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Lizardfolk and Ratmen


DM Cayzle - Exposed!  d20+2=4 ; d20+1=20 ; d20+1=20 ; d20=4 ; d20=2 ; d20=2 ; d20=16 ; d20=4 ; d20=8 [web saves] d20+12=16 ; d20+12=25 [conc checks] d4+2=5 [images] d20+2=12 ; d20+2=11 ; d20+2=11 ; d20+2=21 ; d20+2=3 [str checks] d20+3=13 ; d20+3=7 ; d20+2=21 [more str checks].
Wednesday March 24th, 2010 8:38:17 AM


Jet brings it to a crash of conflict by attacking the leader. Note! Save your hero point, friend! Flat-footed as the leader was, your attack on AC13 was a hit. The leader takes 12 damage.

Keela follows that with a Web spell. Unfortunately, there is really no way to avoid entangling either Jet or herself in the spell, so she chooses to entangle Jet, centering the spell on the leader of the rat folk.

Alexi follows that with an attack on a a spearer who is currently on the edge of the Web. Alexi hits for 11 damage, bringing the ratman to exactly zero hit points.

Jet, you'll need to save as well. Either way, you are entangled. The save is to see if you are free to move or not.

Effect of the Web: The leader is completely affected. So are Spearers 2, 3, and 4, as well as Slingers 3 and 4.

Entangled: -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell's level) or lose the spell.

The leader makes a concentration check to cast mirror image, and if that works, another to cast defensively. Both succeed. Suddenly, there are five images of the leader dancing around.

The five who are stuck make str checks to unstick themselves: Spearer 3 gets loose, but he does not get to move this round.

Spearer 1 and Slinger 1 and 2 try to move. Their strength checks are mostly poor, but Slinger 2 does manage to move 10 feet. He draws his club as he moves, and end up on the edge of the Web, still in it, next to Alexi.

Leader: entangled and stuck, -12 hp AC13
Slinger 1: entangled but free AC12
Slinger 2: entangled but free AC11
Slinger 3: entangled and stuck AC11
Slinger 4: entangled and stuck AC11
Spearer 1: entangled but free AC12
Spearer 2: entangled and stuck, -11 hp, disabled. AC11
Spearer 3: entangled and free AC11
Spearer 4: entangled and stuck AC11

And the map.

==========

Sjurd, Garret, Hmark, and Zeph discuss what to do. Your DM must note that you have not had to roll any hide checks because you have been careful to NOT be in any open line of sight. As a consequence, you have not really given the walls a good look from up close. You could try to spot enemies on the wall, but to do so, you have to lift your heads, and you might yourself be spotted -- make hide checks if you want to spot unseen -- Like Zeph did -- and that would still require some hide checks. The only one who could hope to approach the wall unseen would be a small creature crawling in the dry streambed. Also note that the range for the casting of the summons would be a problem. You are currently safely hidden in the bend in the streambed near the wall, about 100 ft from it.

Zeph does stick his head up, carefully, and take a look. He sees two lizardmen on the wall. One to the north and one to the south. You would be observed if you approached.

It might occur to you that if you set the fields on fire, the flames would be at least 75 ft from the wall, and what if the lizards let it burn?

==========

Charek sneaks back and reports to Gruemor. A dozen lizardmen, poorly equipped, hunting birds.

Sjurd 
Wednesday March 24th, 2010 9:20:22 AM

OOC: So Sjurd cannot currently see them because he is lying on the ground, right? If he were to retreat to the treeline, stand up, and use a tree as cover (perhaps gaining a bonus to Hide due to the foliage) would he be able to see the lizardmen from the forest?

Cayzle Comments: The problem is, this is not forest, but badlands, and actual trees are few and far between. Those nearby were likely felled by the settlers. But the croplands offer decent concealment if you crawl back a bit of a ways, so that would work. Honestly, you can take a peek now, like Zeph did, but the two lizardmen have a chance to spot your head sticking up. Plus they are themselves in shadow ... but Zeph spotted them. Sorry if I was not clear.

Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=17 ; d20+7=27 ; d20+7=13 ; 2d6+6=17 ; 2d6+6=10 ;
Wednesday March 24th, 2010 10:56:01 AM

ooc: I'm not sure how you want to run mirror images, but if you ant me to choose a number, then you roll to see if it is a hit, that is cool with me. At least that is how we do it at table top. Jet chooses 1 out of five, unless Keela can remove some, then he will go with 1 of whatever is left.

"Keela, can you get rid of these images?" Jet shouts out as he attempts to move around enough to swing again. Does he see four of the five images dancing around? Surely Jet is not capable of dancing around in this webbing without help.

