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Cedric AC 19 HP 67/82 Bear Form Character Sheet 
Friday October 16th, 2009 10:03:15 AM

Cedric assists the party in searching, looking for any clues as to the next step.

Osgood's Graveyard - The Battlefield. Twilight 
Friday October 16th, 2009 10:24:25 AM

The party thoroughly searches the remains of the undead. Among the corpses you find several chain shirts, three light crossbows with quarrels and various clothing and disguise kits.

The real finds are on Spider. It's vestment seems to be of very fine make, bearing various runes and glyphs. It's chain shirt is of exceptional make. Attached to its carapace are two small tear shaped objects that appear to be made of glass. In its pouch you find a small wooden rod, about six inches long and an inch thick. It is carved with various runes as well. There is about two hundred gold in various coins in its pouch.

As the party searches the area, they discover two things of note:
The tower Spider appeared on has been sealed from the bottom. If there's a way in, you'd need to climb up to find it.

The rectangular building to the north east seems to have been repaired, or at least kept from falling apart. There is a doorway leading into it, but it is locked.

OOC:
Osgood's Graveyard (Overview)

The tower is DC 18 to climb.
The lock is DC 20, or Str check DC 18 to break.

Knowledge Religion DC 10 Highlight to display spoiler: {This vestment is clearly holy to Jancassis, the Goddess of Vengeance.}

Detect Magic Highlight to display spoiler: {The vestment, chain shirt, tear shaped objects, and rod are all magical.}

Speck and Lucky Highlight to display spoiler: {Search Check DC 25: You notice a secret door on the side of the rectangular building }

Just Speck Highlight to display spoiler: {Search DC 25 + Trapfinding: Well concealed in the secret door is some sort of needle trap}

Lucky Eddie AC26 HP31 of 46  d20+5=12 ; d20+8=19 ; d8=1 ; d8=8 ; d8=1 ; d8=3 ;
Friday October 16th, 2009 11:01:13 AM

"Hooray!" shouts Lucky. He puts on the vestment and sticks the crystals in his hair. He picks up the wooden wand and says, "Who wants me to poke them with this?"

He goes over to the dead corpse and smacks it with his monkish unarmed attacks. Anything special happen? Fire? Electricity? Tingle from the crystals, maybe?

Knowledge Religion check 12 ... "Hey, this tunic is for that god who likes revenge. Fits nice, huh?" It fits him kind of like a dress.

The mendicant looks a little closer at the runes on the dress, wand, etc. "What's this?" Lucky casts Read Magic on all the runes he can find.

Search check for Lucky in the spoiler: a 19. Not good enough.

Lucky looks around. He sees that Ki'El is pretty much dead. "Come here, Jor-El," he says. "You need some healing!" He casts a Cure Moderate Wounds over an Owl's Wisdom spell, normally healing for 2d8+6. If that vestment does something, maybe more. The roll (rerolling 1s) is 8+3+6=17 hp healing for
Ki'El.
(rerolled two 1s, hah!)

Then Lucky activates his tattoo, making three magic stones. "I'm ready!" he declares. "Should I be searching for traps? As your leader, I say we should go to the rectangular building first. Even The Amazing Spider Dude would have a hard time carrying Marks-On-Thighs's mom up that wall."

Lucky giggles and says to Marcas, "Your mom's so big, she has to be in this building right here!" He points to the door. "Go for it, Mister Muscles!"

"Unless you want I should look for traps first?"

QUESTION FOR DM ON TIME: I'm assuming that we are out of combat, but not taking the time to take 20 on any searches. My Pro Evil spell lasts 6 minutes, and one minute of that was used in the fight. Maybe we can limit our post-battle activities to, say, 2-3 minutes?

==========

[Note: 3 hp nonlethal damage from cold, 12 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect: Daylight, Pro Evil, Read Magic.

Current Luck Points: 1

Sir John, AC 23, Prot from Evil, 39/58 hp  d8+4=10 ;
Friday October 16th, 2009 11:15:55 AM

Sir John looks over to the lock and says, "If no one can open it, I'll break it down. However, I'd prefer we try to get it open first..."

Re: climbing, he says, "With this armor, I can't climb very well... Someone is going to need to put down a rope or something to help me move up..."

For now, there's not much for him to do except stand watch...

However, he will cast CLW's upon himself, giving 10 hps. Also, he asks the others, "If someone can give me a boost, I'd appreciate any healing you provide..."

Spells Left = Protection from Evil, Bull's Strength
1/2 Smite Evil
16/16 Lay on Hands

Marcasthai AC 17 HP 62/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  2d8+3=10 ;
Friday October 16th, 2009 1:39:23 PM

Marcas rolls his eyes, but responds to Lucky; the halfling is the leader and as such deserves respect. Besides, by Imod! it is hard to not like the plucky little guy!

While the others are being healed up, the minotaur takes the time to take care of his own healing, drinking a Potion of Cure Moderate Wounds from his pack.

"This Raven has been sneaky. A look into traps and quietly opening the door is a good idea." The bull-head nods at Sir John. "If that fails, either Sir John or I can open the door noisily."

...Actions...
Potion: +10 hp

...Effects...
-1 morale penalty "Dread" to attack rolls and saving throws.

Lucky Eddie AC26 HP31 of 46  d20+11=31 ;
Friday October 16th, 2009 2:31:52 PM

Lucky nods at Marcas, and also casts his Find Traps spell, so he can find traps like a rogue can. He looks at the door. His search check is now a +11. He rolls a 31! A natural 20! He is convinced one way or another -- "There IS a trap!" or "There is NO trap!"

The DM will let us know!

OOC to Marcas: Roll each of those d8s individually! If you roll a 1, you get a reroll, and it is real hard to tell if you rolled a 1 when you use the die roller like you did. Your 10 hp healing might have been a 3 + 4, but it also might have been a 6 + 1.

Speck AC19/20 HP:26/26  d20+10=22 ; d20+13=23 ;
Friday October 16th, 2009 11:33:59 PM

Lucky+Speck Search spoiler DC25 d20+10=22

oh, scrap that, I think I just understood your comment about why we got the spoiler. Doh!

IC: "Hold on there, bro," Speck cautions Lucky. "There be something quirky about this side of the rectangular building."

Speck pulls out his enchanted goggles, which makes him look more like a miopic hafling dork, and studies a side of the building more closely.

"Yep. Like I thought. This here side of the building has a secret door, AND a trap! So keep yo fingers away and let me have a go at it."

Speck cracks his knuckles, fishes for his tools in his backpack, then goes to work on the trap he detected on the secret door.

"Hmm... see here this crack? There's a needle in there that will poke ya if you aren't careful. And this odd looking coloration on the stone is actually a pressure point to release the catch to open the secret door. I'll look at that other stuff when we get this door open safely."

Disable Device d20+11+2(MW tools)=23, ick! thougt I'd do better than that!


Ki`El HP:21/35 AC: 16 -3 str 
Saturday October 17th, 2009 6:15:04 PM

First Ki asks Put the items in a pile And casts Detect Magic on the loot.
Then after being Healed, Thank you little one; Feeling much better now.. Also, Im not one for climbing ethier, the locked door seems the best decision, for now at least.

Ki smiles as the Halflings debate on how or who will open the door, Ah fellas, He makes his way to the locked door, casts his signature Knock spell, unlocking the door.

He bows, grins, he motios toward the door, Be my guest Mr. Leader
Spells: Highlight to display spoiler: {
Zero-level Sorcerer spells: 6 per day
Daze
Dancing Lights
Prestidigitaion
Message,
Detect Magic*
Read Magic

First-level Sorcerer spells: 7 (6+1) per day
Magic Missile****
True Stike
Chill touch

Second-level Sorcerer spells: 5 (4+1) per day
Flaming Sphere*, Knock***

* is the number of times I've used the spell today
}

Cedric AC 19 HP 67/82 Bear Form Character Sheet 
Tuesday October 20th, 2009 7:54:30 AM

Cedric remains in bear form, knowing that shifting out would end his ability to wildshape for the rest of the day. He follows the party as they contend with the locked and trapped doors.

Osgood's Graveyard - The Battlefield. Twilight 
Tuesday October 20th, 2009 8:12:33 AM

In the aftermath, the party tends to its wounds. Several members heal themselves from the previous battle with spell and potion.

Lucky claims the items off of Spider. Upon donning the vestment, he suddenly feels much weaker! He tries to strike the corpse while wearing the tears, but they have no visible effect. He then tries to read the runes. They are runes dealing with the various aspects of Jancassasian faith: vengence, planning, determination, will. He casts a healing spell, and then activates his tattoo to produce some magical stones.

Speck spends a few moments disarming the trap he has found on the secret door. With a satisfying click, the needle trap snaps, rendering it useless and safe.

Ki'El casts a spell, unlocking both the doors through magic.

Two doors into the same building stand before you, both seem safe to pass.

OOC:
3 minutes have passed since the battle ended.

The tower is DC 18 to climb.
The visible door is unlocked.
The now not so secret door is untrapped and unlocked.

Lucky: You suffer 1 negative level when you put on the vestment: --1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and --1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell or spell slot from the highest spell level castable. Removing the vestment ends the negative penalty, but spell does not return.

