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To Oddholme


First Day in the Grass (DM JohnP) 
Wednesday June 10th, 2009 11:09:24 PM

Grymash finds that Child is an easy burden, barely noticeable most of the time. The Child seems to be somehow parting the grass to provide an easier path for those walking. As well, those close to the Child don't seem to be bothered by the small insects and other nuisances of the Sargrass. All in all, as close to a gentle stroll in the Sargrass as any of the Bloodpack have ever encountered.

The survivors of Rattledam appreciate how the Bloodpack assist them and tend to them. In fact, the hearty defiance of the Council seems to stiffen the resolve of some of the refugees and remove some of the doubts they may have about leaving Rattledam.

Of course, there is nothing that the Bloodpack can do to relieve the boredom of plodding through the Sargrass. Even though the Child seems to be smoothing their path, the grass on either side is tall enough to block vision. Ahead, there is only the grass and behind there is a trampled, nearly straight path. It is early afternoon before the first child starts asking whether they will arrive in Oddholme soon.

Nightfall comes as it ever has in the Sargrass. A hasty camp is made and the refugees cluster close to the Bloodpack, emphasizing that most of them have never been out of doors at night until just the night before.



Trellus HP 86/93 
Thursday June 11th, 2009 10:18:17 AM

Trellus is quite thankful that the Child appears to be helping on their journey.
"I hope it keeps the rapke away," he murmurs to Gilan. "Cause we gotta be the easiest meal out here."

With that thought in mind, Trellus tries to organize the competent looking adults amongst the refugees into various watches for the night. He decides not to tell the folks what nasty critters are out there - most of them have some idea already - and instead works the theme of "keeping an eye on everybody." Hopefully, there'll be a good 10% of the camp awake at any point in the night.

Bloodpack watch - Trellus and Flea, Grymash and Yanosh, Tishe and Olaf, Gilan

Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements)  d20+14=27 ; d20+18=19 ; d20+12=21 ; d20+12=26 ; d20+12=23 ; d20+1=3 ;
Thursday June 11th, 2009 1:18:24 PM

The smaller than average human woman continues her instruction classes with as many refugees as can hear her once they reach camp. There are sleeping mats to weave, fires to CAREfully set up, a quick sweep of the surrounding 'grasses to see what is edible and what is dangerous.

Tishe' also helps out with spells. Large empty basins from the boats are set up and Tishe' casts Create Water. A person who suffered from the sun gets a Cure Minor Wounds spell and another a Cure Light Wounds. At dusk, she sets up a couple of temporary Lights. And then after dinner, her Unseen Servant and a Prestidigitation White spell provides some means of entertainment. Well, perhaps her fumblings bring up people's spirits as a jester...

Tishe' seeks out Grana and her family to share the evening meal. Out of her pockets, she even produces the bag of candied hoppers to give some treats to the family. But Tishe' is never much on social situations. So when the time comes to talk about family, she hesitates and then blurts out. "Are you the sister to Mara Weaver?"

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

Survival: 27
Know Nature: 19
Craft Weaving: 21
Listen: 26
Spot: 23
Perform: 3
..............

Spells Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Detect Magic, Detect Magic, Light*, Resistance
1 (5)- Entangle, Endure Elements*, Cure Light Wounds*, Faerie Fire, Pass Without Trace
2 (4)- Resist Energy, Resist Energy, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Daylight
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Mage Hand, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Shield, Unseen Servant, Alarm
Orange (5)- Glitterdust, Web, See Invisible, See Invisible, Scorch Ray
Yellow (5)- Dispel Magic, Fly, Tiny Hut, Haste, Stinking Cloud
Green (4)- Dim Door, SummonIV, SummonIV, Resilient Sphere
}

Yanosh endure elements 
Thursday June 11th, 2009 2:35:07 PM

Yanosh walks silently as the travel. Once camp is made he also makes rounds to ensure that everyone is safe and unharmed. If any need he heals them. Comforting any that may need. Again he is aware of his apearance and that eing a cleric of Gargul does not make him the easiest to approach for comfort.

Gilan[HP: / - AC: ][endure elements, longstrider]  d20+6=7 ; d20+6=11 ;
Thursday June 11th, 2009 8:13:45 PM

Gilan sails the barge as best that he can and when it becomes time to stop, he makes it as ready as possible. When Trellus shows up he nods his head. "I will keep my eyes open for predators. I would also suggest that we put the children and older people onto the barge and boats to sleep." That will offer protection to the easier prey that they have and will also allow them to keep tabs on those that might be more prone to trouble.

With his freetime, he spends it with the younger kids and entertains them with stories and a number of other things that should keep them occupied. His own bag of candied hoppers comes out and he shares among them his few goodies. To further entertain them he uses his most of his lower level spells to conjure up smaller animals for the kids to play with as well.

As night falls and he is given his assignment for guard he nods his head as a late night watch will be just fine for him. It will also put him up early enough in the morning that he can go about his morning prayers as usual. Before he takes his time at watch, he will cast his commune with nature spell and then speak with plants. This will allow him to be aware of his surroundings and keep in constant communication with the plantlife around them.

[listen 7 and spot 11]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry(3), entangle(2)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature*
6th(2): mass bull's strength, spellstaff*

WILDSHAPE
0/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]
*commune with nature
*extended speak with plants[22 minutes]


Second Day in the Grass (DM JohnP) 
Thursday June 11th, 2009 11:34:47 PM

The night is uneventful by the Bloodpack's standards. In fact, unnaturally quiet. But maybe that can be explained by the damage at Rattledam attracting every predator and scavenger for miles around.

The second day in the grass is a repeat of the first. Putting one foot in front of the other, over and over, throughout the long day that gradually gets hotter and hotter. The refugees are mostly silent as the magnitude of their decision sinks in. Every so often, a member of the Bloodpack sees one of the survivors pause and look backwards down their trail towards their former home of Rattledam. But, in each case, the survivor returns to the path ahead. The care and instruction provided by the Bloodpack may be partly responsible for the persistence shown by the survivors.

As before, the Child seems to be smoothing their path by parting the grass for them. During one of the rest breaks, one of the children that have been dogging Grymash's footsteps approaches the cleric of Gargul with a request to touch the Child. The child's response is very similar to that from the first child. As the day wears on, both of these children stick close to the Child. When the evening break comes, the two children gather grasses and twist them together to create a loose rope which they then weave into a sort of nest. They ask Grymash if the Child can rest in the nest that they have prepared.

When Gilan cast his Speak with Plants spell, he receives some unusual responses. Normally, the grass and other plants of the Sargrass are indifferent, at best, to questions from the druid and shifter. Now, though, the grass seems almost eager to speak with him. Gilan, though, gets the sensation that it's not really him that has the plants interested and more aware than usual. Between that and his Commune with Nature spell, Gilan learns that three other groups are moving through the grass. Two are moving swiftly and easily and the plant life seems accepting or even eager for these groups to move quickly. The third, largest group is having a more difficult time of it, though.

Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements)  d20+14=25 ; d20+18=34 ; d20+12=15 ; d20+12=28 ; d20+12=14 ;
Friday June 12th, 2009 12:32:32 PM

Tishe' recognizes that now is not the time to speak to her maybe-relatives, and focuses her attention to helping the refugee group as a whole. So, in the morning she prepares a different assortment of spells.

Through the day, she uses her magical abilties and more mundane skills to assist in the group moving on.
Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*, Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*, and Remove Disease* are all given to refugees that need them.

So too, her Arcane skills provide to those who need it: Endure Elements*, Endure Elements*, Continual Flame*, Continual Flame*, Locate Object*, and Secure Shelter*, the last for when they stop for the night for the infirm.

"I still have plenty of spells to support a fight if there are any raiders around", she tells the Bloodpack quietly so as not to scare the refugees. "It is one of the benefits of studying multiple disciplines and not having any other pastimes."
.............

Survival: 25
Know Nature: 34
Craft Weaving: 15
Listen: 28
Spot: 14

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

Spells Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Continual Flame*, Locate Object*
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Fly
Green (4)- Dim Door, SummonIV, Secure Shelter*, Resilient Sphere
}

Yanosh endure elements 
Friday June 12th, 2009 1:19:38 PM

At nights Yanosh passes through the camp talking with those who ask questions of him or he sees needs comforting. Those that need healing he heals. The children that are not horrified by his looks he sits and talks to.

During the day he stays close to Gry and the Child. Yanosh see everyone with their families and old friends and realizes just how alone he is here in the Sargrass. So far from his Mountain and family. With a sigh Yanosh walks on.

Highlight to display spoiler: { Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Grymash (ac24 hp97/125) 
Friday June 12th, 2009 3:44:27 PM

Grymash smiles at the children and their efforts to make the trip as comfortable for the Child. "That is very nice of you two. You not only honor the Child but you honor Lord Gargul as well. My blessings be bestowed to you and your lives." If the Child agrees the nest is proper, he will him into it and Gry himself will sit down next to it. Never taking a hand off his holy burden.

Gilan[HP: / - AC: ][endure elements, longstrider] 
Friday June 12th, 2009 9:13:09 PM

Hating to have to do this, Gilan finds Trellus and wakes him before his time to get up. "There are three groups moving in the grass...the first two I would suggest are either the Manfri or Walkers, though there could also be a druid leading them. The last group is having a lot of trouble moving through the grass." With a wicked smile upon his face he nods in the direction of the grass. "If they do not like the feels of these third strangers...maybe I could get the grass to hinder them further." Glancing around to all the bodies laying around and on the crafts he shakes his head. "It might not be a bad idea to have a look either." The grass speak to him of locations of all three groups and he might be able to locate them easily but he does not have the right spells for scrying.

Not sure what his leaders ideas will be he hesitates to go and do anything rash. "I can still consult nature about certain things but it would not be able to tell me more about the third group." For once he wishes that the Plains had trees upon it for he could have had access to a spell that would have allowed him faster travel.

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry(3), entangle(2)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature*
6th(2): mass bull's strength, spellstaff*

WILDSHAPE
0/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]
*commune with nature
*extended speak with plants[22 minutes]

DM Post Sunday Night 
Friday June 12th, 2009 11:51:59 PM

That's when it will be.

A Meeting in the Grass (DM JohnP) 
Sunday June 14th, 2009 11:03:41 PM

Gilan relates what his spells revealed to the others but doesn't get any reaction. All things considered, the news that at least three other groups moving through the grass should be either unsurprising, or a matter of concern. It simply depends on exactly how paranoid someone is. Gilan has no evidence, yet, to confirm or deny his theories concerning the possibile identities of the other groups.

Grymash now has two children dogging his footsteps, offering to assist with care of the Child whenever the half-orc has to place it down. The children are devoted to the Child, one or the other is always within a couple feet of the Child if Grymash allows it.

The ministrations and care provided by Yanosh, Tishe' and the others aid the refugees in many small ways. Still, the unfamiliar Sargrass and the unaccustomed effort required to walk, even with the smoothed path provided by the Child, seems to be taking a toll on them. The Child, however, has healed everyone again at both dusk and dawn, removing the niggling hurts that could prevent someone from walking and reinvigorating them.

At the pace they are making, the Bloodpack figure that three more days will be required to reach Oddholme. Provided, of course, that the Child doesn not insist that Grymash begin carrying it in another direction.

Sometime after the noon break, the Bloodpack spots a figure ahead of them when the grass parts as the Child approaches. After a moment, they realize that it is Flor ... one of the druids who first lead them to Oddholme and provided other help in the past.


Trellus HP 86/93 
Monday June 15th, 2009 8:28:26 AM

Trellus considers Gilan's report.
"You better go up and have a look around," he agrees. "I'm not so worried about groups that the Grass welcomes. But larger ones that it don't?" The cleric starts ticking off names, counting on his fingertips as he does. "Barons, Raiders, Oglian, another white-faced pack...not good."

But, its just about then that Flor appears.

"Shady!," the blond man exclaims happily. "A little help." The cleric moves forward, striding up to the druid.
"Many shadows, Flor," he greets the man, before adding curiously, "What're you doing here?"

Yanosh endure elements 
Monday June 15th, 2009 8:41:06 AM

Yanosh smiles at the children that follow Gry and the Child. The young are so excepting and willing to follow with undevided loyalty. "To have the faith of a child," Yanosh sighs quietly. Again he asks Gry if he needs any assistance in carrying the Child. "NIce alcolites." he teases the big Half-Orc. After Gry refuses his help, as he knows he will, Yanosh stays close if needed.

Highlight to display spoiler: {Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements)  d20+14=32 ; d20+18=30 ; d20+12=18 ; d20+12=16 ; d20+12=27 ;
Monday June 15th, 2009 11:08:32 AM

Tishe' is also concerned about the large group that the Grass is hindering. "Slowing them down, but not stopping, not sure but we better be prepared. Are there any other packs or people with weapons in the refugees?" Tishe' gets seriously concerned now, for she doesn't even know how many of the refugees there are, nor how the Bloodpack would be able to protect them all.

She spends her day making a tally of the refugees, and finding out which ones have any means to hunt (and thereby defend).

When Flor arrives, Tishe' beams. "What changes have you seen over the Sargrass since the Migration?" she asks. "We've been stuck underground during the Great Migration, and so don't know how things weaved above ground."

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

Survival: 32
Know Nature: 30
Craft Weaving: 18
Listen: 16
Spot: 27
..............

Spells Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Continual Flame*, Locate Object*
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Fly
Green (4)- Dim Door, SummonIV, Secure Shelter*, Resilient Sphere
}

Gilan[HP: / - AC: ][endure elements, longstrider] 
Monday June 15th, 2009 8:54:31 PM

Gilan nods his head as he turns and makes his way from the camp. After getting far enough away to not bother the others, he changes form to that of a Sargrass wasp and takes to the air. His course is easily laid out as he heads in the direction of the group that the grass is hindering.

Several times he will stop to talk to the grass and get an idea of the location of this group, just in case. Plus he asks the grass to try its best to make it hard for the group as well.

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry(3), entangle(2)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature*
6th(2): mass bull's strength, spellstaff*

WILDSHAPE
0/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]
*commune with nature
*extended speak with plants[22 minutes]

Olaf AC 30, HP 66/66 (20% miss chance) 
Monday June 15th, 2009 9:45:31 PM

Olaf feels slowly smothering in the heat of the grass. He seems shy of the villagers, a odds with his usual easy demeanor. While they walk, he confides in Yanosh, "So many of 'em...I figure we never had that many in th' whole o' the vein." He shakes his head ruefully, but trudges on.

When their trek is interrupted by Flor, he smiles, brightening at the prospect of a less bedraggled group than the refugees with them. "I'm hopin' yer roof didna fall on top o' ya...'cause we didn't have such luck."

Flor's Request (DM JohnP) 
Monday June 15th, 2009 11:05:58 PM

The refugees take the opportunity provided by the break in the march to rest their feet and, for those on the druidships, stretch their legs by walking about. The journey has been wearing them down. But, just as a woodworkers uses polishing sand to wear down the rough edges of a carving and reveal the hidden strength and beauty within, the refugees seem to be gaining strength from somewhere within themselves. Perhaps it is the thought of starting anew in a place without the strictures of Rattledam, or maybe it is the chance to simply be doing something for themselves after the helplessness of being inside the collapse of Rattledam. Either way, the survivors are likely to emerge from this trip stronger and more resilient than they were before. And this bodes well for the future of Rattledam.

Tishe' finds a few of the survivors who had some experience of hunting outside of Rattledam and even some who have made trading trips to Hook City and other places. Besides belt knives and other simple weapons, though, no one seems to be armed and ready to do more than gather grasses and foodstuffs from the Sargrass.

The children that the Child has attracted are a bit of a mystery. The pair, a boy and a girl, seem quite concerned about the wellbeing and comfort of the Child even though Grymash has not noticed any sign of the Child wishing anything except to travel in a particular direction. Strangely, when the column stops, the children do not run off to play or amuse themselves like other children. Instead, they kneel down beside where Grymash has stopped with the Child and stare at it with a benign, neutral expression on their faces. Yanosh doesn't quite know what to make of their behaviour although he may be on to something ...

The druid Flor acknowledges the greetings from the Bloodpack with a rueful expression on his face. He carefully approaches Trellus and the others, picking his way through the grass that has been affected by the magic or power of the Child. Flor takes a moment to compose himself before replying to the questions asked by the Bloodpack.

