Firn'gaer Tuesday September 8th, 2009 11:22:21 AM
Firn'gaer returns to Heranmar with the others. He stays for a day or so before setting out to start on his Fortress of Solitude. He tells Rash and Peerimus (if he is around) to contact him via sending if he is needed and he will return to town.
He will be using Disintegrate in conjuction with Wall of Stone to create an underground lair into one of the mountains that overlooks Lake Wane to one side and Spirit Swamp to the other side. (In the finger of mountains that separates the two.)
A Disturbing Report (DMSteveK) Tuesday September 8th, 2009 11:52:02 AM Xenia works more on her bow.
Jurgen ranges through Hook City to tie up some loose ends. He finds that the cult he helped start has indeed dispersed. Most people have returned to their normal lives, but a surprising number have become more devoted to various Powers and are now acloytes all up and down the grand Causeway of Hook City. It seems a renewal of belief was an effect of the Cult and Migration...
The warehouse is stil intact, with Madame Didi, Madame Niobe, and the Protectors 877 keeping the place maintained and the neighborhood patrolled. No problems there.
Blintz Muggletoes is also still the Third Prefect of SouthHook, orange-and-red checkered pants and all. He gives a cheery wave to Jurgen as the gnome hurries to another meeting.
Jurgen finds out from the neighborhood grapevine that the sea-going Liontaur ship did indeed sail into Labortown, and has caused some stir. Merchants were all over the liontaur crew looking for trading advantage that a regularly scheduled trade route with the north would bring. So far, everything is speculation, but that doesn't stop the talk.
What Jurgen can't find is a cartographer who is willing to map out the entire Southern Continent. Laughter or disbelief are the majority of responses. One man even goes to pull out 2 dozen different maps and spread them across the floor of his shop. "Each of these is a fully accurate map of a land of the Southern Continent. How does this puzzle go together?" He smiles triumphantly. "And neither do I nor anyone else. Feel blessed by the Powers that we even know where the connection to Hook City and the Gateway Downs are!"
Kazak also has a grand time with the militia, the quarry, and with Brina. Everything is progressing and doing well. The militia has a corps of fairly well-trained people for day-to-day work, and then a secondary group of folks who won't stab themselves with their own spears. The quarry is cleared, and they have sold some small slabs and bricks to cover costs. Larger blocks of granite are identified but not yet cut. And Brina is having a grand time as barmaid of the INN and enjoying her no-strings-attached fun with Kazak.
........................
The talk around the tables runs to what the Crones might mean and if their time is out for peaceful pursuits for a while. The words are out of mouths and still hanging about the room like a big word-cloud when a red-feathered hawk swoops into the open door and lands on Peerimus' shoulder.
Peerimus recognizes that it is the same hawk he made contact with that could prove a good Awakened candidate. Even though it is a normal wild animal, Peerimus' ability to speak with any creature makes it easy for him to talk with the hawk. Highlight to display spoiler: { "Two-legs stealing two-leg fledglings from nests on road. Not natural when short flight from here, big two-leg nest."}
After little under three quarters of an hour, Xenia finishes the last bit of carving on her bow. A small pile of wood shavings sitting on the edge of her windowsill remains from her morning's effort. The shavings scatter, flying like leaves before a storm, after she purses her lips and blows them to the four winds.
Sliding the new bow into her magic quiver next to her other one, the slim rogue leaves her room for kaffe and maybe some hotcakes with strawberries. Today would be a day of investigating. Hopefully she could hitch a ride to Hook City. Once there, how difficult would it be to hunt down a mage type guy? After the Star Mage tower blowed down, there must be lots of magickers wandering 'round looking for work. Just gotta find one willing to help break the secret of them memory stone things.
Shift to Daily Crafting Mode Beginning of Day 2997 out of 3000: Diff = 3 Daily crafting DC 30 (3*10) Craft Check = 30x33 = 960 ; Way over target of 30 Craft Check is 33 times the goal so crafting took 1/33 of 24 hours or approx 45 min.
Soul searching. At breakfast, Trace stirs a spoon through an uneaten bowl of porridge. On his mind, amongst many other things, is the question of how the Peerimus might take to the suggestion of a logging operation to feed a ship building trade in Heranmar. Is that even what he himself wants? Is it not a means rather than an end in and of itself - a means to pass the Gray Divide and find Dre Moria on the other side?
And what drives this desire - to rediscover Dre Moria? It was never his home to begin with? So why?
The ranger stands and pushes his food away. A walk. Fresh air and a walk would clear the nagging questions from his mind.
Peerimus AC 24 HP 131/131 and Yorrick AC 37 HP 160/160 Tuesday September 8th, 2009 8:26:17 PM
Peerimus shifts into a Sharp shinned hawk and takes a few prancing steps on the branch to gain his footing. Looking to Yorrick he tells the bear to just stay here. "I will be back shortly."
"Lead me there" he says to the other hawk, his head bobbing several times and with a blasting of wings the two are off. Peerimus takes them into a high cruise pattern to catch the thermals rising from the ground to about 200' He will will then drift into a position to follow the Red Tail
Durgan Stonewall (AC 43; HP 140/230) Tuesday September 8th, 2009 10:12:08 PM
Durgan tucks into breakfast with his usual gusto. It is wise to keep fingers away.
Kazak Stonewall Tuesday September 8th, 2009 10:45:15 PM
Satisfied that the Busniness and Miltia are well prepared .... the dwarven warrior readies himself for whatever the Crones have foretold .....
"Some news is gonna pop up any time now " .... growls the dwarf " wit all dis change in da south .... everyone will be looking for an edge ..... we might hafta learn a little more politicing ..... grrr ..... a little diplomacy ...... try and keep it peaceful and quiet ....around here "
ooc: leveled up Kazak ... will roll Hp in loot$booty ..... some skills added too ... maybe diplomacy ? :-)
Rash Tuesday September 8th, 2009 11:21:25 PM
Rash wonders at the conversation between Peerimus and the bird but she isn't consulted. She finishes her breakfast but keeps attuned to her status spell.
Angus HP 74/74, SR 20 Wednesday September 9th, 2009 8:37:20 AM
Angus spends most of his time exploring on his own using his teleport and dimension door spells as he does not like the idea of being stranded again.
Angus uses line of sight and teleport the a far ranging hill or mountain and then explores the area before teleporting forward again. Angus will range to each point of the compass that does not put him in the sea. Angus is sure to teleport home for supper and his bath.
"Anyone want to see the sights? The views from yonder mountains give a great view of Threshold."
A Disturbing Report (DMSteveK) d20+12=15 ; d20+14=21 ; Wednesday September 9th, 2009 9:38:07 AM
The Children of Chaos gather in Heranmar, still taking care of last minute jobs, issues, and jitters. Trace takes long walks to clear his head and wonder what he is really looking for. Kazak has his quarry, the militia, and Brina to pass the time. Angus goes on long Dim Door jaunts to see the land around him.
Only Rash wonders why Peerimus flies off with a hawk soon after the wild bird comes to see him. She doesn't seem too worried since she can feel Peerimus' relative strength and health through the Chaos Tattoo.
......................
Peerimus on his part easily flies with the red-feathered hawk for about an hour along the South Trade Road from Heranmar. There, along the road, the hawk circles a wooden waggon pulled by four horses. The waggon is a completely enclosed wooden box, and he can't see any windows. Peerimus can see two humans controlling the waggon while four more humanoids range out in front along the road.
Just then, Angus pops into the South Trade Road on one of his jaunts just in front of one of the walkers. The sorcerer sees the four walkers and the waggon behind. Whether by chance or the fickle magic of the Chaos Tattoo, Angus is a mere five feet away from the lead walker.
Coincidence turns to conspiracy as Trace's long walks in the forest puts him RIGHT THERE, a mere hundred feet from Angus along the South Trade Road.
Wearing loose clothing and nothing noticable in the way of arms, the lead walker is far from being surprised. He reaches out and nabs the Sorcerer, then pins his arms to his sides. "Don't struggle. We don't want to hurt you." the man tells Angus.
A half-orc in armor and another human in armor move up to flank the Walker and Angus.
Firn'gaer Wednesday September 9th, 2009 10:25:19 AM
Firn'gaer arrives back in Heranmar after a few days of magical construction and begins to scour the town for craftsmen capable of building the things he needs to finish his Fortress of Solitude. He looks for craftsmen capable of making furniture, glassblowers, and the like. He does this for a couple of days. He knows it will take some time to have the items made he wants. He gives them the specifications for the items and pays them what they require.
He will spend meal times at the tavern the group hangs at, and in the evenings, he conjures a shelter outside the town and retires to his drawings of his new home and his spellbooks.
Trace (AC29, HP104/104) - Sub/Al d20+18=26 ; d20+18=35 ; d20+18=29 ; d20+18=21 ; Wednesday September 9th, 2009 11:44:26 AM
It was something of a surprise to see Angus materialize suddenly in the road ahead of the small caravan. Trace had been in no mood for company, and to avoid being drawn into small talk with the crew of the caravan, he had been about to head deeper back into the woods.
If it was something of a surprise to see Angus, it was more of a surprise to see the caravan guards move to sieze and surround him.
*thu*thu*thu*thuk*
Four arrows arc from Trace's position nearly two hundred feet away. Four arrows array themselves in a rough semi-circle around the lead guards.
"IF I WERE A CAUTIOUS SENSIBLE PERSON, I'D STEP BACK AND THINK AGAIN ABOUT WHAT I WAS ABOUT TO DO!" Trace nocks another arrow to his bow. "Y'ALL LOOK TO BE CAUTIOUS SENSIBLE PEOPLE. WHAT'S IT GOING TO BE?"
Many Shot: Hit Squares U3/V2/W3/X4 AC26/AC35/AC29/AC21 vs DC5
Xenia (AC29, HP99/99) Wednesday September 9th, 2009 4:22:51 PM
Everyone was around here somewhere earlier. Xenia roams the town, trying to find someone to 'port her to Hook City. It's crazy how these tattoo thingies work now. You can just feel where everyone is without even trying.
Looks like Angus is pretty far out of town to the ... south. Weerd. Feels like Peerimus and Trace are down in the same area. Wonder what's down there. Everyone else is either here in town or scattered about in different, far off places.
Pretty convenient. These tattoos. But good thing you only get where it is folks are from them. Too much information, and things could get pretty weerd.
Peerimus AC 24 HP 131/131 and Yorrick AC 37 HP 160/160 Wednesday September 9th, 2009 7:37:53 PM
Peerimus frowns inwardly as Angus gets grabbed, but the circumstances could fully warrant the reaction of the caravan. Peerimus decides Traces responce to be equally well placed and with that he decides to see where things might go next. Hopefully a dialogue and not combat. Peerimus maintains his floating position and casts Protection from Fire.
spells 6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: *(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 6-Level 4: (2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Repel Vermin, *Greater Magic Fang 5-Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 4-Level 7: (2) Heal, Sunbeam, Animate Plants 4-Level 8: Whirlwind, Sunburst, Animal Shapes, Anti Gravity 2-Level 9: Heighten Sunbeam, Shapechange
*Cast Spell Staff contains ShapeChange
Protection from Fire 120/120
Angus HP 74/74, SR 20 d20+14=22 ; d20+21=38 Wednesday September 9th, 2009 8:05:21 PM
Angus goes "Ohhhhh!" in mock alarm and comments "Now that is one talented archer. Let's go talk to him."
Angus will teleport to 20 feet in front of Trace with his new half orc friend "I bet there is no chance that my friend Trace can miss you at this distance."
Angus will add "How is your walk going Trace? Have you worked everything out or do you still need something to kill? You may want to unhand me now for your own safety."
Bluff 22 (But not really a bluff)
OOC: Angus does not need his hands as teleport is verbal only.
Angus concentration check for teleport 38
Durgan Stonewall (AC 43; HP 140/230) Wednesday September 9th, 2009 9:36:44 PM
Durgan concentrates on eating a large meal. "Always good to bulk up before an adventure. Never know when yer gonna get another meal. And the durned tingling tattoo is tellin me it will be time fer an adventure soon." With that he drains another mug of ale.
Kazak Stonewall Wednesday September 9th, 2009 11:17:13 PM
the dwarven warrior goes about his business ....tracking down his brother .... he joins him ......
"Eh bro .... how ya feeling ..... don't fill up too much ..... just remember you gottaz carry all dat weight wit ya " .... teases the younger brother ..... as he edges his chaira few inches away with a big grin
" lotta changes Durgan .... da whole Wold is achanged ..... and we's helped .....hopefully its for da better ..... dis whole region has gotten intrersting ..... Hook city is closer plus a few others are too .... we need to get dem to form some type of alliance ...... dis is just da start ...... we need to be ready " .... growls Kazak
Rubbing his tattoo .... so bro have ya decided what it will help ya do ??" ......
OOC : Kazak is choosing "FLY"
Rash Wednesday September 9th, 2009 11:29:54 PM
Rash stands up from the table throwing her napkin on the table. She compliments the wench serving giving her a silver piece tip. She then wanders outside heading to the market to see the local produce and to find out how the local economy is going.
Jurgen Thursday September 10th, 2009 2:07:26 AM
With Angus out and about for the day, Jurgen is out one companion. Keeping himself wouldn't be difficult. The paladin had hours of training he could do, not to mention some time spent on Domi and contemplating what Jurgen's next mission for his God would be.
A Disturbing Report (DMSteveK) d20+12=14 ; d20+12=32 ; d20+12=32 ; d8+4=9 ; d8+4=11 ; d8+4=5 ; d20+12=27 ; d20+12=23 ; d8+4=7 ; Thursday September 10th, 2009 8:01:14 AM Trace lines the road with some well-placed arrows to warn off the waggon guards.
Peerimus keeps himself floating on the air currents, watching the events and confident that Angus is in no real trouble.
Angus uses sarcasm as effectively as spells, and attempts to Teleport over to where Trace has conveniantly arrived. The waggon guard is in no way willing to let the spell take him, and so the sorcerer arrives only by himself. Poor Angus has forgotten that he is surrounded by three toughs. As he begins to recite his spell, they choose the most direct and brutal way they can think of to disrupt his arcane speech.
The two armored men take sword flats and pummel Angus. The unarmored man, being involved with grabbing Angus, can't take the opportunity to also hit him.
