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The Storm That Changes Everything
Coming Home


DM Cayzle -- Back to Bryn Baraz 
Thursday November 5th, 2009 7:50:38 AM


So on the second morning after the feast, Istaqa awakens Bantom for Jet, gives Keela her magic oil (that he made yesterday), and smiles at Ender. "All warriors want to be stronger, faster, tougher. I have something on hand for you." He gives Ender two potions of Bull's Strength and three potions of Cure Light Wounds.

[DM OOC: We can either do Alexi retroactively or he can save his favor for later. As you can see, the boons are really not very massive gold-wise. Nothing worth more than about 750-1,000 gp.]

[DM OOC to Buzz: "They will stop where they left the man that had successfully passed his trial of the circle" Sorry, I'm not getting the reference. Could you fill me in about this fellow, or let me know the date to read the archives? Thanks!]

The trip back to Bryn Baraz is uneventful, and the former prisoner is subdued and quiet. He listens to Jet's homilies with only a small sign of annoyance. [OOC: Jet, if you really want to be convincing, please roll me some Diplomacy checks.]

At last, home.

[DM OOC: Here at last we "drop off" any mystery characters of departed players that we assume have been hanging around in the background. It is down to you four. And now, at the end of this module, let me give out a base xp award of 1,000 xp each. I also like to award RP and hero points after getting feedback from the players. The first requirement for xp/hero points beyond the base 1,000 is that you write to me and suggest awards for other people! cayzle@cayzle.com.]

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Thursday November 5th, 2009 4:35:09 PM

Jet isn't going to waste his breath on this scum bag, at least not with a Diplomacy check. After all, it was Jet and the others that brought down his little job, one for which, if he was paid for, the group now owns his kidnapping money, as well as his equipment. In fact, Jet thinks he is lucky to not have just been killed in the caves.

No, Jet will let the priests back at Bryn Baraz do the conversion process of this guy. he is likely going to be more receptive to someone that didn't stick steel in his body.

It is preaty neat being able to talk to Bantom though. Hopefully, his horse is not as talkative as Jet or half the trip, he will just get answers such as "uh, huh" and "Yep", unless of course it is about battle, then Jet can have a long talk with his mount or friend. "I loved the way you cracked the skull of that gnoll. That was beautiful work. After we get we get back home, I think you and I should have a wrestling match, but no biting!"

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday November 5th, 2009 10:25:15 PM

OOC: ok, i've got an idea. Alexi has a claw from the Ambush Drake. Can the claw be enchanted so that who wears it around his neck (on a special engraved leather necklace) can cast the spell 'Calm Animals' 1/day? The Ambush Drake is a magical creature, so the claw may be able to hold an enchantment, like a master work item? maybe?

Don't know what xp point this would be but 'Calm Animals' is a 1st level Druid spell and it's a spell that shouldn't be unballancing to the game.

IC: Having seen to the prisoner, along with Jet, and conforming to the Ahote Code, Alexi does not press the issue of the prisoner returning to Bryn Baraz. Justice has been served, having nearly died. However, if the prisoner does wish to join them rather than return to whince he came and face the rath of his employer, Alexi does not object. But does not drop his vigilance either, making sure that Garth has him watched for quite a while.

The idea of the priest of Bryn talking to him sounds good to Alexi and he makes sure Mikal is one of the primary priests to talk to him.

Alexi thorougly enjoys himself with the festivities, trying to learn the Ahote dances, and just having a good time with the warriors. He does seek to meet Tocho's sister, and offers to be Tocho's Blood Brother (if that's something they do).

Alexi reluctungly returns to Bryn Baraz, but knows that that is where his job is.

OOC: we need to go back some posts and see what we collected and have the stuff identified and divied up.

Keela 
Friday November 6th, 2009 12:34:51 AM

Keela is glad the prisoner wasn't killed for his crimes, but she avoids him on the journey back. The first night they make camp, she shows her friends how her new Rope Trick spell works.

"We can hide up here," she demonstrates, "and sleep safely, and still keep a lookout. Unfortunately, though, it won't do for the horses. Still, it might be useful to have on hand."

She is eager to get back to Bryn Braz and her family. When they arrive, she rides straight on to the Plainfield farmstead, anxious to see Senna again, and Daben, and their brood.

DM Cayzle -- Garth brooks no delay 
Friday November 6th, 2009 6:42:09 AM

[OOC: Thanks, Buzz, for the clarification.]

First day after the Justice: The now-free prisoner chooses to make a small camp outside the Ahote land near a tiny pond on the way to Bryn Baraz. He waits for you there. You request your boons. Ender receives his potions.

Second day after the Justice: Keela receives her fertility oil. Bantom is awakened.

Third day after the Justice: Alexi receives his Tooth of Calm Animals (use once per day on up to 2d4+1 hit dice of creatures, Will save DC11 for animals trained to guard).

Also during this time: You have the chance to relax and socialize with the Ahote. You get to know friends better, and your alliance is stronger.

Jet also has the chance to get to know the new and improved Bantom. Jet, Please Highlight to display spoiler: {Do you want to play Bantom, for example, as I play Mookie, or would you like the DM or another player to make occasional posts in Bantom's voice?}

Fourth and fifth days after the Justice: travel back to Bryn Baraz, with the prisoner, who has had an unremarkable few days of fishing.

Now, at last, you are back home! Time to count up the loot!

Treasure from the two bad guys:

2 bucklers (magic)
2 studded leather armors (magic)
2 rapiers - masterwork
2 potions (magic)
2 short bows (with +2 pull to them) - masterwork
1 magic belt
1 magic gloves
2 masterwork thieves tools
22 arrows, 2 quivers
about 100 gp in coin for both together

Individual Boons (detailed above)

And each PC receives a masterwork obsidian dagger, slightly magicked so that it is as tough as iron.

Jet and Keela get a one-shot +5 on your next healing skill checks.

[DM OOC: The DM would appreciate a player compiling a list of other loot you have found prior to his tenure. ALSO: Please mark off your PC sheets stuff that is used up, like that thunderstone and potions.]

=========

The settlement is looking more developed all the time. More buildings are whitewashed, all the tents are gone. Even Wagonmaster Garth has a new small office in a building all his own. You get to see that right away, in fact. You hardly get back into Bryn Baraz when Garth hauls you into his new office and asks you for a report.

"Tell me everything you have done since we last met, friends. And then I'll tell you our news."

[DM OOC: Here is a great chance to bring your DM up to date on any recent doings of which he should be aware. Please use this chance to not only brief Garth, but me too! :-) ]

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Friday November 6th, 2009 3:09:57 PM

ooc: Sorry all, I have to leave for the weekend. I will write out as much as I can when I get home Sunday night or Monday morning.

Ender [AC 18, HP 26/26] 
Saturday November 7th, 2009 6:34:18 AM

"Looks like people kept busy" Ender says to no one in particular... "Whats the plan now?" he asks the the others

DM Cayzle -- OOC 
Monday November 9th, 2009 7:03:27 AM

Keela? Alexi? No Posts? Ender, Garth asked for a report on your doings -- are you blowing him off? I'll delay the DM Post for Jet, per his post (Thanks!), but seeing as I am way busy today, that may mean no DM post until tonite.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday November 9th, 2009 9:53:20 AM

Garth is a mean tempered and surly old man. After Jet told him to shut his pie hole, while attempting to get Bantom on board the ferry, the old codger put Jet in charge of the patrol he now leads to this day Jet will admit, he would have preferred a good fist fight and the loss of a few teeth over his punishment, but in stride, he has done as he was told and continues to keep those that ride together alive.

Jet has a feeling, he will be similar in nature when he reaches this mans own age, so he doesn't mess around with him when he asks for a report.

"Sir, we approached the Ahote as friends and in the interests of maintaining peace between our two communities, I decided to take those you put under my charge to go on a rescue mission on their behalf.

The Ahote children, from infants to young adults were kidnaped by some supernatural creature. This was fore told to those that took their dream vision concoction, in our previous visit with their shaman Istaqua and it was seen to be a creature of fire. So, we all went after their children, to discover they had been taken to a place which was taboo to their tribe and can only be cleansed by time.

We entered a place of valleys amongst barren rock carved many thousands of years ago. There we fought gnolls and after dispatching them, we traveled forward to a pond of extreme cold. After skirting the dark waters, we came to a small trail up the side of a cliff and we entered a cave where we were attacked by large, bat like creatures which I really didn't get a good look at." At this time, he points to Keela, "I believe it was her that identified them as Darkmantles, or something like that."

He takes a long drink from his wine skin before he continues.

"We descended deep into this cave and crossed a large natural bridge that spanned an enormous chasm. We fought some type of ice demon that sent cold through our bodies and exploded upon it's death, nearly taking us with it. We then went through a small maze of tunnels where we found the children, in a well prepared area set up in advance for their lodging. After finding some treasure and securing the children, when we attempted to leave, we were blocked by two aggressors, one of which we have brought back with us. After defeating them, we returned back to the Ahote with the children to a mostly very happy tribe. Upon our return, there was a new shaman put in a place of authority and he seemed resentful to our success and I believe that he may be a part in this entire plot.

We were given gifts of friendship and boons of power, one of which for me, is to have my mount become a more intelligent creature.

There are a few things I have left out as well, that I do not think seems that important to our over all quest. We had a guide to this area I spoke of and he watched our mounts while we entered.

This surviving prisoner that we captured was tried by the Ahote in a violent manner, by their customs and in their own type of court survived, which means he could leave them. He decided to return here with us, to become a part of this society. I think he should be handed over to the priests for them to work with him and determine his nature and perhaps how he can best work in this community."

Jet takes another very long drink and looks at the others to see if there was anything he may have missed.

DM Highlight to display spoiler: {I wouldn't mind role playing Bantom for the most part, but feel free to throw in an occasional useful bit of information you may feel Bantom would be aware of, that Jet wouldn't. Thanks for allowing me the choice. :)}

Keela 
Monday November 9th, 2009 4:41:54 PM

"We were sent out, if you recall, to investigate the caves south of town. We killed a creature there, and tracked its mate northward. [OOC: not sure on directions]. While tracking, we met a party of Ahote, who brought us along with them. Then all the things Jet talked about happened.

"When we left, we intended to be gone for a few hours. We have been gone for weeks. Please, sir, I want to see my family and let them know I'm all right." And take a bath, she thinks, but does not say so aloud.

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday November 9th, 2009 9:41:54 PM

OOC: Sorry guys. been busy. I was going to put together the loot list in that famous excell sheet. I'll do it tomorrow so we can go to the catacombs

IC: Alexi pulls out his map and shows Garth where they'd been. "See the Three Sisters? We went over towards here. The canyon entrance is here. We wound our way around in this area a while. Sorry, I didn't get a chance to map the path we took to the lake. We were a bit in a hurry and harried by gnolls. Anyway, somewhere in here is a lake. Next tot he lake is a cave and in the cave is all the bad stuff Jet told you about."

Later he adds to Jet's comments about the Ahote. "They are our friends. The people here need to be made clear about that. Patrols will come across them out on the grasses and they need to be cautious, but not hostile. It is about time you meet with their Chief. Formal peace negotiations need to be made before something regretable happens."

Ender [AC 18, HP 26/26] 
Tuesday November 10th, 2009 8:43:59 AM

"So to sum it all up," Ender says "we finished our assignment and made friends with the Ahote to boot, you can never have too many friends in an area like this"

DM Cayzle -- A Bad Dream and its Ramifications 
Tuesday November 10th, 2009 4:02:14 PM


[OOC: The DM assumes that you all have made no effort to communicate with Garth or anyone in Bryn Baraz while you were away. If that's not true, please let me know.]

Garth asks for a full report, and he gets one from the party leader, Jet.

Garth's eyes get wider when Jet mentions the oracular dreams.

Keela adds a few details, and Alexi displays his mapping.

It takes no sense motive check to see that Garth is getting angrier at Keela's mention that the party was not supposed to be gone for so long.

Finally, Ender wraps it up in a one-sentence summary.

Gunther stews for a moment. "I'd tie you to stakes and flog the lot of you if I could afford it. I send you on a simple job that should take a few hours, or a couple days, tops, and you are gone three weeks!"

"Jet, you are the leader. Why didn't you send any word back? And Keela, your poor family thought you were dead. I'll let you go see them in a second."

"I sent you out to find sources of wood and water. Did you find any that are close by? And did you see Clemso? He never came back, and that's a loss. Did your new friends have any news about him and his group?"

"On the other hand, this is good news about the natives. That was well done. As for this criminal, it sounds like his punishment was harsh enough. If he will vow to be a good citizen, he will be welcome."

"Now," Garth continues, "Let me tell you something." He pauses, as if a little reluctant to speak.

"Maybe there's something to these dream things. I woulda laughed at the idea, myself, not long ago. But dreams made those natives trust you. Maybe I should trust dreams too."

He's quiet for a moment, for a long moment.

"I had a dream too," he says, dropping the volume of his voice. "In my dream, there was a battle going on, right here, right at Bryn. We were not ready, and it was a massacre. Our blood ran like water, and it flooded the whole place."

He shudders. "I don't know if it means anything, but I will not let us be unready for anything."

"Look, you haven't been around for a little while. Maybe that's good. Look the place over, with fresh eyes. Look for weaknesses. Think about threats. I want each one of you to come back here in two days with a job to do. A thing to fix. A threat to pre-empt. Look at what needs to be done to get us ready for a storm. I want to batten down the hatches, by Lem's Lugnuts! I will not let my dream come true."

"Go, see your people, have a good sleep. And think about what needs doing. Day after tomorrow, we'll compare notes and I'll divvy up some jobs."



Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+5=13 ;
Tuesday November 10th, 2009 6:09:37 PM

Jet bristles as Garth chews him out, but doesn't say a word, because he deserves it. Thinking that Garth's questions are rather strange, he answers them as he can.

"Yes, I could have sent word back, but then I would have been down one less member of a squad and that person could have been easily killed if more ambush drakes existed and caught one alone, so no, I decided to take it upon myself to order those with me to help those that could have easily became our enemies. I take sole responsibility for their actions!"

He continues on to explain, " Sir, we told you of the first time we took the dream vision concoction and you were aware then that we (gesturing to the group) were destined to assist these people. Would you really have me abandon the only friends we have? It very well could be, your dream was them destroying us if we didn't help them or failed, because I think that new shaman I told you about in my report will likely have something to do with whatever attack may have come to pass or still will."

As to resources, "We have told you of the place where the lake is cold in a bed of heat but there is not much in the way of wood available. I suppose we will need to use dry dung during the winter until Tarketh is able to get the seeds he has sown to fruition."

When Garth mentions Clemso Jet reminds him of the first encounter with the ambush drakes and it was then that they found remains of the people. "This second trip we intended to take that blasted puma back to their cave and it is then, the three Ahote, Muata among them, asked for our help. Is there another person named Clemso missing?"

On to the new mission at hand. "I would like to suggest, we use the natives of this land to help us discover what weaknesses there may be. They are sneakier by far then myself and although I trust Ender with his skills, there may be some that are more experienced amongst them then he is. Not only that, but I would like to keep my eye on that new shaman. I believe as long as some of us are amongst them, he can not poison his people against us."

Diplomacy: 13

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday November 10th, 2009 6:30:47 PM

OOC: DM, you weren't aware of this, but pertaining to the location of food and stuff:

Alexi, Jan 22: Food
Afterwards he meets with Garth. He lets Jet do the talking but hands over the map and explains his markings: where they came across the broken spear and blood; the rock outcropping where the Ambush Drakes laired; and where the Ahote hunting group said there was plenty of game.

Alexi, Jan 23:
Alexi excitedly points out all the important markings on his map (OOC: see prev post). "What about Clemso's group? Any word from them? We brought back some body remains that were found in the Ambush Drakes' den. The Ahote we met already took any remains that belonged to their people. Who would be able, or better said, willing, to look through the remains and try to identify them?"

DM Bob & Carla Jan 25:
Garth answers Alexi's question about Clemso with a frown. "They lost a man during the night. Dragged from his bedroll and into the grasses. All they found was blood. Never had time to put on armor or even grab his sword."

just an FYI. :)

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday November 10th, 2009 6:40:04 PM

Alexi takes Garths words to heart, knowing that the man has a lot of pressure on him and a missing patrol, expecially his favorite patrol, would have been extra nerve wracking.

"In that light, Captain, I must resume my millitia trainng starting tomorrow. Jet and Ender can search out chinks in our defenses and alert me. We need to build several archer tawers all around the camp as extra defenses. We also need to make a deal with the dwarves to allow us to retreat to their caves if the defenses are overun. AND, we need to start stock pilling food and weapons in the caves.

"Keela will be good at seeing to the collection of extra foods for the cave supplies. Her charm is extraordinary and I'd rather the extra supply be gotten by good will than by menacing sword," he smiles.

DM Cayzle -- OOC 
Tuesday November 10th, 2009 9:38:13 PM

By the way, do you all have access to the Catacombs?

Keela 
Tuesday November 10th, 2009 9:49:15 PM

Released from the meeting, Keela all but flies to the Plainfield homestead.

Senna will scold like anything, she thinks. But I'll be so happy to see them again, I won't care.

Truly, Senna will have much to scold about. Aside from Keela's long absence, there is the state of her blouse, which was never designed to be worn for weeks at a stretch. Not to mention her stockings.

[OOC: I don't believe there's a Catacombs entrance at Bryn Braz, but I could be mistaken. Perhaps the Catacombs staff will build one, now that there's a settlement here. :) ]

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday November 10th, 2009 11:49:13 PM

OOC: A portal was opened at the General Store. We used it once, right after the Ambush Drakes, but we don't know how long it was to stay open.

Ender [AC 18, HP 26/26] 
Wednesday November 11th, 2009 11:00:35 AM

""We could barter with the Dwarves for help building a moat with spikes in for a start" Ender suggests "towers for Archers is also a good idea" he continues nodding to Alexi

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Wednesday November 11th, 2009 5:16:18 PM

ooc: did everyone get my e-mail with the loot spreadsheet? Rsvp here Yes/No

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday November 11th, 2009 5:19:57 PM

ooc: Yes.

Waiting for DM post

Keela 
Wednesday November 11th, 2009 11:00:51 PM

[OOC: got the email, thanks]

Ender [AC 18, HP 26/26] 
Thursday November 12th, 2009 2:05:28 AM

ooc: mail recieved

DM Cayzle -- R&R 
Thursday November 12th, 2009 7:09:18 AM


After garth gives his update and asks a few questions, the party gently reminds him that he already knows most of the answers. He looks confused for a moment, and then rubs his face. "Yes, yes of course," he says. "This nightmare has me going and coming. So what if I lose track of this or that."

"You did okay," he says to Jet, regarding sending word back. "You might have brought your team back here to report at some point or another, but all's well that ends well."

Then, in response to the wagonmaster's request for ideas on future problems and ways to fix then, right off the top, Jet suggests getting Ahote help, and Alexi suggests several concrete defensive ideas, echoed by Ender.

"Hold your horses, whippersnappers," says Garth. "The day after tomorrow, I said. Relax and come back to me then." He seems pleased with your enthusiasm.

Then you are free. Keela rushes over to meet with her kin. Keela, Please Highlight to display spoiler: {Let me know how you prefer me to handle your folks ... do you roleplay them, or the DM? If the latter, could you send me a recap of names, relationships, and personalities, etc?}

At the trading post, you discover that the Catacombs management has gifted the establishment with a copper bell. It can be rung once per month to open a gate to the magic shop. You may ring it and visit the catacombs now. [DM OOC: Here's a chance to shop, rest a couple days, etc.]

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Thursday November 12th, 2009 12:36:08 PM

Jet doesn't want to rest now! The Shadow Realms will take him before he lets something come to pass he can avoid. When everyone leaves, Jet wants to talk to Garth in private.

"There is one other thing that I may have neglected to notice Garth. Perhaps, this new shaman with the tribe thinks we are going to dig up out of the mine, that which destroys the community? They did mention they were worried about us finding this creature, some time ago. If that is the case, then I could understand why they would want to be at odds with us, to stop us from unleashing something on this land. All I am suggesting is, let's not necessarily look at what will attack us from the outside, but what might come at us from below."

Jet then goes to find Alexi, "Do me a favor please. Go take care of the Catacombs ticket for us and get things identified. I need to do a bit more research.

After that, Jet goes to visit the miners and wants to speak with the head foreman, to attempt to speak with him on his off time, maybe buy him a drink or two and discover if things are normal where they are or if they may be discovering things that would be considered unusual.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Thursday November 12th, 2009 3:48:56 PM

ooc: I suppose I should have asked, how long does the gate stay open? I kind of assumed it stayed opne a month, but after rereading it, I'm not so sure what it means.

Cayzle Comments: Let's say it stays open for a day.

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday November 12th, 2009 11:43:35 PM

Alexi takes his maps and stores them in his office along with the loot. He takes the extra armor and weapons taken from the gnolls and places them in the militia armory.

He then goes to the amorer and checks on his oder for a new set of armor he had put on order before their hasty adventure to the Ambush Drake den, then to the rescue mission.

To his pleasure, his new set of Masterwork Full Plate armor is ready. He is reluctant to give up his breastplate from the Fist, but he will keep it for memory sake. He still consoles himself with his Wolf Regiment signet ring and his Wolf Regiment shield.

Returning to his bunk, he finds to his greater delight a new haversak he had placed on order at the Catacombs last time. The markings are clearly from the model designed by a certain Heward.

With a wide grin at the turn of events, Alexi prepares himself for a good night by hitting the showers. A good place to think of ways to defend the town. Ender's idea of a moat and spikes was good. The archer towers would take longer to build and require more wood, but stone would be handy and they wouldn't have to be tall.

Later, a visit to Ma Belle's for a sip of something does him good too. However, his thoughts go to Keela. Would she want to visit the Catacombs with him again like last time? It'd be worth to ask, and takes a long swig. Courage my friend. Why is it so hard to build up the courage to talk to women?

Keela 
Friday November 13th, 2009 12:59:55 AM

When she arrives home, Keela hugs everybody, twice, then takes the time to unsaddle Daisy and brush her down, as Alexi has taught her. She longs to tell of her adventures, but even more, she longs to hear what has happened with her family in her absence.

DM Cayzle -- Checking in and checking things out 
Friday November 13th, 2009 8:40:20 AM


Jet has a private word with Garth. He explains his fears about the Ahote shaman, and the possibility that there is an enemy under, rather than outside. Garth nods, and says that this is a topic for Jet to look into and raise again the day after tomorrow.

Jet talks with the dwarvish miners, and is reassured that all is well. If you want to get more, consider making a Gather Info roll or similar check. If there is anything more to learn, which there may or may not be!

Alexi attends to some mundane tasks that need tending. He finds that his armor is ready. He puts some thought into the town's defense and enjoys a little downtime at Ma Belle's place.

Keela's nephews and niece pile on as soon as she shows up. They are joined by Keela's sister, who Keela sees has tears in her eyes. For once there is no gentle scolding over clothes. Keela's family is just so happy to see her. A little later, when her sister's husband comes in from the workshop, there is news to catch up on. Who is courting who, what new jobs have come up, all the homely gossip of a small community. The biggest news is that Tarketh is talking about trying to mine a well.

OOC: In preparation for your meeting in two days with Garth, you might want to take a closer look around the place. Make some rolls, do some investigating.

DM Cayzle -- OOC 
Friday November 13th, 2009 8:41:38 AM

I have one e-mail in suggesting hero point and role-play award ideas. Remember, you have to e-mail me about other PCs to be eligible yourself.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+1=4 ;
Friday November 13th, 2009 10:29:27 AM

Jet gets frustrated with the lack of information he obtains from the dwarves and decides to go get a bath and some luvin at Ma Belle's house. If he sees Alexi there he will ask him to hold off going to the catacombs until they can all go. "Keela needs a day to visit her family and I need to get a good drunk on to think straight."

Gather Information: 4

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37)  d20+2=12 ;
Saturday November 14th, 2009 11:04:17 PM

Alexi, having considering the thought of going with Keela, takes Jet's suggestion with gusto.

"Yes, we should all go together, including Ender. Keep him out of trouble, or out of underfoot from the hustle and bustle."

Next day, Alexi consults his militia training schedule. It's been a while since they've done any training and he fears they will loose their touch.

DM: Alexi had set up with Garth a rotating schedule for the men and women to train with spear/shield once a week and basic wooden sword training. Beren and Caelnin took those interested in archery to train them. Keela took many of the children and taught them some schooling.

Alexi contacts his corporals and tells them to be ready to restart their training. Then he goes to the head dwarven miner.

"The defenses look great, but I see that we have a lot of extra rubble from your diggings. Can you spare an engineer or two to help us build several stone archer towers in the complex? If the walls are breached, we'll need towers inside the complex to help slow any advance."

Diplomacy d20+2 = 12. eh, so so.

Keela 
Monday November 16th, 2009 1:30:22 AM

"Mine a well?" Keela says. "Do you mean dig one? Cole, dear, don't hang on my dress like that. Oh! What a big boy you're getting to be!"

Unable to lift her nephews and niece all at once, Keela plops down on the floor to hug all three at once. "How are the other children in town getting along? I missed them. And you, too!"

Once the first round of greetings and news are over, Keela changes out of her travel clothes and thankfully puts on a different dress for the first time in weeks. "Master Garth wants us to look around the settlement," she tells Senna. "Children, would you like to go for a walk?"

Keela then walks around the town, trying very hard to find something to improve. She is no strategist, however, and it is difficult for her to think in terms of defenses.

Ender [AC 18, HP 26/26]  d20=7 ; d20+5=17 ;
Monday November 16th, 2009 8:12:01 PM

After stowing his adventuring gear, enjoying a hot shower and a needed shave, Ender decides to check if there are any good places to place moats (Dm help?: since Ender doesnt have a "real" engeniering skill can he use "knowledge nature" to look for places to put moats or other defensible positions blending in with nature?if that is the case: Know. Nat.:17)

ooc: disregard first roll, forgot my +5

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday November 17th, 2009 9:48:25 AM

OOC: there is a map of Bryn Baraz, if you could post that link again for easy reference it may help some. :)

DM Cayzle -- Byrn 
Tuesday November 17th, 2009 3:39:44 PM


DM OOC: Here is a map I inherited of the village. I do not know if you all have seen it. One confusing thing to me is that although, in the archives, a water source is seen as something to be sought out, there is one on this map. My conclusion might be that the stream and spring on the map is seasonal or intermittent. Unless someone can shed some other light?

