DM Cayzle - Moving Out Monday March 8th, 2010 7:38:55 AM [OOC: Friends, you may have heard that the Wold is having a DM Migration, with many DMs switching to new games. However, you folks are stuck with me for at least a year ... I'll be staying on here as DM of this game.
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Sjurd ignores what the druid says and instead tells him why he has come, and asks a question. The druid looks at him quizzically, and says in druidic, slowly and a little more loudly, "Is there some urgent need, that causes you to ignore propriety? Again, I request of you with all respect, tell me your name, and how you have heard of us, and then we can talk."
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Waiting for their turn in line for the teleportation circle, Charek and Gruemor ask Katarina for more details on what they face. She tells them that the mining settlement had a few dozens of human settlers in support roles: farmers, carpenters, a blacksmith. There are 8 dwarves: Dwain, the leader and Gruemor's cousin, Durak, a cleric, and 6 miners. The buildings above ground -- stables, houses, etc -- have been damaged or destroyed by fire. Several are still burning as of this morning. Katrina also says that she has scried two small lizard-men in the ruins, and another three on the canyon walls above. There may be more. These lizards are dressed in leather armor, carrying crossbows. They have short stubby tails.
Then it is time to step into the circle. In a flash, you have moved from one ornate room to another -- but this room looks like it was once a temple. Katrina tells you, "You are now on the Gold Level of the Floating City." She hands you a map. "Go to Gordo's Transport for ferry service to the mainland. Good luck!"
==========
Garret and Hmark let Zeph do the talking. And Zeph has a compelling idea. He offers the Jariola Extract that the greenmage gave you. Brother Chjarom is clearly intrigued, and agrees that the extract would make a more-than-adequate trade for druidic help.
"It would take more than one spell, however," the druid says, "since I would cast one spell to bring us to the general location you seek, and another to bring myself home. But in exchange for what you offer, we would also help you find the place you seek, and send you on your way. Are we agreed, then?"
The druid seems ready to proceed, but of course, the gift of the greenmage was not to Zeph alone. Are Hmark and Garret on board with this decision? If so, the druid will ask if you want to go today or tomorrow.
==========
Jet calls on Wardd to help with a decision, and the god of luck evidently agrees with Alexi, who prefers the medium-size passageway next to the water. Keela seems amenable, and she explains about one of her new magic spells.
The three (no dwarves, sorry), begin their explorations. Jet first, searching, then Alexi, then Keela. The passageway is a dirt-floored natural cavernway. Jet's excellent survival skill suggests that this water-carved channel was once home to the stream that you hear -- and even see -- once in a while. Jet gets a feeling that you are heading generally northeast, and you think that the Float is generally southwest -- but really, at this distance, the course of one twisty cavern over another cannot be that relevant.
Jet is paying attention as the group walks slowly forward. The center of the passageway is mossy or exposed to the soil, with some small fungi growing on the floor next to the walls. After about 30 minutes of slow progress, Jet sees something. A tripwire of some sort? It is!
Garret Goodbarrel [AC:26 HP:25/25] Monday March 8th, 2010 8:46:25 AM
"That sounds good to me. I'm ready to get under way right now. We don't even have anywhere to stay in this giant city, and if we tried to stay, I'm not sure we wouldn't get lost before tomorrow."
Sjurd Monday March 8th, 2010 9:31:46 AM
OOC: Please refer to my second-to-last post. Sjurd introduced himself as a druid seeking the Ahote people.
You wrote, 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."
If Sjurd didn't identify himself, how would the shaman have known to speak to him in Druidic? /OOC
Sjurd clears his throat and speaks more loudly as well in Druidic, "You must not have heard me. I am Sjurd. I'm looking for the Ahote people. I seeking clues as to the mechanical fliers that have been seen in the area recently. I also heard that they had been harassing a village to the northeast. I learned these things from the animals of the forest and an outpost of Drow to the southwest of here. Do you know anything about this?"
Cayzle: Sorry Tanner, I'm a little discombobulated today. Thanks for understanding.
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Monday March 8th, 2010 10:22:33 AM
Finding a trap is likely much easier then disarming it, that is for sure, but now that it is evident, it is clear, there are other intelligent beings in the dark underground. He holds up his hand for the others to stop and backs them up a ways. His two comrades have now been through as much as him, except for the hard life on the street and that knowledge is of no use here, or is it? Ratmen are likly just as scum like as the people he has had to deal with in his past, perhaps he has an edge? He asks their advice anyway, knowing it is a wise decision.
"Alright, there is a trip wire ahead of us. I propose we back up to a defensable location and call for a parley, to see if they are interested or, we step over the wire and hope we find their other traps to avoid them and then we attempt to wipe them out, taking them by surprise. What do you two think?"
Gruemor Blackhammer Monday March 8th, 2010 10:34:39 AM
Turning to Charek, Gruemor remarks, while looking about. You know, one of these days we gotta come back here for a month or so and explore the city. This is fantastic. Not bad work for other races.
Gruemor checks and rechecks that everything on the ponies came through the teleportation, waiting for Charek to do the same, then starts leading the way to Gordo's, via the map.
Hmark Monday March 8th, 2010 1:26:08 PM
Hmark nods in agreement with Garret. You can't miss something you never really had, and he has no desire to see what a stay at an inn would cost in this place.
"No point in sticking around," he notes. "Let's keep movin'".
Zeph AC20 HP 42/42 Monday March 8th, 2010 1:53:19 PM
Zeph nods, "You have your answer good sir. We truly appreciate your help and would like to keep contact for transactions in the future." Zeph says, as friendly and gratefully as possible.
Charek AC 24; HP 47/47 Monday March 8th, 2010 6:59:52 PM
Charek too looks around as he makes sure everything is secure and he that still has all of his favorite bits. Nods at Gruemor comment. Aye I think I could last a day or so here. Longer if the ale is good. So let's see,we need to find Gordo's Transport. Let's take a look at the map or perhaps we should just ask.
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) Monday March 8th, 2010 7:26:04 PM
Alexi remains calm as Jet points out the trip wire. "Good thing you are in front, Jet," Alexi says. "I'm not good at finding traps. I'm just an ordinary horseman."
Backing up, Alexi ponders Jet's words. "A parley would be best, but after we set the trap off, I'd think. What would you say if we took a fist-sized rock and tied it to the end of my rope. You two find a large rock or crevasse to hide behind while I toss the rock to the other side of the trap. Then I pull the rope towards me. When the rock reaches the trap, the rock should drag the trip-wire enough to set it off. All the while we are at a safe distance."
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Monday March 8th, 2010 7:48:29 PM
"Why do we need to set off the trap?" Jet will ask. "We are attempting Diplomacy. It might make negotiations more difficult if we make them work harder then they have to. They too have creatures to protect themselves against, like shambling river roper mounds or whatever the shadows those things were back there."
Keela Monday March 8th, 2010 11:21:06 PM
"It would be interesting to see what the tripwire actually does," Keela muses. "It could just be an alarm, after all. Or it could be something a little more....forceful."
"I think we should try to parlay if possible, but I'd be surprised if we all spoke the same language."
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Tuesday March 9th, 2010 10:24:15 AM
"I have a spell that will allow me to at least understand them, if that is the case, but if the two of you want to set off the trap, we will deal with the consequences of that action together!"
Jet gets that smile on his face. You know, that look he has before he feels he might be meeting Gargul soon! Yea, that's the look! His deep blue eyes go wide as each iris expands and the white surrounding it bulge just slightly. His pink lips are licked by his large tongue, leaving a moist glisten. Closing the visor on his helm, the tips of his beard that stick out and away from the empire of hair under his protective cover begin to quiver, as his body slowly begins to release adrenaline into his system. He pulls his sword and waits for some reaction to their trap being set off.
Gruemor Blackhammer Tuesday March 9th, 2010 10:33:19 AM
Or both.
Stopping a person in a uniform, Gruemor inquires about directions to Gordo's Transport.
DM Cayzle - Ready for Adventure Tuesday March 9th, 2010 2:42:37 PM
Gruemor asks a city watchman for directions, and with those and the map, he leads Charek to Gordo's. The half-elf at the office is matter-of-fact. "Where exactly do you want to go? It's 10 gold each to take the Ferry to Periton." Looking at your map, that seems to be due east of where you want to go. Your goal is to the northeast. But there might be a trail north from Periton, the half-elf says if you ask him. A charter to drop you off on the northeast shore will run you 100 gp.
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Sjurd explains again. The Ahote druid smiles ruefully. "Forgive me, traveller, we have been sorely stressed and without sleep lately. Indeed, we do know about that. Come, please sit and pause, if only for a few minutes."
He leads Sjurd to an improvised shelter, evidently set up minutes ago. It is a hide tent with no real sides. You have to sit in it because the roof is low. There are a few mats on the ground. Sjurd is given a few dry biscuits and a water in a gourd, carved into a cup.
"Please accept my apologies for all we lack. And let me answer you briefly, for we have miles to travel today. In our home of old we would show proper hospitality to one who kept the sacred traditions. Now we are left with urgency and alarm alone."
"We lived for ages on the edge of Cataclysm. Our mission was to live and restore, taking back the land from the sins visited on it in elder days. But recently some among us were warned in visions about a new catastrophe coming. We heeded that warning and fled. We kept watchers and scouts around us, and we hid when the enemy was near."
"Because we were careful, we never saw the enemy proper. We know, however, that there are lizard-men, riding in flying machines, who pursue all in this region. We have lost scouts. We have hid and fled, hid and fled. We go now to the Unwelcoming Wood, but we know we may not enter. We hope to turn west, and find a home in the foothills between the Wood and the Terror Mountains."
"We still are not safe here, and we are still on the move."
Now, in druidic, there is a distinction to be made between "village," that is, a place where a small group of people live in harmony with the land, and "village," where unenlightened folk live in ignorance. Istaqa tells you that a village of the latter sort, not Ahote, remains in the path of catastrophe. "It is populated by humans blind to nature, but not without honor. They rendered us a great service, and I tried to warn them." He gives you a sense of how to get there, if you are interested.