Marcasthai AC 17 HP 62/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+7=9 ;
Tuesday October 20th, 2009 12:26:46 PM

After the door is open and Marcas gets a look inside, he moves his pack around.

The minotaur puts away his ranseur ("Too bulky", he murmurs), and gets out a torch from his backpack. Marcas carefully lights the torch, and just as carefully places his items neatly back in the backpack. Giving the white cat a gentle pet, he puts his pack back on.

Finally, with torch in one hand and his Kukri in the other, the minotaur leads the way into the Secret Door. Marcas' black eyes blink rapidly in the dim light inside.

...Actions...
full action: get and light torch
full action: put away and straighten up
move action: walk in Secret Door
Spot: 9

...Effects...
-1 morale penalty "Dread" to attack rolls and saving throws.

Lucky Eddie AC26 HP31 of 46 
Tuesday October 20th, 2009 4:42:17 PM

Friends, my parents were in a car crash yesterday afternoon. Fortunately, there are no life-threatening injuries, but both my folks have broken bones. My mom is in the ICU. My dad is home with a broken heel bone, and he needs a LOT of help getting around and doing things. I'm taking care of him today and tomorrow. Posting here will be sporadic at best. Sorry.

LOL! That said, Lucky has the special mendicant class feature that he can use anything he finds on a Luck Quest, which this is, right? Either way, I'm good.

Im sorry! I'll keep your folks in my thoughts, and no worries on posting. --Troy.

PS: Lucky is one tricky little...as you've probably guessed, it's a Setanos' Vestment of Holy Incantations +1.


Sir John, AC 23, Prot from Evil, 39/58 hp  d20+4=20 ;
Tuesday October 20th, 2009 7:44:49 PM

(OOC = I'm so sorry about your family and we'll be praying for both mom and dad... Take care ;-) )

Sir WIlliam stays behind Marcas and follows him into the room. However, before doing so, he commands Joshua to depart the realm, at least until he summons him back. Going inside is no place for a horse, especially a majestic war horse like Joshua...

He keeps his axe and shield ready for any threats, hoping that he'll get a chance to use them soon... Spot = 20

Speck AC19/20 HP:26/26  d20+15=29 ;
Tuesday October 20th, 2009 8:21:29 PM

OOC: sorry to hear about your parents. I'll keep them in my prayers as well, and their caretakers as well.

IC: With a satisfied 'HURRAH', Speck finishes his work. But he's not quite totally done yet. While Marcas gets the torch ready, he inspects the entrance for traps as well. "No better trap than the one right behind the trap," he says.

Search d20+15 (goggles) = 29

He waits until the 'red' shirts have gone in before following,

Lucky Eddie AC26 HP39 of 46  d8+5=8 ; d20+11=25 ; d20+11=15 ; d20+11=20 ; d20+11=18 ;
Wednesday October 21st, 2009 3:44:44 PM

Lucky makes sure that Ki'El notes he has received 18 hp of healing, not 17.

"Speaking of which ..." Lucky cures himself for 8 hp. He now has 39.

Lucky says, "As leader, I will lead! Marks-On, you follow right behind me since you can attack enemies over my head with your long arms. Then Speck and Ki'El, then Sir John as rearguard with the dog, or the bear, or the old man, or whatever." He looks around. "Did I miss anybody?"

Then Lucky opens the secret door and steps through. He is searching (but not taking 20) as he goes.

Search checks, with Find Traps bonus +3 ... 25, 15, 20, 18.

==========

[Note: 3 hp nonlethal damage from cold, 4 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect: Daylight, Pro Evil, Read Magic.

Current Luck Points: 1

Speck AC19/20 HP:26/26 
Wednesday October 21st, 2009 8:34:20 PM

OOC: Speck already opened the secret door and checked the 10x10 (or 5x5, or whatever)entrance area for traps. But you may check again as well. :)

Osgood's Graveyard - The Pantry. Early evening 
Friday October 23rd, 2009 8:27:40 AM

The party moves into the secret door, and comes into a small room, fifteen by ten feet long. It appears to be a pantry. On the east wall is a door which clearly leads into the main section of the building. The door is wooden, and not in very good shape. On the south, and west where you have entered, are rows and rows of shelves, some filled with the remains of rotted food: potatoes, carrots, etc.

Stairs on the north wall of the room lead down into darkness. A wretched smell wafts up from below, making you gag.

OOC:
4 minutes have passed since we left combat.
Anyone know Ki'El's email?

Sir John, AC 23, Prot from Evil, 39/58 hp  d20=8 ; d20+4=17 ;
Friday October 23rd, 2009 10:09:47 AM

Walking into the room, Sir William takes a moment and searches the area for anything interesting... "Anyone want to check those doors out for traps or any other dangers?"

Spot = 17
Search = 8

Lucky Eddie AC26 HP39 of 46  d20+5=21 ; d20+11=21 ; d20+11=22 ; d20+11=25 ; d20+10=19 ; d20+10=29 ;
Friday October 23rd, 2009 10:47:18 AM

Lucky whispers to Sir John to detect evil while Lucky looks around. He does not want to spend more than a few rounds in this room. He asks Speck to use his wand of curing on Sir John and Marcas while Lucky does a quick search.

He sniffs the horrible odor, and tries to figure out if it is some undead thing. Know Religion 21.

He searches the places Sir John asks about. Including the Find Traps bonus: 21, 22, 25.

He listens at the door and at the stairs down: 19, 29.

[An OOC note from one player to the others -- Friends, I bet we are getting near to Raven and the end. We are wounded and near out of spells. We have to play smart to get this job done. Look over the list of loot items below and think about how we can use them. If you have any healing or long-term buffs left, now's the time to use them, I bet.]

==========

[Note: 3 hp nonlethal damage from cold, 4 hp physical damage]

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (x? of 60 min used)
Pro Evil (5 of 6 min used)
Read Magic (1 of 70 min used)
Find Traps (1 of 7 min used)
Magic Stone (1 of 30 min used)

Current Luck Points: 1

Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

Questions to DM
1) When Lucky cured himself of his actual battle damage, did that also cure the 3hp of cold nonlethal damage he took? Normally, a cure fixes both lethal and nonlethal damage, IIRC.
2) How long has it been since Lucky cast his Daylight spell, back fighting the Rogue Ghoul who tried to poison us from the rooftops?
3) Did Lucky's Read Magic spell turn up anything on Spider's small wood wand that is carved with runes?

Marcasthai AC 17 HP 62/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+6=8 ; d20+7=18 ;
Friday October 23rd, 2009 1:00:37 PM

Marcas moves over to the rotted door and tries to open it, giving it a half-hearted push to knock it down if it is locked.

Then he moves over to the stairway, waiting for Lucky to get in position in front of him. "If the enemy try to block the stair", the minotaur tells Sir John and Cedric, "I will rush past Lucky and into any defended room, knocking down as many as possible in the process. This should give you enough room to come behind and expand our perimeter for the spell casters to utilize thier magic."

Marcas looks down at Lucky's hair. "Those glass tears look like Tears of Ebyron that augments non-weapon attacks. I could sure use them."

...Actions...
Strength Check: 8
Spot: 18

...Effects...
-1 morale penalty "Dread" to attack rolls and saving throws.

Ki`El HP:21/35 AC: 16 -3 str  d20+2=7 ; d20+2=22 ; d20+6=22 ;
Friday October 23rd, 2009 1:58:15 PM

OOC: Sorry guys; I had posted in L&B I wouldn't be around this week; really busy moving and stuff; but Im back now. My email is Skizzie89@yahoo.com

Ki takes his place in the marching order; tapping lucky on the shoulder The dagger and wand; I may be able to put them to use. But the dagger may also be of use to someone else.

The half-elf keeps his eyes and ears peeled for anything at all; also trying to identify what type of rod/wand we have, if it would be handed to Ki`El.

Spot: 7
Listen: 22
Spell Craft on Wand (nat 20): 22


Speck AC19/20 HP:26/26  d20+8=22 ; d20+8=19 ; d20+8=18 ; d8+1=2 ; d8+1=6 ;
Friday October 23rd, 2009 8:30:55 PM

OOC: at some point it the trip to the graveyard, Speck would have looked at the sling and the 16 magic bullets, Bardic Knowlegde d20+8 = 22

The two with sticky stuff I think came from the ghoul rogue and the sticky stuff should be poison.

He'll have taken a look at the hat as well, Bard Knw d20+8 = 19

At the graveyard, he'd only have time to look at one thing, so he'll look at the two tear shaped objects, Brd Knw d20+8 = 18

IC: As Sir John passes by entering the dark room, Speck says, "Speak unto the wand and be healed," and taps Sir John's lips with it. Wand of CLW d8+1= 2!

Seeing the wand fizzle somewhat, he says, "Oh, I speak to the wand and you are healed," and thus Speck says, "Wand! Heal Him!" CLW d8+1= 6. "Ah, got the hang of it now," he truimphantly states.

Two charges for 8hp healed and two rounds game-time used.

Speck AC19/20 HP:26/26 
Friday October 23rd, 2009 8:33:42 PM

OOC: by the way, I posted on the L&B for a sub for Speck for the coming week and got no takers. Anyone here feel free to play Speck along. The CS should be up to date except for a few used wand charges.

