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To Help a Farmer
The Boy Who Could


Kayleb Before the Story (SteveK) 
Wednesday January 7th, 2009 1:45:59 PM


OOC: LInk to the Map (and background) of Cinnamon Valley http://www.woldiangames.com/Woldipedia/index.php/Geography:_Cinnamon_Valley
............................

The group stops an hour or two short of the anticipated inn to refresh themselves and have a formalized combat to determine group leader.

Marcas and Lucky prepare themselves for the combat, standing next to each other in melee range.

Glandum and Nirith argue that fighting for the leadership is a poor way to determine who would be best.

Sir John agrees that fighting for the leader's position is not the best, but since there isn't a proposed alternative, let 'em fight.

Sira has no opinion one way or another, but continues her verbal assessment of her companions, to include the stupidity of farmers who can't feed themselves.

.......................

The space is cleared and Marcas and Lucky (riding Cedric) prepare for thier fight.

ooc: roll d10 + Dex for Initiative and post five rounds of combat. The winner of the initiative will go first and I'll alternate the actions until one hero 'yields' or is incapacitated.

Marcasthai (SteveK)  d20+12=32 ; d10+3=6 ; d20+10=19 ; d20+10=26 ; d20+10=24 ; d20+10=11 ; d20+10=19 ; d20+5=25 ; d20+5=25 ; d20+5=20 ; d20+5=6 ; d20+5=9 ; d8+4=7 ; d8+4=12 ; d8+4=6 ; d8+4=6 ; d8+4=7 ; d8+4=7 ; d8+4=8 ; d8+4=6 ; d8+4=10 ; d8+4=5 ;
Wednesday January 7th, 2009 1:56:48 PM

The minotaur grunts and agrees with the humans and dwarf. "I am too blunt for talking, true. But as leader, I will ask those who are better than I to talk when talk is needed. And I will lead the fight when fighting is needed."

Marcas agrees to Lucky's suggestion and prepares an open space. "Sir John, will you be the facilitator for this Kayleb?", the minotaur asks in his deep, quiet voice.

Marcas ignores Lucky's banter with a smile (Intimidate:32), holds onto his large Ranseur and stands beside Lucky.

On Sir John's signal, Marcas turns to deliver a fearsome series of kicks and elbows at the diminuitive halfling! Marcas keeps within close melee range, and makes all his blows non-lethal.

Initiative: 6

Round 1: AC 19 Dam 7, AC 25 Dam 7

Round 2: AC 26 Dam 12, AC 25 Dam 8

Round 3: AC 24 Dam 6, AC 20 Dam 6

Round 4: AC nat1 Dam 0, AC nat1 Dam 0

Round 5: AC 19 Dam 7, AC 9 Dam 5

Sir John (Ken M) 
Wednesday January 7th, 2009 2:38:14 PM

Sir John nods solemnly and thanks Marcas for the honor of facilitating this combat, or Kayleb as his minotaurian friend calls it. "Remember, it is until one of you yields or is unable to yield, such as being unconscious. It will last five rounds and I expect both of you to fight honorably. As a wise man once said, Let's get ready to rumble (OOC = OK, I couldn't resist ;-) ) " With that said, he'll step out of the area and ensure that it is a fair and honorable duel.

Cap'n Lucky (Cayzle)  d10+3=8 ; d20=4 ; d20+13=29 ; d20=19 ; d20+13=14 ; d20=4 ; d20+11=22 ; d20=9 ; d20+9=29 ; d20+1=13 ; 3d8+5=18 ; d20=10 ; d20+9=15 ; d20+11=16 ;
Wednesday January 7th, 2009 4:15:01 PM


Initiative 8! Whew!

Spells prepped - previously chosen at random:
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Other resources: 50 charge CLW wand. Magic Stone Tattoo x3. Stunning Fist 3/day.

Note: There are two ways that Lucky uses Tyco to gain cover. First, as in the first three rounds of the combat, he uses his Ride skill (DC15) to hang down on the side of his mount. Second, as in the fourth round of combat, he can dismount and put the mount between him and his opponent. The difference between these two forms of cover is that the Ride cover does not allow attacking or spell casting (it does allow other activities, such as activating magic items or using total defense). The Soft cover of the dismount does allow attacks and spell casting, However, his opponent uses a move action to go around the mount and then attacks once (a standard attack, not a full attack), then the opponent can totally negate the cover.

Round 1: Lucky starts with 5 luck points. He rolls his Base AC this round: a 4. Yikes. As a free action, Lucky swings down on Tyco, using the mount as cover. The Ride check for that is a DC15. Lucky has a +9 on Ride checks, and uses four luck points to boost him to a +13. His Ride check is a 29, so no problem, and he gets back his four luck points and an extra one. Now he has 6 Luck Points, and cover for a +4 AC boost. Then he uses a standard action to use Total Defense. That gives him another +6 AC boost. So Lucky's AC until next round is 4 base +4 cover +6 total def +3 dex +4 wis +1 amulet +1 ring +3 bracers +1 size = 27. Lucky has a remaining move action, but chooses not to use it. With his sweet sweet AC27, Lucky avoids both of Marcasthai's attacks this round.

Round 2: Lucky starts with 6 luck points. He rolls his Base AC this round: a 19 -- that gives him more breathing room! Lucky goes for cover again this round, again using four luck points to boost his Ride check to +13. A 14! What bad luck -- a natural one!! Lucky not only fails to get cover from Tyco, but he loses four Luck Points! He is down to 2! He chooses to activate a magic item -- his Tattoo -- and creates three magic stones. His AC this round is 19 base +3 dex +4 wis +1 amulet +1 ring +3 bracers +1 size = 32. None of the taur's attacks hit.

Round 3: Lucky starts with 2 luck points. He rolls his Base AC this round: another 4. Lucky again tries to use his mount as cover. He uses both his remaining Luck Points. His total mod is +11 to hit a needed +15. His roll is a 22! Success! And he gets another Luck Point. He again uses Total Defense. His AC again is a 27. Again, the taur does not land a blow.

Round 4: Lucky starts with 3 luck points. He rolls his Base AC this round: a 9. He chooses to dismount from Tyco. He tries for a Fast Dismount, a DC20 Ride check. He uses no Luck Points on this effort. His roll (at +9) is a natural 20! He dismounts as a free action. Now with cover, Lucky casts an Inflict Serious Wounds spell. Because he has cover, he provokes no attacks of opportunity (you can't make an AoO vs a target who has cover). Then he mounts his horse as a move action (no roll needed) and attacks the Taur with a touch attack (you can cast a touch spell and attack with it in the same round). He uses his combat expertise but is not fighting defensively. His attack therefore is a base +5 -4 = +1 vs the Taur's Touch Ac which looks to be AC12. Lucky's attack is a 13! He inflicts 3d8+5 damage to the Taur, that is, 18 damage. Lucky's AC this round is a 9 base +3 dex +4 wis +1 amulet +1 ring +3 bracers +1 size +4 feat = 26. None of the taur's attacks hit.

Round 5: Lucky starts with 3 luck points. He rolls his Base AC this round: a 10. He again tries a fast dismount as a free action. His roll is a d20+9=15 -- NOT a free action. Lucky uses a move action, therefore, to dismount. From cover, he throws a magic stone at the Taur. Doing so does not provoke an AoO because he has soft cover. He uses a luck point and rolls an at attack at +11 [later edit: +12 with PB shot, but it did not matter] vs Marcasthai's AC20 -- A miss and a lost Luck Point! Lucky's AC is now 10 base +3 dex +4 wis +1 amulet +1 ring +3 bracers +1 size +4 cover = 27, unless the Taur chooses to forego the full attack in order to move around Tyco and attack Lucky's AC23 without cover. If he goes the full attack option as rolled above, then no attacks hit.

At the end of round five, Lucky has inflicted 18 damage and has 2 Luck Points left. Marcasthai has inflicted no damage to the halfling.

"Had enough?" laughs the halfling. "Seriously, feel free to yield! It only gets messier from here on in! Odds are you won't even touch me. No shame is seeing that now."

Cap'n Lucky (Cayzle) 
Wednesday January 7th, 2009 4:15:45 PM

To Sir John, Lucky says, "I think we'll need a few more rounds!"

Cap'n Lucky (Cayzle)  d20+11=15 ; d20=4 ; d20-2=6 ; d20=12 ; d20+9=21 ; d20+12=31 ; d6+2=7 ;
Wednesday January 7th, 2009 4:35:27 PM

Fair's fair! Let me post a few rounds now.

Round 6: Lucky starts with 2 luck points. He rolls his Base AC this round: a 13 (entered in previous post). If Lucky needs to, he takes a five foot step to again use Tyco as soft cover. Lucky throws another Magic Stone, this time with no Luck Point, and provoking no AoO again. His attack is at +11 with PB shot. AC15, he misses. Lucky's AC until next round is 13 base +4 cover +3 dex +4 wis +1 amulet +1 ring +3 bracers +1 size = 30. Lucky has a remaining move action, but chooses not to use it. The Taur can take two attacks vs AC30 or maneuver to cancel the halfling's cover, attacking once vs AC26.

Round 7: Lucky starts with 2 luck points. He rolls his Base AC this round: a 4. Lucky chooses to mount Tyco as a move action and attack defensively using combat expertise and an unarmed strike. His attack, at -7, has a total mod of +5-7=-2. Lucky will need a natural 20 to hit. He misses. And Lucky's AC until next round is 4 base +4 feat +3 fighting defensively +4 wis +1 amulet +1 ring +3 bracers +1 size = 21. Oooh! Maybe a chance for the Taur to land a blow!

Round 8: Lucky starts with 2 luck points. He rolls his Base AC this round: a 12. The halfling tries to fast dismount -- a 21, success! Ducking behind his dinosaur (soft cover = no AoO), he throws a magic stone at +11 with PB shot and even gambles a luck point for a total +12. His attack is a 31! Yay! He inflicts 1d6+2 damage, or 7 more hp to the Taur, AND he earns a luck point! And his AC is 12 base +4 cover +4 wis +1 amulet +1 ring +3 bracers +1 size = 26, or 22 if the Taur uses a move action to nullify the cover bonus.

At the end of 8 rounds, Lucky has 3 Luck Points and has inflicted 18+7=25 damage to the Taur.

Cap'n Lucky (Cayzle)  d20=6 ; d20+12=24 ; d20=13 ; d20+12=26 ;
Wednesday January 7th, 2009 4:42:08 PM

Might as well go two more.

Round 9: Lucky starts with 3 luck points. He rolls his Base AC this round: a 6. Lucky mounts his dino pal as a move action, then tries to use it for cover (DC15 Ride Check). He uses all three of his remaining Luck Points in the effort, for a total +12. His result is a 24, which gives him his desired cover and an extra Luck Point. He uses his remaining standard action to use total defense. Lucky's AC until next round is 6 base +4 cover +6 full defense +3 dex +4 wis +1 amulet +1 ring +3 bracers +1 size = 29.

Round 10: Lucky starts with 4 luck points. He rolls his Base AC this round: a 13. He again uses his mount for cover, putting three luck points into the effort -- a 26 gives him that cover and an extra luck point. He uses a standard action to activate his tattoo and make another three magic stones. Lucky's AC until next round is 13 base +4 cover +3 dex +4 wis +1 amulet +1 ring +3 bracers +1 size = 30.

At the end of round 10, Lucky has five luck points again.

Glandum 
Wednesday January 7th, 2009 5:00:29 PM

And the halfling lies.I wont use the mount for the combat, yet he's using it for cover, in essence using said mount for combat.

Instead of fighting why not have co-leadership then. The minotaur as strategic and combat and the halfling for diplomatic conditions? And when something comes up the two can put their brains together and decide on an appropriate form of action.

Two heads are better than one. Is that not the saying?


Nirith Dahaka and Nekron (StevenVdB) 
Wednesday January 7th, 2009 5:02:33 PM

Nirith watches as Marcasthai tries to hit Lucky over and over again...

'You'd think he would know by now that Lucky's always lucky..." she says to her companions that are also watching this strange ritual.

"KRAAAAA"

Nekron suddenly pops his head up and eyeballs the two fighters.

"The Short one is too chaotic to lead... the large one... just scares me..."



(ooc just a question, why doesn't Marcas use his reach of 10ft? Lucky would never have been able to use a touch attack - or am I missing something? In this case, both our friends would have been unharmed... glad I am on your team :-) )

Cap'n Lucky (Cayzle) 
Wednesday January 7th, 2009 5:13:04 PM

OOC:

(ooc just a question, why doesn't Marcas use his reach of 10ft? Lucky would never have been able to use a touch attack - or am I missing something?

I don't think it would have mattered, since Lucky could have just taken a five-foot step toward Marcasthai to get within range. Now, if the minotaur chooses to stand 20 feet back and use only his reach weapon, then I'd have to take a move action to close the gap. Maybe now that the taur sees he has underestimated me, he will consider backing off. :-)

Nirith Dahaka and Nekron (StevenVdB) 
Wednesday January 7th, 2009 5:38:17 PM

ooc : true, but could you take 5ft to close range, touch attack AND take 5ft step back to mount or take cover? That starts to become a lot of 5ft steps in just one round...

By the way, sheets for Nirith and Nekron are updated accoring to your remarks Cayzle - thanks a lot for reviewing!

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy) 
Wednesday January 7th, 2009 7:29:02 PM

Cedric nods to Sira, shrugging his fore shoulders. He points his fore claw at Quellis, the large armored bear, and then back at Sira. He gestures his head back to his saddle.

When the time to fight comes, Cedric stands in the middle of the two combatants. If a savage dinosaur with a vicious mouth full of teeth could be said to look bemused, you'd probably say it of him.

His large clawed toe taps in the dirt as the halfling mounts and dismounts him in rapid succession.

OOC:

Active Effects:
Wildshape: 7 hours
Long Strider (extended) 14 hours, SL 1, CL 7: cast in morning.
Delay Poison (extended) 14 hours, SL 2, CL 7: cast in morning.
Greater Magic Fang (extended) 14 hours, SL 3, CL 7: cast in morning.

Marcasthai AC 20 Touch 13, HP 49/74 (SteveK)  d20+11=18 ; d20+11=28 ; d8+4=8 ; d20+11=12 ; d20+12=27 ; d20+11=23 ; d8+4=9 ; d20+11=13 ; d20+5=14 ; d20+11=19 ; d20+12=18 ; d20+11=29 ; d20+25=44 ; d8+4=12 ; d20+25=31 ; d20+25=35 ; d8+4=12 ; d8+4=10 ;
Wednesday January 7th, 2009 9:14:38 PM

ooc: Loving the combat, lots of fun! Just need to make sure I understand Lucky's use of Cover. Per PHB, Soft Cover only gives +4AC to ranged attacks, not melee. Lucky had to use his Ride skill to get Cover from Cedric and so the +4AC when he succeeded. But when he dismounted, he didn't get soft cover against Marcas' melee attack, which prompts an AOO. Yes?

Round 3 AOO: The opportunity in the fight is lost as Marcas is just too slow to take Lucky's opening. AC 18 misses AC 26. Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks

AOO Round 5 ; AC 28 Dam 8 Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks

Marcas grins as the nimble halfling jumps around and lands a solid blow with the spell (in Round 3: Touch AC 13, still hits) While the big minotaur knew Lucky was skilled in his own right, he certainly didn't plan on such a hard time! Perhaps it is time to change tactics...

AOO Round 6: Marcas again reaches out and misses Lucky's dancing form. AC Nat1

Round 6: Noting that the halfling is back on the ground, Marcas squeezes past the standing and immobile Cedric and plows through Lucky in an Overrunning attack! With his training, Lucky can't avoid the advancing minotaur and they clash just beyond the leopard. Marcas' size and strength (Strength Check 27) is sufficient to knock his smaller opponent prone (using Wold special attack rules Lucky has a 13 opposing roll), then turns to deliver a hand chop. (AC 23 vs the prone Lucky without Cover hits. Damage: 9 points)

Round 7: From the prone, Lucky can take a move action to stand and another to mount (doesn't matter for his attack anyways) and Marcas turns to strike twice. (AC 13 and 14 both miss) before backing off 5 feet to gain some space.

AOO Round 8: In melee, Lucky has no Cover, but Marcas can't get a good strike against the very nimble foe.

Round 8: Struck again, Marcas uses his previously successful tactic of squeezing past Cedric and Overrunning the small halfling. (Overrun: 18) Again, the minotaur knocks the halfling prone, but this time, he moves to hold him there in a Grappling strike. (AC 29, Grapple: 44, Dam 12)

Round 9: Marcas maintains his Grapple on Lucky and delivers another blow. (Grapple: 31 Dam 12)

Round 10: Marcas maintains his Grapple on Lucky and delivers another blow. (Grapple: 35 Dam 10)

At the end of 10 rounds, with AOO Lucky should have 51 non-lethal damage. (43 without the one AOO), and should render that halfling unconscious.

If through some Escape Artist or other skill, Lucky gets out of Marcas' bear hug, the minotaur grins and is willing to use Glandum's compromise for the leadership position. "For you have certainly proven you can fight and to talk."

ooc: Yep, could'a used my own 5 foot steps to keep 10 feet away, drawing Lucky into more AOOs, but Marcas WAS feeling overconfident... and for his Player, I figured that a couple of straight attacks would give Cayzle a chance to show his unusual (yet effective) fighting style for everyone. :-)

ooc: turns out that the fight gave opportunity to show off some of Marcus' other fighting techniques, too!

Speck (Jonathan) 
Wednesday January 7th, 2009 10:08:23 PM

Speck watches the bout with amusement. He leans over to his neighbor and says over the din of the battle, "Lucky's been gone from home too long. The RIGHT way to settle this was back at the inn. Who can put away the most steak in an hour wins! And he calls himself a hafling? Tsk, tsk. Oh, I guess 'steak' would not be a very appropriate choice in this circumstance. Mutton. Yeah, Mutton. They could have decided this by who could eat the most mutton. That way, they'd both be full, happy, and sassy, regardless of who won! Oh well..."

And he goes back to watching the scuffle while finishing off a tasty desert pasty.

Cap'n Lucky (Cayzle)  d20+9=26 ; d20+10=28 ; d20=14 ; d20+11=30 ; d8+1=2 ;
Wednesday January 7th, 2009 11:01:02 PM

OOC: D'OH! You are right right right and I am wrong wrong wrong! I can't use soft cover either to avoid AoOs or to boost AC vs melee! But I hope I don't have to take the hit quite so many times.

Rounds 4, 5 & 6 Redux: Lucky learns that soft cover does not prevent AoOs. It does not matter in Round 4, since the minotaur's AoO misses. It matters in Round 5, when Lucky provokes an AoO and takes 8 hp damage. And it matters in Round 6, when Lucky is plowed down with an overrun attack and punched while prone for 9 damage. Question: How is Marcas overrunning and then attacking in the same round? An overrun requires a standard action in itself, right?

I submit that at this point, Lucky has learned his lesson, and will not attempt to use soft cover.

Round 7 Redux: Lucky starts with 2 luck points and is down 17 hp. He rolls his Base AC this round: a 4. Lucky stands from prone, provoking an AoO in so doing, but Marcas misses (if I understand correctly). Then Lucky tries to do a Fast Mount, a DC20 Ride check to get on as a free action. From this point onward I am rerolling skill checks and such. A 26 gives Lucky his free mount. Then Lucky tries to use his mount for cover, a DC15 Ride check. He uses one of his remaining Luck Points to help him -- the roll is a 28, giving Lucky the cover bonus and a Luck Point. With his remaining move action, Lucky draws his wand of CLW. He now has the wand in one hand and his remaining stone in the other.

Marcas attacks twice and misses.

Round 8 Redux: Lucky starts with 3 luck points and is down 17 hp. He rolls his Base AC this round: a 14. He attempts to use his mount for cover, adding two luck points: a 30 earns him cover and an extra luck point. From cover, Lucky uses his wand and cures 2 hp. Lucky's AC until next round is 14 base +4 cover +3 dex +4 wis +1 amulet +1 ring +3 bracers +1 size = 31.

Marcas may choose to act. We now come to the fun part of figuring out how an overrun/grapple works against a mounted foe. Seems to me, based on the Trip rules, that the only way to drag a rider from a mount is with a trip attack, and I can use my Ride skill to oppose it -- in Woldian terms, I can take 10 on my Ride check to obtain my Trip DC, with the +2 military saddle bonus to keeping my seat. Call it a DC21, and you still have to make the usual touch attack first. I do not think you can grapple or overrun a mounted foe. You CAN overrun or grapple the mount, and if successful we treat it as a falling mount, with a forced dismount and a ride check required to prevent 1d6 damage. How does that sound? I am, of course, open to any other interpretation.

So we are halfway through Round 8, with Marcas to act? Sound OK? Lucky is down 15 hp, and Marcas is down 18 hp? Lucky never threw his third stone, and so did not hit for 7 more. He has four luck points.

Sira Nailo 
Thursday January 8th, 2009 12:50:59 PM

She sighs. "Cedric, why play reined mount as part of this archaic ritual? It is technically an one on one battle of fairness and talent. Doesn't this violate some fundamental rule? Shouldn't the other also be mounted for it to be equal grounds?"
She looks back to her nails and checks if they all have been cleaned. Still looking down, "I would like the blood measured and weighed at the end. I suggest when one spills the most blood, that one NOT be allowed to lead. A leader who leads by blood tends to kill his followers too, even if indirectly."

Sir John (Ken M) 
Thursday January 8th, 2009 1:07:21 PM

Sir John watches the combat intensly, a little disappointed that Lucky needed to use a mount to help himself. He initially agrees to the extended rounds, but after 10 rounds, announces "I think we've had enough combat, don't you all? Glandum had an excellent proposal, where one leads in tactical planning and another in diplomacy. However, I'm not sure who you had in mind, especially with the fact that diplomacy is not a strong point of lucky. On the other hand, we could put it up for a vote and see who get s the majority vote. After all, no one can force us to follow someone we don't want to follow, so this might well fix the problem."

Remembering his duty as a paladin, he adds "Finally, we have a mission to accomplish and worrying about the leader position is taking away from a more crucial issue. There is evil to conquer and I don't want to waste time before handling it."

Unsure of what everyone thinks, he'll step back and listen to feedback.

Marcasthai AC 20 Touch 13, HP 49/74 (SteveK) 
Thursday January 8th, 2009 1:51:21 PM

ooc: Cayzle, OK we're at round 8 with Lucky down 15 and Marcas down 18.

ooc: fun part of Overrun it is part of a move action! Then Marcas still has a standard action to act. :-)

The large minotaur is grinning and concentrating on this challenging Kayleb until Sir John calls out. Immediately, Marcasthai steps back and comes out of his combative stance, though he still keeps an eye out for Lucky since the halfling may not know all the rules for a Tauric Kayleb. Just to be sure, the minotaur calls out, "The Kayleb Facilitator has called the combat over, and so I will not continue the fight as is the rules and my duty."

It takes a little while for Marcas to get cleaned up and eating a short luncheon before he is ready to continue the walk with the group. "As I had more wounds on me at the cessation of the Kayleb, I will accede the leadership to Lucky. He has proven himself capable. Further, I see Sir John has also proven both wise and honorable as Facilitator, and will accept him as the Second."

Nirith Dahaka and Nekron (StevenVdB) 
Thursday January 8th, 2009 1:51:59 PM

ooc : Cayzle - I'm curious how to DM a combat with Lucky in it... since your AC is based on luck, how can we all - when we're DM'ing - if our blows connect? Is it feasible for Lucky to roll his luck rolls at the end of every turn so this is the AC used for the DM's turn? This would avoid a whole of of "If the monster hits... jadajadajada"

Lunch (and the Show) is Over (DM SteveK) 
Thursday January 8th, 2009 1:58:24 PM

OOC: DM forgot that Cedric was WLA Initiate too :-) Cedric (and anyone else who is WLA) was also called by Officer Jerrold and given the same information Marcas had in previous post. :-)

Several of the companions eat and watch the one-minute long battle between Marcasthai and Cap'n Lucky before Sir John calls a halt. Marcas backs off, and the battle is over.

Lunch is also finished up and soon the companions are moving north along the trade road towards the expected Inn where they are sure to find more information.

The two questions that are currently on the minds of most is ...

1) Who is the combat leader for the group? While there are some reservations, with Marcas bowing out, it appears that Cap'n Lucky is the only candidate left.

2) What is the plan once they reach the Inn?

........................

ooc: I'll post arriving at the Inn tomorrow. Just wanted to tie up the loose end of the fight for leader first. :-)


Cap'n Lucky (Cayzle) 
Thursday January 8th, 2009 2:27:40 PM


And suddenly the combat is over! "Hey! I was just getting warmed up!" says the halfling.

He listens to Sir John and Glandum, who offer the proposal of a battle leader and a diplomat. When Sir John says "Diplomacy is not a strong point of Lucky," the halfling bristles.

"Hey! Who says that I'm not diplomatic! Why, I've had Formal Training! I've got more diplomacy in my pinky fing-- hey! wait a minute! That's a test, isn't it, to see if I respond diplomatically! Well you won't catch me that easily, my wily paladinic friend! Truth to tell, I think I can speak for all sides in this debate when I say that my oratical, planalytical, comradical, and leadershipical talents are unmatched in this group! Besides, no one else has stepped up to take the job! Based on that peerless logic, I accept the proposal! I agree wholeheartedly!"

"Yes, this will be most excellent! Sir Minotaur here can be the Seargeant-General-At-Arms, leading us in all matters martial! Bishop Glamdring can be the Court Chaplain! My own good Tyco of Cedric will of course be the Royal Mounteback."

Lucky pauses to pat the dinosaur and say, "There's a good fellow!"

"And Sir John, I hope you will agree to be the Chargé d'affaires, since you will be in charge of my affairs. And you, sir, the one in the back" -- he points to Speck -- "are you not skilled in minstrelsy? You are the Musician Royale! And with me as King, our potential is limitless! Fear not, as Rulon of the party, I, your majesty -- no wait! -- WE, Your Majesty, King of our Conclave, Rulon of our Ranks, We shall endeavor to serve you, Our people, most well."

The halfling waves his hand, slightly dismissively, at Nirith and Sira. "And you two can be courtiers or sycophants, as you prefer."

"We stand before you most proudly, and now you may kneel before Us, and gaze adoringly upon Us, not standing on ceremony, as the impulse moves you! As your Royal, We thank you."

"Oh! speaking of the Royal We, battle-ing and decree-ing always make Us need to visit the little princes' chamber."

The halfling hops off Cedric and rushes off into the brushes to do his necessaries.

King Culrique (Cayzle) AC15  3d8+5=16 ; 2d8+10=18 ;
Thursday January 8th, 2009 2:42:23 PM

The halfling comes back from the loo. "Oh, We almost forgot! The hands of the King are Healing Hands!"

He casts Cure Serious Wounds (spontaneously, over Wind Wall) on Marcas, healing him 16.

"Please, don't thank Us, good Serjeant! We are only doing Our royal duty."

Oh, and he used two CLW spells in the loo. "Do not fear for Us, good subjects. We laid hands on Our Own Person in the privacy of the privvy." (spontaneously, over Entropic Shield and Detect Law, healing himself 18)

"Come now, Our people, We command that the party move forward!"

Nirith Dahaka and Nekron (StevenVdB) 
Thursday January 8th, 2009 3:55:48 PM

Nirith casts a gentle smile on Lucky, or King Curlique as he seems to name himself now. She says a few simple words and makes a few gestures and suddenly there's a downpour of a good 6 gallons right on Lucky's head! (create water)

"KRAKRAKRAKRA... " Nekron goes...

"Terribly sorry my King but I thought you needed to be cooled quickly! ... now what's your plan for out little quest? You have given it some thought haven't you?!?"

Sir John (Ken M) 
Thursday January 8th, 2009 4:06:42 PM

Sir John can't help but smile at the new royal highness's (note the small caps) antics and does a half-bow towards him, saying kindly "Yes, your royal highness. Thank you for your generosity in healing our friend."

In spite of his normal formal, solemn behavior, he bursts out laughing when water appears over the royal highness's head. With a chuckle, he goes over to Lucky and says "My friend, or should I say, my leige, I am glad to serve with you. I pity the enemy that encounters your might and power."

When he has a chance, he'll go over to Marcas and while offering his hand in friendship, says, "Good fight my friend and you fought well and honorably. Joshua (pointing to the spackled war charger) and I will be proud to charge into a fight next to you."

He agrees with Nirith's observation and responds, "Yes, what is our next step?"

Glandum 
Thursday January 8th, 2009 4:41:32 PM

Sitting on the seat of his cart, glandum sits there, shaking his head.
What weird people ive hooked myself in with.

Waits for the little fellow with the huge ego to pronounce the groups next move.

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy)  d20+24=42 ;
Thursday January 8th, 2009 5:13:20 PM

Cedric looks over to Sira and gives a warbling chortle. He takes his talon and writes in the dirt so only she can see wiping it away quickly.
Sira: Highlight to display spoiler: {"Amuses me"}

When they finally begin to move forward, he continues to look for tracks, his prehistoric senses keenly scanning the ground ahead for any sign of recent trouble.

OOC:
Survival / Track: 42
Active Effects:
Wildshape: 7 hours
Long Strider (extended) 14 hours, SL 1, CL 7: cast in morning.
Delay Poison (extended) 14 hours, SL 2, CL 7: cast in morning.
Greater Magic Fang (extended) 14 hours, SL 3, CL 7: cast in morning.

King Culrique (Cayzle) AC15 
Thursday January 8th, 2009 5:15:49 PM

The king rolls his eyes when he sees that Glandrum, Sir John, and Nirith are all waiting for his orders -- just moments after he gave them!

"We can see that We shall have to use all Our considerable love and patience for Our subjects in order to be an effective leader," he mutters.

"Come, dear followers," he says with a forced grin. "As We just ordered, Let the party move forth!"

"You know, to that place we're going ... Sir John, recall it to Us please ... to that tavern or inn or what-have-you. Let's go there!"

And when the water washes down on him, the King laughs and laughs! He tumbles a quick somersault to fly off the most of the wet. He bows to the witch and says, "Thank you, my dear! Most refreshing after a fight and a trip to the necessary."

Marcasthai AC 20 Touch 13, HP 49/74 (SteveK) 
Thursday January 8th, 2009 5:40:50 PM

Brushing his long fur to ensure the best possible appearance, Marcus accepts Lucky's healing with a nod and thanks, but doesn't think much of the idea of a self proclaimed king. "Being a king is more than giving orders, and would make those who are nobility angry. Besides, there are rules about how to become a king. I don't like this, Lucky.", he says quietly while petting the long-haired white cat that rests on top of his knapsack. "You are leader, but no more than that."

The minotaur hefts his ranseur and moves down the road.

King Culrique (Cayzle) AC15 
Thursday January 8th, 2009 7:22:43 PM

The halfling grins at Marcas. "What's not to like?" the king asks rhetorically. "As a famous wise man once said, 'It's good to be the king.' "

"Come, my friend, don't be so dour! Fair's fair, how about tomorrow YOU can be the king?"

Glandum AC 25/26 HP 73/73 
Thursday January 8th, 2009 7:28:18 PM

Gidyup, Glandum orders to the mule and the cart lurches forward.

Taking it slow, but steady, neither pushing nor holding it back.

Gauging the people around him. Smirking at the minotaurs' assesnent on the halflings illusion of royalty.
Smiling, while humming a lively, traveling tune. Giving the witch a friendly wink, followed up with a smile.

Then, thinking about the upcoming work at hand, and the call for help from the Fixer, Glandum absently rubs the holy symbol dangling on the leather strap hanging around his neck, while thinking a prayer for all those up ahead who are in danger.

Nirith Dahaka and Nekron (StevenVdB) 
Friday January 9th, 2009 4:14:17 AM

With things settled and the road ahead Nirith is cheerful as they go. Whatever they'll encounter there's no other group she would rather face it with.



Sir John (Ken M) 
Friday January 9th, 2009 9:59:28 AM

Sir John turns and mounts his steed, reading himself to travel. He checks his weapons, shield, and his mount's armor. Once everyone is prepared, he joins his place in line and follows the group.

"Who wants to take point position? I'd assume it would be who is most stealthy and observant. I'll take 2nd or 3rd position..."

King Culrique (Cayzle) AC15 
Friday January 9th, 2009 11:46:57 AM

"Oh, Sir John, fear not! We are not in hostile terrain, nor are we at risk of immediate attack! These are settled, friendly lands. We are more apt to meet farmers and merchants than ogres and wyverns. The person to go first must be the most diplomatic, and seeing as We have formal training as a diplomat, We shall lead the party."

The little Napoleon rides Cedric at the head of the party. Whenever he sees someone in the road coming from the other direction, he hails the stranger in a friendly voice, "What ho! Tell Us, friend, how far to the Wayfarer Inn?"

About a half hour before arriving, Lucky Eddie calls a halt to discuss his plan.

"A party such as ours is one to put a scare into anyone. So let us separate and approach the Inn in pairs. Each pair should arrive a little while after the other, so that it does not seem that we are a team. Just take a seat in the common room and pretend like you don't know the other pairs. We will go first with Tyco. When we all are all there, just follow Our lead."

Sira Nailo 
Friday January 9th, 2009 12:04:15 PM

The she-drow just smiles moves off with the group, blood spilling leaders in the lead.

"So, whats the gold look like for this mission?" Seems to be her refrain.

The Sourtusk Inn (SteveK) 
Friday January 9th, 2009 3:06:49 PM

Lucky promotes himself to King Curlique and hustles everyone back onto the road, loudly leading the procession towards the anticipated Inn.

Nirith smiles at Lucky, and then douses him with an abrupt downpour with the raven kroaking its amusement.

Sir John also smiles at the halfling's antics and joins in the humor of the moment. The paladin congradulates the halfling and minotaur's mutual prowess and then tries to get people's minds on the mission at hand. Mounting, he looks for a defensive order.

Cedric and Quellis, the matching Large bi-pedal dinosaurs need very little time to get ready and march out with the group. During the march, Cedric keeps an eye out for tracks or other spoor that would indicate trouble. (Track:42)

Marcus accepts Lucky's healing, disagrees with the halfling being called 'king', and marches down the road.

Glandum orders his mule and the cart forward, gauging the people around him and keeping his thoughts to himself, but is easy enough with non-verbal approvals.

Sira moves with the others, but seriously wants to know that this is going to be a PAYING job.

............................

The walk north is easy along the well-maintained road in the comfortable sunlight. Lucky rides Cedric at the head of the party with the others following as they will behind. Whenever a southbound group or a couple farmers in the field are seen, Lucky hails the stranger in a friendly voice, "What ho! Tell Us, friend, how far to the Wayfarer Inn?"

Usually from the fields are just a cheery wave for the courtesy or complete concentration on their own work. However, there are enough merchant and farmers carts coming south that the group is able to find out the Inn is only a half hour away, and the name of the place is the "Sourtusk Inn".

Lucky's cheerful banter also brings out more information... The "Sourtusk Inn" is very close to the Dread border. Farmers come south here to hire help and to bargain with traders that won't go further north towards the Dread. (Local Knowledge Check DC 10: Highlight to display spoiler: {The Dread is a major area of organized undead, but the Cinnamon Valley has been protected from the walking dead by some protection of the dieties.}

...........................

About a half hour before arriving, Lucky Eddie's plan goes into effect. The halfling splits up the party to make it look less a threat as they descend upon the Inn, and the group pairs off to arrive at about 5 minute intervals. Lucky arrives first, shortly followed by the other pairs, and perhaps the halfling's plan has worked... there is certainly no hue-and-cry about seven heavily armed people with a matched pair of large dinosaurs arriving.

The group is able to get a large table in one corner and the mounts are well tended in the stable with the dinosaurs kept away and tied to a large oak tree. The Inn stablemaster makes it clear that carnivores are not welcome in the confines of the stable or paddock.

There are a couple tables of merchants haggling with one another or the odd farmer, one of farmers relaxing, and one of a dozen toughs who hire themselves out for odd jobs and protection to the farmers. The Inn staff is efficient and there doesn't seem to be any immediate problems.

That is, until a young dwarven boy arrives in the Sourtusk Inn. Looking to be about 10 years old, he looks around while getting used to the darker interior. The toughs at thier table look bored, and several call out to the boy in rough humor. "Get yersel a beer, it'll make your beard grow faster!" and "Yer lost, sonny, go on home to yer mommy!" and "Don't make 'em go yet, Thom, cause I bet I can get 'em to do our laundry for a couple coppers!" The men roar with laughter at their own jokes.

King Culrique (Cayzle) AC15 
Friday January 9th, 2009 3:37:36 PM


A halfling and a dinosaur walk into a bar. The halfling says to the fellow behind the counter, "Barkeep! A beer for me and one for my pal the dinosaur!"


Glandum AC 25/26 HP 73/73 
Friday January 9th, 2009 4:13:02 PM

Stands up, kicking his chair back behind him, causing his shield to fall over onto the floor, while the idiots make their jokes at the boys' expense.

Walking over to the lad, Glandum says: don't mind them my boy, they are just children telling childish jokes that shows nothing but how little their minds be.
Then dropping to a knee Glandum looks up at the boy and asks: what brings you here son, and where might your kin be?

*Glandum is still wearing his armor save for his helm and gauntlets, and is still wearing his hammer on its sling, but his shield is back at the table, laying on the ground next to the kicked over chair*

Marcasthai AC 20 HP 72/74 (SteveK)  d20+12=18 ;
Friday January 9th, 2009 5:26:45 PM

Marcas takes his seat carefully, not at all certain that the bench will take his great weight and in order to make no sudden moves. Food is always good, but wine is the first thing ordered by the large, well-groomed minotaur.

Glandum may be the first one up, but Marcasthai looms behind the dwarf and stares down at the toughs daring them to intervene with the cleric's conversation with the young dwarf. He rolls his shoulders as if to loosen them for action as his black eyes stare at the table of toughs. (Intimidate: 18)

Sir John (Ken M)  d20+6=9 ;
Friday January 9th, 2009 5:37:41 PM

Sir John shakes his head and thinks to himself, "Starting bar fights is not how I envisioned my day starting."

Noting that Marcus has the intimidation tactic down solidly, he decides upon the diplomatic route. Hopefully the drunk idiots will leave Glandum and Marcus alone. For now, he'll keep his hands ready and near his axe and shield, but try to maintain a peaceful pose.

He tries to single out the leader of the group, and after standing up next to Marcus, in a firm and strong voice he says "Let's keep this peaceful, shall we? We mean no offense and our friend is merely trying to help the young boy. It looks like your drinks are getting low and how about I buy you a round?" (Diplomacy = 9) However, it seems that his distaste for strong liquor may be coming through as he tries to avoid trouble.



Speck (Jonathan)  d20+8=15 ;
Friday January 9th, 2009 10:01:26 PM

Speck sighs as the battle comes to an abrubt halt. On the other hand, conversation tends towards food, or somewhere where there is promise of some.

Speck is, however, still in doubt as to the leadership. Haflings, 'normal' haflings that is, aren't such braggarts, and certainly aren't self-proclaimed kings.

"Aye, Sir, I'll sing ye a song."
Brave Sir Lucky Fought Today. Brave Sir Lucky didn't run away.
Brave Sir Lucky Lived to fight another day,
To our enemie's dismay!


OOC: Sorry I didn't get this out sooner. Started posting yesterday but got interrupted so many times I lost my train of thought. :(

Bluff 15
Sense Motive DC15 (-5 mod = you really want to believe he's sincere, +0 = you aren't quite sure)

Highlight to display spoiler: Highlight to display spoiler: { You sense that in the last phrase 'to our enemie's dismay', the word 'enemies' was hastily added.}



Speck (Jonathan) 
Friday January 9th, 2009 10:03:05 PM

Forgot to explain:
If you make the DC15 Sense Motive check, read the spoiler, otherwise, well, read it anyway if you want.

Speck (Jonathan)  d20+7=13 ; d20+5=14 ; d20+7=27 ; d20+5=23 ; d20+7=9 ; d20+11=27 ;
Friday January 9th, 2009 10:36:11 PM

Local Knowledge Check DC10 = d20 +7 (Bardic Knowledge) = 13

Speck understands why the inn is so prosperous and why the whole area is not overrun by the undead from the Dread. (kinda rimes, Undead from the Dread, could be a musical group?) (SteveK: won't tell yet :-)

Upon entering the inn, Speck immediately looks around the room for knooks and crannies, and dark out-of-the-way corners, (Spot d20+5=14) as an instinctual habit for looking for places to hide. (under tables also qualifies as 'out-of-the way' places)

As the tables and chairs are made for larger folk, Speck forgoes attempting to be seated and wanders over to the hagling merchants and listens in on the conversation. (Listen d20+7= 27 N20!)

OOC: depending on the conversation topic, Speck will attempt to enter the conversation casually as a knowledgable person on the 'topic' and throw in some questions about any unusual happenings as of late, ie vanishing caravans, etc. by using Appraise (d20+5=23), or Gather Info (d20+7=9) or other skill method DM feels best appropriate, Bluff? Sense Motive? Just let me know if necessary.

Speck ignores the dwarf boy at first, even the taunting, but when the others of his group step up to defend the boy, Speck prepares himself for a bruhaha.

(where would Speck be in relationship to the bullies? Behind, to the side?)

He picks out who he believes is the toughest and marks him in his mind, (Spot? Sense Motive?) then slides to a dark spot or under a table where he still has visual contact with the bullies.

Hide d20+11 = 27.


Speck (Jonathan)  d20+10=11 ;
Friday January 9th, 2009 10:40:51 PM

In after thought, the above song probably should not have been a Bluff check but a Perform Check d20+10= 11... oh well, so he had some pastries and his mouth was a bit dry.

Cedric AC 15 HP 63/63 - Human Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy)  d20+9=13 ;
Saturday January 10th, 2009 9:40:31 AM

Before entering the town, Cedric shifts out of form, and goes over to see to Quellis. Giving him the command to 'Stay', he leaves the large brown bear tied tied to the tree. He does however, make sure the ropes are not tied well, enough that Quellis can break it should the need arise. He packs his form armor in Quellis's pack.

He then orders dinner in the inn, bringing out a plate of potatoes for Quellis, carrots and some greens as well if they have it. He doesn't bother trying to explain to the stablemaster that rarely eats meat.

Cedric eats similar, along with some water. Over dinner, he whispers to Sira in Drow: Highlight to display spoiler: {"Strange crew, do you think we're going to have issues with this Halfling?"}

When the boy arrives, he watches the reaction of the crowd with interest, trying to gauge if this is good natured teasing or something more.

OOC:
What time of day is it? (DM SteveK: about lunch time)
Cedric does not enter town as a Dinosaur, he will never intentionally cause a stir with it. Quellis is a Brown Bear, not a dinosaur. (DM SteveK: Oops! ;-)

Sense Motive on crowd teasing boy: 13

Long Strider (extended) 14 hours, SL 1, CL 7: cast in morning.
Delay Poison (extended) 14 hours, SL 2, CL 7: cast in morning.
Greater Magic Fang (extended) 14 hours, SL 3, CL 7: cast in morning.



Nirith Dahaka and Nekron (StevenVdB)  d20+9=24 ; d20+2=12 ; d20+5=6 ; d20+7=15 ; d20+7=22 ;
Saturday January 10th, 2009 1:28:34 PM

Nirith is one of the last ones to enter the Inn... not wearing any armor nor weapons and with more or less the appearance of a beggar there's absolutely nothing that would link her to the armor clad warriors that are seemingly picking a fight.

Nekron perches on her shoulder and observes the Inn more closely. (spot 24 ; listen 12)

Nirith walks over to the Bartended and in a soft voice she says: "Ale please... Selling amulets to ward you from danger and foul undead... interested? I'll be over there in the corner..." and she points towards a darker corner of the Inn.

"KRRAAA" Nekron croaks to the Innkeeper, "Good deal!"

With that being said, Nirith walks over to a darker corner of the Inn and sits with her back towards the wall... waiting... observing... (sense motive: 6 Nat 1 / Spot: 15; Listen: 22)



Sira Nailo 
Monday January 12th, 2009 6:54:43 PM

The drow doesn't even bother speaking Drow when answering Cedric, "Don't you?" She smirks.

The SourTusk Inn (SteveK)  d20+2=18 ; d20+2=17 ; d20+2=9 ; d20+2=19 ; d20+2=16 ;
Monday January 12th, 2009 11:04:29 PM

Lucky walks in and calls for beer.

Glandum ensures his shield clatters to the floor before moving over and talking to the dwarf-child.

Marcas backs up his dwarven friend with a quiet show of power and threat.

Sir John shakes his head and worries about a bar fight. He decides to be diplomatic and offer the toughs a way out of thier predicament. (ooc: Changing others' attitudes with Diplomacy generally takes at least 1 full minute, so no changing attitude, but the suggestion is still there.)

Speck goes in and immediately checks his exits before wandering over to the merchants and listening in. Highlight to display spoiler: { Speck and Nirith hear that there have been stories of the weakening of the ley lines. Seems the Cinnamon Valley people believe the dieties created bands of uber-magic called 'ley lines' that fence the Dread from the Valley. The talk at tables doesn't tell any horror stories, but enough caution is there that no merchant will go any further north. Speck and Nirith also hear the farmers talking about hiring the group of toughs at the table for protection while they work thier fields. Seems that this is a common precaution this close to the Dread.}
When the dwarf boy is accosted by the toughs, Speck prepares himself for a bruhaha.

Cedric shifts out of form, keeps his bear away from the Inn, and then goes in. While eating, he has quiet words with Sira. When the boy arrives, he watches the reaction of the crowd with interest, but is unable to gauge if this is good natured teasing or something more. (ooc: getting a hunch from a social situation will be a DC 20)

Nirith enters last, identifies herself as an interent merchant of amulets and picks her place in an out of the way place. There don't seem to be anyone who is overly eager about amulets against the undead, but the witch is able to pick up some good notes while listening. (ooc: read Speck's spoiler)

Sira smirks and speaks with Cedric.
.........................

The toughs startle at the sound of Glandum's shield rattling on the floor and one is certainly worried about Marcas' size, but the leader clearly isn't quailing. However, it does look like they have brains, and the five are in no mood to test thier brawling against five well-armored and armed people. Sir John's offer is quickly taken and the toughs are quieter around thier new beer.

The boy doesn't seem too worried, and rubs his red hair that is cut in a Mohawk. The dwarf-boy wears hand-me-down farmer's clothes, and pinned to his chest is a old and well-crafted silver pin. (Local Knowledge DC 10 Highlight to display spoiler: { The pin is a "Family pin" designating him as the elder boy in the family. The pin is silver and very old dating back many generations.}

"I'm not afraid", he says with much aplomb, "I was told to look for you. My name is Dugan. I'm supposed to find you and bring you to my mom's farm and help protect it from invasion." The boy empties a small bag on the companions' table, and 5 platinum coins roll out. "This is the entire take from our crops last year, and can be your reward for one day's heroism. Not bad huh?" the boy chimes.

Nirith Dahaka and Nekron (StevenVdB) 
Tuesday January 13th, 2009 3:07:18 AM

Nirith raizes an eyebrow as she hears the tales and then notices the boy landing an entire take from last years's crop on the table! Looks like it is a lucrative thing to protect people around here!! (On the ohter hand 5 platinum for an entire group of warriors...)

Nirith does not interfere and lets her friends do the talking.

Marcasthai AC 20 HP 72/74 (SteveK) 
Tuesday January 13th, 2009 8:07:13 AM

Satisfied that Glandum will be able to speak to the boy without interferance, Marcasthai gingerly sits back down and resumes his careful and quiet ways. When the expected food comes to the table, the minotaur carefully sets his long-haired white cat on a chair beside him and ensures the feline has food and drink before beginning his own snack.

Sira Nailo 
Tuesday January 13th, 2009 10:48:11 AM

Sira slaps her forehead and looks at Cedric. "told you. Didn't I say? Five plat, 50 gold. I swear, I'm going to start looking before I leap headlong into such a *insert slang*." She stops in midword when she sees the boy.

Glandum AC 25/26 HP 73/73 
Tuesday January 13th, 2009 12:20:55 PM

Overhearing the others, glandum returns to the table.

He just offered you everything they had to make a living. To pay for food for the family. For seed for next years crops. Yes, I know, they set aside a little but for these people, and especially everything that has been happening to them, that's quite a feat nowadays to save that much money up. But if money is all you care about, then take this too.

Glandum pulls out a pouch and dumps 200 gold coins out on the table.

Count me out on any cut except that gained from the creatures we defeat. I do this for the will of Domi, not to pad my pocket.

Turning to the boy:Dugan, I cannot speak for my other companions, but I will assist you and your family.

After the disposition of the meal, Glandum gathers his belongings rehitches his mule to the cart, offers a seat to Dugan and says: Which way to your home?

*follows Dugans' directions*

Ekim of Arn (Cayzle) AC15 
Tuesday January 13th, 2009 8:02:44 PM


The halfling walks up to the boy, and tells him to take back his platinum. "You listen to the padre here. Your treasure is yours, young Dugan fellow. We'll find reward enough on our own, if we are lucky." The halfling winks at Sira. "And I intend to be lucky."

The halfling is wearing a few pieces of jewelry -- ring, necklace, bracelets -- but is of course most distinctive in his soiled pants, embroidered shirt, and top hat. Which he tips to the boy, and bows.

"I'm Ekim of Arn, and these are my friends. They mostly do whatever the heck they want to, and I tell them that I told them to do it. That makes me the leader. And I say we're going to go visit your good mom's farm and see what fate brings us."

"Right, everybody? Let's go then!"

Speck (Jonathan)  d20+3=11 ;
Tuesday January 13th, 2009 10:34:07 PM

OOC: so much for entering as seperate groups so we aren't seen to 'be together', eh? :)

Local Knowledge DC10: d20+3 = 11 (whew)

Speck, from behind a farmer's chair is not necessarily happy things calmed down and a brawl didn't occur. He always finds 'loose' things in a brawl and he eyes the bully again to see if there is anything he might not miss.

However his contemplation is interrupted as their 'leader' speaks up on their behalf to assist the dwarven boy. Casually exiting the inn with the others, he asks Glandum if it would be ok to ride in the back of the cart.

If Glandum oks it, Speck hops on, and during the trip, tells Glandum what he overheard in the in. (Read Speck's spoiler).

Glandum AC 25/26 HP 73/73 
Tuesday January 13th, 2009 10:37:01 PM

nods his head to Speck

Outside the Sourtusk Inn (SteveK) 
Wednesday January 14th, 2009 12:10:21 AM

Nirith keeps her understanding and opinions to herself.

Marcasthai sits back down and resumes eating.

Sira confesses herself disappointed in bleeding-heart heroics that don't pay.

Glandum rebukes the greed of some of his companions and offers them his pouch of money as well. The cleric offers his own services to the dwarf-boy and asks Dugan to lead the way.

Lucky introduces himself as "Ekim" and ensures the platnuim and gold get back to the owners' pouches (Glandum and Dugan), and encourages Sira in being able to find plenty of lucre. The leader accepts the offer and rounds up everyone with a jaunty "Right, everybody? Let's go then!"

Speck, unnoticed by the toughs as part of the dwarf, minotaur, human group (occ: I was reading different, sorry) pops himself back outside and bums a ride from Glandum's cart.

Sir John and Cedric follow the others outside.
.............

Outside in the Inn-yard, a Fixer moves off a lounging bench and says, "Ready to go boy." His voice is weathered and tough, this human cleric of Alemi, but looks much like a dwarf. He is short, covered in muscles on muscles, and has a rather large vial of Woldsblood hanging on his neck as a holy symbol.

There must be obvious questions in the air, for the Fixer continues in his weathered voice. "I'm Shod Rivenstone, a Fixer of Alemi. If you agree, you stout fellas are to be the protectors of me and Farmer Thaela's family and property for 24 hours while I rebuild and set the ley lines of the farm. Those ley lines keep out the Dread Undead you understand?"

"See," the boy Dugan pipes up, "The Ley lines are totally busted at mom's place. Thaela's Farm is what its called. The Dread have been raiding for a week now."

The Fixer Shod adds in, "The lines must be rebuilt immediately before they totally fail or Thaela's farm will be razed to the ground, her family killed, and added to the Undead Army of the Dread. Will you provide aid in their time of need?"


Glandum AC 25/26 HP 73/73 
Wednesday January 14th, 2009 2:05:37 AM

Im in.

Nirith Dahaka and Nekron (StevenVdB) 
Wednesday January 14th, 2009 4:10:34 AM

Once everyone has left the Inn, Nirith too casually exits...

Outside she overhears the Fixer's mission and nods: "Undead heh... yuk... Well guess we're in!"

Nirith will trail the Fixer and Dugan as they head back to the Farm.

Cedric AC 15 HP 63/63 - Human Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy) 
Wednesday January 14th, 2009 7:45:57 AM

"In fairness, she did indicate she would be unhappy investigating farms without what she considers to be acceptable compensation." says the druid, making a nod at Sira. "There are few who truly speak what they mean, so much is coached in politeness and politics. It may be wise to learn to value that."

"But come, there will be treasures on these undead most likely Sira."

He then turns to Shod. "Have you been practicing your craft long Shod? My understanding is a fixer's path requires great focus and will. And to actually fix Ley lines, you must be quite accomplished in your path."

His voice becomes quite serious. "Perhaps you can describe our role more explicitly. I suspect your repair will require all your focus, and we are to guard you while you work and keep you from interruption? Are the undead drawn to the broken Ley lines? Will they sense your repair and try to stop it, or will they simply be present? And what support can we expect from you before hand? A few of your spells may make a huge difference to our success."

OOC:
Long Strider (extended) 14 hours, SL 1, CL 7: cast in morning.
Delay Poison (extended) 14 hours, SL 2, CL 7: cast in morning.
Greater Magic Fang (extended) 14 hours, SL 3, CL 7: cast in morning.

Marcasthai AC 20 HP 72/74 (SteveK) 
Wednesday January 14th, 2009 10:08:15 AM

Outside, Marcas carefully ensures his white persian, Khleo, is situated within her pocket-nest of the minotaur's backpack before he shoulders his ranseur and listens to the Fixer. It takes him a little while to understand that the fast talking Lucky has yet another name, and he shakes his head in bemusement.

"I am Marcasthai, Hand of Imod, and I also will protect you."

The minotaur nods at the rightness of the mission and nods again at the wise words of Cedric. "Say what you mean. Good advice."

Sir John (Ken M) 
Wednesday January 14th, 2009 1:25:23 PM

(Sorry for missing the last few posts. My PC died, so I've had to get a loaner from the seminary. Dell Customer service is a joke.... Should have stuck with HP)

Sir John responds in a similar way to the request and says "Yes, I will also help watch over the farm. If evil rears its ugly head, I'll there to remove it. My name is Sir John and you have my word of honor as my pledge."

It appears that the others have asked relevant questions regarding the situation, and he'll add "What types of undead do you suppose we'll face? I want to be prepared."

As they reach the outside, he goes over to his horse and feeds him some more food. He checks Joshua's barding, making sure all is secure. He also whispers gently and informs him of their mission.

Once everyone is ready to depart, Sir John will mount Joshua and prepare to depart.



Ekim of Arn (Cayzle) AC15  d20+2=8 ; d20+5=14 ;
Wednesday January 14th, 2009 5:52:53 PM


OOC: Skill Checks! Note to my friends -- stand within 20 feet of me for a +1 on all skill checks, saves, and attacks!

Untrained Know Local check: nope.
Trained Know Planar check to know something about Ley Lines: 14 - not too shabby.]


Ekim of Arn grins and reaches out to grab the fixer's hand and pump it strongly up and down. "A Fixer, huh?" the halfling asks. "Does that mean you can help me get my daily fix? I can't live without my daily five minute fix!"

The halfling laughs uproariously, no matter how the Fixer replies. "Ha ha ha! That's just a little of what I like to call 'humor' for you. I know you dwarf types got no 'sense' of 'humor.' " The halfling makes air quotes motions with his fingers when he says "sense" and "humor." He continues, "But don't worry, I got plenty enough for both of us!"

Now, let's get the names out of the way. I'm Ekim of Arn, and my people here are Master Marks-On-Thighs, the Minotaur; Father Gland-glum, a 'dwarf,' like yourself, what gots no 'sense' of 'humor' like yourself; Sir John, who always has a good idea about this or that; North Dakota, and I'll intorduce you to her closer in a sec; Sira, a mercenary who would rip out and sell her own heart of gold if she could figure out how to do it and survive; and the Rest."

He does not actually name "the Rest" -- just kind of waves over there. "These lengthy intros are making my fingers tired. Plus I would actually have to scroll back up and see who's who."

"Anyhoo, we'll give you all a hand. But moving Ley Lines -- ain't that witchwork? Well, you know we got us a witch, too -- that's North Dakota over here." He walks closer to Nirith. "She'll be a right good help I guess. So we are all set. I guess you're lucky you found us to lend a hand! Lucky! Get it?"

"Did I mention that I'm the king of the group? They do what I say, sometimes, and right now I say we follow this Fix-It fellow to Mom's Farm! Come on Dugan, want to ride a dinosaur? Hey! Where's Tyco!?"

Ekim is either unaware or pretends to be unaware that Cedric is Tyco.

[OOC: Remember that if you want the +1, you have to genuinely wish Ekim well. I'm just making you work for your +1! LOL!]

Sira Nailo 
Wednesday January 14th, 2009 7:20:40 PM

The drow looks on. "I do hate undead." She rolls her eyes. "And with any luck, I'll get to prove myself right in yet another shipwreck of adventure." She smirks. "Dealing with humans is always so emotionally draining."

Walk to the Farm (SteveK) 
Wednesday January 14th, 2009 9:37:34 PM

Glandum is succint in his willingness.

Nirith casually exits and trails the Fixer, Dugan, and the group as they head to the Farm.

Cedric defends Sira, noting that few truly speak what they mean. He then encourages Sira with stories about undead and guarded treasure.

Marcasthai introduces himself and praises Cedric's wisdom.

Sir John also agrees to the mission and asks for some details about the undead.

"Ekim of Arn" exuberantly introduces the group and is all ready to follow this Fix-It fellow to Mom's Farm.

Sira rolls her eyes and confesses her hatred of undead and her hope for some luck.

Speck quietly follows.

..........................

The Fixer, Shod, smiles at the group and openly grins at the mendicant. "It is good to meet you and yours, Ekim, and I'm glad you will help good Thaela."

Other answers move from his mouth as the group heads north in the afternoon sunlight. "Yes, my path does require great focus and will. I am confident that I will be able to repair and reset the ley lines if I focus and am undesturbed. With that, I will not be able to provide your defenses any benefit. You must provide me the benefits in order to protect these good people."

"Drawn to the ley lines? No. They are coming to the ley lines to destroy them and then raid into Cinnamon Valley for bodies and sow fear. You must stop them and I must repair the protections."

"I don't know the undead, but since they have attacked every night for the last seven, I will guarantee your services will be required. From descriptions from Thaela, they will be zombies, ghouls, ghasts, wights, or some other fleshy embodied undead for the initial assault."

......................

It takes three hours walk to make it to Thaela's Farm. The Fixer and Dugan seem used to walking and are not tired as the group passes a pair of stone pillars with "Thaela's Farm" carved in Dwarven, Hmaman, and Common. In front of the farm's main house in the distance, there stands the figure of a healthy dwarven woman, waiting for the group.


Speck (Jonathan)  d20+3=13 ;
Wednesday January 14th, 2009 10:05:19 PM

Speck watches from his place in back of Glandum's cart, wondering if the hafling leader is a real hafling or some polymorphed something or other into hafling form.

"Sigh," he expresses loud enough for Glamdum to hear. "That introduction show would be hard to beat," he says with a hint of irony. "Although in my years in the circus (OOC: updated Speck's Background on his CS) I've been the Ring Master numerous times and am good with intros."

On the trip to Dungan's house, Speck contemplates what kind of undead they'll have to face and searches his memory for any stories of weaknesses and protections against them.

Knowledge d20+3=13 +1 (luck) = 14

Glandum AC 25/26 HP 73/73 
Thursday January 15th, 2009 3:48:06 AM

He can keep the undead busy with his words while the rest of us send em back to hades where they belong. I don't think he could be quiet for more than five minutes without his head exploding. Glandum remarks non chalantly to Speck.

To Speck while in the cart traveling: was thinking about training to be what they call a Undead Hunter. Guess this mission will see if I have the mettle to take on that journey. I look forward to the challenge.

Drives his cart up the path to the house, stopping a good 20 or 30 feet from the dwarf woman, close to barn. After stopping and setting the brake, he ties the reigns of the mule to a post after climbing down from the cart. Then, dusting himself off, he pulls out his skin, takes a long draw from it, wiping what spillled on his beard and chin with the sleeve of his tunic, then heads towards who is obviously Thaela and waits for introductions to be tossed by the Grand Poobah.


Sir John (Ken M) 
Thursday January 15th, 2009 9:41:49 AM

As they approach the house, Sir John looks around and gauges the farm, the neighboring woods, potential sites where undead may attack and/or the group may defend best, etc. He also tries to identify good places for him to fight mounted, as well as ambush sites.

He greets the Thaela and graciously introduces himself. "It is an honor to meet you madam. We will do our best to protect your farm and you can depend on us."

Finally, he dismounts Joshua and lets him rest for a few moments. He then waits for the rest of the group to make their introductions.

Nirith Dahaka and Nekron (StevenVdB) 
Thursday January 15th, 2009 10:23:24 AM

Nirith frowns upon hearing what they are up against... a horde of Undead!... geee... makes you wonder what in the name of the seventh star cluster she's doing here?!?

Undead are not subject to Non-Lethal damage and euhm... nirith does only that :-/

Keeping up appearances Nirith shrugs her shoulders and says: "Undead huh? Oh well we've seen far worse than that..."

(ooc: hitting my head on the keyboard multiple times for being such an &é&é&'( to stay with non-lethal...)

Sira Nailo 
Thursday January 15th, 2009 12:17:23 PM

"Undead. Good, at least I'll be able to enjoy my work this time around." She smiles at Cedric. "See, this is what I've trained for." The drow actually looks genuinely happy for once, no pretense at all.

Ekim of Arn (Cayzle) AC15 
Thursday January 15th, 2009 1:50:54 PM

"Fighting undead?!? Fighting undead! That will be great! We will have chased away the tiny zombie pests, and freed the pipe-like ruins of the carnivorous flower-creatures. Turtles will have been falling from the sky! And then I will commission a fantastic work of art to commemorate my victory! An fantastically unflattering work of art! And I will put it on T-shirts! And make tons of gold selling it to the masses! And the artwork will look something like this!"

Ekim is so caught up in his new T-Shirt scheme that he forgets to introduce himself to the lady dwarf, although he does show her the sketches he makes in the dirt and asks her if she would buy such a shirt, and what she thinks would be a reasonable price.

Marcasthai AC 20 HP 72/74 (SteveK)  d20+7=13 ;
Thursday January 15th, 2009 10:13:52 PM

Marcas stoically marches along, his ears becoming used to the buzzing of the incessantly talking Lucky. Whenever he thinks he can't take anymore, he reaches up and strokes the fur of the white cat and is able to calm down.

At the farm, Marcas also looks around, looking for any undead that may be lurking about. (Spot: 13)

Speck (Jonathan) 
Thursday January 15th, 2009 10:24:27 PM

With the cart now parked, Speck hops down and scans the environs. "I wonder where the fight will be," he mumbles to himself as he heads to the front of the house.

Expecting the 'worst' from their leader, he hums a tune as he goes.

Thaela's Farm


Thaela's Farm (SteveK) 
Thursday January 15th, 2009 10:49:47 PM

Speck wonders if a circus performer would be required in a group with a crazy halfling in charge. The bard also contemplates what kind of undead they'll have to face. Highlight to display spoiler: { Speck seems to remember that zombies move slow, ghouls and ghasts paralyze people, and a wight's touch can even drain the very life from a person.}

Glandum talks with Speck on the way up to the farm. Once there, he stops and sets the brake, and then heads towards Thaela and waits for introductions.

Sir John gauges the farm (Spot Check please), any potential sites where attack or defense would be best. On arriving at the farm, he graciously introduces himself to Thaela. Sir John can easily see that Thaela's farm has 3 fields, a vineyard to the south-west, a barn, blacksmithy, school, winery, two lava pools and the main house. One field has grain, one is a traditional dwarven root farm adapted for surface farming, and the northern one is fallow at the moment. Her house is made of large stones as are the other buildings on the farm and all have stout wooden rooves. There is a woodlot copse of trees nearby, but nothing extensive. (Sir John Spot DC 15 Highlight to display spoiler: { The soil is so black that you can smell its richness: this is a very prosperous farm! Sir John especially notes the exceptional vineyard with lush white and green grapes. They must sell for a pretty penny. }

Nirith doesn't like going up against a horde of Undead. A stray thought goes through her head that it is lucky she has friends.

