Downtime [DMBZ] Monday November 17th, 2008 5:50:11 PM
Captain Ganness sees the group off and offers use of the Grass Swift if you ever need it again. Having made a new ally, The Children of Chaos travel outside of the city, checking their badges and identification at the gates with the guards. The guards attempt to charge a tax for any new equipment purchased, but luckily the group does not have the dragon treasure with them and are able to pass unmolested out of the city.
A few spells brings you to Peerimus' grove and the town of Heranmar- home. the townsfolk are glad to see you back, and greet you warmly. A few spells(and days if necessary) and you are able to bring all of the dragon's treasure back to Heranmar. The portal to the Catacombs is waiting...
OOC- If anyone has level-ups to take care of, let's get them in soon.
edit- I will look for the treasure list and repost it
Downtime [DMBZ] Monday November 17th, 2008 5:54:29 PM
OOC treasure list, -5000 for the raise dead. Plus 500gp each for last encounter.
3,824 platnuim -38,240 gp (76 1/2 lbs) 58,576 gold -(1171 1/2 lbs) 12,743 silver -1,274.3 gp (255 lbs) 5,389 copper -53.89 gp (108 lbs) 9 Sapphires @ 250gp ea, -2250 gp 3 rubies @300gp ea, -900 gp 7 pearls @50gp ea 350gp 1 tiger quartz @50gp, 50gp a mahogany and blue silk divan (ripped), matching mahogany side table (slightly scratched) 200gp, set of silver teaspoons 150gp, and a fabrege' egg 600gp
2 sets half-plate (@600gp), -1200gp 5 longswords(@15gp), -75gp 2 halbreds(@10gp), -20gp 1 masterwork glaive (308gp), 1 dwarven urgosh (50gp), 3 small metal shields (@9gp), -27gp a great helm(30gp), studded leather heavy warhorse barding (100gp)
Firn'gaer also isolates all the magical implements... 25 crossbow bolts +1, -1000gp 30 arrows +3 -10,800 13 arrows of distance +1 -2080 7 arrows of ghost touch +1 -1120?(Steve- ghost touch is normally melee only -do you want to leave this?) 5 arrows of disruption +1 -1800?(normally melee bludgeoning only -question as above) 1 arrow of bane (dwarf)+1 160(this item could be considered evil, but I have no prob with it) 3ea Bottles of Silversheen 3each? 21 = 5250gp ( - whatever is being kept) Feather Token: Bird -300gp Earth Elemental Gem -2250gp Bag of Holding Type II -5000gp(we'll need this just to carry the coins :) Kukri +2 -8308gp Full Plate +2 Spell Resistance SR 17 -37,650gp Lion's Shield -9170gp
Posting Report For: Monday November 17th, 2008 6:06:52 PM
Career Game #3 Children of Chaos For the week of November 3, 2008
Kazak - Monday November 17th, 2008 11:40:18 PM
Kazak says goodbye to Captain Ganness and his crew ..... then journeys along with Peerimus's plant route ........
Once back to Heranmar ..... the dwarf relaxes in the cooler weather ....... taking time to check on his stone quarry venture ....... before they head back to Hook City
" Hey brother at some point we'll need to buy us a home here ..... can't live at the Inn all the time ...."
ooc: Kazak leveled up ..... will have CS adjusted soon .
Rash Trinka Monday November 17th, 2008 11:42:50 PM
Rash seems a little disappointed when Areolinia says nothing at her offer either negative or positive. She sighs and starts to put the money away.
(ooc beginning to wonder if you read my post. Can Rash teleport home?")
Rash moves over to Peerimus and says, "I won't be traveling with you on your treasure run. Since I am not getting a share, I will leave the heavy lifting to you. I will take the time to visit my family. Where do you want to meet?"
Trace Tuesday November 18th, 2008 1:37:31 AM
Trace is happy to deliver the slaver and then see of the captian. Once again he is releaved to make it back to Hernamar. Allthough it is full of humans, Trace has never felt more at home. He makes his way around the city and then by Savins school and press the importance to continue his work that he started here.
Trace will make another visit to see the progress of the town milita and ask that a meeting with the town council to go over possible trade with the dwarves and Hook city and to set up trade routes with captian Ganess as part of the route.
He then makes his way over to the catacombs to supplies. (show Trace as taking the arrows from the dragons treasure and then subtract the amount of their worth from his cut of the money.
(ooc: will start catacombs post when the money total is posted.)
Jurgen Tuesday November 18th, 2008 10:24:54 AM
Jurgen joins the rest of the Children in sorting the treasure and getting it to the Catacombs, agreeing on the sale of anything that isn't made claim to. He doesn't spend much time around Heranmar, choosing to focus on preparing for the next task set before the group. On his way to the Catacombs, he stops in on Holly and chats with her a bit, trying to determine if her mood was any better than the last time they had spoken... And whether she and Donk were safe.
(OOC: After classes today, I'll do the math on the treasure stuff)
Downtime [DMBZ] Tuesday November 18th, 2008 3:33:15 PM
OOC- That would be helpful Jurgen, I am pressed for time today
Rash- sorry, I had posting reports on the brain. Yes, you can teleport home, even if it takes a day or two. It will take a few trips to get all the treasure transported.
Trace- don't forget magic arrows and bow do not stack bonus.
Downtime [DMBZ] Tuesday November 18th, 2008 3:49:12 PM
As you settle back into life at Heranmar, the current gossip inevitably makes its' way to the group as you check in with local interests. Kazak and Durgan check in on the quarry and discover that the stone quarry is about halfway cleared and has begun to provide blocks of stone for the repair of Heranmar's outer walls.
There have been no sightings of giants since you left. It looks as though they are actually keeping their word, or else they have decided not to cross the Children of Chaos again.
There have been a few sightings of giant wolf prints near the edge of the northern woods.
The centaurs have settled into the woody dales between Heranmar and Wayfarer and are beginning to build temporary shelters. They are happy with their new territory and have had no more than the usual friction with their neighboring farmers and hunters(of noble races).
Savin's school takes the news well, if not happily. The school has settled to about 20 regular students and Savin's mentor has brought in another instructor who can teach advanced techniques in Savin's absence. The new instructor now takes over instruction at the school and there is talk of naming the school after Savin. All is well.
The town guards are doing all right, but they are still more of a police force as compared to a toughened garrison. They have enough men and women trained, to handle local crime and to close off the town's gates in the event of an attack.
A local fisherman tells you he has made contact with the Tritons. He is otherwise close-mouthed about it, and will only say that he occasionally talks to them and exchanges minor goods.
Durgan Tuesday November 18th, 2008 9:17:40 PM
Durgan kicks back and enjoys some time at the Inn, eating and drinking. He takes a look around town at some houses at his brother's suggestion. Durgan also spends some relaxing hours churning out some various tools at Tod's smithy for his store. Hard work and good ale, what more could a long-bearded dwarf ask for?
Peerimus AC 31 HP 112/112 and Yorrick AC 32 HP 164/166 d20+23=26 ; d20+29=39 ; d20+16=18 ; Tuesday November 18th, 2008 10:26:07 PM
Peerimus wishes Gannes well and tells Rash they will be in Heranmar. Once back, Peerimus spends most of his time at the grove and visiting Two Stripes and the other animals about the area. Conversing freely with them thanks to the Feather of Affinity. Peerimus builds a small modest shrine to Savin and Also Communes with the natural world about him to the area of the spells extent, 15 miles. Checking on all aspects of information that the spell provides over the course of the few days. In the afternoons we walks and visits with the nearby farms and the people there, lending advise and a helping hand where he may.
Peerimus will also investigate the sightings of wolf prints to the north. Speaking with any animals and some of the larger trees of the area to form a better picture of what may be going on. know nature 26 survival for tracking 39 diplomacy for speaking to animals 18
Rash Trinka Tuesday November 18th, 2008 10:35:55 PM
Rash will Greater teleport home and spend a few days with her husband and child. She explains the new circumstances with them and discusses possibly moving the family to Hernamar. (Will leave that up to the DM!)
She pops back into town two days later and finds the local inn and takes a room and then starts to explore the town looking into the churches? She will try and rehook up with the Children of Chaos and find out if they live together or each have their separate dwellings.
Trace Tuesday November 18th, 2008 11:29:01 PM
(ooc:if the arrow powers do not stack with the bow then sell them and I will keep what I have and it will make the division easier.)
Trace continues to work with the local militia.
Firn'gaer Wednesday November 19th, 2008 8:49:19 AM
Firn'gaer uses some of his time at home to scribe as many of his spells into his Blessed Book.
While he is not scribing, Firn'gaer begins to scout the local area for a suitable location for a permanent residence for the gnomish wizard.
In the evenings, he spends time in the tavern.
Jurgen Wednesday November 19th, 2008 11:41:33 AM
Jurgen keeps quiet while the Children are back in Heranmar. He's busy planning on what to do with his share of the hoard. Even when there wasn't a battle pressing, his mind was always in preparation mode. How could he make himself a better fighter? What could he expect to face? What would he face that he didn't expect? The couple of days off would be nice, but Jurgen didn't think he would ever really have time off.
[OOC: Hey everyone. Here's the treasure run-down.
Total Value in GP: 189342.19 Value Per Party Member: 31557 gp and 3 cp]
Downtime [DMBZ] Wednesday November 19th, 2008 3:25:10 PM
OOC- Trace, just to clarify, the abilities stack but not the bonus(+1,+2 etc.) Only the highest bonus works. I guess I was specifically referring to the +3 arrows, if you already have a +3 bow, you would get nothing extra out of them. The 'special' ability arrows are probably worth keeping, especially the ones Steve 'goofed' and are not normally found in that form.
Downtime [DMBZ] Wednesday November 19th, 2008 7:05:40 PM
OOC- My math is a little different than Jurgen, but it's close enough. Everyone go ahead and hit the Catacombs, I will advance the game starting tomorrow. Consider your purchases as received as of friday regardless of how long it actually takes.
