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From Many, One
In Medias Res


DM Cayzle - Defense of Bryn Baraz 
Sunday February 14th, 2010 9:10:51 PM

For Keela, Jet, and Alexi, stationed on a wall facing a superior force of advancing lizards, a light warm breeze blows gently around them. As they prepare to face overwhelming odds, as they battle desperately for their lives and the lives of the innocent people who depend on them, do they feel a moment of hope? Sense a way back from the brink of disaster? Surely it is a faint hope indeed, for who can help them? There are no friends or allies for miles around, aside from the native Ahote people, who have fled for their lives.

But maybe, just for a moment, they have some intimation of help on the way.


The plot line of the defense of Bryn Baraz continues without interruption. Please continue to post as before. And despite the hints of help on the way, please understand that it will not come in time to save this settlement. At least not the buildings and the fields. Your job, as you will see, is to try to save the people. Some will surely die. How many?

Good luck!

DM Cayzle - Holy Mission 
Sunday February 14th, 2010 9:31:20 PM

For Zeph, Hmark, and Garret, this story has a mostly straightforward beginning. Experienced adventurers, heroes, surely, they have fought bravely against foes cruel and curious. They have protected the weak, completed quests, and conquered monsters and worse.

Now the story focuses on Zeph, a man with a thirst for justice, who has a holy call to help those who cry out when they have been trampled and damaged. Indeed, that holy call to service drives him now, and with him, his two old friends.

The three find themselves, one bright morning, on the road outside the house of a witch, the Lady Dulcet, she of the Pitchfork Council. She stands before the three, offering a final blessing before they take to the road.

"The way to Plateau City from the Cinnamon Valley is very long, and there are dangers beyond count. Have you thought about how you will go? What roads will you walk? From which ports will you sail? I myself have been to Plateau City, long ago in my youth, but maybe my memories may serve you, if you like."

How will the three heroes answer her? Have they made plans of their own? Or are they as clueless as newborn kittens who find themselves away from their mamas?

DM Cayzle - Blood Ties 
Monday February 15th, 2010 12:48:51 AM

Charek and Gruemor went way back, but then, in the Scab, everybody knows everybody else anyway. Still, Charek, a former temple guard, and Gruemor, a cleric, had more reason than most dwarves of the Scab to cross paths. So it is not surprising to find them drinking amiably together in an underground bar, and that is how Charek's father found them as well.

A dwarf of advanced years, but still more talented at the forge than any of his four sons, Charek's father looked around, spied the one son who did not stay with the family business, and joined them at a table. A few pleasantries later -- which in dwarf culture, of course, means a couple pitchers of beer, each, and no small number of fried purring maggots, a true delicacy -- Charek found himself listening to news about business.

Recent orders for armors, the availability of coke for steel, the current market in potash ... these are topics of general interest to all dwarves, much as humans might chat about the weather. But then an admission that business is not as good as it could be. A recent investment in a mithril mine -- a long ways out in the wilderlands -- was in deep trouble, and getting deeper. The mining operation was under attack, and investors seemed likely to lose their shirts. Even worse, the miners were in great danger.

Gruemor's ears prick up when he mentions the name of the head miner, a fellow named Dwain. Wait a minute! Gruemor has a second cousin named Dwain. It turns out to be the same person.

Almost apologetically, Charek's father has a request for Charek. Will he go into the wilderlands, taking any friend he might, and rescue the miners? And maybe even rescue some mithril, so the expedition would not be a total waste?

"Son, I know I have no call on you. But the family sunk a lot of our nest egg into investing with this mining company. We would not be ruined, exactly, if it utterly failed, but it would be a sharp kick down that path."

Charek and others -- the father looks at Gruemor, here -- would have the backing of the investor clan, with some compensation and a few magic items to boot. Are you interested?

Keela [Mage Armor] [AC 16; HP 24/24]  d4=4 ;
Monday February 15th, 2010 1:10:31 AM

Keela uses her wand (not her spell) and does 5 points of damage to a lizard. She tries to get a wounded one, if possible.

[OOC: Their mage is +27 to hit?]

OOC DM Cayzle replies: +7 BAB +4 Dex -4 cover +20 True Strike = +27 to hit]

DM Cayzle - What Flying Things May Say 
Monday February 15th, 2010 7:57:39 AM

In a place where you might go weeks, months, even years before you see another person, a body gets to know things. Like when it might start to rain. Like where the deer are running this spring. Like how to find the best place for wild strawberries.

And if a body is really in tune with what some might call Mother Wold, maybe there is more you might know. The migratory birds that usually pass by this time of year -- there are a lot fewer of them this time. And the butterflies are off, too. A body might wonder what that's about.

And a certain somebody might be able to ask what is going on. And the birds and butterflies, speaking in the way they do, might have an answer, in their way.

They might talk about hunters. They might chirp or sing about huge, giant, magical artificial hawks, carrying nets that sweep whole flocks from the sky. They might flutter and dance, talking in their fashion about a new place to stop and sip the nectar. About a welcome where there had formerly been only a strange hatred.

And so news comes to Sjurd, hermit though some would call him, alone, and cut off from those who speak in humanoid languages. But Sjurd is less cut off than others might think. He has sources of information that others would ignore. So, then, news.

First, there is something afoot, or maybe aloft, in the foothills of the mountains to the southeast. Mountains that do not have a name in a humanoid tongue, but that Sjurd might think of as "The Wall on which the Crying Wood beats." Or "The Catcher of the Crying Woods' Tears." He knows those mountains, the ones that humid winds hit as they rush in from the sea, where rains wash down, eroding the earth, washing nutrients into the Crying Woods.

But the mountains are not the news. The news is what is emerging from behind the mountain, something that preys on birds. Something that consists, somehow, remarkably, of flying things.

Second, there is news of another sort. For the survivors of the flying hunt from beyond the mountains have found an unlikely refuge. The Crying Woods, hater of animals, one of the seven great magical woods of the Wold, where no beast, bird, or vermin will ever go to roost, is suddenly welcoming! After ages of the Wold, flying things are finding refuge in the Woods. Or in parts of it, anyway.

So between the hunt and a new place for the survivors to land, precious few of those who normally overfly Sjurd's part of the Wold from that direction are gracing his skies. And what will Sjurd do with his news? The news that the Crying Woods may be ending its long weeping. The news that beyond the Wood, a danger is rising.

Hmark 
Monday February 15th, 2010 10:45:17 AM

Hmark sits atop his filly, Stardancer, outside Dulcet's manor. The slender human rechecks the straps on his saddlebags, making sure (for the umpteenth time) that his array of arrow-filled quivers are secure.

Satisfied, the young man turns his head to listen to Dulcet. The woman asks a lot of very good questions concerning routes and plans and such. Questions, frankly, for which the brown haired archer has no answers.

He scratches his goatee for a moment, shrugs, and nods toward Zeph.
"I was pretty much gonna follow him," he admits ambivalently .

Sjurd 
Monday February 15th, 2010 11:42:59 AM

Having a conversation with a magpie is an interesting experience, to say the least. Not that they are not wonderful conversationalists. Magpies are very social animals, after all, and it should be expected that they have quite a lot to say to anyone who can listen. No, the problem is that what a magpie considers to be an acceptable medium of communication is completely lost upon the two-legged creatures of the world. Chirps, whistles, bobbing their heads, and furtive movements of their wings comprise their language. It is beautiful in its own simplicity, but tends to somewhat limit their range of communication due to a lack of nuance and discrimination. There are other ways, however. To truly 'talk' to a magpie, you must bond with it. What is called 'wild empathy' by outside observers, and simply 'to know' in the Druidic language. A rather unsettling experience for the unprepared, you must empathically delve into the magpie's mind, as simple as it is, and feel the homeostatic drives and urges that compel its behavior. These basic motivations communicate in feeling and instinct what their squeaks and squawks cannot.

This is how Sjurd had been spending most of his time for the past few days. Bonding with various fauna, learning what he could of the surrounding area. It always put him in a surly mood. Being empathically linked on a primal level tends to dampen your executive functioning for a few hours. The birds of the woods were in a particular huff, as he was learning from this magpie, due to a shiny, winged predator that was scooping entire flocks and disappearing behind the mountains. While this alone would have been peculiar, those flocks that escaped had found refuge in the Crying Wood. Most peculiar, indeed.

Breaking contact, he allowed the magpie to light from his hand and disappear into the forest canopy. Sjurd stood and waved away some bright blue butterflies that had congregated on him during his trance and looked around the campsite for his hound. "Uli." A large canine form rises from underneath a blanket of fallen leaves nearby. Uli had been with Sjurd for quite a while and enjoyed the druid's company. Large, well-muscled, and reddish-brown, the two-legged friend had found him wandering the woods after getting separated from a hunting party. What had started as a fox chase had turned into a traveling companionship. "Uli, vid ert afgangur this stadur. Koma eftir."

As Sjurd gathered his belongings, he considered this new information "A construct of some sort is depleting the avian population AND the Crying Wood is opening itself to creatures once more. We will head the Crying Wood first. A large, stationary forest is probably going to be easier to track down than this metal flier." He dons his cloak, pats himself down to make sure he is carrying everything, tightens the straps on his mask, then begins a brisk walk towards the Crying Wood. Uli walks easily beside him, only occasionally running into the underbrush to chase after rabbits and squirrels.


Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20+5=10 ;
Monday February 15th, 2010 6:04:25 PM

For Third round:

Alexi sees the energy ball zip towards a lizard and strike it.
"Archers! Fire upon that lizard!" he orders.
(OOC: the crossbow lizards just finished running again so should not get AC bonus for Dex this round)

If they kill it, Alexi aims at another. If they don't, he aims at the same one Keela and the archers targeted.

d20+5= 10, arrow flies way wide of the mark! Perhaps hitting something behind them? :}

Zeph AC20 HP 42/42 
Monday February 15th, 2010 6:16:01 PM

Zeph pulls a book he has been keeping out of his backpack and lays down a page that has a large map on it: MAP

"According to this smaller map, MAP, we are located right in between the Whinbourne Hills and Culverwood. I figure if we simply go south and hit the Peaseblossom River, we can possibly hop on a small river-craft and take it all the way through the Culverwood to Edenmoor. From there, we can find a caravan that is going into New Elenna and offer ourselves as free bodyguards... trade services for travel kind of thing. New Elenna is where both our destinations reside: The Floating City, and Plateau City." Zeph says, unraveling the plan.

"Unfortunately, the snag hear is whether we can obtain a boat that can go along the Peaseblossom river, and I was hoping that maybe The Pitchfork Council could help us with that, or perhaps the city of Anti could provide some help, since they are right on the river. What do you say Hmark and Garret?" Zeph asks.

(This sounds like a small fun adventure by itself huh? Maybe we can meet Sjurd and he can show us a way to float down the river??? Just ideas. Cayzle answers: Ideas are always welcome, but Sjurd is actually very far from you guys! LOL!)

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon 
Monday February 15th, 2010 6:52:58 PM

Spears and javelins laid out around him Jet can only wait for the enemy to get close enough for their use and to be ready to dump the oil. Looking over at Keela and Alexi, he wonders, not for the first time, just how they managed to get into this fix in the first place. Shrugging his shoulders and smiling, he still couldn't think of two people he would rather have at his side and goes back to watching the approaching hordes.

***********************************************
::Charek description::

Charek hsa black wavy hair with dusky grey skin. However, being 4'5", he is a good sized dwarf and much larger than most of his family. His black wavy hair which due to his accident and scarring doesn't grow over his ears, is kept fairly long in the back, plaited in warrior's braids. His beard is quite a bit different from most dwarven beards as well. Because of his accident Charek's beard will not grow along his cheeks or neck, so he has a nicely shaped and plaited mustache and long goatee. Where once he would have been considered quite handsome by the young ladies, the scars that cover his body and face have created a young man, while upbeat and positive, is a bit reticent and shy. His scars cover most of his body from head to toe and can be quite off putting to those who first meet him.

*******

Charek Looked up with a bit of surprise as his father sat down with a pitcher and began his drawn out method of asking for aid. Do it for the "Family," yeah like they ever did me any good. Ok not totally true. At least he had the good sense to come himself as opposed to sending one of my brothers.

Charek carefully watches Gruemor's reaction to the tale and tries to get a read on what he is thinking. As much as they are friends, does anyone really know anyone anymore?

As his father winds down and finally states his request, Charek can see that his father is almost embarrassed to ask. Father should know better than that. He knows that I will do anything, if he but asked it for himself, but he is asking for the family business. For my brothers.

As his father winds down, Charek catches his eyes and holding them with his responds. Father, I will do what I can, in this matter, for YOU. Just as you have done what you could in response to that other "family" matter in the past, but I will not speak for any other, nor will I answer for Gruemor. If he chooses to join me fine, but I will have none here hold ill against him should he not so choose.

Garret Goodbarrel [AC:26 HP:25/25] 
Monday February 15th, 2010 9:58:43 PM

Garret looks over Zeph's shoulder when he pulls out the map.

"Sure, why not? I haven't been down that way before, it looks interesting. And heck, if we can't find a raft going down the river, we could always just swim and float, right?"

Jet Stormway (AC:22 HP:28(1)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield, Magic Weapon 
Monday February 15th, 2010 10:57:09 PM

OOC:

HOLY COW!!!

To tired to read and retain the last several posts.

Thank you very much Kent for helping me out while I was away. I know I appreciate your help as well as everyone else!

I will get caught up tomorrow morning.

It's good to be home.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday February 16th, 2010 12:03:13 AM

OOC: Glad you are over your cold. Or over it enough to finally get away. :)

DM Cayzle - OOC 
Tuesday February 16th, 2010 7:58:28 AM

Friends, I think I'll put the names of the PCs in the header of the posts I write for them. At least for now.

DM Cayzle - Sjurd - The Crying Wood 
Tuesday February 16th, 2010 8:12:54 AM


Sjurd resolves to visit the Crying Wood and see what he can see. As he begins his trip, he thinks about what he knows.

The Crying Wood is old, of course, but things have been changing a lot lately. Just a few years ago, the Fey King, called Ebryon, woke up from his ages-long sleep, and he tried to incite the plants and animals of the Wold to destroy the civilized lands of the noble races. That's when the Floating City was moved to the lake next to the Crying Wood, and attacked by vines and orc-worts, those odd plant-orc hybrids.

But the Fey King was defeated by the combined might of all the Wold's heroes, aided by Eberyon's estranged wife, Maab. But many plants and animals of the Wold had themselves ben woken up by the Fey King, and among them, the Crying Woods.

And the Woods were a little more than somewhat grumpy when woken. Which is to say, the ancient magical forest, always hostile to animal life, now could animate itself, and would actually attack intruders. Vines would trip, branches fall, and all manner of plant creatures would emerge to do battle.

So the news that the forest was welcoming birds and butterflies, at least, was surprising.

But as engaging as this history is, it does not fill the belly. Sjurd has a trip of about a week to get to the Crying Woods, moving at Uli's speed. Alone, Sjurd could travel much faster, given his druidic ability to ignore the effects of terrain. A druid is at one with nature; brambles part before him, and the way ahead is always clear. Not so, Uli.

And at need, Sjurd could always turn into a bird and fly.

Sjurd's belly rumbles again. What will he do, to get to his destination while fueling his form. And what is his plan, if he encounters dangers in the wilderlands on his way?

OOC: See my e-mail, please.

DM Cayzle - Garret, Hmark, Zeph - To the Culverwood 
Tuesday February 16th, 2010 8:41:57 AM


The Goodwitch Dulcet listens to Hmark, Zeph, and Garret. She laughs when Garret suggests swimming the Peaseblossom through the Culverwood.

"My most excellent monk," says Dulcet to Garret, "even were you Forestborn, even were you full elf or fey, I do not think the Sacred Circle would smile to see you float or swim though the Heart of the Culver!"

"But I think you have the right idea. I have a friend in the Culverwood, the Greenmage of the forest, and if I give you an introduction to him, I think he will help you through."

"Travel south through Merrydale to the head of the Spice Trail. Take the trail south to the Spring of Alnair, no further! Light no fires! Harm no trees or animals! When the Greenmage arrives, tell him that you travel with my blessing, and ask that he remember those who once came there for Salmonberries."

Jet Stormway (AC:22 HP: 36(0)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield 
Tuesday February 16th, 2010 9:03:29 AM

Jet can easily see the futility of the encampments situation. They are heavily outnumbered and even if that wasn't the case, taking a look at the hill giant sized lizards in front of what appears to be a powerful spell caster, leaves a knot in the generic priests throat. If something doesn't happen, very very soon, the group and everyone else Jet feels that is under his protection, will be enslaved or perhaps turned into a herd of cattle for the enemy's victory feast.

With this, Jet casts Entropic Shield on himself again and taking a move action, he takes a white bandage from his healers kit and ties it onto the point of a spear to wave it in the air. If he can only buy them some time, he thinks to himself, the gods would not let the innocents go to their end like this. Oh who is he kidding! The gods gave everyone a chance already. First the Ahote, with their dream visions, then the group that befriended them and lastly Garth himself without any concoction to imbibe. Thinking back on it, Jet would rather face the wrath of a Justicar with pride knowing he had removed the non-combatants to safety, then now knowing he can face Gargul in disgrace for over burdening his already busy schedule.

Before he goes down on the next round to attempt to speak with them, he tells one of the archers in the tower to run to Garth. "Tell him, I said, to order Dwain to unseal that chamber they found and start hurrying occupants into the dark. It might be we can find an escape route in that manner and if all is lost, we can collapse the mine in behind us, yes sealing us in, but also keeping the enemy from the ore as well as the people, at least for a little longer. None the less, they can only get to us a few at a time in that environment!"

Entropic Shield 1/30

ooc: I will work on Jet today to get him up to fifth level.

DM Cayzle - Alexi, Jet, Keela - Acid and Worse!  d20+2=5 ; d20+2=8 ; d20+2=3 ; d20+2=13 ; d20+2=18 ; d20+2=22 ; d20+2=18 ; d20+2=20 ; d20+2=19 ; d8=3 ; 3d8=11 ; d8=8 ; d8=8 [archer fire and damage] d20+6=14 ; d20+6=14 ; d20+6=17 ; d20+6=19 ; d20+6=23 ; d20+6=7 ; d20+6=25 [bolt attacks] d8=1 [which archer] d8=5 ; d8=5 ; d8=3 ; d8=8 ; d8=6 ; d8=3 ; d20+11=17 [acid attack roll] 2d4=5 ; 2d4=5 [new and continuing acid damage]
Tuesday February 16th, 2010 9:08:55 AM

Keela hits an uninjured lizard (the only kind left) for 5 hp magic missile damage.

Alexi shoots and misses.

Jet casts a spell and quickly fashions a white flag. He sends an archer off with a message.

The eight archers shoot at the lizard Keela injured. There are three solid hits, and one critical! Damage is, in order, 3, 11, 8, and 8! That's enough to take down another lizard! Three of these ten are down.

Then the seven remaining lizards fire. They shoot in turn, focussing on the archers. They attack at +6, after figuring in the cover. The archers are AC14. Six of the seven bolts slam home. They shoot first at the archer already covered in acid and has taken 4 hp. They inflict 5 more, then five more, and that archer is down. They move to the next archer, doing 3 and then 8, and another archer is down. Finally, they inflict 6 and 3, leaving an archer with just one hit point.

The unconscious archer with the acid still eating away at her is surely dead. The other downed one might be saved with some healing.

The ram-carrying lizards keep on coming. At the end of the round, they are 240 ft away.

Finally, the snake-lizard -- who has not yet seen Jet's white flag -- fires another acid arrow, this time without a True Strike, at Keela. It hits a touch AC of 17, which hits. Keela takes 5 hp of damage this round, and the acid will do more in the coming rounds, unless you can somehow neutralize it.