Sira is happy for once, readying to fight undead.

Ekim goes on in crazy talk about "T" shirts and turtles falling from the sky.

Marcasthai keeps his temper and looks around for undead at the farm. He doesn't find any.

.............................

When arrived, the group along with Shod are introduced to the dwarf woman in the yard. Dugan importantly makes the formal dwarvish introductions, and the companions meet Thaela, a female dwarf widow who manages this family farm. One can see that she had that infamous sturdy beauty in her past, but now is weathered and her appearance shows wear and tear beyond her years. She is very independent and has skills in several areas: farming, blacksmithing, teaching, and parenting.

"It is good that you are here. My two oldest sons, Bastion and Urdal were carried off by the Dread Undead two days ago while defending the barn at night. They were very brave and they did thier duty as dwarves." (ooc: Sense Motive DC 10 Highlight to display spoiler: { She will not mourn their dwarven bravery.}) "My 7 remaining children are all too young to fight. If the farm cannot be defended, I will have to take them to the orphanage and then return to fight for my family's honor.

Thaela points to the northern, fallow field. "The undead come against the border of my northern field, weakening the ley lines and then attacking the farm." She looks at Shod and the motley group of heroes. "A year's money from the farm for protection for the Fixer. I am glad you will help."

Cedric AC 15 HP 63/63 - Human Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy)  d20+18=29 ;
Friday January 16th, 2009 9:38:31 AM

Cedric ponders the situation a moment, then has more questions for Thaela and the Fixer.

"What type of undead have usually attacked? When do you plan to begin?"

He surveys the farmland, and begins to look for places of ambush and fortification.

OOC:
Could we get a map of the farm area before the battle, to help plan tactics.

Knowledge Nature 29: On Ley lines and what can affect them. Specifically, is it plausible for undead to actually weaken the ley lines as Thaela states.

OOC:
Long Strider (extended) 14 hours, SL 1, CL 7: cast in morning.
Delay Poison (extended) 14 hours, SL 2, CL 7: cast in morning.
Greater Magic Fang (extended) 14 hours, SL 3, CL 7: cast in morning.

Nirith Dahaka and Nekron (StevenVdB) 
Friday January 16th, 2009 9:44:53 AM

Nirith still isn't too fond about fighting undead but looks like there will be no alternative. First she will aid her friends with all sorts of spells and scrolls and then... she'll have to make her hands dirty...

"Well... we'll give them all the welcome they deserve... Sir Nekim... what are your commands?"

Having said that Nekron croaks on her shoulder much like laughter...



Sir John (Ken M)  d20+5=12 ; d20+6=11 ;
Friday January 16th, 2009 10:09:48 AM

Sir John looks around, but can't get any clear ideas on where the undead may come or attack. (Spot =12)

He senses that the woman as proud of her sons (Sense Motive = 11), and he compliments her on their bravery. "Madam, do you know anything about where the boys were carried off to?" he asks. "Once the lay lines are finished, we could speak further about maybe trying to rescue them. We need to eliminate the undead threat quickly and then root them out from their lair."

He shares his tactical thoughts with Cedric and Marcus, and tries to figure out a good defense plan.



Glandum 
Friday January 16th, 2009 2:56:58 PM

Ok. My idea. Build 3 bonfires. One at each end of the area the fixer will be and one in the middle. Making sure when it gets dark the area is well lit. Lets fortify the area with snares and traps and obstacles, to slow them down should they arrive in large numbers. And lets fight in pairs instead of a hodge podge.
After a brief pause.
Fortify the house from intrusions. Do not come out for anything. If you hear us calling to you for help, don't, its because we are dead and trying to lure you out to become one of us. We will use the side of the house facing the north as our defensive line. That's where we make our last stand should it come down to it. Also, turning to the lady. Take in as many buckets of water, using pots and pans and cups if need be. Should the worse happens. Also, us, grab what containers we have and Ill bless the water. May not do huge damage to em but anyting helps when you are in the last line. Put the blessed water on the northside of the house. Again, just in case.
After another pause.
On second thought, mi'lady, After I unload my cart, send your boy there and your children to someone you trust for care. We will do better if we don't have younguns to worry about. But you need to stay in the house. Like I instructed above.

And waits for additions.

Ekim of Arn (Cayzle) AC15  d20+10=24 ;
Friday January 16th, 2009 5:29:38 PM

The halfling formerly known as Prince Lucky nods sagely at this talk of defenses and plans. "I find that no plan long survives contact with an actual enemy. But what the heck, fire and holy water sound like good things to have on hand. Thanks, Padre." He smiles at Glandum, and nods.

Sense Motive 24.

The halfling does not say anything to the famer about her loss. But privately he says to his friends, "It would be nice to recover those lads, or their remains."



Speck (Jonathan)  d20+2=20 ;
Friday January 16th, 2009 9:04:17 PM

Sense Motive DC10: d20+2 = 20.

OOC: a map of the farm would be very helpful, as the use of walls for defense is a key component.
Does the farm have the typical low lying stone walls dividing fields?

Speck chimes in, "Dunno about traps and snares in such a short time over such a large area, but perhaps long sharp poles pointing in the direction they'll be coming? That'll be easier to put together. But I'll think on it."



Marcasthai AC 20 HP 72/74 (SteveK)  d20+7=17 ;
Saturday January 17th, 2009 10:23:55 AM

Marcas eyes the vinyard and even moves a few steps to better appreciate the vines and grapes that he can see. He nods at fire and holy water, and especially the battle-buddy idea of Glandum. "We may become separated and vulnerable. Having a shield-brother would reduce the vulnerable. I think a melee fighter paired with one with other skills is good." He looks around. "Nirith and I can be a team. With my reach I can also stand over the Fixer to protect him."

The North Field (SteveK) 
Saturday January 17th, 2009 10:45:44 AM

Cedric pats Quellis the Bear and has more questions for Thaela and the Fixer. He surveys the farmstead, and concludes that it looks set up well for a farm, and lousy for a defense. The druid remembers an old, old elven druid during Cedric's training talking about "ley lines", specifically that they are concentrated cables of magic that hang invisible across the Wold. And that Cinnamon Valley is one of the places most known for these "ley lines" as the place has had dieties direct involvement quite recently, 'oh about 500 years ago'. From what he remembers, Cedric can't think of a way that the undead, unaided, could affect 'ley lines'.

Nirith thinks about the ways she can help her friends in fighting undead and then... she'll have to make her hands dirty... Nekron croaks on her shoulder much like laughter...

Sir John is thinking ahead at a rescue after the ley lines are restored. That, and to root them out from their lair.

Glandum suggests to place three large fires where the Fixer is going to do his thing, and then to backup plans with home defense, holy water, and evacuation. Thaela nods at most of Glandum's suggestions, but balks at sending her children away. "Stout walls have kept them away, and the farm would be blessed with weapons such as holy water, I thank you. But I will not send the family away while there is hope. And that hope is speaking with me now", she adds with a humorous smile. Dugan echoes his mother. "I'm First Son now, and my honor demands I defend the family. Yep, honor!", and the boy strikes what he thinks is a heroic pose.

Ekim nods sagely and warns that "no plan long survives contact with an actual enemy". Yet the suggestions are good, and Ekim agrees with Glandum. Ekim also notes that Highlight to display spoiler: {Thaela and her brood are stubborn about staying on the farm, that Shod is pleased Theala have confidence in the Fixer and the companions, and that Thaela's eyes gleam in approval at having her boys back for proper funeral rites.}

Speck similarly sees what Ekim sees, and speculates on the type of snares he may be able to fashion.

Marcas notes that the vineyard is exceptional, growing sweet white and green grapes in fantastic soil, sure to be sold south to the Wine District in the Kingdom of New Elenna. He also suggests to act on the pairing suggestion, bringing the minotaur and Nirith together.

.................

The afternoon sun races across the sky as the farmer, Fixer, and companions take a tour of the farm to get everyone familiarized with the lay of the land. The weather becomes colder, and a wind is beginning to blow...

Shod raises a hand to forestall more speculation. "I must be close, very close to the ley lines to repair them. I'm afraid a defense of the house won't help me. Farmer Thaela, I need you to show me exactly where the undead are attacking the ley lines. I need to begin this evening, as soon as possible.

Thaela nods and gives the group a short tour of the buildings of the farm before walking them out to the fallow north field. "The undead, fortunately, are entering through the currently empty field at the northmost part of Norhig. Crop rotation leaves one of her fields empty each growing season. Ah, yes, Norhig, the name of the farm."

Thaela is proud of the farm, especially of the vineyard, the lava pools, and her family. "The family dates back before the "Farmer's Revolt" 450 years ago when they refused to leave their lands and Donyra (occ: now a dead god) blessed their lands with the ley line protections as well as the magical earth pockets, geysers, and lava pools that enrich the soil." She tells the companions that the family are Hmanas and have been traditional farmers of the earth for many generations. The Farm Estate is named Norhig in honor of the blessings of Donyra, which means spirit and heart of the land in dwarvish.

"Yes, I can tell you more on the undead", she says. "An average of 10-20 undead usually led by a Ghoul or Wight come every night to work on further weakening the ley lines so that they can cross and raid the farm. It usually takes them 2-3 hours to weaken the ley lines enough to pass through. My boys saw them use poison magic to make the ley lines glow so that they can be attacked physically. The ley lines partially regenerate during the day but damaged, they cannot fully recharge or repair themselves."

The tour of the farm is over, and Thaela (and Dugan) bring Shod and the companions to the north field, stepping over the empty, fallow ground to the north border of her land. The field is empty, devoid of fencing or other structures, and Thaela points to a place where the field stops and uncultivated grasses and bushes begin. "That is where the ley lines are", she says simply.

.................

ooc: I didn't make a map of the farm buildings since the exact layout isn't going to be that important.


Sira Nailo 
Saturday January 17th, 2009 12:24:02 PM

"Ghoul and Wight are very dangerous. Skeletons and Zombies are academic, but these Wights and Ghouls are more intelligent, usually, than simple automatons.

If a wight attacks and is successful, woe to the poor sod that gets in its way. If killed by one, you become one. Or so I've been told.
Ghouls have a stench, a bite and a fever that are real unpleasant."

She stares into a void, thinking.

Glandum 
Saturday January 17th, 2009 1:14:23 PM

After the tour, and seeing the stubborness of the family, Glandum turns to Dugan.
Fine, you defend the family, in the house. We dont have the time or the equipment to train and outfit you and your family to stand outside here with us. if you want to help, using my cart and mule, bring as much burnable wood and items here to me, we will make a pile here (points to one end of thefixing area, and here (middle) and here (other end)). have your mother and a couple of the younger children start filling up items with water and place them outside the door. I will come bless them in a bit.

After the family starts doing their assignments, and the obstacles begin to be made and placed about, Glandum takes stock of what he has, and the spells he has ready for the night. Walking up to the Minotaur, Glandum pipes up: Marc, I have a spell prepared for the fight. When the time comes I will cast it upon you. It will make you grow expotentially.
(Might wanna write down all the important details you will need about being enlarged for when it happens)

Once the 3 piles are made, rather large, and extra woodstuffs are set asideto feed the blazes. (I will go out with the minotaur and whoever else wants to help and gather wood), Glandum heads back to the house to Bless the water, and grab 3 buckets of said water and takes back to the defense perimeter. Placing a bucket near each blaze pile.
When the Fixer begins repairing, Glandum will make a 4th, smaller campfire a little ways away from the 3, and places 3 torches on the ground next to it. to be used to light the bigger piles. Then he goes and douses the 3 piles with oil from his inventory and the groups and if needed, from the farm.

Then waits, in full armor, weapons at the ready, preparing himself mentally, physically, and spiritually for the nights onslaught.

Sir John (Ken M) 
Saturday January 17th, 2009 5:48:56 PM

While the group is preparing the stakes, water, etc., Sir John does two things. First, he asks "If there are two of us who can move quickly or are mounted, we should : (1) be used as either a flanking group to turn an attack, or (2) as an assault team that can single out the wight or ghoul, and charge in and hit him hard."

"Also, avoid pairing me with someone who can't move quickly, since Joshua (patting his horse affectionately) and I need the freedom to charge whoever we target."


Second, he says "I'll recon the northern area on Joshua while you all are busy. We need to get a lay of the land and I'm not worried about running into them, since I can outmanuever the undead. Also, I need to identify any obstacles to mounted movement, especially creeks, dips in the ground, boulders, etc. Does anyone want to accompany me?"



Sira Nailo 
Sunday January 18th, 2009 12:33:03 PM

"Sir John, if you like, I can pair with you. What is it you require, just mobility and a sense of combat or something more?"

Sir John (Ken M) 
Sunday January 18th, 2009 6:03:44 PM

To Sira, Sir John says "Mobility would be best, since Joshua and I can move quickly. Combat wise, your mace's will come in handy and I am honored to fighting alongside one who abhors Undead as I do (e.g. an Undead Hunter)"

Speck (Jonathan) 
Sunday January 18th, 2009 9:10:03 PM

Speck ponders an idea and asks Thaela how much oil does she have at the farm, then explains, "If we have enough oil, we can dig a shallow ditch and pour the oil in it. We light the oil when the undead approach. If we don't have enough oil for a circle, then at least a portion of our defense line will be walled by a wall of flames for short while."



Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy) 
Monday January 19th, 2009 9:01:30 AM

Cedric considers the plans, and nods. "This will work, I think. The bonfire notion is well thought."

"We do however have a larger issue. These undead move with a purpose, and have magic. It would seem there is something behind these attacks, something behind these ghouls and wights. We will need to find the root cause and deal with it, after tonight's work is done. When you scout, look for any signs of where they come from. We may need to backtrack them if you can find a trail.

"I'll also need a hand with my barding." he says with a grin.

As night falls, Cedric shifts back into his form. Once his barding is taken care of, he prowls the close area, looking for trouble. Around the 10th hour, he recasts his spells.

Long Strider 7 hours, SL 1, CL 7: cast around 10 PM.
Delay Poison 7 hours, SL 2, CL 7: cast around 10 PM
Greater Magic Fang 7 hours, SL 3, CL 7: cast around 10 PM


Marcasthai AC 20 HP 72/74 (SteveK) 
Monday January 19th, 2009 1:15:25 PM

Marcas nods at the dwarf-cleric's wisdom. "Being even taller than I am now will allow me to stay in front of the Fixer and Nirith, and keep a very wide circle under the protection of my ranseur. If I stay still, Sir John and Cedric and other mobile people could fight around the Fixer against any undead."

"For the fight then, Sir John, Lucky, and Cedric are one team to be fast and mobile.

"Glandum, Speck, and Sira are one team to use magic, missles, and fire.

"Marcus and Nirith are one team to be beside the Fixer and keep any undead away.

He looks around to see if there are any objections to the order of battle.

Glandum 
Monday January 19th, 2009 2:13:40 PM

How about me and you big guy. Your swatch and my turn can keep undead away from the fixer. And anything that gets past you has to get past me and my axe.

Ekim of Arn (Cayzle) AC15 
Monday January 19th, 2009 5:21:10 PM

The halfling is glad to help the dinosaur with his armor, a job he has done before, most willingly.

"Okay-dokay, Sir John! I'm with you and Tyco here. Too bad I wasted some of my best spells on that big cow-head over there earlier today!"

[List of spells prepped TK.]

Preparing for Battle (SteveK) 
Monday January 19th, 2009 6:30:31 PM

Farm Battle

ooc: attached link for upcoming battle should be published for everyone to see.

ooc2: Players have opportunity to identify where you want your character to begin the battle. Please use Letter-Number squares in post.

ooc3: Large fires are unlit. There is a small fire with three unlit torches beside the center woodpile.
..............

Combat preparations go underway, and Cedric begins thinking about what happens next. The druid feels certain an expedition into the Dread will be necessary to stop the attacks on the Cinnamon Valley and the ley lines.

Thaela doesn't have a huge quantity of oil and frowns at a channel of oil in her soil. "More like the oil will only drink the oil and you would still have to light the fires yourselves. She is able to provide a small cask holding one quart of oil that can be poured over the firewood to make lighting the bonfires easy.

The group gets ready. Thaela organizes her family to provide all available firewood up to the north field and places them in three large piles in a line. Shod the Fixer is the one to identify that line. "I must be within 100 feet of the damaged Ley Lines to repair them. It is an effort that will take all night."

And night is coming fast. Sir John has a little less than an hour to travel on his reconnissiance travelling along the fenceless border between the farm and the Dread, and even going into the Dread itself for a little ways. The terrain looks brush-filled and gently rolling hills. He can't find any undead lurking about, nor any animal alive at all. The most important thing that Sir John finds out is that living beings can move through the "ley lines" without a problem.

Before the last rays of the sun fall, Thaela blesses the group with the name of Donyra. Then she brings her family into thier waggons and returns to thier stout home and barricades themselves inside.

The Fixer places himself near the center unlit woodpile and begins his work. Shod is soon lost to all senses save what he himself can experience...





Sir John (Ken M) 
Monday January 19th, 2009 8:50:09 PM

As Sir John returns from his recon, he reports his findings to everyone. He also nods at Marc's plan for a mobile strike team and says "We'll be ready for them to arrive. I guess all we need now is to wait for their arrival. Let's hope they pick tonight to skip, but if not, then I'll look forward to ending their miserable existence."

(OOC = He'll stay somewhere near the flanks at H18, resting and waiting for the fun to begin.)

Speck (Jonathan) 
Monday January 19th, 2009 10:07:18 PM

Speck is a little discouraged that a fire ditch is out of the question but takes what little oil is given and puts it near the near the center wood pile.

He then joins Glandum and Sira. "Just put us where you think best, then I'll spread these caltrops in front of us." He holds out two bags of caltrops which will cover 10x5 (two 5x5 squares). "Don't know how much pain in the feet undead have, but it is worth a try, unless you'd rather me not put them there, or put them elsewhere, say, around the Fixer?"

He then verifies that all his weapons, potions, and wands are all in place and readies his sling.

Finally, he searches his memory for a tune appropriate for a battle against the undead. 'Not very many of them, I'm afraid,' he muses. 'Bound to be one, or I'll just have to make one up!'

Marcasthai AC 20 HP 72/74 (SteveK) 
Monday January 19th, 2009 11:10:49 PM

Marcas thinks for a few moments and then waves Glandum, Sira, and Speck all in near the central fire area. "Let us all stay here to begin with. Once Sir John, Cedric, and Lucky tell us where the undead are coming from, then we can light the two flanking fires and move the team to whichever one is closest to the undead.

"I think at nightfall, we will have the center fire lit for light if for nothing else."

He readies his ranseur and takes his place in front of the Fixer (ooC: V,16- to W,17)

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy)  d20+22=26 ;
Tuesday January 20th, 2009 7:32:14 AM

Cedric nods his head at Marcasthai. He then points his snout over to the large bear laying by the fire. Giving a strange call, Cedric springs over to towards the paladin. Quellis follows with a snort. He listens for sounds of movement and gets ready for a long night.

OOC:
Cedric starts at K-21
Quellis starts at H-21 / H-22 (He's large, 10x5)

Listen: 22

Long Strider 7 hours, SL 1, CL 7: cast around 10 PM.
Delay Poison 7 hours, SL 2, CL 7: cast around 10 PM
Greater Magic Fang 7 hours, SL 3, CL 7: cast around 10 PM

King Culrique (Cayzle) AC15  d20+8=15 ; d20+8=16 ; d20+8=22 ; d20+9=23 ; d20+9=28 ; d20+9=12 ; d20+5=16 ;
Tuesday January 20th, 2009 11:52:04 AM


[OOC: Do we expect the undead to come at us from the top (north) of the map or from the bottom (south)? Lucky Eddie will ask the Fixer to stand so that the bonfires are between him and the undead.]

Curlie figures that if he looks around some, be may find something that will be useful for the battle, who knows. He wanders through the farmhouse, out in the fields, and even where the battles took place before. He is not looking for anything in particular, but you never know! Even a rusty knife or an old farm sickle might make a good weapon in a pinch, or some of that holy water Padre Glamdring is brewing up. Lucky will grab a couple vials of that if he can. Maybe there are a couple bell jars he can score lightly so that they'll break on impact. Maybe he'll find something broken that the Fixer could fix up quick.

And who knows what else he'll find? Mendicants often get lucky! [Mendicants on luck quests are automatically proficient with anything they find on their quests.]

Lucky Eddie thinks about what he's heard about undead critters like the ones we may face. Is there any danger in touching them? Either to deliver a touch spell or to make an unarmed attack? [Know Religion check is a 16]

Then there's the luck you make for yourself! Lucky gets a couple big barrels, or maybe a farm cart, and leads them up with dirt and rocks. He scatters them around the field. You never know when you might want some hard cover. He might need a hand with that, please.

[OOC: How about 13K, 15R, 17J, and AA14 for good spots to throw some cover?]

Ekim of Arn has a final thought. If he casts Protection From Fire on himself, how long could he stand in a bonfire and hurl burning sticks at undead things? Just planning ahead, chaos-style.

Finally, as the sun is setting, Eddie mounts up on Cedric and says, "Tyco here is pretty fast. How's about he and me stand out front and keep watch. When we see some undeaders, we'll high-tail it back and give the alert."

"Who's job is it to light the bonfires? With that oil, they should go up fast. Maybe a farm hand can be ready to light the fires and then run back to the house."

Search Checks: 15, 16, 22
Spot Checks: 23, 28, 12

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 1 of 3 today
Wand of CLW used: 1 of 50
Current Luck Point Total: 4



Sira Nailo 
Tuesday January 20th, 2009 12:02:47 PM

The drow is unsure where to go, but follow Sir John. She said she was his 'wing man'.

Here come the Dread!


The Undead Arrive! (SteveK)  d20=11 ;
Tuesday January 20th, 2009 4:27:19 PM

Farm Battle

Sir John reports his findings to everyone, and agrees to being the mobile assault group for the team. His loyal mount and he are ready.

Speck joins Glandum and Sira, and announces his ability to sow the ground with caltrops. Then he prepares his weapons of hand, air, and voice and is ready.

Marcas makes his plan for three teams and centers himself in front of the Fixer. Readying his ranseur, the minotaur is ready.

Cedric nods at the plan and puts himself and Quellis on the left flank of the fires. They are ready.

Lucky Eddie is a blur of preparations, and flits from one task to another with an energy that would bring envy to a toddler. First, he suggests the Fixer to stand behind the bonfires. Unfortuneately, it is too late. The bonfires are laid out and the Fixer is in his healing trance and will not budge. Second, he wanders around the farm area to see what might be useful in the coming encounter. He is able to bring to his pockes two vials of blessed water, five black shiny stones from close to the lava pools, 100' of baling twine, and a child's pitchfork (ooc: equal to small shortspear). Third, he thinks about everything he knows about undead and touching them. From what Lucky can remember, it is no problem touching the undead; the problem is all about them touching YOU. Fourth, Lucky finds four big barrels that are brought out to the field and filled with rocks and dirt; in effect, hard cover to hide behind! Fifth, the halfling thinks it depends, but he probably wouldn't feel too much heat for half a minute in the bonfire while throwing firebrands. Finally, Eddie mounts up on Cedric and suggests they go out front to say when the undead should be arriving. Without Cedric moving, however, Eddie stays mounted on his Dinosaur.

Sira is determined that she is Sir John's 'wing man', and moves out to the left flank.

Glandum and Nirith quietly prepare near the central fire.

............................

Darkness comes quickly and the central fire is lit. From its light, the defenders can't see the line where the fields end and the Dread begins, but it hardly seems to matter. Within a half-hour, the Fixer's voice breaks from the immobile man: "They are here." ... "Attacking the Ley Lines" ... "In Front" ... "They are coming!"

At the furthest shadows (ooc: 80 feet directly in front of the Fixer), five figures can barely be made out. Advancing. Advancing.

The defenders have the initiative.

..................... ......

Combat Rules:

It is full dark.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Tuesday January 20th, 2009 4:35:40 PM

Awaking from her dreams (sorry for not posting) Nirith turns to her friends...

"Who needs enhancements?! Hurry! Enlarge? Strength? Cat's Grace? Anyone?"

For starters Nirith first uses a Scroll of Cat's Grace on herself.

"Nekron, Fly over the Ley Lines and tell me what's comming..."

"KRAAA... Got it!

Nekron flies north from the group and checks what is attacking the Ley Lines. Mentally the Bird informs Nirith of what is approaching.



King Culrique (Cayzle) AC15 
Tuesday January 20th, 2009 5:10:08 PM

The halfling calls out to Nirith, "Hey! Wow! Cat's Grace would be fabulous!"

"And remember, friends, stay near to me [20 feet] for some extra luck [+1 on saves, attacks, skill checks]."

[OOC: I'll wait for Cedric's post before I post my own actions. Most likely I'll be activating my tattoo.]

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Tuesday January 20th, 2009 9:06:36 PM

Speck informs Lucky, as the hafling king takes a breather, what he's heard about undead. He recalls that zombies move slow, ghouls and ghasts paralyze people, and a wight's touch can even drain the very life from a person. "Nough to give one nightmares! Nightmares? Now that's another story, they snort fire and ...., oh well."

Know knowing wich way the undead are coming, Speck places his caltrops at S15 and T15 then hurries back to his starting position and readies his sling again. Although he is confident he could hit one from where he is, he waits for them to move closer and he can see them better.

A semblance of a rhym starts to form in his head but it's just not up to his standards yet.

SteveK: changed the Post Name for you.


Cedric AC 20 (-2 for charging) HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet <a href="http://docs.google.com/View?id=dc7hx4br_15fxk4jbgj">C  d20+13=16 ; d100=20 ; d20+8=23 ; d20+8=28 ; d100=20 ; d100=49 ; d20+8=22 ; d100=37 ; d3+3=5 ; 2d6=3 ; 2d4+3=8 ; 2d6=9 ;
Wednesday January 21st, 2009 8:38:11 AM

Cedric crouches low, and springs into a run, charging directly at the west most undead. Leaping at the last second, he pounces on the undead, growling as he swipes at shadows at least once.

OOC:
Charge to P5, attacking Undead 1
Talons: Hit AC 16 (20% miss chance failed)
Foreclaw 1: Hit AC 23 (20% miss chance failed)
Foreclaw 2: Hit AC 28 (20% miss chance passed) for 5 + 3 from rhinohide : 8 total
Bite: Hit AC 22 (20% miss chance passed) for 8 + 9 from rhinohide : 17 total

Stupid miss chances!

Marcasthai AC 20 HP 72/74 (SteveK) 
Wednesday January 21st, 2009 10:13:49 AM

Stepping forward one pace (ooc: five foot step) Marcas practices a swing of the ranseur and it whistles through the air. "Glandum, I think now is a good time for your spell. Nirith, please light the other fires."

He blinks through the fires shadows to see the advancing undead.

Effects
Ranseur - 20 foot reach

Sira Nailo 
Wednesday January 21st, 2009 3:34:07 PM

"I'd be happy with whatever spells, defensive and strength mostly, that you decide to toss my way." She draws her mace.

(Darkvision)

King Culrique AC19 HP42  d20+12=19 ; d20+9=14 ;
Wednesday January 21st, 2009 3:39:39 PM

For this round, Lucky's AC is 15 as a base. Seeing as Tyco is racing into battle, Lucky uses his mount as cover. That's a DC15 Ride check. Lucky puts three of his four Luck points into the check, and rolls a 19, success! So his AC is 15+4=19 this round. He rolled a 19, which made his AC a 19! Sweet!

AND he gets another Luck Point!

While taking cover like this, Lucky can't attack or cast spells, but he can activate items. He activates his tattoo and creates three Magic Stones. Those babies do a base 2d6+2 vs undead, so the halfling is pleased as punch to have them.

That still leaves Lucky with a move action, but he has nothing to do, so he spends the time thinking about taking the Improved Feint feat at level 9, which would let him feint as a move action in combat.

And note that IF a monster's attack gets past Cedric's AC20, then Lucky's Mounted Combat feat lets him offer a Ride check as a substitute for one blow. The ride check for that this round is a 14 -- alas, not better than Cedric's usual 20, and thus no extra protection for him.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 3
Wand of CLW used: 1 of 50
Current Luck Point Total: 5


Sir John (Ken M) AC 21, 50/50 hps 
Wednesday January 21st, 2009 3:43:34 PM

To Nirith, Sir John responds, "I'll take a strength boost, if you would be so gracious. The more the better."

Since he can't see that far, he asks Sira to explain the enemy's numbers, positions and movement. "I'm ready, how about you?" he asks with a grin on his face.

He looks down at Joshua and says "I think we're about to earn our keep, my friend... Be brave and don't be scared of those nasty undead..."

As the undead come their way, he readies a javelin and prepares to throw it when he can see one.

Note: He'll delay his action until after the undead move. If one comes within range (30'), he'll throw it. Otherwise, he'll await the call to charge...

Lucky Buzz Lightyear to Sherriff "Cedric" Woody 
Wednesday January 21st, 2009 3:47:21 PM

Looks like your attack, from your sheet, is

1) Talons.(Primary)...............+11

Add +2 for a charge, and that's +13. Which is what you are rolling above. BUT you've got a friend in me! Add in that extra +1 mendicant bonus, please. That's a +14 on charging talon attacks! And +9 on secondary attacks!

I didn't forget it, I intentionally didn't take it :)

Ley Line Battle round 2 (SteveK)  2d4+3=7 ; d20+9=29 ; d20+9=13 ; 2d8+9=18 ; d20+11=21 ; 2d8+9=18 ;
Wednesday January 21st, 2009 6:29:36 PM

Nirith casts Cat's Grace on herself, then asks who else could use some augmentation. She then has her raven fly out to the Ley Lines to see what's coming. Nekron obediantly flies north until he is directly over the Ley Lines and conveys what he sees. (Nekron has low-light vision and so can see 80 feet beyond the Ley Lines in shadow) Highlight to display spoiler: { Magic lines glow after big men put stuff on them Nekron reports. There are seven big men that I can see, and one regular man on a horse behind. }

Speck sows his caltrops (S15 and T15) then hurries back readying his sling

Cedric crouches low, and springs into a run, charging directly at the west-most undead. Leaping at the last second, he pounces on the undead, growling. With his low-light vision while a dinosaur, the druid has no trouble seeing his opponent. It is a zombie ogre! He scores the undead with both foreclaws (7 damage on the first claw), but it looks like these are a tougher breed and the talons and bite both catch on its tough hide!

Cedric, Sira, and Lucky Highlight to display spoiler: { can see the Ley Lines glowing, and a seventh zombie ogre putting down a can that it just poured the contents onto the damaged ley lines. The stuff eats through the ley lines, providing gaps where the zombies have gone through.}

Quellis charges after his companion druid, but can't charge into the zombie because of the dinosaur in the way.

Marcasthai adjusts his stance, suggests that the fires to be lit and the spells activated, and waits.

Sira draws her mace, and watches through eyes that see perfectly well in the darkness. Highlight to display spoiler: { Sira can make out seven large-sized humanoids at the ley lines within her 120 feet of darkvision. }

Lucky uses Cedric as cover, then activates his tattoo and creates three Magic Stones.

Sir John readies a javelin in case one comes within range.

Glandum remains quiet and waiting.

...........................

The zombie ogre with claws in his arm doesn't respond other to blankly stare at the dinosaur while it brings its club around, smashing into Cedric's side. (Ac 29 Threat! 13 fail; Dam 18)

The zombie ogres look like they see well in the dark, and two more rush over to attack the dinosaur. Only one can charge in for the space against the medium sized dinosaur, and another club slams into Cedric! (Ac 21, Dam 17) Now there are three ogre zombies around the dinosaur with the bear looking on.

The remaining four ogre zombies move closer, half the field to the Fixer covered in a matter of seconds!

Nekron notes that Highlight to display spoiler: {the man on the horse sees the bird (ooc: remember, Sir John noted there were no other animals around at all in the Dread) and readies a crossbow.}

..........................

Zombie Ogre AC 23
1: 15 damage
2:
3:
4:
5:
6:
7:

Cedric: 35 damage

..................... ......

Combat Rules:

It is full dark.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle



Marcasthai AC 20 HP 72/74 (SteveK)  d20+8=13 ; d20+3=20 ; d20+10=25 ; d20+10=27 ; d20+10=27 ; 2d6+6=12 ; 2d6+6=17 ; 2d6+6=18 ; d20+10=24 ; 2d6+6=14 ;
Wednesday January 21st, 2009 8:02:10 PM

The minotaur growls under his breath. "Might for right. Protect who needs protecting."

And then he calls louder. "Sir John, help Cedric!" "Sira, we need you here!" "Glandum, Speck be ready!"

And with that he begins to try and slow down the undead. In two mighty swings, he focuses his attacks on Zombie#3. (Power Attack +2, AC 13, 20, both miss)

As the Zombie advances through the Ranseur, Marcas will concentrate his AAOs on Zombie #3 (no power attack)

AOO#1: AC 25 Dam 12
AOO#2: AC 27 Dam 17
AOO#3: AC 27 Dam 18

And one for Zombie #4 (since he can't do another on Zombie #3 if he comes straight on)
AOO#4: AC 24 Dam 14


Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Wednesday January 21st, 2009 8:48:11 PM

Speck tosses a torch onto the middle firewood pile (move action) and starts reciting a rhym as loud and excited as he can (standard action).

We've come to see the Undead, Oh My
Who've seen fit to say to us 'Hi'
We'll return the favor by saying 'Goodby'
And return their corpses to where they ought to lie!

OOC: Inspire Courage_ to be affected an ally must be able to hear the bard and lasts for as long as the ally can hear the bard and for 5 rounds thereafter. Everyone in hearing range gets a +1 bonus on saves vs Charm and Fear, and +1 bonus on attack and weapon damage rolls. (Don't think it will work on spell damage but I'll let the DM decide on that).

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Thursday January 22nd, 2009 11:58:54 AM

Even though Ekim was keen on a Cat's Grace he's allready of to the edge of the Ley Lines! Nirith can't reach him anymore!!

Nirith pulls out another scroll and casts Bull's strength on herself...
She awaits them all coming and stays ready to cast enhancements on her friends.

"Who will light the fires?"

Lucky Eddie AC19 HP42  d20=3 ; d20+13=28 ; d8+1=8 ; d20+9=15 ;
Thursday January 22nd, 2009 1:28:29 PM

Base AC roll for this round is a 3! Lucky again uses his mount as cover, swinging away from the undead. He pumps four of his five Luck Points into the skill check: at +13 he rolls a 28. And he gains a Luck Point. That makes his AC for the round a 20.

Then the halfling draws a wand and uses it on his hurting mount. Cedric is cured 8 hp.

If Cedric is hit, the Ride Check to sub for his AC is a 15 -- no improvement there, alas.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 3
Wand of CLW used: 1 of 50
Current Luck Point Total: 6 (max at one time is 11)

Sira Nailo  d20+10=11 ;
Thursday January 22nd, 2009 1:50:36 PM

Sira moves (Move Action) to flank with Marc, gaining advantage. (Hits AC 11, missing nat 1) She looks at her mace and can't believe it. "No, not now!" She looks frusterated and amused.

DM Highlight to display spoiler: {(OOC: Twilight Ranger says: At 5th level, the Twilight Ranger gains the Sneak Attack ability. This ability functions the same as for a 1st-level rogue (+1d6), except the Twilight Ranger can only apply Sneak Attack damage to a Favored Enemy.
I am assuming the class feature supercedes the monster in this case, meaning that a favored enemy can be a target of a Sneak Attack, but undead are immune. What is your ruling on this?)
}

DM SteveK: Highlight to display spoiler: {Undead are immune to sneak attacks, including the Favored Enemy benefit. This is a drawback to having the Undead as a favored enemy.}

Cedric AC 26 (+4 Total Defense) HP 50/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d100=31 ; d20+12=23 ; d4+9=12 ; d100=63 ; d100=87 ; d100=42 ; d100=63 ; d20+12=32 ; d20+12=26 ; d8+7=12 ; d20+7=21 ; d20+7=15 ; d20+7=16 ;
Thursday January 22nd, 2009 2:21:46 PM

Cedric wharbles, giving the command to withdraw. He then assumes a defensive posture and runs back to the group, pulling away from the zombies before running straight south.

OOC:
Free action: Handle Animal (can not fail) : Heel
Standard action: Total Defense
Move action: Move to O6 then south to O15 (AOO provoked)
Quellis moves with him to M15-N16

No worries, we're all getting used to it :)

Sir John (Ken M) AC 21, 50/50 hps 
Thursday January 22nd, 2009 2:31:03 PM

Sir John sees that Cedric is in trouble, and commands Joshua to begin moving into battle.

Realizing that the enemy is still in the dark (since fires only cause 40' worth of illumination and , he calls out, "Somebody needs to light up the enemy!!! I can't hit what I can't see!" He'll move forward 40', but since all is dark, he has no idea where to go.

To help out, he'll grab a sunrod out of his pack (only 3 left now), light it and throw it towards where he hears battle coming from (trying to aim at P6).

I'm assuming that the lay lines produce no light help us see? If so, then the undead are still in darkness, since no fires are lit yet, right? Also, they'll be in shadow once the fires are lit... If the fires have been lit, then I'll update my post, but it seems that they aren't right now...

(My notes = Affected possibly by Inspire courage and Lucky's bonus)

DM SteveK: The fire produces 40 feet of good illumination and 40 MORE feet of shadowy illumination. All the Ogre Zombies can be seen. Ogre 1, 2, and 3 have 20% miss chance Concealment for anyone without Low-Light Vision.

This means Sir John and horse can see and attack Ogre Zombie 1,2,3 but will have 20% miss chance.


Ley Line Battle round 2 (SteveK)  d20+4=7 ; d20+9=26 ; 2d6+9=15 ; d20+9=19 ; d20+9=12 ; d20+9=28 ; 2d6+9=17 ;
Thursday January 22nd, 2009 5:39:43 PM

Marcasthai calls out actions and then swings twice, missing.

Speck tosses a torch onto the left-most firewood pile, as the center pile is already lit. He then starts reciting a rhyme, providing all within hearing magical benefits. (all PCs perform DC5 Listen check to hear Speck and receive +1 attack and weapon damage rolls from Inspire Courage)

Nirith casts Bull's strength on herself and asks "Who will light the fires?"

Nekron doesn't get any advice from his witch, but he knows a crossbow when he sees one! Diving and jinking, the raven speeds back to Nirith, the mysterious rider quickly lost to view.

Lucky again uses his mount as cover, then draws a wand provides Cedric healing. (Cedric cure 8 hp)

Sira moves to flank the Zombie Ogre#3, but is not able to get all the way around yet. (She is Five feet away from Zombie Ogre #3.)

Cedric tells his bear to attack. Quellis moves into position and smacks Zombie#1 with a paw. (Quellis has low-light vision, no miss chance) The bear hears little Speck and delivers a better blow!

Cedric himself continues his attack, shifting a bit (ooc: 5 foot step doesn't invoke AOO) getting cover form two of the ogres and attacks his prey. (5' step to P6)

Sir John and Joshua moves forward into battle. As he rides, the paladin strikes a Sunrod and throws it to the ground near the dinosaur-druid. (on/about P6)

Glandum readies his weapon. (DM move)

..........................

Zombie #1 staggers, but continues its assault on Cedric, striking with a club and cracking ribs. (15 damage to Cedric)

Zombie #2 steps forward and barely misses with its own club.

Zombie #5 has to maneuver, but now has Quellis in his sights.

Zombie #3 advances, getting slashed, and slashed again by Marcus' combat trained reflexes. But then the Zombie Ogre is inside the effective range of the Ranseur. The minotaur strikes with a hoof kick, yet, being a blunt weapon, it is not as effective. The Zombie Ogre is STILL on its feet and strikes at Marcus with his club, missing.

Zombie #4 advances, accepting a strike from Marcus' ranseur before closing with the large fighter and delivering a blow with its club. (17 damage to Marcas)

Zombie #6 and #7 stop where they are and are appearing to watch the battle.

.........................

Zombie Ogre AC 23 damage reduction 5/slashing
1: 40 damage
2:
3: 42 damage
4: 14 damage
5:
6:
7:

Cedric: 43 damage
Marcas: 17 damage

..................... ......

Combat Rules:

It is full dark. Center Fire and Left Fire are blazing. Sunrod at P6 means all zombies are in bright illumination right now.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle

Map Updated

Glandum AC25 HP73 
Thursday January 22nd, 2009 8:21:20 PM

(Computer was out due to the antivirus 2009 virus. Had to reformat harddrive and reinstall everything)

Moves to U-18
*Casts Enlarge on the Minotaur*

DM STeveK: I knew something must have been up when I didn't see a troll peering over my shoulder in the Loot&Booty :-) Glad you are back!

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Thursday January 22nd, 2009 9:52:27 PM

Speck starts getting into his rhym and the words just keep flowing.

From darkness to light
we bring the fight
They have nothing to gain
If they remain
So to earth they go
With our blows

Inspire Courage continues: +1 to hit and damage for those who can hear.

Marcasthai AC 18 HP 72/74 (SteveK) (Enlarge, Inspire Courage)  d20+1=5 ; d20+11=31 ; d20+6=8 ; d20+9=25 ; 2d6+6=12 ; 2d6+6=9 ;
Friday January 23rd, 2009 10:09:53 AM

The minotaur grins as he grows to eight times his normal size, now looming over the undead zombies! With the battle sounding in his ears, he barely hears Speck, but the rhyme straightens his back (Listen:5), and he fights better still!

"Nirith, keep the last fire unlit, we may need it later. Do you have a spell to heal me?"

Knowing he can't back up or else threaten the Fixer's concentration, Marcus concentrates on Zombie#3 to fell him with a hoof kick, a shattering elbow, and a dipping of his horns to gore.

Hoof AC 31 Dam 12 dam red/5 = 7
Elbow AC 8 miss
Horn AC 25 Dam 9 dam red/5 = 4

Marcas uses his Huge body to block any access to the Fixer.
.................

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach,

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d8+1=7 ; d20+9=16 ;
Friday January 23rd, 2009 12:56:33 PM

"I'll patch you up once we get rid of these two" Nirith says to Marcas

Drawing her Bolas (move action) Nirith attempts a ranged trip attack vs Zombie 4 (Bolas Hits AC16) but fails.

Nekron flies overhead, but keeps an eye out on the rider who was planning to use the Raven for target practice, and continues to warn Nirith of whatever is coming.

Nirith stays close to Marcas.

Glandum AC25 HP73 
Friday January 23rd, 2009 1:16:01 PM

Don't worry you big lug, I got ya covered, Healing wise. Just need the scaley one to get in range too.

Lucky Eddie AC14/18 HP42  d20=1 ; d20+14=30 ; d20+18=35 ; 2d6+4=13 ;
Friday January 23rd, 2009 1:25:27 PM

[If Cedric and Lucky are at O15, then see below. If not, I'll revise this post later.]

Lucky's Base AC for this round is a 1!! LOL! That makes him an AC 14, AC 18 using a barrel for cover, see below.

Lucky hops off, trying for a Fast Dismount, Ride Check 20. His Ride check is a +9, and he boosts it with five Luck Points -- "After my bad luck on the AC roll," he says, "I'm willing to make a big gamble that my luck has changed!" His roll, at +14, is a 30! Sweet Fast Dismount! And he gets a Luck Point, bringing him to 7!

Then he moves to R16, hiding behind the barrel for hard cover. He hurls a magic stone at Zombie Ogre 3, or if it is down, at Zombie Ogre 4 (the latter is at two range increments for a -2 to hit). Lucky gains +1 for his point blank shot feat, +2 for the enhancement bonus on the Magic Stones, and +1 for Inspire Courage (Thanks, Speck!) His attack is thus at +13. He pumps five luck points into the attack as well, putting him at +18. Note that he does not take a penalty for throwing into combat because a part of the ogre is 10 feet from his foe, right?

With all that, Lucky rolls a 35! Even with throwing into combat and longer range if he is attacking Number 4, that's a hit! Lucky gets another Luck Point, bringing him to 8. Lucky's damage, at +1 for point blank shot and +1 inspired, added to a base 2d6+2, is a 13 -- that makes it an 8 after you take out the damage reduction.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 2
Wand of CLW used: 1 of 50
Current Luck Point Total: 8 (max at one time is 11)

Sira Nailo  d20+10=18 ; 3d6+9=21 ;
Friday January 23rd, 2009 2:03:19 PM

The undead hunter step into position, not into flanking and NOT BETWEEN the undead, and swings the bane mace. (hits AC 18, for 21 damage)

Sir John (Ken M) AC 21, 50/50 hps  d20+8=11 ; d20+8=21 ; d20+8=18 ; d20+17=26 ; d8+4=12 ; d6=2 ; d20+8=11 ;
Friday January 23rd, 2009 3:00:53 PM

Sir John, finally able to see, yells "Charge!!" to boost his courage and charges full force towards Ogre 5. Also, he uses a free action to call upon the fiery portion of his Battle Axe. (Note that he wasn't actually adjacent to the Ogre at the end of last round, since he left a few squares to give Joshua a chance to build up speed for his charge. No big deal though...)

Ride Check = 11 vs DC 5 to maintain control and keep both hands free.

As they reach the undead ogre, John and Joshua both attack the monstrosity, combining John's Axe and Joshua's viscous bite.

John's Attack = +13 + 1 (inspire) + 2 charge +1 (mounted) = +17 = Hit AC26
John's Dmg = 12 + 2 (Fire)
Joshua's Bite = Miss (only Hit AC11)

DM Info

Roll for Joshua to bite (vs DC 10) = 18 so Joshua can bite too
John's AC = 19 for this round due to charge.
Joshua's Stats = AC 20 (due to charge this round. Normally 22), hp 39/39
Mounted Combat Roll (to help avoid hits on Joshua) = 21. This is lower than his AC anyway, so disregard.

Cedric AC 22 HP 35/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+12=30 ; d20+12=16 ; d20+7=26 ; d4+9=10 ; 2d6+5=13 ; d20+12=23 ; d20+7=17 ; d20+7=22 ; d20+7=10 ; d8+7=13 ;
Friday January 23rd, 2009 3:24:15 PM

Cedric continues his attack on the zombies, directing Quellis to attack again. They both pounce on the zombie, shredding its rotting flesh.

OOC:I'll stay and fight to make it simple, sorry for the confusion
Quells: 2 claw, 1 bite on zombie 1. Hit AC 30 for 10 damage. Miss AC 16. Hit AC 26 for 13.
Cedric attacks Zombie 1 (Continuing to zombie 2 if zombie 1 falls): Hit AC 23 for 13 (rest miss)

Long Strider 7 hours, SL 1, CL 7: cast around 10 PM.
Delay Poison 7 hours, SL 2, CL 7: cast around 10 PM
Greater Magic Fang 7 hours, SL 3, CL 7: cast around 10 PM
Inspire Courage +1 (Note: Neither Cedric nor Quellis can fail the DC 5 listen check)

Lucky Eddie AC14 HP42  d20+13=33
Friday January 23rd, 2009 5:49:23 PM

Arrgh.

Okay, to make it easier, let's say that Lucky fast dismounts to O7, tumbles back to O9, and throws right between Cedric and his bear at Zom 1, hitting it.

Tumble check, using five luck points to boost: nat 20 gives a 33. AND that brings Lucky's Luck Point count to 9 at the end of the round, not 8.

The halfling eyes Zom 6 nervously. No barrel to hide behind, no hard cover bonus, alas.

Ley Line Battle Round 3 (SteveK)  d20+9=14 ; d20+9=25 ; d8+9=15 ; d20+9=25 ; d8+9=10 ; d20+11=12 ;
Friday January 23rd, 2009 8:00:27 PM

Glandum stands beside Marcas and casts Enlarge on the Minotaur.

Speck starts getting into his rhyme and the words just keep flowing.

Marcus concentrates on Zombie#3 and strikes it twice.

Nirith draws her Bolas but misses Zombie#4. Nirith wants Nekron to keep the horseman in sight, and so the Raven watches.

Sira steps into position, and takes down Zombie Ogre #3.

Sir John charges Zombie Ogre#5 having paladin and horse to crash against the monster.

Quellis tears into Zombie Ogre#1 with a claw and lays it low with a bite into its dead flesh.

Cedric puts one set of talons into Zombie Ogre#2.

Lucky jumps off Cedric and tumbles away before striking Zombie Ogre#2 with a magical stone.
..........................

Zombie #2 sees Quellis as the stronger adversary and swings at the bear, missing.

Zombie #5 responds to Sir John's attack, smacking him with a club. (AC 25, Dam 15)

Zombie #4 again attacks the huge minotaur, striking a strong, glancing blow. (AC 25, Dam 10)

Zombie #6 points at Marcus, and his companion moves forward. Zombie#6 himself turns to the small flesh bag before it but only continues to watch.

Zombie #7 charges into Marcus, but misses horribly. (Marcus has AOOs against Zombie#7)(Sira has one AOO against Zombie#7)
.........................

Zombie Ogre AC 23 damage reduction 5/slashing
1: 58 dead
2: 21 damage
3: 70 dead
4: 14 damage
5: 14 damage
6:
7:

Cedric: 43 damage
Marcas: 27 damage
Sir John: 15 damage
..................... ......

Combat Rules:

It is full dark. Center Fire and Left Fire are blazing. Sunrod at P6 means all zombies are in bright illumination right now.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle

Map Updated

Marcasthai AC 18 HP 50/74 (SteveK) (Enlarge, Inspire Courage)  d20+12=26 ; d20+12=23 ; d20+12=27 ; d20+12=19 ; 3d6+8=20 ; 3d6+8=18 ; 3d6+8=19 ; d20+12=20 ;
Friday January 23rd, 2009 8:28:13 PM

Though engaged with hoof and horn, Marcas sees an opening with the charging Zombie, and swings his ranseur again and again. Four strikes flail towards the charging ogre.

AOO#1 AC26 Dam 20
AOO#2 AC23 Dam 18
AOO#3 AC27 Dam 19
AOO#4 AC19 miss

Seeing his hooves do less damage to the zombies, Marcus keeps one hand on his ransuer and then draws his Kukri. The wickedly curved blade snakes out for Zombie#4, missing. (AC 20, missing)
.................

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach,

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan)  d20+10=14 ;
Friday January 23rd, 2009 9:19:27 PM

Speck gets excited as zombies start falling and pauses his rhym. He had pretty much run out of words for it anyway, being made up on the spur of the moment. He'd have to write it down later, it he can remember it, for future use and liscensing fees for other bards.

Placing a bullet in his sling, he lets if fly towards zombie #6, just in his normal sling range.
Sling of Shock+1: d20 +8 +1(mag) +1 insp cour = AC 14 (miss)
The bullet carrens past the zombie and is lost into the night.
He then moves to Q15
Inspire Courage in effect for 5 more rounds: +1 to hit, +1 damage

OOC: Question_ bullet dmg would be 1d3 (-5 dmg red) for 0 pt in any case, but would the electric shock 1d6 bypass the dmg reduction (DMG, pg292, left column, second (small) paragraph)?

Glandum AC25 HP73  4d8+7=30 ;
Saturday January 24th, 2009 5:16:07 AM

Reaching out, Glandum touches the hip of the minotaur, sending a wave of warm gentleness into the giant creature.

*spontaneous casting, dropping (1) Summon Monster IV for Cure Critical Wounds*

Healing Marcasthai for 30

Sir John (Ken M) AC 21, 50/50 hps  d20+8=27 ; d20+8=19 ; d20+8=19 d20+15=24 d20+10=29 d8+4=8 d8+4=7 d6=2 d6=1 d20+6=24 d20+6=18 d6+4=7 d6+4=10 d20+6=19 d6+4=6
Saturday January 24th, 2009 2:23:06 PM

Sir John grunts in pain as he feels the ogre's weapon cut into him. He feels his anger kindled and keeps up the pressure on Ogre 5, slashing and cutting at its head, hoping to decapitate it once and for all. Now that he and Joshua don't have to move much, they both use their full attacks. There's nothing like the sight of flashing blades, kicking hooves and biting teeth to ruin an undead's day...

John's attack 1 = +13 + 2 (inspire and mounted) = Hit AC 24
John's Attack 2 = +8+ 2 (inspire and mounted) = Hit AC 29

Dmg 1 = 8 + 2 fire + 1 inspire = 11
Dmg 2 = 7 + 1 fire + 1 inspire = 9

(OOC = Does my mount benefit from the inspire effect, since we have an empathic link? The PHB wasn't real clear on it...)

Joshua's 2 hooves = Hit AC 24 and Hit AC 18
Dmg for the hooves = 7 pts and 10 pts dmg
Joshua's bite = Hit AC 19 for 6 pts dmg

TOTAL DMG vs OGRE AC 23 = 20 (John) + 7 (hoof) - 5 reduction = 22

(OOC = Steve, does the dmg reduction apply to the natural attacks of Joshua's hoof? I assume it would for his hoof, but not his teeth??? Any ideas anyone?)
DMSTeve: I say that the hoof is crushing damage and so dmg red applys. Also that the bite is crushing/piercing damage so dmg red applies (Quellis the bear also had the dmg red apply to his teeth. I gave his claws slashing damage.)

DM Info
Sir John = AC 21 with 35/50 hps
Joshua = AC 22 with 39/39 hps

Ride Check = (to keep hands free vs DC5) = 27
Ride Check for Joshua's AC = 19 (ignore since AC is > 19)
Ride Check for Joshua to attack vs DC 10 = 19



Cedric AC 22 HP 34/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+12=16 ; d20+12=14 ; d20+7=16 ; d20+12=28 ; d20+7=22 ; d20+7=25 ; d20+7=21 ; d8+6=13 ; d3+4=5 ;
Sunday January 25th, 2009 7:49:07 PM

Quellis continues his attack on the zombie, while Cedric continues to shred his. Quellis has little luck, but Cedric fairs better, hitting twice.

OOC:
Quellis attacks: All miss.
Cedric on Zombie 2: Hit AC 28 for 13 damage, Hit AC 25 for 5 damage.

Ley Line Battle Round 4 (SteveK)  d20+9=12 ; d20+9=22 ; d8+9=13 ; d20+9=21 ; d8+9=11 ; d20+15=26 ; d10+4=9 ;
Monday January 26th, 2009 11:14:04 AM

ooc: Had to read up on this... "Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction." So shocking, firey, and magic stones bypass the zombie damage reduction.
.............

Marcas' quick reflexes in combat slice Zombie#7 and fells the monster before it ever comes within swinging distance. Drawing his kukri, he fares less well against Zombie#4.

Speck lets fly a bullet towards zombie #6, but misses.

Glandum touches the minotaur, providing healing.

Sir John and Joshua slices and kicks at Zombie Ogre#5, wounding it further, but the brute is still up and swinging.

Quellis continues his attack on the zombie, but doesn't manage to get through its tough skin.

Cedric continues to shred Zombie#2.

Sira, Lucky, and Nirith pause to assess the battle. Nekron keeps the horseman in sight.
..........................

Zombie #2 changes his stroke to attack the dinosaur (who is now the more dangerous enemy), but misses.

Zombie #5 continues to attack Sir John, again striking the paladin with a club. (AC 22, Dam 13)

Zombie #4 ignores everything to plant another club welt on Marcas. (AC 21, Dam 11)

Zombie #6 considers the attacks and then disappears!

Nirith/Nekron only. Highlight to display spoiler: {The Shadowy Horseman takes aim with his crossbow and puts a shaft through Nekron! (AC 26, Dam 10) With a quick pull showing years of practice, the heavy crossbow is loaded and aiming at the raven again!}
.........................

Zombie Ogre AC 23 damage reduction 5/slashing
1: dead
2: 39 damage
3: dead
4: 14 damage
5: 36 damage
6:
7: 57 dead

Cedric: 43 damage
Marcus: 11 damage
Sir John: 28 damage
Nekron: 11 damage
..................... ......

Combat Rules:

It is full dark. Center Fire and Left Fire are blazing. Sunrod at P6 means all zombies are in bright illumination right now.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle

Map to be updated when I get home [work won't give me access to docs.google.com anymore ;( ]

Marcasthai AC 18 HP 63/74 (SteveK) (Enlarge, Inspire Courage)  d20+12=16 ; d20+7=19 ; d20+12=20 ;
Monday January 26th, 2009 11:41:14 AM

Marcas, his kukri in hand, puts his full effort against the zombie ogre in front of him. "By the Hand of Imod, you shall NOT pass!", he bellows into the cold night air.

Kukri AC 16 miss
Kukri AC 19 miss
Gore AC 20 miss
.................

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach,

Cedric AC 22 HP 34/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+12=19 ; d20+12=20 ; d20+7=9 ; d20+12=23 ; d20+7=10 ; d20+7=14 ; d20+7=10 ; d8+6=9 ;
Monday January 26th, 2009 12:01:18 PM

Seeing no choice, Cedric continues the attack. Quellis growls in frustration as his claws and bit fail to land. Cedric manages another hit, but it's not nearly the decisive attack he had hoped for.

OOC:
Quellis: All attacks miss
Cedric on Zombie 2: Talons hit AC 23 for 9 damage.
7 d20 rolls: 7, 8, 2, 11, 3, 7, 3 - That's some good rolling there :P

DM Reply to CedricHighlight to display spoiler: {Question: Where is the shadowy horseman? Deeper in the woods off the map?
DM SteveK: The only one who can see the Shadowy Horseman is Nekron. The only PC who currently knows there is a Shadowy Horseman is Nirith. i.e. He's well north of the Ley Lines.
}

Glandum AC25 HP73  d20+9=28 ; d8+2=9 ;
Monday January 26th, 2009 12:40:43 PM

Satisfied that the minotaur will survive a few more rounds of combat, Glandum turns to the remaining foe facing his giant friend.
Citing a few words of wisdom, through rhyme and prayer, Glandum points at the undead creature (#4) and appearing beside the creature is a warhammer, suspended in mid air, whereupon it strikes out at said creature.
With a flash of light, it makes contact with the dead flesh of the undead being. (bypassing any damage reduction)

hit ac 29
dam 9
*Spiritual Weapon*

Sir John (Ken M) AC 21, 22/50 hps  d20+15=25 ; d20+10=26 ; d8+4=10 ; d8+4=8 ; d6=2 ; d6=4 ; d20+6=9 ; d20+6=15 ; d20+1=17 ; d20+8=20 ; d20+8=25 ; d20+8=20 ;
Monday January 26th, 2009 3:17:42 PM

Though he's damaged again, Sir John decides to continue fighting and finish this thing off. Its a tough monster, but with Quellis' help, they should be victorious.

He'll yell at his companions, "If anyone has any spare healing, I could use it!!!"

He'll raise his axe again, trying this time to cut at its bony arms and commands Joshua to do the same.

John's Attack 1 = Hit AC 25 (slashing weapon) for 10 + 2 fire = 12
John's Attack 2 = Hit AC 26 (slashing weapon) for 8 + 4 fire = 12

Joshua's 2 hooves = Both missed
Joshua's bite = missed

TOTAL DMG vs OGRE AC 23 = 20 (John) + 7 (hoof) - 5 reduction = 22

DM Info
Sir John = AC 21 with 22/50 hps
Joshua = AC 25 (this round due to Ride check) with 39/39 hps

Ride Check = (to keep hands free vs DC5) = 20
Ride Check for Joshua's AC = 25
Ride Check for Joshua to attack vs DC 10 = 20


Sira Nailo  d20+10=26 ; 3d6+9=20 ;
Monday January 26th, 2009 4:56:23 PM

OOC: Dm, please post your email addy in the next DM post. I have some issues to address about the twilight rangers favored enemies.

IC: Sira attacks again. (Hits AC 26, for 20 damage... not including damage from any sneak attack Sira should be allowed. :))

DM SteveK: Rereading the Twilight Ranger, Rogue, Undead Hunter, Ranger, Undead Traits (MM), and Critical Hits rules :-) Whew! Seems like I was wrong and remembering something back from 2nd Edition!
Anyhow, Undead Traits say that undead are
"Not subject to critical hits, nonlethal damage, ability drain, or energy drain." And Criticat hits ONLY deals with high rolls on the dice.

THEREFORE, Sneak Attacks, Favored Enemy and the like WILL affect an Undead. Just no Crit Hits.

stephen.knotts@us.army.mil


Lucky Eddie AC14 HP42  d20=10 ; d20+13=22 ; 3d8+5=24 ;
Monday January 26th, 2009 5:09:35 PM

[OOC: Ouch! How did I miss a post! Sorry! This has to be quick, too!]

Base AC this round: 10 +13 = 23

Lucky casts Cure Serious Wounds spontaneously over Protection from Energy. Then he tumbles to O7 and touches Cedric. Tumble Check with an extra +5 in Luck Points: check is a 22, no problem, and gets him a luck point. Cedric is healed: 24.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 2
Wand of CLW used: 1 of 50
Current Luck Point Total: 9 (max at one time is 11)


Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d8+1=2 d8+1=6
Monday January 26th, 2009 7:34:31 PM

Nirith hears Sir John calling for healing but he is way too far ahead! They have been spreading too thin!!

The Witch/Monk hustles over to Sir John (40ft base x 2 should do just fine). As she goes she takes a Scroll of Cure Light Wounds and as soon as she gets within range of Sir John she touches him.

CLW: 6

"It ain't much Sir John but all things can help!"

Nekron suddenly croaks in pain! Nirith gaizes upwards and sees the Raven diving towards the ground. Thinking the Raven has been killed Nirith almost panicks but then Nekron flies towards her a bleeding wing making his flight quite erratic.

"KRAAA!! You fly up there and play bull's eye for that Rider!! KRAAA!!"



Speck (AC18/19-dodge, Touch13, HP26) (Jonathan)  d20+10=23 ; d6=5 ;
Monday January 26th, 2009 11:03:26 PM

DM: Sneak Attack vs Undead. See PHB pg 50, Sneak Attack (last paragraph - left side)_ "A rogue can Sneak Attack only living creatures... undead, constructs, oozes, ...lack vital areas..., Any creature that is imune to critical hits is not vulnerable to sneak attacks. "

This applies to the rogue, don't know enough about the other classes.

Speck, from Q15, is surprised that a zombie vanished and worries about it. He lets loose another bullet at the back-side of zombie #4 (no -4 pen). Then backs around the barrel to R16.

Sling of Sock +1: d20 +9 +1 insp courage = AC23, 1d6 shock = 5 (+1 insp cour) = 6 shock dmg

Inspire Courage 4 more rounds.


Ley Line Battle Round 5 (SteveK)  d20+9=23 ; d20+9=28 ; d8+9=11 ; d8+9=12 ;
Tuesday January 27th, 2009 10:55:18 AM

Sneak Attacks vs Undead: OK, re-re-amending. :-) Ain't this fun? I'm glad I have a thick skin! :-)
Currently: Sneak Attacks are not effective against things immune to Critical Hits.
Rules Board: I've posted the TwiRanger conundrum on the Rules board to get a ruling.
...............................

Marcas shouts his determination, but his voice is as ineffective as his kukri.

Cedric continues the attack and manages another hit against the extremely tough undead.

Quellis growls in frustration as his claws and bit fail to land.

Glandum causes a warhammer of glowing force to strike Zombie Ogre#4.

Sir John continues to fight, slicing Zombie Ogre#5 twice with his flaming axe, sending it to the ground!

Sira steps up to Zombie #4 and strikes the undead flesh with her Bane weapon, scoring hard!

Lucky tumbles into and out of reach of the ogre zombie, supporting Cedric with a healing spell. (Cedric healed: 24)

Nirith hustles over to Sir John while pulling a scroll out to use as she gets a chance (next round). Her way is roundabout, squeezing behind Marcas, avoiding Speck's caltrops and Lucky's barrel of dirt; and Nirith still can't get all the way to Sir John quite yet.

Nekron croaks in pain, and speeds to Nirith with a hole in his wing, sounding out his distress for all to hear.

Speck worries about the vanished zombie, but doesn't look around too carefully. There is, after all, another zombie to worry about! The halfling is able to concentrate enough to smack Zombie Ogre #4 with an electrified stone.

..........................

Zombie #2 doesn't seem to care about the loss of the other zombies, and strikes Cedric again. (AC 23, Dam 11)

Zombie #4 turns and plants a club Sira, now the more dangerous enemy. (AC 28, Dam 12)

There is no sight of the unwounded, disappeared zombie or the Shadowy Horseman briefly seen by Nekron.
.........................

Zombie Ogre AC 23 damage reduction 5/slashing
1: dead
2: 48 damage
3: dead
4: 44 damage
5: 60 dead
6: gone
7: dead

Cedric: 31 damage
Marcus: 11 damage
Sir John: 28 damage
Nekron: 11 damage
Sira: 12 damage
..................... ......