Peerimus investigates the wolf prints and discovers that some winter wolves have begun creating a new den on the northern downs. He is able to meet with them and they speak with him briefly. They inform Peerimus that they do patrol to the woods as part of their new territory and they are under strict orders to avoid noble races in the Woods or along the Roads.
Kazak - Wednesday November 19th, 2008 11:48:20 PM
The dwarven warrior enoys the quiet time in Heranmar ..... taking sometime time to wander about town .... checking out various possible projects that could help improve the infrastructure of the town ..... even donating gold to help build or improve the local school(s)(hire teachers ) ..... of course with the approval of the town council ;-)
Peerimus AC 31 HP 112/112 and Yorrick AC 32 HP 164/166 Thursday November 20th, 2008 12:45:51 AM
Peerimus will converse with the wolves and even bid them welcome to the are, but will leave with the assurance that the woods about Heranmar are fully under his protection. Upon returning peerimus will tell the others of the winter wolves and will also inform the council of the town. Time premitting, Peerimus will follow up with going to sea as a dolphin to see if he is able to meet with any tritons to merely extend greetings to them. Nothing expected other than cordial hellos.
Downtime [DMBZ] Thursday November 20th, 2008 7:15:09 PM
Everyone spends a few days relaxing and buying new equipment at the Catacombs. Rash is able to visit with her family and begins making preparations for them to move to Heranmar in the near future. Peerimus meets with the Winter Wolves and finds that they are agreeable if not friendly. They assure the druid they understand who protects the area and they promise to behave.
The group(those who wish to) meet briefly with the town council. Several suggestions are made for new projects and the council seems open to try them. They are not concerned about the wolves, after all the town has very powerful protectors!
Firn'gaer has time to scribe some spells. Brina is very pleased to have Kazak back in town, and tries to take up most of his time. Trace runs the town guard through some archery practice. Jurgen wonders which new equipment will best prepare him for future adversaries.(DMBZ says: be ready for anything. :)
A few days later, the group moves on and travels back to Hook City. You find it much easier getting through the gates this time with all of the identification papers you took care of previously. Upon travelling through the city, the group picks up on a few rumors.
The Mailed Fist has arrived at Hook City and the city has hired the mercenary company to patrol Mud Town. No incidents are being reported beyond greater discipline among the tents and fairly stiff physical punishment of alleged actions. Hook City is happy and the Mailed Fist is doing what they are hired to do.
There is talk about a new sect in North Hook. They have taken up residence in an abandoned temple and spend most of their time fixing it up and preaching to anyone who will listen. They talk about a place in the Sargrass where it is possible to achieve everlasting life.
OOC- Please state intended actions or destinations within the city.
Durgan Thursday November 20th, 2008 8:51:07 PM
While in Heranmar, Durgan visits the Catacombs. "Jurgen that's a good idea to be prepared for anything. Need ta stock up on me ale. Just in case."
Firn'gaer - OOC Thursday November 20th, 2008 9:47:56 PM
OOC - So we have a few days of downtime. How many days is that? Just for the record, that's not downtime. Firn'gaer is thinking for downtime, like several weeks. Long enough to actually do something.
1. Firn'gaer skips the catacombs. There isn't time to scribe scrolls or do any additional research. 2. Instead of finding a location for a permanent location for his home. He finds a suitable location so he can perpetually cast Secure Shelter.
Firn'gaer Thursday November 20th, 2008 9:59:28 PM
Once at Hook City, Firn'gaer goes to the money changer so he can buy Hook City currency. Once he's finished with that, he look for a permit that allows him to fly throughout the city.
Rash Trinka Thursday November 20th, 2008 11:07:36 PM
Rash smiles when she joins up with the others and asks, "I know we were supposed to deliver that letter to the Blood Pack which we did but why are we going to the Hook City again?"
When Rash hears about the new sect she decides to check it out. She will invite any who want to go along but she will go alone if none want to. She is interested in hearing what this new group has to say.
Zero: Read Magic, Create Water!, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Dimension Door*, Divine Power, Restoration, Sending, Dismissal, Magic Weapon Greater, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Greater teleport*, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura
Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 38 hours before they need to be recast.
Kazak - Thursday November 20th, 2008 11:45:28 PM
The dwarven warrior spends a good portion of his time with the barmaid :-) .......but does make to get to the stone quarry and help out with his expertise ..... setting them in the right direction .... but generally pleased with the work crews performance.
Once back in Hook City ...... he keeps a low profile .....but adds his 2 copper pieces " I winder if that is the same Mailed Fist group that made its way thru Hernamar .....??" Sso to confirm his own musings .... Kazak quietly asks about the Mailed fist company .... even taking a trip to the walls to check out the masses out in mudcity
Jurgen Friday November 21st, 2008 12:25:07 PM
"Rash, do you recall our meeting with Gargul? We've got to speak with the Star Mages..."
Jurgen spends his time in Heranmar without much comment. He meets with the council, but doesn't have a lot to say on that front. He also takes a few hours to watch Savin's monks, thinking about friends lost.
As the Children head back into Hook City, Jurgen becomes curious and wouldn't mind heading off into the Sargrass and achieving everlasting life, but there were other things to do. Still, if Gargul was attempting to create a new power it might have a lot to do with the manipulation of life. "Peerimus, do you think we should check out this sect? It may be what Gimp was talking about... I'll go arrange a meeting with the Star Mages, since we need to do that either." Provided there is no dissent, Jurgen heads to Star Tower to set such a meeting up.
Hook City [DMBrianZ] Friday November 21st, 2008 7:31:36 PM
OOC- Rich, if you need specific amounts of time for crafting/scribing etc., please send Steve and myself an email describing your needs. There should be some time available after this module.
OOC- NOW is the time to hit the Catacombs. That door will close once we get into the meat of the adventure.
Firn'gaer obtains a permit at the local office He is reminded of the anti-magic zones by the official. "Don't fly too close to those areas or you may end up in a bit of trouble."
Rash goes to check out the new sect. She finds a preacher on a makeshift parapet extoling the virtues of everlasting life. "Thy pilgrimage to the Master in the Sargrass shall by thy final hardship. Will you leave this current misery and be reborn into the Master's glory?" Rash can see that the preacher has acquired a few converts, most of whom await a ship to take them there. The preacher leaves you wondering if everlasting life really is possible? To be immortal like a god? And what would the ramifications be if it is true? How would you stop someone who is immortal?
Kazak makes some inquiries regarding the Mailed Fist company. He discovers that it is in fact the same company that passed through Heranmar not so long ago. The Mailed Fist leader Kazak manages to speak with mentions no problems were encountered while marching through the Gateway Downs, as there is very little that would bother a full mercenary company! He further reports that the scouts are working better together and integrating their actions with other groups as well.
Jurgen focuses on the mission at hand. He travels to the Star Mages tower only to discover that things do not appear to be normal. A large number of merchants are milling about outside the tower, waiting to get in and make their deliveries. When asked, one of the merchants informs Jurgen that no one has been able to get in for several days. "The vendors with perishable goods have left and given up on returning for now." Jurgen also notices all the local citizens seem to be staying further away from the tower than they normally might, almost as if they are avoiding it while trying to look as though they are not actually avoiding it.
Peerimus AC 31 HP 112/112 and Yorrick AC 32 HP 164/166 Friday November 21st, 2008 10:16:15 PM
Peerimus hits the catacombs and agrees with Jurgan. A good starting place is certainly this new cult. "The timing is that of coincedence and I have never been a follower of coincedence." While Jurgan does that and Kazak stops in on the Mailed Fist, Peerimus follows up on his listing to be able to use magical transit to and from Hook City that he applied and paid for last time they were here. Steeling himself for the day he would consume, the druid packs a few goodberries and picks up a couple flasks of fine.
Finishing that, Peerimus makes himself at home in the 2nd floor room of Chloe's old place and spends a little time caring from the great Sycamore in the garden. If he can, he stops in after dinner, bringing a bottle of wine with him, to the neighbors to visit by a fire and some general talk.
Rash Trinka Friday November 21st, 2008 10:44:13 PM
Rash runs back to the Inn and finds Peerimus and explains what she has learned about the new sect. She is curious on what could be going on and wants to take the boat ride. "When are we going to move on to the Star Mage Guild? (ooc I truly have forgotten what we are supposed to be doing? Something with the Starmage guild but what?")
If Peerimus allows it, Rash will take the boat ride to find out about the Master. She can always teleport back it it takes to long. She wouldn't mind some back up if anyone wanted to come along.
Zero: Read Magic, Create Water!, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Dimension Door*, Divine Power, Restoration, Sending, Dismissal, Magic Weapon Greater, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Greater teleport*, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura
Kazak - Friday November 21st, 2008 11:59:49 PM
After talking to the mailed fist officers .... the dwarven warrior relays the info to Peerimus .... before relaxing at their lodgings
Jurgen Monday November 24th, 2008 2:46:43 AM
Discovering that Star Tower is "closed for business", Jurgen goes through a whole bit about how frustrating the Star Mages were. It is filled with low muttering and mild curses. Fortunately, he does so away from the people around so they don't think him crazy. And yet...
Jurgen was tired of having to defer to the Mages for everything. Individually, he didn't have a problem with any of them. But the organization itself was trying his patience. Normally, the paladin would report back to Peerimus and the Children would likely be stuck waiting. The thought of Peerimus is enough to keep Jurgen from doing something stupid. Instead, he walks up to the doors and, doing something that few of the local citizens would likely consider, knocks loudly. And, if there's no answer, he knocks even louder. This would not be the sort of patience Peerimus counseled, but it was the patience Jurgen had.
"This could be interesting..."
Posting Report For 24 November[DM SteveK] Monday November 24th, 2008 10:54:46 AM
Career Game #3 Children of Chaos For the week of November 17, 2008
The Children of Chaos return to thier home base of Heranmar and catch up on news, housecleaning, and research for about a month before sliding back down to Hook City and checking out what's going on there. In the city of magic, they become interested in a cult that is promising eternal life for converts. Yet, closer to home and a bit disturbing is that the Star Mage Guild has shut thier doors and has allowed nothing in or out in quite some time...