The sorely wounded unconscious archer near Jet takes another 5 hp acid damage and dies.

The Enemy:

2 Huge lizards: total cover = cannot hit them. Distance 240 ft
10 Large lizards: total cover = cannot hit them. Distance 240 ft
7 Medium Lizards using crossbows = AC17. Distance 60 ft
9 Medium Lizards using crossbows = AC17. Distance 350 ft
1 Large Snake-Lizard = AC27. Distance 350 ft
- has used wand and cast acid arrow twice

And the Map. Map note: The tower with Jet has only the dead archer and two live ones, not three. One was sent off. The archer in blue in the other tower is unconscious but not dead yet.

DM Cayzle - Charek and Gruemor - Parting Gifts 
Tuesday February 16th, 2010 9:47:03 AM


OOC: Reluctant as I am to post without hearing from Gruemor, I am resolved to wait for no man, and to make my DM post each morning no matter what. So let me advance the plot a little, at least. Sorry Brian!

Charek sees something in his father's eyes, and he knows that nothing has escaped them. His father understands full well how it stands with Charek and his brothers. And it wounds the old dwarf, even though he would never admit it.

But maybe it helps, a bit, the words that Charek has spoken.

The elder dwarf brings out two items. He gives one to Gruemor -- a toy anvil, small enough to fit in one hand, weighing maybe a pound. "Use this when you call for the miracle known as Sanctuary, and you will find it works much more effectively. May it see you safe past many dangers." [OOC: When you cast Sanctuary, increase the spell DC by 5 each time you cast it.]

Then the dwarf tells his son that he has been working on new alloys with the mithril from the mine, and he has found a way to make it even lighter. He brings out a buckler. "Take this and use it. Strap it to your arm. It will not hinder your swings even if you use the arm in combat. Let your father offer you this protection, at least, in the expectation of your safe return." [OOC: This is a nonmagical mithril buckler that DOES NOT impose the standard -1 penalty when used with a two-handed weapon or when attacking with an off hand. It weighs half what a mithril buckler usually would, but is just as strong.]

The buckler is inlaid with the family seal: a silver anvil surrounded by gold flames.

[OOC: Both of these items are Woldian Fate Items. They cannot be sold or bought at the Catacombs. If you ever seek to enchant the buckler, you have to do it in game.]

Gruemor Blackhammer 
Tuesday February 16th, 2010 11:18:50 AM

*ooc Apologies for the late start of posting. Since my computer died and I am not financially capable yet to replace it, I am forced to play at the library. And being monday was a holiday, it was closed. So today is the first day I have been able to post.*

Back in the tavern:
Gruemor listens politely at first, to his friends' fathers' tale, then, when the mention of his cousin he moves to the end of his seat. Listening with much anticipation.
Nodding his agreement for the journey even before the question is asked.
Longing to be on the road again.

Graciously accepting the gift, Gruemor thanks the elder. It will go to good work and I shall cherish it.
*puts the anvil in his spell pouch, with care*

I am ready whenever you are brother.

Gruemor Blackhammer
Stands just over 4' (4'2" to be exact) but being portly in the middle. Obvious to the second love of his life. (food and drink) Full beard to his belt buckle, and hair to his waist, left loose. Black as coal. Same as his eyes. No obvious disfigurements.
(am still working his write up, will expand his appearance by the end of the week and complete his sheet)

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday February 16th, 2010 12:15:32 PM

"Merrydale, Merrydale..." Garret thinks for a moment, "I think I have a distant cousin that lives there. Or so I'm told. Indeed, we shall have to go there and see! Let's be off, then, to the woods."

Zeph AC20 HP 42/42 
Tuesday February 16th, 2010 2:22:02 PM

Zeph nods in ascent to Dulcet's plan. "We shall find the greenmage then, and we shall be polite to nature. We leave immediately. Zeph says, smiling and nodding at his two friends, Garret and Hmark.

------------------------------------
Description: Zeph is a 5'10" tall human with black hair and green eyes. His features are sharp and his face is often scruffy from long months of continuous adventuring, but this little pause has given him time to shave his face and cut his hair to a medium length- bangs right above the eyes. He looks like he could very well be of mixed elfish, human, and fey blood, but he is clearly human as he was raised in a human society and his mannerisms couldn't pass him off as anything else. His clothes are dark- as he started his career as a rogue. Dark cloak with a hood, dark tunic and dark leather pants. Underneath is a Mithril Shirt. His gloves and boots are quite hansom brown leather, and quite remarkable - his foster father is a Tanner and Zeph spent many a summer working in the smelly tannery. Another remarkablepart of his outfit is his bracers- they are green leather and have red roses painted on them. They were a gift from an elvish lover earlier on in his life.

Hmark 
Tuesday February 16th, 2010 2:59:51 PM

and we shall be polite to nature, Zeph promises.

"So long as its polite to us," Hmark adds, only half-jokingly.

And so Hmark and his two friends hit the road to Merrydale. As is his custom, the archer occasionally falls back to cast a veteran eye about for any sign of trouble before trotting back up to the group. He's never actually found anything this way. But that's the way the captain always wanted it, and the man trained it right into Hmark's habits.

"Swim there," he remarks to Garret out of the blue, with a playfully disbelieving shake of his head. "Nice."

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday February 16th, 2010 3:33:50 PM

"Never been on a float down the river before, have you? Its a nice time, let me tell you. Just grab a log and float away. Unless, well, unless you can't swim, that is..."

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20+5=25 ; d20+5=7 ; d6+3=5 ;
Tuesday February 16th, 2010 5:29:09 PM

"KEELA!" Alexi cries out! "How bad is it? Do yo need help?" Alexi asks, concern written all over his face. "Don't forget to duck, ok?" (OOC: I think you can get a Standard Action off and then duck behind the battlements (Move Action) for total cover.)

"This is as far as I'll let our archers go," Alexi mutters. "They've done what we can here."

He commands the injured archer to take the unconscious archer back to the inner gates for healing. (Move action to pick up the injured one and Move action to get off the wall)

He then commands the remaining archers to fire (Standard Act) then get off the wall (Move act) and meet him at AX27 (behind that building). "We will take a few more shots as they come through the gates then move again."

Alexi ponders whether to move back towards the inner gates or play at Hide-and-Shoot around the buildings. If they are chased, he remembers that path out of the valley that the kids had found. 'If we have to...'
After the remaining archers shoot, (then leave) he surveys the damage and shoots at an injured one.

d20+5= 25! Allright! rolling to confirm, 7 :( not! dmg d6+3= 5

OOC: Jet, if you think it is still too early to call the archers off, then overule Alexi's command. My thinking is that, the lizards at +6 even with cover for our archers and only AC14, our archers (5 of them vs their 7) don't have a prayer and it would be senseless death.)

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday February 16th, 2010 6:04:56 PM

OOC: Cayzle, have the archers target Liz8. If it goes down, then move on to Liz9. Thanks.

Charek AC 20; HP 47/47 
Tuesday February 16th, 2010 7:52:05 PM

As he looks over the buckler his father brings him, his eyebrow raises as he realizes it is the stuff that his brothers had booby trapped into blowing up while he was working on it so many years ago. So father finally managed to work out the mixture. It's just too bad that none of my brothers will be good enough to learn to work it. A look of love and gratitude passes from Charek to his father and then the moment is gone. "So father have you any idea of the best route for us to take and how long it should take us to get there?"

(ooc: What time of day currently?)

Sjurd 
Tuesday February 16th, 2010 7:55:53 PM

Cresting the last hill in a nigh endless series of rolling green hills, Sjurd and Uli arrive at the edge of the Crying Wood. A palpable aura of alert menace emanates from the thick brush. Slender pines and maples intersperse with thick oaks and firs with gnarled bark. They stop within a few feet of the forest edge and wait. An almost audible thrumming accompanies slight, furtive movements of branches and trunks toward them, reaching out to punish interlopers who would dare to tread their grounds.

Uli whines. "Hmm?" Sjurd regards his companion. More whining and cringing as the hefty canine slowly backs away from the forest. The druid frowns, looks into the woods, then back at his companion and nods, "Bida a littil..."

Removing one glove, he reaches up and touches a finger to the forehead area of the mask on his face. "Mowic." The dark walnut wood of the mask quickly floods to midnight black, reflecting no light on its inky surface. Faint yet distinct lines of silver tracery appear, starting at the spot he touched and curling sinuously in intricate knots and rope designs all over Sjurd's face. He turns to Uli and reaches out with his mind, "Can you hear me?"

Uli's fear is banished and he excitedly wags his tail, "Yes, Hides-His-Face! I hear!"

"What scares you?"

Uli looks to the forest, his ears flattening on the sides of his head and a low growl rumbling in his belly, "Trees. Bad trees. Very bad. Go in bad. Go in very bad."

"Well, we need to go in. Let me think of something. We need a strategy to get past these trees."

Uli looks at Sjurd, "Stra... te..."

"A plan."

The tail wag returns, "A plan! Hides-His-Face makes plan!"

"Just wait a little, okay?" Nodding his head slightly, the blackness with silver tracery disappears as suddenly as it came, leaving the dark walnut wooden mask. Sjurd walks back and forth, pondering their situation. After a few minutes, he returns to Uli. "Dvol enn." Intoning in the language of magic, the druid makes the practiced hand-motions of magic. A dark red aura begins to grow around Uli, the war hound suddenly begins to shrink, much to its startling, until it is the size of a small lap dog. Sjurd points at Uli, "Thu ferdast." Stepping back, he hugs himself, bringing his forearms together with his hands clenched in fists below his chin. His humanoid features and clothes suddenly melt and flow, within seconds solidifying into the form of a great condor eagle. In what can only be described as comical, Uli climbs onto the back of Sjurd-the-Condor and clings tenaciously to his shoulders. With a great flap, they light from the ground, gaining altitude as they soar over the canopy towards the center of the forest.

Sjurd feels the magic of his wildshape begin to falter. Seeing nothing but a veritable sea of treetops around him, he knows that he will need to rest before making it to the center of the woods. The eagle and its canine passenger descend to the earth between the trees. They land and Uli leaps off, grateful to be on solid ground. Sjurd quickly dismisses his wildshape form and immediately begins casting another spell. It isn't long before the branches and leaves about them begin their thrumming. Just as they begin to feel the malevolence about them, the druid finishes his spell. Seeming to melt and flow as before, within a heartbeat where once stood a man and a dog stood instead two small maple trees. The branches and grasses reach out to them, but stop, sensing only flora like themselves.

The night passes and morning arrives. The two trees disappear. Sjurd once again shrinks his canine friend, assumes his condor shape, and they fly again out of the reach of the trees. Wheeling about to gain altitude, the two travelers continue their flight toward the center of the Crying Wood.

OOC: Uses speak with animals from item, casts reduce animal, uses wildshape, casts treeshape, casts reduce animal, uses wildshape.

Keela [Mage Armor] [AC 16; HP 19/24] 
Wednesday February 17th, 2010 12:00:52 AM

Keela says something very unladylike as the acid begins to burn. It isn't just the acid that burns, either; she recognizes the spell as Melf's Acid Arrow, the one spell from the scroll they found that she hadn't been able to master! And it's a long-distance spell, which she badly needs right now!

"Stupid lizards," she mutters. She fires another Magic Missile from her wand at one of the crossbow lizards, then drops prone as a free action.

DM Cayzle - Charek and Gruemor - Road to Plateau City 
Wednesday February 17th, 2010 7:02:01 AM


Charek's father gets down to business. "You could walk the Scab and then cut across the wilderlands to get to the mining settlement directly, but the way is long, and you need more information. Go to Plateau City. Visit the Star Mages, and ask for Katarina Chotraksi. She is a dwarf mage, and also an investor in the venture. She will scry and find out more."

"From there, I expect the best thing to do is to teleport to the Float and set off, following in Dwain's footsteps. Dwain, recall, is Gruemor's kin, and the lead miner. Katarina will arrange for the teleport, and maybe have other advice or aid for you."

"From here to the human lands is the most dangerous part of your trip. So be careful and use the anvil."

It is midafternoon by the time you finish your conversation. After any final questions are asked, the old dwarf offers Gruemor a strong hand to shake, and then actually embraces his son. Without further word, he leaves.

The next morning is grey and dreary, but at least it is not raining. You make any preparations or purchases you might need, and set off southwards, ready to leave the Scab and head to the greatest human city in the Wold.

DM Cayzle - Garret, Hmark, and Zeph - Merrydale and the Spring of Alnair  d20+13=24 ; d20+9=20 ;
Wednesday February 17th, 2010 7:24:10 AM


The walk through the Cinnamon Valley is as pleasant as it is uneventful. From Jarlwolf, Hmark, Garret, and Zeph walk to the Pillar of Cnut, carved with this strange inscription: "Let this Pillar here stand, in tribute to the glorious accomplishments of the Reknowned Cnut!" But of course, no one now knows what those accomplishments were.

From the fork in the road at the Pillar, Zeph leads Hmark and Garret south to Merrydale. The smouldering volcano Glitterox looms on the left as you travel. At Merrydale, you spend the night, and Garret gets reaquainted with his kin ... her name is Saray Goncklyn, and she is the local healer. She maintains the shrine, since there is no clergy in town. You spend a pleasant evening, although she does not hold with strong drink. Her table is nonetheless full of good things to eat, and a weak ale to drink.

The next morning, she shows you the Faerie Trail, and wishes you good luck, handing you sacks of bread and cheese. After an hour, you get to the northern eaves of the great Culverwood, one of the seven magical forests of the Wold. The trail dips into the forest, and soon reaches a clearing within. There is a spring and a small pool of water. You make yourself comfy and settle in to wait.

The next day, you hear a stirring in the underbrush. If you make a spot check vs DC24, then Highlight to display spoiler: {you spot a flash of brown furry legs, maybe a hoof? And a human, too?}

A voice calls out. "So Thalpius, do you think this bunch will be smart enough to leave out a gift? I would hate for anything to happen to them!"

Another voice comes from a bush nearby. "I dunno, Thaddeus. If they are dumb, we'll be feasting on manflesh tonight! Yum!" If you make a Sense Motive check vs DC20, then Highlight to display spoiler: {there's a bit of a bluff going on here. These are not cannibals!}

Actions?

DM Cayzle - Sjurd - The Crying Wood 
Wednesday February 17th, 2010 7:38:22 AM


During a long walk to the forest, Sjurd has time to plan out a clever plan. The trees grow more thickly, and soon they are well-nigh impenetrable to all but a druid. But like the birds and the bugs, Sjurd has no intention of walking through the thick, hostile forest. Instead, he uses his druid magic to shrink his companion and carry the reduced dog over the forest. The druid in avian form flies on toward the heart of the forest, and flies over it.

There is a tangible ire rising from the trees. On some level, the forest is aware of the interlopers, but it is powerless to reach up and attack them. After five hours of flying (and 17 hp lethal damage from a long hustle), Sjurd has gone 80 miles into the Woods. But a clever use of the Tree spell lets the pair rest and recoup in relative safety, disguised as flora.

During the next day's flight, Sjurd feels a lessening in the mental pressure of pure hatred that he had actually started to get used to. Following his intuition more than anything, he finds a patch of forest that is not so inimical. As he lands, he hears a voice in his head. More than anything, this convinces Sjurd that he is in a refuge, since the voice is calm and peaceful and kind. Who are you, stranger, who travels so oddly? How came you here?

DM Cayzle - Alexi, Jet, and Keela - The Defense of Byrn Baraz  d20+2=15 ; d20+2=5 ; d20+2=21 ; d20+2=6 ; d8=1 [archers attack] d20+8=16 ; d20+8=9 ; d20+8=22 ; d20+8=21 ; d20+8=22 ; d20+8=25 ; d20+8=20 ; 5d8=27 ; d20+11=24 ; 2d4=6 ; 2d4(4+2)=6
Wednesday February 17th, 2010 9:36:33 AM


Keela tries to fires another missile -- and that acid sure does sting! Were she casting, she would likely need to make a concentration check against the pain, but the wand is not hard to fire. (Roll damage please) Then she drops out of sight.

The archers, per orders, carry one sorely wounded one down, headed toward the healers. Four archers get off shots before they back away from the battle. They hit ACs 15, 5, 21, and 6 ... one hit for 1 hp damage at the one Keela missiled.

Alexi fires an arrow and hits the same one dead on. That's another 5. But those two arrows and the magic missile won't be enough to knock it down.

The seven lizards still standing fire at Alexi, seeing that he is the only remaining target (Jet being in the box with Schrödinger's cat.) Seven bolts shooting at +10, plus a small -2 bonus to Alexi from being on the wall, for a net +8. Ooof! Five of the seven bolts hit AC20 or better! That's 27 hp to Alexi!

The wizard fires off another acid arrow from afar. It hits a touch AC of 24, inflicting 6 hp damage to Alexi. Alas, that leaves Alexi at only one single hit point! -- and with more acid damage to come next round!

Keela takes another 6 hp acid damage.

The Enemy:

2 Huge lizards: total cover = cannot hit them. Distance 240 ft
10 Large lizards: total cover = cannot hit them. Distance 240 ft
7 Medium Lizards using crossbows = AC17. Distance 60 ft
- one damaged by two arrows and a mm
9 Medium Lizards using crossbows = AC17. Distance 350 ft
1 Large Snake-Lizard = AC27. Distance 350 ft
- has used wand and cast acid arrow twice

Still needing Jet's action!

Jet Stormway (AC:22 HP: 36(0)/36 ; Bantom AC:19 HP:46(1)/51) Entropic Shield  d20+7=22 ;
Wednesday February 17th, 2010 10:14:04 AM

Jet yells at everyone on the wall, "Hold your fire and make a full withdrawl to the temple, now! Take the wounded and the dead, don't leave anyone behind!"

He gives Alexi and Keela a worried glance out of his peripheral vision, but knows, there are many lives at stake now, not just the small little band Garth put him in front of with a banner.

Jet looks down at the female archer beside him. He knew her well. They have had drinks together and although Jet never found her attaractive, he wishes there were more he could do for the woman that gave her life for the others! Taking her body, he walks out onto the wall and begins to wave his white flag, a likely feeble attempt for sure, but it hasn't been attempted yet and if Jet is the target of their next volley, instead of someone else, then he will be happy.

"We will listen to your terms! May I approch to Parley?", he yells at the top of his lungs, hoping an Acid arrow isn't their reply.

Diplomacy: 22

Entropic Shield 2/30

0- Detect magic, Detect Poison, Resistance, Read Magic
1- *Entropic Shield, Magic Weapon, Protection from Evil, (Enlarge Person)
2- Resist Energy, Silence, Bull's Strength

Hmark  d20+6=18 ; d20=16 ;
Wednesday February 17th, 2010 10:35:13 AM

[Spot 18, Sense Motive 16]

Hmark makes himself comfy in the clearing, although passing the night without a campfire is a bit chilly. The archer takes his watch, and sees nothing.

In fact, there's a whole lot of nothing for quite awhile, which makes the sudden movement in the bushes, and the voices the follow, quite startling.

Hmark's hands move to his bow of their own accord, and have grasped the red wood before stopping at his brain's belated command. It occurs to the archer that taking an agressive posture against an unknown, unseen adversary on the adversary's home turf could go down as a really bad idea.

He lets go of the bow and rises to his feet.

"Um, what type of gifts do folks enjoy receiving around here?" he asks the clearing. And then, remembering her message adds, "oh, and Dulcet has asked that we travel this way, and asks that the Greenmage remember those who once came there for Salmonberries."

The fact he has no idea what he's saying, or who he's saying them to, is not lost on Hmark. He stands in the middle of the empty clearing, waiting for...something...and feeling quite ridiculous.