Combat Rules:

It is full dark. Center Fire and Left Fire are blazing. Sunrod at P6 means both zombies are in bright illumination right now.

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target

Farm Battle

Map updated

Marcasthai AC 18 HP 63/74 (SteveK) (Enlarge, Inspire Courage)  d20+13=30 ; d20+8=15 ; d20+11=27 ; 2d6+6=9 ; 2d6+6=11 ;
Tuesday January 27th, 2009 12:56:22 PM

Marcas sees that Sira and he are dividing the zombie's attention and thinks up a tactic. Stepping to the right, he flanks opposite Sira for more effective attacks, then bores in with his Kukri and horns.

"Finish up and return to the fires!", he calls to the fast attack team near the Ley Lines.

Kukri AC 30 Dam 9
Kukri AC 15 miss
Gore AC 27 Dam 11 -5 = 6
.................

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach
Flanking: +2 to hit

Glandum AC25 HP73  d20+9=11 ;
Tuesday January 27th, 2009 1:31:15 PM

The warhammer misses its mark this round.

With more praying and rhyming, Glandum reaches over and touches the Minotaur, enhancing his strength by 4.
*Bull's Strength*

Sir John (Ken M) AC 21, 29/50 hps, 7/14 lay on hands left 
Tuesday January 27th, 2009 1:41:48 PM

Sir John yells in victory as he fells the pesky Ogre. Looking at Nirith coming towads him with a scroll out, he says "Madam, thank you for whatever you can give. I am in your debt."

He takes this round to catch his breath and lays hands on himself for 7 hps, hoping to boost up his strength for the remainder of the fight... "We're not done yet Joshua and there's more fighting to do. Ready yourself my friend," he says to his faithful mount.



Cedric AC 22 HP 47/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+12=23 ; d20+12=14 ; d20+7=8 ; d20+7=14 ; d20+7=22 ; d4+9=12 ;
Tuesday January 27th, 2009 2:04:29 PM

Giving a low warble, Cedric orders the bear to attack. Rushing over, Quellis manages to get a solid hit on the undead. However, Cedric is unable to get any of his attacks to land through the thick flesh of the ogre.

OOC:
Healed 24, took 11 damage.
Quellis moves to O4-P5 and hits AC 23 for 12 damage.
Cedric's attacks miss.



Zombies Down (SteveK) 
Tuesday January 27th, 2009 2:29:34 PM

ooc: extra daily post to not waste a day of useless combat rolls...

End of Combat Rounds!

Marcas and then Quellis dispatch the last two, heavily wounded, Zombie Ogres and the heroes stand triumphant on the field! There, at the end, it looked as if the two zombies were trying to say something, yet blades and claws felled them ere undead breath escaped thier lips.

By the light of the Sunrod upon the ground as well as two of the three large bonfires, the heroes easily see each zombie carried a sack half-full with ... unknown items. They are, after all, tied.

Back by the fires, the Fixer remains as he was, slowly repairing the Ley Lines and things only the Fixer can see.

Lucky Eddie AC19 HP42  2d8+5=9 ; 2d8+5=16 ; d20+10=29 ; d20+9=12 ; d20+9=14 ; d20+8=23 ; d20+8=16 ; d20=6
Tuesday January 27th, 2009 3:47:07 PM


As the undead try to get out some final words, Lucky tries to hear what they are saying: Listen check 29! Wooot!

After the fight, King Curlieque leaps and cavorts in triumph! "Well done, my subjects! The plan went perfectly! Good work everybody!"

He looks around for wounded. He spontaneously gives Cedric and Sir John each a CMW (9 and 16, respectively).

He looks around the battlefield, searching for anything interesting. He looks at the remains of the undead too, first saying a prayer for the souls of the creatures these once were, and then looting the bodies! In fact, really praying as he loots.

Spot checks: 12, 14; Search Checks: 23, 26.

Spells prepped [underlined = cast]
0: Virtue, Inflict Minor Wounds, Create Water, Virtue, Detect Poison
1: Shield of Faith, Magic Weapon, Entropic Shield, Detect Law, Entropic Shield
2: Eagle's Splendor, Aid, Hold Person, Aid
3: Wind Wall, Inflict Serious Wounds, Protection from Energy

Magic Stone Tattoo used: 2 of 3 today
-- Magic Stones available: 2
Wand of CLW used: 1 of 50
Current Luck Point Total: 9 (max at one time is 11)

Later Edit: Eddie's AC for the first round of the next attack ... base 6 +13 = 19.

Sir John (Ken M) AC 21, 29/50 hps, 7/14 lay on hands left 
Tuesday January 27th, 2009 4:53:23 PM

Sir John breathes a sigh of relief now that they have defeated this first wave. He nods at his companions and is glad everyone is still alive. However, it seems that the undead leaders escaped and he's concerned about what they're up to. "We've still got some outstanding enemies that we haven't accounted for. I'm not comfortable with simply letting them get away and once get healed, we need to hunt them down."

He'll quickly climb down (Assuming he's healed by Nirith), and will grab the sunrod that he threw down. He'll pick it up and raise it up high (after remounting Joshua) for a moment, trying to get a better view and allow the light to go further (due to it's higher level.

He'll also ask "Who feels like searching those bags? I'll keep watch for any sign of new enemies..."

Glandum AC25 HP73  3d8+7=23 ;
Tuesday January 27th, 2009 5:49:25 PM

Walking over to Sir John, Glandum places a hand on his shoulder, and sends into the man a calming warmth.
*replaced prayer with cure serious wounds*
Healing Sir john for 23 points

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan)  d20+5=14 ; d20+15=29 ;
Tuesday January 27th, 2009 5:51:24 PM

Speck is still concerned about the zombie that vanished and instead of celebrating with the others, he cautiously moves over to where the zombie was seen last and kneels to the ground, and puts on an eyeglass contraption to see if there are any tracks.

Spot (with all the light around, he looks for a shadow that's moving but has no 'owner'): d20 +5= 14 (15 if he is within 20' of Lucky).

Search (ground for tracks using goggles of minute seeing): d20 +15 = 29.

OOC: let me know if the Search isn't appropriate (ie. search for tracks - untrained?) and use whatever judgement necessary.

Speck calls out "Is anyone an expert tracker?"

Marcasthai AC 18 HP 63/74 (SteveK) (Enlarge, Inspire Courage) 
Wednesday January 28th, 2009 7:31:19 AM

Marcas takes a moment or two to stay in stance and looking around before convincing himself there is no further enemy. He then field cleans his blades and thinks of the next moves. "Sir John and Sira, stay alert. You guard while the rest of us clean the battlefield."

"Friends", he calls out to the others, "bring the bodies and equipment of the undead to the fires. We can search and then get rid of the bodies in better safety. And then... then we can plan."

Marcus follows his own orders by going out to a zombie body and dragging it back to where two lay dead at his feet. "They were tough", he comments, "but undead are not honorable opponents. We should get what is useful and then burn the bodies so they can't be used for evil again."

Marcas will help open the bags, and lay the contents out for inspection.

.................

Effects
Inspire Courage: +1 attack, damage
Enlarge: -1 to hit, -1 AC, -2 Dex, +2 Str, damage as Huge size, 15 reach


Cedric AC 22 HP 56/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Wednesday January 28th, 2009 8:33:58 AM

Cedric warbles and brings Quellis back to the light of the campfires. He then helps drag back the bags to the fire, though his limbs are a but useless for opening them carefully.

After thats done, he sees to Quellis, reassuring the bear and praising him.

Long Strider 7 hours, SL 1, CL 7: cast around 10 PM.
Delay Poison 7 hours, SL 2, CL 7: cast around 10 PM
Greater Magic Fang 7 hours, SL 3, CL 7: cast around 10 PM

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Wednesday January 28th, 2009 11:33:34 AM

"This went pretty easy... but I do feel we were stretched too far apart... it would be easier I think if we would hold a line and let them come to us. It's also easier for healing or other boost spells.

Nekron speaks of a rider at the other side of the Ley Lines... try to describe this dude dear?"

Listening to Nekron Nirith awaits further orders.
She indeed uses a few healing spells where needed.

Nirith hurries to the farm and asks a bucket with water... if she gets up close and personal she needs something to clean her hands :)

Glandum AC25 HP73 
Wednesday January 28th, 2009 12:02:36 PM

Standing next to the Fixer, Glandum casts Invisibility Purge.

35' in all directions.

Aftermath and Loot (SteveK) 
Wednesday January 28th, 2009 1:26:48 PM

Lucky strains his ears to hear a voice escaping from the destroyed zombie ogre. "Gothikus I free of you! Sprit return to volcano home." The King then cavorts in triumph, healing Cedric and Sir John some and checks the battlefield for any odds and ends that have shown up.

Sir John is glad the battle is won, but thinks ahead to the next steps. His solution? "We need to hunt them down." With the sunrod, he rides to the edge of the Ley Lines, but can't see anything in the shadows beyond.

Glandum heals Sir john, and then checks to see if the ogre who disappeared is invisible nearby, but the Invisibility Purge reveals nothing.

Speck is concerned about the zombie that vanished. Searching the soft farming ground where it vanished, the halfling can tell that the invisible zombie did not walk forward. It looks like it turned around and walked back north. But within a few steps, Speck can't make out much more and asks if there is someone who is an expert tracker.

Marcas cleans his blades, suggests a couple of lookouts, and then helps search the bodies.

Cedric and Quellis come back to the campfires and helps to drag bodies and search bags.

Nirith conducts a small after action critique of the battle and tries to get Nekron to describe the Shadowy Horseman. Thinking of her personal needs, the witch requisitions a bucket of water from the farmstead well and returns.

Nekron kroaks out his pain and fear to anyone who wants to listen. "Hard to see in darkness. Dark clothes and dark horse. Big crossbow! Wheeled and went north after I dived to the ground!"

Shod, the Fixer continues his silent struggle with the Ley Lines.

..................................

Lucky, Cedric, and Marcas find the bags contain some money, but mostly various resources from (apparently) earlier farm lootings. All told, the bags contained...

- 435 gold, 736 silver coins
- 3 rakes, 2 hoes, 2 shovels, 1 sickle, 1 bucket, 1 bridle, 1 bag of iron pieces to various plow/harness impliments
- 10 pounds of dried meat, 3 pounds dried fruits, 40 pounds onions, 1 dead farm pig, 9 eggs (smashed)
- A dead man's head.
- A quarterstaff carved with entwining leaves and sheathes of grain

Searching the battlefield, Lucky also stumbles across an empty clay jar laying just north of the Ley Lines and right where the zombie ogres crossed. There is some pungent-smelling clear residue in the open jar.

..................

Well done all! Each PC earns 725xp!



Sir John (Ken M) AC 21, 29/50 hps, 7/14 lay on hands left 
Wednesday January 28th, 2009 2:14:22 PM

Sir John thanks Glandum for his timely assistance and takes a deep breath as he feels the calming power flow over him. Now that he's at full power, it's time to focus on the missing enemy. Until someone can find the tracks, all he can do is wait. For now, he'll help Marcas drag the bodies over to the fire, hopefully preventing them from being risen again.

Once that's done, he'll return to his position of overwatch, hoping to get some idea where their remaining enemies are...

Sira Nailo hps 34/46 
Wednesday January 28th, 2009 2:38:08 PM

Sira stands by awaiting her portion of the loot.

Lucky Eddie AC19 HP42 
Wednesday January 28th, 2009 6:03:48 PM

Happy to find so many interesting things, Ekim shows everyone what he found. He loves to find things, but also loves to share.

The only exception is the head of the dead person. His first sad question -- was this a dwarf in life? He does not yet mention this to any of the locals, especially the lady of the house. He puts the head carefully in a bag to hide it for now. He'll make sure everyone in the party knows about it.

He'll see if any of the edible loot is poison. He'll ask the other casters if anyone can cast Det Magic.

As for the clay jar, Lucky thinks that the stuff in it was used by the undead to attack the Ley Lines. He'll handle with care! He offers it to the Fixer, but if he is too involved to be bothered, then Lucky holds on to it carefully. When the staff is checked for magic, he'll have it checked too. And is it poison? Is the residue?

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan)  d20+7=12 ;
Wednesday January 28th, 2009 7:31:11 PM

Speck announces that the invisible zombie took off back north, as far as he can tell, and points to the prints he found. "Knowing where he went will be good for later. Right now, though, our job is to guard teh Fixer."

He then offers to inspect the items from the bag.
Cast Detect Magic, duration 2rds.

He looks at the quarterstaff, scrutinizing the markings, to see if it looks familiar.
Bardic Knowledge: d20+7 = 12 +1 (with Lucky nearby?) = 13?

Glandum AC25 HP73 
Wednesday January 28th, 2009 10:27:00 PM

Lets form a protective ring aroung the fixer and use the wood from the unused bonfire to keep these 2 that are lit going.

Cedric AC 22 HP 56/77 - Dino Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+22=35 ; d20+22=34 ;
Thursday January 29th, 2009 8:17:36 AM

Calling Quellis to his side, Cedric prowls a tight circle around the fires, keeping his eyes and ears sharp for another wave. He occasionally glances over to the Fixer, making sure his progress continues uninterrupted.

OOC:
Spot 35, Listen 34

Long Strider 7 hours, SL 1, CL 7: cast around 10 PM.
Delay Poison 7 hours, SL 2, CL 7: cast around 10 PM
Greater Magic Fang 7 hours, SL 3, CL 7: cast around 10 PM

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Thursday January 29th, 2009 9:46:03 AM

Nirith tends to Nekron while she keeps an eye out of the Ley Lines. That rider shot her beloved companion... he will die... euhm no he's allready dead... oh well.

Arranging her scrolls, and placing the bucket of water close to one of the fires Nirith waits patiently. The night ain't over yet...

Marcasthai AC 20 HP 63/74 (SteveK) 
Thursday January 29th, 2009 10:22:42 AM

Once it looks like everything is taken off the zombies that could be useful and has been distributed, Marcas starts tossing the bodies on the Left hand fire. He watches carefully as the bodies burn until they can't be used for evil magics again.

Then he turns to the others. Agreeing with Glandum he talks. "Yes. Return to watchfulness. Cedric and Sir John stay near the left-side fire. I will stay in front. Others to be around the Fixer and the center-fire to keep watch. We will guard him as long as he needs."

While through the night, Marcas also talks about what Nirith brought up. "We could have fought better. Cedric and Sir John, if you waited until the zombies attacked the main line of defense, then you could have swung around and flanked them. Nirith, it was dangerous for you to leave the defense to run to Sir John: I think they could have withdrew if they were in too much trouble."

And he echoes Speck. "Sira, Cedric? Do either of you have skills in tracking? Can we track where the zombies came from in the morning in order to take the attack to them?"

Finally, he looks to Lucky. "Lucky Eddie, I think the spell-makers should sleep while the rest guard. This way, you all can recharge your spells in the morning. If there is another attack, we will wake you."


Ekim of Arn AC19 HP42 
Thursday January 29th, 2009 11:12:46 AM

"Well, I could use a little shut-eye. Let me know if anything interesting happens!"

The Night Passes (SteveK) 
Thursday January 29th, 2009 11:50:22 AM

(DM Change: SteveVdB, are you prepared to take over Monday?)

............................

Sir John helps to burn the Zombie Ogres and then resumes his guarding stance.

Sira stands by awaiting her portion of the loot.

Ekim shows everyone what he found. The unattached head is a human, probably only a day or two since killed. Lucky can't tell if anything is poisoned or magical, looks just fine to him! Shod the Fixer slowly accepts the clay jar from King Curlique and smiles in a distracted way. "The poison only hurts the Ley Lines and is safe for the living. Now that I know what I fight, this will be less difficult." Shod returns to his work repairing the Lines.

Speck tells the others about the whereabouts of the invisible zombie, then continues to guard the fixer. Casting Detect Magic, Speck identifies the staff is a Staff of Plant Growth and it helps farms with growing crops. It is the only piece of loot that is magical.

Glandum suggests a protective ring aroung the fixer and to keep the two fires burning through the night.

Cedric and Quellis prowl around the fires, keeping his eyes and ears sharp for another wave. His eyes and ears are very sharp (good use of Skill Checks) but the night is quiet.

Nirith tends Nekron and waits patiently.

Marcas tosses Zombies in the fire, then returns to guarding. He talks about improving thier tactics and tracking the zombies in the morning, also suggesting the spellcasters get some sleep.

........................

The coins are distributed among the eight heroes, each getting 54 gold and 92 silver to go into thier belt pouches. Only the head (hiddden by Lucky) and the Staff offer any more interest for the group. The rest of the booty is re-bagged and left beside the fire.

The group keeps careful watch, feeding the two lit fires to keep them going throughout the night.

Yet the rest of the night passes without incident. It seems that this group must have been the only one scheduled to attack Therla's family and Norhig Farm. The spellcasters are able to get enough rest to think about replenishing their spells come the dawn.

Also with the dawn, Shod comes out of his focused concentration. He looks worn, but still ready to face his continued challenges. But he also has information for the group. "There will be more", he begins without preamble. "I have divined it. Prepare. Find out what you can from the dead and the captured equipment, and get ready for something more substantial."

Ekim of Arn AC19 HP42 
Thursday January 29th, 2009 12:50:45 PM

OOC: Sorry I didn't spell it out better. I cast Detect Poison to tell if anything is poisoned.

Also -- and this is important -- WHO found the staff? The reason I ask is because if *I* found it, I can use it for the duration of this Luck Quest, even though I am no druid.

The Night Passes (SteveK) Addendum  d3=3 ;
Thursday January 29th, 2009 2:23:53 PM

Lucky sees there is poison in the jar (though most unusual variety), and there is no poison on any of the food.

With three people (Lucky, Cedric, and Marcas) searching the bags, (Luck Quest = might as well roll the die and...) it is Marcas who actually found the Staff in the first place.

Sira Nailo hps 34/46  d20+11=20 ; d20+11=17 ; d20+13=18
Thursday January 29th, 2009 3:05:30 PM

"I can track."

(Spot 20, and Listen 17 during watch, Survival 18 (if tracking for some reason) - Undead +6, - Chaotic Outsiders +2, - Evil Outsiders +2)

Marcasthai AC 20 HP 63/74 (SteveK) 
Thursday January 29th, 2009 4:32:40 PM

Marcas blinks his eyes and thinks on the problem... "Do we track these undead to thier lair or do we prepare for another assault?"

"Let us do both." The minotaur suggests. "Sira can track them so we use the daylight to see if we can end the menace. If not, we return to defend the farm."

Because this is not battlefield strategy, Marcas looks to Lucky for the final say, as the halfling earned the co-leadership position in the minotaur's mind.

While waiting for the spellcasters to refresh themselves, Marcas takes a light warm-up, and then spends a half-hour brushing the dirt, sweat, and zombie pieces out of his fur. In the end, he is once more clean and very well groomed.

Glandum AC25 HP73 
Thursday January 29th, 2009 5:00:03 PM

Sleeps.
Prays for new spells.
Does what the minotaur does, with his armor, from what flew off the minotaur's weapons in their wide arcs.
Refills waterskins.
Eats.
Prays.

And waits for orders.

Ekim of Arn AC19 HP42 
Thursday January 29th, 2009 5:02:10 PM

Lucky ponders the choice: Track back the enemy in the daylight, take it by surprise, and destroy it. Or stay here to protect the Fixer, as they have been charged to do.

"There is only one way to decide," Lucky says. He takes out a coin. "Heads, we track; tails, we stay here."

He flips.

[OOC: To our new DM -- please tell us how the coin lands, based on what would fit the module better. Usually I would be all for playing havoc with the DM's carefully laid plans, but for this round-robin test, I think we should stick to the module as written.]


Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Thursday January 29th, 2009 8:02:07 PM

OOC: I was begining to wander, since my turn was coming up, when I'd get the next stuff. A relief to see I've been 'bumped'. :)

IC: Speck helps keep the two fires going and after several hours of vigilant watching and nothing else coming, decides a nap is in order. Placing a blanket on the ground just withing the warmth of the center bonfire, he curls up and dozes, dreaming of a large plantation of Pipeweed bolstered by a magical staff.

Morning finds him rather refreshed, but the words of the Fixer did not help in getting his day started.
"When? Today? Tonight? Surely the undead won't return during the daylight. More powerful undead, at least. They rely on the darkness and suffer under the sun's rays. I say we track them starting after a good breakfast. Just as long as we know we can be back before dusk."

Cedric AC 15 HP 63/63 - Human Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Thursday January 29th, 2009 10:06:42 PM

As the night draws to a close, Cedric gets some rest. Laying down as a dinosaur, he awakens in human form. Stretching out, he finds a quiet place to refresh his spells, then helps with the morning campfire.

"Tracking them this morning is wise, let us do that. Sira is most suited to tracking Undead I think. As far as the items, the gold lets split now. But the staff isn't going to help us right now I don't think, so lets wait till we have more to pass around before figuring out who gets it?"

When they head out, he'll shift into form and have someone suit him up.

Glandum AC25 HP73 
Thursday January 29th, 2009 11:36:25 PM

Glandum takes his split and leaves his portion, minus 10%, on the table next to the front door to the farmhouse.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d8+1=7 ;
Friday January 30th, 2009 11:11:07 AM

Nirith nods to Marcasthai in agreement. It was wrong of her to abandon the line to try and answer Sir John's request to get healed. "I'l keep it in mind..."

Well, all in all Nirith has been fairly useless so far :-/
(note to self - don't create a non-lethal only character when goign against undead...)

Nirith uses a scroll to heal Nekron's wounds.

"So my companion... do you feel like flying high again and check out what is going on behind the lines? Argh if only I would have thought of bringing invisibility potions..."

Nirith then kneels on the ground and patiently awaits what will come next.

Sira Nailo hps 34/46  d20+13=19 ;
Friday January 30th, 2009 12:13:18 PM

Tracks.

(Survival 19, +6 when tracking undead. 25)

Administrative Hold (SteveK) 
Friday January 30th, 2009 12:41:48 PM

OK team, there's just a slight hiccup for the DM Switch and we'll resume on Monday.

Sir John (Ken M) AC 21, 29/50 hps, 7/14 lay on hands left 
Friday January 30th, 2009 3:13:41 PM

Sir John listens to the various suggestions and ideas, and nods at each. He says, "Scouting during the day seems wise. For now, I'm going to give Joshua a rest and I'm going to get some sleep. Once we have sufficiently rested, I'll help provide protection for Sira while she is tracking. However, we shouldn't leave the entire farmstead undefended,even during the day. I think we should have a few remain back here with some way to signal us if danger appears."

With that, he'll dispel Joshua for a slight rest and will take a nap himself. He'll remain near the cabin, with his armor and weapons nearby. That way, he'll have time to don his armor if something bad happens before he awakes.

(OOC = Nirith, I beg to differ re: the wisdom of your decision. I think it was wise to step out of line to help Sir John. That allowed him to remain in the battle, because otherwise, he would have had to retreat, heal up and then return. Sometimes we have to break our plans, especially since no plan lasts very long when a battle begins.)

Sira Nailo hps 34/46 
Saturday January 31st, 2009 5:59:40 PM

"Leaving the farm undefended might give those folks something more than goats and corn to think about."

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Saturday January 31st, 2009 6:46:21 PM

"They've never been bothered by the undead during the day before, is there any reason that the undead will suddenly change their 'sleeping' habbits and attack during the day?" Speck asks SIra.

Sira Nailo hps 34/46 
Saturday January 31st, 2009 8:22:09 PM

"Hope springs eternal."

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+9=14 ;
Monday February 2nd, 2009 6:07:25 AM

Nirith kneels next to one fo the fires and rests... Nekron, healed, accept another challenge and flies high up in the sky over the Ley Lines scouting ahead ... (max range and back - double more)

Nekron spot: 14

Sira Nailo hps 34/46 
Monday February 2nd, 2009 2:11:57 PM

"I suppose I couldn't get a small bit of healing prior to the tracking excursion?

Ekim of Arn AC19 HP42  d8+1=9 ;
Tuesday February 3rd, 2009 9:58:34 AM

Lucky hits Sira with his CLW wand: 9 hp back.

Glandum AC25 HP73 
Tuesday February 3rd, 2009 10:13:07 AM

(ooc Sir John, change your hp's to be 50/50 since I did heal you full)

Sira Nailo hps 43/46 
Tuesday February 3rd, 2009 10:56:15 AM

"Good enough I suppose, thanks." As she looks at another bruise which didn't heal.

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Tuesday February 3rd, 2009 2:30:28 PM

OOC = Sorry = Forgot to change my "header".... I'm still getting used to it simply copying my last header...

Administrative Hold (SteveK) 
Tuesday February 3rd, 2009 5:56:34 PM

Ummm... I'm not sure where we are right now. I've run out of scene to do anything with.

SteveVdB or Jonathan, do either of you have the next scene?

I could continue posting on a tengent if we want to do that....

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Tuesday February 3rd, 2009 8:41:33 PM

OOC: Nope, I don't. Haven't receiced it yet.

For all those that still have damage, don't forget that when you have a full 8 hours rest you recover hit points, 1hp/lvl.

Glandum AC25 HP73 
Tuesday February 3rd, 2009 11:16:44 PM

This reminds me of that cartoon where all the PCs and NPCs are sitting around, doing nothing, and the caption reads: The DM is calculating the damage from that last fireball.

Speck (AC18/19-dodge, Touch13, HP26) (Jonathan) 
Tuesday February 3rd, 2009 11:58:40 PM

OOC: Got the next segment, so bear with me as I look it over.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d8+1=2 ; d8+1=7 ;
Wednesday February 4th, 2009 1:56:29 AM

ooc : Jerry said he would send the module to Jonathan. I don't have it!

[shouting] JERRY WE NEED YOU OVER HERE!!!! [/shouting]

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Wednesday February 4th, 2009 1:57:09 AM

ooc Aghr never mind previous post - looks like Jonathan allready has it :-)

Sira Nailo hps 43/46 
Wednesday February 4th, 2009 2:17:48 PM

OOC: :) Checking in...

Marcasthai AC 20 HP 72/74 (SteveK) 
Wednesday February 4th, 2009 5:12:10 PM

Marcas continues to groom himself to keep clean and present the best possible appearance. "It is important for others to know of the best of minotaurs", he mentions to no one in particular.

He ensures the small, white cat with him is also groomed well and fed. "You are unharmed, my Khloe?" he asks the long-haired feline.

Glandum AC25 HP73 
Wednesday February 4th, 2009 8:05:43 PM

/throws mud at the Minotaur

Farmer Felix


The Day Dawns (Jonathan)  d4=1 ;
Wednesday February 4th, 2009 8:16:59 PM

[This reminds me of that cartoon where all the PCs and NPCs are sitting around, doing nothing, and the caption reads: The DM is calculating the damage from that last fireball. ]

And the only one not biting his nails is the rogue with Improved Evasion. :)

Picking up where we left off:

Dawn washes the stars away and a faint breeze washes the horrible stink of burning zombies on down the way to the next farms. While some have rested, others kept watch.

Shod comes out of his trance and announces that the lay lines are much improved but not completely fixed. Another night perhaps will be enough. He won't know until dawn tomorrow. He also warns to expect more attacks. "I must rest," he says, " to be ready for tonight. The lay lines are fragile here so I suggest the least amount of tromping on this field as possible. I will be in the barn to get some sleep."

He waits a moment or two for any questions then leaves, headed towards the barn.

The party discusses what to do and it is proposed by Lucky that a coin toss should decide. Picking a coin at random from his coin pouch he finds a silver piece. Tossing he calls Heads (d4, 1-2) we track, Tails (d4, 3-4) we stay. The result comes up Heads (Track), however not all are in total agreement.

Others start doing one thing or another to get ready for the day and the sun peeks over some trees finally giving the field the full benefit of daylight.

Suddenly Nekron is heard squawking high up where he is coasting on some updrafts. However it is not near the border with the Dread, but from the opposite direction. A lone figure has emerged from Thaela's wheat field and is heading towards the party.

OOC: I hope I covered all your actions but if I've missed something, let me know.
Also:
I suppose someone will be taking over Speck over for me while I DM this section. Preferably someone who can write poetry and rhym somewhat? :) Everything you need is on the link, so if the link doesn't work for you, let me know.


Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Wednesday February 4th, 2009 9:08:30 PM

John looks over to the person moving towards, and he draws his weapon cautiously. He'll move over and hail the individual, trying to determine if it is evil (Detect Evil ability) and asks for him to identify himself (assuming it's a man)

Glandum AC25 HP73 
Wednesday February 4th, 2009 10:22:31 PM

Watches with interest.

The Day Dawns - continued (Jonathan) 
Wednesday February 4th, 2009 10:26:29 PM

Sir Johns voice booms across the fallow field, hailing the figure heading towards them, readying his weapon, just in case.

As the person approaches further, the features of a male human become easily discernable and he calls back, "HI. I'm Felix. My farm is that next one over there," and he points in the direction he came.

When he gets to within 60' of Sir John he Highlight to display spoiler: { does not detect any evil. }

Cedric AC 15 HP 63/63 - Human Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Thursday February 5th, 2009 8:01:14 AM

Cedric relaxes somewhat seeing it is a simple farmer, and returns to his meditations, laying against the sleepy form of Quellis.



Ekim of Arn AC19 HP42 
Thursday February 5th, 2009 10:25:19 AM


Ekim capers up to the neighbor. He takes his hand and pumps it in a fierce handshake. "Please to meetcha!" the halfling shouts. "You wouldn't happen to be named 'Gothikus,' would you? I knew a guy named 'Felix Gothikus,' once upon a time."

Speck (AC18/19-dodge, Touch13, HP26) (Sub by Cayzle)  d20+7=14 ;
Thursday February 5th, 2009 10:34:02 AM

[OOC: If you want a sub, I volunteer! But you can also play your own character, if you like.]

Speck waits for the commotion to die down. Then he introduces himself and engages the man in conversation. He wonders what brings the man here. [Gather Info check 14]

Glandum AC25 HP73 
Thursday February 5th, 2009 10:55:30 AM

Follows the tired fixer to the barn, offering him blankets and pillows from his cart. Making him the most comfortable he can.

Then goes to the house to speak with the family there.
Last night was a partial success. The fixer needs rest now and then one more night of fixing and the ley line will be renewed. What we need you to do today is: go and replenish the 3 wood piles in the field. Also, if you would set up another normal camp fire where the other one is. And if you can, gather some more oil to be used as an igniter source for the pyres. And if you happen to be able to, just past the ley lines, build us another 2 pyres. I want the whole area lit up for tonights work. Now then, we also will need someone to watch over the fixer while he rests and provide nourishment when he awakes. As for us, we have rested and eaten already. We are fixing to head out, to track the undead to their source and hopefully end them there instead of having then try to destroy more of your farm. But rest assured, either way, we will be back in time to watch over the fixer tonight. Just be on your toes and be very careful. Do not take unnecessary risks, eyeing the boy.

And with that said, Glandum heads back to the group and gets ready to move out.

Marcasthai AC 20 HP 72/74 (SteveK) 
Thursday February 5th, 2009 1:39:36 PM

Marcas will stand and move with Sir John to meet with the farmer from next door. "This is not our lands, Farmer", he states bluntly, but with no heat. "If you need something here, you should talk with Farmer Thaela and her sons."

And then another thought moves through his brain. "Do you also have attacks of undead against your farm?"

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left  d20+5=7 ;
Thursday February 5th, 2009 6:48:31 PM

Sir John listens as Marcas and others come up and greet the farmer. He says, "Hello and it is nice to meet you Felix. How may we help you today? We're here at Thaela's request."

Even though Felix isn't evil, Sir John is curious about his motives for coming over. Are they benign or is there more to it?

Sense Motive = 7 (yuck...)

A Morning visitor (Jonathan) 
Thursday February 5th, 2009 11:24:27 PM

While Shod heads to the barn for some needed rest, the party prepares for a new day.

Glandum follows the Fixer and makes sure he is comfortable with blankets and pillows. Shod accepts them without any ceremony and finds a good pile of hay to curl up and sleep on. Glandum next visits the farmhouse and requests several things from Thaela: replentish the wood piles and create two more just outside the border of her field; get them some more oil for he wood piles; provide food for the Fixer; and to the 'boy', don't try any heroics.

Meanwhile Sir John hails a visitor coming from the back side of the farm, who says he is Felix, a neighboring farmer.

Sir John, Marcasthai, and Ekim go meet the farmer. Even though Sir John does not detect evil from him he remains suspicious. (OOC: Sense Motive Results: he is curious). While Sir John and Marcashtai are more formal in their greeting, Ekim is nearly overbearing.

Speck stays close to listen in on the conversation and see what he can pick up.

"What thuh devil...," Felix starts as Ekim pumps his hand so quick he didn't get a chance to refuse. "NO! I'm Felix the Farmer! Never heard of such name you say!"

Yanking his hand away, he rather tries to ignore Ekim and answer Sir John and Marcasthai. "I know who's farm this is, it's that dwarf womans! And no, I don't get attacked, her farm lies between the Dread and my farm."

Straightening up to his full 5'2" height, he continues with less abruptness. "I came to see how Thaela fared. All this is her fault, you know. She has been messing with the ley lines on purpose and getting paid crazy money from the Dread for it. Her husband found out about it and she killed him! No one around here likes her. Are you here to insure her work gets finished?"

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Friday February 6th, 2009 2:45:42 PM

Sir John reacts with confusion at the farmer's comments, "My friend, what in the blazes are you talking about? Why do you think Thaela interfered with the laylines and killed her husband? Those are serious accusations and if you have proof, we need to see it."

Marcasthai AC 20 HP 72/74 (SteveK) 
Friday February 6th, 2009 2:59:39 PM

Marcas blinks his eyes, not understanding what this Farmer is telling them. "Theala's son brought us and a Fixer to the farm to repair the lines and kill undead. And we will kill more undead while we are here. I do not know how killing undead will help the undead?"

Marcas keeps his movements slow and his voice soft and gentle as he can so as not to intimidate the poor farmer of the lands.

Sira Nailo hps 43/46 
Friday February 6th, 2009 3:05:27 PM

Sira just shakes her head in disgust. "Shnn" She hisses.

Glandum AC25 HP73 
Friday February 6th, 2009 3:59:54 PM

Returns to the group, with the conversation already taking place, standing there, listening, trying to get an idea of whats being said and why.

Speck (AC18/19-dodge, Touch13, HP26) (Sub by Cayzle)  d20+9=17 ;
Friday February 6th, 2009 7:55:00 PM

Speck shakes his head at the farmer's misinformation and tries to help set him straight. "If she were as evil as you say, would a good Fixer of Alemi, god of healing, be here helping her? Would we? Tell us how you came to this odd opinion that you have."

Diplomacy 17



Lucky Eddie AC19 HP42  d20=1 ;
Friday February 6th, 2009 8:00:03 PM

"Humph!" says Lucky, spurned and given the cold shoulder.

He goes to find the dwarf woman, tells her bluntly what Felix says, and asks her why she is so reviled around-here-abouts.

Trained Diplomacy check at +0 is a natural one! LOL!

He probably said something like, "So, did you kill your husband for money? Why does everyone hate you? By the way, this neighbor of yours, Felix Gothikus, what's his dealio?"

A Morning visitor (Jonathan) 
Friday February 6th, 2009 10:31:52 PM

Glandum rejoins the group to find them in shock at some outrageous allegations from a neighbor farmer.

Lucky Eddie, having been shrugged off by the visitor, heads off towards the farmhouse to inquire about the allegations. Inquiring minds want to know the truth!

Sir John, Marcasthai, and Speck throw a barrage of questions at Felix pertaining to the contradiction of Thaela's character and motives and her actions in hiring someone to 'fix' something she's been working on 'breaking'.

The others are too stunned to say much, however the looks Felix gets from them is enough to make him stammer his answers as he tries to answer all the questions aimed at him like darts.

"I...I...I duno, don't have an...any proof! We's just knn...know it! I...I... I mean, just look at this farm! Look at the lava pools! Is that Natural? When we had this land, we never had any problems with the Dread. Look now! Undead attack here, and several other places that border the Dread."

Back at the farmhouse, Lucky Eddie finds Thaela giving breakfast to the youngest ones while the others are out doing chores, gathering eggs from the chickens, feeding the animals. One of them pipes up, "mama, how we gonna milk the cow if the Fixer is asleep in the barn?"

Thaela's answer is interrupted by Lucky Eddie.
"Why that skunk! He'll try anything to get his hands on this farm! He's even tried to court me and get me to marry him so he could join mine with his! If anything, it is probably HIM who's having the ley lines damaged just to get me to run to him for help!"

The youngest girl, some jam around her lips, blurts out "I think mommy should marry Felix. She needs a MAN!"

Theala waves her wooden spoon she was using to stir a pot of oatmeal at the girl, "Gingee! I'll have no talk of such thing! For that, you get an extra chore to do today! Now finish up and get busy!"

Lucky Eddie: spot check DC10 to Highlight to display spoiler: { notice Gingee is not a dwarf girl, but a gnome girl.}.

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left  d20+2=20 ;
Saturday February 7th, 2009 1:21:58 PM

Sir John listens to Felix's questions and soon realizes that his motives probably aren't pure. He doesn't respond to Felix's protestations and instead, shakes his head at the wasted time.

He says in a stern manner, "Felix, you have insulted a woman who has hired us to help her and she's done nothing less than be polite to us. If you have no proof, then I demand that you retract your statements. She has no husband to defend her honor, which you have besmirched, and I am duty bound to do so. Apologize now or I will become angry, and I don't think you want that to occur..."

Intimidate = 20

Marcasthai AC 20 HP 72/74 (SteveK)  d20+1=8 ;
Saturday February 7th, 2009 8:30:10 PM

Marcas blinks again, trying to understand the reason the Farmer came over (Sense Motive: 8), but slowly shakes his bull-like head. It matters not.

Instead, the minotaur returns to the tasks of the morning; rebuilding the three great woodpiles and creating a new one close to the ley lines so the group can see when the undead attack this night. His muscles bunch as log after log is laid out in a log cabin style heap.

Glandum AC25 HP73 
Saturday February 7th, 2009 9:06:47 PM

Hey marc. dont bother with that. I gave that chore to the kids at the farm. We have more important business to attend to. Like killing these beasts where they spawn from.

A Morning visitor (Jonathan) 
Sunday February 8th, 2009 8:54:34 PM

Felix steps back from Sir John, visibly shaken.
"All right!" he nearly shrieks. "But you just ask around! My family have been here for generations and we have always worked for the good of the community. The way she runs her farm is bismurching our reputation. She's only thinking of herself, running this farm for profit at the expense of safety!"

Meanwhile, back at the house, Thaela gives instructions to her oldest kids to start gathering up wood to replentish the wood piles.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Monday February 9th, 2009 3:52:58 AM

Awaking from her meditation Nirith looks up at Nekron to see where he's hanging out. Then she sees the others are in a conversation with a stranger...

Not meddleing in the discussion Nirith keeps an eye out on the Ley lines and helps out Marcas with the rebuiling of the fires.

Cedric AC 15 HP 63/63 - Human Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Monday February 9th, 2009 7:59:23 AM

Cedric finishes his morning meditations, and begins to see to the days activities.

He goes about, reminding everyone of the plan to go scouting. As he's not heard any of the accusations or comments, he has no input in that direction.

Marcasthai AC 20 HP 72/74 (SteveK)  d20+1=19 ; d20+6=24 ;
Monday February 9th, 2009 10:46:57 AM

The minotaur looks up to listen to Glandum, and then looks back at the house to spy the activity at the woodshed. "Please call me Marcas", the warrior says in his deep but gentle voice, "it is more worthy of the honor of the minotaur."

He straightens and brushes off his hands. "It is true there are other matters that only we can pursue, Glandum. Let Sira lead us to the undead that we may end this threat."

Yet in his mind, Marcas is uneasy about the words of Felix, and he looks at his broad friend. "How much truth is there in the Farmer's words?" Marcas searches his mind for discrepancies in Theala's story or hints about the farm. (appropriate unskilled Knowledge check: 19; Vinter Skill check: 24)

Crazy Eddie AC19 HP42  d20+9=27 ; d20=17 ;
Monday February 9th, 2009 1:07:51 PM


Eddie says to the dwarf farmer, "Now, don't you pay no nevermind to me. My ideas are so low, I'm practically giving them all away!"

From the DM post: Lucky Eddie finds Thaela giving breakfast to the youngest ones while the others are out doing chores, gathering eggs from the chickens, feeding the animals. One of them pipes up, "mama, how we gonna milk the cow if the Fixer is asleep in the barn?"

Eddie blinks hard seeing one of the animals pipe up and call the farmer woman "mama"! "You got talking animals around-abouts here? Who call you 'mama'?"

Spot check 27. He notices the girl.

"Honestly, now, is there more to the story? How did you find this Fixer? Is this girl really your daughter? Are those animals? What kind of farm are you running here? The dwarf has a gnome and a farm animal who call you 'mama'? Tell me that they are adopted, please!"

"And why is your youngest girl a sexist chauvinistic pig? Why did she say you need a man? How do I know she is your youngest? Was the farm animal that piped up a pig? What's with the jam on her lips? Is it supposed to be lipstick? Oink! Oink! Look, you can't put lipstick on a pig! Even if the lipstick is jam, and the pig is the sexist kind. Maybe she doesn't gnome any better? I'm only asking because I'm insaaaane!"

Diplomacy (for what it is worth, LOL!) a 17!


Sira Nailo hps 43/46 
Monday February 9th, 2009 1:15:57 PM

"Yes, let us please leave this place and complete the mission. I'm a very hungry drow and need money for food."

Looks at Eddie. "How do we know she's a female? Could be a man in disguise."

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Monday February 9th, 2009 2:19:14 PM

Sir John nods at Felix and says, "Then your apology is accepted. I appreciate that your family has been here for generations and yes, you should be proud of it. However, why do you think she is running things at the expense of safety? Is it her fault that she is the target of undead?"

After hearing Felix's response, Sir John says, "For now, Felix, I must bid you farewell, as we have other important business to attend to. Take care." With that, he returns to Marcas and Glandum and asks, "Are we ready to continue with our plans, whatever they might be? I don't think we're going to get much more info from Felix..."

Glandum AC25 HP73 
Monday February 9th, 2009 2:54:35 PM

Grabs the king by his shoulder, turns him around facing the way to the undead and says: quit badgering the nice lady and lets go kill some undead.

Sir


A Morning visitor (Jonathan)  d20+15=28 ;
Monday February 9th, 2009 9:48:36 PM

OOC: hahahahaha! You got me there!
From the DM post - corrected: Lucky Eddie finds Thaela giving breakfast to the youngest ones while the others are out doing chores: gathering eggs from the chickens, feeding the animals. One of the children at the table pipes up, "mama, how we gonna milk the cow if the Fixer is asleep in the barn?"

Now that you've had your fun, it's my turn. :}

IC: Thaela swipes her wooden spoon at Crazy Eddie's noggin (D20 + 15(str + mad mamma bonus) = hit AC28 (Crazy Eddie is caught Flat-footed- no Dex bonus), dmg 3 (subdual damage, a knot on your head).
"I'll have no one disrespecting my little ones so you show them due respect! For Donyra's Sake! What I have to put up with around here." She then takes a cloth and wipes the jam from Gingee's mouth and tells all the children to go start their chores and to Crazy Eddie she says, "You, child, can help me better by killing the Undead."

Calming down a little she wipes some oatmeal splatter from Crazy Eddie's hair while she adds, 'My husband had a great heart and took in many orphans. Gingee is one from a gnome family killed by the Dread Undead. I consider all seven children my children. My husband died five years ago fighting the Dread Undead, but I, or rather, we, manage without I having to get married again.

But it has not been easy, and now, with the Undead attacking and taking my two oldest sons..." Thaela nearly sheds a tear but composes herself. "That's when I decided that something had to be done and sent for a Fixer. It took Dungan four days to find one, and then no one wanted to come out here and fight the Undead while the Fixer worked. At least no one until your lot showed up. I'm very greatful."

OOC: you're diplomacy roll was good, C. Eddie, but only a N20 can beat a mad mamma. :)

Meanwhile, back out in the field Sir John decides not to waste any more time with Felix.
"Well, like I said before, I have no proof of anything. All these things happen late at night and I don't go traipsing around at that time, it is too dangerous. For your sake, and the sake of all the farmers, I hope you are successful here."

It seems that Felix was about to say something else but a cold wind suddenly picks up and clouds obscure the morning sun.

"Weakened leylines bring storms every time! Not good for the crops," Felis timidly blurts out then heads back to his farm.

Marcasthai and Nirith gather up charred pieces of wood that still can be burned and start rebuilding the wood piles. Catching a glimpse of several of Thaela's children, Dungan leading, bringing some wood, the two discuss getting busy in tracking the zombie that got away while a cold breeze swirls wood ashes about. The stench of burned zombie permeates the air making hanging around the place rather unpleasant.



Glandum AC25 HP73 
Tuesday February 10th, 2009 3:01:10 AM

Waits to move out


Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+11=31 ; d20+11=17 ;
Tuesday February 10th, 2009 7:26:49 AM

As they are waiting for more Undead Nirith walks towards the Ley Lines and tries to learn more about them. What magic is used to destroy the lines... could this be stopped? She also listens more closely to Nekron trying to find out more about this 'rider'... Aided by Nekron they try to gather as much info as possible.
(knowledge arcana: 31 NAT20 / Spellcraft: 17)

"Tell me more about the Rider Nekron"

'KRAAAA... see the hole in my wing? KRAKRA... Need I say more?? KRAAA!!

"Euhm... right... anything else you can tell us about him?"



Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left  d20+6=16 ;
Tuesday February 10th, 2009 2:46:45 PM

Sensing that Felix was about to add something meaningful, Sir John calls out, "Wait, Felix! Hold for a moment, if you would. Was there something you wanted to say before the sky shifted? I sense that you are a good man and ask that if there is anything more you can tell us, we'd be grateful."

Diplomacy = 16

Marcasthai AC 20 HP 72/74 (SteveK) 
Tuesday February 10th, 2009 4:30:13 PM

Marcas is in agreement with Glandum, action is required. "And if it happens to be the wrong action, why then we act to correct it! Come, all let us collect our comrades and track the undead to end thier unnatural life."

Suiting his own actions to words, Marcus walks north of the Ley Lines to look at the land of the Dread.

Crazy Eddie AC19 HP42 
Tuesday February 10th, 2009 5:03:02 PM


Lucky rubs his head, looks at his hand, and licks off the oatmeal. "Um, sorry, ma'am, if I was badgering you."

He gives a guilty look to the sensible cleric at his side.

"I guess we got us some undead to track down!"

Ekim will stay close to the tracker -- out of natural curiosity and, I must say, the better to share his +1 friendship bonus on track checks.

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+22=32 ; d20+22=39 ;
Tuesday February 10th, 2009 5:24:58 PM

When the group readies to move, Cedric shifts into his form and gets his armor put on. He then walks with the group, keeping his eyes and ears sharp for signs of ambush.

OOC:
Spot 32, Listen 39



Sira Nailo hps 43/46 
Tuesday February 10th, 2009 5:36:51 PM

Waits.

A good day for a stroll in Dread (Jonathan) 
Tuesday February 10th, 2009 7:14:38 PM

The party starts to gather for a tracking expedition into the Dread. (please roll a Survival check DC10 to start tracking).

Sir John senses that Felix was about to say something else and calls him back.

Nirith still wants to know more about the Lay Lines and what is being used to weaken them; and the dark rider, strolling over to the edge of the field and asking Nekron more details of the rider.

------------------------

Felix, some twenty feet away, turns to face Sir John. He seems to shrug then states, "None of this would be happening if I'd been elected to the Pitchfork Council. I've been pleading with the Pitchfork Council to have stricter laws regarding the levels of defense necessary to protect the farmers from attack from the Dread. See how far I got?"

Then, as another cold breeze ruffles his farmer's clothes he adds, "A few nights ago I was out, watching, a lookout for the other farmers down the way to warm them if undead were coming, when I say a dark mysterious figure on a shadowy horse. He sent chills down my spine, he did! The guy looked evil and powerful. Must be one of the Sons of Dread. Maybe even one of the Dread itself."

He turns again and leaves.

--------
The only information that Nekron can give about the dark shadowy rider is that he has good aim!

The only clue to whatever is being used to weaken the Lay Lines was found by Lucky Eddie, a jar with a pungent-smelling clear residue. Perhaps the Fixer can tell her more when he wakes up.


Marcasthai AC 20 HP 72/74 (SteveK)  d20+1=20 ; d20+7=14 ;
Tuesday February 10th, 2009 10:14:02 PM

The well-groomed minotaur knows he's not a tracker, so he lets Sira do that job. One thing minotaurs are pretty good at is to see things, and so Marcas keeps his eyes and ears open while moving in the Dread.

Ranseur in hand, he keeps behind Sira and in front of Speck and Nirith to provide them the best protection possible from his long reach. (Listen: 20 Spot: 14)

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+11=21 ; d20+7=22 ; d20+9=24 ; d20+7=27 ;
Wednesday February 11th, 2009 10:25:55 AM

Pungent-smelling clear residues is what Witches enjoy brewing!!
Carefully the Nirith and Nekron inspect the jar hoping to learn something more out of it...

knowledge arcana: 21
Craft (alchemy): 22
Nekron spellcraft: 24
Nekron craft (alchemy): 27 - NAT20

Sira Nailo hps 43/46 Life Shield +1  d20+11=14 ;
Wednesday February 11th, 2009 12:23:57 PM

"Oh, this is going to be all sorts of fun and misery."

(track, Survival 14, +6 vs undead, +2 vs chaotic and evil outsiders)

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Wednesday February 11th, 2009 3:26:44 PM

Finished with his conversation, Sir John jogs back toward where Sira and Marcas are at and catches up with them. Once there, he fills them in on what he found, especially the fact that a rider on a dark horse appears to be connected with this whole undead thing...

While Sira tracks, Sir John will remain dismounted, ready to defend himself. Since she's more skilled at tracking, he's content to stand guard.

Crazy Eddie AC19 HP42  d20+7=23 ;
Wednesday February 11th, 2009 4:41:34 PM

Lucky sticks close to Sira, helping her by pointing out things to look out for. "What's that leaf? There's a broken twig! There's my footprints."

[OOC: Aid Another Survival Check is a 23! That plus Lucky's special ability should give Sira a net +3 on the roll.]

Glandum AC25 HP73 
Wednesday February 11th, 2009 7:42:46 PM

Taps the halfling upside his noggin and when Lucky looks up he calmly says: Let the tracker do their job and leave them be.

Resumes his position near the minotaur.

Marcasthai AC 20 HP 72/74 (SteveK) 
Wednesday February 11th, 2009 8:38:22 PM

Marcas shakes his head disapprovingly at Glandum, and speaks quietly, but with conviction. "Lucky is our leader by right of combat. If he feels his presense is needed and we do not see an overwhelming reason against... let our leader be, friend Glandum."

A good day for a stroll in Dread (Jonathan) 
Wednesday February 11th, 2009 10:30:19 PM

Nirith does what witches do when trying to identify foreign substances. (OOC: I'll get back to you on this after I sleep tonight and it is revealed to me through a divine vision. :} )

Sir John returns from his last bit of conversation with Felix to find the party grouped together watching Sira sniff out the tracks of the escaped undead. He warns them of what Felix told him about a strange shadowy rider. Nekron squawks "Kraaak. Told you so! Evil he is!" (OOC: sorry, that sounded more like a parrot than a raven. :} )

It is not hard, to find where to begin since Speck found the last known position using his marvelous goggles. By the depth of the tracks, it is evident that it was moving in haste. Well, as much of a haste as zombies can move, anyway.

The rest of the party lines up after Sira and they start off towards the Dread, Crazy Eddie alongside Sira pointing out the obvious so Sira can concentrate on the not-so obvious.

-------------------

The first mile or so of the Dread is not so different than the border farmlands, fairly level, with little or no hindrance to movement. However it is clear that Nature is not having an easy time here. The grasses are sickly and unappetizing to animals. The shrubbery is also sickly and very thorny, if not outright mangled.

The low, grey, clouds that now block morning sun make the whole scene even more dismal. The cold breeze is now fairly constant, eerily whistling through the gangly shrubs. Here and there the dead remnant of a bush from last fall, now broken from its main stem, goes tumbling by in the opposite direction the party travels. (Tumbleweed: AC= wind speed, speed: var(current wind speed), type: dead bush; ATT: Refl save vs DC = wind speed, dmg: 1 (anoying scratches); hp: 1, number: solitary bush(rouge male) or a herd of six to twelve led by a monster male bush(hp 2, dmg 2); xps: 0)

Everyone gets the distinct feeling that they just don't really belong here.

(OOC: need a Survival check from Ranger DC15 to continue the tracking)

Glandum AC25 HP73 
Thursday February 12th, 2009 12:10:04 AM

Nods to Marcas.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+7=12 ; d20+7=12 ; d20+9=14 ;
Thursday February 12th, 2009 10:31:02 AM

Trodding with the rest of the group Nirith keeps an eye out for trouble while Nekron flies overhead searching for signs of trouble...

Spot: 12
Listen: 12
Nekron spot: 14
yuk...



Crazy Eddie AC19 HP42  d20+9=25 ;
Thursday February 12th, 2009 11:57:54 AM


Ekim does not respond to being beaned so well this time. "Hey! Back off, Bishop! I'm helping here!"

OOC: I really am! I gave Sira a +3 on her check!

Ekim continues to help the ranger with her tracking. Hey! This is a new day! Ekim resets his luck points to 5 for the day. He uses two on his Aid Another roll, making that a +9 Survival check. 25! Sira gains +3 on her track roll, and Lucky gets a Luck Point -- up to 6 now!



Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+22=37 ; d20+22=25 ;
Thursday February 12th, 2009 1:22:36 PM

Cedric growls lowly at the sight of the land around here. It is clear the druid is not happy being face to face with the Dread. He turns to Quellis and gives him a reassuring yip.

He continues to keep his eyes and ears sharp.

OOC: Spot 37, Listen 25


Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Thursday February 12th, 2009 3:39:32 PM

Sir John is discomforted by all the blight and sickliness that he sees in nature around him. It is a shame when evil has such an effect on the beauty around him and this makes him even more determined to stamp out the evil that has contributed to this.

He continues watching around him, hoping that they find what they're looking for soon. This place gives him the "creeps" and he's in no mood to stay here for an extended time. Even Joshua is nervous in this environment...


Sira Nailo hps 43/46 Life Shield +1  d20+11=21 ;
Thursday February 12th, 2009 5:10:57 PM

Sira wants Eddie to meet a horrible end at the claws of a ghoul, but she keeps that to herself. Gritting teeth bared, "Thank you."

(Survival to track, 21, plus Eddie's bonus', +6 vs undead, +2 vs chaotic or evil outsiders)

Marcasthai AC 20 HP 72/74 (SteveK)  d20+7=8 ; d20+1=9 ;
Thursday February 12th, 2009 5:28:17 PM

Marcas also growls low in his throat, his head moving from side to side, his Ransuer following. The 'creeps', as Sir John calls them, shivers up Marcas' spine, and he doesn't pay much attention to what his eyes tell him.

(Spot: nat 1, Listen:9)

A good day for a stroll in Dread (Jonathan) 
Thursday February 12th, 2009 10:55:13 PM

The party moves into the Dread, with 'help' from Crazy Eddie that is not entirely welcome, but tolerated. Nekron flies overhead, but has difficulty as he is fighting the stronger wind higher up to keep up. He sees nothing to threaten the party.

As the party moves deeper into the Dread the land becomes more undulating, obscurring sight for more than a few hundred yards. Tracking has also become even more difficult than before, as the zombie ogre has slowed to it's normal movement.

The chill also brings back memories of late fall.

Then next to the worst thing happens. They seem to vanish altogether.

OOC: need another Survival roll from [b]Sira]/b], DC20, to try to pick up the tracks again.

Crazy Eddie AC19 HP42  d20+9=29 ;
Friday February 13th, 2009 10:10:55 AM

Lucky keeps trying to help. He uses two more Luck points to boost that Aid Another roll ... and gets a nat 20 on the help check. That's a +3 to Sira (+2 from Aid Another and +1 for feeling friendly toward Ekim ... if she really does not feel friendly, she does not get the +1). And maybe another little bonus because I got a nat 20? Maybe? :-)

AND that brings Lucky to seven luck points today.

Sira Nailo hps 43/46 Life Shield +1  d20+11=20 ;
Friday February 13th, 2009 10:55:05 AM

(tracking 26 vs undead)

"Ah, there it is!"

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Friday February 13th, 2009 2:31:17 PM

Sir John continues following, watching closely on all sides for any potential ambushes or enemy sightings... He murmurs softly into Joshua's ear, trying to sooth his nervous mount in this dire and despairing environment...

Marcasthai AC 20 HP 72/74 (SteveK)  d20+1=21 ; d20+7=9 ;
Friday February 13th, 2009 6:06:46 PM

The large head keeps moving left and right, the chill in the air getting through even his well-brushed brown fur and purple surcoat, hanging around his metal armor.

"How long has it been?" he asks into the chill, dead air. "Are we leaving the farm unprotected?"

(Listen: nat 20!, Spot: 9)


Glandum AC25 HP73 
Friday February 13th, 2009 10:52:44 PM

Walks near the Minotaur, ready to make him larger than normal at a moments notice.

A good day for a stroll in Dread (Jonathan) 
Saturday February 14th, 2009 7:18:14 PM

The hunting party continues to follow the vanishing tracks of the escaped Ogre Zombie, however concern is now of how much time has been spent and distance away from the farm they have gone.

By a twist of fate, Sira manages to pick up the faint traces of the zombie, although Crazy Eddie would put more weight in Luck than in Fate.

Disappointement sets in again, however, after another arduous mile in the grim landscape, as the tracks lead into a wide depression in the rolling landscape. The depression is foul smelling from the decaying vegetation of what is obvious a vast bog.

Sira's boots sink knee deep in muck as the ground looked deceptively solid due to the grasses and reeds. (please roll a Dex check to keep from getting stuck DC15, failure = stuck and sinking. If stuck, roll a Str check DC15 w/ up to two to help. The ones that help - Aid Another for +2 bonus - need to roll a Dex check DC10 to avoid the muck, failure = stuck and Str check DC15 and two helping, etc.)

Speck's carefull study of his belly tells him that they have been tracking for about four hours and he is about to miss mid-morning breakfast, and his legs tell him he's gone about four miles.

Nekron imparts the notion that the bog is not all that wide and long, as the bird flies, but he's tacking back and forth to keep up with the party and glad he's not walking.


Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Sunday February 15th, 2009 1:00:02 PM

Seeing that Sira is having a hard time, Sir John gets out the rope from his pack. He ties one end to Joshua and throws the other to Sira. "Wrap this around yourself and we'll use Joshua's strength to pull you out..."

OOC - Not sure how this affects the role, especially with the strength of a horse pulling her out... Would the Aid Another be higher than +2 ????)


Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+2=22 ;
Monday February 16th, 2009 1:06:30 AM

Getting nervous about all this Nirith looks back and forth... wouldn't it be best to go back?! But then if they manage to take out the origin perhaps they would protect the farm indefinetely...

Nirith also helps out to get Sira out of trouble.

Str: 22 - NAT 20

"Nekron says it's not long anymore now... Let's press on and decide what to do later"

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Monday February 16th, 2009 12:07:52 PM

Cedric keeps Quellis far back from the mud, knowing the difficulties if the bear gets stuck. He tests the ground going forward, stopping Quellis at the first sign of sinking.

Glandum AC25 HP73 
Monday February 16th, 2009 12:18:59 PM

Waits for the stronger folks to retrieve Sira from her muddy predicament

A good day for a stroll in Dread (Jonathan) - addendum 
Monday February 16th, 2009 4:56:51 PM

OOC: Sir John - Logic would dictate that, in this circumstance, a horse would get more than the standard +2 bonus on 'Aid Another'. I'll give a +4 (size and str bonuses). With the horse, then, that makes 3 possible helpers.

Cedric - testing the ground, you find the beginnings of the bog after a few steps, just about level with Sira.

Sira Nailo hps 43/46 Life Shield +1  d20+3=19 ;
Monday February 16th, 2009 6:10:56 PM

(Dex check 19)

"Whoa! Stay out of here." She finds a drier surface... a log, rocks, etc.

Marcasthai AC 20 HP 72/74 (SteveK) 
Monday February 16th, 2009 10:31:12 PM

Marcas stops and then backs up, trying to get his hooves to more solid ground. Happy to see Sira pull herself out of the muck, the minotaur looks to his other companions to see if he can use his superior reach and Ranseur (20 foot reach) to help pluck anyone out of the mud.

Looking around, he slowly shakes his head back and forth. "It is looking like we must walk quickly back to the farm and prepare for tonight."

Large blinking eyes focus on Lucky to see what the leader says.

A not so good day for a stroll in Dread (Jonathan)  d20+7=13 ;
Monday February 16th, 2009 11:03:50 PM

The party comes to an abrupt halt when Sira cries out a warning as she goes knee deep in muck.

Sir John fumbles in his backpack for his rope. Cedric warns Quellis away and tests the ground himself to find that, yep, it is pretty mushy going forward.

Marcasthai ponders how best to use his ranseur to help.

Sira herself answers the questions as she deftly, with gross slurping sounds, manages to extricate herself from the muck.

Speck looks pensive for a moment (Bardic Knowledge DC20=13). "This bog seems familiar. I'm sure I've read or heard something about the Dreaded Bogs of the Dread, but right now it excapes me."

At four hours into the trip, with at least a two hour return trip, some wonder if it is time to return and prepare for another night keeping guard over the Fixer as he finishes his work on the Lay Lines.

Boi O. Boi-Doze AC19 HP42 
Monday February 16th, 2009 11:18:07 PM


Lucky Eddie says, "I have a bad feeling about this. I don't want undead to drag me down into a bog. And I want to be back by nightfall, or sooner."

He looks all around. "There's a reason that the Dread has remained unconquered despite the best efforts of heros greater than us. We had better turn back while we can."

The halfling, looking very serious for a change, leads the group back to the farm, if they will follow.

Spells chosen randomly for today, by the way:

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle


Glandum AC25 HP73 
Tuesday February 17th, 2009 1:11:34 AM

Follows the wierdo back to the farm.

Marcasthai AC 20 HP 72/74 (SteveK)  d20+1=19 ; d20+7=19 ;
Tuesday February 17th, 2009 10:11:16 AM

The large head and horns nods slowly, and Marcas' deep voice speaks softly. "The Dread is still here in spite of great heroes like Shiraz the Swift and the other heroes of the Gold Dragons."

He carefully pats the white cat on the shoulder of his backpack. "We must protect the weak. If we can't destroy the undead in thier lair, then we must protect the homes of the farmers in Cinnamon Valley."

The large minotaur follows Lucky and Sira in moving back to Thaela's Farm.

(Listen: 19, Spot: 19)

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Tuesday February 17th, 2009 12:17:13 PM

Sir John works to help his companion out of the moor and once they are successful, he'll return the rope to his pack (after cleaning off all the muck).

He nods at the wisdom of returning to the farm, at least for now... He turns Joshua around and follows everyone else. While doing so, he'll intentionally watch for any dangers that might pop up...

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Tuesday February 17th, 2009 5:01:41 PM

Cedric nods his snout at Lucky. Sometimes the wisdom of this crazy priest surprises him.



Sira Nailo hps 43/46 Life Shield +1  d20+11=22 ; d20+11=25 ;
Tuesday February 17th, 2009 7:21:23 PM

(spot 22, listen 25, undead +6)

Is alert on her watch.

A return from a stroll in the Dread (Jonathan) 
Tuesday February 17th, 2009 10:10:10 PM

With a large bog in front of them that zombies and other undead are able to pass through without 'drowning', the party decides give up the chase and to return to Thaela's farm.

With everone on edge and attentive, they manage, without much dificulty due to the many prints they made (bear, dinosaur, minotour, horse, and so forth) make it back to where they started their expedition without incident, however several suspicious 'shadows' were 'killed' along the way.

The day is still dismal and the only signs of what time it is are the rumbling of tummies as lunch time has just past. Thaela's older boys have managed to rebiuld one wood stack, but wood from last winter's reserve pile has been exhausted except for what Thaela will need for cooking and keeping the house warm the next few days.

Dugan says, "We'll need to go into the woods to find enough wood for the other piles, but we can't do it all ourselves, and we got chores to do too. I'll show you where there's much wood, but bring an axe too."

OOC: seems like I remember we needed to rebuiled two of the original piles and you guys wanted two more just on the edge of the lay lines.

Dungan then proceeds to the small woods south of their land, past the barn. It is just after mid-day.