Submitted by SteveK
Hook City [DMBrianZ] Monday November 24th, 2008 5:55:49 PM
OOC- I will assume the group will be staying at their warehouse/dwelling?
Peerimus takes care of some official business and acquires the permit he applied for last time. With the tree planted at the warehouse, efficient travel to Heranmar and back is established.
Rash looks into getting ship passage to the area the cultists are talking about, but none of the captains currently in port are interested in a wild goose chase. Captain Ganness would most likely take you there, but he is not in port at the moment.
Kazak returns to the warehouse and reports on the happenings with the Mailed Fist.
Jurgen boldly knocks on the front door of the Star Mages Tower. He waits for a response but gets none. The Tower seems unusually quiet. Watching Jurgen's actions, one of the merchants approaches him. He is very cautious going up to the steps as if he expects lightning to strike him for being bold. His courage flees when he gets to the actual steps and he stops there. "Excuse me sir?", the merchant says. "It's been like that for awhile now. The locals are all scared and worried. Supposedly there was some sort of ruckus in there not too long ago, then nothing. What sort of ruckus? Lights flashing, shouting, loud bangs. Got the locals downright spooked it does. Maybe you should come down from there before you get the wizards all upset..."
Durgan Monday November 24th, 2008 5:57:28 PM
Durgan sees to making sure the supplies at the warehouse are adequate, especially the food and drink.
Firn'gaer Monday November 24th, 2008 7:17:18 PM
Firn'gaer arrives at the groups' place in Hook City. He tries to locate some of the others to learn what they've found out about the local area. He wonders if anyone went to the Star Mages Guild. He thinks that they might get more success if a member was with them.
If no one is there, Firn'gaer will make his way to the Star Mages' Tower.
Peerimus AC 31 HP 112/112 and Yorrick AC 32 HP 164/166 Monday November 24th, 2008 8:22:44 PM
Peerimus informs the group as they filter back to the wharehouse and abode they own, that he has secured the rights for magical teleportation. The Star mage Tower news is a bit more disturbing. "We were hoping our actions at difusing the elf and dwarf tensions would filter and it would seem this may have come to a head in the Tower while we were out. Let's ask about and see if we can more accurately pin down the time frame of the Tower shutting down. I have a feeling the timing will show it to be when we were still engaged in Krilanos."
"The cult is interesting, and Gimp indicated that here was our starting spot AND something promising eternal life does ring of a growing power. The question is, Is the cult and the Tower shut out linked or not. Again I do not like coincidense and think it will bear out to be so. I would like to put our resources to trying to gain access to the tower though. It is here where we know a firm location and we will not be at the will of others to direct us. When we have sated our curoisity here, we can branch out to search for this cult and thier spring of life. Agreed?"
If yes Peerimus looks directly to Firngaer, "Ideas on entrance beyond your natural magnetism?"
Rash Trinka Monday November 24th, 2008 10:41:05 PM
Rash catches up with the others and explains what she found out, "I think we need to find out about the Star Mage Guild first. That seems to be more pressing. I wonder if the Elf/Dwarf war is the problem here. I doubt it. You don't find many dwarven wizards and I doubt that there would be enough to close the tower. Still if agents of Chaos where trying to cause trouble between the two races, then other agents could be working here to cause strife. We need to get inside and I don't think knocking on the door is going to be the answer. We will need to force our way in I suspect.
She looks at the mage of the group and asks Firn'gaer, "Are you aware of the protections around the tower? I am sure they are formidable but since plenty of strangers walk in and out everyday, they can't have the main entrances trapped or they would pile up to many bodies."
Kazak - Monday November 24th, 2008 11:34:07 PM
"sounds like a good course of action ......what about contacting the local protection band that we worked with last time we were here .... they might have heard of some things ..... i don't recall her name ... their spokesperson ..... but they certainly seemed reliable "
"Heya Firn'gaer ?.... anyway you could magical peek into the starmages guild ... ??"
The dwarven warrior visits a nearby dining establishment .... and orders some food to be delivered to the wharehouse for dinner ..... doing his best to be friendly to their neighbors
OOc : I did not visit the catacombs , but i did claim the earth elemental gem , and deducted it from my total loot )
Trace Tuesday November 25th, 2008 2:11:58 AM
Trace makes his way to the wharehouse after hitting the catacombs and takes this opertunity to enjoy the new surroundings and work on the rooms a bit.
Jurgen Tuesday November 25th, 2008 3:22:59 AM
"Upsetting the wizards is the least of my concerns. Twice now they've been near conflicts we've been involved in." Jurgen, realizing he's dangerously close to going off on a rant, stops himself. "Thank you, sir. For your help..." He pulls a gold coin out of his pocket and hands it to the man. Not that the man told Jurgen anything surprisingly new, but repaying kindness with kindness was good karma. He returns to the warehouse, letting everyone know what was up.
"Sounds like a good plan, Peerimus. And, although I wouldn't suggest this if anything lesser was at stake, but wouldn't the easiest way to get the Star Mages attention be to break in? Set off as many of their alarms as we can on the way?" He grins sheepishly. It was an odd suggestion to hear from the paladin, but Jurgen couldn't help his roots. "We could also just sit outside their front door and just unleash as much magic as we can until the Mages are forced to notice us. Between Rash, Firn'gaer, Peerimus, Trace and myself, I have no doubt we would be a sight to see."
(Jurgen is leveled up, with the exception of a second level 6 spell chosen... And the Catacombs stuff is going through now. PS: Dan, you gunna update Yorrick's health? Or does he have a thorn stuck in his paw? :D)
Firn'gaer Tuesday November 25th, 2008 9:10:19 AM
Firn'gaer gets bombarded with questions about the wizard's guild.
"I don't know any more ways in at this point then the rest of you. I would assume that a guild member may have some ability to get through the doors, but until I am there I really don't know." He says to Peerimus.
"Rash, my dear, I would suspect that the Guild is heavily guarded with magical protections, and that many of them are beyond mine or any of our knowledge in magic." He says before turning to Kazak. "I suspect that those same protections will prevent magical scrying as well as magical transportation."
"Jurgen, upsetting the wizards should your main concern. The Guild is locked up for a reason. That reason, what ever it is, often causes the Guild to be jumpy. Since the Archmages of the guild are more skilled in magic than I, you should be fearful that you don't do something that incurs their wrath. To say you're not afraid of a powerful wizard, let alone many of them, is a ridiculous statement." He says to the Paladin.
6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, Warp wood 7-Level 3: (2) CMW, (2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, Freedom of Movement, Rusting Grasp, Flamestrike, Ice Storm 5-Level 5: Animal Growth, (2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
The Star Tower [DMBZ] Tuesday November 25th, 2008 8:50:17 PM
It seems events at the Tower bear investigation and Firn'gaer can fill in some information he knows about the Tower. There are a few possibilities for gaining entrance. The group could try the front door. Since it is locked and wizard locked, sufficient force would be needed to break it in. It is suggested that riling up the wizards in this matter is not exactly wise...
There is the roof. There is a door on the roof leading to the uppermost level. However there is an anti-magic field about the area surrounding the roof, as can be found in other areas throughout the city. Magical flying is therefore tricky(and extremely hazardous) but nonmagical means to reach the roof are left open. It's only a 100 foot climb...
Sewers. Firn'gaer is aware of a sewer entrance. It is little used, but some of the merchants are aware of it. Especially the ones who deliver disreputable goods and ingredients for spells and components. Some of the necromancy work is also delegated to the Tower's basement. There are rumored to be guardians protecting the door to the Tower's basement...
Teleporting. Firn'gaer is aware that magical transport into or out of the Tower is warded against. The one exception is the Gate all Star Mage Towers possess to travel from one Tower to another. Transporting magics within the Tower also will not function inside. These include(but are not limited to:) dimension door, teleport, ethereal jaunt.
Durgan Tuesday November 25th, 2008 10:01:24 PM
Durgan grows impatient waiting for a decision. He gets out his weapons and begins to polish them, waiting to see what the group wants to do. While he waits he pours himself a tall mug of ale from the warehouse supply. Cleaning weapons and armor was thirsty work after all.
Kazak - Tuesday November 25th, 2008 11:31:33 PM
The younger dwarf takes after his older brother and begins to clean his equipment for their upcoming foray ......
" well wit nasty's in da basement and sewres ..... i suggest we climb thru the roof ..... i know flying is tough around Hook Ccity and can't fly to da top of da tower but if someone can fly halfway up and toss some grappling hooks and rope to da top we could then climb saely to da top of da tower ... eh ?..maybe ?"
Rash Trinka Illegal post Wednesday November 26th, 2008 7:52:29 AM
Rash shakes her head. "I prefer the basements personally. Sounds like there is undead there, but we have all fought undead before and know what to expect. Sounds like they at least expect traffic that way and we know their will be a door. Heading to the roof sounds painful if we don't make it. That is a long way to fall and I don't fancy climbing a rope in full armor."
Firn'gaer - Illegal Post Wednesday November 26th, 2008 9:26:15 AM
"The roof entrance is going to be tricky. I can should be able to see the anti-magic zones with my Arcane Sight, but it would mean everyone would need to fly and follow me exactly. A problem with the roof is again as I mentioned to Jurgen - the more powerful members of the guild are most likely staying in the areas towards the top of the Guild - we would have a greater chance to run into a Master Mage or an Archmage."
"The sewers are probably not the safer route." Firn'gaer say thinking of what could be the guardian of the Towers subterranean entrance. His mind runs their past encounters with golems and that liche. He shudders to his very soul as he recalls the battle with the liche. "Being the most accessible, the sewer entrance is probably guarded by the worst guardians the guild has and is willing to make known. I would guess Iron Golems, but considering the state of the Guild, undead, as Rash mentioned, could be running around unchecked."
Firn'gaer Wednesday November 26th, 2008 11:57:50 AM
"Just out of curiosity, what is our reason for breaking into the Guild? Honestly, we could be facing serious criminal charges withing Hook City whether we are successful or not. The Guild exerts a great deal of political power within the cities in which it has towers. So before I break in and assure my arrest in Hook City, I want to know [i]why are we breaking in?[i]"
"We should contact Randall first."