==========

Jet's conversations with the dwarves lead to an invitation. With a bit of a smirk, several dwarves offer to escort Jet around the mines. The trick, as Jet soon learns, is that the mines are not lit. The dwarves are happy to let Jet stumble around, as a kind of dwarfish practical joke. Jet senses no malice in it, but he does get a feeling that the dwarves see the mines as their own area. Maybe that's why they were not very forthcoming when first approached. Can Jet break through their xenophobic shell and gain their confidence, or at least, respect?

Keela learns that one of Garth's projects is to see if a well can be dug to supplement the spring, especially in the dry season. Then she finds herself led around the entire encampment, as her sister's kids and their friends enjoy showing her around. They show her the secret way under the wall by way of the arroyo and then out, as well as the hidden path down the wall of the canyon from up above. The kids ask Keela not to tell their folks they've been clambering. Keela also gets to see the "camp" the kids have made up beyond the wall, hidden in some scrub and furnished with a few big old skulls of horned things the kids found -- they are good for sitting on.

Ender sees that the outwash of the spring -- the arroyo that runs under the wall -- could be easily diverted to make a moat. But of course, in the dry season, it would be just a ditch. Not that a ditch is a bad defense, either, of course.

Alexi notes that the arrow towers are founded -- the bases are laid -- but not yet built (see map). The dwarves are reluctant to stop mining to work on construction (see Jet's notes on dealing with them). Alexi's work with the militia is well started ... they need some catch up, but with training, will be competent. Mostly. Alexi notes a couple archers with real talent.

DM Cayzle -- Byrn Extra 
Tuesday November 17th, 2009 8:19:01 PM

Jet, sorry, I missed your visit to the local tavern.

Jet has an excellent time at the inn, especially as everyone is glad to see him and eager for news. It occurs to Jet that this is an excellent chance to suss out the mood of the settlement and maybe even glean a few bits of news ... or he could drown his frustrations in the just-brewed-this-week local hooch.

Keela 
Wednesday November 18th, 2009 12:44:06 AM

Keela allows the children to show her all their secret shortcuts and hideaway. When they reach the "camp," though, Keela has them all sit down for a moment so she can talk to them.

"I just came back from a trip with the camp defenders," she tells them. "One of the things we saw was a drake--an animal like a big lizard. It had taken some of Clemso's men. The men were very brave, but the big lizard killed them. We killed one of the drakes, but one got away." She pauses for a moment to let this sink in.

"Then we went to help some people who live nearby. They were sad because all their children had been taken away. Some bad men came in the night and just took them. The men kept the children in cages in the dark. We found the children, and they're all right now, but they were very scared and unhappy when we found them.

"The wall is being built to protect us and our families from animals like those drakes, and from bad men who might want to hurt us. I know it's fun to sneak out of the walls, but do you think it's a good idea?"

She lets the kids answer that, trying to lead them to make the right decisions for themselves rather than dictating to them. If the conversation is going in the right direction, she says,

"Would you like to come with me and tell Master Garth about the secret ways around the wall? I know he wold like to hear about them, because it will help us keep bad men and dangerous animals from getting through."

She also says, "I think you should have a place to go, like this camp, but inside the walls. If I get some of the men to build you a play-fort, will you promise me never to come outside the walls without a grownup?"

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+1=20 ; d20+4=10 ; d20+2=4 ;
Wednesday November 18th, 2009 5:06:36 PM

Jet takes the dwarven practical joke in jest in strude and good humor and decides to return in to the mine in the morning.

Jet is always the sociable type, when his life and others are not resting in his hands. At Ma Belles he tells tales of intrigue and adventure, but does not mention to the crowd his beliefs on what may be lurking in the mines, for fear he would turn the populace off from his warnings. He will still endeavor to get new information, of the mines if he can.

In the morning, he will bring torches, taking a few more with him, in case he does get lost. He will do his own explorations of the mine, to see what area might be different then others and he would like to see the deepest shaft they have found so far.

Gather Information: 20
Spot: 10
Search: 4

Ender [AC 18, HP 26/26] 
Thursday November 19th, 2009 4:54:36 PM

Ender suggests getting a drink at Ma Belles to Alexi, so they can flesh out any plans for possibly expanding the towns defenses, especially diverting the stream to make a moat

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday November 19th, 2009 10:20:38 PM

Alexi notes the progress on the archer towers but wishes they were complete. Surely the dwarves could spare one of their number to supervise the work?

Pondering how to approach the dwarves, he is approached himself by Ender.

"Sure, let's have a drink. I need to think," he smiles.

Making sure he stays apace with the hafling, they enter Ma Belles.

"Two large flagons of your stoutest ale," he kindly asks the serving lady.

"Ender, so what've you seen? I see potential week points from above and from ground level."

OOC: it was my impression that the spring was seasonal too, althought not entirely dry unless in a drought. I don't know if the artifact has changed the water flow any, but the artifact certainly has made a difference in the vegetation.

DM Cayzle -- Tears for fears, and other explorations 
Friday November 20th, 2009 7:51:04 AM


Keela is very convincing, and several of the younger kids start to cry. But the older ones look suitably abashed, mostly. A couple wiseacres can't help but smirk at the "danger." Keela's own kin are genuinely alarmed and willing to talk about stuff with the grown-ups.

Jet spends the night carousing -- with his ears open -- and he hears a rumor of strange mushrooms a dwarf found growing in the mines. His investigations the next day reveal that the dwarves have driven three main shafts. One is abandoned, one is productive (the deepest and oldest), and one hasn't yielded anything yet, but the dwarves are optimistic. Several dwarves kid with Jet about using up all the air with his torches, and how kids shouldn't play with fire, but it is in rough good fun, mostly. Jet is told that the abandoned shaft was unstable, and that the end of it collapsed, without anyone getting hurt, but it is not safe to reopen. It was an exploratory shaft, and not productive anyway.

By the way, Jet sees that the dwarves have added a reinforced door to the entrance to the mines. It is armored with solid iron bands on both sides.

Ender and Alexi meet at the tavern to go over the idea of a moat. It seems feasible, for sure, if you can get it dug. But the farmers seem intent on farming, and the dwarves, on mining. Who would do the heavy lifting? Maybe if you abandoned the militia training, those volunteers could do labor. But the archer towers are not even done yet. Sure, the dwarves could spare a supervisor, but they do not seem inclined to.

OOC: Tomorrow is your meeting with Garth. If I get four posts from you all, I'll do a Saturday post, to make up for my lame DM posting. If not, then I'll post Monday morning, come hell or high water!

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Friday November 20th, 2009 11:28:34 AM

"What? You mean dwarves need air to dig into the earth? Wow, and here I thought your race was more durable then other mining races!"

Jet is only willing to go so far when it comes to a jest. If they want him to earn their respect, he will gladly go through some fist a cuffs. He preaches the ways of Domi as well as everyone else. Let them taste some spiritual might!

If he receves anything but cooperation for the rest of his investigations, he will personally grapple the supervisor and drag him to see Garth to garner his full support! Time is short in Jet's opinion.

He is glad to see the large door at the entry way, but does it lock from the inside or the out? He will suggest it can be barred from both directions.

"Alright Bantom, let's go visit Tarketh and take him some of these mushroom samples we found. I doubt the dwarves had the smarts to do such a thing but squash them underfoot while they mine."

Bantom replies, "Dwarves smell good, like rolling in the dirt to keep fly's off of you. Know what I mean?"

Jet replies, "Uh no. At least not yet."

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Friday November 20th, 2009 10:23:44 PM

Pondering over an imaginary sketch of the settlement on the table, where a few tankards represent the unfinished archer towers, Alexi sighs.

"Yep, I'll have to curtail the militia training to get the man-power to finish these. The archer towers are a priority though. I'm thinking, Tarketh being a druid, that Tarketh may be able to conjure up some creatures to do much of the ditch digging. But nothing but man muscle will get these archer towers up."

So Alexi's mind is set on his recomendations to Garth the next day.

Now, to think about the goodies they need to have identified in the Catacombs... gulp, gulp, gulp...

Keela 
Friday November 20th, 2009 10:31:42 PM

Keela comforts the kids who cry with hugs and reassurance. "There's no need to be frightened," she tells them. "But there is need to be careful, and I want you all to remember."

As she leads them back inside the wall, she tells all of the kids, "Now you have a very important job to do. You must explore around inside the walls, and decide where you want your play-fort. Keep in mind that it can't go on anybody's cropland."

She then selects three of the older kids, including her own nephew Tiegan, to come with her to speak with Garth.

Ender [AC 18, HP 26/26] 
Saturday November 21st, 2009 1:54:34 PM

"with regards to the digging of a moat, we can take one person from each farm, and make work groups with a dwarven foreman in each, that would make a nice compromise for both sides" Ender suggests "And interracial workgroups might make for a better climate in town further down the road as people might make friends with other races than their own"

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday November 23rd, 2009 12:45:32 PM

Jet reports back to Garth after he shows the Mushrooms to Tarketh. If there is anything special about them, inregard to where they are found and so forth, he returns with word of that as well.

Of course, he spends some of the visit giving Fatine a hard enough time to leave her flustered, before he leaves.

DM Cayzle -- Doors and mushrooms and work crews, oh my! 
Monday November 23rd, 2009 8:25:01 PM

Jet gets some rough kidding, but the dwarves do not fight him. He sees that the new door can in fact be locked from both sides already. The druid says that the mushroom is one that grows commonly in caves with ecosystems, such as along underground riverbanks or on the sides of dark bottomless chasms.

Alexi is ready to report to Garth. So is Keela, three kids in tow.

Ender thinks about how to suggest an interracial work crew. He too is ready to make a proposal.

So it comes to pass that the next morning you all report to the defacto camp leader. He looks you up and down. "So tell me your conclusions and suggestions. Then I'll tell you mine and we'll set up some tasks." He looks at each of you expectantly.

Ender [AC 18, HP 26/26] 
Monday November 23rd, 2009 10:26:53 PM

"heres my idea Garth" Ender says, "we can take 1 person from each farm, and a rotating group from the garrison with a dwarven foreman, and then dig a moat, by expanding the stream outside the main gate, this will also promote cooperation between the farmers, the miners and the garrison"

Keela 
Monday November 23rd, 2009 11:02:27 PM

"My suggestion is, if we're going to dig wells, they need to have secure covers so that the little ones don't tumble into them. But my young friends here have an even more important situation to report." She nods encouragingly to the kids.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+5=9 ;
Tuesday November 24th, 2009 9:57:31 AM

Jet waits for the others to finish before he begins his own report. "Going back in time, I remember the Ahote mention that they were worried we would dig out a monster that will destroy the land as well as the children of their people would come up missing. One part of that vision has already come to pass and I believe now we are in the second stages of that dream vision."

Jet gently lies upon Garth's table the mushrooms Tarketh identified. "The druid said, thuis fungus grows only along bottomless chasms and along underground river beds. The dwarves are close to something and I believe it is they that will unleash the beast in the prophesy upon this land."

Jet takes a few breaths to calm down, before he goes on. I suggest, in the shafts where these mushrooms are found all digging is stopped immediately and new sources of minerals explored. If that is not done, I highly recommend we install a system of gong alarms in the passageways as well as collapsing corridors that can seal in anything that is dug up and allowed to get loose."

Jet very nervous seems to care very much about these findings and wants to emphasize his point. "You saw the same dream as the Ahote, without the dream elixir. Which of the gods we preach do you pray to Garth and do you trust them?"

Diplomacy: 9 (I have no idea why I even try.)

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday November 24th, 2009 9:04:47 PM

While Jet is concerned about what may come from below and Ender from what may come along the ground, Alexi is concerned with what may come from the air.

"A ditch is important, but since we already have a wall I think it ought to wait until we finish the archer towers. We need them here... here... here... and some here," he points to positions on the map. They are in the center of the town, along the edges, and several along the walls.

"I know it's a great undertaking, but it can be done with the militia groups' helping hands and a dwarf or two as supervisors."

When Jet voices the creature from the dream they had, Alexi chimes in. "This creature that the Ahote fear that will be uncovered, will be one of fire and will ravage the grasslands, burning everything for hundreds of miles around. Since the first part of the dream, the vanishing of the children, occured exactly as the dream had portrayed, I have no doubt that this other part of the dream will as well."

DM Cayzle -- A plan is required 
Wednesday November 25th, 2009 6:32:40 AM

Keela offers her concern about well safety, and then urges her young friends forward. They are reluctant to speak, but after a nod from his aunt, Tiegan speaks up. "Um, uh, Aunt Keela says we gotta watch out for monsters outside, so we gotta tell yas about our secret ways in and out. We got two secret ways out. Under the wall and up the canyon." He looks abashed.

Ender offers his plan to build a ditch or moat. He describes how to get the whole community involved in that.

Alexi emphasizes the arrow towers, and thinks the militia should be used to get the work done.

Jet talks about the danger from below, and offers concrete ideas on how to make the delvings safer. Garth ignores Jet's somewhat impolitic question about whether he trusts his own gods.

Garth pins down the boy as to where the holes are in the settlement's defenses, and then sends him away.

Finally, Garth looks around at you. "Any new settlement has basic needs. Food, water, shelter. Those we have solved, especially since we reached the aquifer from which the spring emerges."

"The danger now is one of attack, and I think you are right that we need to shore up our defenses. Here, the problem is complacency. I "rule" here, if you can call it that, through a certain level of consensus. I cannot just order people around. They have to see a need to do a job, and then they have to be motivated to take it on. I agree with all that you have said. Ideally, we should put aside all our mundane tasks, like farming and mining, and turn to our security."

"But how can I get the community on board? I welcome your advice -- we need a plan to make it clear to the whole community that we have an urgent need. Ideas?"

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday November 25th, 2009 10:12:24 AM

"We need to get the other priests on board." Jet simply says. "Once we notify the clergy, we can let them spread the word about what may come to pass. Then, it will seem as if it's another persons idea and they may be more inclined to listen. I'm sure the dwarves have their favorite priests. We need to inform them first of the dangers from below and we need to get the main dwarven foreman on board to quit mining in the areas where the mushrooms are found. Then the others will follow in stride, when they see the dwarves concerned about more then digging."

Ender [AC 18, HP 26/26] 
Wednesday November 25th, 2009 11:25:22 AM

"I agree with Jet, the priests are the key to the community" Ender says, "We just need someone who they can respect, a fellow man of the cloth if you will, Jet i'm looking your way here! to go and have a chat with them"

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Wednesday November 25th, 2009 9:15:28 PM

Alexi cannot stifle a laugh as a loud, 'HA! Jet?' burst out.

"Er, sorry Jet. No offense meant towards you or you dedication to The Cause. But Ender here just doesn't understand where we stand in respects to the others here. Granted, all those tha we protected on our way here have a high esteem of us, but the dwarves?" He turns to Ender and smiles. "It was thoughtfull of you to volunteer Jet, but those dwarves don't see us, any of us, Eye-to-Eye, literally and up here," and he taps his head.

"You see, the famers are here to serve THEM. If they didn't need to eat, they'd not have us here at all. Ya see what ya miss when you don't sign up for Security like the rest of us?" Alexi emphasizes his point by poking his finger in Ender's chest.

"Ender, now see here," and Alexi sits on the floor and crosses his legs, "the dwarves are not going to listen to us. I'm not even likely to get one dwarf help supervise the archer towers. If we had a company of expert stonemasons, well maybe, but we aren't. We are just unskilled peasants to them and not worth the time away from digging for real treasure. So you see, the idea of convicing the priests here of the danger is the key, but not Jet. He's too, let's say, involved."

"The difficult part is that only seven of us saw the dream. And only the few of us standing here have actually met the Ahote. So our stories, even to our loyal farmers, are a bit on the Far Side. If only we could have our priests here, including the dwarven priests, meet with Istaqa and let him lead them in a Dream Dance, then perhaps they would be able to influence the famers and the dwarves to the level of motivation we really need."

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday November 25th, 2009 10:34:31 PM

Jet pokes Aleki in the chest when Alexi pokes Ender in the chest, "Hey! He's pulled his own weight these past weeks. If poking needs to be done, it's by me or Garth." Jet scowls a little bit but any good Sense Motive roll would give away his amusement.

"Alexi is right though, thank you for recommendation. No, the other priests are the key and I suppose I might carry some weight in their ranks, convincing them is where we need to start. Even then, it might be to late before the digging turns up what is to come."

Jet looks to Garth, I suggest we get some of the armed militia armed and ready near the mine entrance at all times. I will take that watch when I'm not dealing with my fellow clergy."

Keela 
Thursday November 26th, 2009 12:29:03 AM

Keela frowns a little. She doesn't know much about priests, or dwarves, but...."In the town where we lived before, we often had work-parties. Building a new home for newlyweds, or building a barn, or even threshing an especially large crop. We'd set a day aside, and everybody would gather, and work together on the project, whatever it was. The women would make a special feast, and cakes, and pies, and everything, and afterward we'd have a dance. I don't see why we couldn't do something like that with the new security things. We could set aside a day to close up the arroyo, and build the archery towers, and whatever else we need. And I don't think you'd need to get the priests involved at all. People just do things like this."

Ender [AC 18, HP 26/26] 
Thursday November 26th, 2009 2:57:25 AM

"What I meant was that Jet should talk with the priests, not the dwarves" Ender clarifies while brushing the poked spot

DM Cayzle -- OOC 
Thursday November 26th, 2009 10:36:14 AM

Hi all! Happy Thanksgiving. I'll try to post today, but if real life stops me, I'll get a post up tomorrow AM for sure.

Ender [AC 18, HP 26/26] 
Friday November 27th, 2009 12:29:51 AM

OOC:I have 8 invites for google wave if anyone is interested....

Battening Down The Hatches


DM Cayzle -- Bringing the settlement together; A plan is made 
Friday November 27th, 2009 8:07:45 AM


Jet figures that if they can get the clergy on board, the community will follow.

Ender agrees.

Alexi, on the other hand, suspects that the clergy will be a hard sell, especially those who are dwarves. He suggests a meet with the Ahote shaman, and the experience of the induced dreaming, to really convince them.

Keela says that the settlement is enough of a community that they can rally the inhabitants to do what needs doing without extreme measures.

Garth listens and then agrees. "Let's try all of these ideas."

"Keela, you organize work parties to see if we can get those towers done. We can look into a ditch or moat after that, maybe, but the towers are already half-done, so we might as well get those finished."

"Jet, you see if you can get the clergy on board, like Ender suggests. If they are not willing to go along on your say-so, we'll take the next step and try the shaman, like Alexi suggested. Though why he would help us, I don't know."

OOC: Have you met the clerics of the community? How many are there, and what levels, races, names and stuff? Buzz, could you send me an e-mail with that, since talking with them is your idea? :-)

"Alexi and Ender, check out the vulnerabilities that Keela's kids found out about. Let me know what I have to do to fix them, or if they are useful for anything."

"I'll talk with the dwarves again, myself."

He pauses to see if you have any comments or questions, then bustles off.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Friday November 27th, 2009 12:41:14 PM

OOC: No email is needed Cayzle. Jet hasn't met any of the clergy, except the one that signed him up at the start of the board. I don't emember getting a name either, so levels and names are all yours, unless they are listed in the module Bob and carla left you. :(

Cayzle comments: Thanks!

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Friday November 27th, 2009 9:27:47 PM

OOC: DM, pull up Vol 1, Chpt 6, first entry. This is about as much as we know about the clerics. There is definitely a dwarven cleric of medium level and I'll find a name for him, ah, yes, Durak. Vol 1 Chpt 2 where Mikal and he meet and talk.

We have no idea of how many clerics were already in Bryn Baraz but a small Temple was already built.

Cayzle comments: Thanks!

This would be a good time to NPC Mikal back into the scene for a little while, since Mikal 'left' the group to be with the temple clerics.

Keela 
Monday November 30th, 2009 12:02:22 AM

Keela knows that this kind of thing needs to happen organically, so she concentrates on small pushes rather than a big giant shove.

She begins at home. She knows Daben is a skilled carpenter, and enjoys chances to demonstrate his skill. "It's a shame those archery towers haven't been finished," she says to him. "I'll bet you could wrap them up easily, if you had some of the other men to help you."

She also visits other families. She has been away, which gives her a perfect reason to go visiting. In the midst of chat about the crops, the weather, and the new town, she says things like, "I remember when we used to have barn-raisings. They were so much fun! Everybody working together and the delicious dinner...I'll bet if we did something like that with those archery towers, we could get them finished in no time!"

She does not propose a day, or try to organize anything. She just talks about it, and hopes the talk will spread and take over.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+5=16 ;
Monday November 30th, 2009 10:13:39 AM

Jet goes right away to the clergy and relates to them a tale of woe and superstition based around the dream vision he had. He imparts to them the dangers of digging to deep and what mighty and evil creatures could be dwelling beneath the earth. He goes into detail on Taketh findings of the mushrooms and explains that they are not meant to be a common fungi in mine shafts and this is surely a sign of dangers of the deep, explaining that a great amount of water might be used in the earth to contain an ancient, evil fire elemental, or worse as well as what ever would dwell in "bottomless chasms".

He will calmly answer any questions he has the answers to and will take as much time as necessary, before he starts having to use his chaotic side to beat the sense into someone. (This last part depends on my next Diplomacy roll I suppose).

Diplomacy: 16

Ender [AC 18, HP 26/26] 
Monday November 30th, 2009 12:11:23 PM

"So Alexi, wich area do you want to check out first??" Ender asks

Alexi (AC: 17, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday November 30th, 2009 10:22:27 PM

Alexi suggests, "Let's go take another look at where the stream goes under the walls. Never did have a chance to make an inspection of the walls themselves, but that spot would be the weakest."

He tells Ender how he remembers how the Mailed Fist took a city by entering the sewers. "Nasty business there. We had to fight critters the city folk never would have guessed lived under their streets. Seems like the fight under the city was worse than the one above."

After inspecting where the stream goes under the walls (OOC: DM, give your best description of how they worked the wall to cross the stream, etc.) he suggests they go take a look at those paths that lead up the canyon walls. "Orcs and gnolls may not be able to travers those paths, but other, more dangerous monsters may be able to."

DM Cayzle -- Around town  d20+2=3 ;
Tuesday December 1st, 2009 8:02:19 AM


Keela tries a low-key approach to getting the towers raised. She wanders around visiting different families she knows. She mentions how the foundations look unfinished. She talks up the community aspects.

She finds her most receptive audience to be the kids who already know her. Some kids love the idea of shooting arrows from a high place. Others want to have tower-raising parties. Their parents are generally more interested in news of where Keela has gone and what she and her friends did. The parents and other community members who do not know her ask if she isn't a wizard. How come she isn't in a tower, and could she do some real magic? What magic did she do while away? Does she have a familiar?

How does Keela respond to the kids' enthusiasm? To the adults' curiosity?

Jet finds that the chief cleric is still the dwarf who honors both Alemi and Domi, named Durak. He has three other clerics here, all lower level, including your old comrade Mikal. Durak asks about your recent adventures, especially about the Ahote, and their leaders, spiritual and otherwise.

As for the possible threat, especially from underground, Durak brusquely turns the conversation, and is not much interested. You get the feeling that he is hiding something. He rolled a natural 1 on his own Bluff check, so if you can make a Sense Motive check vs DC3, then Please Highlight to display spoiler: {You sense that he is hiding something and feels guilty about it.}

He is open to the idea of a meeting with the Ahote, especially a spiritual meeting. Can Jet set that up? Can he vouch for the safety of visitors who might attend this meeting?

Ender and Alexi go check out the stream and the place it dips under the wall. A simple inspection shows that no human, and no barrel-chested dwarf, could slip through the narrow, wide space between the bottom of the wall and the cobblestone streambed the dwarves made. But a small child -- or maybe halflings or goblins -- COULD squeeze through. But what to do about that? The wall is five feet thick. The steambed is ten feet wide. The gap varies from half a foot to three times that from top to bottom. Any narrower, and the water might dam, if it were running fast.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+5=20 ; d20+7=14 ;
Tuesday December 1st, 2009 10:06:58 AM

Jet is fully aware of the deceit Durak is putting on, so he pulls Durak aside out of view or hearing range of others and tells him, so. "Look, you are the one everyone here ultimately looks up to and you are not telling us something. I call upon the honor of your spirit and in the name of Alemi, share with me what it is you know. If you don't want others to know about something that is fine, I will take the heat for you, but you need to tell me what you know before this entire encampment becomes a graveyard for the innocent and something terrible is unleashed upon the land!"

If Jet did not persuade the dwarf to tell him what he knows, Jet doesn't care how powerful Durak is, he will pull out his authority as a militia leader, "Look, you are obviously hindering an investigation and as far as I'm concerned, your company in in breech of our contract. Tell me what in Hades is going on or I will uproot everyone here with a family and take them back to The Float with me!"

Sense Motive: 20

Only if Needed, Intimidate: 14

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+5=8 ;
Tuesday December 1st, 2009 1:19:50 PM

If another Diplomacy roll is needed.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday December 1st, 2009 7:34:09 PM

"Hmm...," Alexi utters as he looks at the wall where the stream goes under it.

"Did a good job here did they, Ender?" he asks the hafling.

"Good enough for most things, but think you can squeeze through there? Bet you can if you have a mind to. Other smaller creatures too. Don't know if they have goblinkind out here or not, but I think we can improve it a bit. I'll have a talk with the smith and see if he can make some thick iron bars we can imbed into the bottom of this wall and deep into the stream bed. Space a foot appart or so, that should keep all but the snakes out. What do you think?"

They then go on to the secret pathways up the cliffs that the kids had found and inspecs them.

Keela 
Wednesday December 2nd, 2009 12:07:40 AM

Keela tells the adults something of the group's adventures, stressing that they were trying to protect the camp from danger, and enlisting valuable allies in the Ahote.

About magic, she says, "Well, I can cast some spells. Enough to help out the camp defenders, which is why they let me tag along. But I'm not all that powerful. I don't have a familiar, unless you count Daisy, our horse." (with a smile) "I don't think I'd like to live in a tower. Can you imagine carrying wash-water up all those stairs?" And then she tries to steer the conversation back to the idea of a work-party for the town's defenses.