Sjurd 
Wednesday February 17th, 2010 11:56:34 AM

OOC: Sjurd heals 1 hit point per level for 8 hours rest (in tree form). He also regains hit points as if he rested for a night when he uses wildshape. So after 17 hp of lethal damage from the hustle, he regains 10 through resting and wildshaping. Does this sound right?

Before answering, Sjurd dismisses his wildshape and the spell on Uli, returning him to his original size. He looks to his companion, "Uli, vakta." The large hound almost seems to nod, then begins circling about the clearing, testing the air with his nose and cocking his ears to listen for danger. The druid then bows from the waist with his hands held out in a sign of peace as he mentally communicates. "I am Sjurd, Friend of the Green, Druid of Wold. I came through my animal shape, which allowed me to pass over the forest. I have spoken with many of the forest's children recently. They tell me that the Crying Wood is allowing them to return to its fold. The trees, they say, have ceased their anger. I have come to see for myself. I do not seek blood. If you have a body, show yourself that we may speak."

OOC: Uli will spend 2 minutes patrolling the area and take 20 on his Listen and Spot checks. Listen 27, Spot 27. (If nothing happens to attack us.)


Garret Goodbarrel [AC:26 HP:25/25]  d20+5=19 ; d20+13=21 ;
Wednesday February 17th, 2010 12:07:32 PM

Spot: 19 Can I go with a listen? (21)

Garret watches Hmark stand up and start talking. "Umm, Hmark? We're over here. Are you asking ME what sort of gifts people like receiving around here?"

"What? I know that Duclet... who in the world are you talking to?!?"

Zeph AC20 HP 42/42  d20+9=17 ; d20=8 ; d20+13=28 ;
Wednesday February 17th, 2010 1:49:42 PM

Zeph does not spot the creatures speaking, and he does not sense the lie coming his way... but he counters with his own bluff (Sense Motive DC 28): "I would surely hope that a fellow creature of the forest would recognize when we are using an illusion to disguise ourselves as humans. Nonetheless, we shall leave a gift in order to play our part as we dance in the court of Queen Maab." Zeph bluffs loudly to the forest, winking at Hmark and Garret.

Then, Zeph remember's what Rollo always used to do: put food out for the creatures of the forest.
"Here is our gift." and Zeph puts a good amount of cheese and bread on a leaf near the edge of the clearing

Lastly, Zeph repeats what Hmark stated: "Yes, when the Greenmage arrives we are to tell him that his friend, Dulcet, wants him to remember those who travel for salmonberries."



Charek AC 20; HP 47/47 
Wednesday February 17th, 2010 10:09:29 PM

Finishing up his farewells, Charek is soon ready to head out and puts forth his thinking to Gruemor, that he believes they should head toward the western edge of the Crescent valley and pick up the Peasebottom river where they can either work the trade road or take a boat up river. The other alternative is to make straight across the red hills where they could take their chances with giants and ogres and such.

Alexi (AC: 20, HP:24/34) Lobo (AC: 19, HP:37/37)  3d8+3=23 ;
Wednesday February 17th, 2010 10:37:21 PM

Alexi, too busy directing the archers and worrying about Keela, finds himself seriously wounded. Muttering a vew cuss words under his breath, he drops down to behing the battlements, smiling that Keela has done the same.

His mind races as to what to do next. The arrow that hit him had a greenish hue and dissipated when it hit, but the wound pains him like no other. The bolts hurt as well and he thought he must look like a pin cushion.

Not fully knowing the nature of the magical arrow and hoping the others were not poisoned, Alexi fishes out his newly bought healing potion. "Cheers!" he cried, litteraly, and drank it.

Potion of CSW, 3d8+3=23! whew!

"AH!" he smacks as the wounds close. But he is still worried about the magical one. And Keela?

"Keela! How are you doing? And what's Jet doing Strutting around like that? He'll get himself killed!"

Keela [Mage Armor] [AC 16; HP 13/24]  d4=1 ;
Wednesday February 17th, 2010 10:42:48 PM

(Magic Missile damage from last round = 2)

Hearing the order to withdraw, Keela does just that, spending a full round to climb out of the tower and move back toward the temple.

DM Cayzle - Alexi, Jet, and Keela - Waving the White Flag  2d4=6 ; 2d4=6 ; 2d4=5 ;
Thursday February 18th, 2010 5:47:31 AM

Jet waves his white flag and shouts a request to parley. Note that at this distance, it would be unlikely that the snake-lizard or the huge lizards heard those words. But the white flag speaks clearly over the distance.

Alexi chugs a crucial potion, saving his own life. Then he drops prone and asks Keela what Jet is doing.

Without reply, Keela follows Jet's order and high-tails it down off the wall and toward safety.

The lizards look to the snake-lizard. That one casts a spell and holds a hand aloft, which is now glowing white. The crossbow-lizards stand at attention and do not fire. The large lizards continue their slow but steady pace forward. The snake lizard now advances as well.

In fact, we are now out of combat. You have 20 full rounds to act while the column of lizards advances. They will not attempt communication until they arrive. The ones with the ram will stop 20 feet from the gate. The snake-lizard and his complement of guards will stop about 30 feet from the gate and a little south of the column. Please make your actions for the 20 rounds until the enemy arrives at the gate.

Note that Keela takes a final 6 more hit points of acid damage, and Alexi suffers 11 hp damage over two more rounds.

DM Cayzle - Sjurd - A Voice of the Crying Woods 
Thursday February 18th, 2010 6:29:19 AM

[OOC: Your hit-point math sounds right to me.]

Sjurd explains to the voice that he is a druid, and he has come to find out why the forest is changing.

A druid? I understand now. Yes, that makes sense. Still, you are bold, flying over the Wood, carrying your friend.

You have been talking with the eaters, who gnaw on plants? I mean, with animals? Well, yes, I guess that was me. I let them stay. They may be parasites, yet they are beautiful, and the forest seems so still and empty without them. But no, alas, the trees have not ended their anger. The Wood still Cries, does it not? For a small area, a part of the Woods, I can lull the trees, soothe them, and make things less terrible. And I can ask the Wood to ignore some trespass. I cannot change the forest, or even calm more than a small part.


Sjurd realizes that the mental language they are speaking is in fact druidic. And he realizes that he is not talking to the Crying Woods, at least not the totality of it, and that the speaker considers itself -- himself? For Sjurd has a feeling that the speaker is masculine -- separate from the Woods in some way. He asks the voice to reveal a body, if it has one.

A body? I had a body once. In a dream, it seems to me, I was a great hero. A paladin, serving Domi. I had heroes like myself for friends. I had a wife ... Ivy was her name. Now I am just married to ivy. -- Sjurd might detect some sad bitterness at what the voice evidently considers a jest -- I devoted myself to the destruction of the undead ... but now I suppose I am a sort of undead. How odd.

To Sjurd, the voice sounds wistful, uncertain, and not exactly used to conversation.

I gave up that old body, not really very long ago. Now I am a guardian here. I protect innocents, even those who are parasites on the Wood. I shelter a few who choose to live here, in secret. My body is the Wood, and I am but a guest in my new body.

Uli patrols the area, but gives no bark of alarm. In fact, he feels safe enough to sit down in a stray sunbeam and pant at Sjurd.

DM Cayzle - Garret, Hmark, and Zeph - Thadius, Thalpius, and the Greenmage 
Thursday February 18th, 2010 8:07:08 AM


Hmark plays it straight when strange voices call for "gifts" and hint that they would like to eat you. He repeats the words that Dulcet gave you.

Garret seems even more confused than Hmark!

But Zeph catches on quickly enough to try a counter-bluff, pretending to be a fey of some sort.

From the underbrush step two satyrs. One looks quizzically at Zeph, and says in Sylvan, Highlight to display spoiler: {You're from the Vales of Twilight? You don't look like an angel. Or even a brownie."}

The other one says in the same language, Highlight to display spoiler: {"It doesn't matter! Look! Man-food! I'm tired of berries and honey. This is good!"} This satyr hurries over to the food and digs in.

With a full mouth, he says in common, "I'm Thaddeus and that's Thalpius. Thanks for the grub. We work for the Greenmage. We'll go get him. Might take a few days."

The other joins in the meal. Then without a word they run off.

And indeed, in a couple days a big human walks into the glen, with the satyrs trailing behind. The Greenmage is a huge guy, with a barrel chest like a tree trunk. His cloak and clothes are a patchwork in many shades of green, giving him something of the appearance of a walking bush. His staff is not only an impressive weapon, but it seems alive -- living twigs and tiny leaves grow from it.

You are quick to offer the words of greeting that Dulcet gave you, the DM feels it safe to assume. He smiles, and says, "Adventurers, eh?" He seems amused. "No doubt in a hurry to be off saving the Wold, I would guess."

He takes a seat on a fallen log near the spring. He motions for you all to join him. "Tell me what I can do to help."

Thaddeus adds, "Maybe we can have some cheese, too? Just because it's easier to talk over a meal."

Thalpius grins. "And some wine or ale or beer? For dry tongues talking, is all."

DM Cayzle - Charek and Gruemor - A Giant In The Road 
Thursday February 18th, 2010 8:16:17 AM

Charek and Gruemor finish their preparations and head out. But no trip out of the Scab is an easy matter, and so Charek and Gruemor are not surprised to hear the stomp stomp stomp of giant boots echoing up ahead.

You are on a mountain trail. There is a broken slope rising above to the right, and a sheer drop to the left. The path is about 20 feet wide in some narrow places, and up to 60 feet wide in others. The track bends to the right up ahead. You have maybe two rounds, maybe four, before the giant comes into view. When he does, he'll be about 100 feet ahead.

Please pick your spells and list them in your post. Also put your hit points and AC (including bonus vs giants) in your post. Brian, don't sweat the details if your sheet is not yet done, but e-mail me so we can figure out enough to run this encounter. Actions?

Sjurd 
Thursday February 18th, 2010 9:21:43 AM

Sjurd rests his chin in one hand, pondering the words of the paladin-spirit.

OOC: Sjurd takes 20 on a Knowledge (nature) check to try to remember anything related to deceased spirits being absorbed by plant life. I think the total is 32, but I'm at a location where I cannot view Google docs.

He reaches out with his mind again, "If you were a paladin, how do you speak in the language of druids? What were the circumstances of your passing? How did you come to be joined with the Crying Wood? To what purpose do you persist here? Are you in contact with the will of the forest? Do you fight against the Crying Wood to maintain this sanctuary, or do you somehow appease it?"

OOC: Sjurd asks these questions one at a time, allowing the spirit to answer in a conversational manner. He isn't just rambling :)

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday February 18th, 2010 10:29:07 AM

When the Satyrs appear, Garret is quick to open his pack and share what he has with them. When the large man appears in the clearing, Garret looks up and up and up to see him. He stares with his mouth open a moment. When he sits on the log, Garret takes a seat as well and offers some food to him and the satyrs again.

Jet Stormway (AC:22 HP: 36/36 ; Bantom AC:19 HP:51/51) Entropic Shield 
Thursday February 18th, 2010 11:24:45 AM

Jet rushes down with the body of Jazreel and hands her limp form off to another. Knowing they have several rounds, he takes the first initial rounds to cure those worse off, likely Keela and Alexi.

Next, he finds Garth and hopes he has set their escape route into motion and gets an idea on if the dwarves are going to defend their mines to the death, or if they are willing to give them up to the enemy, either way, he has someone go and get Bantom and removes his barding, to make his friend much faster.

"I don't suggest you let them know how intelligent you are my old friend. They may want you in addition to any other agreements and I doubt you would want that."

Bantom snorts, "You ain't kidding. Lizards have a stench about them, not at all pleasant. Taste bad when you bite them also."

Those two minutes go by fast enough and Jet is back on the wall to hear their demands before the time is up, with Bantom waiting below him on the inside of the wall, within an easy jump for Jet to get to him.

Jet Stormway (AC:22 HP: 36/36 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+3=10(oops) ; d8+3=4 ; d8+3=4 ;
Thursday February 18th, 2010 11:28:29 AM

Cast first cure on Keela returning 4 hit points
Cast second cure on Alexi for 4 hit points

Entropic Shield 22/30

0- Detect magic, Detect Poison, Resistance, Read Magic
1- *Entropic Shield, *Magic Weapon, Protection from Evil, (*Enlarge Person)
2- Resist Energy, Silence, (Bull's Strength)

Hmark 
Thursday February 18th, 2010 11:42:24 AM

Having survived the encounter with the satyrs, Hmark initially chafes at the thought of waiting in this clearing two or three days for this Greenmage guy. But soon enough he falls into a soldier's acceptance of the absurd, and dutifully spends his free time in weapons maintenance, pulling watches and sleeping.

The Greenmage turns out to be a rather impressive figure, and the brown haired archer quickly decides to let Zeph do the talking. He sits upon the indicated spot, and turns expectantly to his buddy.

Zeph AC20 HP 42/42  d20+4=20
Thursday February 18th, 2010 3:42:05 PM

Of course, out of the 6 languages Zeph knows, Sylvan would be one he does not. Nonetheless Zeph tries to Understand the language (SPeak Language =20). So instead, Zeph decides to respond in Draconic "We are something much more powerful than that" to the Satyres (Bluff check from before =28?)

When the Greenmage arrives, Zeph will sit down next to him and Hmark, and of course share the food and whatever drink he may have with the Satyres.

"Yes. Indeed we are adventurers and we are off to save the Wold. I received a dream a few days ago, that I presume to be from a god or goddess of the Wold. Perhaps from Queen Maab or Ebyron himself since we ended up here. Unfortunately, the dream told us that we must venture to the kingdom of New Elenna, to both The Floating City and Plateau City. The dream told me that people were suffering and in need at these places. The fastest way I could devise to get there was by floating down the Peaseblossom River, which will take us all the way through Culverwood and drop us off in a city outside New Elenna if we take the fork south. Dulcet told us this was a fine idea and we should seek you out for help with this little venture. I'm hoping you have a raft of some sort? Or perhaps a better way to travel?" Zeph says to the interesting looking Greenmage.



Charek AC 24; HP 47/47 
Thursday February 18th, 2010 7:55:48 PM

Picking a spot where the a narrow path begins to spread out into a wider area (wider area to OUR backs) Charek takes out his crossbow and loads a bolt, just in case a confrontation is unavoidable and then quickly unloads his calstorps from his pack and moving ehead into the narrower area starts spreading them out allong what seems to be the most likely path furhtest from the cliff edge. Coming back he looks to his partner Gruemor.

"So, what do you think, do you have anything that might unbalance him as he avoid the caltrops anf my bolts that might send him over the edge?"

Alexi (AC: 20, HP:24/34) Lobo (AC: 19, HP:37/37) 
Thursday February 18th, 2010 8:05:42 PM

OOC: Cayzle

1) before I assess the 11hp damage, my next action was going to be to douse the wound with all the water in my waterskin. If that doesn't hellp, then I'll take the 11hps. Let me know so I know what to do from there.

2) i had intended to send the two injured ones back for healing and return to the second building just north of the temple and wait with the other 5 for Alexi. Let me know if those two get the healing and if they do intend to return. Either way, the other 5 archers need to be waiting for Alexi at the second building just north of the temple

3) if washing the wound doesn't work for Alexi, he would like to return to the clerics and get healed, then return to the archers. If you won't allow the other clerics to heal Alexi, then he'll join Jet. But I need to know if you would allow the other clerics to heal Alexi before I can plan the next 20 rounds.

DM Cayzle - Extra for Alexi 
Thursday February 18th, 2010 8:45:29 PM

Sorry, water won't do the trick.

The clerics, however, are happy to heal you. Consider yourself back up to full. There, cured, and back again ... call it 6 rounds, okay?

Garth was about to order everyone into the mine, but he calls for volunteers, and five archers are willing to follow Alexi.

Keela [Mage Armor] [AC 16; HP 24/24] 
Thursday February 18th, 2010 10:13:30 PM

Keela goes back to the clerics for healing, then moves up to the wall again. If this all goes to heck, and the lizards attack, a well-placed spell or two may buy the defenders some crucial time.

(Specifically, Keela is looking for a likely place to cast Web.)

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday February 18th, 2010 11:58:55 PM

OOC: Thanks!

IC: Alexi takes the unexpected down time to take the dead archer back to the mine. While there, it is obvious he is also wounded is offered some much needed healing. While there, he gives Garth a quick update on the progress of the enemy and what they were able to do, or what little of it.

Then Alexi explains that he wishes for any of the archers to follow him and stay hidden between the buildings so that when the enemy passes the gate and heads towards the inner walls and mine, hey can attack the snake-lizard from behind. If they get chased, they can leave through the hidden trail up the side of the canyon.

Five archers agree to Alexi's daring plan to hid them from both sides and go back with Alexi. They stay hidden behind the buildings north of the Temple while Alexi goes to confir with Jet and Keela.

"I've got five archers willing to stay with me and wait, hidden, until they pass towards the mine. Then, from behind, we will be able to something. If any chase us, we just play cat-and-mouse between the buildings, picking one off at a time. Any one of you two wish to stay with me?"

DM Cayzle - Alexi, Jet, and Keela - Into the Underworld - Or a Chat with a Lizard 
Friday February 19th, 2010 8:02:53 AM


During the 20 rounds before the enemy is at the gate

Both Alexi and Keela retire for healing to the inner gate. Jet, please save your cures, especially since you rolled "d8+3=4 ; d8+3=4." That's two natural 1s, and you will note the Wold House Rules say "Any ones rolled during any type of healing are re-rolled until something other than a one is obtained." Side note to all Woldians -- SERIOUSLY, THIS MAY SAVE YOUR LIFE! -- Do not use the multiple die roller if you drink/cast a higher level potion/spell of curing. Say you drink or cast a Cure Serious Wounds. If you roll, for example 3d8+5 on the die roller, it is really hard to tell if one of those 3d8 is a 1. Instead, click the "d8" button three times and then add the +5 in your post. That way, you can tell easily if you rolled a 1, and reroll it!

Terketh is there at the inner wall. He tells Alexi and Keela that Durok and Dwain and all the dwarves have rushed down to open the way to the caves of the ratmen. You might remember Garth telling you that the dwarves found ratmen down there, and that's why they sealed it up and made the traps. But those traps can as effectively hurt enemies going deeper as well as enemies coming up.

Garth urges you to get everyone in the mine so they can bar the door. He does not forbid Alexi from taking a handful of archers to stay above ground and try to buy time. But he gets a serious look on his face, and says, "You're a better man than I am, to give your life so that others have a better chance to live. I will see you in the Lands of Rest someday, and we will share a drink at Domi's table."

Keela's sister, Senna, who has been waiting above ground for her, is visibly upset at the sight of the dead archer, who was a friend. She throws her arms around the wizard. "NO! You can't go back out there! We need you!" She pauses, eyes wild. "We need you to fight the rat men! And to make magic light in the caves! And who will help me with the children," she wails.

Jet arrives in time to give Garth an update and fetch Bantom. The horse is not sure he is happy about going out to fight lizards.

Garth tells Jet, too, that he wants to seal the mine and block it up from within. "We have enough food and water to withstand a long siege. And maybe we can find a back exit through the caverns the dwarfs found. Funny, for so long I thought disaster would come from below, but maybe it is an escape we will find." He offers Jet a hand. "We have not always seen eye-to-eye, but you're a good man, Jet. Are you sure you won't come into the mines with us? And convince this foolhardy wretch -- he grins at Alexi -- to come with you?"

If any of you choose to remain above ground, Garth will sigh, and say, "I'll hold the door open for so long as I can. But if the enemy comes first, I'll have to lock you out."

At the end of the 20 rounds, only Alexi, Jet, Bantom, Keela, and five archers remain under the sun. Alexi and the archers are in the now-empty village, ready to snipe from cover. Keela and Jet are in a tower, that being the only way to get off the wall without jumping. Keela is thinking that casting a Web in the gateway after it is forced open might be a good plan. But she does think that the sticky strands won't do more than slow down the two giant-sized lizards.