"The Migration was ... eventful. Much has changed within the Sargrass and outside it as well. How much do you know of the Migration?"

"The records of our Circles stretch back a long way, well before the last Migration. Like the last, the natural creatures of the Sargrass have been little affected by the Migration. Something, though, has affected the Sargrass and its cycle, if you understand what I mean."

"Habitations and other constructions have not, usually, fared so well. From those accompanying you, I would guess that Rattledam has been affected badly by the change. Is that correct?"

"Outside the Sargrass? No one knows, as of yet. Unless it was different from last time, the lands bordering the Sargrass should be different. But no one has ventured to find out what has changed. Sometime soon people will need to see what is there and, perhaps, forge new trading routes or defend from new enemies."

"What news do you have? And where do you go?"


Yanosh endure elements 
Tuesday June 16th, 2009 11:46:00 AM

The Dwarven Cleric steadily walks on. Keeping an eye out for any danger and watches the 2 young ones with Gry. When they stop for the night Yanosh walks through the crowd counting. With a pen and ink he scratches marks on the back of his shield. He knows it aint much but it will give them some kind of number to work with. He counts them as individuls and not family groups. Besides he needs something to do.



Trellus HP 86/93 
Tuesday June 16th, 2009 11:51:42 AM

Trellus rolls his eyes at the "habitations don't fare so well" comment. He grins ruefully. "Tunnels, too."

The cleric nods back toward the refugees.
"Rattledam's dome collapsed, and a lot of the buildings came down. And then us and the Council had a bit of a disagreement......and, uh, well, we won't be going back there for a long while. Some of the folks there decided they'd rather start over someplace else. So, we're taking them to OddHolme."

"Whaddya mean by 'the lands bordering ours are different?'

Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements) 
Tuesday June 16th, 2009 4:42:00 PM

Tishe' goes to look for her friend, Flea. "You know more about history than anyone around here", she begins, "are there any old stories about the lands being different after a Migration?"

The plain-faced woman is all rapt attention to learn something new!

Spells Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Continual Flame*, Locate Object*
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Fly
Green (4)- Dim Door, SummonIV, Secure Shelter*, Resilient Sphere
}

Grymash (ac24 hp97/125) 
Tuesday June 16th, 2009 7:01:02 PM

Grymash seems concerned for the children. He turns to them both and asks, "Do you not want to go and play. The Child doesn't need your full attention. That would be my job. Enjoy yourselves and not worry. The Child will always be here."

If given the chance, Grymash will bow his head and prayer and ask about this strange situation and ask for guidance.

Gilan[HP: / - AC: ][endure elements, longstrider] 
Tuesday June 16th, 2009 7:59:32 PM

Gilan, still in wasp form, continues his flight across the Sargrass with little trouble as the grasses don't bother him in the least. If he could grin, he would because of the camouflage abilities that the wasp has. He continues to talk to the grass as he goes and try to make sure that he is not surprised by this large group that has been working its way through the grass.

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry(3), entangle(2)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature*
6th(2): mass bull's strength, spellstaff*

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]
*extended speak with plants[22 minutes]

Scouting and a Request (DM JohnP) 
Tuesday June 16th, 2009 11:14:39 PM

Gilan keeps buzzing over the waving stands of grass, continuing farther and farther from his companions. Finally, after having flown for a couple of hours, the shifter sights a group passing through the Sargrass. Instead of the easy movement of a druid or one of the Manfri, this group is forcing their way through the grass. Closer inspection reveals a group of men and bounders travelling together. Does the shifter dare go closer?

Meanwhile back with the survivors, Flor replies to some of the questions from Trellus.

"That is the purpose of the Migration, at least it is according to our records. It is part of the magic of the Southern Continent, that the lands are not fixed. There is no information concerning why the Powers would cause a migration but it surely must be for some great reason."

Flor looks around at the Bloodpack before continuing to speak.

"We have aided each other in the past, have we not? So you know something of what we druids seek here in the Sargrass?"

"How closely do you hold with our objective of returning the Sargrass to what is was before the creation of the Cycle? Would you aid us in that goal?"


While Flor is speaking, the two children move closer to the Child. Neither responds to Grymash's suggestion to run off and play.

Flea  d20+9=15 ; d20-1=18
Wednesday June 17th, 2009 2:39:50 AM

"Dunno 'bout this migration stuff," Flea says to Tishe, "but the Plains surely were once different." Flea thinks back to what she has learned and adds, "sort of like some of the other places we've been. Places with trees."

Flea ponders what Flor says about the Migration, and tries to recall what she might from ancient lore (Knowledge History=15).

With a sigh, she adds, "so much information has been supressed by the monks...what with their fear of the 'outside' and mind wiping."

Flea looks askance at the children pestering the half-orc, and wonders what's up. (Sense Motive=18). The egg-child seems to be a magnet of sorts...but is it attracting good things or bad?

Trellus HP 86/93 (sub SteveK) 
Wednesday June 17th, 2009 10:49:06 AM

(ooc: MikeK is on vacation until next week)

Trellus runs his hand through his blonde crewcut and rolls his eyes to the sky saying a short prayer to Domi. Or maybe it was just a muttered "Light".

"Look", he says finally, "You dudes have told us the straight thread unlike the treadles that run whats left of Rattledam. So that makes you shady in my eyes. But right now we've got more threads on the loom than we can handle, and we don't need to add any more."

The cleric of Domi looks around at the refugees and then at the smaller group hanging around Grymash. "We're gonna take these people to Oddholme and we're gonna take the Child to wherever it wants to go. If you and the other druids in your Circle want to help with that, well great. And then we can sit down at OddHolme and talk about how to make these changes you want."

"But not now."

Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements) 
Wednesday June 17th, 2009 10:54:19 AM

Tishe' listens to Flea, and Flor, and Trellus. She nods in agreement with all of them too!

"Places with trees", she muses, "the SarForest."

"But how long has the Cycle been going on?" she wonders, "If it is now the natural order of things, wouldn't trying to change it back be against the will of Ma'ab? I don't think we should be hasty." And coming from the energetic Tishe', that last statement is significant.

So too is the remembrance of Gargul's pronouncement. Tishe' rubs the Grey Lord's mark on the back of her hand. "We need to see the Child safe first."

Spells Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Continual Flame*, Locate Object*
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Fly
Green (4)- Dim Door, SummonIV, Secure Shelter*, Resilient Sphere
}

Grymash (ac24 hp97/125) 
Wednesday June 17th, 2009 5:47:58 PM

Grymash becomes alarmed by the lack of response from the children. Grymash looks around and barks, "Who claims these children? Where are their parents?" He looks to the people around him for an answer. He turns toward his blond haired friend and says, "Trellus, I need your assistance."

Grymash then looks down to the oldest of the two children and mutters a few words of power, then touches the youth on the shoulder. (Casting Protection from Evil) He isn't sure of the source of the magical compulsion, but the spells power should suppress any mind-affecting effects. No matter the origin of the source, that being good, evil or whatever.

Olaf AC 30, HP 66/66 (20% miss chance) 
Wednesday June 17th, 2009 8:14:22 PM

Olaf senses the ebb and flow of conversation as a friendly thing, and heads over to check on Grymash and his burden. Seeing two who are letting their caution be overwhelmed by curiosity, he attempts to gather them about, asking them, "Well now, ta' child be a good 'un and all, but what're you two doing comin' here all willy nilly? Life's a dangerous place betimes, and I'm thinkin' Grymash here's burden ain't an easy thing--so why don't ya let him carry it as he can?"

Gilan[HP: / - AC: ][endure elements, longstrider] 
Wednesday June 17th, 2009 9:31:41 PM

Gilan buzzes lazily as he scans the area ahead of him. He does his best to get a good guess as to how many there are and also notes the direction that they are taking. Asking the grass would have most likely been a waste as they would not think in the same terms as him, though to be honest he could be wrong on that.

Once he has a good idea of numbers, he turns and flies off back towards their camp. He is not sure if they are hunting their group or not, but he wants to report in before someone begins to worry.

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry(3), entangle(2)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature*
6th(2): mass bull's strength, spellstaff*

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]
*extended speak with plants[22 minutes]

The Dilemna from Flor (DM JohnP) 
Wednesday June 17th, 2009 10:56:04 PM

Across the grass, Gilan completes his reconnaissance of the group that is struggling through the Sargrass. He estimates that there are six men and four bounders moving steadily forward. If the group continues on their current path, they might approach the refugees somewhere before the others reach Oddholme.

Grymash and Olaf wonder about the children. So much that Grymash casts a spell that should cancel any mental control. The childrens' behaviour doesn't change, though, when the spell affects them. Flea looks over and wonders whether the children are acting not from any compulsion but from devotion?

Flea, Tishe' and Trellus reply to Flor's question about restoring the Sargrass to what it was before. The idea of trees growing widely across the plains is tempting. But, as Tishe' points out, hasn't the Cycle continued long enough for that to be considered natural. And Tishe' and Trellus both point out their commitment to guarding and delivering the Child.

Flor clears his throat, seeming uncomfortable with what he is about to ask.

"The object ... the Child ... is what I am speaking about. That holds the future of the Sargrass within it. Or didn't you know that?"

"With it, my Circle can set the Sargrass back to what it was before. Or you can continue with the task that you have been given."

"What do you say? Do you want to return to what was natural for the plains before the Cycle? Or continue?"


Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements) 
Thursday June 18th, 2009 10:10:04 AM

"Really?" Tishe' says intelligently. She is genuinely eager to listen to Flor. "The Child is the future of the Sargrass?" and then she includes the others in her thoughts. "Hey, packmate! Druids are part of the land just like the Manfri and the Bloodpack. We all saw the Woldsblood overflow at Rattledam; it must be draining out of the land; which means the land should be safe for woods again!"

Ideas and thoughts dance in Tishe's head, her brown eyes shining in excitement.

Spells Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Continual Flame*, Locate Object*
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Fly
Green (4)- Dim Door, SummonIV, Secure Shelter*, Resilient Sphere
}

Trellus HP 93/93 (sub SteveK)  d20+8=15 d20+11=22
Thursday June 18th, 2009 10:22:42 AM

Light! thinks Trellus again, and he rubs his temples over Tishe's speech. Looking around, it is the sight of Grymash and the children that decide things for the cleric.

"Grymash, look at how the piggies are weaving. They look just like I did when I found Domi. Or you with Gargul. And they didn't start weaving that pattern until they touched the Child. I'll bet you a bag of hoppers they are going to be the Child's first clerics!"

And with that thought firmly in his mind, Trellus turns back to Flor. "No. We won't turn the Child over to anyone. We're gonna walk to wherever it wants to go and leave it alone. And so will everyone else. No one is going to use the Child again. It was already used by Ga'al, and I don't particularly like slavers."

"After the Child is delivered to where it wants to go, the Bloodpack would invite you and the Circle to come and ask the Child if it wants forests as well as 'Grass."

His speech is without heat, but Trellus feels a great conviction. Perhaps even a feeling that finally, for the first time in a long time, he is doing the right thing without reservations.

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

Know Religion: 15
Diplomacy: 22


Grymash (ac24 hp97/125) 
Thursday June 18th, 2009 3:15:51 PM

"Clerics," says Grymash with astonishment! "What are you saying ... that the Child is a God!? I've been carrying around a God all this time!!" Grymash gives himself a minute to consider what has been said. The gravity of the situation just became a bit overwhelming. He finally speaks, "I appreciate all the suggestions that have been said. And I understand that there are different plans for the land from different factions. However, one thing still stands true... Gargul commanded this Child be delivered to the Manfri. That is where the Child will go. It is not our decision. Not Rattledam's, not the Druids, not the Barons, not anyones. Not even the Manfri. This will be their burden soon, if they're ready for it or not. Gargul wills it so!"

Grymash (ac24 hp97/125) 
Thursday June 18th, 2009 3:31:24 PM

Grymash sets the Child back down in its nest. Then removes the divining bowl from his pack, along with a small pouch containing scrying bones. "I must confide in Lord Gargul for the wisdom I need. Give me time and silence."

Grymash sets all the items in place and blesses them. The air fills with the smell of burning incense and then Grymash begins to chant. The ritual of Augury has begun. After a minute has passed, Grymash closes his eyes and asks Lord Gargul his question. "Are we on the right path, my Lord. Is the way we follow your will being done?" He casts in the bones and spends a moment attempting to read the answer ... Weal or Woe.

Gilan[HP: / - AC: ][endure elements, longstrider] 
Thursday June 18th, 2009 11:24:46 PM

The grasses continue to part before him as he flies along, or maybe he just weaves with them in a natural order. Still his headlong flight back to the camp is not wasted as he tries to figure things out in his head. The group will reach the group before they reach Oddholme and that will not be good with so many present.

As he enters camp, he does not take the time to change but flies straight to Trellus and lands upon his shoulder with no warning. His buzzing is erradic for a few minutes as he catches his wasp breathe and then he is finally able to speak. "Six men and bounders coming through the grass with some difficulty. They will reach our group, if they stay on their present course, before we can reach Oddholme." His wings once again buzz with aggitation, though he does not leave his friends shoulder.

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry(3), entangle(2)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature*
6th(2): mass bull's strength, spellstaff*

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]
*extended speak with plants[22 minutes]

Flea 
Thursday June 18th, 2009 11:27:37 PM

Flea scratches her head...then rubs her nose.

"Dunno if I got this right, but I thought I heard tell that there is some magic that keeps the Sargrass all grasslands. Something surpresses the return of trees." Flea looks around for Gillan-bug. "I might be mis-remembering, but we could ask Gillan. He might know."

The rogue is surprised when Flor implicates the egg-child, and moves a little closer to Grymash, taking up a protective stance.

An Answer (DM JohnP) 
Thursday June 18th, 2009 11:57:43 PM

The Bloodpack theorize about what the Child could represent for the Sargrass. Clearly, Flor hopes that the druids could use it to begin the process of returning the Sargrass to what it was before. The discussion doesn't continue for long, though, because both Trellus and Grymash immediately quash any suggestion of not continuing with the task appointed for them by Gargul.

The exact nature of the Child seems to have not been considered by the Bloodpack. Certainly, considering how they came to be tasked with delivering the Child, the Bloodpack must have known it was powerful. But the idea that they have been carrying and protecting what might turn into something that could direct the future of the Sargrass? Their speculations must not have gone that far. Flea's recollections of furtively whispered conversations about the Sargrass may have some truth to them. What kind of power would be necessary to change or alter that magic?

Flor nods when he hears the response of the Bloodpack. Before turning to leave, the druid nods to each of the Bloodpack in turn.

"You have chosen your path. You realize what delivering this Child to the Manfri will result in, don't you?

After asking that question, Flor waits for a response before walking into the grass.

Grymash petitions his god to confirm, or deny, the rightness of the path that they have taken. After making the preparations, Grymash completes his divination spell and begins to ask questions of Gargul. After a moment, he receives a positive response suggesting that Gargul feels that the Bloodpack has been following the will of the God of Life and Death. Grymash remembers that Gargul had committed to answering questions posed by Grymash or Yanosh when they received the Child, so there may be an opportunity to ask further questions and receive more guidance.

After all of this is done, Gilan flies back to his companions to report what he has observed. The Bloodpack will need to decide whether the men and bounders pose enough of a threat to alter their direction and speed of marching. Of course, with the Child, there is little question about what direction they travel in.

Trellus HP 93/93 (sub SteveK) 
Friday June 19th, 2009 12:21:22 PM

Grymash's spell only confirms what Trellus already believes. "Nope. I don't know what the Child with the Manfri will weave, but that isn't my thread to spin. And you don't know either. The Sargrass Cycle changes things; the Prarie Pig becomes the Bounder and so on through the Cycle until the great Sarg Moth escapes from its coccoon. I suppose the Child is in a coccoon right now, but all the portents show we must bring this Child safely to the resting place."

He urges with mind and words that Flor see reason and not turn enemy. "Cast your own divinations on whether this course isn't for the good of all."

Trellus just grunts at the knowledge of other groups, one of em with Bounders, are going to intercept the refugees. "We'll have to deal with them as we come to it", he says, but wonders what magic enables the Barons to track the Child.