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Garret, Hmark, and Zeph agree that there is no reason to delay. An hour later, they are standing before the same mighty oak. An hour and a few minutes later, they step out of a tree, holding hands with the good brother, who comes dressed in shimy leather armor, riding a warhorse, with other gear that is sure to be magical. And with you all there is another druid, a Brother Arther, who carries a stunning eagle. The eagle has a magic stone flying around its head.
Brother Chjarom expresses to you his doubts. "I have heard of no city around here in the wilderlands. A century or two ago, the blight was still not far from here. It is in retreat, but slowly. Who knows, stranger things have been found in the wilds of the Wold."
"Tell me again what this place looks like, as best you can," says Chharom, "and Brother Arther will send Baiter here out to look for it. Even if it takes a few days, we'll find it if it is to be found."
==========
After a quick quiet debate, Jet, Keela, and Alexi agree to set off the tripline. Per Alexi, Keela and Jet take cover, and Alexi tosses a rock tied to a rope to trigger the wire. A pull and a tug later, the tripwire is pulled and you hear a sound. Something like rocks falling on metal. A clanging ringing.
A round or two of silence follows. Then you hear a tromping of feet. In a round or two, likely about 40 feet away, they will arrive.
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) Tuesday March 9th, 2010 4:22:27 PM
Alexi smiles as he hears the rock falling and quickly finishes retrieving the rope. Finding a crevase himself, he waits in the dark to see what will happen.
The sound of feet answers his wait.
"Hey Jet. Looks like you can do your parley thing now," Alexi whispers in the dark.
Sjurd Tuesday March 9th, 2010 4:38:48 PM
Sjurd warmly thanks the Ahote druid, "I dziekujemy za twoj pomocy, Braciszku. Wierze, ze I postara sie village, ktory zostal zaatakowany. Jest to, czego inicjowane moja podroz I musi pozostac moj cel. Jesli wskazowki oraz wiedzy obszaru moze dac mi, byloby znacznie doceniam go. Pragne mozna rowniez w twojej podrozy. Zielony moga ogladac nad uzytkownik."
Druidic Highlight to display spoiler: {"I thank you for your assistance, Brother. I believe I will seek out the village that was attacked. It is what initiated my journey and must remain my goal. I wish you well on your journey. May the Green watch over you."}
DM Cayzle - Special note to Keela, Alexi, Zeph Tuesday March 9th, 2010 5:35:02 PM
If you actually want to be hidden, either declare that you are taking total cover (in which case you will get hearing-only info) or take regular cover and make a hide check. If you move and want to be remain unheard, make a move silent check.
Garret Goodbarrel [AC:26 HP:25/25] Tuesday March 9th, 2010 5:39:32 PM
Garret says not a word, but looks at Zeph to explain where they are going. He is starting to wonder if they are on a wild goose chase....not that he wouldn't mind hunting some wild goose for dinner...
Zeph AC20 HP 42/42 Tuesday March 9th, 2010 7:52:56 PM 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 thinks to himself.
"Well, its northeast from the Floating city. Across the lake, through a forest, and northeast to the city that is crying out for... help." Zeph says, trying to remember his dream again.
Hmark Tuesday March 9th, 2010 8:11:37 PM
Hmark shares a look with Garret, as he's pretty sure the gnome is starting to think the same thing that he is starting to think. 'Course, its way too late now to do anything but keep on following along.
And, he's not about to say anything in front of the help.
So, the archer stands there, nodding along as if Zeph were making complete sense.
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) d20-3=0 ; Tuesday March 9th, 2010 10:24:17 PM
OOC: i think I'll take the hide check.
Hide d20-3 = 0 oh yeah. bet you can't beat that!
Keela Wednesday March 10th, 2010 12:53:09 AM
For the time being, Keela takes total cover. She waits to find out what will happen.
Charek AC 24; HP 47/47 Wednesday March 10th, 2010 5:56:47 AM
Point us toward the ferry if you don't mind.
DM Cayzle - The Challenges You Face Wednesday March 10th, 2010 7:29:10 AM Sjurd thanks the shaman and says he intends to seek out the village that the Ahote warned. Istaqa tells him, "Seek out those humans called Alexi, Keela, and Jet. They are the heroes of whom I spoke. Tell them my name, and they will know you for an ally. You also might find a talking horse who may have escaped the destruction. I wish you well, and I hope you can help them. My own heart aches to go with you, but of course, my own people need me."
Sjurd takes flight, and follows the directions Istaqa gave him. Maybe three days later, when he is close, he thinks, he sees some whisps of smoke rising in the distance. If there is danger, it might occur to Sjurd, then an eagle carrying a dog may be a bit unusual.
Then Sjurd himself sees something unusual. Another eagle is flying in the area. A clearly magic stone circles its head. From the ground it would be very hard to see, but from slightly above, it is clear.
==========
The druid shrugs when Hmark, Zeph, and Garret are so vague. "We can but try," says Chjarom. He confers with his underling, and the eagle sent aloft.
"Now we wait," he says. "Let me know if you think of anything else to help the search. In the meantime, we ARE in the deep wilds. Let me make us a bit more secure."
He casts a couple Plant Growth spells to make a strong hedge all around your small camp.
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Gruemor says the ferry will be fine, and Charek acedes. The boat ride is a little choppy, but it brings you soon enough to a strange place.
Imagine docks and wharfs, built on pilings in the lakebed ... but there is no walkway to the shore. Instead, the nearest wharf ends about 50 feet from the shore. On the docks there are about ten buildings. There are some fishing boats and shellfish dinghies nearby.
You see no sign of a trail on the shore. Maybe a local person can help. You are now standing on the wharf, and gentle small waves are lapping on the logs that are sunk into the lakebed.
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Keela takes cover and is out of sight, but Alexi's efforts at concealment are ludicrous.
OOC: I still need Jet's action on the hiding issue.
Around the corner come a troop of six ratmen. Those PCs who do NOT have total cover, Please Highlight to display spoiler: {The ratmen are four feet tall, on average, clad in loincloths and covered in a light fur. They look like stooped-over elves, but they have ratlike heads, huge eyes, and naked tails. Half are carrying spears with silver metal heads, and the other half are using slings. All have silver clubs for close-in work. They seem taken aback at the light, and stand there blinking for a second.}
[OOC -- Sorry Jet and Charek. Did not have time to wait for your posts this morning.]
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Wednesday March 10th, 2010 9:58:54 AM
Jet casts a quick spell before he steps out with sword in hand. Using his other hand, he slightly conceals the Sunrod so that the ratmen are not blinded by the needed light for the humans.
"Greetings underdwellers. We come in peace and we wish to talk of safe passage for our people. We will not tolerate any aggression but as a show of peace, please have this." Jet sheathes his sword as a sign of good faith and reaches around behind himself for a skin of wine. He then tosses it to the group of ratmen and returns his hand to the pommel of his sword, in case it needs to be pulled.
ooc: Sorry, I get so into the words, I forget I have to roll sometimes.
Gruemor Blackhammer Wednesday March 10th, 2010 10:11:05 AM
(so, me, charek and our 2 ponies are on the wharf?)
Cayzle comments -- yes.
Stay here brother while I find us means to get on shore and perhaps a guide of sorts.
Gruemor heads off in and out of the buildings, searching for a way to shore, mainly so the animals don't drown on the way in, and perhaps to hire a guide to, or in part of the way, the mining community. Also, while searching, Gruemor attempts to get some info about the attacks there, ie have they heard of it, or seen anything unusual like those lizard type creatures, or heard words from other travelers. etc, and so on.
Zeph AC20 HP 42/42 Wednesday March 10th, 2010 10:38:44 AM
(OOC: I don't mean to be vague. I told the Druid ALL the information I was given. I don't know whatelse to say. If I'm being vague, then so are the DMs with my instructions)
Cayzle comments: LOL! Don't worry, Zeph is doing fine with what he has. Please consider that I meant the post to reflect Chjarom's point of view, not my own. I did not make that clear enough.
Sjurd Wednesday March 10th, 2010 12:12:15 PM
OOC: I pictured Alexi covering his face with his hands and chanting, "I am a tree. I am a tree. I am a tree...."
Sjurd wings over to get within shouting distance of the other great bird. While in wildshape, he gains the ability to speak to animals of like kind. In the piercing cries of the eagles, he calls out, "Hello, Brother Eagle! I am Sjurd, a druid taken bird-form. I noticed the magic stone about your head. Are you also investigating this area?"
Cayzle Comments: "While in wildshape, he gains the ability to speak to animals of like kind." You do? Show me a rule, my friend, because that one is unfamiliar to me.
Sjurd Wednesday March 10th, 2010 5:11:24 PM
http://www.d20srd.org/srd/classes/druid.htm
7th line down under the Wildshape heading.
"A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form."
Cayzle comments: Ha! Ya got me! It is a pleasure to have a player who teaches me more about the rules. (Rules I helped write, by the way, but that's just proof my brain is not so good these days!)
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) Wednesday March 10th, 2010 10:11:01 PM
OOC: Sjurd - Alexi actually just pulled a towl over his head. He heard the trick was written in an ancient tome of sorts. :)
IC: Alexi remains on guard, shield ready but sword sheathed. He'd like to add, "What he said," but he has no idea what Jet said. So, instead, he partially bows (a quarter bow?) towards the ratment briefly then straightens up.
Diplomacy Aid another (for what it's worth vs whatever DC a non-verbal gesture has.)
err... maybe i'd better not try it and chance messing up Jet's good roll. :)
Keela Wednesday March 10th, 2010 11:53:19 PM
Keela remains in her hiding spot. Some of these tribes have very odd notions about women; it's best not to complicate things.
DM Cayzle - Waiting Thursday March 11th, 2010 8:29:59 AM
Keela stays hidden. Jet offers calm words and a gift. Alexi does his best to help with that.