Jet knows, the shaman has lost her dexterity bonus, because so has Jet.

Jet does not want to use his domain abilities unless he absolutly has to, so the powerful warrior cleric gets his shoulders out of the webbing just enough for another swing of his sword. he waits (hold action) for Keela to attempt to get rid of the images, before he swings his sword again, this time with a critical shot. Jet only hopes it lands on her.

Jet attacks L with a critical shot unconfirmed doing 17 and possibly 10 more, if it connects.

Comprehend Languages 10/300
Magic Weapon 5/30

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)


Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday March 24th, 2010 10:57:20 AM

Reflex save DC 15: success with 17

Gruemor Blackhammer 
Wednesday March 24th, 2010 2:14:14 PM

Are they headed the same way we are?
Do they appear to look like those that destroyed the mining community?

Cayzle Comments: They are neaded away from you, to the north. The mage told you that she scried short lizardmen, and these are definitely medium, so these ones are almost surely a different race. You are, from your map, at least a hundred miles from the settlement, by the way. I gotta make you two a map.



Hmark 
Wednesday March 24th, 2010 3:46:16 PM

Crouched down behind the creekbank, Hmark makes a face as he listens to Zeph's description of the two guards.

"Not sure if I could drop the near guy fast enough," he muses. "Distraction still looks like our best bet. Oh, an' I got an invisibility potion, if anyone can use it here."

Zeph AC20 HP 42/42 
Wednesday March 24th, 2010 3:59:34 PM

Zeph describes the two guard lizardmen on the wall to the others. "Well. Lets lay our options down. 1. We can start a fire in the grasses. if the lizardmen decide to come out here to check it out, I don't think we will be able to enter through one of the gates without being seen by the guards, since they will be all-ears and eyes after the start of the fire. Also, this will destroy any cover we may have, so we would have to enter combat... I don't see any other option if we light fires. They may not even come out to investigate. 2. We can try to peck off one of the guards with some well-placed arrows before he can sound an alarm so I can climb up a wall unseen. But, if we fail in killing him in just a few shots, then he will alert everyone else to our presence. 3. I could try to climb up the wall unseen and grab one of the guards by the foot and throw him down before he notices me. The risk is him seeing me climb up, so an invisibility potion could help. 4. We could try to drill through the grate and enter stealthily, avoiding combat. They may notice the critter summoned though, thus starting combat. 5. Sjurd could turn into a weasel and enter the camp and scout for a tunnel and we can make other plans from there." Zeph says, trying to exhaust all options in a hypothetical situation.

Sjurd 
Wednesday March 24th, 2010 6:22:08 PM

OOC: Sjurd can only turn into Medium-sized animals right now. :) Will post more later.

OOC: Just kidding, everyone. Mental slip. Sjurd can do Small animals. :)

Keela Haste; Mage Armor [AC 18; hp 29/29] 
Wednesday March 24th, 2010 9:10:02 PM

Keela casts Haste on herself, Jet, and Alexi.

Alexi (AC: 20, HP:46/46) Lobo (AC: 19, HP:37/37)  d20+10=16 ; d8+5=12 ; d20+11=14 ; d8+5=10 ;
Wednesday March 24th, 2010 10:18:15 PM

OOC: not to be too picky, but to make sure we have the full advantage of the web spell, please refresh your memory on Disabled, pg 145 PHB. "... if you perform any standard action (or any other action the DM deems as strenuous (ie. STR check to break Web?) ... you take 1 point of damage after completing the act..."

So, by that, Spearer 2 should now be at -1 and unconscious, right? :)

IC: The webs spring from thin air and Alexi smiles. Keela likes him, he figures, as she left him out of the spell's effects. The ratmen struggle with their bonds and one of the slingers manages to exit the webs.

Smiling, Alexi drops his flail and steps to the right while drawing his sword (5' step to G16) and slices into him (Slinger 2).
OOC: being hasted, he gets the 5' step plus two attacks.

Att 1: d20+10+1(hasted)=17, if hit (hopefully as he's still in the web) dmg d8+5=12
Att 2: d20+11=14, if hit dmg d8+5=10

Note: new AC 20 (normal) +1 (hasted) = 21

Alexi (AC: 20, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday March 24th, 2010 10:28:42 PM

OOC: Cayzle - Sjurd, Garret, Hmark, and Zeph with respect to trees.

Don't forget Tarketh's cottage. It was surrounded by thick undergrowth and trees. Exactly how far outside the wall i'm not sure as it's not on the Bryn Baraz map, but they would have easily seen it since it took up a lot of space. It may prove a good place to hide if necessary.