Jurgen Wednesday November 26th, 2008 12:21:21 PM
"Firn'gaer, I have no more fear of the Star Mages than I do the Merchant Guild or the Temple of Alemi. Fear is only a reasonable response when it is in response to something."
Hearing the group make plans to break into Star Tower has him on uneasy side. "I'm fine with trying to get their attention so they can help us, but I don't see what we have to gain from breaking it. We need the Star Mages help, so a willingness to cooperate is necessary... Unless we have reason to believe that the tower is under attack from within, I say we try again on the front door and if that doesn't work, we move onto this Cult."
The Star Tower [DMBZ] Wednesday November 26th, 2008 10:27:59 PM
OOC- I saw on the catacombs, they are likely to slow down service. For those who haven't been yet, time may be running out. Don't forget to email the transactions to your DMs. :)
Firn'gaer has filled in the group on several means of access to the building. All three have their merits and there is some discussion on which to choose.
There is also discussion on why you want to get in. The Star Mages Tower has information you need about the new Power that is being born into the Wold. It would seem that information will be difficult to acquire while the guild is locked up tight. It will be tough to get in, and it is suggested, maybe even illegal. There seems to be strange events at the Tower. There is also the matter of this new cult. Events are taking place in Hook City and the Children of Chaos may either be swept up in them, or watch idly as events pass you by. Of course, the Powers may have something to say about that...
So, the question remains, what do you want to do?
OOC- Happy Thanksgiving everyone! I know holidays are traditionally non-posting days, but if everyone posts, then I will make a post tomorrow.
Rash Trinka Illegal post Thursday November 27th, 2008 12:56:37 AM
Rash Trinka looks around at her new companions and says, "I think we should look to see what this new cult is all about. I wonder if it a harbinger of the new power that Gargul hinted at. This could be his or her new priesthood looking for converts. As a cleric who worships all the powers equally, I feel it is my duty to find out more about it. Since the Star Mage Guild is closed down for now, maybe it makes more sense to pursue this matter first. If they are tied up into this new power, then maybe we will gain some insight. Upon reflection, I think this is the best course of action. I hate dungeons and really would rather avoid being put into one for trespassing."
OOC Happy Thanksgiving!~
Happy Thanksgiving[DM SteveK] Thursday November 27th, 2008 12:42:20 PM
Happy Thanksgiving for all our American friends! Well, for all our friends no matter where they live or come from, now that I think about it! :-)
BZ Highlight to display spoiler: { maybe need to up the ante with the appearance of a certain accomplice }
Peerimus AC 29 HP 112/112 and Yorrick AC 27 HP 140/140 Thursday November 27th, 2008 12:47:49 PM
Peerimus smiles warmly at Firngaer, "I actually was suggesting we knock. With the anticipated responce of nothing, I then suggest we make our way to the lower entrances. precisely what guardian defences are involved beneath the tower could answer some questions about the towers current state. Niether of those two things are illegal and could cause us any grief from the officials of Hook City. If undead are indeed manning the defences then as registered Protectors of Hook City we will defend it by destroying the abominations that rove beneath the streets."
Answering Rash, "yes I believe the cult and the new power are connected, by I also believe the Shadow Realms messenger that here is where we should start. we know the location of the Tower and not of the center of the Swagrass. Your inquireis at the dock have already produced the result that the Captains of the Grass ships think it folly to search for a nonexistant place. Trying to infiltrate a growing cult that we believe connected to a real Power or budding Power thta we know nothing about is dangerous. At best we tip the Power and the cult that the heroes and Protectors of of Heranmar are investigating them. That comes with a great deal of reputation that coulod cause them to strike in force at us and our town. That possibility alone is why we will not be going that route. Until we learn more, more a side source of this cult, I plan to give them a very wide berth."
"No we go below and see what is warding the Tower's lower entrance. Once that direction is proven out, we can look into the cult. As soon as possible we will need to get a message to Gannes. He and the good crew of the Grass Swift, will likely be our transporation. I hope everyone saved some gold to pay the good captain. Else it will be a very long walk."
Jurgen Thursday November 27th, 2008 10:22:47 PM
"So be it..." Jurgen quietly assents to Peerimus' plan. It seemed fine, but if the Children skirted the edges of the law, the paladin would likely speak up. He spends a few minutes practicing with his newly enhanced sword, before the group heads to the Star Tower. Expecting the same lack of a response at the door, Jurgen gets ready to head into the tunnels below. Whatever they faced there, he was fairly certain that he would be taken by surprise anyway.
Kazak - Thursday November 27th, 2008 11:10:14 PM
" So what way we going ??.... afriendly knock at da tower or .... or a more agressive approach ??""
"Can any of you magicmen seek answers from asking wit magics ??" inquires Kazak " might help us find some answers or at least give us a clearer understanding of what is happening " adds the warrior
The Star Tower [DMBZ] Friday November 28th, 2008 6:35:50 PM
The group decides to try to find out what is going on. Barring any strange attempt to enter the Tower, it is agreed to simply try knocking once more. The Children of Chaos knock upon the door. However, unlike Jurgen's previous attempt, something happens. There is some noise from within, and a voice is heard although too faint to make out what was said. Then there is some effort behind the door as locks are undone and bolts are thrown open. The door creaks open to reveal an imp fluttering in mid-air. Distracted and bored, the imp mumbles something to the effect of; "Ho hum, the Master is expecting you. And slightly irritated that you are late. He is ready to..." The imp looks up with a start as he realizes you are not who he was expecting to see on the other side of the door. "EEP!" The imp exclaims. "It's them!" The imp hurriedly turns invisible and slams the door in your faces. You can hear the locks and bolts being hurriedly reset amidst muttering and cursing. Try as you might the door will not open, and a quick detect magic shows the wards are still in place. OOC please read. Highlight to display spoiler: { No one declared any readied actions and so the imp was able to reclose the door. Stated in case anyone was keen on attempting an action. }
OOC- I am going to assume you will proceed with investigating by going to the sewer entrance as was discussed. If not, ignore and state other actions.
One of the 'shady' merchants is able to show you to the sewer entrance. Waiting until no town guards are present, it is a simple matter to climb into the sewer system. Even Yorrick is able to fit(if present) although with some difficulty. Once inside, there is a bit more room to maneuver. The sewers in this area are lit at regular intervals by everburning torches. The merchant gave you the simple directions and you follow along until you near the door. The door itself is very obviously a part of the Tower as there is a sign stating that is the case. The sign also warns would-be trespassers that coming closer could be dangerous. As far as you know, no city employees(sewer cleaner etc.) have ever been killed here, so it is safe to assume the sign works to ward off citizens.
Ahead near the door, you can make out two large alcoves on either side of the door, and some large creatures moving within them...
OOC- You can fit two aside of one another in this section of the sewers.
Posting Report For 24 November[DM SteveK] Monday December 1st, 2008 10:02:07 AM
Career Game #3 Children of Chaos For the week of November 24, 2008
Short week from the American Thanksgiving Day. Much better posting in the three days this week! :-)
The Children of Chaos determine that the closing of the Star Mages Guild is the most pressing mystery on their agenda, and plan for the best way to get inside and find out what is going on. First, let us knock on the door...
Submitted by SteveK
Jurgen Monday December 1st, 2008 3:38:34 PM
Jurgen hardly responds to the door opening and then closing again. It was weird, yes, but he didn't have any reference to place it in so it was just something that happened. All it told them was that something was going on in the Tower, what that was...
When the Children work their way through the sewers, Jurgen draws his sword. The guardians probably wouldn't attack without provocation, but Jurgen wasn't about to be caught off guard. He covers himself with the usual Alter Self spell and, presuming Kazak and Durgan take the front, is right behind them as they walk towards the creatures.
[OOC: Jurgen readies a Telekinesis spell for anything that charges/attacks the group.]
Durgan Monday December 1st, 2008 3:44:23 PM
Durgan is out in front with axe and shield ready. "Great, a whole tower full of durned wizards. And they might be irritable ta boot. I don't have enough ale in me ta make me feel good about all this."
Durgan strides forward to see what is in the alcoves, figuring if anything is going to attack it may as well be sooner rather than later.
Rash Trinka Monday December 1st, 2008 4:42:16 PM
Rash Trinka walks along with the group and asks, "Where do you want me to fight tactically if this gets ugly? Do you have fighting partners? Who will my buddy be?"
Once the group gets closer, the cleric will hold herself silent and let Peerimus do the talking. Then she sees Durgan's moving on ahead, sighs and says softly, "Oh its one of those groups. Well keeps things interesting."
OOC will post spells later tonight
Firn'gaer Monday December 1st, 2008 5:55:18 PM
"An imp answering the door and not a student. . ." He says. "There is something definitely wrong within the tower. I am curious, though, what or who was the imp there to greet. It should have received more consideration, but we will learn it soon enough."
"Rash, tactics has never been one of our strengths. Hence our name - Children of Chaos. I believe it speaks for itself. It is not as though we've not tried to tackles situations with some sort of tactical plan, but the plans always seem to unravel. Such is the nature of chaos. I might suggest somewhere in the middle of the front ranks. From there, you should be able to utilized your combat prowess and act as healer if the situation warrants."
The wizard is waiting to see what appears from the darkness before deciding a course of action. "Yes, Rash, it is."
Peerimus AC 30 HP 112/112 and Yorrick AC 27 HP 140/140 Monday December 1st, 2008 10:22:54 PM
Peerimus opens his mouth as if about to speak, but the imp closes the door. Looking at Firngaer, "Well that was unexpected." MOving into the sewers he hand Durgan the scarab of Golembane. Put this on in case golems do indeed guard the area. Peerimus sets his animated shield to motion and tells Rash to stay by him. "Durgan and Kazak have the front. Then Yorrick with you and I behind. Firngaer and Jurgen have the rear." With a nod, his everburning torch tucked into his belt, Peerimus casts Rusting Grasp and then directs the dwarven brothers to move forward. Calling out down the passage, Peerimus annouces them, "We are Protectors within Hook City and have come to seek an audience with Randall of the Star Tower."