The lizards arrive at the gate

The big and bigger lizards carrying the ram stop 20 feet from the gate. The snake lizard stops about 30 feet from the gate, a little south of the big ones. You can see now that it looks something like a snake-taur, that is, a large-size snake from the waist down, and a humanoid reptilian from the waist up.

The snake lizard speaks, in Common with an accent you are not surprised at when you see his forked tongue a-flickering.

"You have made thiss more difficult than it had to be, with your petty resistance. So now all adultss of your hairy sub-speciess will carry a full bushel of grain or other foodstuff out to me here, and then stand in a line. Inside, let the aged and the whelps gather -- we have no interest in them, but we want them in one place so that we are not disgusted when we find them hiding. Then we will go through your petty village, destroying nothing, so that we shall have a full tally of what you possesss. If you happen to have any true valuabless, they will be taxed at one-tenth of their value."

"If you have goatss, sheep, or pigss, one of them may substitute for three bushelss. If you have horsess, cowss, or donkeyss, one may be substituted for nine bushelss. Do not offer uss your stinking chickenss."

"Finally, one in every 20 of your adultss will have the privilege of joining uss to serve ass ten-year-bonded servantss in our glorious city in the sky. If you have a smith, he will stand for two adultss. Your mage can stand for ten. You may select who will join uss."

"Finally, you will return to uss the bodiess of thosse you have slain, and the wreckage of the two flying machiness you broke."

"Thereafter, every year when we return, you will submit to uss one adult ass a bond-servant and one bushel of food for every five adultss. If you attempt to resist or cheat us now or in the future, we will enslave every one of you and sow the ground of this place with salt."

The haughty superiority of his words and tone suggest that he expects no argument or negotiation, and immediate obedience.

DM Cayzle - Garret, Hmark, and Zeph - A Friendly Chat in the Woods 
Friday February 19th, 2010 8:17:05 AM


Zeph's counterbluff comes to nothing as the Satyrs evidently do not understand, and are distracted moreover by the food.

Garret plays host, and Hmark plays it quiet, while Zeph does the heavy lifting in conversation for the group. He mentions that the group needs to move through the Culverwood towards New Elenna.

The Greenmage asks for the details of Zeph's dream. Either way, he is willing. "I have some magic trees that will do just the job," he says. "Whereabouts in New Elenna were you headed?"

Meanwhile, the satyrs ask Garret if he would be willing to trade for more cheese. "Cows are pretty scarce in the Wood, so we don't get to eat as much of this deliciousness as we would like," Thaddeus says. "Maybe we could give you some honey or fairie dust or --" The satyr's voice drops to a faint whisper. "-- a little Jariola Berry Extract!"

Thalpius elbows his brother and grins at Garret. "Very popular with the adventurers! You folk are always bleeding all over the place, as I understand it," he whispers.

DM Cayzle - Sjurd - Another Friendly Chat in the Woods 
Friday February 19th, 2010 8:36:57 AM


Sjurd does not recall anything like this in all his learning or experience. [OOC: I'm not sure that you can take 20 on a knowledge check, but no matter this time.] He does think that to imbue a forest, or part of a forest, with a living soul is a little more than somewhat beyond mortal magic. At least as he understands it. He asks some questions, which the spirit seems to enjoy.

"If you were a paladin, how do you speak in the language of druids?"

I don't know? I don't know how I know much of what I know. How do I know the location of every bird, elf, and man within ten miles of here? How can I see you, when I don't even have any eyes? Sorry, I'm kind of new to this.

"What were the circumstances of your passing? How did you come to be joined with the Crying Wood? To what purpose do you persist here?"

Ah, you want a story! Well, settle in, my new friend. The next few hours are pleasantly spent in a long tale. In short, the paladin and his friends were trying to help a small band of elves who found a way to make a kind of peace with the Wood. The agreement required a willing sacrifice, and a ceremony. The elves' chosen sacrifice was slain by enemies, and this paladin took her place. For a long version, start reading here.

"Are you in contact with the will of the forest? Do you fight against the Crying Wood to maintain this sanctuary, or do you somehow appease it?"

These questions are also mostly answered in the long tale. In short, Maybe, Sort of, and His death was the appeasement.

DM Cayzle - Charek and Gruemor - A Not-So-Friendly Chat, and the Only Wood is a Tree-trunk the Giant Carries for a Club 
Friday February 19th, 2010 8:45:48 AM

Charek spreads some caltrops in a faint hope of slowing down the giant. Gruemor has nothing to add for the moment. [OOC: Brian, feel free to post actions for yesterday and today!]

The giant, easily 12 feet tall, walks around the corner, sees the two dwarves, and stops. He is about 100 feet away. He is dressed in a motley patchwork of furs, not all of them very well tanned. He reaches into a crude pouch -- it looks like the entire skin of a bobcat -- and pulls out a rock as big as a dwarf's head. A tree-trunk in his other hand is easily 8 feet long.

"What dwarfs want?" he booms. "Dwarfs with sharp arrows watch out!" Common is clearly not his first language.

He has no shoes.

Garret Goodbarrel [AC:26 HP:25/25] 
Friday February 19th, 2010 9:05:38 AM

Garret replies, "Oh, yes indeed! Here, I have a good deal of cheese, as it travels well in these parts. Do tell me more of this Jariola Berry Extract, its not something I know of. Does it taste good?"

Hmark 
Friday February 19th, 2010 9:50:37 AM

[OOC - Crying Wood: I generally hate ooc posts. But, I just gotta say, as Florin's former DM and co-player, that's pretty freaking cool right there. I'd love to get Bralin back into the Wood. sigh]

Hmark listens abstractedly to Zeph and the Greenmage discuss modes of travel and destinations. They'll get where they're going however they're going without the archer's help.

However, the sudden offer of trading cheese for something that stops adventurers from bleeding all over the place seizes Hmark's full attention instantly.
"And how much have you got?" he eagerly adds to Garret's inquiry.
The young man begins rifling his pack for any cheese that may have escaped his notice.

Gruemor Blackhammer 
Friday February 19th, 2010 10:42:10 AM

*ooc cayzle, I am gonna say that I was preparing armor, spell pouch preperations, and positioning for the encounter. And a casting of Bless.*

Since it is friday, and I am just getting back online, let me do some thinking and I will post soon.

See my LnB posting as for my lack of posting for 2 days.

Jet Stormway (AC:22 HP: 36/36 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+5=25 ; d20+3=21 ;
Friday February 19th, 2010 12:09:49 PM

Jet glares at Alexi as his stubborn nature once again directs him to not follow orders. With a deep sigh, the fighter cleric listens to the terms of the lizard man doing the talking. He listens for false hoods or signs of a lie.

When it is done, Jet responds. "Your terms are tough and indeed hard to swallow. If we had a better option, we would follow that course, however, we can clearly see we are out matched and clealry of inferior intellict then your army, so please allow us to do as you command and we will prepare our adults for their burden.

Jet grabs Alexi by the armor and whispers in his ear, "Now get everyone, including you down in that mine and prepare to fight the rat men, while I delay these guys as long as possible! Fail the people of Bryn Baraz in this and all is for nought!"

Jet then yells back, "We have set your plans into action, but it will take at least five or ten minutes to gather all the adults and gather their grain for your inspection. Do you want me to wait here with you or would you prefer I go and assist them, to speed up your request?"

Sense Motive: 25 (Natural 20)
Bluff: 21 (Natural 18)

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Friday February 19th, 2010 9:56:26 PM

Phut! Orders? What orders? Alexi asks himself. He is confident that after dispatching a few of those lizards he and the others could escape by the hidden path and look for the Ahote and keep tabs on the remains of the settlement.

However, at the moment, fighting ratmen sounded better than lizardmen, and the archers have families they need to protect from the ratmen also, so Alexi nodds his agreement.

"Allright, but I'd sure love to put an arrow between that abomination's eyes right now!"

With a sigh he adds, "C'mon Keela, Jet's got Bantom to take care of him. We need to get back to the mine."

With that, Alexi gathers up the archers and heads back to the mine and joins Garth, Tarketh, and the others, waving Goodby to Ma Belle's as he passes by.

Sjurd 
Saturday February 20th, 2010 12:34:24 AM

OOC: Continuity from a previous campaign? Awesome sauce. Always nice to see that character actions have an impact beyond the immediate game. I checked the d20 SRD, and it looks like you can take 10 or 20 on a Knowledge check just like any other skill. But hey, no biggie.

After a lengthy story, Sjurd considers the words the paladin-spirit has shared and brushes away a few blue butterflies that have landed on him during their long conversation. While this sanctuary has existed for some time, only the appearance of these apparent mechanical fliers has forced the birds to attempt landing in the Crying Wood. Which reasons that many birds perished landing in still-hostile portions while those lucky enough to land here discovered the safety of the paladin's presence. Perhaps the power of this haven's influence could somehow be amplified and extended, but that is not something I am prepared to address. Best leave that for later. What I am ready for, however, are these mechanical fliers. Let us see what can be made of them.

Sjurd extends his thoughts once more to the paladin-spirit, "Thank you for your tale, noble spirit. I have my own duty which I must attend to. I have need to speak with the creatures who have found solace in your grove. May I linger and rest, while I gather the information I need?"

Sjurd will use speak with animals on every bird he can find in the safe zone and see if there is anything new he can discover about the metal fliers.

Zeph AC20 HP 42/42 
Saturday February 20th, 2010 6:56:51 PM

"Jariola Berry Extract sounds like a good trade" Zeph says to the Satyres and hands out all the cheese they may want.

"Well, my good Greenmage friend, erm, whats your name? Like I said, we are going to the Floating City, as it is the one I saw in my dream with people screaming for help (right DM?)." Zeph says

Charek AC 24; HP 47/47 
Sunday February 21st, 2010 8:45:34 PM

Not lowering his bow any Charek responds to the giant. "What we want is to go past you and down the path."

Keela [Mage Armor] [AC 16; HP 24/24] 
Monday February 22nd, 2010 1:18:40 AM

"Senna, it will be all right. All will be well." Keela tries to keep her voice calm, unaccustomed to seeing her sister so upset, so out of control. "Take Daben and the children and go into the mines. I promise I will find you and join you in a few minutes. But first, we have to slow down these lizard things as much as we can."

She continues, "My magic light doesn't last very long, you know. I should save it for emergencies down there. Our main light should come from lamps and torches."

She looks at Teigan, her oldest nephew. "I'll bet you're big enough now to hold a lantern without spilling the oil. Can you do that? Light the way for your mama and papa? I'll be with you soon."

She looks at her whole family. "I promise, I will join you soon." Then she goes to join the others.

She listens to the snake-lizard with an astonished expression. "He can't be serious," she murmurs. "And we don't have mages. Does he think he's attacking Plateau City?"

DM Cayzle - Alexi, Jet, and Keela - Buying Time ... and Paying for It 
Monday February 22nd, 2010 9:57:28 AM


Although the snake-lizard's words drip with contempt and superiority, Jet intuits that the lizard means what he says, with no secret agenda or betrayal intended, and, moreover, expects the reasonableness of the terms to be self-evident.

The snake-lizard listens to Jet, then cuts him off with a wave of a clawed hand. "You have five minutess. Whether you stay or go iss of no consequence to me."

Alexi leads the archers back to the mine. There he finds that all hands have indeed been impressed into porter service. Folk are carrying food, worldly goods, and bars of mithril deep into the mine.

But loyalty or duty or friendship keeps Keela by Jet's side.

You have bought another five minutes, or 50 rounds. Actions?

[OOC: Your DM has always intended, as the primary option for the game, that Alexi, Jet, and Keela would lead the villagers into the under-caverns and flee the lizards. But your DM is also very open to player invention and innovation. You could accept the lizards terms, hide the mine, and send some NPCs or PCs into captivity, perhaps leading to a rescue mission in the future, and/or an escape plot. On the other hands, the stakes here are high and the consequences of failure are steep. Look what happened to Alexi in just one round of concentrated fire. Your DM says all this by way of offering you options, so that this is not quite the railroad plot it might otherwise seem to be.]

DM Cayzle - Charek and Gruemor - A Giant Problem 
Monday February 22nd, 2010 10:03:42 AM


Gruemor casts a Bless spell and Charek lowers his weapon and shouts a request to pass.

The giant, currently standing on a stretch of road about 30 feet wide, laughs and says, "Hokay! Dwarfs go by, no problem. Here, you walk now!" He waves his arm to indicate the way.

If you take him up on his offer and walk past him using normal movement, you will be walking through squares he threatens, and so you will provoke an attack of opportunity. That tree trunk of his looks mighty big. What do you do?

[OOC: Congrats to Brian on the birth of his grandson!]

DM Cayzle - Sjurd - What the Little Birds Tell You 
Monday February 22nd, 2010 10:24:44 AM


The guardian spirit of the Wood reaches out, somehow, and Sjurd feels a touch of some kind. There. Now you are under my protection, and can move in the Wood without fear. Well, not without fear, but with less fear. The Wood itself will not try to kill you, though many things in it still might.

Stay or go, as you will. You are welcome.


Sjurd feels the spirit retreat, or maybe turn its attention to other places and matters, but he feels a connection at a low level.

Then the druid visits with the birds that have found a refuge here. He use his magic to speak with the birds. And the tale they tell is similar. Beyond the mountains here is evidently some few farming communities, Sjurd deduces from reports of farmland and grain. But then the stories change. Flying things, not birds, start to prey on the flocks. Humanoids with nets. Some mounted on huge birds. Most riding on things -- like wagons or platforms or dangling from stationary wings. Some floating balls. And a report of a flying mountain. Some birds also report attacks on herds of deer and elk. Some report fire and smoke.

Oh, and Sjurd may revise his initial understanding. Some fliers might be made of metal, but others might be wood or canvas or something else.

Jet Stormway (AC:22 HP: 36/36 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Monday February 22nd, 2010 10:27:14 AM

Five minutes. Not near as much as he would have liked, but likely enough. He takes Keela by the hand and leaves, since his bluff seems to have worked at least for now. Jet is unconcerned about about the honor of those that would invade without negotiations. In fact, Jet has no problem spiiting in the face of honor as long as justice is still served, he thinks of the teaching of Pantheon for a minute.

Jet now whispers into Keela ear, "Take Bantom now and put oil to all the buildings, I will follow you with a torch. As soon as they know what we are doing, they will come through the gates, so I will put the oil on the walls while I am here. We will leave nothing for them to use against our friends the Ahote. Wood is scarce, so burning it all and ruining it will deplete just one more source they likely seek. If he gives you any lip, tell you will brush him down while he drinks a beer, you don't have to mean it for him to take you seriously. Don't tell anyone in the mines unti later. No need to destroy what morale they have right now."

In the next few minutes, roiling smoke begins to drift up to their floating little city. The walls turn red and orange and the scene of flames begin to play across everything. It is with a small leak in the tear duct when he torches Ma Belles. His memories of the place will linger into his derainged and perveted golden years, when his Run Feat will no longer help catch the barmaids. He grabs whatever stock he can and makes for the mine, laughing, hoping he will get to see that arcane wielding gecko again. Jet makes sure to get the flying machines as well. No need to leave behind anything they can use in their conquest of hard working, innocent people.

Once at the mines he smiles at Garth, "Our fate is sealed. If we see these lizards again, it won't be pretty. We found them one home, let us find them another. He slaps the old man on the back, knowing his investments and dreams have literally gone up in smoke, but, at least those still alive are also free.



DM Cayzle - Garret, Hmark, and Zeph - Some People Have No Discretion! 
Monday February 22nd, 2010 10:36:58 AM


The satyrs make their whispered offer of a trade. And Garret, Hmark, and Zeph all respond enthusiastically. So much so, in fact, that the Greenmage notices too. "Jariola Extract? What are you scamps offering? Where did you get that?"

The satyrs blush deep red even through their scruffy beards, and one whispers "Stupid loudmouths! No discretion!"

The Greenmage feels in his pocket, and his expression gets darker. "That's MY extract, isn't it? Why you --"

The satyrs drop three vials and bolt, running off as fast as they can in different directions. The Greenmage shakes his head and picks up the vials.

"Well, the least I can do is give you one of these. It holds five drops. Put a drop in a potion, or on your tongue before casting a cure spell, and the effects will be maximized." He hands you a vial. "Please accept this with my apologies for the rudeness of my associates."

[OOC to Zeph: You did indeed see a city floating in your dream, and it seems likely to you that it was the famous Floating City. And you were directed to go there.]

Gruemor Blackhammer {Bless} 
Monday February 22nd, 2010 1:01:05 PM

I have a better idea, mr giant, says Gruemor in giant common.
In my cart here I have a barrel of my finest home brew. A stout individual like yourself can appreciate that. And instead of us having a contest of strength, where one or all of us can get seriously hurt, why don't you just take the barrel. Call it a road tax. That way we get where we are going, and you get something without having to take the risk of getting hurt, and us too. That way we both get what we want.

{winking at his companion} Gruemor says in dwarf: hold the weapon for now.

Gruemor awaits the giants decision, while preparing a spell just in case should he attack.
*Hold Person*

(Thank you Cayzle, but its a granddaughter)

Garret Goodbarrel [AC:26 HP:25/25] 
Monday February 22nd, 2010 3:07:15 PM

Garret smiles and chuckles when the Satyr's theft is brought to light. "Oh, don't be too hard on them, they were just after some cheese."

He places a couple rounds of cheese on the ground and calls to the woods, "I'll leave you a bit of cheese here, anyways, have at it once we're gone if you like."

To the Greenmage he says, "Thank you so much for this extract, I'm sure it will help us...if we can get to this city he has seen in his dreams soon."

Hmark 
Monday February 22nd, 2010 5:21:07 PM

Making a mental note not to trust satyrs, Hmark ducks his head in thanks at the Greenmage's gift.

With all the preliminaries seemingly taken care of, the archer expectantly awaits...uh whatever it is...that is gonna get the trio poofed to the Floating City

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Monday February 22nd, 2010 6:00:50 PM

OOC: DM- Alexi took in consideration the fun of escaping to the Ahote, meeting Honaw's sister and possibly settling down to start a family Ahote style. :) But his dedication to the settlers, torn emotions towards Keela, and the idea that if Jet went to the mines and didn't find him there... well, he decided to go to the mines. On the other hand, if Jet doesn't follow into the mines, he'll be really, y'know, agravated, to say the least. :) heheh.

IC: After delivering the archers and giving Garth the latest update, Alexi returns to the surface to aid Jet and Keela with whatever they decide to do. Seeing Keela putting oil to the buildings and Jet torching them, Alexi grabs up a quiver of arrows prepared with the wrappings for flaming arrows and follows Keela with the oil cask. He dips the arrows in the oil and lights them with a torch, then fires them at buildings here and there.

"Just a quicker way of getting it all done in time," he says. Then joins the two as they head back into the mine. As they pass the inner gates he commnents, "Next town we build, catapults and ballistas will be the first to be built, then the buildings."

As Jet gives Garth the his report, Alexi wonders how a diet of mushrooms and fungi will go for a man used to steaks and bread. "Gonna have to learn to live like a kobold. Drat!"

Sjurd 
Monday February 22nd, 2010 10:20:19 PM

After numerous discussions with the local fauna, Sjurd makes his decision. He makes contact with the paladin-spirit one final time, "I have learned all I can from the birds and butterflies. I believe I am ready to pursue these accounts of fliers and floating mountains. I thank you for your hospitality, servant of Domi, and I hope that you may continue to spread the warmth and peace of your influence throughout the Crying Wood. Farewell, and may the Green watch over you."