She reminds the children that it is up to the adults, not them, to decide if and when there will be a work-party. She makes a note of which children seem enthused about firing arrows. Perhaps some of the older ones can be trained in archery. And she asks about their new play-fort. "Have you picked out a spot for it yet?"

Ender [AC 18, HP 26/26] 
Wednesday December 2nd, 2009 3:03:47 PM

"Sounds like a plan Alexi.... make make the bars spiked so no one can grab them..." Ender replies

DM Cayzle -- By whose authority? 
Wednesday December 2nd, 2009 4:49:38 PM

Alexi and Ender decide that some stout spiked bars are what's needed. They go talk to the human blacksmith, who goggles at them. "And by whose say-so am I to just go about making some bars, then?" he demands.

Keela gets the clear idea that although gentle suasion may eventually lead to getting the job done, these good folk feel no urgency about the task. Maybe because Keela presents herself not as a powerful wizard, but as a washer-of-clothes? Maybe the job will get done, but not soon -- not without some push with authority.

Jet, on the other hand, speaks with the authority of conviction to the cleric, reminding him of his duty. The dwarf draws himself up, and says, plainly enough, "You are right, and I am shamed to be reminded of my own responsibilities. But I have sworn not to betray a confidence. Suffice it then to say that you are on the right track, young Jet, and perhaps steps have already been taken in the dark that should have gone unpaced. I will back you in this, although I remain eager to see this shaman and speak with him and his people. Maybe once I can vouch for these visions, my own words will carry more weight." [OOC: no Intimidate was needed.]

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20+2=10 ;
Wednesday December 2nd, 2009 9:39:08 PM

"Garth's," Alexi says plainly. He knows he does not need to buly the blacksmith into making the bars. "And your's, of course, since it will be for your own security as well," he adds smiling. "The bars are to close in a gap in the wall defenses. Now," he sighs, " if the other townsfolk were to realise the security risk the gap poses, they may come to you themselves. I'm just bypassing the mob and asking you to make the bars before hand."

Alexi looks at his finger nails pensively, ""Course, could be the others think it was your genious idea to plug the hole they left in the wall in the first place. They'd be very thankful to you, naturally."

He pauses a moment. "It's up to you."
* due to the diffusion of the Ma Belle incident, and other heroic acts, our original party members get a permament +2 bonus on all CHA checks applied to people in the settlement. Per previous DMs.

Diplomacy d20+2*=10 ( ick!)

OOC: Ender, feel free to add your 2cents worth and try your Diplomacy check. Then you can use my Diplomacy check as an 'Aid Another' roll as a bonus of +2 to yours. It's worth a try.

Keela 
Wednesday December 2nd, 2009 10:22:30 PM

Keela is not in the least discouraged. She has laid the groundwork; all she needs to do now is get Garth, or even one of her companions, to set and annoucne a date for the work-party. She would rather be seen as one of the settlers than a person of authority.

She takes the first opportunity she can to speak with Jet or Alexi or Garth. She considers Ender, but regretfully decides that the halfling probably won't be able to command much more authority than she could.

"The farm-folk are amenable to the idea of a work-party," she says. "We just need to pick a date, and then somebody other than me needs to tell them that's when it will happen."


Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Thursday December 3rd, 2009 5:28:35 PM

Great! Now I have to solve some freaking riddle! Jet thinks to himself as he listens to the high priest he was supposed to serve under, confess to hiding information that could save the lives of this community.

"I don't think so Durak, unless they are willing to come here to see you. If this place is going to be destroyed because you don't want to share some knowledge, then you are staying here with me to protect this place while another envoy goes to retrieve them. If the shaman does not want to come here, which is their right, then you must trust your envoy to take the dream walk in your stead and come back with information, which will be the same as I told you, because I took the walk myself."

Jet let's Durak choose whatever Envoy is to go and will allow him friends of the Ahote, that might not be as necessary to the defense, like Fatine and Caelnin, Anrete and Beren, which wear the neck totem of friendship.

Then, Jet calls the group together by running messengers, to meet him at Garth's, immediately. If he needs to pay out a few silver in tips, let me know.



DM Cayzle -- Orders and Gatherings 
Thursday December 3rd, 2009 6:07:07 PM

Keela is satisfied at laying the groundwork for some community tower-raising. She rightly discerns that with a nudge from a person in authority, the work parties will get under way. Her job is to make sure that Jet or Garth gives the order.

Alexi seems to convince the blacksmith, who grumbles that he has too much work to do, but fine. He wants to know whose going to pay for it. But aside from that, he seems willing enough.

Jet wonders why everything has to be so hard, and he sends word for everyone to gather at Garth's. It is done soon enough for an evening meal, sent over from Ma Belle's, to be enjoyed with the conversation.

At dinner, Garth looks grim. "Those darn dwarves are hiding something, I know it. I couldn't get it out of them, though. Darned dwarfish pride! As soon as you say anything, they get all 'Are you questioning my loyalty?' and 'I was mining the earth before your grandfather was born!' and 'Trust dwarves to know dwarf business, and we'll leave the surface world to you grubbers up there.' "

"What do you all have to report? Jet, you said there was something to discuss?"

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Friday December 4th, 2009 10:51:17 AM

"Yes sir. High Priest Durak is fully aware of the situation below ground and is also hiding something. He all but told me I was right on with my finding, but he swore some damnable oath to someone about it and short of a fight, he wouldn't tell me what it was." Jet is red with the frustration of the situation.

"I would like to send the four Ahote friends that are least needed back to the natives, with a small clerical envoy to either bring back Istaqua so he can give Durak the dream walk, or the other priests can take the dream walk there, if Istaqua does not want to return with them. I demanded Durak stay here to protect the compound, in case they release whatever it is they are hiding."

Jet isn't hungry right now as he looks over the plate of food, but he picks up the carafe of wine brought with it and ignoring the small glasses next to the vessel, he drinks right out of the tall, slender object, spilling little down his shaggy black beard. "Ahhh, I want to set up some alarms. Keela, do you have a spell that would work? Anyone here know how to make or find some of those large dishes that musicians play? Gongs I think they are called?"

I also want us all to pay a visit to the dwarf mining supervisor and let him know, we are aware of their deceit. What they do is everyone's business, just like the farmers that are keeping them alive through the winter by growing crops in the spring, or we threaten to leave Bryn Baraz to just the dwarfs. I told Durak they are in breech of contract and I really don't have a problem getting all the innocent farmers out of here, if they do not want to cooperate."

Jet sits down, feeling like his investigation is all but complete now, except for the hidden information the dwarves are keeping from everyone else. He is half tempted to just go down into the mine and cause a major collapse, which could well stall or prevent them continuing, in the shaft with the mushrooms growing. The fact Jet likely wouldn't make it back out doesn't bother him. Everyone needs to meet Gargul sometime.

He passes the carafe to Keela, "Sorry, ladies first."

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Friday December 4th, 2009 9:38:25 PM

[He wants to know whose going to pay for it. But aside from that, he seems willing enough.]

"Payment? Ah yes. Payment. I'll make sure you get paid. State your fee and I'll bring it up to Garth. If it's too high, Garth will pay you a visit to renegotiate. But you seem to grasp the idea of safety for Bryn Baraz pretty good so I'm sure you will be fair with your fee."

Alexi then goes on to describe what he wants to be made and where they will go. He asks the blacksmith to pay a personal visit to the wall section where the stream goes under it so he can better assess how many bars to make and how long to make them so they will be firmly fixed in the stream bed and in the wall itself.

He then shakes the man's hand and adds, "After you've looked at the wall section, come by my office at the barracks and give me your price. I'll pass it on to Garth. We can make half payment up front, then the rest when the job is done. Deal?"

Alexi has no problem enjoying the meal, and the ladies serving them, but he tries not to make the latter noticable. After hearing Keela's report, Alexi asks Keela, "Did you talk to Pliny? What did he say? I'm quite sure Pliny would be the perfect foreman for the job. He's a carpenter, y'know, so he could suprevise woodwork portion of the towers. But most importantly, he's one them. They won't feel like they are being pushed around if Pliny takes the lead."

OOC: DM, if you need info on Pliny, Vol1 chpt 2 and Vol1 Chpt 3. He's Lollena's fiance', and Jet was suppose to marry them when we got to Bryn Baraz. Don't think that has happened yet. :)

After Jet's report, Alexi is glad he had only to deal with a grumpy blacksmith. He tells Garth of his plans to put iron bars to block the gap in the wall between the wall and the streambed. "And he'll want to get paid, so I told him to stop by with his estimate and I'll run it by you."

Alexi watches Keela's expression as Jet hands her the carafe. "Er, M' Lady, perhaps I should get another one," Alexi offers and quickly goes to the bar and retunrs with a fresh carafe. "Here ya go. Fresh and unslobbered," he smiles.

Then Alexi begins to ponder who'd be going to the Ahote...

Keela 
Monday December 7th, 2009 1:25:46 AM

Keela brings Garth up to date on the situation with the farmers. "I'm sure they can get those towers finished. Just pick a day and let them know."

She also describes how excited some of the children were about firing arrows. "Perhaps some of the older ones are big enough to start training with bows."

"Oh," she says as she is handed the carafe. "Oh. Er, no thank you Jet. I'm not thirsty."

Finally, she mentions the play-fort. "The children had made a little place for themselves outside the walls. I told them how dangerous that was, but really, they should have a place to play. I told them that if they promised to stay inside the walls, we would build them a play-fort. Do you think some of the men could be spared for half a day to get it built?"

When Alexi mentions Pliny, she says. "No, I didn't speak with him. How clever you are to think of it! And my brother-in-law Daben, you know, is also a good carpenter. Perhaps they could collaborate. I'm sure they would build a magnificant fort. The children wouldn't want to go beyond the walls!"

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday December 7th, 2009 10:02:41 AM

Jet looks incredulous at Alexi when he mentions slobber. He looks down at the carafe, shrugs his shoulders and continues to drink.

DM Cayzle -- An Invitation to Prepare 
Monday December 7th, 2009 8:55:28 PM


Garth nods at Jet's idea. "Yes, send four who have already been there to see the Ahote, and maybe get one of them to come back and talk to our clerics."

Jet also thinks that they have to lay down the law with the dwarves. Even if it comes to threats. Garth is not quite so sure. "Shouldn't we give your Ahote friends a chance first?"

Alexi gets everything arranged with the smith and then brings Garth up to date. "Good work," says Garth, who agrees to handle the payment.

Garth is also pleased with Keela's report. "I'll set a day or two next week. We'll get those towers up all right."

He seems less interested in the new kids' fort. So long as it is safe and is built with volunteer labor. He does not want it taking away from the other projects.

So the next project is sending the former PCs out to visit the Ahote. What message will you send to them? To the shaman or the chief or both? Are you asking the shaman to come to the settlement? Are you offering any special inducement or reason for him to do so?

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday December 7th, 2009 9:09:55 PM

"Well, bringing Istaqa, the shaman, here with several of their leaders, would be the ideal. That way the people here would get a good chance to know them better. However, I don't think the trust level between the settlement and the Ahote is quite at that point yet. So I'd suggest a halfway meeting point. Either the Three Sisters or the Ambush Drake cave," Alexi chimes in.

Keela 
Tuesday December 8th, 2009 12:05:35 AM

Keela frowns a little. "I suppose you're right," she says to Alexi.

"Still," she adds, "the Ahote offered us the hospitality of their village, and we had a lovely feast their. It's too bad we can't reciprocate somehow."

She hesitates a moment before asking: "Would--would anyone mind if I spoke with the dwarves?"

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Tuesday December 8th, 2009 1:29:10 AM

"All they understand is brute and honest truth Garth. Who said I was making threats? The people that signed on to this expedition had a right to reasonable extremes. It will take at least two weeks for the envoys to travel there and return, what if the dwarves dig out whatever we are soon dealing with, before the guests arrive? The fact we know that their demise is near and not warning them or trying to move them, could well anger the gods and I would rather face down a dwarf then an immortal!" There it is, that frustration that first got Jet into trouble with the wagon master and here it is again. Jet wonders what will happen now, will he be given the title of mayor or something? That would really be a punishment, being inside and sober half the day. He shivers at the thought.

After whatever rebuke he receives is over, Jet explains, Beren, Caelnin, Fatine and Mikal are all bearers of the totem, so they should go. "Opening an invitation to visit is the key, but if they believe this place is taboo, due to the dream, I would understand their reasoning. Do not limit who is important, but we should check with whoever is in charge of rations, to make sure others don't go short with the visit. I guess if I thought of it, I should go talk with them also.

Keela, if you think you can talk to the dwarves and do some good, be my guest. By the way, are there any long duration spells that could be an alarm for an area and do you have one?"



DM Cayzle -- Dwarfish Background 
Tuesday December 8th, 2009 8:59:49 AM

OOC: Guys, I've been playing the dwarves with some anonymity because I did not want to go digging where prior DMs have already delved. But let me stop doing that and just lay some info out. Please let me know if any of this differs from what you already know. Some is canon, and some is made up by me for this post. Those of you playing along at home can have fun figuring out which is which.

Garth says that anyone can try to talk to the dwarves -- Keela included. They seldom socialize, but take a crack at it.

Some background dwarf info:

Dwain Stonehelm is the head of the dwarfs. He is a former adventurer and principal owner of Stonehelm Mining and Exploration. Dwain is in all ways a typical dwarf in appearance. Slightly shy of 4 feet in height he is well muscled, with bulging forearms and a barrel chest. He has a ruddy complexion and a slightly bulbous nose that pokes out above his sandy-red beard. Despite his small stature, his booming voice carries well. He is the one who found the mithril vein the dwarves are currently excavating.

Dwain and six others founded the mine. Add in the dwarf cleric, Durak, who honors both Domi and Alemi, and the total dwarf population is only 8. But those 8 mine like 80 humans would.

==========

Alexi begins the conversation about an expedition to the Ahote. But some questions from last time still remain unanswered: What message will you send to them? To the shaman or the chief or both? Are you asking the shaman to come to the settlement? Are you offering any special inducement or reason for him to do so?

==========

Jet notes that Garth completely ignores his outburst.

Keela 
Tuesday December 8th, 2009 10:32:41 PM

Regarding the Ahote, Keela suggests sending an invitation to Istaqua, but indicating that he could bring up to five other Ahote as escort. "We shouldn't expect him to come here all by himself."



Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday December 8th, 2009 10:37:29 PM

OOC: ony 8 dwarfs? shish, somehow I thought there was a whole clan, 30 or 50 or so. But, nowhere was there given any numbers. :)

IC: "It is true that they welcomed us into their tents, but only because of Istaqa's dream. And not all of them accepted us at first. Only after bringing back their children safe and sound did the others fully accept us," Alexi explains.

"I do believe that the majority of the Ahote people, whom we've only met one clan, still view us suspiciously. That's why I'd be reluctant to invite their leader into Bryn Baraz. However, I'm sure Istaqa, Honaw, and the others that know us well, would not hesitate to visit and share the Dream Smoke with the dwarves."

"Sending Mikal, Anrete, Beren, Caelnin, and Fatine, is an excelent idea. Col can quickly search out the Ahote. The five of them, and include Fatine's panther, should be safe enough."

Alexi then asks, "I still need to visit the Catacombs, will I have time today?"

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday December 9th, 2009 10:05:06 AM

"When we all have time to visit the Catacombs, we will go." Jet says plainly. He looks at Keela a bit peeved that she hasn't answered a question he has asked twice already, so he takes her lack of a response as a no, she does not have magic in the regard he has asked.

Perhaps Jet's coarse nature isn't as bad as it used to be. Either that or Garth can appreciate what was said. Maybe, Garth just sees a bit of Jet in himself when he was younger. Regardless, Jet tones his demeanor down a bit.

"Alright then, it is settled. Keela is going to go talk with the dwarves. I am going to go talk to whoever is in charge of the food storage and Alexi with Ender will deal with Pliney and some others to get the towers built.

With that, Jet asks to be excused for now and goes off to do his job.

Jet spends a little time with Bantom traveling from one place to another, but he feels sad that he hasn't been able to spend quality time with his old friend, who is now almost as smart as Jet is.

"Don't worry boy. When all this is over, we are going to get you a heard of mares and I will get me a lady for each arm and we will drink beer all night! How does that sound?"

Bantom replies, "Sounds like fun, but don't forget the apples. The ladies like the apples."

Jet laughs out loud.

DM Cayzle - Jobs are assigned 
Wednesday December 9th, 2009 6:16:44 PM


Keela expresses interest in composing the message, so Garth asks her to compose it and to ask the five Ahote friends to go.

Alexi offers some guidance on what to say to the Ahote. He volunteers to go to the Catacombs.

OOC: Do please go. But try to do all the party's business in one transaction, to represent the short window available to you. And please, no red ticket items -- not enough time to commission them. I actually suggest that if Keela and Jet have business there too, that the three go together to the Catacombs Board. If service is slow, let me know.

Jet suggests that Keela talk to the dwarves, and Alexi coordinate the tower construction. Garth confirms that, and suggests that the dwarves be handled delicately until the Ahote come to visit, if they will.

Jet heads off to see the Master of Stores. Or Mistress of Stores, as it turns out. The woman is named Hmargret, and she asks what she can do for Jet.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday December 9th, 2009 7:59:16 PM

OOC; If you are saying we can go to the catacombs as well as take care of everything around the base, I'm cool with that. No post from Ender in a while (Wednesday Dec 2nd), so let us go sell first. Maybe he will start posting again soon.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Wednesday December 9th, 2009 9:49:32 PM

"We'll, we have time now. All I need to do is take the stuff from the cave to be identified. It usually takes a day. So I'll just drop the stuff off and come back out. Pay a visit to Pliny and the Plainfields. Get the ball rolling, so to speak. Tomorrow, we can all head back to the Catacombs and pick up our stuff and sell what we don't want. We'll need the coins to replentish our healing potions and perhaps purchase some other goodies."

Alexi looks at Keela and Jet. "Sound like a plan?"

If the others nodd their agreement he goes straight to his office to pick up the stuff and heads to the general store where the portal to the Catacombs is and pops on into the Catacombs.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday December 9th, 2009 10:24:19 PM

"It's only open for a day, from what I was to understand, so we all need to go in the same day." Jet adds thinking back to those that created the bell to the magical shop.

Keela 
Thursday December 10th, 2009 12:56:34 AM

"Sorry, Jet," Keela says. "There is a spell called Alarm, but it doesn't last as long as you are talking about. I don't know of any others."

Keela goes with the others to the Catacombs, composing a message to the Ahote in her head as she goes.

[Cayzle, do you want the text of the message, or can we consider it written and sent?]

Once the trip to the Catacombs is done, she begins preparing for her meeting with the dwarves: she bakes.

She begins early, so the oven will have time to heat. She starts with a double batch of Great-Aunt Marlys's savory buns. She makes a blackberry pie and an apple-rhubarb pie. A layer cake will not travel well, so she makes a poundcake drizzled with sweet glaze. She finishes the day with a quick batch of baking-powder biscuits.

When everything has cooled, she packs it into a hamper. "Good neighbors," she says to herself with a little smile. "If we're good neighbors, perhaps they will be too. Anyway, it's worth a try."

DM Cayzle - Extra 
Thursday December 10th, 2009 1:56:40 AM

A fuller post in the morning, but let me note that

(a) Yes, you can use the Catacombs freely so long as all transactions are made in the same ticket. You can even go there, get fast identifies, and then decide what to do in the CC. I urge you Keela and Jet to either give Alexi detailed instructions, or go to the CC with him.

(b) You don't have to write the text of the message to the Ahote, but if you detail what you ask, and if you spell out how the message is to be communicated, and if you put some effort into it, even at second-hand, then you are much more likely to get a positive response in-game from the Ahote.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Thursday December 10th, 2009 11:27:12 AM

"Greetings M'lady Hmargret. My name is Jet and I need to discuss with you how the stores look for guests. We will be asking some of the native Ahote to come and join us for around a weeks visit. How many Ahote can we invite for that length of time, without causeing problems with the rations for others, please?"

DM Cayzle - Cookery, Shopery, and Foodery 
Thursday December 10th, 2009 6:16:43 PM


Keela prepares for her visit with some baking. Please make some skill checks -- Profession (Cook) untrained is one option, with a +2 synergy bonus from your Craft (Alchemy) ranks, if you want to be experimental. Your sister will give a +2 Aid Another bonus on your cookery checks. OR just use your Craft Alchemy -- DC20 -- to make especially unusual pies and cakes and biscuits ... but if you fail your check by five or more, you might make something just horrible.

Alexi heads over to the Catacombs, with the door open for just a day. [OOC: Did not see a post on the CC Board. Feel free to head over there and post.]

Jet gets some good news for a change. The farmers are doing really well, and food is no problem. The harvest has been rich, and there is plenty of food for visitors.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20+2=14 ; d20+2=12 ; d20+2=6 ;
Thursday December 10th, 2009 10:45:15 PM

OOC: heading over to the CC. There's not a lot of magical items so I could go the next morning to drop of the stuff then head back over after lunch with the rest of the crew to pick what we want and sell the rest. From the cash, we could then shop, then return by supper time.

IC: With everyone currently busy, Alexi suggests that he take the stuff early the next morning. Then Jet and Keela can keep their afternoon clear of engagements to go back and pick out what they want and do some shopping.

At that, they all split up. Jet to the stores, Keela to get ready to visit the dwarves, and Alexi goes to pay a visit with Pliny and Ned.

OOC: to see who Ned is, Vol 1, Chpt 1. Alexi had arranged with a farmer, named Ned, to carry Alexi's 'investment', that is, a load of farming equipment to sell to the farmers, with Ned getting a small percentage for keeping the stuff for Alexi.

IC: Alexi stops by Ned's place first. It had been quite a while since he had talked to his friend. As a matter of fact, he hadn't talked to him since they arrived at Bryn Baraz. Alexi quickly asked how the family was doing, the crops, and so forth. He then moved into the main reason for being there.

"We've got some unfinshed archer towers that need completing. It shouldn't take long if all the farmers could lend a hand. The stone bases are mostly complete, so it's mainly the wood platforms that need finished. I'm thinking that if I could get the farmers to come together one day this week, say two days from now, we could have this done in no time. Can I have your support in this? Can I get you to urge those who may be slow to volunteer to see the need for better security measures?"

Diplomacy d20+2 (+ any bonuses for being 'partners' in business) = 14

Alexi next visits Pliny and Lollena. He is naturally curious on how the two are doing and how the wedding plans were coming. He fills the two in on their adventures since arriving in Bryn Baraz and then explains the need to finish the archer towers. "If I can count on your support to help gather the farmers in two days, I think we can finish them in a day or two," Alexi says rather hopefully.

OOC: diplomacy roll needed here? if so, d20+2 (+ any bonuses for saving his fiance) = 12

He then stops by the Plainfields. Many arromas assault his senses as he enters the place. "Man, what smells sooooo gooood!" he exclaims.

Greeting Mr. Plainfield he explains the reason for his visit. "As I'm sure Keela has told you, there are some security issues that still need to be finished," and explains about the archer towers. "If you could work with Pliny and Ned to gather the farmers in two days, we can have them fininshed in no time. Then the archer millitia can take up watch posts and make use of all that learning we've been teaching them."

diplomacy roll here? if needed, d20+2 (+ any bonuses for being a friend of Keela's) = 6 , ooops.
bonus for being Keela's friend had better be pretty high! :(

Next day Alexi takes the stuff to the Catacombs, getting up and going before breakfast so the items will be ready by noon or soon after.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday December 10th, 2009 11:08:15 PM

OOC: Catacombs ticket #1075 waiting to be served. :)

Keela 
Friday December 11th, 2009 12:54:04 AM

The message to Istaqua:

Dear Istaqua,

I hope this message finds you well. We would like to invite you to come spend some time at Bryn Braz. In particular, we were wondering if you could assist our Dwarf neighbors by showing them a similar vision to the one you showed us. They are disinclined to believe anything they do not see with their own eyes.

Please feel free to select a small escort to accompany you here. To avoid making the settlers nervous, we ask that you bring no more than five additional Ahote with you. Our friends, who are delivering this message, will assist in seeing you safely though your journey.

We look forward to seeing you again.

Yours Respectfully,

Keela Larch


On the baking project, Keela gladly accepts Senna's assistance, and uses her knowledge of Alchemy to assist her. She takes 10 and gets a 16, which should be perfectly respectable.

She packs her hamper, and goes to see the dwarves on the following day.

DM Cayzle - Extra 
Friday December 11th, 2009 9:37:48 AM

CC Post made.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Friday December 11th, 2009 12:32:49 PM

Jet is happy to hear the good news indeed and prepares the lady for the arrivals in a week or so when they return.

With that bit of business done, he joins Alexi at the catacombs.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Friday December 11th, 2009 7:01:56 PM

OOC: Jet wants to find out, how many divisions we will have with the loot? Fatine was with us during the cave battles or at least the Ice Demon and maybe one other, but I would have to go check. If we are dividing it only by four though, I won't have to go look.

DM Cayzle 
Friday December 11th, 2009 8:16:13 PM

It is up to you, but I urge you to divide the loot four ways, since four PCs did the fighting. That's my two cents. But you are free to do as you prefer.

Oh, Those Dwarves!


DM Cayzle - A Busy Evening, a Busy Morning 
Saturday December 12th, 2009 8:50:05 AM

Alexi moves around the settlement, talking up need to get the tower job done. His reception is pretty positive, except for one detail -- WHEN? Folks want to know when the job is going to get done -- and who is going to make sure everybody shows up?

Keela composes a message to Istaqua and sends her old friends off on their errand. She knows it will be days at the soonest before they get back. Let's hope it is not weeks! Then she does her baking, with good results.

The next morning, Jet and Alexi hit the Catacombs, and get some initial responses (see CC Board).

Keela goes to visit the dwarves. She knows that they have carved not only mines but also a few rooms for their own use in the delvings. There is a door to the mines now. When she gets to the door, bright and early, what does she do? The door is closed.

Keela 
Sunday December 13th, 2009 10:18:56 PM

Keela sets down the hamper, and knocks. "Hello?" she calls. "Is anyone home?"

If the door is stone, or is un-knockable in some other way, she looks around for a bell or some other way of signalling those inside.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday December 14th, 2009 8:09:55 AM

ooc: Still waiting on a email response from Kathy on the loot. Has anyone heard from Rune playing Ender?