I'll be trying to post again on Nov 2. I'll not have Internet access the whole time. I'll be in the mountains of New Mexico.

Good Luck, and keep us all alive. :)

Lucky Eddie AC26 HP39 of 46 
Friday October 23rd, 2009 10:38:44 PM

OOC: You can reroll 1s on cure checks. That 2 should be rerolled.

2nd post - Sir John, AC 23, Prot from Evil, 52/58 hp  d8+1=7 ;
Saturday October 24th, 2009 5:00:57 PM

(2nd roll for CLW's for the 1, gets 7 hps so 7+6 = 13 total...)

Sir John thanks Speck for the timely healing, and then begins detecting evil in the surrounding area...


Cedric AC 19 HP 67/82 Bear Form Character Sheet 
Monday October 26th, 2009 11:28:40 AM

Cedric moves with the party, alert for danger.

Osgood's Graveyard - The Pantry. Twilight 
Monday October 26th, 2009 12:22:49 PM

The party, out of the snow and wind, finds some measure of comfort in the enclosed space. Lucky searches for traps and tries to remember if any undead smell similar to the smell wafting up from below, although he can recall none. He does however seem to hear something over the noise of the party. Sir John advises caution, and calls upon his holy gifts to seek out evil below. He concentrates for several seconds on this. Marcasthai, after breaking down the rotted door easily enough, expresses interest in the glass beads, supposing them to be Tears of Ebyeron. Ki'El tries to use his general spell knowledge to identify the rod. Speak uses the wand he has to perform some much needed curing on the party. Cedric in bear form moves with the group, nodding at Marcasthai's plan.

Taking a good measure of the stairs, the party can see it opens into a room approximately 15 feet wide. The north wall cannot be seen from this angle. However, the source of the smell is obvious: On each side of the room below hang slabs of rotted, slimy meat on chains that attach to the ceiling. Various animals can be seen: Pig, cow, deer, etc. The floor appears damp and slimy.

OOC:
Cellar Below
1 minute passed since last DM post. Aprox 6:50 PM
Although not in combat rounds, please post no more than one rounds worth of actions for the next few posts.

Wand/Rod clarification: I misremembered the size of rods. The wooden object found on Spider is in fact a rod, and therefore magically grows to 2 feet long. Sorry for the confusion.

Lucky Highlight to display spoiler: {Due to your DC 29 Listen check: You hear the clinking of metal from below in the darkness. Due to Read Magic from before: The runes seem to relate to endurance, prolongation and protraction.}

Sir John Highlight to display spoiler: {Due to Detect Evil: Concentrating for three rounds (see Detect Evil for mechanic) you sense an aura of overwhelming evil coming from the north east. It does not however stun you.}

Ki'El Highlight to display spoiler: {Spellcraft alone cannot identify magic items, however spellcraft with Detect Magic can determine some properties. Assuming you expend a detect magic, you know that the rod has a strong aura from no specific school. }

Answered questions:
1) When Lucky cured himself of his actual battle damage, did that also cure the 3hp of cold nonlethal damage he took? Normally, a cure fixes both lethal and nonlethal damage, IIRC.

Yes, magical healing also heals an equal amount of non lethal damage.

2) How long has it been since Lucky cast his Daylight spell, back fighting the Rogue Ghoul who tried to poison us from the rooftops?

55 minutes.

3) Did Lucky's Read Magic spell turn up anything on Spider's small wood wand that is carved with runes?

See spoiler: missed that sorry.

Lucky Eddie AC26 HP42 of 46 
Monday October 26th, 2009 4:49:14 PM

Lucky Eddie tells Marcas to grab one or both tears, as he prefers. He tells Ki'El to take the dagger.

Lucky spends a standard action trying to activate the rod. He reads the runes, and tries things like "Endure! Prolong! and Protract!" [OOC: I'm hoping Lucky's mendicant ability will let him activate it. Improvise Tool: If she finds a magic item, she can trigger it safely, even though she may have no idea what it does.]

Whatever the result, Lucky suddenly whispers urgently, "Follow me!" He makes sure that everyone is paying attention, and if not, he taps them on the hand and tugs them toward the stair, placing a finger over his lips as a sign to be quiet.

Then Captain Lucky leads the party down the stairs.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.1 of 60 min used)
Pro Evil (5.1 of 6 min used)
Read Magic (1.1 of 70 min used)
Find Traps (1.2 of 7 min used)
Magic Stone (1.1 of 30 min used)

Current Luck Points: 1

Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

Marcasthai AC 17 HP 62/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20-1=5 ; d20+3=7 ; d20+7=12 ;
Monday October 26th, 2009 9:58:49 PM

Marcas takes the two glass beads, attaching one on an arm and a second strikingly on his horns
.
He thinks Lucky is crazy to call for silence after the battle outside and the conversation inside, but he obiediantly tries to be as quiet as possible as he follows the little halfling down the stair.

...Actions...
Move Silent: 5
Listen: 7
Spot: 12

...Effects...
-1 morale penalty "Dread" to attack rolls and saving throws.

2nd post - Sir John, AC 23, Prot from Evil, 52/58 hp  d20+4=19 ; d20+2=5 ; d20-7=1 ;
Tuesday October 27th, 2009 3:16:05 PM

Sir John does pick up some evil and notes, "Hey, I'm sensing an source of significant evil from the Northeast. It's not enough to stun me, so it may not be a real powerful creature... However, you never know..."

He follows the rest of the group down the stairs, trying to be quiet, listening and spotting... However, the noise of plates on his armor banging together makes any chance of silence impossible...

Spot = 19
Listen = 5
MS = 1 (Hey, I've got a -7 modifier, so what can you expect...?)


Ki'El HP:22/35 AC: 19 -3 str  d100=6 ; d20+14=18
Wednesday October 28th, 2009 12:07:17 PM


Seeing as Lucky is busy fiddling with the rod, that gives Ki'El a chance to cast a spell -- Dancing Lights -- before heading downstairs. He rolls his spell failure chance: a 6! His spell fails.

Ki'El follows along, sticking close to the big fighter types, preferably between Marcas and Sir John. Move Silent 18.

DM Sanity Info: Highlight to display spoiler: {
Zero-level Sorcerer spells: 6 per day (USED 3)
Chosen from: Daze, Dancing Lights, Prestidigitation, Message, Detect Magic, Read Magic

First-level Sorcerer spells: 7 (6+1) per day (USED 5)
Chosen from: Magic Missile, True Strike, Chill touch

Second-level Sorcerer spells: 5 (4+1) per day (USED 3)
Chosen from: Flaming Sphere, Knock

NOTE: 10% spell failure!

MORE NOTES: Ki'El has been short-changing his AC by three, seeing as he has a +1 silent moves mithral chain shirt. He also failed to note the +5 on move silent checks from the shirt on his sheet.
}

Cedric AC 19 HP 67/82 Bear Form Character Sheet 
Wednesday October 28th, 2009 12:37:24 PM

Cedric follows the group down the stairs, grunting as he squeezes down the narrow stairway.

When he gets to the bottom, he looks around for signs of an enemy.

Osgood's Graveyard - The Cellar. Twilight Round 1  2d6=5 ; d20+18=36 ; d4+7=11 ; d20+18=30 ; 2d4+7=12 ; d20+18=27 ; 2d4+7=13 ; d20+18=37 ; 2d4+7=12 ; d20+2=11 ;
Wednesday October 28th, 2009 1:34:40 PM

Lucky tries to activate his rod, and while it seems to respond with a slight vibration, it has no visible effect that any party member can determine. Marcas adorns himself with the glass beads, which do indeed stick to his horn and fur. Sir John warns the party of evil below them. Ki'El tries to cast a spell, but his armor catches and prevents him from completing it. Speck moves down with the party, slightly inattentive. Cedric squeezes down the stairs last.

Coming down the stairs, the whole room is thrown into daylight by Lucky's spell. Rows of rotting meat hang on chains running in a row down both sides of the room. In the light, you can clearly see squirming under the tight leathery surface of the carcasses. You suspect all the meat is infested. Just as you are about to investigate further, four chains near the party suddenly sprout razor sharp barbs and attack! As the chains hit, the meat bursts forth a shower of slimy maggots which coat the target and those near them.