Half-Orc #2 Att 14 Dam 9 (non-lethal) Human #3 Att 32 crit 32! Dam 16 (non-lethal)
Angus takes 25 non-lethal damage and roll Concentration DC 35 or lose spell
If Angus' spell is disrupted, the unarmored man knees the sorcerer in the stomach to slow down his spell casting, and then changes his hold on the sorcerer, pinning his arms and covering his mouth! Angus takes 7 damage and is Pinned and mouth covered
If Angus successfully Teleports, the waggon guards stand there in the open without moving forwards or backwards. The waggon guards also sit there.
ooc: Sorry about the 'if' post, but didn't want everyone hanging on a single save
#1 AC 20 #2 AC 22 #3 AC 21
..............................
Meanwhile, back in Heranmar...
It is another lazy day of eating, training, and crafting. Rash moves out of the INN to go about town, but is halted by the presence of a very large being standing in the road near the western gate (within easy sight distance of the INN). It is a Marut, a clockwork Inevitable from one of the outer planes. It stands there like an unmoving gladatorial statue... and is looking at Rash.
Rash Thursday September 10th, 2009 9:28:32 AM
Rash stops in mid stretch and takes a hard look at the Marat, (ooc I can't remember if it was Savin or Rash who saw the Marut the first time.) Rash will call back into the inn, "Hey guys, Mr. Marut is here and he is giving me a hard look. I am going to try to talk to him."
Rash then moves towards the walking mountain of spare parts but stops about 100' away and says in a loud voice, "Can I help you? What is your business here?"
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Bless, Command, Endure Elements, Comprehend Languages, Protection from Evil, Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Hold Person x 2, Resist Energy, Aid x 2 Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Dispel Magic Fourth:Dimension Door*, Divine Power, Restoration, Sending, Dismissal, Magic Weapon Greater, Freedom of Movement Fifth:Flame Strike*, Righteous Might,Spell Resistance, Summon Monster 5, True Seeing, Flame Strike, Scrying Sixth:Blade Barrier* Heal x2, Summon Monster 6, Dispel Magic Greater, Seventh:Power Greater teleport*, Holy Word, Summon Monster 7, Dictum, Ethereal jaunt Eighth: Power Word Stun* Summon Monster 8, Holy Aura, Spell Immunity Greater Ninth: Power Word Kill* Miracle
Common tactics for spells: All spells are cast at night before bed, so I can have the spells ready for recasting during the next day if necessary. Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast. Endure elements will be cast without any rods but again each night before bed.
Angus HP 74/74, SR 20 15d6=54 ; Thursday September 10th, 2009 10:00:20 AM
Angus is beaten badly, but still manages to teleport over to Trace (concentration roll 38 in previous post).
"Now I am mad!" Angus unleashes a sonic version of his chain lightning spell at the three half orcs.
DC 25 Damage 54 for the main stroke at the half orc that grabbed him and the secondary bolts at the two guards that beat him bloody for 27 damage.
Angus's blood is up as he is clearly not pleased by the happenings.
It isn't hard to spot the big metal-stone Mecha Guy standing by the gate. You don't need eyes like the rogue's for that. It's like one of them things that blocked their way in the Star Mage Wizard Tower.
Casually, Xenia steps into the shadows and whispers to her invisibility ring. Another quiet word, and she flies up and over the town wall.
In a burst of inspiration, the dark rogue turns momentarily and hits the wall with her fist. The pain sends a sharp shock into her hand. Hopefully that would be enough to alert the Chaos Tattoos that the other guys got.
Then, with her message sent, the rogue skirts the outside of the wall more quiet than the owl that glides on the wind. As she approaches the West Gate, Xenia slows till she is no fewer than 30 feet away.
With occasional peeps over the top of the wall, the dark rogue monitors the situation, while Momma Rash tries talking to the thing.
Rolls and Actions Hit Wall for 2hp Non-lethal; Should register as injury to all Chaos Tattoos
"Dang it," the ranger mutters under his breath. "You have to go and rile things up, don't you Angus?"
"HOLD ON THERE!" Trace shouts. "THAT MEANS YOU TOO, ANGUS! Lets talk this over for a bit before someone gets themselves killed?"
Usually it's me who's the one quick with a flight of arrows. The thought brings a smile of irony to the lips of the elfish ranger.
"WE MEAN YOU NO HARM.Leastwise no more harm than's already been done.Why don't you tell us what it is that you think we're going to do?"
Peerimus AC 24 HP 131/131 and Yorrick AC 37 HP 160/160 d20+18=37 ; Thursday September 10th, 2009 8:41:30 PM
Peerimus' eyes narrow as the sonic spell rolls forth from Angus. Peerimus chats to red Tail, "Head home friend and then Peerimus folds his wings and heads to the ground. Trace would need back up here so that the other men did not think too much of thier numerical advantage. After racing 120' [Dive move action] Peerimus shifts again, this time into a Huge Air Elemental.
His voice like the thunderclouds themselves, "I am Peerimus Druid and Protector of Heranmar. Hold now, there is no need for further violence. What brings your wagon to the Gateway Downs?"
Peerimus mind moves to the tattoo, the others should be aware that Angus was hurt, just as he could so easily do so, but what was this? Xenia was hurt, though ever so slightly. Unfortunately Mother and Father had not yet bestowed upon him the ability to be in multiple places at the same time. These men, who he knew through the hawk to be likely slavers had to be dealt with quickly. Xenia's injury is so slight, it almost has to be a message to return.
spells 6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: *(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 6-Level 4: (2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Repel Vermin, *Greater Magic Fang 5-Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 4-Level 7: (2) Heal, Sunbeam, Animate Plants 4-Level 8: Whirlwind, Sunburst, Animal Shapes, Anti Gravity 2-Level 9: Heighten Sunbeam, Shapechange
*Cast Spell Staff contains ShapeChange
Protection from Fire 120/120
Durgan Stonewall (AC 35; HP 230/230) Thursday September 10th, 2009 9:43:55 PM
Durgan scratches at the itching tattoo. "Uh-oh. This can't be good. Come on brother, grab yer beatstick and let's go see what's goin on." Durgan starts to head out the door, then remembers he is holding a mug of ale instead of his shield. He drains the mug, grabs his shield, then finally heads out.
Kazak Stonewall Thursday September 10th, 2009 10:44:22 PM
As Durgan huuries out the door after slugging down his mug of ale ..... the dwarven warrior follows ..... concentrating on his Chaos tattoo as he goes ...... searching for the others ......
"Eh Durgan ..... Angus ...Trace ...and Peerimus are together ..... and now we're headed afta Rash and Xenia ...... something is happening ..... right on da time as da Crones have foretold ..... sorta creepy ..... ain't gonna play dice wit dem ladies .. " growls Kazak
Running as he spots Rsh Trinka making towards the big Marut ..... " Durgan you take left side i'll right " growls the dwarf
Without drawing his weapon .... the ex-dwarven army sergeant ..... takes up position on the clerics right .... letting her do the talking .....
Angus HP 74/74, SR 20 Friday September 11th, 2009 6:56:01 AM
Angus growls "I may mean you MUCH more harm!" It depends on your reactions from now on!"
A Couple of Confrontations (DMSteveK) d20+3=13 ; d20+3=23 ; d20+8=10 ; Friday September 11th, 2009 9:55:27 AM Angus appears next to Trace and is ticked off. A sonic bolt of magical power blasts into the two humans and one half-orc that had but moments before thought they had the mage. The two fighters come away still in fighting trim, but the unarmored man is hurting badly.
Trace calls for reason.
Peerimus turns himself into a Huge Air Elemental, using oral and demonstration techniques to halt any aggressive action. The red-feathered hawk acknowledges Peerimus, and peels off towards the western forests. Peerimus will know where to find him later.
The waggon guards just stand there for another second or two before the unarmored man waves the two fighters back towards the waggon. He then calls out while he moves backwards. "Our apologies! He looked like a mage who has a bounty on his head. Obviously mistaken! No permenant harm done!"
Waggon guard #4 and #5 both now have crossbows out, but are not pointing them at anyone. #6 handles the reins of the waggon.
#1 AC 20 54 damage #2 AC 22 27 damage #3 AC 21 13 damage
..............................
Meanwhile, back in Heranmar...
Rash, Kazak, and Durgan line the road in front of the Marut, asking its business. Meanwhile, Xenia sneaks outside of the town wall to get into an advantageous position.
The Marut says nothing.
One of the militiamen come up to Kazak. "Glad you are out here. That thing pops up outta nowhere and has just been standing there and not moving for almost five minutes!"
Trace (AC29, HP104/104) - Sub/Al Friday September 11th, 2009 11:43:36 AM
The ranger breathes a mental sigh of relief as the air elemental appears above and announces itself as Peerimus. That tattoo also gives a twinge. Xenia, with a minor injury, but there's too much happening here already.
"Hold on there, again." Trace puts up his arrow and begins walking the distance separating himself and the wagon. "Looks to me that you're wounded now, and we don't leave folks like that. Especially on a misunderstanding like this. I've got some healing powers. Let me see what I can do."
"My names Trace, by the way. Trace Jacobs. That's Peerimus, up above you, and this is Angus Deminoff. You'll have to excuse my friend Angus. He doesn't take to kindly to being grabbed."
"We're the Children of Chaos. Protectors 823 of Hook City. What brings you folks around these parts?"
Not doing nothing. Just standing there. Gears turn and turn inside the rogue's head. Just standing is doing one of two things. Could be waiting. Or, could be guarding. Could also be dead. Or, could be just enjoying the sun. But, saying that it's not doing those things, leaves waiting or guarding.
Then, there's the burst of pain that just came from Angus, all happening at suspiciously the same time. Also, very curiosiously, the tattoos say that Angus, Peerimus and Trace are down the South Road, which used to go out the South Gate which is now, a'cause everthing's turned on its side, the West Gate. Strangely, the same gate that Metal-Stone Guy is blocking.
"HEY!" Abandoning stealth, Xenia shoots straight up into the air. "Anybody thinking that this Mecha-Man is maybe trying to keep us from Angus, Peerimus and Trace?" The voice of the invisible rogue rings out as she rises higher and higher. Putting a hand up to shade her eyes, she focuses on the gate at the other end of town in order to see whether there might be something else blocking the other way out, or whether it's only on this side.
Rolls and Actions Spot 40 To see if anything's going on at the other gate.
Active Effects: Fly 5m, Invisibility 5m
Rash Friday September 11th, 2009 5:22:29 PM
Rash also feels Angus's injury but is more concerned with the Marut and its possible rampage through the town to be overly concerned. He has confidence in Angus's ability to protect himself or just run if necessary. Rash studies the Marut trying to gauge where or what the construct is studying. She again tries to address the creature, "I know you fight for Law and combat Choas where you find it but these folk and the town is under our protection. I believe we have met before and didn't come to blows but we will defend this town if you cause it or its citizen's harm. Now I ask you again to state your purpose here. If you don't answer, then I must ask you to leave at once."
Rash will then cast a shield of faith on herself.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Bless, Command, Endure Elements, Comprehend Languages, Protection from Evil, Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Hold Person x 2, Resist Energy, Aid x 2 Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Dispel Magic Fourth:Dimension Door*, Divine Power, Restoration, Sending, Dismissal, Magic Weapon Greater, Freedom of Movement Fifth:Flame Strike*, Righteous Might,Spell Resistance, Summon Monster 5, True Seeing, Flame Strike, Scrying Sixth:Blade Barrier* Heal x2, Summon Monster 6, Dispel Magic Greater, Seventh:Power Greater teleport*, Holy Word, Summon Monster 7, Dictum, Ethereal jaunt Eighth: Power Word Stun* Summon Monster 8, Holy Aura, Spell Immunity Greater Ninth: Power Word Kill* Miracle
Common tactics for spells: All spells are cast at night before bed, so I can have the spells ready for recasting during the next day if necessary. Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast. Endure elements will be cast without any rods but again each night before bed.
Kazak Stonewall Friday September 11th, 2009 9:56:19 PM
The dwarven warrior shuffles his feet as he awaits the Maruts reply ..... " dem thingys like law and order ..... if i member correctly .... doesn't have something too do with death ..... like it hates Lichs and stuff " growls Kazak
Taking a stab at diplomacy ..... " Eh ... we just encountered some vamps .....dey were taking over da town ..... threshold i think ...... we vanquished dem ..... helping dem folks get back to doing what dey do " ..... growls Kazak as diplomatically as he can
With a peek over at Durgan he just shrugs ...... " wonder if da great migration has brought him down to da southern part of da wold "
: if he's a looking for work we can get him to clean da roofs .... eh bro "
Peerimus AC 24 HP 131/131 and Yorrick AC 37 HP 160/160 d20+18=26 ; Friday September 11th, 2009 11:37:23 PM
Peerimus moves the remaining distance to the ground. "No pernament harm." he says towards the men. Might we have your names and your business in the Gateway Downs." [more Diplomacy 26] "As Trace has said he and I have the power to heal your wounds to assist in correcting this misunderstanding. We mght also be an aid to your search for this mage if you can give a descripition and why he is wanted. The Gateway Downs is our home after all and we know much of what happens within our juristiction."
spells 6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: *(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 6-Level 4: (2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Repel Vermin, *Greater Magic Fang 5-Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 4-Level 7: (2) Heal, Sunbeam, Animate Plants 4-Level 8: Whirlwind, Sunburst, Animal Shapes, Anti Gravity 2-Level 9: Heighten Sunbeam, Shapechange
*Cast Spell Staff contains ShapeChange
Protection from Fire 120/120
Angus HP 74/74, SR 20 Saturday September 12th, 2009 11:30:42 PM
Angus is still frazzled "There is no excuse. I am amazed that I was so restrained in my response to such aggressive action. We will have to consider disentigration or changing their armor to paper next time."
Angus shakes himself and casts resistance to fire. "I do not trust ones that are so hasty in their actions."
Angus briefly looks over his shoulder and his demenor softens "Good to see you Trace. You are looking well. That walk did do you good. I still consider walking way too much work. I much prefer to teleport or dimension door as it uses much less energy."
Angus faces forward and gets steely again as he fingers his maximize rod. Angus will use his Arcane Sight to see what he can see that is magic on the aggressive travelers.
