone skin, *Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: Heal, Greater Scrying, Transport Via Plants Level 8: Animal Shapes *Cast Spell Staff contains FireStorm
Yorrick: Animal Growth, Endure Elements, Greater Magic Fang (bite) Def Grapple 42 (Base 32+take 10) Peerimus: Animal Growth, Endure Elements Def Grapple 43 (Base 33+take 10) Animal Growth adds +8 str +4 con DR 10/Magic Size increase -2 Dex +2 Nat AC Net: +3Att, +4dmg, +2HP/HD DR 10/Magic, +4 Save
Trace and Shadow d20+27=41 ; d20+27=42 ; d20+22=37 ; d20+19=38 ; d8+7=13 ; d8+7=10 ; d8+7=13 ; d8+7=11 ; 2d6=7 ; 2d6=10 ; 2d6=2 ; 2d6=9 ; Thursday July 31st, 2008 3:25:49 PM
Trace is torn between helping Durgan, casting defensive spell replel vermin on someone or to continue bombing the creature, he choses the later in hopes to put down the greater threat. Trace screams out with a hysterical laugh, "I have not battle plan for this!" Trace continues to draw his arrows with a dextarity that looks to be a blur and only hopes that he dosent run out of arrows.
hit ac 41, 13hps dmg, 7holy = 20hps hit ac 42, 10hps dmg, 10holy=20hps hit ac 37, 13hps dmg, 2 holy =15hps hit ac 38, 11hps dmg, 9 holy = 20hps total damage = 75hps
Jurgen [AC: 39, HP: 122/141] d20+13=31 ; d20+17=23 ; Thursday July 31st, 2008 6:34:54 PM
As Jurgen's spells strike true against the beasts flesh, turns and shouts up to Firn'gaer. "Let loose!" If magic was this creature's weakness, then the wizard would certainly do some serious damage. Not to mention Trace, up there in the sky, was free to unload as many arrows as he could notch.
"I have Durgan. Continue the offensive and get ready for the incoming insects!"
He spares a glance backwards, as he tries to dive away from the creature. Hearing and seeing the crews begin to fire, he lets out a groan. If every arrow flew perfectly straight, it wouldn't be a problem. But any missed arrows could easily find themselves headed towards the Children, who were too busy to be dodging friendly fire. Regardless, Jurgen spends a second too long looking at the ships and feels the arm slam into his chest. It beings to wrap around his body, but instead of panicking, Jurgen pulls the arm off [Grapple Check d20+13=31 - Assuming success with such a high roll]. Before it can get a second chance, he tumbles under the arms of the wonderwyrm, trying to avoid it's attacks [Tumble Check to avoided AoOs - d20+17=23]. He moves over to Durgan and Interposes himself in between the dwarf and the wonderwyrm.
"Time to get you away from the Wonderwyrm here." The name fit, because when you saw it, you wondered exactly what it would be using to kill you. Jurgen grabs the dwarf and Dimension Doors them into Firn'gaer's hut on the ship. "Heal up. Then get back out there. I've got a plan to keep the insects occupied and maybe put a dent into that beast."
Spells Cast: 1 x Level 1 - 3 x Level 2 - 2 x Level 3 - 1 x Level 4
Active Magic: Endure Elements [All Day] - Greater Magic Weapon [Extended - All Day] - Shield [Extended - ? Minutes] - Alter Self [120 Minutes] - Shield of Faith [? Minutes]
DM Addendum Thursday July 31st, 2008 7:19:34 PM
Detect evil- Jeff- check your email.
I will say Jurgen has to move a few squares as Durgan charged in, Jurgen seemed to be moving just close enough to attack. This will provoke AoO, but otherwise should not interfere with your actions.
Durgan AC 31 Hp 22/182 d20+20=22 ; Thursday July 31st, 2008 9:02:16 PM
Durgan tries to fight off the grabbing tentacle (grapple 22). Looking at the mouth full of teeth at an uncomfortably close distance, Durgan is glad for the 'rescue'. "Thanks Jurgen", is all the gruff warrior says. "Now let's finish the beastie off. Not sure how I'm goin to heal meself though. Might hafta pitch in with me crossbow instead."
"Now I know why me auntie Bertha used ta call them things Fleshflayers."
Jurgen [AC: 39, HP: 122/141] Thursday July 31st, 2008 9:07:32 PM
Jurgen gives his potion bag (which has 3 Cure Moderate Wounds and 4 Shield of Faith +5 potions) to Durgan as well.
The Creature round3 [DM BrianZ] d20+29=41 ; d20+29=47 ; d20+29=33 ; d6+16=21 ; d6+16=20 ; d6+16=20 ; d20+50=53 d20+50=70 d20+50=51 d20+50=66 d6+16=22 d6+16=20 d6+16=19 d6+16=22 d100=18 d20+31=49 d20+31=42 2d8(1+3)+26=30 2d8(4+6)+26=36 d20+29=41 d100=51 d6+16=18 2d8(7+8)=15 d20+6=9 d20+6=17 d20+6=21 d20+6=12 d20+6=7 d20+6=25 d20+6=8 d20+6=22 d20+6=14 d20+6=16 d20+6=23 d20+6=12 d20+6=23 d20+6=20 d20+6=10 d20+6=23 d20+6=12 d20+6=12 d20+6=23 d20+6=26 d8=1 d8=4 5d4(4+3+1+4+2)+5=19 12d6(1+2+3+5+6+1+4+5+2+5+1+2)=37 10d6(4+2+6+6+4+2+4+3+3+1)=35 d20+23=25 d100=99 d100=20 d100=33 Thursday July 31st, 2008 9:20:43 PM
OOC- I see some defensive actions. The grey knights game making people nervous? :) PLEASE! these are info intensive posts. please read carefully so you don't miss anything and let me know if I miss anything.
Kazak flies back into the fight, getting several solid hits against the beast. (not a crit)
Firn'gaer dries himself off. he seems to be just out of tentacle range.
Peerimus hits three times and Yorrick twice. Peerimus scores several solid hits on the creature's arm. Yorrick fares a bit better. The enhanced bear savagely severs one of the arms. The bear roars in triumph!
Faced with several options, Trace continues to concentrate his fire on the creature. Lhari doesn't worry about the arrow supply. Loose! let them fly! (Trace please list the damages to Shadow in your post.
Jurgen faces the flailing tentacles as he moves to aid Durgan. AoO: hit vs. AC 41, 47, 33. Dmg: 21,20,20. (tumble DC to avoid the attacks is 25 - occupied squares, the arms and tentacles are everywhere.) Jurgen manages to reach Durgan and cast a dimension door. (No Concentration check needed all AoO used up.) Barely escaping, the two appear aboard the Grass Swift
Durgan steadies himself from the multitude of blows and retrieves his crossbow.
The creature grapples with those who have been struck by it. (used the +50 as it is max even though the actual bonus is higher) Grapple vs Peerimus = 53, vs Yorrick = 70, vs Savin = 51, vs Shadow = 66. The creature lifts all of them up into the air and towards its' gaping maw. Constrict dmg: Peerimus - 22, Yorrick - 20, Shadow - 19, Savin - 22(blink - the grapple missed due to blink, Savin falls twenty feet to the ground.)
Th creature then attacks with its' remaining arms, trying to find more food. Tentacle Attack vs. Kazak = hit AC 49, 42. Dmg 30 + 36. Arm attack vs. Savin - Hit AC 41(blink check 51) Dmg 18.