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday December 14th, 2009 7:32:36 PM

Jet takes the cash and divides it by seven (I think Mikal and Anrete were gone before this adventure) he runs with Bantom to where Keela, Ender, Fatine, Caelnin and Beren are at the moment and gives them each 1545 gold and 8 silver and 5 copper. "The catacombs is open today and won't be open again for another month or more, so if you want to head over now, Alexi is holding our spot."

Jet then heads back to the Catacombs to think about what he may wat to buy.

DM Cayzle - A Busy Morning, a Busy Afternoon 
Monday December 14th, 2009 8:29:27 PM


Keela finds that the door is easily opened, and she can enter. She calls out but gets no answer. The main issue is that the tunnels are pitch black. How will she see if she wants to go deeper? And if she does enter with a light, what will she do?

Jet races around, trying to get the party's shopping coordinated before the door closes later today.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday December 14th, 2009 8:38:41 PM

OOC: In my recollection, Fatine, Beren, and Caelnin were with us at the Ice Demon. Caelnin got hit by the ice blast and was down to 0hp so he hunkered off to a corner, not having a healing potion. I remember Beren shooting arrows and Alexi mimiking him and get chidded by Jet. Fatine also cast a spell or two. Anrete left right before we left for the rescue. So as not to be too greedy, I'm for including the three. It'll keep us humble and not bursting with cash. :)

Also: "If I can count on your support to help gather the farmers in two days, I think we can finish them in a day or two," Alexi says rather hopefully.

Alexi asked Pliny and Mr. Plainfield to gether the farmers in two days. Day 1 Alexi will be in the Catacombs and Day 2 he'll be out with Pliny, Ned, and Mr. Plainfield organizing the farmers into work parties, with appropriate carpenters in each group.

Also: Everyone_ visit the Catacombs and see Ticket 1075 for items to claim. And let's buy us a good number of healing potions, eh? :)

PS. you can e-mail the group your choice of item and from that we'll sell the rest and divvy up the cash.

Keela 
Tuesday December 15th, 2009 12:18:18 AM

Keela uses her magic to conjure up a light, which she hopes will last long enough for her purposes.

If nothing else, she thinks, perhaps the dwarves will see it and come to investigate.

"Hello?" she calls. "Is anybody home? I brought biscuits."

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+5=16 ;
Tuesday December 15th, 2009 11:43:36 PM

Jet can't seem to find Keela anywhere, then remembers she wanted to talk with the dwarves, so he heads over with an aid another attempt on her Diplomacy, when she needs it.

Aid another on Diplomacy: 16

DM Cayzle - A Busy Morning, a Busy Afternoon 
Wednesday December 16th, 2009 10:52:32 AM


Alexi makes plans for tomorrow to get those darn arrow towers finished ... while also running around trying to get that Catacombs business finished before the door closes!

OOC AND TAKE NOTE: If anyone wants to buy something at the Catacombs, tell Alexi NOW! By the time I make tomorrow's DM post, the door will be closed!

Keela uses her magic to make a light. She enters the delving, joined at the last minute by Jet. The two enter. They see dwarves hurrying from place to place, carrying tools, ore, and shiny metal bars that gleam in the dim tunnels. No dwarf has time to do more than shout a hello before hustling on.

There are some crudely carved chambers to look through ... eight bedchambers each have a wooden bed, and a coffer -- a couple also have socks and shirts strewn around a bit messily. There is a small dining hall with three stone chairs and three small stone tables, each with room to seat only one person at a time. Some of the tables have leftover bones and apple seeds left on them. There are a few storerooms and workrooms: a masonry, a kitchen, a still. One storeroom has barrels of food and ale -- lots of ale. There's a dwarf here having a drink, in fact. You see a single cat, prowling for vermin, evidently not bothered by the dark.

There are spiral stairs down into the deep, and a fierce heat comes up from below. So far, no sign of Dwain Stonehelm or Durak ... likely they are downstairs.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday December 16th, 2009 1:02:24 PM

"Let's get this over with Keela. I hope you are more convincing then myself."

Jet having been here before will lead Keela down to where he thinks the ones in charge would be.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Wednesday December 16th, 2009 5:45:39 PM

OOC: Just sent everyone an e-,mail with the items in question. Please respond quickly. :)

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Wednesday December 16th, 2009 10:19:25 PM

OOC: in case you are wondering how much gold the loot adds up to, the liontaur gave the sum of the loot if sold as 10,791 - 880 for the identifies = 9,911gp / 7 = 1415gp, 8 s, 5 c.

However, this does not include the second mw theives tools i was saving for Ender but will throw in as well.

so that would be an extra 100 gp. 10,891 - 880 = 10,011 / 7 = 1,430gp, 1s., 4c. each.

Looks like Jet does not plan to claim any items so Alexi will claim the Belt of Ishgarran +1 Str valued at 2,000gp. He will make up the difference with his personal bank account. He'll take one of the potions of CSW and pay for it out of his remaining personal monies.



Keela 
Thursday December 17th, 2009 12:37:56 AM

Seeing the state of the dwarves' quarters, Keela decides to keep the hamper with her for the time being. She follows Jet, trusting him to find the dwarven leaders.

DM Cayzle - The Smelter and the Magic Shop 
Saturday December 19th, 2009 9:05:17 AM

[OOC: I am really sorry for being so negligent with posts. It is a hard time for me. It could be that my head isn't screwed on quite right. It could be, perhaps, that my shoes are too tight. But no excuses. I'll do my best to do better this coming week.]

Alexi wraps up the Catacombs business. (See that board. Let's keep all our CC business in one ticket, Number 1075, please.)

Keela and Jet head down the stairs. Jet has made this trip before, and the rising temperature is no surprise to him. He leads Keela deeper. Soon you reach tunnels whose walls are warm to touch. You see where veins of ore have been mined -- here the veins are mined out. In corners and crevices, you see mushrooms growing, and spiders have been busy, judging by the (mundane) spider webs.

At length you come to a place where workshops are carved from the rock. If you can make a Know Nature DC15 check, then Please Highlight to display spoiler: {You see that the walls are obsidian -- a pretty good sign of great heat under the earth.}

In this area, the heat is even greater, and you find Dwain at the smelter, which glows red. The dwarf is working hard, and the roar of the smelter makes it difficult to hear yourself think. He is shoveling ore into the smelter, and producing bars of pure mithril. If he sees you, he gives no sign ... it is almost as if he were in some kind of working trance, and like a golem assigned to its labor, he does not acknowledge your existence.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Sunday December 20th, 2009 11:14:01 PM

Alexi pops out from the portal from the Catacombs with the party's orders and a sack of coins. He finds everyone but Keela and Jet and gives them their share.

One sack contains all the stuff Jet purchased and the other sack what he purchased plus the items they decided to keep, the gloves, belt, and the two potions of healing.

OOC: Sent you the e-mail, Cayzle



Keela 
Monday December 21st, 2009 2:59:51 PM

Keela hesitates, uncertain whether to interrupt or wait until the busy dwarf is finished. She looks hesitantly at Jet.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday December 21st, 2009 6:37:13 PM

Jet just stands there and waits as he explains. "We might be here for hours if we wait. Why don't we take a tour of the place. Once we get in their way a bit, they will be more inclined to talk with us, although that route may make your diplomacy attempts more difficult. On the other side, we can come back after the lead man has worked his daily shift. He might better enjoy your treats at that time."

Jet smiles and waits for Keela to decide what should be done. On this mission, he gives her the lead on what she can do and Jet will assist in whatever way he can.

DM Cayzle - The Mines 
Monday December 21st, 2009 8:21:57 PM

[OOC: Alexi, if you would like to "catch up," feel free to join Keela and Jet in the mines. Or, and just as good, go ahead and play out what you do to get the arrow towers erected. Or, of course, any other action you prefer.]

Alexi will have to wait to give their share to the "away team" -- they have already headed out to visit the Ahote. But he can give Jet and Keela their shares.

More background info on the interior of the dwarf mines:

There are three main living levels: The upper level, with store-rooms and several workshops. Keela has seen this. The middle level has sleeping quarters and a meeting hall with some tables and chairs. The lower level is the hottest one, and has the workshops that use heat -- forge, smelter, etc. Branching out from these are other tunnels, narrow and crooked, that follow the seams of precious mithril.

Wait for the dwarf leader? Interrupt him? Go look around?

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday December 21st, 2009 11:52:01 PM

Alexi stashes the bought items and the coins for the away party in a locked chest in is office. Then, not wanting to waste time looking for Jet, he goes about gathering up the tools and materials for the work parties: wheelbarrows, saws, mortar, nails, and so forth. Finally, he takes a break and heads to Ma Belle's for a drink, leaving word here and there to tell Jet that if they see him.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Tuesday December 22nd, 2009 9:42:48 AM

Jet patiently waits for keela to decide on their next course, with a smile.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday December 22nd, 2009 10:39:55 PM

OOC: Christmas is just around the corner and things are getting hectic so I may not make it to the pc to make regular posts until after Christmas. But I'll try. :)

Jonathan

DM Cayzle - Holidays 
Tuesday December 22nd, 2009 10:59:02 PM

No worries on posting over the holidays. I'll post when I have posts to respond to. And please feel free to go visit the Giggling Ghost, wherein there will be our annual Woldian celebration.

Keela 
Wednesday December 23rd, 2009 1:43:16 AM

"Good neighbors," Keela says softly. "Good neighbors." She looks up and smiles at Jet. "Come on, let's make ourselves useful."

With that, she leads the way back upstairs to the untidy rooms they saw when they first entered. She straightens the furniture, puts away the clothing as best she can, throws out the apple cores and bones. If she can turn up the materials for it, she dusts and sweeps.

"Wish I'd brought an apron," she tells Jet, glancing around. "Maybe--maybe you could cut some firewood for them or something?"

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Thursday December 24th, 2009 4:53:21 PM

Jet sighs and gives Keela a little salute, "Yes ma'am."

He goes up to where their wood is stored and starts to cutting kindling for them first and moving on to bigger pieces as needed, until the side work is done, then he reports back to Keela.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday December 24th, 2009 11:28:03 PM

OOC: hehehehehehe. Alexi got out easy on this one. :)

DM Cayzle - Time Out From A Busy Schedule 
Friday December 25th, 2009 3:39:52 AM

Rather than wait to speak to Dwain, the dwarf leader, and rather than pestering him, Keela and Jet make themselves useful.

Keela finds plenty of clean-up work to do. There are bones and seeds all over, left over from meals, most likely. There is a room with a door set aside for garbage. She also finds the remains of some small verminous rock lizard, likely the handiwork of the cat. She might bring that to the midden too before it gets smelly.

Jet discovers that the dwarves do not use wood as a fuel, but only as a construction material. With an Int Check or Know Nature Check vs DC15, Highlight to display spoiler: {You figure they are using geothermal heat from below.} But there are plenty of hauling jobs to do, so Jet can keep busy if he likes.

The two friends are met later on by Dwain as he comes off his shift. "Well," he says, "seeing the work you are doing warms my heart. And something smells good," he adds, looking at Keela's lunch basket.

"How can I help you all now?"

Keela 
Friday December 25th, 2009 3:47:36 PM

"Good afternoon," Keela greets the dwarf. "My name is Keela Larch, and I am one of people at the new settlement. I thought I'd pay you folks a neighborly call today." She opens the hamper. "I've brought you folks a few things," she continues. "There's biscuits, and buns, and a couple of pies, and a cake. I hope you enjoy them."

She smiles. "Good neighbors help each other out. We've been busy getting settled, of course, but we hope to be the very best of neighbors to the dwarves. And, we hope the dwarves will be good neighbors to us."

"Jet and I are here," she continues, "because some of our people are really frightened. There are rumors that you folks are digging something up, something that could prove very dangerous to us all. I wonder if you could perhaps tell us a little more about this?"

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday December 28th, 2009 4:00:09 PM

Alexi continues his task of getting the materials for the archer towers ready for the next day's work.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+5=18 ;
Monday December 28th, 2009 5:07:42 PM

Jet will do as much heavy labor as he can. If he needs to haul an ore cart or pick up a shovel, no problem. He might be fatigued or worse at the end of the day, because he will refuse to remove his armor, knowing that at any time, they will be under attack. No Knowledge Nature

When Keela goes into how neighbors should be, he appreciates what she says. Jet really hasn't taken the time to learn much about the dwarves, taking more time getting know the Ahote. he takes that into account also, perhaps taking the dwarves for granted in some ways. he'll have to remember to buy a couple of kegs of ale and drink them with the crew when this is all over.

Jet takes a deep breath and slowly lets it out as he attempts to assist Keela in her endeavors, or perhaps it is her that is assisting him in his endeavors? Ah heck, Jet's no wordsmith to attempt such trivial reasoning and he does what he can in the conversation.

"To be honest, it was I who discovered the mushrooms in the mine shaft, during my investigation and I that took them to Tarketh the druid to determine what they were. He informed me this fungi only grows where there are underground rivers or near bottomless chasms, which I really take to mean, very deep. I want their to be no dishonesty between us, so I came with Keela to inform of you of this, so that the pick strikes true on the vein with our relationship."

Jet hopes the lack of beating around the bush is appreciated by the dwarven leader and equally hopes the hardened miner understands the two humans are there with everyone's best interests at heart.

Jet intentionally leaves out the discussion with the dwarf high priest, as least for now.

Diplomacy/aid: 18



DM Cayzle - Roasts and Biscuits and Dwarven Wine, Oh My! 
Thursday December 31st, 2009 9:57:33 AM


Waiting for a chance to speak, Keela and Jet make themselves useful. It is hard for those untrained in dwarf ways, but there are plenty of hauling and cleaning jobs to do. The place is much tidier a few hours later.

When his shift ends, Dwain comes to greet you. He is clearly hungry, and is grateful for the fare brought by Keela. "These biscuits and roasts are fine indeed!" he says. He offers you Dwarven Wine to drink, a beverage that bears only a passing resemblance to human wine brewed from grapes. Both have alcohol, though.

Dwain is dismissive of Keela's fears. "Oh, there is nothing to be worried about. We have everything well in hand." This is the same kind of reassurance he has been giving Jet.

Then Jet brings up the mushrooms he found, and what Tarketh said. Dwain scowls, and replies that those kinds of mushrooms grow everywhere underground. One kind is actually used to make the Wine. Another, if you let it grow tall, can be harvested for a kind of lumber.

Jet mentions that these are found only near chasms and caves, and Dwain's scowl deepens. "Yes," he admits, "one of our miners dug into a cavern, but we walled that back up immediately, and then secured the tunnel with several deadfall traps and alarms, and then we locked that whole tunnel away. It is completely safe. There is no danger there."

==========

Meanwhile, Alexi is having a productive day, and a lot of work has gotten done. All he needs are some hands to do the final stages of the job.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Friday January 1st, 2010 12:07:13 PM

Jet's eyebrow raised at that. "So the area I found that is collapsed is where the cave is, or is it somewhere else I haven't seen while I am down here? Let us finish this fine meal made by Keela and her kin, have three or four more glasses of this wine, which I may add, I enjoy, then, let us go and look at this area again."

Jet now takes a relaxed posture. He knows he has Dwain in some form of cover up now and Jet is willing to let the dwarf dig himself in deeper. Eventually, Dwain will understand, whatever is being hid will be discovered. Only time will tell now, when this mystery will be solved.

Keela 
Saturday January 2nd, 2010 2:52:17 AM

Keela smiles at the dwarf. "That is splendid news," she says. "I shall tell the others, and I'm sure they'll be relieved."

"But if anything changes," she adds, "or anything dangerous comes up, you will tell us, won't you? Neighbors help each other, after all. You can help by letting us know what is going on, and perhaps we can help, too, with collapsing tunnels or hauling rock."

As they finish the meal, Keela chats about the archery towers the people are working on.

DM Cayzle - A Guided Tour 
Saturday January 2nd, 2010 9:35:51 AM


Dwain says he sees no reason to bring Jet and Keela down to the collapsed area, but he is happy to show you the dwarves' work, if you will report to the human side of the operation that there is nothing to fear.

He leads you down down down to the deepest level of the mines. Then he leads you through a mithril-reinforced door into a corridor. He points out the stonefall traps beyond the door: "Watch out! Stay to the left! Now to the right! Don't touch that! Don't step there!" He shows you how, if triggered, huge rocks will fall on intruders. There are no less than ten such traps here.

Finally, he shows you some new stonework, in an area that Jet recognizes as the place where the collapse was. The new wall is sound and solid. Truly, it seems hard to imagine what could get through that wall and then past the traps and finally through the locked reinforced door.

"Satisfied?" asks Dwain.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Saturday January 2nd, 2010 12:54:25 PM

"Not entirely." replies Jet in a calm fashion.

"When I was down here earlier, how was it I missed such amazing work? And a mithril door to boot? My vision must be poor indeed to have missed this part of the mine."

Jet looks at the traps and the door as well as the blocked in wall, "So I was down here yesterday and none of this was here, did you conceal it with magic so I would over look it? Did anyone explore the cavern you exposed?"

Jet knows nothing about mining, yet, so goes on to ask further questions, "So let me get this straight, the miners were following a vein, when the wall just opened up in front of you? Is that common and are their more ore veins that go into caverns like this?



Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday January 4th, 2010 1:06:25 AM

just checking in.

Happy New Year everyone!

Keela 
Monday January 4th, 2010 1:27:25 AM

"It does seem very thorough..." Keela begins, but apparantly Jet is having none of it.

[OOC: Was it yesterday? I thought it had been a few days.]

DM Cayzle - Busy Little Bees ... Angry Little Bees! 
Monday January 4th, 2010 7:01:42 AM


Jet has his doubts -- are the dwarves being honest? Are they covering up something? He confronts Dwain. Keela is willing to buy Dwain's story, but Jet wants more. Well, Dwain, clearly angry now, nonetheless serves up some answers -- but not all.

"Listen, you little wet-nose kid," says Dwain, "waste your sarcasm on someone your own age, why don't you? You got questions, you keep a sweet tongue in your head. I found this dig, and I still own more of this outfit that anyone else, so unless you want to walk back to civilization naked as a plump helmet, you'll shut your trap as silent as the one you're standing under."

"You want I should justify myself to you? Delve that. You go back to Garth and you tell him this: Yeah, after the priest comes whining and crying to me, I figured it wouldn't hurt to be safe. So we worked our hands to the knuckle and got this place set up rock solid sound. You don't think dwarves can work hard if they skip some sleep and pull some double shifts? I just finished this door myself an hour ago. So since I'd like to go to bed now, get out of my mine before I throw you out."

He pauses and says to Keela, "Thanks for the roasts, miss."

Dwain heads upstairs, muttering something about "Lem's Lugnuts" as he goes.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday January 4th, 2010 10:10:51 AM

Jet goes to double up his fist on the surly dwarf. Nobody talks to him like that, nobody!

"You want to call people names do ya? Well, you are a liar!!! That's right. I spoke with the dwarven high priest for this dig and he knows you are hiding something from us. I think you are right, I will leave you here for your own destruction, you old orc wart!"

Jet is so pissed off now, he travels to the top, tells Garth he was fired and begins going around to all the humans and other settlers, explaining to them he is leaving and why. He will help anyione pack that wants to go with him.

"When the dwarves want to start hiding things, they have turned dishonest! The mithril has clouded their judgement or whatever mineral they are digging up. If you stay, you will likely die, but we have our leave from Dwain himself if you so choose."

Jet laughs. He bought Bantom with his own money, so Bantom will be carrying him back to civilization and not his own two feet.



Keela 
Monday January 4th, 2010 11:06:33 PM

"Um...rolls, not roasts," Keela says faintly.

"Oh, dear, that didn't go well at all, did it?"

DM Cayzle - Fired? What?! 
Tuesday January 5th, 2010 8:08:25 AM

Jet storms off, going straight to Garth. He tells Garth that he was fired, and that he is leaving. Garth tries to calm things down. "Fired? No one can fire anyone at this settlement but me. You're still under contract, and if you go, you're an oathbreaker."

Garth takes a deep breath. "Now tell me what happened." If Keela is here too, he will ask for her story.

[OOC: Presumably Jet will give an account.]

"So you had words with Dwain and he cussed you out. So what? Nobody got hurt, and you learned something. What else do you think the dwarves are hiding? What's the danger here?"

"Let's get this settled before you go off, which if I have my way, you won't. Let me make this clear. Dwain has a 35 percent interest in this operation. On site, I represent the other 20-odd owners, totaling 65 percent. So what I say, goes."

Meanwhile, a mason and a blacksmith who have been working on the defenses with Alexi run up with juicy gossip. "Your friends spent most of the day in the mine, and now one of then has come storming out and ran straight to Garth's. He looks like he's ready to kill someone!"

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Tuesday January 5th, 2010 10:28:03 AM

Jet will take some time to cool down and let Keela explain her side, if she likes before Jet get's in his own thoughts. Held action :)

"Then Garth, get your sixty five percent down in that hole and flex it a bit! I think we have brought you more then enough circumstantial evidence to prove they are hiding something, not to mention the near confession from the high priest. He obviously isn't happy about the secret either or he wouldn't have encouraged me to keep digging. You saw in your dreams what may come to pass."

ooc: Has the excort team left yet? How many days since we returned from the Ahote, please?

DM Cayzle - Extra 
Tuesday January 5th, 2010 11:26:18 AM

Well, I have not been tracking the days all that carefully. My gut feeling is that a week has gone by since your return to the settlement, and two to three days since the escort team went out. They should be back tomorrow, if all has gone smoothly. How's that sound?

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20-5=6 ;
Tuesday January 5th, 2010 10:45:31 PM

OOC: good enough. They have Col to do the searching and they can move fast on horses, so your assessment is close enough for me.

IC: The news from the mason and blacksmith is disturbing to Alexi and he just can't think of what could have happened to set Jet off. Oh, I guess he could come up with a few things if he tried.

The trail of gossiping folk and the direction of their glances led Alexi to Garth's office. As quiet as he can, he steps into the office to see what is up.

"...keep digging. You saw in your dreams what may come to pass."

Move Silently d20-5=6

Keela 
Wednesday January 6th, 2010 1:02:18 AM

"Well...well, the dwarves gave us an explanation, but I'm afraid Jet didn't belive them," Keela tells Garth.

"I'm not sure what to believe myself. It would be difficult to do all that work overnight. But their arrangements seem very secure." She sighs. "And they wouldn't tell us anything more. I was hoping to persuade them."

DM Cayzle - Garth 
Wednesday January 6th, 2010 11:27:18 AM


Garth listens to everyone. He asks Jet, "Do you know what they are hiding? What do you guess? Keela says you did not believe them -- why not?"

He asks Keela, "Was Dwain as angry at you? Was he angry at you at all? If I sent you down there to patch things up, not with Jet, could you do it? What would you say?"

He turns to Alexi. "Good to see you here too. How are the archer platforms? What do we need to finish that job? Did that smith finish the grill under the wall?"

Depending on your answers, most likely he asks you to go take it easy tonite, stay out of trouble, and get some sleep. He'll see what he can find out.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday January 6th, 2010 5:07:05 PM

"No by Pantheons blank face I don't know what they are hiding. The fact of the matter is, High Priest Durak as much as told me they were hiding something, because he swore secrecy to someone. He won't tell me who."

Jet sits down now, his armor making a thunderous noise as he exhales loudly at the frustration. "There was a time, I would be asking questions without my words. The fact that old mountain turd could take me in a fair fight doesn't scare me either."

He attempts to listen to the others over the sound of blood and anger coursing through his head. He attempts to shut out the thoughts of the outrageous conditions under which he is forced to keep his contract. He will never be called an oath breaker.

Keela 
Wednesday January 6th, 2010 11:11:00 PM

"I just agree with Jet that it would be difficult to do all that work in a day," Keela explains. "Perhaps not impossible, especially for dwarves. But difficult."

"He didn't seem angry at me, and he thanked me for the rolls and things," she adds. "I wouldn't mind going back, if you think it would help."

DM Cayzle - The Ahote Come For A Visit 
Thursday January 7th, 2010 9:44:28 AM


You take Garth's advice and enjoy a peaceful night of rest. Midmorning the next day, the team sent to talk with the Ahote returns -- with the tribe's shaman and the chief's son, along with several warriors. They are clearly nervous, as they enter the settlement, but also very curious. Garth summons you to greet them with him. "Please introduce me," he asks.

Thereafter, there is a tour of the above-ground parts of the community. On the tour, Garth has a private word with you: "I had a sit-down with Durak and Dwain. The secret was that the dwarves breached a natural cave system, which you figured out. Dwain didn't want word out until he had sealed it. He's angry that you guys are poking around and asking questions. Durak said he'll listen to the Ahote, and Dwain agreed to trust whatever Durak finds out."

Istaqa also looks for a chance to talk with you. "I am reluctant to leave my people when there is such danger in the near future, but we are in your debt, so I came to answer your call, my friends. I hope I can render you a service that will satisfy our debt of honor with you."

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+5=22 ;
Thursday January 7th, 2010 12:29:10 PM

Jet is glad to see the Ahote guests and is proud to introduce them to Garth and others. If it's a nice day, he will ask a girl or two to set up a nice outside table for the guests, but if conditions warrant a roof, he will lead them into Ma Belles, even though some find it irreputable. It is clear they are uneasy, so jet puts them to rest the best he can. He had hoped to find the Shaman in question with the group also. Him not being here means he has other pursuits more important to him.

"I asked Dwain if the cavern was investigated. I also asked him when they discovered the cavern. I am curious if the caverns opening is in any way a coincidence with the return of the outcast Ahote shaman? There are to many pieces of the puzzle staring us in the face Garth, including you having the same dream we had, without the drink." Jet calmly answers Garth.

Istaqua is taken aside. "Let us dispense with the niceties of politics and we will talk like friends. We did what we did because it was a good thing to do and we never asked for anything in return accept friendship. I don't expect that to change when you leave here." Jet smiles. "I thought it would do you good to see what we have here. We can teach your people some of this technology, to use as you want or need. We want our friends to prosper with us, in safety."

Jet goes on however, "Of course, we also want you to take some of the important people here on the journey that our group went on. Let them too be aware, so we may prepare properly."