Yanosh endure elements 
Friday June 19th, 2009 1:18:14 PM

Calmly Yanosh watches whats going on. A new God?? Hmmm wonder what that would meen to all of the Wold. What new conflict will that bring into the lives of mortals? 'Oh well,' he sighs softly, 'only one thing to do. and that is to follow Garguls wishes to the end.'

Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements) 
Friday June 19th, 2009 1:33:27 PM

"And Ma'abs", confirms Tishe'. "Gargul and Pantheon and Domi too, I suppose."

Spells Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Continual Flame*, Locate Object*
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Fly
Green (4)- Dim Door, SummonIV, Secure Shelter*, Resilient Sphere
}

DM Apology (DM JohnP) 
Friday June 19th, 2009 10:12:28 PM

Not going to post after only 3 player posts.

Gilan[HP: / - AC: ][endure elements, longstrider] 
Friday June 19th, 2009 10:36:29 PM

Gilan drops off his friends shoulder and assumes his human form before he could even come close to touching the ground. He is in a kneeling position and he looks up with a smile upon his face. "Though it is dangerous...I think that I could slow them down enough that they could be beat to our home." All he would need was a little rest and time to think over his spells a little better. Some of the ones that he asked Mother and Father for would be of use, but he would like to make a few different choices with some.

Slowly standing he does not bother with the thoughts on the child. Though he would love to see trees on the Sargrass as well, he does not think this is the way to go. He does take a couple of minutes to stop Flor and question him on one thing. "Brother...how goes the work on the resistant form of trees?" He so hopes that a form of tree can be found that will survive with the Woldsblood in the soil.

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry(3), entangle(2)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature*
6th(2): mass bull's strength, spellstaff*

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]
*extended speak with plants[22 minutes]

Flea 
Sunday June 21st, 2009 10:06:33 AM

"The god of life and death gave the child to our care, and bid us bring it to the Manfri. That is good enough for me!" says Flea, before Flor leaves. "I've never known the Manfri to wish harm to the Sargrass, so who knows?" she adds with a shrug, "mayhap what happens will have something good in it for all."

"Talki Freesal, Dondit Likki!" she saluts as the druid disappears into the tall grasses.

"I figure we're going to get tested a lot, by folks with different ideas on how the power of the child might be used to help their folks get the kind of Sargrass they want," the rogue volunteers. "There might be more'n one idea that's good and likely lots that are bad." Flea rubs her nose, "seing as Gargul wants the child to go to the Manfri, an' the child was his to give, it is best we stick to our course."

When Flea learns about the 6 men with the bounders, the gnome frowns, "Baron's men? Never knew of any good that came from men who've tamed bounders!"



Another Day (DM JohnP) 
Sunday June 21st, 2009 10:39:25 PM

The Bloodpack ask their parting questions of Flor before the druid enters the grass to return to his circle. Trellus urges Flor to consider the potential outcome of their path and whether it is for the greatest good. Flor nods but doesn't elaborate as to whether this indicates acknowledgement or agreement.

Gilan asks the druid about the work in creating hybrid trees and other plants capable of surviving the vigourous and unusual cycle of the Sargrass. Flor shrugs before speaking, "It goes. But it all may be for naught depending on what you choose to do with the Child."

Flea bids farewell to Flor when the druid enters the grass. The gnome may very well be correct about the Bloodpack deciding the fate of the Sargrass. Mind you, had the Bloodpack ever discovered what Ga'al had intended to do with the Child?

Yanosh suggests that, if the Child truly represents the beginnings of a new God for the Wold, there would be considerable conflict between both people and the Gods that they worship. Tishe' tersely agrees, suggesting that many of the Gods of the Wold and Testing would be concerned, as well as the Powers such as Maab and Eberyon.

Gilan offers to try to misdirect or hinder what the Bloodpack thinks are Barons' Men and their bounders. To do so, the shifter wanted to rest and pray for different spells.

After Flor departs, the Bloodpack begin marching once more and the survivors fall into step behind them. With the delay, the group doesn't push too much farther before deciding to camp for the night. it will be at least another two days of trekking before the Bloodpack and the survivors reach Oddholme.

It's another quiet night on the Sargrass probably because the survivors seem quite tired from the unaccustomed exertion of walking even with the aid provided by the Child. As before, the Child glows lightly in the night within the nest created by the two children. When Grymash wakes for his shift on watch, the half-orc finds that a third child has joined the others and is sleeping soundly on a scrap of matting close to the Child.

Dawn comes in the same abrupt fashion it always has in the Sargrass. In one moment, darkness covers the Sargrass and the grass and air just above it is the domain of the nightflying insects and other creatures that would normally plague a large group camping out rough like they are. Then, as soon as the first hint of light shows above the distant mountains that ring the Sargrass, the night creatures return to their hiding places and the faint trilling of the blind swallows begins as the birds take wing for the first flights of the day.

Gilan can head off to find the Barons' Men again, if he chooses, while the rest of the Bloodpack continue their trek to Oddholme.

Trellus HP 86/93 
Monday June 22nd, 2009 10:43:47 AM

Trellus rises and calls the Pack together.

"We're gonna have to be totally on guard the next couple days," he notes. "I keep thinking about what Flor said, and I ain't liking it much."

Glancing over at Gilan, he asks, "Think you can pull a Flor with them Baron dudes? Sorta pop in, show yourself, ask 'em what they think they're up to and get out? I don't like 'em there, but it could be they don't even know about us and got something else going. I don't want to pick any fights if we don't have to. There's enough threads in this loom already."

And after all that is done, the young man has a quick chat with Grymash.
"Dude, how you feeling? You're talking a lot, uh, different than you usually do."

Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements) 
Monday June 22nd, 2009 2:11:18 PM

Expecting the need to defend the refugees before they are able to reach OddHolme, Tishe' reviews her combat spells, and gets a couple different ones for today.

"I'll go with Gilan", she offers. "With my Phantom Steed I can go as fast as Gilan in Grass Wasp form, and I can stay back as backup just in case. Why, I can even take Flea up with me for additional backup!"
As with many of Tishe's ideas, she waits for Trellus, Gilan, and Flea to say its a good idea before conjuring her black steed.

She also explains some interesting changes since the flight from the earthquake and Woldsblood under Rattledam. "I lost a lot of my magical protections while in the water under Rattledam", she tells the others at morning breakfast. And my Sargrass Pants O Plenty dimensional space must have been raided by some etheral creature as well. This morning when I called for my staff, I got this instead of my Staff of Frost." She holds a warm staff carved with firey symbols. "I think I'm going to have to be careful with this one, and no more Walls of Ice from me."

Spells Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Phantom Steed
Green (4)- Dim Door, SummonIV, Stinking Cloud (3rd), Resilient Sphere
}

Grymash (ac24 hp97/125) 
Monday June 22nd, 2009 7:22:26 PM

Grymash answers Trellus with simply, "I've never had this much to say before. Yet this thread is beyond words can possibly describe. And you're right, I do sound differently. I didn't notice till now. I wonder if there is something affecting me, like there is the children." Grymash then notices the new addition sleeping near the Child. "Oh nice, another one! What have I become, a nursemaid?" Looking back at the Child, he adds, "There is only one Child I am meant to look after. Where are their parents? Someone should tell them."

Gilan[HP: / - AC: ][endure elements, longstrider] 
Monday June 22nd, 2009 10:25:02 PM

Gilan listens to Trellus and thinks it over carefully. He is not sure if he can do all that is being asked of him, but he sure can try. "I think that I might be able to." He starts to mull it over more in his mind and figures that he can at least give it a try and see where that goes.

Glancing to Tishe' he smiles and nods his head. "I would appreciate the backup and company." He glances to Flea as she speaks and would say no, but he cannot leave her behind if she is willing. With a sigh he nods his head. "I would rather keep her out of danger, but if she wants to go I will not object." As he paces away to go about his business, his words carry despite him speaking them low to himself. "I would rather not endanger anyone but myself." His preparations are quick and easy, with a few changes to his spells to give him greater access to escape.

When it is time to split off from the group he pulls both Tishe' and Flea close, if she decides to go and shows them a token that he has in his hand. "I will drop this a short ways from the group that we are going to see and through this I can teleport myself to Oddholme. As long as you are near me when I cast the spell, I can touch you and you both will be able to go through with me." He waits to see if they have any objections to his plan as he does not want to have a prolonged fight with Barons and bounders with just the three of them. Another speak with plants should allow him to find out the location of the group that they will be looking for and if not, he will commune with nature as well.

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): transport via plants, spellstaff

WILDSHAPE
0/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]

A Quiet Meeting (DM JohnP) 
Monday June 22nd, 2009 10:58:20 PM

Trellus convenes a quick conference of the Bloodpack before anyone sets out to.do anything. Unfortunately, only Tishe' and Grymash have much to say. Trellus and Tishe' present some ideas about dealing with the Barons' men but it's difficult to tell how anyone else feels about the suggestions. Based on what Gilan observed, if the Barons' men continue on their present route they will cross the trail left by the survivors somewhere short of Oddholme. If the Barons' men are delayed, it will happen later rather than sooner. Of course, Gilan had suggested diverting them or driving them off. Of course, the Bloodpack does not know if the Barons' men are simply travelling through the Sargrass to an unknown destination or if the men and bounders are seeking the Child.

Rough map of marching route and Barons' men (not to scale or direction)
Really small, too. Sorry, but I don't have time to re-size

Grymash is more concerned about the prospects of becoming the mentor and guardian for these children that the Child has somehow attracted. When he makes inquiries, he learns that no one claims the children as theirs. Perhaps the children were orphans and have latched onto the Child and Grymash as some kind of security in the strange world of the Sargrass?

At the conclusion, no decision is reached until Gilan stirs and replies to the suggestions of Tishe' and Trellus. Flea still hasn't responded so the shifter and theurge elect to leave the gnome behind. After making preparations, the pair head off across the Sargrass.

Gilan's sense of direction, and ability to speak with plants, remains true and the shifter heads towards the Barons' men almost without delay. The Barons' men have already roused the bounders and have got back on the move. As expected, they seem to be heading in a direction that would result in them crossing the trail left by the survivors.

Gilan and Tishe' have a moment to confer and strategize before approaching the Barons' men.



Flea 
Monday June 22nd, 2009 11:10:28 PM

Flea smiles brightly when Tishe' suggests an adventure.

Guarding a bunch of refugees ploughing their way to Oddholme isn't much fun. Trellus hasn't been the same since his pa got killed, and the cleric's of Gargul are too wrapped up with the egg-child. Besides, intecepting and scouting out the small band would be protecting the child, she justifies.

When Gillan gives her a look, like he'd rather she not come along, and getting all protective, she just rolls her eyes.

In the end, the druid seems reconciled to the rogue tagging along.

"Ready when you are Tishe', Gillan!"

(OOC: Seems I was composing while the DM was posting, and missed my chance. Guess Flea will stay behind...)

Left behind by Tishe' and Gillan, the rogue mutters something about killing vampires and such, and being taken for granted due to her size, and other such nonsense. After a good mope, she goes off looking for someone else to bother.



Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements)  d20+12=30 ; d20+12=19 ;
Tuesday June 23rd, 2009 9:38:58 AM

Tishe' casts her Phantom Steed and so travels with Gilan towards the Baron's men. Even with the delaying movement of the Sargrass, Tishe's magical horse travels 80 feet every few seconds. The halfling girl is less than 80 pounds and so would have fit nicely on the pad, too. Sigh.

"I'll stay with the tree to keep your escape safe." she tells Gilan. "And that will keep me within touching distance as you come back as well."

In support, she has other thoughts. "I'll monitor you through our Dragon Tears. If you tell me to cover your retreat, I'll be casting some area spells in the Grass like Sleet Storm, Stinking Cloud, Quench, and Glitterdust. That should slow down any pursuit and you can get back here."

When Gilan plants his tree, Tishe' provides her fellow druid with a Resist Electricity and Protection from Fire spells and then a Fly spell on herself. Perching high in the tree, the mystic begins monitoring the Dragon Tears and the surrounding areas.

Wart the horned toad pokes his head out of his satchel and also serenely watches the Grass.

....Actions....
Cast Phantom Steed
Cast Resist Electricity on Gilan; 80 minutes; 20- electric
Cast Protection from Fire on Gilan; 80 minutes; 96 points protection
Cast Fly; 8 minutes; 60 foot flight average maneuver
Spot: 30
Listen: 19

...Effects......
Endure Elements: 24 hours
Mage Armor; 8 hours
Longstrider; 8 hours
Phantom Steed; 8 hours; 160 feet movement; AC 18 HP 15; ride over sandy, muddy, swampy ground without difficulty or decrease in speed.
Fly; 8 minutes
Resist Electricity[/i] on Gilan; 80 minutes; 20- electric
Protection from Fire[/i] on Gilan; 80 minutes; 96 points protection

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy*, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy*, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Phantom Steed*
Green (4)- Dim Door, SummonIV, Stinking Cloud (3rd), Resilient Sphere
}

Trellus 
Tuesday June 23rd, 2009 10:46:23 AM

Trellus just grins at Grymash's predicament.
"What?" he jibes. "I bet you'd make a waxed nursemaid."

The barbarian does have a bit of a point, however. And the blond man checks on the children to make sure they've been eating and staying healthy during the march.

The cleric casts Status on both Gilan and Tishe before they leave, so as to keep an 'eye' on them.

Then, he rousts the refugees and gets everyone moving again, encouraging everyone as much as he can in his best 'I know exactly what I'm doing' mode.

Gilan[HP: 130/130 - AC: 26][endure elements, longstrider, protection from fire] 
Tuesday June 23rd, 2009 4:31:06 PM

Gilan flies along, keeping pace with Tishe' and her steed with ease. His passage through the grass is easy enough, far easier than the horse. As the finally get within range of the group he changes back and lands lightly on his feet. Without much thought he tosses the token down onto the ground and lets the tree sprout back up.

For some reason he is suddenly very unhappy that Flea had not been able to join them. He could have used her enthusiastic nature about now, especially with his own mixed feelings about this. Glancing to Tishe he takes the last spell that she offers but taps his armor with a smile. "Its not much but it does provide a little protection from electricity...so hold off on that one." He does not plan to give them much chance to fire off a lot of spells if he has a thing to say about it.

With a last glance at both Tishe' and the tree he marched in the direction of the Baron and bounders, his shoulders set and his eyes hard as steel. Once he reaches an area that will give him more than enough room to maneuver and make most of them come to him, he stops and announces himself. "I have come only to talk not to fight." He studies each with a keen bit of interest but his reflexes are honed from several battles so he is ready for anything. "What is your mission in the grass this day?" A number of his spells are ready for his command and he is also ready to dodge if needed...though he is hoping that he has put enough distance between himself and trouble.

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): transport via plants, spellstaff

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]


Meeting with the Barons' Men (DM JohnP) 
Tuesday June 23rd, 2009 11:21:57 PM

The Bloodpack part after making their preparations and last minute conversations. Gilan shifts into a flying form and then takes wing with Tishe' right behind on her phantasmal horse. Flea rouses from her fatigue-induced lethargy just as the pair fly out of earshot.

Once the pair have flown off, Trellus and Flea are left to get the survivors moving once more. Trellus has a brief chuckle while thinking of Grymash becoming a nursemaid to the children that have attached themselves to the Child. When he manages to examine the children, Trellus finds that the trio is in good health and shape. In fact, the children may be in better condition than most of the survivors.

Out on the Sargrass, Gilan and Tishe' separate so that the shifter can approach the Barons' men. Tishe' waits anxiously while Gilan shifts into his human form and make the approach. Gilan manages to surprise the men when he demands an answer to his question. The men are visibly startled, as are the bounders. One of the men steps forward and shouts back to Gilan even as the others begin shifting their arms and armour as if readying for battle.

"No business of yours, that's our mission!"

"And if you don't like it, go back where you came from!"



Trellus(Status) 
Wednesday June 24th, 2009 9:17:29 AM

After taking a look at the Child's kiddies, Trellus steps back and rubs the back of his neck. Turning to Grymash, he notes, "They're shady. Light, they're better than shady."
He glances significantly at the burden the half-orc is carrying.
"I think you're already getting all the help you need, dude."