OOC:
We are now in combat rounds. Round 1
Cellar Below Please move yourselves on the map.
1 minute passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks:
Everyone hit with a chain attack, and everyone within 5 feet of them must make a DC 14 Fortitude save vs Disease. You must make a save for each instance, until you fail. Once you have failed one save, no further saves are needed. Sir John you are immune, as is anyone else who might be immune to disease.
Chain One: Attacks Lucky: Hit AC 36 for 11 damage: If this hits: Lucky and Marcas must save
Chain Two: Attacks Sir John: Hit AC 30 for 12 damage: if this hits: Marcas, Lucky, and Ki'El must save
Chain Three: Attacks Marcas: Hit AC 27 for 13 damage: if this hits: Marcas must save
Chain Four: Attacks Ki'El: Hit AC 37 for 12 damage: if this hits: Ki'El, Marcas, and Cedric must save

You can make one spot check, read both if your check is high enough:
Spot Check DC 20: Highlight to display spoiler: {You sense an invisible creature within 30'}

Spot Check DC 40: Highlight to display spoiler: {You sense an invisible creature at C14}

You can make one listen check, read both if you check is high enough:
Listen Check DC 13: Highlight to display spoiler: {You sense an invisible creature somewhere within 30'}

Spot Check DC 33: Highlight to display spoiler: {You sense an invisible creature at C14}

Lucky Highlight to display spoiler: {The next spell you cast of 3rd level or lower is extended. You are unaware of this effect as it happens.}

Sir John, AC 21, 40/58 hp  d20+4=10 ; d20+2=20 ; d20+15=33 ; d20+10=12 ; d8+5=7 ; d6=5 ; d8+5=10 d6=4
Wednesday October 28th, 2009 2:26:38 PM

Sir John roars in anger as the chain hits him solidly and cuts into his chest. He shakes off any diseased affects, and He's not sure what is directing them (Spot = 10, Listen = 20), and hears a creature move somewhere w/i 30', but isn't sure what could be directing them. "Whomever you are attacking us, show yourself if you dare! Only cowards attack when invisible!"

Since he can only reach A4 and make a full action, he swings his axe several times at the chain, trying to destroy it if he can...

Attack 1 = Hit AC 33 for 7 pts + 5 fire = 12 total
Attack 2 = Miss AC 12 for 10 pts + 4 fire = 14

DM Note: edited to add damage for 2nd attack, as it was not a one and AC 12 does indeed hit

Thanks! You're the man! Ken

Ki'El HP:10/35 AC: 19 -3 str  d20+4=7 ; d20+4=19 ;
Wednesday October 28th, 2009 3:14:21 PM


Ki'El is hit for 12 damage! He is down to 10 hp, and just one more such attack will kill him! Also, he has two Fort saves to make ... His Fort save is +3, but that's +4 because he is Lucky's Friend. He rolls a 7 and a 19, so he is affected by the flying maggots or whatever disease this is.

But Ki'El can't afford to take chances. He wants to live. He uses a Withdraw Action to go back up the stairs, out of harm's way.

[OOC: Sorry, I'd rather not kill off Marty's PC in the first round I'm subbing for him!]

Lucky Eddie AC22 HP31 of 46  d20+10=26 ; d20+11=21 ; d20+11=24 ; d20+9=26 ; d20+14=27 ; d20+15=21 ; d20+15=22 ;
Wednesday October 28th, 2009 3:30:35 PM

First, Lucky takes 11 damage and has to make two DC14 Fort saves.

His Fort save is a +9, and he uses his last Luck Point to boot ... a 26! And now he has two luck points.

He makes another save, using both points, so that he is at +11 ... a 21! He is at three luck points and is uninfected.

(If this is evil, his Pro Evil spell would have given him an extra +1 or 2 ... but that's moot).

Lucky tries for a Listen check at DC13. He puts a luck point into it to bring him to a +11 ... a 24. He gains another luck point (four total), and makes the first check, but not the DC30 check. He hears that an invisible creature is somewhere ahead.

Lucky tries to make a DC20 spot check at +9, with no luck points ... a 26! But that only confirms what he heard.

"Invisible Foe Ahead!" shouts Captain Lucky. "These chains are locked to the ceiling, so if we can get past them, they can't reach us!"

The halfling takes a double move to tumble forward. That's two Tumble checks, each a move action, moving 10 feet forward with each one. He uses all four of his Luck Points ... First check at +14 is a 27! Sweet!

Second check, at +15 using all five Luck Points ... a 21, which should be A-OK. If it is, and I think it is, then he has 6 luck points.

Lucky moves in total 20 feet north to 13D, using his Tumble check to avoid AoOs. He has a magic stone in one hand and that rod in the other, by the way.

AC roll for next round: 22, or 20 vs non-evil.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.2 of 60 min used)
Pro Evil (5.2 of 6 min used)
Read Magic (1.2 of 70 min used)
Find Traps (1.3 of 7 min used)
Magic Stone (1.2 of 30 min used)

Current Luck Points: 6

Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+11=26 ; d20+11=21 ; d20+11=23 ; d20+11=16 ; d20+7=12 ; d20+12=23 ; d20+7=12 ; d6+6=12 ; d6+6=9 ; d20+10=27 ; d8+6=9 ;
Wednesday October 28th, 2009 11:06:41 PM

Marcas ignores the spray of maggots about him, ignores the more insidious disease that these chains and flesh may house, and looks around for an enemy.

He sees none so does the next best thing that he can think of. "Follow Lucky!", he bellows to the other companions, and then lashes out with his Kukri to try and sunder the chains. He lands a good blow once, but is probably not enough to snap the animated attacker.

...Actions
Fort: 26
Fort: 21
Fort: 23
Fort: 16

Sunder Attempt; AOO v Marcas possible
A1: AC 23 Dam 12
A2: AC 12 Dam 9
Gore: AC 27 Dam 9

...Effects
Sense of Doom -1 most rolls
Lucky's Friends +1 most rolls

Ki`El HP:21/35 AC: 16 -3 str  d20+2=15 ; d20+2=10 ; d20+6=21 ; d20+6=24 ;
Thursday October 29th, 2009 9:44:21 AM

OOC: Thanks guys, sorry I been going through a hell of a time here in RL.... I'll be more ontop of it now, things are getting back to normal here... THanks for fixing my AC and bringing up that MS bonus, I thought I was missing something...

On his way up the stairs, Ki`El trys to discern the enemies in the room, perking his ears, he sense something. We're not alone, and its close....

As he gets off the stairs, and out of immediate danger, Anyone care to share a healing spell?

Speck AC19/20 HP:26/26  d8+1=9 ;
Thursday October 29th, 2009 7:14:08 PM

OOC: ok folks, i'm back, sort of. My trip to the mountains got cut short as we high-tailed it to my parents in liew of a big snow storm. So now I'm at my parents', who have internet access. But since I'm the guest, I don't want to take up too much time on their pc, so I'll play Speck and let Jay continue with Alexi. :)

IC: Speck, in the entrance room, finds himself distracted with the secret door mechanism such to the point that the others have already left before he realizes it. His attention is reverted back to the present whith shouts and noise of battle.

Turning, he sees the way down and heads to the top of the stairs only to meet Ki'El charging up.
'Anyone care to share a healing spell?' the mage asks, wide-eyed.

"Again? What's happening? Can't you guys stay out of trouble?"

Waving his wand in an '8' pattern, he taps Ki'El. CLW d8+1 = 9 points healed!



Speck AC19/20 HP:26/26 
Thursday October 29th, 2009 7:19:57 PM

OOC: sorry, should have looked at the map before I posted. SInce Speck wasn't attacked, it would be safe to assume he was still upstairs. Is that ok, DM? He will move downstairs next round.

I'll check later on this and re-post if necessary.

No thats fine. -- DM Troy

Cedric AC 19 HP 67/82 Bear Form Character Sheet  d20+10=21 ; d8+5=12 ;
Friday October 30th, 2009 10:16:19 AM

Cedric shudders as the maggots shower him, but he manages to avoid the worst of it. Seeing Marcas a bit hurt, he casts a cure light wounds spell on him, laying a large paw on him and healing him for 12 damage.

OOC:
Fort Save 21 vs DC 14: passed
Cast CLW on Marcas healing him for 12

Osgood's Graveyard - The Cellar. Twilight Round 2  d20+2=6 ;
Friday October 30th, 2009 10:43:03 AM

The party responds quickly to the attack. Sir John lands two good hits on the chain in front of him, and it breaks, falling to the ground in pieces. Ki"El withdraws and receives some much needed healing. Lucky charges forward, hoping to get past the animated chain's reach and find the invisible foe. Marcas lands three solid hits on the chain in front of him, shattering it as well. Speck takes a moment to heal Ki'El.

The party braces for the attack, but it does not come. Suddenly the chains go lifeless, as if the force animating them suddenly stopped.

For an instant you think just maybe you have won. Then a voice begins. It takes you but a second to realize the creature is not speaking, but instead broadcasting its thoughts directly into your head in a harsh female voice. "So you would challenge Razalind? A paladin too I guess? You are all to die by the conditions of my pact, so I can leave this wretched place. But that cur Raven did not say it would involve killing a paladin. I might almost enjoy this."

OOC:
We are now in combat rounds. Round 2
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks: None this round.

You may make attacks targeting a square, if you wish to guess where the creature might me. Indicate in your post which square you attack, and roll a 50% miss chance for each attack.

You can make one spot check, read both if your check is high enough:
Spot Check DC 20: Highlight to display spoiler: {You sense an invisible creature within 30'}

Spot Check DC 40: Highlight to display spoiler: {You sense an invisible creature at C14}

You can make one listen check, read both if your check is high enough:
Listen Check DC 6: Highlight to display spoiler: {You sense an invisible creature somewhere within 30'}

Listen Check DC 26: Highlight to display spoiler: {You sense an invisible creature at C14}

Knowledge: The Planes DC 18: Highlight to display spoiler: {From the mention of a pact, and the chain attacks, you would guess Razalind is a Chain Devil. }

Lucky If you make any of the DC's for the listen or spot checks, read this spoiler as well. Highlight to display spoiler: {The sound/sensation came behind you, between you and the party. }

Since we're dealing with invisibility and play by post, things may get a little wonky with movement. Should you move and attack, and happen to bump into something, I'll assume you want to attack it and change your post to attack the square you bumped into something instead of what you posted. Does that seem fair?