The Sewers [DMBZ] Monday December 1st, 2008 10:23:54 PM
The group approaches cautiously, noting the movement of possible guardian creatures ahead. Normally these would not be set to attack, for if they were then merchants dropping off orders might be attacked. But that is normally. Now, the creatures emerge from the shadows and move deliberately towards the group. The large hulking creatures make some strange clicking noises as they advance, but whether they are communicating or just excited is too hard to tell. Seasoned adventurers are able to spot many dungeon dwelling creatures at a glance. And as they step into the light, they reveal themselves to be umber hulks, fearsome predators of the lightless depths of the Wold.
OOC- We are in combat rounds. Hulks are 30 feet away from the front of the group. Durgan is in the front row, along with Kazak. Please include the usual info with your name, and please post all spell lists. Last chance for the Catacombs if you haven't hit it yet, get in there now or you wait till the end of the module. I will work on a map for tomorrow, but I had problems creating a map Steve could see, so I will likely continue to work on this problem.
Rash Trinka ac 33 hps 130/130 Monday December 1st, 2008 11:40:10 PM
Rash activates her animated shield and takes a firm grip on her falchion waiting for the umberhulks to close. "Don't look into their eyes. They can cause problems." Rash warns the group.
OOC Be nice to know how many there are? How big they are? etc. Not sure if I should be powering up.
Zero: Read Magic, Create Water!, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power*, Divine Power, Restoration, Sending, Dismissal, Magic Weapon Greater, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura
Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 38 hours before they need to be recast.
Kazak - Ac 32 Hp 170? d20+24=29 ; d20+19=34 ; d20+14=29 ; d10+11=16 ; d10+11=12 ; d10+11=16 ; Monday December 1st, 2008 11:46:59 PM
Quickly hefting his shield and drawing his steel sword from its over the back sheath ......" So what we do Peerimus ??..... hack'em to pieces or do you have a super secret password ?" chuckles Kazak
"hey brother ..... walk instep as we advance " growls the younger brother as he aknowledges peerimus tactics ......quietly hoping this won't end in violence
(need to roll hit die for 15th level as Kazak just leveled up , will roll in L&B)
Peerimus AC 30 HP 112/112 and Yorrick AC 27 HP 140/140 Tuesday December 2nd, 2008 6:17:59 PM
"No I don't." Peerimus replies in an even tone to Kazak. "Ready on them to close and remeber thier reach is greater than yours."
Peerimus calls out to them one last time. "We are Registered Protectors within Hook City and are here to see a member of the Star Mage Guild Randall. If you do not respond or close we will treat you as hostile."
Peerimus casts Blackthorn upon his staff
Firn'gaer - AC 20 HP 97/97 Tuesday December 2nd, 2008 8:19:41 PM
Firn'gaer speaks up. "I am a member of the Star Mage Guild in good standing. I would have you stand down and let us pass."
Firn'gaer will ready a Slow spell on offensive action by the Umber Hulks. [Save: Will (DC21)]
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
The Sewers combat round1 [DMBZ] d20+15=28 ; d20+15=30 ; d20+26=33 ; d20+26=31 ; Tuesday December 2nd, 2008 10:58:03 PM
OOC- Rash- I was a little vague wasn't I, :) As a rule in my home games I always recommend being prepared for anything, and never underestimate anything. Two good rules to think about when I am at the helm. I also recommend to players to have spell lists with a good variety prepared.
More attempts are made to communicate with the creatures, but whether they are unwilling to respond or unable one thing is clear. They intend to force you out of here with a good pounding. The hulks live up to their name, filling the entire corridor and move up on Durgan and Kazak. As they move up, the group does not sit idle and wait as several people have spells ready to go. Jurgen fires first and unleashes a Telekinesis. (DM assume here) Jurgen tries to hold one of the creatures back, but they are too heavy for the spell to affect them. Jurgen's spell is still active, and he can try a different maneuver with it next round.
Rash takes up position next to Jurgen, and readies for combat.
Peerimus casts a readied spell.
Firn'gaer casts Slow upon the hulks. He can tell the hulks managed to resist the spell this time.
Durgan and Kazak ready to swing, but the hulks have a much greater reach and are safe from the dwarves for the moment.
~~~~~~~~~~~~~~~~~ The first hulk takes a ponderous swing at Durgan, and misses barely. The second hulk swings at Kazak and also barely misses. The dwarves can tell there was some good power behind those swings, and the rest of the group should be glad they are standing behind the dwarves. (missed both by one!)
Rash calls out a warning about the hulks' magical gaze attack, but nothing short of completely closing your eyes will stop it. Everyone please make will saves, DC22
OOC- please list spell DCs in your posts(as a reminder, most everyone is good about this)
The hulks have a 15 foot reach and will get some swings if anyone moves closer. They are 15 feet in front of the dwarves.
Durgan AC 34 Hp 212/212 d20+25=31 ; d10+10=14 ; d20+16=36 ; Tuesday December 2nd, 2008 11:07:20 PM
Durgan wipes the sweat from his brow. "Come on brother, let's show these beasties how ta swing a weapon." Glad for fighting a known creature instead of an unpredictable wizard, Durgan advances on the nearest Umber Hulk, and takes a swing at it.
{u]Actions:[/u] attack hulk on left- hit AC 31, dmg 14 save vs will = 36(nat 20!)
Jurgen [AC 30 - HP 150/150] d20+15=29 ; d20+20=40 ; d20+20=37 ; Tuesday December 2nd, 2008 11:38:40 PM
At the sight of the massive Umber Hulks, Jurgen barely manages to bite his tongue before he can curse. Of course his spell would be useless against something so big. Still, he tries anyway. The his hand strains attempting to shape the magical force and hold them back. For a single moment he can keep his hand steady against them, but then it starts to shake and he can feel the Hulk pushing against the spell as if it were pushing against his hand. Before it can snap his arm, he wipes the spell from his mind.
"This is going to come down to luck..." Jurgen mutters as Kazak comes forward, but it is obvious he isn't speaking about the dwarf. He concentrates again on the Telekinesis spell, using it to pull Kazak's Hulk to the ground [Grapple - Unarmed Melee Touch Attack via Telekinesis - d20+20=40 Critical Hit - Opposed Grapple check - d20+20=37]. While too busy manipulating the spell to throw his hands in the air, a rush of excitement flows through the paladin. He knew he wasn't guaranteed success, but the sheer ease of the first few motions felt good.
Whether it is the feeling of awesomeness after his spell or his sheer force of personality, Jurgen manages to shrug off the magical gaze [Will Save vs DC 22 - d20+15=29].
Kazak - Ac 32 Hp 170? d20+13=15 ; Tuesday December 2nd, 2008 11:48:37 PM
The younger dwarf steps forward instep with his brother but ... hesitiates as he locks eyes with the umberhulk ..........(d20+13=15 will save)...... blinking his eyes rapidly .... the warrior tries to make sense of what is happening around him
Rash Trinka ac 33 hps 145/130 Divine favor, Divine power d20+20=22 ; Tuesday December 2nd, 2008 11:55:07 PM
Rash ignores her own advice and stares right into the eyes of the hulks threatening her new friends. She shakes her head and the effects go away (ooc made will save of 22 on the nose) Rash will cast her quickened Divine favor and then follow it up with normal divine power spell. She then strides forward closing the distance between her and the hulk and accepts the AOO as a penalty.
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 1/150 rounds divine power 1/15 rounds
OOC You mentioned that we could walk down the corridor 2 at a time. Is this still true or does the tunnel widen out? With the reach mentioned for the hulks, I am assuming the are huge sized. Doubt they could fight next to each other/
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending, Dismissal, Magic Weapon Greater!, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor!, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon spell will be cast with the normal extend rod and Karma bead. This spells will last 38 hours before they need to be recast.
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
The Sewers combat round2 [DMBZ] d20+26=42 ; 3d6+13=24 ; d100=71 ; d20+36=37 ; d20+26=38 ; d20+26=30 ; d20+24=41 ; 3d6+13=26 ; 4d6+6=20 ; d20+36=52 ; Wednesday December 3rd, 2008 10:39:23 PM
OOC- The sewers near the entrance do widen enough for the hulks to fight in effectively, although they would have to squeeze one at a time into the tunnel if they were to try to follow you out. You could fit three wide if you take the fight to them.
Durgan moves in and attacks the hulk on the left. The hulk takes a swing as the dwarven warrior closes and connects solidly. Durgan suffers 24 damage. Durgan does manage to make his own hit upon the creature, and connects for 14 damage.
Jurgen attempts to use his telekinesis spell to grapple the Umber Hulk in front of Kazak. The spell hits, and with concentration, Jurgen tries to keep the creature occupied. (TIE! I rolled a one!) Jurgen succeeds and has the Hulk grappled. But how long will it last?
Kazak suffers from the effects of the confusing gaze. (This round you will attack the nearest creature. Roll randomly and attack either: Durgan, Jurgen, Rash, or Hulk #1. Give it a d4, and take results in order)
Rash boosts herself with some combat spells, and then moves up to engage one of the monsters. Fortunately for Rash, Durgan already soaked up one AoO, And the other is grappled and unable to take the free attack! Rash is easily able to sidestep in front of Kazak, and can attack either Hulk.
Firn'gaer also shrugs off the gaze attack and then hits Hulk #2 with the perfect accuracy of magic missles.
Peerimus and Trace weigh their combat options.
~~~~~~~~~~~~~~~~ The hulks shrug off the attacks. Indeed although the wounds are not healing supernaturally fast, they have barely registered with the creatures so far. As the only creature who has hit it so far is Durgan, the Hulk that is still able to fight focuses upon the dwarf for now. The Hulk shows off its' namesake with powerful bludgeoning swings aimed at no particular spot on the dwarf, rather just aiming to hit and batter. It hits once, then clamps down with a bite as well. Durgan takes damage of 26 and 20.
The other Hulk continues to thrash about and try to get out of Jurgen's spell. (Grapple roll = 52) The Hulk throws off the telekinesis, but is unable to take any other actions. (If you are able to beat this roll, The Hulk's actions will be amended.)