A ratman picks up the gift and carries it off. The rest wait, weapons readied. Time passes. A half a minute. A minute. Will there be reinforcements? Our heroes are left to act or to wait.
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Sjurd talks with the eagle, whose answer is far more lucid and direct than any eagle's should be. I am searching for a city or other sign of two-leg folk. Look at that smoke over yonder. I'm going to look at it. It flies off, not distracted by you or the dog you carry.
==========
Hmark, Garret, and Zeph wait for the eagle's return, silent.
==========
Gruemor goes a-looking while Charek waits with the ponies. Gruemor finds out that for a couple gold, he can get a pontoon bridge extended to the shallows near shore, and the dwarves and ponies can wade ashore from there. Gruemor also finds out that there are no creatures in this forest -- no bugs, no birds, no deer or squirrels, nothing with fur or teeth or claws. Certainly no lizard men. "That forest hates what walks on legs," a burly dock-worker tells Gruemor. "Lord Perimon tried to put a settlement on the shore, but the plants -- and that what drives 'em -- were having none of it." The dwarf learns that any attacks come from plants, or plant-things. He hears a rumor of plant-orcs grown from pods, even, though he's not sure he believes that.
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield d20+4=23 ; Thursday March 11th, 2010 9:43:34 AM
Jet is willing to wait patiently for their response. He is fully aware of the danger the three of them are in, but Jet is confident, the party of three will take out at least a dozen of them before they go down. he listens for signs of what may come, when the ratman left. Can he understand their language without the Comprehend languages spell he cast just a few minutes ago, that is likely now gone.
Listen: 23 (Natural 19 again. I have a feeling if we have a battle, this roller will start sucking badly.)
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Thursday March 11th, 2010 9:50:30 AM
ooc: I thought the spell was 3 minutes, but it is 30 minutes. Please let me know if it runs out before they return.
Zeph AC20 HP 42/42 Thursday March 11th, 2010 12:08:29 PM
Zeph kicks around rocks as he waits....
"So... how do you grow such beautiful flowers anyways??"
Sjurd Thursday March 11th, 2010 12:30:05 PM
Sjurd shrugs, or whatever approximates a shrug to an eagle, and wings over to follow the other eagle to inspect the smoke on the horizon. "After all," he thinks to himself, "I have seen stranger things on this journey already. The identity of my fellow flier can wait. In the meantime, he is an extra pair of eyes in my search."
Gruemor Blackhammer Thursday March 11th, 2010 4:23:41 PM
With the gold paid, Gruemor (and I suppose Charek) will set out over the bridge, then wade ashore with the ponies. Once on shore, Gruemor gives a quick thanks to Domi for the bath, climbs on to the pony, and then follows Charek onward.
Charek AC 24; HP 47/47 d20+4=18 ; Thursday March 11th, 2010 4:48:23 PM
Once to the other side Charek will take out the map provided them and take a look to see if there are any land marks visible on the map that can be noted from where they are and setting that as a reference point, begins to move out after cursing up a storm about having to ride these cantankerous beasts. He manages somehow though to mount and then stay on for the first part of the journey. Ride check DC 18
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) Thursday March 11th, 2010 8:53:56 PM
Alexi waits in silence along with Jet, but murmurs, "Bright light does have an adverse affect on them. Remember that everyone."
Garret Goodbarrel [AC:26 HP:25/25] Thursday March 11th, 2010 9:37:53 PM
Garret watches the sky and says, "You sure that thing is going to come back?"
Keela Thursday March 11th, 2010 9:45:43 PM
Keela remains in hiding, running through her mental catalogue of spells. She hopes they won't be needed.
DM Cayzle d20=9 ; Friday March 12th, 2010 11:53:20 AM
Sorry all -- on top of a bad week I am struggling with a bad bad head cold. So forgive if today's post is not up to snuff. sniff.
Zeph AC20 HP 42/42 Friday March 12th, 2010 3:50:50 PM
I'm just recovering from a bad sinus infection myself. Coughing up green is not pleasant. Take your time Cayzle, we have all weekend to post and such. =)
Sjurd Friday March 12th, 2010 6:08:52 PM
Oh, the tension! What does Sjurd follow? What does he follow!?
I'm kidding. Take your time recuperating and hit us with that dependable Cayzle awesomeness when you are up and about.
DM Cayzle - Too sick to think of a witty turn header. d20+4=10 ; d20+4=20 ; d20+4=17 ; d20+4=19 ; d20+4=9 ; d8+1=5 ; d8+1=9 ; d8+1=9 ; Friday March 12th, 2010 6:25:22 PM
Sjurd follows the other eagle, and soon the two are winging over the ruins of a small settlement. The settlement is located at the dead end of a box canyon. There are burned-out buildings, but others are still standing. The outer wall and the inner wall are still intact, but the gates are down. There is a door, bashed in, at the end of the canyon.
Five small lizard-men spring up at the sight of the two eagles, one carrying a small dog. A volley of crossbow bolts fly up: One misses the eagle, two hit AC20 and AC17, hitting Sjurd for 14, and one hits Uli for 9.
The eagle's next move is to fly away, fast.
==========
Zeph asks about the cultivation of flowers, and is treated to a lecture that the druid clearly thinks is fascinating. Garret asks how they know the eagle will come back, and Arther tells him that not only is the eagle a companion, bound to serve, but its intelligence has been enhanced as well. Hmark is quiet ... asleep, maybe?
==========
Keela, Jet, and Alexi wait. Within four minutes, three ratmen emerge. One is wearing a robe, seemingly woven of silk and pelts of small creatures. The robed one casts a spell, and then takes a sip of the drink. She grins, and slings the skin over a shoulder.
She steps a little closer and calls out, "Who comes here? Why? Gift of drink, for what reason?" Her command of common is not very sophisticated.
==========
Charek looks at the map, and puzzles it out. He tells Gruemor that there are two choices. The shorter route, as the bird flies, is straight northeast through the forest. The longer, but maybe safer, route, heads east and then north along the foothills of a mountain range. It seems the pair face a choice.
Charek AC 24; HP 47/47 Friday March 12th, 2010 7:32:32 PM
I ,like not the look of yon forest. add to the fact that we have been warned by several that there is no living thing in it and that anything living that goes in isn't seen again and I have a preference for the slightly longer route. What thinks you Gruemor?
Gruemor Blackhammer Friday March 12th, 2010 7:45:56 PM
I agree. Let us air the side of caution.
Sjurd Friday March 12th, 2010 9:34:28 PM
Sjurd and Uli shout out in pain, howls and yelps blending with screeching cries. He wheels around and flies as quickly away as possible, following the other eagle. He calls out, "Gods! That stings! Do you recognize those lizard men?"
OOC: Did Sjurd see any other animals? Horses? Cattle?
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield d20+7=19 ; d20+7=14 ; d20+5=24 ; d20+4=17 ; d20+4=9 ; Friday March 12th, 2010 10:16:38 PM
"The gift of drink is to show you what you can expect from the people.." Jet looks around, since he is doing the talking, even if it sounds pompous, "I speak for. If you treat us well, you and your people will prosper and no one will be killed. The three of us also come as their protector. Our past has hardened us and we are prepared for battle. If you or your people, in any way attack or attempt to infect any of us, I will unleash the holy powers I represent and we will scatter your people to the tiniest of holes."
Jet pulls himself up ridged and flexes in preparation for some answer. If they in anyway hesitate to show some sign of aggression or disagreement, it will be then, the other three will need to act with him.
Diplomacy: 19 Intimidate (If that is instead needed on these nasty evil creatures): 14 Jet is not bluffing. he means every word of it, but he will listen closely to their words for any sign of deceit, not wanting to cast a spell yet. Sense Motive: 24 Listen: 9 Spot: 4
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Friday March 12th, 2010 10:18:45 PM
I meant to say, If they in anyway hesitate or shows some sign of aggression or disagreement, and The other two, not the other three.
I guess my vision also stinks.
That should be Listen: 17 Spot: 9
Thank you
Keela Sunday March 14th, 2010 1:21:15 PM
Keela is somewhat surprised to hear a woman speaking for the group, and relieved that the person speaks Common. She decides, though, that now would be a bad time to pop up and yell "Surprise!"
She stays where she is.
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) Sunday March 14th, 2010 4:00:23 PM
Alexi poses a Hero-looking pose as Jet speaks, his facial expression calm.
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Monday March 15th, 2010 10:22:52 AM
Jet patiently waits for their response. A spell on the tip of his tongue, just in case.
DM Cayzle - Meetings Monday March 15th, 2010 12:47:37 PM
The eagle with the magic stone flies away, ignoring Sjurd. The druid carrying the dog follows, however, and after three hours flying, the bird leads him to a clearing, surrounded by thick hedges. Spellcraft DC23 to identify the hedges as Plant Growths, by the way.
Garret, Zeph, and Hmark see Brother Arther's eagle return, followed by a strange sight -- another eagle is following, and the eagle is carrying a small dog. Arther and Chjarom, two humans in leather armor, stand with the three adventurers. Arther casts Speak with Animals (Spellcraft DC16 to ID it) to get a report from his bird.
OOC: You four, please feel free to interact. Post descriptions, too.
==========
Mounted on their war ponies, Charek and Gruemor head due east through the Crying Wood. They see mountains in the distance in front of them, and, as dwarves, they feel the stone rising under their feet. But for now, the soil is thick, and the trees thicker. It is a jungle-like environment, and the dwarves have to force through.
Suddenly, there is a crashing. A man-shaped tree is coming toward you, brandishing a huge club. It is about 50 feet away, moving about 30 feet a round on a double move, given the thickness of the underbrush. It'll be on you in two rounds if you hold still, and it looks really angry.
==========
Keela stays low, Alexi strikes a pose, and Jet makes a speech. The leader of the ratmen answers, "You give gift. You talk big. What you want?"
Gruemor Blackhammer Monday March 15th, 2010 1:19:38 PM
Looks at Charek, then, like the wind, spurs his pony away from the treeman as fast as the steed will take him.