Sir John, AC 21, 40/58 hp  d20+4=8 ; d20+2=16 ;
Friday October 30th, 2009 3:00:44 PM

(OOC = Whoever is taking it next, let me know and I'll email it to you... Ken)

Sir John calls out, "I accept your challenge coward, but do me one favor, if you will. Be a better match than your predecessor, as I didn't even break a sweat! You can hide for now, but I will find you and when I do, I will kill you..."

He'll move upwards to E13, trying to spot or hear his foe, as well as seeing if it is in his line of travel, hopefully running into it...

Spot = 8; Listen = 16 ... For now, he can't see him but he knows its w/in 30'...

Ki`El HP:21/35 AC: 16 -3 str  d20+2=17 ; d20+6=13 ;
Friday October 30th, 2009 4:12:22 PM

Ki smiles and nods to the halfling, Thanks for the healing Speck; Ki Moves to hide behind a meat slab, Holding onto the slab while peering around it to look and listen for the voices position and/or attackers.

Ki knows something is within 30' , but not its location. We can't fight what we can't see!

Spot: 17
Listen: 13

Lucky Eddie AC20 HP31 of 46  d20+13=26 ; d20+14=31 ; d20+5=22 ; d20+15=20 ;
Friday October 30th, 2009 9:57:55 PM


Lucky's Spot DC20: Normally at +9, but at only +8 due to Dread, plus a solid +5 from luck points, so at +13 ... a 26 makes it, giving Lucky now a total of 7 luck points. And the result of the check ... a 26. Lucky gets a hunch that the speaker is behind him!

Next up, Lucky's Listen DC6 is automatic, but the DC26 is in reach! He is naturally at +10, but that's a +9 with the Dread, and then a +5 for luck points gives +14 on a DC26 roll ... a real gamble, and the loss of five luck points if he misses ... he goes for it ... a 31! Sweet! And now, 8 Luck Points!

Knowledge of the Planes at +5 ... a 22! Sweet!

Lucky shouts, "It's a Chain Demon! And it's right here next to me! Right HERE!" Lucky points to the space immediately southwest of himself.

AC roll for next round: 20 vs evil.

Lucky delays his initiative and will finish his post later this evening (DELAY action).

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.2 of 60 min used)
Pro Evil (5.2 of 6 min used)
Read Magic (1.2 of 70 min used)
Find Traps (1.3 of 7 min used)
Magic Stone (1.2 of 30 min used)

Current Luck Points: 8

Things Lucky has found:
- +3 icy burst dagger lifted from the doppelganger
- old wooden table leg, with ornate silver inlay
- Setanos vestment of Jancassis, +1
- chain shirt is of exceptional make that fits Spider
- two small tear shaped objects that appear to be made of glass
- a small wooden rod, about six inches long and an inch thick. It is carved with various runes.
- two hundred gold in various coins
- several chain shirts, three light crossbows with quarrels and various disguise kits (Spider's minions)

Other things found (not by Lucky)
- potion of protection from arrows 10/magic
- scroll of Pyrotechnics (lev 2)
- scroll of Deep Slumber (lev 3)
- chain shirt of very fine make (from the ghoul rogue)
- dagger
- a sling
- 16 magic sling bullets
- 2 magic sling bullets which have some sort of sticky substance on them, likely poison
- magic pair of gloves, fingerless
- magic hat
- magic potion
- very high quality (MW) disguise kit

Lucky Eddie AC20 HP31 of 46  d20+11=29 ;
Saturday October 31st, 2009 6:08:36 AM

Lucky Continued ...

Lucky thinks that his Protection from Evil spell will protect him from attack by this summoned creature. He also thinks the creature's invisibility will break when it attacks. So Lucky deliberately moves from D13 to D12 and then back to D13, intentionally provoking an attack of opportunity. Since the demon does not know that Lucky has the Protection from Evil, it will probably attack. But the attack will surely fail, Lucky figures, because of the Protection from Evil ... but the enemy will be visible!

If this works and the demon becomes visible, then Lucky casts Shatter on the demon's chain! He does not have to cast on the defensive because the demon just used its one AoO for the round. And even if it has Combat Reflexes, Lucky's Protection from Evil will save him from the AoO anyway.

If it does NOT work, and the demon does NOT take the bait, then Lucky uses a standard action to READY a spell. As soon as the demon is visible, Lucky will cast the Shatter on its chain.

The enemy gets to make a will save vs the Shatter to save its chain. The Will save DC is 1d20+2 for a 2nd level spell +4 wis +5 luck points. Lucky rolls the save DC, and it is a ... 29!

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.3 of 60 min used)
Pro Evil (5.3 of 6 min used)
Read Magic (1.3 of 70 min used)
Find Traps (1.4 of 7 min used)
Magic Stone (1.3 of 30 min used)

Current Luck Points: 9 if it misses its save; 3 if it makes its save.

Lucky Eddie AC20 HP31 of 46  d20+10=30 ;
Saturday October 31st, 2009 6:15:06 AM

Extra Notes ...

It occurs to me that the demon's chains might weigh more than the 70 lbs that Lucky can affect. If so, then Lucky will cast Protection from Law instead. Hope that's okay. If Lucky does not know whether the Shatter will work or not, he'll try it.

It occurs to me that the demon might have spell resistance. If you need a spell resistance roll, here is Lucky's: 1d20+7 +3 Luck Points that don't come back ... a 30! No problem.

Luck Points ... 6 (if it fails its Will save vs DC29) or zero (if it makes its save).

Speck AC19/20 HP:26/26  d20+5=23 ; d20+7=15 ;
Saturday October 31st, 2009 7:57:46 PM

Spot d20+5 = 23
Listen d20+7 = 15

Speck stops on the stairs high enough to see over Cedric and Marcas' big hulks. Peeking over the two, his keen senses detect something at least 30' away but sees nothing. Then Lucky yells out that is right next to him.

He whips out his second favorite wand (wand of Grease) and tweaks his wrist, "Make yo self slippery and shiny," he says. A squirt of grease shoots forth and encompasses the area with c14 being the northern edge of the grease area of effect. (Soory, don't have my books with me).

OOC: since the grease itself is not magical, and all it does is coat the floor, I don't know it a spell resistance check is necessary. If a spell resistance check is necessary, someone do it for me, i don't have any of the books at hand to read up on it. :)

With a coat of grease now on the floor, he says, "Someone light my fire? The flames may reveal the creature."

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+1=18 ; d20+6=7 ;
Monday November 2nd, 2009 10:04:58 AM

"We are also enemies of Raven. Tell us how he tricked you and where he is. We can free you by slaying him!" Marcas puts all his urgency in his voice.

And Readies an attack if the chains come again.

...Actions
Diplomacy: 18
Readied Attack: if Chains attack, Kukri lashes out in power attack (nat 1)


Cedric AC 19 HP 67/82 Bear Form Character Sheet  3d6=3 ; d20+8=18
Monday November 2nd, 2009 2:15:16 PM

Cedric casts a spell, bringing a bolt of lightning down on the square Lucky has pointed out.

OOC:
Cast Call Lightning SR 18 (1/8)
3 Electrical damage (woo!)

Speck AC19/20 HP:26/26 
Monday November 2nd, 2009 2:54:08 PM

OOC: will a spark of lightning ingnite the grease?

Osgood's Graveyard - The Cellar. Twilight Round 3  d20+10=29 ; d100=45 ; d20+10=25 ; d20+10=25 ; d20+3=10 ; d100=43 ; d20+21=24 ; 2d4+7=13 ; d100=27 ; d20+16=35 ; d20+16=18 ; 2d4+7=11 ; 2d4+7=13 ;
Monday November 2nd, 2009 3:01:54 PM

Sir John comes forward, issuing a brave challenge the the unseen foe. Ki'El listens for an enemy, but finds nothing new. Lucky tries to dance around the creature, but it does not take the bait, so he instead readies an action to shatter the chain when the creature appears. Speck casts grease, coating the floor in a slimey coating. Marcasthai tries to negotiate with the creature, perhaps feeling that an enemy of his enemy is an ally. Cedric calls down some lightning on the spot Lucky has indicated.

Suddenly Razalind appears. As has been determined, it is indeed a female chain devil. But her sudden appearance is not as the result of any attack. It seem whatever magic was making it invisible simply ended. However, it does appear to be rapidly blinking in and out of existence. Lucky, ready for the moment it appears, times his spell well, and before the creature can react, one of the chain's in its hand shatters.

It snarls at Lucky and says "You're second".

Razalind then steps north five feet and turns its attention to Sir John.