Glandum AC25 HP73 
Wednesday February 18th, 2009 2:16:48 AM

Turning to the minotaur.
Marcas, could you pull my cart over here please. We can flip it over there (points to a spot just on the other side of the ley line) and use it for one of the pyres but before doing that can use it to bring wood in for our other pyres.

Will help chop down and haul wood in for the pyres.

Sir John (Ken M) AC 21, 50/50 hps, 7/14 lay on hands left 
Wednesday February 18th, 2009 2:07:26 PM

Sir John nods at the request for wood, but says, "I'll have to join you later Dungan. I've been up all night and all day, and need some rest before adventuring tonight. After a brief nap, I'll come out and join in cutting wood."

That said, he moves towards the house and after finding a quiet, dark place to rest, dismisses Joshua and sleeps for 4-6 hrs... He does remove his armor though, since it's hard to sleep in a full suit. But he keeps it close at hand and sleeps with his axe nearby.

I'm assuming we didn't rest at all this AM after the battles, etc....., but if we did, then I can change my post...

Marcasthai AC 20 HP 72/74 (SteveK) 
Wednesday February 18th, 2009 2:48:25 PM

The large minotaur thinks Sir John has a grand idea. "Luncheon and a nap", he declares, "and then more preparations for the night."

With that, Marcas will set to eating some journeybread and drinking his fill of water (providing a meal for the cat, Khleo, too).

After a nap in the barn, Marcas will then lend his muscles to the chopping and hauling of wood.

Ekim of Arn AC19 HP42 
Wednesday February 18th, 2009 5:27:18 PM

Lucky Eddie does not think that converting our cart to kindling is a good idea. "It's not my cart, so, uh, you know, what beeswax is it of mine? But what if we need it to haul more firewood tomorrow?"

When he's available, Ekim asks the Fixer where he will be standing tonight. Then Ekim casts Glyph of Warding between him and where the undead will be coming from. The Glyph will be set to activate when undead enter the warded area, and the effect will be to cast Cure Serious Wounds (3d8+5) on the undead.

The halfling pockets some small stones that he will use his with his Magic Stone Tattoo this coming evening.

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle


A return from a stroll in the Dread (Jonathan) - addendum 
Wednesday February 18th, 2009 9:43:57 PM

In respect to resting, I went back and saw that Speck, Cedric, Sir John, and Nirith specifically said they were resting. The others, I presume, haven't.

To answer a past question related to the residue left in the empty vial found near the lay lines, it appears to be some form of Woldsblood, but altered somewhat to actually weaken the lay lines instead of strengthen them as a Fixer would strengthen them.

Glandum AC25 HP73 
Wednesday February 18th, 2009 10:05:34 PM

I had said i rested after the battle and re-prayed for spells.
at least I thought I had.

Ekim of Arn AC19 HP42 
Wednesday February 18th, 2009 10:40:23 PM

I was pretty sure i had rested. That's why I listed a new set of spells.

Back at the farm (Jonathan) 
Wednesday February 18th, 2009 10:52:58 PM

OOC: Glandum - I was skimming and must have missed that post. No problem. You can all look back and see what you did. If you rested, then you are rested. If not, then you are probably a bit tired by now.
Lucky Eddie - look at the previous battle map and use those co-ordinates to tell me where you want the glyph (I believe you can cover a 5x5 area/level). The Fixer will be pretty much in the same spot as before.

Glandum offers his cart as bonfire material after using it to carry more wood. Lucky Eddie does not think that a good idea. Some decide they need a rest before night falls again, others help gather more wood.

The Fixer will get 8 hours sleep so he has two more to go. That will put it near mid-afternoon.

Those following Dungan to look for firewood find the woods have plenty but need chopping. Wood chips fly as large branches and old trunks are cut up and put into the cart. While this goes on, Dungan fetches their plow horse and hitches it up to the cart.

As the afternoon wears on, the wood piles take shape and by evening, when the stars start peeking through the dark blue veil, the wood piles are ready. The Fixer has come out and looked at your work and nodded, walking around, surveying the area.

OOC: I'll have a map up, hopefully by tomorrow, if I don't have trouble figuring out how to link it. :)



Sira Nailo hps 43/46 Life Shield +1 
Wednesday February 18th, 2009 11:27:35 PM

Sira resists doing much work beyond cooking and tracking.

Glandum AC25 HP73 
Wednesday February 18th, 2009 11:38:20 PM

Goes around and empties a full flask of oil on each of the 5 pyres.

(will change what my new spells are on my sheet by tomorrow. I need to find my list my wife moved while cleaning up my computer area)

Takes up position near the fixer and Marcas. Just like before, but anticipating a more indepth conflict this go around.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Thursday February 19th, 2009 5:45:05 AM

Back at the farm Nirith ponders how or where the Undead were coming from and when the new batch will arrive... will that rider be there again?... would it be possible to chase the Undead back to their lair?

Time will tell... it's still some time till dusk...

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Thursday February 19th, 2009 9:23:51 AM

Cedric remains in Dino form and assists in finding and hauling back wood to the fire, allowing Quellis to rest for the long night ahead. When the works done he takes the time to play with the bear, before it gets dark.

He then casts his long duration spells and settles into watch.

OOC:
Cast Longstrider, Magic Fang (greater) and Delay Poison.


Marcasthai AC 20 HP 72/74 (SteveK) 
Thursday February 19th, 2009 11:29:34 AM

Marcas takes his rest through the early afternoon, and then rises. He immediately goes to the woodlot to begin harvesting logs for the fires for tonight. Working as directed until supper.

When the companions are gathered in the field for thier evening meal, Marcas clears his throat. "For tonight, we should keep Sir John and Cedric and Lucky on the other flank and to not attack until the undead are within my reach. Then the fast ones run to thier back and flank them, smashing them in between the two lines."

"Glandum and Nirith and Speck stay by me to hold the line and boost with your powers."

"Sira, you are good as a striker. Can you stay to the left of Glandum to look like part of the line, and then sneak around the end to use your skills to best effect?"

Marcas continues to slowly munch, mulling over his own words and the suggestions of the others around thier supper.

Ekim of Arn AC19 HP42 
Thursday February 19th, 2009 11:35:44 AM

Lucky calls to Cedric, "Come, Tyco! Carry Antor, Evil Rulon, into battle against the Dread!" He flips a few coins and moves a couple barrels around.

By the way, if the Fixer is at 19V on this map, then the glyph will be on 17T-17X.

Then the halfling mendicant looks at how the preparations are shaping up. "Hey! Wait a minute! This is stupid! Last night we had too much light near the Fixer and not enough light where the undead were attacking the Ley Lines!"

[OOC: I'm assuming these woodpiles are in the same place as last night?]

"Look! These piles are 30 feet apart! But they cast a bright light for 40 feet in all directions! So the piles should be 80 feet apart, or if we want some overlap, say, 60 feet apart!"

"The pile here [at 18-19-N-O] is fine, and so is the one here [18-19-AD-AE]. But the one in the middle is a stupid waste!"

"We need to move the pile from here [20-21-W-X] to there [5-6-V-W]."

[OOC: To illustrate what the heck Lucky is talking about here, I took the liberty of modifying the map, showing the illumnated areas in yellow. Please take a look here.]

"And if we have more than three piles, we should put the extras here [5-6-F-G] and here [5-6-AL-AM]."

"Guys, we gotta play this real smart. Last night the enemy didn't even know we would be here. Tonight they are really going to hit hard. Sometimes you gotta make your own luck!"

Glandum AC25 HP73 
Thursday February 19th, 2009 2:28:55 PM

Pull Glandum from the game.

Due to this economic crisis my wife has been laid off, I cant find a second job so my puny paycheck isnt enough to cover the costs of all our bills so after today the internet is going to be shut off and its going to be a couple to 3 months before I can afford to get it turned on.

Sir John (Ken M) AC 21, 50/50 hps 
Thursday February 19th, 2009 4:40:40 PM

Sorry to hear that Glandum... We'll definitely keep you and your wife in our prayers...

Sir John finishes up his cutting duties and once the wood is gathered, he cleans himself off. Returning to the farm area, he listens to Marcas' suggestion and nods at the idea. "I would add one thing, however. The rider is what concerns me and he seems to be their leader. When the undead attack, he remains behind and can use a ranged attack. Also, he's mounted so he can escape quickly. Should we consider some way to trap him also or somehow have one of our faster members at least pursue him? Of course that would divide our forces and I'm not fond of that... So what's your thought about the rider?"

Sira Nailo hps 43/46 Life Shield +1 
Thursday February 19th, 2009 6:37:19 PM

She shrugs but agrees to her position. On the left.

Back at the farm (Jonathan) 
Thursday February 19th, 2009 8:45:40 PM

testing the map link

Farm map

It doesn't have the updated info from Lucky, but as soon as I know you all can see it, I'll put the changes in.

When you get a chance, see if you can see it and post to let me know. I'll be checking the posts to see if there is a problem with anyone seeing it.

Ekim of Arn AC19 HP42 
Friday February 20th, 2009 5:09:53 AM

[I can see it.]

Sira Nailo hps 43/46 Life Shield +1 
Friday February 20th, 2009 10:39:14 AM

[I can see it]

Sir John (Ken M) AC 21, 50/50 hps 
Friday February 20th, 2009 12:30:05 PM

[Me too]

Back at the farm (Jonathan) 
Friday February 20th, 2009 11:12:39 PM

OOC: Great, looks like y'all can see the map. Sorry for the delay in posting. My wife reminded me last night that my parents were coming in today and I still had a number of things to do to get ready for them and I didn't want to rush a post. They are here now. I'll try to put the next post together this weekend.

In the meantime, post the co-ordinates you want to be at by sunset and I'll put your 'token' on the map.

Jonathan.

Marcasthai AC 20 HP 72/74 (SteveK) 
Saturday February 21st, 2009 8:43:29 AM

"Yes, I will stand in front of the Fixer." Marcas muses. "Sira, Glandum, Speck, and Nirith with me."

"Sir John, Cedric, and Lucky to flank the right side fire and conduct hit and runs. But do not get stuck in combat until the undead have engaged the front line. Then you swing around and flank them from behind."

The minotaur ponders a little, thinking of his tactics. "There may be smart undead, yes? And so they may try and go around the Fires to kill the Fixer from behind, or from above. We will need good eyes to keep checking the Battlefield."

(ooC; reminder to keep making those Spot checks behind us during the battle to check for sneaky undead!)

Sir John (Ken M) AC 21, 50/50 hps 
Sunday February 22nd, 2009 5:43:53 PM

Sir John agrees to Marcas' plan and says, "OK,I'll lead over there to the right side..."

He and Joshua will go to ~ AF14 and await the rest of the group...

Back at the farm (Jonathan) - addendum 
Sunday February 22nd, 2009 10:02:25 PM

OOC: My parents are still in town but I'll populate the map as soon as I can. If I get something wrong, let me know.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Monday February 23rd, 2009 4:31:25 AM

Nirith rummages through her gear to make sure everything is in place for the coming night... Nekron has gone out and is picking leftovers from the ground everywhere...

Sira Nailo hps 43/46 Life Shield +1  d20+11=31 ; d20+11=23 ;
Monday February 23rd, 2009 12:15:24 PM

(Spot 31, Listen 23... +6 vs Undead)

Antor AC19 HP42 
Tuesday February 24th, 2009 3:42:00 PM

Antor, Evil Rulon, makes sure that Cedric is geared properly, and then mounts up. "You go where you think best, good old Tyco," he says to the dinosaur. And more generally, "He has good instincts, and luck will put him where I need to be!"

Sira Nailo hps 43/46 Life Shield +1 
Tuesday February 24th, 2009 3:56:19 PM

OOC: Checking in

Marcasthai AC 20 HP 72/74 (SteveK) 
Tuesday February 24th, 2009 4:49:47 PM

checking in

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Tuesday February 24th, 2009 6:06:47 PM

Nirith steps up to the Ley lines...

"peakaboo..." she whispers... "come out come out wherever you are..."

Then she returns to her resting place around the fire and winks at her friends...
Looks like they are all napping still...

One more night, we hope... (Jonathan) 
Tuesday February 24th, 2009 10:20:04 PM

As the skies darken and the darkness closes in on the group guarding the Fixer, the tension rises as all await to see what awful things are going to come out against them this night.

The Fixer goes into his trance and begins the laborious process of repairing the Lay Lines. Everyone else remains vigilant, torches ready to light up the oil-soaked bonfires.

Farm Map

OOC: I've updated the map, so look at it and let me know if you are in the right place. If not, let me know the co-ordinates you want, (Lucky is actually mounted on Cedric even though it looks like he's behind.) and if I've missed something.

Also, sorry about the delay. I had a good time with my parents. I only see them once or twice a year. Sunday, my in-laws were over for a hamburger cookout celebrating my father-in-law's birthday. So things were just a bit hecktick this weekend.

Sorry to see Glandum's mis-fortune. Been there and know how it feels. Hope things work out soon.

Antor AC19 HP42 
Wednesday February 25th, 2009 10:49:57 AM

Looks good. I just wish there were some way to get a few rounds warning as the undead approached ... Ideas, anyone?

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+9=25 ;
Wednesday February 25th, 2009 12:08:20 PM

Nirith hears Antor's request to get a few turns advance notice for the Undead to arrive...

"Nekron could fly a bit over the Ley Lines and hurry back once he spots them..."

Then the witch looks at her beloved companion and asks the same...

[i]"KRAAAA... you want me to get another hole in my wing then?!?... KRAAA.... bah I will help you out of this mess once again..."

With that Nekron flies up and flies 60ft beyond the Ley Lines... there he searches a nice tree and keeps an eye out on any Undead coming from beyond...

Nekron spot : 25

Sira Nailo hps 43/46 Life Shield +1 
Wednesday February 25th, 2009 1:32:20 PM

Sira doesn't like bring bunched up, so she moves to the wood pile at the left of her current position.

Sir John (Ken M) AC 21, 50/50 hps 
Wednesday February 25th, 2009 1:47:19 PM

Sir John looks at the layout of everyone and says, "If we need to light up one of the wood piles (upper right and upper middle especially), who is going to do it? It doesn't seem that anyone is close to there and will have to move quickly there and back...

Marcasthai AC 20 HP 72/74 (SteveK)  d20+1=12 ; d20+7=14 ;
Wednesday February 25th, 2009 4:06:35 PM

Marcas nods. "Sira has control of the left fire. Nirith, you please be ready to light the right fire. The others must be lit whenever we see opportunity."

The large minotaur tries to rest easy, keeping the tension away by idly petting the white cat huddled in a backpack pouch on his shoulder.

(Listen: 12, Spot: 14)

One more night, we hope... (Jonathan) 
Wednesday February 25th, 2009 11:27:06 PM

Stars twinkle in and out from behind clouds that scuttle by. The moon has not risen yet and the party squints into the darkness, anticipating an attack. Not wanting to light the fires too soon, Nekron is sent to scout the area north of the lay lines. He finds a small sickly bush and alights atop the highest sturdy twig. At least he's black and blends in with the night.

Farm map

OOC: I've updated to reflect Sira's new position. Expect the fun to begin tomorrow! :)

Marcasthai AC 20 HP 72/74 (SteveK)  d20+1=14 ; d20+7=10 ;
Thursday February 26th, 2009 9:36:06 AM

The minotaur continues to scan the area with his ears and eyes (Listen:14, Spot: 10) while keeping calm and petting the white cat. When it is too dark to see, Marcas reaches out and ignites the first bonfire that is behind the Fixer.

Ranseur in hand, he waits.

Sir John (Ken M) AC 21, 50/50 hps 
Thursday February 26th, 2009 3:24:04 PM

Sir John continues waiting.... While doing so, he'll reassure Joshua that the excitement will come soon and to be patient...

(Let me know if I need a spot roll...)

Sira Nailo hps 43/46 Life Shield +1 
Thursday February 26th, 2009 4:54:16 PM

Sira is vigilant. The air feels wrong.

One more night, we hope... (Jonathan) 
Thursday February 26th, 2009 6:29:36 PM

OOC: Marcas - there's no bonfire 'behind' the Fixer. There's one on each side of him and three spread out some distance in front. Sira is next to the one on the Fixer's left, no one is next to the one on his right. Is it the one on the right you want lit? Do you want it lit so soon?

IC: The first four hours of the night pass very uneasy, and as midnight approaches, as it has been happening for weeks, .... need new spot rolls from everyone, including animals. :)

If I get all (or most) spot rolls by later on tonight, I'll post again with the results.

Marcasthai AC 20 HP 72/74 (SteveK)  d20+1=15 ; d20+7=16 ;
Thursday February 26th, 2009 8:33:02 PM

ooc: oops, I mean the fire directly to the front. :-) yeah, that was it!

Marcas maintains his vigil (Listen: 15, Spot: 16)

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+9=26 ; d20+7=22 ;
Friday February 27th, 2009 1:23:04 PM

Nekron perches in his tree and keeps an eye out for trouble. Nirith too holds an eye out on the Ley Lines...

Nekron spot: 26
Spot: 22

Lucky Eddie AC19 HP42  d20+9=25 ;
Friday February 27th, 2009 3:18:35 PM


The halfling mendicant adjusts the battered silk top hat on his head and looks around earnestly. [Spot 25]

Spells:

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle

Tattoo: 0 of 3 used.
Current Luck Points: 7.

Sira Nailo hps 43/46 Life Shield +1 
Friday February 27th, 2009 5:48:25 PM

OOC: Checking in

Sir John (Ken M) AC 21, 50/50 hps  d20+4=9 ; d20+1=9 ; d20+1=3 ; d20+1=20 ;
Friday February 27th, 2009 10:02:15 PM

Sir John continues watching, hoping he or Joshua will spot something...

Sir John's spot = 9

Joshua, as a heavy warhorse, has both scent and low-light vision, so he should smell anything that gets w/i 30' (upwind 60', downwind 15'). Not sure how to account for that, but I"ll make a spot roll for him anyway...

Joshua's spot = (mod is +1 due to his wisdom) = (Sorry, ignore the multiple rolls...) His spot is a 9

One more night, we hope... (Jonathan)  d20+15=21 ; d20+13=25 ; d20+17=23 ;
Friday February 27th, 2009 11:42:11 PM

Midnight approaches and all seems quiet. The chill breeze continues, but just enough to make the bonfire waver somewhat. Nekron maintains a vigilant pose.

Suddenly the bird catches some movement coming in from the Dread. It was just a faint shadow, but definitely something there. Then there it is again! Tall creatures lumbering towards the Lay Lines!
Then hoofbeats! Suddenly out of the darkness, a dark, sinister rider comes charging towards the bush Nekron is perched on. But the rider stops suddenly and throws a stick, then all goes black....

Nekron: roll a Ref save DC10 to escape the blackness.

Farm map - midnight

All others, go ahead and roll initiatives. Only Nekron and, through the bird, Nirith, know what's up due to the bird's distance (I think Nekron was about 60' past the border), at least until NIrith belts out a warning, so work out your actions for the next round from that.

Time for things to get ugly. :)

Light from each lit fire enables sight 40 feet, and shadow for another 40 feet. Low-Light Vision doubles sight.

Light: no penalty
Shadow: 20% miss chance for melee or ranged attack
Dark: can't target


Sir John (Ken M) AC 21, 50/50 hps  d20=14 ;
Saturday February 28th, 2009 12:34:57 PM

(Init roll = 14)

Since the enemy is obviously here, Sir John says to his nearest companions, "OK, let's get the other fire (in the NE corner) lit, so we can at least see what we're facing... Who can move quickest???"



Sira Nailo hps 43/46 Life Shield +1 
Saturday February 28th, 2009 12:59:03 PM

The drow looks at the rest of the group and signals that she wants to move to the darkness, but waits for a confirmation from at least two other members.

Marcasthai AC 20 HP 72/74 (SteveK) 
Saturday February 28th, 2009 2:53:14 PM

Marcas' eyes light up when Nirith (anticipating here) gives the alarm. "Sir John! Charge up and light the forward fire on the left!
Lucky! You and Cedric light the fire on the right!
Nirith! Prepare to light the close fire to our right
Sira! Prepare to light the close fire to our left.

As the undead come to the Ley LIne, let the fast ones throw fire at them to contest the Ley Lines and fall back when they break through!"

He readies his Ranseur and sets his feet.

Lucky Eddie AC19 HP42 
Sunday March 1st, 2009 10:56:12 AM

Lucky uses a Tattoo to make three magic stones (standard action). He shouts to Cedric, "Hey Dino-pal! Run over to the fire! I'll pick up a brand. Then run over to the unlit fire, and I'll toss the brand on it!"

If Cedric does this, Lucky will bend over to grab a flaming piece of wood (move action).

One more night, we hope... (Jonathan) 
Monday March 2nd, 2009 12:05:36 AM

OOC: I think all fires can be lit this round except for the far left one. Sir John may not be able to reach it even with a double move, or Spur Mount, but Sir John can do the calculations on the distance his horse can move. I'll update the map tomorrow with the next round, when everyone else has managed to post their Initiative rolls.

Speck  d20+2=19 ;
Monday March 2nd, 2009 12:07:49 AM

Initiative d20+2 = 19

Speck braces for the oncoming undead whatevers, but hesitates putting out his caltrops until he knows which direction they will be coming from.

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+2=22 ;
Monday March 2nd, 2009 7:47:47 AM

Cedric runs over to the fire like Lucky asked, traveling the distance easily.

OOC:
Init 22 (Thought the wold didnt use Init? :) )

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+7=15 ;
Monday March 2nd, 2009 8:03:16 AM

Nirith feels something is wrong!! Nekron has 'told' her...

"Something is coming friends!"

Nekron Ref save 15 - success

Nekron flutters up to the sky and hurries back...

"KRAAAA...IT'S THAT RIDER AGAIN KRAAAAA... tall creatures!!! KRAAA... dark sinister rider... KRAKAA"

Remember that it was him who put a hole in Nekron's wing Nirith cringes her teeth.

She stands ready to lite more fires once the order is given...

Sira Nailo hps 43/46 Life Shield +1 
Monday March 2nd, 2009 11:38:25 AM

OOC: Checking in.

Sir John (Ken M) AC 21, 50/50 hps  d20+8=18 ;
Monday March 2nd, 2009 2:31:06 PM

Sir John looks at the distance he has to travel, and it's ~ 170' to f5, g5 (assuming each square is 5'). However, since Joshua can run (see OOC below) quickly, he should be able to reach it this round.

Directing Joshua where to go, the pair move quickly. As they move close to the fire, he'll light a torch (or whatever they had prepared) and throw it onto the pile.

Ride check = 18

(OOC = Heavy Warhorses have the "run" feat, which allows them to move 4x-5x their normal speed. Joshua's normal speed is 50'/round, so he shouldn't have any trouble reaching it this round. First, he'll turn to his left and move West (around the barrel). Then, they'll move North and try to reach the pile...)

Lucky Eddie AC19 HP42  d20+9=20 ;
Monday March 2nd, 2009 7:44:05 PM

As soon as the fires are lit, Lucky looks high and low for the undead.

Spot 20.

Marcasthai AC 20 HP 72/74 (SteveK)  d20+1=10 ; d20+1=10 ; d20+7=25 ;
Monday March 2nd, 2009 9:46:33 PM

Marcas continues his slow and deliberate study of the field.

(Init: 10, Listen: 10, Spot: 25)

Bad to the Bone


One more night, we hope... (Jonathan DM2) 
Monday March 2nd, 2009 9:57:36 PM

Nekron flits away from his perch upon the bush as the mysterious rider approaches and tosses a stick at the raven. Darkness envelops the area but half a dozen wingbeats brings the bird out of the darkness and back into the less dark night.

The warning sent to Nirith and thus passed on to the others, send them scurrying to light up the forward bonfires.

Farm map - midnight

The whole front line errupts into light, pushing the night's darkness away for 40 feet, and giving shadowy illumination for another 40 feet.

Cedric and Lucky see the enemy first! Three tall emaciated humanoid creatures amble up to the Lay Lines. They are about 8 feet tall and look very bony (tight, sick looking flesh stretched over a bony frame). One tosses a stick at the center bonfire and a large area (30 foot rad) goes dark, including where the three were standing. A larger area (OOC: the larger circle encompassing a 60 foot rad) becomes shadowy.

Marcas sees the stars dim considerably and only appear as faint specks in the sky. The glow of the bonfires are dim as well, only half as effective as they had been.

Farm Battle Map 1

OOC: Let's see if I can explain this. The dark circle is, well, dark. Where it says 'Shadow', it is darker than normal night darkness, but not totally dark. Where it says, 'Normal', it is normal night darkness.

Any questions, feel free to ask. I want everyone to understand this before we get down to the nitty-gritty.

Lucky Eddie AC19 HP42  d100=61 ; d20+10=14 ; d20+10=26 ; 2d6+2=6 ; d20+9=22
Tuesday March 3rd, 2009 11:11:06 AM

Those three undead! Lucky is watching them closely -- especially the nearest one -- when they are lost to sight. But he knows they could not have moved after the blackness fell. So he thinks he can throw a rock at where he last saw one, and test his luck on the 50% miss chance.

So he throws a magic stone at the nearest skinny undead. He misses on a d100 roll of 1-50. His roll is a 61! Sweet! Lady luck is with him!

He rolls his attack! he hits AC15 if the enemy is within 20 feet. He hits AC13 if the enemy is in 20-30 feet. He hits AC12 if the enemy is in 30-40 feet. He hits AC10 if the enemy is in 40-60 feet.

His damage with the magic stone is 7 within 30 feet; 6 beyond (due to point blank shot feat).

And he listens! a 26! That's opposed by the enemy's move silent roll. If the enemy is not moving silently, I believe that the DC to hear someone walking is 0, with a +1 mod for every ten feet of distance. If Lucky can beat the DC by 20, he can pinpoint the enemy's location in the dark, well enough to get another throw next round with the 50% miss chance.

With his move action left, he shouts and points to any undead he can pinpoint with his keen ears.

Spells:

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle

Tattoo: 1 of 3 used.
Magic Stones in Hand: 2
Current Luck Points: 7.

Ride Check to use as Cedric's AC if Cedric is attacked: 22

Remember -- all friends in 20 feet get a +1 on attacks, skills, saves!

Sir John (Ken M) AC 21, 50/50 hps 
Tuesday March 3rd, 2009 2:36:49 PM

Sir John watches the continuing action and since he can't see any baddies yet, he remains where he is. However, he reaches in his pack and readies a javelin to throw at any undead he might see.

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy 
Tuesday March 3rd, 2009 7:05:55 PM

Cedric pauses for a moment by the unexpected darkness. Slowly he creeps into the darkness, his nostrils breathing deeply.

OOC:
Move to AE-8
Cedric has Scent in Deinonychus Form. He can pin point creatures with scent if they are within 5 feet.



Lucky Eddie AC19 HP42  d20+5=11 ;
Tuesday March 3rd, 2009 7:56:45 PM

Lucky uses his Know Religion ranks to see if he can remember anything about these undead types. He rolls a 11.

I thought Scent was 30 feet, not 5? 15 if the wind is against you, 60 if it is in your favor?

Sira Nailo hps 43/46 Life Shield +1 
Tuesday March 3rd, 2009 8:10:43 PM

Sira waits to see the reactions of the group.

Marcasthai AC 20 HP 72/74 (SteveK) 
Tuesday March 3rd, 2009 8:16:00 PM

"Magical Darkness!" calls Marcas in a loud voice.

"Stick to the plan!" he calls again.

The Ranseur in his hand weaves slowly back and forth as the large minotaur stands his ground.

One more night, we hope... (Jonathan DM2)  d20+4=13 ; d20+4=18 ; d20+4=22 ; d20+4=10 ; 3d8+5=12 ; 3d8+5=21 ; 3d8+5=15 ;
Tuesday March 3rd, 2009 10:30:56 PM

OOC: Sir John and the rest, I had meant, but didn't make it clear, that everyone saw the three, just that Eddie and Cedric saw them first, as they were the closest. Of course, now that they are incased in darkness, it doesn't matter. :)

IC: Perhaps the darkness caught the group by surprise, or perhaps the group is waiting for a more opportune moment to strike. Either way, only Lucky Eddie tries his luck to hit one of them. He throws his magical stone but hears nothing being hit. Either he missed, or the bonfire right next to him is making too much crackling noise. An attempt by the hafling to determine their type fails him. That could be good as he won't be afraid of them because he doesn't know what they are, or bad, because he'll not be afraid of them because he doesn't know what they are.

Cedric then moves to the edge of the darkness (you can't see it well but he's there at AE8 with Lucky Eddie) and tries to smell the stench of undead. Due to the breeze coming from the Dread, the Deinonycus smells the undead. (OOC: Smelling is 30ft, or 60ft if downwind of source, pinpointing the exact spot is 5' proximity, or nearly sticking your noise up their... So, you know they are within 60ft.)

Marcas cries out Magical Darkness. Knowledge Arcana Check DC15: Highlight to display spoiler: { the effects appear to emulate what a Sunrod would do, but the opposite, darkness instead of light.}

Speck readies his sling and starts a chant:
From the darkness they come
Bringing darkness with them
But either darkness or light
Dead is Dead

Inspire Courage: +1 to hit and +1 dmg for those who hear.
Sir John, Cedric, Lucky Eddie need to roll Listen checks DC10 to hear.

Sir John switches weapons for a javelin and waits for the undead to emerge from the darkness.

Sir John is quite surprised that the undead he sees does not come from the magical darkness, but from the darkness of the night! Three quadruped skeletal creatures charge in from the Dread! Sir John sees them as they cross the lay lines, as they are moving extremely fast at a dead run! (OOC: no pun inten... well, yeah, intended.)

They cross the Lay Lines at Q3 and swerve around the dark circle and make a beeline toward the Fixer! They hit the Glyph Zone at T17, U17, and V17, triggering it!

Save Will DC13 (If this DC is wrong, let me know) for half damage:
Red d20+4=18, dmg 3d8+5 = 12/2 = 6
Yellow d20+4=22, dmg 3d8+5 = 21/2 = 10
Green d20+4=10, dmg 3d8+5 = 15

Knowlege Nature DC10 to discern type: Highlight to display spoiler: { these are skeletal worgs}

The Red skeletal quadruped comes to a stop at T18, blocked by Speck and Nirith from reaching the Fixer.

The Yellow and Green skeletal quadrupeds stop in front of Marcas, a veritable wall between them and the Fixer. (Marcas, make any Att of Opp you are alowed due to your reach and weapon, etc.

Farm Battle map 2

One more night, we hope... (Jonathan DM2) - addendum 
Tuesday March 3rd, 2009 10:40:51 PM

OOC: all those with missile weapons that were holding their action may fire at the quadrupeds, if within range. Specifically Sir John but any others as well.

Also, Cedric and Lucky Eddie cannot see them.

Sira Nailo hps 43/46 Life Shield +1 
Wednesday March 4th, 2009 12:35:49 PM

OOC: I have been very busy and forgot the plan. Please someone remind me.

Sir John (Ken M) AC 21, 50/50 hps  d20+2=11 ; d20+9=26 ; d6+5=11 ;
Wednesday March 4th, 2009 3:27:03 PM

Sir John remains on Joshua, waiting for a target to shoot at... (Listen = 11) WHile doing so, he hears a resounding tune and feels himself encouraged by its melody.

As he sees the quadripeds go by, he aims closely and throws a javelin at the nearest...

Hit AC 26 for 11 pts of dmg...

Lucky Eddie AC19 HP42  d20+16=28 ; d100=50 ; d20+13=19 d20+9=15
Wednesday March 4th, 2009 7:40:10 PM

Lucky tries to listen, but good. He puts six of his seven luck points into his roll. He comes up with a 28, straining to pinpoint the undead.

That beats the 10 he needed, so he gets his points back, and then one.

OH! Wait! The most he can put into a roll is 5!! Make that a 27 Listen check, not a 28!

If he thinks he has a chance, he will throw another magic stone. If not, he will cast his magic circle vs evil.

A throw: Miss chance 50 is a miss! He needed a 51!

Spells:

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle (maybe cast)

Tattoo: 1 of 3 used.
Magic Stones in Hand: 2 (maybe 1)
Current Luck Points: 8.

Ac check for next round: 19

Ride Check to use as Cedric's AC if Cedric is attacked: 15

[OOC: Poor rolls this turn!]

Remember -- all friends in 20 feet get a +1 on attacks, skills, saves!


Marcasthai AC 20 HP 72/74 (SteveK)  d20+10=18 ; d20+10=15 ; d20+10=12 ; d20+10=15 ; 2d6+6=9 ; 2d6+6=12 ; 2d6+6=14 ; 2d6+6=17 ; d100=19 ; d100=42 ; d100=57 ; d100=88 ; d20+10=24 ; d20+5=20 ; d20+8=18 ; d8+6=12 ; d8+6=11 ; d8+6=7 ; d100=65 ; d100=14 ; d100=78 ;
Wednesday March 4th, 2009 8:57:32 PM

With his phenomenal reach of the Ranseur, the large minotaur is able to get 3 opportunities to strike at the fast-moving undead with the polearm, and another opportunity as they get close enough for a hoof-strike. (Marcas can do four AOO per round.) He concentrates on Red undead until it drops, then Yellow, and then Green. (Oh, horrible rolls!)

AOO 1: AC 18 Dam 9 19% miss (miss chance for shadowy light = concealment)
AOO 2: AC 15 Dam 12 42% miss
AOO 3: AC 12 Dam 14 57% hit
AOO 4: AC 15 Dam 17 88% hit

"We need to light the other fires!" Marcas roars in frustration. But he now has his own battles to contend with, and he strikes out again and again to pummel Amber quadruped into little, little pieces. His face is in a snarl of hatred at the undead.

Elbow AC 24 Dam 12 65% hit
Hoof AC 20 Dam 12 14% miss
Gore AC 18 Dam 7 78% hit



Speck  d20+9=20 ; d3=2 ; d6=5 ;
Wednesday March 4th, 2009 11:17:14 PM

Speck, caught off guard by the sudden and swift skeletal quadrupeds, finds himself with his sling in hand and too close to use it. So he steps back 5' (to R18) and slings his stone at the skeletal (Red) quadruped in front of him.

d20+9 = hit AC20, dmg 1d3 + 1d6 shock = 7

He then swaps his sling for his short sword.

One more night, we hope... (Jonathan DM2) 
Wednesday March 4th, 2009 11:19:49 PM

OOC: waiting for Sira, Nirith, Cedric, and Quellis.

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+22=30 ;
Thursday March 5th, 2009 7:52:42 AM

Cedric moves along the edge of the darkness still hunting. He listens and smells for the undead, especially to the north. "The fight outside the darkness is a distraction, there's something at the ley lines destroying them", he thinks as he searches.

OOC:
Move to AD-3
Listen check 30 to pin point undead.
Undead within 5' pinpointed due to scent.



Sira Nailo hps 43/46 Life Shield +1  d20+11=20 ; d20+11=16 ; d8=4 ; d8=1 ; d20+10=21 ; 3d6+6=14 ;
Thursday March 5th, 2009 11:45:38 AM

(Listen 26, Spot 22 vs undead)

Sira looks for any undead outside the darkness and once spotted she attacks.

(AC 21, 14 damage undead bane,, adamantine weapon)

Sira Nailo hps 43/46 Life Shield +1 
Thursday March 5th, 2009 11:45:51 AM

(Listen 26, Spot 22 vs undead)

Sira looks for any undead outside the darkness and once spotted she attacks.

(AC 21, 14 damage undead bane,, adamantine weapon)

One more night, we hope... (Jonathan DM2)  d20+2=7 ;
Friday March 6th, 2009 12:32:25 AM

Sir John feels inspired by Specks verses and throws his javelin at the nearest skeletal quadruped that charges by. The javelin strikes true, and although it would have done more damage to the creature had it been flesh and bone, the creature leaves behind some large chunks of bone.

Lucky Eddie cocks his ears and strains to hear any sounds from the three undead creatures up ahead. His ears pick up a chanting, but the sounds do not get any nearer, yet... He thinks he can discern their approximate location and taking a chance on hitting one in the dark, he throws another magic stone. There does not appear to be any hic-up in the chanting.

Marcas takes advantage of his reach and the slight faultering of the skeletal quadrupeds when they hit the unexpected glyph and lays into them with his ranseur. His flurry of blows agains Redare uncoordinated, though, as only one hit it's mark (AOO 4). With a snarl of frustration, he lashes out again and manages to clobber it with his elbow and gores it with a horn.

The Red skeletal quadruped's bones splinter and crumble at Speck and Nirith's feet.

OOC: redoing Speck's action due to Red being dead.

Speck quickly wipes some sweat beads off his brow then whirls a sling bullet at Yellow skeletal quadruped.

d20+9 -4= hit AC16, dmg 1d3 + 1d6 shock = 7

The bullet hits some bones and electric sparks course through its rib cage. He quickly reloads his sling.

Cedric with Lucky Eddie, continue skirting around the darkness zone, smelling and listening. Cedric still smells the undead, but knows he's not yet withing 5'. However, at the spot he stoped at (AD-3), they chanting sounds closer than before he moved.

OOC: I presume Sira is using the light adamantine mace to attack, thus she would need to move to T-17 to hit the closest enemy. If this is not correct, then correct me. :)

Sira move in to relieve Speck and Nirith. Seeing that Marcas has felled the closest one, she swipes at the next Yellow skeletal quadruped. The mace splinters the massive skull and sharp cannine teeth go flying as it also crumples.

********************

The last skeletal quadruped snips at Marcas, hit AC 7, a miss.

Cedric and Lucky Eddie hear the chanting stop and the sound of moving feet. Will they come right at the two and collide in the dark? The tension can be cut with a knive!

Farm Battle Map 3



Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+5=16 ; d20+5=20 ; d8+2=5 ; d8+2=7 ; d100=20 ; d100=19 ;
Friday March 6th, 2009 12:08:34 PM

(was away on business trip - sorry for missed posts...)

With skeletal creatures around her Nirith abandons her restriction not to shed blood and pounds on the sq attacking Marcas.

(hitting AC16 and 20 - damage 5 and 7 - shedding blood 50% chance 20 and 19 - no blood)

Nekron flutter up in the air avoiding to get caught in close combat.


Lucky Eddie AC19 HP42  d20+15=23 ; d20+9=18 ;
Friday March 6th, 2009 12:21:47 PM

Lucky casts his Magic Circle vs Evil spell. He has a bad feeling about this, and some extra protection for him and Cedric seems like a good idea. He also gets out his wand of CLW.

Spells:

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle

Active Effects: Inspire Courage, Magic Circle

Tattoo: 1 of 3 used.
Magic Stones Left: 1
Current Luck Points: 8
CLW wand: 48 charges left

AC check for next round: 23 (includes Circle)

Ride Check to use as Cedric's AC if Cedric is attacked: 18

Remember -- all friends in 20 feet get a +1 on attacks, skills, saves!


Marcasthai AC 20 HP 72/74 (SteveK)  d20+10=19 ; d20+5=25 ; d20+8=24 ; d8+6=8 ; d8+6=13 ; d8+6=11 ; d100=41 ; d100=40 ; d100=5 ;
Friday March 6th, 2009 1:48:03 PM

"Excellent work, Sira!" applauds Marcas as one of the quadruped undead collapse beneath the ranger's mace. The minotaur lays into the last 'hound', and is sure he connects, yet with the shadowy light, he can't get his mighty swings to strike the correct shadow!

Elbow: AC 19 Dam 8 41% miss
Knee: AC 25 Dam 13 40% miss
Gore: AC 21 Dam 11 05% miss

"Nirith and Speck, light the fires! I can't see the enemy!" he calls in frustration.

Sira Nailo hps 43/46 Life Shield +1  d20+10=22 ; d100=65 ; 3d6+6=17 ;
Friday March 6th, 2009 2:39:20 PM

(Yes, Sira moved.)

She strikes again. (AC 22, 65% chance?, 17 damage)

Sir John (Ken M) AC 21, 50/50 hps 
Friday March 6th, 2009 8:15:51 PM

Deciding to help offset the darkness, Sir William throws another sunrod toward the middle of the darkness area.

Cedric AC 22 HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells (Troy  d20+22=35 ;
Saturday March 7th, 2009 7:56:16 AM

Cedric continues towards the chanting, carefully moving another ten feet in the darkness. He is reassured by Lucky's magic, but he wishes something could be done to get rid of the darkness.

OOC:
Listen check 35
Move to AA-3 and try to pinpoint the chanting.
You sank my battleship!


The Undead come, Battle joined... (Jonathan DM2)  d20+3=16 ; d20+2=18 ; d20+7=17 ; d20+7=21 ; 2d6+7=12 ;
Monday March 9th, 2009 1:35:33 AM

The Quardians get warmed up as the first undead, a group of skeletal canines, head straight for the FIxer but are impeded by his bodyquards. The Glyph of Warding set up by Lucy Eddie does a good job and Marcas manages to finish one off. The other falls with blows from SIra. With one left, Nirith moves in.

Nirith attacks the remaining skeletal canine and aims blows that would not draw blood, despite it being a skeleton. The first blow misses, barely, but the second blow connects with bone, jarring the skeletal canine a bit.

Lucky Eddie opts for more protection by casting a spell to ward off evil around him and Cedric.

Marcas needs some luck of his own as all his attacks miss. Frustrated, he calls for more light.

Sira feels the Power as the mace strikes the enemy a power blow! Splintered bones go flying everywhere, but the thing is resilient and still on it's feet (barely)!

Speck also heeds Marcas' plight for sight and lights the left bonfire.

Sir John complies by reaching into his backpack for a Sunrod and tosses it into the darkness. (OOC: for expediency, I'll roll a d20+7 (-4 for range) vs DC10 to see if you managed to place the Sunrod where you wanted; hit DC16). The Sunrod wirls into the air and lands pretty much into the middle of the darkness, cancelling out the magical darkness, leaving just the bonfire light.

The new light reveals the three tall undead located at XY-11, ZAA-11, and AB-AC-11 and moving towards the Fixer.

Cedric, still unsure as to where the three undead are (OOC: the chanting stopped last round) moves into the darkness. The dino doesn't go far before the darkness is dispelled by Sir Johns' Sunrod and Cedric finds himself where the three undead HAD been. Now they are behind him and moving towards the Fixer! (OOC: you missed pinpointing by smell by thaaat much!

The skeletal canine turns on Sira, the one doing it the most damage. A vicious bony bite hits AC18. It's sharp bony teeth grasp her clothing but misses flesh (OOC: I believe it needed AC19?)

The other three undead creatures continue their movement towards the Fixer. Two (Green and Yellow BCs) stop and attack Marcas. The other goes around to confront the Fixer (double move so no attack).
Green Boneclaw d20+7 = 17, miss
Yellow Boneclaw d20+7 = 21, hit, dmg = 12

A sharp bony claw gashes Marcas for 12 points of damage.

Note: They are 8ft tall, are size category Large, and their claws are 5ft long, so they have a 10ft reach (arm + 5ft claw).

Farm Battle map 4

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+5=12 ; d20+5=18 ;
Monday March 9th, 2009 8:48:51 AM

With the fires now lit Nirith again knocks on the skeleton's ribcase (hits AC12 and 18) but is unable to break some of them...

She then makes a 5ft step backwards avoiding AoO to get out of the creatures reach.

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1  d20+10=12 ;
Monday March 9th, 2009 11:22:54 AM

Sira strikes at the one snapping at her. (missing with AC 12)

Marcasthai AC 20 HP 60/74 (SteveK)  d20+10=24 ; d20+10=24 ; d20+10=20 ; d20+10=17 ; 2d6+6=8 ; 2d6+6=12 ; 2d6+6=13 ; 2d6+6=13 ; d20+10=21 ; d20+5=6 ; d20+8=20 ; d8+4=10 ; d8+4=6 ;
Monday March 9th, 2009 12:22:52 PM

Marcas grins in relief as the fire and sunrod cancel out the magical darkness. "Thank you, Speck!" hs calls in his deep voice. And even though the four-footed undead skeleton is in front of him, Marcas has never let go of his Ranseur. He takes the opportunity (and the light) to strike twice at Green Boneclaw and twice at Yellow Boneclaw with his long-reaching Ranseur as they close.

(ooc: Marcas using hoof and elbows close in to keep 2 hands on Ranseur and keep his threat range up. He splits his opportunity against the large undead to get 2 hits each [leave 20 feet, leave 15 feet] before they stop 10 feet away.)

AOO 1: AC 24 Dam 8 (now lit, no concealment)
AOO 2: AC 24 Dam 12
AOO 3: AC 20 Dam 13
AOO 4: AC 17 Dam 13

As they close, Marcas takes a claw in the arm as the price of business, and then concentrates on Green Boneclaw with fierce hoof-strikes and a swipe of his horns.

Hoof AC 20 Dam 10
Hoof AC nat 1!
Gore AC 20 Dam 6

"Sira, finish off the hound! I'll hold these off until we can concentrate!"



Lucky Eddie AC19 HP42  d20+11=15 ; 2d6+4=10 ;
Monday March 9th, 2009 1:14:41 PM

Lucky urges "Tyco" toward an undead. He has a stone readied. As soon as he is within 20 feet of an undead, and using two luck points, he throws it!He hits AC15, that is, 17 with his luck points used. It that hits, he inflicts 10 hp damage.

Spells:

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle

Active Effects: Inspire Courage, Magic Circle

Tattoo: 1 of 3 used.
Magic Stones Left: 1
Current Luck Points: 8
CLW wand: 48 charges left

AC check for next round: 23 (includes Circle)

Ride Check to use as Cedric's AC if Cedric is attacked: 18

Remember -- all friends in 20 feet get a +1 on attacks, skills, saves!



Sir John (Ken M) AC 21, 50/50 hps  d20+15=34 ; d8+4=8 ; d6=5 ; d20+8=15 ; d20+8=13 ; d20+8=11 ; d20+8=21 ;
Monday March 9th, 2009 2:19:33 PM

Deciding the time is now to enter the fight, Sir John whirls Joshua around and encourages him to charge to VW14/15.

Slamming full force into the green BoneClaw, he slashes at it with his mighty axe.

Sir John's attack = Hit AC 35 (sorry, forgot the +1 due to being mounted, so should be +16 rather than 15) for 8 normal dmg and 5 fire dmg

Joshua's attack = (Using hoof) Hit AC 11 (miss...)
Ride Check = 15 (to attack) vs DC5
Ride Check = (For Joshua to attack) = 13 vs DC10
Ride Check for avoiding hits to Joshua = 21

(Notes: My AC is 19 this round due to charging. Joshua's is AC 21 due to my ride check (would have been 20 due to charge but ride check was higher so go with that one...))



Cedric AC 22 (+2 Deflection, -2 Charging) HP 77/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Curren  d20+11=20 ; d20+8=23 ; d20+8=19 ; d20+8=27 ; d8+6=9 ; 2d6+6=10 ; d3+3=4 ; 2d6=7 ; d3+3=6 ; 2d6=9 ; 2d4+2=7 ; 2d6=6 ;
Monday March 9th, 2009 6:28:15 PM

Looking up to find the undead far away, Cedric charges the closest one, trying to get purchase with his claws and bite and ignoring the beasts claws as he moves in.

OOC:
Charge to Z-14, provoking AOO. Pounce allows full attack on charge.
Talon: Hit AC 20 for 13 (2d6 for charging, shouldnt be +6 though)
Foreclaw 1: Hit AC 23 for 11
Foreclaw 2: Hit AC 19 for 15
Bite: Hit AC 27 for 13


Speck 
Monday March 9th, 2009 10:51:15 PM

Speck sees the plight of the Fixer with the Red BC and slips a potion (Hide from Undead) out of his belt pouch and drinks it. Then moves as best he can towards the creatures (S19).

Lucky Eddie AC14/16 HP42  d20+13=14 ; d20+9=17 ;
Monday March 9th, 2009 10:58:19 PM

Oh wait! I forgot to reroll my AC and Ride check!

Ugh! Nat 1 on the AC roll -- that's an AC14, 16 vs evil.

And the ride check: a 17.

I tells ya, my luck this battle has been pretty poor.

The Undead come, Battle joined... (Jonathan DM2)  d8+2=3 ; d20+7=20 ; d20+7=9 ; d20+7=22 ; d20+7=17 ; 2d6+7=15 ; d20+7=23 ; d20+7=15 ; 2d6+7=13 ; d20+7=18 ; d20+7=8 ; d20+7=23 ; d20+7=21 ; 2d6+7=12 ; 2d6+7=16 ; d20+7=20 ; d20+7=19 ; d20+7=9 ; d20+7=8 ;
Tuesday March 10th, 2009 12:34:49 AM

Sira strikes at the skeleton canine but misses. Nirith throws a punch and a kick. The punch misses but the kick hits. (OOC: I'll roll the damage and if it is wrong let me know). Dmg 1d8+2 = 3. :) Although the kick caught mostly air from so many missing bones, it hit the spine and broke it! The skeletal canine falls without a whimper.

Marcas, less worried about the skeletal Worg than the three large undead now facing him, turns his back on the skeleton and chops at the BCs as they come into range. The first two swings of his ranseur hit but the next two miss! Worse still, his two hoof and his gore attacks also miss!

HIs call for Sira is answered by the sound of cracking bones, although he's too busy to see who dunit.

Cedric finally able to see the undead, charges full blast at the nearest one while Lucky Eddie swirls his sling and hangs on for dear life! Hanging on to the charging dino proves too difficult for the King to aim properly and the stone flies harmlessly by the undead.

The charging dino attracts the attention of Yel and Gre BCs, who grin a mallicious grin as their claws instantly extent 20 feet to catch Cedric as he charges in.
Green AOO 1 (20-15ft away) vs Cedric: d20+7=20; miss
Green AOO 2 (15-10ft) vs Lucky Eddie: 9; miss
Yellow AOO 3 (15-10ft) vs. Cedric: 22; hit dmg 2d6+7 =15.
Yellow AOO 1 (15-10ft) vs Lucky Eddie: 17; miss

Cedric takes 15 points of damage from Yellow BC as he leaps onto the Green BC. Four attacks plow into the undead but only two hit. The Foreclaw 1 (hit AC23, but with +1 from Inspire Courage and +1 for being within 20ft of Lucky Eddie = 25), and the Bite.

Sir John decides to join the fray and charges clear across the battle field.

Green and Yellow BCs still grin as the rider approaches and both reach out to strike at both the rider and the horse with his 20ft long bony claws.
Green AOO vs SJ d20+7= 23, hit dmg 2d6+7= 13
Green AOO vs horse d20+7= 15, miss.
Yellow AOO vs SJ = 18, miss
Yellow AOO vs horse = 8, miss

Sir John takes a vicious rake for 13 pts of damage as he slams into the Green BC, the axe biting into it and flames burn the flesh around the wound. (OOC: you don't get the +1 for being mounted, these are Large creatures. The +1 is only effective when you attack a creature smaller than your mount. Sorry. You still hit though.)

(If Joshua did a double move to reach the G-BC, he doesn't get an attack, but he missed anyway.)

Speck drinks a potion and moves his little legs as fast as he can to get closer to the undead and protect the Fixer.

The Green BC is now surrounded, but it is undaunted and grins a toothy grin as retracts its claws for close combat and lashes out twice at its latest foe (Sir John), raking him for 28 points of damage. Take that! he hisses through his grin. Then he takes a 5ft step to YZ16.
Att 1 d20+7 = 23, hit, dmg = 12
Att 2 = 21, hit, dmg = 16

Yellow BC turns its attention on Cedric, letting his buddy deal with Marcas. Both raking attacks miss. Then he takes a 5ft step to Z-AA18.

Att 1 d20+7 = 20
Att 2 = 19

Red BC, figuring it can finish off the Fixer real easy once the minotaur is out of the way, claws at Marcas twice. Missing both times, he steps back 5ft to Z-AA21

Att 1 d20+7 = 9
Att 2 = 8

Farm Battle map 5

(whew! that wore me out!)



Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB) 
Tuesday March 10th, 2009 4:52:58 AM

Nirith is surprised to see the Skeleton crumble to the ground... then she looks at the larger bone claws... swallowing down a lump in her throat she considers how to deal with them best as they appear to be rather tough...

She raizes her hands and casts a Doom spell upon the red Bone Claw (Will save DC16 or become shaken for 3 minutes)



Sir John (Ken M) AC 21, 22/50 hps  d20+13=31 ; d20+8=14 ; d8+4=6 ; d6=3 ; d20+8=15 ; d20+8=28 ; d20+8=17 ; d20+1=2 ; d20+6=21 ; d20+6=19 ; d6+4=8 ; d6+4=9 ;
Tuesday March 10th, 2009 2:22:24 PM

Stunned by the creature's viscous attack, Sir John feels the pain of his intense wounds. "You'll pay for that vermin" he calls back to his foe. Down to less than half his hp's in one blow, he yells to his companions, "If anyone has any healing they could share, I'd appreciate a little boost..."

However, he's not about to give up yet and decides to continue his assault upon the large, unfriendly foe.
Attack 1 = Hit AC 31 for 6 + 3 fire = 9 total
Attack 2 = Hit 14 (missed)

Ride Check = 15 to fight in battle (OK)
Ride = To have Josh attack = 28 (OK)
Ride = For Joshua's AC 17, stick with original AC

Joshua's bite = Miss
Joshua's hoof 1 = Hit AC 21 for 8 pts
Joshua's hoof 2 = Hit AC 19 for 9 pts

Stats:
Sir John = AC 21, 22/50 hps
Joshua = AC 22, 39/39 hps


Cedric AC 24 (+2 Deflection) HP 62/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet Current Spells  d20+13=23 ; d20+6=22 ; d20+6=17 ; d20+6=19 ; d3+4=7 ;
Tuesday March 10th, 2009 7:21:52 PM

Cedric continues to bite at the giant in front of him, laying in with everything he has but not having much luck.

OOC:
Hit AC 23, 24, 19, 21. (forgot inspire courage and lucky bonus for last 3 rolls, inc in the 23). I think only the AC 24 has a chance of hitting. Foreclaw hits AC 24 for 7 damage.

Marcasthai AC 20 HP 60/74 (SteveK)  d20+10=30 ; d20+5=24 ; 2d6+6=16 ; 2d6+6=15 ; d20+8=22 ; d8+4=11 ;
Tuesday March 10th, 2009 8:05:24 PM

Marcas grunts as another Boneclaw reveals itself out of the darkness. He shifts a little, (5 foot step to W,19-X,20) to keep himself in-between the Fixer and the Red Boneclaw. Then, since he's moved far enough away from Green Boneclaw to bring his Ranseur into play!

1 Ranseur: AC 30 Dam 16
2 Ranseur: AC 24 Dam 15

Then with a duck of his head, the wicked horns flick out to keep the Red Boneclaw at bay.

Gore: AC 22 Dam 11

"The strong must protect the weak!", the minotaur bellows in his deep gravelly voice.


Lucky Eddie AC14/16 HP42  d20+15=31 ; d20+9=12 ;
Tuesday March 10th, 2009 8:48:36 PM

Activates his tattoo to make three more stones. AC roll: 31. Ride check for Cedric: 12. Luck Points: 5 currently.

The Undead come, Battle joined... (Jonathan DM2) 
Tuesday March 10th, 2009 11:23:05 PM

OOC: I was waiting for Sira's move. It's a bit late now so I'll post the moves tomorrow afternoon. Sorry for the delay.

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1  d20+10=12 ;
Wednesday March 11th, 2009 1:49:43 PM

OOC: Yes, sorry all, things are busy Tuesdays now! :)

Sira strikes at the skeleton (AC 12, assuming a miss)

The Undead come, Battle joined... (Jonathan DM2)  d20+9=20 ; d8+1=5 ; d20+7=12 ; d20+7=27 ; 2d6+7=12 ; d20+9=23 ; d20+17=26 ; d20+7=25 ; d20+7=22 ; 2d6+7=18 ; 2d6+7=16 ;
Wednesday March 11th, 2009 11:05:53 PM

The Defenders now converge on the three remaining Large and Intimidating foes. They seem to relish the fight and the sight of blood encourages them even more.

Nirith tries to gain an adavantage over the one threatning the Fixer and casts a Doom spell on it. The feeling of horrible dread Nirith wished to impart upon the Red BC seems to wash over the undead with no effect. (Knowledge Religion DC15 for : Highlight to display spoiler: { Undead Trait - immune to all mind affecting effects, moral effects included. Pg 317 MM. if I'm wrong I'll have a redo on this.}

Sir John grits his teeth, cries vengeance, swipes at Green BC, then cries for healing. His axe makes a cut, the flames from the axe scorch dead flesh, but all else fails to hit. (OOC: you'll need to make a 5-foot step to be in range. I'll put you at w-14,x-15.)
Also, Spot DC10 to Highlight to display spoiler: { notice the axe only made a slight nick in the creature's hide, the flames from the axe doing more damage than the blade.}

Cedric continues to try to rip the tough flesh from the Green BC but only manages to get one foreclaw in. OOC: you are right, you need to hit AC24 on these things. Also, Spot DC10 - See Sir John Spoiler.

Lucky Eddie somehow clings to Cedric and activates his Magic Stone tatoo miraculously managing not to drop any of the newly created stones. He then squeezes his stubby legs tight to remain in the saddle and help guide Cedric away from grasping claws (with little effect).

Marcas has the Luck of the Hafling, though, as two swipes of his ranseur hit Red BC.

Sira kicks the busted up worg skeleton out of the way and ponders how to get at these creatures that have terrific reach with their claws without getting sliced-n-diced.

Speck, hoping his potion works, hurdles over collapsed skeletons and wiggles through Sira and Nirith to reach Sir John, tumbling the last 5 feet to avoid the long reach of Green BC, DC15, d20+9 = 23.

Green BC Will Save d20+9 vs DC14 = 20. oops
Green BC sees poor Speck aproach Sir John but the nimble hafling slips under his claw and he doesn't get an AOO

Speck hopes the move proves helpful and activates his Wand of CLW on Sir John healing 1d8+1 = 5pts.

++++++++++++++

Red BC reaches out twice to claw Marcas into submission, then takes a 5-foot step to Y22,X21.
Att 1 d20+7= 12, miss
Att 2 = 27, hit for 2d6+7 = 12pts

Green BC gets angry at the little dino clawing at him and with his toothy grim and claws open wide he hisses, I Huuuungry! Eat Brains!. Intimidate check d20+17 = 26. Make an Opposed Roll, a Modified Level Check (PHB pg26), if you fail to meet or beat DC26, you are shaken for 1 round.

Yellow BC decides that the Minotaur is the toughest of the lot and tries to put him away so Red BC can rip the Fixer to shreds with impunity.
Att 1 d20+7= AC25, hit, 2d6+7 = 18
Att 2 AC22, hit, 2d6+7 = 16
Marcas takes another 34 pts damage.

Farm Battle map 6

Marcasthai AC 20 HP 14/74 (SteveK)  d20+10=13 ; d20+5=18 ; d20+8=24 ; d8+6=14 ;
Thursday March 12th, 2009 9:33:16 AM

Blood flies, and Marcas feels his strength ebbing fast. He is determined to keep his body between the Fixer and death. His Ranseur swings feebly at Green Boneclaw, but he tries to back up Red Boneclaw with a swipe of his horns.

1 Ranseur: AC 13 miss
2 Ranseur: AC 18 miss

Gore: AC 24 Dam 14

Sir John (Ken M) AC 21, 22/50 hps  d8=5 ; d20+4=10 d20+11=12 d20+6=26 d20+6=14 d8+3=7 d20+8=23 d20+8=26 d20+8=23 d20+6=9 d20+4=10 d20+4=13
Thursday March 12th, 2009 11:42:19 AM

(Sorry hit the wrong button... Spot = 10. Does my spot tell me anything about Joshua's attack's being succesful? He hit AC 21 and 19 last time... Did they work or not?)

Calling out to everyone around him, Sir John yells, "Hey, this dang thing is somehow resistant to my blade! If you've got a bladed weapon, try something else!"

He'll make a 5' move south (to avoid OOC but remain close to the enemy and to draw his MS) and draw his morningstar. Waving it around to gain momentum, he bashes the undead creature, while calling on Joshua to continue hitting it...

Attack 1 = 12 (miss...)
Attack 2 = 26 (Critical Hit..) Threat check = miss, so does 7 pts of dmg...

Ride to attack 23 OK
Ride for Josh to attack 26 OK
Ride for Josh AC 23 OK

Josh's bite = miss
Josh's hoof 1 = miss
Josh's hoof 2 = miss

Stats = Sir John = AC 21, 22/50 hps
Joshua = AC 23 (due to ride check to avoid being hit), 39/39 hps



The Undead come, Battle joined... (Jonathan DM2) - addendum 
Thursday March 12th, 2009 6:28:31 PM

Sir John

1) sorry I wasn't clear on Joshua's attacks last round. All miss. These meanies AC is 24.

2) Your current hps should be 27/50, not 22/50. Speck healed you for 5pts with his CLW wand.

Cedric AC 24 (+2 Deflection, Shaken) HP 62/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+11=24 ; d20+11=19 ; d20+6=10 ; d20+6=17 ; d20+6=8 ;
Thursday March 12th, 2009 6:59:29 PM

The deinonychus trembles at the thought of having his brain eaten. Although he attacks, the slight hesitation costs him as none of his attacks land.

OOC:
Intimidate check DC 26: Failed. bravo for the intimidate DM, nice to see varied tactics.

link fixed by Cayzle -- I think either your header was too long or it did not like two links.

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1  d20+10=16 ; 3d6+6=14 ;
Thursday March 12th, 2009 8:13:03 PM

Sira steps into the threat zone and and attacks. (AC 16, for 14 damage)

Lucky Eddie AC14/16 HP42  d20+13=32 ; d20+15=34 ; d8+1=8 ; d20+9=11 ;
Thursday March 12th, 2009 9:22:50 PM

OOC: Looks to me like I am next to the enemy? So if I use a missile weapon I provoke an AoO? I'll assume so.

Lucky, a little nervous this close to the undead, puts Cedric between himself and the enemy. (OOC: Use Ride Skill to use mount as cover.) To do that, he puts four of his five remaining luck points into the check. His Ride Check 32 means success! That boosts Lucky's AC by 4. And gives him back his four luck points and one extra.

By the way, Lucky's AC this round is 34, plus 4 for the cover, is a 38.

Then Lucky uses his wand of CLW to help Cedric. He heals his pal for 8 hp.

And the ride check for Cedric's AC using Mounted Combat feat: 11! Oh well.

Spells:

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle

Active Effects: Inspire Courage, Magic Circle

Tattoo: 2 of 3 used.
Magic Stones Left: 3
Current Luck Points: 6
CLW wand: 47 charges left

Remember -- all friends in 20 feet get a +1 on attacks, skills, saves! All friends in 10 feet get +2 on saves and AC with Magic Circle.


The Undead come, Battle joined... (Jonathan DM2) - addendum 2 
Thursday March 12th, 2009 10:28:01 PM

Sira, I presume you moved to X16 and using a mace?

Cedric, are you keeping Quellis out of combat for some reason? Seems we need all we can get. Loosing Glandum made a much bigger difference than I had thought.

Waiting for Nirith. We need all attacks we can get in on these guys.

Speck  d20+9=23 ; d8+1=7 ; d20+9=23 ; d20+9=14 ;
Thursday March 12th, 2009 10:46:54 PM

Hoping that Sir John can withstand more hits now, Speck Tumbles towards Marcas. DC15, d20+9 = 23, success, and uses his wand of CLW on the Minotaur for 1d8+1 healing 7 points of damage. Marcas is now 21/74.

Yellow BC Will save DC 14, d20+9=23. Yellow BC sees Speck.
Red BC Will sve DC14, d20+9 = 14. Dang! Red BC sees Speck.

Sir John (Ken M) AC 21, 27/50 hps 
Friday March 13th, 2009 9:59:55 AM

(OOC = I checked my post and realized Sir John could not have made his 2nd attack, b/c he moved 5' and only had a standard (rather than full action). So go ahead and disregard that nice, wonderful, beautiful critical hit...)

Marcasthai AC 20 HP 14/74 (SteveK) 
Friday March 13th, 2009 11:26:53 AM

ooc: but a PC can move 5 foot step and still do a Full Attack. Yay 2nd hit! Unfortuneately, all undead are immune to critical hits. Boo, undead!)

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1 
Friday March 13th, 2009 12:32:10 PM

(OOC: I don't see how moving to X16 helps her position, when she's standing right next to SQ and another SQ. If she goes to where you suggest, she'll be in the middle of a cluster of doom, creatures with reach you see. So, no, she doesn't move there. )

Looking right at the undead right in front of her, she wonders why she can't just attack.