Diplomacy: 22

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday January 7th, 2010 11:06:10 PM

Alexi answers Garth, "Moving right along. Got most of the materials ready. I just hope we get enough people to respond. I won't know until tomorrow when we are scheduled to start."

Alexi takes a well deserved rest. Running around looking for enough wheelbarrows and spades and shovels, and whatnot wore him out. But just before he turns in, he inspects the work at the wall where the stream runs under it.

As he does so, he muses on the dwarves and their reaction to Jet's snooping. Why would they be so secretive about a natural cavern? Surely, just about anywhere you dig you have the chance of finding one, do you? What was so special about this one?

Alexi is of a mind to ask the dwarves permission for their Security group go exploring it, but half of them are out fetching the Ahote.

Oh well, we'll see what another day gives.

The arrival of the Ahote so soon was unexpected. He rushes about getting the work crews organized and dividing up the tools. He wants a tower to go up quickly, figuring that a completed tower will be a moral boost and spur the workers to continue giving their best. So he has Pliny pick the best of the workers to form a crack work group and start on the tower in the middle of the complex.

(OOC: don't know how many a 'full' work crew is and how many showed up, I'll let DM roll the dice on this)

Once the work groups are started, Alexi goes to join Jet and the others with the Ahote, greeting the warriors in their acustumed manner he observed while at their camp. Istaqa he greets with a revered bow.

Alexi nodds his agreement with Jet's words. "We felt that we could acomplish more by impressing upon them the dangers we saw and the best way to do that was to have them go through the Dream Vision like we did."

Keela 
Friday January 8th, 2010 12:45:02 AM

Keela, too, is grateful for a night's rest, although her lively nephews and niece make sure it isn't as restful as all that!

When the Ahote arrive, she also goes out to greet them. She nods agreement to Jet's request. "In particular," she adds, "we were hoping you might allow one of the dwarves to see some of what we saw. I'm afraid they are quite stubborn, and would me much easier to persuade if they could see this danger for themselves."

DM Cayzle - In and Out of Dreaming 
Friday January 8th, 2010 8:45:59 AM


Jet busies himself making the guests welcome. Garth has put the word out, and the community does itself proud with a welcome feast in the beautiful daylight. Everyone helps out, except for Alexi's team, who put the first tower up, and the dwarves, who stay underground, aside from the Shepherd of Alemi and Domi. But when the time for the feasting arrives, the dwarves and the tower builders join in to eat and drink. The dwarves offer two barrels of fine dwarven wine.

At the feast, Alexi muses about what is in the caverns. Garth, nearby, asks him to keep quiet about that, at least for now, but tells Alexi that Durak told him the dwarves found ratmen in the caves, and that's why they sealed them up.

Istaqa is receptive when Alexi and Keela add their voices to Jet's request for the vision dream. The Ahote shaman agrees with a strange urgent fatalism, you might think: "It is for this that I came here," he says. He and Durak spend a lot of time after the feast talking through the afternoon, and at sunset, the two retire for the ceremony.

Unsurprisingly, Durak emerges shaken -- he heads off at once to find Dwain and talk with him. But you might be surprised to see the obvious emotion on the normally stoic shaman's face. "It is here! Here, in this very place," he whispers to Jet, Alexi, and Keela. "Here that the disaster will arrive first, and fiercest!"

He composes himself, and offers you some advice. "Maybe it would be best for you to leave, my friends. I see blood on this ground, and death and misery. I do not see any good out of this. I intend to flee and hide my people now. I think you should do the same."

He offers you his hands. "I think this is farewell, my friends. Good luck!"

In fact, Istaqa will not even stay the night, and he leads the other Ahote out into the dark twilight almost immediately.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Friday January 8th, 2010 11:16:55 AM

Jet looks at Garth, "Our guests are too afraid to even sleep here. It is time we prepare for whatever it is the dwarves are about to dig up, because it will be any time now."

Jet prepares to go around and starts to double the watch. "What is most important, is that you sound the alarm! Do not be a hero and try to save the encampment yourself!" he will tell those on guard. "You absolutely must sound the general alarm and get everyones attention, if something is amiss."

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Sunday January 10th, 2010 7:51:53 PM

Alexi is a bit shaken at first with the news of their impending doom. "So soon!" he exclaims. Recovering quickly, he thanks Istaqa, "It seems you came just in time! I agree that you must go and hide your people. Remember the cave the children were kidnapped to? Perhaps you will find safety there, if your people are willing to go. For us, we must stay here and fight this thing so your people, and what's left of ours, will have a future here."

Alexi then immediately starts pondering their defense. 'Well, we have to know from which direction it, or they, will come," he ponders. 'I'd hate to focus on the dwarven cave entrance and then it appear from somewhere else."

He suggests to Garth, "Perhaps it would be wise to evacuate Bryn Baraz. Send the non-fighters back towards the hills and canyons to hide, keeping the warriors here to fight to the finish."

Keela 
Monday January 11th, 2010 12:16:00 AM

Keela is very distressed by what she hears. "Leave? But--but we've put so much work into this place. Senna and Daben sold everything to come here!"

"But if the danger is as great as they say....oh! I don't know what to do. Or what to say. Should we warn the people? Give them a chance to leave if they want to?"

The Wind Begins To Blow


DM Cayzle - A Sign Of Things To Come 
Monday January 11th, 2010 12:28:49 PM


Jet doubles the watch and instills a sense of urgency. Keela wonders if they should warn the folk of the settlement -- although between the Ahote's arrival and quick departure, as well as the extra guards, rumors of danger are already swirling.

Alexi has an interesting idea -- a partial evacuation of noncombatants. "I think we should give real thought to this proposal," says Garth, speaking privately with you three at night after the Ahote have left. "But what are the pros and cons? Thoughts?"

"I don't think we should just let everyone decide willy nilly for themselves. Chaos and panic will follow, and make defense impossible."

Then Dwain enters the meeting. He does not acknowledge Jet, but is otherwise calm. "Okay," he says. "The priest convinced me. The entire community is in danger. We've done all we can to secure the mine from below. The break is sealed off. Now what about the topside?"

Garth explains the upper defenses, and Alexi reports that one tower is done. Dwain volunteers the dwarves to reinforce it and finish the others, tomorrow. The decision is made to evacuate the non-combatants or not -- DM OOC: Dwain and Garth will agree with whatever two of you say.

In fact, tomorrow the entire community gathers, and Garth says simply, "There is a threat. A serious one. But we don't know from where or whom." Garth is about to say more when there is a shout, and a hand points to the sky.

You see a round red sphere floating in the air far above you. Maybe it is relatively small and only a few hundred feat away. Maybe it is much larger, and several thousand feet in the air. To a modern eye, used to aircraft and blimps and hot air balloons, this would be nothing remarkable. But to a resident of this settlement, this place, this time, it could only be a work of great magic surpassing that of a flying carpet, for example, especially since there are creatures riding in a basket underneath, and they are looking at you.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday January 11th, 2010 1:38:50 PM

"Ah turds in the hot sun, this isn't good." Jet thinks as the Ambush Drakes come back to mind and whatever could have spawned such things. The fact Jet might need to apologize to the dwarves chokes his throat a bit, but then he decides, he was still right, they were still hiding something from everyone and if they had come clean to start, the suspicion wouldn't have been so strongly placed upon them. Screw the dwarves!

"We need to start putting water on all the buildings, so they might survive the coming fire. Let's get the noncombatants in the mine for now, in case that thing and what it's carrying are the true enemies of Bryn Baraz."

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday January 11th, 2010 6:03:03 PM

"Agreed," says Alexi to Jet's plan. "We can have a detatchment guarding the sealed part of the cave just in case something even makes a peep on the other side. The rest of the warriors and militia, spread them out throughout the buildings. Have one detachment of the Security with each group of militia. I don't want any inexperienced militia standing in battle alone. The temple can be our headquarters, as that's where our healers are."

Then Alexi tells two militiamen to go to the stables to get Lobo and Bantom saddled and ready, then he hurries to the barracks and donns the rest of his weapons. Fully armed and armored, he then rushes to the stabels and heads back out to the middle of the complex leading Bantom for Jet.


Keela  d20+10=13 ;
Monday January 11th, 2010 11:37:13 PM

"Some of the men will want to stay and fight for all they have worked for," Keela says. "If that is the case, I think we should allow them. I do think we should be sure to evacuate all the children, and enough adults to care for them properly."

As the preparations go forward, she assists in any way she can.

She is astonished (and a little disturbed) when the magic orb appears in the sky. Her mentor had covered flying magicks, briefly, but she recalls nothing like this. [Knowledge Arcana 13] She stares up at it, uncertain whether to attack it or try to flee.

DM Cayzle - No Attack This Day 
Tuesday January 12th, 2010 1:12:55 PM

The flying red orb floats on its course, and no attack is launched from the flying object. That does not mean the folk of the settlement remain undisturbed. In fact, the atmosphere borders on panic.

Jet anticipates fire, and urges the buildings to be prepped. For today, that does not matter. He urges the non-combatants to head for the safety of the mines.

Alexi agrees and also wants a guard in the mine itself, just in case. He mounts up for a fight that does not come today.

Keela helps out with getting people into the mines. Her magic knowledge helps her little.

What actions do you take this day, following the sighting of the flying orb?

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Tuesday January 12th, 2010 1:58:55 PM

Jet is tired. He has done everything he can think of to keep everyone safe, even risking hard feelings with his community to see to the prosperity of strangers and others. Now, all there is time to do, is wait.

"You all know where to find me when it's time to die."

He is last seen going into Ma Bell's fine establishment. Even though the girls won't be there, he's going to drink himself just to the edge of having attack penalties and stay there as long as possible.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday January 12th, 2010 9:42:11 PM

OOC: What time of the day is it?

IC: "Well, this was a good excersize, at least," Alexi comments after nothing happens. Only then does he begin to wonder what the orb was. "Don't remember anything like that in the Dream," he mumbles. Had this occured at any other time, he would have just shrugged it off. However, he doubts he'll get another night's decent rest.

"Well," he tells the others, "if the attack is to come from the mine, something like this is sure to guarantee a good supply of helpless bodies for the enemy to attack. A diversion on the outside to send everyone to the inside."

Seeing Jet head to the empty Ma Belle's, Alexi gathers the work groups. "We need to finish these towers sooner than expected. To do that we'll need to work throughout the night. One work group will work 4 hours then get some rest, and another work group work the next 4 hours, and so on."

Alexi then asks Keela, "Could you organize the womenfolk in work groups to gather up food and supplies into barrels and crates so that an evacuation will go smoothly and only a matter of loading up the stuff on the wagons?"

Keela 
Tuesday January 12th, 2010 11:06:46 PM

"I can try," Keela replies to Alexi, "but you really want Senna for that kind of thing. I'll ask her about it."

True to her word, Keela asks her sister to organize the women and the foodstuffs.

Keela herself spends a great deal of time doing research in her very limited arcane library, trying to work out what that orb could be, and any possible means of countering it. She comes up empty.

She also consults Tarketh, to see whether the old druid has any words of wisdom about the orb.

DM Cayzle - Work Hard, Party Hard -- and Brace Yourselves! 
Wednesday January 13th, 2010 8:56:52 AM


The flying orb was sighted mid-morning. The settlement kicks into high gear as soon as Garth gets the crowd somewhat settled down. "Friends! Friends! We can't give into fear now! We have to work, and work hard, to ready our defenses!" His words get people calmed down and ready to work.

And in fact, urged on by Alexi -- with the enthusiastic support of Garth -- the entire town works through the night, except for some of the moms and kids, who are bunked down in a couple storerooms-cum-barracks under in the mines. A few dwarves stand watch down there two, and the rest, including Dwain, work mightily on the remaining towers.

Keela and her sister organize the support for the workers, and also get other folk to do the big job if evacuating to the mines. Soon several tunnels are filling up with stores of food and other household belongings.

Jet blows off some steam, and Mama Bella herself pours the wine. There's no one else in the place, though -- all the girls are off helping build towers, fetching and carrying as if their lives depended on it.

That night, Alexi and other builders work hard to finish the towers. Keela also finds time in the night. for some studying -- but alas, there is no hint of what this could be. The druid too is at a loss.

At dawn the next day, Alexi and Keela are tired, having slept only a few hours -- they grab a few more hours of sleep in the early sunshine. Now all the towers are up, and your defenses are as complete as they can be. Everything is quiet. Keela has time to study her spells -- please pick spells for the day.

========== ========== ==========

I'm assuming that you have the following resources in the entire village:

Garth: 7th level expert.
Dwain: 4th level expert / 2nd level fighter.
Durak: 5th level cleric.
Tarketh: 3rd level druid.
Six fighter 1 / expert 1 dwarves.
10 warrior 1 humans.
15 expert 1 humans who can fight.
15 other non-combatant humans, kids, etc.
Former PCs - to remain in the background.
Please let me know if I have missed anything!

(I will play all NPCs, but you can pick general strategy and position for them in the coming defense.)

Here is the settlement map, on what I assume is a 10-foot scale.
http://docs.google.com/View?docid=dgfbd99j_131fcg4k6hj

Depending on how you allocate resources, we'll focus on part of the fight, not the whole thing. For example, if you three stay in the environ of one tower, and split your resources evenly, we'll assume that if you win, the other parts of the fight go well, and if you lose, the rest of the fight goes poorly.

Please post your own prep, and how you'd like to allocate the resources above in the coming fight.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday January 13th, 2010 5:47:32 PM

Jet wakes up in his bed, feeling much better after some rest. He gets up and starts his daily prayers wondering if these will be his last time to ask for spells. He goes down and checks with the others to see what the plan is and lets the others know what his ideas are.

All first level warriors and experts use melee weapons. Keep the dwarves in the mines as a reserve or flank force. We might need an element of surprise.

Magic Weapon, Protection from Evil, Detect Evil, Entropic Shield

Keela 
Wednesday January 13th, 2010 7:59:25 PM

Keela calms herself long enough to prepare her spells.

Today's Spells:
0 - Detect Magic
0 - Disrupt Undead
0 - Light
0 - Ray of Frost
1 - Color Spray
1 - Feather Fall
1 - Magic Missile
1 - Ray of Enfeeblement
2 - Scorching Ray
2 - Scorching Ray
2 - Web

After checking on her family, she joins her friends in discussing strategy.

"I think we should place ourselves centrally in the camp," she says. "That way we can move to any disturbance that the fighters seem unable to cope with."

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Wednesday January 13th, 2010 10:05:02 PM

Alexi surveys the scene after a short, but deep nap. It was good to have a militia trained he smiles.

He asks Beren to take leadership of a squad of the archer militia and Caelnin another. He asks Mikal to organize groups of women and non-fighting men for the purpose of bringing the wounded to the temple.

OOC: assuming the Temple is the headquarters, but if the mine is the headquarters, then adjust to that.

IC: "We have no idea which way an attack will come from, so lets put our militia in groups with Security members (OOC: it was never said exactly how many Security members were hired, but we took turns scouting around every three days or so. I'd think their complement would be similar to our original group. ) and station them along the wall, with archers in the wall towers. We'll retreat to the Temple and Barracks if necessary."

Anrete and Ender can scout the game paths which the children found that lead into the compound in case something tries to sneak in that way.

Alexi keeps Lobo at the ready.

OOC: I'll update my CS to reflect the new stuff we just got.

DM Cayzle - The Invaders Arrive 
Thursday January 14th, 2010 6:45:35 AM


Jet suggests that the dwarves stay underground as a reserve force. He wants the majority of the weakest fighters (the 15 experts who can fight) to be equipped with melee.

Keela preps her spells and urges her friends to stay at the center for flexibility.

Alexi gets the militia (the 10 warriors with bows) set in towers. Everyone agrees to take the wounded to the temple, where the cleric and druid will be ready.

Keep in mind that, per the map, you have six towers, two inner ones (long ago finished) and four outer ones (just finished). Each tower offers a 40-ft elevation and improved cover. Up to 4 archers can stand and fight in each tower.

==========

You see the flying red orb has returned in the far distance -- maybe half a mile away. You see that four small flying devices are approaching. They are about 1,000 feet away when you see them. Each one is the size of a wagon. They are approaching at 200 feet per round, so they are five rounds away.

These smaller flying things are not orbs. They look, from so far away, sort of like birds with wings that do not flap.

I need from you:

-- Placement of forces.
-- Four rounds of actions as the enemy advances.

I will have a better map up tonite. Until then, please refer to this one.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Thursday January 14th, 2010 10:20:56 AM

Jet wonders what it is they are here for? Why is Bryn Baraz being attacked? Jet doesn't feel bad about being wrong with the way the attack came about. He's glad the others got the towers finished in time as well. Just a bad set of clues leading him in the wrong direction.

He looks toward the dwarves and asks, not in an accusatory manner, "Why are they here? Is there something here that isn't elsewhere? That is what we need to protect, that and the noncombatants."

ooc: I meant missile weapons. Thanks for showing me that!

I think Garth should be giving the orders for this combat, unless he is relinquishing it to someone else. Jet is not stepping on his toes anyway.

Keela 
Thursday January 14th, 2010 7:46:37 PM

Keela's main concern is making sure there are at least four archers in each of the towers--or as many as possible, if there aren't that many archers in camp. She suggests designating townsfolk for a bucket brigade in case of fire, and makes sure there are plenty of buckets ready to hand.

When the enemy approaches, she pulls out her wand of Mage Armor and armors herself with it before tucking it away again. She draws her wand of Magic Missiles and positions herself with her companions--near the temple if possible, or wherever they decided to station themselves.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday January 14th, 2010 10:10:31 PM

Alexi directs the archers such: 2 archers in towers A, B, C, D, with Beren in Tower B and Caelnin in Tower C. One archer in Towers E and F. Ender in Tower A and Anrete in Tower D.

That gives three missile people in each tower and gambling that the inner towers won't be the first to be attacked.

The 15 expert humans man the walls. Since the attack, we have to play it safe and assume it is an attack, is coming from the air, the gates don't need extra men to guard, but Alexi directs a group of non-combatants to block the gates with upturned wagons.

Have the bucket brigades equiped with blankets and towels as well.

Alexi stays beside Jet and Keela, bow at the ready, and Lobo standing at arm's length.

DM Cayzle - Map Late 
Thursday January 14th, 2010 10:50:50 PM

Sorry, I'll post it in the morning.

Ugh: I mean later in the day. Sorry!

DM Cayzle - Excuses, Excuses 
Friday January 15th, 2010 9:43:26 PM

I'm really sorry, friends. Real life intruded, and I had two great bouts of e-mail with two different people about where to take the new game after this one ends. But I did not get to the map or the turn. And gosh darn it, I had been doing so well with my posts. Well, tomorrow morning bright and early, I promise! Thanks for your understanding and patience.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Saturday January 16th, 2010 6:59:48 PM

OOC: no problem. You're doing great.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday January 18th, 2010 10:02:24 AM

Happy Monday.

DM Cayzle - Maps and Plans 
Monday January 18th, 2010 10:51:51 AM

First off, here is the base map on a five foot scale, showing the gates/palisades that were missing in the prior map.

Base Map.

Here's a close-up map with some NPCs in place.

DM Cayzle - Maps and Plans 
Monday January 18th, 2010 11:29:47 AM

Jet asks the dwarves what these invaders are after, and they snort at the obvious. "They want the mithril, of course, boy," says Dwain, before leading the dwarves underground.

The dwarves (except for the priest) are in the mine as a reserve. They are just inside, ready to be called out if needed.

Two clerics, the druid, and a number of noncombatants are in the temple, ready to help wounded or to fight fires.

Your best archers are in the towers, along with a few adventurers (NPCs). The militia is on the wall, also armed with bows.

Garth is with you, bow in hand, armored in a breastplate.

Please place yourselves on the map, and mention if you are mounted or not.

==========

As the enemy flies in, you see that they are in strange wooden birdlike machines, with a "body" and "head" under a pair of "wings." A small figure -- a halfling? -- is in the head of each machine. There are four humanoids in each body. The "body" and "head" are an open framework, so that the riders are exposed to the air, but the framework gives cover.

They travel towards you at a rate of 200 feet per round. Starting now, they are 600 feet, away, then 400, then 200, then 0, and they will act. If you want to make any attacks before they are 0 feet away, go ahead and roll. But you realize that it will be hard to hit them, given range and cover mods.

OOC: Yes, Garth is in command, but it would be a pretty dull fight if your DM were directing both the enemy and the party. Consider that in character Garth is giving orders, if you like, but in game, you all get to decide what to do.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Monday January 18th, 2010 3:41:16 PM

OOC: I'll buy that for a dollar! I need some time to study things. I will post for Jet tomorrow.

Unless someone mentions otherwise, we should stay near the Temple. If they are indeed after the mithril then they may just go for the mine. If that happens, we can flank them with the dwarves. If they don't go for the mine right away, they might be after Tarketh's relic. If this is the case, we can protect him and it and use the dwarves to flank them. As much as I hate to see it, I can't see the brothel as being the reason these guys are attacking, so if it goes up in smoke, it's not the priority.

That's my idea right now anyway? Anyone else have an idea?

Keela 
Monday January 18th, 2010 11:09:48 PM

Unless her friends have a better plan, Keela positions herself at about AN-35, holding her Wand of Magic Missiles.

"When they get close enough," she says, pointing the wand. "I'm going to fire a warning shot. I don't imagine one of these bitty things will seriously hurt anybody, but maybe it will warn them off."

[Ready an action to fire from the wand once the enemy closes to within 110 feet]

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday January 19th, 2010 12:40:08 AM

OOC: whe know how far away the are, but how far off the ground? 600 ft away but how high up?

Alexi stations himself close to Keela (AN-32) and he is mounted on Lobo with bow ready. As long as Lobo doesn't move, his archery attacks will be normal.

IC: Alexi notices that the flying 'things' are not creatures, but wooden things carrying creatures. "Flying war machines? When you think you've seen it all..." He leans over to Keela. "If you must use that, aim at the one in front. If these war machines are like the ones one land, someone has to guide it. Knock him out, and the machine falters. In this case, taking one guide out will most likely doom the other riders as well. We'll aim at the same one for best effect."

Then he smiles. "If they fly over us, and are in range of your fire, those things are made of wood. A flying burning wooden machine won't fly far."

Round 1: Alexi spurs Lobo into a run (move 35ft x4) to the wall and instructs the archers to aim at the 'head' of the flying thing. That is, the creature in the front. He acutally has 35ft of movement to spare so he makes it a third way back to AN-32 this round.

Round 2: Alexi finishes returning to AN-32 with half a round of movement to spare (move 35ft x4). They are 400 feet away now. Are they descending or keeping their height? Alexi steadies Lobo and readies his bow.

DM Cayzle - Waiting? 
Tuesday January 19th, 2010 6:21:37 PM

I'll wait for Jet's extra post, or post early in the morning, whichever comes first. Or whichever I am awake for.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Tuesday January 19th, 2010 7:29:03 PM

ooc: Sorry guys. I put my boy cat down today. Not much feeling like playing right now.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday January 19th, 2010 8:06:00 PM

OOC: sorry about that. some years ago I had to put my cat down too. She was 20. It was sad but she had a long and happy life. So I know what you are going through.

Jonathan

DM Cayzle - Battle Begins  d20=6 ; d20=3 ; d20=3 ; d20=17 ; d20=18 ; d20=14 ; d20=9 ; d20=1 ; d20=10 ; d20=14 ; d20=10 ; d20=14 ; d20=4 ; d20=9 ; d20=5 ; d20=12 ; d20=17 ; d20=16 ; d20=6 ; d20=16 ; d20=8 ; d20=16 ; d20=11 ; d20=17 ; d20=17 ; d20=10 ; d20=10 ; d20=10 ; d20=4 ; d20=17 ; d20=5 ; d8=1 ; d8=8 ; d20+2=21 ; d20+2=6 ; d20+2=6 ; d20+2=10 ; d20+2=14 ; d20+2=17 ; d8=6 ; d20+5=21 ; d20+5=22 ; d8+1=3 ; d8+1=5 ; d20+6=8 ;
Wednesday January 20th, 2010 11:27:10 AM

OOC Notes: The four flying war machines maintain an altitude of about 100 feet. If that affects your actions, feel free to repost. I had to guesstimate at the position of Jet, presumably mounted. He is next to Garth in front of the Temple.

Map Notes:On the map, friendly NPCs are squares. M = militia (experts). A = archers (fighters). G = Garth. Blue squares are former PCs. PCs are in yellow circles. The enemy are marked by triangles. The enemy bird-machines are large triangles, with the small triangle showing the pilot at the "head" of each "bird." Flying machines B and C are on the map, each about 80 feet up.

NPC Notes:HELP! I need the stats on the militia and on the archers. Armor? Short Bows? Long Bows? Please be reasonable as to what the community could have. Platemail and masterwork longbows are right out. I'm thinking leather armor and longbows, although given the involvement of the dwarves, a chain shirts for the archers are not unreasonable. Comments? I'm improvising Garth, but that's fine by me. I'm assuming he is using a +1 longbow and +1 breastplate. He also has a +1 longsword and a +1 medium shield. Plus several cure potions. Reasonable?

ACTIONS ===== ===== ===== =====

ROUND -1: The flying bird-machines glide in. At 200 feet from the towers, the archers and militia unleash a volley of arrows, shooting at the pilots, as Alexi urges them and Garth confirms, with a bellow. That volley sees no hits -- but considering the range mods and shooting at moving targets with cover, it's no surprise.

ROUND 0: As the "birds" come near the wall (still almost 100 feet up), four creatures leap out of each flying machine. They unfurl cloth-like wings and make controlled falls down to the top of the wall, where they discard the wings and make agile landings.

The creatures coming out of the "birds" are some kind of lizardmen. They are scaled, lithe, and sport sharp teeth, claws, and a long tail. They are greenish-yellow, wearing black studded leather armor.

As the lizardmen fall, the archers unleash a volley of arrows. Garth does too. About half of the archers forget the order to shoot at the pilots and instead shoot at the lizardmen falling toward them.

This round, Keela shoots a magic missile at a pilot. Please tell me which pilot (B or C, see map) you are hitting with that spell, please, Keela, and roll your damage.

I will accept actions from Alexi and Jet for Round 0 as well.

Militia shots at craft B pilot: three misses. Militia shots at craft C pilot: two misses. Militia shots at descending lizardmen: One hit vs lizardman 1 for 8 damage.