OOC:
We are now in combat rounds. Round 3
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Reflex Save vs Grease: Passed 29
Blink Check on Shatter: Failed (45): Will Save vs Chain: 25, failed: one chain shattered (loss of 2nd chain and AC Penalty)
Reflex Save vs Call Lightning: Passed: 25 (1/2 damage: 1 electrical)
Balance Check for moving in Grease: 10 (passed)

Enemy Attacks:
*Razalind strikes as an invisible creature (see blink), gaining a +2 to attack and the defender looses their DEX bonus to AC
Attack 1: on Sir John (20% miss chance: 43 passed): Hit AC 24 for 13 damage
Attack 2: on Sir John (20% miss chance: 27 passed): Hit AC 35 (Crit Confirm AC: 18) for 11 damage + 13 more if crit confirms

Enemy Damage
Razalind: 1

Razalind is blinking: Targeted spells and physical attacks require a 50% miss chance (20% if you can see invisible). See blink spell for full details.

Just to clarify: Razalind did not take the AOO because it was challenged by Sir John, and being a lawful creature, accepted. However, as the invisibility wore off before it attacked, the end result is the same: the chain was shattered before its attack. Chain devils normally gain 2 attacks at full BAB. Because of the shatter it lost the 2nd chain, making it use iterative full attacks with one chain, and taking a penalty to AC.

Also: I can't seem to get an answer on if grease is flammable or not. I'm inclined to say its not, as the spell doesn't indicate it is, but willing to discuss. But no, lightning won't ignite it.

Sir John, AC 21, 16/58 hp  d100=37 ; d100=19 ; d20+17=34 ; d20+12=22 ; d8+13=18 ; d8+8=10 ; d6=3 ; d6=4 ;
Monday November 2nd, 2009 5:13:31 PM

Sir John gets hit by the first and second attack, but it luckily is not critical... he only takes 24 points... However, he's in bad shape and calls out, "Friends, if you want me to keep facing this wench, then I need a boost from someone! Lucky, can you give me a quick healing?"

He grunts in pain, but is glad to face a worthy foe. Trying to keep her attention on him, he calls out and taunts her more, "Woman, why aren't you at home making baby devils? You may be able to hit, but it's time to go home! Send me your husband, so I can face a a real foe!"

He uses smite evil to boost his attacks, hopefully inuring Razalind severely...

Att 1 = Hit% 37 so made it ... = Hit AC 34 for 18 pts + 3 fire = 21

(Oops = I missed that she wasn't next to me... Cancel the 2nd attack, and have SJ move close to her, face to face and NEXT TO LUCKY>>>>>)

Att 2 = Hit% 19 so made that one too... Hit AC 22 for 10 pts + 4 fire = 14


Ki`El HP:21/35 AC: 16 -3 str 
Monday November 2nd, 2009 10:04:19 PM

Ki shakes his head in utter confusion... What in Wold's name..... Then the sorcerer mumbles a divination spell, one of the few Ki deems worthy to know. Making his next strike one to surly fear.

He then moves to behind the next meat slab in line (I believe E,16), loading his light crossbow as he runs.

{{OOC:}} Ok, True Strike, it says to ignore miss chance granted by concealment. Which is what Blur gives the subject. So, I take it that the concealment will be negated for Ki's next attack. Or am I wrong?

Also, this chain devil has attacked us while invisible already. For Lucky to assume for her to become visible once she attacks again wouldn't be right... Obviously the spell allowed her to attack and stay invisible, or we'd have known where she was before Ki ever ran up the stairs...

I know this is a bit late, and a bit meta-gaming, but I figure Lucky is a smart guy, have to be if he would have known that you can't attack under a regular invisibility spell. I figured he would have caught this detail, leading him to know or assume that she wouldn't appear, just because she attacked....

Makes Sense? {{/OOC}}


Yes it does. I just wasn't going to say it. It had a very short duration improved invis, I rolled poorly. :) As for true strike: I would say you still have to contend with them actually not being there when the attack lands. It seems that 20% is the chance ascribed to the roll if you ignore concealment, so lets go with that -- DM Troy

Lucky Eddie AC20 HP31 of 46 
Monday November 2nd, 2009 11:32:14 PM


Lucky looks around and notes that Sir John is right up there with him.

He could cast his last decent spell as a cure light wounds, but that would only cure Sir John by 1d8+5.

Or he could cast Protection from Law on Sir John, and then no summoned evil creature, such as this chain devil, could hurt him.

The choice is clear. Lucky does not even cast on the defensive, knowing that his own Protection from Evil will save him from the devil's attacks.

[If it does not, that is, if Lucky's casting does provoke an AoO, then there is the 20% miss chance that blinkers suffer, and on top of that, Lucky may get a concentration check if he is wounded while casting.]

So Lucky casts Protection from Law on Sir John.

Then, with his move action remaining, Lucky digs out his old wooden table leg, the one with the ornate silver inlay. Next round, he is thinking he'll bash the devil with it, since devils are vulnerable to silver weapons.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.4 of 60 min used)
Pro Evil (5.4 of 6 min used)
Read Magic (1.4 of 70 min used)
Find Traps (1.5 of 7 min used)
Magic Stone (1.4 of 30 min used)

Current Luck Points: 6

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+11=29 ; d20+7=24 ; d20+11=19 ; d6+6=11 ;
Monday November 2nd, 2009 11:59:24 PM

Marcas sees he won't get any information from the monster before him, and moves forward to help his companions. He thrusts aside a carcass of rotting meat and steps within range of his Kukri to the Chain Demon.

The minotaur keeps his balance on the Grease underhoof, and strikes out with his curved dagger.

Actions...
Fort: 29 (for pushing meat)
Reflex: 24 (for stepping in Grease)
Attack: AC 19 Dam 11

Sir John, AC 21, 16/58 hp, OOC POST 
Tuesday November 3rd, 2009 3:59:01 PM

1. Yes, we do need the next DM to be chosen...

Can we get an updated list Cayzle of who has DM'd recently? To those of you who are new, remember that part of joining this tap game included the agreement to DM at some time or another. The module is already made for you and we've broken it down into 1-2 month parts, so it's not a real long commitment, and very little prep work to get ready for your section...

2. Cayzle, if you cast PvL on Sir John, then he can't attack at all vs. the devil or it will be erased. However, this gives him time to heal himself and lay hands, readying himself to rejoin the fun, and then erase the spell by attacking...

Speck AC19/20 HP:26/26 
Tuesday November 3rd, 2009 4:18:08 PM

OOC: I was just hoping that a bolt of lighting would be hot enough to light the grease. A flame will certainly light the grease, but the grease from this wand only last 1 round, so oh well...

IC: the grease spot Speck created dissipates without doing what Speck wanted it to do. Hopping up and down on the stairs to see over his friends, he sees that it is a difficult maneuver to try to get close to their foe. So he blurts:

"Live by the chain, die by the chain
We break our chains to set us free
We break your chains to bind you."

Inspire courage: +1 vs charm/fear effects, +1 on attack and damage to all who hear, (that would be everyone here i guess).

Cedric 
Tuesday November 3rd, 2009 5:01:46 PM

Cedric begins a long series of growls and gestures, calling forth a creature to fight this evil.

OOC:
Spont. cast Summon Natures Ally IV to summon a unicorn.

Lucky Eddie AC20 HP31 of 46  d20+11=20 ; d8+5=8 ;
Tuesday November 3rd, 2009 5:10:35 PM

Sorry for the extra post!

Question to the DM: Here is the Protection from Evil/Law spell. The devil has admitted to being a summoned creature. Would it protect Lucky and Sir John from attack? If no, then Lucky will cast a CLW with concentration on Sir John.

Concentration check, if needed, using 5 luck points: a 20 = success. Curing is 8 hp.

If the Protection from Law spell will protect Sir John, then Lucky will cast it, since it will give Sir John a chance to heal up.



Lucky Eddie AC20 HP31 of 46 
Tuesday November 3rd, 2009 5:40:32 PM

Lucky casts the cure on the defensive for Sir John.

You choose...wisely

Cayzle OOC on the DM Shift 
Tuesday November 3rd, 2009 5:43:08 PM

Here's how it has gone so far.

DM 1: Steve K - January
DM 2: Jonathan - Feb-March
DM 3: Cayzle - April-May
DM 4: Ken - June-August
DM 5: Troy - Sept-Oct
DM 6: TBD

All of us have DMed once now except for Marty. However, Marty only joined the Wold in August, IIRC. Marty, are you up for DMing now? Would you like to wait a couple months?

Going in rotation, Steve, how are you doing? Could you DM?

We could go out of turn and I could do it, seeing as I have just been laid off, LOL!

Thoughts?

Osgood's Graveyard - The Cellar. Twilight Round 4  d100=51 ; d20+21=28 ; 2d4+7=12 ; d100=56 ; d20+16=24 ; 2d4+7=10 ;
Tuesday November 3rd, 2009 5:43:19 PM

Sir John calls out for healing while viciously landing two solid strikes on the chain devil. The paladins strikes however do not deal their full amount, and the flames do not even singe the infernal beast. Ki'El loads his crossbow after casting a spell that will nearly ensure that his bolt will land. Lucky casts a healing spell on Sir John, expecting a counter attack that does not come. It seems Sir John's challenge and taunting have focused the creature solely on him. Marcasthai pushes forward and lands another solid hit that is also reduced. Speck begins to sing, bolstering the party. Cedric begins a summoning spell to bring a unicorn to the fight.