OOC- The Hulk's gaze attack sweep over the party once more. Please make will saves, DC 22 to avoid.
Status: Umber Hulk #1(on left) AC? Hp -14/? Umber Hulk #2(on right) AC? Hp -19/?
Durgan AC 34 Hp 152/212 d20+16=19 ; Wednesday December 3rd, 2008 10:44:49 PM
Durgan tries to shrug off the gaze again, (will save = 19 doh!) but this time it affects him.
Kazak - Ac 32 Hp 184 confused d4=1 ; d20+24=42 ; d20+24=32 ; d10+11=13 ; Wednesday December 3rd, 2008 11:17:21 PM
Unable to distingish friend from foe ... the dwarven lashes out with his steel sword .....hacking into his beloved brother ;-)........
d20+24=42 crit hit !! crit roll d20+24=32 missed damage d10+11=13
" git outa ma way..... ya durned ugly beastie " growls Kazak to his foe .....as he readies another swing at the nearest foe ....
ooc: do i have to do a full attack or can Kazak just do a single attack ?? i only rolled a single ooc: also does he get any bonuses for attack his brother ?? favored enemy,,,, bane ?? they are brothers after all ....;-)
Trace d20+26=30 ; d3=1 ; d20+26=28 ; d20+21=25 ; d20+16=33 ; d8+7=14 ; d8+7=12 ; d8+7=15 ; d8+7=13 ; 2d6=5 ; 2d6=10 ; 2d6=7 ; 2d6=4 ; Wednesday December 3rd, 2008 11:37:33 PM
(ooc: sooooo sorry for the long lapse in posting, was on holiday and guess what, not everyone has internet. Back at home and ready to continue to deal out chaos)
(ooc: are they considered giants?)
Trace lines up a hulk and lets loose four arrows at the nearest enemy. (((add +2 to attacks if they are considered giants ((((favored enemy))))))))) hit ac 30 14hps, 5 holy = 19 hit ac 28 12hps, 10holy= 22 hit ac 25 15hps, 7 holy = 22 hit ac 33 13hps, 4 holy = 17
total = 80 hps
Rash Trinka ac 33 hps 145/130 Divine favor, Divine power d20+20=24 ; d20+21=23 ; d20+21=22 ; d20+16=29 ; d20+11=19 ; 2d4+39=44 ; 2d4+39=45 ; Wednesday December 3rd, 2008 11:38:20 PM
Again Rash stares into the Umber Hulks gaze and is able to shake it off. She snarls and starts swinging her falchion two handed utilizing her weapon's speed function. Rash swings four times but only has 2 shots at penetrating the armor of the beast. She had stepped in front of Kazak to help the poor confused dwarf.
OOC explanation of rolls rolled ac 23 possible hit damage is 44 if hit rolled ac 29 damage is 45
Explanation of damage: I did a +10 power attack with a two handed weapon which gives me +20. Thanks to divine power strength is now 22 which give me +6 but is multiplied 1.5 with power attack. I get +5 with greater magic weapon and +5 for divine favor. Boy did I roll crappy. Die roller is against me this combat.
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 2/150 rounds divine power 2/15 rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending, Dismissal, Magic Weapon Greater!, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor!, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Rash Trinka ac 33 hps 145/130 Divine favor, Divine power 2d6=10 ; 2d6=11 ; Wednesday December 3rd, 2008 11:40:44 PM
ooc forgot holy damage for the hits. Please add 10 and 11 points of damage
Jurgen [AC 30 - HP 150/150] d20+15=20 ; d20+15=28 ; 13d6=42 ; Thursday December 4th, 2008 2:37:20 AM
(Lookie everyone. Jeff bought one round from one foe. Thanks Telekinesis. haha. Also, if you still need is Brian: when using Telekinesis as a combat maneuver, no spell save is allowed.)
Jurgen's moment of success fades away very quickly. The Umber Hulk's gaze moves through him and he feels weak for a moment, before he feels the force of Domi and overcomes the attack [Will Save vs. DC 22 - d20+15=20. Burned a Hero Point to reroll d20+15=28].
Letting the telekinesis disappear, Jurgen jerks his hand towards the Hulks and lightning spreads from his fingertips. It flows towards Rash's target [42 Damage - Reflex Save vs. DC 23 for half] and then arcs towards the next one [21 Damage - Reflex Save vs. DC 23 for Half]. Not sure of what is behind the two Hulks, Jurgen strains his eyes to see beyond and then focuses the remaining energy behind them hoping to catch anything else waiting in the dark.
Peerimus AC 30 HP 112/112 and Yorrick AC 27 HP 140/140 d20+21=24 ; d20+21=27 ; d20+7=18 ; d20+7=26 ; Thursday December 4th, 2008 11:13:22 AM
Peerimus frowns as the creatures move in and then rolls through his options. Yorrick grunts once and then wobbles slightly on his feet. As Kazak jumps his own brother, the druid gets that bad feeling in his stomach. Firngaer is still just behind him and Yorrick to the front. "I think Yorrick just succumbed to the creatures gaze." he says to the gnome wizard. "The qustion is..."
Peerimus steps back 5' and ushers Firngaer to do the same. He then begins casting a spell (SNA V)
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, Warp wood 7-Level 3: (2) CMW, (2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Peerimus will saves 24 and 27 Yorrick Will saves 18 and 25
Firn'gaer - AC 20 HP 97/97; See Invisibility, SR18, Tongues d20+16=31 ; d20+16=20 ; d20+16=32 ; d20+29=49 ; d20+24=34 ; d20+31=49 ; d20+35=55 ; Thursday December 4th, 2008 6:43:09 PM
[Will saves DC31, 32 (used hero point to re-roll 20)]
Firn'gaer agrees with Peerimus' suggestion and moves back 10-ft. "The question is can it be dispelled. The answer is I believe it can (Spellcraft DC49, KS-arcane DC34). But do you want to chance turning off other spell effects. It might not even get the confusion."
Firn'gaer ponders it briefly; there are three confused allies and two of then have large opponents baring down on them. If the Hulks attack either dwarf, they will attack back in kind regardless of the spell, but if the Hulks avoid the dwarves the group could face the Hulks as well as the dwarf brothers and a brown bear. Dispelling may only push off the scenario for a few moments if they succumb to the effect again. Dealing with the Hulks quickly, first, may be the best chance of success.
Firn'gaer cast Grasping Hand at one of the Hulks (the one that was targeted by the chain from Jurgen's Chain Lightning) hoping to allow the group to maximize their attacks.
Grasping Hand (14/14) Touch AC 49, Grapple DC 55 (sweet nat 20! It's raining Dragons.)
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
The Sewers combat round3 [DMBZ] d100=45 ; d100=13 ; d20+26=27 ; d20+6=16 ; d20+6=25 ; d100=82 ; d20+36=40 ; d20+36=38 ; d4=2 ; d20+26=27 ; d20+26=35 ; d20+24=26 ; 3d6+13=21 ; Thursday December 4th, 2008 8:46:42 PM
This time Durgan is affected by the confusing gaze. (This round he will stand and babble incoherently,edit- Durgan will return previous attacks)
Kazak, is under the effects of the confusion(or is it brotherly love?) and takes a swipe at Durgan inflicting 13 damage. OOC- if you end up with the attack the nearest...result, make a full attack if possible, unless you need to move to make an attack then you would get one as normal. (This round, Kazak will attack the Hulk!)
Trace unleashes a hail of arrows at the hulk on the left. Trace can tell the Umber Hulks are not giants, but the one hit does seem to take the full brunt of the arrow damage, the smoldering wounds showing holy damage taken as well. OOC- welcome back!
Rash shakes off the gaze once more and takes the fight to the hulk on the right in front of Kazak. As she moves in, the Hulk takes a swipe at her with a massive claw. (hit AC 27 miss). Rash slams the creature twice, inflicting good hits upon it.
Jurgen shakes off the gaze with the aid of a hero point, then lashes out with lightning. He tries to concentrate and send the lightning arcing down the tunnel to find any enemies which may be hidden, but comes up empty. (Reflex save = 16,25 I went left to right with saves and damage)
Peerimus begins casting a lengthy spell, while Yorrick succumbs to the gaze. Yorrick will attack the nearest creature this round.( Peerimus, Firn'gaer, and Trace are probably the nearest targets, determine randomly. Since Peerimus declared intention of stepping back, Yorrick will only get one swing)
Firn'gaer thinks about the possibility of dispelling the confusion(it is not dispellable, but is subject to anti-magic), but opts to attack instead. He hits the Hulk in front of Durgan and the spell successfully holds it in place! (grapple = 40)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The hulk in front of Durgan is grappled and tries to break free. (grapple check = 38) The hulk in front of Kazak is not grappled and attacks! (odd hits Rash, even hits Kazak, 2 :) The hulk swings its' powerful claws and hits once for 21 damage. The bite missed.
OOC- The Hulk's gaze attack sweep over the party once more. Please make will saves, DC 22 to avoid.
Status: Umber Hulk #1(on left) AC25+ all hit so far, Hp -136/? ,grappled Umber Hulk #2(on right) AC23+ hit so far, Hp -139/?
Durgan AC 34 Hp 139/212 confused d20+25=39 ; d20+20=26 ; d20+15=23 ; d10+10=17 ; Thursday December 4th, 2008 9:12:04 PM
"Eh? Hit me will ya? I'll show you!" Durgan returns attacks at Kazak. There may be a little brotherly glee involved here. Not sure though :)
Attacks: 39, 26, 23, one hit on Kazak. Damage 17
Rash Trinka ac 33 hps 145/130 Divine favor, Divine power d20+20=35 ; d20+21=25 ; d20+21=35 ; d20+21=32 ; d20+16=24 ; d20+11=14 ; 2d4+39=44 ; 2d4+39=43 ; 2d4+39=45 ; 2d6=8 ; 2d6=6 ; 2d6=2 ; Thursday December 4th, 2008 10:36:22 PM
Rash Trinka easily shuts aside the confusing gazes (will save 35) and launches a full attack on the Hulk in front of her. (ooc not that it mattered but I had already had closed the distance the round earlier so no AOO should have been allowed. It missed so no harm or foul)
Rash's first swing hits ac 25 doing 44 points of damage Rash's second swing hits ac 35 doing 43 points of damage. (thought it was a critical hit but realized later I rolled a 14 so please disregard the third +21 roll) Rashes third swing hits ac 24 doing 45 points of damage fourth swing misses holy damage for 3 hits is 16 Total damage = 148 I am assuming it is the hulk on the right so it has taken 287 points of damage
Explanation of damage: I did a +10 power attack with a two handed weapon which gives me +20. Thanks to divine power strength is now 22 which give me +6 but is multiplied 1.5 with power attack. I get +5 with greater magic weapon and +5 for divine favor. Boy did I roll crappy. Die roller is against me this combat.