The cleric pauses for a half minute, thoughts focused inward.
[checking on Gilan and Tishe via Status spell]

Yanosh endure elements 
Wednesday June 24th, 2009 9:41:14 AM

Stalking through the crowd Yanosh marks on his shield. Missing the past hours Yanosh has been counting the survivors from Rattledam. Walking up to Trellus, Flea and Gry he notices the extra child in the group. Smiling at Gry, " I see you have a new Acolyte Gry. Gonna have quit the following soon." Snikering the Dwarf starts to add up the marks he has made on his shield.

Highlight to display spoiler: { Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day}
}



Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements)  d20+12=27 ; d20+12=21 ;
Wednesday June 24th, 2009 10:12:16 AM

When reminded of Gilan's electrical protections, Tishe' changes the Resistance to Cold.

Tishe' keeps a careful watch from the top of the tree. Wart accompanies her while the Phantom Steed stands placidly at the base.

....Actions....
Spot: 27
Listen: 21

...Effects......
Endure Elements: 24 hours
Mage Armor; 8 hours
Longstrider; 8 hours
Phantom Steed; 8 hours; 160 feet movement; AC 18 HP 15; ride over sandy, muddy, swampy ground without difficulty or decrease in speed.
Fly; 8 minutes
Resist Cold on Gilan; 80 minutes; 20- cold
[/i]Protection from Fire[/i] on Gilan; 80 minutes; 96 points protection

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy*, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy*, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Phantom Steed*
Green (4)- Dim Door, SummonIV, Stinking Cloud (3rd), Resilient Sphere
}

Flea  d20+7=14 ;
Wednesday June 24th, 2009 6:20:36 PM

After roaming around the camp, Flea finds Yanosh and follows him around as he completes his census. She tries to find out family names, and numbers, scribing what she learns on a piece of cheap paper (Aid Another, Diplomacy(?)=14). The gnome meets with limited success.

When they regroup around the egg-child, Flea opens the neck of her tunic to reveal the dragon stone embedded in her chest. She looks at Gry's burden, and tries to sense something about it through the magical device.

Gilan[HP: 130/130 - AC: 26][endure elements, longstrider, resist cold, protection from fire]  d20+1=21 ;
Wednesday June 24th, 2009 7:45:18 PM

Gilan raises his hands in peace as he takes a step or two back away from them. "I was just wondering if you were in need of help through the grass is all." His voice was still calm as if the men moving did not bother him that much. He was so trying to be diplomatic here and he was not sure if the men would even listen but he was going to try at least. "If you are not in need of help than I will leave you the same way I came...in peace." He had drawn no weapons so he was hoping that they would at least take him as not wanting to fight. Still he was making note of weapons and armor as he talked though it was disguised as watching those getting ready for a fight.

[diplomacy 21*natural 20*]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): transport via plants, spellstaff

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]

Census & Negotiation (DM JohnP) 
Wednesday June 24th, 2009 11:00:51 PM

Trellus shakes his head at Grymash' predicament even as he confirms that the children are healthy. The three - a human girl, a half-elven boy and a human boy - hover about the Child whenever it is not in Grymash's arms. While they never seem to get in the way, unlike most children, they are always around.

Flea and Yanosh have been conducting a census of the survivors. They find a total of 105 men, women and children in approximately the same racial balance as Rattledam. There are mostly families or family groups, including one with five people, but there are enough lone people to prevent any one family group from dominating. There are 8 orphaned children, including the three who have attached themselves to Grymash and this Child, but each seems to have been informally adopted by a family or group of people.

Flea tries a little experiment with her dragon stone, trying something that it was never intended to do. When she concentrates, she vaguely senses wonder at the expanse of the Sargrass and what possibly could be amusement.

Out on the grass, Tishe' has the lonely task of backing up Gilan. The shifter is getting all the fun out there by himself.

Speaking of which, Gilan outdoes himself in trying to persuade the Barons' men. The one who spoke before seems to relax, slightly, and the others slow in their preparations for conflict. The speaker calls back to Gilan and his tone of voice is a bit friendlier.

"You're right there. We'll just keep on keeping on, if you know what I mean. So, unless you have something else to say, we've got something to do and we don't have time to chat."

"All right by you?"


The men begin urging the bounders forward once again. Based on the way they're going, the Barons' men will cross the trail of the survivors somewhere before Oddholme if they don't stop or turn directions first. If Gilan doesn't move, the men and bounders will circle about to maintain what seems to be a safe distance from Gilan.

Trellus(Status) 
Thursday June 25th, 2009 8:26:45 AM

Trellus nods once to himself. Gilan and Tishe seem shady so far.

The man is suddenly struck by a very irritating itch in the middle of his back. Vainly, he attempts to reach around to scratch it. Under the shoulder - over the shoulder- nothing works. And the sunbaked chainmail keeps getting in the way.
Now a man on a mission, Trellus looks about for some kind of tool....something long, slender and hard. Like an arrow, maybe or.....yeah.

The cleric's been carrying around a bunch of crossbow bolts for years and never used them. He grabs the point and the other end slips easily under his armor and reaches the offending itch.

Aaaahhhhh. Totally shady

Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements)  d20+12=13 ; d20+12=27 ;
Thursday June 25th, 2009 11:21:14 AM

(ooc: Mike, hilarious!)

In vain, Tishe' tries to keep visual contact with Gilan, and so waits in the tree searching the Grass and waiting for a Message through the Dragon Tear.

....Actions....
Spot: 13
Listen: 27

...Effects......
Endure Elements: 24 hours
Mage Armor; 8 hours
Longstrider; 8 hours
Phantom Steed; 8 hours; 160 feet movement; AC 18 HP 15; ride over sandy, muddy, swampy ground without difficulty or decrease in speed.
Fly; 8 minutes
Resist Cold on Gilan; 80 minutes; 20- cold
[/i]Protection from Fire[/i] on Gilan; 80 minutes; 96 points protection

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy*, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy*, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Phantom Steed*
Green (4)- Dim Door, SummonIV, Stinking Cloud (3rd), Resilient Sphere
}

Yanosh endure elements 
Thursday June 25th, 2009 4:10:26 PM

Walking up to Trellus Yanosh looks up and states that there are 105 men women and children in the group that they are leading. "Most are in families or have grouped together in some way. But none are so that they can be over powering. There are still a lot of loners to ballance it out."

When they rest Yanosh draws his Axe and his whet stone and sharpend and cleans the edge of it.

Highlight to display spoiler: { Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day}
}


Gilan[HP: 130/130 - AC: 26][endure elements, longstrider, resist cold, protection from fire] 
Thursday June 25th, 2009 9:41:45 PM

Gilan had not expected to get much more and to come right out and ask their mission would have been stupid. He gives the obvious leader a nod of his head and turns, walking away from the group. He easily disappears in the grass after he had gotten far enough away...almost as if the grass swallowed him whole.

Getting back to the tree that he had planted earlier he glanced to it and wonders how long it will survive. "Tishe' we have more trouble than I expected." Once she drops back down out of the tree he shakes his head, seriously annoyed. "They are on somekind of mission but I did not think it smart to inquire straight out and we have not given the others much time." As he lets the bad news sink in he cannot help but smile and it was not a good one, it was obvious that he had a plan that if Trellus knew about he would not approve of. "I do have a way to slow them down if the continue on their current path...up for a little trouble?"

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): transport via plants, spellstaff

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]

[Gilan will be taking ideas from Tishe' before they head back. His own plan that he will relate to her will be to use his Plant Growth spells to impede the movement of the men even further.]

Waiting (DM JohnP) 
Thursday June 25th, 2009 11:01:12 PM

The survivors continue onwards with the Bloodpack. As Yanosh circulates, he hears some muttering questions about "How much farther is it?" and the like. Trellus occupies the time by finding new uses for crossbow bolts.

Out in the grass, Gilan takes his leave of the Barons' men and re-joins Tishe'. Gilan's last sight of the Barons' men is that they are continuing to head in a direction that might, if they don't stop or turn, intersect with the survivors sometime the following day. The shifter might have some secret plan that he doesn't share with the theurge. Unless Gilan chooses to do something, the pair turn back and re-join their companions. The trip back takes roughly the same amount of time and the pair can report when they get there.

The day trekking across the Sargrass is just like the last. Hot, dusty and really, really boring. It's no wonder that the survivors are beginning to complain. Still, when they make camp that evening, the Bloodpack figures that they can make Oddholme by evening on the following day.

DM Note - If Gilan chooses to do something else, please post and we'll either re-wind or do some retroactive continuity.


Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements) 
Friday June 26th, 2009 8:43:59 AM

Tishe' comes back to the ground on the return of Gilan.

"You want to delay these treadles so they won't get to our path for at least a day.", Tishe' replies. "That way, all the Sargrass will be regrown and the Barons won't be able to follow our trail to OddHolme."

Tishe' is satisfied with that. Especially so since (by Gilan's recounting of his conversation) that they seem just like the haughty bullies that are the Barons.

"I don't have any Entangle spells, which would be the easiest to slow them down." She thinks a minute. "I could summon some creatures to get them to react and waste time if we don't want to be obvious."

"I think if we're going to be obvious about delaying them, we should tell them to back off first. Then a delaying attack won't seem like a surprise. Even Barons deserve that much."

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

If Gilan thinks sneaky delays are the way to go, Tishe' makes her preparations. The idea is for Gilan to scout the Barons and report the effectiveness of the delays (and set targeting data to Tishe') while Tishe' uses her Phantom Steed to keep hidden in front of the Barons' party and cast spells that don't make it obvious that someone is delaying the Barons.

1: She spontaneously casts Summon Nature IV over Ice Storm and summons a Unicorn. She tells the beast to make a trail north to south across the men-and-bounders path, get sighted, and allow them to chase her south until the spell expires.

2: Half hour later, she casts Quench 100 feet in front of the advancing Baron's party, creating a water-drenched line 20 feet deep and 160 feet wide. She lays it in such a way as to encourage the Barons to travel more to the south (knowing the insects will be out and active).

3: 15 minutes later, she casts Summon IV, and conjures a Salt Mephit. The Mephits instructions are to seek out the men-and-bounder party and be curious as to where they are going. If they are going north-west or west, tell the men that the mephit saw a Ranthom herd in that direction, and the way should be clear in a day or so. If they attack, the mephit is to Glitterdust as many as possible, then escape. In 30 seconds, return and report.

....Actions....
Spot: 13
Listen: 27

...Effects......
Endure Elements: 24 hours
Mage Armor; 8 hours
Longstrider; 8 hours
Phantom Steed; 8 hours; 160 feet movement; AC 18 HP 15; ride over sandy, muddy, swampy ground without difficulty or decrease in speed.
Fly; 8 minutes
Resist Cold on Gilan; 80 minutes; 20- cold
[/i]Protection from Fire[/i] on Gilan; 80 minutes; 96 points protection

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy*, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy*, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Phantom Steed*
Green (4)- Dim Door, SummonIV, Stinking Cloud (3rd), Resilient Sphere
}

Gilan[HP: 130/130 - AC: 26][endure elements, longstrider, resist cold, protection from fire] 
Friday June 26th, 2009 9:48:13 PM

Gilan listens with interest and then shrugs his shoulders. "Sorry...I have a tendency to want to be heavy handed with things." It is true that he has never been too suttle with his decisions. He has gotten into a lot of trouble in the past for charging into fights or other dangers.

"I can summon up a number of different creatures myself. I can also cast entangle, but as you mentioned that is not as covert." He cannot help but kind of spit out the word as if he does not like it. "I can also make a very large area very overgrown...which might be ok...there have been a number of changes lately." He wants to get the rest of the ideas out and make sure they have a gameplan before they move out. To be honest, he does not want to just play spy.

She thinks things through better than he does, especially now, as he seems to go with his emotions a lot more.

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2), speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): transport via plants, spellstaff

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]

Yanosh endure elements 
Sunday June 28th, 2009 11:42:47 AM

Yanosh trys and sooth the nerves of those that complain. "Not much farther. Another day or so. We are making good time. Have faith all will be well soon." Are just some of the things he says to try and help. Yanosh offers to carry some of the smaller ones for a way. Giving them or their parents a small break. He hopes that his friendly manner and calm words over rides his looks and warrior appearance. Of the Bloodpack can accept him then so can others he tells himself.

Again he uses spell to help some of the more weary to make it just a little farther. Alwats keeping in mind that they may be attacked at anytime.

Highlight to display spoiler: {Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}


Flea  d20+11=13 ; d20+9=11 ;
Sunday June 28th, 2009 8:22:37 PM

Shady... Flea thinks, when she picks up...something...from the egg.

The rogue smiles to herself, feeling like she's in on a secret. Yet, it gives her a kind of sense of peace. She looks at the children who trail Grymash and the egg-child. She figures they must pick up on something from the egg-child that draws them, and maybe gives them comfort too...

Flea wonders about Gilan and Tishe, out on the plains, confronting the men and bounders and suddenly becomes anxious to be off to Oddholm.

Listen=13
Spot=11

Being distracted, the rogue does not do her best work.

"I'll go scout the way," she volunteers early. "I'll keep a lookout for Tishe' and Gillan, too!" she adds.



Tishe' (AC 12 HP 71/71) (Mage Armor, Endure Elements) 
Sunday June 28th, 2009 10:12:46 PM

"Ohh, yes!" Tishe' cries with enthusiasm, "with the Great Migration, some overgrown areas and Entangling areas interspersed with my castings should slow them down nicely!"

Tishe' is all for using Gilan's spells and hers together, and they get started immediatley.

...Effects......
Endure Elements: 24 hours
Mage Armor; 8 hours
Longstrider; 8 hours
Phantom Steed; 8 hours; 160 feet movement; AC 18 HP 15; ride over sandy, muddy, swampy ground without difficulty or decrease in speed.
Fly; 8 minutes
Resist Cold on Gilan; 80 minutes; 20- cold
[/i]Protection from Fire[/i] on Gilan; 80 minutes; 96 points protection

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy*, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy*, Quench, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Phantom Steed*
Green (4)- Dim Door, SummonIV, Stinking Cloud (3rd), Resilient Sphere
}

All Tied Up (DM JohnP) 
Sunday June 28th, 2009 11:03:08 PM

Yanosh moves amongst the survivors and tries to cheer them up. It seems to be working, at least as far as he can tell. While he is doing this, Flea is walking towards the front of the group with a smile upon her gnomish face. The thoughts of Grymash and his growing coterie of Child acolytes is rather amusing, in a way.

Out in the grass, Gilan and Tishe' come up with a sound plan for delaying the Barons' men long enough for the grass to grow and cover the trail left by the survivors. It's a matter of moments for them to implement their plan and thoroughly confound, confuse and combobulate the Barons' men. It wasn't the men, so much, but the bounders that reacted. After having a sufficient number of potential prey sent in front of them, the bounders could no longer be controlled and took off in pursuit of elusive creatures that disppeared and couldn't be scented. The last glimpse that Gilan had of the the Barons' men was half of them trying to control the bounders that hadn't managed to run off while the other half were out trying to round up the escapees. All in all, a satisfying bit of work.

When Gilan and Tishe' return to the Bloodpack and the survivors, they can relate what they saw and did. The remainder of the day is more of the same ... walking, scrounging for food and water, and trying to keep the survivors going.

The last night camping on the trail is difficult. The Bloodpack know that they will be back home at Oddholme on the next day and there's considerable anticipation. The survivors have been told that they are arriving at what will become their new home and they are filled with a mix of anticipation and anxiety about what they will find.



Trellus(Status) 
Monday June 29th, 2009 8:26:14 AM

Because of the Status spell he had cast on them earlier, Trellus is aware that both Gilan and Tishe are shady. Still, it is relief when the pack leader actually sees them come back safe and well.

That evening, the blond man makes the rounds, providing as much help and encouragement as he can to the refugees.

To the Bloodpack, he has a different message. "Keep shuttlecocked tonight," he advises. "If some treadle is gonna hit us, this is their last chance."

Tishe' (AC 12 HP 71/71) (Endure Elements)  d20+1=15 ;
Monday June 29th, 2009 9:40:27 AM

Tishe' is quite pleased with thier results in the Sargrass. "The Baron's men didnt' attack after all. As long as they are on thier own loom, I suppose Nature will make her own tapestry."

The mystic nods, seeing wisdom in Trellus' words. In the evening, she again goes among the refugees teaching and encouraging. Around one fire, she casts Prestidigitation and uses the White Spell to assist in telling the story of the Bloodpack finding a lost child and bringing it home only to discover the 'child' was a young bronze dragon!