Frustration settles in as some of the creatures wounds close up before your eyes.

Razalind continues her assault on the paladin. Two solid attacks strike Sir John.

OOC:
We are now in combat rounds. Round 4
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks:
*Razalind strikes as an invisible creature (see blink), gaining a +2 to attack and the defender looses their DEX bonus to AC, and anything lost when you loose your dex bonus vs an attack.
Attack 1: on Sir John (20% miss chance: 51 passed): Hit AC 28 for 12 damage
Attack 2: on Sir John (20% miss chance: 56 passed): Hit AC 24 for 10 damage

Enemy Damage and effects
Razalind: 23 after damage reduction and this rounds regeneration.
AC reduced.

Razalind is blinking: Targeted spells and physical attacks require a 50% miss chance (20% if you can see invisible). See blink spell for full details.

Spellcraft or Knowledge Arcana DC 13: Highlight to display spoiler: {It's very clear from the way Razalind was not affected by the protection from law spell that it was not simply summoned. A spell such as Planar Binding or Planar Ally would have this effect. }

Ki`El HP:21/35 AC: 16 -3 str  d100=8 ; d20+25=38 ; d6=4 ;
Tuesday November 3rd, 2009 9:19:14 PM

Ki blinks, a few times, as he sees the wounds close up and dire blows seeming useless after mere seconds... This is going to get interesting...

He fires his crossbow.

D100; 8 I think its a miss?

Hit AC 38
Damage; 4

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=19 ; d20+5=23 ; d20+5=10 ; d8+12=17 ; d8+12=18 ;
Tuesday November 3rd, 2009 10:58:39 PM

ooc: I can DM next. :-)

Sees the wounds close, and his black eyes widen. "By Imod's might, you will return to your firey home!" And the minotaur ignores the Kukri in his hand and powers into the demon with his hooves followed by a thrash of horn.

...Actions
Power Attack +4
Hoof AC 19 Dam17 (plus anything from the Tear)
Hoof AC 23 Dam 18 (plus anything from the Tear)
Horn AC 10 miss

Lucky Eddie AC20 HP31 of 46  d20+11=24 ; d100=48 ; d8=3 ; d20+13=31 ;
Wednesday November 4th, 2009 7:24:32 AM


Spellcraft check is normally a +6 roll, but with five luck points, that's a +11 ... a 24. Oh wait, Lucky cast the cure, not the Pro Law. Is that spoiler out of date? I won't take the extra luck point.

Lucky Eddie notes that the enemy has totally ignored him, despite a few openings. He wants to use the silvered table leg as an improvised club, but he is so much more likely to hit if he throws things rather than swinging them in melee. Then it occurs to him ... clubs have a range increment! He can totally throw this club!

Now, Lucky is standing right next to the enemy. If he throws that club, he'll provoke an AoO. Lucky says, "What the heck!" He hauls back and throws the silvered table leg like a club! (No penalty for improvised weapons per the mendicant rules on using found objects.)

Lucky rolls his 50% miss chance ... missing on a 1-50. He rolls a 48, a miss!

Where does that club go? Using the Splash Weapon rules, If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the grid intersection or target creature. Then, count a number of squares in the indicated direction equal to the range increment of the throw. Lucky rolls a d8, and gets a 3. Using the graph on page 158 of the PHB, that means the club lands in square 13B.

With his remaining move action, Lucky moves to 13B. He uses his tumble skill to do so, using three luck points and getting a 31. That nets him a new luck point. Next round he'll pick up the club and try again!

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.5 of 60 min used)
Pro Evil (5.5 of 6 min used)
Read Magic (1.5 of 70 min used)
Find Traps (1.6 of 7 min used)
Magic Stone (1.5 of 30 min used)

Current Luck Points: 7

Sir John, AC 25 (this round), 2/58 hp 
Wednesday November 4th, 2009 12:18:38 PM

Sir John welcomes the healing, but Rosalind's next two strikes blow through his armor and shield, pushing him back and almost knocking him out for good...
Down to 2 hps..

Since a tactical retreat to heal up seems best, Sir John uses a total defense action (+4 AC) and moves backwards out of range, intending to heal up... "Marcas, this wench is yours for a while, since I don't want to take all the fun for myself..."

OOC = DM - Did you mean that the fire is ineffectual against Rosalind? I know they're immune to cold, but heat also? Or did the fire just have less of an effect?

Yes, Chain Devils are immune to fire. Chain Devils possess all the traits normally gained by Devils unless otherwise noted: Immunity to Fire and Poison is the first trait under the Devil entry, and there's nothing in the chain devil entry that modifies it.-- DM Troy

Thanks, Ken

Speck AC19/20 HP:26/26 
Wednesday November 4th, 2009 9:53:59 PM

OOC: don't want to pick on things but the MM says that the 'most common devil is baatezu', which is immune to fire and poison, but it doesn't look like the chain devil is a baatezu. The 'baatezu' category is stated in the 'Medium Outsider (Baatezu, Evil ....)' line, ex: Bearded Devil. The 'baatezu' category is not on the Chain Devil's entry. But it is DM's call. :)

Marcas, hope you added the +1 dmg for the Inspire Courage.

IC: "Your chains only do us tickle
for your attacks are fickle
We'll soon break all your chains
and banish you to your plane!"

Inspire courage: +1 vs charm/fear effects, +1 on attack and damage to all who hear

I could move up one and DM the next phase.

Marcasthai AC 17 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d100=98 ; d100=97 ;
Wednesday November 4th, 2009 11:41:16 PM

Marcas tries to time his attacks to the Blinking demon, and succeeds in striking it both times!

...Action
Blink 98
Blink 97

(sorry for not rolling earlier!)

Cedric AC 19 HP 67/82 Bear Form Character Sheet  d8=7 ; d8=3 ;
Thursday November 5th, 2009 8:43:24 AM

Cedric finishes his summons, and a unicorn appears near Sir John. A magic circle of protection from evil surrounds the creature, covering Ki'El, Marcas and Sir John. Cedric points a paw on the bloody Paladin. The wise creature understands and lays its horn on Sir John, healing him.

Cedric then begins to summon another creature.

OOC:
Call Lightning 1/7
Summon Unicorn 1/7

Anyone in 10' of the Unicorn has Protection from Evil.
Unicorn: Cure Moderate Wounds: Sir John healed 15 points.
Cast Summon Natures Ally IV to summon a unicorn.

Osgood's Graveyard - The Cellar. Twilight Round 5  d6=2 ; 2d6=7 ; d100=86 ; d20+21=38 ; 2d4+7=14 ; d100=65 ; d20+16=27 ; 2d4+7=12 ;
Thursday November 5th, 2009 10:53:46 AM

Ki'El fires his crossbow bolt, but his bolt passes right though the creature as she blinks out of existence. Marcas has better luck, and lands two solid hoof attacks on the fiend. Although the first hoof's tear has no noticeable effect, as the second hoof lands, a flash of disruptive energy burns between the two foes. Although both attacker and target are wounded, the demon takes the lion's share of the disruptive damage. Lucky tries to throw the club, but unfortunately misses. He manages to pick up the club without issue however. Sir John retreats, having taken quite a beating at the chain devils hands. Speck continues to rally the party with his song. Cedric's spell of summoning calls forth a unicorn to Sir John's side, which heals some of the damage that has been done as well as bolstering those near it. He then immediately starts another summoning spell.

Razalind looks quite bloodied after the beating delivered to her this round, but she's clearly not finished yet.

She hisses in all your minds. "Real brave words till you have to run wimpering to the back line. Your halfling friend thanks you."

She then turns and attacks Lucky, striking with two solid lashes of barbed steel.

OOC:
We are now in combat rounds. Round 5
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks:
*Razalind strikes as an invisible creature (see blink), gaining a +2 to attack and the defender looses their DEX bonus to AC, and anything lost when you loose your dex bonus vs an attack.
Attack 1: on Lucky (20% miss chance: 86 passed): Hit AC 38 for 14 damage
Attack 2: on Lucky (20% miss chance: 65 passed): Hit AC 27 for 12 damage

Enemy Damage and effects
Razalind: 53 after damage reduction and this rounds regeneration.
AC reduced.

Razalind is blinking: Targeted spells and physical attacks require a 50% miss chance (20% if you can see invisible). See blink spell for full details.

Marcas: You take 2 damage from the disruptive flash of the Tear. For this battle, Tear 'A' has no effect that is relevant. Tear 'B' however clearly does. If you choose to use the tear, it deals 1d6 damage to you, and adds 2d6 to your damage for 1 attack.

Spellcraft DC 15 Highlight to display spoiler: {After observing the attack by Marcas, you recall a weapon enchantment that deals damage to both the attacker and target. It is commonly called the vicious property}

Knowledge: The Planes DC 15 Highlight to display spoiler: {Razalind is in much better shape than a typical chain devil would be after taking as much damage as she has. In fact, a typical chain devil would be nearly dead. }

Also, don't forget about hero points if you have them.