Insects swarm out of the grasses. Hundreds. Thousands. Millions. They are everywhere and obscure sight beyond 30ft. ( concealment 20%) Any creature with natural armor +5 or more is immune. Firn'gaer is immune while dry, as is any other dry creature. They swarm over the ships as well. Fortunately, most of the crew members are still dry, but not all. Everyone not listed as immune above receives 15 dmg this round from the swarms.
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The crews of the ships open fire upon the creature. The crossbows shoot and hit multiple times but only a pair of shots penetrate the tough armor. Fortunately, the Children's armor deflects the stray shots, many though they are.
Next up are the dwarven wizards. They let loose with magic missles, scorching rays and a lightning bolt. The bolt passes close to Trace. Dangerously close. Close enough to make Trace wonder who the wizard was aiming at. Dmg(vs creature): 19, 37, 35(reflex 25 for half)
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It looks as though the creature is not quite ready to give up on crunchy adventurer snacks just yet...
The creature attempts to start a grapple with all struck characters. Please add a grapple check to next post if hit. No AoO for these grapples.( Improved grapple)
OOC notes. We are in combat rounds! One round worth of actions per post please. Please list usual stats in name block. Please list all active spells in post. Please list condensed spell lists. Please try not to get kilt. :)
Creature stats: AC- unknown 25 lowest that hit so far SR- unknown - doesn't seem to have any. Hp- unknown -damage taken?- (77 round 1), (19,16,12 to tentacle#1), +(32,21; 77; 16,14; 19 round 2) +(19,18,12; 75; 1,4; 19,37,17 round 3 ), (16, 19, 18, to arm #1, 35, 24, 19 to arm #2, arm #2 severed.)
Dm contest alert! - Bonus Xp to whoever names the creature with something that sticks. You may enter once per post until the end of combat. Steve will judge. Nice entries so far.
Kazak Ac 32 Hp 67/170 Flying d20+23=27 ; d20+18=37 ; d20+18=22 ; d20+13=30 ; d20+13=23 ; d10+11=20 ; d10+11=13 ; d10+11=13 ; d10+11=13 ; d10+11=21 ; Thursday July 31st, 2008 11:23:53 PM
Staggered by the tenacles powerful blow ....Kazak shakes his head to clear the stars from his eyes .... but he never wavers from his attack ...... leading the attack from above ...... his sword slicing lethal slashes on the tentacle ......
1st swing d20+23=27 damage d10+11=20 2nd swing d20+18=37 crit hit damage d10+11=13(crit swing d20+18=22)(crit damage if needed d10+11=13) 3rd swing d20+13=30 crit hit damage d10+11=13(crit swing d20+13=23)(crit damage if needed d10+11=21)
A grin creases the dwarfs face as his sword bites deep into the its tentacles .... " gonna be legless if ya keep up it " growls Kazak at the maw of Sargrass plains
Trace and Shadow d20+27=39 ; d20+27=34 ; d20+22=38 ; d20+19=29 ; d8+7=9 ; d8+7=11 ; d8+7=15 ; d8+7=10 ; 2d6=7 ; 2d6=8 ; 2d6=9 ; 2d6=9 ; Friday August 1st, 2008 2:29:59 AM
Trace ac27 hp97/97 (fly, cats grace, barkskin) Shadow ac 30 hp 6/44
Trace screams out as he sees Shadow being mashed and squished by the monster, knowing that the lives of his fellow chaos are higher importance he continues to fire instead of rescuing Shadow. His only hope is that he can do enough damage fast enough to save her life.
Trace quickly snaps a look down at the dwarf wizards knowing that they should not be any where near him and this will not go unmentioned or unpunihsed but he had bigger "grappleloid" to deal with. He trains his eye back on his mark and sends fourth another four streaking holy silver arrows with all the fury and hate that he can muster and the grappleloid will know before it dies that no evil in this wold can withstand the fury of the mighty COC, AHHHHHHHHH!!!!!!
hit ac 39, 09 hps dmg, 7holy = 16hps hit ac 34, 11 hps dmg, 8holy = 19hps hit ac 38, 15 hps dmg, 9holy = 24hps hit ac 29, 10 hps dmg, 9holy = 19hps total damage = 78hps
1st entangle, endure elements, resist energy 2nd barkskin (trace), cats grace (trace) 3rd repel vermin, command plants 4th Summon Natures Aly IV
Savin ac31 hps 72/147 enlarged d20+19=35 ; d3=1 ; d20+19=29 ; d20+19=38 ; d6=5 ; d6=1 ; d20+13=32 ; d20+5=16 ; d100=90 ; d8=7 ; d100=82 ; d100=40 ; d100=91 ; 3d6+9=20 ; 2d6=11 ; 3d6+9=15 ; 2d6=7 ; 3d6=10 ; 2d6=7 ; 3d6+9=23 ; 2d6=8 ; Friday August 1st, 2008 8:43:26 AM
OOC Apologies on missing a post during combat. Somehow I lost track of the day
Savin winces in pain as the tentacle pound into him and try to grapple. Savin easily blinks out of their grip and uses the tentacle to slow fall to the ground (monk feat) (if not then Savin takes 6 more points of damage.
Savin attacks the tentacles surrounding him lashing out with his velvet fists in a flurry of blows striking several. OOC forgot to take off my large size minus but adding it here.
hit ac 34 blink roll 90 damage 20 +11 if evil for holy damage hit ac 28 blink roll 82 damage 15 + 7 for holy damage hit ac 37 blink roll 40 damage 19 (forgot to add modifiers to damage roll but get +9) +7 for holy hit ac 31 blink roll 91 damage 23 +8 holy damage
ooc added 15 points of damage from the insect swarm but do they do that while blinking?
rolled die 3 and die 8 in error
Brian, I spent the other day updating my character sheet progressing Savin to 15th level and then my brand new Mac just died. Bringing it in to the shop today so I will have to redo it again. I am not sure how to update my character on the Woldian site.
Peerimus AC 26 HP 131/172 DR 10/Magic and Yorrick AC 27 HP 134/166 DR 10/Magic d20+19=23 ; d20+19=21 ; d20+14=16 ; d20+18=23 ; d20+18=25 ; d20+18=38 ; d20+18=21 ; 3d6+15=28 ; 3d6+15=24 ; 3d6+8=18 ; d6=5 ; d6=5 ; 3d6+8=18 ; Friday August 1st, 2008 9:00:19 AM
Arm 2 is listed as Severed but also Yorrick is being listed as grappled. Different appendage? My post and Yorrick's HPs are going to assume the latter.
Father what strength? Peerimus knows there are only a few ways to escape the Sawgrass Titan's grip and Breaking free was not one of them. Fortunately Peerimus was already in a good position to continue this fight. Bears were designed by Father with mauling up close in mind. With that, Peerimus's claws and teeth continue to work. But the woldian Die roller continues to be the druids greatest obstacle. having made 12 attacks now and never having rolled higher than a 10. [Peerimus misses with a 4 and a pair of 2's] Peerimus sees Savin out of the corner of his eye slip through the tentacle, but he also spies Shadow and knows unless they kill the creature in the next few seconds, the big cat is doomed.
Yorrick's thunder rolls across the area as he bellows in victory and then sets to work again upon the monstrosity that still dares to stand before him. Yorrick Hits AC 27/27/42 crit 25 Dmg 28+5 Fire/24+5 Fire/18+18 Total 98 edited to reflect not being grappled
The insects arrive and swarm the area. The thick and magically enhanced hides of both bears keep them safe and the pair is far closer than 30.