Mage Armor - 16 hours Resistance to Fire - 170 minutes
Permanent: Tounges, Arcane Sight, See Invisible
Tatoo of Farie Fire
Jurgen Sunday September 13th, 2009 7:55:30 PM
Jurgen looks at the Marut and then immediately starts glancing around for the other Children. With only have the group in sight, any fight right now would be trouble.
In an attempt to get the rest of the group's attention, Jurgen casts Major Image and creates a huge arrow high above the city that points directly at the Marut. In addition, he adds to the figment a loud booming, "Children of Chaos". Hopefully it would bring the others right to them, otherwise Heranmar could be in some trouble.
Durgan Stonewall (AC 35; HP 230/230) Sunday September 13th, 2009 9:24:12 PM
Durgan shakes his head. The giant arrow would likely bring trouble as not. Oh well, the paladin means well.
Durgan stands next to Rash, on the other side of her from his brother, like a protective dwarven wall. Weapon and shield ready. He awaits the creature's next move. He didn't think it would be sharing an ale at the tavern.
A Couple of Confrontations rd 3 (DMSteveK) Monday September 14th, 2009 9:55:46 AM
On the *new* South Trade Road...
Trace continues to defuse the situation, offering healing and some of the group's many names.
Peerimus echoes the ranger and suggests that the group could aid in the capture of this rogue mage that looks so much like Angus.
Angus is still frazzled and casts a defensive spell before continuing his banter with Trace. His glowing blue eyes narrow and the sorcerer can see that all four fighter-types have magical weapons and armor, and the two unarmored guards have magical weapons. Further, there are active spell auras on all six. Highlight to display spoiler: { Arcane Sight: If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)}
The guards don't seem affected by the smooth words, but they must have been working together for a long time. Without a noticed signal, the two with the waggon turn the boxy thing around and begin heading south. The other four guards being a withdrawl, keeping thier eye on the three heroes. "No", shouts the most wounded, "no need to help. I will carry the wound of my own mistake for a day to discipline myself. You can go about your business."
Unseen by the guards, a loose board near the back corner of the boxy waggon wiggles loose. Trace, Peerimus, and Angus see a small skinny hand waving frantically from the waggon. The wrist is shackled.
#1 AC 20 54 damage #2 AC 22 27 damage #3 AC 21 13 damage
.....................
Back at Heranmar...
Xenia worries that the Marut is at the gate near the Inn to block some CoC from getting to the others on the trade road. She shoots up into the air and looks over to the other gate, but the way out looks clear. The elf-girl then realizes the Great Migration has mixed up her directions... Trace, Peerimus, and Angus are all to the South of Heranmar near the New South Trade Road (the one that USED to be called the East Trade Road). The Marut isn't blocking the group.
Rash tries a different tack with the Marut, warning about a rampage in the city and that talking is better than fighting.
Kazak tries to point the Marut at some undead: give it something else to chase.
Jurgen casts Major Image and creates a huge arrow high above the city that points directly at the Marut. In addition, he adds to the figment a loud booming, "Children of Chaos". The sign is quite imposing, but with the others many miles off, it is unknown whether they can see/hear the spell.
Durgan's thoughts don't look like there is much room to resolve peacefully, but the warrior holds his hand, waiting.
The Marut seems to visibly consider, and then its metallic voice speaks. "I do not punish those not deserving my attention. To attack me is not allowed." Its eyes move from face to face of the CoC. "I am here to watch and report. To interfere with my mission is not allowed. Any who interfere, any who attack, deserve punishment."
It does not move.
Kazak Stonewall Monday September 14th, 2009 10:28:49 AM
"To watch and report eh ...... so who do ya report to ??? "
" where did ya travel from ??"" as Kazak peppers questions at the Marut
" I would also say do not harm any of the twonsfolk .... for dey are under our care .... any move to threaten or harm dem will bring out ne sword "
Xenia (AC29, HP99/99; -2 Non-Lethal) Monday September 14th, 2009 11:40:30 AM
"Watch, huh?" The rogue swoops down from her height to a place just between Shining Jurgen and Momma Rash, and places a hand on the shoulder of each. "Well, whyn'cha watch while we do this?" she calls out to the Mecha Man.
"Tele-Door us outta here, huh? Angus is hurt, and I'm thinking the other guys need us now."
Rolls and Actions Spot 40 To see if anything's going on at the other gate.
Active Effects: Fly 5m, Invisibility 5m
Trace (AC29, HP104/104) - Sub/Al Monday September 14th, 2009 11:48:12 AM
"Oop. Sorry pards, I'm afraid we're not going to be able to let you go on your way quite yet." With a word Trace activates his magic boots and lifts up into the air.
"Ya'll see that hand waving out the back of your wagon there? Well that means we're going to have to ask you to tell us a bit more about what ya'll are doing out here. Official papers might be nice."
"You see, the way I figure things, you could be prisoner transport. You could also be bounty hunters. Then again, on the other hand, you could also be slavers. And, you see, we don't cotton much to slavers in our part of the Wold."
Active Effects Fly 5m
Angus HP 74/74, SR 20 d20+25=38 ; d20+25=41 ; d20+25=37 ; d20+25=30 ; Monday September 14th, 2009 2:34:18 PM
Angus is shocked into action at the sight of the manacled hand.
Angus will disentegrate one of the front wheels of the wagon in an effort to stop the wagon (That is if the wheels are wood). If the wheels are metal, Angus will target the side of the wooden box prison.
"Stop right there! You now have to answer some questions." Angus Announces.
Angus will use the new message line. "All visible guards are coated in magic. I will attempt to discern more"
Angus will concentrate on the possible spell user for his enchantments.
Rash Monday September 14th, 2009 4:35:09 PM
Rash frowns at leaving the Marut alone but also knows that Angus could be hurt. She is torn on which direction to go since she only has the one teleport spell. Still the Marut seems to be peaceful enough for now and she follows Xenia's direction. She reaches out and grabs both dwarves elbows, makes sure that Xenia has a good hold and teleports to Angus with a Greater Teleport
Peerimus AC 24 HP 131/131 and Yorrick AC 37 HP 160/160 d20+10=29 ; Monday September 14th, 2009 8:25:14 PM
Peerimus considers things quickly and moves. Lifting into the air 15' he streaks over the wagon to come to a stop 15' above it. "I have asked twice and i now have to demand an explanation. Your actions before we even met have been noted and I will know who is shackled within your wagon and where you picked them up."
Perimus casts Protection from Elements Cold. Listen 29 to hear Jurgen's spell
Spells 6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: **(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 6-Level 4: (2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Repel Vermin, *Greater Magic Fang 5-Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 4-Level 7: (2) Heal, Sunbeam, Animate Plants 4-Level 8: Whirlwind, Sunburst, Animal Shapes, Anti Gravity 2-Level 9: Heighten Sunbeam, Shapechange
*Cast Spell Staff contains ShapeChange
Protection from Fire 120/120, Protection from Cold
Durgan Stonewall (AC 35; HP 230/230) Monday September 14th, 2009 10:03:05 PM
"Blast and bother woman! Couldn't ye warn a poor dwarf before going off and using that magic on me? I almost lost me durned lunch!"
Rash Monday September 14th, 2009 10:45:49 PM
Rash smiles down at the dwarf and says, "You might have a stronger stomach if it wasn't always filled with beer."
Jurgen Tuesday September 15th, 2009 3:30:12 AM
Jurgen looks to the group wanting to head out to discover whether Angus was okay. He did too, but with the Marut standing over Heranmar... Should he stay behind just in case? The paladin would likely provide only distraction enough for Heranmar's citizens to get slightly further away before it came after them. Still, he had to. Without any further signals from Angus, or the rest of the CoC, he had to assume they would be okay.
"I'll stay here. If things get crazy, you'll know real fast. And I hope you're in a position to come back me up. Otherwise, I'll just buy as much time as I can." He watches the rest of the group teleporting away and casts the usual Alter Self to buff up.
"What are you watching for and to whom are you reporting? This is not a request. As a sworn protector of Heranmar and chosen authority for the surrounding area, you can either tell me or you can leave." This seemed dangerously close to a game of 'Run Off'. Two children would run at each other until one got scared and gave up. And if they didn't, they were both in for some sore heads. Except it looked like Jurgen was playing against a brick wall that wouldn't mind at all if he hit it...
A Couple of Confrontations rd 3 (DMSteveK) d20+11=28 ; d20=20 ; 5d6=19 ; d20+12=32 ; d20+12=15 ; d20+7=15 ; d8+2=3 ; Tuesday September 15th, 2009 12:20:03 PM Trace activates his flying boots and warns the guards to stop to make sure they are not slavers.
Angus is shocked into action at the sight of the manacled hand and sends a Disentegrate spell at a wheel. The ray strikes (DM roll AC28) and the wheel is severely damaged, though not destroyed (ooc: object Fort save nat 20, hardness 5 final damage 14). Further, Angus is able to determine all the guards have Enchantment magic surrounding them.
Peerimus streaks over the wagon and gives the guards one last chance. ................
Xenia urges the group to teleport after Angus who is still hurt.
Rash reaches out and Greater Teleports to Angus with Durgan, Kazak, Xenia, and herself.
Durgan allows the teleport but reports minor stomach irritation.
Jurgen keeps a rear guard action on the Marut and buffs up with Alter Self. He gives the clockwork mechanism thing an ultimatum. "What are you watching for and to whom are you reporting?"
Kazak is pulled along with Rash.
Firn'gaer continues to be nowhere found. .....................
The guards stop for a second. There is no surprise on their faces, but there is no action against the Disentegrate spell, the angry Air Elemental, or the four more heroes poping up a hundred feet away. Then they all move at the same time.
The driver #6 flicks the reins and makes the horses run.
Guard #5 aims his bow and shoots at Peerimus. AC 32 crit fail 15, AC 15 Dam 3 to Peerimus
Guard#1,2,3, and 4 all charge the now six heroes in the road.
NOTES - Trace, Angus, Rash, Durgan, Kazak, and Xenia are 160 feet from the waggon along the Trade Road.
- Guard #1,2,3, and 4 are 20 feet in front of Trace and company.
- Peerimus is directly over the waggon.
- Guard #5 and 6 are on the wagon.
- There is still the small hand waving frantically from between some boards on the covered wagon.
#1 AC 20 54 damage #2 AC 22 27 damage #3 AC 21 13 #4 AC 23 #5 AC 20 #6 AC 20 ....................
The Marut looks at Jurgen but does not move. His voice is without inflection, without anger, and implacable. "To attack me is not allowed. To interfere with my mission is not allowed. Any who interfere, any who attack, deserve punishment."
"Angus! You look kind a chopped. What the fram jamblies is going on here?"
Xenia flies straight up into the air, drawing her bow. "We got one of them Mechas back in Heranmar," the invisible rogue announces. "Like the one we ran into in the Star Mage Tower. Just appeared outta nowhere. Says it's watchin' and reporting."
Drawing an arrow back, the dark rogue lets go a shaft at the weapon of one of the four Guard Type Guys.
*spang* The arrow hits, and the rogue's invisibility spell vanishes.
Rolls and Actions Disarm Guard4 AC37
Position and Movement: Rise 15ft up, drawing bow.
Active Effects: Fly 5m
Firn'gaer Tuesday September 15th, 2009 9:06:42 PM
OOC: I don't what time frame all this is taking place, but Firn'gaer was spending a lot of time at his new place. Unless, he has reason (tattoo?) to know that something is happening back in town or someone contacts him, he will spending the next few days there.
Firn'gaer continues to fashion areas with Disintegrate and using Wall of Stone to add supports to the walls.
Durgan Stonewall (AC 35; HP 230/230) Tuesday September 15th, 2009 10:03:30 PM
"Rash, that ale makes fer a happier dwarf. Ye wouldn't likely want ta see me without it."
Durgan glances over at Xenia. "That would be the third time we ran into that guy, if it is the same one. Can't shake it off as a coincidence at three visits, eh girl?"
Durgan puts his axe away and readies his crossbow. "Are we aiming ta maim or kill? Somebody give us some orders."
Rash 152/152 AC 42 shield of faith, divine favor Tuesday September 15th, 2009 10:30:43 PM
Rash activates her animated shield, pulls her falchion and casts a divine favor as she sets herself for battle as the guards start charging in there direction. "Somebody want to tell us what is going on? Who are these people and why are we fighting them? Do they deserve death? Did they hurt Angus? Somebody fill us in."
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Bless, Command, Endure Elements, Comprehend Languages, Protection from Evil, Second:Spiritual Hammer* Restoration Lesser, Delay Poison, Hold Person x 2, Resist Energy, Aid x 2 Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Dispel Magic Fourth:Dimension Door*, Divine Power, Restoration, Sending, Dismissal, Magic Weapon Greater, Freedom of Movement Fifth:Flame Strike*, Righteous Might,Spell Resistance, Summon Monster 5, True Seeing, Flame Strike, Scrying Sixth:Blade Barrier* Heal x2, Summon Monster 6, Dispel Magic Greater, Seventh:Power Greater teleport*, Holy Word, Summon Monster 7, Dictum, Ethereal jaunt Eighth: Power Word Stun* Summon Monster 8, Holy Aura, Spell Immunity Greater Ninth: Power Word Kill* Miracle
Common tactics for spells: All spells are cast at night before bed, so I can have the spells ready for recasting during the next day if necessary. Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast. Endure elements will be cast without any rods but again each night before bed.
Peerimus Huge Air Elemental AC 21 HP 185/185 and Yorrick AC 37 HP 160/160 d20+20=32 ; d20+20=40 ; d20+20=26 ; d20+20=35 ; d20+20=26 ; 2d8+4=15 ; 2d8+4=13 ; 2d8+4=14 ; 2d8+4=20 ; 2d8+4=13 ; d20+18=33 ; Tuesday September 15th, 2009 10:44:36 PM
The Arrow strikes and bounces off the Huge Air elemental [DR 5-] Peerimus strikes using his Combat reflexes and 15' reach, at the archer when he fires, the driver and both guards as they move through his threatened squares. Archer when he fired [Hit AC 32 Dmg 15] The Driver moving [Hit AC 40 Crit 26 Dmg 13+14] Guard 5 moving [Hit AC 35 Dmg 20] Guard 6 moving [Hit AC 26 Dmg 13]
The Wagon moves off, Peerimus's voice rises like a thunderclap as he casts a spell [Warp Wood at the wagon. I'm thinking the Wagon is a Huge object and thus I will warp it and both Bows of the guards. Will Save DC 20]
Peerimus then shoots again to just past the wagon and drops slightly to a height of 10'. Peerimus than calls out in answer to Durgan and Rash, though the druid was a bit surprised to hear thier voices, "YES. Take them all alive if you can."