She looks over her shoulder and says, "This one is mine. Concentrate your efforts on the other one. Then we can worry about dispelling the magic on the dwarf brothers or restraining them, once the hulks are dead or surrender."
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 3/150 rounds divine power 3/15 rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending, Dismissal, Magic Weapon Greater!, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor!, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Kazak - Ac 32 Hp 146/184 confused d20+24=35 ; d20+19=22 ; d20+14=21 ; d10+11=20 ; Thursday December 4th, 2008 10:54:44 PM
Reeling about confused..... getting whacked by the ugly beastie ;-) ..... the dwarven warrior steps towards the next nearest target .... the hulking figure with the big claws ...... his sword of steel slashing the hulking foe ....
"Durgan der are big ugly's everywhere ...they all look da same " babbles Kazak
Trace d20+26=44 ; d20+26=46 ; d20+26=30 ; d20+21=40 ; d20+16=26 ; d8+7=9 ; 3d8+7=23 ; d8+7=13 ; d8+7=12 ; 2d6=7 ; 2d6=9 ; 2d6=6 ; 2d6=10 ; Friday December 5th, 2008 12:14:33 AM
Trace spits "foul beast" he continues his work burrying arrows into the evil flesh, all four arrows glowing as the fly into the nearest enemy burry deep as the beast is burnt yet again with holy power.
hit ac 44 09hps, 7 holy = 16 hit ac 46 critical hit, 23hps, 9holy= 32 hit ac 40 13hps, 6 holy = 19 hit ac 26 12hps, 10 holy = 22
total damage = 89 hps
Jurgen [AC 30 - HP 150/150] d20+15=19 ; Friday December 5th, 2008 4:07:57 AM
(I may be cheating here. If so,... well, you can yell at me :P)
Jurgen, realizing the gaze of the Hulks is going to mess with his mind [Will Save vs. DC 22 - d20+15=19. Failure], takes the opportunity to cast Dimension Door. He 15 feet, to the other side of the Hulks. He knows that it won't keep the Children entirely safe from him, but it was the best he could manage...
Peerimus AC 22 HP 128/142 and Yorrick AC 27 HP 140/140 d20+21=36 ; d6=5 ; d20+19=38 ; 2d6+11=13 ; d6=5 ; d20+24=39 ; d20+20=33 ; Friday December 5th, 2008 1:42:36 PM
Yorrick turns towards Trace and Peerimus, with Firngaer still further behind them. The druid braces himself for what he thought would never happen, having to fight the friend who has stood by him for almost 20 years. [rolling d6 1-3 Trace; 4-6 Peerimus. Roll 5]
Yorrick grunts and comes at Peerimus, unable to distinguish friend from foe. The powerful Kodiak strikes true as ever [Hit AC 38 Dmg 13+5Fire] The powerful bear then pulls the druid into a vise like Grapple from which he cannot hope to escape [Grapple 39 Peerimus takes 10 for Grapple 25], at least in his present form.
The spell is no longer possible and so Peerimus sets himself to a different course. Trace and Firngaer would have to kill the hulks, he had to deal with Yorrick. "I have Yorrick, deal with the monsters and then we will handle the others." He knows far easier said then done, but other paths were not very open just now.
Peerimus shifts into a Large Earth Elemental. [Con now 19 granting +30 HP reflected above. Grapple now +22 DR 5- cannot be critically hit]
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, Warp wood 7-Level 3: (2) CMW, (2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
The magical hand continues to grapple with one of the umber hulks.
Firn'gaer rises up to the ceiling and room permitting unleashes an empowered lightning bolt at the non-grappled umber hulk. [I don't know if there is 5-ft of space for Firn'gaer to throw the bolt. If there isn't disregard and he'll go with his second thought.]
Active Spells - Mage Armor (28 hours), Overland Flight (28 hours) Permanent Spells - Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (Robe of Archmage), Tongues
The Sewers combat round4 [DMBZ] d100=64 ; d10+11=18 ; d100=26 ; d100=81 ; Saturday December 6th, 2008 1:02:52 PM
Durgan takes a few swings at his brother, in his confused state mistaking him for an enemy. (this round, Durgan will flee from the hulks)
Rash shakes off the effects of the confusing gaze once more and then slams the hulk with furious attacks, showing what a powered up cleric can do. The hulk buckles under the tremendpous blows and drops to the ground, to move no more.
Kazak lays into the remaining hulk and hits twice!(second roll also hit DM roll = 18). This round, Kazak will do nothing but babble incoherently. DM snicker
Trace unleashes another salvo, doing what he does best. The beast does not yet fall, but staggers under the assault.
Jurgen fails to shake off the effects of the confusing gaze. Confused and unable to tell friend from foe, wants to attack the nearest creature. However there are many targets and he is overwhelmed with the choices, instead Jurgen uses dimension door to move so he is 15 feet away from the nearest creature.
Peerimus is attacked by a confused Yorrick, and shifts form to better grapple with him.
Firn'gaer maneuvers in the corridor and blasts the remaining hulk with lightning. The creature drops to the ground and all is silent once more.
The guardians of the basement entrance to the Tower are defeated and the door lies before you. Everyone who is confused may make a new save, otherwise the confusion persists for three more rounds.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Status: Umber Hulk #1(on left) AC22, Hp -300/x -down Umber Hulk #2(on right) AC22, Hp -287/x -down
Durgan AC 34 Hp 139/212 d20+16=24 ; Saturday December 6th, 2008 1:06:30 PM
OOC- will save= 24 made it.
Durgan starts running down the tunnel, but then the effects of the confusion wear off. "I wasn't runnin, just tryin ta fool em eh?" Durgan moves back to the group and puts his weapon away, while preparing to grapple with anyone still under the effects of the confusion. "Now, brother yer not gonna be difficult are ye?"
Jurgen d20+15=26 ; Saturday December 6th, 2008 3:15:04 PM
"Rash and Firn'gaer get two points." Jurgen mutters as he shakes his head, getting rid of the confusion [Will Save vs. DC 22 - d20+15=26 - Success]. "Warrd was just not on our side there..." Part of the paladin wants to throw off the spell diguising and protecting him, but whatever was in the rest of the Tower was probably deadlier than some Umber Hulks.
"Further down the rabbit hole we go..." Jurgen takes up the rear guard again, unsure if the Children were too powerful for the Star Mages or if it was just false confidence...
Rash Trinka 4d8+15=36 ; Sunday December 7th, 2008 1:13:55 AM
Rash smiles at Durgan and says, "I am sure you weren't running brave dwarf. You were just watching our flanks! Rash will reach out and touch the dwarf sending healing magic into his wounds. Durgan is cured 36 points.
Burn the sending spell for a cure critical
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 3/150 rounds divine power 3/15 rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor!, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Kazak - Ac 32 Hp 146/184 confused d20+13=29 ; Sunday December 7th, 2008 8:52:32 PM
The dwarven warrior stumbles about ....(d20+13=29 will save ) but slowly comes out of his stupor ..... " what ...... what .... happened ?" mumbles kazak as he stares about his surroundings ....
"I feel like Durgan has been buying me drinks all night ...... gosh me head hurts " as he runs his eyes
Seeing the two dismembered hulks ... " uh ... everyone ok ?"
Peerimus AC 30 HP 19/112 and Yorrick AC 27 HP 140/140 d20+7=11 ; d20+22=30 ; d20+24=33 ; d20+24=31 ; d20+24=42 ; 2d6+11=21 ; 2d6+11=17 ; 2d8+5=12 ; d6=4 ; d20+22=29 ; d20+24=43 ; d20+24=33 ; d20+24=40 ; 2d6+11=19 ; 2d6+11=18 ; 2d8+5=17 ; d6=4 ; d6=1 ; d20+22=30 ; d20+24=39 ; d20+24=40 ; d20+24=44 ; 2d6+11=18 ; 2d6+11=18 ; 2d8+8=21 ; d6=3 ; d6=6 ; d20+22=32 ; d20+24=28 ; d20+24=27 ; d20+24=29 ; 4d8+15=37 ; Sunday December 7th, 2008 11:41:45 PM
Yorrick and Peerimus continue to grapple and thrash about in the hall. Despite Peerimus's shift in form, Yorrick simply seems to be too powerful. Peerimus grapple 30 Yorrick Def take 10; 34 Yorrick Grapple 33,31,42 v Peerimus Def take 10; 32 Dmg 21+4/miss/12 total 37-10=27
Next three rounds Peerimus grapple 29 Yorrick Def take 10; 34 Yorrick Grapple 43,33,40 v Peerimus Def take 10; 32 Dmg 19+4/18+1/17 total 59-15=44
Peerimus grapple 30 Yorrick Def take 10; 34 Yorrick Grapple 39,40,44 v Peerimus Def take 10; 32 Dmg 18+3/18+6/21 total 66-15=51
Peerimus grapple 32 Yorrick Def take 10; 34 Yorrick Grapple 28,27,24 v Peerimus Def take 10; 32
It is over in 30 seconds and Yorrick lets Peerimus the earth elemental go. Peerimus slumps to a wall and casts a spell. [ccw 37] Now healed, Peerimus shifts back to his human form.