Spells: Level 0: *Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: ****(5)Endure Elements, (2) *Long strider Level 2: (3) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal Level 3: (3) CMW, Daylight, Poison, Stone shape, *Greater Magic Fang (granting Yorrick's bite addtional +2/+2) Level 4: (3) CSW, Freedom of Movement, *Blackthorn Level 5: *Animal Growth, (2) CCW, Stone skin, *Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: Heal, Greater Scrying, Transport Via Plants Level 8: Animal Shapes *Cast Spell Staff contains FireStorm
Yorrick: Animal Growth, Endure Elements, Greater Magic Fang (bite) Def Grapple 42 (Base 32+take 10) Peerimus: Animal Growth, Endure Elements Def Grapple 43 (Base 33+take 10) Animal Growth adds +8 str +4 con DR 10/Magic Size increase -2 Dex +2 Nat AC Net: +3Att, +4dmg, +2HP/HD DR 10/Magic, +4 Save
Firn'gaer: AC19, HP 60/97; Mirror Image - 8 images Friday August 1st, 2008 9:34:38 AM
Firn'gaer flies back down into the reach of the Swarmcaller towards Shadow. Once he is at Shadow, Firn'gaer touches the animal, "Shadow, I'm getting you to safety." The two teleport to the tiny hut on the grass ship.
Naming Contest [DM SteveK] Friday August 1st, 2008 10:32:29 AM Hint: Names for the tentacled, burrowing, ranthom-eathing, monster may stick better if people call it a name out loud. It's really going to depend on what the Sailors start calling the beast as to what its name is going to be...
Jurgen [AC: 39, HP: 81/141] d20+17=20 ; Friday August 1st, 2008 5:19:16 PM
"Durgan, take a Shield of Faith potion first." He turns his eyes, still channeling Domi's detect evil, to the dwarves just for a glance of whether they Children have another enemy to be worrying about. Regardless, he doesn't have the time to deal with them. He moves forward, looking out from the ship to the battle.
There were many, many more insects than he had suspected (although his Shield of Faith was holding them well at bay). It looked like the rest of the group were in serious trouble. Plus Durgan was in no shape to be left alone. Shadow was likely about to die. "Damnit!" He mutters and is conflicted on what to do. But when Firn'gaer starts flying down into the Tarrasque Eater's tangled mess, he almost jumps off the ship to stop him. If Firn'gaer got trapped too...
Instead of thinking about that, Jurgen's thought turns to distracting the beast. He shouts back to Durgan. "I'm going into the Tarrasque Eater's mouth... " He swallows his fear as he says it, realizing how insane it sounds. But the paladin didn't plan on staying. He reaches down to his side, grabbing into his pocket and pulling out two Feather Token's. The last time Jurgen had done this, Tumult had thrown a paladin at him...
Activating another Dimension Door, this time Jurgen goes towards the fight. The moment he appears inside the beast he drops both of his Tree Feather Tokens. In the same motion, he tries to roll away from whatever might be coming his way. Be it teeth, tongue or something more outlandish [Tumble Check - d20+17=20].
Spells Cast: 1 x Level 1 - 3 x Level 2 - 2 x Level 3 - 2 x Level 4
Active Magic: Endure Elements [All Day] - Greater Magic Weapon [Extended - All Day] - Shield [Extended - ? Minutes] - Alter Self [120 Minutes] - Shield of Faith [? Minutes]
(OOC: If this plan is not at all viable, just toss me a quick email Brian and I've got an alternate post worked up)
DM addendum BZ Friday August 1st, 2008 5:59:17 PM
Yorrick is not grappled nor did he have constrict dmg last round. That arm was severed. -my bad.
Jeff, keep the post and work with it :) Of course, it might be more dangerous than you suspected...
Savin - swarm dmg is continuous and area. I will say the blink auto saves half the damage but won't negate completely. Take 7 instead of 15 for last round.
Trace- don't forget Peerimus hit Shadow with animal growth> I believe that adds some temp Hp.
helpful note: Woldian rules on Grapple. Defender always takes 10 Attacker always loses on nat 1-3
Kazak Ac 32 Hp 67/170 Flying d20+3=4 ; Friday August 1st, 2008 11:22:29 PM "It rained water down on us .... can someone do da same to it ?? growls Kazak " make da bugs chase it "
Spot check d20+3=4 !! must be all the bugs in Kazak's way ;-)
The dwarven warrior's jaw drops at Jurgens tactic " what is ......... " as he just becomes speechless
Durgan AC31 Hp 22/182 d20+18=37 ; d20+18=21 ; d20+13=33 ; d20+13=25 ; d20+8=12 ; d10+1=4 ; d10+1=4 ; d10+1=7 ; Sunday August 3rd, 2008 9:32:54 PM
"Whew. What a beastie. I think I'll just my crossbow fer now." Durgan fires off several shots, hoping to supplement the ships' crews. When he sees the wizards' spells get dangerously close to Trace, Durgan gives them a warning. "Watch it bub, or the next bolts will be comin yer way."
Actions: Fire repeating crossbow at the creature. hit AC 37 (crit check= 21), 33(crit check= 25 !), 12 Dmg: 4, 4+7
Seeing Jurgen magic himself into danger, Durgan just shakes his head. "Durned fool is goin ter get himself killed. Or maybe he just wants ta show he can be a chaotic paladin?"
"Now I know why auntie Bertha always called these things Fool Killers. Anyone who is sane would run away from 'em."
The Creature round4 [DM BrianZ] d100=61 ; d100=12 ; d100=45 ; d100=96 ; d100=4 ; d100=20 ; 2d6=11 ; d100=57 ; 4d6+6=16 ; 2d8=12 ; Sunday August 3rd, 2008 10:17:45 PM
Despite several tough wounds, Kazak presses the attack and with some excellent hits severs both of the creatures tentacles!
Trace tries to put the creature down and cuts loose with yet another volley of missles. Shadow is looking a little worse for wear. (miss chance to swarm = 61, 12, 45, 96 - second shot missed)
Savin is able to slide down a tentacle to the ground like an ice slide. Finally in a position to attack, Savin unleashes his fists against the creature. (the holy dmg is effective)(work on the sheet and get it in as soon as you can)
Peerimus attempts to bite and claw the creature, but fails to penetrate its' thick hide. Yorrick however tears into the creature with wild abandon. Tearing, biting, and clawing his way into the creatures' side.
As Firn'gaer flies down to rescue Shadow, several appendages whip about and try to strike him. Three strikes and the creature is out. Three images disappear as Firn'gaer weaves his way through the tentacles and rescues Shadow. They both return to the Grass Swift by magic.
Jurgen takes a quick look at the dwarf wizards' auras but doesn't get any reading off of them. Then he launches a desperate plan. Jurgen uses dimension door to get inside the creatures' mouth. He is ready to drop several tree tokens into the creature's mouth, but he must wait as the spell allows for no further action.
Durgan decides to add to the carnage Trace is inflicting on the creature and puts a few shots of his own into the air. He levels his crossbow and fires. (miss chance to swarm = both missed haha)
The creature has suffered mortal wounds. It thrashes about for a moment and then drops dead. All of the tentacles and arms drop to the ground along with whoever they were holding. Anyone close to the creature takes some bludgeoning damage due to the collapsing tentacles. Peerimus, Yorrick and Savin take 11 bludgeoning damage from the appendages as they hit the ground hard. (savin blink= 57) Jurgen takes damage from the massive number of teeth as the creature collapses. (Jurgen take 16 dmg) Jurgen is trapped in the creatures mouth. (Any vigorous activity will cause more dmg. Concentration DC 15 + spell level to cast and/or avoid dmg)
The swarms begin to diminish, but still inflict multiple wounds while they dissipate. Everyone not immune takes 12 dmg this round. (Savin take 6 for blink)
The creature is dead. (One last entry for contest in your next post.)