Sorry, didn't mean to but in, but it seemed an important detail that they would have noticed.

:)

Cayzle Comments: Good point, and I had totally forgotten it.

Alexi (AC: 20, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday March 24th, 2010 10:41:27 PM

OOC: Ah, I found it. This should help. From Uncharted Lands Vol 2, Chapter 6:

Curiosity spurred Alexi on to follow Jet. Tarketh may not want to examine the Ambush Drakes that night, but Alexi wanted to see his face when they plopped them down at his feet. Sleep will come later, and he didn't plan on getting up early.
The others were just a curious to see Tarketh and what he would say about the Ambush Drakes and followed after the witch as well.
"Not sure he'll want much to do with them carcasses judging by the smell of em," the guard commented as they left, a swarm following their wake.
They followed the wall as it led towards the cliffs. Tarketh's cabin had been build near the wall, where the stream ran under a wall section. A few moments along the wall and Fatine came to the cops of trees that had sprung up around the area. She paused a moment for the way seemed impassible in the dark. She remembered the trees but they seemed much bigger and thick brambles, grasses, and willow thickets blocked the way.
However Beren spotted a narrow path and dismounting, they all followed it. A few moments more and they entered a small clearing with the dark shape of a timber and sod cagin. A dim glow emanated from one of the small windows and a shadowy figure could be seen moving about inside.

Leading his horse, Jet walked up and knocked on the door, glad that he wouldn't be waking the druid, even if he would still be disturbing him.

OOC: This should help a good bit, since it is near the wall. :)
Don't thank me, guys, just send gold. :P

Cayzle Comments: Good catch! Thanks! So how about 50 feet from the defensive wall near the canyon wall?

Alexi (AC: 20, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday March 24th, 2010 10:44:01 PM

OOC: oops, sorry, that should read and sod cabin., not cagin. :}

Charek AC 24; HP 47/47 
Thursday March 25th, 2010 6:04:27 AM

Well They don't appear to be the lizerd men that we are on the look out for , but a lizardman is a lizardman. I say we avoid them and keep going, making sure we keep a good look out for any stargglers or rear scouts etc.

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday March 25th, 2010 8:05:10 AM

Garret ponders the group's ideas.

He says, "I like the idea of using stealth, but if those guards are on high alert, it just isn't going to work. At the same time, we can't just make a frontal assault, there's not enough of us. I wonder if we couldn't use that summoned beast to attempt to get through that grate, and then if that beast is spotted, we can attempt to run around another way and enter through the front doors?"

Sjurd 
Thursday March 25th, 2010 10:28:38 AM

OOC: If we can use the cabin 50 ft from the wall for cover, Sjurd could easily hit the two lizardmen on the wall with call lightning. He could even have the first lightning bolt strike the grass near the gate to start a fire as well, making the first lizardman hit by lightning appear to be accidental. PLUS, Sjurd predicted evening showers with his Survival check, and the cloud cover would make the lightning more believable and do more damage.

The death of one or two of their wall guards is sure to draw their attention, as well as the fire right next to the wall. We then go with the plan to draw them into the fields with Hmark's missile fire, while Sjurd casts entangle to slow them.

We could have Zeph, Garrett, Hmark, and Uli in the cover of the forest. This would give everyone some bonuses to Hide checks and protect Zeph, Garrett, and Uli from retaliatory missile fire until they reach you guys.

Thoughts?

DM Cayzle - Maps All Around  d6=4 [image] d20+12=26 ; d20+12=26 [conc checks] d20+4=12 ; d20+4=5 [ranged touch ray attacks] 4d6=16 [ray dam] 2d4=5 [burning web dam] d20+5=22 ; d20+1=14 ; d20+1=14 [3 bullets vs J] d4+3=4 ; d20+3=8 ; d20+3=8 ; d20+7=10 [spears vs J]
Thursday March 25th, 2010 1:25:07 PM


Gruemor and Charek are careful to avoid the lizardmen and to press onwards. Another two days of travel bring the two dwarves beyond the edge of the Crying Wood and into the wildlands beyond. This is lightly forested terrain, interspersed with scrub and marsh, growing more dry as you walk.

OOC: Your DM is working on a map, but it is not done yet. Here's a work in progress, with annotations.

==========

Updated info for Garret, Hmark, Sjurd, Zeph: Here is a new map with the cabin marked. Note that there is a broken gate in the center of the wall, and two towers to the north on the wall and two to the south.

The heroes debate tactics. So far no decision has been reached.