Sir John (Ken M) AC 21, 27/50 hps 
Friday March 13th, 2009 3:34:03 PM

(OOC = Steve, can you point to me in the PH where it talks about 5' steps and Full Attack...? I thought I finally had it straight in my mind... Even though they are immune to crits, I still get an auto hit.. so that's good enough...)

Marcasthai AC 20 HP 14/74 (SteveK) 
Friday March 13th, 2009 5:11:41 PM

ooc: Player's Handbook, Combat Chapter, Attack Actions, Full Attack, 1st Paragraph, 3rd Sentence. "The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks."

I'm reading from a pdf file, and so I can't tell you the exact page number...

Sir John (Ken M) AC 21, 27/50 hps 
Friday March 13th, 2009 8:22:31 PM

Steve = Thanks man for the info. We need every hit we can get...

Ken

Lucky Eddie AC38 HP42 
Saturday March 14th, 2009 7:53:09 AM

Just checkin' in. And note that my AC this round is 38, not 16.

OOC Jerry 
Sunday March 15th, 2009 1:19:56 PM

I am prepared to send Steve VDB his month of DMing. Let me know again via email, Jonathan, when you're a week away from being done so Steve has a week to prepare. Received your email.

The Undead come, Battle joined... (Jonathan DM2) - addendum 3 
Sunday March 15th, 2009 11:51:09 PM

Sira, It may not be very visible, but the SQ's are greyed out, footnote at bottom left showing 'greyed out' as dead ones. Sorry it it wasn't clear. So you can ignore them without wory.

I don't know what you want to do next. Moving To X16 would incure attacks of opp. from both Green and Yellow BC's. They have a 20 foot reach. However, as a DM's prerogative to move things forward, I'll put you at X16 and wave the AOOs.

Lucky Eddie, your assumption is correct, you are next to them. But they also have a 20f reach...

Don't have Nirith's move yet. We need every attack at these we can get. I hate to move on and leave someone out. Anyone mind if I waid until Nirith makes a move? I'll give until Monday shortly after noon.

Nirith Dahaka(AC21 - HP39/39 - Cat's Grace] and Nekron (StevenVdB)  d20+5=24 ; d20+5=22 ; d8+2=6 ; d8+2=9 ;
Monday March 16th, 2009 10:48:53 AM

Nirith grumbles to herself having wasted a perfectly good spell on these Undead... after all she was in the least not prepared to go up against Undead in the first place!

Never the less she tumbles around her friends and hopes to strike one of the BoneClaws...

With a Flurry of Blows she pounds on the monster... (hitting AC24 and 22 - damage 6 and 9)
Too bad her Merciful Tears don't do anything against these Undead freaks...

(ooc : Jerry I will write you an email but I won't be able to DM this Tap given the Crossover for the Bloodpack and the Children of Chaos - Now is the worst possible time to DM a second game...)

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1 
Monday March 16th, 2009 11:48:38 AM

Mentally regrouping, Sira does nothing but move to L18 behind the wood pile.

Marcasthai AC 20 HP 14/74 (SteveK) 
Monday March 16th, 2009 1:19:07 PM

ooc: I agree with SteveVdB. Can we pass over him and go to the next DM until the Crossover is complete?

Sir John (Ken M) AC 21, 27/50 hps 
Monday March 16th, 2009 1:45:12 PM

(OOC = I second Marcas' motion...)

The Undead come, Battle joined... (Jonathan DM2)  d20+7=13 ; d20+7=20 ; d20+17=30 ;
Monday March 16th, 2009 6:16:41 PM

Marcas desperately tries to keep the Green BC at bay, swinging his ranseur, but the thing dodges his blows. His horn, though, pokes a hole in Red BC's bicep as it swngs in.

Sir John shifts a little towards Marcas and switches weapons to a Morning Star to see if it is more effective than his axe. It appears so. Joshua's attacks miss though.

Cedric intimitaded by the viciousness of the threat to eat his brains, wavers a little and misses, visibly shaken by the horribly visage of his body laying on the ground, the thing's claws digging into his skull and pulling out bits of brains, smaking its lips.

Lucky Eddie shifts in the saddle and heals Cedric some.

Speck tumbles through the frey and heals Marcas 7 pts of damage.

Nirith opts to use her monk skills against these creatures and tumbles into the frey, hitting with one of her blows. (OOC: you didn't give me your tumble roll DC15 for success at tumbling into melee to avoid AOOs but I'll presume you made it. Also, you didn't tell me which one you were going after, so I'll put you against Red BC to help Marcas out.)

Sira seeks protection and position advantage behind a burning bonfire.

++++++++++++++++++++++++++

Yellow BC steps up and snarls at Sir John and snaps at Joshua. Such a puny animal standing in their way! The Nerve!
Yellow BC divides his two attacks between Sir John and Joshua.
Att 1 vs SIr John d20+7= 13, miss
Att 2 vs Joshua d20+7 = 20, miss

Green BC thinking the shaking Dino a hillarious sight, reaches out his claws to their 20foot length and literally envelopes Cedric and Lucky Eddie in a cage of bony claws and opening his jaws wide hisses I get Brains, He get Eyeballs and Liver!.
OOC: Another Intimidate Check d20+17 = 30. Cedric, make another Opposed Roll, with a -2 now from being shaken. Modified Level Check at -2 (PHB pg26), if you fail to meet or beat DC30, you are shaken for another round.

Red BC, splits his attacks against Marcas and Nirith, to put them both to flight.
Att 1 vs Marcas d20+7=


The Undead come, Battle joined... (Jonathan DM2) - continued  d20+7=11 ; d20+7=26 ; 2d6+7=19 ;
Monday March 16th, 2009 6:20:14 PM

Ooops. Cat in my lap and I hit submit by accident.

Cont.

Red BC, splits his attacks against Marcas and Nirith, to put them both to flight.
Att 1 vs Marcas d20+7= 11, miss
Att 2 vs Nirith d20+7 = 26, hit, 2d6+7 = 19 pts.

Farm Battle map 7


Marcasthai AC 20 HP 21/74 (SteveK)  d20+8=27 ; d20+3=13 ; 2d6+14=25 ; 2d6+8=11 ;
Monday March 16th, 2009 6:31:47 PM

Strengthened a bit by Speck's spell, Marcas is mildly surprised he is still on his hooves. Time to make the most of it!

Stepping to keep him between Red and the Fixer (move to W,21 to X,22 - pending Nirith's move), he spins his Ranseur back to catch Green in a flanking attack! And he pushes his strength into the polearm, counting on the fact at least one strike will hit home. (flanking +2, Power attack -4 to hit +8 damage [for two handed])

Ranseur1: AC 27 Dam 25
Ranseur2: AC 17 miss

He waves his horns menacingly to keep Red's attention.

Gore: AC 11 miss

OOC Jerry 
Monday March 16th, 2009 6:34:24 PM

Steve VDB can't take the reigns right now due to his heavy responsibilities in the game he permanently DMs. I think this is normal and will happen from time to time.

So unless he makes a trade with someone, I'll move him to the bottom of the list. If this game continues after this first module, he'll want to take a turn before we start a 2nd rotation.

Cayzle is 4th on the list. So Cayzle, you're up. Guys, email me with a week's notice before Cayzle is due to DM and I'll send him his month's material.

BTW, this is awesome reading! Great game!

Lucky Eddie AC38 HP42  d20+15=35 ; d20+9=22 ; d20+6=12 ; d20+6=22 ; d20+6=14 ; d8=2 ; d8=3 ;
Monday March 16th, 2009 8:23:37 PM


AC roll for this round (+13+2 for magic circle): 35! A nat 20!

Ride Check for Mounted Combat for Cedric: AC22. Nice, but not enough to actually help. I gotta get a boost to my Ride Check for this strat to pay off!

Ekim decides he has to do something about this annoying Green BC undead thing. He thinks about using his concentration to cast a spell on the defensive. But he chooses NOT to cast defensively; therefore, he provokes an AoO in casting. King Ekim is trusting to his high AC to avoid any problem.

IF the AoO DOES attack, here is a concentration check to see if he loses the spell: a 12 means he likely WILL lose the spell IF he is hit.

But if the spell goes off successfully, then Ekim casts a Cure Moderate Wounds on the undead. That requires a touch attack, and Ekim rolls a touch attack vs AC22 -- likely a hit!

The will save to half the damage is a d20+2+4 as a base ... and Lucky rolls a 14 as the will save DC. The undead takes 2+3+5 damage, that is, 10 hp damage, save for half.

Lucky is not sure but he might have been better off throwing a magic stone!

[OOC: I'm ready to take over as DM. Just tell me when and send me the scene!]

Cedric AC 24 HP 70/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+9=23 ; d20+11=13 ; d20+6=22 ; d20+6=23 ; d20+6=16 ;
Tuesday March 17th, 2009 8:03:47 AM

Cedric continues to tremble as the giant ups the threat against him, and continues his ineffective attacks. He's not sure what to do as the panic begins to set in.

OOC:
Intimidate Check: DC 30 - failed
Shaken
All attacks miss.

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1 
Tuesday March 17th, 2009 11:11:20 AM

She assesses from the woodpile.

Marcasthai AC 20 HP 21/74 (SteveK) 
Tuesday March 17th, 2009 11:39:38 AM

ooc: Cedric, you are opposite Sir John and should get a +2 flanking bonus, that'll make two of your claws strike!

I don't believe we get flanking for that position, will check diagrams in books. --Troy/Cedric

Sir John (Ken M) AC 21, 27/50 hps  d20+13=26 ; d8+10=15 ; d20+8=11 ; d20+8=16 ; d20+8=22 ; d20+8=17 ; d20+6=23 ; d20+6=16 ; d20+1=4 ;
Tuesday March 17th, 2009 2:19:15 PM

Sir John sees that the yellow beast is now attacking him and Joshua, but he remains focused on the green one. Once it is taken down, then he'll worry about the annoying yellow one...

Whirling his morningstar yet again, he'll bash at it's jawbone, hoping to damage it even more. Also, he'll use his "Smite Evil" ability to hopefully add to the hit and damage rolls...

Att 1 = Hit AC 26 for 15 pts of dmg (yeah, take that!)
Att 2 = Hit AC 11, miss...

Ride check 16 (OK to fight)
Ride check 22 (OK for Josh to attack)
Ride Check 17 (stick w/ Josh's normal AC)

Josh Hoof 1 = Miss (AC23)
Josh Hoof 2 = Miss AC16
Josh Bite = Miss AC 4

(OOC to ALL = How does the Paladin's Immunity to Fear and +4 bonus to those w/in 10' vs. fear affect the monster's intimidate efforts against us? I haven't ran into that situation before... Ideas?)

Stats = Sir John = AC 21, 27/50 hps, 1/2 Smite Evils used
Joshua = AC 22, 39/39 hps

Nirith Dahaka(AC21 - HP20/39 - Cat's Grace] and Nekron (StevenVdB)  d20+5=25 ; d20+5=22 ; d20+5=24 ; d8+2=6 ; d8+2=6 ;
Tuesday March 17th, 2009 4:34:45 PM

Nirith's face goes pale at the awesome blow she just got... from now on she has a dodge bonus planted vs Red Bone Claw... Being too close she decides to withdraw but not before pounding it some more with her bare hands... (hitting AC25 and 24 - damage 6 and 6)

She then makes a 5 foot step avoiding AoO to get out of the Bone Claw's reach... (if possible)

AC vs Red Bone Claw = 22

The Undead come, Battle joined... (Jonathan DM2) - hiccup 
Tuesday March 17th, 2009 11:58:04 PM

sorry folks, my internet has been down all evening. It just came up but it is 23:00 hrs now. I'll get this posted tomorrow.

Sir John (Ken M) AC 21, 27/50 hps 
Wednesday March 18th, 2009 11:28:09 AM

(DM Jonathan = I'll be traveling over the next four days, and will try to post daily. However, I'm not sure where and when I'll have access, so if I don't post, that's why. Please don't hold up posting for me, as I don't want to keep the story from moving forward ;-) Ken)

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1 
Wednesday March 18th, 2009 1:12:34 PM

OOC: Checking in

Lucky Eddie AC38 HP42 
Wednesday March 18th, 2009 6:39:48 PM

Check check!

Marcasthai AC 20 HP 21/74 (SteveK) 
Wednesday March 18th, 2009 10:12:13 PM

body check

The Undead come, Battle joined... (Jonathan DM2)  d20+9=10 ; d3+3=4 ; d6+4=5 ; d8+1=9 ; d3+3=5 ; d20+5=17 ; d20+5=25 ; 2d6+7=11 ; d20+5=20 ; d20+5=19 ; d20+7=26 ; d20+7=26 ; 2d6+7=13 ; 2d6+7=13 ;
Thursday March 19th, 2009 12:16:50 AM

Nirith slaps the Red BC and leaves some good welts getting Red BC's attention then tries to step out of the way. Although, with the 20ft reach of these things, she's got a ways to go. (OOC: I moved Nirith to W22 so Marcas can move in.)

Marcas (OOC: the BC's are 8ft tall, I don't see how you can reach through Yellow BC to get to Green BC from W19-X19. Moving 5ft up, I see it working, but you want to make a move down after attack. I'll let it go but keep in mind the size of these things.)

The Mintour takes a mighty swing, so mighty that it reaches clear across Yellow BC and hits Green BC, slashing it horribly. With a toss of his head he pokes at Red BC but misses.

Lucky Eddie decides to be bold and casts a CMW spell on Green BC. He reaches out and touches the thing (YUK!) and what would normally be healing energy actually hurts it.
Will Save DC14, d20+9 = 10! (N1) Gotta be lucky!

Cedric, still shaking in his boots, tries to attack Green BC.

OOC: Best I can figure from the diagrams in the PHB, IF Marcas can threaten Green BC (questionable since Yellow blocks, but I allowed it anyway), then Cedric would be flanking Green BC. This would give Cedric a +2, however, he gets a -2 for being shacken, however he gets a +1 for being near Lucky. Taking my abacus out, that gives him a +1 bonus on attacks.

IC: Using the above bonus, Cedric connects with one foreclaw for 1d3+3 = 4 damage. However he notices that the claw should have dug in but the tough skin repelled it (ie. damage reduction vs sharp weapons)

OOC: Relating to the Intimidate checks, Intimidate demoralizes the opponent. It doesn't specifically use the word Fear, but then what is demoralizing if not putting the Fear of god, death, or whatever in someone? So I'd say the +4 bonus from being near the Pallading adds to the Save.
Also, the Magic Circle adds +2 to saves, for a total of +6, and with the +1 for being with Lucky, that's +7, just enough to shake off the Intimidation!

Being this, Cedric connects with the first foreclaw as well, for 1d3+3 = 5pts damage, but with same result as before, ie. damage reduction vs sharp weapons.

Sir John takes vengeance upon Green BC bashing him good with one blow of his pointy club.
Joshua even connects with a hoof (hit AC23, but with +1 bonus from Lucky = AC24) for 1d6+4 = 5 pts.

OOC: If you can't post, and battle is going strong, want to keep hitting with MS and hoof attacks?

Speck takes a 5ft step to V19 and uses his CLW wand again on Marcas for 1d8+1 = 9 healing points.

++++++++++++++

Green BC reels from the attacks against him and tires of the game he's playing with the dino and attacks with both claws.
Att 1 vs Cedric d20+7 -2 (magic circle vs evil)= 17, miss
Att 2 vs Cedric d20+7 -2 (magic circle vs evil)= 25, hit, dmg 2d6+7 = 11 points damage.

Yellow BC continues his attacks on Sir John and Joshua.
Att 1 vs Sir John d20+7 - 2 (magic circle) = 20, miss
Att 2 vs Joshua d20+7 - 2 (magic circle) = 19, miss

Red BC continues to try to take both Marcas and Nirith on.
Att 1 vs Marcas d20+7 = 26, hit, 2d6+7 = 13 dmg
Att 2 vs Nirith d20+7 = 26, hit, 2d6+7 = 13 dmg

Farm Battle map 8



Nirith Dahaka(AC21 - HP7/39 - Cat's Grace] and Nekron (StevenVdB)  d8+3=11 ;
Thursday March 19th, 2009 10:56:17 AM

"ooof..." Nirith cries as the Bone Claw hits her again... she can't take a third hit! She has to make sure Marcas can continue this fight and give him a few boosts...

Nirith withdraws from the threathened squares (thanks to her mobility her AC raises to 25 while doing this) and positions herself behind Marcas... there she touches the Minotaur and heals some of his wounds... (casting CLW on Marcathai - healing him for 11HP)

"Speck heal Marcas some more!"

"Marcas hold on I'll cast a Cat's Grace next..."



Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1 
Thursday March 19th, 2009 11:23:34 AM

Moves to V22.

Cedric AC 24 HP 59/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+14=23 ;
Thursday March 19th, 2009 1:34:41 PM

Cedric shifts tactics and takes a step back, casting defensively with strange dinosaur gestures.

OOC:
5' step to Z-13
Cast defensively DC 16 (passed)
Cast Produce Flame



Lucky Eddie AC33 HP42  d20+10=29 ; 2d6+3=13 ; d20+15=33 ; d20+9=16 ;
Thursday March 19th, 2009 5:05:11 PM

Safely out of melee range after Cedric backs up, Lucky throws a magic stone at the nearest enemy. He hits AC29 and inflicts 13 hp damage -- 14 if that Inspire Courage is still going!

Is that Bardic Inspire Courage still in effect?!?

Lucky's AC this round: 33! woot!

Ride check to serve as Cedric's AC: 16 oh well.

Spells:

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle

Active Effects: Inspire Courage??, Magic Circle

Tattoo: 2 of 3 used.
Magic Stones Left: 2
Current Luck Points: 5
CLW wand: 47 charges left

Remember -- all friends in 20 feet get a +1 on attacks, skills, saves! All friends in 10 feet get +2 on saves and AC with Magic Circle.



Sir John (Ken M) AC 21, 27/50 hps  d20+8=14 ; d20+8=21 ; d20+8=10 ; d20+12=16 ; d20+7=14 ; d20+7=25 ; d20+7=15 ; d20+2=14 ; d6+4=9 ;
Thursday March 19th, 2009 7:02:02 PM

Sir John cheers as both his and Joshua's attacks hit home. Continuing his same action, he'll bash once more with the weapon, trying to finish off Green Monster, since it's the one with a significant amount of damage. Yes, Yellow is attacking him too, but that'll have to wait...

Ride Check 1 = 14 (Can use both hands)
Ride Check 2 = 21 (Yes, Josh can attack)
Ride Check 3 = 10 (stick w/ Josh's normal AC)

Attack 1 = 16 miss
Attack 2 = 14 miss

Josh Hoof = Hit AC 25 for 9 pts dmg
Josh Hoof = Miss
Josh Bite = Miss

Stats = Sir John = AC 21, 27/50 hps, 1/2 Smite Evils used
Joshua = AC 22, 39/39 hps


Marcasthai AC 20 HP 19/74 (SteveK)  d20+10=23 ; d20+5=10 ; d20+8=21 ;
Thursday March 19th, 2009 8:07:17 PM

ooc: sorry, yeah, I thought I had a five foot opening, but no, YC completely covers GC.

"Sira! We need your mace! Stop dancing around and do something!" The minotaur bellows his frustration, looking for yet more things to throw at these undead. He landed a solid hit and STILL the wounded Boneclaw fights, and now is beyond Marcas' reach.

NIrith's healing nearly offsets Red's attack, but Marcas knows unless the odds shift further down that the status quo is a losing proposition. The minotaur keeps his ranseur in hand to take advantage of any undead trying to shift thier postition, but then uses elbows, hooves, and horns against Red.

Elbow AC 23 miss
Hoof AC 10 miss
Horn AC 21 miss

By Great Imod! the minotaur thinks I hope my blood gives the others time to defeat these. Dying here will be worth it if the innocents are protected!



The Undead come, Battle joined... (Jonathan DM2)  d8+1=3 ; d20+7=23 ; 2d6+7=13 ; d20+5=12 ; d20+5=24 ; d20+5=20 ; 2d6+7=16 ; d20+7=22 ; d20+7=12 ; 2d6+7=15 ;
Thursday March 19th, 2009 10:45:33 PM

Nirith OOC: a 5ft step to V21 should do it, as Marcas will provide cover from both Red and Yellow BCs due to his large frame.

Nirith steps behind Marcas for cover in order to heal him without incurring an attack of opportunity and calls for Speck to do the same.

Speck obliges and uses another charge from his wand, healing 1d8+1 = 3. So Marcas has been healed for 14 pts.

OOC: The Inspire Courage lasted 5 rounds, ending at the end of Round 7. This is the begining of Round 9. Sorry I didn't keep up the reminders. Just had a lot on my hands. :}

Sira moves into the battle and ends up next to Nirith, however as she moves the last 5 feet, a long 20 foot arm+claw reaches out to scratch her. (AOO moving from threatened to threatened: 20ft - 15ft).

AOO d20+7= 23, hit, dmg = 2d6+7 = 13

Cedric steps back and manages to cast a flame producing spell.

Lucky Eddie thinking he's out of melee range, uses his sling to toss a magic stone. The 20 foot reach of Green BC easily has the hafling still in melle range for it and takes an AOO swipe.
AOO d20+7 - 2 = 12, miss

The hafling ducks the claws and the magic stone lands solidly in the Green BC's forehead!

Green BC wavers a bit and Joshua's hoof finishes what the magic stone started. Green BC crashes to the floor, dead once again! (OOC: somewhere, in a Pub, there is a round of applause, loud cheering, and much clinking of beer mugs!)

Cedric and Lucky Eddie OOC: Dead Green BC is now an obstruction for movement about twice the size of the barrel next to you. Missile attacks not affected by this obstruction. You can attempt to Jump over it though.

Marcas, now healed up to 22/74 (from both Sira and Speck), tries his mighty elbows and horns against Red BC but all fail to hit.

++++++++++++++++

Yellow BC, not seeing the stone that hit his buddy and thinking that it was the horse that felled him, takes out his vengeance on Joshua, swiping twice at the Paladin's warhorse.
Att 1 d20+7 -2 (just made the magic circle by the hair on your chin) = 24, hit, dmg 2d6+7 = 16
Att 2 d20+7-2= 20, miss

Red BC hisses Fresh meat, Slurp, Slurp as Sira moves up. Not ready to completely ignore the Minotaur, it continues to split his attacks between the two.

Att 1 vs Marcas d20+7= 22, hit, dmg 2d6+7 = 15
Att 2 vs Sira d20+7 = 12, miss

Farm Battle map 9

Lucky Eddie AC26 HP42  d20+15=26 ; d20+13=28 ; d20+13=29 ; d8=6 ; d8=6 ; d20+9=21
Friday March 20th, 2009 9:19:46 AM


AC this round: 26. AC for Cedric using Mounted Combat: 21 (23 with the magic circle).

Seeing that Marcas is in trouble, Lucky Eddie hops into action. He tries for a fast dismount -- Ride DC 15, and he sinks four of his remaining five luck points into the effort. No problem, and now he has 6 luck points. Landing behind the barrel, so as to gain cover and -- more importantly, immunity to AoOs -- he casts a Cure Moderate Wounds, in place of an Augury spell. Then, holding the charge of the spell, he tries for a fast remount, using four luck points -- no prob, and now he has seven!

At this point, Lucky still has a move action left in the round, but there's no way he can get to Marcas on his own, seeing as his stubby legs offer only 20 ft of movement. So he shouts to Cedric, "Tyco! Good Tyco! Speed me to Sir Marks-On-Thighs so that I may snatch him from the very jaws of death!"

With any luck, the dinosaur will carry Lucky within reach of the minotaur, so that Lucky can deliver his healing spell. After that, the amount of the cure will be 17 hp.

Marcasthai AC 20 HP 7/74 (SteveK)  d20+10=26 ; d20+6=7 ; d20+5=25 ; d20+6=18 ;
Friday March 20th, 2009 11:50:43 AM

Marcas grits his flat teeth against the pain as more of his blood flies in the wake of Red's attack. Yet his spirits rise as he sees one of the undead fall. Hold on, just a few seconds more!, he wills himself.

Thinking quickly, the big minotaur tries to make it easier for his allies to attack the enemy. He thrusts his Ranseur towards Yellow, but lowers it to strike between its legs, and PULLS. (Trip Attack) The strong blade grabs ahold of a leg, but the shaft twists in his bloody hands, and Marcus is forced to let go of his Ranseur!

Trip Attack: AC 26 melee touch, Trip: 7 fails, drops weapon to avoid prone

Weaponless but for his hands, Marcas turns to Red and steps forward, grasping and grabbing. (Grapple Attack) He moves corps-a-corps with Red, wrestling with Death itself!

Imp Grapple (no AOO): AC 25 melee touch, Grapple 22 (with +4 Imp Grapple)(Marcas' base Grapple is 18 [base 10 +4 Str bonus +4Imp Grapple])

Grapple: no threatened squares, lose Dex bonus

"NOW, Sira!" shouts the Minotaur. "while he can't fight back! Strike NOW!!!"

Sir John (Ken M) AC 21, 27/50 hps  d20+8=21 ; d20+8=24 ; d20+8=17 ; d20+14=28 ; d8+10=15 ; d20+9=13 ; d20+7=9 ; d20+7=20 ; d20+2=21 ;
Friday March 20th, 2009 7:03:14 PM

Sir John and Joshua celebrate as their foe falls and they both cheer loudly. However, their celebration is shortlived, as Joshua whinnies in pain as the green monster finally gets lucky in its attacks. Sir John also roars in anger and he decides that it's time for pay back.

Ride Check 1 = 21 (OK for both hands)
RC2 = 24 OK for Josh to attack
RC3 = Stick w/ Joshua's original AC

Sir John continues bashing, but this time, he decides to use up his last Smite Evil and do some serious damage to this cretin...

Attack 1 = Hit AC 28 for 15 pts dmg
A2 = Hit AC 13 miss...

Josh Hoof 1 and 2 Miss (AC 9 and 20)
Josh Bite = Hit AC 21 (Miss?)

Notes:
It appears I'm now in Lucky's MCvE, so I'm taking the AC bonus for John and Joshua
Sir John = AC 23, 27/50 hps, 2/2 Smite Evils used
Joshua = AC 24, 23/39 hps



Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1  d20+10=18 ; 3d6+6=13 ;
Monday March 23rd, 2009 11:15:42 AM

As Mar suggests, Sira moves in to attack. (AC 18, for 13 damage)

Nirith Dahaka(AC21 - HP7/39 - Cat's Grace] and Nekron (StevenVdB)  d8+3=8 ;
Monday March 23rd, 2009 11:23:06 AM

Nirith realizes she has to give Maracthai more time... he's on the brink of going down!

She draws a scroll from her Hhaversack (move action) and reads it while touching Marcasthai on his behind... (healing 8HP)

"Try to avoid getting hit Marcas!! I can't heal you fast enough..."

Asking Marcas to avoid getting hit sounds pretty stupid Nirith realises but it's the best she can think of right now...

"Speck if you have anything left to make Marcas look less like a punching bag now's the time!!"

The Undead come, Battle joined... One down, Two to go (Jonathan DM2)  d20+14=28 ; d8+1=4 ; d20+14=29 ; d20+7=14 ; d20+7=24 ; d20+7=15 ; 2d6+7=16 ;
Monday March 23rd, 2009 4:20:55 PM

Lucky Eddie takes advantage of the barrel and his nimbleness and is off Cedric and back in the saddle with a healing spell ready before the enemy can react.

Marcas tries some new tactics. He tries to trip Yellow BC but fails and drops his ranseur to possibly keep from getting tripped himself. Then, continuing with his unorthdox tactics, he jumps on Red BC to grapple it.
OOC: Grapple, PHB pg 156. Step 1: AOO, NA; Step 2: Grab, success!; Step 3: Hold (opposed grapple check), DC22, d20+14=28, failed to grab.

Sir John roars at Yellow BC at its audacity to attack his beloved warhorse, and retaliates with a solid hit. Joshua's attempts at retaliation fail.

Nirith able to hide behind Marcas, pulls out healing scroll and heals the minotaur some, and calls for Speck to perform a miracle(?).

Speck Speck, perplexed, answers Nirith, "Like how? Make him smaller? Make him dance a jig so he'll be harder to hit?"
Hoping Sira can help, he expends another charge from his wand of CLW, 1d8+1=4, So Marcas is healed for 12 pts.

Sira moves into the attack, hoping Marcas's grapple works. It doesn't, but Red BC, thinking it more entertaining to grab the minotaur and rend it into beef steaks than just standing back as slicing it, also moves to grapple Marcas, so the ranger manages to move into melee range without incurring AOOs. (OOC: Moved Sira to X22).

Her attack misses though.

OOC: Don't have Cedric's move yet. He's got the Produce Flame spell in his hands to throw or use. Cedric can move his turn after the monsters, moving him down to the bottom of the initiative list.
++++++++++++++++

Red BC initiates his grapple of Marcas. Step 1: AOO, Marcas gets 1 aoo. If Marcas misses then Step 2: Grab, melee touch attack d20+7= 14 vs touch AC; If both Step 1 & 2 pass, Step 3: Hold, Grapple check d20+14 = 29.

Yellow BC, seeing that they need to hurry up and accomplish their mission, tries to swat the little hafling Speck away from the fixer and keep the horsed Paladin busy. Then steps to X17,X18.
Att 1 vs Speck d20+7=24, hit. dmg 2d6+7 = 16
Att 2 vs Sir John d20+7 = 15, miss

Farm Battle Map 10

Lucky Eddie AC26 HP42  d20+8=16 ; d20+15=31 ; 2d8+5=17 ;
Monday March 23rd, 2009 4:47:47 PM


Last Round: So Eddie did not yet cast his cure on anybody? Since I could not get to Marcas last round, and since Sir John is hurting, could I have Tumbled ten feet to get next to Sir John and cast the cure on him? Tumble check is a 16 so that's okay. That would have been 17 hp to Sir John.

Then this round:

AC this round: 31, sweet!

Lucky will cast another cure. I'm hoping he is out of AoO range. If not, I'll take the AoO (with a high AC, it might miss). If Lucky gets the cure off, then he will cast it on Marcas if he can or on Sir John otherwise. That's 17 curing.

Marcasthai AC 20, Grapple Base 24 HP 27/74 (SteveK)  d20+10=24 ; d8+6=10 ; d20+10=20 ; d20+10=12 ; d20+5=25 ; d20+14=24 ; d8+6=14
Monday March 23rd, 2009 5:41:20 PM

(ooc: Woldian rules altered the PHB for special attacks. The action initiator begins the Grapple and has to hit a pre-set number (to avoid so much back and forth) For Grapple that is...
Grapple DC = 10 + Str Modifier + Size Mod + BAB + Feats

Marcas' Grapple Base is 10 + 4 + 0 (both Large) + 6 + 4 (Imp Grap) = 24 (BC has to hit 24 on Grapple to win)
The BC Grapple Base (I think) is 10 + 7 BAB/Str +0 = 17 or it could be the 10 +14 (Grapple) = DC24.

With the DC 24, Marcas would've not held on in the first place anyways, so so far this hasn't been an issue. :-)

I'm also good for whatever you want to do since we're in the middle of a battle and I don't want to quibble. :-) (end ooc)

....

AOO: Marcas thrusts a hand out in a stopping gesture, striking the undead in the chest, and foils its own attempt.
AC 24 Dam 10

He tosses his horns for good measure to keep the BC on its toes. (AC 20 miss)

Yet stopping the creature from initiating his own grapple is not on the minotaur's list of accomplishments, and he moves in again with renewed vigor from Nirith and Speck's healing. His first attempt at an arm grab misses (AC 12 I'm assuming even a touch attack misses here), but a follow-on grab is a success. (Touch AC 25). He barely hangs onto the large undead creature (Hold: 24) and crushes into its chest. (Dam: 14)



The Undead come, Battle joined... One down, Two to go (Jonathan DM2) - addendum 
Monday March 23rd, 2009 10:35:04 PM

Lucky Eddie: I was waiting for Cedric's move, which would have put you somewhere, and then you would cast your healing spell. Technically, you can Tumble your movement, so Tumbling from behind the barrel, AA13, to X14, for 15ft, or W14 for 20ft, would put you behind Sir John and Joshua, who would give you cover so you could cast your spell next round without AOO, if Sir John doesn't move too much.

If that's what you want to do, let me know and I'll update the map.

So, this past round (the one just played), you quick-dismount, cast but hold spell (standard action), Tumble to either X14 or W14 (move action). Next round, you cast the healing spell on Sir John, right?

Marcas: Grapple, I'll need to read up on the Wold's handling of the Grapple. In the Monster's attack description, it says, "Base Attack/Grapple +5/+14", so I used the +14, wich is supposed to incorporate all the bonuses (ie. size, feats, etc.). So what you are saying is we 'Take Ten' on the Grapple roll, for 10+14=24?


The Undead come, Battle joined... One down, Two to go (Jonathan DM2) - addendum 2 
Monday March 23rd, 2009 11:22:14 PM

The Grappling. In studying the Grappling, I discovered some things. But for the Grapple, here's what I found:

The defender's grapple DC is 10 plus base attack bonus plus ALL the modifiers listed above EXCEPT the -4 non-proficiency penalty. (From Woldian rules).

So the BC's defending grapple DC would be 10 + 14 (per monster description) -4 (no size difference) = 20. Best I can figure.

For the BC's grapple attack: 10 + 5 (BAB) + 5 (str) + 0 (no size dif) - 4 (non proficient) = 16.

Does that sound right?

Cedric AC 24 HP 59/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+7=17 ; d6+5=6 ;
Tuesday March 24th, 2009 8:00:59 AM

Cedric moves around the barrel and gestures with his foreclaw, throwing a spat of fire at the nearest foe.

OOC:
Move to AD 15
Hit Touch AC 17 for 6 fire damage.
1/7 produce fire.

Sorry for the missed post, was away this weekend and returned a day later than expected.

Nirith Dahaka(AC21 - HP7/39 - Cat's Grace] and Nekron (StevenVdB) 
Tuesday March 24th, 2009 11:03:00 AM

Glad to see Marcas able to avoid getting hit again and again, Nirith retrieves another scroll from her Hhaversack and touches his behind once again...

(casting Cat's Grace on Marcasthai - Dex +4 - AC +2 and other modifiers of course)

"Now stay alive you big taur... If you want I can make you even bigger!"

Marcasthai AC 20, Grapple Base 24 HP 27/74 (SteveK) 
Tuesday March 24th, 2009 11:38:04 AM

Grapple: I would make it easy and use the Base 10 and Monster +14 and Size -4 (no difference) for his defense. And the same but with a d20 +14-4 for his attack.

Marcas would have a Grapple defense of 10+4+6+4(Imp Grab) = 24

Sir John (Ken M) AC 21, 27/50 hps  d20+8=26 ; d20+8=9 ; d20+8=17 ; d20+8=26 ; d20+12=31 ; d8+3=4 ; d20+7=17 ;
Tuesday March 24th, 2009 2:06:40 PM

(OOC = I'm not sure if I get the points this round or not from Eddie's healing... I'll wait to hear if Sir John receives it or not... Also, there has got to be an easier way to do grapples, doesn't there? It's seems pretty complicated, I must admit...)

Taking a 5' step move forward to maintain his full attack, Sir John swings his morningstars in a brutal attack against the yellow foe. "Come back here coward and face me!" he yells. Due to his wounds, Joshua remains skittish and fails to join the attack this round...

RC1 = 26 = OK to fight
RC2 = 9 = Josh can't attack this round...
RC3=17 = Keep old AC

Attack 1 = Hit AC 31 for 4 pts dmg (what a wasted roll...)
Attack 2 = Hit AC 17... Miss...

Stats
Notes:
It appears I'm now in Lucky's MCvE, so I'm taking the AC bonus for John and Joshua
If I received the healing last round, then I'll be up to 44/50 hps...

Sir John = AC 23, 27/50 hps, 2/2 Smite Evils used
Joshua = AC 24, 23/39 hps

Lucky Eddie AC26 HP42 
Tuesday March 24th, 2009 4:30:06 PM

Unable to get to Marcas, Lucky will use his two cure spells on Sir John.

[OOC: The rules as written in the PHB make it hard to do grapples in the Wold, because there are too many if/thens involved. "If the first grapple works, then ... if the AoO stops the grapple ... if I am pinned ..." So the intent of the new rules (found here) is to cut out those if/thens. Basically we assumed all defending rolls are 10s, and we eliminated AoOs, and we added non-prof penalties. And all grapple attempts fail on a natural 1, 2, or 3.)

Jon, your notes above look good to me. Note that all grapplers (PCs and monsters) need to post their "grapple DC" -- that is, the number you have to beat to grapple them. Like you said, 10 +BAB +mods (str, size, feats, etc). Keep in mind that natural 1, 2, and 3 always fails.

The Undead come, Battle joined... One down, Two to go (Jonathan DM2) - addendum 3 
Tuesday March 24th, 2009 6:23:55 PM

Sir John, since Cedric moved away, and from Luckie Eddie's post above, I'll be moving Lucky Eddie to X14 (Tumble: Tumble at 1/2 normal speed as part of normal movement to avoid AOO.) He ends up behind you at end of last and able to cast the held healing spell.

So, before you move your 5' step this round, he casts another healing spell (one for round 10 and one for round 11 - this one) for 17pts healing. I think I got that right.

Lucky Eddie, you still have a Move action for this round, i believe.

Waiting for Sira's move.

Lucky Eddie AC26 HP42 
Wednesday March 25th, 2009 12:10:43 AM


Eh, I'll give up my move action. Put me wherever you deem on the map. No problems.

[OOC and by the way ... please give me a couple days or a week warning before you want me to take over the DM job.]

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1  d20+10=14 ; 3d6+6=14 ;
Wednesday March 25th, 2009 1:14:35 PM

OOC: Sorry all, been hit with everything, DMing, posting for my PCs, RL, work, ....... argh.

IC: Sira attacks. ((AC14, assuming a miss, but... 14 damage vs undead with adamantine weapon)

The Undead come, Battle joined... One down, Two to go (Jonathan DM2)  d20+9=12 ; d20+7=26 ; 2d6+7=10 ; d8+1=8 ; d20+7=15 ; d20+7=22 ; d20+10=18 ; d20+10=17 ;
Wednesday March 25th, 2009 11:07:49 PM

Lucky Eddie, leaves the dino and Tumbles to a spot behind Sir John and casts a healing spell (for round 10), followed by another healing spell (for this round) healing SIr John 17 of damage.

Cedric skiddadles around the barrel to find a good line of sight at the enemy and tosses a ball of flame at Yellow BC. The flames scortch its backside.

Sir John tries to keep himself between the enemy and the Fixer, then attacks, with only one small hit.

Lucky Eddie steps with the Paladin to keep using the knight as cover from Yellow BC (W15).

Marcas foils the enemy's own attempt at grappling him and tries again to grapple the Red BC to allow others to get close, and succeeds his second try. (OOC: good to know how the Grapple works now.) The minotaur also manages to put a dent into the enemy's chest.

(OOC: Per Grappling rules, next round you will have to move into the enemy's square, and this does provoke AOO from other enemies within range. Unless the Woldian rules are different here.)

Nirith takes the opportunity to cast Cat's Grace on Marcas to help him be more nimble. Whether he'll always fall on his feet is a good subject for scientific experimentation.

Sira, with the enemy now grappled by Marcas, thinks she can be more effective, but alas, Marcas must have gotten in the way.

Speck, bleeding profusely from large gashes on his little body, Tumbles back 10feet. Tumble DC15, d20+9=12, failed to avoid AOO. Yellow BC sees the little guy trying to retreat and slip, so he reaches his long 20ft claw out to snag him.
AOO d20+7=26, hit, dmg 2d6+7=10. (go figure!)

Speck feels a sharp claw dig into his flesh and as he slips out of range, crumples.
(OOC: Speck is at 0 exactly, so he's conscious, but barely.)
With wand still in hand, he says the magic word and touches himself with it, healing (1d8+1=8) himself for 8 pts.
(OOC: whew! That was close!)

++++++++++++++

Yellow BC sees Sir John try to block his path to the Fixer and decides to knock the knight out of the way once and for all.
Att 1 d20+7=15, miss
Att 2 d20+7=22, miss, by thaaaaat much.

Red BC tries to break Marcas' grapple.
Attempt 1: d20+14 (-4 same size) vs DC 24 = 18, fail
Attempt 2: d20+14 (-4 same size) vs DC 24 =17, fail

Marcas has him in a good Minotaur Hug.

Farm Battle map 11

Cedric AC 24 HP 59/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+7=12 ; d6+5=8 ;
Thursday March 26th, 2009 8:24:58 AM

Cedric continues his fiery assault on the nearest zombie, throwing another ball of fire at it.

OOC:
Hit touch AC 12 for 8 fire damage.

Nirith Dahaka(AC21 - HP7/39 - Cat's Grace] and Nekron (StevenVdB)  d8+3=9 ;
Thursday March 26th, 2009 9:47:04 AM

While Marcas appears to be on the winning hand Nirith takes advantage of it to heal some more of his wounds... the Liontaur appears to make fine target practice and the witch is convinced he can still be useful... at least for the time being...

(healing marcas for another 9HP)

Lucky Eddie AC29 HP42  d20+15=29 ; d20+11=29 ;
Thursday March 26th, 2009 10:35:58 AM

AC this round: 29

Lucky casts a spontaneous cure on the defensive, using his last second level slot. His Concentration check -- boosted with all five of his remaining Luck Points -- is at +11, and he needs a 17. A 29 is no problem, and now he has six luck points.

Then he holds his action so that he can see who needs his cure the most and who he can get to this round. [OOC: another post to come.]

Spells:

0: Virtue, Purify Food and Drink, Guidance, Read Magic, Read Magic
1: Sanctuary, Bless Water, Doom, Comprehend Languages, Protection from Law
2: Augury, Inflict Moderate Wounds, Delay Poison, Aid
3: Blindness/Deafness, Glyph of Warding, Magic Circle

Active Effects: Magic Circle

Tattoo: 2 of 3 used.
Magic Stones Left: 2
Current Luck Points: 5
CLW wand: 47 charges left

Remember -- all friends in 20 feet get a +1 on attacks, skills, saves! All friends in 10 feet get +2 on saves and AC with Magic Circle.


Sir John (Ken M) AC 23, 44/50 hps  d20+8=27 ; d20+8=14 ; d20+8=11 ; d20+12=25 ; d20+7=14 ; d8+3=5 ; d8+7=9 ; d6=4 ; d20+7=27 ; d6+4=8 ; d20+7=15 ; d20+2=18 ;
Thursday March 26th, 2009 10:51:42 AM

Sir John feels his vitality return and says, "Thank your my friend. I will strive to make your gift of healing worthwhile." to Lucky Eddie.

Returning his attention to his foe, he laughs at it when the attacks miss, "You're going to have to do better than that. If you can't, then why don't you return home to your crypt? If you're going to face me, then prepare to be punished!"

With that, he'll swing his weapon in a whirling pattern and aim at the yellow beastie's head.

RC1 = 27 OK to attack both hands
RC2 = 14 OK Josh to attack
RC3 = 11 Stick w/ old AC

Morning Star Attack 1 = Hit AC25 for 5 pts dmg
MS Attack 2 = Miss AC 14

(Ignore the 2nd d8 and d6 rolls. Mouse problems...)

Josh Hoof 1 = Hit AC 27 (a nice 20, but no crits vs. undead ;-( ) for 8 pts dmg
Josh Hoof 2 = Miss AC 15
Josh Bite = Miss AC 18

Stats
Sir John = AC 23, 44/50 hps, 2/2 Smite Evils used
Joshua = AC 24, 23/39 hps


Marcasthai AC 17, Grapple Base 24 HP 36/74 (SteveK)(Grappling, Cats Grace)  d20+14=21 ; d20+14=25 ; d20+14=17 ; d8+6=13 ;
Thursday March 26th, 2009 11:12:12 AM

"Good, good!" exults the minotaur, "with the healing hands of my friends, we will overcome your evil!"

"The fires will also hurt the dead", he reminds the heroes, "Burn them with brands of flame!"

Marcas moves closer to Red to continue to keep him occupied, but leaves him open for a swipe from Yellow if its close enough(AOO). The minotaur keeps wrestling (Grapple: 21 vs 20) and then uses his long years of unarmed training to deliver some serious hurt on the necrotic flesh (Damage opponent in grapple with opposed Grapple checks)
Grapple 1: 25 vs 20 yes! 13 damage
Grapple 2: 17 vs 20 fail

Effects
Grappling: no Dex bonus, no threatened squares, only use Grapple options
Cats' Grace +4 Dex

Marcasthai AC 17, Grapple Base 24 HP 36/74 (SteveK)(Grappling, Cats Grace) 
Thursday March 26th, 2009 11:15:49 AM

ooc: I think the Witch write-up needs one small update. in the restriction of drawing blood, it should say that undead don't have blood and so the witch can use lethal damage without drawing blood.

Just makes sense to me.

Cayzle -- Yup! Good catch. I fixed it. Thanks! But seeing as it is a wiki, you could have fixed it yourself!

SteveK - not from work. I've got wiki reading ability, but am blocked from wiki writing ability. :-(

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1  d20+10=15 ; 3d6+6=16 ;
Thursday March 26th, 2009 2:38:04 PM

Sira swings again. (AC 15, for 16 damage)

The Undead come, Battle joined... One down, Two to go (Jonathan DM2) - 
Thursday March 26th, 2009 6:19:12 PM

Grappling, from Woldian rules page:
Maintaining a Grapple: To maintain the grapple for later rounds, you must move into the target's space. (This movement is free and doesn't count as part of your movement in the round.)

Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.

OOC: Marcas, are you using your shield? Your AC20 includes a shield +2, can one grapple while using a shield? From the PHB 155, grappling is wrestling and struggling hand-to-hand. I envision it to be with both hands free. If so, while grappling, for AOO purposes, is your AC 15, since DEX is out and your size negates your natural armor?

RSVP

Marcasthai AC 17, Grapple Base 24 HP 36/74 (SteveK)(Grappling, Cats Grace) 
Thursday March 26th, 2009 10:00:32 PM

There are no rules that I know of that discount shield bonus' to AC during Grappling. My thought there is that the person doesn't HAVE to wrestle with both hands, more of a no-holds-barred type of personal fight.

For Marcas, his buckler is strapped to his forearm, which allows him to use it while still using his ranseur (since it is a two handed weapon). He doesn't have to discard to use both hands.

I think Marcas is accurately an AC 17.

Yet I'm not going to quibble with the current DM. You are in charge, so I'll go with any ruling you make and we can decide what should be right for the future. :-)

The Undead come, Battle joined... One down, Two to go (Jonathan DM2)  d20+7=10 ; d20+5=11 ; d20+7=26 ; d20+7=24 ; 2d6+7=13 ; 2d6+7=15 ; d20+10=17 ; d20+10=21 ;
Thursday March 26th, 2009 11:29:47 PM

Marcas, Ahhh, a buckler. Didn't see that. Since a buckler allows you to use both hands to wield a two-handed weapon, I don't see any reason to discount the grapple. A shield of Small or larger, would impede the grappling attemp. I'd say a Small shield would impose a -4. A large shield would probably make the attemp near impossible. A Tower shield, well....

Moving on...

OOC: By the way, if anyone is interested, I'm making my maps using a program called AutoRealm I found as Freeware on the internet some years ago. I suppose it is till out there. Great program, not hard to learn to use.

IC:
Cedric, with a wicked gleam in his eyes, tosses another flaming ball at Yellow BC but his aim is slightly off (ranged touch needing to hit AC13) and the flames speed harmlessly by. (OOC: I didn't find any special Woldian rules regarding the Miss on missiles as to where they land, possibly hitting your friend on the other side).

Nirith looks for a Liontaur to heal but only finding a Minotaur, decides he'll do and heals him of 9pts of damage.

Lucky Eddie casts another heal spell but holds his action to see who'll need it the most.

Sir John and Joshua both land hits on Yellow BC.

Marcas moves in to keep the grapple going with Red BC, opening himself up for an attack of opportunity from Yellow BC.
AOO d20+7=10, pffft, miss
The Minotaur manages to maintain his grapple hold on the enemy and dilivers a stunning blow with his mighty pinky finger.

Sira, glad that Red BC is 'tied up', keeps on swinging, and missing.

Speck, takes a 5ft step back, S20, slings a bullet at Yellow BC.
d20+9 (-4 into melee) = 11, miss (if Woldian rules don't use the -4 into melee, let me know. This was a miss anyway.)

++++++++++++++++

Note on map: Marcas is technically in the same square as Red BC. Any attacks on Red BC will take a -4 penalty to hit in order to not accidentally hit Marcas, as they are 'entwined'. I love you, man!

Yellow BC, sensing the plight of its buddy, Red BC, turns on Marcas and delivers both attacks.
Att 1 d20+7= 26, hit, dmg, 2d6+7=13
Att 2 d20+7 = 24, hit, dmg, 2d6+7= 15

For a total of 28pts of damage. (good thing you got healed some!)

Red BC, with not any other option, really, tries to break the hold again.
Attempt 1 d20+10=17,miss
Attempt 2 d20+10=21, miss

The battle sways to-and-fro, and lives verge on the edge, to be brought back only to verge on the edge again. Such is the way of battle.

Farm Battle map 12

Lucky Eddie AC26 HP42  d20+15=22 ; d20+4=21 ; d8=1 ; d8=5 ; d8=3 ;
Friday March 27th, 2009 12:46:41 AM

AC this round: 22.

Lucky chooses to fight defensively, trying to touch Yellow BC with his healing touch. He takes -4 on his attack with combat expertise (gaining a +4 on AC). So his AC is 26.

He reaches out with his touch attack, putting three luck points into the effort. So his total to hit is +4. His attack roll hits a touch AC of 21! That should land a blow! Lucky inflicts (cures) 2d8+5 damage ... rerolling any 1s, per the Wold house rule ... 13 damage to the Yellow BC.

Cedric AC 24 HP 59/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+7=27 ; d20+7=23 ; d6+5=7 ;
Friday March 27th, 2009 8:15:48 AM

Cedric continues his fiery assault on the free zombie, trying to drop it before it finishes off his friend.

OOC:
Hit touch AC 27 for 7 fire damage. (2nd d20 was before I remembered you cant crit undead, drat)
3/7 attacks with produce flame

Marcasthai AC 17, Grapple Base 24 HP 8/74 (SteveK)(Grappling, Cats Grace)  d20+14=16 ; d20+10=30 ; d20+14=32 ; d8+6=12 ;
Friday March 27th, 2009 10:56:40 AM

Marcas feels the raking claws of Yellow on his back, and is causes him to lose focus. (Grapple: 16 fails, Red breaks free!) The minotaur bellows and reaches out, snagging Red again (Touch AC 30), and, wrestling again (Grapple: 32), seeks to break Reds neck. (Damage 12)

"For the honor of the Taur!" he shouts in his maddened gravelly voice.

Effects
Grappling: no Dex bonus, no threatened squares, only use Grapple options
Cats' Grace +4 Dex

Sir John (Ken M) AC 23, 44/50 hps  d20+8=16 ; d20+8=11 ; d20+8=17 ; d20+12=14 ; d20+7=14 ; d20+7=19 ; d20+7=22 ; d20+2=20 ;
Friday March 27th, 2009 5:08:44 PM

Sir William becomes infuriated that Yellow turns away from him and yells, "Hey, don't turn your back on me coward! I'm the one you need to worry about and leave my friend alone! You will pay dearly for your dishonorable act!"

With that said, he urges Joshua on and both attack in a flurry of smashing and crushing blows. "Hang on Marcas! I'll get him off your back!"

(OOC = It doesn't seem that Yellow moved, but if he did, then John will take a 5' move to keep within range)

RC1 = 16 [= OK to attack both hands
RC2 = 11 = OK Josh Attack
RC 3 = 17 = Stick w/ Old AC

Morning Star 1 = Miss AC14
MS 2 = Another miss

Josh Hoof 1 = Miss AC 19
Josh Hoof 2 = Miss AC 22 (Yellow's AC is 24, right?)
Josh Bite 1 = Miss AC 20...

Stats
Sir John = AC 23, 44/50 hps, 2/2 Smite Evils used
Joshua = AC 24, 23/39 hps



OOC Jerry 
Sunday March 29th, 2009 1:52:13 PM

OK, looks like combat is winding down. I'm going ahead and sending the remainder of the module to Cayzle. ;)

I assume that we're less than a week from the change. If not, Jonathan please email me. ;)

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1  d20+10=25 ; 3d6+6=16 ;
Monday March 30th, 2009 2:08:57 PM

Swings! (AC 25, for 16 damage, breaks DR)

Speck  d20+9=12 ;
Monday March 30th, 2009 10:51:38 PM

Speck loads another bullet into his sling and fires it at Yellow BC.
d20 +9 = 12, miss.

The Undead come, Battle joined... One down, Two to go (Jonathan DM2)  d20+7=27 ; d20+7=22 ; d20+7=25 ; 2d6+7=13 ; 2d6+7=13 ;
Monday March 30th, 2009 11:24:29 PM

Lucky Eddie moves forward to touch Yellow BC and yells BE HEALED!, touching Yellow BC. The Undead cringes in pain! (OOC: moving Lucky Eddie to X16 - 5ft step)

To follow up on the 'Healing', Cedric scorches it some more.

Marcas's wounds cause him to loose his grip on Red BC, and in a Super-Minotaur effort, grasps Red BC again. With a shout For the honor of the Taur he grabs Red BC's head and jerks it violently. A sickning crack is heard as the enemy's head does an 'About Face'.

Red BC is dead, again. Two down, one to go!

Sir John, as well as Speck have less luck in their attacks, all missing. But Hope is in sight as only one enemy is left.

Sira crushes the head of Red BC for good measure.

++++++++++++++++++++

Yellow BC, angry at being "Healed", makes both attacks against the audacious pipsqueak!
Att 1 d20+7 - 2(magic circle)=27-2=25, hit, roll for Crit d20+7-2=20, almost!, dmg, 2d6+7=13
Att 2 d20+7=25, hit, dmg, 2d6+7=13

Feal the Pain! he hisses as Lucky Eddie takes 26 pts of damage!

Farm Battle map 13

Lucky Eddie AC2 last round HP42 
Tuesday March 31st, 2009 6:47:23 AM

OOC: Jon, My AC was 22 last round including the magic circle! So when you subtracted 2, you were giving me double the benefit. Which is to say, that *was* a crit! Please roll me another 2d6+7 damage, sir!

Nirith Dahaka(AC21 - HP7/39 - Cat's Grace] and Nekron (StevenVdB)  d20+8=19 ; d4+2=4 ;
Tuesday March 31st, 2009 8:33:07 AM

"FOr crying out load Marcas can't you keep out of trouble!! I'm running out of scrolls fast!! Stay out of combat for a while... "

Nirith too is down to 7 HP so she can't meddle in melee atm... her digs up her sling and throws a sling stone at Bone Claw... (hits AC19 - damage 4)

A puny effort but all things can help...

Cedric AC 24 HP 59/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+7=8 ;
Tuesday March 31st, 2009 8:37:42 AM

Cedric curses as his little ball of fire goes wide. The sound comes out as something between a hiss and a squawk.

He moves south, lining up a charge.

OOC:
Natural 1, miss
Move to AD-17

Sira Nailo hps 43/46 AC 19 vs undead Life Shield +1  d20+10=19 ;
Tuesday March 31st, 2009 9:07:12 AM

Sira moves to the remaining bone head and attacks, hoping to draw an AoO. (hits AC 19, miss)

Marcasthai AC 21 HP 8/74 (SteveK)(Cats Grace)  d20+8=11 ;
Tuesday March 31st, 2009 11:42:56 AM

Blinking, hardly believing he's still alive, Marcas takes a second for Nirith's shout to penetrate. And when it does, comes all the pain from claw marks all over his body!

He knows that charging the last undead would be suicide. Picking up his ranseur to stab it from afar is also out of the question, as the evil being could tear him down before he could pick it up. Yet seeing the little tyke, Lucky, take a severe claw will not allow the minotaur to stand by. He has to help the leader! (wishing Lucky well)

And so Marcas backs up a step (5 foot, now 15 feet away) and draws his great bow. Long hours of gruelling training let his muscles reach for an arrow even through exhaustion and pain. The bow arches back, the fletching kissing his cheek, and release!

The arrow flies off into the darkness harming no one. (AC 14 +2 for Cat's Grace, +1 for wishing Lucky well)

Effects
Cats' Grace +4 Dex
Lucky's Luck +1 to hit

Sir John (Ken M) AC 23, 44/50 hps  d20+9=21 ; d20+9=24 ; d20+9=29 ; d20+12=28 ; d20+7=12 ; d8+3=9 ; d20+7=19 ; d20+7=20 ; d20+2=18 ;
Tuesday March 31st, 2009 2:10:13 PM

Sir John cheers as the red enemy falls, "Good hit Marcas!!!"

However, his joy is short lived, as he cringes when Lucky Eddie is ravaged by the last remaining one. For now, he vows to finish it off before anyone else is seriously injured and redoubles his efforts...

Screaming at the Yellow foe, he says "I told you to face me! Leave Eddie alone and face someone your own size!!!!"

RC1= 21 (OK to use both hands)
RC2 = 24 (OK for Josh to attack)
RC3 = 29 (Josh's AC)

Attack 1 = Hit AC 28 for 9 pts
Attack 2 = Miss AC 12

Josh Hoof1 = Miss AC19
Josh Hoof2 = Miss AC20
Josh Bite = Miss AC18

Sir John = AC 23, 44/50 hps, 2/2 Smite Evils used
Joshua = AC 29 (this round), 23/39 hps


The Undead come, Battle joined... One down, Two to go (Jonathan DM2) - addendum 
Tuesday March 31st, 2009 6:13:01 PM

OOC: Thanks Cayzle, since there's been no consistency on how the bonuses have been added, I just assumed you forgot the magic circle. :}
BUT, on the other hand, I just noticed you 'attacked' using your combat expertise feat boosting your AC to 26!
So, not only is the Crit hit NOT confirmed, rolled vs AC22, his secont attack didn't hit either, rolled vs AC25!
So you get 13 hpts back!

Speck  d20+9=15 ;
Tuesday March 31st, 2009 6:20:56 PM

Speck, afraid that Sir John will move towards the Fixer and get in his way for a sling shot, moves to T23, staying just out of reach of Yellow BC and fires another bullet at the undead thingy.

d20+9=15, miss. (Who said haflings were good with slings?)

The Undead come, Battle joined... Two down, One to go (Jonathan DM2) 
Tuesday March 31st, 2009 6:23:47 PM

OOC: just waiting for Lucky Eddie.

The Undead come, Battle joined... Two down, One to go (Jonathan DM2)  d20+7=8 ; d20+7=22 ; 2d6+7=15 ; d20+7=13 ; d20+7=27 ; d20+7=13 ; d20+7=22 ; 2d6+7=13 ;
Tuesday March 31st, 2009 11:11:10 PM

Nirith, hoping that her high AC will protect her from the enemy's great 20ft reach, puts a stone in her sling and tosses it at it. She misses as Yellow BC reaches out a claw to take advantage of her missile attack in a threatened space.

AOO: d20+7=8. Rolls a 1, how lucky can you get?

Cedric tosses another flame ball but this time undershoots and flames splatter the dirt and wink out. Then moves to position himself for a Charge.

Sira sees the Fixer exposed and moves to position herself in the way, sacrificing herself in the process and missing her attack. She takes 15 pts damage on her way. :(
OOC: moving Sira to X19.

AOO: d20+7=22, hit, dmg, 2d6+7=15

Marcas thinking it prudent to limit one mauling per day, steps back, but with his leader's blood squirting, pulls out his bow and shoots an arrow even though still in the danger zone. The arrow misses.

AOO: (OOC: these things get a lot of these) d20+7=13, miss. (You guys must be wearing it down!)

Sir John, invigorated by Marcas' success and angered by Lucky's injuries, lashes out, hitting once.

Speck moves to get a clear shot at the enemy but misses too.
+++++++++++++++++++

The enemy is visibly being worn down. With only one left, and that one surrounded, it gets desperate. Witch target? so many to choose from!

The challange from the Palladin wins out and it lashes out at Sir John with both claws.
You want piece of ME? he hisses as he rakes at Sir John, splattering blood on Lucky Eddie, for 13 pts of damage, then steps back to keep from being pinned in. (Who knows, it may be claustrophobic.)

Att 1: d20+7=27 (25), Confirm Crit, d20+7= 13 (11), Crit unconfirmed, dmg 2d6+7= 13
Att 2: d20+7 = 22, miss (by that much...)

Farm Battle map 14

Lucky Eddie AC16 HP 34 of 42  d20+13=24 ; d8=4 ; d20+15=16 ;
Wednesday April 1st, 2009 12:32:50 AM

Sorry for the delay!

If possible, Lucky will just tumble back (Tumble check 24 with Luck Points used) and cure himself with his wand. that's five hp back AC this round is only 16.

Cedric AC 24 HP 59/77 - Deinonychus Form | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+14=32 ; d8+7=12 ; 2d6=7 ; d6+5=10 ; d20+9=14 ; d3+4=7 ; 2d6=5 ; d20+9=13 ; d3+4=6 ; 2d6=8 ; d20+9=12 ; 2d4+3=11 ; 2d6=10 ;
Wednesday April 1st, 2009 8:40:34 AM

Cedric charges the beast, flame on his talons. Though satisfied with his first hit, the rest leave him disappointed.

OOC:
Charge into flanking with Sira, provoking Aoo maybe
Talons: Hit AC 32 for 19 physical + 10 Fire
Fore Claw 1: Hit AC 14 (miss) for 12
Fore Claw 2: Hit AC 13 (miss) for 14
Bite: Hit AC 12 (miss) for 21

5/7 on Produce Flame


Nirith Dahaka(AC21 - HP15/39 - Cat's Grace] and Nekron (StevenVdB)  d8+3=8 ;
Wednesday April 1st, 2009 8:44:24 AM

Nirith swallows as the Bone Claw lashed out at her but missed... she wasn't expecting this creature to be able to hit her from this far!!

Not able to do much good and badly hurt she withdraws out of the creature's reach...

Digging up another scroll she heals herself this time for 8HP

Marcasthai AC 21 HP 8/74 (SteveK)(Cats Grace)  d20+8=9 ; d20+8=13 ; d20+8=26 ; d8+6=10 ; d20+8=19 ; d8+6=8 ;
Wednesday April 1st, 2009 12:05:30 PM

Marcas is surprised by the undead things reach and speed: firing his bow will only allow the creature to slice him to ribbons!

But running is not an option either. The minotaur stands between this version of death and the FIxer. And not just the Fixer, but all the farmers whose lands are behind him. No! The way to display his honor and the honor of all the 'taur is to stay and fight!

Marcas drops his bow as a liability and bellows to attract Yellow's attention. "Pay attention to ME, vile thing, for your second death is at my hands!" Marcas slides TOWARDS the undead (5 foot move, no AOO) and attacks with his bare hands and horns.

Hand AC nat 1
Hand AC 14
Horn AC 27 Dam 10
(ooc: ignore last roll. I was doing a Flurry of Blows, but can't when in armor)

"Quickly, surround it to create openings to attack!". Marcas urges his companions to spread out and flank the Boneclaw.

Effects
Cat's Grace +4 DEX
Lucky Goodwill +1 to hit

Sir John (Ken M) AC 23, 31/50 hps  d20+8=17 ; d3=1 ; d20+8=15 ; d20+8=13 ; d20+12=30 ; d20+7=24 ; d8+3=10 ; d8+3=4 ; d20+7=9 ; d20+7=9 ; d20+2=12 ;
Wednesday April 1st, 2009 2:47:57 PM

Joshua whinnies as Sir John's blood leaks onto his flank and Sir John bites back a cry of pain as the enemy's attack finally hits home. However, John's pride wins out and he replies to it's taunt, "Yes, I want a piece of you, you undead monstrosity!!! I commend you on your blow but now that you've met your equal, it's time for you to return to the hellhole you came from!"

With that, Sir John continues moving forward 5' and swings his morningstar again and again at it's jaw, hoping to end it's mindless taunts and chatter... Furthermore,he calls for Joshua to continue fighting... Also, this will give his companions a chance to heal ...

RC1= 17 (OK to use both hands)
RC2 = 15 (OK for Josh to attack)
RC3 = 13 (Stick with old AC for Josh)

Attack 1 = Hit AC 30 for 10 dmg
Attack 2 = Hit AC 24 for 4 dmg

All 3 of Joshua's attacks missed...