Archer shots at pilots: One hit vs craft pilot C for 6 damage.

Former PCs B and C shoot at craft pilot C [total ad lib here on the attacks]: two hits for 3 and 5.

Garth shoots at craft pilot C and misses.

ROUND 1: The flying machines start to make turns over the settlement. Next round they will have turned 180 degrees and be headed out the way they came.

The lizardmen land on the wall, dropping the cloth gliders with which they flew down. They draw light crossbows. That's all they have time for this round.

Now I need player actions for Round 1, as well as suggestions for NPC actions. I will also accept actions for Jet and Alexi for Round 0.

Enemy Info

Pilots: AC17, AC21 with cover (which they have at all times since they remain in their airships)
Lizardmen: AC17

Lizardmen:
1 - 8 damage
2 - unwounded
3 - unwounded
4 - unwounded
5 - unwounded
6 - unwounded
7 - unwounded
8 - unwounded

Pilot Craft B - unwounded
Pilot Craft C - 14 hp damage

Off-Map Enemy and NPC notes: Flying Craft A and its crew are attacking the north end of the wall; Craft D and its crew are attacking the south end. Those combats are being handled by the DM through descriptive text, not rolls. If you send Former PC B north and Former PC C south, then the results north and south will echo the results in the center. Otherwise, the north and south will fare worse.

And the Map!

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday January 20th, 2010 11:41:44 AM

Jet sits astride Bantom, cinfident gargul will be pleased today with the host of the enemy that will arrive before him. He places Bantom in front of the temple's main door. (I'm unsure if it faces the water tower or the gate. I assume the main gate right now.)

2 rounds before battle cast Entropic Shield on self.

1round before battle cast Magic Weapon on sword

Jet remains seated and if none land or close for battle, Jet will start taking flasks of oil from his saddle bags and start throwing them at the machines, to make them a bit less boyant once a spark hits it.

0-Detect Poison, Guidance, Resistance, Virtue

1-*Magic Weapon, Protection from Evil, Detect Evil, *Entropic Shield

ooc: Don't forget, you have to target creatures with Magic Missile spells, but they ignore cover, I believe.

DM Cayzle - to Jet 
Wednesday January 20th, 2010 11:45:39 AM

So Entropic Shield in Round -2, Magic Weapon in Round -1, throw an oil in Round 0? The only problem is that the range increment on the oil is 10 feet, I think, and the max throwing distance is five increments, or 50 feet. That's still 30 feet shy of the mark. Also, the aircraft are only directly overhead in round 1. So I still need a Round 0 action?

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Wednesday January 20th, 2010 12:05:38 PM

Jet seeing they don't plan on landing will take an arrow from Garth each round starting on round 0, tie a small bandage near the base of the head, dip it in oil and light it, until he has someone to engage. If he had everything ready, he might be able to make a move action to tie and dip another to light it and hand it over.

The temple door should remain slightly open so the priests inside can cast spells and return to cover. They might be able to cast a message spell and let the dwarves know when to come out.

DM's requests.
As for the militia, I would give them an average AC of 15 or 16 and not worry about the types of armor. Some may have a better dexterity then the guy next to him.

Bows were definitely the most common weapon however, between the ranger, sharp shooter and Alexi, thay all should know how to pull a shaft. Reasonable otherwise.

Jet suggests to Garth "Send the other's from our troop toward the front wall. We will have the dwarves come out on round two to defend the southern wall near the mine."

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20+3=6 ;
Wednesday January 20th, 2010 10:26:30 PM

OOC: Man, fireball has a range of 400ft! Can Targeth or Fatine come up with one of those? :)
Sleep has a range of 100ft. I can't remember if it was Keela or Fatine that used it once.

I agree with Jet on the militia AC. Alexi trained them with spears and swords while Caelnin and Beren trained them in archery. I'd say they were using short bows, as longbows are much more costly to make and much harder to draw. They know the basics of moving in formation and staying in formation. Provided their moral doesn't fail.

Also, Fatine and her panther should probably be with Jet and Garth. If she has a spell that has the range, she should get one off at 'A'.

IC: Alexi watches as the battle commences. Torn between assisting in the fighting on the wall and staying to protect Keela, he fires an arrow at B? (same one Keela shoots her MM at).

d20+5 -2 = 6

The arrow sails way past the flying thing, but it gives Alexi a good feeling to be doing something. :)

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Wednesday January 20th, 2010 10:35:22 PM

OOC: Here's Fatine's spell list:

Spells

Spontaneously cast arcane spells from witch spell list, plus 1/day prepared divine spells from Luck domain.

Spells/Day

Level #/Spells (+1 is for domain spell)

0 2

1 2+1
2 2+1

0-level: spontaneously cast from following. Save DC = 13 (15 enchantment)
Comprehend Languages
Cure Minor Wounds
Detect Chaos/Law/Evil/Good
Detect Magic
Detect Poison
Detect Undead
Endure Elements
Guidance
Lesser Confusion
Prestidigitation
Read Magic
Resistance
Cooperation

1-level: spontaneously cast from following. Save DC = 14 (16 enchantment)

Cause Fear
Charm Person
Command
Delay Poison
Detect Thoughts
Divine Favor
Doom
Enlarge Person
Hypnotism
Reduce Person
Remove Fear
Sleep 100ft +10/lvl range
Surrender Blood

2-level: spontaneously cast from following. Save DC = 15 (17 enchantment)
Alter Self
Augury
Bear's Endurance
Blindness/Deafness 100ft +10/lvl
Bull's Strength
Cat's Grace
Cure Light Wounds
Identify
Remove Blindness/Deafness
Scare
See Invisibility
Speak with Animals
Call Spirit

Domain Spells: Prepare 1/day per available level:

1: Entropic Shield

2: Aid


***************** Fell free to put the pilot to sleep or blind the pilot :)


DM Cayzle - on Former PCs 
Thursday January 21st, 2010 12:36:29 AM

Really, I want to avoid playing or including former PCs. I'd much rather say, for example, that Fatine is handling the northern attack. I'd like Alexi, Jet, and Keela to be handling the center, and let former PCs handle the north and south. Okay? If Keela casts a scorching ray, for example, that brings down a plane, then maybe Fatine will cast Blindness and bring down another.

Keela  d4=3 ; 2d4+2=8 ;
Thursday January 21st, 2010 12:43:22 AM

For her held action, Keela fires at C. Damage is 4.

Seeing that the pilots are not stopping, Keela fires her own Magic Missiles (not from the wand) at C whenever he gets within 140 feet. Damage is 8.

Today's Spells:
0 - Detect Magic
0 - Disrupt Undead
0 - Light
0 - Ray of Frost
1 - Color Spray
1 - Feather Fall
1 - Magic Missile (cast)
1 - Ray of Enfeeblement
2 - Scorching Ray
2 - Scorching Ray
2 - Web

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Thursday January 21st, 2010 10:35:26 AM

ooc: I'm sorry. I thought I read somewhere in your post that we should use them or things would go badly, but I don't see that now. It must have been my imagination. Sorry. :)

DM Cayzle - Round 1 & 2  d20+6=15 ; d4=3 ; d20=6 ; d20=1 ; d20=2 ; d20=11 ; d20=11 ; d20=10 ; d20=20 ; d20=9 ; d20=13 ; d6=5 ; d20+3=17 ; d20+3=15 ; d20+3=12 ; d20+3=5 ; d20+3=11 ; d20+3=4 ; d20+3=23 ; d8=7 ; d8=1 ; d20+13=32 ; d20+13=28 ; d20+13=21 ; d20+13=33 ; d20+13=31 ; d20+13=14 ; d20+13=30 ; d20+13=19 ; d20+2=3 ; d20+2=3 ; d20+7=11 ; d20+7=21 ; d20+7=22 ; d20+7=23 ; d20+7=26 ; d20+7=11 ; d20+7=12 ; d20+7=24 ; d20+7=8 ; d20+7=18 ; d20+7=15 ; d20+7=11 ; d20+7=14 ; d20+7=18 ; d20+7=16 ; d20+7=17 ; d8=5 ; d8=4 ; d8=8 ; d8=5 ; d8=6 ; d8=4 ; d8=2 ; d8=2 ; d8=4 ; d8=3 ; d8=5 ;
Thursday January 21st, 2010 2:03:41 PM

Round 0 - Allied Results

Jet preps and hands Garth a crude form of flaming arrow -- DM ruling = -1 to hit, +1 damage, 25% chance to force objects to save vs. fire. Garth's arrow, rolled previously, misses.

Alexi rallies troops and gets out his bow and arrow.

Keela fires a magic missile from a wand, as noted earlier. Damage is 4.

Round 1 - Allied Actions and Results

Jet gives Garth another fire arrow.

Alexi fires at a pilot and misses.

Keela casts magic missile, hitting for another 8. That's enough to put the pilot under, and flying craft C crashes at AM-20, totalling one hut-like residence and damaging two more. The area is filled with debris.

Garth fires at Pilot B, missing, but hitting his cover, that is, the airship. The flying craft does not catch fire. He commands the militia to draw their swords, and the archers to fire at lizards. Garth also orders former PCs B and C to fire at the aircraft, but they miss.

The militia drop their bows, draw swords, and attack. One hits Lizard 7 for 5 damage. The archers fire their bows. Considering the -4 for firing into a melee, only one hits, vs Lizard 7, for 1 damage.

Round 2 - Enemy Actions and Results

The remaining two flying machines fly off to the west, back the way they came.

The eight lizards fire their crossbows. They are standing right next to their targets, and they do not take the -4 penalty for shooting into melee, since each is engaged with a single foe. They are dodging and weaving as they load and shoot, much like a mage dodges and weaves when casting on the defensive. Lizard 6 fails to dodge very well, and so provokes AoOs as usual. Two AoOs on Lizard 6 miss badly.

Eight lizards shoot twice each at their foes. Each shoots twice at +7. The militia are AC13. the lizards rip into them, L1 hitting a milita once for 5, L2 hits another twice for 12 (he's down), L3 hits another once for 5, L4 hits another once for 6, L5 hits another once for 4, L6 hits another once for 2, L7 hits another twice for 6, and L8 hits the last twice for 8 (he's down). Militia now unconscious are marked with thick grey borders, at N25 and L47.

Next Up: I need PC actions for the bottom of Round 2 and ideas for allied NPC actions, if desired.

Enemy Info

Pilots: AC17, AC21 with cover (which they have at all times since they remain in their airships)
Lizardmen: AC17

Lizardmen:
1 - 8 damage
2 - unwounded
3 - unwounded
4 - unwounded
5 - unwounded
6 - unwounded
7 - 6 damage
8 - unwounded

Pilot Craft B - unwounded and flying away
Pilot Craft C - 26 hp damage, plus falling/crash damage. Flying Machine is down.

Off-Map Enemy and NPC notes: Flying Craft A has also been downed; it crashed into the side of the gulch. Flying Craft D is flying away. Lizards on the walls north and south are similarly attacking the militia.

And the Map!

DM Cayzle - Extra 
Thursday January 21st, 2010 5:46:20 PM


How to get up on (or down from) the wall: you can go up through any tower or through the stables. You can climb up on the wagons with a climb DC10 check.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20+5=9 ;
Thursday January 21st, 2010 10:12:47 PM

OOC: Ex-PCs. I understand what you mean about there use. I just thought I'd post Fatine's spells here for quick reference. It was an afterthought to suggest putting her at the temple. My bad. :)

BTW, please make the correction for Alexi and Keela's position. Keela is at AN-35, not Alex, and Alexi is at AN-32. They got switched.

IC: Alexi gives a whooping yell as Keela brings down their machine. "See! What'd I tell ya? You've done it!" He praises Keela.
"Now we need to finish off any of the survivors while they are still dazed! Follow me but stay far enough behind me to be out of danger. Just watch my back. We need to make sure there are no survivors. We don't want any of them sneaking past us or catching us by surprise from behind."

Alexi heads towards (from AN-32) the crashed 'C' craft and stops at AK-26 (35ft of movement) and fires another arrow at anything that moves from the wreckage.

d20+5= 9.

Keela  d4=3 ;
Friday January 22nd, 2010 12:44:51 AM

Keela doubts there's anybody left in the wreckage. She moves diagonally, placing herself closer to the wreck and the wall. [Move 30 feet to AJ-31]

Unless she sees something moving in the wreckage, she shoots another Magic Missile from her wand into Lizardman #4 (who looks to be just in range if I counted the squares right). Damage is 4.

DM Cayzle - Preliminary Before Jet Posts 
Friday January 22nd, 2010 8:56:54 AM

Round 2 - Allied Actions and Results

Alexi moves to the crash site and looks things over. He thinks that nothing has survived that.

Keela moves and then uses her wand, hurting Lizard 4.

Jet has yet to post.

Garth sees that the battle to the north and south is going worse than the center, not that the center is going well. He dispatches former player characters B and C to the north and south. They descend the towers and run. That will help, Garth says, but he sees that if the events of last round repeat, his people will start dropping like flies. But what to do? He is not a general! He pauses, using the delay action, to size up the situation. Any suggestions, out of character or in?

The militia and tower archers have yet to act.

Round 3 - Enemy Actions and Results

Still to come.

Enemy Info

Pilots: AC17, AC21 with cover (which they have at all times since they remain in their airships)
Lizardmen: AC17

Lizardmen:
1 - 8 damage
2 - unwounded
3 - unwounded
4 - 4 damage
5 - unwounded
6 - unwounded
7 - 6 damage
8 - unwounded

And the Map! Old Link.

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+8=19 ;
Friday January 22nd, 2010 4:47:58 PM

ooc: This is what Jet would liek to see happen. he ill take the right tower, Alexi take the left tower and Keela, with Lobo remain near the temple guarding it. She can keep popiing off that wand until they close in.
The aircraft is empty. They carried a load of lizard men and the piolet was all that remained when it crashed.

Jet spurs Bantom to Q 33 yelling to Alexi, but expecting him to listen. "Take the left wall and leave the aircraft there for the fire brigade to deal with!" Once there, he takes his own move action to quickly climb the stairs to the wall, pulling his sword and yelling to Bantom, "Guard Garth until I call for you!"

Bantom snorts, "Offff for all the fun again Jet? Alright, but I don't like it."

Ride: 19

0-Detect Poison, Guidance, Resistance, Virtue

1-*Magic Weapon, Protection from Evil, Detect Evil, *Entropic Shield

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Friday January 22nd, 2010 10:48:12 PM

OOC: suggestion- since the militia have a hard time hitting the lizardmen, they could pair up to push them off the wall. They are using shields so they might use a shield bash. With two vs one, they may have a better chance than trying to get past the lizard AC.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Friday January 22nd, 2010 10:55:06 PM

OOC: how high is this wall again?

Keela  d4=3 ;
Sunday January 24th, 2010 2:12:53 PM

[OOC: What Alexi said. Also, if they attack defensively, they'll boost their AC a little.]

Keela continues moving toward the towers, but still isn't quite in range for her closer spells. She fires another Magic Missile from her wand at Lizardman #4.

[Move to AC-30. 4 damage.]

Today's Spells:
0 - Detect Magic
0 - Disrupt Undead
0 - Light
0 - Ray of Frost
1 - Color Spray
1 - Feather Fall
1 - Magic Missile (cast)
1 - Ray of Enfeeblement
2 - Scorching Ray
2 - Scorching Ray
2 - Web

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Sunday January 24th, 2010 5:49:23 PM

Alexi, hoping that the crashed killed any that were left, if any, in the flying craft, hustles to join Keela at AC-29 and surveys the battle on the wall and looks at Jet for any further instructions, bow at the ready (hold action to wait for a target not adjacent to a militia).

OOC: Alexi uses his movment to Hustle and reaching Keela's side in one movement action, leaving his standard action free, which he holds until after the enemy has gone to see if one is left alone (not adjacent to a millitiaman) and if that happens, he shoots an arrow at it as his held action.

DM Cayzle - Round 2 and 3  d20=9 ; d20=17 ; d20=5 ; d6=6 ; d6=3 ; d20=19 ; d20=5 ; d20=18 ; d20=12 ; d8=6 ; d8=2 ; d4=3 ; d3=3 ; d20=17 ; d8+3=4 ; d20+5=6 ; d20+5=25 ; d20+5=14 ; d20+5=23 ; d20+5=8 ; d20+5=8 ; d20+5=6 ; d20=3 ; d6=5 ; d6=1 ; d3=2 ; d3=1 ; d3=3 ;
Monday January 25th, 2010 1:36:07 PM


OOC Info: The walls are 20 feet up; the towers, 40. If you fall off a wall, you take 1d6 actual damage and 1d6 nonlethal damage.

Round 2 - Allied Actions and Results

Alexi moves to the crash site and looks things over. He thinks that nothing has survived that.

Keela moves to AJ31and then uses her wand, hurting Lizard 4.

Garth sees that the battle to the north and south is going worse than the center, not that the center is going well. He dispatches former player characters B and C to the north and south. They descend the towers and run. That will help, Garth says, but he sees that if the events of last round repeat, his people will start dropping like flies.

Jet and Bantom race to the tower. Jet dismounts, enters the tower, and starts up the ladder to the wall.

Garth hesitates, and is glad to see Jet race to the wall. Will he be in time to stop mass casualties? What about the militia on the southern wall? He is not a general! Garth thinks for a moment about having the militia try to knock the enemy off the wall -- a move of desperation. Or of trying to last another round with a defensive stance. He figures the militia to the north have a better chance since Jet is going that way, so he commands those militia to use total defense. To the south, he orders, "Try to knock them off the wall!"

The militia to the south: They manage to knock one lizardman -- number 6 -- to the ground. He takes some damage.

The militia to the north: Use total defense to add +4 to their ACs.

The four archers left in the towers fire, still at -4 firing into melee. Lizard 3 takes 6, and Lizard 8 takes 2.

Finally, Garth himself fires at the most injured lizard to the south. He hits Lizard 7 for 4 more.

Here is the map as of the end of Round 2.

Round 3 - Enemy Actions and Results

With a huge battle cry in a language you do not understand, the lizards drop their crossbows, which you see are chained to their belts. They try to grapple militia members. The militia have grapple DCs of 11, on average. The lizards have grapple checks of +5. Six grapple attempts result in just three grapples -- in part because of the defensive efforts of the militia to the north. Of those three grapples, two grapple attacks bring their targets to zero or negatives, and one militia is still fighting.

One lizard, not grappling, facing an unconscious militia member, just picks up the human and jumps off the wall, not needing a grapple check to pick up a helpless foe.

So at the end of the top of round 3, lizards 1, 2, and 8 are fighting wounded militia hand to hand. Lizard 3 is at the bottom of the wall, having taken falling damage, but carrying an unconscious milita. Lizards 4 and 7 are standing on the wall holding militia who have been grappled into unconsciousness. Lizard 5 is actively grappling a still-fighting militia. Lizard 6 is at the base of the wall, and stands up this round.

Round 3 - Allied Actions and Results

Alexi moves to AC29 and looks for a lizard to shoot who is not engaged. He can shoot at lizard 4 with no penalty and with no chance of hitting the militia that lizard 4 is carrying.

Keela moves to AC30 and then uses her wand again, hurting Lizard 4 for 4.

Jet emerges onto the wall, about ten feet from Lizard 4. Alexi can fire at Lizard 4 at this point. Then Jet can engage and make a standard attack vs Lizard 4 if desired.

Bantom moves back to guard Garth.

So let's end at the bottom of Round 3. We need a shot from Alexi (at Lizard 4, although Lizard 7 are choices too, but farther away). We need a standard action from Jet. Keela is all done for the round.

Then I'll do actions for Garth, the four archers in the towers, and the one militia still doing anything (he's in a grapple with Lizard 5). As always, I welcome suggestions for allied NPC actions. That will end Round 3. Then I'll post the enemy action for the start of Round 4. All clear?

Enemy Info

Lizardmen: AC17

Lizardmen:
1 - 8 damage
2 - unwounded
3 - 11 damage, +1 nonlethal, off wall, carrying a militia
4 - 8 damage
5 - unwounded
6 - 6 damage, +3 nonlethal damage, outside wall
7 - 10 damage
8 - 2 damage

And the Map at the end of Round 3, but before Jet and Alexi have completed their moves, and before the allied NPCs have acted.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20+3=10 ; d20+11=25 ; 3d8+9=25 ; d8+3=9 ; d20+10=11 ; d20+10=23 ;
Monday January 25th, 2010 11:40:32 PM

OOC: I was actually wanting the militia to knock the enemy off the wall to the inside where Alexi could get to them, instead of the outside. but from the militia point of view, I guess they'd want the lizardman outside.

IC: Alexi now sees a lizardman open and fires is arrow as Jet approaches.
D20+5-2(range)= 10.

Actions for round 4:
Frustrated at his poor archery, Alexi belts out in anger and looks at Keela. Trying hard to control his anger, he says, "Go on over to Garth and he can protect you. I'm doing no good here and Jet will have my hide if I don't give up on my archery skills."

OOC: Let's see if this works. If you see a flaw let me know so I can redo it. Looks like he can't Charge anyone, they are either too far away or a building corner blocks the straigth path. Lobo's

At that, Alexi drops his bow as he asks Keela to take it over to Garth. Then he Spurs Lobo into a Run (35ft +10ft (Spur) x3 = 135ft for 1 Move action) while grasping his lance from its holster and heads towards Lizardman 5.
Ride Check (guide w/knees) d20+10 DC5= 11 (almost forgot abut his one)

OOC: The lance can reach 10ft. Alexi's reach + mounted on a heavy warhorse, should at least get the lizardman's feet. right?

If so: d20+11 (no size mod) = 25 (oops, that's longsword)
make this d20+7(no size mod)=21
dmg 1d8+3= 9 dmg (ignore the 25 dmg, this was when i thought i was Charging)

OOC:Now, it gets complicated. Upon reaching the wall, Lobo used 100ft of his Spured Run of his 1st Move Action leaving 35ft left over. I want to pull lobo back from the wall 35ft to complete the Move Action. This may cause an AOO from Liz5 and Alexi's AC would be 18 due to the Run.

He should end up at T41 (I'm assuming that the turn will take up some movement too). In any case, that only uses up 1 Move Action from Lobo at a Spurred Run and he takes 1pt of damage from the Spur.
I'm presuming there is no attack on Lobo, but if there should be: Ride Check d20+10=23 new Lobo AC for this round.

It took me a couple of hours of page flipping, cat and wife distractions to come up with all this. :P
Did I cover everything? Confused? me too.


Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday January 25th, 2010 11:51:11 PM

Oops: i mentioned that the Liz5 may get an AOO when Alexi turns around and goes back, but that would mean the Liz5 would have at least a 10ft reach. And if they've already dropped their crossbows...

Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42)  d20+8=23 ; 2d6+7=11 ;
Tuesday January 26th, 2010 9:40:19 AM

Jet yells to the archers, "Take down any that try to escape, especially with our troops!" Pointing down to the one that's attempting to get away.

Then, he brings his sword down on the lizard creature, hoping the edge of his weapon bites hard and deep in the body of the enemy.

Attack #4 hitting AC 23 doing 11 damage.

ooc: Made a mistake with my spell list. I forgot I need a Domain spell. I will replace Detect Evil with Enlarge. My apologies.

0-Detect Poison, Guidance, Resistance, Virtue

1-*Magic Weapon, Protection from Evil, *Entropic Shield, Enlarge person


Jet Stormway (AC:22 HP:36/36 ; Bantom AC:19 HP:42/42) 
Tuesday January 26th, 2010 3:29:18 PM

ooc:
Oops. Forgot to add, Jet takes a five foot step to O 28 and attacks.

Is there room on the wall for jet to use his Enlarge person spell, or would it be cumbersome requiring dex checks and such?

Keela 
Tuesday January 26th, 2010 10:24:11 PM

(Keela is done for this round. :) )

DM Cayzle - End Round 3 and Start Round 4  d20=18 ; d6=4 ; d6=4 ; d6=4 ; d6=5 ; d20=8 ; d20=9 ; d20+11=30 ; d8+3=8 ; d20+3=16 ; d20+3=9 ; d20+3=10 ; d20+3=21 ; d8=4 ; d20+9=18 ; d8+3=11 ; d20=18 d20=4 d20=8 d20=13 d20=7 d6=6 d6=1 d6=4 d6=3 d6=4 d6=3 d6=3 d6=1 d6=1 d6=2
Wednesday January 27th, 2010 11:05:20 PM


OOC: Jet, you could enlarge with no penalties atop the wall. You would fill a tower-top, though, with no room for anyone else.

OOC: I somehow missed that Alexi is mounted on Lobo (that's your horse, right?). I've fixed that now.

OOC: The dwarves are emerging and are staffing the inner wall, but they are not on the map.

Round 3 - Allied Actions and Results -- New actions are in italic.

Alexi moves to AC29 and looks for a lizard to shoot who is not engaged. He can shoot at lizard 4 with no penalty and with no chance of hitting the militia that lizard 4 is carrying. Alexi fires but misses!

Keela moves to AC30 and then uses her wand again, hurting Lizard 4 for 4.

Jet emerges onto the wall, about ten feet from Lizard 4. Alexi fires at Lizard 4 at this point. Then Jet can engage and make a standard attack vs Lizard 4. He does so, hitting Lizard 4 for 11. That's 19 total to number 4, now, and it is quite wounded, but not out! It could take another couple whacks, maybe.

Bantom moves back to guard Garth.

Garth yells at the militia to retreat!

One militia to the south is grappling with Lizard 5. He tries to drag the lizard off the wall toward the east. He succeeds! He takes falling damage, and so does the Lizard. The militiaman falls unconscious, maybe dead. Lizard 5 is prone on the ground.

Another militia to the south jumps to the roof of the stable, then down to the ground. He's the only conscious militia.

Two militia to the north use a withdraw action to jump off the wall. Both land badly, and are knocked out.

Garth charges the prone Lizard 5, drawing a long sword as he moves. His attack hits and inflicts 8 more.

The four archers shoot at Lizard 3, who is carrying a militia. One hits for 4 damage.


And the Map at the end of Round 3, after all enemy and allied moves.

Round 4 - Enemy Actions and Results -- All new actions.