Sjurd Spellcraft check d20+10=19 ; Monday March 15th, 2010 1:36:54 PM
Sjurd circles the camp at a distance, surveying the clearing and making note of any drawn weapons. Establishing that the strangers do not intend to attack him, he lands around 1000 feet away from the clearing and dispels the wildshape and reduce animal. He turns to his warhound, "Koma, Uli. Vid porf til hita thessir nyr okunnur madur." With mumbled words from beneath his mask and strong, sharp gestures of his hands, he draws power from the earth and trees to cast several spells in succession (bull's strength, barkskin, greater magic fang). "Vordur, Uli."
Sjurd and Uli make the short walk to the campsite. Emerging from the trees, the strangers in the clearing would see a lanky man of medium height dressed in greens and browns. He wears a mixture of tight-fitting leathers and a loose cloak. A dark wooden mask covers his face. The dense underbrush surrounding the camp does not seem to impede his speed. He holds a longspear in his hands, with a scimitar and knife at his waist and a small wooden shield on his back. Next to him strides a thickly-muscled warhound wearing chainmail barding, having a slightly more difficult time navigating the thick foliage.
He stops a polite distance from the party. The warhound takes a defensive posture in front of him, wariness in its eyes. A single blue butterfly lands on his shoulder. The man heaves a sigh and tiredly asks aloud while holding his spear at his side, "Jestem Sjurd i jestem zmeczony. Kto jest zielony mezczyzna?"
Druidic Highlight to display spoiler: {"I am Sjurd and I am tired. Who is the druid?"}
Zeph AC20 HP 42/42 Monday March 15th, 2010 2:31:13 PM
Zeph totally expected the eagle to come back to the druids and eagerly awaits the report. I know there is a city there somewhere Zeph thinks.
Zeph is confused quite a bit by the appearance of the brown and green twig-man in the mask and the dog. He moves to grab his spiked chain in defense, as he sees the man is ready for a fight. "Um, I'm no linguist. But he didn't sound angry..." Zeph says really bewildered by the sudden appearance.
Finally, Zeph gulps loudly and says, "Hi there. Erhm... Who are you?" Zeph asks awkwardly.
Sjurd Monday March 15th, 2010 4:15:53 PM
The twig-man looks at Zeph and regards him for a moment. The dark brown mask nods once and he brings his spear from a ready position to his shoulder. A voice from behind the mask speaks in Common with a thick accent, "I am Sjurd, und I mean no harm. Vho ist the druid?"
Zeph AC20 HP 42/42 Monday March 15th, 2010 5:17:56 PM
Zeph is a man of 21 years old. His hair is cheek-length, black and wavy. He is young looking with a sharp face that is a bit more indicative of a half-elf or someone with mixed blood in some way, with really green eyes. He is tanned from long months of adventuring, medium build. He is 5'10'' and wears a dark tunic and cloak over a mithril shirt. His trousers are simple brown leather. He has a fine leather belt with many weapons ranging from a Rapier, Warhammer, daggers and a spiked chain he keep wrapped around his arm. He also has some nice gloves and a large spellbook sticking out of his backpack.
"Hello Sjurd. This guy is a druid." Zeph says, pointing at Brother Chjorm
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Monday March 15th, 2010 5:49:50 PM
"Unmolested passage while we scout the area to determine which way we will take our people. If you can tell us things, like where the water flows from and too, that will help, as well as other exits to the surface and other creatures in the area. We want information."
Jet takes a few steps forward, but without urgency.
Charek AC 24; HP 47/47 Monday March 15th, 2010 9:16:14 PM
Catching Gruemor's eye Charek also turns his pony and takes off, only in the opposite direction making the creature decide which to follow and which to leave behind him.
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) d20=16 ; Monday March 15th, 2010 9:27:24 PM
"Our friends that live under the sky are waiting for us, but our exit is blocked by falling rocks. We seek another way to the surface," Alexi adds, now that he can understand what is spoken. 'I at least that is half true,' Alexi reflects.
Aid Another Diplomacy d20 = 16. add +2 to Jet's attempts.
Keela Monday March 15th, 2010 11:26:38 PM The longer I stay hidden, the more suspicious it will look when I emerge, Keela thinks.
Moving slowly, so as not to startle the others, she steps from her hiding place and moves to stand with Alexi and Jet. She does not speak.
Garret Goodbarrel [AC:26 HP:25/25] Tuesday March 16th, 2010 7:33:14 AM
When the strange man and the dog enter the clearing, Garret mumbles, "Another dog?" He starts his sling twirling slowly as he notices the defensive posture of the two new entrants.
When Zeph speaks and the man relaxes, Garret stop the sling and slips it into his belt. He says out loud, "Tired? Good, then I presume you are not planning on attacking us. I am Garret Goodbarrel, it is good to meet a fellow traveler here in these woods. Are you from around here?"
An average size halfling, Garret is noticed mostly by the fact he's unnoticeable. He does not stand out in appearance at all, and in a crowd disappears more than normal due to his small size. His voice is quiet, steady, and even. His black hair is nearly always up in a topknot, sticking up about 4 inches, with the sides of his head shaved. On the sides of his head, and leading across to his eyes, there are various dark but colorful tattoos. He travels light, so is seldom seen with much gear. He is usually seen with tan leather pants that end just above his ankles and no shirt, showing his furry body. Around his waist is a rope belt with a couple small pouches hanging off of them, one heavy with small rocks. He is seldom without his sling, either in his hand or on his belt. On his back is a small backpack, clearly far from full.
Sjurd Tuesday March 16th, 2010 10:10:04 AM
Sensing a lack of hostility, the twig-man and his dog visibly relax, the warhound taking several steps back to sit obediently by his master's side. The man turns his head to clear his throat and brushes away the butterfly resting on his shoulder. He directs his words to the druid, but speaks loudly enough to be heard clearly by everyone in the camp. He identifies himself and his animal companion and details his journeys thus far; traveling through the Crying Wood, the Drow camp, the Ahote caravan, and the lizard-men site. He withdraws a crossbow bolt from a beltpouch, still wet with his blood. "Now I need to know vho are these lizard-men und vhy they are plaguing the area vith their flying machines. Vhat are you here to investigate?"
Zeph AC20 HP 42/42 Tuesday March 16th, 2010 11:54:27 AM
When Sjurd mentions the city, Zeph's eyes open widely. "A city, burned you say? Lizardmen occupying it? I knew there was a city out there somewhere that needed heroes. But it seems we are too late if the place is already burned to the ground and occupied by vile creatures. Did you see any humans around?" Zeph asks without hesitation, disparately hoping that there are some survivors that he could possibly save.
Sjurd Tuesday March 16th, 2010 12:10:23 PM
Sjurd shakes his head, "None. I do not know if they vere killed or captured und transported. Perhaps investigating the scene vill produce better results than simply flying overhead. I vas attacked by five lizard-men. There may be more, but together ve vill have a better chance of gathering information. It is obvious that they of hostile intent. Vould you like to join together to assail the village und learn the vhereabouts of the villagers?"
DM Cayzle - Conversations and Retreats Tuesday March 16th, 2010 12:33:44 PM
Sjurd, Zeph, and Garret begin a conversation. Brother Chjarom adds, "I am a druid, Chjarom of Plateau City, here in short service to these gentlemen, known friends to the Greenmage of the Culverwood. I do not vouch for them otherwise, but they have dealt fairly and claim altruistic motives. However, I believe that our bargain has been struck, and so Brother Arther and I will be leaving now."
Unless you give him some reason to delay, the two druids will walk back into a tree and disappear.
Zeph, your DM suggests that you might recall a detail of your original vision: Highlight to display spoiler: {"You can see that some of the web's strands lead to the frightened people in the dark."}
==========
Charek and Greumor rely on the greater speed of their war ponies to evade the tree-man, and that strategy seems to work. Before too long, you have circled around, rejoined each other, and continued toward the foothills. By nightfall, the wood has thinned, the ground has gotten hillier, and you can see the mountains looming over you ahead.
As you prepare to spend your first night entirely outside the bounds of civilization, how will you watch out for the dangers of the night? Please declare watches and any other provisions for your own safety that you might consider.
==========
Keela emerges from cover, and the ratmen observe her but do not act threatened. Jet asks for information, specific information, and safe passage. Alexi says that they are seeking a way to the surface.
The leader answers, nose quivering. "You want exit? Okay. I call spirits. Spirits approve, we help you."
She takes out a bundle of fine bones bound together loosely so they can rattle. She dances and shakes the bones. She casts a spell -- Spellcraft DC15 reveals it is Highlight to display spoiler: {Ghost Sound}. Then you hear voices, as from invisible ratmen. They carry on a conversation with the leader in their own racial tongue.
The ceremony ends, and the leader returns to you. "Come back tomorrow, we talk."
Hmark Tuesday March 16th, 2010 2:26:56 PM
Hmark wakes up from his nap to find the two druids and the eagle have been replaced by one druid and a big-honkin' dog.
The lanky young human rises and listens politely as Zeph and Sjurd speak of great lizard men and their flying machines. Having just been transported a bazillion miles via the Oak Express, Hmark's threshhold for the absurd has gone way, way up - Flying machines. Sure. Why not?
So, he just rubs a dirt mark off of his red ash bow, and listens. And after a while, he realizes something. "Um, how are we gonna get whereever we're going now? It looks like all the folks that can zap us around or make us all fly have left."
Garret Goodbarrel [AC:26 HP:25/25] Tuesday March 16th, 2010 4:03:56 PM
Garret nods to Hmark and says, "Well, I guess we're off to find those villagers. After all, I wouldn't want to be kept captive of lizardmen. Smelly, evil things, they are. Let's be after them, then."
Gruemor Blackhammer Tuesday March 16th, 2010 4:51:16 PM
Once a proper campsite has been established, and set up, including the proper care of the animals, Gruemor sets about putting out alarms. Tieing mundane items with string and rope on tree branches and/or around rocks that when disturbed, will make sound, alerting us to their presence. (mundane = pots and pans, cups and plates, etc..)