The dwarf wizards seem disappointed not to be able to fire more spells near Trace. "Eh, it's a good thing we were here. Otherwise ye might have had a bit more trouble with that beastie."
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OOC notes. We are in STILL combat rounds! One round worth of actions per post please. Please list usual stats in name block. Please list all active spells in post. Please list condensed spell lists. Please try not to get kilt. :)
Creature stats: AC- unknown 25 lowest that hit so far SR- unknown - doesn't seem to have any. Hp- unknown -damage taken?- (77 round 1), (19,16,12 to tentacle#1), +(32, 21; 77; 16,14; 19 round 2) +(19,18,12; 75; 1,4; 19,37,17 round 3 ), (16, 19, 18, to arm #1, 35, 24, 19 to arm #2, arm #2 severed.), (tentacle #1, #2 severed; 59, 110; 98; round4)
Dm contest alert! - Bonus Xp to whoever names the creature with something that sticks. You may enter once per post until the end of combat. Steve will judge. Nice entries so far.
Trace and Shadow d20+29=41 ; Monday August 4th, 2008 2:28:09 AM
Trace turns in the air and focus's his attention on the dwarves, he lets loose one arrow to hit the mast next to the dwarves so that he has their attention. " YOU THERE, NOW THAT EVERYONE IS PAYING ATTENTION AND MY BACK IS NOT TURNED, YOU WANT TO SEND YOUR MAGIC AT ME AGAIN?! YOU GET THE FIRST SHOT AND THEN MAY DOMI HAVE MERCY ON YOUR SOULS!"
attack on ship's mast near the dwarves hit ac 41
Trace thinks to his bow, """wich one will attack first?""""
Trace ac27 hp97/97 (fly, cats grace, barkskin) Shadow ac 30 hp 6/44 1st entangle, endure elements, resist energy 2nd barkskin (trace), cats grace (trace) 3rd repel vermin, command plants 4th Summon Natures Aly IV
Firn'gaer: AC19, HP 60/97; Mirror Image - 5 images Monday August 4th, 2008 11:31:16 AM
The beast is dead and Firn'gaer turns to the ship's crew. "So, what do you call that thing, Swarmcaller Kraken?" He says. "Or what about Gelendan Nicor? Which basically translates to 'seamonster of the land' or 'land monster'. It's from an older dialect from the Northern Continent. It adds a little mystery to the beast which as we all know is more frightening and should keep fools, like us, from seeking these things out."
Trace fires his shot and Firn'gaer's head lowers in disbelief. He was pretty busy during the fight so he was unaware of how close some of the dwarven magic came to Trace. "Do we have to start this again?" He says. "Look we're looking to broker a truce between your two races, but if your incapable of putting aside your grudges then by all means fight it out. Just don't start with us. While your skills in magic are considerable, this is a fight you do not want. We can assist you in repairs however we can, but isn't your lust for blood satisfied after fighting that." He says pointing to the Swarmcaller Kraken.
Savin ac31 hps 92/147 enlarged Monday August 4th, 2008 1:38:18 PM
Savin looks down at his battered body and the possible conflict coming up with the dwarves or who knows what else and decides some healing is in order. He gives himself 30 hitpoints back with his monk feat and feels much better. He will move back towards the side of the ship and blink in through the wall, and then move himself on up to the deck.
Jurgen [AC: 39, HP: 65/141] d20+21=31 ; d20+21=32 ; Monday August 4th, 2008 4:26:31 PM
Jurgen feels the creature falling to the ground. At first, he's pleased that the everyone is now safe. And then he realizes that it could still try to make him it's dinner. And that he's now completely covered in monster saliva. "Delightful." He mutters to nobody in particular.
He drops the feather token, letting a tree shoot up and (hopefully) remove the danger from Jurgen. [Concentration Check - d20+21=31. Rolled to avoid damage. Rolled twice. Uh.. Just 'cause] As the tree is created, Jurgen leaps out of the mouth with as much flourish as he can muster.
Seeing that everyone is fairly safe and sound, he shouts up to the "Well, I don't know about the rest of you. But I'm dubbing that creature the Paladin Crusher..." He grins widely, while avoiding Peerimus' gaze.
If he would have seen/heard Trace and still has an action left this turn he'll cast Dimension Door and position himself in between Trace and the dwarves. He'll do so with his hands over his head, making it clear that he is not committing an aggressive act. And he'll say to the dwarves, "The blood of this one elf would likely come with a hefty cost. You could probably kill him and us, but we're not some defenseless prairie pigs. How many of your own would you be willing to lose? I guarantee you that, if you took but one of our lives, we would unleash the full fury of our abilities." [Diplomacy Check - d20+19=31])
Spells Cast: 1 x Level 1 - 3 x Level 2 - 2 x Level 3 - 2 x Level 4
Active Magic: Endure Elements [All Day] - Greater Magic Weapon [Extended - All Day] - Shield [Extended - ? Minutes] - Alter Self [120 Minutes] - Shield of Faith [? Minutes]
Peerimus AC 26 HP 130/172 DR 10/Magic and Yorrick AC 27 HP 133/166 DR 10/Magic Monday August 4th, 2008 5:13:59 PM
The thunderous bass of hundreds of tons impacting the earth rolls away as the creature and Peerimus as a Huge Dire bear strike. It is followed by a nearly as deafening trumpet of victory from bot Yorrick and Peerimus. Each standing upon thier hind legs, towering near 30' and weighing past 30 tons, The former human druid crackles with power in his victory roar. Yorrick, with his claws wreathed in fire may be smaller but the 20' kodiak has had more practice claiming victory and he finishes his proclamation by tearing a large swath of the earth away in one of his claws as he returns to all four feet.
Peerimus snorts but stays where he is and upon his hind feet. With adrenaline still pupming from the fight a part of him mentaly called out to the dwarves to do something. To feed the rush and excitement of battle he still lived in at this moment. Trace's arrow and words would almost seem a dream come true. Peerimus, however is not so controlled by his emotions and wants as he used to be. A time not so long ago would have him storming the ships and putting the dwarves down, but no longer. Adrenaline still fueled him and with Firngaer taking a lead in speaking, he could maintain his present more combat ready form in case Trace and the dwarves decide now is a fine time to have this out.
Too many wizards to think of countering effectively and so Peerimus thinks to more standard defences. he 'Readies' to cast Resist Energy Electricity if any of the wizards start to cast a spell. The spell will be shared with Yorrick.