==========

Web fight update: Yes, Spearer 2's struggles to free himself cause his wounds to open further, and he collapses, unconscious, held upright by the sticky webs. And note: Entangled folk do not lose their Dex bonus; they suffer a -4 penalty to Dex. There is a difference!

Jet attacks, and an image winks out.

Keela casts Haste on herself and her friends.

Alexi kills the ratman who is about to emerge from the Webs.

The ratman leader concentrates twice to cast on the defensive, and she casts scorching ray on Jet. Two rays hit AC 12 and 5; so far as I can figure, Jet's touch AC is 11, so one hits for 16 damage.

Moreover, the webs catch fire and burn. Everyone in the Webs take 5 damage. With the Webs gone, no one is entangled.

That leaves the leader free of the Webs and with a move action and a five foot step left. She steps back five feet and readies a silvery buckler from under her robe. Then she shouts some commands.

Slingers 1, 3, and 4 sling at Jet. One hits AC22 for 4 hp damage.

Spearers 1, 3, and 4 rush Jet, hitting AC 8, 8, and 10 -- three misses.

Leader: AC18, -17 hp
Slinger 1: AC14, -5 hp
Slinger 2: down
Slinger 3: AC13, -5 hp
Slinger 4: AC13, -5 hp
Spearer 1: AC14, -5 hp
Spearer 2: down
Spearer 3: AC13, -5 hp
Spearer 4: AC13, -5 hp

Jet: -25 hp

And the map.

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday March 25th, 2010 5:26:32 PM

"I do like the idea of hitting them with lightning 'accidentally'"

Alexi (AC: 20, HP:46/46) Lobo (AC: 19, HP:37/37)  d20+13=16 ; d20+13=22 ; d8+5=7 ; d20+11=14 ; d8+5=11 ;
Thursday March 25th, 2010 10:07:44 PM

Alexi sees the two flashes of flame and the whole shabang erupts in flames. The smell of burned fur permeates the air and nearly chokes the stout cavalryman.

"I'd rather be on my horse," he mutters as he tries to gasp for some decent air. Alexi prepares to defend himself against the half-cooked ratmen but they, for some reason, see Jet as their hated chosen enemy and try to surround him, and defend their leader.

"Oh no you won't," he yells. "I'm just as dangerous as he is. Turn your back on me, eh?" And charges the leader. (E14 please).

Note: the slingers have slings, so they should not get an AOO when Alexi moves in, if he has to pass near a slinger to charge.

Note: a Charge is a Full Attack Action, so Alexi should get two attacks, being Hasted. :)

1: d20+12 +1(hasted)= 16, miss
2: d20+13 = 22, dmg d8+5= 7

Note: however you want to do this - the Leader will probably cast on the defensive again with Alexi next to her and deprive Alexi with an AOO. If that's the case, then Alexi will clobber 1 slinger that attempts to use his sling (missile weapon provokes AOO). If they go after Alexi instead, oh well. But here's my 1 AOO if the occasion arises.

AOO: d20+11 = 14 (that hits any of the slingers), dmg d8+5= 11

Keela Haste; Mage Armor [AC 19; hp 29/29]  2d4+2=5 ; d4+1=5 ;
Friday March 26th, 2010 12:17:32 AM

Keela fires off a full spread of Magic Missiles, sending 2 missiles at Slinger 1, and 1 missile at Slinger 3.

[Slinger 1 takes 5 damage. Slinger 3 takes 5 damage. Sigh.]

Keela also ponders the laws of the universe and how Magic Missiles interact with Mirror Image.

[OOC: I've had DMs rule that, since Magic Missiles unerringly strike their target, they can never be used to pop Mirror Images on purpose. I have had other DMs rule that you can attempt to hit a Mirror Image, rolling randomly just as if you had made an attack. So.....how do the laws of the universe work today? :) ]

Cayzle Comments: Each missile can pop one image. I'd roll; they might hit the mage, too.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 17/51) Magic Weapon  d20+4=5 ; d20+4=6 ;
Friday March 26th, 2010 6:39:15 AM

She is a smart one, but she is boxed in. jet thinks as his trained body ignores the pain of being burned and hit. He hardly considers the fact that another spell like that could cost him his life, but he is committed right now and takes advantage of it. It is then the searing sensation spreads through his body, forcing him to grit his teeth and causing him to swing wildly with his large weapon.

Jet takes a 5' step into D10 to avoid flanking. he knows evil is behind him also, but at least Alexi and Keela have a chance at escape if he goes down.