Will ready a spell should our campsite be disturbed, Sanctuary. Whether on watch or woken up, should that be the case that spell will be automatically cast.
As for watches, I recommend 2 hour per set. (would rather get 2 on and 2 off than one person taking 6 and falling asleep during)
Zeph AC20 HP 42/42 Tuesday March 16th, 2010 5:00:51 PM "Wait Brother Chjarom, would you happen to know of any underground passages that perhaps the eagle could not spot? In my dream, people were hiding in the dark. If these people fled from the lizardmen, then it is likely they could be hiding underground. Any ideas?" Zeph asks, hoping to get more information in order to help save the people asap.
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield d20+4=14 ; Tuesday March 16th, 2010 5:44:01 PM ooc: DM Reminder, Jet has Comprehend languages going, so what does Jet hear them say?
Listen: 17/14 If the 17 from before won't help, here is a 14, but since they don't know I can understand them, perhaps they are liberal with their conversation.
Charek AC 24; HP 47/47 Tuesday March 16th, 2010 9:42:57 PM
Helping Gruemor with the setting up of camp and basic perimeter defenses using rope and noisy things like camp pots Charek takes a few moment to lay out a pattern of caltrops along what seems to be the second most likely way to access their camp site.
Sjurd Tuesday March 16th, 2010 10:11:02 PM
Sjurd answers human with the red bow, "It took perhaps 3 hours by flight to reach here. The village could be reached in a day or so by foot." He turns and addresses the other druid, "Are there any natural cavern formations in the area? Limestone seems to be plentiful. Perhaps they are traveling underground und can be met at an exit."
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) Tuesday March 16th, 2010 11:01:25 PM
Alexi awaits for Jet's signal to return to camp. All in all, he feels the 'First Contact' went rather well. Could have been worse. Perhaps the killing of those octothings would gain them some favor as well. Not to play all their cards at once, he holds that information until their return tomorrow.
Keela d20+15=27 ; Tuesday March 16th, 2010 11:18:40 PM
Keela easily recognizes the spell being cast. She eyes the caster with puzzled suspicion, but does not say anything for the moment.
Is she trying to fool us, I wonder? Or is she fooling her own followers?
DM Cayzle - Excuses, Excuses Wednesday March 17th, 2010 9:04:08 AM
Sorry everybody. I have a big job interview today ... and I got caught up in discussing the Woldian Witch on the Rules Board this morning. I'll do my best to have a DM post here this afternoon.
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Wednesday March 17th, 2010 10:56:20 AM
Jet not only doesn't know what she is casting, he waits for some magical effect to slam into one of them. When it doesn't he relaxes a bit, waiting to see if he needs to charge them now for their attempt at deception or fall back tolet the others know, that progress was made, depending on what his gut instincts tell him. (From Sense Motive: 24)
Ah bummer, there were a couple of non 19 in the mix. I was hoping for a blessing from Wardd. Schucks. Good Luck Cayzle!!!
Sjurd Wednesday March 17th, 2010 12:25:33 PM
OOC: Good luck on the interview! Remember, don't be the first one to let go of the handshake!
DM Cayzle - Excuses, Excuses Wednesday March 17th, 2010 9:11:00 PM
Well, my friends, bad news is no DM post until morning. Good news is I got the job!
Sjurd Wednesday March 17th, 2010 10:30:55 PM
Mazeltov! Welcome back to the world of gainful employment!
Zeph AC20 HP 42/42 Wednesday March 17th, 2010 11:11:05 PM
Huzzah Cayzle!!!!!! Congo-rats. What will you be doing now?
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Thursday March 18th, 2010 1:42:02 AM
Congratulations Cayzle!
Does this mean you won't be near as accessable as you used to be?
You know what, don't answer that, I already know the answer and I'm alright with it!
:)
DM Cayzle - Nighty Nights Thursday March 18th, 2010 8:26:55 AM
OOC: Thanks for the kind words! I managed to snag one of the vanishingly rare new jobs in journalism: editor for a new business news site. Actually, per Jet's question, I will have less time for the Wold. I am considering handing the game over to my able ADM Tanner (playing Sjurd) for a week or so starting a week from Monday. Before then, I want to help Gruemor finish his PC sheet and Sjurd finish his legacy item.
==========
Just before they depart, Zeph has a couple questions for the two druids. Brother Chjarom says this: "The eagle found a village in a dead-end canyon. There were two walls defending the place, both with battered gates. Some buildings were burned or fire damaged. There were lizard-men of some sort who fired at the eagle. But why don't you ask this masked druid some questions? He was there too." In response to both Zeph and Sjurd, the druid says that this area is unknown to him, and he does not know about caves or underground areas. Then the two druids and their eagle are gone.
Hmark wakes up and asks how the group will get to the burned settlement. Sjurd correctly tells him that it is just a couple days away on foot. Garret is eager to be off, then.
Do you four set off now, in the late afternoon? If so, what will you do at night? You will have a couple nights in the wilds before you get there. Or spend the night here, in the plant growth hedge? If you set off bright and early, you can probably get there just before sunset on the second day of walking. Watches? Other preparations? Any notes while travelling?
==========
Charek and Gruemor make a camp under two small bright moons. But the plants are quiet in the dark, and the night passes without event. In the morning, though, you see that quiet vines have infiltrated the camp, and are beginning to cover your gear. It is easy to clear them away, though.
By midday next, you two are truly in the hills, and maybe feeling more at ease, out of the forest proper. You travel the foothills, heading north. You walk up and down, down and up. Through outlying groves. There are animals here, mostly wild mountain goats and bighorn sheep. Days pass uneventfully -- you'll likely be a week or so before you break out into the northern scrublands you see on your map.
By the way, how are you eating and drinking here? Anything you want to do in these days? If you are living off the land, I need survival checks. If you are using rations, mark them off. If you have spells or such to use, let me know.
==========
Jet and Keela watch the ratman leader do her magic and give her commands. They are naturally suspicious, and maybe rightly so. Keela notes some magical subterfuge, and Jet has the clear intuition that the ratmen want to have a day to prepare for something. Maybe a defense, in case you are enemies? Maybe a fight? An ambush? Jet's intuition is that if the party shows weakness, surely they will be attacked. If they are feared, maybe not. Of course, the ratmen think there is just the three of them, not the dozens of folk in total who have fled the wreck of Bryn Baraz.
Alexi, a little less observant maybe, seems ready to return and rest for the night.
Garret Goodbarrel [AC:26 HP:25/25] Thursday March 18th, 2010 8:53:02 AM
Garret looks around the hedges. "Will these provide us with any additional protection? If they're powerful, I'm for staying the night here in their protection. But if they're just some plants, we might as well get started and head towards our destination, eh?"
Garret will volunteer for third watch in the night wherever they decide to spend the dark hours.
Hmark d20+6=17 ; d20+6=13 ; Thursday March 18th, 2010 11:46:36 AM
Listening to the travel time, Hmark shakes his head in disagreement with Garret. "You gotta figure a nice big hedge popped up by a powerful druid will be better than sleeping out in the open," he points out. "I'd rather spend one night here and one out there instead a two out there."
He looks over at Zeph and Sjurd to see if they break the tie.
Regardless, the archer volunteers to take the second shift - "let you spellcasters get yer beauty rest" - during the night. On the march, the brown haired lad trails the column. Figuring the leader will hit anything on ground level, he concentrates on keeping an eye on the canopy.
[Listen 17, Spot 13]
Gruemor Blackhammer Thursday March 18th, 2010 1:08:22 PM
I was thinking that since game is available that we could kill a goat and eat off it for a few to three days. Then rinse and repeat as needed. Am at the hospital for an appt. Trying to type on my new phone. Will do my official post later. Just wanted to answer your ? Cayzle. Gratz on the job btw
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield Thursday March 18th, 2010 6:26:20 PM ooc: Keela, Alexi, Jet is going to be doing some big time aggressive stuff, but he can't attack until next round. Post to come, but I can't get to it right now. It is 3:25 AZ time and I can be home around 7:00 to start my post. The time stamp will be the difference on when I post. If you guys want to use this time to prepare with a buff or a potion, please do so. :)
Sjurd Survival d20+15=34 ; Thursday March 18th, 2010 6:39:58 PM
Sjurd rubs his mask on what would be his beard, "I am not volunteering myself as leader, but I might have a few things to contribute to this decision. You might say I have spent a little vhile in the forests. Brother Chjarom has done fine work in hedging this campsite. I believe ve should stay here for the evening und leave at dawn. My hound, Uli, can take first vatch. I suggest you get to sleep early." Turning to Uli, he speaks in a commanding tone, "Uli, fyrstur horfa, vorthur."
Language: Giant Highlight to display spoiler: {"Uli, first watch. Guard."}
The large warhound circles the camp, marking his territory at regular intervals near the edge of the plant-barrier. It lies down near the center of the clearing and keeps its head at attention. The twig-man looks around the clearing, judging the trees. He goes to a nearby tree with thick branches, turns to the group, and gives a lazy salute, "Good night, gentlemen. I prefer to sleep above the ground." With that, he climbs up into the tree and disappears.
Survival check 34 Sjurd will predict the weather for the next four days (he could also provide food and water for up to 12 other people, but he expects the other party members to provide their own!).
While traveling, Sjurd and Uli will stay in the middle of the column. He will stop the party when they are 1 mile from the town site.
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) Thursday March 18th, 2010 10:14:22 PM
OOC: I'll wait until Jet's post. I have no clue what he plans to do. :}
Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield d20+9=22 ; d20+5=21 ; Thursday March 18th, 2010 10:17:01 PM
"You would dare to find me a fool!" Jet yells at the top of his lungs. "In the name of Pantheon let there be payment for your unjust attitude toward us." He strides forward the short distance between the two drawing his sword as he walks. He gets as close to her as he can and casts a spell. "Pantheon bless this blade!"
With those words, the greatsword glows a blue color and arching magic runs along the blade.