Sir John = AC 23, 31/50 hps, 2/2 Smite Evils used
Joshua = AC 24 (this round), 23/39 hps



Sira Nailo hps 28/46 AC 19 vs undead Life Shield +1  d20+12=29 ; 3d6+6=16 ;
Wednesday April 1st, 2009 3:04:55 PM

Sira attacks, flanking. (Ac 29, for 16 damage)

Speck  d8+1=8 ;
Wednesday April 1st, 2009 10:38:39 PM

Speck moves 5ft forward (U22) and uses his wand of CLW on Nirith, healing her of 1d8+1 = 8 pts of damage. She is now 23/39. Then he tries to look very small.

The Undead come, Battle joined... Two down, One to go (Jonathan DM2)  d20+7=13 ; d20+7=21 ;
Wednesday April 1st, 2009 11:16:11 PM

Lucky Eddie Tumbles 10ft to V15, behind Sir John and Joshua and uses their bodies as cover while healing himself some.

Nirith, intimidated by the enemy's reach, tries to withdraw out of its reach.
Withdraw, PHB pg 143: is a full-round action, move up to double your speed, square you start in is not considered threatened, but if you leave any other threatened square you are open to AOO as normal.

Nirith is 15ft away from Yellow BC. In the Withdraw, moving out of V21 does not incure AOO, but that puts her only 20ft away from Yellow BC, which has a 20ft reach. So continuing to Withdraw will incure one AOO as she moves out out of that threatened square.
AOO: d20+7=13, which, fortunately, is a miss.

Nirith successfully manages to Withdraw from combat sufficiently away to cast more healing upon herself.

Marcas scuttles forward 5ft and bellows at the enemy to catch its attention and flails at it wildly, looking more like he's trying to imitate a chicken. Maybe they like chicken better? Then he hollers at everyone to surround it.

Sir John not wanting Marcas to steal his thunder, brings Joshua close in again for combat, landing two good blows on Yellow BC. Joshusa rears his hooves and bites at it but misses.

Cedric comes charging in and pounces on him, tearing his claws into it and touching its dead flesh with his burning hands.
Yellow BC, aware of all enemies around him, reaches out to try to stop the charging dino.
AOO d20+7= 21 vs AC22 (24 -2 for the charge), and the Dino just ducks under the razor sharp claws.

Sira lunges to take advantage of the flanked enemy with a dino attached and finally connects with a Massive SPLAT!.

And wouldn't you know? The thing is STILL ALIVE! HAHAHAHAHAHAHAHA! Oh, April Fools! :)

It finally succumbs to the determination of the good guys to defeat evil at all costs.
Somewhere, a bar empties into the street where an impromptu parade forms and makes it's way to another bar to celebrate.

+++++++++++++++++++++
Yellow BC crumples beside its other two comrades.

The Fixer is still alive! Long Live the Fixer!

OOC: One heck of a fight! I thought for a while maybe they would get us. Not having Glandum sure made a difference. Fighting Undead sure proved a lot tougher than I had expected. Certainly a lot harder than in AD&D 2nd ed.!

We'll spend a couple of days sorting through the debris and the next DM will carry it on to the next phase. Feel free to put in any 2cents on how all this went. :)

Jonathan, DM2.

Marcasthai AC 21 HP 8/74 (SteveK)(Cats Grace) 
Thursday April 2nd, 2009 11:13:14 AM

Breathing hard, the blood-soaked, dirt-splattered, sweaty and soiled minotaur blinks and lets his mind convince his body that the battle is over. Moving as if in slow motion, Marcas retrieves his ranseur, his bow, and any loose arrows that may have dropped in the dirt during the fight.

Looking around again, he then sits next to the oblivious Fixer and begins cleaning his weapons. "We have protected those who cannot protect themselves", he states into the night. "All have done well. I am impressed with the courage of Sira, Sir John, and Cedric. The devotion to duty of Nirith, Lucky, and Speck. I see the strength of the taur runs in the viens of other races as well." Wipe. Clean. Polish.

"The battle is done, and the war leader's duty is done. What does the group leader wish?" And Marcus looks at Lucky.

...........................

Wow, big battle. I'm glad the DM pulled some punches by distributing the damage, otherwise I think the three BoneClaws would have killed us all! As it is, I think this encounter was a little too strong for the group of seven here. I agree the loss of Glandum with his spells and healing were detrimental. The poor lighting conditions really reduced Marcas' effectiveness too. And then with the high AC of the BoneClaws, that was the killer.

I like the idea of the round robin DMing and would like to continue. Though I see some holes in Marcas and would like to tweak his character sheet at the end of this module.

Sir John (Ken M) AC 23, 31/50 hps 
Thursday April 2nd, 2009 2:39:28 PM

Now that their final foe has fallen, Sir John breathes a longgggg sigh of relief. He finally dismounts Joshua and checks on his mount's injuries. There are a few, but none too major. For now, he's going to allow him to rest and recover some of his injuries. He then checks his own state and the numerous cuts and claw marks serve as a reminder that they've won a tough battle.

He thanks Marcas for the support and says, "And you deserve accolades my friend, and I was honored to serve by you."

For now, he looks to the others for a decision on their next steps, but feels that a good rest is very important...

OOC = I agree re: losing Glandum, since we know really don't have a cleric or healer... That's a real challenge... Also, I like the round robin DM'ng and agree that it's going well...

Sira Nailo hps 28/46 AC 19 vs undead Life Shield +1 
Thursday April 2nd, 2009 8:07:15 PM

"Ouch." She moves gingerly.

Lucky Eddie AC14 HP 34 of 42  d20+13=14 ; d8=8 ; d8=7 ; d8=3 ; d8=7 ; d8=5 ;
Thursday April 2nd, 2009 8:22:32 PM

New AC until the start of the next encounter: Well Warrd have mercy! A natural 1! LOL!

Lucky starts using his remaining cure spells: five CLWs, 5 MinWs. First to Marcas: 4 CLWs gives the taur back 45 hp. To Sir John, 10 back. To Nirith, 5 hp back.

"I'm tapped for spells. I'd rather save the wand. Do let's make sure they didn't put that acid-poison on the Ley Line that is in the Dark."

The halfling takes a flaming branch from a bonfire to use as a torch and heads over to the dark. "Anyone else coming?"

Speck 
Thursday April 2nd, 2009 10:22:41 PM

Speck collapses in the dirt. His blood stained mithril shirt no longer shiny and pretty. He doesn't want to go into the dark, but feels he may be needed. So he goes, following Lucky Eddie.

Cedric AC 15 HP 63/63 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  2d8+5=8 ; d8+5=9 ; d8+5=11 ; d8+5=8 ; d8+5=7 ; d8+5=10 ;
Friday April 3rd, 2009 9:29:57 AM

Cedric shifts out of form, his wounds healing. "I have some healing left." He then begins to cast a long and intricate spell, the culmination of which a large gleaming female unicorn appears beside him.

He speaks to her in sylvan Highlight to display spoiler: {"Noble one, my companions are wounded from those abominations. The touch of your horn would be a gift.}

The unicorn moves over to Sira, touching her twice, then Speck once, then Sir John, then Lucky last. While doing this, he casts a few healing spells of his own.

When that is done, he moves with Lucky to examine the Ley Line

OOC:
Cast SNA IV- Unicorn, having her use her cure moderate and three cure lights, while he casts a cure light wounds and 2 cure minor wounds:
Sira: 18 points healed (Cure mod, cure light, cure minor)
Speck: 11 points healed (cure light)
Sir John: 9 points healed (cure light, cure minor)
Lucky: 7 points healed (cure light)
Marcasthai: 10 points healed (cure light wounds)



Marcasthai AC 19 HP 63/74 (SteveK)(Cats Grace)  d20+7=9 ; d20+1=16 ;
Friday April 3rd, 2009 12:16:20 PM

Marcas, greatly revived from the healing of his companions (and lovely unicorn), levers himself up.

Grabbing a burning brand to use as a torch, he accompanies Lucky. "I agree there is something strange going on. If we found out what, we could then use the knowledge to fight even better than steel."

Spot: 9
Search 16

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Friday April 3rd, 2009 12:25:21 PM

"Thanks Ced."

Sir John (Ken M) AC 23, 40/50 hps 
Friday April 3rd, 2009 12:50:34 PM

John thanks Cedric for the well timed healing and if needed, will help his taurian friend Marcas up.

Once done, he'll follow the others to the lay lines. While they investigate it, he'll wait and stand guard against any other threats that appear...

Lucky Eddie AC14 HP 34 of 42  d20+6=10 ; d20+6=18 ; d20+6=10 ; d20+6=16 ;
Friday April 3rd, 2009 8:52:45 PM

Lucky Eddie thanks Cedric for the cure. "Good boy! That's a good boy. Here's a snack for you." The halfling gives Cedric a tasty treat.

He uses any knowledge check he thinks might apply to the shadowy situation, each with a Luck Point spent on the roll for good luck: Religion 10, Arcana 18, Planes 10, Geography 16.

==========

OOC: Friends, I will be taking up the DM mantle on Monday morning. Over the weekend I'll read the whole module, including the third and final scene, which I'm DMing. So starting Monday, I'll be posting as Lucky in pseudo-NPC mode. Lucky will be his usual madcap self, and play his usual support role, but he won't be making suggestions, plans, or taking very strategic actions. His "leader" role will be limited to summarizing the group's consensus and ordering people to do what they have already decided to do. :-)

After the module is over, who would like to continue? I do! I'm having a blast! Steve K says yes, I think, and Ken seems to be leaning that way to. Show of hands? If we do go on, we will have to get someone to write us a module. Food for thought, going onward.


Speck 
Friday April 3rd, 2009 10:36:30 PM

Speck is rather surprized at the appearance of the unicorn but very grateful of the healing it gives. He makes a note about the beauty and healing of unicorns for a later song.

At the Lay Line border, he takes his goggles out and searches the ground for clues.

OOC: I'm all for keeping it going.

The Undead cometh and goneth, now to cleaneth upeth (Jonathan DM2)  d20+10=23 ;
Friday April 3rd, 2009 10:52:51 PM

The summoned unicorn hits the right spot as everyone gets a lot of healing.

Feeling much better, various members tromp to the Lay Line border to investigate. Lucky Eddie and Cedric point out where they think the three Bone Claws stood in the dark for a short while and a quick search find a vial with the same fluid as they found the night before, that is, an altered form of Woldsblood. Other than that, there wasn't much else to glean from the spot.

Speck deduces that this was a well planned attack. The mysterious horseman, now knowing the place was guarded, figured out a way to give the undead some time to weaken the lines and not get attacked.

"We are up against a very clever enemy indeed. We must find out who's behind this, or this will go on forever," he states. "Perhaps they carry some clue on them."

Speck goes over to the dead undead and searches the bodies.
Search d20+10=23.
He finds that each one is carrying a bag of 'Stuff'. Pouring out the bags, the 'Stuff' proves to be coins and a map. A total of 635 gold and 1,236 silver, and a map of the raided areas, showing Thaela's farm as the entry point.

Sir John (Ken M) AC 23, 40/50 hps  Sir John continues his resolute watch, but for now, all is peaceful...

However, he is curious about the map and asks, "What else is shown on the map? Does it give guidance on where the undead are coming from or are laired?"

(OOC = Yes, I'm absolutely in for another module! I like this shared DM thing, since it shares the burden among everyone vs. someone DM'ng all the time... Ken)
Saturday April 4th, 2009 10:23:35 AM

Sir John continues his resolute watch, but for now, all is peaceful...

However, he is curious about the map and asks, "What else is shown on the map? Does it give guidance on where the undead are coming from or are laired?"

(OOC = Yes, I'm absolutely in for another module! I like this shared DM thing, since it shares the burden among everyone vs. someone DM'ng all the time... Ken)

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+6=24 ;
Saturday April 4th, 2009 11:59:36 AM

Sira doubts that Boneclaws are smart enough to have gathered and used this info alone. (Religion 24) [OOC: DM, could these type of undead have gathered and used this info by themselves, or would they have to be controlled?]

Marcasthai AC 19 HP 63/74 (SteveK)(Cats Grace) 
Saturday April 4th, 2009 5:11:04 PM

Marcas knots his forehead in thought. "We cannot follow the undead to thier lair, this has already been tried. The whole of the Dread is thier lair and would swallow us up. So, this is like we are standing at the middle of a rope. If we can't get to one end, let us look for the other end."

"Where are they getting the altered Woldsblood? Are not only Fixers able to touch the stuff? Is there another FIxer in the area that may be working against us?"

"Why is Thaela's Farm the entry point more than any other farm? What is special? Is it Thaela and her religion, or is it a neighbor who is working for the Dread?"

"I think come morning we need to split up and do some investigating. Listen for rumors at the Tavern. Search Thaela's Farm. Visit the neighboring farms. Ask our Fixer to research the liquid."

He slowly shakes his head before continuing in his deep but quiet voice. "Another night like this and we will be overrun."

He looks around to his companions. "Any other leads we may have on the South side of the Ley Lines?"



Answered questions (Jonathan DM2) 
Saturday April 4th, 2009 6:18:09 PM

The Map: The map only shows from Thaela's farm to the other farms that were raided. (More info on this may be in the next portion of the module.)

Boneclaws: They are intelligent, as seen by their tactics and their commnets. But to be the leaders and organizers of such a venture is unlikely. They prefer to just attack what's living and eat it.

Other questions: stay tuned for the next episode. This episode did not address those issues. :}

Nirith Dahaka(AC21 - HP20/39 - Cat's Grace] and Nekron (StevenVdB) 
Monday April 6th, 2009 9:21:21 AM

Nirith drops down on the ground... this battle nearly meant the end for this party! She expended a lot fo scrolls on keeping herself and Marcas alive but at the end it was worth it... perhaps she can find some scrolls today to refill her stock... and then of course she needs to get healed herself!

Once again she hits herself on the head for not bringing any Undead Bane Tears instead of these merciful ones...

Nekron comes flying towards her...

"KRAAAA... You nearly got it back there... KRAAAA..... try to avoid more hits next time... KRAAA"

Wise words...


---------------------------

I'm also game to continue although I would request a change of char sheet. I'm somewhat disspaointed by the Witch atm and would prefer to go all Monk instead.
As far as DM'ing is concerned I have about 2 or 3 months to go in the Bloodpack before JohnP will take back the reigns.


Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Monday April 6th, 2009 3:05:24 PM

"Which farms were hit most recently? Thaera's? If we track them back, we could find the origin."

DM Cayzle OOC 
Tuesday April 7th, 2009 6:49:03 AM

Friends, sorry for the delay. I'll post now and every morning this week, including Saturday morning, to get five DM posts in. Turn coming up ...

Lucky Eddie AC14 HP 34 of 42  d20+6=15 ;
Tuesday April 7th, 2009 6:53:47 AM

Lucky Eddie agrees that the Boneclaws are not smart enough to do this all by themselves (Know Religion 15). He reminds the group that he heard the first group of undead, from the first night, call their leader "Gothikus."

"That doesn't sound like a boneclaw to me!"

Recap, Aftermath, and the Map (DM Cayzle) 
Tuesday April 7th, 2009 7:23:49 AM


The party is standing in the northernmost field of Thaela's farm. You have protected the farm and the Ley Line that lies on its border from a second attack in as many nights. You are wounded and you have used most of your spells.

The Fixer, Brother Shod Rivenstone, continues his work. The witch, Nirith, now can see that the Ley Line was slightly more damaged during the attack, and you find more traces of the Woldsblood-derived poison that was used to do the job. However, Nirith can tell that the line is less damaged than the night before.

From your own knowledge, or as you will learn when the Fixer comes up for breath, there are other ways and folk who use Woldsblood -- but those are mostly considered abominations to the Fixer. (An exception is that some servants of Gargul use it, but they are allowed to, Shod tells you. But not relevant here, because Gargulites really hate the undead, as you know from your undead hunter, Sira, who honors Gargul.)

Another bit of info Shod will share with you is that there is some trick to the geography of this particular spot that makes it vulnerable to Ley Line attack. Something about elemental earth magic. That's why, he deduces, this farm is a target.

Anyway, you have looked over the map that you found, and you discover that it shows a path to the farm of Felix, the annoying neighbor you met yesterday! The map suggests to you that his farm is a target.

But before any extended conversation occurs with the Fixer, the rest of the night has to pass. So now please give me your actions for the rest of the night -- or until the next attack, whichever comes first!

Bookkeeping:

First Loot Set:
- 435 gold, 736 silver coins
- A quarterstaff carved with entwining leaves and sheathes of grain - Staff of Plant Growth

725 xp each.

Second Loot Set:
635 gold and 1,236 silver, and a map

750 xp each.

DM Cayzle also awards a hero point to each player, which is also worth an extra 210 xp each.


Sir John (Ken M) AC 23, 40/50 hps 
Tuesday April 7th, 2009 2:29:12 PM

(OOC = Thx for the hero points Cayzle ;-) Never know when those might come in handy...)

Sir John looks at the assorted goods and asks, "Who is our keeper of the money and items? They might be worth something later but I don't hvae any use for the staff..." He looks at map and says, "Well, Felix seems to be the next target and should we move over there for the rest of the night? Or should we stay here and rest for the night, since we're almost out of spells and some are still feeling the pain from their wounds of the last battle. I'd hate to push our luck and get into another fight we're not prepared for... Thoughts?"

His preference is to rest up and regain some of their spells and abilities, especially in light of how close the last battle was to a loss.. For now, he'll recline somewhere close and rest while speaking to the rest of the group... His weapon is nearby if needed...

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Tuesday April 7th, 2009 4:19:14 PM

"If I was a bit more muscular, I would offer to carry the loot." She grins sweetly, almost too sweet.

Cedric AC 15 HP 63/63 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet 
Tuesday April 7th, 2009 4:28:13 PM

Cedric thanks the unicorn before sending it back from whence it came.

He ponders the staff. "A magical staff is often very valuable. I suggest, when done here, we take it to the catacombs and divide the gold between us. The gold we have now, we can divide easily enough."

On the question of what next, he frowns. "There is no good answer, but you are right. Another fight like that will not go well for us. They were far harder to hit than I expected. I will prepare more fire spells for tomorrow."

OOC:
How far is the other farm?

Recap, Aftermath, and the Map Xtra (DM Cayzle) 
Tuesday April 7th, 2009 5:56:29 PM

Distance to Felix's Farm: Maybe an hour walk in the dark. Half hour in the daylight.

Marcasthai AC 19 HP 63/74 (SteveK)(Cats Grace) 
Tuesday April 7th, 2009 6:58:33 PM

Thinking and blinking hard, Marcas nods at the field. "We have promised to protect the Fixer through the nights. Our duty lies here." With mention of duty, it is obvious to Marcas at least that the group will remain in the fields for the night.

"Again, Lucky, Nirith, and Cedric must rest. All others keep the fires lit and we will have 2 on guard at all times. Speck and I will take first watch. Sir John and Sira take second."

Plans made for the night, Marcas is content to let the ideas percolate in everyone's brain for action in the morning after breakfast.

Nirith Dahaka(AC21 - HP20/39 - Cat's Grace] and Nekron (StevenVdB) 
Tuesday April 7th, 2009 6:59:42 PM

"The Lines are less damaged than the night before" Nirith informs her friends.

Still she fears a third attack will likely be even more serious than the one they barely survived!

Going over her inventory Nirith checks how to survive the next round and then begins to rest... she'll need it...

Speck AC18/19 HP:19/26 
Tuesday April 7th, 2009 9:35:00 PM

OOC: Posted at end of first battle, last of Feb.

Speck tells the others about the whereabouts of the invisible zombie, then continues to guard the fixer. Casting Detect Magic, Speck identifies the staff is a Staff of Plant Growth and it helps farms with growing crops. It is the only piece of loot that is magical.

IC: Speck reminds Cedric that the staff is on of Plant Growth, and perhaps best left to the farmers. "Surely there'll be plenty of loot for us once we deal with this Gothikus guy, let's leave the staff here, no?"

Speck points to the map, "Although a path leads to Felix's farm, the entry points to the raids is here, Thaela's farm. Let us maintain our vigil here for tonight. We can pay Felix a visit tomorrow. Besides, what will Thaela think if she comes looking for us in the morn and we are all gone? Poor woman, I'd not want to have her worry about us in that way."

"Besides," Speck mumbles quietly, "go all that way without having a midnight snack?"

Speaking up louder, he asks, "So what about these bodies? Burn them like the ones last night?"

Speck will follow the minotaur's lead and keep watch with him. Taking out some beef jerky to munch on, he starts to offer some to the Mighty Taur, then thinks twice about it and sings a tune instead.

Rolin', Rolin', Rolin'
Keep them Undead Rolin'
tho them Lines are broken
Slice 'em up, Hack 'em down
We go more a comin'
Rawhide!

After his shift, he sleeps until awakened, either by the rising sun, or the shout of warning.

1236s = 123.6 gold + 635 gold = 758.6g / 7 = 108.37 and some change.

So I figure each gets 108 gold, 3 silver, and 7 copper, for this night's work added to our coin pouches.
Someone can check my figures.

Lucky Eddie AC14 HP 34 of 42 
Wednesday April 8th, 2009 9:47:19 AM


Sir John asks who will carry the loot, and Sira says she is too weak. Lucky steps up: "As your leader, I, King Curlique, will carry all our rewards until division is complete!" He gathers up the coins and staff. "Now, where is my faithful mount, Tyco? His saddlebags will be perfect for this!" He looks around. "Tyco! TYCO! Silly beastie, where do you go to?" He will keep the loot until he "finds" Tyco.

When Marcas gives his plan for the night, Lucky bristles. "Now wait a minute! Who is the leader here! I have a better plan! Me, Nirith, and Cedric must rest at once. All others keep the fires lit, and we will have two on guard at all times. Speck and Sir Marks will take first watch. Sir John and Sira take second."

"OK?"

Speck divvies up the loot in his head. Lucky says, "Hold your pennies, my boy! We can split the haul after our work here is complete!"

Then he goes to sleep.

Sir John (Ken M) AC 23, 40/50 hps 
Wednesday April 8th, 2009 11:09:55 AM

Sir John shakes his head (while smiling) at Lucky's antics but does appreciate the brevity in this dark, dangerous adventure they're facing. He's amazed at Marcas' patience and is glad that everyone has kept at least some semblance of humor.

He'll help burn the bodies and once done, will bed down for the night near a tree or stump nearby, weapon close at hand. He'll rest until the 2nd watch, or until a warning or shout is heard...

The Third Day Dawns (DM Cayzle)  d4=4 ; d20+10=18 ;
Wednesday April 8th, 2009 11:11:23 AM


You set watches, and the casters retire. During the second watch, when Sir John and Sira are on duty, there may have been a little something ... If you make a spot check vs DC18, then Please Highlight to display spoiler: {You see the faint outline of a shadowy horse and rider at the far edges of your perception, for no more than a glimpse, and then it is gone.}

Otherwise, the night passes without event, and everyone gets at least a modicum of rest. Please add seven hit points to your total for resting, if you are wounded.

The Fixer, Brother Shod, works through the night, and before he takes a nap, he comes over to talk with you. "Well, the line is 100 percent restored now. But I thought I felt something slip in and out before I resealed the line. I fear for this goodwife's neighbors."

"Anway, it's fixed now. But that's not going to make this job complete. There's nothing to stop the Dread from coming back and hitting it again."

He sighs. "What I really need to do is to buttress the thing, so that it will not be vulnerable to future attack. I'm going to set up a buttress today, but it takes 24 hours to set. If you good folk can keep the undead from attacking the Line tonight, we'll be A-OK."

He adds, in case there is any question, "That means I'm asking you to set up your defenses beyond the line, and make sure nothing gets past you."

Thaela, her boy, and the gnome girl come up with platters of flapjacks, bowls of sausage, and pitchers of milk and cool water. The girl gives Speck a wink as she serves the food.

Okay, you have a day! What will you do before nightfall? Feel free to post a couple times, in order to get your plans in action.

Marcasthai AC 19 HP 70/74 (SteveK)(Cats Grace) 
Wednesday April 8th, 2009 11:26:08 AM

With a partial night's rest, Marcas is nearly up to full strength, and the ammount of breakfast the Large 'taur can put away is impressive! Though it takes him a while to munch through it all while keeping his fur un-sticky or un-greasy.

After breakfast, a bath in the nearby pond and some time to dry and repair his surcoat takes nearly an hour.

Yet finally, morning preparations are complete and Marcas is ready to do some investigating. "I think we have three places to check for information; at the Tavern, at Felix's Farm, and here on Thaela's Farm. Because of the invisible zombie and something sneaking around, I think we should all go battle-ready to Felix's Farm first. Then, if there is nothing there, to split up and get any investigations we can at the Tavern and Thaela's Farm."

He pauses to collect his thoughts and allow his words to sink in before going on in his quiet but deep voice. "While some of us talk direct to Felix, there should be a couple of sneakers looking around the farmstead without Felix knowing. Who would like to look for undead hideouts, evil shrines, or missing farmhands?"

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Wednesday April 8th, 2009 6:30:36 PM

After everyone is awake, she tells what she saw on watch. "Perhaps a cooperative search and tracking will reveal more." She offers her services.

Speck AC18/19 HP:26/26 
Wednesday April 8th, 2009 10:01:34 PM

Speck awakes smelling food. Or smelling food awakens Speck. Either way, he is famished but feels refreshed nonetheless. The night's events passing into a bad dream he hopes the flatjacks will sooth it away.

Speck winks back at the gnome girl. "Gingee, right? Thank you very much. Did you make these yourself? Oh my, are they tasty. You done very well, very well indeed," he compliments her as he takes his hafling-sized portion. (As you know, a hafling-sized portion is a Large portion for humans)

"I'm good a sneaking," Speck chirp up. "I don't mind snooping around Felix's place while others keep him occupied with iddle chatter."

Cedric AC 15 HP 63/63 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet 
Thursday April 9th, 2009 8:09:23 AM

Cedric enjoys the hearty breakfast with his companions after his morning meditation.

"Is there truly a need to snoop around the other farmers house? Perhaps, after being shown the map, he will be more than willing to let us search? Do we have reason to suspect he would not?"



Marcasthai AC 19 HP 70/74 (SteveK)(Cats Grace) 
Thursday April 9th, 2009 11:32:10 AM

Marcas frowns and nods with Cedric. "You are right. We confront him with the map and invisible dead first, and then search his place. If he agrees to help, he should be innocent. If he hinders, he is suspect. Asking first is the law and should be followed."

"Then we all go to Felix's Farm, following the trail together." He nods to Lucky for confirmation before nodding to Sira to lead the way while following the tracks.

Sir John (Ken M) AC 23, 47/50 hps  d20+4=5 ;
Thursday April 9th, 2009 1:03:43 PM

(Spot = 5) During the watch, Sir John doesn't see much of anything and instead of focusing on the forest, he finds himself occupied with sharpening his axe and cleaning his armor... He also rememorizes his meager spells for the morning...

Sir John listens to the various opinions about their next path and says, "Yes, Felix's farm sounds like a reasonable place to search next. If something slipped past us, we need to find it soon..."

He does frown at the mention of sneaking around and peering in windows, and says with a prideful expression, "However, I am not going to be one who sneaks around and gathers intel, as it is not what a chivalrous knight such as myself would do. Maybe it's OK for others, but not for me..."

He follows everyone else down the path, but does not yet call Joshua back, wanting his steed to have more time to rest...



Nirith Dahaka(AC21 - HP20/39 - Cat's Grace] and Nekron (StevenVdB) 
Thursday April 9th, 2009 1:14:53 PM

Nirith rests and then in the morning reads her scrolls...
Having made her inventory she waits to see the leaders decide where to go.

"We need some sort of warning well before they are here... this gives me some time to beef some of you up with a few spells... Any ideas? I could ask Nekron to go sit well beyond the lines but well... it's never sure if he'll enjoy doing this..."

Nekron replies with a single "KRAAAAA" that could mean anything actually...

Lucky Eddie AC14 HP 41 of 42 
Thursday April 9th, 2009 3:04:41 PM

Lucky says his prayers, regains his spells, and enjoys a fine breakfast. "Many thanks, lady farmer," he says with a belch. He is glad to be at almost full health.

He agrees with what everyone else says, and direct the group to go visit Felix.

[OOC: These are the randomly chosen spells that Lucky happened to pray for today. He will only cast one of them if someone else suggests it. Usually he will use them for spontaneous cures.]

0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: Revert to the usual max of 6 at the start of each day.


Felix's Farm


The Surprising Mess at Felix's Farm (DM Cayzle) 
Thursday April 9th, 2009 3:18:35 PM

[OOC: Please note Natural Healing. Nirith, you should be at 27 hp, right?]

Following the map, the party heads back to the northern field where you have been defending the farm. You see obvious find fresh tracks following the path of the map. They leave the Dread and enter the Cinnamon Valley -- and later return to the Dread, it seems -- where the Ley Line had been attacked. You follow the muddy tracks to Felix's house over the hill.

To the passer-by, this is a prosperous farm. But on close inspection, you see that it is a triumph of appearance over substance. All the buildings looks great. Fields appear to be flourishing. But up close, you see pests in the fields, and disease on his crops. His house looks great on the outside, but it is falling apart on the inside.

But there's more. The house is overrun with tracks. There are signs of a struggle. There is no one here at all.

If you make a search check or tracking check vs DC12, then Please Highlight to display spoiler: { You find Felix hanged in his own well with his own well rope.}


Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+11=14 ; d20+10=28 ;
Thursday April 9th, 2009 4:27:44 PM

(Survival 14, Search 28)

"Cleric!" She attempts to pull up the corpse. "Check for signs of life."

DM Note: Sira has found Felix's corpse in the well.

Marcasthai AC 19 HP 70/74 (SteveK)(Cats Grace)  d20+1=10 ;
Thursday April 9th, 2009 6:38:41 PM

"Tracks, Sira", asks the big taur. "Does it look like Felix was hiding and accidentally killed himself, that the undead tracks to the Dread did this, or was this something else?"

He looks at the spellcasters of the group. "Any speaking with dead people spells?"

"We need to keep looking to see if Felix is a innocent victim, a dupe killed, or a willing pawn in the undead plans."

Marcas is willing to spend a great deal of time around the farm houses and well, checking for clues, attics, basements, cellars. (ooc: would like to take 20 on a search check here)

Taking 20 Search : 21
Taking 10 Search: 11
Quick Search: 10

Speck AC18/19 HP:26/26 
Thursday April 9th, 2009 9:38:39 PM

Reaching the farm and seeing the destruction and Felix's demise, Speck asks, "Do I have permission to snoop around now?"

As if such permission was really necessary, Speck inspecks the area around the well, including the rope, crushed grasses, footprints, and so forth, taking 20.

Search 20 +10(normal) = 30 or
Search 20 + 15(goggles) = 35

"We should take the time to search the buildings as well. Specially the house. If he was involved in some way, there's bound to be something written linking him."

Speck searches the house and outbuildings, taking 10.

Search house (cabinets, drawers, mattress, wall planking, floor planking, desk, etc.)
Search 10 + 10(normal)= 20
Search 10 +15(goggles) = 25


Cedric AC 15 HP 63/63 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+14=30 ; d20+16=26 ; d20+18=35 ;
Friday April 10th, 2009 9:02:58 AM

Cedric frowns, wondering if the outcome would have been different had they made more haste last night. He helps pull the body out of the well, treating it with great respect.

"Let us figure out what happened here, and then bury him." He examines the situation, trying to look for clues.

OOC:
30 Spot
26 Survival
35 Knowledge Nature



The King AC14 HP 41 of 42 
Friday April 10th, 2009 10:01:33 AM

Lucky runs up when Sira calls for a cleric. He helps her lift the body out of the well. "Like you said, missy, you're not that muscular. Let a strong guy like myself give you a hand!"

Then he takes a good look at the body. He says, "A cleric knows the news is grim -- I thoroughly examined him. And he's not only merely dead, he's really most sincerely dead."

When Marcasthai asks if he accidently killed himself, Lucky laughs. "Well, there's unlucky and then there's unlucky, but you'd even have to be more unlucky than that to accidentally tie a noose around your neck and then end up dangling in a well. No, my guess is that this was what you might call intentional."

Lucky helps in the searching too.

Sir John (Ken M) AC 23, 47/50 hps 
Friday April 10th, 2009 11:26:01 AM

(OOC = Ditto to Cedric's comment... "The King???? ... You've probably been waiting breathlessly to come up with that one... Cayzle...)

When Sir John sees the corpse, he curses softly at the thought of someone innocent dying so. He vows to find out who or what did this and make them pay. While the others are searching, he'll take the body, give it a quick liturgy to remove any "evilness" that remains from the attacker, and then bury him somewhere deep and near his home.



The Mystery Deepens? (DM Cayzle) 
Friday April 10th, 2009 12:28:04 PM


Perhaps slightly shocked, the party dignifies Felix's remains with care, a burial, and a few prayers.

And you take a really good look around, spending maybe a few hours to make sure that no detail is missed.

It seems that the most likely explanation (and here Cedric's survival skills serve him well) is that some boney-footed undead creatures came to the house. Felix stood on the porch and talked with them. They seized him and hung him in the well. That seems like the best explanation to you all.

You find signs of a brief search of the house by the undead. Then the undead went back the way they came.

That's really all you discover. It is midmorning, not far from noon. Tonight you will have to stop the undead assault *before* it can get to the Ley Line. What will you do to help you achieve that goal? What can you expect the enemy to use against you? What resources can you muster in defense?

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Friday April 10th, 2009 2:12:41 PM

"Duh! What a genius this one! Dead is dead regardless what spin you drop." The twilight ranger sneers.

"Lets be sure he can' rise too."

"Ley lines are not my expertise."

Marcasthai AC 19 HP 70/74 (SteveK)(Cats Grace) 
Friday April 10th, 2009 6:25:32 PM

"It doesn't make sense", says Marcas. "Thaela's sons were captured and taken back to the Dread in order to swell thier ranks. If this were a normal raid, they would have captured Felix and taken him for undead. Why leave his dead corpse here?" Thinking hard, Marcas answers his own question. "Because he wasn't invisible and they needed to sneak by us."

"Then if he was helping, why kill him?" Again, the minotaur answers himself. "Because he failed to get us to turn against Thaela."

He takes a handful of dirt and tosses it on the new grave of Felix. "Then there is nothing else to do then return to Thaela's Farm and prepare our defenses. In front of the Ley LInes."

More fires?

Holy Water?



Sir John (Ken M) AC 23, 47/50 hps 
Saturday April 11th, 2009 10:18:08 AM

After grieving briefly over the loss of Felix, Sir John joins the strategising re: how to defend the lay lines next time...

"Well, the fires do seem to help somewhat, but we need to set up some sort of barrier to funnel them into a smaller area. They keep spreading us out and we can't concentrate our attacks... Are there any downed trees that we could move to block some of the ways in or ditches in front of the lines we could use to help slow them down? If there are several undead, we could be outnumbered and end up fighting one on one while others get past us to the lay lines..."

Marcasthai AC 19 HP 70/74 (SteveK)(Cats Grace) 
Saturday April 11th, 2009 1:03:13 PM

Marcas turns to Sira and Speck. "We will need booby traps and other deadfalls to channel the undead to our part of the Ley Line defense. You are the best at that. Use me and Sir John's strength where you need."

"Lucky, do you have any ideas that may increase our Luck tonight?"

"Cedric, what of animals in the area to assist making holes or things?"

"Nirith, I have heard witches can brew unusual things. What sort of things can you prepare?"

Speck AC18/19 HP:26/26  d20+10=28 ;
Sunday April 12th, 2009 11:40:18 PM

"Booby traps? Deadfalls?" Speck exclaims. "In one afternoon?"

He start looking around Felix's place for easy timber for traps. "Sharpened poles work well to herd things... and cover pits..."

Search d20+10 for wood planks that can easily be pried from any of the outbuildings = 28

"Whoose gonna do the digging?"

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20=12 ;
Monday April 13th, 2009 8:29:21 AM

Sira helps with any of Specks ideas. (rolled a generic d20 and made DC 12 to assist with whatever.

OOC: I have an odd schedule for the next few days. Posting will be sketchy.



Cedric AC 15 HP 63/63 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet 
Monday April 13th, 2009 9:09:04 AM

"There's probably not much to help us did but ourselves."

He thinks for a moment.

"But, I could wildshape into a dire badger. They dig very well."

Nirith Dahaka(AC21 - HP20/39 - Cat's Grace] and Nekron (StevenVdB)  d20+9=22 ;
Monday April 13th, 2009 12:42:00 PM

Nirith turns to Marcas as he questions her about the potions she can brew.

"I can basically brew any spell I know into a potion... though it's far more interesting to pour healing or enhancing spells into a flask... Cure spells, Cat's Grace, Bear's Endurance, Delay Poison and so on... but the strange substance these Undead are using to destroy the Ley Lines is far beyond my knowledge... sorry..."

The Nirith looks around wondering what it is they are missing and turns to Nekron...

"How about you go scouting beyond the lines once more? You're a brave companion and a loyal friend so I know you're capable of this..."

"KRAAAAA... Wanna kille me huh?!... BAH... KRAAAAA.... You wingless bipeds are useless... KRAAAA....

And with that Nekron flies up and beyond the Ley Lines trying to follow any paths he can find up there...

Turning to her friends Nirith says : "He always says what he thinks but other than that he's a fine companion..."

Nekron spot: 22


Marcasthai AC 19 HP 70/74 (SteveK)(Cats Grace) 
Monday April 13th, 2009 1:49:25 PM

"I will help dig or cut branches, or move logs for your traps. I and Sira and Sir John and his steed will be your strength." replies Marcas to Speck.

The minotaur ponders Nirith's words. "Would these brews then erase the spells from your mind?", he asks. "If so, then they will do no good for tonight. But a scout is very welcome." Marcas gives an involuntary snort of laughter as Nirith talks about Nekron, but says no more, only softly petting the white persian cat snuggled in his knapsack.

Nirith Dahaka(AC21 - HP20/39 - Cat's Grace] and Nekron (StevenVdB) 
Monday April 13th, 2009 2:49:24 PM

"Brewing potions is an art my friend..." Nirith kindly answers Maracthai "It is not something you can do quickly overnight... it takes time, preparations, skill, patience... I won't be able to brew any potions tonight... all I could do, if you really want something I don't have allready is to prepare it and leave it unattended during the day. Anything particular you are looking for?"

"Although I do prefer writing scrolls. They tend to drain me far less than brewing potions do..."

King Curlique AC14 HP 41 of 42 
Monday April 13th, 2009 5:08:47 PM


Lucky listens carefully to the ideas being tossed around.

"Good thinking!" he says to the minotaur war leader. "Marks-On-Thighs, your deductions are stunning! Perhaps you are a seer in disguise? And I like the fire and holy water idea. Who has fire? Who has holy water? And as for booby traps and deadfalls, great! Who can make those?"

"John, excellent idea! Can you cut down trees? Can you dig ditches? Where?"

"Speck-You-Late! Do you think you can make covered pits and spikes? You can! Great!"

Cedric says he can dig pretty well. Lucky exclaims, "Old man! I would never have guessed you had it in you! Great! I will call on you to dig dig dig!"

He listens to Nirith talk about potions, and gently "corrects" her. "No, my dear," he explains to the witch. "Many thanks for your devotion, but you simply have no time to make potions or scrolls before night falls, not if you want to regain that spell. And if you are simply moving a spell from your head to a potion or scroll, what good is that? Besides, brewing potions is an art, not something you can do quickly overnight, or even during the rest of the day, unless you have a quiet place to work."

The halfling walks up and down, lecturing. "So! We are going to go beyond the Ley Line, set up ditches and covered pits and spikes, to channel the undead to our strong point and engage them before they get to the Line, right?"

OOC: By the way, these are Lucky's spells. Please consider for yourself how we can use them, and ask him if you want him to cast one.

Lucky helps with the searching.

0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Speck AC18/19 HP:26/26 
Monday April 13th, 2009 7:54:51 PM

Speck speculates on the deadfalls he'll need to design, quickly assessing what they've encountered so far.

"I'd prefer to dig pits fifteen to twenty feet deep, but we don't have time for that. We'll have to settle with pits ten feet deep, I'm afraid. However, we can bolster the pits by having spikes at the bottom and a pile of wood soaked in oil. When something falls in, we immediatle toss a torch inside.

We will take some these planks from Felix's barn to lay over the pits. I'll have the planks weakened so they will snap when something heavy, like a fat hafling, treds on them. I'll have the planks covered in dirt, with some minor magics to hide the newness of the dig. The enemy will fall on the spikes, then the pit will become a roasting oven, so that oughta hurt their footsies."

He ponders a little more then adds, "Ditches, lined with long, sharp poles, can be dug to steer the enemy towards the pits. If they decide to pass through the ditch and poles, we toss Holy Water to steer them down the right path."

OOC: I will create a visual of what I'm thinking and add the link.

"So, I'll need help pulling the planks from the barn wall and flooring. Also cutting sapplings to create the spikes and long poles. So let's get to it."

Speck starts picking out choice planks, those that already look weakend, and directing the strong ones on pulling them loose.

Spot 10 + 5 = 15 (taking ten) until there's enough planks to cover three 10' x 10' areas, although the pits will be 10x20. The idea is that they will see the open 10' and go around it, thus treading on the covered 10'.


Laying a Defense (DM Cayzle) 
Tuesday April 14th, 2009 7:37:27 AM


At Felix's Farm

The party gives the dead farmer a moment of mourning. Marcasthai ponders the most probable explanations for what the party has found, and his theories are born out by all the available evidence. Marcasthai, please accept a 100 xp cleverness award.

Then it is time to plan a defense. You can find poles and stakes here, for sure. Also some shovels, a pick, a pitchfork, etc. There is lots of firewood, and even a cart and an ox to haul it. You can salvage some planks too.

Then it is time to leave the farm.

Defending the North Field

Brother Shod shows you the sensitive length that must be guarded. It is 100 feet long from L3 to AE3 on this map. I'll put up a cleaner version later today or tomorrow.

You have a solid seven or eight hours before twilight, and the enemy has come prior to this several hours after sunset. Please detail any ditches you dig, pits set up, etc etc -- using the map (or the one to come later).


Laying a Defense MAP (DM Cayzle) 
Tuesday April 14th, 2009 12:58:20 PM

And here is a new map of the battlefield, bare of improvements and things.

The Map

Sir John (Ken M) AC 23, 47/50 hps 
Tuesday April 14th, 2009 2:16:30 PM

Sir John listens to the plan of defense and gets quickly to work building the pits. He recalls Joshua and directs his horse to help move trees and other heavy objects to the pits, as well as helping wherever else is needed. He knows that acting as a draft horse rather than a majestic steed may be frustrating for his young mount, but he gently explains that it has a holy purpose and that Joshua will have plenty of time to fight that night...

Since Marcas and Speck appear to have a plan in mind, Sir John goes to wherever they direct and enjoys the chance at good, hard labor...

Laying a Defense EXTRA (DM Cayzle) 
Tuesday April 14th, 2009 3:44:56 PM

Someone / everyone, please do give map coordinates for your activities!

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Tuesday April 14th, 2009 7:44:42 PM

"Ced, dig here with me, parallel to the Ley Lines." (N17)

Cedric AC 15 HP 63/63 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet 
Tuesday April 14th, 2009 8:58:48 PM

Cedric shifts into a dire badger, and digs the trenches, as well as some deeper holes straight down scattered throughout the field about 60 feet from the ley lines, going in an arc all the way around. He digs any other requests from the group as well.

OOC:
A trench along the 17th row, and a half hemisphere band of random holes 60' out from every edge of the ley line.

Marcasthai AC 19 HP 70/74 (SteveK)(Cats Grace) 
Tuesday April 14th, 2009 10:32:41 PM

Marcas plugs any chance of the undead outflanking the vulnerable area by having the Farmer and the ox cart place two large woodpiles on the edges of the Ley Lines. (at K/L,18/19 and AE/AF,18/19)

"Do not place the trench all the way across", warns Marcas to Cedric, "we want them to see an easy way to come and that is where I will stand." Place the trench further out, so we may move behind the barrier." (Marcas indicates to dig up J,16 to Q,16 for the trench.) And will then emplace stakes into the ground angling outwards at a 45 degree angle. Then the druid digs the foot-twisting holes. (great idea!)

Marcas asks Sir John and Joshua to bring Lucky's dirt-filled barrels up too. "Place them here and here", he says and points to the places on the ground. (at AD,16 AC,15 AA,15 and Z,16)

The minotaur makes two more woodpiles and soaks with oil to light when night comes and places them in front. (at R/S,15/16 and W/X,15/16)

"This leaves a 20 foot space for me to stand."

Speck, you are in charge of thefire at R/S to light, and Nirith the one at W/S. When we are attacked, this is your first duty to light these fires.

Sir John, you have the fire to light at AE/AF and Cedric the one at K/L.

Sira be our scout out front with Nekron, but return when you spot any before you engage.

With luck, our preparations will make them come right for the center where we can throw fire and hold them on a narrow front.

Marcas looks around for more ideas from his friends.


Speck AC18/19 HP:26/26 
Tuesday April 14th, 2009 10:53:29 PM

Speck prepares the planks to be used over the pits, whereever Cedric digs them. He weakens them such that the'll snap when weight is put on them in the middle.
Taking 20 on each set of planks Craft 20+3=23

OOC: DMG pg 71, CR2 Traps, Well-Camouflaged Pit Trap, DC20 Ref to avoid, 1d6 fall (10f) and Pit Spikes (see DMG pg 70) 1d4 spikes (as daggers) at +10 att bonus (+1 bonus per 10f of fall), with damage bonus of +1, or 1d4+1 dmg, I believe.

If the pits are deeper, then adjust the damage per DMG pg 70-71.

Speck will use his Prestidigitation spell to make the dirt covering over the planks look 'old', as opposed to freshly turned. One casting will last an hour and he can affect 1 cubic foot per round of material. He can cast it 3 times, but once will probably do.

Sir John (Ken M) AC 23, 47/50 hps 
Wednesday April 15th, 2009 11:47:50 AM

Sir John nods at the numerous instructions of Marcas and beings by bringing up the dirt barrels to the coordinates specified. Then, he helps Speck with moving planks, and Cedric with moving dirt from the trenches and pits... Finally, he observes the area around them and sees if anything is missed... "I can't think of anything we've missed and it seems we're prepared as best as we can. Make sure, however, that I have room to charge an enemy from where I'm standing by the fire at AE/AF." Once they start their building project, he'll ensure that he has this room (OOC = it's tough to tell w/o seeing the map with all the obstacles......)

When he has a chance, he does take a moment to look around the general area for something that could act as a lance, since it is an ideal weapon for charging with Joshua. He'll take any long piece of straight wood that can be sharpened, but wants to ensure that it will get the same bonus as a lance would... He'll cut off any excess branches, and sharpen it as best as possible.



Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+11=27 ; d20+12=26 ; d20+11=28 ;
Wednesday April 15th, 2009 1:36:21 PM

"I'll go scout."

(Spot 27, Listen 26, Survival 28.... +6 vs undead)

King Curlique AC14 HP 41 of 42 
Wednesday April 15th, 2009 6:31:01 PM

Lucky makes sure he has a supply of rocks for throwing. He takes the pitchfork in case he has to spear someone. He lends a hand shifting barrels and setting up bonfires.

But otherwise he is subdued, and says little.

Nirith Dahaka(AC21 - HP27/39 - Cat's Grace] and Nekron (StevenVdB) 
Wednesday April 15th, 2009 6:35:16 PM

Nirith stands to watch out where Nekron is... the Raven has allready flown away last turn and it somewhere far beyond the Ley Lines...

She herself isn't too keen about digging holes in the ground but instead takes out a Tanglefoot bag and an alchemist fire from her backpack and hangs it on her belt.

(she walks the line at row 16 going from L to AE and back...)

When evening falls Nirith questions her friends of how much time they have left and when to start using the enhancments she has for them.

"Cat's Grace or Bull's Strength anyone? Enlarge maybe? "

The Battlefield (DM Cayzle) 
Wednesday April 15th, 2009 6:35:27 PM

I'll complete this post tonite. I just wanted to get the new map up.

http://img.skitch.com/20090415-pw8k8u87w4qm7wnb5b5wjr3xb2.jpg

Speck AC18/19 HP:26/26 
Wednesday April 15th, 2009 7:45:04 PM

OOC: Please add Caltrops to U4 and V4. Thanks.

Speck busies himself with the preparations, humming a tune as he goes. He reminds everyone that most undead they've encountered so far were resistant to edged weapons, and totally immune to mind-affecting spells.

The Battlefield And More (DM Cayzle) 
Wednesday April 15th, 2009 8:39:26 PM


For untrained diggers, even those in the form of digging creatures, you cannot dig a hole or trench deeper than it is wide. Without shoring-up, the kind that would require Profession (Miner) ranks, your trenches fall in on themselves. So the five foot wide trench is only five feet deep, and the ten foot wide holes are ten feet deep. Even these, though, are not sheer-walled. They slope, albeit pretty steeply.

The barrels that form a barrier on the right hand side need a gap so that Sir John can charge out through them. That gap is shown on the map.

The party sets up for a fight. Do you like your positions as shown? Tell me where you want to be, if not. What do the fire watchers do to be able to light the bonfires? Torches? What? What lighting do you use before lighting the fires?

Sira, how far out do you go to scout? Do you make any attempt at stealth?

Are you all putting dirt or such on the weakened planks that cover the pits? That is, are you trying to disguise them? The cantrip will work to help with that, but only for an hour, and you do not know when the enemy will come. Will you recast every hour? Each casting only covers one pit.

Speck puts caltrops on the field of battle too. (I'll update the map in the morning.)

As twilight approaches, Brother Shod joins you. "My work on the Lines is done, but I'll help you defend them, tonite!"

Marcasthai AC 19 HP 70/74 (SteveK)(Cats Grace)  d20+1=13 ; d20+7=23 ;
Wednesday April 15th, 2009 8:42:51 PM

Marcas nods in response to Speck's words and the placing of the caltrops. Once the heavy work is done, he encourages everyone in shifts to get a little sleep, starting with the spellcasters on watch while the warriors get some shut eye.

"Remember that after the fires are lit, we should be able to see our enemy. Throw fire at them, and prepare to shift to places along our line where they may try to break through."

To Nirith: "Keep the Enlarge for me when the time is right. The other spells to give to Sira, Sir John, or Cedric."

As evening glooms, Marcas will shift a little forward to give himself some fighting room. (move to U/V,14/15)

Listen: 13
Spot: 23

Sir John (Ken M) AC 23, 47/50 hps 
Thursday April 16th, 2009 10:20:27 AM

Sir John looks around and says, "Torches sound like a good way to light these fires when the time comes. To light them, we'll need some tinder and flint/steel to get them started off... Is there anyone here who has a flint/steel kit to get some small pilot fires started somewhere nearby, where we could grab them, move quiclky to our fires and then start them off?"

He finishes making his lance and tries to make it seem as majestic as possible...

He looks at the gap for him to charge through and says, "That gap doesn't need to as big as it is... I only need 5' wide to get started so let's put another barrel at AB15, move the barrel from 16 to AA15 and that leaves me a 5' wide movement next to the fire when I charge... It'll warm Joshua and I up a bit, but I don't want a hole in our defenses..."

While waiting, he'll help move dirt and brush to cover the pits and assist however he can with disguising the holes...

Cayzle -- since your horse is Large, he takes up a 10x10 space. So he needs a ten-ft wide gap if he is to charge through. Otherwise he can squeeze through a five-ft wide gap, but not charge.

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet 
Thursday April 16th, 2009 1:00:46 PM

Cedric looks over the holes they have dug, satisfied with the work. "Good enough" he says as he shifts out of form. He puts Quellis behind the ley line buttress, on the right side as an emergency reserve.

"Is there anything else to be done?" If there's not around twilight he casts a few protective spells, extended with his rod, and shifts into form, getting assistance with his armor from Lucky.

OOC:
Cast Long Strider, Delay Poison, and Greater Magic Fang, all extended by rod
Shift into Dino form.

Sir John (Ken M) AC 23, 47/50 hps 
Thursday April 16th, 2009 2:14:30 PM

(Thanks Cayzle... for the clarification. I've got quite a big horse don't I... Need to cut back on his chocolate treats and donuts for breakfast... Anyway, let's clear up a 10' space to the East of the fire so I don't leave a hole anywhere else...

Lucky Eddie AC14 HP 41 of 42 
Thursday April 16th, 2009 6:31:16 PM


Lucky Eddie is pleased to see his faithful mount. "Tyco! I wondered where you had gone!" he exclaims. "Here let me rub you down and get you some dino-snackies. Then we'll get you all ready for the night's business."

He helps get all of Cedric's gear in placed cinched up well.

Then he mounts up and grabs a torch. He's ready for the night's work. His plan is to make magic stones, throw them, and help out with cures. But if anyone suggests some other action or spell, he'll take it.

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 6
Tattoo used: 0 of 3. Each use makes three Magic Stones.
Wand of CLW, 45 charges.

Twilight. And NOT the kind with the friendly undead who has a crush on you but would never hurt you. (DM Cayzle) 
Thursday April 16th, 2009 6:35:53 PM

A few last minute adjustments are made to the battlefield. Traps are set, fires readied, positions taken. The only remaining question outstanding is for Sira -- how far away will she scout? Is she trying to be stealthy? What is her plan if she sees something like undead? Sira, please make some spot and listen checks!

The sun falls below the horizon, and it is getting dim.

And the Map.

Marcasthai AC 19 HP 70/74 (SteveK)(Cats Grace)  d20+7=10 ;
Thursday April 16th, 2009 7:14:29 PM

Marcas is satisfied that they have a stronger position than the previous nights. Now, they must wait. Sira and Nekron are out in front and so should give a few seconds warning, so the minotaur sits down. He slowly chews a travel bar made of nuts, berries, and honey, feeding tidbits to Khloe who licks the honey from her white fur.

He keeps looking around to see if his blinking eyes can see anything. (Spot: 10)

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+11=23 ; d20+12=29 ;
Thursday April 16th, 2009 9:15:18 PM

Spot 23, Listen 29 plus 6 versus undead

Speck AC18/19 HP:26/26 
Thursday April 16th, 2009 11:29:27 PM

OOC: as stated above:
[Speck will use his Prestidigitation spell to make the dirt covering over the planks look 'old', as opposed to freshly turned.]

Per PHB pg 264, under Pretidigitation, last sentence: "Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour."

I envision Specks usage of the spell on the dirt covering the wooden planks to fall into the Soiling category. He's just drying up the dirt and placing pebbles and such in a way to make the area look like it's been trod on many times, even adding hoofprints and footprints. This, I think should be permanent. He can cast the spell 3 times and affect 1cu foot of area per round. The spell duration is 1 hour, so that is (1 round = 6 sec) 10 rds/min at 60min/hr, or 600 rds., or 600cu feet.

One pit covering is 100sq feet, so he can affect 6 pit coverings on his fist casting and the last on his second casting, using up the rest of the spell to 'tidy' up the pit coverings. If you like, he can cast his 3rd casting to add features like hoofprints, footprints, and such.

Also, the 10' deep holes should have spikes at the bottom of them, as per:
DMG pg 71, CR2 Traps, Well-Camouflaged Pit Trap, DC20 Ref to avoid, 1d6 fall (10f) and Pit Spikes (see DMG pg 70) 1d4 spikes (as daggers) at +10 att bonus (+1 bonus per 10f of fall), with damage bonus of +1, or 1d4+1 dmg, I believe.

This all done, he gets into his spot and lights his torch and holds his Grease wand at the ready. A casting of grease on the pile of wood should make the wood catch fire a lot faster, he figures.

Nirith Dahaka(AC21 - HP27/39 - Cat's Grace] and Nekron (StevenVdB) 
Friday April 17th, 2009 12:58:10 AM

Nirith sees nighttime approaching and gets more and more nervous about Nekron... where is he? Shouldn't he be back by now?!? Of course Nirith can't remember asking him tp hurry back... for all that matters he's perched up a tree by now taking his afternoon nap...

Putting aside one Enlarge scroll for Marcasthai, Nirith looks around to see what she can do to help...

The scrolls she will use to enhance herself and some of her friends are all short duration... so she'll have to make'm count and cast them after they got the first warning... with any luck she then has some time to do all the casting...

General Gothikus!


The Undead Approach! (DM Cayzle) 
Friday April 17th, 2009 8:38:57 AM


At last, the preparations are complete. The traps are set. The spikes are sharp. Night has fallen. Nirith's familiar returns, with warnings of things moving in the dark. It can't be long now.

With Nekron's return (but before Sira reports anything), you know that it is a matter of less than an hour before the enemy arrives. You might want to cast longer spells, with durations of tens of minutes, now, rather than wait.

Then, about 20 minutes after the familiar reports in ... Sira, with her keenly tuned senses, spies the enemy coming on. She sees two loping humanoid shapes, and the faint "meep" of their choked calls tells her that ghouls are on the way. And more than two, maybe, beyond the first pair.

At this point, if Sira runs back to the defenses, she will be at the barricades when the enemy hits. Otherwise, they will surely overrun her before she can get back to the relative safety of her friends' company -- the friends who are relying on her for a warning! Sira, what will you do?

Sir John (Ken M) AC 23, 47/50 hps 
Friday April 17th, 2009 9:59:58 AM

Sir John continues waiting for something exciting to happen... Joshua is a bit restless too, whinnying softly so that only John can hear. The smell of undead makes him a bit unsettled, but his training as a young pony helped him become used to fighting smelly, ugly foes.

He looks down at his flint/steel and makes sure that they are ready to start any fires that are needed for when the battle begins...

Sir John looks at his lance a few more times, making sure both it and his javelins are ready for battle. All is set and all he needs now is an enemy to fight...

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Friday April 17th, 2009 7:47:09 PM

Sira will have set up a way to communicate at distance. She will cast dancing lights above her position if there were undead coming. She runs back.

The Undead Approach! Part Two (DM Cayzle) 
Friday April 17th, 2009 8:51:27 PM

Sira casts her readied Dancing Lights as soon as she sees the foe, then she turns and runs.

I'll post again in the morning to give casters a chance to cast defensively when the lights start a-dancin' ... Nirith, that's your cue, and keep in mind the d8 roll that accompanies all witch spells cast.

Lucky Eddie AC14 HP 41 of 42 
Friday April 17th, 2009 8:53:50 PM


Eddie uses his tattoo and makes three magic stones.

"Here they come, oh my loyal subjects," calls Lucky. "Anyone want a spell?" [OOC: You can suggest a spell to Lucky out of character, if you like.]

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 6
Tattoo used: 1 of 3. Each use makes three Magic Stones.
Current stones used: 0 of 3
Wand of CLW, 45 charges.

Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision) 
Friday April 17th, 2009 8:55:02 PM

On the return of Neckron, Marcas calls for everyone to be more alert. He downs a potion of Darkvision just in case the undead try and attack the fires. He then keeps his hands lightly on his Ranseur, stepping forward another five feet to support Sira's return.

Effects
Darkvision 3 hours

Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision) 
Saturday April 18th, 2009 8:16:14 PM

ooc: I've an idea for the Mithril Tap next module, but since I've already DMd once, does anyone else want to volunteer?

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet 
Sunday April 19th, 2009 12:08:40 PM

When Sira begins to move back to the group, Cedric casts spike growth, turning the ground behind her into a dangerous path.

OOC:
Spike growth: 7 20' cubes. 5 cubes making a rectangle with corners M2, M5, AF2, AF5, plus 2 more 20' cubes at the end of those but closer M6->P9 and AC6->AF9.
1d4 piercing damage per 5' movement. Anyone taking damage reflex save DC 17 or movement slowed by 1/2. (not sure undead are affected by the movement slowing)

Speck AC18/19 HP:26/26 
Sunday April 19th, 2009 11:29:43 PM

'So it is time,' Speck reflects, as Sira returns in a hurry. 'I'm running out of lyrics that deal with undead. I guess I'll just have to make something up', he muses as he prepares to light his bonfire. He uses his Grease wand to cover 10sq feet of the wood with a grease coating, just waiting for a spark.

Brother Shod the Fixer 
Monday April 20th, 2009 12:30:46 AM


The barrel-shaped man springs into action when the flying familiar arrives. He casts three Consecrate spells (see next map for location). He draws three drops of Woldsblood from the Realm of Shadows, and uses them to enchant his armor, his shield, and one drop he saves.

When Sira returns, the Fixer uses his last drop of Woldsblood to bless his own heavy mace, and then he casts Protection from Evil on himself and Bless on everybody.

Nirith Dahaka(AC21 - HP36/39 - Cat's Grace - Bull's Strength] and Nekron (StevenVdB)  d8+3=9 ;
Monday April 20th, 2009 12:47:29 AM

(ooc posting might be sketchy as I hoped for a Sub this week... I'll be in Germany for the rest of the week and hopefully I will be able to post every morning in the hotel.. If anyone can sub, thrusday and friday will be most needed)

Nirith is pleased to see Nekron return... this means she now has to start casting spells to enhance herself and her firends... quickly!!

"Marcas, get over here! Here you go lad... good luck..."

Nirith picks three scrolls and taps Marcas three times.... Cat's Grace, Bull's Strength and Enlarge Person...

Next she digs up another Cat's grace and Bull's Strength and casts it upon herself... she also remembers to use one more healing spell on herself...

(6 spells - 6 rounds... - If we have that much of course)

"Anyone else need something?! Now's the time to ask for it friends!!..."



The Enemy Arrives! (DM Cayzle) 
Monday April 20th, 2009 7:28:35 AM


The party sees the dancing lights in the distance, and that bit of clever casting gives you all plenty of time to cast buffs and other preparatory spells.

Sira, please accept a 100 xp cleverness award for the use of Dancing Lights.

Lucky Eddie creates three magic stones.

Marcas downs a potion of Darkvision.

Cedric readies his spell and casts Spiked Growth as Sira returns.

Speck greases his bonfire.

Br. Shod consecrates the area and buffs up.

Nirith also makes good use of her time to cast some buffs from scrolls.

Sira races up, and those with Darkvision can see two hunched humanoid figures loping fast behind her, about 60 feet back.

[OOC: Friends, do not post quite yet (unless this is your only time to post, for example, because you are overseas travelling!) -- I will post the enemy actions and the map when I get to work in a few hours.]

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Monday April 20th, 2009 11:01:27 AM

OOC: Not posting because the mean DM doesn't want us too. :) Checking in too.

Sir John (Ken M) AC 23, 47/50 hps, Blessed 
Monday April 20th, 2009 2:14:04 PM

(Not sure if I can post later or not, due to a Boy Scout meeting I have to attend with my son... I'll try to check in later thought, but wanted to at least post something....)

Sir John feels empowered by the bless spell and prepares himself for the battle to come... He admires the stratagem of using the dancing lights and congratulates Sira on being so clever...



The Enemy Arrives! | Round One, Part Two (DM Cayzle)  d20+2=11 ; d20+2=16 ; d20=1 ; d20=18 ; 4d4=11 ; 4d4+1=8 ;
Monday April 20th, 2009 3:43:24 PM


The two undead lope into the area of the Spike Growth, and their pained meeps reveal that they are indeed affected. They take damage from that, and their saves vs lameness are 11 and 16, so both are halt of foot. And then one of them also steps on a caltrop, though I'll rule that you can't stack lame effects. Moving at half speed through the spikes, Undead One takes a total of 11 hp (and is still up!) while Undead Two takes 8 hp damage.

If you make a spot check vs DC 14, then Highlight to display spoiler: {you see two more in the dark behind.}

And the Map!

Lucky Eddie AC14 HP 41 of 42 
Monday April 20th, 2009 3:44:16 PM


Lucky lights his bonfire!

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 6
Tattoo used: 1 of 3. Each use makes three Magic Stones.
Current stones used: 0 of 3
Wand of CLW, 45 charges.

Sir John (Ken M) AC 21, 47/50 hps, Blessed 
Monday April 20th, 2009 3:52:27 PM

"It's time to earn our keep" Sir John mentions to Joshua, as he sees the fire erupt from Lucky's area. He decides that now is the time to light his own fire and moves to light both his torch and then the bonfire itself...

Personal info

Sir John AC 21, 47/50 hps
Joshua AC 22, 39/39 hps

Blessed = +1 morale bonus to attack rolls, +1 to save vs fear.
Consecrate = +3 sacred bonus to turns, -1 to undead saves, att and dmg rolls



Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision)  d20+7=8 ; d20+11=30 ; 2d8+9=18 ; d20+12=20 ; d20+12=24 ; d20+12=14 ; d20+12=25 ; 2d8+9=22 ; 2d8+9=14 ; 2d8+9=19 ;
Monday April 20th, 2009 7:43:13 PM

Marcas doesn't notice much of anything (Spot: nat 1), but with his darkvision can clearly see the two undead in front of him.