She herself beds down close to Grymash and the Child, casting an Alarm spell that will go off in her head if anyone other than the Bloodpack or the children enter the area.

...Effects......
Perform: 15 (for story)

Endure Elements: 24 hours
Alarm: 16 hours; internal alarm

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds*, Longstrider*, Goodberry*, Cure Light Wounds*
2 (4)- Resist Energy*, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy*, Quench*, Remove Disease*
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm*
Arcane
White (5)- Prestidigitation*, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Alarm*
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Phantom Steed*
Green (4)- Dim Door, SummonIV, Stinking Cloud (3rd), Resilient Sphere
}

Yanosh endure elements 
Monday June 29th, 2009 12:29:03 PM

Yanosh walks up after making rounds. "Good to see you both back safely." Yanosh checks on the Child and Gry. "The people are eager to finish this trek. I cant blame them. Its hard on me still and I am getting used to this place still." Yanosh drinks sparingly from his water skin. "Never thought I would ever use so many of my spells." Yanosh cast what ever was needed from water to food to healing.

Highlight to display spoiler: {Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Grymash (ac24 hp97/125) 
Monday June 29th, 2009 6:20:44 PM

Grymash wonders how many more children will appear when next he opens his eyes from slumber. The plays little games with it now. Guessing one or two and waiting to see if he is right. Gargul was correct in saying this quest would be a burden.

Gilan[HP: 130/130 - AC: 26][endure elements, longstrider, resist cold, protection from fire]  d20+6=15 ; d20+6=7 ;
Monday June 29th, 2009 8:26:09 PM

Gilan is pleased with the work that they had performed in the grass and he smiles fondly at Tishe'. When they finally reach camp once again he cannot help but smile at the reunion with his pack. With Tishe's help he relates all the events that took place and how they have slowed the Barons and bounders down...unfortunately he is still worried about the other two groups as well. "Let us not forget the others I felt in the grass as well." Frowning, he feels that he must state the obvious though he does not want to bring down the group. "They might not be Manfri or walkers..." He does not speak his fears, but the Council did try to silence them once for their own gain.

The idea staying alert is not a big surprise to him and he had thought much the same. With a last shake of his head he will take whatever watch is asked of him, though he does not really feel much like sleeping.

[listen 15 and spot 7]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)**
2nd(6): barkskin(3), cat's grace(2), bear's endurance
3rd(5): greater magic fang(2), plant growth(2)**, speak with plants*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): transport via plants, spellstaff

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*spellstaff[mass bear's endurance]

Flea 
Monday June 29th, 2009 11:07:16 PM

"You want me to go ahead?" Flea asks the party leader. "Make sure Oddholme is safe for the refugees?...and Gry's egg-child?"

The rogue has an anxious thought, and adds in a low voice, "you know there was stuff under our town too. Maybe everything is okay, but it wouldn't hurt to check things out."

Flea wonders if what brought the great dome of Rattledam crashing down, affected other domes on the Sargrass, and particularly Oddholme, as well.



Last Morning on the Trail (DM JohnP) 
Monday June 29th, 2009 11:34:06 PM

The Bloodpack and the survivors bed down for the night under the clear sky of the Sargrass. Out here, away from any settlements, the sky sometimes seems so closer overhead that the person could simply reach out and pluck a star from the ebon firmament. As the cooking fires die down and the people settle into a restless sleep, the Bloodpack keep watch through the night. Maybe the efforts of Tishe' and Gilan bore fruit and the Barons' men were thrown off the trail. Or, perhaps, they never intended to come this far. Either way, the night passes uneventfully and everyone manages enough rest to recover from any exertions.

It seems that everyone is eager in the morning to get packed up and back on the trail towards Oddholme. Certainly, for a change, the survivors don't need to be encouraged more than once to get going. The Bloodpack, themselves, are ready for a return to their own beds and quickly perform their morning preparations. They may not be quite so eager to meet the challenges of settling these people into the new life and routine of Oddholme.

To further bother Grymash, another two children are sitting silently near his sleeping mat when he awakens in the morning. Like the others, the attention of this pair is focused upon the Child along with two of the original three children. While Grymash is still scowling and wiping the night-debris from his eyes, the last child returns with a bowl of steaming water. After the child sets the bowl down carefully, all five children gather around the Child and carefully begin to wash any dust and debris from the ovoid surface of the Child with torn scraps of cloth. This ritual is quickly completed and then the children return to their accustomed routine.

DM Request - Daily spells and Spot rolls from everyone, please



Tishe' (AC 16 HP 71/71) (Endure Elements, Mage Armor)  d20+12=23 d20+12=24
Tuesday June 30th, 2009 10:06:43 AM

(ooc: Great trek! There's been no fighting, but I think this is a terrific storyline; meshing the Bloodpack into the fabric of the people and the land. Loving it!)
................

Tishe' wakes in the morning mildly surprised that the addtional child did not set off her alarm. Thinking about her alarm sequence, the mystic remembers she specified the children with the Child would not set it off and concludes that the spell recognized the new comer as "with" the Child. "Amazingly wondrous is arcane and divine magics as they intertwine", she breathes in a prayer to Ma'ab.

After her seclusion in study and prayer, she breaks her fast with Gilan, Flea, and the others, before going out among the refugees and providing small spells to assist throughout the day: Create Water*, 2 Cure Minor Wounds*, Create Water*, Purify Food/Water*, 2 Endure Elements*, and a Goodberry* spell help the refugees. She also makes another Continual Flame and provides it to her mothers relatives. "You do not need it now, but it will help light your new dwellings in Oddholme."

She listens to Flea and puts in her own two coppers. "That's a good idea. We also need to ensure OddHolme is ready for a hundred more people. Food and water will need gathering."
.................

As they walk, she waits until Yanosh, Gilan, and Trellus are walking side by side before bringing up a worry. "We've got a whole village of refugees", she begins. "What rules are we going to lay down before we get to OddHolme? There has to be a way to partition who gets what set of rooms; how to distribute food, water, and work; and how will disputes be settled."

She pauses to let that sink in before continuing. "And we won't be here all the time. If we are the new Council, what is OddHolme going to do when we place our duty to the land before our duty to the people?"

Another thought. "We could have Vayine, Murdock, and Aeryon be a Triumverate for settling tangles. They are obvioulsy black hands." She giggles at the irreverent thought.

...Effects......
Mage Armor; 8 hours
Endure Elements: 24 hours
Spot: 23
Listen: 24

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds, Longstrider*, Goodberry*, Entangle
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Mage Armor
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Stinking Cloud
Green (4)- Dim Door, SummonIV, SummonIV, Resilient Sphere
}

Yanosh endure elements  d20+2=17 ; d20+1=12 ;
Tuesday June 30th, 2009 11:37:11 AM

Silently Yanosh goes through his normal preparations for the night. Once prayers are conducted Yanosh unrolls his mat and blankets and checks for anything in them. Sleep takes him until his time for watch.
Once his watch is over Yanosh walks through the camp silently checking on the people. Then retires to his bedding close to the Child. Sitting down the Cleric readies his spells.

Highlight to display spoiler: {Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Magical Weapon

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Yanosh endure elements 
Tuesday June 30th, 2009 11:40:59 AM

OoC forgot to list daily spells
Daily spells cast are create water, cure light wounds, cure minor wounds
Also forgot to list Spot 17 and Listen 12

Trellus(Status, Magic Vestment x2, Endure Elements)  d20+10=26 ;
Tuesday June 30th, 2009 3:18:21 PM

Trellus goes through his morning routine. And just like every other morning, he rises and walks to the group with a grin. "Let's weave, dudes," he says.

[Spot 26]

Spells cast - Endure Elements, Magic Vestment(Extended) on shield, Magic Vestment(Extended) on armor, Status on Gry, Gilan, and Flea

Spell List -
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3)*, Entropic Shield, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength(d)
3rd - Dispel Magic (x2), Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Inflict Crit Wounds(x2), Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike, Shield of Faith(quickened), Spell Resistance(d)
6th - Greater Dispel Magic, Harm, Stoneskin(d)
}

Gilan[HP: 130/130 - AC: 26][endure elements, longstrider, resist cold, protection from fire]  d20+6=8 ; d20+6=10 ;
Tuesday June 30th, 2009 7:03:31 PM

Gilan is up early, like he is every morning, to go about his morning prayers. As the sun peaks over the tops of the grass he breaks into song to Mother and Father. He spends this time not only communing with them but also getting his daily spells, trying to pick what will be most useful for the rest of the trip.

Though he is more than ready to see home, he wonders if the Manfri are going to meet them or not there. He also worries about those left behind, let alone the condition of their home in general. With a last look out to the grass he goes to find Flea first for he has something to say to her. When he at last finds her, he motions for her to meet him off to the side out of hearing from most. "I want to apologize for leaving you behind yesterday. I also want to apologize for my thoughts to keep you safe from what might have happened." She had more than proved herself over and over, but he cannot help but at times feel protective of her.

As they march later, he looks to Tishe' as she comes up to them to talk. As he listens he cuts off a lot of what is going to be said with a cutting motion of his hand. "I will not be part of a council." Even if anyone asks, he refuses to go into any more detail as to why. The other details he is not too sure of, but he does know that those that are returning with them will find things harder than it had been. "I will see about pulling in more livestock and maybe some birds." They will need a bigger garden than the small one that he has already established, which is actually only a way for him to relax. With a smile he glances to some of the children nearby. "Let us get the help of the children that show an aptitude for certain things." He was not above using the youngest to make the older guilty. Wrapped up in the talks, he is not as observant as he normally would be. The one oddity, that he now walks with the use of a staff...though you doubt it is because he is hurt. Still, he keeps in communication with the plants around him allowing them to alert him to things he does not notice.

[listen 8 and spot 10]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(4), cat's grace(2)
3rd(5): greater magic fang, plant growth, speak with plants(3)*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): mass bull's strength, spellstaff

WILDSHAPE
0/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*extended speak with plants[30 minutes]
*spellstaff[mass bear's endurance]

Flea AC 21, 67 HP 
Tuesday June 30th, 2009 9:33:31 PM

Flea wonders what Gillan wants to talk to her about...all private like. Crazy thoughts run rampant through the rogue's brain. She had kept her fingers in her own pockets, and as far as she knew there wasn't anything that had gone missing from the camp. Sure, she had tried to price the value of the egg-thing that Gry was toting about...but regardless of how much it might fetch, the gnome wasn't about to incur the wrath of the god of life and death, again!

Oh, dear! Maybe he was going to tell her she should wear a skirt or something...and hang back with the women folk. Flea gets all queasy and sick feeling as she follows the druid out of ear shot of the others.

When her good friend humbles his great heroic self to apologize for taking her for granted, Flea's heart swells with appreciation. She takes one of his hands in her own, and presses it to her cheek.

"Thank you Gillan-friend! Though it is frustrating to me at times, I can understand a little how you feel...and I appreciate that you care enough about me to feel the way you do." Flea releases the druid's hand, adding, "you have nothing to fear, though! The grey-eyed one himself has told me he doesn't want me in the Shadowlands. He has cursed me, and said I would never be welcomed in that place. So, you see, I can not die!"

Flea looks away from her friend, and a wrinkle furrows her brow as she changes the topic, "do you think we should go ahead of the group and scout out Oddholme before the refugees get there?"

Borne Upon the Wind (DM JohnP)  d100=16 ;
Tuesday June 30th, 2009 11:50:11 PM

The Bloodpack start planning for the arrival and integration of the survivors into Oddholme. Tishe' makes a number of proposals and Gilan and Flea participate, as well. Flea makes the suggestion of going ahead to scout the way and inform Ayreon and Murdock about their coming. Tishe' and GIlan both endorse this idea since it seems like the best way of It does seem, though, that someone needs to remind Flea of some of what Gargul told the Bloodpack in the Catacombs under Rattledam.

Yanosh and Trellus are more focused on the matter at hand. Each is more intent on prayign to Domi or Gargul and preparing for the day.

Grymash seems to be consumed with the arrival of the other two youthful acolytes of the Child.

Since everyone wants to get moving, it is shortly after dawn that the Bloodpack and the survivors get moving. The sun is still low in the sky, casting long shadows across the grass which both provide some relief but also serve to hide loops of grass and holes that would make someone stumble. The clear blue sky promises heat and discomfort later in the day but, for now, it's a pleasant morning for walking in the Sargrass.

Trellus is looking back over the trail left by t he survivors when he spots something in the sky. What looks like a small cloud is rapidly moving towards the survivors just over the grass. The speed is nearly inconceivable as the 'cloud' zooms closer. As it loops around the survivors and the Bloodpack, anyone who bothers to look sees that it is actually four translucent humanoid figures. The figures slow as they curve around the Bloodpack and descend towards the grass. The humanoids land roughly 50 feet in front of the Bloodpack and the foremost survivors and slowly begin to lose their translucent nature.

The Bloodpack quickly sees that only two of the four wear armor and carry shields. The other two simply wear robes and any other gear or equipment is hidden within the folds of the robes. One of the figures steps forward towards the Bloodpack while the others seem to be making preparations. The one closest to the Bloodpack shouts towards them.

"You have something that our Lord requires! Give up the Heart of Rattledam and we'll let you and these go free!"

SETUP MAP

NOTE - Grymash is carrying the Child. He either has to set it down or not join in the fight.

Trellus(ac27, hp95/95, Status, Magic Vestment x2, Endure Elements, Shield of Faith)  12d6=46 ;
Wednesday July 1st, 2009 8:21:23 AM

"Give up the Heart of Rattledam and we'll let you and these go free!"

Trellus was about to ask the strangers what they wanted, but the treadle's speech makes it perfectly clear. The cleric makes his answer just as plain.

[Cast Flamestrike centered among 1, 2, and 3. 46 hp damage. Reflex DC 21 halves]

[Cast quickened Shield of Faith - free action]

"Hit 'em," he growls. "Hard."

Spell List -
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3)*, Entropic Shield, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength(d)
3rd - Dispel Magic (x2), Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Inflict Crit Wounds(x2), Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike*, Shield of Faith(quickened)*, Spell Resistance(d)
6th - Greater Dispel Magic, Harm, Stoneskin(d)
}

Yanosh endure elements  d20+14=33 ; d10+11=16 ;
Wednesday July 1st, 2009 11:17:15 AM

Quikly Yanosh calls on his tattoo for a blessing (+1 to all Bloodpack). "Gargul!!" He crys as he steps into the foremost. War AXe Slices through the clear hot air of the morning.

Hit Ac 33
Dmg 16

Spells Cast
Bless Tattoo

Highlight to display spoiler: {Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Magical Weapon

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Yanosh endure elements 
Wednesday July 1st, 2009 11:20:45 AM

OoC OOpps cant really see the map. but think im too far away. Yanosh moves his full movement to get closer.

Tishe' (AC 16 HP 71/71) (Endure Elements, Mage Armor) 
Wednesday July 1st, 2009 12:38:15 PM

Her hackles risen already when 4 magical people streak over to them, Tishe' only needs the word to spring into action.

"Hit 'em," Trellus growls. "Hard."

"Scatter and hide!" the small woman shouts to the refugees as her hand plucks a strand of skunk Grass from her components pouch. A few words and a noxious cloud of gas erupts in the center of the opposing formation. (at M,3)

Tishe' then moves to the flank, getting some concealment from the tall Grasses to her right.

...Actions......
Cast: Stinking Cloud Fort DC 20 or nauseated
Move: to T,20

...Effects......
Mage Armor; 8 hours
Endure Elements: 24 hours
Spot: 23
Listen: 24
Stinking Cloud: 8 rounds; 20-ft. radius/high cloud; Fort DC 20 or nauseated for while in cloud plus d4+1 rounds.

Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds, Longstrider*, Goodberry*, Entangle
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Mage Armor
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Stinking Cloud
Green (4)- Dim Door, SummonIV, SummonIV, Resilient Sphere
}

Gilan[HP: 130/130 - AC: 26][endure elements, longstrider, resist cold, protection from fire] 
Wednesday July 1st, 2009 9:28:16 PM

Gilan would have asked a question but the command from Trellus makes him just nod his head. Tishe' has already called to the refugees to take cover and he stomps the ground, smiling. "With that, you expected us to just roll over." He plants the staff into the ground and a wave rolls over all his allies, as he moves slightly to the side to give him room.