Using Power Attack -5 to hit / +10 damage

Attacking 1red slashing through thin air with 5 and 6

Comprehend Languages 11/300
Magic Weapon 6/30

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)

Hmark 
Friday March 26th, 2010 8:51:59 AM

Hmark nods enthusiastically with Garret. "Yeah, lightning is good. I still think we wanna get in there, or at least see what they got, before committing to a fight. How 'bout if me or Garret use the invisible to sneak up to the wall while the lightning accidentally hits that poor guard? Then, we can work it from there."

DM Cayzle - A Pause  d6=1 ; d6=4 [Alexi hits images] d20+12=18 [conc check] d20=19 [heal check]
Friday March 26th, 2010 11:06:28 AM


Alexi makes his two attacks. His first attack is at the mage herself, and it clangs off her silver buckler. His second attack is at an image; it connects and the image pops away. The leader now has three images, down from the five with which she started.

Keela fires off magic missiles, doing damage to slinger 1 and slinger 3. Slinger 3 looks particularly wounded.

Jet swings twice, misses twice, and takes a step back.

The leader shouts: "Why you fight? You go away, all live. You stay fight, maybe everybody die!" She concentrates on casting on the defensive: She casts a Command spell on Alexi: Will Save DC14 or FLEE! for one round.

She barks some more orders in her native tongue.

Spearer 3 tries to stabilize the wounds of one of the downed spearer 2, and manages a natural 19 on an untrained heal check, stabilizing the dying ratman.

Spearer 1 moves to block Jet from moving deeper into the cave.

Spearer 4 moves to plug a hole and protect the leader.

Slingers 1 and 3 both drop their slings and draw silver clubs. They ready actions, looking like they plan to beat on Alexi if he attacks again.

Slinger 4 puts away his sling and moves to open a hole in the line. As he moves, he draws a club. Now Jet can get back to Keela and Alexi if he so desires (provoking AoOs that may or may not be taken in so moving). Slinger 4 is closer to Keela, now, however, though still 15 feet away.

Leader: AC18, -17 hp, 3 images left
Slinger 1: AC14, -10 hp
Slinger 2: down
Slinger 3: AC13, -10 hp
Slinger 4: AC13, -5 hp
Spearer 1: AC14, -5 hp
Spearer 2: down
Spearer 3: AC13, -5 hp
Spearer 4: AC13, -5 hp

Jet: -25 hp

And the map.

==========

Sjurd recalls the weather forecast calls for light showers tomorrow night.

But a plan seems to be forming -- sneak up invisibly, use lightning to distract, do more scouting. Hmark and Garret both like the lightning idea ... though the scheme would be more believable tomorrow night rather than tonight. (It is two hours after sunset right now.)

==========

Alas, no post from Gruemor or Charek.

Jet Stormway (AC:22/21 no dex, HP: 29/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  2d8+3=12 ;
Friday March 26th, 2010 2:55:38 PM

"I will give you one last chance at mercy Shaman! Surrender to me now and you will come back with us. You will tell us everything you know about this area and when we find our way out of here, we will release you safely as well as fully healed, so you may continue to protect your people. Anything other then a yes response will find us all dying and the children you are trying to protect will be food for the other creatures you have to live beside."

Jet sacrifies his Resist Energy spell for a Cure Moderate wounds spell for himself then takes a 5' step closer to show, he is in no way joking and will kill everything he can to make sure the people of Bryn Baraz remain safe.

Cast Cure Moderate Wounds healing Jet 12 damage.

Comprehend Languages 12/300
Magic Weapon 7/30

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)


Jet Stormway (AC:22/21 no dex, HP: 29/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday March 26th, 2010 2:56:54 PM

Move to D11

Haste 2/5

Garret Goodbarrel [AC:26 HP:25/25] 
Friday March 26th, 2010 3:00:16 PM

"Ok, let's do that. I'm not so good at climbing, so if there's going to be climbing, Hmark can do that."

"But since the weather's better for lighting tomorrow, how about we hole up in that cabin for the night and day and watch the place until tomorrow night?"

Sjurd 
Friday March 26th, 2010 8:56:40 PM

Sjurd nods in agreement, "Fine. Let us retire until tomorrow night und prepare ourselves."

As before, Uli will take a watch while Sjurd sleeps.

OOC: Sorry for the short post, Fridays are my really long days. I leave the house at 7:00 am and get home at 8:30 pm and my creativity is on empty. Bleh.

Charek AC 24; HP 47/47  d20+2=12 ; d3=1 ; d20+2=9 ; d20+2=5 ; d20+1=9 ; d20+1=8 ; d20+1=10 ;
Friday March 26th, 2010 9:00:52 PM

survival roles 12, 9, 5
spot roles 9,8 10

Having no luck bringing in food or being able to spy out anything past his own nose and beard, Charek blindly moves to the northeast hoping he doesn't fall into the river before he actually can see it.