Lizard 3, carrying an unconscious militia, runs off. All the rest of the Lizardfolk on the wall use the withdraw action to jump down and head off. Altogether, there are now seven Lizards moving west beyond the wall. Just one -- Lizard 5 -- is on the inner side of the wall. He rises from prone, provoking an AoO, which Garth takes, hitting for 11 hp. One more solid hit should drop that Lizard. He takes a five foot step back and draws his crossbow.

In the far distance (600 feet west), two flying machines have landed.

Round 4 - Allied Actions To Come

Jet has posted a full attack, and Alexi wants to charge a Lizard on the wall, but events have overtaken these plans. I need new actions from Jet, Alexi, and Keela for the bottom of Round 4. The only Lizard Alexi and Keela can see is the badly wounded one facing the uninjured Garth. Another seven are now beyond the wall, and four are carrying captives.

Jump checks for Lizards: one makes it and takes less damage from the drop.

Enemy Info

Lizardmen: AC17

Lizardmen:
1 - 8 damage, +5 nonlethal, off
2 - 3 damage, +6 nonlethal, off
3 - 14 damage, +1 nonlethal, off wall, carrying a militia
4 - 9 damage, +1 nonlethal.
5 - 15 damage, +5 nonlethal off wall, inside.
6 - 9 damage, +4 nonlethal damage, outside wall
7 - 16 damage, +1 nonlethal damage, outside wall
8 - 8 damage, +3 nonlethal damage, outside wall

Here is a Map after the enemy has moved in Round 4. NOTE WELL! The coordinates on this map have changed. I had to move things to give extra space to the west, in the direction the Lizards are retreating.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:36/37) 
Wednesday January 27th, 2010 11:55:02 PM

OOC: Just adjust Alexi's actions to reflect that Liz5 is not on the wall but on the ground. As the militaman is prone and unconscious, Lobo can pass through the square inhindered and not injure the man either.

Something like this, using the rolls already rolled:

d20+8(size mod)=22
dmg 1d8+3= 9 dmg (ignore the 25 dmg, this was when i thought i was Charging, but since it is a Run, I don't think I get the multipliers, but if you determine I do, then Dmg 25)

He continues the rest of Lobo's Move action and he should end up at AV42 +/- a square. Since a Run is Full Round Action, that's all Lobo(yep, that's Alexi's horse) can do, and he takes 1pt of damage from the Spurred run.
I'm presuming there is no attack on Lobo, but if there should be: Ride Check d20+10=23 new Lobo AC for this round.

Alexi now prepares to charge Liz5 if he survives Garth's turn.

Jet Stormway (AC:22 HP:34(1)/36 ; Bantom AC:19 HP:42/42)  d20=10 ; d20+8=25 ; 2d6+7=16 ; d20+2=3 ; d6=1 ; d6=1 ;
Thursday January 28th, 2010 12:04:08 PM

Bantom, is supposed to be staying with Garth, but he isn't going to let a human have all the fun. He charges over toward the wagons and if he can't jump over them to get outside, he will run his head through a yoke to pull one aside..

D20 for a Jump attempt. Not a known feat, but horses jump all the time. He is wearing chain barding. If he can't do it normally, I doubt he would attempt it. Use the 10 on the d20 for whatever call you want to make. :)

Jet hacks yet again into the lizard thing, showing no mercy and grinning from ear to ear as the creatures life blood splatters all over the visor of his helm. If that attack ends the creature, he will use a move action to jump down off the wall and help Bantom to get outside and chase them down. He watches Bantom making up his own mind and shudders at the thought of being stomped by the enormous, intelligent creature. Better them then me!

"Wings have landed and they are taking our own! Get your butts over here and lets kill these cold blooded vermin !"

Attack #4 hitting AC 25 doing 16 damage.

Jump: 3 (Natural 1 Good time after those two hits.)

First 10' subdual with intentional jump for 1 damage. Second 10 feet lethal damage for 1 damage. (whew)

Jet Stormway (AC:22 HP:34(1)/36 ; Bantom AC:19 HP:42/42) Entropic Shield, Magic Weapon 
Thursday January 28th, 2010 12:14:41 PM

Entropic Shield 6/20
Magic Weapon +1 5/20

0-Detect Poison, Guidance, Resistance, Virtue

1-*Magic Weapon, Protection from Evil, *Entropic Shield, Enlarge person


Keela 
Friday January 29th, 2010 1:16:57 AM

Keela isn't sure it's such a grand idea to be pulled so far to one side of the compound, but she wants to stay near Alexi and Jet. She hurries toward the gate, anxious to try to stop the lizardmen before they make off with the militia members.

Double move to AR-25 (or thereabouts)

DM Cayzle - End Round 4 and Start Round 5  d6=4 ; d6=1 ; d20+2=8 ; d20+2=6 ; d20+2=22 ; d20+2=8 ; d20+2=19 ; d20+2=3 ; d20+2=9 ; d8=6 ; d8=2 ; d20+5=25 ; d20+5=11 ; d8=6 ;
Friday January 29th, 2010 9:54:15 AM


Round 4 - Allied Actions and Results

Jet jumps off the wall, taking very little damage. He races toward Lizard 4 and hacks him down.

Bantom scrambles to get out into the fray. The intelligent horse leaps onto the wagons, and then over the gate. But he takes 4 hp lethal damage when he lands, and another 1 hp nonlethal.

Alexi charges Lizard 5 and finishes him off, skewering him to death at the point of his lance.

Keela takes a double move to get as close to the gate as she can.

Garth runs to the nearest tower and out on the wall. He orders the archers to shoot.

The four archers shoot at Lizard 7, who is carrying a militia. Two arrows hit for 8 damage. That Lizard is quite wounded.

Round 5 - Enemy Actions and Results

Lizard 8 and Lizard 7, carrying militia, run towards the airships.

Lizard 6 runs 30 feet after 8 and 7, drawing a crossbow. Then he turns and shoots it at Jet. A natural 20 does not crit, but Jet does take 6 hp damage.

Lizards 4 and 5 are out.

Lizard 3 keeps running with a militia.

Lizard 2 steps around the bodies of Lizard 4 and a militia to take a defensive stance right in front of Jet. His AC is 21.

Lizard 1 chases after Lizard 3 as a rearguard.

Enemy Info

Lizardmen: AC17 (except the one next to Jet, at AC21)

Lizardmen:
1 - 8 damage, +5 nonlethal
2 - 3 damage, +6 nonlethal
3 - 14 damage, +1 nonlethal, carrying a militia
4 - 35 damage, +1 nonlethal. - DOWN
5 - 40 damage, +5 nonlethal - DOWN
6 - 9 damage, +4 nonlethal damage
7 - 24 damage, +1 nonlethal damage, carrying a militia
8 - 8 damage, +3 nonlethal damage, carrying a militia

And the Map!

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:36/37) 
Friday January 29th, 2010 9:44:16 PM

Alexi yells across the grounds to the temple to get the clerics to attend to the wounded militia, then calls to the militiaman (to the south of him) to help him open a gate. He then encourages keela, "You are doing marvelous, my dear. Now that they've cleared off the wall, station yourself in a tower and aid the archers and Jet while keeping watch for anymore that may come."

He then proceeds to push a wagon aside enough to get through and open a gate whith the aid of as many militia as can help (excluding the archers).

OOC: however many rounds that takes. :(

Keela 
Sunday January 31st, 2010 11:42:59 PM

Hearing Alexi's shout, Keela heads for the northern tower and climbs to the top.

[I'm assuming that will be another double move.]


Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:42/42) Entropic Shield, Magic Weapon  d100=72 ; d20+6=19 ; d20+6=13 ; d20+1=9 ; d20+8=22 ; 2d6+7=12 ; d20+8=11 ;
Monday February 1st, 2010 9:54:38 AM

Bantom is not going to let a battle pass him, by. He wants to charge forward 105' and watch to see which of the lizards are fastest. That's the one that is going to get trampled next round. But then, he hears Jet call for him and decides to help the human out.

Bantom Moves to AH 29 attacking AC 21 missing

Jet on the other hand takes a bolt in the shoulder, when his Entropic Shield spell fails. With a slight grimace, he takes a huge swing at the defending lizard creature and again, his magic from the power and grace Domi allows it to bite nicely into the flesh of the cold blooded creature.

Jet attacks AC 21 hitting AC 22 doing 12 damage.

If the creature dies, Jet mounts Bantom for movement next round. Ride: 11

If the creature is still up Jet takes a five foot step to AI 27 to flank the creature with Bantom next round.

Entropic Shield: 72 hits.

Entropic Shield 7/20
Magic Weapon +1 6/20

0-Detect Poison, Guidance, Resistance, Virtue

1-*Magic Weapon, Protection from Evil, *Entropic Shield, Enlarge person

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:42/42) Entropic Shield, Magic Weapon 
Monday February 1st, 2010 9:58:28 AM

Bantom will finish at AG/ AH, 29/30

DM Cayzle - End Round 5 and Start Round 6  d6=4 ; d6=6 ; d20+2=13 ; d20+2=14 ; d20=13 ; d20=12 ; d20+5=20 ; d20+5=13 ; d20+5=20 ; d8+3=9 ; d20+8=15 ; d20+8=23 ;
Monday February 1st, 2010 11:34:23 AM


Round 5 - Allied Actions and Results

Jet hits Lizard 2 for 12 damage. It is still up. Bantom moves up to join his friend, and misses.

Alexi gets a wagon moved and the gate opened.

Keela takes a double move to get to the top of Tower B.

Garth jumps off the wall (4 hp lethal damage, 6 hp nonlethal damage) and races toward Lizard 6. He gets right up next to him, but does not have an action left with which to attack.

Four archers shoot at Lizard 8, two at longer range. All four arrows miss.

Round 6 - Enemy Actions and Results

Lizards 1, 3, 7, and 8, carrying three militia among them, move 60 feet further toward the airships.

Lizards 2 and 6 both try the same tactic. They both have one cross-class rank in Tumble, and they try to tumble back without provoking an AoO. Lizard 2 succeeds, and moves away from Jet and Bantom without provoking AoOs. Lizard 6 fails, and Garth gains an AoO against him. Garth's AoO hits Lizard 6 for 9 damage.

Then Lizards 2 and 6 move about 20 feet, then raise their crossbows. They shoot at Jet and at Garth. Having some Woldian Sharpshooter levels, they try Disarm Trick Shots. These are disarm attempts, resolved as usual, but the sharpshooters have no chance to drop their weapons. Lizard 2 shoots at Jet, hitting a Disarm DC15, a failure. Lizard 6 hits a Disarm DC23, a hit, and Garth drops his weapon.

Enemy Info

Lizardmen: AC17

Lizardmen:
1 - 8 damage, +5 nonlethal
2 - 15 damage, +6 nonlethal
3 - 14 damage, +1 nonlethal, carrying a militia
4 - 35 damage, +1 nonlethal. - DOWN
5 - 40 damage, +5 nonlethal - DOWN
6 - 18 damage, +4 nonlethal damage
7 - 24 damage, +1 nonlethal damage, carrying a militia
8 - 8 damage, +3 nonlethal damage, carrying a militia

And the Map!

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:42/42) Entropic Shield, Magic Weapon  d100=29 ;
Monday February 1st, 2010 3:41:04 PM

ooc: Entropic Shield failed again, so attack successful, even if the disarm failed.

DM Cayzle 
Monday February 1st, 2010 5:24:47 PM

LOL! Sorry Buzz! I keep forgetting. But it does not matter, since you were missed.

DM Cayzle 
Monday February 1st, 2010 6:18:35 PM

Extra note: Sorry, forgot to mention that the druid and clerics have emerged to attend to the wounded on this side of the gate.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:36/37)  d20+5=13 ;
Monday February 1st, 2010 9:50:32 PM

With the wagon aside and a gate open, Alexi tries a Fast Mount to gain time.
Ride DC20 d20+10-5 (armor penatly = 13, failed

Alexi's shield gets in his way and he has trouble getting a good footing in the stirrup (has to use a Move action to mount). But he is soon underway and out the gate. (OOC: I don't understand why a Run has to be in a straight line but that is what the book says. I'm presuming the gate is wide open, picture shows gate in the way of Lobo, so I'm moving through the squares the gate is shown to occupy in the picture.)

Alexi knows he has a lot of ground to make up so he Spurs Lobo into a Hustle (OOC: can't use a Run because it's not a straight line out the door.) He only has 1 move left so he makes it to AC31 (Move 35' + 10' (spur) x 2(hustle)).

From here he sees the battlefield clearly and has many targets to choose from.

OOC: how far away is the flying machine from AC31?

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:35/37) 
Monday February 1st, 2010 9:51:52 PM

Oops, forgot to subract 1hp from Lobo. got it now.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:35/37)  d20+10=16 ;
Monday February 1st, 2010 9:59:37 PM

Oops again, forgot something.
Ride Spur Mount DC15 d20+10=16, phew! didn't want to have to redo my actions!

Keela 
Tuesday February 2nd, 2010 1:23:14 AM

Keela moves as far forward in the tower as she can. It's a long shot without clear anchor points, but she casts a Web at Lizards 7 and 8. Perhaps it will at least slow them down. (Reflex save DC 15)

Today's Spells:
0 - Detect Magic
0 - Disrupt Undead
0 - Light
0 - Ray of Frost
1 - Color Spray
1 - Feather Fall
1 - Magic Missile (cast)
1 - Ray of Enfeeblement
2 - Scorching Ray
2 - Scorching Ray
2 - Web (cast)



Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon  d20+8=27 ; d20+8=22 ; 2d6+7=12 ; 2d6+7=11 ; d20+4=19 ; d20+1=20 ;
Tuesday February 2nd, 2010 9:48:01 AM

The bipedal lizard underestimates the speed of this street thug. Jet in his heavy armor is still able to move far enough to cut the creature into two individual pieces. It's eyes stare up into nothingness as Gargul's call is final.

Now, all of his actions are finished, or are they?

Bantom follows Jet to watch the corpse hit the ground. He rides close to his human friend. Close enough that all Jet has to do is grab the saddle with one arm and lift his feet so Bantom can carry him with he riding the mighty war horse.

Jet attacks #2 with a critical hit confirmed doing 23 damage.

Attempting a heroic move as a free action to just wrap his arm around Bantoms saddle horn and lift his legs, while Bantom carries him along his side. Making random rolls to see what might be needed.

Strength Check to support weight 19
Reflex Save to keep from getting run over: 20

If these actions are allowed, Bantom will make full movement forward to L 29 (If Bantom gets an extra 30' from his Run feat it would be F 29.

Entropic Shield 8/20
Magic Weapon +1 7/20

0-Detect Poison, Guidance, Resistance, Virtue

1-*Magic Weapon, Protection from Evil, *Entropic Shield, Enlarge person

Ooc: It appears Wardd has blessed this generic priest this morning.

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon 
Tuesday February 2nd, 2010 9:54:34 AM

ooc: Corrction:

Bantom can carry him without he riding the mighty war horse.

DM Cayzle - End Round 6 and Start Round 7  d20+2=20 ; d20+2=3 ; d20=9 ; d20=20 ; d20=19 ; d8=5 ; d8=2 ; d8=7 ; d8=3 ;
Tuesday February 2nd, 2010 10:42:35 AM


OOC Rules Note: You are assumed to be hustling whenever you are in combat. Normally you move at your move rate, 30 feet per round for a human, for example. In combat, you are hustling, so you can move 60 feet in a round by taking two move actions.

Round 6 - Allied Actions and Results

Jet and Bantom advance on Lizard 2, strike hard, and kill it outright.

Alexi mounts up, and Lobo charges out.

Keela stretches her arcane power to the limit and casts a Web at the fleeing lizards. But, as the rules say, "These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears." Without anchor points, the Webs engulf the Lizards, then collapse and disappear. However, this display of magic startles both Lizards, and, with the death of Lizard 2 as a spur, they seem ready to bolt.

Garth stops to pick up his weapon, then moves 30 feet.

Four archers shoot at Lizard 6, two at longer range. Two hit, and one of those is a critical. 17 total damage to Lizard 6 drops him.

Round 6 - Enemy Actions and Results

Lizards 1, 3, 7, and 8 are the only lizards left standing. They are facing magic and two heroes on horseback. They drop the militia they are carrying and run! Each runs 120 feet this round.

Enemy Info

Lizardmen: AC17

Lizardmen:
1 - 8 damage, +5 nonlethal, running
2 - 40 damage, +6 nonlethal - DOWN
3 - 14 damage, +1 nonlethal, running
4 - 35 damage, +1 nonlethal. - DOWN
5 - 40 damage, +5 nonlethal - DOWN
6 - 35 damage, +4 nonlethal - DOWN
7 - 24 damage, +1 nonlethal damage, running
8 - 8 damage, +3 nonlethal damage, running

And the Map!
NOTE: The map shows NO active enemies. Therefore, keep in mind that at this point Jet and Alexi are mounted and 40 feet from the gate. Two Lizards are 240 feet from the gate. Another two Lizards are 300 feet from the gate. The airships are 600 feet from the gate. The Lizards are running at 120 ft/rnd.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:33/37)  d20+10=20 ;
Tuesday February 2nd, 2010 8:51:49 PM

OOC: I hope I got this right, i went back and re-read all i could find on carrying capacity and movement. Can Lobo Run at x4 or only x3? I was calculating his total carried waight at 365lb, medium weight. However, his Base Move Rate is already adjusted for his barding (35') so I subtracted that weight from his carried weight and end up with a light load, or Run at x4. If I'm wrong here let me know.

IC: Alexi tears down the field in hot pursuit of the closest lizardman, Spurring his mighty warhorse into a Run (35'+10') x4, his favorite terrain wide open in front of him.

Spur, Ride DC15 d20+10=20

Lobo moves 180 feet closer to the nearest lizardman (I think that puts him within 20-40 feet away still).
Or, only 135 feet closer, if DM adjudicates Lobo's Run is x3 instead.
Lobo takes 2hp damage (2nd rnd of Spur).

Keela 
Tuesday February 2nd, 2010 11:27:02 PM

Keela does not have an enemy within range, which means the archers don't have an enemy within range, either.

"Let's go bring those men to safety," she urges, and begins climbing down from the tower. Her intent is to run out and, hopefully with the help of some of the archers, drag the militia men back inside the walls.

DM Cayzle - OOC on horses running 
Wednesday February 3rd, 2010 8:56:57 AM


I've had this discussion with Buzz in e-mail about Bantom, and we figured out that Bantom was running at 3x speed, which came to 105 feet per round. If Lobo is similarly equipped, I'd have to make the same ruling.

Let's see ... Bantom has this gear: Chain Barding (80 pounds), Military Saddle (30 pounds), 5 spears on right side strapped to military saddle (30 pounds), and Jet.

Lobo has ... the same, but with 8 lbs of saddlebags instead of the spears. At a glance, looks to me like Lobo is also running at 3x speed.

I would say that armor weight does count against total weight. That's how I play it for my own character, Vauhwyt.

But feel free to let me know if I have made a mistake.

Oh, and I'll grant the extra 10 ft move speed with spurring your mount for Lobo, but that still only puts you at 135 per round, and the Lizards are running at 120. You'll gain 15 feet per round, but I figure that means you can catch up in five rounds, and they'll get to the aircraft in three rounds. At the best, it would be really close.

I'm not convinced Jet could spur Bantom, though. I don't know that an awakened animal would stand for that kind of treatment. We could discuss, though.

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon  d20+8=26 ;
Wednesday February 3rd, 2010 10:10:08 AM

The first thing Jet does when out of danger is look back to the other walls. Are there more in danger? If jet gets the impression he has chased off the enemy without losing any militia, he will yell at Bantom to go to the next wall to defend it and those upon it from the rest of the battle.

On the other hand, if things are going well all over, Jet will attempt to spur Bantom on toward the flying things. Bantom might not like it, but him and Jet can argue about it later.

My opinion, "spurring your mount" doesn't have to be a painful ordeal, they are just trying to get them to perform better, like a spotter when your working out. Anyway, I would say, Bantom likely wouldn't mind as long as he has over half his hit points. Once he's wounded, he might be less inclined to do so. Just an opinion and I will stay with any DM decision. :)

Ride check to engage other enemies on or near the walls or follow the enemy to the aircreaft spurring Bantom. 26

DM Cayzle - End Round 7 through first half of Round 11 
Wednesday February 3rd, 2010 11:55:30 AM


A quick glance around, north and south, shows that while almost all the militia are down on the ground, most are likely not dead, and the lizards are down, dead, or running on all fronts. About eight total are trying to flee to the waiting aircraft (4 from your own fight, 2 from the north, and 2 from the south).

Keela, the priests, and several others start to care for the wounded, carrying most into the Temple.

Jet and Alexi decide to charge, spurring their mounts onward.

Garth shouts to the archers to keep alert, and then he follows Jet and Alexi on foot.

Round 7 - Allied Actions and Results

Jet and Alexi move 135 feet. That puts them 175 feet from the gate. Two Lizards are 240 feet from the gate. Another two Lizards are 300 feet from the gate. The airships are 600 feet from the gate.

Round 8

The Lizards run 120 feet forward. Jet and Alexi move 135 feet. Some Lizards are now 420 feet from the gate, and others are 360 feet from the gate. Our heroes are 310 feet from the gate.

Round 9

The Lizards run 120 feet forward. Jet and Alexi move 135 feet. Some Lizards are now 540 feet from the gate, and others are 480 feet from the gate. Our heroes are 445 feet from the gate.

Round 10

All Lizards run to the two waiting aircraft. Jet and Alexi move 135 feet. All Lizards are now at the flying machines, 600 feet from the gate. Our heroes are 580 feet from the gate, 20 feet from the flying machines.

Round 11

All Lizards board the flying machines and close the doors. The pilots activate the machines, which rise 30 feet into the air. Our heroes are 20 feet away from and 30 feet under the magical flying craft.

Jet and Alexi may now act. Keela, of course, has actions for rounds 8-11 to post.

Please carefully track all stats for spurring a mount for five rounds.

Enemy Info

Lizardmen: AC17

Lizardmen:
1 - 8 damage, +5 nonlethal, running
2 - 40 damage, +6 nonlethal - DOWN
3 - 14 damage, +1 nonlethal, running
4 - 35 damage, +1 nonlethal. - DOWN
5 - 40 damage, +5 nonlethal - DOWN
6 - 35 damage, +4 nonlethal - DOWN
7 - 24 damage, +1 nonlethal damage, running
8 - 8 damage, +3 nonlethal damage, running

NOTE: Four other fleeing Lizards have joined the four listed above. A total of 8 wounded Lizards are in flight.

DM Cayzle - Extra Post 
Wednesday February 3rd, 2010 6:40:11 PM

Regarding a few questions I got ...

I hesitate generally to give too much detail ... but I will say that the craft is generally triangular, slightly larger than a wagon, with the pilot sitting in the nose. The wings are stubby and move somewhat, but do not flap. In the back are two big rotating blades, kind of like a short segment of a blade barrier, if you have ever seen, or maybe heard of, that spell. The entire structure is made of wood and canvas, with open gaps for windows. Those within gain the benefit of regular cover.

If you wanted to attack or disable a flying machine, you might attack the pilot (that proved very key to downing two of these machines in the beginning of the combat). You might slash the wings. You might attack the blades. What the effects of these might be you do not know. It might well occur to you that alchemist's fire or a fireball or scorching ray would be effective.

If you threw a thunderstone, you could trigger it by hitting a part of the frame of the thing. Call it AC8. A tanglefoot bag might make for trouble, of one sort or another, though likely not enough to bring it down.

Oh, and when the craft rises, it is very reminiscent of a Levitate spell. So it is at least partly magically powered.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:33/37) 
Wednesday February 3rd, 2010 9:31:59 PM

OOC: My original calculations were 135ft with x3 speed, but I got to thinking that, since the warhorse already takes a penalty of movement for wearing the barding, then it would not count against the warhorse a second time if running.

But, it is mute anyway. SPURING a horse incurs too much damage for any sustained SPUR.
The damage is double the damage the previous round. IE: 1, 2, 4, 8, 16, 32, etc.
Lobo would be one dead horse by Round 11, so Alexi would have stopped the Spur well before then.

Although the damage is per consecutive round. You could technically Spur your horse every other round and only incur the 1hp damage for the Spur.

But either way, Alexi will not be anywhere near the craft. Wich is an irony that an un-encumbered PC can run faster than a running warhorse with rider. But such are the rules. :(

So:

IC: seeing that the enemy has too much of a lead on him, Alexi spares Lobo and just keeps him moving at a normal Run (35ft x3) to make sure the enemy knows they'd better keep their tails between their legs and moving on out of there.

Move Lobo through Rounds 8, 9, 10, and 11 accordingly. He'll be much further away from the craft than the original post on Round 11.

Keela 
Thursday February 4th, 2010 12:04:42 AM

[OOC: Cayzle, that's generous of you, but I don't think Keela could even reach the injured in the first round. Let along grab them and drag them back inside. :)]

Working as fast as she can, Keela helps drag the injured back inside the walls. She is ready to help elsewhere, though, if she is called away.

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon  d20+4=6 ; d20+4=18 ;
Thursday February 4th, 2010 9:54:34 AM

Well, I was reading through the rules and jet wouldn't be able to attack the lizardmen while on Bantoms back, mainly because of this rule.
You can use ranged weapons while your mount is taking a double move, but at a -4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a -8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.

Jet wants to bring down one of the flying machines and he can see they are getting away, so pulling out his Tanglefoot Bag, Jet attempts to throw it at the retreating device carrying the invaders. His throw so off, it doesn't even hit the machine.

"Come on back you turd licking cowards! I'll teach you some manners at the tip of my sword you vermin.

Missile attack without all the minuses still misses with a 6.

Jet attempts to see some kind of identifying marker on the craft.

Spot 18

DM Cayzle - Victory! At least for now! 
Thursday February 4th, 2010 7:20:13 PM

Alexi slows down, sparing his mount.

Jet races forward, hurls a tanglefoot bag, but to no avail.

Keela, realizing that the fight is over, helps tend to the wounded.

All along the wall it is the same story. Most militia unconscious. Several failed attempts to capture militia that came to nothing. Two downed flying machines. Eight downed lizards.

Garth is extremely angry. He storms over to one of the downed lizards and screams at it, kicking it over and over. If it had been alive, it's not now.

What do you do in the immediate aftermath of the fight, and throughout the rest of the day? How do you investigate the downed invaders?