With the fauna no longer overtly hostile, Sjurd and Uli depart on foot for the mountains. Several of the birds and a small flutter of blue butterflies trail after them, sensing the calm presence lent to them by the paladin-spirit.

OOC: Sjurd will cast longstrider on himself twice per day to increase his speed. Overland travel at 40 feet per round for 8 hours will be 32 miles per day.

Keela [Mage Armor] [AC 16; HP 24/24] 
Tuesday February 23rd, 2010 1:05:18 AM

Keela seeks out Bantom. "Hello Bantom. I'm supposed to bring you with me so you don't catch on fire. I do hope you'll come, because I don't want you to catch on fire. You seem like a very nice horse."

She will bribe the horse as Jet suggested, if necessary, but she's hoping the beast has horse sense! Ha!

She douses the buildings with oil as directed, then follows the others into the mine, leading Bantom.

Once in the mine, she moves immediatly to find her family. "See? Here I am, as promised, and now we're all together. We'll be fine. Here, Nila, let me carry you for a while. I'm sure your mama is getting tired."

Jet Stormway (AC:22 HP: 36/36 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20=6 ;
Tuesday February 23rd, 2010 9:31:10 AM

Jet greets those under the mine, if he makes it back that is. The scared look on the people faces do not bring him down in his mood. He keeps his head high and begins to sing a song he made almost a year or so ago. He hopes the song will remind the people, they have been through a lot already and they can do well again.

A few days ride on a wagon train, our bums are worse for wear
The goings slow and travel's rough, dire beasts teeth gnash and tear
The cold night falls where trees are halls, breathing visible around .
We are heading to our hallowed home, Bryn Baraz is where we're bound.

Bryn Baraz. Bryn Baraz, Bryn Baraz, Bryn Baraz
We'll all make our new home in Bryn Baraz

Miners tools will pick a tune, lumber jacks will clear the way.
We all have reasons for coming here we're looking for to stay.
Spring is here and summer soon will be upon us all the same.
We praise the name of our new home, let us sing it's praise.

Bryn Baraz, Bryn Baraz, Bryn Baraz, Bryn Baraz.
We'll all make our new home in Bryn Baraz.

So sleep tight those with fortitude and adventure in your loins.
We'll make it through with the gods good grace our calloused hands are joined.
Nothing shall stand in our way, our hearts goal fixed as mountains.
Some day soon we'll have a city, full of beautiful fountains.

Bryn Baraz, Bryn Baraz, Bryn Baraz, Bryn Baraz.
We'll all make our new home in Bryn Baraz.

Untrained performance: 6 (Hopefully Jet missing a few notes won't matter. :)

DM Cayzle - Alexi, Jet, and Keela - Up in Flames, and Down into the Dark 
Tuesday February 23rd, 2010 9:54:52 AM

Jet suggests a scorched earth policy towards the settlement. Keela agrees, brings Bantom to the mine, and helps douse the buildings with oil.

[OOC: Your DM will leave Buzz to play out how Bantom responds to Keela.]

Alexi emerges, sees the way things are going, and helps to send the settlement up in flames. Surely the chaos of fire will buy the refugees more time, too.

Alas, it is hard not to be a little more than somewhat sad at the destruction of so much for which the folk of this settlement have worked. But Bryn Baraz is the sum of its people, not its buildings, and those at least are safe, for now! Jet's song reminds people of this, and it lifts their spirits.

In short order, the three friends are in the mine. Now everyone is underground. The dwarves have opened the sealed passage, and the underground cavern beckons. Now the traps are active behind you, between you and the lizards. The dwarves say that they met a ratman in those caverns, and where there is one ratman, there are bound to be more. Soon it will be time to venture into those caverns.

Garth asks Dwain to travel with Alexi, Jet, and Keela on point. Durak and three dwarves will follow shortly behind. Then the humans, including Tarek and Garth. Finally, the rest of the dwarves and some former PCs as a rearguard.

But before we go deeper into the unknown, let's take a brief moment to catch our breaths. Alexi, Jet, and Keela, please increase your experience point totals to 13,500 xp. Alexi and Jet, also please accept 4 hero points, and Keela, 2. Each hero point also adds 30x5=150 xp.

Then consider your next move. Fortify for possible attack from behind? Find a safe place in the caves and rest? Press on deeper into the mines? Explore all in one group, or leave the NPCs behind as the PCs explore? Actions!

Jet Stormway (AC:22 HP: 36/36 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Tuesday February 23rd, 2010 10:05:50 AM

Bantom remains neutral and whinneys an "alright" to Keelas request. He is very familiar with the scent of this human woman that has traveled with Jet for so long. Her scent is etched into his memory longer then he has been lucid anyway. Plus, she doesn't weigh near as much!

OOC:

I think we should try to Parley with the ratmen and perhaps pay for safe passage through their realm. If they can't be bought, Jet can explain to them, how it's in their own best interest to not fight us, since it will only decrease all of our numbers, to have more war.

On the other hand, Jet is fully aware of their evil nature, in general, so he will still beon guard at all times with these "people".

What do you two think?

DM Cayzle - Sjurd - Even Favored By a Spirit, It Is Not So Easy to Leave the Crying Wood 
Tuesday February 23rd, 2010 10:23:15 AM


Sjurd thanks the spirit of the paladin who has offered his protection. But even so, leaving the forest is no simple matter. For one thing, Uli has no special Woodland Stride ability. That slows the dog down to a move of 12.5, seeing that the Crying Wood is like a trackless jungle in its fecund growth and overgrowth. That's 10 miles a day overland. It might take a week to get out of the Wood, that way. And in that time, you can surely expect some plant denizen to meet you, one most likely hostile to any with red blood.

The spirit offers a blessing and a farewell. May Domi guide and shield you. And if you come to the Wood again, call for me, Florin Jadenth.

DM Cayzle - Charek and Gruemor - A Giant Drink 
Tuesday February 23rd, 2010 10:49:40 AM


Although Charek is not sure what to make of the giant's offer, Gruemor knows just what to do. An offer of a gift, with words spoken in the language of giants, brings a broad smile to the giant's face. He answers Gruemor in that language. "Ah, a civilized dwarf! A pleasure, it surely is, to meet such a one is this dismal waste. Well met, then, my friend, and if you are ever in these parts again, remember that RockDancer Claysmithsson is always glad to receive gifts!"

The exchange is made, and the two dwarves are soon on their way.

In fact, the trip out of the Scab is made without further interruption. Soon you are in the foothills north of the Crescent Valley, and you pass by the magical towers that keep giantkind from passing further south. Then you find yourselves in Angel Springs, the largest halfling town in a valley populated mostly by halflings. There's a tavern here, the Glassy Gaze, one used to all kinds of traffic, and wandering dwarves are a common sight. There is also a Shrine of Domi here, Gruemor knows.

From here the most travelled route to Plateau City is on the merchant road along Dragon Bay southwards to Windhorn Hamlet. But there are other ways to go.

[OOC: Sorry! Granddaughter, I mean!]

Gruemor Blackhammer 
Tuesday February 23rd, 2010 11:04:37 AM

When speaking to Charek, Gruemor will speak in the native tongue.
When around strangers, and the conversation isn't a private one he speaks in common so as not to be rude.

See my brother, violence is not always needed. Diplomacy does work and I'll be honest, RockDancer Claysmithsson will be most hospitable the next time we meet.

After eating and refreshing himself with a few pictures of good ale, Gruemor turns to Charek.
So, which route do you wish to go. I think a straitforward route is better. The quicker we get to our destination the better off Dwain and the others will be.

DM Cayzle - Garret, Hmark, and Zeph - A Quick Trip 
Tuesday February 23rd, 2010 11:06:12 AM


Garret urges forbearance with the satyrs, and leaves some cheese for them, but Hmark has learned not to trust such as those.

The greenmage leads you a few miles to a huge oak, easily the largest you have ever seen. It stands apart in the Culverwood, as if it the other plants are too respectful to get close. Or too fearful.

The big human in the patchwork cloak lays a hand on the trunk and communes with the tree for a little while. Then he simply says, "Touch it."

When you do, for just a moment you have a feeling for the entirety of the forest. It stretches so far and wide. You sense the rivers that flow through it like veins. The myriad creatures, natural, fey, and otherwise. You feel an itch, like a healing scab, away to the south.

But then a moment later, you are in a park, touching another, lesser oak. A human in brown robes had been weeding a flowerbed nearby, but he jumps up when you arrive. "Oh! Welcome to the Druid Quarter!" he says.

Sjurd 
Tuesday February 23rd, 2010 12:24:22 PM

OOC: Well, then! I suppose one does not simply walk out of the Crying Wood. In that case, Sjurd will use the same tactic as before; reduce animal on Uli, then wildshape into an eagle and wing over the forest. Since we have the paladin's blessing, they will forgo the use of treeshape while resting. How's that?



Zeph AC20 HP 42/42 
Tuesday February 23rd, 2010 5:40:03 PM

"Thank you for everything." Zeph says to the Greenmage.

When Zeph touches the tree, he is very intrigued by the feeling of the forest. He tries to remember this feeling and make note of it in his head. This is what it feels like to be alive he thinks to himself.

Then, when he appears next to the smaller tree, he looks about, rather disappointed to be back in his human body. He is surprised when he hears 'druid quarter'. "Where are we exactly? I mean, what city? What part of the wold?" Zeph questions quickly as he looks about to gather his surroundings.

Charek AC 24; HP 47/47 
Tuesday February 23rd, 2010 7:17:08 PM

Nodding to Gruemor, it is obvious that Charek is not disappointed at the lack of a fight, and if possible will pick up what caltrops he can to avoid any accidental injuries to other travelers. when back on the trail he responds to his friend's comments.

"This may be true, still a well tempered ore produces better metal. While I am not against diplomacy, I will always be ready to fight should talking not produce a workable alloy."

Yes I agree the merchant road would be best. Perhaps there is a caravan in need of a few guard....

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday February 23rd, 2010 7:48:55 PM

After the transportation, Garret stumbles a bit as he regains his footing. "Druid quarter? Quarter of what?" He looks around for the Greenmage. "What just happened?"

Hmark 
Tuesday February 23rd, 2010 9:05:00 PM

Hmark forces himself to remain standing as he places both hands on the smaller tree in the Druid quarter. Somebody is saying something, but the archer ignores him. Instead he focuses on the grass below him and breathing in and out, in and out, in and out.

For just a moment, he was everything, everywhere. The feeling is...overpowering.

Having finally regathered his wits about him, the brown haired human looks up.
"Whoa," he marvels, checking if Zeph and Garret just experienced what he did.

It dawns on him that they're not with the Greenmage anymore.

"Uh, where are we?" he asks.

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37) 
Tuesday February 23rd, 2010 9:27:19 PM

OOC: DM- will be updating sheet - thanks for the hero points! :)
Jet - sounds like a good idea. They may not believe the nature of the enemy behind us, but hey, it's worth a try. :)

IC: Alexi confers with Garth and the rest of the Security forces. "It is in my opinion that we need to find a safe place to make our 'base'. From there, we can send scouting parties to find the way out. If we come across these ratmen, we should try to make a deal with them first. Convince them that it is in their best interest to help us find a way out. If that doesn't work, then we do what we must do to protect our families and goods."

Alexi then checks his gear, streightens his backpack, fills his quiver with the leftover oil soaked cloth-wrapped arrows, takes a torch, and waits for the word to move out.

OOC: DM- how many of these oil soacked arrows can Alexi have? a quiver full? half a quiver?

Cayzle OOC: How about 20? Note that this is an Uncharted Heroes house rule only. I'm happy to give you a -1 to hit, +1 fire damage, and a small chance to ignite combustibles. But that's just me. Don't complain if some other DM says no to the whole idea!

Keela [Mage Armor] [AC 16; HP 24/24] 
Tuesday February 23rd, 2010 11:17:05 PM

"I agree with Alexi," Keela says. "Keep the folks safe while we explore, and possibly negotiate with these rat-men."

"If they can't be persuaded," she continues. "Perhaps they can be bribed. Do we perhaps have some whiskey we could spare? Or something else they might value?"

DM Cayzle - Alexi, Jet, and Keela - Setting Up Camp 
Wednesday February 24th, 2010 8:12:40 AM


The people of Bryn Baraz leave the mine and enter the underwold. The dwarves ask if they should collapse the tunnel behind them, or at least close it off.

The dwarves broke into a long cavern, and that leads (in one direction, at least) to larger space that has a wide stream flowing through it. There are plenty of smaller passageways breaking off one way and another. On the other side of the wide stream there are even more ways to go. So the group has no shortage of exits.

The group does have a shortage of air, however, and the dwarves all agree. The fires -- lamps, torches, and the like -- have to go out. The dwarves, with their darkvision, will stand watch, and if there is any problem, then the lamps can be relit. But otherwise, keeping those fires burning will only hurt the air quality, which frankly, is already stultifying and moldy.

On the plus side of mold, however, there are a range of natural fungi growing here on the streambank. A few tall hardy mushrooms have stalks that can serve as wood. And what the dwarves call "plump helmets" are growing naturally here too. These plants can draw sustenance directly from rock, somehow, and their decay over quiet eons has produced a layer of musky soil in the areas near the stream.

Durok says that tomorrow he will pray for several Continual Flame spells, which should help with illumination a lot.

Alexi and Keela urge Garth to set up a camp, to serve as a safe base of operations. This cavern, with its stream and many exits, seems like a good choice. Granted, most of those exits would be too narrow for the horses, or at least, confining.

The refugees work hard to settle in, and the defenders consider the problem of the ratmen. So far, none have showed their whiskered snouts, but when they do, the party considers trying to negotiate. Jet leads a discussion along those lines, and there is general agreement.

It feels like night is falling, and the dwarves say it is time to sleep.

DM Cayzle - Garret, Hmark, and Zeph - The Druid Quarter of Plateau City, of Course! 
Wednesday February 24th, 2010 8:19:28 AM


Hmark, Garret, and Zeph do not try to conceal their disorientation. "Where are we exactly? I mean, what city? What part of the Wold? Druid quarter? Quarter of what? What just happened? Uh, where are we?"

The human in brown robes looks surprised at these questions. He speaks in a strange language, and as you fail to comprehend, then declares, "You are not druids!"

"You are intruding upon the Druid Quarter of Plateau City, capital of New Elenna, greatest nation of the Wold. Explain yourselves, immediately!"

He whistles, and a dog as big as a man comes bounding out from a clump of trees and bushes artfully grown in a perfect circle.

DM Cayzle - Sjurd - The High Road 
Wednesday February 24th, 2010 8:30:39 AM


Sjurd begins to reckon, maybe, just how closed the Crying Wood is to creatures who walk on the ground. He finds that flying out is the best way to depart, as it was the best way to arrive, howsoever cumbersome it might be to carry his companion.

In a couple days, he is on the northeast border, flying toward the area in which the birds report meeting their unnatural aerial foes. On his flight, his keen eyes may just reveal some things. (Roll for each below, please.)

If you make a Spot check vs DC10, Please Highlight to display spoiler: {You see ruins in the Crying Wood. A pyramid, as in Florin's tale?}

If you make a Spot check vs DC16, Please Highlight to display spoiler: {You also see an elven settlement not too far from the pyramid.}

If you make a Spot check vs DC22, Please Highlight to display spoiler: {At the northeastern edge of the Wood, near the mountains, you see a village of scaly humanoids.}

If you make a Spot check vs DC25, Please Highlight to display spoiler: {You see another elven settlement, hidden in trees outside the Crying Wood. Do some of these elves have brightly dyed hair? How odd.}

The badlands stretch out before you. Not too long ago, this terrain was devastated, blasted by the cataclysms of ages gone by. Now they are recovering, but the area supports mostly brush and grasses, with a few sprinkled trees.

DM Cayzle - Charek and Gruemor - The Road to the Plateau 
Wednesday February 24th, 2010 8:40:19 AM

[OOC: Sorry to short-change you two. Job interview this morning, and I'm running late.]

It is a journey of about a week, but the two dwarves find safe passage to Plateau City without too much difficulty. Along Dragon Bay, under the watchful eyes of the sentinel-statues that keep the dragons out. Through Windhorn Hamlet, once home to one of the premier adventuring groups of the Wold, the Grey Knights.

Then up and up and up, onto the plateaus that give the city ahead its name. Through the monster preserve on a magic road. And finally the greatest city of the Wold appears. Well, one of them, anyway, depending on who you ask.

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday February 24th, 2010 8:46:30 AM

As the dog jumps out, Garret turns to Zeph and says, "Well, we made it here. This is the place of your dreams, right? Did your dreams include getting trapped and caught by a giant dog?"

Hmark 
Wednesday February 24th, 2010 10:49:10 AM

"and eaten," Hmark chimes in. "Don't forget eaten."

The young raises his arms in the air.
"Whoa now. Down boy." Eyes fixed on the hound, he calls out to the druid, his words spilling out in a rush.
"Hey, we just did what the Greenmage asked. Put our hand on the tree like he said. Everything got squirrelly, and here we are. Man said he'd help us get to Floating City. Even gave us a present. No need to be busting out Fido or anything. All perfectly explainable in a 'zapped across the Wold through trees' kinda way."

Sjurd  Spot d20+13=29 ; Spot d20+13=32 ; Spot d20+13=18 ; Spot d20+13=28 ; Knowledge (local) d20+4=11 ;
Wednesday February 24th, 2010 11:10:13 AM

OOC: Does Sjurd recognize the village of wild-haired elves? Not the ones near the pyramid, the ones just outside the Crying Wood. Does he know if they are friendly? My Knolwedge (local) roll was terrible anyway...

Sjurd wheels about the elven village in wide, arcing passes. "These elves may be able to share information and detail that the birds cannot. Let's see if we can establish contact."

Sjurd lands approximately 100 yards away from the edge of the village and dismisses the spell effects on himself and Uli, reassuming his natural form. With subtle hand gestures, Sjurd draws ambient energy from surrounding tress into a green luminescent shell which tightens and sinks into his skin and Uli's. A sound like creaking floorboards emanates from them as the energy disappears.

OOC: As a precautionary measure, he casts barkskin on himself and Uli.

"Uli, fylgja." Sjurd begins a slow walk towards the elven village, keeping his weapons secured to his person and his arms outstretched to show peaceful intent. In a loud voice, he will repeat these words, alternating between Common, Sylvan, Druidic, and Giant (since he doesn't speak Elven) until he gets a response from one of the villagers;

"I am Sjurd, Friend of the Green, Druid of Wold. I come in peace on behalf of children of the Green. Does anyone here understand me?"

Gruemor Blackhammer 
Wednesday February 24th, 2010 11:44:14 AM

Looking into the almost empty barrel of brew, Gruemor looks at Charek saying: we need to stop soon. I need to make more medicine.

Zeph AC20 HP 42/42  d20+1=20 ;
Wednesday February 24th, 2010 6:28:47 PM

Zeph puts his hands up in the air as if the police busted into his livingroom. "We mean no harm. The Greenmage of Culverwood sent us here on a mission. We are here to help people in need and possibly under siege. Just point us in the right direction and we will be on our way..... nice garden by the way." Zeph says, hoping that his lack of Diplomacy skills dont hurt the group too much. (Diplomacy = 20)

Alexi (AC: 20, HP:34/34) Lobo (AC: 19, HP:37/37)  d20=1 ;
Wednesday February 24th, 2010 8:29:17 PM

OOC: the only reason I asked about the arrows was because we already had a bunch made. Alexi will carry a quiver of them and a quiver of normal arrows. These fire arrows can come in handy in many non-combat situations.

IC: As the camp starts to settle down, Alexi tells the dwarves about some creatures that they encountered in caves like this one that lurked in the ceiling and flopped on peoples heads and smothered them. He makes sure Garth passes the word around that no one goes around alone.