The staff stays planted in the ground where he stuck it but he himself is in a crouch already. His eyes are as feral as almost all the wild animals that you have ever seen.

[All allies are effected by a Mass Bear's Endurance, giving a +4 enhancement to Con.]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(4), cat's grace(2)
3rd(5): greater magic fang, plant growth, speak with plants(3)*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): mass bull's strength, spellstaff

WILDSHAPE
0/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*extended speak with plants[30 minutes]
*spellstaff[mass bear's endurance] [110/110 rounds]

Four Adversaries (DM JohnP)  d20+21=33 ; d20+21=24 ; d20+21=26 ;
Wednesday July 1st, 2009 10:33:43 PM

As soon as Trellus begins casting, the four adversaries spring into action as they use their readied action. One of the unarmored ones (#3) casts a spell that some of the Bloodpack may recognize.

Adversary 2 sprints towards the Bloodpack, racing over the ground with a speed that almost defies belief. As he comes, he shakes loose a chain that had been looped about his waist. Once he nears the Bloodpack, he weaves and dodges so quickly that neither Flea nor Gilan can attack.

Adversary 1 and 4 also sprint towards the Bloodpack. This man and woman wear plate armor and don't move nearly as quickly as the other. Still, they are much closer than they had started.

Trellus -- choose your new target

Everyone else who has posted -- take a rewind based upon the new opponent locations.

Spellcraft DC 18 -- Highlight to display spoiler: {Haste}

MAP - ROUND 0

DM Note - I've sent a reminder by e-mail to everyone. I've also asked about your preferences for how I present the maps.

Grymash (ac24 hp147/147, bless, bear's endur., longstrider) 
Wednesday July 1st, 2009 11:39:05 PM

(sorry for the late post)

Grymash mutters a few words of power and he too seems to move with an unnatural swiftness. He does something that is uncharacteristic for him. Instead of running into battle, with Child in hand, he turns to the left and makes for some tall grass for concealment.

(Longstrider. Movement is 50ft. Run speeds are: 3x=150ft, 4x=200ft)


Trellus(ac27, hp95/95, Status, Magic Vestment x2, Endure Elements, Shield of Faith) 
Thursday July 2nd, 2009 9:42:08 AM

Trellus adjusts, dropping his pillar of flame between 1 and 4, catching both.

[Flamestrike. 46 hp damage. Reflex 21 halves. 23 hp of total is divine power and not subject to flame resistance]

Tishe' (AC 16 HP 71/71) (Endure Elements, Mage Armor)  d20+21=32 ; d20+9=29 ;
Thursday July 2nd, 2009 10:15:28 AM

"Haste spell!" calls out the mystic as she sees the familiar incantation, and then the chain-wielding human is among the Bloodpack.

"EEP!!" sqeeks Tishe', worried about any man confident enough to get in close with the Bloodpack. "He's gonna try and disrupt our spells!"

Amazingly, with the threat of a chain wrapping around her chest if she messes up, Tishe' is able to Concentrate enough to cast a spell while on the defensive and place the Stinking Cloud right next to the armored chargers. Hopefully, that will foul up line-of-sight magics from thier wizard, too!

She then runs out to the right flank to get behind some Grasses, praying that others have occupied the chain wielder from following her!

...Actions......
Spellcraft: 32
Concentrate: 29 (Cast Defensively)
Cast: Stinking Cloud; 20 radius at M,12: Fort DC 20 or nauseated (10+5+3+2 conjuration)
Move: to T,20

...Effects......
Mage Armor; 8 hours
Endure Elements: 24 hours
Spot: 23
Listen: 24
Stinking Cloud: 8 rounds; 20-ft. radius/high cloud; Fort DC 20 or nauseated for while in cloud plus d4+1 rounds.

Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds, Longstrider*, Goodberry*, Entangle
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Mage Armor
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Stinking Cloud*
Green (4)- Dim Door, SummonIV, SummonIV, Resilient Sphere
}

Yanosh AC 20 HP81/81 endure elements  d20+16=29 ; d20+13=20 ;
Thursday July 2nd, 2009 11:22:19 AM

Yanosh charges #2 and swings his War Axe in a chrushing blow. "Gargul!!" The Cleric calls out as he charges.

Hit AC 29
Dmg 20

Spells cast
Bless tattoo

Highlight to display spoiler: { Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Magical Weapon

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Gilan[HP: 141/141 - AC: 26][endure elements, longstrider, bear's endurance] 
Thursday July 2nd, 2009 6:59:41 PM

Gilan would have asked a question but the command from Trellus makes him just nod his head. Tishe' has already called to the refugees to take cover and he stomps the ground, smiling. "With that, you expected us to just roll over." He plants the staff into the ground and a wave rolls over all his allies, as he moves slightly to the side to give him room.

The staff stays planted in the ground where he stuck it but he himself is in a crouch already. His eyes are as feral as almost all the wild animals that you have ever seen.

[All allies are effected by a Mass Bear's Endurance, giving a +4 enhancement to Con.]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(4), cat's grace(2)
3rd(5): greater magic fang, plant growth, speak with plants(3)*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): mass bull's strength, spellstaff

WILDSHAPE
0/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*extended speak with plants[30 minutes]
*spellstaff[mass bear's endurance] [110/110 rounds]

Just copied my post as casting the spell from my staff should not evoke an AoO.


DM Note (DM JohnP) 
Thursday July 2nd, 2009 10:22:04 PM

Hey all. Posts from 5 of you so far.

I know that it is a holiday for most of you, but I will try to get a DM post up tonight. It may not happen, though, since I don't have a lot of time.

In that case, look for a DM post on Friday night.

Tishe' (AC 16 HP 71/71) (Endure Elements, Mage Armor) 
Friday July 3rd, 2009 8:31:28 PM

K, John! :-)

Flea AC 21, 67 HP--Blinking  d20+15=25 ; d4+2=4 ; 4d6=18 ; 2d6=11 ;
Friday July 3rd, 2009 9:09:20 PM

So much for scouting ahead! thinks Flea, as dubstruck by the speed of the attack, she misses out on any opportunity to prepare.

Flea pulls her holy short sword and strikes at the speedy foe (#2) (Hit AC 25, 4 pts dmg, 18
SA since flanking with Yanosh, 11 if #2 is evil).

As the rogue positions herself for her next attack, she speaks the ancient word that activates the ring that makes her a more difficult target.*

DM Sanity Info:

Spells:
(Gnome, 1 per day)Dancing Lights, Ghost Sound, Prestidigitation
(Bard level 0, 3 per day) Detect Magic, Flare, Mage Hand, Message, Open/Close, Read Magic
(Bard level 1, 2 per day) Expeditious Retreat, Grease, Unseen Servant

Bears Endurance from Gilan - +4 to Con
*Ring of Blinking - 50% mischance on opponants attacks, 20% mischance on own attacks


DM Note (DM JohnP)  d20+14=21 ; d20+9=29 ; d20+17=29 ; 2d4+10=12 ; d20+11=30 ; d20+11=26 ; d20+17=35 ; d20+15=20 ; d20+17=33 ; 2d4+10=17 ; d20+15=23 ; d20+15=33 ;
Saturday July 4th, 2009 12:09:55 AM

After the adversaries have moved closer, Trellus changes the target of his spell. The column of fire strikes down and catches the two armored opponents (#1, #4). Both manage to avoid a portion of the divine flames.

Yanosh activates his tattoo to Bless himself and his companions. Then, with a dwarven warcry, he charges the nearest opponent. Adversary #2 whips the chain at Yanosh as he closes. The chain strikes and barely rips Yanosh's flesh.
Adversary #2 -- hits AC 29, 12 damage

Tishe' squeaks with fear but still manages to cast her spell. The cloud forms in front of the Bloodpack and engulfs the two armored adversaries, hiding them within the fog. Tishe' tries to move away from the chain-wielding adversary #2. When she turns her back, the chain whips out again and catches the theurge.
Adversary #2 -- hits AC 33, 17 damage

Gilan invokes the power stored within his staff to strengthen himself and his companions.

Grymash casts a spell and then runs for the tall grass to hide. How unlike the usual behaviour of the half-orc! The children run towards the long grass with Grymash and the Child. Even though they cannot match the speed of Grymash, they also manage to make the long grass. The opponent with the spiked chain notices and shouts to his companions, "Running to the west! Taking the Heart to the west!"
DM Note -- Grymash is now 'off'map' to the west / left and in the long grass. He was running, though, and his trail could be spotted.

Flea draws her shortsword and stabs at Adversary #2. Her attack misses the adversary, though.

Olaf stands and waits.

+++++++++++++++++++++++++++++++++++++++++++++++


Unseen inside the Cloud, one of the adversaries begins casting a spell. Trellus and the others might recognize the words.

Spellcraft DC 20 -- Highlight to display spoiler: {Righteous Might}

Of course, the mystery might be resolved when a suddenly larger Adversary #1 emerges from the Stinking Cloud clutching a large trident. Adversary #1 stops just outside the cloud where it can still strike Flea.

Adversary #2 reaches into a pouch and withdraws a potion, allowing anyone within reach to attack.
AoO opportunity for anyone who can reach.

Even if he is hit, the adversary will drink the potion and possibly allow someone to hit him again. Once he has swallowed the potion, adversary #2 and his equipment grows to become large.
AoO opportunity for anyone who has Combat Reflexes

Adverary #3 casts a Fly spell and rises 30 feet into the air.

Nothing is seen of opponent #4 inside the Stinking Cloud.
DM Note -- Removed from map, but still present. Will be revealed when he exits the Cloud or someone moves within vision range.

DM Request - Please roll caster level checks on any spell, etc. that might be resisted.

MAP - ROUND 1
(Please note: Grymash is presently 'off-map' to the west / left. If need be, I will expand map in that direction.


Grymash (ac24 hp147/147, bless, bear's endur., longstrider)  d20+5=21 ;
Saturday July 4th, 2009 12:37:33 AM

(Listen 21)

Hearing that they spotted him head west, once he gets to the tall grass he decides to turn south and then back east in the opposite direction. If the Child is not parting the grass for him, Grymash will instead choose to use his ability, granted by his domain, for freedom of moment. Doing his best to remain in the tall grass, unseen by the others. He mutters to the Child, "If you want to play hide and seek, I will need a little help!"

(Freedom of Moment is a free action granted by the Travel Domain. He will be running as fast as he can. Leaving the grass undisturbed. Either x3 = 150ft, or x4 = 200ft

Yanosh AC 20 HP81/81 endure elements, Bless, Bear's Endurance  d20+14=16 ; d20+14=16 ; d20+14=19 ;
Saturday July 4th, 2009 10:27:33 AM

AoO Hit Ac 16 Miss
AoO Hit Ac 16 Miss

Yanosh takes the chance and strikes at the one before him as he reaches into his pouch and then as he drinks the vile.

Roaring in anger the Dwarven Cleric launches into his attack. Hit AC 19 miss

Spells cast
Bless tattoo


Highlight to display spoiler: { Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Magical Weapon

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Gilan[HP: 141/141 - AC: 26][endure elements, longstrider, bear's endurance, bull's strength] 
Sunday July 5th, 2009 9:41:54 PM

Gilan dances backwards away from the enemy near him as he tries to put room between himself and him. He is not exactly sure what his next plan of action is, but he needs to figure it out quick.

With a growl he starts another spell, there are few that will know exactly what he is casting and he is conficent that he can get his spell out.

[All allies, but Grymash, are effected by a Mass Bull's Strength, giving a +4 enhancement to Str.]

[R16]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(4), cat's grace(2)
3rd(5): greater magic fang, plant growth, speak with plants(3)*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): mass bull's strength*, spellstaff

WILDSHAPE
0/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*extended speak with plants[30 minutes]
*spellstaff[mass bear's endurance] [109/110 rounds][+4 CON]
*mass bull's strength[110/110 rounds][+4 STR]

Olaf AC 30, HP 86/66 (20% miss chance, Bear's Endurance 80 m, Bull's Strength 80 m)  d20+17=37 ; d20+15=22 ; d20+7=14 ;
Sunday July 5th, 2009 9:53:20 PM

Olaf dodges forward [N to L19, tumble check 37 vs DC 15], sickle coming out as he attempts to trip the enlarged creature. [trip attack (bonus to hit: +2 from Bull's strength, +2 from flanking): Hits touch AC 22, trip check 14 vs DC ??, most likely failing]

DM Note (DM JohnP)  d20+16=23 ; d20+16=33 ; 2d6+12=19 ; d20+16=33 ; 2d6+12=16 ; d20+16=35 ; d20+16=33 ; 4d6+24=33 ;
Sunday July 5th, 2009 10:26:21 PM

Waiting to see if anyone else posts.

Flea AC 21+1, 67 HP-Blinking, Hasted  d20+16=17 ; d100=10 ; d20+16=32 ; d100=90 ; d20+14=18 ; d100=16 ; d4+2=4 ; 2d6=6 ; 4d6=16 ;
Monday July 6th, 2009 12:27:08 AM

AoO hit AC 17, 10% - miss/fail

Flea decides to wail on the opponent in front of her (#2) but her strike goes awry just as she passes through her magic. Clicking her boots* together to activate a second magic, she strikes rapidly at the bad-guy. The rogue gets in one good whack (hits AC 32, 90% 6 dmg, + 6 vs evil, + 16 blinking/flanking) than flails aimlessly on her second (AC 18, 16% - miss/fail).

Moving one step closer to Yanosh, she keeps an eye on the guy at the edge of the stinking cloud (#1).

Flea

DM Sanity Info:

Spells:
(Gnome, 1 per day)Dancing Lights, Ghost Sound, Prestidigitation
(Bard level 0, 3 per day) Detect Magic, Flare, Mage Hand, Message, Open/Close, Read Magic
(Bard level 1, 2 per day) Expeditious Retreat, Grease, Unseen Servant

Bears Endurance from Gilan - +4 to Con
Ring of Blinking - 50% mischance on opponants attacks, 20% mischance on own attacks
*Boots of Speed - Hasted - 1/10-(activation is a free action)p. 239 PHB





Tishe' (AC 16 HP 71/71) (Endure Elements, Mage Armor) 
Monday July 6th, 2009 1:51:45 AM

Moving but a single step, Tishe' begins weaving a complicated spell with voice and hands that will take her longer than normal.

...Actions......
Full round: Summon Monster IV

...Effects......
Mage Armor; 8 hours
Endure Elements: 24 hours
Stinking Cloud: 7 rounds; 20-ft. radius/high cloud; Fort DC 20 or nauseated for while in cloud plus d4+1 rounds.

Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds, Longstrider*, Goodberry*, Entangle
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Mage Armor
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Stinking Cloud*
Green (4)- Dim Door, SummonIV, SummonIV, Resilient Sphere
}

Trellus(ac27, hp95/95, Status, Magic Vestment x2, Endure Elements, Shield of Faith)  d20+12=32 ; d20+12=13
Monday July 6th, 2009 10:06:26 AM

Trellus calls out a spell, slapping the huge chain wielding attacker on the thigh as he finishes.

[Atk #2. Cast Harm, touch atk hits Nat 20 (crit threat roll nat 1, no crit) for 120 hp damage. Will DC 22 halves. Opponent cannot fall below 1 hp]

Spell List
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3)*, Entropic Shield, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength(d)
3rd - Dispel Magic (x2), Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Inflict Crit Wounds(x2), Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike*, Shield of Faith(quickened)*, Spell Resistance(d)
6th - Greater Dispel Magic, Harm*, Stoneskin(d)
}

Yanosh AC 20 HP81/81 endure elements, Bless, Bear's Endurance, Bulls Strength 
Monday July 6th, 2009 12:02:36 PM

(OoC no attack till Dm posts)

Yanosh smile wickedly as he sees his opponent grow in size. 'Mist have never fought a Dwarf and Gnome before." he says to Flea.

(OoC again.... Yanosh gets +4 to Ac against giant sized characters racial bonus)

Spells cast
Bless tattoo

Highlight to display spoiler: { Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Magical Weapon

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Flea AC 21+1, 67 HP-Blinking, Hasted 
Monday July 6th, 2009 9:15:29 PM

Keeping her eyes on #1 and #2, Flea snickers at Yanosh's comment...and hopes it won't be her last chance to enjoy a joke with the cleric of Gargul.