In the evening, Garth invites you to meet. "Well, I'm no general, and we had Wardd's luck that we only had three deaths total. But we have to learn from this. Putting the militia on the wall was bad. It was a mistake. And keeping the dwarves in reserve! Did that make any sense? And you guys should have been on the wall to start with. Comments? What have we learned?"

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:33/37) 
Thursday February 4th, 2010 9:08:13 PM

Alexi returns from the field and looks over the standing militia while Keela and the clerics take care of the wounded.
"You people are brave and fought hard. I'm proud to have trained you. Keep the archer towers manned while the rest of you help with the wounded."

Alexi then pays a visit to the temple to see who all is there and to give encouragement to those that are conscious.

After that he returns to the wall and keeps watch for a couple of hours, then returns Lobo to the stables to take care of him and saddles Lupin and has him ready in case of another attack. (Lupin has had warhorse training, but I've not rolled to see if he is a full qualified warhorse yet, so he'll only wear the military saddle, no barding.)

OOC: one thing I did learn from this. Might as well chuck the barding. WIth Ride checks to improve the horse's AC, barding tends to be more cumbersom than the movement penalty is worth. :(

IC: After taking care of Lobo, he confers with the dwarves. "Seen any of these creatures before? Where could they have gotten these flying things? Are they that intelligent?"

He asks Tarketh the same questions but also asks the druid if he can study the machines to learn how they manage to fly.

After a bite to eat a little rest (one never knows when then next battle will come), he meets with Garth and the others.

"Well," Alexi stutters but gains his confidence quickly, "we learned what we are facing and how they can get to us. We had no idea they would drop from the air, that's why we had the militia on the walls. We also wanted to make sure our rear was not exposed, thus the dwarven reserves. As far as us not being on the walls, we wanted to be in a place we could reach either the front or back in a mement's notice."

He pauses for a second then adds, "However, being this our first fight, I think, lucky or not, we did well. If these things come flying in again, though, we can signal the retreat from the wall, and into a block formation." Then he asks, "They lost two of those flying things and one got away. But I don't think this attack was what had the Ahote leave so quickly. How these creatures are linked to that, I don't know, but we must keep double guard tonight. We need to have piles of wood throughout the town and have them ready to be lit on a moment's notice. If an attack comes, we need as much light as possible."

Keela  d20+10=23 ;
Friday February 5th, 2010 1:12:02 AM

Keela takes a few minutes to look over the downed lizard-creatures. She casts her mind back over her studies, to see if she remembers anything like them. [Knolwedge Nature 23]

She frowns a little at Garth's assessment. "We arrayed ourselves for a ground assault, possibly supplemented by an attack from the mine," she reminds him. "Nobody foresaw flying machines. Certainly now that we know they are a possibility, we can plan for it in future." She sighs. "One thing I have learned is to prepare more long- and medium-range spells. Nothing ever got close enough for the short-range spells."

DM Cayzle - The Flying Mountain 
Friday February 5th, 2010 9:07:21 AM

Alexi sees to the town defenses, then checks in with the wounded. The morale of the settlement is very high, tempered by the loss of a few, but happy. The dwarves are completely flabbergasted at the reptiles in flying magic aircraft. They never heard of such a thing.

Tarketh reports to Alexi that part of the wreckage of the flying machines is still magic. He says that there is a triangle of three welded metal bars, 10 feet long on each side, with a crossbar under the pilot's seat. The entire craft was anchored to this metal frame, and the frame (one for each craft) is moderately magical.

Alexi suggests tactics for a future fight against these foes.

Keela's study of the lizards reveals that they resemble common lizard folk with slimmer and leaner frames. They are slightly larger than humans, with a tail roughly half their height in length. They are quite heavy and generally more solid than a man. They are covered in fairly coarse and visible scales, except for one with extremely fine scales that looks almost completely smooth. The coarse-scaled ones also have a fin-like crest the runs from their forehead, down their back to the tip of their tail. Their bellies are yellow, and the rest of their bodies, green.

The enemy is gone, but a sense of foreboding hangs over those who experienced the vision of the shaman. Why do you not feel glad at your great victory? Too soon, you will know.

The better part of a week passes. Please feel free to post any actions for that time.

One morning, an alarm is sounded by a watcher on the wall. But as soon as you look into the distant sky, you do not need a watcher to be alarmed. There is a something approaching from above. But what is it? It looks like a ... a flying mountain! Imagine that some titan or god ripped a mountain out of the earth and set it floating aloft in the skies. The mountain in the sky is titanic, a seemingly endless crag of rock floating impossibly above.

And then you realize there is more, stunningly more. There are dwellings carved into the sides of the rock! An enormous complex of wooden buildings, platforms, cranes, pulleys and ramps seems to entirely circumvent the inverted mountain about its middle. And above that what looks like a city, but a city unlike any they have ever seen! Gleaming spires, hundreds of fluttering flags, countless buildings, astonishing in their exotic beauty. Can such a thing truly exist?

But there is still more. You see a fleet of flying things surrounding the mountain, like flies buzzing around a dung-pile. There are giant orbs, and smaller craft like the ones that attacked you.

The flying mountain is still miles away, but its progress is swift and inexorable.

[OOC: I'll post again for Jet after his post -- but I have errands today, so I'm not sure when. Feel free to make multiple posts now and through the end of the game. I anticipate we will transition to the new combo game a week from Monday.]

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon 
Friday February 5th, 2010 11:20:46 AM

ooc: I don't have time to respond to all of the above until tomorrow. :(

Cayzle Notes: No prob! Same thing happens to me sometimes.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:33/37) 
Friday February 5th, 2010 10:37:51 PM

OOC: I'm thinking. Will post after I've thought some. :)

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Sunday February 7th, 2010 10:53:26 PM

The week passes and Alexi insures that watches are kept at all times, day and night. He also doubles up on the militia training with bows and shield and spear. He also has all the spare food moved to the dwarven mine.

At the sight of the new threat, a whole city, floating in the sky, coming their way, he does not think they have the force to fight it off.

"I suggest we make a stand in the mines. Move everyone to the mines and we make a stand at the dwarven wall first, then retreat to the mine gates. I think that is our best defense. What all we have out here can be replaced."

Keela 
Monday February 8th, 2010 12:26:11 AM

Keela frowns a little at Alexi's suggestion. "I think most of the men will want to at least try to defend what they have built here," she says. "Perhaps send the children, the injured, the elderly and infirm into the mines, along with any adults who care to go. The rest can make a stand here before retreating into the mines."

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon 
Monday February 8th, 2010 10:28:02 AM

Jet doesn't like the situation one bit. he takes the butt chewing from Garth he deserves but who could have anticipated the flying machines and the way they would attack?

"We need ballistas and catapults it seems, as well as burning flasks of oil for those on the walls."

When asked about the dwarves for reserves he just shrugs. If we were actually getting invaded, they would have been a nasty little surprises, but since they were just out for a snack, I see your point."

The week goes by slowly for Jet...

ooc: I will see you all in a week. :)


DM Cayzle - The Mountain Comes Closer 
Monday February 8th, 2010 3:02:20 PM

After the first attack is repulsed, Alexi makes sure the watches are vigilant, and gets the food moved into the mines. Jet suggests siege engines, but no one knows how to make or run them.

And then the nature of the coming threat is made clear. An actual mountain, uprooted and lofted into the air, is floating closer and closer. Presently, the rate of its approach becomes clear: It will arrive in an hour. Of course, the many magical craft flying around the airborne city-state might land earlier.

Alexi is clear-eyed about the threat. Against such a foe, how can the little hamlet hope to stand? He urges everyone to fall back.

But Keela is not convinced. She thinks the people will not want to leave their homes undefended, especially after fighting so hard -- and seeing three defenders in their graves -- to save them.

There is no argument about the children and adults with no fighting skill. They all retreat to the mine.

Of the 12 militia still alive, all of whom were wounded just a few days ago, none are willing to hold the outer wall, and only four will hold the inner wall. Eight refuse, and say they will defend the mine from inside the mine.

Of the ten archers (first level warriors), four are willing to hold the outer towers, and four are willing to hold the inner towers. Two retreat back to the mine.

Dwain, the dwarf leader, Durak, the cleric, and six dwarves will hold the inner wall.

The druid decides to retreat to the mines because he has an obligation to protect the artifact that has fertilized this valley.

Garth gets angrier and angrier as only four archers are willing to defend the wall. "You cowards!" he shouts. "We can't just let them walk in here!"

"They can fly!" shouts a farmer.

"We can't just let them fly in here!" retorts Garth.

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon  d20+5=7 ; d20+7=24 ; d20+3=13 ;
Monday February 8th, 2010 7:08:59 PM

If anyone refuses orders, Jet gets down right mean! He will treat them like traitors and may even execute one if he has to, but for them to not fight will definetley be an issue with Jet!

Diplomacy: 7
Intimidate: 24
Bluff: 13

All as needed!

See you all next week.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday February 8th, 2010 9:47:37 PM

Alexi is disappointed in the ones that choose not to fight but let's them go. Who is he to order someone to die?

"Defending the outer wall is out of the question, even with all our men fighting. We had a tough time with the few that came on the scouting trip as it was. Concentrating our efforts on the inner wall will allow our spell casters to hit their targets without moving about much.

"I like Jet's idea of the burning oil, but we need our arrows dipped in the oil and lit as we fire them. Have those that are not going to fight make cloth wrappings for the arrows and soak them in oil.

"Stablehands! Get all horses inside the mine!"

Alexi sets about organizing the archers and militiamen along the inner wall. "Stay until you hear the Order to retreat, then beat it to the mine entrance," he orders. And takes up a spot with a group of archers, his 'trusty' bow ready with oil soaked arrows ready and a torch in reach.

OOC: don't know how many of these arrows can be made ready but I figure 3-5 each is a good number. May not even get to shoot that many. :(

Keela 
Tuesday February 9th, 2010 12:10:57 AM

"I agree. Let us concentrate on defending the inner wall. Walls mean nothing to these flying people anyway."

"And if we cannot save the crops in the fields, we should try to save as many seeds as we can. Without crops or seeds, the farmers won't be able to raise anything."

DM Cayzle - The Enemy You Face 
Tuesday February 9th, 2010 5:09:06 PM

Jet's anger is as fierce as Garth's when he hears some of the fighters and all the militia say they will fall back to the mine. Alexi is clearly disappointed too.

Garth scowls, but says that he will not order anyone to fight. "This is looking like a grim situation, and we need brave people to hold back the tide while the rest escape. I only want volunteers."

These words, appealing to a better nature, and laying out plain the stakes involved, inspire all 10 of the archers to stay out fighting. Alexi helps order the defense as best he can. Two archers stay out at the gate towers to report what is going on. Alexi sets the rest, with the Dwarves, on the wall and towers.

There are four archers in each tower. Six dwarves, plus Dwain and Durak, are on the walls.

With Keela's encouragement, people hurry like ants to grab their most important belongings, including seeds and tools that could be used to start over.

Alexi orders the horses to enter the mines, but they are not happy to leave the sunlight. "I have a bad feeling about this," says Bantom.

When the great floating mountain is about a mile off, three huge round floating orbs -- each one easily a couple hundred feet across, in brilliant blue, red, and green -- launch off from the flying city and float down to the ground. From a tower, you get a report that large and small creatures are debarking from the orbs, specifically, from huge wagons dangling under them.

After a little while, the creatures leaving the floating orbs start advancing on the settlement. Some time after that, you get a report that tells you what you are facing.

Two vast, hill-giant-size lizard men are in the lead. Each is at least ten or twelve feet tall, and looks that wide. Following them are ten smaller versions of these lizards, maybe seven feet tall. If you could see the humor in it, you might think of two mama bullfrogs, walking with five baby frogs behind. But in fact, the power of these lizards is clearly cast. Each of these plate-armored large lizards carries a tower shield, holding it in one hand to provide total cover as they slowly advance. Together, the 12 lizards are carrying what looks like a tree, shod in iron at one end, clearly a mammoth battering ram.

Behind them are at least 20 lizards of the kind you fought before, all with crossbows. Beside the larger lizards, these look positively scrawny.

Finally, to the rear, there is another huge lizard, but of another race entirely. Either it has a really long tail, or it is half snake.

The invaders are moving slowly, burdened with heavy armor, shields, and ram. They will reach the outer gate in about ten minutes.

Five of the crossbow-lizards fan out to the north, and five to the south, moving much more quickly. They would be a hurdle if you wanted to make a break for it. The other ten stay close to the snake-lizard.

Seeing all this, the blood drains from Garth's face. He grips his weapon with grim determination.

Dwain, on the other hand, runs into the mines. "Hold fast, boys!" he shouts over his shoulder. "I'll be back for the fireworks!" Little does he know how prophetic his words are.

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon 
Tuesday February 9th, 2010 5:22:01 PM

Watching the flights and landings, Jet looks thoughtfull for a moment. "Hey all what is the chance that we could capture one of those flying things and use it to our advantage?"

Post by Kent

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday February 9th, 2010 9:35:12 PM

Alexi smiles at Jet, "Yeah, and we really know how to make one of those things go where we want it to."

Alexi makes a gamble. He suggests to Garth, "I'll take the ten archers to the front gates and kill as many as we can before the gates give, then hightail it back here. We'll time it so we have a few moments to spare. It appears they move slowly anyway. If we can kill some of those carrying the battering ram at the front gate, it will give us a better chance to fend them off here."

OOC: Ten minutes is 60 rounds. We should be able to get into position in plenty of time.

IC: Alexi takes the ten archers to the front wall and has them divided equally in the two gate towers.
"Now, everyone fire at the same target. When that one is down, move to the next, on my orders."

OOC: If, upon reaching the gate towers, He sees the crossbowlizs, he'll order to start picking them off.
If there are too many objections to this, he won't go.

The idea is to time their leaving the towers about two rounds before the gates crumble. But they should get sever shots off as the battering ram approaches. Once retreating, they will run in formation back part way, turn and fire, run again, turn and fire, etc. until back at the gates.

IC: "We need a couple of scouts watching our flanks. I'd like to send Beren to one side of the town and Caelnin to the other, just to let us know if we are being flanked."

OOC: don't know if you can do this, DM, but it's either militiaman acting as scouts, or these two, and these two have better Spot.


DM Cayzle - Extra Post 
Tuesday February 9th, 2010 10:42:35 PM

"Alexi, I like your thinking," says Garth, "but they are using Tower Shields for total cover. We cannot do any damage at all to them with weapons as they approach."

OOC rules note: You can use a tower shield to give you total cover as a standard action. That still leaves you with a move action to advance. And with total cover, you are immune to all weapon attacks (but not from attacks with spells).

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Wednesday February 10th, 2010 10:08:17 PM

OOC: I thought the tower shields were covering just the giant lizardmen but upon re-reading the post, I picture the two giant ones with the tower shields up front and the others following behind, the two giant ones with the shields giving the others total cover.

But that still leaves the crossbow lizards as targets.

"Well said, Garth. Perhaps then we can pick a few of those crossbow wielding ones then. If not, we will return quickly here. One thing we could do is prepare some oil barrels to dump on them as they try to bash our gates. Tower shields won't stop a large pool of oil from burning their toes."

Alexi goes onward looking for the crossbow lizardmen if Garth allows it.

Keela 
Wednesday February 10th, 2010 11:02:25 PM

"I will come, too," Keela says. "I might be able to do something about those shields."

DM Cayzle - Just before combat 
Thursday February 11th, 2010 6:38:45 AM

Jet thinks about using the lizards' flying magic against them. There are two broken flying machines that you might have repaired, maybe, if you had started days ago. Now, with 10 minutes before the enemy is bashing in your gate, it seems impossible to gain any advantage from them.

As for capturing an enemy flying craft, you note that they are all at least a mile away. Out of reach, especially with 35-odd lizards between you and them.

[OOC: Welcome Kent! Thanks for subbing! Sorry to rain on your ideas -- but don't let that stop you from trying other ones!]

Alexi, Keela, and eight archers, move to the wall. They watch as the enemy approaches.

You see that the 2 huge lizards and the 10 large lizards -- the ones carrying the ram -- are all of them using tower shields. Each one has a tower shield in one hand, and each one has the other hand on the ram. Six are holding the shield on the right and the ram with the left hand; the other six, on the other side of the ram, have their shield on the left and the ram on the right.

The five flanking crossbow-lizards on the north and the five on the south are keeping pace with the ram-lizards, tightening their cordon as they approach.

The remaining 10 crossbow-lizards and the sole snake-lizard keep 50 feet behind the ram-carrying ones.

Long range with a longbow is 1,000 feet -- 10 range increments at 100 ft per increment -- although shooting at that range takes a -20 on attacks. When the enemy is about 1,000 feet away, it'll take them about 5 minutes, or 50 rounds, to get here, travelling at 20 feet per round. If you choose to fire, go ahead. The archers have a base +2 to hit, and -2 for every 100 feet beyond the first 100 ft. Alexi, feel free to decide when to fire, at what range, and feel free to roll for the archers and yourself. I'm assuming that each archer has a quiver with 20 arrows. Go ahead and roll two rounds worth of shots.

Keela, you know that the tower shields provide no cover vs magical attack. But your spell ranges are far short of the 1,000-foot mark. Your choice of actions depends on the distance at which Alexi gives the order to fire.

So first, what is Jet doing while Alexi, Keela, and the eight archers get in position? Second, at what range does Alexi give the order to fire, at what targets, and with what results over two rounds of firing? Third, what are Keela and Jet doing at that moment, the moment at which battle starts?

The Enemy:

2 Huge lizards: total cover = cannot hit them.
10 Large lizards: total cover = cannot hit them.
20 Medium Lizards using crossbows = AC17.
1 Large Snake-Lizard = AC27.


DM Cayzle - Extra Post 
Thursday February 11th, 2010 8:53:35 AM

Oh, uh, I defaulted to assuming the archers will go into the two towers B and C. But feel free to tell them where to go. People in the towers do gain cover, though. Four people can fit on top of a tower. ALSO and IMPORTANT -- give map coordinates for your positions.

Let's use this map.

Oh, and do you want the wagons blocking the gate?



Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon 
Thursday February 11th, 2010 6:24:33 PM

I think I can help with the fire as well as I believe I have a bit of alchemists fire left.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday February 11th, 2010 9:07:17 PM

OOC: Question: Are you familiar with the D&D book 'Heroes of Battle'? If not, then the question is mute. If so but we can't use it in the Wold, then the question is mute. If so, and you think it might be plausible to use the Volley of Arrows, Indirect Fire, or Concentrated Volley rules (these are archery rules for mass combat, or units of 5 to 10 archers in size), let me know. It may not make a difference, but it's worth a try.

Let me know as soon as you can. Thanks.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday February 11th, 2010 11:34:12 PM

OOC: the flying maching crashed, and no one really knows how it works, just that it has magic to help, and then, who'd be able to pilot it?

Alexi will set 4 archers and Keela in the south tower to watch the enemy's progress and keep Alexi up to date on their approach. Alexi and the other 4 will overturn the wagon and place them against the gates, taking planks from the downed flying machine to further brace the gates, wedging them ( ) against the gates and against the wagons to prevent slipping.

Alexi calls out to Jet, "Bring a barrel of oil, and while you annoint them, kella can light it!"

OOC: this should take up the 5 minutes until they get to 1,000 feet.

IC: Then the other four archers will be positioned in the north tower, and Alexi will join Keela on the wall at (AL42) He will wait until they are within 500 feet before starting to shoot.

OOC: ok, if we can use Concentrated Volley of Arrows:
Volley of Arrows is an indirect attack where the arrows arch high and then come down on a chosen square. They Volley of Arrows ignores Total Cover because it archs over the cover. The specifics are on page 68-69 of Heroes of Battle.

If we can't use this, then Alexi will have all the archers fire at an exposed Lizardmen first. There are 20 of them and we will start picking them off one by one. All attacks go against the closest one (i don't care which one), until it's down, then target the next, starting at 300' and -6 to hit (anything further away and we are wasting arrows unless we roll 20s, and even here it's a long shot).

Keela 
Friday February 12th, 2010 12:19:18 AM

Keela is prepared to empty her Wand of Magic Missiles, if necessary, as the force gets within 100 feet of her location. She will concentrate on picking off targets initially wounded by the archers.

Once one of the larger lizards gets within 35 feet, Keela will fire a Scorching Ray at its tower shield. If possible, she would like to use the spell to Sunder the shield.

If there is time, she will use a second Scorching Ray to sunder another shield.

DM Cayzle - Attack and Counterattack  d20-2=0 ; d20-2=11 ; d20-2=18 ; d20-2=14 ; d20-2=18 ; d20-2=18 ; d20-2=10 ; d20-2=17 ; d20-2=1 ; d20-2=2 ; d8=2 ; 3d8=23 ; d8=7 ; d20=17 ; d20=13 ; d20=15 ; d20=14 ; d20=10 ; d20=7 ; d20=16 ; d20=8 ; d8=5 ; d20+27=43 ; d12=12 ; d12=3 ; 2d4=4 ;
Saturday February 13th, 2010 7:54:11 AM

OOC: Regarding "Heroes of Battle" -- No, I have not ever heard of that. Sorry.

Alexi and four archers spend a few minutes reinforcing the gate.

Jet brings a small barrel of lamp oil (not alchemical fire) up to the tower.

Keela prepares to use her wand.

The heroes wait in the towers with the archers. When the advancing column of lizards is 300 feet away, Alexi gives the order to shoot at an exposed crossbow-lizard.

AT 300 FEET

Eight archers fire at the same lizard. Normally they attack at +2. From 100-200 ft they have a -2 range mod. At 200-300 feet they have a -4 range mod. So they are firing now at a net -2 in order to hit AC17.

The eight attacks hit AC0, AC11, AC18 (a natural 20, but the follow is not a crit), AC18 (a nat 20, followed by another nat 20, a confirmed crit), AC10, AC17 (a hit), AC1, and AC2.

So of the eight arrows, three arrows hit, and one of those is a critical! It takes all three, but the total damage to a lizard is 32 hp, and it goes down!

I need actions for PCs for this round. Are you firing?

The ten lizards around the snake-lizard stop -- they are actually 350 feet away. The snake-lizard waves a rod or a wand (hard to tell at this distance). The other nine lizards take a run action to get 120 feet closer. The big lizards with tower shields and the ram march 20 feet closer.

AT 280 FEET (Nine lizards at 180 feet)

The archers fire again, at a lizard 180 feet away. Now the range penalty is only -2. The attacks hit ACs 17 (a hit), 13, 15, 14, 10, 7, 16, and 8. One lizard is hit for 5 damage.

I need actions for PCs for this round. I also need a map position for Jet, and where he has placed the barrel of oil.

The nine lizards (or howsoever are left) run another 120 feet forward. They end the second round only 60 feet from the towers.

The snake lizard casts Acid Arrow. The long range spell hits a touch AC43. It hits (rolling randomly) an archer and inflicts 4 damage to her. The acid will likely continue to do damage in future rounds.

The big ram-carrying lizards move another 20 feet closer.

The Enemy:

2 Huge lizards: total cover = cannot hit them. Distance 260 ft
10 Large lizards: total cover = cannot hit them. Distance 260 ft
9 Medium Lizards using crossbows = AC17. Distance 60 ft
- Lizard 5 is down 5 hp
9 Medium Lizards using crossbows = AC17. Distance 350 ft
1 Large Snake-Lizard = AC27. Distance 350 ft
- has used wand and cast acid arrow

And the Map.

OOC: The new Uncharted Heroes game begins Monday, but the transition for Alexi, Jet, and Keela will be seamless.

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon 
Saturday February 13th, 2010 12:30:45 PM

Jet is around AL 38 on the tower near the wagons and prepares to dump and ignite when it is the most feasible.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20-1=15 ; d6+3=7 ; d20+5=25 ; d20+5=23 ; 3d6+9=24 ;
Saturday February 13th, 2010 11:48:17 PM

OOC: Heroes of Battle is published by WoC and seems like it's first publishing was in 2005. If you like armies and such, I highly recomend it.

Oh, sorry for not posting Friday. Due to Snowmaggedon in Dallas, we were without power until late.

IC: 280ft away (his Comp short bow range is 70ft), after the archers fire, Alexi surveys the damage (holds his action) and sees some of the lizards run forward. OOC: they should now loose any Dex bonus to AC, so please check again for the rolls of 15 and 16 for the archers that shot at the 280ft move turn.

Smiling that they are now in range of his short bow, he aims at a lizardman 180 feet away (hmm... let's see, oh, i guess Lizard5).
shoots his bow, at Liz5.
D20+5-6 = 15 a miss, barely. (this was rolled when I thought they were 280 ft away and forgot some had run to 180 distance. so adjusting.

D20+5-4= (using roll from above of 16) 17! dmg d6+3=7

So, Liz5 starts at 180 feet away with 7hps damage and takes another 5. Check their AC after they run (if they have any AC bonus for Dex, they loose it) and see if rolls 15 and 16 hit also.

Alxexi, holding is action until after the archers fire to see the damage, sees the lizardmen running again (Dex bonus to AC gone again) and shoots again, at 60 ft range. If Liz5 is still standing, he shoots him, if not, he aims at another, targeting an injured one first. If there aren't any inujured ones, then Liz6.

D20+5=25! rolling for Crit, 23! Critical confirmed. 3d6+9=24 pts damage! heck of an arrow!

"Boy," Alexi comments to Keela, "we sure could use the Ahote at this point. If they came from the grasslands, that would put this lot wedged between us and them and under a hail of arrows."



DM Cayzle - Extra Post  2d8=11 ;
Sunday February 14th, 2010 11:39:51 AM

Regarding potential archers hits on 15 and 16 ... you are right! That's another 11 damage to Lizard 5, 16 total to him by archers.

So after two rounds of shooting -- during which time the ram-hauling lizards move from 300 ft to 280 ft to 260 ft -- Alexi hits Lizard 5, but not quite putting it down, and then critting it and killing it with an arrow in the eye.

Lizard 5 is dead.

At the end of the second round, 8 crossbow-lizards are in magic missile range. Keela, you can use your readied action to fire off a magic missile spell at the end of the second round. Please roll damage.

Jet is ready with oil.

Reminder: We are in combat. Please put hp, AC, active spells, etc in your post header or body. Thanks!

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