He then gathered up some of the younger folk and has them take 20' lengths of rope and tie bells and jingly things (pots and pans) to them. He then tries to place them across as many openings on their side of the stream as he can, just a few inches off the ground, as a crude warning system.

OOC: if there is anyone in camp better at setting these 'traps', have Alexi help them instead of him try to do it himself. Aid Another d20=1. Yeah! way to go!

Keela 
Wednesday February 24th, 2010 10:47:49 PM

"I guess Senna was right about that magical light after all," Keela says to herself as the flames are doused. She holds on tightly to Nila, who has always been a little fearful of the dark. "And now I'll have to cast it to prepare my spells in the morning."

She helps her family get settled and shares their simple meal before lying down to try to sleep.

Jet Stormway (AC:22 HP: 36/36 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+7=15 ;
Wednesday February 24th, 2010 11:54:36 PM

There is lots to do before they continue. The dwarf supervisor suggest collapsing the caves and Jet agrees with him. "If we can do it where the traps are not ruined, we need to buy us as much time as possible. e could be down here months before we see light again."

Jet does want to clear the air with the dwarves though, "I realize now your concerns were honourable and I apologize for misunderstanding our plight more fully. I suggest we have some ale on it and forget the past. Let us stay honest and communicate with each other from now on, shall we?" Diplomacy: 15

Next, Jet has concerns for a proper diet. Anyone with fishing skills are to fish the stream as long as Tarketh does not beileve the small town is over taxing the subterrainian environment.

When everyone is steeled, he too will find some sleep in his chain shirt. The past few weeks have been at the very least tiring and Jet knows, he has several more long weeks to go before he can enjoy a good drunk with a lady on each knee.

DM Cayzle - Alexi, Jet, and Keela - An Attack in the "Night" 
Thursday February 25th, 2010 11:54:15 AM


Alexi has the foresight to suggest a simple alarm system. Two of the dwarves are skilled trapmakers, and they lend a hand in the endeavor.

Keela comforts her sister's child and goes to sleep. Jet mends some fences with the dwarves, and is offered a flask of dwarven wine in good fellowship. The camp settles down to rest.

And although Alexi's alarms are well placed, they give no warning. The attack, when it comes, is from the stream. Two dwarves on watch give an alert, however. Four man-sized monsters have emerged from the stream. They have pallid boneless blobs for bodies, and tentacles with which they have crept up close under the cover of the fungi.

One dwarf lights a torch, and hands it to Keela's sister.

The former PCs tackle one; the dwarves and militia, another; Durok, Dwain, and Garth, the third; and Alexi, Jet, and Keela are left to take on the fourth.

The monster is 20 feet from where you were sleeping. You have clear lines of sight now -- it was when the monsters emerged from the cover of the fungi that they were spotted. It is still quite dark -- all of you have concelament and a 20% miss chance unless you get more light, toot sweet. (It will turn out that the monsters have tremorsense, so they have no miss chance.)

You are all prone, so it will take a move action to stand up. You have the initiative, however, as the light from the torch surprised the monsters. They are AC16, and do not forget the 20% miss chance. Your DM thinks we can handle this fight without a map.

DM Cayzle - Sjurd - Not Elves, Exactly 
Thursday February 25th, 2010 3:50:02 PM

Sjurd surveys from the air and comes to a decision. Those elves may be able to help.

He lands and transforms. Then, doing his best to exude peace and calm, he approaches the village.

But very soon he sees that there is something odd going on. These elves keep to the shadows, never stepping out into direct sunlight. They have black skin, decorated with white tattoos that actually move and sparkle. Those tattoos must be magical. They have wildly colored hair -- greens, oranges, reds, blues. These are no elves that Sjurd has ever seen.

They call out among themselves in a language Sjurd does not know. Then an older one comes closer. Her hair is pure white, and her skin has no ornamentation. All the others defer to her, even in their posture and attitude.

This older woman calls out in common, "Who are you, and by what authority do you speak for the Green. For the Green has ever hated all but plants, and would never stoop to accept such as you or me to talk for it. And the Children of the Green are the ents who walk and the bushes who shamble. You come from them in peace?" Her voice drips with doubt and a little arrogance. You note that the other ones have crossbows, not yet in hand, but most of these people are ready to draw and fire.

DM Cayzle - Garret, Hmark, and Zeph - A Boy and his Dog  d3=2 ; d4=3 ;
Thursday February 25th, 2010 4:04:09 PM


Garret cracks a joke, Hmark stammers, and Zeph manages to pull a coherent explanation out of his hat.

The druid, who you see now is maybe just out of his teens, calls out, "Down Charles! Down!" He turns to you and says, grinning, "Don't worry about old Barkly there. He's a pussycat."

As if in response to that, the dog bounds up, licks Hmark's hand, sniffs Zeph's unmentionables, and tries to kiss Garret with a slobbery tongue, maybe knocking over the small fellow as does so. He truly is a happy animal -- but you still get the feeling that this brute would be terrifying in defense of his master.

"Sure, for Old Grynntymm, we'd be happy to help," says the boy druid. "Did he send a message? I'd be glad to point you in the right direction, if you could tell me who or what it is you came here for."

DM Cayzle - Charek and Gruemor - In Search of a Drink and a Woman 
Thursday February 25th, 2010 4:08:12 PM


Gruemor finds that this is a city in which you can buy almost anything. So getting his hands on some brewing supplies is not a challenge.

You also recall that you are to try to contact a Star Mage, one Katarina Chotraksi.

Charek AC 24; HP 47/47 
Thursday February 25th, 2010 5:06:27 PM

(OOC: Cayzle what gate have we entered through? IE. Where are we, what is close?)

Entering the city, after the week plus on the road, the odors of people and their products nearly overcomes Charek as he steps around a not so pleasant puddle of something.

"It never fails Gruemor, that when you have a bunch of humans around things fall apart. Let's go ahead and find your ingredients, and then see if we can find this star mage, so we can get on with what we are supposed to do."

Sjurd 
Thursday February 25th, 2010 6:49:31 PM

Sjurd responds in Common, bowing his head, "I can see your experiences with the Crying Wood have affected your people greatly, Elder. I, too, would be cautious of those claiming allegiance to such malevolence. Such is not the case. The Green is not merely the plants and their ilk of this area who rage against creation. It is all beings and all forms, from the humblest mite to the proudest dragon. It is Life and Death in one great eternal round. That is the Green with whom I have friendship."

Sjurd once again bows from the waist, "I have spoken with many creatures as of late. The birds tell me that great mechanical beasts made of wood and metal and leather fly in the skies surrounding the mountains. They gather the birds and fly to unknown locations. They also tell me that they found rare refuge in the Crying Wood. I came to investigate and my journey has brought me here. I come to ask if you or any of your people have seen similar constructs in the skies. That is my only intention."

Garret Goodbarrel [AC:26 HP:25/25]  d20+7=11 ;
Thursday February 25th, 2010 9:47:58 PM

When the dog leaps for him, Garret tries to tumble out of the way, but the huge dog easily pins him between its paws and starts licking away. Garret puts up his hands in defense and yells out, "Aw, geez, dog slobber!"

Alexi (AC: 12, HP:34/34) Lobo (AC: 19, HP:37/37) 
Thursday February 25th, 2010 9:48:44 PM

OOC: ONE of these days, Alexi is going to get himself a chain shirt to sleep in too! :}

IC: Alexi awakens at the sound of the alarm. Sleeping only in the padded cloth one wears under the heavier armor to keep it from chaffing, he remains still for a moment to try to get a bearing on who or what is attacking them. From the flickering of torches, he discerns movement heading in their direction and not far away either.

OOC: DOH! I actually have an Everburning Torch! I've had it since DAY 1! Somehow it got tucked down at the bottom of my pack and I forgot about it. Go figure!

IC: Alexi reaches for his backpack for his Thunderstone thinking that a loud bang would disorient them and give them a moment to act, but sees instead a glow at the bottom of his pack.

My Everburning Torch! his mind screams.

He'd completely forgotten about it all this time. He'd bought it in Floating City in expectation of being out in the dark wilds. But being around campfires or bright moonlight most of the time, the thing had gotten shoved to the bottom of his pack.

He quickly retrieves the Everburning Torch (EvTch for short) with his left hand and draws his sword with his right as he stands.

ooc: new AC is 12.


Zeph AC20 HP 42/42 
Thursday February 25th, 2010 10:05:44 PM

(OOC: What city are Alexi, Jet , and Keela in anyway? Because I think Zeph, Garret, and Hmark need to go there, but I'm not sure if 'there' is Floating City or Plateau City)

DM Cayzle comments: Well, oh ye Avenger, when uncertainty clouds your path, and ye not know whither justice demands, at least your faith may prove a guide. Or so you have been taught.

Also, what do you know of Alexi, Keela, and Jet? Certainly, you have not heard their names before. :-)

Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+8=27 ; d20+8=23 ; 2d6+6=10 ; 2d6+6=12 ; d100=87 ;
Thursday February 25th, 2010 10:52:03 PM

Jet steps over easily and swinging his sword once above his head for momentum, he then brings it down hard on the creature as blood mingled with ruined flesh fly off the creatures body.

Chance of miss 87% will be fine for when the Critical hit confirmed does 10 and 12 damage total

0- Detect magic, Detect Poison, Resistance, Read Magic
1- *Entropic Shield, Magic Weapon, Protection from Evil, (Enlarge Person)
2- Resist Energy, Silence, (Bull's Strength)


Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Thursday February 25th, 2010 10:55:16 PM

Fixed header with Chain shirt on.

Also curious if Blind Fighting will help me in case I lose my dex or something from the light.

Zeph AC20 HP 42/42 
Thursday February 25th, 2010 11:07:53 PM

(OOC: So, I'm guessing that was a hint to cast Detect Victim... or to seek out the cult of Jancassis... Either way, I was never really told which place to go- Floating City or Plateau City, since they are like 40 or so miles apart from one another. The dream was kind of vague...)

Zeph tells the boy, "Well, we came here to save people who are in need or are suffering. In my dream I heard screams from help coming from the Floating City and from Plateau City. I'm supposed to follow this to people who need me and my companions. I suppose if you have no clue as to who may be in need of help, then my erhm.... church... could help us out?" Zeph says, trying not to talk about his church/cult a bit too much, since they are kind of a taboo people to begin with. But Zeph will show the boy Sliver, the black viper with the red double helix on its back.

Zeph will also cast Detect Victim to try to find someone who has an aching need for revenge at the moment.

DM Cayzle - Alexi, Jet, and Keela - Notes before posting 
Friday February 26th, 2010 6:07:16 AM


Alexi, you can draw your torch as a move action, and draw your weapon while standing as a move action, so you are fine. Technically, you could also take a five-foot step as well, if you wanted to.

Jet, I'm not seeing how you can (a) stand from prone, (b) move 20 ft and draw a weapon, and (c) attack. That's one move action too many. But your merciful DM will let you keep your sweet critical if you have to push the attack off to the next round.

Jet, your blind fighting feat let's you reroll the 20% miss chance from concealment if you are attacking in melee. But with Alexi's torch, that's now a moot point.

DM Cayzle - Sjurd - A Shrug and a Wait 
Friday February 26th, 2010 6:15:26 AM


The elfish woman shrugs at Sjurd's explanation. "We say 'the Green' to mean the spirit of malevolence that is at the heart of the Crying Wood. And I cannot tell you why the Wood would allow nesting birds to enter after all these years, but frankly, I doubt it is true."

"As for the reports of things attacking birds in the sky, I have heard nothing. But we have scouts who may have seen what you describe. You are welcome to stay and wait for them to report in. If you are willing to be useful while you are here. You will find our hospitality spartan but adequate."

"What can you do, anyway?"

Sjurd 
Friday February 26th, 2010 7:52:30 AM

Sjurd nods his head, "Many thanks for your accommodation of my journey. I can call upon a middling amount of druid magic. I have great knowledge of the wilds and how to train and handle animals. I can also transform into various animal shapes depending on the need. How long until one of your scouts may return, Elder?"

Gruemor Blackhammer 
Friday February 26th, 2010 10:39:36 AM

Ok. Sounds like a plan.
With that said Gruemor sets about looking for brewing ingredients. After purchasing enough for about 3 barrels, he turns to Charek and comments about going to find the mage now.

As for humans, dirty lot they are, short lived, but most are honorable in their words and actions, so lets not judge the whole by a few we see here.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Friday February 26th, 2010 10:40:44 AM

Oops, standing from prone, I forgot that part. I suppose I could throw a spear while prone and use the next round, this round, to get up and move, whicever you prefer. My bad, sorry.

So on this round, Jet makes movement and draws his weapon for next round or he attacked with his sword this round, whichever you prefer DM. :)

Thanks for catching my newbie blunder.

DM Cayzle - Charek and Gruemor - The Star Tower 
Friday February 26th, 2010 1:11:07 PM

The two dwarves entered the city through the Quest Gate of the Dragon Quarter, one of the most famous parts of the city. Just inside, on the right as you pass throught he gate, Gruemor found everything he needed at Grub and Chub Supplies. Ahead is Adventurer's Square, and you can easily see a number of groups of heroes -- some looking for adventure, others for fame, others for treasure.

Even this relatively kept-up part of the city disturbs Charek.

To the right is the Wold's most amazing magic shop, the Catacombs. And across the street from that is the Star Tower, home of the Wold's most potent mages' guild.

Hmark 
Friday February 26th, 2010 2:30:07 PM

"Nice puppy," Hmark tells the dog, making sure to count all his fingers when it lopes off to accost Zeph.

The archer can only shrug at the question about who or what they came here for. He hasn't a clue. But the trip has been pretty darn eventful so far, so he's got no complaints. He just waits to see what the kid will do to help them on their way.

Keela Mage Armor [AC 16] 
Friday February 26th, 2010 2:58:32 PM

Not bothering to stand, Keela pulls out her Wand of Magic Missiles and taps herself, armoring up.

DM Cayzle - Alexi, Jet, and Keela - Tentacle Attack Round 1  d3=2 ; d20+8=26 ; d3+3=6 ; d20+7=18 ;
Friday February 26th, 2010 3:42:02 PM


Alexi gets up, draws his weapon, and gets out a torch.

Jet stands up and draws his weapon.

Keela uses a spell to protect herself, then gets out her wand for use next round.

The beast happily advances on the three and attacks attacks Jet, as the die roller tells me. The attack with a tentacle hits AC 26, a hit for 6 damage. Then it tries to wrap that tentacle around Jet as a free action, which it can do because it hit. It's grapple check hits Grapple DC18, which is exactly what would be needed to grapple Jet. However, the cleric's Freedom of Movement domain ability kicks in, and Jet is NOT grappled after all.

The enemy is AC16, no miss chance.

DM Cayzle - Garret, Hmark, and Zeph - A Crack of the Whip 
Friday February 26th, 2010 5:39:53 PM


The boy druid asks about your mission. Garret is busy trying to wipe off dog slobber. Hmark is as ignorant in the matter as the druid. Zeph at least has a clue, but the question tells him he needs more guidance.

So he casts an unusual spell.

As soon as the Avenger finishes the casting, Garret, Hmark, the dog, and his druid hear a sharp crack, like the crack of a whip. Zeph does more than hear it -- he feels it, like the lash of a trainer taming a lion, or like the ruler of a teacher striking a recalcitrant student. The blow -- physical, metaphysical, who knows -- lands like a bolt of lightning and knocks Zeph prone and unconscious.

Zeph only, Please Highlight to display spoiler: {In a flash, you are in your dream again. You see the final image again -- a spider in a web. You can see that some of the web's strands lead first to a great city, sitting grandly atop three plateaus. Clearly this is Plateau City. From there, the strand leads to the city floating on a lake -- presumably the Float. And from there the thread leads across the lake, through a forest, and northeast to reach the victims crying out for justice. Once again, you hear: "Zeph Illidian. I charge thee. Go to them. Give them the justice for which they pray."}

Zeph's eyes flutter open a moment later. There is no mark or sign of any damage.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37)  d20+12=20 ; d8+5=11 ;
Friday February 26th, 2010 10:57:37 PM

OOC: just rolled new HPs for Level 5 Fighter on the L&B. Got a 12! Yeeeeeehaaaaaw!

A: If the creature is 10' or more away Alexi will charge.
B: If the creature is less than 10' away, Alexi will not charge it, but take the 5' step.

IC: Alexi sees Jet get entangled and is quick to act. Charging the creature, he swings his sword.

A: Charge- d20+12 = 20, dmg = 11
B: not charging - 18, dmg 11

AC for this round = 10 due to charge

OOC: Fixin' to update my CS to 5th level on google docs,

Keela Mage Armor [AC 16]  d20=7 ;
Saturday February 27th, 2010 3:22:10 AM

Keela stands up and fires a golden ray at the creature, but it flies wide.

[I assume Touch AC 8 is a miss.]

Garret Goodbarrel [AC:26 HP:25/25] 
Saturday February 27th, 2010 8:37:42 AM

At the sound, Garret turns from the dog. When Zeph falls, Garret assumes a defensive stance,looking around to find their attacker. He shifts his feet, unsure of what is going on, and he brings out his sling, swinging it in an arc, searching for a target.

Gruemor Blackhammer 
Saturday February 27th, 2010 12:14:50 PM

Looking at Charek, Gruemor says blankly: Who is it we are here to meet again? I forgot.

Then stares with wonder all around the area.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+8=18 ; 2d6+6=9 ;
Saturday February 27th, 2010 12:31:04 PM

Jet shrugs off the tentacle like a bad hangover, thanks to the powers of all the gods they have bestowed upon him. The creature is slimy and quite distatsteful looking and Jet contemplates using his Power Attack skills on it, but he decides, it would be best to hit it every time if possible, instead of swinging wildly and praying for the best.

The idea of using accuracy has paid off as he barely hit the monster from the river.

Jet his AC 18 doing 9 damage.

ooc: You actually read Jet's sheet? Well, there goes my ace up the sleeve....:)

Charek AC 24; HP 47/47 
Saturday February 27th, 2010 4:52:08 PM

Well we need to find the Abode of the star mages and then we need to find one Katarina Chotraksi specifically. I expect it will be near to the Catacombs, so let's head over that way first.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Saturday February 27th, 2010 11:44:14 PM

OOC: Alexi has now been updated to 5th level Fighter on Google Docs.

Jet Stormway (AC:18 HP: 36/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Sunday February 28th, 2010 2:52:53 PM

Fixed hitpoints in header


Zeph AC20 HP 42/42 
Monday March 1st, 2010 1:40:10 AM

When Zeph comes to, he shouts rather loudly, "Northeast of floating city! Where is this place and how can we get there?" Zeph says before gathering his composure.

"Oh, excuse me... that was... vivid." Zeph says, regaining himself. "Anyway, across the lake, through a forest and northeast of Floating city. What town or city is out there? We are in a hurry." Zeph says a little more calmly.

DM Cayzle - Alexi, Jet, and Keela - Tentacle Attack Round 2  d20+8=22 ; d20+8=9 ; d20+8=9 ; d20+8=15 ; d20+8=11 ; d3+3=6 ; d3+3=4 ; d20+7=9 ; d20+7=27 ; d20+8=20 ; d20+8=17 ; d20+8=21 ; d20+8=28 ; d20+8=22 ; d20+8=11 ; 4d3+12=22 ; d20+7=24 ; d20+7=22 ; d20+7=25 ;
Monday March 1st, 2010 8:39:49 AM

Alexi takes a step forward and hits the sub-terrene monstrosity, inflicting 11 damage with a solid blow.

Keela blasts away with arcane fire, but misses the beast's Touch AC12.

Jet slashes at the suckery thing, doing another 9 damage.

The creature, faced with two formidable foes, splits its attacks -- five tentacles each on Jet and Alexi.