Spells: Level 0: *Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: ****(5)Endure Elements, (2) *Long strider Level 2: (3) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal Level 3: (3) CMW, Daylight, Poison, Stone shape, *Greater Magic Fang (granting Yorrick's bite addtional +2/+2) Level 4: (3) CSW, Freedom of Movement, *Blackthorn Level 5: *Animal Growth, (2) CCW, Stone skin, *Commune with Nature Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants Level 7: Heal, Greater Scrying, Transport Via Plants Level 8: Animal Shapes *Cast Spell Staff contains FireStorm
Yorrick: Animal Growth, Endure Elements, Greater Magic Fang (bite) Def Grapple 42 (Base 32+take 10) Peerimus: Animal Growth, Endure Elements Def Grapple 43 (Base 33+take 10) Animal Growth adds +8 str +4 con DR 10/Magic Size increase -2 Dex +2 Nat AC Net: +3Att, +4dmg, +2HP/HD DR 10/Magic, +4 Save Duration 11/15
Posting Report For: Monday August 4th, 2008 5:37:02 PM
Career Game #3 Children of Chaos For the week of July 28, 2008
Dweezil watched as the creature pushed its' way up out of the earth and attacked the ships. He was impressed. The raw fury of the creature and its' many tentacles gave the Children of Chaos a few moments of trouble. He noted that the magic journal took extensive notes on the creatures' description and abilities. Surely his master would have some use for a creature such as this? Dweezil watched as the elven wizards fired spells dangerously close to hitting Trace. The elven archer was suitably upset. Depending on how the dwarves reacted, the elf/dwarf war might just begin right here. Dweezil leaned forward for a better view...
Durgan AC31 Hp 22/182 Monday August 4th, 2008 9:30:24 PM
Durgan levels his crossbow at the dwarven wizards. "Now that the Burrowing Tentacle Beast is finished, what say we have a nice chat eh? Mebbe ye would like to do it without a few arrows stickin out of ye? These fellows are me clan. They are as kin to me as me own brother who happens to be right over there. Ye know our minds on the war. Say what ye came to say and leave."
Actions: ready action to fire crossbow
The creature is dead [DM BrianZ] d8=4 ; Monday August 4th, 2008 9:51:13 PM
Trace turns his attention to the dwarven wizards and issues a challenge.
Firn'gaer tries to calm things down, but lets the dwarves know where he and they, stand. Firn'gaer, spot check please.
Savin uses his monk skills to restore some of his wounds, then moves towards the Grass Swift
Jurgen activates a magic toke. The magically created tree pushes the creatures mouth open, allowing Jurgen to get out. He is soaked with saliva and has discovered a rather unpleasant odor. He now smells like food that has been decomposing in the creatures mouth for several weeks.
Peerimus and Yorrick revel in the power of nature unleashed. The druid keeps his bear form and waits for the dwarven wizards' response.
Durgan, extremely wounded though he is looks to defend his companions.
The swarms deal damage one last time as they fade back into the Sargrass. Everyone who is not immune takes 4 damage.(Savin gets two :). Within moments only a small handfull of buzzing insects gives any evidence to the massive swarm that a spray of water called forth. The Captain's previous warning was apparently well founded.
The battle is over. Or is it? The dwarves seem tense as Rorek speaks. "Elf. We didn't hit ye lad. No need to overreact. We had to aim just so to damage the beast. And its' a good thing we helped too or ye might not have beaten it eh? Ye seem a bit upset to me. Mebbe ye should calm down before someone gets hurt. We didn't come for a fight, but we can manage if that's what ye want. So what'll it be?"
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OOC notes. We are in STILL combat rounds! One round worth of actions per post please. Please list usual stats in name block. Please list all active spells in post. Please list condensed spell lists. Please try not to get kilt. :)
Kazak Ac 32 Hp 67/170 Flying Monday August 4th, 2008 9:57:59 PM
The dwarven warrior shakes his head at the tension that the dwarven wizards spells have caused ..... but he decides to play peacemaker ...... flying to the center of the ship he lands between the two groups ... .... sheathing his weapon over his shoulder he raises empty hands ........(knowing he can still draw it in a split second if needed.
"Stay your tempers ........and weapons ... " growls Kazak " we agreed to talk ......moments before the attack..... and we worked together to slay the .... the .... the ...." whatever that thing was "
" we bothe need time to repair our ships ..... so please .....everyone keep calm " groals the dwarf
Trace and Shadow ac 29, hp 94/94 flying, cats grace, barkskin d8+5=8 ; d8+5=12 ; Tuesday August 5th, 2008 2:23:37 AM
Trace, satisfied that his point has been made lowers his bow and flies down to the ship and ignores the dwarves from here on out and begins to heal and take care of Shadow. Trace retrives two potions of cure light wounds and feeds them to Shadow healing 20hps. Trace has a sinking feeling in his stomach that it is a pretty good chance that he might someday loose Shadow and he needs to watch over her better.
1st entangle, endure elements, resist energy 2nd barkskin (trace), cats grace (trace) 3rd repel vermin, command plants 4th Summon Natures Aly IV
Savin ac31 hps 92/147 enlarged Tuesday August 5th, 2008 8:53:58 AM
Savin stomps up the stairs from the hold coming up on deck both ready for peace or war depending on what he sees. Relief floods through him as he sees everyone tense but at least talking. He says, "We worked together on slaying this..... this Maw from Below. Lets continue the trend and see if we can find a way for peace between the elves and dwarves. Or at least the real reason the conflict has started which then can be dealt with justly without a war."
Captain Ganness [DM SteveK] Tuesday August 5th, 2008 1:21:23 PM
The captain of the GrassSwift is pale and sweating at the close call his ship and crew have had. Laying trembling hands upon the side railing to steady himself, he looks out over the scene of carnage. "We have no name afor a beast like this," he calls in his weather-roughened voice, "I've never heard of its like before. It looks like ancient pictures of Kraken, but it attacked like a dumb beastie. It burrows like the legendary Oglian, but looks nothing like them. And it looks like it feeds on Great Ranthom like I would a Prarie Pig."
He considers for a second and then calls his Pursur to the deck. "Set the log with size, strength, capability, and feeding pattern and ensure to provide a copy to every community and ships captain we encounter. Call it... a Sargrass Gelendan, for it is very much like a seamonster on land."
ooc: Firn'gaer awarded 500xp! :-)
Durgan AC31 Hp 6/182 Tuesday August 5th, 2008 4:08:34 PM
"Good. Glad were not fightin then. I'd hate to have ta beat up a fellow dwarf."
Durgan sits down hard on the deck and sets his crossbow down beside him. "Now then, I could use a bit of healing. And a good drink."
Peerimus AC 26 HP 100/142 and Yorrick AC 27 HP 133/166 DR 10/Magic d20+11=16 ; Tuesday August 5th, 2008 4:59:54 PM
Peerimus reverts to his human form and moves to the ships. Yorrick moves in to stay directly on his right, to provide cover as the bear can reach 10' at this point. Peerimus raises his hand and calls out to Rorek, "Our thanks for your aid against the Burnthorm. I have heard some from the plains speak of this 'ReedRipper' with much awe and now I know why." [Diplomacy 16]
Peerimus continues calling to Gannees, "Captain how fares our crew? I would like to get back under way as soon as we can before Jurgen has the urge to feed himself to some other abomination of this land!"
Jurgen [AC: 39, HP: 65/141] 3d20+5=40 ; 3d8+5=18 ; Tuesday August 5th, 2008 5:26:27 PM
Jurgen, having Dimension Doored up to the boat, pulls out his wand of Cure Serious Wounds and helps bring Durgan back up to snuff [3d8+5=18 hp]. "I'm going to have to start carrying a backpack filled with these wands, if we're going to keep getting into fights." He quips, mostly to himself.
"Captains..." He looks at both Rorek and Ganness. "What can we do to get the ships fixed and ready to go? I don't feel like fighting another one of those beasts."