"Light the fires!" he calls in his deep, deep voice. Then he readies a strike with his Ranseur at the first undead within range.

(Readied Attack: AC 30, Dam 18)

AOO (just in Case)
1: AC 20 Dam 22
2: AC 24 Dam 14
3: AC 14 miss I'm sure!
4: AC 25 Dam 19

Effects
Darkvision - 3 hours
Bless - +1 attack, save vs fear

Speck AC18/19 HP:26/26  d20+5=19
Monday April 20th, 2009 10:19:33 PM

Spot DC14 d20+5=19

At Marcas' command, Speck scrapes his flint on his piece of steel and sparks fly towards the greased wood, igniting the pile with a 'whoosh'.

Then he readies his sling with a bullet and moves to T17, 5ft step.

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Tuesday April 21st, 2009 10:27:51 AM

Sira steps up with Marcus and readies for confrontation.

Nirith Dahaka(AC23 - HP36/39 - Cat's Grace - Bull's Strength] and Nekron (StevenVdB) 
Tuesday April 21st, 2009 11:53:19 AM

(Marcas remember your cat's grace, Enlarge and Bull's Strength...)
(posting quickly from the hotel)

Nirith awaits orders and feeling strengthend and more dexterious she awaits the Undead...



Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+9=18 ; d6+5=10 ;
Tuesday April 21st, 2009 2:05:30 PM

Cedric jumps over the barrier, and casts produce flame, attacking the nearest foe.

OOC:
Jump check can not fail
move to Q-14
Cast produce flame, attack U2: Hit Touch AC 18 for 10 Fire
1/7 min

Effects:
Bless, Produce Flame, Lucky's aura
Wildshape, Longstrider, Delay Poison, Greater Magic Fang.

Brother Shod 
Tuesday April 21st, 2009 7:33:47 PM


Concerned that Cedric and Lucky are leaving the west flank open, Brother Shod steps over to the west, to 18O.

First Undead Destroyed | Round Two (DM Cayzle)  8d4=14 ; 6d4=15 ;
Tuesday April 21st, 2009 7:50:50 PM


Lucky, Sir John, and Speck all take the time to light their bonfires. The one near Nirith remains unlit.

Because Speck's was already greased, it goes up fast, and he has time to draw a weapon and step up.

Marcas steps up and readies an attack. Sira steps up next to him.

Nirith stands ready.

Cedric jumps forward, casts a spell, and attacks an undead with flame. Already sorely wounded by the spike growth, the undead topples over.

Brother Shod moves to the west, just in case.

The remaining undead charges Marcas, but the minotaur's reach and readied attack make short work of that one, too -- and it falls to the ground, devoid of both life and unlife.

Now that one lies a corpse at your feet, it is clear that these are ghouls. AC14.

Moreover, it is clear that there are two more coming on the east flank. These two move from AG1 towards AC9 -- right through the thick of the spike growth. These two are sorely wounded by the spikes, and both end up dead by the agency of the supernatural plant growth, before you can do anything

If you make a spot check vs DC14, then Please Highlight to display spoiler: { you see three more approaching from the west side}.

But right now, there are no foes to attack on the Map.


Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision)  d20+7=22 ;
Tuesday April 21st, 2009 10:03:49 PM

ooc: SteveVdB, I'll take Nirith if you need me to ...

..................

The Huge minotaur spots the arriving undead (Spot: 22) and calls out the battle plan. "Sira and Cedric, move to the west and intercept those three ghouls!"

"Remember, we can withdraw only a little. Defend the ditches."

The minotaur himself doesn't move, but keeps his position where he is to block any attack. He also looks into the air with his Darkvision to see if he can see any flying undead as well.

Effects
Darkvision
Bless (From Shod)
Enlarge (from Nirith)

Cayzle: Oooh! I have to make you even bigger on the map! 3x3!

Speck AC18/19 HP:26/26  d20+5=22
Tuesday April 21st, 2009 10:04:17 PM

Spot d20+5=22

Speck moves to W17 and uses another charge of his Grease wand on Nirith's wood pile.

"There, one spark and that'll go up in flames," he chirps.

OOC: he'll make the spark next round.

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Wednesday April 22nd, 2009 1:29:26 PM

Move west, avoiding any traps, 30ft. Then READIES again.

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+23=43 ; d20+23=30 ;
Wednesday April 22nd, 2009 2:45:04 PM

Cedric snorts, waiting for the ghouls to get closer. He considers a few options, but for now remains where he is, ready to move where the battle dictates. He peers into the twilight, looking and listening for foes that may have been missed.

OOC:
Spot/Listen: 43 and 30

Effects:
Bless, Produce Flame (1/7), Lucky's aura
Wildshape, Longstrider, Delay Poison, Greater Magic Fang.



Sir John (Ken M) AC 21, 47/50 hps, Blessed  d20+4=18 ;
Wednesday April 22nd, 2009 2:54:09 PM

Sir John cheers as the first wave of undead are felled by the party's obstacles and snares. It seems that all their planning was wise and prudent.

He tries to see if anything else is spotted (Spot = 18) and notices the ones coming from the West. He hears Marcas' shout and points out the approaching enemy to his nearby companions. For now, however, the East seems clear. He hopes that may change soon, as he can't bear the thought of missing a chance to remove some undead abominations from the world.

For now, he remains where he is, vigilant for anything coming on their far East flank.

Personal info

Sir John AC 21, 47/50 hps
Joshua AC 22, 39/39 hps

Blessed = +1 morale bonus to attack rolls, +1 to save vs fear.
Consecrate = +3 sacred bonus to turns, -1 to undead saves, att and dmg rolls


Lucky 
Wednesday April 22nd, 2009 8:24:27 PM


The halfling hangs tight and readies a stone toss for as soon as an undead gets within 20 feet.

Side Splitters | Round Three (DM Cayzle) 
Wednesday April 22nd, 2009 8:36:32 PM


Marcas calls for Cedric and Sira to move west, but only Sira does so.

Speck uses his wand and gets ready to light the last bonfire.

Cedric and Sir John stay ready.

Nirith pauses, and she stays put.

Three ghouls come out of the dark on the west. They move towards Sira and the Ley Line. They take a double move and do not attack this round. (see the Map!)

Moreover, if you make a spot check vs DC15, then Highlight to display spoiler: {You see two or three more coming from the east.}

Nirith Dahaka(AC23 - HP36/39 - Cat's Grace - Bull's Strength] and Nekron (sub - SteveK)  d20+7=11 d20+7=10
Wednesday April 22nd, 2009 9:22:20 PM

Nirith bends down to ignite the bonfire at her feet using a torch.

She keeps her head up, and asks Neckron to help her also, but can't see much on the battlefiled

Nekron: Aid Another: 11 = +2
Spot: 12 (with Aid Another)

Effects
Cats Grace
Bulls Strength
Enlarge Person (on Marcas)

Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision, Enlarge)  d20+7=16 ;
Wednesday April 22nd, 2009 9:28:40 PM

Marcas keeps scanning the night, and calls out to his companions.

"Speck! Please move over and assist Sira and Cedric with the ghouls to the west."

"Lucky! If you could support Sira with some curing spells, she should be able to dispatch those ghouls easily enough."

"Sir John! I see more ghouls coming over toward you on the east! Be ready!" (Spot: 16)

"It looks as if they are trying to split our attention. These are only probing attacks. Be ready for enemy with the Ley Line poison!" His deep voice resonates over the battlefield.

Still, Marcas keeps his position, trusting in his friends to do thier duty. He himself will plug this gap and demonstrate the honor of the taur!

Effects
Darkvision
Bless (From Shod) +1 attack, +4 save vs fear
Enlarge (from Nirith) +2 Str, -1 AC, -1 to hit


Speck AC18/19 HP:26/26  d20+9=22 ; d3=1 ; d6=5 ; d20+5=15
Wednesday April 22nd, 2009 9:46:44 PM

Now that the fire is lit, Speck heeds the Taurs call and moves back, from W17 to S17. From there he sees the undead coming in from the west and winds his sling up, tossing a stone at U6 (exactly 50ft away).

d20+9=22, dmg d3 (blunt) + d6(shock) = 1+5= 6.

OOC: Forgot the Spot check DC15, d20+5=15, good.

Speck AC18/19 HP:26/26 
Wednesday April 22nd, 2009 9:49:56 PM

Speck cries out, "You are right, Marcas! These are just the puny ones sent to find out where our week points are. Keep in formation!"

Cedric [Dino] AC 20(-2 charge) HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+15=29 ; d8+6=11 ; 2d6=6 ; d20+10=19 ; d3+3=4 ; 2d6=10 ; d20+10=22 ; d3+3=6 ; 2d6=8 ;
Thursday April 23rd, 2009 8:26:49 AM

Cedric charges the undead out on his own, laying into him with foreclaws and talons, but refusing to bite the foul beast.

OOC:
Pouncing Charge on U5
Talons hit AC 29 for 17
Foreclaw 1 hit AC 19 for 14
Foreclaw 2 hit AC 22 for 14

Effects:
Bless, Produce Flame (1/7), Lucky's aura
Wildshape, Longstrider, Delay Poison, Greater Magic Fang.

Sir John (Ken M) AC 21, 47/50 hps, Blessed  d20+4=18 ; d20+5=10 ; 2d6+9=16 ;
Thursday April 23rd, 2009 3:07:04 PM

Sir John has continued watching his area of responsibility, continually using his "Detect Evil" ability on anything that comes within 60'.

After hearing Marcas' cry, he (Spot = 18) sees two or three more enemies coming from the East. "I see them!" he responds and points them out to Joshua, who whinnies in anticipation. "Patience my dear" he says to his faithful mount, "We'll have plenty of time when they get through the traps to fight them."

(OOC = I'm not sure where they are coming from the East as they're not on the map.)

Sir John will delay his move to see if they make it through the obstacles or come within 60' of his position. If any do, he'll try to turn them. Raising his wooden cross, he'll call out, "By the power of YHWH, begone abominations and return to the hell from which you arose!"

Turn Check = 10 = Max is 4HD monster...
Turn Dmg = 16 pts of dmg...

Stats
Sir John AC 21, 47/50 hps
Joshua AC 22, 39/39 hps
4/5 turns left
2/2 smite evil
14/14 hps lay on hands

Blessed = +1 morale bonus to attack rolls, +1 to save vs fear.
Consecrate = +3 sacred bonus to turns, -1 to undead saves, att and dmg rolls


Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Thursday April 23rd, 2009 5:23:57 PM

The twilight ranger does her best not to just charge the creatures, and stays put. READIES action to attack the first one to come in range.

From Both Sides | Round Four (DM Cayzle)  d20+2=22 ; d20+2=20 ; d20+2=3 ; d6+1=5 ;
Thursday April 23rd, 2009 10:13:30 PM


[OOC: Friends, if you READY an attack, then roll the attack just in case it comes up.]

THE HEROES

Nirith easily lights the bonfire.

Marcas gives orders and stays put.

Speck moves and then hurls a sling bullet. He hits Undead 6 for 6 damage.

Cedric pounces on Undead 5 and rips it to shreds.

Sir John readies a turn and -- when three more ghouls approach in the east -- drives them immediately off.

Sira readies an attack.

Lucky just clings to Cedric.

Brother Shod keeps watch.

THE ENEMY

Undead 6 and 7 move to attack Lucky, seeing as he is Cedric's rider.

Undead 6 hits the pit. He dodges it with a nat 20. Both attack Lucky, who is AC14. Two bites at +2 are a hit and a miss. Lucky, make a save vs paralysis (Fort DC12) and take 5 damage.

SIRA - you may take a readied attack vs Undead 7 as well as your usual action this coming round.

Status:
Undead 1-5 = dead
Undead 6 = down 6
Undead 7 = unwounded
Undead 8-10 = turned

And the Map!

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+13=26 ; d8+6=8 ; d20+8=20 ; d3+3=4 ; d20+8=22 ; d3+3=4 ;
Thursday April 23rd, 2009 10:43:28 PM

Cedric whirls onto the approaching ghoul, laying into it as he did the last. He hopes Lucky shakes off the ghouls deadly claws.

OOC:
Attack U6, moving to U7 if the first falls.
Talons: Hit AC 26 for 8 damage
Foreclaw 1: Hit AC 20 for 4 damage
Foreclaw 2: Hit AC 22 for 4 damage


Speck AC18/19 HP:26/26  d20+9=16 ; d3=2 ; d6=5 ;
Thursday April 23rd, 2009 11:07:37 PM

Speck scoots over to O17 from S17, but he doesn't have a clear shot at either of the undead, U6 or U7, so he holds his attack action in case something breaks free or something else shows up.

If he gets a clear shot (within 50'), he tosses another stone at best target.
d20+9 (or +5 to avoid friends)= 16 (or 12 to avoid friends).
If hit
1d3 (blunt) = 2 + d6 (shock) = 5 for total 7 dmg.

Sir John (Ken M) AC 21, 47/50 hps, Blessed 
Friday April 24th, 2009 9:11:51 AM

Sir John breathes a little easier as the three ghouls are turned and hopefully remain out of the fight. He sees Sira and Lucky fighting off their own targets, and don't seem to be in any immediate danger. He continues watching his area, including their east flank. He's constantly detecting evil and trying to spot any threats...

Lucky Eddie AC27 HP 36 of 42  d20+11=28 ; d20+5=13 ; d20+9=16 ; d20+13=27 ;
Friday April 24th, 2009 10:40:47 AM


Lucky puts two luck points into his save vs paralysis: no problem, and he gets two plus a point back, bringing him to 7 currently. He kicks at an undead, hitting AC13, a miss.

He uses his ride check to try to help Cedric: a 16; not much help!

He rolls for his AC for next round: 27!

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 7
Tattoo used: 1 of 3. Each use makes three Magic Stones.
Current stones used: 0 of 3
Wand of CLW, 45 charges.

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+10=16 ; 3d6+6=20 ;
Friday April 24th, 2009 2:28:58 PM

Swings at U7. (AC 16, for 20 damage, breaks DR)

Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision, Enlarge)  d20+7=21 ;
Friday April 24th, 2009 7:15:39 PM

Marcas sees the group is taking care of the few undead easily, and there is no sign yet of any real undead challenge. The Huge taur shakes his head and worries about what that might mean....

"Save your spells!" he calls out, "we know there are leader undead that have been watching us. Do not use all the spells and then we will be less able to defend the Ley Lines."

Marcas again stays put, keeping his eyes roaming the land and the night sky for enemy. He even looks behind to see if the Ley Line is still intact.

Spot: 21

Effects
Darkvision
Bless (From Shod) +1 attack, +4 save vs fear
Enlarge (from Nirith) +2 Str, -1 AC, -1 to hit


Nirith Dahaka(AC23 - HP36/39 - Cat's Grace - Bull's Strength] and Nekron (sub - SteveK)  d20+7=10 ; d20+7=13 ;
Friday April 24th, 2009 7:18:12 PM

The witch also keeps her spot, ready to move to assist Marcas or Sir John. She and her raven keep looking about.

Nekron: Aid Another: 10 = +2
Spot: 15 (with Aid Another)

Effects
Cats Grace
Bulls Strength
Enlarge Person (on Marcas)

Allen T 
Saturday April 25th, 2009 12:53:02 AM

Ok I'll be playing for brother shodd, can I have a character sheet and a little info on whats going on?

Cayzle Huh! I e-mailed the sheet to you this morning. You are tarkthesharkjr@gmail.com? If not, what's your e-mail addy?

DM Cayzle OOC 
Saturday April 25th, 2009 3:01:05 AM

Friends, real life has hit he hard, so the next DM post will be Monday am. Sorry!

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Saturday April 25th, 2009 1:07:21 PM

OOC: Checking in

Nirith Dahaka(AC23 - HP36/39 - Cat's Grace - Bull's Strength] and Nekron (StevenVdB) 
Monday April 27th, 2009 12:46:28 PM

SteveK - Thanks a lot for covering for Nirith!!!!
I'm back so I'll post after the next DM post.
Thanks again!!


Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Monday April 27th, 2009 1:16:58 PM

OOC: Checking in.

Sir John (Ken M) AC 21, 47/50 hps, Blessed 
Monday April 27th, 2009 3:21:00 PM

checking in...

A wave! Round 6 (DM Cayzle)  d20+2=12 ; d20+2=4 ; d20+5=18 ; d20+5=16 ; d20+5=10 ; d20+5=21 ; d4=1 ; d4=3 ; d4=2 ; d4=2 ;
Monday April 27th, 2009 5:38:56 PM

The Heroes!

Cedric rips Undead 6 apart, into shreds, and then lays into Undead 7, but fails to destroy that one.

Speck readies a stone for the moment that a target presents itself.

Sir John continues to Detect Evil.

Lucky is not paralyzed, but his counter-attack is useless.

Sira finishes the job, destroying Undead 7.

Brother Shod and Nirith are ready to act, but at the moment, there is nothing on which to do so.

Then that all changes!

THE ENEMY

As if the first few attacks were but a drizzle, now the downpour begins!

On the west and on the east, five undead each rush up, running! And in the center, four undead attempt to LEAP the spike growth!

On the west, two move up to Cedric and Sira, but they cannot yet attack. Another three keep going, toward the Ley line, and one of those stumbles into the pit (but avoids the spikes).

On the east, five more run south toward the line. One falls in a pit and lies prone (That's Undead UF).

And in the center, there is leaping! Two clear 15 feet (leaping over both spike growth and caltrops) and take 1d4 damage in the last 5-ft square. One only clears 10 feet and takes 2d4; then it falls prone in a pit! One leaps 21 feet and takes no damage from the spike growth!

Finally, Speck can take his readied attack! Marcas, the bonfire, and Nirith all kind of block his line of sight, so he takes a -4 (DM ruling) and fires at Undead N, the best jumper. Having to avoid his friends, he misses by two.

STATUS:

Enemy are ghouls at AC14.

Undead 1-10 are killed or turned.
Undead A-N are unwounded except.
UK - down 1.
UL - down 3.
UM - Down 4.

And the Map!

[OOPS! The map says round 4, but it is really round 6. Sorry!]

Speck AC18/19 HP:26/26 
Monday April 27th, 2009 6:41:15 PM

OOC: DM, please correct Specks position:
[Wednesday April 22nd, 2009 9:46:44 PM
Now that the fire is lit, Speck heeds the Taurs call and moves back, from W17 to S17. From there he sees the undead coming in from the west and winds his sling up, tossing a stone at U6 (exactly 50ft away).

Then:

[Thursday April 23rd, 2009 11:07:37 PM

Speck scoots over to O17 from S17, but he doesn't have a clear shot at either of the undead, U6 or U7, so he holds his attack action in case something breaks free or something else shows up.]

Speck should be at S17. From there he should be able to target UD without penalty.

I'll await an update before Speck goes.

A wave! Round 6 UPDATE (DM Cayzle) 
Monday April 27th, 2009 7:59:05 PM

Sorry, my friend! Right you are. My bad.

I'll fix the map wth tomorrow's post. Meantimes, you hit undead D and inflict 7 damage to it.

Speck AC18/19 HP:26/26 
Monday April 27th, 2009 9:57:41 PM

OOC: Speck bows to the DM with a flourish and thanks him. :)

IC: Speck traips over from S17 to P17, next to Brother Shod, and with a flourish of his Grease wand, causes a 10x10 slippery grease covering over the ground from J17-K17-J18-K18. (Range is 25ft so that should work)

1st: Since the grease also touches the bonfire at K18, it should catch fire in the 10x10 and burn for 1 round (the spell duration) and burn any creature in it or passing through it during the next round. Damage is up to the DM.

2nd: See Grease spell for saves and such. UD will need to make a Ref save DC14, others passing through it next round have to make Ballance Check DC10 at half speed. etc. Check spell from PHB.

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+13=29 ; d8+6=9 ; d20+8=16 ; d3+3=5 ; d20+8=9 ; d20+17=23 ;
Tuesday April 28th, 2009 7:48:43 AM

Cedric shifts over to let Sira get in position. He then attacks the northern undead. He then makes a series of barking chirps that call out over the din. The large bear responds, moving towards the fixer.

OOC:
5' step to O-12
Attack UA
Talons: Hit AC 29 for 9
Foreclaw 1: Hit AC 16 for 5
Foreclaw 2: Natural 1
Handle Animal 23: Quellis moves to defend the fixer. (N18-P19)


Sir John (Ken M) AC 21, 47/50 hps, Blessed  d20+5=10 ; 2d6+9=16 ;
Tuesday April 28th, 2009 10:01:19 AM

Seeing that he's facing a new threat on his flank, Sir John calls to Nirith and Speck, "I've got some company on this side, two groups. I'll take one if you'll take the other."

If he charges one group, he'll leave the lay lines open for attack by the other. For now, he's going to stick with his strategy from last time, trying to turn UH, UI and UJ... He raises his cross again, calls out confidently, "Begone followers of evil! By YHWH's power, I command you to leave and trouble us no more!"

Turn Check = 10, Max HD is 4 HD type of monster
Turn Dmg = 16 pts

Stats
Sir John AC 21, 47/50 hps
Joshua AC 22, 39/39 hps
3/5 turns left
2/2 smite evil
14/14 hps lay on hands

Blessed = +1 morale bonus to attack rolls, +1 to save vs fear.
Consecrate = +3 sacred bonus to turns, -1 to undead saves, att and dmg rolls

Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision, Enlarge, Bless)  d20+8=19 ; d20+3=12 ; 2d6+11=13 ; d20+10=11 ; d20+10=28 ; d20+10=24 ; d20+10=23 ; 2d6+7=18 ; 2d6+7=15 ; 2d6+7=15 ; d20+7=20 ;
Tuesday April 28th, 2009 10:29:29 AM

ooc1: No problem, Steve! Hope all went well for your Germany trip! Also, remember that undead to not have blood and so Nirith can use lethal damage against them without pentalty! ;-)

ooc2: DM, I don't have access to map at work (docs.google is blocked) and so I'm making a couple of assumptions. Feel free to change if it doesn't make sense.

Marcas sees the second wave arriving and the great leaps of the undead. "Try and save spells!", he calls again. "These still cannot be the main attack!"

Now Huge in size, the minotaur moves to block the center against the leaping undead. A small shift (5 foot step forward) brings the most agile undead within the arc of his Ranseur, (30 foot reach while Huge), and two powerful swings arc towards Mr. Leaper.

(Ranseur with Power Attack +2)
AC 19 Dam 13
AC 12 miss

He keeps his eyes open for any opportunity against the undead advancing before his blades. (Takes first 4 AOOs available, no Power Attack)

1 Ac Nat 1!
2 AC 28 Dam 18
3 AC 24 Dam 15
4 AC 23 Dam 15

Spot: 20

Effects
Darkvision (potion) 3 hours
Bless (From Shod) +1 attack, +4 save vs fear
Enlarge (from Nirith) +2 Str, -1 AC, -1 to hit

A wave! Round 6 EXTRA (DM Cayzle) 
Tuesday April 28th, 2009 11:32:18 AM

As a bit of role-playing cleverness, I let the Grease spell "aid" in setting alight the bonfires, but here it will not do any substantial fire damage used as an attack, I rule. I like the idea, but the spell does not really specify such a property.

Speck, if that changes your action, feel free to repost.

Nirith Dahaka(AC20/21dodge/23vsAoO - HP36/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron (StevenVdB) 
Tuesday April 28th, 2009 12:08:25 PM

"Now's the time to get your hands dirty" Nirith thinks to herself. With the Cat's Grace and Bull's Strength allready active she digs up yet another scroll and casts Enlarge Person upon herself...

Then she moving to help Sir John in blocking the two waves that are closing in on him...



Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+10=17 ; 3d6+6=19 ;
Tuesday April 28th, 2009 1:19:21 PM

Sira will swing on the next undead (if there are no undead nearby, she will NOT move to engage). [hits AC 17, 19 damage]

Allen T 
Tuesday April 28th, 2009 3:30:05 PM

Sory I've been to busy to post in two games latly I forgot I was supposed to be doing this you still want me to play brother shodd?

Allen T 
Tuesday April 28th, 2009 3:31:13 PM

and Cazyle yes that my email but I'm pritty shure there was no sheet on it, I'll just look it up in wiki

DM Cayzle to Allen 
Tuesday April 28th, 2009 4:50:02 PM

No prob, my friend. I've been there too. Thnaks anyway.

Lucky Eddie AC25 HP 36 of 42  d20+13=25 ; d20+6=14 ; d8+1=8 ; d20+10=23 ; 2d6+3=14 ; d20+9=19 ;
Tuesday April 28th, 2009 5:17:45 PM

Lucky rolls his AC this round: 25

He can't throw for fear of AoOs, so he draws his wand and uses it to cure an undead thing before him. He rolls at +5; +6 with the Fixer's bless spell. A touch attack vs AC14 hits for 8 hp curing damage.

UNLESS both foes in front are dead -- in which case he WILL throw a stone, hitting AC23 for 2d6+3 = 14 damage.

He uses his ride check to try to help Cedric: a 19; not much help!

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 7
Tattoo used: 1 of 3. Each use makes three Magic Stones.
Current stones used: 0 of 3
Wand of CLW, 45 charges.

USED a CLW charge or a Stone.

A voice! Round 7 (DM Cayzle)  d20+2=9 ; d20+5=19 ; d20+2=13 ; d20+2=16 ; d20+1=13 ; d20+5=18 ; d20+1=14 ; d20+4=5 ; d20+4=22 ; d20+1=12 ; d20+1=11 ; d20+5=9 ;
Tuesday April 28th, 2009 6:00:30 PM

THE HEROES!

Speck moves to P17 and casts a Grease on J-K-17-18 (not shown on map because it lasts just a round). Undead D must save immediately -- it fails and falls prone.

Cedric takes a step back and then disembowels Undead A.

Quellis moves up, but shies from the undead and the fire.

Sira destroys Undead B.

Nirith casts Enlarge from a scroll and then moves up next to Marcas.

Sir John sends five ghouls fleeing from the holy power of his god.

Marcas destroys Undead N.

Lucky hurls a magic stone and destroys Undead K.

THE ENEMY

You see a number of bats fluttering in the night sky. Two are huge, and they fly high overhead, 40-60 feet. If you make a spot DC20 check, then Highlight to display spoiler: {The huge bats are carrying vials in their claws.}

You hear a hideous laughing coming from the shadows -- maybe 100 ft ahead of Marcas, and out of sight. The voice says, loudly but calmly, "I will make good uses of your corpses in my army of the night!"

UC makes a climb check to get out of the trench. It climbs out and moves to attack Speck. But what about the grease!? It saves and skids through. Then it bites at Speck: It hit AC15, missing Speck.

UD moves to attack Sira: a miss.

UE tries to jump the Grease: It does! Then it attacks Speck: a miss.

UM tries to scramble out of his pit -- he barely makes it.

UL and UM try to untrained tumble up to Marcas -- UL fails and provokes an AoO. But Marcas's natural 1 leaves it unscathed. They do not get near enough to the enlarged Nirith to allow her to attack. Both bite at the Taur: both miss.

Enemy are ghouls at AC14. Huge Bats are at AC20 at 60 ft range; they gain 20% concealment, and they end move as shown on the map, overhead.

Undead 1-10 are killed or turned.
UA - dead
UB - dead
UC - unwounded
UD - down 7
UE - unwounded
U F, G, H, I, and J are turned
UK - dead
UL - down 3
UM - down 4
UN - dead

And the Map!


Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision, Enlarge, Bless)  d20+7=26 ; d20+10=30 ; d20+10=21 ; d20+5=17 ; d8+6=14 ; d8+6=11 ; d8+6=8 ; d20+10=23 ; d20+10=11 ; d20+10=19 ; d20+10=16 ; d8+6=14 ; d8+6=14 ;
Tuesday April 28th, 2009 6:30:44 PM

(ooc: [/i]Combat Reflexes does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity).[/i] As the ghouls continued to move towards Marcus, could he not have gotten further AOOs against thier advance?)

The minotaur certainly hears the voice and also notices the fluttering of the bats and giant bats above. That darkvision potion must really be helping out! (Spot: 26) "They are bringing the poison over our heads!", Marcas shouts in his deep voice. "Nirith, Speck, can you do anything against them? Shod, 'ware overhead!"

And that is the best the land-bound minotaur can do. He takes a small step backwards (5 foot step), and lets a hoof and elbow lash out to the two ghouls. (Full Attack)

Hoof to UL AC 30 Crit! 21 Dam: 14+11 = 25
Elbow to UM AC 17 Dam (possible) 8

And now that he has some breathing room, if the ghouls advance on Marcas, more lethal kicks will come out.

(Possible AOOs)
1 AC 23 Dam 14
2 AC 11
3 AC 19 Dam 14
4 AC 16


Speck AC18/19 HP:26/26  d20+9=19 ; d3=1 ; d6=4 ; d20+5=12 ;
Tuesday April 28th, 2009 9:28:46 PM

OOC: Grease Fire. I'll stick with my action since Speck would deduce that it would work, then find out that it didn't. Part of the learning experience that grants exps. :)

IC: Speck, who usually finds someone big to hind behind, suddenly finds himself facing two nasty ghouls. Seeing that a strategic retreat is called for, but with no one else to protect Shod, Speck slips back 5ft to Q18, finding a large furry body suddenly next to him. The bear gives him some confort but not as much as he feels he needs. As Speck looses a bullet at UE, he goes into a defensive stance.
"I can't see whatever it is!" He answers Marcas.

Fight defensively (-4 to hit, +3 to AC due to Mobility feat)

Sling d20+9= 19-4 +1 (bless)= 16, dmg d3+d6(shock) = 1+4=5.

New AC: vs UC = 21, vs UE = 22 (dodge feat).

Spot d20+5=12

Nirith Dahaka(AC20/21dodge/23vsAoO - HP36/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells  d20+7=16 ; d20+7=19 ; d8+4=12 ; d8+4=10 ; d20+7=25 ; d20+8=18 ; d2-3=-1 ;
Wednesday April 29th, 2009 8:48:11 AM

Somehow Nirith ended up doign things differently than she had anticipated (she was going to help Sir John per my last post) . Standing next to Marcas she decides this probably isn't a bad spot to take some of the Gouls down...

Making a 5ft step she makes a Flurry attack at UL.

(Hitting AC16, 19 - damage 12, 10)

(Spot 25)

Then Nirith spots the bats Marcas referred too and can see they are holding something in their claws...

"NEKRON... ATTACK'M!!!"

"KRAAA... "

Nekron hops of Nirith's shoulder (since they share spells Nekron is also enlarged to small now)
The raven flies straight up towards the left bat group... the bird aims for the Huge bat carrying the vial and attacks...

(Hitting AC18 - damage -1 - isn't damage always minimum 1?)



A voice! Round 7 EXTRA (DM Cayzle) 
Wednesday April 29th, 2009 9:48:33 AM

Happy birthday to my wife -- impromptu hooky and a trip to the zoo. No posting from me until later tonite!

Sir John (Ken M) AC 21, 47/50 hps, Blessed  d20+4=16 ;
Wednesday April 29th, 2009 12:14:18 PM

Sir John breathes a prayer of thankgiving as his divine God has driven away even more foes. For now, his side is quiet.

However, not all is quiet above, as he hears Marcas' yell about something flying above. He looks up to see where they might be, (Spot = 16), but the ashes and smoke from the fire interfere with his vision and he can't see them. "I can't see them Marcas, but if we can get them to move closer, I can throw a javelin and try to hit one! Otherwise, I can't do much for now... I'm sorry" He's a little frustrated by this fact and vows to take out his frustration on the next undead that come his way...

Stats
Sir John AC 21, 47/50 hps
Joshua AC 22, 39/39 hps
3/5 turns left
2/2 smite evil
14/14 hps lay on hands

Blessed = +1 morale bonus to attack rolls, +1 to save vs fear.
Consecrate = +3 sacred bonus to turns, -1 to undead saves, att and dmg rolls

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+13=27 ; d8+6=10 ; d20+8=18 ; d3+3=4 ; d20+8=11 ; d20+17=36 ; d20+11=27 ; d4+8=9 ; d20+11=15 ; d4+8=10 ; d20+6=19 ; 2d6+4=7 ;
Wednesday April 29th, 2009 12:53:09 PM

Cedric hops next to Sira and continues to attack. Looking up, he chirps at Quells, urging him to attack the undead.

OOC:
Shift to O13, Attack UD
Talon: Hit AC 27 for 10 damage
Foreclaw 1: Hit AC 18 for 4 damage
Foreclaw 2: Hit AC 11 (miss)
Handle Animal: Attack: 36

Quellis (Quellis is trained to attack all enemies)
Shift to O18->Q19, Attack UE
Claw 1: Hit AC 27 for 9 damage
Claw 2: Hit AC 15 for 10 damage
Bite: Hit AC 19 for 7 damage.


Lucky Eddie AC25 HP 36 of 42  d20+13=20 ; d20+9=19 ; d20+7=27 ; d20+7=17 ; d6+1=4 ; d100=45
Wednesday April 29th, 2009 9:47:41 PM


Lucky rolls his AC this round: 20

He uses his ride check to try to help Cedric: a 19; not much help!

He throws a stone at a bat. Nat 20 but no crit. He hits the bat nearest him for 4 damage.

EDIT! Forgot 20% miss chance due to concealment ... rolled a 45, no prob.

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 7
Tattoo used: 1 of 3. Each use makes three Magic Stones.
Current stones used: 2 of 3
Wand of CLW, 45 charges.



The General. Round 8 (DM Cayzle)  d20+5=24 ; d8+4=10 ; d100=66 ; d20+7=17 ; 5d8=29 ; d20+5=25 ;
Thursday April 30th, 2009 7:48:51 AM


A couple OOC rules points: (1) My understanding is that moving through threatened spaces generates only one AoO per person per threatener. But feel free to bring the question to the Rules Board for discussion. Convince me I am wrong! (2) Also note that undead are immune to criticals. A Nat 20 is a guaranteed hit, but that's it. (3) Sorry if I mess up your positioning. I would say, though, that if you use map coordinates, the chance of error or misinterpretation is less.

THE HEROES

Marcas attacks, killing Undead L and wounding Undead M. He is at 13-15-V-X.

Speck steps back, fires a bullet, and hits. The bear next to him swipes at the undead as well. Between bard and bear, the two undead (C and E) are destroyed. He is at Q18.

Nirith takes a step forward to attack Undead L, but Marcas beats her to it, crushing it under hoof. She sees that Marcas wounds but not destroys Undead M, so she -- per DM judgement, hope this is okay -- takes another step and reaches out to put an end to Undead M. She is at 11-12-U-V.

The witch would consider ordering her familiar to attack -- especially in its enlarged form. HOWEVER, the share spells ability only extends five measly feet -- so the Enlarge would end for the familiar long before its attack. If the creature attacks as a tiny thing, it will provoke an attack of opportunity as it comes close enough to attack the bat (seeing as tiny creatures have zero reach). IF Nirith wants her tiny familiar to attack, then the AoO it will provoke will hit AC24 for 10 hp damage. Then the familiar will inflict its 1 hp damage. Honestly, the DM urges you to consider choosing NOT to send it into battle, but it is up to you.

Sir John gets a javelin ready, but does not yet fling it. He is at 18-19-AE-AF. [OOC: You CAN see the bats. The spot check is to tell that they are carrying vials. You could have thrown a spear ... feel free to do so retroactively if you like. Just recall range mods at 60 ft and the 20% miss chance.]

Cedric attacks the only remaining undead on the field of battle, and destroys it. He is at 13-O.

Lucky gets a lucky shot and wings a bat for 4 damage, but that does not deter it. He is still on Cedric.

Sira pauses, unsure, and does not act. She remains at 13N.

Brother Shod, responding to Marcas' call, casts a Searing Light spell. The ray shoots out at the bat Lucky wounded. It is in shadows, and the Fixer might miss due to concealment ... actually, that's not a problem (rolled a 66%). The Fixer's attack hits AC17, and the bat's touch AC is a 15, so the Fixer is on target too! The bat takes 29 damage! Plus Lucky's 4, that's 33 total -- just enough to blast the flying dire mammal out of the sky!

THE ENEMY

All ghouls are gone. The remaining bat swoops overhead, down to a height of 15 feet. It releases its liquid payload, dropping a vial on the Ley Line! The bat's attack hits AC25! A direct hit on a nat 20! Brother Shod shouts, "NO!" as his work begins to unravel. The huge bat is 15 feet up in the air at the end of the round, clearly visible, at W-X-20-21.

Four undead come into the firelight, jogging up. They are ghouls in chain armor, two on the left, two on the right. They end move at 16I and 16J; and at 16-AI and 16-AJ.

A single figure steps into the light at 1U. From the shape of it, a human. Or maybe a former human. He is very tall, maybe 6 foot 6. Hooded and cloaked, he gestures at Marcasthai. "Come, then, if you think you can destroy a General of the Dread!" He stands ready.

Undead
All ghouls are destroyed.
The bat is AC20 (Touch AC15) and 15 feet off the ground with no concealment, unwounded (except maybe for Sir John's javelin?)
The armored ghouls are AC21.
The figure at 1U is AC25.

And the Map! TO COME LATER THIS MORNING OR EARLY AFTERNOON! But please do not wait to post.

Brother Shod the Fixer 
Thursday April 30th, 2009 7:50:04 AM

The priest runs to the damaged Ley Line. His hands glow as he pulls Woldsblood drop by drop into the Wold. He works feverishly to repair the damage.

Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision, Enlarge, Bless) 
Thursday April 30th, 2009 10:58:54 AM

OOC: #1: I won't quibble DM ruling for this battle and set up the question in the Rules Board. #2: DOH! I knew that! Thanks! :-)

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+10=18 ; 3d6+6=19 ;
Thursday April 30th, 2009 11:47:33 AM

OOC: Sorry for the no post yesterday, I was up 30 hours and crashed after getting off work.

IC: Sira moves to meet the next undead foe. (Hits AC 18, for 19 damage)

Sir John (Ken M) AC 21, 47/50 hps, Blessed  d20+7=16 ; d6+4=9 ; d100=38 ; d20+5=7 ; 2d6+9=14 ;
Thursday April 30th, 2009 1:59:56 PM

(Since he had nothing better to do last round, Sir John will throw the javelin at his target anyway...)

1. (Retroactive to last round) Seeing the bats flying above, Sir John knows they're up to no good and grabbing one of his javelin's, throws it at the remaining bat. (Hit AC 16 for 9 dmg, 38% on miss check)

2. (This round) Sir John sees the general finally appear and calls to Marcas, "Let me get rid of these two enemies on our flank and I'll join you against the general..." He sees the 2 armored ghouls on his right flank and realizes that everything up to now has been a pretext for the actual battle. He can't charge them, at least not yet, and decides to try his luck one more time with turning them.

Turn Check = 7.... that was useless... Max HD = 3 HD
Dmg = 14 pts

Sir John AC 21, 47/50 hps
Joshua AC 22, 39/39 hps
2/5 turns left
2/2 smite evil
14/14 hps lay on hands

Blessed = +1 morale bonus to attack rolls, +1 to save vs fear.
Consecrate = +3 sacred bonus to turns, -1 to undead saves, att and dmg rolls



Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision, Enlarge, Bless)  d20+11=22 ; d20+6=26 ; d20+6=12 ; 2d6+9=16 ; 2d6+9=20 ;
Thursday April 30th, 2009 5:30:10 PM

Marcas is infuriated with himself for allowing the Giant Bat to get beyond him. He takes a step back (5' move to U13/ W15) and lashes out with his Ransuer at the bat now within his reach! (Looking at it vertically, should be within reach of a creature 15' up)

1: AC 22 Dam 16
2: AC 26 Crit 16 Dam 20

He then turns to face the General of the Dread. Here is a foe worthy of a taur! "Challenge accepted, foul abomination!" he bellows in his basso voice, the gentle words of Marcas lost in the battle.

DM Cayzle 
Thursday April 30th, 2009 6:38:04 PM

Sorry, today was too crazy to make a map. I'll just make one with the next DM post.

... hoping for a couple more player posts?

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+8=11 ;
Thursday April 30th, 2009 9:13:16 PM

Cedric looks to the sky, and launches a small flame at the bat.

Effects:
Produce Flame ranged touch attack on flying bat: Hit AC 11 (miss)

Bless, Produce Flame (2/7), Lucky's aura
Wildshape, Longstrider, Delay Poison, Greater Magic Fang.

Speck AC18/19 HP:26/26  d20+7=11 ;
Thursday April 30th, 2009 9:36:10 PM

OOC: Don't know how you will handle this but it is worth a try.

IC: Speck, quick thinkingly, pulls out his grapping hook from his backpack (move action), and throws it at the bat in an attempt to snag it.

PHB 126, DC? with a +2 to DC per 10feet thrown. I calculate (with my calculator) the distance to the bat at 33.5 feet (30 feet on ground and 15 feet up) from Q18.

d20+7=11, well, all my calcuations are irrelevant, but for future knowledge. :}



Nirith Dahaka(AC20/21dodge/23vsAoO - HP36/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells  d20+7=22 ; d20+7=24 ; d8+4=8 ; d8+4=10 ; d20+9=12 ;
Friday May 1st, 2009 4:34:36 AM

"Marcas get your act together!! Don't go beyond our defenses... let him come to us... We'd be spreading ourselves too thin."

Hoping Marcas will listen to reason.Sir John is the only one at the right side...

"He won't close range soo fast... first they need to weaken us... Sir John is fighting the Gouls alone on the right."

Nirith can see the Turning attempt of Sir John failing. He's far more capable of dealing with strong foes like the general than Nirith can... making a husteled move she reaches as far as AG-AH/16-17 and engages one of the Gouls... (hitting AC22, 24 - damage 8, 10)

Nekron wisely decided not to fly up and attack the bat's (Thanks for the explanations Cayzle!!) but instead flies up circeling the battlefield and warning Nirith for more approaching Undead... (spot 12)

Lucky Eddie AC25 HP 36 of 42  d20+13=29 ; d20+9=15 ; d20+11=28 ; d6+2=7 ;
Friday May 1st, 2009 7:26:58 AM


Lucky rolls his AC this round: 29

He uses his ride check to try to help Cedric: a 15; not much help!

He throws a stone at the bat. He hits AC28 for 7. Sweet!

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 7
Tattoo used: 1 of 3. Each use makes three Magic Stones.
Current stones used: 3 of 3
Wand of CLW, 45 charges.


The Battle Really Starts. Round 9 (DM Cayzle)  d20+5=18 ; d20+3=7 ; d20+3=19 ; d20+5=17 ; d20+3=20 ; d20+3=10 ; d4+1=3 ; d4+1=4 ; d20+5=21 ; d20+3=4 ; d20+3=13 ; d20+5=17 ; d20+3=11 ; d20+3=20 ; d8+3=6 ;
Friday May 1st, 2009 8:10:36 AM


OOC: Sorry, friends, but I had to fiddle with map placements a little. A couple people are shifting by five feet or so. Frex, I see now that I had Marcas back up into a bonfire. :-)

OOC Last Round: Sir John throws a javelin but misses.

THE HEROES

Brother Shod works to repair the damage inflicted by the bat's bombardment.

Sira moves to attack armored Undead 2. She misses.

Sir John tries to turn two armored undead, but does not succeed this time.

Marcas reaches up and rips the remaining bat from the sky.

Cedric and Lucky both launch attacks on the bat too, but it is very dead already.

Speck too is focussed on that dead bat. [OOC: I would have treated that as a ranged grapple attack, per bolas, but with a non-proficient weapon. But moot now.]

Nirith makes a double move to engage the two undead on the right. She wishes she could make an attack or two, but there is no time. [OOC: Cannot make a standard attack with a double move, much less a full attack, sorry.]

THE ENEMY

The four armored undead attack, two on Sira, two on Nirith. The brave warriors note that these undead have a rank stench, and are forced to save ... DC 15 Fortitude save or be sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks).

Same goes for anyone who comes within 10 feet.

Two attack Sira: One hits AC19 with a claw; the other one also hits with a claw. That's 7 hp damage to Sira and two DC 15 Fortitude saves or be paralyzed for 1d4+1 rounds.

Two attack Nirith: She dodges a close call but still suffers a nasty bite. That's 6 hp damage to Nirith and one DC 15 Fortitude save or be paralyzed for 1d4+1 rounds.

The Cloaked General laughs. "Come on, then, mortal!" He stands ready.

Undead
All ghouls and bats are destroyed.
The armored ghouls are AC21.
The General at 1U is AC25.

And the Map!

Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision, Enlarge, Bless)  d20+7=9 ; d20+7=10 ; d20+10=19 ; d20+10=25 ; d20+10=20 ; 2d6+11=16 ; 2d6+11=14 ; 2d6+11=14 ;
Friday May 1st, 2009 10:56:15 AM

For the honor of the taur, Marcas sees an opportunity to demonstrate his fighting prowess. "Cedric, Sir John, help slay those armored undead!" And with keeping all his companions occupied, the minotaur moves forward toward his challenger.

Advancing, he gets to just within his range (30 foot move to U7,8,9/ V7,8,9/ W7,8,9) and lashes out with a powerful but wild slice of his Ranseur. (U1 is 30 feet away and just within range) (Power Attack +4)

AC 9 miss

Spot: 10 Marcas keeps his eyes open for any sneakiness on the General's part.

Possible AOOs
AC 19 - 16
AC 25 - 14
AC 20 - 14

Effects
Darkvision (potion) 3 hours
Bless (From Shod) +1 attack, +4 save vs fear
Enlarge (from Nirith) +2 Str, -1 AC, -1 to hit

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+8=25 ; d20+8=19 ;
Friday May 1st, 2009 12:38:04 PM

(Saves 25 and 19)

Sira does nothing but move back to 15Q. She takes no other actions.

Sir John (Ken M) AC 21, 47/50 hps, Blessed  d20+5=21 ; 2d6+9=13 ;
Friday May 1st, 2009 2:36:40 PM

Deciding that the time is now to prepare to start combat, Sir John prepares to move closer to the nearby enemy. Because he can't reach them in melee yet, he starts by trying one more turn against the ghouls, "You misunderstood me last time you idiotic vermin! I said to leave, not stay! I command you by YHWH's power to depart!" (standard action), and then moves quickly to AF/AG12/13. He yells, "I'm coming Nirith and hold on!!!"

Info for DM = Highlight to display spoiler: {I tried to lay out what I could get to in 50' by moving north through the opening north of me. I don't think we can squish through the 5' opening to the East of Sir John and Joshua, so we had to go north. Let me know if that's wrong}

Turn Check = 21, Max is 7 HD monster (yeah, finally a good roll)
Turn Dmg = 13 pts

Key info
Sir John AC 21, 47/50 hps
Joshua AC 22, 39/39 hps
1/5 turns left
2/2 smite evil
14/14 hps lay on hands

Blessed = +1 morale bonus to attack rolls, +1 to save vs fear.
Consecrate = +3 sacred bonus to turns, -1 to undead saves, att and dmg rolls



Speck AC18/19 HP:26/26 
Friday May 1st, 2009 6:09:35 PM

OOC: Sira, Suggestion: if that's all you are going to do, then go into Full Defense and gain the +4 AC bonus!

IC: Seeing that the enemy is getting tougher, Speck decides to bolster the morale of his friends and breaks out in song (kinda like the movie musicals?), stepping up to Q17.

"The Undead, they kept a'coming
Through the briars and through the bushes
From the darkness to the light

We kept a' slashing and a' hacking
Through the armor and the stench
'Till naught of 'em was in sight"

DC? Listen check for Inspire Courage: +1 vs. Charm and Fear, +1 on Att and Dmg.

Sir John (Ken M) AC 21, 47/50 hps, Blessed 
Friday May 1st, 2009 9:12:18 PM

OOC: Gotta loves Speck's singing and creativity... All I have to say is stick with your day job ;-)))

Lucky Eddie AC19 HP 36 of 42  d20+13=19 ; d20+9=25 ;
Saturday May 2nd, 2009 7:39:23 AM

Lucky rolls his AC this round: 19

He uses his ride check to try to help Cedric: a 25; That may help for a change!

With no enemies close by, for the moment Lucky is free to act. He activates his Tattoo and produces three more magic stones.

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 7
Tattoo used: 2 of 3. Each use makes three Magic Stones.
Current stones used: 0 of 3
Wand of CLW, 45 charges.


Brother Shod the Fixer 
Saturday May 2nd, 2009 7:39:53 AM

He continues to work on the damaged Ley line.

DM Cayzle OOC 
Saturday May 2nd, 2009 7:40:56 AM

Still waiting ... Cedric? Nirith?

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Saturday May 2nd, 2009 1:10:22 PM

OOC: Speck, I understand the suggestion (thanks), but I believe if you do anything other than move when in retreat, such as a standard action, you draw an AoO. Perhaps I'm wrong but thats how things have been in the past.

Speck AC18/19 HP:26/26 
Saturday May 2nd, 2009 6:08:57 PM

SIra: My bad. I didn't look at the co-ordinates on the map and my brain just read step back 5 feet. DOH!

On the other hand, PHB 142, 'Total Defense' : "... your AC improves at the start of this action so it helps you against any AoO you incur during the round..."

The way I read it is you first state "FULL DEFENSE", (standard Action), then move (move action), and your AC is +4 at the time you move and if they follow you to attack, you still have the +4.

On the other hand, you used the Withdraw (full-round action), wich does not incure an AoO, but if they follow and attack you, you don't have the +4 to AC.

Your gamble. :)

Cedric [Dino] AC 22 (25 ride) HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+15=22 ;
Sunday May 3rd, 2009 10:31:47 AM

Cedric takes a wide arc around the hole, and ends up behind the abominations. He attacks the beast, but fails to land a hit.

OOC:
50' move, ending up J14.
Talon: Hit AC 20 (I added two for flanking for some early morning reason, so its only 20: miss)

Bless, Produce Flame (2/7), Lucky's aura
Wildshape, Longstrider, Delay Poison, Greater Magic Fang.


Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Sunday May 3rd, 2009 2:58:39 PM

OOC: Thanks for the suggestion, Speck, I'll keep that under advisement.

IC: Move remains unaltered.

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Monday May 4th, 2009 5:34:48 PM

OOC: Checking in

Nirith Dahaka(AC20/21dodge/23vsAoO - HP29/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells  d20+6=20 ; d20+7=9 ; d20+7=22 ; d8+4=6 ;
Monday May 4th, 2009 6:18:49 PM

Nirith shrugs of the paralyzing effect (Fort save 20) of the Goul that hits her but does take the damage...

Immediately she retalliates with a full attack! (hitting AC 9 and 22 - damage 6)
Only the second blow strikes home though... feeble damage... won't land the Goul...

Nirith then takes a 5ft step back hoping to avoid AoO (I think it should :-/ )



Domination? Round 10 (DM Cayzle)  d20+5=20 d20+3=16 d20+3=8 d20+5=6 d20+3=14 d20+3=14
Tuesday May 5th, 2009 7:05:26 AM


THE HEROES ++++++++++

Marcasthai moves to U-W-7-9 -- just 30 feet from the undead general. That distance is also the range of the undead thing's dominate ability. And the general had readied the use of it to apply to the first PC that came within that 30 feet. So before Marcas can attack, first he must make a Will save vs Domination -- the save DC is 15. If Marcas makes that, then his attack misses. If Marcas fails the save, then he must walk over to the General, over the spike growth, and possibly being affected by it to a greater or lesser extent. The General laughs and says, "Join me, and fight on my side."

Sira backs off to 15Q, provoking no AoOs since she is in essence using the withdraw action. Now she is well within the consecrated area, with her back to the fire.

Sir John urges his mount forward and is blessed with the divine power he needs to turn two of the armored undead away!

Speck steps up and inspires courage in his friends, bracing them for the attacks to come. His bonus will not apply to Marcas's Will save vs domination, but it will do so for future dominations attempts, if any.

Lucky creates three more magic stones for throwing.

Cedric moves and attacks, and at first he thinks he misses -- OOC: Looks to me like you did not include Speck's Inspire Courage. Your base is +11, +1 Bless, +1 Luck Aura, +1 Inspire Courage should give you exactly what you need, I reckon. Roll your damage, and add Speck's +1 there, too, please.

Nirith would attack, but both ghouls have withdrawn after seeing the holy power of Sir John's deity. OOC: Nirith, you can take some other action, if you like. Just post an action for last round and then for this round too.

THE ENEMY ++++++++++

Armored Undead 1 attacks Cedric; Number 2 attacks Lucky. BOTH Lucky and Cedric have to save vs the stench: DC 15 Fortitude save or be sickened (-2 on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 1d6+4 minutes.

Full attack on Cedric: All three attacks miss. Full attack on Lucky: All three attacks miss.

The General will attempt to Dominate Marcas again if the minotaur saves the first time -- make another Will save vs DC15 if so. Otherwise, the creature again readies an action while it waits for Marcas to cross the spikes and come close.

Undead
All ghouls and bats are destroyed.
The armored ghouls are AC21.
The General at 1U is AC25.

And the Map!

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Tuesday May 5th, 2009 4:29:35 PM

Sira moves M15, drawing her hand crossbow in her other hand.

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+11=17 ; d20+11=25 ; d20+13=19 ; d20+8=19 ; d20+8=13 ;
Tuesday May 5th, 2009 7:28:14 PM

Cedric shrugs off the stench and continues to attack the undead, but is unable to land a successful attack. He looks up, wondering where the rest of his flank went.

OOC:
Damage from last round: Bless and Inspire courage are both morale bonuses. Inspire does affect damage though.

Fortitude Saves: 17 and 25, both passed.
Talon: Hit AC 19, missed
Foreclaw 1: hit Ac 19, missed
Foreclaw 2: hit Ac 13, missed

Bless, Produce Flame (2/7), Lucky's aura, Inspire courage
Wildshape, Longstrider, Delay Poison, Greater Magic Fang.

Speck AC18/19 HP:26/26 
Tuesday May 5th, 2009 9:50:48 PM

Speck continues to sing, casting his little voice (which doesn't sound like chipmonks) so everyone can hear and take courage from the inspiring words.

"We slaughtered the first, but they kept a'comin
We slughtered the second, then they began ta run
They ran through the briars, they ran through the bushes
They ran where even da rabbit wouldn't go."

Continue Inspire Courage: +1 vs. Charm and Fear, +1 on Att and Dmg.


Nirith Dahaka(AC20/21dodge/23vsAoO - HP38/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells  d8+3=9 ; d20+7=23 ; d20+14=26 ;
Wednesday May 6th, 2009 12:05:33 PM

Previous round:

Nirith suddenly sees the Gouls retreating and rather than hitting void she watches them as they go...
Certain there are at least a few more healing scrolls in her backpack she digs one up (move) and uses it on herself. (healing 9Hp)


This round:

"This is too easy... " Nirith says out loud to no one in particular.

Then the witch can hear the General taunting Marcas to come over and fight on his side...
(listen: 23 - listen DC9 for range)

"Marcas don't listen!" Nirith shouts...

She spins around and makes a double move (40ft base speed) towards Marcas...
Once close by she holds out her hand and tries to help him resist from the General's call...
(standing behind him doesn't endanger Nirith from being controlled)

(Will save 26 to aid Marcas in his will save)



Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Wednesday May 6th, 2009 1:07:47 PM

OOC: checking in

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Wednesday May 6th, 2009 2:53:36 PM

Now that his foes are gone, Sir John turns his attention to the leader. "Marcas, watch out!" he says as he hears the leader's vile words and attempt at domination. Knowing that he too could face that risk, he casts, "Protection from Evil" on himself, warding both he and his mount from that effect.

He commands Joshua to move to AG/AH 2/3, and prepares for what inevitably will be a valiant battle against a worthy foe. Hopefully, he won't have to fight Marcas too...

Effects
Bless = +1 attack, +1 ST vs. fear
PfE = 18/18 rounds left, protects me from domination and gives +2 deflection bonus to AC and +2 resistance bonus to saves.
Out of range of Inspire Courage (Inspire Courage: +1 vs. Charm and Fear, +1 on Att and Dmg.)



Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision, Enlarge, Bless)  d20+5=14 ; d20+5=11
Wednesday May 6th, 2009 8:18:05 PM

Marcas advances to the General, his Ranseur at the ready and... he feels as if there is a war going on in his head! The minotaur strives against his mental assailant, and shakes him off.

But, then the mind is back inside, and Marcas feels himself driven back and back. With a growing horror that he can't even show on his face, Marcas walks across the Spikes and joins the side of the General of the Dread!

Will DC : 14 +1 for Inspire Courage succeed!

Will DC : 11 +1 for Inspire, +2 for Aid Another (?) 14 fail!

Effects
Darkvision (potion) 3 hours
Bless (From Shod) +1 attack, +4 save vs fear
Enlarge (from Nirith) +2 Str, -1 AC, -1 to hit

Lucky Eddie AC14 HP 36 of 42  d20+13=14 ; d20+9=24 ; d20+14=33 ; d20+13=26 ; d20+15=33 ; 2d6+4=13 ;
Wednesday May 6th, 2009 9:29:59 PM


Lucky rolls his AC this round: 14! The minimum!

He uses his ride check to try to help Cedric: a 24; That may help for a change!

Lucky tries to make a Fast Dismount from Cedric, landing back five feet. He puts five luck points into the effort -- the max allowed. His Ride check, aiming for a DC20, at total +14, is a 33! He makes it off fast and gets an extra luck point to boot.

Then he remembers to make his save vs nausea: He uses four Luck Points, boosting his save to +13 vs the DC15 save, and makes it.

Once five feet back and out of reach of the armored ghouls, he throws a magic stone at one. His attack, boosted by five luck points, as well as by the bless, is a +15 to hit AC21 ... and he hits AC33. That's 2d6+2 base damage, +1 point blank shot, +1 inspire courage, for 13 damage to U2. And a luck point.

Then, with his remaining move action, he remounts Cedric.

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 10
Tattoo used: 2 of 3. Each use makes three Magic Stones.
Current stones used: 1 of 3
Wand of CLW, 45 charges.


To Ride A Minotaur. Round 11 (DM Cayzle)  d20+5=8 ; d20+3=18 ; d20+3=5 ; d20+7=12 ; d20+5=8 ; d20+5=15 ; d4+1=2 ; 4d4=11 ; d20+6=12 ; d20=11 ; d20=8 ;
Thursday May 7th, 2009 1:05:28 PM


OOC: Cedric, you are right! Inspire Courage and Bless do not stack for attack rolls!

OOC Last Round: Nirith cures herself.

THE HEROES

Brother Shod keeps working to repair the damage inflicted by the bat's bombardment.

Sira moves and draws a weapon. That still leaves her with a standard action, if she wants to fire. OOC: Go ahead and do it if you like. Take a -4 for firing into melee, please.

Cedric is plagued by ill luck, and his attacks miss.

Speck continues to inspire courage.

Nirith takes a double move to stand behind Marcas. OOC: You cannot aid another on a save. Sorry. Didn't matter though.

Sir John moves north toward the undead general. He casts Protection from Evil on himself, warding against the domination.

Marcas fails hit save and is dominated. See his further action below under THE ENEMY.

Lucky jumps off cedric and throws a stone at an undead. He forgets the -4 for throwing into melee, but he still hits.

THE ENEMY

Armored Undead One takes a five foot step and attacks Cedric. Three misses.

Armored Undead Two also takes a five foot step, and now flanks Cedric and Lucky. It attacks Lucky. One claw hit inflicts 2 hp damage and forces a DC15 Fortitude save or be paralyzed for 1d4+1 rounds.

Marcas moves north -- through the Spike Growth and the caltrops (he ignores the latter). He takes 11 damage from the spike growth. He has to make a reflex save vs the growth: his save at +6 is a 12, although that should have been at +5 because being enlarged reduces one's dex. No matter either way: Marcas is crippled and now moves at half speed! He ends up next to the undead general. Then he picks up the General and places him on his shoulder, per command.

The Cloaked General laughs again. He leans over to whisper his commands into the minotaur's ear. And he draws a two-handed sword.

Enemy Status
All ghouls and bats are destroyed.
Armored Ghoul One is AC21 -- unwounded unles Sira hit with a bolt.
Armored Ghoul Two is AC21 -- down 13.
The General is AC25 -- unwounded.
Marcasthai is AC19 -- down 15.

And the Map!

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+10=16 ; d20+10=13 ;
Thursday May 7th, 2009 5:55:41 PM

(Last round Standard, AC 16 miss)

Moves up to attack U1. (AC 13, miss, even with flank)

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+15=31 ; d8+7=12 ; d20+10=23 ; d3+4=7 ; d20+10=24 ; d3+4=5 ;
Thursday May 7th, 2009 10:56:41 PM

Cedric shifts into flanking with Sira, and attacks the foe between them.

OOC
Move into Flanking with Sira, Attack U1
Talon: Hit AC 31 for 12 damage
Foreclaw 1: Hit AC 23 for 7 damage
Foreclaw 2: Hit AC 24 for 5 damage

Marcasthai AC 19 HP 70/74 (SteveK)(Darkvision, Enlarge, Bless) 
Thursday May 7th, 2009 11:45:06 PM

Marcas rages against the inside of his mind, helpless and watching his body help the enemy.

Speck AC18/19 HP:26/26 
Thursday May 7th, 2009 11:56:30 PM

OOC: having internet problems so I'll make this quick. I'm sure you are glad too. :}

IC: Speck continues his singing.

Continue Inspire Courage: +1 vs. Charm and Fear, +1 on Att and Dmg.


Lucky Eddie AC32 HP 34 of 42  d20+13=32 ; d20+13=22 ; d20+10=20 ; d20+14=30 ; d20+12=20 ;
Friday May 8th, 2009 7:03:07 AM


Lucky rolls his AC this round: 32! sweet!

He rolls his save vs paralysis. He uses four luck points to make it a +13. a 22 saves. But his Luck Point total remains at 10 -- his max.

He uses his ride check to try to help Cedric: a 20. That includes a Luck point, bringing him to 9.

Then Lucky uses the same hop off, throw, hop on strategy.

Ride check to fast dismount: no prob, a 30, and luck points are back up to 10.

Throw (at -4, but with 5 luck points) hits AC20! A miss, and five luck points gone! He's down to 5.

Then Lucky remounts.

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 5
Tattoo used: 2 of 3. Each use makes three Magic Stones.
Current stones used: 2 of 3
Wand of CLW, 45 charges.


Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil  d20+9=20 ; d6+4=8 ;
Friday May 8th, 2009 9:41:09 AM

SIr John is torn between several options... Does he charge and attack Marcas and the enemy leader? Or does he wait for Marcus to somehow break free? Or, is there someone in his party that can somehow free the valiant Minotaur from the domination?

Deciding to take the middle ground, Sir John will move back north 10' while removing a javelin from Joshua's harness. Heaving it with all of his strength, he aims at the enemy leader on Marcas' back... He's not comfortable charging his friend, especially with the potential of skewering him...

(OOC = Not sure what modifiers affect this roll. It's not really "throwing into melee" and is an attack against a kind of mounted enemy...)

Attack = Hit AC 20 for 8 dmg , would have missed the general's AC but hit Marcas' AC. Again, not sure how to determine which...


Nirith Dahaka(AC20/21dodge/23vsAoO - HP38/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells 
Friday May 8th, 2009 3:26:41 PM

Nirith sees how Marcas is commanded by the Undead leader...
Would commanding Marcas to get his wits back be succesful or would it virtually toast the Taurs brains...

Taking her chances assuming a Taur can't have much brains anyhow Nirith attempts to Command Marcas to Drop the Undead General...

(Will save DC16 to ignore Nirith's command...)

The Witch stays in place hoping Marcas will somehow regain his wits...
Hoping to see the General fall Nirith waits...



OOC DM Cayzle 
Saturday May 9th, 2009 7:40:42 AM

My apologies, my friends. Only three DM posts this week (And I'm still working on Number 3!) I'll try to do better next week. But full disclosure -- I'm on vacation now (typing this in a hotel lobby while family sleeps in) and will be away from home until Thursday nite. So I'll be trying my best to get the DM Post done early every morning (like the one to come), but you never know what fate has in store.

I will note that our module is rapidly coming to a close. If we want to continue, we need another, and toot sweet. Maybe we should ask Jerry for another? Would anyone want to write one? Note that Justin has access to a bunch of old Tap modules, and maybe the easiest thing would be to ask him to send us an an old one (hopefully one that none of us remember playing).

And while I'm on the topic, we should start an e-mail thread soon to give feedback to Jerry on how the round robin DMing went.

The Sword Of Death. Round 12 (DM Cayzle)  d20+5=16 ; d20+5=20 ; d20+3=10 ; d20+3=18 ; d20+7=20 ; d20+5=19 ; d20+5=12 ; d20+11=26 ; d20+11=22 ; d20+9=18 ; 5d6+12=28 ; 3d4=6 ; d20=9 ; d6=4 ;
Saturday May 9th, 2009 8:32:07 AM


THE HEROES

Brother Shod keeps working on the Ley Line. He shouts that he needs at least a few minutes.