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, Warp wood 7-Level 3: (2) CMW, (2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Jurgen [AC: 30 - HP 150/150] Monday December 8th, 2008 12:52:11 AM
(OOC: I didn't realize Yorrick was still out of control. Whoops! Not gunna let Jurgen just stand back and watch)
Seeing that Yorrick is not himself, Jurgen rushes to Peerimus' and places a hand on the druid. As he does so, he shouts to the Children, "Get back. Yorrick will still be confused after this." He Offers Sanctuary to Peerimus, making it more difficult for the bear to attack [Protector Ability: Offer Sanctuary - Spontaneously cast Sanctuary in place of a 6th level spell. If Yorrick attempts to attack Peerimus, the bear must make a Will save vs DC 23 - Duration: 13 rounds]. Providing the spell is successful, Jurgen will then Dimension Door down the tunnel back the way the Children came to get away from the bear's powerful paws. [If Yorrick overcomes the spell, Jurgen will stay next to Peerimus and cast it again in the following rounds until it is either successful or Yorrick ceases to be confused]
Posting Report For 01 December[DM SteveK] Monday December 8th, 2008 10:35:29 AM
Career Game #3 Children of Chaos For the week of December 01, 2008
The Children of Chaos are in the sewers underneath the Star Mages Guild and encounter the first guardians of the way: Umber Hulks!
Submitted by SteveK
OOC: Firn'gaer Monday December 8th, 2008 11:02:08 AM
[OOC - Not to drag the fight between Peerimus and Yorrick, Firn'gaer would direct the Grasping Hand to Yorrick after the Hulks are dead. The Hand has a Grapple of +35 which beats Yorrick's taking 10 of 34, and unless Yorrick gets a natural 20 I don't think he can beat the Hand's take 10 of 45. The Hand should keep Yorrick controlled until the confusion wears off.]
Peerimus AC 30 HP 19/112 and Yorrick AC 27 HP 140/140 Monday December 8th, 2008 6:26:52 PM
OoC DM call, If the fellas jump in immediately, Peerimus would have taken 45 and not cast CCW I'll just use a Wildshape If it takes them an extra round I take 44 more and would use a CSW 2 extra rounds and I am using the CCW
The Sewers [DMBZ] Monday December 8th, 2008 7:57:10 PM
The Children of Chaos finish off the Umber Hulks, and with a little help, Peerimus is able to avoid the worst of Yorrick's crushing attack. (If the fellas jump in immediately, Peerimus would have taken 45 and not cast CCW I'll just use a Wildshape) The effects of the confusion are over, and a little healing is used. Jurgen wonders if you are ready for what might be waiting for you in the Tower...
While you stand in the corridor recovering, you hear noise behind the door. The bolts are undone and the door opens to reveal an empty corridor. And cackling laughter. Firn'gaer sees it first, then everyone else does as it turns visible. An imp is hovering in the doorway, flapping its' leathery wings lazily. A huge, evil grin spreads over its' face as it regards you. "I knew it! I knew you couldn't resist a mystery. When I slammed the door on you upstairs I knew you'd try to find another way in. And so you have. It is too late you know", the imp mutters in common. "My master has already succeeded. Come, I will show you the futility of resistance." The imp turns and flies slowly down the corridor, rubbing its' clawed hands together with glee and its' poisoned tail stinger waving lazily behind it.
Peerimus AC 30 HP 97/112 and Yorrick AC 27 HP 140/140 d20=17 ; Monday December 8th, 2008 8:37:23 PM
As much as he sorely wants to simply blast the imp, Peerimus holds off the impulse. Through the tower to whatever trap they were being lead to likely required the filthy creature to navigate. Otherwise they would need to make thier own way through only Father knew what kind of magical glyphs and traps. As amusing as it might be with Kazak and Durgan, it could also be terribly draining and dangerous. Better for now to simply follow and plan. "Lead on foul cretin then, but know it does not matter to me if you and your master think to have already gained success. My actions will remain as they will."
One benefit he could put to use is that he is much faster than the dwarven brothers at the front. Peerimus will allow the brothers to get a 20' lead and cast barkskin on himself and then move 40' to easily catch up as they continue walking themselves. Peerimus will try to do the following over the next 7 rounds or 42 seconds R1 Barkskin himself R2 Barskin Yorrick R3 Protection Fire Himself R4 Protection Fire Yorrick R5 Resist Lightning Himself R6 Resist Lightning Yorrick R7 Freedom of Movement Himself
Spell list 6-Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (2) Barkskin, (1) Resist Energy, Bull Strength, Lesser Restoration, Heat Metal, Warp wood 7-Level 3: (2) CMW, (2) Protection from Energy, Daylight, Poison, Stone shape 6-Level 4: (2) CSW, Freedom of Movement, *Rusting Grasp, Flamestrike, *Blackthorn 5-Level 5: Animal Growth, *(2) CCW, Stone skin, Baleful Polymorph 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 3-Level 7: Heal, Transmute Metal to Wood, Creeping Doom 2-Level 8: Whirlwind, Repel Metal or Stone *Cast Spell Staff contains FireStorm
Durgan AC 34 Hp 175/212 Monday December 8th, 2008 10:15:49 PM
Durgan takes the lead, following the imp with his weapon ready in case the foul creature tries anything. "Hey Kazak, this reminds me of the time we went spelunking looking fer kobolds. They were ugly little critters too eh?"
Kazak - Ac 32 Hp 146/184 confused Monday December 8th, 2008 10:20:49 PM
Shaking his head to clear the cobwebs ...... the dwarven warrior peeks over at the druid to see his reaction ...... then just turns and follows the evil imp into the tower .....
Slapping Durgan on the shoulder as he goes ..." come on brother .... lets see what we really don't want to see but guess we hafta find out anyway " grumbles Kazak
Rash Trinka ac 33 hps 145/130 Divine favor, Divine power true seeing Monday December 8th, 2008 10:22:31 PM
Rash Trinka steps ahead of the dwarves and says, "Let me take the lead good friends. You both are injured and I am more in tune with magical traps than either of you. Imps are denizens of the dark planes and can't be trusted."
Rash pauses for a moment an casts true seeing and then strides forward confidently on the outward but inside she knows fear. Mighty mages live here and for something to over turn them, must be powerful indeed. She scans the area looking for secret doors, traps and illusions.
spells cast for the day: Magical vestments X 2, Long strider, greater magic weapon spells cast for combat: divine favor 4/150 rounds divine power 4/15 rounds true seeing 1/150 rounds
Not sure if we are still in combat rounds
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider!* Shield of Faith, Bless, Command!, Endure Elements, Comprehend Languages, Protection from Evil, Entropic Shield Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Status, Hold Person x 2, Resist Energy, Aid Third:Fly*, Invisibility Purge, Magical Vestment x 2!!, Prayer, Remove Blindness, Dispel Magic, Bestow Curse Fourth:Divine Power!*, Divine Power, Restoration, Sending!, Dismissal, Magic Weapon Greater!, Freedom of Movement Fifth:Flame Strike*, Righteous Might, Quickened Divine favor!, Summon Monster 5, True Seeing, Flame Strike Sixth:Blade Barrier* Heal, Summon Monster 6, Dispel Magic Greater!, Seventh:Power Word Blind, Holy Word, Summon Monster 7, Dictum Eighth: Power Word Stun* Summon Monster 8, Holy Aura ! denotes cast * denotes domain spell
Trace Tuesday December 9th, 2008 1:37:44 AM
Since the loss of Shadow, Trace has become more silent and quite a bit more blood thirsty, leaning toward to give damage than to heal. He continues on with the others ...forgive the pun but with arrows notch, he is loaded for bear. While he makes his way down he takes a moment to fish out some red rope candy and pop it into his mouth.
(does it take a action to command my boots to fly? I would think Trace could chew red rope candy and walk at the same time...bum de ti bum bum .......tishhhhh) my spelling of a rim shot.
Jurgen [AC: 34 - HP 150/150] 3d8+5=21 ; 3d8+5=8 ; 3d8+5=21 ; Tuesday December 9th, 2008 1:47:57 AM
Jurgen places a hand on Peerimus' shoulder, Laying on Hands [14 hp]. As he does, he whispers to the druid. "Is it too late for us to return to your grove and live out our lives there?" A smile reaches his face and he turns to Durgan and Kazak. On each of the dwarves he uses a charge from his wand of Cure Serious Wounds [21 hp for Durgan. 3 1's in a row, reroll. 21 hp for Kazak].
He also pulls out his new sword and casts Vampiric Touch into it. As well, he adds a Resist Fire spell, extended Shield and a Protection from Evil to his protections. Not that Jurgen thinks they'll be of much help. They Children were choosing to walk into a trap. What were the odds the mages on the other end would allow them to prepare themselves? Someone had once told him that knowing there was a trap was the first step in evading it... Maybe that was true, but Jurgen didn't have to like way this was happening.
With his sword in one hand, a Shield of Faith potion in the other, and the words for a spell on his lips, Jurgen walks through the corridors.
(7 rounds for me too, so Jurgen will be with Peerimus)
Active Magic:
Greater Magic Weapon [All Day] - Alter Self [Troglodyte] [100ish Minutes] - Resist Fire [778/780 Rounds] - Shield [155/156 Rounds] - Protection from Evil [78/78 Rounds]
Spells Cast
0 x Level 0 - 2 x Level 1 -1 x Level 2 - 2 x Level 3 - 1 x Level 4 - 0 x Level 5 - 2 x Level 6
Firn'gaer - AC20; See Invisibility, SR18, Tongues Tuesday December 9th, 2008 2:59:59 PM
Firn'gaer is not at all surprised by the appearance of an imp within the Star Mage Guild. The guild is not generally known for good or evil, just the study of magic. But what concerns him is that there are not other guild members. An apprentice should have answered the main door, not the imp.
"Imp, who is your master and why is there no other guild members around? Why didn't an apprentice or novice answer the door? And where are the other guild members? Speak now imp, I grow increasingly impatient with this game, or I will send you back to the wretched lands that spawned you." [Not a Bluff]
Firn'gaer uses Mordenkainen's Lucubration to recall his empowered lightning bolt.