Savin ac31 hps 92/147 enlarged Tuesday August 5th, 2008 9:57:20 PM
Savin moves over to Peerimus and asks, "I have heard that huge creatures like this sometimes have treasure stuck in their gizzards. Do you think it is possible? I really hope it doesn't have a hungry mate somewhere out there. I don't want to go through that again. I doubt it though. Two of those buggers would eat everything that moves and end up starving."
Negotiations [DM BrianZ] Tuesday August 5th, 2008 10:53:36 PM
OOC- end of combat. Please continue to list Hp in post so the healers know who to help. :)
Captain Ganness informs you that several crew members were injured, but thanks to the wall of force blocking the water spray, the insect swarm didn't harm anyone too badly. He accepts the offer of help. Unless anyone has carpentry experience, it will be mostly labor. Captain Ganness estimates a few hours for the Grass Swift to be pretty well repaired.
Rorek and Ganness agree the dwarven ship will need about a day's worth of repair. Rorek lost a crew member to the Sargrass Gelendan and has other crew members a bit shaken up but otherwise they are ok.
The two dwarf wizards dimension door back to their ship with a scowl on their faces and begin to see to the repairs. Rorek lingers behind.
Firng'aer take a peek: Highlight to display spoiler: { You notice with your arcane sight a magic glow from a section of the creature's corpse. }
Kazak Ac 32 Hp 67/170 Flying Tuesday August 5th, 2008 11:22:50 PM
Kazak steps near Rorek ... " i'm sorry for the loss of your crewman .......thanks for your support in the battle "
"Not bad ... ya fought besides people ya don't even trust .....wonder how much can get done if ya were more trusting "
Turning Captain Ganness " well just tell me whatcha need .....and point me in da right direction " grins Kazak
Trace and Shadow ac 29, hp 94/94 flying, cats grace, barkskin//Shadow 26/44 3d8+5=19 ; 3d8+5=26 ; 3d8+5=20 ; 3d8+5=16 ; Wednesday August 6th, 2008 2:16:44 AM
Trace takes out a csw wand and cures another 19hp to Shadow and brings her back around to full health. Trace uses the wand three time and give Durgan another 62hps. Trace will give healing to whoever ask for it. I have ten more charges left in this wand.
Firn'gaer: AC19, HP 60/97 Wednesday August 6th, 2008 9:29:42 AM
Firn'gaer flies down to the body of the Sawgrass Gelendan to the location he noticed the magical emanation. Taking out his dagger, he will cut open the carcass to reveal the source.
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours), Extended shield (28 minutes)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Perimus AC 26 HP 70/112 and Yorrick AC 27 HP 107/140 d20+12=26 ; Wednesday August 6th, 2008 12:19:05 PM
Peerimus nods to Savin, "Creatures as large as this, tend to have ver slow digestive systems. So if it got ahold of anybody, what is left may still reside inside." Seeing Firngaer pull his dagger the druid smirks, "And apparently our good wizard agrees and seems to have found something." Perimus is happy to hear the crew of the Swift made it through and that Firngaer's actions were a direct result in thier survival. He too extends his condolences to Rorek.
He mentally notes the other wizards, there could certainly still be trouble there. As long as Rorek sees the point of talking, he can hopefully keep his men in line. With that thought in mind, Peerimus approaches Rorek. "May you and I have a word in privacey?" A flick of his head sends Yorrick moving off to a shady spot by the Grass Swift.
After speaking with Rorek... On the repairs, Peerimus will see if any supplies are needed that fall into the Vegatable kingdom, wood, rope, canvas and so forth. The druid will also lend a hand wherever his Woodcrafting skills could be applicable. [Craft Woodworking Check 26]
Savin ac31 hps 92/147 enlarged Wednesday August 6th, 2008 3:19:09 PM
Savin will again hop down to the ground and trot up to Firn'gaer. "Find anything? Need some help?"
Repairs and Words[DM SteveK] Wednesday August 6th, 2008 4:43:53 PM
Rorek calls to the dwarves on the ship, "get those repairs and other preparations on the way and keep your distance from the other sailors and passengers. I'll have a talk with this tall one and thier Defender." It is fairly obvious that Rorek's instructions are not well-liked, but that he will be obeyed. The dwarven wizard nods at Peerimus and Kazak and moves off a little with the wild druid to discuss things.
The dwarves begin repair work and a small work party moves to a couple of tentacles of the Sargrass Gelendan that are away from the others and begin cutting out chunks with long axes and sticking them into a barrel of salt. Food is food on the Sargrass Plains. The other two wizards have gone below and are not seen.
The crew of the GrassSwift also begin building as well as having a food harvesting group go to another part of the Sargrass Gelendan, cutting long strips to dry in the hot sun. Captain Ganness looks at the ship laying on the bare ground and shakes his head. "The Ranthoms cut a swath of 'Grass down while fleeing and that jump stuck us right in the middle of the eaten area. Unless you adventurers have a method for getting us back to the tall Sargrass, we're stuck here for a couple days while the 'Grass grows back."
Firn'gaer does some cutting and digging, and finds one of the tentacles of the beast is actually wearing a magical ring, pulsing strongly of Transformation magic.
Durgan Hp 86/182 Wednesday August 6th, 2008 8:16:07 PM
OOC- thanks for the healing guys. Hopefully We'll have enough time to rest for regular spells to take care of the rest.
"Thanks Trace, Jurgen." Durgan nods his head in appreciation for the healing.
Seeing Peerimus and his brother move off to talk to Rorek, Durgan helps the ship crews with harvesting meat. "Well, it can't be any worse than prarie pig eh?" Durgan asks the dwarf crew if they have any ale to share. "If we are goin ta be stuck here a few days, then food, ale and, stories seems a good way to pass the time to me."
Kazak Ac 32 Hp 63/170 Flying d8+5=7 ; Wednesday August 6th, 2008 10:59:53 PM
Surveying the damage of the Grass Swift .... the dwarven warrior joins the crew and clearing and repairing the damage ..... but first he invokes Quinn's gift of healing (1d8+5=7 cure light wounds ) on the most injured crewman of the Grass Swift ......
"Thanks for healing me brother "remarks Kazak to Trace " if ya can spare a couple hits it would be appreactiated "
"Wonder if Peerimus could corral some of dem big critters .... maybe use dem to pull us onto the tall sargrass " quips the dwarf ....... Kazak will mention that to the Druid once he is done talking with Rorek
Trace and Shadow ac 29, hp 94/94 flying, cats grace, barkskin//Shadow 26/44 Thursday August 7th, 2008 1:26:09 AM
(ooc: this grass is trampled down and not eaten since they were running right?) If this is so shouldnt this ships ability to float on grass still make it levitate even when trampled?)
DM SteveK: Nope. Eaten clear through. Ranthom don't have back legs and only pull themselves along on thier forelegs. Thier mouth is also as wide as thier body and is located right at the point of eating. They would actually be SLOWER if they didn't eat the Grasses and tried to trample over them!
If nothing is done trace will use some of his spell slots to regrow the grass quicker. He will be able to cast this three times per day 520' area can be cast each time.
Firn'gaer: AC19, HP 60/97 d20+29=43 ; Thursday August 7th, 2008 9:00:18 AM
"I might Savin. There is a magical ring on a tentacle of the Gelendan. I could use your help in getting it off, or better yet, let's cut of the tentacle and leave the ring on. I'd like to invest this ring in more detail before removing it. Since we only have a couple of hours, my investigation will require a little more time, I'll need it on board."
[What was the magical power, spell or caster level, of the ring? My Spellcraft check is DC43 Noticed you answered my question in last post.]