Sira attacks, with no luck.

Cedric has a change of luck, though, and really lays into the undead between himself and Sira. Sadly, 24 damage is not enough to drop the thing, although from the state of the animated corpse, it looks near-to-toppling.

Speck continues to inspire courage. Note that the effect has a five round duration after you stop singing, so you *could* act in some other way. Also, the Inspire Courage's +1 to hit does not stack with the +1 from the bless (both morale bonuses), so the effect of the inspire courage is not as great as usual.

Lucky Eddie tries another of his patented back-flip-toss-and-remount tricks, but misses on the toss.

Sir John throws a javelin at the General Undead sitting on Marcas's shoulder. [OOC: no penalty to attack; they are not in melee with each other, and no chance to hit Marcas.] But the missile just misses.

Nirith uses a drop command to make the minotaur drop the Undead General. Marcas's will save (at +5) is a 16 -- exactly what he needed to resist the spell. (Sorry, clever idea.)

Marcas struggles to retain his control, but to no avail.

THE ENEMY

Armored Undead One takes a five foot step and attacks Cedric. Three misses.

Armored Undead Two also takes a five foot step, and now flanks Cedric and Lucky. It attacks Lucky. Three misses.

The General spent last round giving orders to Marcas: "Move up to that one [Nirith] as fast as you can. Grapple her and drag her off to the east as far as you can, for ten minutes."

Marcas starts moving. His normal move, in armor, is 20. But with damaged feet, he is moving at 10. So it takes him a double move just to go 20 feet. He does his best to get close, stepping over the pit in front of him. Doing so inflicts more damage to his bloody hooved feet -- he takes another 6 hp damage -- and again the caltrops do no harm. But he has no time to start a grapple this round.

The Cloaked General hops off, trying for a fast dismount. His ride check is a 26, no problem. However, his fast dismount mean that he moves through a square threatened by Nirith. She may take an AoO against the undead thing as it jumps off the minotaur.

Damaged or not, the Undead General laughs some more, as he swings the two handed sword and then also tries to body slam Nirith as his secondary attack. The sword hits AC22; the slam, AC18. [Edited the die roll field because I forgot to include the -1 Consecrate penalty when I rolled.] Since Nirith is AC21 (assuming she would choose to dodge the General), that means the sword attack is a hit. It is a medium size +1 human bane greatsword, so it really hit AC24 vs Nirith, who *is* human, and it inflicts 5d6+12 damage -- Nirith takes 28 damage!

The Undead General shouts, "Flee now or you are all doomed!" [OOC: Marcas may now actually be eager to grapple and drag off Nirith, since that might actually save her from that deadly blade!]

Enemy Status
All ghouls and bats are destroyed.
Armored Ghoul One is AC21 -- down 24.
Armored Ghoul Two is AC21 -- down 13.
The General is AC25 -- unwounded (although there may be an AoO from Nirith to be resolved).
Marcasthai is AC19 -- down 21.

And the Map!

Speck AC18/19 HP:26/26 
Saturday May 9th, 2009 7:11:45 PM

OOC: yeah, I know I can stop the singing and I will when I see everyone put their hands to their ears. But for now, it will still help against the armored undead, both for hit and damage for Cedric and Lucky, since they aren't in the bless area.

IC: Speck continues singing, but moves to T15. (20ft, a move action, with the singing being the standard action.)

Nirith Dahaka(AC20/21dodge/24vsAoO - HP10/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells  d20+9=27 ; d8+4=8 ; d20+9=29 ; d20+9=21 ; d8+4=5 ;
Sunday May 10th, 2009 11:56:31 AM

(monday turn)

Petrified Nirith watches the General cross the spike and calltrop field... even more so because he is riding Marcas to do so... the Taur is badly wounded and Nirith's spell failed to get him out of it...

Unable to move because of all this she sees the General dismount and engage her!
Before he reaches her Nirith she slaps him in the face (Hitting AC27 - damage 8Hp)

*** WHAMMM!!!! ****

twinkling lights... stars... bells...

Nirith staggers as the terrible blow of the General knocks her a few feet backwards...
Down to 10Hp Nirith realizes she can't survive a second hit like that! She has to get out of here!!

Taking acuracy over a number of attacks Nirith slaps the General again (hitting AC29 - NAT20 - AC21 no Crit - damage 5Hp)

Then she makes a 5ft step back withdrawing from the General and hopes to move away from him (she has AC24 vs AoO's + 1Dodge from the General or AC25 vs the General while stepping away from combat...) She moves directly south towards the Ley Lines...

(it is correct that Nirith doesn't know the General ordered Marcas to grapple her right?)

Cayzle: Correct. This is a fine post.

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Sunday May 10th, 2009 7:16:10 PM

Sir John is quickly getting tired of moving around in circles... For now, Joshua double moves to AA/AB 8/9, and Sir John prepares himself to charge next round... He would have liked to get into battle quicker, but the spikes are getting in his way...

OOC = Note that he double moved south then west to avoid the pits and spikes. He could have went direct, but the snares would have caught him. So he stayed in open terrain to protect Joshua's hoofs.

Marcasthai AC 19 HP 43/74 (SteveK)(Darkvision, Enlarge, Bless, Dominated, Crippled)  d20+10=25 ; d20+20=26 ; d20+20=21 ;
Sunday May 10th, 2009 9:12:41 PM

Marcas still tries to break free, but is horrified as Nirith takes a huge blade in her side. She moves away from the General, and Marcas sees his own body reach out and grabs the retreating witch! (ooc: move more than one square away, AOO on second square)

Grapple AOO: 25 vs Nirith's 24, hit!

He follows up by maintaining the Grapple (26), and then winning another grapple (21) pulls Nirith 5 feet to the east. (20 feet - 1/2 from hoof damage - 1/2 for moving while grappling = 5 feet per round)

The Huge minotaur keeps silent, as not been told to speak, but he wails while trapped in his own mind.

Lucky Eddie AC25 HP 38 of 42  d20+13=18 ; d20+9=21 ; d20+13=21 ; d8+1=4 ;
Monday May 11th, 2009 8:37:21 AM


Lucky rolls his AC this round: 18.

He uses his ride check to try to help Cedric: a 21. Plus cover, a 25.

Lucky decides to save his magic stones for the general. So he slides down Cedric's rump, using his PC mount as cover. The ride check to do that is DC15. The mendicant uses four of his remaining 5 Luck points to make his check a +13. He rolls a 21, is now under cover, and has 6 Luck Points.

And all that is a free action, so far.

But he can't attack or use spells. He CAN activate a magic item, so he uses his wand of CLW on himself. Four hp back.

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 6
Tattoo used: 2 of 3. Each use makes three Magic Stones.
Current stones used: 2 of 3
Wand of CLW, 44 charges.



Cayzle OOC 
Monday May 11th, 2009 8:39:04 AM

Alas, I need posts from Cedric and Sira. But this is my ONLY time today for a DM Post. So that means the first DM Post this week will come tomorrow morning. Sorry, but here on vacation, my available posting time is limited to the morning when wife and kid are sleeping.

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+13=25 ; d8+7=10 ; d10+8=9 ; d10+8=12 ;
Monday May 11th, 2009 1:01:32 PM

Cedric continues his attack on the undead, clearly not happy about the state the battle has turned.

OOC
Attack U1, continuing to U2 if the first falls.
Talon: Hit AC 25 for 10 damage
Foreclaw 1: Hit AC 9 (miss)
Foreclaw 2: Hit AC 12 (miss)

Nirith Dahaka(AC20/21dodge/24vsAoO - HP10/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells 
Monday May 11th, 2009 3:47:42 PM

"HUMPHFFF...." Nirith gasps as Marcas grabs hold of her and drags her away...

(no action yet since this is just a second post this round)

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+10=14 ;
Monday May 11th, 2009 7:26:09 PM

Steps to U1 and swings her mace. misses



And then there was one. But what a one! Round 14 (DM Cayzle) 
Tuesday May 12th, 2009 7:20:58 AM


THE HEROES

Speck keeps singing and moves closer to the main event.

Nirith hits twice, inflicting 13 damage on the Undead General. As she tries to back off, Marcas grabs her and starts to drag her off.

Sir John spends the round moving into position. But the grappling Marcas and Nirith are between him and the Undead General ... for now.

Lucky heals himself.

Cedric finishes off the remaining armored ghouls.

Sira, since the undead are already destroyed, you can take some other action for the round!

THE ENEMY

The only enemy remaining is the Undead General -- unless you consider Marcas an enemy -- but what a foe! The General has dominated Marcas, ordering him to drag Nirith away.

By the way, Nirith, keep in mind that you are grappling. See here for what you can do while grappling. Nirith and Marcas, please post your Grapple DCs! Marcas, please continue to post for yourself! You are doing great!

The General sees that Sir John is now within 30 feet. He tries to dominate the paladin. However, that Protection from Evil spell keeps the mental attack at bay.

The General snarls. "Stupid magic tricks! How dare you! You will pay for that!" With his remaining move action, he closes with Sir John (walking around the graple to do so). Doing that triggers an AoO, so take a shot, Sir John! The General seems to scoff at the chance you might hit him.

Enemy Status
All ghouls, armored ghouls, and bats are destroyed.
The General is AC25 -- down 13.
Marcasthai is AC19 -- down 21.

And the Map!

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+9=22 ; d6+5=10 ;
Tuesday May 12th, 2009 8:08:35 AM

Cedric maneuvers around the pit and releases the fire he's held in his jaw for the last several rounds.

OOC:
Move to T12
Produce Flame on General: Hit Touch AC 22 for 10 Fire

Bless, Produce Flame (4/7), Lucky's aura, Inspire courage
Wildshape, Longstrider, Delay Poison, Greater Magic Fang.

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Tuesday May 12th, 2009 10:12:27 AM

"Battles over? Wait..." The drow female looks at the minotaur, the General, taking it all in and says, "Oh crap. Are you kidding?" The twilight ranger manuevers to meet the general. "Okay there Sparky," says Sira. ".. you realize, once Mar wakes up from his hypnosis, we'll feeding you too him?! Have you ever seen a minotaur's vengeance? Messy and quite cruel. I'd love to see it again."

Calling out to the group as a whole, the drow screams, "Just to let everyone know, I'm not afraid of death and personally, I doubt our taur friend is either. So if I'm under any compulsion, WHACK ME. I don't want to live if I've been a part of hurting people I consider friends! " She leers at the General. If he knows anything about sensing feelings or ones will and resolve, he will know she is telling the truth and is NOT afraid of death.

Marcasthai AC 19, Grapple AC 24, HP 43/74 (SteveK)(Darkvision, Enlarge, Bless, Dominated, Crippled)  d20+14=31 ; d20+14=22 ;
Tuesday May 12th, 2009 2:49:12 PM

Marcas hears Sira's speech, and his soul soars at the tauric values that the elf has just shouted for all to hear! Unfortuneately, it seems that his soul is the only part of himself that Marcas still has any control over, for his body has other ideas!

Even though Nirith is Large, the minotaur is Huge, and his strength overpowers the Witch, bumping her 5 more feet to the east, and then another 5 feet. No word is being said, only the inexorable grip and drag eastwards...

Marcas Actions
Grapple 31 to move 5 feet
Grapple 22 to move 5 feet


Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil  d20+11=23 ; d20+13=19 ; d20+8=28 ; d20+8=11 ; d20+6=13 ; d8+3=6 ;
Tuesday May 12th, 2009 3:04:29 PM

(AoO) = Because his lance was ready, Sir John has no choice but to use it against the general. Hit AC 25 (forgot the +1 for being mounted and +1 for bless) and barrrrrely hits for 6 pts of dmg...

He laughs at the general's failed attempt at domination and calls out, "You'll have to do better than that coward! It's time to meet someone who is more than your equal!" Moving 5' to the West (to avoid an AoO), he switches to his axe and swings it at the generals head. Missed AC 21 (again forgot the +1 mounted and +1 bless)... However, his calculated taunts were for naught as he misses...

Ride Check for Josh to attack = 28
Ride Check for Josh's AC = 11 (ignore and stick w/ original AC)

Josh rears up and tries to bite the general, but he too is unsuccessful...

Stats =

Sir John = 47/50 hps, AC 23
Josh = 39/39 hps. AC 24,
Bless = +1 attack, +1 ST vs. fear
Mounted gives +1 attack
Casted on himself PfE = 17/18 rounds left, protects me from domination and gives +2 deflection bonus to AC and +2 resistance bonus to saves.
Out of range of Inspire Courage (Inspire Courage: +1 vs. Charm and Fear, +1 on Att and Dmg.)

Speck AC18/19 HP:26/26 
Tuesday May 12th, 2009 10:50:08 PM

Speck scuttles to X14 and stops his singing as he activates his Grease wand. Pointing the wand at the General's sword, a greasy blob streaks towards the weapon.

Reflex save DC14, if fail, General must drop the greasy weapon.

Continue Inspire Courage: +1 vs. Charm and Fear, +1 on Att and Dmg.
Round 5/5 left, now that he has stopped singing.


Nirith Dahaka(AC20/21dodge/24vsAoO - HP10/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells 
Wednesday May 13th, 2009 2:31:14 AM

According to Woldian House Rules Nirith has a current Grapple DC 10 + 4BAB +4STR +4 SIZE = 22
Marcas easily beats this DC...

All Nirith can do right now is try to change Marcas's mind again with another Command spell... she doesn't need to make any movement for this and doesn't need any material...

Marcas make Will DC16 to negate the effects (please fail :-) )

"MARC STOP LISTENING TO THE GENERAL!! SNAP OUT OF IT!!"

If it succeeds She and Marcas will move away from the General atm...

Lucky Eddie AC23 HP 38 of 42  d20+13=23 ; d20+9=12 ; d20+8=18 ;
Wednesday May 13th, 2009 7:05:39 AM


Lucky rolls his AC this round: 23.

He uses his ride check to try to help Cedric: a 12. LOL!

Lucky throws a magic stone at the general. He is at medium range, and has no point blank shot bonus. He hits AC18, a miss.

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 6
Tattoo used: 2 of 3. Each use makes three Magic Stones.
Current stones used: 3 of 3
Wand of CLW, 44 charges.

Against the General. Round 15 (DM Cayzle)  d20+6=20 ; d20+5=8 ; d20+13=21 ; d20+9=18 ;
Wednesday May 13th, 2009 7:41:03 AM

Last Round: Sira moves closer to the general.

THE HEROES

Cedric moves and then hurls a burst of flame at the general. He hits for 10 hp damage.

Sira makes a single move toward the General. She gets close enough to make a standard attack. She is also flanking with Sir John. Sira, please roll an attack on the General, at +1 from the bless and +2 flanking.

Marcas sees he will have to go south east around the General and pits to carry out his orders. He drags NIRITH five feet southeast, and then five feet south.

Sir John pokes the Undead General with his lance, inflicting 6 hp damage, then draws his ax -- by the way, I do not think drawing a weapon provokes an AoO, so no need to move and lose your flanking bonus. But even with the extra +2, it is still a miss.

Speck moves up next to Sira, and uses his wand on the General. The undead thing rolls his Reflex save: a 20! He holds onto his weapon.

Nirith manages to bark out a command spell. But the effects allowed with the spell are strictly limited. From the description: Approach, Drop, Fall, Flee, Halt. The spell cannot be used to counter a dominate. First, the taur's will save: an 8! The Taur fails. Nirith, please pick an allowed command to apply to Marcas.

Lucky throws a magic stone, but he misses, even before the DM applies the penalty for throwing into battle. Lucky, please keep that in mind.

THE ENEMY

The General, finding himself flanked, laughs again. "Is this the best you have? First level spells and amateur attacks!" He does not even bother to step out of the flanking. "I love to kill paladins in the morning!" he declares. "At night is good too."

He attacks Sir John with sword and body slam. The sword hits AC21, and the slam, AC18. Both attacks miss Sir John.

Enemy Status
All ghouls, armored ghouls, and bats are destroyed.
The General is AC25 -- down 28.
Marcasthai is AC19 -- down 21.

And the Map!

OOC DM Later edit: I had accidently typed Sira when I meant Nirith above. I just fixed that.

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil  d20+8=19 ; d20+8=24 ; d20+8=13 ; d20+19=29 ; d8+11=16 ; d6=2 ; d20+14=26 ; d8+7=11 ; d6=5 ; d20+9=13 ; d20+9=18 ; d20+4=23 ;
Wednesday May 13th, 2009 2:19:35 PM

Now that the general is flanked, Sir John becomes even more excited than before. As the general's bluster is wasted on missed attacks, he calls out "Give it your best shot weakling! I can do this all day and night!"

Sir John steadies himself and swings his axe in a brutal manner at the general's shoulder's, hoping to interfere with his ability to continue fighting... He also calls upon his divine power and uses his smite evil ability...

Ride Check (both hands use...) = 19, OK
Ride Check (Josh attack) = 24 OK
Ride Check (Josh AC) = 13 stick w/ old AC

Attack 1 = +13 + 1 mounted + 1 bless + 2 flank + 2 smite evil = Hit AC 29 for 16 pts + 2 fire = 18 total dmg
Attack 2 = +8 +6 = Hit AC 26 for 11 pts + 5 fire = 16 total dmg
Josh Hoof 1 = Miss AC 13
Josh Hoof 2 = Miss AC 18
Josh Bite = Miss AC 23

Total Dmg from the attacks = 34 (take that!!!)

Stats
Sir John = 47/50 hps, AC 23
Josh = 39/39 hps. AC 24,
Bless = +1 attack, +1 ST vs. fear
Mounted gives +1 attack
Casted on himself PfE = 16/18 rounds left, protects me from domination and gives +2 deflection bonus to AC and +2 resistance bonus to saves.
1/2 Smite Evils left

OOC = Who is next in the rotation for DM'ng our module? If there is no one, I'll volunteer to step up to the plate. The summer is easier for me than during the school year, so now is best...

Marcasthai AC 19, Grapple AC 24, HP 43/74 (SteveK)(Darkvision, Enlarge, Bless, Dominated, Crippled) 
Wednesday May 13th, 2009 4:13:38 PM

waiting to post pending Dominate vs Command action

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+13=17 ; d20+11=15 ;
Wednesday May 13th, 2009 4:51:41 PM

(OOC: Sorry, busy real life and pink eye!)

Last round... Attack AC 17 miss... oops he's not undead is he?! really missed

This round: miss

Speck AC18/19 HP:26/26 
Wednesday May 13th, 2009 9:07:17 PM

OOC: I hope everyone is remembering to add the +1 damage for Inspire Courage, even if the +1 to hit doesn't stack with the +1 Bless, the +1 damage does add to your weapon damage.

IC: Speck knows that the General wouldn't be laughing if he had dropped his weapon. Since Marcas is now in the way, he moves to AA13. Knowing that his chances of hitting the General while trying to miss his friends would be very difficult, he tries his grease trick again. Ya never know...

Cast Grease from his wand at the General's weapon, Reflex save DC14 or drop weapon.

Continue Inspire Courage: +1 vs. Charm and Fear, +1 on Att (if outside Bless), and +1 Dmg.
Round 4/5 left, now that he has stopped singing.

OOC: I'm game for conitnuing on but I don't have the time to come up with a module at this time. If we do continue on, I can dig out some old AD&D published adventures and adapt it for 3.5 if approved.

Against the General. Round 15 EXTRA (DM Cayzle) 
Thursday May 14th, 2009 7:13:05 AM

OOC: My friends, we have to resolve last round's Command results before we go forward.

I'll mention in explanation that Marcas is affected by a Dominate Person spell, not a Command spell. The Dominate Person effect gives the Dominator fine, detailed control over the victim by giving verbal orders. If the Dominator cannot give verbal orders, then control is crude and limited. The General spent part of a round giving detailed instructions to Marcas. He did not use a "Command Spell." Sorry for the confusion.

Nirith, on the other hand, DID use a Command Spell, which has a limited effect. So I need Nirith to pick the form of the Command spell. If she chooses FLEE, then Marcas will attempt to leave the grapple and move away at a run.

ALSO I am waiting for Nirith, Cedric and Lucky to post their actions for Round 16.

Ken, thanks for volunteering to be the next DM. I'll e-mail everyone plus Jerry this morning.

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+5=18 ; d6+5=11 ;
Thursday May 14th, 2009 7:50:23 AM

Cedric moves across the battlefield to get a shot on the general, and releases another burst of fire at the general.

OOC:
Move to AB12
Produce Flame on General: Hit Touch AC 18 for 11 Fire

Bless, Produce Flame (5/7), Lucky's aura, Inspire courage
Wildshape, Longstrider, Delay Poison, Greater Magic Fang.

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Thursday May 14th, 2009 11:08:53 AM

(OOC = Lurking and waiting for last round to be finished...)

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Thursday May 14th, 2009 5:22:37 PM

Will hold for next round

Nirith Dahaka(AC20/21dodge/24vsAoO - HP10/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells 
Thursday May 14th, 2009 5:39:08 PM

"FLEE!!... GET OUT OF HERE YOU BIG BULLY" Nirith shouts to Marcas... she herself can not end the domination that comes from the General but perhaps she can have Marcas to let go of her...

(thanks for the explanations Cayzle)

Speck AC18/19 HP:26/26 
Thursday May 14th, 2009 10:19:31 PM

Speck waits as the glob of grease flies in slo-mo towards the Generals sword.

Against the General. Round 15 EXTRA 2 (DM Cayzle) 
Thursday May 14th, 2009 11:16:09 PM

Marcas, I already rolled your Will save vs the Command (See DM Post of yesterday):

"Nirith manages to bark out a command spell. But the effects allowed with the spell are strictly limited. From the description: Approach, Drop, Fall, Flee, Halt. The spell cannot be used to counter a dominate. First, the taur's will save: an 8! The Taur fails. Nirith, please pick an allowed command to apply to Marcas."

Marcasthai, please repost or edit your post. Or I'll adjudicate your actions myself.

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Friday May 15th, 2009 7:13:52 AM

OOC: Stay on target.... hold!!!

Lucky Eddie AC23 HP 38 of 42  d20+13=19 ; d20+9=25 ;
Friday May 15th, 2009 8:55:32 AM


Lucky rolls his AC this round: 19.

He uses his ride check to try to help Cedric: a 25. sweet!

Lucky uses his tattoo to make three more Magic Stones.

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 6
Tattoo used: 3 of 3. Each use makes three Magic Stones.
Current stones used: 0 of 3
Wand of CLW, 44 charges.

Marcasthai AC 19, Grapple AC 24, HP 43/74 (SteveK)(Darkvision, Enlarge, Bless, Dominated, Crippled) 
Friday May 15th, 2009 9:15:50 AM

ooc: please delete earlier post.

At the Command from Nirith, Marcas drops the Witch and runs away. The battle is to his north-west and his natrual home is to the south, so the minotaur lumbers 20 feet away to the south before the Dominate regains hold, and he turns around.

Bat out of what? Round 16 (DM Cayzle)  d20+6=8 ;
Friday May 15th, 2009 9:21:45 AM

Round 15 Redux: Marcas misses his save vs Command. It is a Command to FLEE. The taur drops Nirith and runs 40 feet (because his current move is only 10).

Edit: Posted the same time as Marcas. No matter. He spent the same move getting away, and then (in round 16) moving back.

THE HEROES

Brother Shod is still focussed on the Ley Lines.

Sir John hits with two mighty ax swings, inflicting 34 damage this round! Sir John, does that include Inspire Courage bonus damage?

Sira attacks, but her bad luck keeps on being bad. She misses.

Speck tries again with the Grease wand. The General's save this time, at +6, is an 8! He drops his weapon!

Cedric again hits the General, for 11 points of flame damage.

Lucky activates his tattoo.

Nirith has yet to post an action for this round.

THE ENEMY

The General shouts to Marcas, "Grapple this paladin and drag him east for one hour." Then he activates a supernatural ability, and shapechanges into a large dire bat! He flies 20 feet up! Doing so provokes attacks of opportunity from Sir John, Nirith, and Sira. He is AC20 in bat form. Some of his wounds close up some.

Marcas spends the round running back to the area, toward Sir John.

Enemy Status
All ghouls, armored ghouls, and bats are destroyed.
The General is AC20 in bat form -- down 65.
Marcasthai is AC19 -- down 21.

And the Map!

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil  d20+17=30 ; d8+5=13 ; d6=1 ; d20+9=11 ;
Friday May 15th, 2009 2:25:06 PM

(OOC = No, I didn't add the xtra dmg for Inspire Courage... I thought that since he had stopped singing, the bonus ended and wasn't applicable. If it was, then I did an extra 2 pts)

(Does Josh get an AoO as my mount? I didn't think so, but I"ve never had that come up before...)

1. AoO = As the general tries to fly away, Sir John cuts at the bat and takes his AoO = Hit AC 30 for 13 + 1 fire = 14 dmg

2. Normal Action = If the general actually makes it up high, Sir John will grab another javelin and throw it at the target, using all his strength... = Miss AC 11

Stats
Sir John = 47/50 hps, AC 23
Josh = 39/39 hps. AC 24,
Bless = +1 attack, +1 ST vs. fear
Mounted gives +1 attack
Inspired too = +1 attack, +1 dmg
Casted on himself PfE = 15/18 rounds left, protects me from domination and gives +2 deflection bonus to AC and +2 resistance bonus to saves.
1/2 Smite Evils left



Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+9=15 ; d6+6=10 ;
Friday May 15th, 2009 2:42:54 PM

Cedric fires another blast at the fleeing bat.

OOC
Hit Touch AC 15 for 10 Fire damage

Bless, Produce Flame (6/7), Lucky's aura, Inspire courage
Wildshape, Longstrider, Delay Poison, Greater Magic Fang.

Bat out of what? Round 16 Extra (DM Cayzle) 
Friday May 15th, 2009 4:29:29 PM

The Inspire Courage lasts for five rounds after the singing stops. I count that as two or three rounds left of good effect.

I'd rather not give the mount an AoO. Might be worth a question on the Rules Board.

Marcasthai AC 19, Grapple AC 24, HP 43/74 (SteveK)(Darkvision, Enlarge, Bless, Dominated, Crippled) 
Friday May 15th, 2009 4:58:11 PM

Marcas implaccably moves towards Sir John.

Speck AC18/19 HP:26/26  d20+10=18 ;
Friday May 15th, 2009 7:58:29 PM

OOC: From previous post:

Continue Inspire Courage: +1 vs. Charm and Fear, +1 on Att (if outside Bless), and +1 Dmg.
Round 4/5 left, now that he has stopped singing.

But I figure everyone reads all the posts carefully before they make theirs. :)

IC: Speck shouts with glee as the General drops his mighty sword. Heroic verses flood his mind but the General's transformation into a bat and flying up puts a new song on hold.

"HA! Defanged you are a wus!" he shouts. And now that the enemy is away from his friends, he lobs a bullet from his sling.

d20+9+1(bless)=18. The bullet wizzez by buzzing the bat's ears.

Continue Inspire Courage: +1 vs. Charm and Fear, +1 on Att (if outside Bless), and +1 Dmg.
Round 3/5 left, now that he has stopped singing.

OOC: I started at 5/5 but that probably is confusing and should have started at 1/5. Oh well.


Bat out of what? Round 16 Extra Two (DM Cayzle) 
Saturday May 16th, 2009 6:52:50 AM

For Marcasthai Just to clarify ... In the Wednesday DM Post (Round 15), Nirith Commanded Narcas to FLEE, and he did. In the Friday DM Post (Round 16) Marcas ran back. Going into Round 17, Marcas is positioned as shown on the map; no further running is needed. What I need is a grapple post from you directed at Sir John.


Marcasthai AC 19, Grapple AC 24, HP 43/74 (SteveK)(Darkvision, Enlarge, Bless, Dominated, Crippled)  d20+24=28 ; d20+10=19 ;
Saturday May 16th, 2009 12:45:51 PM

ooC: I was soooo confused! :-)

Reaching over, the minotaur tries to grab Sir John out of the saddle with one meaty hand.

Touch Attack v Sir John: AC 19

(forgot I had to grab first before grappling)

Bat out of what? Round 16 Extra Three (DM Cayzle) 
Saturday May 16th, 2009 5:17:13 PM

Marcas, just to be a stinker, I will point out that when Sir John throws that javelin, he provokes an AoO! Also, so far as I can tell, Sir John's touch AC is a 10.

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Sunday May 17th, 2009 6:24:58 PM

Not to be a stinker too, I didn't know Marcas was next to me... Did I miss that in an earlier post? If it wasn't mentioned, then how was I to know... I'm not sure I would have thrown that javelin...

Marcasthai AC 19, Grapple AC 24, HP 43/74 (SteveK)(Darkvision, Enlarge, Bless, Dominated, Crippled) 
Sunday May 17th, 2009 7:35:01 PM

Ken, I still am confused, but will follow the last map posted and I'm not worrying about how things happened that way. (Makes life easier) :-)

Bat out of what? Round 16 Extra Four (DM Cayzle) 
Sunday May 17th, 2009 9:34:44 PM

Yeah, the next-to-last map I made should have had Marcas after he ran away but before he ran back. The problem was I didn't know when I made it that he would be forced to FLEE, or in what direction.

The answer, I suppose, to avoid confusion, is to just halt the game when we have unresolved questions like What Command Was Issued? The confusion comes from me trying to continue the game while also retroactively incorporating unresolved events from prior rounds.

Sorry.

Nirith Dahaka(AC20/21dodge/24vsAoO - HP10/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells 
Monday May 18th, 2009 5:20:31 AM

With Marcas letting go of Nirith thanks to the Command spell the Witch smiles... still she is badly hurt and hardly in the position to get one on one against the General... besides he's allready having fun with a few of her friends...

Retreating Nirith move to the Ley lines... (T-U/18-19)

Rummaging through her backpack she searches for more healing scrolls...
(lost count of how many scrolls Nirith has left... - not enough actions to cast the spell this round)

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+8=21 ; d6=4 ; d20+8=24 ; d6=4 ;
Monday May 18th, 2009 12:29:32 PM

AoO: Ac 21, damage 4, AC 23, 10 damage if undead

This round: Follows target: Hits AC 24, 4 damage, AC 26, 10 damage if undead

Lucky Eddie AC17 HP 38 of 42  d20+13=17 ; d20+9=25 ; d20+11=24 ; 2d6+4=12 ;
Tuesday May 19th, 2009 7:16:31 AM


Lucky rolls his AC this round: 19.

He uses his ride check to try to help Cedric: a 25. sweet!

Lucky throws a stone at the bat. He hits AC24 for 12 damage.

SPELLS
0: Cure Minor Wounds, Mending, Mending, Cure Minor Wounds, Create Water
1: Summon Monster I, Comp Languages, Endure Elements, Sanctuary, Protect from Law
2: Aid, Sound Burst, Inflict Moderate Wounds, Aid
3: Remove Curse, Protection from Energy, Protection from Energy

Luck Points: 6
Tattoo used: 3 of 3. Each use makes three Magic Stones.
Current stones used: 0 of 3
Wand of CLW, 44 charges.

The Enemy Among Us Round 17 (DM Cayzle) 
Tuesday May 19th, 2009 7:22:52 AM

Round 16 Redux: Sorry, Cedric is at AB12. And I added two hp damage to the General to account for the extra +1 Inspire Courage damage from both of Sir John's hits on the General.

THE HEROES

Sir John hit with his deadly ax as the Undead General flies up out of reach. His AoO inflicts 14 damage. Then the paladin draws a javelin and throws it, missing.

Sira also hits with her AoO, inflicting 10 damage to the Undead General as it flees.

Marcas grabs at Sir John, but misses.

Cedric again hits the General, just barely this time, for 10 points of flame damage.

Nirith backs up, moving all the way to the Ley Line.

Speck taunts the bat, fires a bullet, but misses.

Lucky hits the bat with a magic stone for 12 damage.

THE ENEMY

The Dire Bat General looks very wounded indeed. One more hit might kill it. So it flies away at top speed, travelling 160 feet into the darkness. Even if you could attack at range enough to hit, I don't think you could see it to target it.

So that's one problem down. But what about Marcas? He is still under orders to grapple Sir John.

Enemy Status
All ghouls, armored ghouls, and bats are destroyed.
The General is AC20 in bat form -- down 113 -- fled!
Marcasthai is AC19 -- down 21.

And the Map!

Marcasthai AC 19, Grapple AC 24, HP 43/74 (SteveK)(Darkvision, Enlarge, Bless, Dominated, Crippled)  d20+10=29 ; d20+14=34 ;
Tuesday May 19th, 2009 8:55:40 AM

Marcas makes another snatch and grabs Sir John by one arm. He then hoists him from Joshua's saddle and envelopes him until the armored human can't move.

Grapple Attack: 29
Grapple to Pin: 34

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil  d20=3 ; d20+7=18 ; d20+7=17 ; d6+4=7 ; d6+4=7 ; d20+1=16 ; d4+2=5 ;
Tuesday May 19th, 2009 11:04:43 AM

Sir John feels the minotaur grapple him and literally pull him from the saddle. Fully armored, he knows he's not going to be able to wrestle this beast, so he's going to need some help... Deciding that humor may be the best medicine and since he can do little else, he yells "Someone get this smelly minotaur off of me! Not only does he smell but now he's getting his stench on me! I'll stink for weeks!"

He realizes that while Marcus is grappling him, the minotaur is limited in his defense against the attacks from others. Furthermore, because of his empathic link with his special Mount, Joshua will surely feel Sir John's frustration and struggle, and will bite and kick at Marcas...

(OOC = Marcas, I'm not sure what your modified AC is here with all the spells cast upon you. I know you lose your dex bonus due to grappling, but not sure what the final AC... )

Bite = Hit AC 16 for 5 pts
2 Hoofs = Hit AC 18 for 7 pts; Hit AC 17 for 7 pts

OOC = Since I have no chance of winning an opposed grapple check (hard to beat his great rolls - 29!!!), my only chance is to roll a d20 and hope for a natural 20... Not sure if that would work anyway... rolled a 3 ... oh well...



Nirith Dahaka(AC20/21dodge/24vsAoO - HP17/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells  d8+4=7 ;
Tuesday May 19th, 2009 12:36:28 PM

Nirith reads her scroll and heals for 7Hp...

There's little else she can do to help atm and she's clueless how to get Marcas out of his trance...

Sira Nailo hps 46 AC 19 vs undead Life Shield +1  d20+8=11 ; d6=6 ;
Tuesday May 19th, 2009 4:00:02 PM

Walks to the minotaur and whacks away. (AC 11, for 6 damage) "Once knocked unconcious, he should heal up fine and be a good little calf." She draws back her mace once more.

Speck AC18/19 HP:26/26 
Tuesday May 19th, 2009 6:03:21 PM

OOC: Suggestion_ any attack against Marcas should be done for subdual, that way any healing will be natural and quicker than otherwise.

IC: Speck yells out, "GO CRY TO YO MAMA!" as the Bat-General flees.

His attention is diverted, though, as Marcas yanks Sir John and hugs him. "You two got something going we don't want to interrupt?" he laughs, but Sir John's plea to get the stinky minotaur off him answers that question.

"I think I've got something that will tickle your fancy," he says and pulls out a feather and some hard candy. He tosses the candy at Marcas and waves the feather while chanting a silly rhyme:

"There once was a cat who could play a fiddle
And a rat who could play a tamborine
Together they were a mighty fine team."

OOC: Cast Tasha's Hideous Laughter at Marcas. Will save DC14 negates, fail and Marcas is afflicted with uncontrollable laughter, for 2 rounds, and can take no action. PHB 292

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet  d20+9=20 ; d6+5=11 ;
Tuesday May 19th, 2009 9:32:28 PM

Cedric turns his attention to their dominated ally. Seeing no other choice, he attacks.

OOC:
Touch AC 20 for 11 fire damage.


Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Wednesday May 20th, 2009 10:12:14 AM

2nd post = Good point Speck = I thought about having Josh do subdual dmg but didn't think that a mount would understand that... Anyway, he couldn't do much dmg either way when he did hit... Also, love the poem and role play for the spell ;-)

Nirith Dahaka(AC20/21dodge/24vsAoO - HP17/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells 
Wednesday May 20th, 2009 3:25:44 PM

Nirith sees her friends wacking Marcas... of course! Knocking someone out cold should be something she's good at considering she has two merciful tears!!

Having a move action left this turn she moves closer to Marcas (dodge vs Marcas and if entering AoO range her AC is 25)

The Sleeping Taur (DM Cayzle) 
Wednesday May 20th, 2009 4:25:42 PM


The Undead General has been driven off, and all his minions, destroyed or turned away.

You pummel and pound Marcas until he is unable to stand up. However, if you make a spellcraft check vs DC15, Please Highlight to display spoiler: {You realize that he will probably remain under some sort of mental control when he awakens.}.

The undead do not return before Brother Shod can set the Ley Lines but good, this time. Now the Cinnamon Valley's defenses will hold again.

You find the General's two-handed sword where he dropped it, and you find four suits of normal chain armor on the undead you destroyed. But of course, the greatest reward is that you defended these people.

You stand and look around, just glad, maybe, to still be alive.

==========

OOC: Jerry was going to divide up the next module, a Dungeon mag adventure, and send it to the next DM. But he has been swamped at work. We may have a little delay, or someone else will have to do that.

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Wednesday May 20th, 2009 7:20:49 PM

Sira stands by.

(OOC: I may need to drop Sira for a bit. But I'll keep you posted.)

Speck AC18/19 HP:26/26 
Wednesday May 20th, 2009 8:48:35 PM

OOC: if Marcas fails his save, he'll drop Sir John and will be laughing uncontrollably for 2 rounds. Plenty of time to get a good sturdy rope around his legs and arms with everyone pitching in. Speck can try to knock him out with his sap during those two rounds also. So perhaps those that have not gone yet should wait until Marcas has rolled his Will Save vs DC14 before taking your turn.

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Wednesday May 20th, 2009 10:31:50 PM

(OOC = Cayzle: 1. Since I'm waiting on Jerry for the stuff, it sounds like we'll be delayed. However, to reduce the delay, do you want me to read ahead in the first few sections and at least get a start going. I do have a copy of the magazine, so I can do that, and simply ignore the stuff at the end (or at least forget anything that isn't relevant to the first part.) That way, we can get moving quicker? 2. Do you know how much XP we'll get for this entire adventure? That'll help me plan for our next adventure re: whether or not we're 7th or 8th level. None of us have leveled up yet and we've only received ~ 1500 xp (that's all ;-( ) for the whole tapestry so far...

When Marcas is finally knocked down or unconscious or laughing, Sir John removes himself from the minotaur's grasp. "My friend, I think you and I both need a bath now." he says with a mischievous grin. "Seriously though, I'm sorry for Joshua biting you, but he sensed I was in danger and that's the only way he knows how to react."

Once the battle is over, he'll help search through the belongings, and divvy up the armor to be sold back at town. "Who wants to see if they can ID that two handed sword? It's a nice looking weapon that one of us may appreciate..."



Marcasthai AC 10 (unconscious, ), HP 00/74 (SteveK)  d20+6=26 ;
Wednesday May 20th, 2009 10:52:18 PM

Marcas easily bests the Laughter spell (oh, NOW I roll a 20! :-), but is eventually pummeled to unconsciousness.

Speck AC18/19 HP:26/26 
Wednesday May 20th, 2009 11:03:43 PM

OOC: Oh well, Speck was trying to spare Marcas a serious headache but...

IC: Once things settle down, Speck wil cast Detect Magic on the sword. Knowing it is magic is good, but knowing the auras and how strong also helps.

OOC: I don't mind a little wait. There's nothing wrong in a short pause. We're all on the e-mail list and can be contacted when it's ready. But a little pre-roleplaying could be fun too.

Nirith Dahaka(AC20/21dodge/24vsAoO - HP17/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells 
Thursday May 21st, 2009 4:17:22 AM

Don't mind a pauze either as I plan to remodel Nirith...

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Thursday May 21st, 2009 12:06:38 PM

Sira is vigilant.

Marcasthai AC 10 (unconscious, ), HP 00/74 (SteveK) 
Thursday May 21st, 2009 3:21:29 PM

little wait is good for me too. Moving and want to tweak Marcas... maybe a tattoo of Prot. v Evil....

The Lines are Leyed


Our Heroes! (DM Cayzle) 
Saturday May 23rd, 2009 10:12:44 AM

OOC: Sorry for missing a post. There will be a few days of final details.

==========

Brother Shod steps back and declares, "The Lines are laid!"

He helps you with disposing of the corpses -- burial or cremation? -- and says a prayer for the souls of the dead.

Theala and all her children come out. They hear the good news and there is a lot of whooping and happiness. The girl named Gingee dances about. The boy, Dugan, who "hired" you just stands agape at the sight of battle-tested warriors.

"Well, now," says Theala, "Let's get you cleaned up, and then I think there will be a surprise for you all this evening." She smiles mysteriously.

=====

Experience: 1400 xp

Treasure: Four suits medium chain armor, medium size +1 human bane greatsword



Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Saturday May 23rd, 2009 12:51:47 PM

"Cremation."

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Saturday May 23rd, 2009 2:37:52 PM

Sir John nods at Sira's suggestion re: cremation and helps build the fire. While the bodies burn, he'll say a brief prayer over them and help bury the remains.

Once finished, he offers to carry a couple of the suits on Joshua's back for the trip home and eventually to the Catacombs to sell them.

"I don't need that weapon, especially one that is a bane to humans like myself. If no one wants it, I say we sell it..."

Speck AC18/19 HP:26/26 
Sunday May 24th, 2009 6:43:36 PM

Speck agrees with the cremation. As far as the sword, if there be a paladin that hunts human briggands, then that's where it oughta go. Selling it at the catacombs seems fair enough.

Nirith Dahaka(AC20/21dodge/24vsAoO - HP17/39 - Cat's Grace - Bull's Strength - Enlarge Person] and Nekron[Share spells 
Monday May 25th, 2009 6:19:39 AM

Nirith simply nods as the others suggest to cremate the bodies.

Wondering what the Theala meant with the surprise Nirith gathers her gear...

"Job well done... " she concludes...

Lucky Eddie AC17 HP 38 of 42 
Monday May 25th, 2009 8:57:00 AM


"Well, I must say," declares the halfling mendicant, "that I did a pretty good job of leading us to victory! Let's thank our lucky stars that we made it through intact, and with the Ley Lines repaired and ready!"

After the last dirty task of corpse disposal is done, King Curlique goes looking for something to drink. He's hoping to find something alcoholic, but he'll settle for anything potable, from juice to mink to water.

Lucky pours everyone a glass. Then he stands, holding out a glass, and offers this prayer:

"Oh kismet, oh fate, oh patron of natural twenties and double oughts!
We stand here, deeply grateful, and soon, deeply grape-full.
We don't want to whine, but we do want to wine,
So let us toast with a vintage both bold and divine!"

"THANKS and AMEN!"

"I now declare this Luck Quest OVER!"

The Farmer Begs to Differ. (DM Cayzle) 
Monday May 25th, 2009 9:01:05 AM

The party settles on cremation, and the task is soon done.

Lucky gets his hands on a bottle (sorry, no "mink" in the house) and pours everyone a libation. He offers a heartfelt "prayer."

Thaela, standing nearby when the halfling declares the quest over, says, "Not so fast! Go, clean up, and take a nap." She points you in the direction of the barn. "I'll come get you for the surprise."

In the barn you find some sheets laid out over hay, along with some pitchers of water and basins.

The small boy, Dugan, who summoned you to this adventure, trails after. He keeps his eyes mostly on Sir John.

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Monday May 25th, 2009 10:07:30 AM

As they go over to the barn, Sir John notices the boy following them. He turns, stops and kneeling down, gives him a silver piece and says, "Hello Dugan, my young friend. What can I do for you today? Have we taken care of everything you needed us to do?"

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Monday May 25th, 2009 1:45:27 PM

Shakes her head and looks on.

Speck AC18/19 HP:26/26 
Monday May 25th, 2009 9:57:40 PM

Speck, still riding high on the victory, has trouble settling down, joining Gingee in a bit of a jig. But once at the barn, exhaustion sets in and he curles up at a corner of the sheets. A brief laugh his heard from him as he re-lives the moment the General dropped his sword from a puny weekling spell, then he falls asleep.

Marcasthai AC 10 (unconscious, ), HP 00/74 (SteveK) 
Monday May 25th, 2009 10:36:14 PM

Remains unconscious or upon waking will try to grapple Sir John again. (Pending further mental orders from the General)

Evening (DM Cayzle) 
Tuesday May 26th, 2009 7:59:43 AM


DM OOC to Marcas: Highlight to display spoiler: {You receive a mental command from far away: "Just act normally. If they ask, tell your friends that no one is controlling you.}

Gingee really enjoys dancing with Speck. "You are a great dancer! I think you would make a good daddy. I'll tell Mama that she should marry you!" She runs off.

Dugan thanks Sir John for the coin and shyly gives Sir John a wood carving of a dwarf man. "That's a whittlin' I made of my Da. I want you to have it, please. He was a hero too."

In the evening, it is time for the "surprise" -- a party. Most everyone from the area around has come, and a tent has been raised while you napped. There is plenty of great food, including several local specialties, like spicy stew and cinnamon ice cream for dessert. Several of the locals ask Speck to sing or perform.

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Tuesday May 26th, 2009 2:14:05 PM

He thanks the young man for the carving and says, "This is beautiful and I thank you for the gift. Your dad was a hero and would be proud of you." He tousles the boy's hair and adds, "If you are anything like him, you'll be a hero. When you get older and want to learn how to fight evil, come see me at the temple to YHWH and I'll speak on your behalf to our trainers. They can help you become a paladin and be as valiant and brave as we are. I am Sir William the Pious, and am honored to meet a young hero like you, young man."

With that, he moves on to the tent and enjoys the food and reverie, though he declines any alcoholic beverages, sticking with water and juice. He stays near the edge of the crowd however, constantly vigilant, detecting evil occasionally in the surrounding area. After all, the undead leader was only driven away and not destroyed...

Sira Nailo hps 46 AC 19 vs undead Life Shield +1 
Tuesday May 26th, 2009 8:10:04 PM

OOC: Folks I hope this isn't going to hamper the groups plans, but I really need to drop Sira for a bit. I have been having issues in RL and really have been neglecting the Catacombs, so I need to back off a bit. Besides, Sira's concept is flawed and I think she needs to be redux.

Later all and good luck.

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Tuesday May 26th, 2009 9:16:15 PM

(Take care and we'll miss Sira's humor and fun times ;-))) )

Speck AC18/19 HP:26/26  d20+10=27 ;
Tuesday May 26th, 2009 9:25:44 PM

Speck watchs Gingee run off and poders the fate of the unfortunate one that ends up marrying Gingee when she's of age.

Very much refreshed after a rest, Speck thoroughly enjoys the party, dancing with as many of the young ladies as he can, including Gingee. Food, dance, food, dance, food, song, dance... and so on. Well into the party, he gets everyone's attention and recaps in poetic verse the battle with the General and his minions. He does not make mention of the minotaur's domination, using poetic liscence to explain Marca's attempt to take on the General single-handedly.

Perform d20+10 = 27.

Sir John (Ken M) AC 23, 47/50 hps, Blessed, Prot from Evil 
Tuesday May 26th, 2009 9:39:59 PM

FYI = I'm working with Jerry on getting ready for the next module and should be ready in the next several days... All I ask is that you be patient with me on this, since I haven't DM'd for many years, but am looking forward to an interesting adventure ;-)

Marcasthai AC 10 (unconscious, ), HP 00/74 (SteveK) 
Tuesday May 26th, 2009 11:27:53 PM

ooc: Loved Sira, and fully understand biting off too much! :-)

Marcas slowly regains consciousness and discovers he is tied. He blinks several times and then calls in his usual quiet, deep voice. "Did we win? I seem to be OK." He waits for someone to see to his health.

Lucky Eddie 
Wednesday May 27th, 2009 8:43:17 PM

Lucky dances and eats up a storm.

Time for Goodbyes (DM Cayzle) 
Wednesday May 27th, 2009 8:46:49 PM

The party is fun, and Gingee tells her mom loudly that she should marry Speck.

Dugan wants to go off to be a paladin right now, but Sir John and his mother agree that he has to wait a few more years.

The revelry winds down as the kids go off to bed. But you get the strong feeling that if you ever get back to this neck of the woods, your welcome will be a fine one.

==========

DM OOC: Friends, this wraps up the module. Thanks for making it fun. Please do write to Jerry with any comments you had about the rotating DM format.

I'd love to play again, and I know a module is in the works. But I also suggest that we recruit another player or two to bring us to to a full house.

Thanks again!

Role Call for next adventure (DM Ken) 
Wednesday May 27th, 2009 9:30:55 PM

Cayzle, it was great having you as a DM and I know I'll be leaning on you for advice!

Before we start the new module, can I get an idea of who is playing and who is not? I'm ready to begin, but need to know who's here and who's not... Please correct the below list if I'm wrong...

1. Sir John (Ken) = Paladin, 7th level
2. Lucky Eddie (Cayzle) = Ex-Monk 2 / Cleric 1 / Mendicant 4
3. Marcas (Steve K) = Monk 2/Fighter 5
4. Speck (Jonathan) = Rogue 5/Bard 2
5. Nirith (Steven Van den Bremt) = Witch 3/Monk 4
6. Cedric (Troy D) = Druid 8

It seems that we're short either a full fledged wizard or cleric type? I'll put a post up on the L and B requesting another person. That'll put us at 6 (including my PC), which will be enough (I hope...)

Ken

Speck AC18/19 HP:26/26 
Wednesday May 27th, 2009 10:30:42 PM

Speck is in. I want to see what he can do as a Rogue5/Bard5. :)

Cedric [Dino] AC 22 HP 77/77 - | Quellis (Bear) AC 19, HP 65/65 | Character Sheet 
Thursday May 28th, 2009 7:45:53 AM

you forgot me :)

Also we should talk about loot at some point.

Miscellaneous items for next adventure (DM Ken) 
Thursday May 28th, 2009 5:12:29 PM

1. Cedric, see number 6 on the list, though you're as special as everyone else... ;-) I didn't include Quellis merely to keep things simple, and sorry for not writing him down too... (see my post)

2. Cayzle, what about loot? We need someone to sell the 2-handed sword of course, but overall, we have little, if any loot to return with...

3. Cayzle, I sent you an email yesterday re: our last villain that escaped, and as soon as you respond, I'll be ready to move forward.

4. ALL MEMBERS = I need the name of your PC's next of kin or closest relative. Please post a small description of that individual (appearance, age, relation to you, home).

5. We have a new member coming aboard (Drew) though I don't have info on his PC yet. Please welcome him to the Tap.

Sir John's Next of Kin (DM Ken) 
Thursday May 28th, 2009 5:24:17 PM

Sir John's closest relative is his sister, Claire, a young 17 old maiden who lives in his home. She's his ward, and is a petite, pale and innocent girl who Sir John watches over closely. She cares for the home, and cooks for him when he's home. He's devoted to her health and welfare and takes a dim view of suitors, unless they are a knight or are of royal blood.

Lucky Eddie 
Thursday May 28th, 2009 6:50:33 PM


This mendicant comes from the Cinnamon Valley. His family name is Bucklebury, and his full name is Tedwald Anton Pastna Bucklebury. His da is named Barco, and his ma is Sweet Violet, she of the Crescent Valley Pastna clan. So his ma and pa are Lucky Eddie's closest relatives, but you also got to consider his sisters, Bertie, Nora, Rosie, and Lavender, and his big brothers Barco Junior and Balbert. Plus even more aunts, uncles and cousins and second cousins, stretching as far south as Dirt City and as far east as Crescent Valley and Plateau City.

Cayzle on Loot 
Thursday May 28th, 2009 6:53:00 PM

I suggest that we sell the loot for face value less 10%, and split the proceeds. No need to clutter up the Catacombs; just buy out of the DMG. And I think we should sell the Staff of Plant Growth too -- the intent of the module was to use it to line the PCs' pockets, I think. Was there any other loot?

Marcasthai AC 10 (unconscious, ), HP 00/74 (SteveK) 
Thursday May 28th, 2009 10:55:50 PM

Marcas and SteveK are in for the next adventure. :-)

His next of kin is Thorlathai (mother) and Jervaoithai (father) who are living in the Taur Isles with his several siblings and many more in the extended Thai family. The closest relative out of the Tauric Isles is Macesthai, the Minotaur Fighter in the Crimson Shields of Hope. (they are cousins)

Loot (DM Ken) 
Friday May 29th, 2009 4:15:03 PM

Cayzle, since you are the departing DM, do you want to handle the loot totals, splits, etc? I'll begin the adventure once we finish that up...

Speck AC18/19 HP:26/26 
Friday May 29th, 2009 8:33:37 PM

Speck's family is the typical large hafling family. Rolly-polly mom and pop Rumbletummy, surrounded by rambunctious kids. Speck was the middle kid. The whole family of 8 is involved in the family farm, raising the chickens, cows, and pigs, plus the planting of the corn and wheat. Not to mention the vegetable garden and several fruit trees.

As far as hafling families go, they are middle class, and are rather embarrassed that their son, Dobbins Rumbletummy, is not doing anything serious and worthwhile. When pressed, they say he's helping the depressed people of the world and they try to make that sound somewhat noble.

OOC: haven't figured out yet where he's from but it would be wherever there is a large sized hafling settlement.

Cayzle to Speck 
Saturday May 30th, 2009 3:38:01 PM

Crescent Valley is the pure-halfling country where the Culverwood and the Scab meet. There are lots of halflings in Dirt City too. And a goodly number in the Windborne Hills and the Plateau City.

Loot (DM Ken) 
Monday June 1st, 2009 2:12:37 PM

(Working on the initial post, probably tonight or tomorrow. We're still waiting on:

1. Feedback on items we received from the adventure. So far, all that I remember is the two-handed sword from the undead general and the staff that Cayzle mentioned.

Cayzle = Can you give us a final gp amount, so we can "assume" people will spend it prior to this adventure beginning?

2. Everyone else to give me their next of kin, etc. if they haven't yet...

Drew 
Monday June 1st, 2009 5:49:30 PM

Kgosi has no next of kin for he knows of no living relative. Kgosi is unsure if his pride still exists on Liontaur Isle, as their numbers continually dwindled whiel he was a pup. Once old enough to venture from the isle, Kgosi set out, his blood stirring restlessly and his yearning, for something that was then undefinable, guiding his every step.
Most recently, however, Kgosi has befriended a half-elf named Vyas in Windhorn Hamlet, whom he owes a life debt to. If ever Kgosi were to die, Vyas would be the recipient of his belongings with the wish that Vyas would cremate and toss the liontaur's ashes to the wind on a bluff overlooking the ocean.
Vyas, a wayward soul much like that of Kgosi, is as close to family as the sorcerer has known for the last sixteen years.

Annnnnnnnnnnd it begins!!! 
Monday June 1st, 2009 7:39:27 PM

As the group finishes celebrating their victory, they take a well deserved rest in the barn. The next morning (or afternoon, depending on how late everyone celebrated), the party rises and prepares to depart. The goodbye's are hard, but their mission is accomplished and the undead were driven off. However, they are a little discomforted by the fact that their chief foe escaped. Will this be the last they'll hear from him, or will he become a thorn in their side and a presence in Marcus' nightmares? Only time will tell...

Leaving the farm, they begin traveling back to where they originally departed from. They see a few travelers on the way, but nothing very exciting. Pilgrims, merchantmen, voyagers, villagers and all sorts of people are on the roads, sharing the latest gossip.

Their journey is uneventful, until several members notice a large cloud in the sky. It's black and billowing, and as they get closer, they realize that it it is actually a huge pillar of smoke rising from a nearby city. A nearby merchant says in a shocked manner, "Oh my gosh... That's Tharn, my destination! What's going on and what on earth could be causing that smoke?" Panicking, he asks those around him if they know what it could be, but everyone is as surprised as him.



Need help on spoiler wording... 
Monday June 1st, 2009 7:42:50 PM

Could someone please detail how I put down a highlighted spoiler, where you have to have a certain DC to see it? The woldipedia tells how to do a spoiler, but wasn't clear on the exact wording of making the spoiler where it has the "highlight" words in it...

I have some more info, but it is dependent upon a DC 10 Know Geography or Local check, or Gather Information.

Thanks
Ken

Marcasthai AC 10 (unconscious, ), HP 00/74 (SteveK)  d20+2=7 ;
Monday June 1st, 2009 9:51:47 PM

Marcas worries about the General, but knows from recent experience that the group can't track the undead into the swamps of the Dread. The group moves on and soon greets two recent friends. The medium sized minotaur greets Kgosi coolly in his deep, quiet voice. "I am Marcasthai, of the Thai minotaur clan, and a Hand of Imod. I am ... glad ... of your presense among us. Master Lucky is our leader, and I am the battle-leader. I will need knowledge of your abilities to best place you in our war-levy."

Marcas knows nothing of Tharn, but the merchant's concern isn't a good sign. Marcas loosens the ransuer at his back and readies for anything.

Speck AC18/19 HP:26/26  d20+7=27 ;
Monday June 1st, 2009 11:29:00 PM

OOC: I'll look up those places and choose one. On 'highlighte to display spoiler', you'll have to experiment with a few non-important messages first. Use the '[' followed by the word 'spoiler' and close ']', next enter the message, then type the '[' followed by the '/' and 'spoiler' then close ']'.

IC: In the morning, as they leave, Speck tells Gingee that he's too young for marriage, but for her not to worry, if her mom is ready, she'll find someone.

Hoping on the cart he came in, (OOC: do we still have the cart?), or walks. At first he's chatty but the walking soon shuts him up. Coming upon a liontaur sets him on edge a bit, but Marcas seems to have things well in hand.

Gather Info d20+7=27! (I knowed eberyting dere is ta knowed about da place! I imagine he was there with the circus for a spell.)

Nirith Dahaka 
Tuesday June 2nd, 2009 6:22:59 AM

Nirith is listed as a Witch 3 / Monk 4.
Going to change her into a Monk 7 - will try to update the char sheet today or tomorrow.
Will also add her background.

Nirith Dahaka  d8=6 ; d8=7 ; d8=6 ;
Tuesday June 2nd, 2009 6:32:11 AM

Rolling Monk Hp's instead of Witch

Spoiler... Let's see if this works... 
Tuesday June 2nd, 2009 9:48:49 AM

Here is the message, but I'm trying to figure out how to put the "DC 10..." information in there... Do I just type it in right before my spoiler check?

Highlight to display spoiler: {Tharn is a medium size city, with a bustling trade and merchant enterprise. It has a sizable wizard force and a well organized city militia. It is a relatively orderly city, and usually is an outpost of calm in the surrounding area. It's odd that such a huge fire would be allowed to continue...}

I'll post later today once more people respond. Also Marcas, make sure your header is fixed ;-) It's hard to talk when you're unconscious...

Cedric [Bear] AC 16 HP 90/90 - | Character Sheet 
Tuesday June 2nd, 2009 10:03:53 AM

Cedric spends the night in celebration, yet still rises early in the morning. Stretching, he begins to get ready to head out after performing his morning preparations. Once on the road, he keeps to himself, pondering the events that have brought him here.

When the pillar of smoke becomes visible, the human frowns. "It seems there will be trouble ahead, we should investigate quickly. Lucky if you wouldn't mind putting a few things on."

With that, he shifts into Bear form, and when the party is ready, moves forward to investigate.

OOC:
Yes, loot split please! :)

DM Cayzle's Last Act 
Tuesday June 2nd, 2009 11:37:33 AM

First off, I have to say I missed the very last line of Jerry's module. In addition to battle xp, he wanted to award "Story Bonus XP: 3500." That's each. Sorry I didn't see that earlier.

==========

First Loot Set:
- 508 gp in coins
- Staff of Plant Growth
- 725 xp each

Second Loot Set:
- 758 in coins
- 750 xp each
ALSO one hero point to each player, worth an extra 210 xp each.

Third Loot Set:
- Four suits medium chain armor
- Medium size +1 human bane greatsword
- 1400 xp

==========

Assuming all gear is sold at 90% value, that's
508+8100+758+540+7515 = 17421 gp
Split among Sir John, Sira, Marcas, Cedric, Nirith, Speck, and Lucky, that's
= 2,488 gp each.

Total xp for the adventure: 3085 xp each from battles. 6585 each total!

==========

Bottom line -- Each player gets 2,488 gp and 6,585 xp.

Amusingly, I believe we each started with 21,100, needing 28,000 xp to level up. So we find ourselves just about 350 xp away! LOL!

Perhaps the next DM can give us a wandering monster or prelude encounter to give us the boost we need!

Cayzle on spoilers 
Tuesday June 2nd, 2009 11:41:16 AM

Here's how I would do a spoiler, using {} instead of [] ...

The full moon seems bright tonite, and under its glowing face, you just might make out a glimmer in the pond before you. If you can make a Spot check vs DC15, then Please {spoiler} You see that the seven silvery salmon have slipped silently south.{/spoiler}

When you use the right brackets, it looks like this:

The full moon seems bright tonite, and under its glowing face, you just might make out a glimmer in the pond before you. If you can make a Spot check vs DC15, then Please Highlight to display spoiler: { You see that the seven silvery salmon have slipped silently south.}

You can edit this post to see it in code, too.



Leftenant Luckie  d4=4 ; d20+9=17 ;
Tuesday June 2nd, 2009 12:54:31 PM


It is a new day! And with his Luck Quest happily over, Leftenant Luckie once again takes charge, a happy smile on his face.

A smile which soon falls off and breaks into 32 little white pieces. The halfling is clearly unhappy that Sira is choosing to leave the group.

"My dear, why? Oh why?" he says to the departing Sira. "Is it because I did not bestow upon you a loving nickname, such as Syrup or Serum? Is it because you wanted MORE orders from me, your leader? I can rectify those errors! Really!"

When it is clear that the woman cannot be dissuaded, Lucky sits down in the road and bawls. It is some time before he regains his composure. At last he pulls himself together, and then says to the rest of the company, sniffing, "Don't worry, my people! I will treat you better, I am resolved. Here!" He gives each of you a big hug. In Marcas' case, he gives the minotaur's knee a hug.

==========

Later, on the road, the Leftenant rushes up to the two bears. "What, we have two bears now?" He gestures to Quellis and to Cedric. "Can they dance? Dance, bears! Dance!"

He sees the gear and exclaims, "How can I get this dino armor on a bear? How does that work?" He does his best, but (rolling randomly) gets mixed up and put the gear on Quellis.

Luckie calls out, "Tyco! Tyco! We're leaving! Where are you!" then he mutters, "Well, he'll turn up. He always seems to. And where's that old fellow. The one who always gets scarce when there's a fight?"

==========

On the road, the party meets a liontaur. "Well bless my luck!" says the Leftenant. "It's a kittytaur! That's just what we need to round out this menagerie!"

The halfling, wearing dark shades and bracers, a cloak and an amulet, rushes up to the liontaur on the road. "Excuse me, good sir or madam," he says, "would you join us for our peteet day-zhoo-nay -- and possibly discuss terms for joining our merry band of e'er-do-wells?"

He bows low.

==========

In the distance, a cloud rises from the town ahead. "Hey wait! I know that town," Luckie exclaims. He draws on his knowledge of geography, and on his luck in knowing about that exact spot.

[OOC: Making a Know Geography check with five of six luck points for good measure ... the roll, at +9, is a 17. Now he has 7 Luck Points.]

"Why, that's Tharny-town, it is! Those wizardlings at the House of Magic must've blown themselves up again!"

[PS: By day's end, I'll have updated Lucky's PC sheet, including spending our recent loot. Is that okay, Ken?]

Hmmm.... Another adventure to boost us up a few XP's.... 
Tuesday June 2nd, 2009 3:25:14 PM

OOC =
1. Go ahead and spend your money as you wish and assume you had the time to go to the Catacombs.
2. I like Cayzle's suggestion of throwing in a quick adventure to boost ourselves to 8th level, as well as allowing us to integrate our new member (Drew, email me and we can figure out how to bring you in...).
3. Cayzle, thanks for the help on the spoiler text. You've been a wonderful resource and I really appreciate it ;-)


I'll put something together for #2 and give me until tonight to figure out a clever encounter...

Kgosi Bhoku | AC13 | HP26/26 
Tuesday June 2nd, 2009 5:27:43 PM

OOC: Could everyone please take a look at my CS and let me know if I have everything correct? Cayzle and Ken have been working with me on this for the past several days but I would like the entire group's input and eyes for detail...especially since Cayzle brought it to my attention that each player here is also a DM here.

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