Alexi (AC: 20, HP:46/46) Lobo (AC: 19, HP:37/37)  d20+4=21 ;
Friday March 26th, 2010 10:52:38 PM

OOC: DM, looking at the original map, Spear2 went down at E15. That's right behind Alexi, who would have had to move over him to attack the leader. So, if Spear 3 wants to try to stablilize Spear 2, Alexi would get an AOO. I'll roll my will save first and see what happens. If he makes the Will save, then use my previous AOO roll:

AOO: d20+11 = 14 (now vs Spear 3 while he tries to stabilize his friend), dmg d8+5= 11
Will Save DC14: d20+4 (Fighter+Wis+Cloak) = 21! Ahhhhhhh!

IC: Alexi hears the leader command him to flee. "PHHHHT!" he nearly erupts in hysterical laughter not even aware it was a spell cast at him. "YOU WISH!" he exclaims. "It is you who must drop your weapons or die! What will it be?" he demands.

Note: this isn't an Intimidate as that takes 1 Standard Action, but the option is still open, if she reacts as if she will comply using a Free Action to reply, Alexi will forgo the AOO vs Spear 3, otherwise, Spear 3 gets clobbered.



Alexi (AC: 21, HP:46/46) Lobo (AC: 19, HP:37/37) 
Friday March 26th, 2010 11:08:54 PM

OOC: oh, now I see Jet's move.

Alexi will use his "What will it be?" speach as an Aid Another on Jet's demands, although he didn't make a roll per se, and will hold his sword over Spear 3's head (instead of using his AOO on him) but still allow him to adminster to his friend, the ratman knowing full well his life was just spared!

Keela Haste; Mage Armor [AC 19; hp 29/29]  d20+5=16 ; 4d6+1=14 ;
Monday March 29th, 2010 1:49:12 AM

The ratment shift around, and the next thing Keela knows, one of them is standing right in front of her--between her and the boys who actually know how to fight.

She panics, and unleashes one of her most powerful spells on the hapless ratmen.

[Scorching Ray at Slinger 4. Hit Touch AC 16 for 14 damage]

Zeph AC20 HP 42/42  d20+5=25 ; d20+12=26 ; d20+12=15 ;
Monday March 29th, 2010 10:36:02 AM

Zeph says, "I'm decent at climbing if you would like me to do that job. Or I can try to sneak in, I'm pretty sneaky too."

Climb = 25, natural 20...
(Hide = 26, move silent = 15)

DM Cayzle - A Bolt  d20+3=17 ; d20+10=24 ; d6+3=5 [att on Alexi] d20+10=26 ; d6+3=8 ; d20+5=21 [att on Jet] d20+12=29 [conc check] 8d6=30 ;
Monday March 29th, 2010 10:42:59 AM

Last Round: Alexi laughs at the Command spell and spears a ratman while he is trying to save the life of his friend. He kills ratman 3. (You can't hold an AoO to use like a readied action.)

Jet casts a cure spell and takes a step forward, issuing an ultimatum.

Alexi lends his own voice to Jet's attempt at negotiation.

Keela casts a spell and puts down slinger 4.

The leader shouts an angry "NO!" and commands his dwindling troops.

Slinger 3 (using a club) takes a five foot step east and swings at Alexi. It hits AC17, a miss. Slinger 1 takes a five foot step south, flanking Alexi, and swings, hitting AC24 for 5 damage to Alexi.

Spearer 1 moves to flank Jet with Spearer 4. Spearer 1 hits AC26 for 8 to Jet and Spearer 4 hits AC21, a miss.

Then the leader casts on the defensive. rolling a 29 and thus completing her spell without provoking an AoO. Her spell is a lightning bolt, and it hits Alexi and Keela for 30 hp, or 15 if you can make a reflex save vs DC16.

Leader: AC18, -17 hp, 3 images left
Slinger 1: AC14, -10 hp
Slinger 2: down
Slinger 3: AC13, -5 hp
Slinger 4: down
Spearer 1: AC14, -5 hp
Spearer 2: down
Spearer 3: dead
Spearer 4: AC13, -5 hp

And the map.

==========

Charek and Gruemor press on northward, following the map as best they can. Which is not so well.

==========

Hmark, Garret, Zeph, and Sjurd hole up in a sod cabin outside the wall. Sjurd deduces that the cabin had been inhabited by a herbalist -- maybe a druid or witch. Through the next day, carefully watching, the heroes think they see five to seven different lizards.