*+4 to AC Dodge vs Giants

Adversaries - Round 2 (DM JohnP)  d20+16=23 ; d20+16=33 ; 2d6+12=19 ; d20+16=33 ; 2d6+12=16 ; d20+16=36 ; d20+16=21 ; 2d6+12=21 ; d20+16=25 ; d20+11=21 ; d20+15=35 ; d20+16=34 ; 2d6+12=18 ; d20+24=33 ; 2d6+13=20 ;
Monday July 6th, 2009 10:52:03 PM

Yanosh tries to hit Adversary #2 when the unarmored opponent is reaching into his pouch and drinking a potion. Neither attack is successful.

Grymash keeps running through the long grass, curving about in an attempt to elude any pursuit. The Child doesn't seem to be parting the grass like it was before but Grymash can't really judge how much of a trail he is leaving to be seen by a skilled, or unskilled, tracker.

Yanosh again tries to attack Adversary #2. He misses again.

Gilan backpedals away from the newly enlarged Adversary #2. The adversary swings the chain repeatedly at Gilan as the shifter moves. Fortunately, Gilan is outside the reach of even the chain and can complete his spell.
AoO #1 - misses, AC 23
AoO #2 -- hits AC 33, 19 damage
AoO #3 -- hits AC 33, 16 damage


Olaf moves around, avoiding any attacks, to flank and attack Adversary #2. His attack misses, though.

Flea misses Adversary #2 when he drinks the potion. When the gnome attacks again, though, her strike is true and Flea manages to injure the opponent. She then shifts slightly to improve her position.

Tishe' begins casting a spell.

Trellus begins casting a spell, allowing Adversary #2 to attack him. The attack hits and damages the human cleric, possibly preventing him from completing the spell.
DM Note -- No mention of casting defensively or Concentration roll, so an AoO occurred. Even if the spell is completed, the damage isn't enough to drop the opponent.
AoO #4 -- hits AC 36 (threat), not confirmed AC 21, 21 damage


Trellus -- DC 31 Concentration check to complete spell. Failure means the spell is lost. As well, please make a Caster Level check.

+++++++++++++++++++++++++++++++++++++++++++++++


Adversary #1 steps closer and begins casting a spell. When it is complete, Adversary #1 reaches out and touches Adversary #2.

After being healed, Adversary #2 steps aside and attacks Trellus by swinging his chain three times at the cleric. Only one attack hits, though.
Attack 1 -- misses AC 25
Attack 2 -- misses AC 21
Attack 3 -- hits AC 34, 18 damage


The flying Adversary #3 swoops around the Stinking Cloud to finish just to the southwest of the Bloodpack. The flying opponent seems to be looking for Grymash.

Gilan learns where Adversary #4 has been inside the Stinking Cloud when a large longsword slices towards him. The sword bites into Gilan's armor and draws blood.
Attack 1 -- hits AC 33, 20 damage


Spot DC 20 - Highlight to display spoiler: {Each wounded opponent seems less damaged than would be expected, yet each also has some unexplained wounds.}

MAP - ROUND 2

DM Reminder - Please make a Caster Level check for any spell that might be resisted.

Tishe' (AC 16 HP 54/71) (Endure Elements, Mage Armor)  d3=2 ; d20+9=23 ; d20+9=27 ; d4+6=10 ; d4+6=10 ;
Tuesday July 7th, 2009 8:51:27 AM

Completing her Green spell of summoning, Tishe' calls forth two Celestial Hippogryphs as close to Adversary #3 as possible and sends them to attack the flying foe. "Slay me that flying man" she says and points to make her wishes known.

(Hippogryphs appear 30 feet up and at 22,N and 24,N respectively. Square is the upper left square of the Large creatures.)

Wasting no time, she takes a small step backwards to get into a better hiding spot and then begins weaving another summoning spell, this time imploring Mother Wold to provide allies in this fight!

The two Hippogryphs, given thier target, attack Adversary #3. They fly up and flank the man, one moving to either side as each reach out with a claw to weaken thier opponent.

...Actions......
Free: complete Summon Monster IV
Free: 5 Foot Step to U,19
Full round: Summon Nature's Ally IV (spontaneous over Ice Storm)

...Hippogryphs...
H1: move to 20, I and Claw AC 25 (with flank bonus) for 10
H2: move to 23, I and Claw AC 29 (with flank bonus) for 10

...Effects......
Mage Armor; 8 hours
Endure Elements: 24 hours
Stinking Cloud: 6 rounds; 20-ft. radius/high cloud; Fort DC 20 or nauseated for while in cloud plus d4+1 rounds. Nauseated:Highlight to display spoiler: { Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.}

Summon Celestial Hippogriff; 8 rounds; 100' fly, AC 15 HP 25 A+8(clawx2) +3(bite) Dd4+6 x2, d8+4; drkvsn; low light; scent; dodge; wingover; acid/cold/electric/5; SR 8; smite

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds, Longstrider*, Goodberry*, Entangle
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm*
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Mage Armor
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt, Haste, Stinking Cloud*
Green (4)- Dim Door, SummonIV*, SummonIV, Resilient Sphere
}

Trellus(ac27, hp56/95, Status, Magic Vestment x2, Endure Elements, Shield of Faith)  d20+13=23 ; d20+17=30 d20+12=23 d20+10=14 d20+10=21 d20+10=23 d20+10=27 d20+10=20 d20+10=13
Tuesday July 7th, 2009 8:53:31 AM

[Concentration check 23. Spell lost]

Trellus is in the midst of a truly waxed spell when a spiked chain comes flying out of nowhere and rakes him across the chest.
"Yeeeargh!" he cries out, in pain and frustration.

Next time, duck, he admonishes himself.

The blond man spends the next several seconds warding off that chain, before he spots another opening. He casts again, this time being a little more careful.

[Cast Dispel Magic on defensive - con check 30 avoids AoO.
Targeted dispel on adv#2 - caster check 24 to overcome SR (forgot Bless on roll)
Dispel Magic caster checks against ongoing spells (maxed at +10) - 14, 21, 23, 27, 20, 13]

The cleric then does his best to get out of the way.
[Move to O23]

Spell List
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3)*, Entropic Shield, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength(d)
3rd - Dispel Magic (x2)*, Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Inflict Crit Wounds(x2), Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike*, Shield of Faith(quickened)*, Spell Resistance(d)
6th - Greater Dispel Magic, Harm*, Stoneskin(d)
}

Yanosh AC 20 HP81/81 endure elements, Bless, Bear's Endurance, Bulls Strength  d20+14=29 ; d20+9=29 ; d20+9=12 ; d10+13=22 ; d10+13=18 ;
Tuesday July 7th, 2009 1:35:30 PM

(OoC Bulls str dont add to Yanosh's belt I believe. No stacking of bonus's.)

Yanosh steps into #2 and swings. Holy War Axe slices the air in two arcs. A mighty roar emits from the Dwarf as he attacks.

Hit Ac 29 Dmg 22
Hit Ac 29 (NAT 20) Dmg 18 (Crit check failed Hit Ac 12)

Racial Bonus +4 Ac vs Giants and Giant kind

Spells cast
Bless tattoo

Highlight to display spoiler: { Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Magical Weapon

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}



Gilan[HP: 97/174 - AC: 31][wildshape: Remorhaz][endure elements, longstrider, bear's endurance, bull's strength] 
Tuesday July 7th, 2009 4:49:00 PM

Gilan falls back under the attack from the sword user that just came out of the cloud. He is bleeding rather badly and he can feel the anger grow within him. Having given himself enough room to respond in kind, his form ripples in what has become common to all his packmates. Soon in his place is the huge battle worm as some have come to call it.

He bellows out a challenge to the sword user, trying to draw him closer in, wanting to draw some of the attention for the others. They will surely need all the help they can get without Gry in the fight.

[S16]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(4), cat's grace(2)
3rd(5): greater magic fang, plant growth, speak with plants(3)*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): mass bull's strength*, spellstaff

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*extended speak with plants[30 minutes]
*spellstaff[mass bear's endurance] [108/110 rounds][+4 CON]
*mass bull's strength[109/110 rounds][+4 STR]

Highlight to display spoiler: {
Remorhaz
HP: 174
AC: 31
Attack: bite +18 (3d8+16)
Attack: swallow (2d8+16 bludgeoning & 6d8 fire)
Heat: natural attacks or unarmed (8d6 fire)
Special Attacks: improved grab, swallow whole
Special Qualities: darkvision 60 ft., heat, low-light vision, tremorsense 60 ft., 15 ft. reach
Feats: awesome blow, improved bull rush, power attack
}

Olaf AC 30, HP 86/66 (20% miss chance, Bear's Endurance 80 m, Bull's Strength 80 m)  d20+17=23 ; d20+14=31 ; d20+7=16 ;
Tuesday July 7th, 2009 6:55:02 PM

Olaf weaves under the menacing, enlarged creature, ending catticorner from Yanosh [tumble to P17, 20' of movement, tumble check 23 vs DC 17]. He then attempts once more to knock the opponent down, slicing meanly with his sickle. [trip attack: touch attack hits AC 31 (33 with flanking), followed by trip check of 16 vs DC unknown]

Flea AC 21+1, 67 HP--Blinking, Hasted, +4 Dodge vs Giants  d20+9=15 ; d20+16=35 ; d100=52 ; d20+11=23 ; d100=11 ; d20+16=20 ; d20+16=28 ; d100=20 ; d4+2=4 ; 2d6=5 ; 4d6=18 ;
Tuesday July 7th, 2009 7:36:48 PM

Spot=15 (fail)

Flea misses out on an opportunity to learn something about her opponents, but she doesn't miss out on the support #1 is providing to #2.

"You keep chain guy busy," she calls to her dwarvain companion, "I'm going after #1!"

Taking a step closer to her openent, Flea strikes out. Her first hit is good, but as she phases in and out she misses the second and the third strike gifted to her by her magical boots. The rogue watches to see what effect her good strike effects (4 pts dmg, +5 if creature is evil, +18 SA/Blinking).

DM Sanity Info:

Spells:
(Gnome, 1 per day)Dancing Lights, Ghost Sound, Prestidigitation
(Bard level 0, 3 per day) Detect Magic, Flare, Mage Hand, Message, Open/Close, Read Magic
(Bard level 1, 2 per day) Expeditious Retreat, Grease, Unseen Servant

Bears Endurance from Gilan - +4 to Con
Ring of Blinking - 50% mischance on opponants attacks, 20% mischance on own attacks
Boots of Speed - Hasted - 2/10-(activation is a free action)p. 239 PHB



Grymash (ac24 hp147/147, bless, bear's endur., freedom of move., longstrider) 
Tuesday July 7th, 2009 7:50:09 PM

Grymash keeps moving east, with the help of freedom of movement and longstrider magic. He wishes he still had that invisibility potion. Of course, if he needs more speed, he still has a few tricks left. As fast as the monks are, no one can match his swiftness.

Adversaries - Round 3 (DM JohnP)  d20+10=15 ; d20+10=27 ; d20+10=28 ; d20+17=36 ; d20+17=24 ; 2d4+10=13 ; d20+17=20 ; 2d4+10=14 ; d20+20=40 ; d20+20=32 ; 4d6+18=32 ; d20+20=35 ; 2d6+9=17 ; d20+15=35 ; d20+15=19 ; 2d6+9=16 ; d20+10=13 ; d100=28 ; d100=95 ; d100=43 ; d20+23=31 ; d20+23=43 ; d20+23=42 ; d20+23=27 ; d20+17=35 ; 2d4+10=17 ; d20+10=11 ; d20+10=23 ; d20+19=25 ; d20+15=19 ; d4+1=4 ;
Tuesday July 7th, 2009 10:32:43 PM

Tishe' completes her spell and summons two celestial hippogriffs. The holy creatures move close to the flying Adversary #3 and attack. Only the second is able to hit the opponent. Tishe' then steps backwards and begins summoning more help.

Trellus hunches down and concentrates when he casts his next spell. His targeted Dispel Magic affects Adversary #2 and the most visible effect is the man shrinking back to medium size. The human cleric then attempts to move away and the chain snakes out once more. It hits him squarely but not as hard as it might have.
AoO #1 -- hits AC 36 (threat), not confirmed AC 24, 13 damage

Yanosh moves towards the now-shrunken Adversary #2. The chain lashes out once more, hitting Yanosh. The dwarf slashes the opponent, though, and damages him badly.
AoO #2 -- hits AC 20, 14 damage

Gilan steps back and shifts into a remorhaz, his favored battle form.
DM Note -- Per MM, the remorhaz has 10 ft reach

Olaf weaves around the opponents and manages to not present an opening for an attack. He gets close to Adversary #2 and attacks, trying to trip the opponent. He doesn't quite succeed, though, and the opponent now tries to trip Olaf.
Olaf -- Reflex save vs. DC 16. Success = remain standing. Failure = choose to fall prone OR drop weapon

Flea steps closer and attacks Adversary #1. Her strike hits and she damages the opponent. Even though it was a good strike, she didn't do quite the damage that she expected, however.

Grymash keeps moving deeper into the long grass.

+++++++++++++++++++++++++++++++++++++++++


Adversary #1 steps aside and tries to deal with the annoying Flea that has just stung him. The first stab nearly spits Flea upon the trident but she blinks out just in time. Only one of the remaining two attacks hits. That ring looks like a very good investment.
Attack 1 -- hits AC 40 (threat), confirmed AC 32, d100=28 (miss)
Attack 2 -- hits AC 35, 17 damage, d100=95 (hit)
Attack 3 -- misses AC 19


Adversary #2 tumbles around Olaf and Yanosh to get close to Tishe'. Once he is there, the spiked chain lashes out and hits the theurge.
Attack -- hits AC 35, 17 damage
Tishe' -- Please make a DC 27 Concentration check to avoid losing the spell.

The flying Adversary #3 descends 5 feet and begins casting a Dispel Magic spell. The opponent concentrates and doesn't present any openings for attacks and completes the spell. The spell's area includes both celestial hippogriffs but only one is dispelled.
DM Note -- H2 dispelled, unless Tishe' has something to raise CL above 13.

Adversary #4 inside the Stinking Cloud makes a retching noise and turns away from Gilan.

It is now clear to all of the Bloodpack that all of the adversaries have taken less damage then they would have expected.

MAP - ROUND 3

DM REMINDER - Please make Caster Level checks on all spells.

DM Apology - No post tomorrow night.


Tishe' (AC 16 HP 37/71) (Endure Elements, Mage Armor)  d20+9=27 ; d20+9=13 ; d20+8=13 ; d20+11=13 ; d20+11=27 ; d20+18=28 ; d20+18=23 ; d8+8=10 ;
Wednesday July 8th, 2009 2:08:15 AM

Though her body is torn by the cruelly barb'ed chain, Tishe' heroically maintains her concentration and completes her summoning spell!

Imploring Mother Wold to assist her against her attacker, she calls into being a Tiger that snarls and attacks Adversary #2

(Tiger appears at S,21 where square is upper left of Large creature)

The mystic then tries to concentrate enough to defensively cast a striking bolt against Adversary#2, but as she worries so much about the chain, the spell is lost!

And then Tishe' steps backwards into the Sargrass, looking for some concealment from her tormentor.

One Hippogryph returns to the Lands of Rest, but the other zips past and then conducts a wingover to return for another claw strike, but misses.

The Tiger looks to maul the human with a chain. Caught by a claw, the human is pulled into the deadly embrace, and the wrestling match begins. This of course makes it impossible for the man to swing his chain at every opportunity. (no threatened square while grapple)

...Actions......
Concentrate: 27 success!!
Free: complete Summon Nature IV
Standard: cast defensively fail: 13: lose Lightning Bolt spell
Free: 5 Foot Step to U,18 (gains concealment)

...Hippogryphs...
H2: fly and wingover to G,20 AC 13 miss

..Tiger
Tiger seeks to bleed and grab his two-leg prey...
Claw Ac13 miss
Claw AC 27 hit, Imp Grapple AC 28, Grapple for damage 23, Dam 10

...Effects......
Mage Armor; 8 hours
Endure Elements: 24 hours
Stinking Cloud: 5 rounds; 20-ft. radius/high cloud; Fort DC 20 or nauseated for while in cloud plus d4+1 rounds. Nauseated:Highlight to display spoiler: { Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.}

Summon Celestial Hippogriff(large); 7 rounds; 100' fly, AC 15 HP 25 A+8(clawx2) +3(bite) Dd4+6 x2, d8+4; drkvsn; low light; scent; dodge; wingover; acid/cold/electric/5; SR 8; smite

Summon Tiger(large): 8 rounds; AC 14 HP 57 A 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+5)Improved grab, pounce, rake 1d8+3, Low-light vision, scent

...Spells..... Highlight to display spoiler: {
Divine Spells: (6 / 4+1 / 3+1/ 3+1/ 2+1 ) (DC 10+4+lvl) [+2 conjurations, +1 Evocations])
Arcane Spells: (4+1 / 4+2+1 / 3+1+1/ 3+1+1/ 2+1+1) (DC 10+5+lvl) [+2 conjurations, +1 evocations])
HookCity Cantrip (being born in HookCity, Tishe and her sisters have a natural Cantrip they can cast once per day. Tishe's is 'Dye', where she can dye one finished garment any color or pattern by touch.)