To the Driver, "Our Patiance is wearing thin and you are out of options. This is over." [Diplomacy 33] You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a -4 penalty on attack rolls.
You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.
Spells 6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, (1) Lesser Restoration, *Warp wood 7-Level 3: **(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 6-Level 4: (2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Repel Vermin, *Greater Magic Fang 5-Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 4-Level 7: (2) Heal, Sunbeam, Animate Plants 4-Level 8: Whirlwind, Sunburst, Animal Shapes, Anti Gravity 2-Level 9: Heighten Sunbeam, Shapechange
*Cast Spell Staff contains ShapeChange
Protection from Fire 120/120, Protection from Cold
Jurgen Wednesday September 16th, 2009 2:34:48 AM
Jurgen watches the rest of the group disappear and finds the Marut offering nothing to help the situation. So-be-it. Jurgen would stand there with the Inevitable, second for second, if need be. He takes up a stance directly in front, casts another spell (this time Shield) and stands with his sword in his hand awaiting an action.
Angus HP 74/74, SR 20 23d6=70 ; d20+25=33 ; d20+25=31 ; d20+25=40 ; d20+25=38 ; d20+25=39 ; Wednesday September 16th, 2009 9:24:22 AM
Angus is disapointed that the wagon is not disabled, but glad to see that Peerimus is taking care of it.
Angus will send an empowered sonic chain lightning at the charging guards."Try and Attack me twice will you."
DC 27 reflex save for half Damage 70 seconardy bolts 35 damage Target the wizard with the main bolt if possible and if not just the four guard and the main target will be an undamaged guard.
Angus will see if he can determine the type of enchantments on the guards and wizard.
Mage Armor - 16 hours Resistance to Fire - 170 minutes
Permanent: Tounges, Arcane Sight, See Invisible
Tatoo of Farie Fire
A Couple of Confrontations rd 3 (DMSteveK) d20+4=19 ; d20+4=18 ; d20+4=24 ; d20+8=10 ; d20=4 ; d6=6 ; d20=6 ; d20=16 ; d4=1 ; d4=3 ; d20+14=16 ; d20+14=18 ; d20+14=16 ; d20+14=20 ; Wednesday September 16th, 2009 10:26:39 AM Trace lifts up into the air and shoots over the heads of the guards in pursuit of the wagon.
Xenia flies straight up into the air and lets go a shaft that makes Guard#4s quarterstaff skitter off to the grass on the side of the road.
Durgan puts his axe away and readies his crossbow to the charging guards only 20 feet away. He still holds his shot, wanting to know if this is a maim or kill situation.
Rash activates her animated shield (Standard action) and pulls her falchion (as part of move action). She prepares to cast divine favor, but doesn't quite have the time. "Somebody fill us in." is her curt request.
Peerimus the Huge Air elemental ignores the little arrow and strikes before the guard can even shoot. (There are only the 2 guards. One is driving and the other is shooting. Peerimus gets the AOO for Guard5 when firing and moving, and Guard6 when moving only). As Wagon moves off, Peerimus casts Warp Wood at the wagon, turning it and the bows of the Guards from functional items to unmanageable chunks of wood. The wheels no longer turn, the hitch to the horses weaves off to one side, and the door in the back of the wagon springs open.
"Take them all alive if you can." He booms to his companions. And then, blocking the road, he tries one more time to reason with the two guards. "Our Patiance is wearing thin and you are out of options. This is over."
Ooc: Peerimus: Thanks for the description! I didn't have to use time to look it up!!!
Angus casts another Empowered sonic chain lightning at the charging guards."Try and Attack me twice will you." He stands a full six seconds getting the spell off, but there are no enemy close enough to attempt to distrupt it. The powerful spell lays out the first two guards with blood trickling from nose, ears, and eyes. The third and fourth guard still stand and look to continue the fight. Further, Angus' mind, learned in spellcraft, identifies the Enchantments as a Dominate Person spell on each guard.
Kazak keeps his defensive stance. ..............
Guard 3 ignores any pleas or diplomacy and charges into Durgan. Using a two-handed grip on his bastard sword, his wild swing only slides off the dwarf's armor.
Guard 4 ignores any pleas or diplomacy and charges into Rash. A chopping hand is blocked by her animated shield.
With the wagon ruined, it comes to a halt, the four horses unable to drag it further await their fate in the harness. The door is sprung, and Rash, Angus, Durgan, Kazak, and Xenia can see the inside is lined with manacles attached to iron bars in the warped wooden walls. Six pairs of eyes look fearfully out from the waggon's darkness.
Guard 5 ignores any pleas or diplomacy and jumps from the ruined wagon to strike at Peerimus with his longsword. (Peerimus gets AOO). He doesn't come close.
Guard 6 ignores any pleas or diplomacy and follows #5 in a leaping attack of Peerimus the Huge Air Elemental. (Peerimus gets AOO). He too fails in damaging the druid.
#1 AC 20 dropped #2 AC 22 dropped #3 AC 21 48 #4 AC 23 17 #5 AC 20 30 #6 AC 20 27
NOTES
- Durgan, Kazak, Rash, Angus, and Xenia are on the road 160 feet from the back of the ruined wagon.
- Durgan, Kazak, and Rash are in melee with Guard 3 and 4.
- Trace is 40 feet away from the back of the wagon.
- Peerimus is 10 feet in front of the wagon.
- Peerimus is in melee with Guard 5 and 6.
At Heranmar...
Jurgen casts Shield and stands off against the Inevitable like two dualists before a match. Neither one flinches.
Near Lake Wane... (I had earlier posted that everyone had gotten back to Heranmar and were sitting in the INN talking. S'okay, we'll go with this :-)
Firn'gaer spends a lot of time at his new place. He's looking to make his own home using his magical skills of Disintegrate and Wall of Stone. As the gnome occasionally concentrates on the Chaos Tattoo on his hand, he can feel the relative status of the other members of the Children of Chaos (Firn'gaer would have to concentrate on it). After finding a suitable place where the bedrock is close to the surface, the gnome begins his work.
Ooc1: Firn'gaer: Up to you as to the location and local rock formations. Firn will be able to find just about any naturally formed shape of temperate broad leaf woods around Lake Wane. Need you to fill in the details.
Ooc2: Firn'gaer: Need you to make some Craft: masonry or Profession: Builder checks to do anything with the Wall of Stone spells other than very crude boxes.
Ooc3: Firn'gaer: Need your description of how the building/tower/domicile is shaped and put together.
Firn'gaer Wednesday September 16th, 2009 1:02:00 PM
Firn'gaer senses that Angus has been seriously wounded. He is concerned because he would think that the dwarves would the ones he senses through the tattoo, since they would be beating each other up during their training. But Angus is never injured unless something is wrong.
Firn'gaer gathers his things and teleports to Angus's location.
Spells Prepared 0- Light, Mage Hand, Mending, Prestidigitation ; 1-Alarm, Elf Sight, Endure Elements, Expeditious Retreat, (x2)Magic Missile ; 2-Invisibility, Mirror Image, Scorching Ray (x2), Shield (Extend Spell), Web ; 3-Dispel Magic, Displacement, Leomund`s Tiny Hut, Lightning Bolt, Magic Missile (Empower Spell), Slow ; 4-Dimension Door, Evard`s Black Tentacles, Fly (Extend Spell), Polymorph (x2), Wall of Ice ; 5-[High Arcana: Spell-like Ability] (x2), Telekinesis, Wall of Stone (x2)** ; 6-[High Arcana: Mastery of Shaping], [Spell-like Ability: Mage`s Lucubration x2/day], Disintegrate (x3)*** ; 7-[Spell-like Ability: Grasping Hand x2/day], Reverse Gravity (x2), Teleport, Greater* ; 8-[High Arcana: Mastery of Elements], Chain Lightning (Empower Spell), Moment of Prescience ; 9-Bigby`s Crushing Hand.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Racial Spells: 1/day - dancing lights, ghost sound, prestidigitation.
* -- Spells cast [] -- permanently held spell slots
The rogue drops her bow. Whipping a wand from her haversack, she flies down, to make sure no one's gonna die this day. Crafty Xenia ducks into the shadows as she nears the ground.
"I think there's something wrong with these guards, Peerimus." Trace, commands his ring, and then vanishes from sight. "I'm going to see if the people in the wagon are alright. Hope you don't mind if I leave the guards to you."
The ranger flies, then, straight into the ruins of the wagon.
"How's everyone doing here?" Trace's disembodied voice addresses the prisoners. "We're the Children of Chaos. Anyone want to tell me what's going on here?"
Rolls and Actions Activate ring and move into wagon with shackled people.
Active Effects Fly 5m, Invisibility 5m
Rash 152/152 AC 42 shield of faith, divine favor d20+22=35 ; d20+22=28 ; d20+17=34 ; d20+12=18 ; d20+17=35 2d4+24=28 ; 2d4+24=31 ; 2d4+24=28 ; 2d4+24=27 ; 2d6=6 ; 2d6=8 ; 2d6=12 ; 2d6=5 ; Wednesday September 16th, 2009 5:11:13 PM
ooc You get to draw your weapon as a free action if you get +1 on your attack bonus page 142 of the PHB so I will assume that I have my divine favor on. Rash will use her armor to give her an extra swing and lay into the guard who is attacking her using the flat of her blade to knock him down and unconcious.
Rash sighs at all of the violence and lashes out with her falchion several times against her opponent, trying not to kill him but to knock him unconcious so he can be questions later.
Used powerattack +5
Hit ac 35 for 28 points of damage Hit ac 28 for 31 points of damage Hit ac 35 second roll for critical hit is 35 hit! for 55 points of damage assuming the 18 misses
If they are evil then add 31 points of real damage
DM SteveK Wednesday September 16th, 2009 5:17:03 PM
Ooc: Rash activated her Shield as a Standard Action. Can't do another standard action (Cast spell) in the same round.
Draw weapon as part of move action is free if BAB+1, so that's OK.
Kazak Stonewall Ac 29/36w/shield (Powerattack- 5) d20+22=34 ; d20+17=27 ; d20+12=19 ; d20+7=19 ; d10+18=27 ; d10+18=26 ; Wednesday September 16th, 2009 9:57:35 PM
Quicky drawing his steel sword from its over the shoulder sheath ...... and not having time to set his shield (ac 29 now) .... the ex-seargant in the dwarven army .... grips his bastard sword with two hands ..... adding his strength to his blows (PA -5)
" Not da talking type eh ... me either ... " growls Kazak as he launches his assault on the guard #3
"Try and whack me brother ...and i'll bash ya to pieces " growls the warrior " nobody messes wit da stonewall brothers "
Active Magic Power attack +5
Durgan Stonewall (AC 29; HP 230/230) d20+24=28 ; d4+7=8 ; Wednesday September 16th, 2009 10:02:37 PM
Durgan holds up on firing the crossbow, and tries to smash the guard with his shield instead. (going for subdual damage. "There! That will teach ye ta run smack into a dwarf!"
Actions: shield bash hit AC 28, dmg = 8 (subdual) , lose shield AC till next round.
Peerimus Huge Air Elemental AC 21 HP 185/185 and Yorrick AC 37 HP 160/160 d20+16=23 ; d20+16=32 ; 2d8+4=7 ; 2d8+4=8 ; d20+16=33 ; d20+16=34 ; 2d8+4=13 ; 2d8+4=16 ; Wednesday September 16th, 2009 10:22:58 PM
Peerimus slides aside as the two men attack. It seems to the druid that they far exceed these men in fighting skill and raw power. Yet still they press to attack. Desperation perhaps? Fear? Perhaps something else, perhaps something of all three. Then there was the warning the Crones provided, not all challenges can be overcome with strength of arms. With Trace moving on the wagon perhpas some answers will be forthcoming. Peerimus strikes out to subdue his attackers as they close. [taking -4 to inflict non lethal...Hit AC 23 & 32 Dmg 7 & 8] And then strikes at Guard 5 again to knock the man out [Hit AC 33/34 Dmg 13/16]
Spells 6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, (1) Lesser Restoration, *Warp wood 7-Level 3: **(4) Protection from Energy, Daylight, Stone shape, Sleet Storm 6-Level 4: (2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Repel Vermin, *Greater Magic Fang 5-Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 4-Level 7: (2) Heal, Sunbeam, Animate Plants 4-Level 8: Whirlwind, Sunburst, Animal Shapes, Anti Gravity 2-Level 9: Heighten Sunbeam, Shapechange
*Cast Spell Staff contains ShapeChange
Protection from Fire 120/120, Protection from Cold
Angus HP 74/74, SR 20 d20+17=23 ; d20+17=34 ; d20+17=35 ; d20+17=32 ; Wednesday September 16th, 2009 11:11:32 PM
"Oh No. This is not good." Angus mumbles to himself as he recognizes the spell on the warriors.
Angus will point out the guards that have the dominate person on "These guards are being controlled by a wizard. Someone please help the guards I blasted as I attempt to remove the enchantments."
Angus will target a greater dispel magic at guard #4 in an attempt to free up Rash.
Dispel check: 23, 34, 35, 32
"Get the wizard and we can start to get to the bottom of this!" Angus yells out.
Mage Armor - 16 hours Resistance to Fire - 170 minutes
Permanent: Tounges, Arcane Sight, See Invisible
Tatoo of Farie Fire
A Couple of Confrontations rd5 (DMSteveK) Thursday September 17th, 2009 7:54:19 AM Firn'gaer feels Angus' wounds and worries the sorcerer is in between the Stonewall brothers as they fight. A quick teleport brings the gnome to the location along the road.
Xenia gets ready for a different tactic, stowing her bow and pulling a wand.
Trace moves to the back of the waggon while invisible, trying to calm the ones inside and get some information.
Rash sighs, and even without her Divine Favor, the flat of her blade knocks her unarmed adversary out.