"Captain I think we can get the ships back on the grass with a Reverse Gravity spell and some brute force. We'll lift the ships and push them over the grass. Should work, unless there are any other suggestions, that sound better."
Active Spell Effects: Mage armor (28 hours), Overland flight (28 hours), Extended endure elements (48 hours), Extended shield (28 minutes)
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, Tongues, Spell Resistance 20 (Scarab of Protection)
Jurgen [AC: 39, HP: 141/141] 3d8+5=15 ; 3d8+5=20 ; 3d8+5=16 ; 3d8+5=17 ; 3d8+5=27 ; 3d8+5=14 ; 3d8+5=22 ; 3d8+5=18 ; 3d8+5=18 ; 3d8+5=23 ; 3d8+5=28 ; 3d8+5=18 ; 3d8+5=11 ; 3d8+5=23 ; 3d8+5=24 ; 3d8+5=18 ; 3d8+5=20 ; Thursday August 7th, 2008 4:54:22 PM
Jurgen gets to work on healing up the group. [Cure Serious Wounds 17 Charges - Summary: 15 hp for Shadow, 94 HP for Kazak, 22 HP for Yorrick, 36 HP for Peerimus, 80 HP for Durgan, 23 for Firn'gaer, 76 for Jurgen] After that, he spends few moments wondering about moving the ships. "Firn'gaer, your plan ain't bad. Want me to polymorph into something much bigger to help push?" (DM's discretion on whether Jurgen would know any form that is large enough to move the boats. Or even help move the boats)
He also takes a moment to talk to Firn'gaer. "I feel nervous about those wizards hiding below... Anything we can do to watch them or make sure they can't attack us?"
On the Way[DM SteveK] Thursday August 7th, 2008 5:34:43 PM
The dwarves keep to thier ship and continue repairs, gruffly rebuffing any offer of help or assistance. Thier apparent leader is still in conference with Peerimus and Durgan, and they seem to be following his orders to the letter.
Firn'gaer takes another look at the ring and sees that for some reason (or the DMs mistake :-) that there is a fading Magic Aura spell on the ring that caused an initial false reading with the gnome's Arcane Sight. The ring now emanates as a Weak Abjuration. Pocketing the ring for research later, the wizard moves to another concern: raising the ship.
(ooc: You know the location and power of all magical auras within your sight. the power is 'weak'.)
On completion of repairs, Firn'gaer casts his Reverse Gravity on the GrassSwift. By spreading the gravity effect to only five feet in height, he is able to cover the ship and angle a reverse gravity ramp to the Grasses waving nearby. As the GrassSwift itself is almost 15 feet tall not including the masts, this results in a bouancy that enables the GrassSwift sails to harness the wind and pull back onto the Sargrass: afloat once more!
(ooc: Great thought on the Reverse Gravity, but had to do a little intelligent designing on the spell area to work. :-)
Rorek ends his conversation with Peerimus by giving a formal dwarven bow. "I see that fighting may not be the answer to everything, and perhaps a third party may end the hatred (or at least the proximity) of my people and the elves. It will be good if you are able to stop a war before it begins, though many of my bretheren closer to Vulfgard will not agree with me." He shrugs. "I feel that we are too hot-headed to travel together, and so after our repairs we will go another route. My fellow dwarves must go to the High King of Turak Nor and I see you are going another route." He hands Peerimus a curiously shaped, green viened, marble stone. "This will prove you come in peace and will give safe passage to Lord Vulfgard. Do not abuse this trust."
Savin ac31 hps 92/147 Thursday August 7th, 2008 6:11:55 PM
Savin accepts any healing that comes his way (hint hint) and is pleased to see the ship put upon the grasses once again. He also helps with the harvesting of the meat but can't help but wonder what it will taste like. He then starts thinking of the ways certain spices in his kit might help and other possible reciepes.
Jurgen [AC: 39, HP: 141/141] 3d8+5=19 ; 3d8+5=25 ; Thursday August 7th, 2008 6:47:56 PM
(OOC: Heals for Savin. 2 more charges. 44 HP)
Durgan Hp 166/182 Thursday August 7th, 2008 9:11:06 PM
OOC- I thought Kazak was with Rorek? oh well.
Durgan nods his head at Rorek's final thoughts. "Glad ta see reason still prevails amongst me kin. I think it would be a good idea to see Lord Vulfgard. I wonder, will that stone let us take Trace with us to see him?"
Durgan is glad the ship is back onto the grasses. "Sure didn't want ta have to walk the whole way like them other fellers I heard about have to walk everwhere."
"Well that fight was thirsty business. Who wants to join me in the magic hut for some mountainhome ale?"
Perimus AC 26 HP 106/112 and Yorrick AC 27 HP 129/140 Thursday August 7th, 2008 9:57:57 PM
Peerimus thanks Jurgen and is about to say more, when he simply thinks better of it and smiles with another nod of thanks.
To Rorek, "I wished to speak with you on precisely why we are travelling to Vulfgard. I and my companions all are infused with what the Crones of the Downs call Chaos. It is the power of change, creation and yes destruction. We bend that power and hear its call for the better of the Southern continent and have followed its call into the conflict now stirring between your people and the elves. We believe and have felt that we know the cause of this conflict. One at Vulfgard is possessed of this magic and we have been at odds with him before. We can feel he is using this power of Change to incite this feud and we intend to stop him. I, as have others with me, have seen the future of what this conflict will bring. The destruction of the Star Mages in all the South, decades of needless war and death on all sides of all the noble races and even the tearing of magic from parts of the land. I cannot sit by and await this possibility and neither can the others and so we go. I tell you all of this with the knowledge that if you wished it, you could bring about our fall, but I also see in your actions and words that you are a dwarf of great honor and I do not believe you would do such." Peerimus listens to Rorek and nods as he is handed the stone.
"You are likely correct that our continuing travels together would end in tragedy and I wish you safe passage and may my Father prtoect you and Mother see you speedily on your way. Your trust in this is more appreciated than I can convey and when this is over and peace returned all I meet will know of your bravery in bestowing such a gift to us. It is to me the start of legends and I hope to be safe in calling you friend Rorek of Turak Nor."
Peerimus will cast SNA VII to prevail on Father to send him a Djinni. Upon his arrival, Peerimus bows, "Greeting noble friend of our Father and Mother. I have a simple request, and that is to use your magic to create for the dwarves canvas and rope to restock thier supplies of repair material. The Djinni is capable of major creation of vegatable matter that is permanent to the order of 20' cu ft.
With Firngaer's spell and the Grass Swift back on the grass, Peerimus gives a final farewell wave to the dwarves of the Hammer
Kazak Ac 32 Hp 157/170 Flying Thursday August 7th, 2008 11:04:23 PM
The dwarven warrior smiles as the Grass Swift rises upon the tall sargrass " thats some mighty fancy thinking " quips Kazak
As Rorek departs " well said Wizard .......there is hope for all of us afterall " as he smiles
Turning towards Durgan ...." well thats the best thing ya said all day " as he joins his brother
Trace and Shadow ac 29, hp 94/94 flying, cats grace, barkskin//Shadow ac 30 hp 26/44 Friday August 8th, 2008 1:48:19 AM
Thank you Firn'gaer for getting Shadow out of harms way, Shadow nudges her nose under Firn'gaer's hand and purrs loudly to show affection and gratitude for his help. The rest of the day if Trace is not needed is spent with Shadow in the shade, glad that he still has her. At the end of the day, Trace joins the dwarves for drinks with plenty fun to go around. As the days go by in recent months, Trace is glad to have his companions in this wold and drinks more with this thought in mind.