Jet stands prepared in case they try to run and he will slice this shaman open, hopefully as an Attack of Opportunity. If they attack him when he casts, well, that will just ease his mind when they are slaughtered.
If attacked, Concentration: 22 Sense Motive: 21 (Just in case)
Keela Thursday March 18th, 2010 11:47:44 PM
Keela steps away from the group of ratmen, fully prepared to come back tomorrow. She is also eager to speak with her companions about what she observed.
[OOC: any hostile action from Jet will catch her completely offguard. :) ]
DM Cayzle - Fighty Fights and Flighty Flights Friday March 19th, 2010 9:38:58 AM
Garrett, Hmark, Sjurd, and Zeph spend a comfy night in the security of the hedge. The next day they hoof northward it toward the wreck of the settlement, following the route Sjurd just flew. The day passes without event, and so does a night spent out under the stars. But the next morning, just as the small group is breaking camp, you spot a flying machine in the sky maybe a mile off. It is coming from the southeast, headed north, toward your destination.
The flying thing is a huge red orb. If you make a spot check vs DC20, then Highlight to display spoiler: {you note a small basket hanging under the red orb.}. At this distance, it is hard to tell dimensions.
Unless the riders have some magic vision, you think it is impossible that you have been spotted. It will likely get no closer to you than a half a mile, if you both keep your current paths and movement rates.
==========
Gruemor and Charek travel north through the foothills, at home there as only dwarves can be. They do a little hunting when the opportunity arises. OOC: Please roll me a couple survival checks, or if you do not have ranks in survival, just roll a few wisdom checks.
About a week onward, you see great flocks of ducks or geese -- make another couple wisdom/survival checks, at +2 since the birds are so abundant.
The next day, with birds still a-flocking, you see a half dozen birds fall out of the sky. Your best guess is that someone else is hunting the birds as well. Someone maybe a tenth of a mile away, beyond that rise.
==========
Keela and Alexi stand surprised as Jet makes a quick aggressive speech and rushes the leader, stopping next to her and casting a spell -- as if daring her to take an attack of opportunity. But instead, the leader uses a withdraw action to take a double move back 20 feet. She shouts in her own language, and her ratmen ready ranged weapons.
Leader ratman, in a rough silk robe. Four ratmen using spears. Four with slings. All have silver clubs, too.
Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon d20+9=11 ; Friday March 19th, 2010 10:37:16 AM
Jet begins a speech, in a nice even tone casting a spell in the process, "You have had the opportunity to be at peace with us and I for some reason do not see why we can not have peace between us? Is it so much that we share some common interests? Good food, some fine wine, a little bit of breeding here and there, you know what I am saying?"
Jet will attempt to casually walk past them all, even so far as to get behind the rat spell caster. He hopes they will simply watch as he strolls through them, but if not, hopefully Jet's friends will prepare for when he comes unglued.
Concentration again, if needed: 11 ( Had to turn south sometime I guess)
Cast enthrall and attempt to move to E11.
Comprehend Languages 7/300 Magic Weapon 2/30 Enthrall 1/-
Spell DC for Enthrall: 16 Charisma check if needed. 2
Sjurd Spot check d20+13=33 ; Friday March 19th, 2010 11:05:16 AM
Natural 20 on Spot check, 33 total. (Can I see any other details?)
Sjurd describes the floating red orb and under-hanging basket structure to any companions who miss it. He seems lost in thought for a moment, absently rubbing Uli's head while staring at the object in the sky. "I believe it best to avoid this... thing. I vould prefer to strike the lizard-men with swiftness and surprise, if possible. Contact with this flying machine can only bring us unvanted attention. I suggest we move on after it has left."
OOC: I used a Survival check in my previous post to predict the weather. Any info?
Gruemor Blackhammer d20+4=8 ; d20+4=5 ; d20+6=23 ; d20+6=23 ; Friday March 19th, 2010 11:08:57 AM
(bah, my survival rolls suck. Guess that's why I prefer to make beer and be diplomatic) (but, against fowl creatures, I excel!)
Stopping when the realization comes that someone else is close, Gruemor errs to caution and turns to Charek. So, brother, shall we ride up and see who is in front of us, or should I ride up and you scout? OR you scout, give me the all clear to ride up so to be sure it's neither a group of giants or an army of rabid cats?
Hmark regards the flying orb uneasily, his eyes fixated on the thing as he listens to Sjurd describe what he sees. The druid remarks, "I believe it best to avoid this,", and the archer chuckles softly in reply.
"Ya think? Well, as much as I'd love to take on Domi knows how many nasties in a magic flying ball with just four people," he notes flippantly, "perhaps discretion would be a better idea, this time."
The man moves slightly to get himself out of view.
"I just hope that thing isn't going the same place we are."
Sjurd Saturday March 20th, 2010 8:46:44 AM
Sjurd considers Hmark's response, "Hmm... tell you vhat; next time we stop, please remind me to teach you the difference between sarcasm und vit. In the meantime, let us find shelter in the forest."
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) d20=14 ; Saturday March 20th, 2010 11:33:32 PM What th... Alexi thinks, scouling. I hope this is just a ruse! he quickly reflecs, knowing Jet's nature. To play along with it, Alexi quickly sheaths his sword and pulls out his flail as he steps forward ten feet. Flails tend to be more menacing because you can swing them around. The swishing of the flail end tends to be un-nerving. And that spikey end, swirling around...
Aid another d20 = 14, add +2 if applicable.
Charek AC 24; HP 47/47 d20+1=12 ; d20+1=13 ; d20+1=14 ; d20+1=15 ; d20+1=9 ; d20+3=21 ; d20+3=13 ; d20+3=22 ; Sunday March 21st, 2010 10:20:30 AM
helping out with the hunting the best he can with his bow Charek doesn't do to well suvival rolls (12,13,14,15,9) until the birds show up survival rolls (21,13,22) and then they eat fairly well.
As the others become obvious and Gruemor asks about scouting, Charek responds in kind.
"Well I highly doubt it is rabid cats as the birds are falling from the sky. and Giants are not big fans of bows and I doubt even that many birds would even satisfy one giant." As for what we should do? I believe we should be careful out here so why don't I scout around ahead and to the east while you slowly proceed and when I see what there is to see I will either lay in wait or return."
Keela Mage Armor [AC 16; hp 29/29] Sunday March 21st, 2010 11:34:17 AM
"Jet!" Drat the man, what does he think he's doing?
But, since it looks as if things are about to get interesting, Keela pulls out her Wand of Mage Armor and taps herself with it.
Today's Spells: 0 - Detect Magic 0 - Disrupt Undead 0 - Light 0 - Ray of Frost 1 - Color Spray 1 - Feather Fall 1 - Magic Missile 1 - Ray of Enfeeblement 2 - Rope Trick 2 - Scorching Ray 2 - Web 3 - Fly 3 - Haste
Zeph AC20 HP 42/42 d20+9=18 ; d20+9=27 ; d20+12=14 ; d20+12=22 ; d20+5=11 ; Monday March 22nd, 2010 1:33:54 AM
(Spot = 18... shucks, good thing Sjurd got our backs Listen = 27, to hear what he can hear at the Lizard camp Move Silent= 14, yeck Hide = 22, better Knowledge Dungeoneerin: 11... to find a cavern)
Zeph travels in front of the group on foot, swishing his spiked chain back and forth at the grass. When Sjurd spots the flying machine, Zeph says, "So our intention is to enter combat with the Lizard Men upon encountering them? If that is the case, then yes, stealth and surprise is the best way to go, though I think we should try to locate survivors before anything else. I don't want any hostages to lose lives because of our rash actions. Lets just do some supreme scouting and weigh all of our options first... and let's look for an underground passage as well. " Zeph suggests caution.
When the group gets close to the wreckage of the city, Zeph will not boldly walk up through the battered down gates, but rather sneak around and climb up a side wall to get a vantage point to look out and count how many Lizardmen there are, keeping his head down, perhaps going at night.
Combat Spells Prepped: 0: Ray of Frost, Read Magic, Detect Victim, Acid Splash 1: Shocking Grasp, Shield, Grease
Garret Goodbarrel [AC:26 HP:25/25] d20+5=13 ; d20+17=36 ; d20+13=29 ; Monday March 22nd, 2010 7:52:41 AM
Garret steps into some cover, just glancing up. "Let us stay still a moment while the thing passes by, in case they are looking for people."
Spot: 13 Hide: 36 Listen: 29
DM Cayzle - Low Profile, Lower Profile, and High Profile d20=1 ; d20=7 ; d20=4 ; d20=17 ; d20=13 ; d20=2 ; d20=13 ; d20=2 ; d4=3 ; d4=2 ; d20+10=12 ; Monday March 22nd, 2010 10:46:59 AM
After a few lean days, during which the two dwarves dip into their reserves of rations and marching mix, Charek and Gruemor find the hunting comes easier when the prey is feathered, not furry. With tummies full of fowl, the two start the next day with a surprise -- there are other hunters in these hills, on the northeast edge of the Crying Wood, up against steep mountains to their right as they walk north.
Charek leaves his warpony behind and makes his way slowly up the hill, doing his best impression of a scout. With his light armor and natural dexterity, even untrained, the dwarf is competent at his mission (OOC: Taking ten at your untrained +4 gives you a 14; with the +1 bonus per ten feet of distance, even 100 feet away, you are a DC24 to be heard. And you don't even get that close before you have something to report.)
Charek stealthily moves up the hill. He is careful not to rise above the sight-line -- so long as he retains total cover by keeping the top of the hill between himself and the other hunters, he need not worry about being seen.
From over the hilltop he hears voices. They are speaking in a language he does not know. If he wants to go closer, he risks exposure (roll some hide and move silent checks -- take a +4 on the hide because of the benefit of trees, hillside, and bramble).
Meanwhile, Gruemor waits.
==========
[OOC: Weather report, sorry for the delay. Mostly clear, good chance of light showers tomorrow evening.]