Kazak doesn't worry about knocking out, and his bastard sword carves two deep clefts in Guard #3. Spurting blood, the guard falls.
Durgan gets ready for a shield bash, but sees there is no need. The only standing guards are the two by Peerimus over 160 feet away.
Peerimus swoops as an air elemental, seeking to make the completely out-classed guards succumb, but they are still on their feet.
Angus identifies that all six guards had Dominate Person spells affecting them. Sadly, three are beyond help, unknowingly slain by mighty spell or sword. To help as he is able, the sorcerer frees Guard#4 from the enchantment as he lays unconscious at Rash's feet.
................
Guard #5 and #6 continue their futile assault on Peerimus, and it only takes a few more seconds for the druid to stretch them out in the dust. (ooc: going to move forward from this sad mismatch and say its already over.)
The people in the warped waggon turn out to be a farmer and his son (the skinny hand), three traders, and a woodsman. All tell the same story: they were going about their business of farming, peddling, and cutting wood when these brigands grabbed them up and shackled them in this prison waggon. All plead complete innocence and bewilderment as to their recent fates.
#1 dead #2 dead #3 dead #4 AC 23 / 17 lethal, 94 non-lethal / knocked out / dispelled dominate #5 AC 20 / 45 non-lethal / knocked out #6 AC 20 / 56 non-lethal / knocked out
Heranmar And at Heranmar, Jurgen and the Marut continue their staring contest. A dry bush pushed by the wind tumbles past. Echoing from the walls of the deserted street, a troubadour's horn can be heard ; Whaa, whaa, whaa, whaaaaaa....
Rash 152/152 AC 42 shield of faith, Thursday September 17th, 2009 8:39:32 AM
Rash helps free the slaves and says, "We need to get back to Heranmar. The Marut is there and Jurgen is all alone. If it moves, the town and Jurgen could be in trouble."
She looks down at the knocked out slavers and says to the freed folk. "I need you to bring them back to Heranmar. We will dispense justice from there and see what we can do to get you back to your homes." She points down the road in the direction of the town and says, "It isn't far and after you strip, shackle and lock up the slavers, they won't pose a problem.
ooc Rash is going from the assumption that she doesn't know about the dominates.
"Angus, time to get some of us back to town with your teleports."
Angus HP 74/74, SR 20 d20+17=31 ; d20+17=30 ; d20+17=36 ; Thursday September 17th, 2009 10:38:24 AM
Angus is upset that three of the dominated guards died "What a waste."
To Rash "I will take you and the three surviving prisoners. I will be back for the rest."
Angus will teleport back to Jurgen with his charges.
Once back in Henemar, Angus will cast a greater dispel magic on guard # 5
Dispel check 31, 30, 36
Angus will teleport back to the wagon.
"Xenia, Kazak, Trace and Durgen you are next. Step up and grab hold. Are you ready for a ride?"
Mage Armor - 16 hours Resistance to Fire - 170 minutes
Permanent: Tounges, Arcane Sight, See Invisible
Tatoo of Farie Fire
Xenia (AC29, HP99/99; -2 Non-Lethal) Thursday September 17th, 2009 10:56:59 AM
The healing magic comes too late. The Guard Guys are dead. Xenia zooms back up into the air for a quick look around.
"Don't see no wizard up here, Angus," she reports to the others through the new Message Tattoos. "You think the wizard controlling them might be doing it from far off?" she asks.
After flying back to the ground, the rogue executes a quick but efficient search of the possessions of the guards, going through pouches and personal effects for some clue as to who they might be or where they may have come from.
Rolls and Actions Spot 40 (to see anyone in the area who might have been controlling the guards - ie The Wizard.) Search 33 (to find clues on the person of the Guards as to who they might be or where they might have come from.)
Active Effects: Fly 5m
Trace (AC29, HP104/104) - Sub/Al d20+15=33 ; Thursday September 17th, 2009 11:06:45 AM
After dismissing the invisibility from his ring, Trace paces about the wagon, searching for clues as to what might have been going on here. There aren't necessarily any grounds to doubt Angus' word that this is the work of a wizard. There could most certainly be quite a few rogue wizards roaming about after the destruction of the Star Mage's tower in Hook City.
But why would a wizard of any significant power choose to control a group of guards for the purpose of abducting people from about the country? Why not simply control the people and force them to come by themselves?
"You go on ahead, Angus." Trace is already down the road, backtracking the trail of the wagon. "I'm going to try and find out where this crew of guards originated. I'll see y'all back in Heranmar."
Rolls and Actions Survival 33 for Swift Tracking
Active Effects Fly 5m
A Couple of Conundrums (DMSteveK) Thursday September 17th, 2009 3:42:54 PM
With the guards dead or unconscious, the Children of Chaos have time to return to Heranmar and also find out more about this strange fight and kidnapping.
When the heroes get back to Heranmar, they find Jurgen and the Marut still in a staring contest. It doesn't look like the Marut is going anywhere soon.
For the prisoners, they are quite happy to be out, and each group describes how the guards had came up to them and stood there a while before attacking. "They just stood there, looking, like they was statues or something." "Yeah, and then they's ignore the moneybox and animals and only take us." "Not even the womenfolk", wonders a third. None of them need any help getting back to thier lives and will thank the CoC for thier rescue and be on thier way. The farmer and his son give Trace a sack with 25 gp in it. "Thank you for saving us from slavery."
When the Domination is broken on the three remaining guards, the Children of Chaos can't get much more information from them. There are three men; two rough looking fighters that Peerimus took down go by the names of Maxwell and Weldon. They don't say much and refer to the third surviving member, Brother Tomaz.
Brother Tomaz is actually a half-elf, and he says he is a monk. "I studied in the school at Wayfarer (ooc: same school as Savin), and have worked in the town as a Protector for some years. Then Brother Soonbeam put an adventuring group together with me, Fank, and Djon. We hired those two on as extra muscle and then... why, I've forgotten what we did after that!"
Trace is certain he can easily track where the waggon came from.
ooc: next post is Monday. Plenty of time for discussion as to what the group wants to do. Multiple posts and email coordination authorized.
Trace presses the bag of coins back into the farmer's hands. "You'll need this more than I." The elf smiles at the man and his son. "You take care. Get home in one piece, you hear."
"I'll be in touch," he tells the other Children of Chaos. Then he lopes down the road in a gait designed to swiftly eat up the miles, his eyes following the trail left by the wagon.
Durgan Stonewall (AC 29; HP 230/230) Thursday September 17th, 2009 10:05:11 PM
Durgan wanders over to Jurgen and bumps into him knocking him towards the Marut. "See he aint goin anywhere. Come on. We have some prisoners and ye should be there to talk to them."
Peerimus Huge Air Elemental AC 21 HP 185/185 and Yorrick AC 37 HP 160/160 Thursday September 17th, 2009 10:33:04 PM
Peerimus stays with Trace, confident in the groups abilities to handle the Marut if things turn ugly in the short term. "The problem with back tracking them is not following the trail, but in how far it may go." You follow the trail, I'm heading back to see if we can learn anything."
Peerimus rises into the air and flies back to Heranmar. Upon arrival he shifts back to his normal form. Peerimus will ask Brother Tomaz if he knows why Brother Soonbeam put an adventuring group together. "Do you know what he was looking into?"
With the rest of the CoC, "Do we have anything at our disposal that might bring light to the missing time of our current prisoners? Also, what of them? They were clearly dominated, I am not inclined to imprison them for succumbing to an enchantment such as that. Perhaps Atonement?" he volunteers to the group as a suggestion
Rash 152/152 AC 42 shield of faith, Thursday September 17th, 2009 11:07:42 PM
Rash walks back to the Marut and says, "You are powerful but we have the means and power to destroy you. Yes it would mean that we would become your enemies and a fight would happen. I don't trust you here. Tell us what your goals are and maybe we can help, otherwise leave or we will have to destroy you. What is it going to be."
Rash makes sure that she is out of range for a full attack.
Kazak Stonewall Ac 29/36 w/shield Hp 212/212 Thursday September 17th, 2009 11:44:00 PM
Feeling slightly sad about the slain guards .... the fact that they were dominated ..... Kazak decides to bury them .... fetching his folding shovel .... he digs three graves while he waits for Angus's return .....
When Angus returns .... Kazak grabs onto the tall sorcerer ... and teleports back to Hernanmar ...and the awaiting Marut .....
Smiling as Durgan accidently bumps into Jurgen .... " and he ain't even been drinking yet Jurgen ...." teases Kazak
Turning to the Marut .... "hey you got a name ??? or should we just give ya one ??" inquires Kazak
"Remember ... da townsfolk are under our care ..... any harm comes to dem ... and we will bash and smash ya to bits " growls the dwarven warrior
Jurgen Friday September 18th, 2009 3:02:10 AM
Jurgen stands in front of the Marut. Seasons pass. Winter turns to Spring. Spring to Summer. Summer to Fall. And back to Winter again. And still, neither the paladin nor the Marut move. Children grow into adults, fall in love, have babies who eventually turn into children. And still, neither the paladin nor the Marut move. Continents shift apart. Rivers fade into oceans. Oceans fade into nothingness. The Wold is utterly changed around them. And still, neither the paladin nor the Marut move. Two unmovable objects standing face-to-face into eternity.
When Durgan bumps into Jurgen, he jumps. "Oh. Right. Prisoners?" Leaving the Marut where he was, Jurgen the Unmovable joins the rest of the Children.
"They should have been stronger and resisted the Domination. Were they entirely responsible for what they had done? No, but at they very least they should Atone for their weakness. I agree with you, Peerimus."
Firn'gaer Friday September 18th, 2009 8:38:26 AM
"No atonement, no punishment." He says regarding the Dominated guards. "Release them. Domination is not a mere Charm Person spell. It is more powerful. It usurps the will of the victim and replaces it with that of the wizard. They are no more responsible, on any level, than Angus was for firing two chain lightning spells at them instead of flying out of harm's way." He says.
"If you wish to keep them here in town under observation to see if the wizards returns then fine, but they will not be incarcerated for something that was as beyond their control as the Will of the Crones is to us."
"I think you should have the dead raised." He says to Angus.
"That seems very callous for a paladin." He says to Jurgen. "Especially for one who has some arcane knowledge and would know the power of a Dominate spell. You seem to have lost your compassion for innocent men."
"Stop taunting or threatening the Marut. It makes you look like thugs and not Gateway Down's protectors. It's only here because we are. Three random occurances that placed three of you at the same location. Sounds like a node and the Marut is here to observe it. Probably noting the levels of Chaos for its master.
Spells Prepared 0- Light, Mage Hand, Mending, Prestidigitation ; 1-Alarm, Elf Sight, Endure Elements, Expeditious Retreat, (x2)Magic Missile ; 2-Invisibility, Mirror Image, Scorching Ray (x2), Shield (Extend Spell), Web ; 3-Dispel Magic, Displacement, Leomund`s Tiny Hut, Lightning Bolt, Magic Missile (Empower Spell), Slow ; 4-Dimension Door, Evard`s Black Tentacles, Fly (Extend Spell), Polymorph (x2), Wall of Ice ; 5-[High Arcana: Spell-like Ability] (x2), Telekinesis, Wall of Stone (x2)** ; 6-[High Arcana: Mastery of Shaping], [Spell-like Ability: Mage`s Lucubration x2/day], Disintegrate (x3)*** ; 7-[Spell-like Ability: Grasping Hand x2/day], Reverse Gravity (x2)*, Teleport, Greater* ; 8-[High Arcana: Mastery of Elements], Chain Lightning (Empower Spell), Moment of Prescience* ; 9-Bigby`s Crushing Hand.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Racial Spells: 1/day - dancing lights, ghost sound, prestidigitation.
* -- Spells cast [] -- permanently held spell slots
Xenia (AC29, HP99/99; -2 Non-Lethal) d20+11=20 ; Friday September 18th, 2009 1:02:37 PM
Mister Mecha is standing right where they left him when Xenia pops back into town with Angus and the rest. What's kinda weerdo is that Shiny Jurgen is standing there in front of him, sorta staring him down. Men. The rogue gives a mental shrug. At least they don't pee on you to mark you as theirs.
"Hey, you know, Momma Rash, I think Fernie's right. No sense making enemies when you don't have to, you know."
"Hi, I'm Xenia." The girl rogue flies up to face level with the Mecha Man. "I'm not really from here. Mind if I hang around?"
"You go on ahead," she turns momentarily to the other Chaos Guys. "I'll keep company with the Mecha. Whyn't you try figure out what was up with them Dominated guys. If you need me, you can call me on the ... " She lifts her hand and points to the back where the tattoo rests under her glove.
"Sorry," she turns back to Mecha Man, "we just got back from stopping these guys from taking some folks slave. Turns out that the slavers were Domineered up by someone else, and we're trying to find out why and who by. Guess that could be your Node thingie too, right? Whatever a 'Node' is."
"You mind if I sit here?" Xenia turns in the air and alights with her slim bottom on the Marut's shoulder. "Kinda nice view from here. Used to sit up on the roof back in Floating City. You could see over all the rooftops in Fence Level from there."
"We were protectors back then too. Just like these Chaos Guys."
"Say, like Kaz just said, you got a name?"
Rolls and Actions Diplomacy 20 (Enough to turn Indifferent to Friendly)
Active Effects: Fly 5m
Peerimus Huge Air Elemental AC 21 HP 185/185 and Yorrick AC 37 HP 160/160 Sunday September 20th, 2009 11:27:16 AM
Firngaer was partially correct, the druid knew, but the man had the tact of a dragon. Peerimus braces himself partially and then speaks up. "I agree on not imprisoning them, but I do believe it would be a mistake to simply send them on thier way. We need a place for our 'guests' to stay short term."
Peerimus will attempt to catch up to Kazak and assit, also suggesting they bury the men in the Heranmar graveyard. Peerimus will commisison the caskets and grave markers. Likely he knew, he would not have time to fashion them himself. With that task done, his blessing upon the men final he goes to find Angus.
"This cannot happen again Angus." Peerimus leaves it at that.