Zeph is ready to climb the wall. With the invisibility?

Jet Stormway (AC:22/21 no dex, HP: 29/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+9=25 ; d20+9=12 ; 2d8+6=15 ;
Monday March 29th, 2010 10:51:21 AM

Jet takes a five foot stap to E12 and attack the leader hasted. he swings once and strikes her hard, watching as Keela drops. "So be it female dog, let the slaughter begin!". jet swings again, missing clearly.

Comprehend Languages 13/300
Magic Weapon 8/30

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)



Jet Stormway (AC:22/21 no dex, HP: 21/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday March 29th, 2010 10:52:33 AM

ooc: schucks

I should have said "Watching to see IF Keela drops."

Hit AC: 25 doing 15 damage. Hit AC 12 missing.

Gruemor Blackhammer  d20+4=19 ; d20+4=12 ; d20+4=21 ;
Monday March 29th, 2010 11:06:38 AM

Survival: 19,12,21

Taking up the slack for his compatriot, Gruemor keeps the duo on track and fed well enough.

So, Charek, what do you think our plan should be once we arrive?


Sjurd 
Monday March 29th, 2010 12:11:34 PM

Sjurd supports the plan for Zeph to climb the wall invisibly. His call lightning trigger-finger is getting itchy...

Alexi (AC: 21, HP:46/46) Lobo (AC: 19, HP:37/37)  d20+6=12 ; d20+6=17 ; d20+10=28 ; d8+5=13 ; d20+10=17 ; d8+5=13 ;
Monday March 29th, 2010 9:29:20 PM

Ref DC16 d20+6 (lvl+dex+cloak) = 12
Hero Point Usage -> d20+6 = 17. Ahhh! gotta love them Hero Points. :)
Hero Points 6-1 = 5

The dratted ratmen just wont give up despite their loses. Alexi was willing to give them quarter. But now they've flanked him and one got a bruising hit on him! Too busy with the ratmen he nearly misses the leader stretch her hand out and point at him. A streak of lightning streaks by him as he twists his body and makes his profile a very narrow target. His hair stands on end from top of his head to his feet, including his ... parts.

Total damage 15+5=20

A fire burnst in Alexi. It is not hatred, but determination. These creatures had the opportunity to call a truce. Jet and he gave them the option. But they chose to fight. His only option now was to pound them into submission or death.

OOC: depending on what happens to the leader with Jet's attack...

The leader proved herself to be the biggest threat and Alexi paves the way for her meeting with her creator.

1st: d20+10=28, dmg d8+5 = 13
If not dead:
2nd: d20+10=17, miss leader, hit Slinger 3 (see below) dmg d8+5 = 13

If leader dead before 1st attack, apply 1st attack to Slinger 1 and 2nd attack to Slinger 3
If leader dead on 1st attack, then apply 2nd attack on Slinger 3.

If both Slingers are still alive at the end of his attacks, he will take a 5' step to D14.

OOC: how many more rounds of haste do we have?

Keela Haste; Mage Armor [AC 19; hp 14/29]  d20+4=23 ; d4+1=3 ;
Monday March 29th, 2010 10:59:05 PM

Keela dodges some of the lightning bolt damage [Reflex save 23], but nonetheless cries out at the damage she takes. But, when she looks over at the fight, she can see that Jet and Alexi seem to have the fighters tied up. Which means she can concentrate on the leader's images.

She pulls out the Wand of Magic Missiles and sends one at the leader, trying to pop an image.

[3 points damage to whatever it hits. Cayzle, do you want to roll the random chance, or do you want me to?]

[OOC: This is Round 3 of the Haste. Two more rounds after this one.]

Zeph AC20 HP 42/42 
Tuesday March 30th, 2010 1:52:48 AM

If Hmark, Sjurd, and Garret agree, he will swig the invisibility potion and begin scaling the wall to get a view of the encampment beyond.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday March 30th, 2010 5:50:43 AM

As Zeph heads for the wall completely invisible, Garret moves forward to find a good hidden location from which he can sling stones, should the need arise.

DM Cayzle - Getting Closer  d4=2 ; d3=3 ; d4=3 ; d4=2 [image rolls] d20+12=25 [cast def] d20=20 [move silent check] d20+5=10 [aid anothr] d20+12=17 [att J] d20+5=19 [aid another] d20+12=30 [att A] d6+3=5 [dam A]
Tuesday March 30th, 2010 11:16:37 AM


Sjurd is eager to unleash his lightning bolt, so at twilight, under the cover of a light drizzle, Zeph drinks a potion of Invisibility and moves quietly toward the wall. Garret also moves closer -- along the now-not-quite-as-dry streambed, the best source of cover for getting closer to the wall. Hmark hangs back with Sjurd, not wanting to reveal himself too soon.