Divine
0 (6)- Create Water*, Cure Minor Wounds*, Create Water*, Cure Minor Wounds*, Purify Food/Water*
1 (5)- Endure Elements*, Cure Light Wounds, Longstrider*, Goodberry*, Entangle
2 (4)- Resist Energy, Gust of Wind, Cat's Grace, Lesser Restoration
3 (4)- Sleet Storm, Protection from Energy, Quench, Remove Disease
4 (3)- Freedom of Movement, Cure Serious Wounds, Ice Storm*
Arcane
White (5)- Prestidigitation, Light, Detect Magic, Read Magic, Acid Splash
Red (7)- Mage Armor*, Grease, Magic Missle, Shield, Endure Elements*, Endure Elements*, Mage Armor
Orange (5)- Glitterdust, See Invisible, Continual Flame*, Scorching Ray, Web
Yellow (5)- Dispel Magic, Fly, Lightning Bolt*, Haste, Stinking Cloud*
Green (4)- Dim Door, SummonIV*, SummonIV, Resilient Sphere
}

Trellus(ac27, hp56/95, Status, Magic Vestment x2, Endure Elements, Shield of Faith)  d20+12=18 ; d20+12=24 ; d20+12=14 ; d20+12=15 ; d20+12=23 ; d20+12=17 ; d20+12=13 ; d20+12=19 ;
Wednesday July 8th, 2009 8:51:34 AM

Trellus glances over at chain guy, who now has to deal with Tishe's pets and Gilan-worm, and dismisses the dude from his mind.

Instead, he turns toward flying dude, and does what he can to ruin the man's day.

[Cast targeted Greater Dispel Magic on Adv 3, SR check 18 (if needed, hero pt reroll 24)
dispel checks - 14, 15, 23, 17, 13 sigh]

Spell List
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3)*, Entropic Shield, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength(d)
3rd - Dispel Magic (x2)*, Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Inflict Crit Wounds(x2), Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike*, Shield of Faith(quickened)*, Spell Resistance(d)
6th - Greater Dispel Magic*, Harm*, Stoneskin(d)
}

Yanosh AC 20 HP67/82 endure elements, Bless, Bear's Endurance, Bulls Strength 
Wednesday July 8th, 2009 12:59:45 PM

Grunting from the blow Yanosh watches as his foe flees for easier prey.

Yanosh takes the time to cast Divine Power on himself. Suddenly the warrior cleric appears stronger and more dangerous. Clutching his Holy War Axe Yanosh stalks toward Goon #2. "No one harms MY 'Packmates." He growls.

Yanosh covers the 20 feet in one movement and ends at S19 behind Goon #2.

Racial Bonus +4 Ac vs Giants and Giant kind

Spells cast
Bless tatoo
Divine Power/7 rounds-- +6str/7 rounds , +1hp/7rounds, +7 to hit/7rounds

Highlight to display spoiler: { Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Magical Weapon

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Olaf AC 30, HP 86/66 (20% miss chance, Bear's Endurance 80 m, Bull's Strength 80 m)  d20+10=26 ; d20+17=20 ; d20+17=19 ; d20+14=20 ; d20+7=26 ; d20+14=33 ; d6+4=10 ; d6=3 ;
Wednesday July 8th, 2009 10:20:55 PM

Olaf grimaces as the chain wielder ripostes, but easily keeps his feet while dodging the chain. "Runnin' away, eh?" he murmurs while spitting at the departing villain. He quickly turns towards the remaining threat on the ground, bounding forward behind Yanosh and attempting to trip him. His sickle weaves around the creature's wrist, hooking him in a slowly tilting circle that looks to end on the ground with a bloody, frosty wrist.

(Reflex save 26 vs DC 16, stays upright)
(tumble to L16 via L17, 20' of movement, tumble check 20 vs DC 15 for adv 1, 19 vs DC 17 for adv 2)
(touch attack hits AC 20, trip hits DC 26, likely tripping, followup attack hits AC 33+4 for prone = 37 for 10 + 3 cold)

Gilan[HP: 97/174 - AC: 31][wildshape: Remorhaz][endure elements, longstrider, bear's endurance, bull's strength]  d20+18=33 ; 3d8+16=28 ; d20+22=28 ;
Wednesday July 8th, 2009 10:23:25 PM

Gilan shifts his huge bulk to snap his head at the chain wielder that has moved around to harrass Tishe'. His teeth attempt to catch hold on the man and draw him into a nice little grip. The man is unlucky enough that he was just shrunk to normal size and that gives Gilan, in his worm form, a greater advantage.

[Gilan vs. Adversary #2 - hit: 33 and damage: 28 ; grapple: 32]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(4), cat's grace(2)
3rd(5): greater magic fang, plant growth, speak with plants(3)*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): mass bull's strength*, spellstaff

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*extended speak with plants[30 minutes]
*spellstaff[mass bear's endurance] [107/110 rounds][+4 CON]
*mass bull's strength[108/110 rounds][+4 STR]

Highlight to display spoiler: {
Remorhaz
HP: 174
AC: 31
Grapple: +26
Attack: bite +18 (3d8+16)
Attack: swallow (2d8+16 bludgeoning & 6d8 fire)
Heat: natural attacks or unarmed (8d6 fire)
Special Attacks: improved grab, swallow whole
Special Qualities: darkvision 60 ft., heat, low-light vision, tremorsense 60 ft., 10 ft. reach
Feats: awesome blow, improved bull rush, power attack
}

[Had to add back in a +4 to the grapple as I forgot about the man being shrunk.]

Grymash (ac24 hp147/147, bless, bear's endur., longstrider)  d20+5=16 ; d20+2=4 ; d20+3=21 ;
Thursday July 9th, 2009 5:29:21 PM

Grymash stops for a moment to listen (Listen 16) and look to see if anyone is near him (Spot 4). Instead of racing off, he kneels down and employs the glamour magik of his steelgrass armor. Changing its shape to the his black priestly robes of Gargul. Hoping the darker color would help him blend in the shadows of the deep grass. (Hide check 21)

Flea AC 21+1, 67 HP-Blinking, Hasted  d20+16=22 ; d20+16=17 ; d20+11=28 ; d100=75 ; d4+2=4 ; 2d6=7 ; 4d6=17 ;
Thursday July 9th, 2009 10:39:04 PM

Flea bites her lip to avoid showing any pain and presses on with her attack. Her first two swings are hurried and miss, but her last...well her last swing with the shortsword strikes home [Hit AC=28 for 4+7+17=28 hp]. She then dodges any retaliation directed her way.

Adversaries - Round 4 (DM JohnP)  d20+12=17 ; d20+12=16 ; d20+12=15 ; d20+12=15 ; d20+12=27 ; d20+17=37 ; d20+17=23 ; 4d4+20=31 ; d20+24=33 ; d20+21=38 ; d20+23=25 ; d20+23=41 ; d20+23=27 ; 12d6=42 ; d20+15=19 ; d20+15=20 ; d20+24=32 ; 2d6+13=15 ;
Thursday July 9th, 2009 11:15:28 PM

Tishe' ignores the pain and concentrates to complete her spell. A tiger appears next to Adversary #2 and begins attacking. Tishe' attempts to cast another spell but her concentration is broken. The theurge retreats into what she hopes is the concealment of the long grass.

The tiger claws at Adversary #2 and almost hits the agile opponent. Most importantly, the tiger is not able to embrace and grapple the opponent.
DM Note -- Tiger's reach is only 5 ft, so I moved it closer

The hippogriff wheels in flight and attempts to attack the flying Adversary #3 again.

d20+12=17 ; d20+12=16 ; d20+12=15 ; d20+12=15 ; d20+12=27 ;

Trellus casts a more powerful spell at the flying Adversary #3 in hopes of removing some of the protective and other magic aiding this opponent. Trellus isn't certain exactly what other spell he removed but he does have the satisfaction of seeing Adversary #3 begin falling from the sky. Almost immediately, however, the opponent slows and begins dropping gradually to the ground.

Yanosh casts a spell and then closes with Adversary #2. The chain whips out since the opponent is not grappled. This time, the chain hits Yanosh squarely and slices him deeply.
AoO #1 -- hits AC 37 (threat), confirmed AC 23, 31 damage

Olaf tumbles towards the two large opponents, twisting and weaving and not allowing them to attack. His sickle reaches out towards Adversary #1 and wraps around the man's large ankle. When Olaf tries to trip him, it is like pulling on a column of stone set in the ground. A column of stone that can be slowly toppled to the ground, resulting in the man lying on the ground at Olaf's feet. Olaf would, if he could, continue attacking but has already moved to get here.

Gilan steps closer and then bites at Adversary #2. The remorhaz' teeth clamp around the opponent's body and hold tight.
DM Note -- Reach for a remorhaz is only 10 ft, so I moved closer

Out in the grass, Grymash crouches down and attempts to hide himself. He cannot hear or see anyone pursuing him, especially since that flying opponent seems to have fallen from the sky.

Flea stands over the fallen Adverasry #1 and swings her shortsword. It almost hits but she can't damage the opponent.

+++++++++++++++++++++++++++++++++++++++++++++++


Adversary #1 stands up, allowing Flea and Olaf a chance to attack him. Once on his feet, the man concentrates and casts a spell. The opponent reaches over and touches Adversary #4.

Olaf and Flea -- Attack of Opportunity vs. AC 37

Spellcraft DC 21 -- Highlight to display spoiler: {Heal}

Adversary #2 squirms and squeezes out of Gilan's mouth. The man then bounds backwards away from the remorhaz and closes with Trellus.
Escape Artist = 38

Adversary #3 moves closer to Trellus before beginning to cast a spell. A Cone of Cold sweeps over Trellus, Tishe' Yanosh, Gilan and the summoned tiger.
Cone of Cold -- 42 Cold damage, Reflex vs. DC 22 for half

Adversary #4 stops retching after Adversary #1 touched him. He moves through the Stinking Cloud, allowing Olaf to attack. Adversary #4 emerges from the other side and hits Gilan with his large longsword but barely scratches the remorhaz.
Attack -- hits AC 32, 15 damage

Olaf - AoO vs. AC 36

OPPONENT INFO
Adversary #1 -- AC 37
Adversary #2 -- AC 29, 33 when moving
Adversary #3 - ?
Adversary #4 - AC 32, 36 when moving

MAP - ROUND 4


Olaf AC 30, HP 76/66 (20% miss chance, Bear's Endurance 80 m, Bull's Strength 80 m)  d20+18=31 ; d20+17=27 ;
Friday July 10th, 2009 8:40:40 AM

"Come on ya big lug...let's get you down!" Olaf grumbles as the caster on the ground in front of him stands up, his sickle coming around again to hit the creature, but missing.

He then curses as the spell gets off, with nothing he can do against it. And off balance, he watches helplessly as Adv 4 moves through the cloud and out.

Hoping to improve their chances against this tough nut, he weaves his way around the dense Adv 1 to I17, then readies himself for Adv1's attack.

(AoO versus Adv 1, hitting AC 31 (including prone bonus), failing)
(No second AoO, as Olaf doesn't have combat reflexes)
(tumble to I17, 17.5' of movement, 27 vs DC 15)
(readied action: will attempt to trip Adv1 if it attacks or tries to cast a spell)

Trellus(ac27, hp35/95, Status, Magic Vestment x2, Endure Elements, Shield of Faith, Bless, Bulls Str)  d20+11=22 ; d20+15=29 d20+12=31 d20+12=21
Friday July 10th, 2009 8:55:25 AM

[Reflex save 22]

Seeing the wizard start casting, Trellus instinctively brings up his shield, which blunts the force of the frost cone. Then, the dude with the chain shows up again.

need some space

The cleric takes a step away from chain dude, and casts a spell, while also keeping that sunbaked thing away from him. The voice of Domi himself reverberates in the minds of the two treadles in front of the man.

"FLEE!"

[5' Step to O22.
Cast defensively, con check 29 avoids AoO
Cast Greater Command on adv 2 and 3
Caster Level check 31 and 21 to overcome SR

Will Save DC 21 or run away at fastest possible speed. Duration 12 rounds. Reroll Will save each round]

Spell List
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3)*, Entropic Shield, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength(d)
3rd - Dispel Magic (x2)*, Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Inflict Crit Wounds(x2), Repel Vermin, Spell Immunity(d)
5th - Greater Command*, Flamestrike*, Shield of Faith(quickened)*, Spell Resistance(d)
6th - Greater Dispel Magic*, Harm*, Stoneskin(d)
}

Yanosh AC 20 HP-6/82 endure elements, Bless, Bear's Endurance, Bulls Strength  d20+5=14 ;
Friday July 10th, 2009 10:43:41 AM

With an agonizing cry the Dwarven Cleric falls to the ground covered in frost. (-6 hp)

Reflex save 14 failed

Racial Bonus +4 Ac vs Giants and Giant kind

Spells cast
Bless tatoo
Divine Power/7 rounds-- +6str/7 rounds , +1hp/7rounds, +7 to hit/7rounds

Highlight to display spoiler: { Spells Prepared

Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Magical Weapon

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance

3 Summon Monster III , Cure Serious Wounds, Dispell Magic,

4 Cure Critical Wounds, Divine Power

#= cast every morning once a day
}

Gilan[HP: 61/174 - AC: 31][wildshape: Remorhaz][endure elements, longstrider, bear's endurance, bull's strength]  d20+8=23 ; d20+14=33 ; 3d8+16=31 ; d20+26=29
Friday July 10th, 2009 9:29:09 PM

Gilan feels the ice flick across his body, but his super-heated skin wards off most of it and he grins at the swordsman. His head lowers and he brings it forcefully up as his body bolts forward to connect with greater force. If he is lucky, this should hopefully buy them a little time with at least this opponent.

[Reflex 23]
[Gilan vs. Adversary #2 - hit: 37 and damage: 31 ; grapple: 29]

SPELLS
0th(6): purify food and drink(2), mending(3), know direction
1st(7): longstrider(2)*, goodberry, entangle(4)
2nd(6): barkskin(4), cat's grace(2)
3rd(5): greater magic fang, plant growth, speak with plants(3)*
4th(4): air walk(2), command plants, scrying
5th(3): control winds, animal growth, commune with nature
6th(2): mass bull's strength*, spellstaff

WILDSHAPE
1/8 per day

SPELLS IN EFFECT
*endure elements
*extended longstrider[22 hours]
*extended speak with plants[30 minutes]
*spellstaff[mass bear's endurance] [106/110 rounds][+4 CON]
*mass bull's strength[107/110 rounds][+4 STR]

Highlight to display spoiler: {
Remorhaz
HP: 174
AC: 31
Grapple: +26
Attack: bite +18 (3d8+16)
Attack: swallow (2d8+16 bludgeoning & 6d8 fire)
Heat: natural attacks or unarmed (8d6 fire)
Special Attacks: improved grab, swallow whole
Special Qualities: darkvision 60 ft., heat*, low-light vision, tremorsense 60 ft., 10 ft. reach
Feats: awesome blow, improved bull rush, power attack
* weapons avoid destruction on Fort DC 18; natural or unarmed attacks result in 8d6 fire damage
}

ed. JohnP - Awesome Blow is a feat possessed by the remorhaz. My opinion is that since it is an attack granted by a feat, it isn't something that a shifter can use without possessing the feat themselves. I'll check on the Rules Board, though.

Made the change to my post. Hate to stall things out.

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