Rash Firngaer everyone really...We have to have some spells that could help ID the responsible party on the Dominate and it does not have to be a wizard. Commune, Divination, legend lore Vision any greater planar Allies we can attempt to enllist in the mystery
I think Trace and Peerimus backtrack the wagon. With the assistance of where the villagers were nabbed we can use that as our starting point. Also why not the women? could be a labor thing anyway Peerimus will Commune with nature and be talking to all the plants, animals and rocks he can in the area as he and Trace backtrack the wagon
Rash 152/152 AC 42 shield of faith, Sunday September 20th, 2009 9:40:22 PM
Rash says, "It could be mindflayers. I wonder if that nasty Zat could be involved somehow? I believe they can dominate. Still controlling so many wouldn't be easy for any one creature. Also some kind of magic item or artifact might be able to do this."
Rash overhears Peerimus scolding Angus and comes to the magicuser's defense. "Peerimus, that isn't fair. Angus was attacked first. Of course he is going to defend himself. His spells are tougher to "pull" than a sword stroke." She does look at Angus and scolds on her own. Still I think you could have cast something not quite as deadly. Maybe those tentacle thingy or sleep or something."
Questions and Questions (DMSteveK) Monday September 21st, 2009 10:39:55 AM
The prisoners are all soon set free and travel with Trace back to thier origins. The ranger necessarily keeps his pace down for the first day until; one by one, the people are back to where they were. The first is the woodsman a couple of hours down the road. He gives a wave of thanks, picks up his woodsaxe where it was in the bushes and returns to work. The peddlers are an hour further south, thier tent, horse and cart still in a meadow on the side of the road. Near evening, the farmer and his son get back to thier patch of ground. Trace is offered the hospitality of the farmers meal and home. It is basic fare but the ranger has sure had worse. Seems the farmer's wife and two younger sons died of the flux the year before, and so the two are the only ones in this area.
Trace and Peerimus (who arrives shortly after dinner) will follow the tracks further south in the morning. (Please make tracking checks)
......................
The Marut replies to all attempts to engage him in conversation by the same lines... "To attack me is not allowed. To interfere with my mission is not allowed. Any who interfere, any who attack, deserve punishment." Xenia is able to elict a different response by attempting to land on the Marut's shoulder. Just as she is about to land, the Marut Dim Doors to another location, still within visual distance of the INN at Heranmar.
....................
There is a lot of talk as to what to do about the formerly dominated guards.
Maxwell and Weldon both refuse any form of atonement or punishment. "We were hired by Soonbeem and musta got magiked", says Weldon with a look of defiance, "ain't no fault of us. Just as easy to punish us for falling into a pit. And now since Soonie is dead, I ain'ta gettin paid, you just should let us go so we can see how to live around here."
Brother Tomaz is another matter. He kneels in front of Jurgen and Rash, placing his forehead in the dust of the street. "It is my shame that I was weak. Allow me to atone, and place any punishment on me to expunge this stain." To Peerimus, the monk replies while continuing to smack his forehead against the ground. "We organized a group to explore the lands after the Great Migration. I cannot remember where we went or why we were doing as we did. Punish me, I deserve it."
Angus HP 74/74, SR 20 Monday September 21st, 2009 2:46:39 PM
Angus looks over to Peerimus "I can guarentee that an attack on me will illicit the same response. I will use deadly force whenever I feel my life is threatened."
Angus looks over to Rash "I agree that I acted harshly, but I was worried for my life as I do not react well when grappled. I wish I have more spells that could have controlled the situation better, but alas, they are not at my disposal. My spells are limited and most due deadly damage."
Angus then looks over to Firngaer "Feel free to raise the unfortunates that I accidentally killed. If you do not, I will take a burial detail out to give them a proper final rest."
Angus will look to Rash again "Do you want to say a few words over the departed or should I hire an alcolyte? I know you are busy."
If Firngear does not pay for a raise dead then Angus will go and hire two grave diggers for a platinum piece each. Angus will seek out to hire a cleric of Domi for burial duties. Then he will teleport to the bodies with the grave diggers and cleric to the battle site.
"Yeah." Xenia hangs, her butt seated on nothing but air, watching the Mecha Guy from across the way is tin voice repeating the same unwavering litany of attack and interference. "Alright. So you're not a touchy feely kinda stone-metal guy. I get that."
The rogue flies close again to the Marut and settles on the ground in its shadow. "Hope you don't mind. I'll just sit here and keep you company. Work a bit, you know. While we talk."
"You ever want this thing to move," Xenia whispers through the tattoo, "just try sitting on its shoulder."
The rogue lays out her crafting material and begins shaping a new bow. As she works, Xenia lays down a continual stream of chatter, at first describing the parts of a bow - the riser where the handle or grip is attached, the limbs, the string, and the unrealized theory of cam wheels. She describes curve and recurve, adding that the particular bow she's making will be recurved to add two points of strength to the bow.
Somehow, talk of bows leads to talk of merchant trade, and the rogue spends the rest of the day talking to the silent Inevitable about her plans to bring trade from this South Place, as she puts it, to the cities of the Elennian Peninsula.
Working and talking, working and talking, the day goes by. The light wanes and evening comes.
Craft Composite Shortbow +2STR (Value 225 gp / Weekly DC 2250 / Daily DC 22500) Today's Progress Roll 41+30 = 1230/22500
Trace watches the Marut from afar. No sense getting any nearer. Especially with the half-drow girl's incessant pointless chatter. The presence of the Marut with it's inscrutability and unknown motivations instilled a sense of unease. But wasn't that always the way it was with the unknown? Benign or otherwise?
Ultimately one had to have faith in the forces of the law. The power wielded by law was a necessary evil, without which there would be no way of ensuring security. And yet, there was always the fear that the same power would be turned against one's self.
The ranger turned away, headed for the INN. There would be more tracking to be done tomorrow, to find the origin of the wagon. The lights of the INN shone from the windows, warm and inviting. So many people thought of Chaos and Law as opposite ends of a spectrum, thought Trace. They were wrong.
(Survival for Tracking 30)
Firn'gaer Monday September 21st, 2009 5:58:44 PM
Firn'gaer is distraught over the complete lack of remorse Angus shows over killing the Dominated guards. "You have the means to avoid the danger, you chose not to. And Angus you didn't kill them. I believe the word you should have used was murdered!" He says as his blood boils. "If I thought the jail would hold you, I would put you there myself." he says before leaving, "Contact me if you need me, but now I need to leave before I say what I really feel."
"I'll deal with the murdered guards. I think you've enough." He says as he leave the Inn.
[ooc: Firn'gaer will attempt to find a priest capable of Raising the dead and try to have the guards returned to life.]
Peerimus AC 16 HP 131/131 and Yorrick AC 37 HP 160/160 d20+27=35 ; d3=2 ; d20+27=33 ; d20+27=29 ; d20+27=43 ; Monday September 21st, 2009 10:47:29 PM
"True enough Rash," he answeres the cleric, "Angus is a powerful mage and his repotoire does not lend itself to subduing an opponent. But it cannot happen again. How Angus wishes to prevent such an occurrence is entirely up to him."
At Angus's responce the druid's own temper flares, his mouth opens slightly, but then apparently deciding to alter what he was about to say, Peerimus takes a breath to pause himself. "Angus, Trace stood next to you, I stood above the wagon, and with the ability to cast fly, teleport or Walls of Force your life was not in danger at the time you cast the second spell. I am not going to belabor the point or argue with you. It simply cannot happen again."
"Firngaer," but the wizard is already exiting the inn. Peerimus blows an exhale into his hair from the corner of his mouth, "Before Angus or anyone can say anything he holds up a hand, "Let him cool off, nothing said now will be remotely productive."
Peerimus moves to the window and stare in the direction of the Marut. "He keeps saying his mission, do we know what it might be and what actions if any on our part might interfere with it? Rash, If you please work on that problem. trace and I will be tracking the wagon tomorrow."
Peerimus will shift to a wolf and track with Trace. [Track at mormal speed 25/33/29/43]
Rash 152/152 AC 42 shield of faith, d100=23 ; d100=69 ; Monday September 21st, 2009 11:06:20 PM
Rash moves over to the window and stares at the metal man. "I will pray for some informational spells in the morning. We will need to watch the metal man during the evening. I don't think he is our enemy but I also don't think he is our friend. I almost think he knows something bad is coming and is simply waiting for it to show up. My concern is how much of the town will be left after the battle."
She turns to Peerimus and says, "I am more concerned with this dominating mage or whatever out there. He...She or It seems to have a specific purpose and I doubt that it will be to our benefit." She looks over at the Marut again and murmers..."Not to our benefit at all."
Rash will then head for her room, where she casts her normal daily spells and turns in for the evening. She will pray, and then cast a scrying spell upon her holy water font. She will first look in on her family making sure that they are OK. She will then check each of the check each of the freed prisoners trying to make sure that they are still dong well. Finally she will check on any of the travelling Children of Chaos, using the tattoo's message spell to say hello and see how they are doing (ooc rolled 23 and 69 for that to work. Need 75 or less.)
When she awakens she will pray and then gather Peerimus, Firn'gaer and the others before they leave to give some questions for her commune spell.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Bless, Command, Endure Elements, Comprehend Languages, Protection from Evil, Second:Spiritual Hammer* Restoration Lesser, Augury, Hold Person x 2, Resist Energy, Aid x 2 Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Dispel Magic Fourth:Dimension Door*, Divine Power, Restoration, Sending, Divinitation, Magic Weapon Greater, Freedom of Movement Fifth:Flame Strike*, Righteous Might,Spell Resistance, Commune, True Seeing, Flame Strike, Scrying Sixth:Blade Barrier* Heal x2, Summon Monster 6, Dispel Magic Greater, Seventh:Power Greater teleport*, Holy Word, Summon Monster 7, Dictum, Ethereal jaunt Eighth: Power Word Stun* Summon Monster 8, Holy Aura, Spell Immunity Greater Ninth: Power Word Kill* Miracle
Common tactics for spells: All spells are cast at night before bed, so I can have the spells ready for recasting during the next day if necessary. Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast. Endure elements will be cast without any rods but again each night before bed.
Durgan Stonewall (AC 29; HP 230/230) Monday September 21st, 2009 11:22:13 PM
Some had magics to take care of. Others had tracking to do. Some had prisoners to check or the dead to bury. Durgan had no task.
Durgan makes himself busy be visiting with the town guards. He reassures them of the Children's presence should the Marut take any hostile action. "He ain't the only one that can watch and wait." Then Durgan will spend the day(s) while the others are busy and teach the guards some new weapons and armor training.
OOC- I know we are all roleplaying our characters, but let's please not rehash the 'raising those we killed from the dead' debate. It got pretty heated last time. I dont want to stifle anyone, I just dont want to see it blow up.
Kazak Stonewall Ac 29/36 w/shield Hp 212/212 Monday September 21st, 2009 11:56:19 PM
As the discussion about the guards and punishiment lingers in the air ..... the dwarfa dds his words .... " hey i don't think dey should be punished ..... dey was forced againist der will ..... if dey like dey can each make amends der own way ... and wit der own folks " .... growls Kazak
"As Angus's words spark some heated veiws .... " it all happened very fast ... had to make snap choices .... sometimes not da best ones .. but none the less ...we saved people dats da most important part "
"We must figure out what is behind all dat dominating magics ..... wonder if der is more of traveling bands dat got dominated and sent out on missions " ....
Jurgen Tuesday September 22nd, 2009 2:40:43 AM
Jurgen watches the situation explode and is reminded of the same months ago. Firn'gaer's words, strangely, don't draw anger out of the paladin. He simply shakes his head, not commenting. What did he, or the Dominated men for that matter, expect? Weakness was not to be commended.
"Brother Tomaz, stop this foolishness." He helps the man, drags him up if necessary, to his feet. "I will not punish you and atonement cannot be measured by deeds done or punishments received. You are truly sorry for your weakness and the actions you undertook while Dominated. That is atonement. If you do not think this is enough, then perhaps you can offer your services to those who you wronged. Do not go to seek their forgiveness, though. If you go, do so to find a way to forgive yourself." As for Maxwell and Weldon, Jurgen chooses to ignore them completely. If it were up to him, he'd have them digging and re-filling holes for the next few days. But they were not responsible for their crimes and he had no authority to hold them responsible for their weaknesses.
As for the dead guards situation, not being present makes Jurgen's view of the events rather different than anyone elses. He would not take sides between the Children, though. He would help Firn'gaer bring the guards back. Catching up to the wizard, he makes a suggestion. "Hook City may be our best bet in finding someone who can do the job. A number of the Migration Cultists are working at various temples. They'll point me in the right direction."
Angus HP 74/74, SR 20 Tuesday September 22nd, 2009 9:09:44 AM
Angus just shakes his head at Peerimus "I will never hesitate to use deadly force to protect myself and all of you. It was an unfortunate situation and not the first or the last."
Angus looks to Rash and Kazak "I think you to have it correct. We are dealing with a very powerful mage that need investigating."
Angus see Xenia with the Marut "Did you find anything out about your new dance partner?"
Questions and Questions (DMSteveK) Tuesday September 22nd, 2009 11:47:11 AM Angus tells the others that when attacked by deadly force, he'll respond with deadly force, and the best, the most he will do for the slain is ensure they get proper burial.
Xenia spends a day crafting her bow and continuing a constant stream of light information around the Marut.
Trace has some deep thoughts on the nature of Law and Chaos, and the nature of mortals who like to take those concepts to the extremes. But in the morning, he goes tracking
Firn'gaer all but accuses Angus of murder and storms off to take care of the guards himself. Besides Rash and Peerimus, the only major clerical person near Heranmar is the conclave of the Crones over by the Standing Stones. The gnome wizard is met by a woman who is now both the Heranmar Council representative and the leader of the conclave here; the Daughter of the Crones. "The Eldest took his last breath last moon", she tells Firn'gaer, "a loss to us, but it was his time."
When Firn'gaer asks about raising from the dead, the Daughter spreads her hands helplessly. "I am the strongest here and have not that power. Perhaps your own Rash would have the ability to open the gateway between Life and Death. Yet I would warn you caution. The Power that governs that doorway is greater than the Crones, and the ancient stories tell that few exceptions are made. From what you say, these men died in battle in the pursuit of deadly force. A tragedy, I agree, but is it enough to sway the Gray Power?" She spreads her hands again, showing the decision is one only Firn'gaer could decide.