Five vs Alexi's AC12: Amazingly, only two hit, since the beast rolls two natural 1s and hits AC11. Alexi takes 10 damage and the thing gets two grapple attempts vs Alexi's Grapple DC18: One tentacle latches on, so Alexi is now grappled.

Five tentacles attack Jet: A hit, a miss, a hit, a confirmed crit, and a miss. Total damage is 4d3+12, or 22. The beast attempts three grapples vs DC18, and all three WOULD have latched on, but a second round of Travel Domain saves Jet from that.

Tentacle Beast Status
down 20 hp, looking wounded but not dead.
AC12 vs Jet and Keela; AC16 vs Alexi, touch AC12, Grapple DC17.

The beast and Alexi are in the same square. Jet is next to it. Keela is ten feet away. Note that ranged attacks into a grapple stand a 50-50 chance of hitting either grappler. IE, please don't kill Alexi with a scorching ray. Or if you do, use a hero point to reroll the who-gets-hit roll. :-)

DM Cayzle - Garret, Hmark, and Zeph - To The Float 
Monday March 1st, 2010 8:48:54 AM

Garret, seeing a comrade fall, naturally thinks the group is under attack. He readies for combat, but none materializes.

Zeph rouses from his stupor and blurts out the name of the Floating City twice.

Hmark has no response to that. But the easygoing fellow would no doubt follow his friends wherever they led.

The druid says, "The Float! Well, if you have an in with the WLA, you can likely get a teleport there on the cheap. Otherwise it'll cost you a pretty penny from a wizard for hire. Your best bet would be the Star Mages." He offers to get you a guide to either organization.

DM Cayzle - Sjurd - A Chat and Chores 
Monday March 1st, 2010 8:57:46 AM


The matriarch of the "elven" outpost invites Sjurd to a meal and a talk. Sjurd offers some idea of his capabilities. She asks if he can make plants grow in tangles the way she has heard druids can. If so, several castings to help protect and conceal their outpost would put the Drow (as she reveals herself to be) in Sjurd's debt.

She says the scouts come back at intervals -- even the longest out should be back in a week.

DM Cayzle - Charek and Gruemor - Katarina Chotraksi 
Monday March 1st, 2010 9:05:16 AM

Gruemor is boggled by the big city and asks Charek to remind him of their duty. Charek recalls the name of the mage, and in fact finds the Star Tower immediately, How could he not? It a tower with a floor plan shaped like a star, and it rises over the market. Its shadow falls on the Catacombs Magic Shop.

Inside, invoking the name of the Wizard Chotraksi gains the pair of dwarves an immediate audience. The wizard is a dwarf also, and she greets you and asks for news of the homeland. She then asks you what brings you to her.

Garret Goodbarrel [AC:26 HP:25/25] 
Monday March 1st, 2010 9:18:52 AM

"The WL-who? Star what? There sure are a lot of different places and organizations in this area of the Wold, that's for sure. I don't know about you two, but I don't know much about either one of those groups. I guess I'm a long way from the Cinnamon Valley and the Windbourne Hills!"

Jet Stormway (AC:18 HP: 14/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+8=15 ; 2d6+6=10 ;
Monday March 1st, 2010 9:47:27 AM

"Ow" Jet thinks as one of his teeth gets knocked loose in his skull, from the tentacles flailing about. He takes another step for an opportunity to get even more bonuses to hit, since this thing has so many attacks available, it needs to go down quickly!

ooc: I wasn't sure, with the river and positions, if Jet could get a +2 on Flanking, so if not, he will miss.

Jet hits AC 15 or 17 of he can Flank. If Flanked, creature takes 10 damage.

Cayzle Comments: It loses its dex bonus vs non grapplers when grappling. I posted "AC12 vs Jet and Keela" So you hit.

Hmark 
Monday March 1st, 2010 11:23:56 AM

Hmark is somewhat slow to recover from Zeph's, uh, vision. But he does figure out that druid boy missed an option.
"What about this tree-zapping thing that got us here?" he asks. "Can we do that again?"

Assuming the answer is 'no', he glances at his friends.
"I've heard of the WLA, but I'm not a member. It was pretty pricey to join last time I checked. So, I guess we ask these mages for a favor?"

Sjurd 
Monday March 1st, 2010 1:26:43 PM

Sjurd will stay with the Drow until one of their scouting parties returns. He freely offers castings of plant growth, stone shape, and wood shape to improve their defenses and anything else they might need. Uli will behave himself. :)

Gruemor Blackhammer 
Monday March 1st, 2010 2:06:32 PM

Chooses to let his companion do the talking.
(being I forgot.. <smile>)

Alexi (AC: 12, HP:36/46) Lobo (AC: 19, HP:37/37)  d20+8=22 ;
Monday March 1st, 2010 9:22:01 PM

OOC: well, best I can figure is that I can attack with my fist at -4 for non-lethal dmg or try to break the grapple with a grapple check at -4. This grappling thing has always been confusing to me.

IC: With a barbarous yell akin to Anrete, Alexi reacts to the tentacle encircling him. He flexis his muscles as best he can to break free.

d20+5(BAB)+3(str)-4(non-prof)= 22-4=18

OOC: did it work? :}

Charek AC 24; HP 47/47 
Monday March 1st, 2010 9:55:28 PM

Mage Chotraski, apparently my father and you had a business venture in common. A mithril mine out in the wilderlands, being run by my friend's cousin, is apparently in big trouble and that the miners are in great danger. He asked that we head out that way and see what could be saved/rescued/salvaged. He then told us that we should come see you first and that as an investor in the venture, you might scry something and find out more." And then that you might arrange for a teleport and possibly have other advice for us as well.



Keela Mage Armor [AC 16]  3d4+3=9 ;
Tuesday March 2nd, 2010 1:07:47 AM

Keela is distressed when her friends are grabbed. "Bother! I knew I should have used the weakening ray," she murmurs.

She extends her hands and casts a Magic Missile spell, and this time three missles fly out to strike her target!

"Goodness! I'm getting better at this."

[9 damage to the creature]

DM Cayzle - Alexi, Jet, and Keela - Tentacle Attack Round 3 and done 
Tuesday March 2nd, 2010 2:48:12 AM


Jet again whacks the monster. Ichor gushes.

Alexi pulls free with a mighty heave.

Keela's spell puts an end to the creature.

You see that the rest of the monsters have been similarly put down.

You tend to your wounds, having successfully defended this place ... for the first time, but maybe not for the last. Please cast your healing spells, then prep a new set for the morning.

Keela, may the DM remind you that you DO gain two new 3rd level spells? They represent lore remembered but not heretofore comprehended, study made over the course of the last level, and even some original research and inspiration and experimentation squeezed in here and there along the way. May the DM also remind you that special octopus ink is fine for scribing spells ... and these creatures may just happen to have a useful ink gland, if you were but look for it? Oh, and Keela, it looks to your DM as if you forgot to include your bonus human skill ranks. You should have 2+3+1=6 skills at max ranks, not 5.

DM Cayzle - Charek and Gruemor - The Magic You Need 
Tuesday March 2nd, 2010 7:01:58 AM

Gruemor defers to Charek, and Charek explains the duo's mission.

Katrina smiles then and says, "Well, then, you must be Charek, and your quiet friend must be Gruemor. I have been expecting you. And yes, I can arrange the teleport to the Floating City. It is from there, about a year ago, that the second wave of workers set out to establish the mining operation. The name of the settlement is Bryn Baraz."

"And I have something to help in your mission, if rescue becomes necessary." She gives you five copper stakes, each finely engraved. "Set these stakes into the earth to form a pentacle, and speak the command word. Then the pentacle becomes a teleportation circle that lasts for about one minute -- the duration is not exact. While it is active, anyone you send through will arrive here, in the Star Tower."

"Finally, I have scried the settlement. It is burnt and ruined. I have scried Dwain, your cousin. He is alive and making a camp with the settlement's refugees underground. And I have a map to help you get to Bryn Baraz. But as I have said, the refugees are not at the site."

"Also, note that you are to rescue people as much as mithril."

DM Cayzle - Sjurd - Strange as News From Bree 
Tuesday March 2nd, 2010 9:25:38 AM

Sjurd finds himself kept busy for a few days, casting spells to enhance this Drow camp. He gets the idea that this is an outlying scoutpost for a larger Drow settlement, but he asks little and learns less.

On the other hand, when a scout arrives back from a tour of the area all around, there is something to learn. The scout met a tribe of wildling humans to the northeast, fleeing from some terror of which they had some oracular warning. Their language had some elvish features, and the scout warned them away from the Crying Wood.

They said that in their retreat from their accustomed lands, they had left behind a recently founded village of humans and dwarves. They had warned these folk to run away, but they did not.

And perhaps of greatest importance of all: these tribesfolk, who called themselves Ahote, saw a magical flying item in the sky, large enough to carry two fists of humans, they said. It was huge and round like a turtle shell, and it floated through the air. Attached beneath it was a wagon-like structure that had a door and windows. They hid from it and do not think it -- or its riders -- saw them.

DM Cayzle - Garret, Hmark, and Zeph - Modes of Travel 
Tuesday March 2nd, 2010 9:52:41 AM


As Garret hears of strange and magical organizations unknown to him, he might look out over the gardens and trees of this druidic garden parkland to see the towers and spires of the Wold's greatest city.

"You can see the Star Tower yonder," the young druid tells Garret. He points to the top of a tower that can be seen in the distance. The cross-section of the building, which is to say, the plan of each floor, is in the shape of a star.

But Hmark asks if another path might be taken. Can the same kind of magic that brought the trio through ancient trees also bring them farther along their path?

The druid thinks, and says, "Maybe. The elder druids could, I mean. That would be a job higher than my pay-grade, though, as they say in the Minstrel-shows at the Mask Theatre. If you wanted, I could get you an audience with another druid, who could let you know what is possible."

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+1=19 ; d20+2=15 ; d8+3=6 ; d8=3 ; (9), d8+3=7 ; d8=3 ; d8=4 ; (10), d8+3=4 ; d8+3=8 ; d8+3=10 ;
Tuesday March 2nd, 2010 10:23:50 AM

Jet carefully studies the beast and has someone with a more appropriate weapon, cut it open to see if it has digested anything of vlaue, besides the ink the Keela needs for spells and scrolls.

he then takes a rope and ties it to himself and a rock outcropping, so he can pull himself out if he needs to. "I may need some extra rope, but I think we better explore these waters before we go back to sleep."

Even though he did an excellent job with the ropes, he will have someone else double check his work. No need for failures at this time.

Jet dives into the waters and is a little taken back at the temperature of it, almost warm. Very odd indeed, but what does Jet care, he has a job to do before he comes back to shore and casts cure spells.

Use Rope: 19
Swim with Chain Shirt Armor penalty of -4: 15

For those that need it.

9, 10, 4, 8, 10, 1, 1, 1, 1

(Jet at 14 from 42 will take most if them I think, hopefully Dwain can heal everyone else.)

0- Detect magic, Detect Poison, Resistance, Read Magic
1- Detect Undead, Magic Weapon, Protection from Evil, (Enlarge Person)
2- Resist Energy, Status, (Bull's Strength)


Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+4=19 ; d20+2=16 ;
Tuesday March 2nd, 2010 10:25:52 AM

Spot: 19

Search: 16

I figured, if I am going to have Jet search the waters, he may as well try to find something...:)

Zeph AC20 HP 42/42 
Tuesday March 2nd, 2010 11:54:07 AM

(OOC: Sorry for not posting on Monday, twas very hectic. Sociology exam. And I got my Organic Chem exam on Thursday. Grrrr....)

Zeph nods his head, "Yeah, I think that the tree transportation sounds like a better deal than the Star Mages thing. And if I would have known about the WLA, I would have joined them much earlier in my career for the skill points, but alas, I had no clue they existed." Zeph says, rather dejected at his lack of knowledge.

"Where would we find your elder druid friend?" Zeph asks.

Gruemor Blackhammer 
Tuesday March 2nd, 2010 12:23:06 PM

If not there, then, where are they?
What does your scrying tell you about their surroundings other than underground?
And
Are they in trouble, or does it feel like they are secure. And, as for their destroyed settlement, any clues as to if, or what did it? And is it still in the area?

Forget the brewing stuff, and be damned the mithril. Mithril can be found, and replaced, the people cannot. I say we leave with the utmost haste and get those people to safety.

Gruemor seems most agitated. With a flake of worry in the mix.

Let me gather my important things, and lets be off.
I choose to leave the cart and extra stuff behind, but will take the pony and riding gear. Perhaps Charek you too should get a riding pony too, makes for faster travel as you would know.

Sjurd 
Tuesday March 2nd, 2010 3:03:04 PM

OOC: Sjurd would like to find out the distance to the village to the northeast. If it is more than a few days on foot, he will use his previous tactic of wildshape and reduce animal to travel.

Sjurd thanks the villagers and scouts of the Drow outpost for their assistance. Heading out of the village, Sjurd travels on foot until he is out of sight and stops. He touches two fingers to his forehead, "Mowic." As before, the mask turns pitch black while fine lines of silver tracery weaves intricate knots on the surface. He turns to Uli and reaches out with his mind,

"We're going to a Human and Dwarven village. These Drow saw the fliers there."

"Awww, Hides-His-Face! Dwarves smell! Smell funny. Like whiskey and feet." Uli snorts his nose.

Sjurd chuckles, "That they do. But the Drow say they may be under attack. We will go and take a look."

"Okay. But no biting Dwarves. Taste worse than smell. Bad taste."

Sjurd dismisses the casting and he and Uli take off towards the northeast.

Hmark 
Tuesday March 2nd, 2010 4:38:07 PM

"as they say in the Minstrel-shows at the Mask Theatre"
Hmark smiles and nods politely, not having the slightest idea what the guy was talking about.

But now it sounds like they're moving out again. The archer rechecks his gear - Red and a mess of arrows, check - and waits for the young druid to point the way.

Charek AC 24; HP 47/47 
Tuesday March 2nd, 2010 8:39:22 PM

Yes a pony might be helpful, but will Mage Chotraski, be able to send them with us? Also as for the return trip stakes what is this command word you say need be spoken?

Also where will you be teleporting us too if not the settlement?

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday March 2nd, 2010 8:47:39 PM

Garret looks out over the city and his jaw drops. "Wow. All I can say is, 'Wow.'" I had heard of such places, but I had never seen one. There is so much in so little space.

"Wow."

Alexi (AC: 12, HP:36/46) Lobo (AC: 19, HP:37/37) 
Tuesday March 2nd, 2010 10:07:06 PM

Alexi stumbles back out of the creature's grasp and takes aim for another swing when three red fiery missiles slam into it and it goes down. Looking over he sees Keela's outstretched hand.

"Way to go, Keela! Thanks!"

Alexi assists Jet's dissection of the creature by holding his light up. The when the priest/fighter makes ready for a swim, Alexi merely shruggs and holds the rope.

"Here Jet, take this torch. It will light your way and not go out. Just bring it back to me, eh?"

OOC: A night's rest will bring back 10hps for Alexi so he won't need any extra healing.

Keela Mage Armor [AC 16] 
Wednesday March 3rd, 2010 12:31:47 AM

Keela sighs in relief as the monster goes down. As her friends start healing one another, she checks to be sure her little family is safe.

[OOC: I knew I got new spells in my spellbook. I didn't know if I'd had time to prep my 3rd-level spells, which is another issue. :) Also, I have fixed the skills.]

DM Cayzle - Garret, Hmark, and Zeph - Brother Chjarom 
Wednesday March 3rd, 2010 8:59:18 AM


Garret goggles at the towers visible beyond the parkland's treetops. Hmark boggles at the young druid's strange urban manner of speaking. Zeph retains presence of mind enough to ask about the elder druid.

"No problem," says the younger druid. "Heel, Barkly," he tells his companion. He leads you to an elegant but simple stone lodge build into the side of a curving berm. A half-elf in a green robe emerges when you approach.

The young druid announces you in a string of druidic: If you speak druidic or just want an OOC chuckle, Please Highlight to display spoiler: {Brother, you know I love the countryside like the mother I never had, but these rubes off the farm give even me the heebies. They popped from the Shadow Oak and said they were sent by Grynntymm.}

The elder druid looks you over. "Thank you, Brother Jarry. You may go," he tells the youth. "Please, come in," he invites you.

Inside, the polished wood chairs and table are beautifully fashioned, with no seam or jointure at all. You settle in.

"I am Brother Chjarom," says the half-elf. "Please tell me your names and tales, and what news you might have of the Great Culverwood, and how I can help you."

DM Cayzle - Sjurd - A Farewell and a Request 
Wednesday March 3rd, 2010 9:06:20 AM


Sjurd asks how far the village might be. The scout is not sure, never having been there. At least a couple weeks on foot, is his guess, but he suggests that the Ahote people would be better guides.

Sjurd offers the Drow his thanks. The matriarch (who Sjurd realizes has never offered her name), has a request. "If you find out about these magical flying monstrosities, and if you find out what manner of creature rides them, please return and tell me what you learn."

The druid leaves, and when he is alone, uses his magic to commune with Uli, then to transform into a winged shape and fly out, bearing his friend.

DM Cayzle - Alexi, Jet, and Keela - Anatomy and Treasure-hunting 
Wednesday March 3rd, 2010 9:29:09 AM


Keela finds Senna brandishing a knife, and her husband, a hammer, but in fact they never were in danger, nor the kids.

Jet finds that the squid-like cave creepers give up four ink glands that Keela can use a Craft Alchemy DC 10 check to turn into ink. (Take a -2 if you are using improvised tools, such as those you might cobble together from cookware. Roll once per gland. On a successful roll, each gland gives enough ink for 8 pages in a spell book.)

Jet, aided by Alexi, also finds that each beast also has a gizzard filled with mother-of-pearl stones, likely worth something. Each of you get two from a division of the spoils.

Jet has the bright idea of swimming down into the lair of the beasts, where likely their mama lurks in waiting. Alexi offers his magic torch to Jet. And upon descent, all that Jet finds is the skeletal remains of some other victim. All of the poor soul's belongings are lost aside from four. Their magicality has clearly preserved them from decay.

Only one of the four items is clearly revealed at first, as the others are wrapped in what were once sacks. The one item is a scroll case, and within, a scroll with five Identify spells written on it. It falls to the Jet, Alexi, and Keela to open and inspect the other three items.

By the way, if there is any nonsense about sharing these three items with NPCs, it must be noted that both Garth and Dwain agree that you three deserve some reward.

OOC: Now let the DM's heavy hand lie hard on the plot here. The fact of the matter is, none of you three have anything close to the 12,000 gp worth of items you need. Keela, your gear is worth maybe 3,000 gp tops. Alexi, yours is worth about 7,000 gp. Jet, maybe 8,000 gp. Therefore, Keela, please select an item from the DMG worth about 9,000 gp to be the reward you open. Alexi, make yours worth 5,000 gp. Jet, make yours worth 4,000 gp. Whatever you pick is what you find in your wrappings. If you are unsure about your pick, please e-mail me.

DM Cayzle - Charek and Gruemor - More Answers 
Wednesday March 3rd, 2010 10:09:29 AM


Gruemor is moved by the plight of his kinsman, and asks several on-target questions.

Where are they? What does your scrying tell you about their surroundings other than underground?

"They are in natural caves, in a camp in a large cavern that also has an underground stream and pond. There are fungi, and they have magic everlasting torches. There are dozens of people and several horses."

Are they in trouble, or does it feel like they are secure?

"They seem safe for now."

And, as for their destroyed settlement, any clues as to if, or what did it? And is it still in the area?