The flying red orb passes by, headed toward the burning settlement. In fact, peering into the distance, the four adventurers can just see the haze or whisps of smoke that are still rising from the wreckage. Sjurd urges caution. Hmark agrees. Garret takes cover.
Ever forward-thinking, Zeph plans ahead. He asks about the group's intentions once they get there. He considers how to approach.
The four move closer. At length, well behind the flying orb, they get to their destination. Note that the terrain has gotten rougher and more badlands like. Sjurd suspects that the area gets little rain. As the group approaches, they find abandoned fields, outside the wall. Sjurd wonders at the health and productivity of these fields -- it is well beyond what this area could sustain without magical aid.
And, a map. Note that the big red circle is the orb, floating about 100 ft up. You cannot see inside the wall currently, laying low like you are at this point.
==========
Jet casts Enthrall. The casting time is one full round, so he can't cast and walk forward in the same round.
Keela casts Mage Armor on herself from her wand.
Alexi attempts to help Jet -- maybe waving his sword around will distract the ratmen from Jet's roll of a natural one! :-)
No one moves forward or makes an obvious attack.
Let's see how the ratmen are affected: Spear-rat number 2 is unaffected; the other seven are enthralled. The leader, despite her great save, rolls a natural 2, and listens, entranced.
NO WAIT! This is a "language-dependent" spell! Those who do not understand your language are automatically immune. NONE of the 8 spearers and slingers are affected! However, the leader still is!
And none of the 8 would dare to heckle or jeer when their leader is so clearly enraptured.
The leader listens to Jet, and will continue to do so for up to an hour. Note that, per the spell, "the speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing." If Jet moves forward, that is something other than speaking, and the 1d3 onset kicks in.
So what will Jet do? End his effective spell by moving forward? Or will he keep it up for some period of time?
What will Keela and Alexi do? Just wait? Use the extra time to buff or prepare some trick? Surely, any aggression, such as moving closer or attacking, will break the spell. Is there enough time to run back and get reinforcements? Maybe?
How long before the unaffected spearers and slingers get too nervous and do something?
No need for a new map, since no one has moved.
Gruemor Blackhammer Monday March 22nd, 2010 1:20:15 PM
Waits
Sjurd Monday March 22nd, 2010 1:54:28 PM
Sjurd considers the situation carefully, then whispers to his party members, "Here is vhat I think. Our first target should be the orb. It is not very high in the air and could pontentially be brought down by a few flaming arrows from Hmark. This vill set the camp on alert, but vill be a great distraction. Once the orb begins to burn, I vill cast my preparatory spells on myself und Uli. I believe they vill exit the site to investigate, vhereupon I vill cast 'entangle' in front of the entrance to the village und Hmark vill begin volleying missile fire on them. Zeph, Garrett, and Uli can engage them in the open, where they are vithout protection, once they arrive. I vill take to the air and provide aerial cover vith lightning bolts und summoning spells. Any thoughts?"
Keela Mage Armor [AC 16; hp 29/29] Monday March 22nd, 2010 3:04:30 PM
Keela whispers, "Umm...Jet? What do you want us to do?"
She prepares to cast Web in case hostilities break out.
DM Cayzle - OOC to Keela, Alexi, and Jet Monday March 22nd, 2010 3:10:20 PM
Guys, I'm not sure that Jet can actually say anything to Keela and Alexi in character. He has to keep up the enthralling banter to keep the spell going.
Out of character, were we all sitting around the table, Buzz could talk to Kathy and Jon. You guys can do that by sending private e-mail, and CCing me or not.
But if Jet answers Keela in game, it might end his spell. He can check the Rules Board for opinions, if desired.
Hmark Monday March 22nd, 2010 5:18:45 PM
Hmark opens his mouth to retort, pauses a second while he remembers his last exchange with the druid, visibly switches mental gears, and starts again.
"I'd prefer to get an idea of how many guys are in there before we consider attacking anything," he replies quietly. "We're here to rescue some folks and maybe find us an underground tunnel, right? Not gonna be able to do that if a few dozen shock troops come storming out that ball there. Why not just wait till dark and go in sneaky-like? Heck, that thing may just move off on its own in an hour or two, and we'll be much better off."
The archer looks over at Zeph at Garret. "Whadda you guys think?"
Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon d20+5=24 ; Monday March 22nd, 2010 5:34:23 PM ooc: Here is the thing Cayzle. No where in the spell does it say that person has to understand what you are saying. Can I not enjoy the songs in an opera without understanding the language? Have you ever heard a language so beautiful, that you just enjoyed the sound of it, even without the knowledge of what is communicated? If language was a barrier, that is a big deal and it should be noted.
Also. the spell does not say anything about not being able to move as long as I continue to speak.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
I think this last part is meant to mean, other than a standard action. I doubt it includes move actions. When have you ever seen a performance where the performer stood completely still? Ever see Mick Jagger perform? As far as Jet is concerned, this is a stage for his performance.
So, with these arguments in mind, Jet will continue to do as I said, because Jet hasn't used this spell before and he really should not know what to fully expect with his first time using it in perilous situations.
IC: Jet has only heard of lycanthropes, but he doesn't really know much about them. From the stories told, they are a gruesome bunch that steal children in the night and eats them, but, if he were to look at one, he wouldn't know the difference. His gut feeling is telling him to just kill them all. There is to much at stake here. The lives of an entire community depends on a successful o0utcome, whether that is to negotiate or defeat with these creatures leaves him in a quandary.
If he hadn't needed to cast that Entropic Shield, that archer would be alive today. he could have stopped her bleeding, but he had to make sure he bought some time and unfortunately, she paid for it with her life. Jet does not want to be responsible for any more deaths, but what if these creatures are not evil? Can he face the morning knowing he failed not just his people but caused the destruction of possible allies.
He attempts to bluff his way past the rat men to place himself where he wanted to be, as he thinks about those things mentioned above. he hopes they will think he is just a big mean nobody that isn't worth calling a threat.
As Keela calls out, he just waves his hand holding the sunrod trying to calm her. Her and Alexi, waving around that flail like it was a toy.
"Ah, yes, just some creatures of the Wold we all are. Forced to deal with each other in times of strife as well when there is a bountiful harvest. We must all learn to live together.
Alright, that is likely a round. Jet wants to do one more things before he loses his concentration, if the walking didn't do it. If Jet can get away with making the movement and cast the spell, even better.
At his first opportunity, he will cast Detect Evil, knowing that will end his spell. It is then he will know, if he is going to become a killing machine or not.
Attempt to move to E11 Bluffing his way past warriors: 24
Cayzle Comments -- The spell uses the "Language Dependent" descriptor. And per the rules, "A language-dependent spell uses intelligible language as a medium for communication. If the target cannot understand or cannot hear what the caster of a language-dependent spell says the spell fails."
As for other things you can do while enthralling, the spell says, "The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing."
The spell ends if you do ANYTHING other than speak or sing. What's that mean? See rules board.
Zeph AC20 HP 42/42 Monday March 22nd, 2010 6:08:02 PM
Zeph listens to Sjurd's combat plan and then to Hmark's agreement to scout before initiating a fight.
Sjurd. Your combat plan is perfect. I like it a lot, confuse them, bottleneck them, then hit em hard. But, I do agree with Hmark that we would do better to simply wait for the cover of nightfall and sneak around the camp, either by going over a wall, which would give Hmark a good vantage point, or by going in through the dried up stream. Either way, if we were to attack and the Lizardfolk have hostages, then they could be hurt by our actions. I think we are better serving them by finding an underground passage and locating survivors and helping them escape before a battle breaks out. We can concentrate on killing the Lizardmen after the rescue. What do you think?" Zeph reasons.
Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon Monday March 22nd, 2010 6:11:10 PM
ooc: Never mind. I swear, lately I am missing the most mundane of things. I didn't even look at the top header of the spell.
Oh well.
Garret Goodbarrel [AC:26 HP:25/25] Monday March 22nd, 2010 6:52:34 PM
Garret thinks and nods his head. "I agree with Hmark and Zeph -- I don't like the idea of attacking not knowing what we're going to face. We can sneak up through the stream bed, it looks like it might lead all the way into the village. Heck, if we're lucky, we might be able to sneak in, grab them, and get back out without having to fight anyone."
"I can sneak pretty good -- I'll go up if you want. Hmark, you want to come with me? Oh, and if I'm spotted, we can go with that whole kill everything plan, right?"
Charek AC 24; HP 47/47 d20+8=25 ; d20+8=26 ; d20+8=10 ; d20+8=11 ; d20+4=9 ; d20+4=13 ; d20+4=22 ; d20+4=7 ; Monday March 22nd, 2010 8:01:28 PM
(ooc: Dont know how many rolls I need but here we go.)
Hide 25,26,10,11 Move silently 9,13,22,7
(OOC: ouch)
Having left his backpack behind with the pony and Gruemor, Charek does his best to use the surrounding flora to keep himself hidden and knowing that this is not his forte does his best to keep any noise made of a natural kind by keeping his axe and buckler out of the way and moving slowly hoping that any sound may be mistaken for an animal.
Sjurd Monday March 22nd, 2010 9:22:53 PM
Sjurd bobs his masked head from side to side, considering their words. He then lightly shrugs to himself, "Alright then. But if we are discovered in our attempt to use stealth, ve vill be trapped like rats within their encampment, vith all of their forces concentrated against us. I vould rather fight in the open." He continues studying the wall before them for a moment, then remarks, "I vould feel much better if ve had a distraction vhile attemting subterfuge. I suggest ve assemble ourselves at the dry riverbed during the night und make our preparations. I vill then call lightning to light a fire in the fields in front of the valls. Some of their forces vill be drawn outside to douse the flames to prevent them from reaching the barrier. Those inside und in the red orb vill have their attention drawn to the flames und perhaps lose their night-vision due to the brightness. Is this agreeable?"
Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) d20=15 ; Monday March 22nd, 2010 11:02:12 PM
OOC: oh, now i read the rest of the posts. oh well, my e-mail to Cayzle, Jet, and Keela said pretty much what i think. That is, language-dependent - agreed with Cayzle. Moving about while Enthralling - well, I like to think a suave speaker isn't stone still (maybe a Ballance check to see if he trips/stumbles or otherwise uses movements that break their concentration?). It just fits the spirit of the spell better. But I'll go along with the DM. We can deal with the interpretion later.
IC: Alexi, seeing the effect Jet is having on the shaman leader, stops his flail-twirling and remains still, but poised to act on a moment's notice. He uses his time to survey their situation like a general looking over the battlefield and picking out his target for best effect.
Spot check to see which rat-man is more likely to be the fist to act (looking for facial expression changing, tensing of muscles, sneering, etc.) Might be a Sense Motive check. I'll make one roll and apply the mods for each.
Spot +2, Sense Motive +1: d20 = 15 So, Spot 17, SM 16.
Keela Mage Armor [AC 16; hp 29/29] Tuesday March 23rd, 2010 1:52:08 AM
Keela readies her spell, uncertain what else to do.
Garret Goodbarrel [AC:26 HP:25/25] d20+17=23 ; d20+17=18 ; d20+17=21 ; d20+15=20 ; d20+15=21 ; d20+15=25 ; Tuesday March 23rd, 2010 8:16:26 AM
Garret nods at Sjurd and says, "Oh, I do like that idea. That should work nicely."
If there's no objections, Garret will start sneaking down the dry riverbed after dark, preparing for the lightning strike and not looking back. He expects the lightning as he approaches the wall. He will attempt to stay in the dry riverbed and remain quiet and hidden and see if he can see a way past the wall. If he can, he will head inside and see what he can see.
----- Hide: 23, 18, 21 Move Silent: 20, 21, 25 Can I have some new dice, please?
DM Cayzle - Solutions without Combat Tuesday March 23rd, 2010 10:11:08 AM
Looking at the red orb hovering over the smoking settlement, Sjurd considers a plan of attack, but Hmark urges stealth over confrontation, preferably after dark. Zeph comes down on the side of stealth, with a transition to attack as needed. Mostly, he wants to rescue the people who lived here first. Garret agrees with stealth, then rescue, with attack if things go belly up.
The four can get this far with no need for more than taking ten on hide and stealth checks: a few hours before sunset the red orb casts off and floats away. After nightfall, you sneak up the dry streambed. You see that it goes under the wall through a culvert, just wide enough for a man. But there is a solid-looking iron grill that stops anyone from crawling through the culvert.
You have gotten this far by keeping prone in fields and being under total cover and/or deep concealment when possible. However, there is a 100 ft open meadow in front of the wall, and there is no cover or concealment to use if you want to approach closer. Well, maybe for a small character crawling through the streambed.
==========
Despite a few heart-in-throat moments, Charek manages to sneak closer to the hunters. He can see that they are lizardmen, armed with slings and javelins. They have also had luck hunting birds, and now seem ready to return whence they came.
These lizardmen have short, stubby tails, coarse scales, and are dressed rudely in leather and hide armor. Charek sees no more metal than a dagger or two.
Gruemor waits patiently for word.
==========
Jet steps forward toward the leader, still talking/enthralling, and the underling ratmen allow him to. He gets to E11 and then casts Detect Evil. The spell gives results based on duration of concentration, and so far, he detects that yes, there is evil within the cone-shaped area directly in front of him containing the leader.
The leader will remain enthralled for 1d3 rounds.
Keela readies a spell. OOC: What spell, and what actions trigger the casting of it?
Alexi pays special attention to the underling ratmen. None give any sign that they are going to attack at the moment. They are focussed on Jet, by the way.
Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon d20+9=13 ; d20+9=22 ; 2d6+7=12 ; Tuesday March 23rd, 2010 10:49:33 AM
Jet is now content that he gave these creatures an opportunity for peace, but he knows, it is not Keela or Alexi that are the evil he detects, so, his masqurade is now over.
"and if we can not live together, then I suppose we need to die together. Keela, Alexi, now!"
And with that, Jet brings his sword over head and down upon the Enthralled Shaman, hoping she isn't expecting it.
Jet uses a Hero point to make sure, as much as possible, his attack connects with the first swing, on the second roll.
ooc: Does Shaman get Dex on first attack?
Attacking L hitting AC 13/ rerolled using Hero Point hitting AC 22 doing 12 damage.
Hmark d20+6=8 ; d20+6=12 ; Tuesday March 23rd, 2010 11:06:34 AM
Hmark nods vigorously at Sjurd's altered plan. "Yep, yep. That's good," he echoes after Garret's comment.
Later, the young man watches the flying orb sail away with obvious relief. Now with only possible nasties on the wall, he slowly works his way up the dry streambed behind the gnome until reaching the last real scraggly bush he can hide behind.
Peeking around it, the archer's brown eyes carefully scan the wall ahead of them, searching for any sign of movement. For many minutes, he watches - and listens - for any indication that anything beside the four of them are here. [Take 20 on listen and spot? Else Listen 8, Spot 12]
"Anyone see anything?" he whispers.
Sjurd Knowledge (nature) d20+12=22 ; Tuesday March 23rd, 2010 11:34:02 AM
OOC: Hmark, who is this gnome you're talking about? Sjurd and Zeph are human and Garrett is a halfling.
Sjurd sees the iron grill protecting the culvert and grunts in disappointment. "Alright, one more plan. I can summon a thoqqua to burn through the iron grate. It is a type of earth elemental that burrows by melting stone. It should be able to clear the obstruction. I vill still call lightning to provide a distraction vhile it vorks und ve crawl prone along the river bed until ve reach the cave. It vill be slow going, but the fire should distract them long enough. Sound good?"
OOC: Cayzle, can a thoqqua melt through iron? I think Sjurd would know since it's an earth elemental. Knowledge (nature) check 22 if you would like a skill check. Also, Sjurd will summon the thoqqua by burning his greater magic fang to cast summon nature's ally III.
DM Cayzle - Extra d100=85 ; Tuesday March 23rd, 2010 11:59:39 AM
Ooh! A thoqqua would indeed do the job. But you have light and heat and smell to worry about.
Say (after looking over the rules) you have to do 30 hp fire damage to the grill to melt through. No attack roll needed, so just roll 2d6 damage per round until you inflict 30 hp. If you do 7 hp on average per round, that's 4-5 rounds to get the job done. Maybe another round to let the metal cool down. Sound about right?
If enemies come and attack the thoqqua, it might not get the 4-5 rounds it needs.
Sjurd Tuesday March 23rd, 2010 12:20:41 PM
OOC: But the light and heat and smell would be on the opposite end of the grassfire started by the call lightning. With 5 lightning bolts, spread into a star-pattern for maximum coverage, Sjurd could start quite a conflagration. Hopefully the fire next to their wall would distract them long enough to allow the thoqqua to do its job.
Any thoughts, guys?
Garret Goodbarrel [AC:26 HP:25/25] Tuesday March 23rd, 2010 4:13:08 PM
Garret whispers, "I like the idea of the flame and fire and all, but I just wonder if there's a way to do this without attacking outright. I'd still like to try and sneak up and see if we can see anything so we know what we're getting into here."
Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon Tuesday March 23rd, 2010 5:03:04 PM
OOC: DM Cayzle, would Jet be able to turn around and scan for evil behind him as a free or move action before he attacked?
If so, he would, just to see of he can expect more from behind them all. If not, well he attacks either way.
Thank you.
Cayzle Comments: Sure, he can. And there is evil that-aways too.
Zeph AC20 HP 42/42 d20+5=18 ; d20+12=23 ; d20+12=23 ; d20+9=21 d20+9=23 d20+16=32 Tuesday March 23rd, 2010 6:40:06 PM
Zeph looks up, rather than through the grate. "Think I could climb up this side of the wall above the grate, and get a better view down below once night falls? Might be a good idea for Hmark to do as well in case a battle breaks out. I don't think the lizardmen will look too far up. Then, I will look at what forces we are facing from up there and maybe slide down the other side with a rope. Hey, Sjurd, can't you just morph into a mouse and squeeze through the grate?" Zeph suggests, trying to avoid alerting the Lizardmen as long as possible.
Charek AC 24; HP 47/47 Tuesday March 23rd, 2010 6:58:09 PM
Seeing the lixard men (how many?) Charek takes a few moments to take note of the heading they are taking and then hustles back to meet Gruemor and report and plan.
Cayzle comments: Maybe a dozen.
Alexi (AC: 18, HP:46/46) Lobo (AC: 19, HP:37/37) d20+10=25 ; d8+3=11 ; Tuesday March 23rd, 2010 10:42:17 PM
OOC: But there is a solid-looking iron grill that stops anyone from crawling through the culvert. when you guys meet us, you can thank Alexi for the grill. it was his idea to further protect the village. :)
Alexi moves to F16, charging spearratman #2 (it's ten feet), hoping Keela's spell will be as effective as usual.
OOC: I'd wait until the spell went off but I won't be able to post until tomorrow night, so here goes.
IC: Alexi gives the flail a couple of twirls to get momentum and then brings it down.
d20+10 = 25 dmg d8+3 = 11 yeah!
Note: AC for this round is 18 due to the charge.
Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon Tuesday March 23rd, 2010 11:21:18 PM
I most humbly apologize all mighty Dungeon Master Cayzle.
May I petition that Jet might also drop the sunrod as a free action in order to grab his weapon with the offhand and swing?
The most minor of things can throw a wrench.
Cayzle comments: You want to make attacks with two weapons in the same round? But you have a sunrod in one hand? Sure you can drop the sunrod with no problem as a free action. But you either have to attack with your fist, or gauntlet, or spiked gauntlet, or be able to draw a weapon as a free action.
Keela Mage Armor [AC 18; hp 29/29] Tuesday March 23rd, 2010 11:28:32 PM Here we go! I hope Jet knows what he's doing!
At Jet's signal, Keela drops a Web on the ratmen, centering the spell on the leader so as not to trap Jet in the sticky strands.
Reflex save DC 15, and inconvenience ensues even if they make it.