Peerimus tries to sooth feathers, but his own hackles are rising with the tempers of the other CoC companions. A few more words of caution, and the druid asks if Rash could find out more about the Marut and its mission. In the morning, a wolf goes hunting.
Rash's scry allows her to easily see her family and that all is well. So too with the six former prisoners who look to be moving on with their own lives. The cleric finds out the limitations of the Message part of the tattoo: it only works within 100 feet. Come the morning, the cleric of the Powers Combined asks for any questions for her commune spell.
Durgan makes himself busy be visiting with the town guards, then spends the day in teaching the guards some new weapons and armor training.
Kazak puts in his own thoughts about actions in the heat of battle. He also speculates about more than one travelling band that are Dominated.
Jurgen keeps silent on the angry debate, and turns his attention to Brother Tomaz. "Seek their forgiveness, and find a way to forgive yourself." He ignores Maxwell and Weldon. Finally, he offers his assistance to Firn'gaer if the wizard is set on bringing the three back to life. Perhaps Hook City?
..................
Until a solution presents itself for resurrection, Brother Soonbeem and his two companions are buried along the side of the road with all clerical honors. There are some sticky points as to who actually does the deed, but they become less important that the interment and blessing itself. It is done.
Maxwell and Weldon go on thier way, two sell-swords headed west.
Brother Tomaz stands and bows precisely to Jurgen. "Let it be as you say. I will use all my effort and energy to help those I wronged until the stain on my honor is expunged." Without dusting himself off, he makes for the *new* South Trade Road. Rash later spies him in her scrying, hauling wood for the woodsman.
Life in Heranmar goes on as normal as it can with a 10 foot tall living and moving statue in the streets. Yet the Marut has not made any aggressive moves and life moves on. There is a scary incident that afternoon as a couple of 10 year old boys try to throw rocks at the Marut in a game of 'target', but the presence of Xenia keeps them away. When the boys had picked up the stones, one of the Marut's hands began flickering with lightning...
The guards are only too pleased to work out with Durgan. The dwarf can see they are not ready to even go out and fight orcs, but the lessons are along enough that they would be able to mount a stout defense of Heranmar's walls.
Rash wants to do a commune spell, but needs questions from the Children of Chaos
Trace and Peerimus range out 20 miles down the *new* South Trade Road, following the tracks. In two days, the pair travel 60 miles south, and the wagon tracks are getting harder to read. But there have been some interesting finds.
On the first day of tracking, both Peerimus and Trace can tell the waggon made camp once per day. Each time it stopped, the heavy waggon became lighter. Further, they have found unusual small and medium sized tracks around the waggon at each campsite. A further Know(nature) DC 20 shows Highlight to display spoiler: {the tracks are insectoid.}
On the second day of tracking, the two have similar finds, but Peerimus makes an additional discovery. There are also Large tracks at this stop similar to the Small and Medium sized from the last day.
Time is wearing away at the tracks, doubly so as the further the heroes go south, the older the waggon tracks become. Quick glances to the sky says it hasn't rained... yet.
The light wanes and evening comes. The second day after the fight.
................
Tracking: DC 17, two checks per day, -5 at normal speed, -20 at x2 speed
"So, if I'm right, Peerimus," Trace says as he sits before the fire at the end of the day, "if the wagon gets lighter the further it went along, that means in addition to picking up those people it was also dropping things off."
"I think we need to split up here. One of us track the wagon, the other one track the things that were dropped off. I think I should take the wagon. You can catch up with me easier after you've found what it is they've dropped off."
"What do you say?"
Knowledge Nature 18 Tracking 30 & 25 (Swift Tracking for Normal Speed / 40 w/Longstrider)
Rash 152/152 AC 42 shield of faith, Tuesday September 22nd, 2009 1:04:43 PM
Steve, please read scrying. It says you can cast message through your scrying device. If we can't because the tattoos don't allow it, thats fine but I thought I would double check
SteveK: Oops! No, you are right. the limitation is identical to the spell, so you can use the Tattoo Message to another Tattooed hero via your scry spell. Pretty smart! (I know I didn't think of that!)
Xenia (AC29, HP99/99) d20+32=48 ; Tuesday September 22nd, 2009 1:34:52 PM
As the designated Mecha Guy Watcher, the dark rogue curls up in her bedroll for the night. In the morning, she wakes and takes some time for herself to bath, pee, and bring back some breakfast before continuing her project yet again.
"Well, looks like this Mecha Guy 'ports, just like you do, Angus," the rogue replies when her fellow Crimson Shield drops around. "I tried to set on his shoulder and he popped out from over there and popped in over here."
"Dunno how safe he is either. I chased off some boys aiming to throw stones at him. Looked almost like Mecha was fixing to attack them back. Overwhelming force and such. Dunno who made this guy, but looks like they mighta made it, you know, Judgement Impaired or sump'in. If it's gonna take a bunch of boys who could never harm it as an attack, you'd think it might not take kindly to, say, a verbal attack. Or how 'bout a character attack. It might even react badly to, you know, I mean, a heart attack!"
"I know, that sounds stupid, but you get the idea. Right? I mean, aren't these things supposed to protect the law? How's slaughtering a bunch of kids protecting the law? What law would allow that sorta thing? I think we oughta find out who sent this thing and have us a talk with them."
"I thought up some questions for Momma Rash and her Communion-cation thing."
Was the Marut sent by a divine power? Is the Marut's mission to watch and report on the current members of the Children of Chaos? Is the Marut's mission to watch and report on the INN? Is the Marut's presence related to the dominated guard that we found?
Craft Composite Shortbow +2STR (Value 225 gp / Weekly DC 2250 / Daily DC 22500) Today's Progress Roll 48+30 = 1440 Total Progress 2670/22500
Out on the hunt, Peerimus and Trace quickly make time, "A lighter wagon as it progresses. I agree they are unloading captives. The Road into Heranmar is likely then near the very end of the trail." Peerimus identifies the tracks as insectoid to the ranger. "Nothing in the natural Wold created these marks that I know of." [Know Nature +25 auto sucess]
When Rash Messages him and Trace, the wolf gets a wry smile. "Excellent work Rash. We have found tracks that resemble an insectoid. Small Medium and Large tracks. They appear to have taken some prisoners already."
The message spell ends. "Before we decide to split up, which I agree might be the best course, let us see if Mother can assist us."
Peerimus casts Speak with Plants and begins asking about any creatures in the company of creatures that look like Trace about 7 days ago
Thoughts of Questions... Is the Marut's Mission to observe an event taking place witin 1 week is the Marut's mission to intervene directly in an event to take place later in Heranmar Is the Marut and the Domination of the guards directly linked Were the guard dominated by a member of the noble race (human, elf, and so on) Were the prisoners to be used a slave labor have others been taken we are not aware of Are they being held within 18 miles of Heranmar
Durgan Stonewall (AC 29; HP 230/230) Tuesday September 22nd, 2009 10:19:14 PM
In between training sessions with the guards, Durgan ponders the mystery of the Marut. Short of actually attacking it, he came up with nothing. Durgan takes every opportunity to check on it, and everyone notices his drastic drop in drinking since the Marut's arrival.
Kazak Stonewall Tuesday September 22nd, 2009 11:32:14 PM
Kazak decides he needs his own dwelling ....." we made dis place our base of operations .... and wit all da changes from da hugh migration .... things will definatly be intresting and exciting " Muses the dwarf " and its a sweet place to retire too ... maybe a house ..hmm maybe a farm "
With those thoughts Kazak helps keep an eye on the marut .... rotating watching with the others ..... so everyone gets some free time to do their own thing ......
While off Marut watching duty .... the warrior ambles about town .... and even the nearby countryside .... peeking at available tracks of land or farms ......
Angus HP 74/74, SR 20 Wednesday September 23rd, 2009 9:01:10 AM
Angus muses about questions for Rash. "You should as if the slavers and the Marut are connected in some way."
Angus will walk out on to the street and stand 30 feet from the Marut and ask a few questions "Are you after slavers or outsiders, those not of this plane? Maybe we are on the same mission as you?"
Angus waits for the answer and then ask the Marat "Can we assist you in your task? What is the target of your mission?"
Angus takes off his big floppy leather hat and scratches his head and mumbles "This is best left up to Xenia and Rash as I am out of my element. I need a glass of wine."
Angus will go back and seek out the group.
Rash Wednesday September 23rd, 2009 9:47:06 AM
OOC: Quick post for George by Jim as he is on the road
------------------------------------------------
Rash formulates her questions for the powers for her commune spell
-Is Angus Evil -Is the Marut's Mission to observe an event taking place witin 1 week -is the Marut's mission to intervene directly in an event to take place later in Heranmar -Is the Marut and the Domination of the guards directly linked -Were the guard dominated by a member of the noble race (human, elf, and so on) -Were the prisoners to be used a slave labor -have others been taken we are not aware of -Are they being held within 18 miles of Heranmar -Was the Marut sent by a divine power? -Is the Marut's mission to watch and report on the current members of the Children of Chaos? -Is the Marut's mission to watch and report on the INN? -Is the Marut's presence related to the dominated guard that we found? -Is the Wizard that dominated the guards one of the insect creatures? -Are the Insect creature a threat that the CoC need to addres?
Questions and Questions (DMSteveK) Wednesday September 23rd, 2009 10:09:58 AM Trace suggests the ranger and druid split up, but is content to wait for some more answers.
Xenia worries about how the Marut will react to other than physical attacks and how much physicalness is required to constitute an attack.
Peerimus and Trace quickly make time, find out some valuable information, and through Rash's Scry spell, are able to keep the other CoC informed. A casted Speak with Plants about the camp site yields more information. Speaking to trees, vines, and bushes, the druid is able to find out that the 'insects' look like ants, but stand like centaurs (an old oak recognizes centaurs). One vine notes that the biggest ant-taur had a metal hat on like many Noble races wear.
Durgan ponders the mystery of the Marut and drinks less than normal.
Kazak ponders his future and helps keep an eye on the marut. When he ambles around, Kazak can see that most of the abandoned buildings of Heranmar now have occupants. The same is true for the nearby farming lands. Perhaps buying someone out, or even going further afield...
Angus gives Rash another question, and then tries to get the Marut to tell more of his mission; perhaps they have a mutual target? The Marut answers are the same.
Using the provided questions, Rash casts her Commune spell and distributes the answers to all of the CoC. Twelve questions are asked, five more are possible before the spell ends.
-Is Angus Evil... NO -Is the Marut's Mission to observe an event taking place witin 1 week... UNCERTAIN -is the Marut's mission to intervene directly in an event to take place later in Heranmar... UNCERTAIN -Is the Marut and the Domination of the guards directly linked... NO -Were the guard dominated by a member of the noble race (human, elf, and so on)... NO -Were the prisoners to be used a slave labor... YES FROM PRISONERS POINT-OF-VIEW -have others been taken we are not aware of... YES -Are they being held within 18 miles of Heranmar... NO -Was the Marut sent by a divine power?... NOT BY POWERS OR GODS -Is the Marut's mission to watch and report on the current members of the Children of Chaos?... YES -Is the Marut's mission to watch and report on the INN?... NO -Is the Marut's presence related to the dominated guard that we found? ... NO -Is the one that dominated the guards one of the insect creatures?... YES -Are the Insect creature a threat that the CoC need to addres?... YES
..............
The morning breaks, and the CoC are armed with new information.
Before Peerimus and Trace can decide what to do, a man, dirty and on his last breath stumbles north along the road.
"Help!" he wheezes, "Monsters att... attacking... (pant, pant) my family (wheeze) my farm!"
He waves an exhausted arm towards the western woods.
A question comes to Trace after Peerimus tells him of the insectoid nature of the tracks - a question to further on to Rash for her Commune.
"Are the insectoids involved in the domination of the guards of the same kind as the Centaur Ants that the Children of Chaos fought when they battled Ga'al?"
The next day, as the farmer runs up calling for help, Trace catches the man by the shoulders and holds him steady while he catches his breath. "Where they men with ant bodies?" he asks the farmer, giving him a fuller description of the Centaur Ants that the group had fought before. "How far away is your farm? And how many of these monsters were there?"
"Do you think we should call in the others, Peerimus?" Trace asks.
Xenia (AC29, HP99/99) Wednesday September 23rd, 2009 3:00:14 PM
The dark rogue begins packing her things as soon as she hears the answers from Momma Rash's magic Communion.
"It's here to watch us, right? So, the only thing that's keeping it here in town is us. Right? So, if we want it to leave, guess what we gotta do, huh? We gotta leave and figure it'll follow."
Xenia seeks out the magickers in the Chaos Guys for a 'porting out of town.
"We could go see Fernie's new place. Not sure he'd like the Mecha suddenly showing up, though. Whyn't we go see what Trace and Peerimus are up to? Better to have Mecha Guy out on the road than here in town where he might hurt someone."
Peerimus AC 16 HP 131/131 and Yorrick AC 37 HP 160/160 Wednesday September 23rd, 2009 8:07:01 PM
Peerimus shifts to his normal from as the man staggers towards them. As Trace talks to him Peerimus casts Lesser Restoration on him. "I'm afraid we do not have the luxury to try and bring assistance. We will need to deal with it ourselves." Peerimus casts Freedom of Movement, "Remain here where you will be safe." The druid turns and moves 40' towards the Western Wood
Spell list 6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, (1) Lesser Restoration, Warp wood 7-Level 3: (2) Protection from Energy, Daylight, Stone shape, Sleet Storm, *(2) Speak with Plants 6-Level 4: *(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Repel Vermin, *Greater Magic Fang 5-Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 4-Level 7: (2) Heal, Stone Tell, Animate Plants 3-Level 8: Earthquake, Stonetell, Animal Shapes, Anti Gravity 1-Level 9: Heighten Sunbeam, Shapechange
*Cast Spell Staff contains ShapeChange
Active Magic: Endure Elements, Longstrider, Pass W/o a Trace, Freedom of Movement
Firn'gaer Wednesday September 23rd, 2009 9:34:59 PM
His place is done for the most part, except for furnishings. With Hook City so close, he could have gone there, but he'd rather not go back to that city. Too much bureaucracy! That was going to have to wait because there were slavers in Gateway Downs and Firn'gaer was looking to release some aggression.
He heads out towards the location where the wagon was first encountered. A wagon shouldn't be too hard to follow.