Sir John, AC 25 (this round), 33/58 hp 
Thursday November 5th, 2009 12:27:29 PM

Sir John thanks the unicorn for its timely aid, and also lays hands upon himself (+16 pts), boosting himself up for a return to the fight. In response to the devil, he says, "Madam, maybe someone as evil as you doesn't understand it, but I believe in sharing with others. I don't want to hog all the fun, but in a moment or two, I'll be back."

His plan is to take one more round to boost himself up then help out...



Speck AC19/20 HP:26/26 
Thursday November 5th, 2009 10:52:32 PM

OOC: sorry, i didn't take the time to read all the MM stuff on devils, just glanced through it. I don't believe in studying a monster entry while in the middle of combat. We'll learn what it can or can't do by trial and error. :)

IC: Speck, still not able to get a clear view of the fight, continues to bolster his friends.

"Link by Link we'll take you apart
Each link a drop of your life you loose
Count your links, for your end is near!"


Marcasthai AC 19 HP 49/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=28 ; d20+5=7 ; d20+5=23 ; d100=44 ; d100=30 ;
Thursday November 5th, 2009 11:04:28 PM

"Stay away from my friend!" Marcas shouts, really angry. The demon is attacking the leader, and that can not be borne! A hoof with lightning strikes out, and a twist of horn, but both attacks pass harmlessly through the blinking devil!

...Action
Power Attack +5
Hoof AC 28 44% miss
Hand AC 7 miss
Gore AC 23 30% miss

...Effects
Sense of Dread: -1 morale penalty to attack and saves
Lucky's Friend: +1 luck bonus to attack and saves
Specks' Song: +1 morale bounus to attack and weapon damage
Prot v Evil: (from Unicorn) +2 AC, save, no possession

Lucky Eddie AC33 HP5 of 46  d20+11=23 ; d20+10=17 ; d20+15=27 ;
Friday November 6th, 2009 6:21:57 AM


Starting the round with 7 Luck Points.

Spellcraft check vs DC15 ... using five luck points ... at +11 ... a 23! (Luck Points up to 8)

Know Planes check DC15 ... using five luck points ... at +10 ... a 17! (Luck Points up to 9)

Reading Spoilers ...

Lucky says, "OUCH! Tell me, Lady Demon, how come I -- who should not have a scratch -- am so sorely wounded, but you, who should be sorely wounded -- are in such good health?"

Rolling for AC this round: 27. Lucky decides that discretion is the better part of valor. He uses the Total Defense action, boosting his AC by 6 in exchange for giving up an attack. His AC is now 33.

Then Lucky takes a five foot step to 12C to give Marcas a flank bonus.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.6 of 60 min used)
Pro Evil (5.6 of 6 min used)
Read Magic (1.6 of 70 min used)
Find Traps (1.7 of 7 min used)
Magic Stone (1.6 of 30 min used)

Current Luck Points: 9

Ki`El HP:21/35 AC: 16 -3 str  d100=43 ; d20+5=10 ;
Sunday November 8th, 2009 7:23:08 PM

Seriously.... Again, what kind of stuff are you guys into? Ki says, a smile on his face as he fires his next bolt.

Actions:
Reload and Fire cross bow;
Blink: 43; Hit AC 10

Cedric AC 16 HP 66/66 Character Sheet  d8+5=13 ; d8=7 ; d8=8 ;
Monday November 9th, 2009 7:41:48 AM

A second unicorn springs into existence. It stands there for a moment. Cedric behind him shifts out of form, and speaks to it in Slyvan Highlight to display spoiler: {Noble one, please heal the halfling and paladin so they can fight this devil.}.

The unicorns comply, and Lucky feels a slight poke as the unicorn touches him. Sir John is also healed.

OOC:
Std Action: Leave form.
Unicorn 1 (2/7): Cast cure light wounds on Sir John: 13 points healed.
Unicorn 2 (1/7): Cast cure moderate wounds on Lucky: 20 points healed.

Osgood's Graveyard - The Cellar. Twilight Round 6  d100=89 ; d20+21=28 ; 2d4+7=9 ; d100=21 ; d20+16=29 ; 2d4+7=15 ;
Monday November 9th, 2009 8:02:55 AM

Sir John calls upon divine power to heal his wounds. Speck continues his bolstering song, inspiring the party. Marcasthai is frustrated by the devil's blinking, as all of his attacks miss. Lucky goes fully on the defensive, quite bloodied up. Ki'El fires his crossbow, but the shot doesn't pierce the defenses of the chain devil. Another unicorn appears near Lucky, and Cedric shifts out of form to direct them verbally. Both unicorns heal their respective targets.

Some of Razalinds wounds close, and she continues her assault on the halfling.

The answer to Lucky's question echo's in the parties head: "Because I am a trained warrior, and you are a weak mortal fleshling, like Mordreia was." The telepathic voice comes through with a sadistic glee.

OOC:
We are now in combat rounds. Round 6
Cellar Below Please move yourselves on the map.
6 seconds passed since last DM post. Aprox 6:51 PM

Sense of Dread: Everyone suffers a -1 morale penalty to attack rolls and saving throws. This is a mind affecting effect. In addition, immunity to fear makes you immune to this penalty.

Enemy Attacks:
*Razalind strikes as an invisible creature (see blink), gaining a +2 to attack and the defender looses their DEX bonus to AC, and anything lost when you loose your dex bonus vs an attack.
Attack 1: on Lucky (20% miss chance: 89 passed): Hit AC 28 for 9 damage
Attack 2: on Lucky (20% miss chance: 21 passed): Hit AC 29 for 12 damage

Enemy Damage and effects
Razalind: 51 after damage reduction and this rounds regeneration.
AC reduced.

Razalind is blinking: Targeted spells and physical attacks require a 50% miss chance (20% if you can see invisible). See blink spell for full details.

Sir John, AC 25 (this round), 46/58 hp  d100=75 ;
Monday November 9th, 2009 12:27:12 PM

Sir John feels even more healing and thanks the other unicorn too for it's healing. "Much thanks and I will honor your gift by destroying this filthy animal..."

Calling to their magic using companions, he says, "Can anyone stop the wench from blinking... It's giving me a headache trying to watch her! I can't hit what I can't see!

Reinvigorated, he returns to the fight, but this time, he can't see her and misses his strike... (75% is miss...)

Speck AC19/20 HP:26/26 
Monday November 9th, 2009 10:38:29 PM

Razalind's words echo in Speck's mind, ...weak mortal fleshling, like Mordreia was...

"She's Killed Mordreia!" Speck shouts.

"You'll rot in hell, you blinking Fiend
We'll send you there before night's end
We know your name to call you back
And send there again!"

Lucky Eddie AC34 HP25 of 46  d20+21=34 ;
Tuesday November 10th, 2009 6:58:57 AM


Lucky laughs as the demon swings twice and misses. He taunts her: "You'll have to do better than that! What are you, some kind of an archon? Try again, you goodie-two-shoes. Your mercy is like a balm on a gentle spring day. You serve your masters in the celestial realms well. How about casting a cure on me, too?"

Since he is being a target, Lucky keeps up with the total defense. AC roll for this round at +21 total: 34.

==========

0: Create Water, Resistance, Virtue, Read Magic, Purify Food
1: Sanctuary, Comp Lang, Inflict LW, Pro Evil, Pro Law
2: Lesser Restoration, Owls Wis, Find Traps, Spirit Weap, Shatter
3: Sum Mon III, Daylight, Remove Curse, Pro Energy

Tattoo: 2 of 3 used so far today.
Current magic stones: 0 of 3 used.

Spells in effect:
Daylight (55.7 of 60 min used)
Pro Evil (5.7 of 6 min used)
Read Magic (1.7 of 70 min used)
Find Traps (1.8 of 7 min used)
Magic Stone (1.7 of 30 min used)

Current Luck Points: 9

Sir John, AC 25 (this round), 46/58 hp 
Wednesday November 11th, 2009 9:46:42 AM

(OOC = Um.... anyone out there?...)

Marcasthai AC 19 HP 47/84 (SteveK)(Lucky Luck, Spider Spell, Dread)  d20+10=17 ; d20+5=8 ; d20+5=19 ; d8+14=15 ; d8+11=13 ; 2d6=3 ; d6=2 ; d100=59 ; d100=99 ;
Wednesday November 11th, 2009 10:18:20 AM

ooc: sorry. getting real, real busy in RL

"Already killed Mordreia?" responds the minotaur. "That makes sense. They kill the victim BEFORE the first letter, and have the doppelganger play the part. That way, no matter what the constables do, the murder 'happens' and they look like fools."

The minotaur huffs out a breath of air from his bovine nose. "Then we are not rescuers, but avengers."

Marcas puts his back into his blows, trying to time the strikes to the Blinking demon of chains. Electricity arcs around the demon and Marcas as the first powerful hoof blow lands.

...Action
Power Attack +5
Hoof AC 17 Chance 59% HIT Dam 15 Electric 3 (Vicious on Marcas: 2)
Hoof AC 8 miss
Gore AC 19 Chance 99% HIT Dam 13

...Effects
Sense of Dread: -1 morale penalty to attack and saves
Lucky's Friend: +1 luck bonus to attack and saves
Specks' Song: +1 morale bounus to attack and weapon damage
Prot v Evil: (from Unicorn) +2 AC, save, no possession

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