"The settlement is at the end of a box canyon. One end of the canyon is sealed by a wall and gate. The mine is at the dead end of the canyon, behind an inner gate. Both gates have been bashed in. All of the buildings show some fire damage, some just a little, others all burned down. I scried several reptilian things, like fat kobolds, hiding here and there in the ruins and up on the canyon wall. I saw one corpse, so I think almost all of the dwarves and humans escaped."

Gruemor hears all this news and tells Charek that the sooner they are gone, the better. Ponies would likely be fastest.

But to where? Charek asks Katarina where she is teleporting them. The dwarf mage looks flabbergasted. "Goodness! Sometimes what seems obvious to a mage is really not at all!" She manages to look embarrassed.

"I need the utmost safety in the teleport. I want no risk of error or disaster. So I have to send you to a teleportation circle, and the nearest one is in the Floating City. From there, your map will have to suffice, and the ponies will help too. Yes, you can bring them."

She also tells you that the command words for the teleportal are "Zharak Zharam! Zharak Zhalasch! Zharak Zhakhesh!" In dwarven, that's "For refuge, be open! For refuge, be wide! For refuge, be home!"

Sjurd 
Wednesday March 3rd, 2010 11:14:03 AM

Sjurd and Uli will travel northeast, trying their best to avoid contact with any creatures. They will keep a lookout for any Ahote or the Human/Dwarven village the scouts reported.

Gruemor Blackhammer 
Wednesday March 3rd, 2010 2:33:32 PM

Gathers his needed gear.
Saddles his pony.
Prepares for the trip.
Turning to Charek: You do have the map?

When Charek replies in kind, Gruemor turns to the mage saying: I am ready.

Zeph AC20 HP 42/42 
Wednesday March 3rd, 2010 6:02:11 PM

Zeph sighs at having to tell the story for the fourth time (Once to Dulcet, Once to Greemage, Once to Kid Druid). He sits down across from Brother Chjarom and speaks "Hello, We three come from Cinnamon Valley just north of the Culverwood. We recently destroyed an ancient codex of evil necromantic powers in order to save Cinnamon Valley and after that I received a vision telling me to come to New Elenna to save a group of people from destruction. My dream told me to venture to a city that is northeast of the Floating City. We told this to Dulcet, and she told us to go to the Greenmage of Culverwood for transportation here. Now we feel that you can assist us in transportation to the City which I do not know the name of. People are in danger and need our help, and we are coming in for the rescue... basically." Zeph says as calmly as possible, but visibly getting annoyed at the time it is taking to travel.

Charek AC 24; HP 47/47 
Wednesday March 3rd, 2010 7:05:35 PM

UUM Gruemor, I will need to puchase a pony as I do not have one. Shall we wait until we get to the Floating city, or should be get one now?

When asked about the map he taps the side of his haversack and then gestures to the spikes . I think you should take the spikes and be in charge of them as you are far more familiar with things magical than I am.

Turning to the mage Now you are sure this mode of travel is safe? I would hate to have my favorite pieces spread all over the Wold, when I might still have need of them.

Alexi (AC: 12, HP:36/46) Lobo (AC: 19, HP:37/37) 
Wednesday March 3rd, 2010 10:05:49 PM

Hurray! Hurray! Long Live The DM! :)

I'll be feverishly thumbing through the DMG right away.

...gizzard filled with mother-of-pearl stones, likely worth something. Each of you get two from a division of the spoils.

Does Keela get two also or does "each of you" mean just Jet and Alexi?
IC: As Jet swims around, Alexi worries that there could be large fish with pointy teeth in the dark waters, but he soon clambers out onto the banks with some goodies. All tiredness gone now, he helps Jet haul the stuff to their sleeping area and helps sort them.
"Looks like a scroll tube. Here Keela, see if you can use these. Oh, but see if they are trapped first before you open it, ok?"

There appears to be a lot of good stuff some poor souls lost to these squidish things. Most likely they were those ratmen.

"With these squidish things here, I'm not surprised that the ratmen stay away. But now with them gone, we may glimpse them yet."

Alexi then goes to check with Garth. "How did the camp fare against these weird things?" he asks. Then, he goes to Dwain to asks, "Any sign that those lizardmen may be thinking about following us down here? Do we have a watchman where we closed the tunnel off?"

OOC: hard to make up my mind on an item. Q: since there aren't many exact 5K items, is it ok to split the amount and have two that add up to 5K?

Also, I'm trying to stay within what would be reasonably found in a place like this but I've got a couple of good ideas.


Keela Mage Armor [AC 16]  d20+9=28 ; d20+9=27 ; d20+9=28 ; d20+9=22 ;
Thursday March 4th, 2010 1:04:57 AM

Relieved that her family is all right, Keela turns her attention to the spoils. Carefully, she opens the scroll case and casts Read Magic to see what is on the scroll.

"These spells will identify magic items," she tells the others. "Such as the ones we recovered down there."

Unless her friends object, she uses a scroll to identify one of the items. "Oh! The poor fellow really should have been wearing this," she says. "It is a Ring of Protection." She hesitates, the slips the ring on her own finger. "I should like to keep this," she tells her friends. "I cannot wear armor because of my magic, and this will help. If that's all right with you."

[OOC: Ring of Protection +2. Thank you, O mighty DM!]

The next morning [I assume we're not going to sit up all night doing alchemy], Keela attempts to extract ink from the creature's ink sacs. She readily succeeds [Alchemy checks 28, 27, 28, and 22, and why can't I roll like that in combat?].

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Thursday March 4th, 2010 7:39:38 AM

Jet dries off and decides, he should jump in water more often, but he quickly puts that aside.

Jet is happy with the find and all but refuses to allow Keela, Alexi and himself to take most of the treasure. However, Garth once again, the wise task master he is, even if not a general, tells Jet plain. "You three are the scouts. Everyone needs you to succeed, so if these things help you, it is for everyone's best interest."

Grudgingly, Jet agrees and takes his item as his own. (Still deciding on what to take. Waiting for response from the DM)

He takes off his chain shirt to let it dry and he reoils it before he attempts to go back to sleep.

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday March 4th, 2010 8:43:12 AM

After Zeph speaks, Garret introduces himself, "And good sir, I am Garret Goodbarrel, of the Windbourne Hills. I travel with Zeph to aid him in his quest."

DM Cayzle - One Quick Post 
Thursday March 4th, 2010 9:22:41 AM


[OOC: Sorry, my friends. Real life and BGC duties limit my time today, so this is short.]

Jet, Keela, and Alexi take a breather to Identify items, make ink, do a little upkeep and training. The entire refugee group needs a moment after this crisis to take stock. A day passes without event. That night, Garth comes to you and asks your advice. Go back up to whatever lizards might be left in Bryn Baraz? Press on into the caverns and hope to find the exit? Or something else? [OOC: pick one item of the requisite value or less, please. And pick it by your next post or lose it! In a way, this is a challenge or puzzle, no less than answering a riddle or fighting a troll.]

Sjurd finds a group of wandering humans. They are primitives, using little metal, carrying what they need themselves or on horses. Maybe these are the Ahote? How does he approach, if he does.

Garret, Hmark, and Zeph tell their story one more time. Brother Chjarom says that most anyone who wants to go to the Float goes to the Star Mages and pays the standard rate. He might be able to get you closer to your goal, but why should he? You all have no claim on him or his folk. What can you offer in return?

Charek and Gruemor get ready to go. The mage tells you that the teleportation item she gave you is to be used to rescue the refugees. The only danger is that if you time it badly, the magic might end before the last folk go through. Otherwise it is completely safe. She asks that you come back here tomorrow. In the meantime, enjoy the delights and wonders of Plateau City, and avoid trouble.

Gruemor Blackhammer 
Thursday March 4th, 2010 10:02:06 AM

Well, looks like we have time now to get you a pony and gear.

Chooses to go to the temple of Domi, prays and yadda yadda.
Performs some work in the healing rooms.

In the evening rejoins Charek at the inn, downs a few (5 or 10) pints of medicine. Turns in, gets plenty of rest, rejoins Charek in the morning for breakfast and more medicine.
(can't have too much medicine for a long journey you know)
Then follows him back to the mage, pony and gear in tow. Ready to go.
(hehe I made a funny)

Hmark 
Thursday March 4th, 2010 11:47:05 AM

Hmark isn't as frustrated as Zeph about the story telling - especially as he isn't telling it. The whole "why should we help you?" attitude is a tad annoying, though.

The archer clears his throat.
"It might be helpful if we knew what that standard rate is," he points out. "You wouldn't happen to know?" he asks, hoping to avoid a trip.

DM OOC: Per the PHB, page a Teleport costs 50 gp times caster level, or 450 per casting at the standard rate. That covers the caster and three medium creatures. Mounts cost extra, familiars are free, and if there is no one at the Float who wants to come back within the hour, then you may be responsible for another 450 gp so the caster can teleport herself back home. Usually there is someone who wants the return trip however, since there is a lot of coming and going between the Float and Plat City.

The druid is glad to tell you this, patiently, speaking a little slowly.


Charek AC 24; HP 47/47 
Thursday March 4th, 2010 9:51:22 PM

at some point in the afternoon before joining Gruemor in some medicine taking, Charek goes and finds a relatively docile but sturdy riding pony, a military saddle and other necessary gear; halter, bridle, hobbles tie line, feed sack, water sack and the necessary basic grain for the trip. (Cayzle letme know what cost I need to deduct.)

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday March 4th, 2010 9:59:28 PM

After talking to Dwain to insure someone was keeping watch to see if any lizardmen attempted to follow them into the caves, Alexi returns to his little camp to find Keela fingering a ring, one of the items Jet had fetched from the waters.

"What does it do?" he asks. Then, seeing a bundle of cloth, completely soaked, he stretches it out. It is clearly a cloak of some sort. Runes are embroidered on the iside with mithril thread.

"Whatever this does, it must be good to survive the waters. Can you tell what it is, Keela?"
(OOC: It should be a cloak of Resistance +2)

At the conference with Garth, Alexi suggests, "I get the impression they are not the patient type. They will probably forgo entering the caves, being used to the freedom of the skies. However, It has only been a day, or something like that. I'd like to explore these caves a little. Give those creatures more time to move out of the area. Don't want to pop our heads out of the hole to find them just a few miles off. Know what I mean?"

Sjurd 
Thursday March 4th, 2010 10:33:05 PM

Sjurd will land approximately 1000 feet away and dispel wildshape and reduce animal. He will cast barskin, bull's strength, and greater magic fang as a precautionary measure, then approach at a walking speed, with hands outstretched. Calling out in Common:

"I am Sjurd, Friend of the Green, Druid of Wold. I come looking for the Ahote. Have I found them"

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Thursday March 4th, 2010 11:17:22 PM

Jet finds a nice cloak also. He puts it on and it fits nicely.

"We have any rangers that can look for tracks around some of these exits?" Jet also asks Dwain, the priest, "Are you capable of a Divination or Commune spell to help guide us? Even a couple of augury's would be nice right now."

DM Cayzle - Extra for Alexi, Jet, Keela 
Friday March 5th, 2010 12:02:43 AM

These are your resources:

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.

No ranger, no Divination, no Commune. Durak can prepare an augury. What course of action are you pondering?

Keela 
Friday March 5th, 2010 12:48:28 AM

Keela uses the remaining Identify scrolls to identify Alexi's cloak, and Jet's.

"I don't have any foretelling spells," she tells Jet. "I'm afraid you want Fatine for that kind of thing."

"I really think the best option is for the bulk of the group to stay here while we explore the nearby tunnels," she says. "There is water here, and a little food. With guards to help protect them, they should be safe enough until we find something better."

Garret Goodbarrel [AC:26 HP:25/25] 
Friday March 5th, 2010 8:46:49 AM

"Well, good sir, we were just trying to help some other who were in need of help. If you're not willing to assist us, then I suppose we will be on our way."

As Garret turns, he says to Zeph, "I guess the Greenmage is the only one of this type of folk that are interested in helping others."

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Friday March 5th, 2010 9:18:28 AM

Jet is wondering if they should even attempt to parley with the ratmen or if we even need to encounter them to find an exit out that isn't near the ruins of Bryn Baraz. From what I remember, Jet can see several exits out of the chamber. If we can learn which is most likely to succeed, it could save us days or weeks even.

DM Cayzle - Another Quick Post 
Friday March 5th, 2010 9:28:37 AM


[OOC: Sorry, my friends. Real life continues to limit my time today, so this is, again, short.]

Jet, Keela, and Alexi look over items. Note that the scroll has five Identify spells, and you have only used three. They talk about what to do next, and offer to explore the caverns while the refugees stay here. Garth agrees, and asks them to be careful. [OOC: Spells prepped? Marching order? There are five exits from here -- a large one through which you entered, a medium one by the water, a large one, a medium one, and a small one. A horse can easily fit a large one. A human can easily fit a medium one, but a horse would have to squeeze. A human would have to squeeze in a small one. Which way do you go? Who is carrying light sources?]

Sjurd is answered by a shaman of these people, who steps forward with open hands and speaks in druidic. "I am Istaqa. Please tell me you name, and how you know of us. Then we can talk a little more."

Garret, Hmark, and Zeph seem a little stunned. Hmark asks about costs, and the druid explains things carefully. He is still waiting for some reason to help these travelers. Garret makes a comment about helping others, and the druid gives him a cold stare. "We do not operate a charity for the benefit of wayward foreigners and self-styled adventurers."

Charek and Gruemor buy some supplies [Kent, add up your costs in the PHB or just subtract 75 gp off the top of my head] and meet at the Star Tower in the morning. The mage meets you and takes you to the Teleportal on the main floor of the tower. It seems that there are a number of people waiting today (mostly merchants and a few nobles), and you guys have to wait until the end, since the paying custom goes first. Katarina waits with you. She offers you some advice. "If you can get the mining settlement open and running again, great. Maybe you can find some creative way arond their problems, whatever those might be. If you cannot, then save as many folk as you can. I will be scrying you when my time permits. Any last questions?"

Zeph AC20 HP 42/42 
Friday March 5th, 2010 10:44:45 AM

Zeph holds up the Jariola berry extract: "Would this be a fair trade?" he asks, wondering why it is so much trouble for a high level druid to spare one spell in order to possibly save hundreds of lives....

"Is it so hard to spare one spell to save hundreds of lives? Children and women are dying right now!" Zeph blurts, hoping that the Jariola berry extract is a good trade.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d10=2 ; d4=4 ; d3=1 ; d20+4=5 ; d20+2=17 d20+4=22 d20+8=28
Friday March 5th, 2010 11:03:17 AM

Forced underground by the enemy, the small community huddles together in the dark confines of the earth. Jet isn't concerned for the dwarves. They are at home anywhere underground. It's the others, who came to this region to escape their past and begin anew, like that seamstress and carpenter and now, it has gone from bad to worse. Their lives, everyones lives depend on the few that can fight and no army is this weary band of refugees. The time has come for action and what action to take is a large question. With no contempt for his beliefs, he prays to Wardd and takes a large swig of wine before throwing his two handed sword up in the air and watching it fall to the solid cavern floor. There is really only three choices at this time but he didn't think of that when he thought of throwing his sword in the air.

The tip is pointing toward...#1 "No...No...No... There is no going back!" Jet says at it points toward the way they came.

He pickes his sword up and throws it in the air again, disregarding the first attempt and the tip lands toward....#4 "Jet looks around at Keela and Alexi "Either of you want to squeeze in there? Me neither!" As the smallest little cavity is next pointed out.

Without giving up Jet smirks, "So you test my wisdom oh god of luck? I'll not leave here without all my friends, including Bantom! Shame on you!" He finishes off his flask and tosses it up one last time.

The Greatsword twirls and twists through the air and it comes down with a solid thunk. The tip is pointing toward...

The medium exit by the water.

Jet does not want to leave the others behind though. He will have those that can fight guard or set up traps on the other exits, especially the smaller one.

Then the four of them begin their investigations as they begin down the tunnel, Jet in front using one of his Sunrods.

ooc: Can Jet determine direction for the tunnels and which direction they would need to go to get back toward The Flaot?

Listen: 5
Search: 17
Spot: 22
Survival: 28 (Natural 20)

Sunrod recently activated.

0- Detect Magic, Detect Poison, Guidance, Light x2
1- Comprehend Languages, Protection from Evil, Magic Weapon, Detect Evil (Enlarge Person)
2- Enthrall, Silence, Resist Energy (Bull's Strength)

DM Cayzle - Extra for Zeph 
Friday March 5th, 2010 11:21:47 AM

Brother Chjarom reaches for the vial, opens it, sniffs. His eyes widen, and he murmurs, "Jariola berry. Of the highest efficacy. Hmm ... Yes, yes, that would serve well."

Zeph, feel free to post again.

Charek AC 24; HP 47/47 
Friday March 5th, 2010 8:46:07 PM

(OOC. 59 Gold tallied and deleted from sheet.)

Questions? You mean like do I really want to know how this contraption works, and the number of things that could go wrong that would spread my favorite bits all over the country side? Or do you mean about the settlement issue? I( mean if they are under attack from a large force I am not at all sure how much help two more defenders will be, but hey we said we would try.


Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Friday March 5th, 2010 9:53:08 PM

OOC: "Then the four of them begin their investigations as they begin down the tunnel,..."

'four of them'? whos' the fourth? I only count Jet, Alexi, and Keela. or is bantom coming too?

IC: "My first choice would be to go back to the settlement, but not yet. We might as well explore some here while we are here. I don't want to squeeze through a small cavern either. So the exit by the water seems hunky-dory to me."

Alexi straps on his backpack, checks his armor and weapons, fills his waterskin, and follows Jet. With the priest carrying sunrods, he doesn't need his Everburning Torch and thus has his shield with him.

"Lead on, Good Sir Jet!" he exclaims.

Sjurd 
Saturday March 6th, 2010 1:37:54 AM

OOC: Bleh. Another terrible day at internship. Sorry for the late post.

Sjurd greets the Ahote druid, "Pozdrowienia! Przyjdz I dowiedziec sie wiecej o prospekty, ze zaatakowany jednego z Twój wiosek. Uslyszalem wiele rzeczy o nich. Moze uzytkownik Powiedz mi wiecej?"

Druidic:Highlight to display spoiler: {Greetings. I come to learn more about the fliers that attacked one of your villages. I have heard many things about them. Could you tell me more?}

OOC: And, if necessary, gives him the secret Druid handshake.

Gruemor Blackhammer 
Saturday March 6th, 2010 9:11:21 AM

I have a question.
These beasts you scryed. Anything more you might be able to tell us about them. Offensives, defenses. What kind of attacks work well against them. Anything you might have dug up after learning about them will be useful.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Saturday March 6th, 2010 12:22:28 PM

ooc: I thought I saw a DM post where one of the dwarves would be coming with us. Am I mistaken?

Zeph AC20 HP 42/42 
Sunday March 7th, 2010 1:17:11 AM

"Well Brother Chjarom, it seems we have come to an agreement good sir. One teleportation of ourselves to the city that is northeast of the Floating City so that we may attempt to grant people justice they deserve. Is there any way we can see where we are teleporting to exactly before actually going there? Like a divination spell of some sort? If not, then that is fine, I'm ready to go when you are." Zeph says, rather apologetically, hoping that he was not angered by the group's rudeness.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Sunday March 7th, 2010 9:03:25 PM

OOC: all I found was that Durak could prepare an Augury. We'll wait for DM to verify any extra in the exploration party.

Keela 
Monday March 8th, 2010 2:06:36 AM

Keela carefully prepares her new spells. Afterward, she contributes what she can to the conversation about exploring--which isn't much.

"I agree we should avoid the smaller passage at first. Might as well be comfortable exploring."

She also explains about one of the spells she has prepared. "It's called Rope Trick," she says. "It creates a kind of hiding place for us, where enemies will have a hard time finding us. We can use it if we ever need to rest while we're exploring."

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