Active Spells: Moment of Prescience (17 hours), Overland Flight (34 hours)
0- Light, Mage Hand, Message, Prestidigitation ; 1-Alarm, Elf Sight, Endure Elements, Magic Missile (x2), Ray of Enfeeblement ; 2-Invisibility, Knock, Mirror Image, Scorching Ray, Shield (Extend Spell), Web ; 3-Dispel Magic, Displacement, Lightning Bolt, Magic Missile (Empower Spell), Ray of Exhaustion, Slow ; 4-Dimension Door, Dimensional Anchor, Black Tentacles, Secure Shelter, Scorching Ray (Empower Spell), Wall of Ice ; 5-[High Arcana: Spell-like Ability] (x2), Fireball (Empower Spell), Telekinesis, Wall of Force ; 6-[High Arcana: Mastery of Shaping], [Spell-like Ability: Mage's Lucubration x2/day], Disintegrate, Greater Dispel Magic, Overland Flight (Extend Spell)* ; 7-[Spell-like Ability: Grasping Hand x2/day], Mage's Sword, Reverse Gravity, Greater Teleport ; 8-[High Arcana: Mastery of Elements], Chain Lightning (Empower Spell), Moment of Prescience* ; 9- Crushing Hand.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Racial Spells: 1/day - dancing lights, ghost sound, prestidigitation.
* -- Spells cast [] -- permanently held spell slots
Durgan Stonewall (AC 29; HP 230/230) Wednesday September 23rd, 2009 10:00:23 PM
Durgan takes the news about the ant-taurs well. "Great. Ant-Taurs can be nasty critters. Hey brother, remember when we had ta tussle with a colony of them that wanted to compete with the Clan fer our mines? I promise ye have never seen such a bloodthirsty charge by dwarves before as when our livelihood was threatened."
Durgan glances over at the Marut. "I wonder what he is goin ta do when we head out?"
Kazak Stonewall Wednesday September 23rd, 2009 11:11:52 PM
The dwarf smiles as he recognizes that Heranmar is flourishing ..... " dats a good thing " growls Kazak loud to himself
maybe move further out ,.. gots to be some nice property out der .. dat i'm sure of "
As word from Ppeerimus and the other CoC come to the forefront .... the dwarven warrior gathers his equipment and ready's for their next task .......
walking by the Marut .... " ya be nice to da folks here .....dey no trouble ..... " growls Kazak at the MARUT
Quickly finding the others as they all prepare and meet up ...... "Ant taurs ya say brother ....hmmm nasty creatures ......"
Rash Wednesday September 23rd, 2009 11:17:51 PM
Rash also gears up but decides to cast an augury before they go asking, "Would the Marut harm Heranmar's citizens or property if the Children of Chaos leave it here alone?"
After getting the answer, she will find the town elders and warn them to keep everyone away from the Marut. This thing is dangerous and will show no compassion. Keep the kids, drunks and idiots away from it."
Rash also gathers her gear in preparation to leave and chase down these slaving insects.
Angus 74/74 HP AC 14 d20+11=14 ; Wednesday September 23rd, 2009 11:27:27 PM
Angus looks to Rash "Hey Rash, ask if the mechanical beast will follow up if we leave the city? We may have gained a pet?"
Angus looks at Xenia and smiles "I think you should name our potential new pet."
Angus will pull out his silver flute and start a merry tune as he attempts to lead the mechanical beast out of the city. "I will see if I can leave the beast away so it can not harm anyone in the city."
Angus looks back at the Marat "Well are you coming?"
Perform 14
Angus only plays an average melody as he is laughing to hard at himself.
Angus casts mage armor on himself, out of habit. "Not that it would do much good against anything we run up against."
Jurgen Thursday September 24th, 2009 1:36:36 AM
Jurgen, having no way of knowing that Peerimus and Trace are on the way to trouble, finds himself bored with the day. He goes through his usual routine of exercises. And ponders the answers to the Communion.
At Lake Wane, Heranmar, and the South Trade Road (DMSteveK) Thursday September 24th, 2009 8:06:00 AM Lake Wane
Firn'gaer has been busy creating a comfortable and defensible series of warrens in the stone outcropping beside Lake Wane. In his final creations, the gnome wizard has used a Disintegrate and Wall of Stone spell this day (ooc: please mark off of your allotted spells). Firn'gaer thinks about using Overland Flight to get back to Heranmar and the South Trade Road where the waggon was, but realizes that it is easily over a hundred miles away. It will be much quicker if he teleported...
Suddenly his Tattoo begins itching like crazy and urging him to travel east...in the direction of Peerimus and Trace.
Heranmar
Kazak, Durgan, Angus, Xenia, Jurgen, and Rash all prepare to leave Heranmar and move south to see what the scouts have discovered. Rash casts Augury bringing a whisper from the air... "Weal".
Suddenly thier Tattoos all begin itching like crazy and urging them to travel south...in the direction of Peerimus and Trace.
South Trade Road
Trace wonders if the scouts should get the others, but Peerimus thinks the time is too short. The druid restores the farmer's vigor and tells him to stay put. Another spell for combat and the druid is off! Racing through the woods without a trace, Peerimus and Trace only go 40 feet before they hear the sounds of wailing and screaming from a half dozen throats!
They are still in woods and can only see 20 feet ahead.
Xenia (AC29, HP99/99) Thursday September 24th, 2009 3:35:47 PM
Uh oh ... Xenia lifts her hand as the tingle hits the tangle.
"Why is it this doesn't feel like a friendly little tickle thing," she says, pretty much to herself. "I think we got trouble with a capital 'T' which rhymes with 'P' which stands for Peerimus and Trace."
"Lets get 'portin'." But first, a little magic. The dark rogue activates her winged boots and lifts up into the air.
Active Effects: Fly 5m
Craft Composite Shortbow +2STR (Value 225 gp / Weekly DC 2250 / Daily DC 22500) Today's Progress Roll 48+30 = 1440 Total Progress 2670/22500
"Peerimus," Trace avails himself of one of the new effects granted by the Chaos tattoos, whispering a silent Message to the druid, "I've been wondering whether the insectoids that we found aren't related to the Centaur Ants that we fought when we took on Ga'al."
"If that's true, then we're looking at powerful opponents who may not necessarily be evil. Do you think we should try talking to them? Think of your insects. If we attack, we may not get a second chance to make peace."
In the woods, the ranger spares a moment to activate his boots. In case things turn violent, he will be ready.
Active Effects: Fly 5m
Durgan Stonewall (AC 29; HP 230/230) Thursday September 24th, 2009 7:44:43 PM
Durgan looks at the tattoo with a bit of disgust on his face. "I hope the durned thing ain't goin ter be itchin all the time!"
Kazak Stonewall Thursday September 24th, 2009 8:39:32 PM
Meeting up with the rest of the defenders of Heranmar ..... " somethings up for sure .... Tattoo tells me its Peermus and Trace dat are into something ...... at least now dem here Tattoo's do a little something for us " .... growls Kazak
With a sly grin at Durgan ... " da only thing your itching for is another ale " teases the younger brother .... but he wisely steps a few feet away from his brothers punching reach ;-)
ooc: steveK will Kazak's catacombs purchase be available ?? or will it have to wait till after this encounter ..... no big deal either way , i'll go with the flow :-)
Firn'gaer: AC 20; HP 119; Arcane Sight, Detect Magic, Moment of Prescience, Overland Flight, See Invisibility, Read Magic, SR18 Thursday September 24th, 2009 9:17:30 PM
Firn'gaer finds himself in the mountains instead of in Heranmar. He gives up working on his underground hovel and decides to head back towards Heranmar. He doesn't teleport, but instead decides to make the flight. He figures the flight will take his a day and a half to get there.
Active Spells: Moment of Prescience (17 hours), Overland Flight (34 hours)
0- Light, Mage Hand, Message, Prestidigitation ; 1-Alarm, Elf Sight, Endure Elements, Magic Missile (x2), Ray of Enfeeblement ; 2-Invisibility, Knock, Mirror Image, Scorching Ray, Shield (Extend Spell), Web ; 3-Dispel Magic, Displacement, Lightning Bolt, Magic Missile (Empower Spell), Ray of Exhaustion, Slow ; 4-Dimension Door, Dimensional Anchor, Black Tentacles, Secure Shelter, Scorching Ray (Empower Spell), Wall of Ice ; 5-[High Arcana: Spell-like Ability] (x2), Fireball (Empower Spell), Telekinesis, Wall of Stone* ; 6-[High Arcana: Mastery of Shaping], [Spell-like Ability: Mage's Lucubration x2/day], Disintegrate*, Greater Dispel Magic, Overland Flight (Extend Spell)* ; 7-[Spell-like Ability: Grasping Hand x2/day], Mage's Sword, Reverse Gravity, Greater Teleport ; 8-[High Arcana: Mastery of Elements], Chain Lightning (Empower Spell), Moment of Prescience* ; 9- Crushing Hand.
Permanent Spell Effects: Arcane Sight, Detect Magic, See Invisibility, Read Magic, SR18 (White Robe of the Archmage) Racial Spells: 1/day - dancing lights, ghost sound, prestidigitation.
* -- Spells cast [] -- permanently held spell slots
Peerimus AC 28 HP 131/131 and Yorrick AC 37 HP 160/160 d20+24=40 ; d20+10=25 ; Thursday September 24th, 2009 10:37:18 PM
Peerimus nods towards Trace and whispers back "They well may be, and you are right on the evil part. We also have a duty to protect those at the farm. Be wary and be prepared, but we will spek first and see if an understanding can be reached."
Keeping alert to his surroundings, Peerimus moves towards the sounds ahead. [activate shield and move 40' Spot 40 Listen 25]
Spell list 6-Level 0: (2) Create Water, Mending, (2) Read Magic, Detect Magic 7-Level 1: (2) Endure Elements, Entangle, (2) Faerie Fire, *Long strider, *Pass Without a Trace, Produce Flame 7-Level 2: (4) Barkskin, Bull Strength, *(1) Lesser Restoration, Warp wood 7-Level 3: (2) Protection from Energy, Daylight, Stone shape, Sleet Storm, *(2) Speak with Plants 6-Level 4: *(2) Freedom of Movement, (2) Flamestrike, Rusting Grasp, Repel Vermin, *Greater Magic Fang 5-Level 5: Animal Growth, (2) CCW, Stone skin, Commune with Nature 4-Level 6: Fire Seeds, (2)Greater Dispel Magic, Transport via Plants 4-Level 7: (2) Heal, Stone Tell, Animate Plants 3-Level 8: Earthquake, Stonetell, Animal Shapes, Anti Gravity 1-Level 9: Heighten Sunbeam, Shapechange
*Cast Spell Staff contains ShapeChange
Active Magic: Endure Elements, Longstrider, Pass W/o a Trace, Freedom of Movement
Rash Thursday September 24th, 2009 11:23:33 PM
Rash has to stop and ponder for a second, remembering back to her school days and the head master going over vocabulary words before she can remember what "Weal" means. She finally remembers that it is a good thing.
She warns the dwarven brothers to steady their stomachs and calls out to Xenia to grab on. When she has contact with all three she will greater teleport to Peerimus with his tag alongs.
Zero: Read Magic, Create Water, Detect Magic, Light, Purify Food and Drink, Detect Poison First:Longstrider* Shield of Faith x 2, Bless, Command, Endure Elements, Comprehend Languages, Protection from Evil, Second:Spiritual Hammer* Restoration Lesser, Augury, Hold Person x 2, Resist Energy, Aid x 2 Third:Fly*, Invisibility Purge, Magical Vestment x 2, Prayer, Searing light, Remove blindness/deafness, Dispel Magic Fourth:Dimension Door*, Divine Power, Restoration, Sending, Divinitation, Magic Weapon Greater, Freedom of Movement Fifth:Flame Strike*, Righteous Might,Spell Resistance, Commune, True Seeing, Flame Strike, Scrying Sixth:Blade Barrier* Heal x2, Summon Monster 6, Dispel Magic Greater, Seventh:Power Greater teleport*, Holy Word, Summon Monster 7, Dictum, Ethereal jaunt Eighth: Power Word Stun* Summon Monster 8, Holy Aura, Spell Immunity Greater Ninth: Power Word Kill* Miracle
Common tactics for spells: All spells are cast at night before bed, so I can have the spells ready for recasting during the next day if necessary. Both magical vestments spells along with Longstrider will be cast using the Karma prayer bead and the lesser extend rod. The greater Magic Weapon will be cast with the normal extend rod and Karma bead. This spells will last 40 hours before they need to be recast. Endure elements will be cast without any rods but again each night before bed.
Angus 74/74 HP AC 14 Thursday September 24th, 2009 11:26:22 PM
When Angus feels his tatoo itch it stops playing his flute and walks back to the group, but bows to the Marat as he passes it. "It was not my best tune, maybe you will follow next time. I know you will follow if Xenia dances." Angus comments.
Once back with the group, Angus adds "I think Peerimus and Trace are in trouble. I do not know their location and can not Teleport to them. I had the same problem after the dream as Jurgan and I could not get back to the City. We had to charter a ship with a group of smelly Wemics. I have been teleport mapping the area so I can get us in the general area, but we will have to do some hiking. Also, I can not take everyone at once. I will take Xenia, Kazak and Durgan on the first trip. Xenia can fly top cover and see if she can see and disturbanences while I get the rest of the group."
Angus will teleport with the first group in the general direction of the CoC in trouble to one of his predetermined and studied teleport locations.
"I'll be back in a flash kids." Angus teleports back to the city.
Upon arriving in the city, Angus looks at the Marat "Did you miss me?"
Jurgen Thursday September 24th, 2009 11:43:19 PM
Preparing for the worst, Jurgen throws up an Alter Self, a Shield, and puts a Shield of Faith point in his hands before the teleport. And if things look bad on the other side, he drinks it. Otherwise, he holds it back and goes with Peerimus and Trace to find out what's going on.
Angus 74/74 HP AC 14 Friday September 25th, 2009 9:22:15 AM
OOC: Angus has been limited in teleporting recently as he had attempted to teleport without viewing the destination as was uncessfull (correct under the description of the spell) We are under the same situation here, so I am concened we will not be able to teleport or greater teleport sucessfully. That is why Angus was doing the teleport mapping of the area over the previous weeks.