On the Way[DM SteveK] Friday August 8th, 2008 4:25:39 PM Rorek's conversation (ooc: oops, it was Kazak! I'm so absentminded! :-) The dwarf wizard seems well-pleased at his information sharing with Peerimus and the dwarves (added Kazak and Durgan). "I do not know of this enemy of yours that is suffused with Chaos powers, but it seems I have chosen correctly. You are able to see more than your own corner of the Wold, and I will give you further information. Lord Vulfgard is Kazan Copperlord, a strong-willed and stubborn dwarf if ever there was one. Be respectful and do not be scornful of his distrust or he will not listen to you at all. His second son, Hannan, is the hier since his brother was killed by elves, and he is much more likely to listen to an option other than elven corpses. The third power of Vulfgard is Barla Ambereyes, the ranger captain and the one who has done most of the fighting with the elves. She knows the secret ways to the elven kingdom."
The GrassSwift refloated All are aboard and the GrassSwift quickly picks up speed and is soon flying across the endless, featureless plains of the Sargrass. The wind of thier passage feels like a roaring oven and the days pass one after another. The crew and Childen have endless Geledan jerky, Geledan soup, Geledan fried in bread crumbs. It tastes to some who have had the experience like an earthy calamari.
Ten more days pass and the only thing that changes is the colors of the 'Grasses. Then on the eleventh day, the GrassSwift lookout shouts out; "Moooouuuuntaaaiiins!. Within an hour, an unbroken, bumpy grey line is seen on the horizon. Captain Ganness moves to his passengers. "We're gonna get to Vulfgard by tomorrow afternoon", he states, "and I'll drop you off at their wharf. It'll take me about a week to work with thier proctor on the price of my cargo and a return cargo, and I'll be very happy if you would sail back with me to Rattledam and then Hook City. You certainly saved my ship!"
ooc: this is an opportunity to finalize any plans before arriving at Vulfgard for the Children of Chaos.
Jurgen and Shay Friday August 8th, 2008 4:31:31 PM
Jurgen smiles back at Peerimus. He had expected a scolding. Then again, Jurgen was no longer the child who joined the group many years ago. He was a paladin and protector of Domi and, for better or worse, his choices were his own. Recklessness was hardly a trait that could be said of the druid. Jurgen decides to take a page from Peerimus' book and waits until after Rorek leaves.
In the meantime Jurgen has Shay periodically fly high above the boat in order to scout the area, so they aren't caught by surprise if anything else heads their way.
Saying fairwell to the dwaves, Jurgen wonders whether events will play out for the Children or if they were walking into a certain trap. He asks Peerimus for a word.
"I know you think me somewhat crazy." He smiles as he says it, showing there is no malice behind the statement. "It seems as if I throw myself towards danger every opportunity I get. And there is some truth to that. So much hangs in the balance. While the Wold has many heroes to watch over it, the Southern Continent does not. We may be it... I hear rumors of a group on these plains, but they may just be rumors. What would happen if we all fell?" He gives the druid a chance to give an answer if he has one. "Maybe I just think we're more important than we are." He shrugs. "But I choose to believe it. Which is why I act without care for myself when I see the Children in harm's way..."
Afterwards, Jurgen does whatever manual labor that is required and then joins the Children for a bit of post-battle chatter.
(OOC: Trace, Shadow should have 41 HP. I like healing everyone. :))
Perimus AC 26 HP 106/112 and Yorrick AC 27 HP 129/140 Friday August 8th, 2008 9:44:55 PM
Peerimus thanks Rorek for the additional information, especially on not upsetting the lord Kazan Copperlord. Peerimus relays what Rorek told him about the dwarves and the three major players of power. Peerimus makes it a point to relay the information many times over the next few days. He would like Durgan and Kazak to take the initial lead in speaking with the dwarves. Jurgan and himself will supply backup at first and then Peerimus will take more of the lead role as the groups leader.
Jurgen catches Peerimus somewhat alone and the druid listens with undivided attention. "Somewhat crazy? Not a term I would choose, perhaps spontanous with as much forethought as I would have you take. But rest assured Jurgan, I have come well to grips with the differing personalities of our friends. Those still with us," he glances to Savin, "and those who have moved on."
"As to others on this particular plain, yes I have heard of this 'Bloodpack' as well. Like our more common designation, I think it to is not entirely apt in describing the group. But as to the question. What if we all fell? Down to the last? Then others would rise up to take our mantle. Be they blessed by the Chaos power or not. there have been heroes before us and there will be following us. For me I wish to set the path that the followers will be able to easily see. Your passion for our saftey and your love for us is admirable Jurgen, but I would ask that you keep in your mind, we are all very capable. If we stand and act together I do not think there is much we could not do. I also ask you keep in mind that chaos can easily expand. One reckless or percieved reckless act can easily lead to others and soon we will not be standing together but standing as individual. That is where the danger lies."
"I have told Savin and the others, I will not be moving into desperation to save one from desperation. I move for the whole. Follow your heart, act as you need, but also remember your friends who would follow you into death." Peerimus sighs, "That was a terribly long winded way my friend to say , have a way out before rushing in." He ends with a wink and a smile and goes back to working on his staff.
Savin Friday August 8th, 2008 10:35:02 PM
Savin smiles and winks at Peerimus as he hears his conversation with Jurgen. He strides up and claps Peerimus on the shoulder and joins the conversation saying, "Yes Jurgen we have all grown immensely in capabilities and I like to think in wisdom as well. While we need to stand together, singly anyone of our group is well capable of taking care of themselves. Peerimus has come to realize that I am not being reckless when I charge about in combat but utilizing my personal skills to the best advantage. My strengths are my mobility and being able to pack a pretty good wallop. It is natural for me to go after the spellusers of the opposition, but normally they are behind the big fighters in the front row. While it seem suicidal at times to cut myself off from the group, my speed and other abilities can normally keep my out of trouble. If I can tie up the spelluser or put them down, then that makes the task of our spellusers that much simpler."
Savin looks at Peerimus and asks, "What is my role in the upcoming negotiations? I have been feeling like a fish out of water lately. Do you have some plans for me?"
Kazak Ac 32 Hp 157/170 Flying Friday August 8th, 2008 11:46:29 PM
The dwarf helps with sailing the ship where he can .... but does his best to stay out of the crews way while they perform their duties ....
Nodding at Peerimus's role for the brothers " yes of couse ..... its a good idea to start of with us ... especially with all the paranoia and distrust of outsiders "
Trace and Shadow ac 29, hp 97/97 //Shadow ac 30 hp 44/44 Saturday August 9th, 2008 2:44:53 AM
Trace in the coming days talks with Peerimus, "Well, would you have me stay with the boat as a back up or come with you?" I can cast non detection on my self and then you can change me into a leporad like shadow?
Level 1: resist energy, long strider, pass without trace
Level 2: Bark-skin, Cats Grace
Level 3: darkvision, darkvision
Level 4: non detection
Durgan - Sub Al Monday August 11th, 2008 9:48:41 AM
"Sure, we'll talk the them, Peerimus." The days of endless seas of grass had at last come to an end. "But talking isn't usually a dwarf's forte, if you get my meaning."
"But we'll get things going, and we'll back up yer negotiating points. And for a certainty, me and Kazak'll be shoulder to shoulder with ye when the drinking starts."