OOC: I think it is time to give you guys this map. Zeph, you can peer inside and get a glimpse of the buildings within, per the map. Each square is about 10 feet x 10 feet.

Zeph sneaks up, ending his move for this post at 7B. From there, he can see that the interior gates have been battered down. The drizzle is putting out the last of the embers of the burned buildings -- about half of those within. Garret is now at A2, in the ditch. The two can see that there is a shortish lizardman in each of the four outer towers. Those are the only ones you see right now.

Does Zeph suspect a trap? Because he could just walk through the gate unopposed and unnoticed, unless he trips over his own feet.

==========

Jet steps forward and swings twice against the leader. The first swing is vs an image, and it winks out. The second attack is vs another image, and it too winks out. Jet has not done any damage this round, but he gets rid of two of three images.

Alexi dodges half the lightning bolt, rationalizes recent events and attacks. [OOC from DM: You wrote: "These creatures had the opportunity to call a truce. Jet and he gave them the option. But they chose to fight." Of course, Alexi is free to think whatever he wants. But from the enemies' viewpoint, it was a surrender you guys called for, not a truce. Especially when Jet said, "Surrender to me now." LOL!]

Alexi swings on the leader and hits her, not the last image! But she is not dead. He inflicts 13 damage on her. He swings again, hitting her last image, which winks out, leaving her with none. Finally, Alexi would have stepped forward if the enemy had fallen, but she is still standing.

Keela uses her wand, inflicting 3 hp on the leader.

The leader shouts to her followers. She makes a concentration check to cast defensively: a 25, no problem. She becomes invisible! She moves away, trying to be quiet. Of course, you can take no attacks of opportunity against a creature who is invisible.

If you make a listen check vs DC20, then Please Highlight to display spoiler: {The invisible leader is headed toward Keela.}

The other ratmen shout to each other. Spearer 4 takes a five foot step south, to where the Leader had been, and readies an action. Spearer 1 moves around to the other side of Jet from Spearer 4. Spearer 4's readied action goes off -- an Aid Another check to help Spearer 1 hit Jet. Spearer 4 rolls a 10, exactly what he needs to give Spearer 1 a +2 to hit.

Spearer 1 attacks at +4, given a +2 flank and a +2 aid another. That's over his usual +8, so it is an attack at +12. That hits AC17! Gosh darn it! The DM tries to stack the deck against his players, but still misses! Maybe I'll have better luck vs Alexi.

Slinger 3 tries to Aid Another Slinger 1, and rolls a 19, so Slinger 1 gets a +4 as well, attacking with the same modified +12 to attack Alexi. This connects with a solid hit vs AC30, inflicting 5 damage on Alexi.

Leader: AC18, -33 hp
Slinger 1: AC14, -10 hp
Slinger 2: down
Slinger 3: AC13, -5 hp
Slinger 4: down
Spearer 1: AC14, -5 hp
Spearer 2: down
Spearer 3: dead
Spearer 4: AC13, -5 hp

Alexi -25
Jet -13
Keela -15

And the map!

==========

Gruemor and Charek resume their journey. Gruemor reveals a hidden knack for the outdoor life, and guides the duo not only straight and true, but also flushes out some decent game. The two are now travelling through the badlands: stands of scrub trees, grasslands, thickets, and scrub. Once, far in the distance, you see what might be a griffon. As you travel, the terrain gets harder, more desolate, less fertile. Sometimes the land is just barren: dirt and sand, where nothing grows. Once you find some broken ceramic pot shards uncovered by wind in a barren spot -- another time, stone blocks as of a building long shattered into pieces.

The hunting now has grown very sparse, and you will need to use your reserves to avoid hunger. How any settlement could survive here-abouts is a mystery to you.

Sjurd 
Tuesday March 30th, 2010 2:14:10 PM

OOC: PLAN! The party moves stealthily to about area A11 on the town map. Sjurd summons a thoqqua, which burrows through the stone. Using a double move action every round, a thoqqua can burrow through 200 feet of stone in the 5 round duration of the summon nature's ally spell (20ft *2 *5). As a Medium-size creature, it would create a tunnel large enough for everyone to crawl through. Sjurd can cast this twice, and the two thoqqua can burrow from area A11 (which I believe is right by the cabin), all the way to area P12. We would pop out right behind the building next to the mine entrance. Sjurd could wildshape into an eagle to aerially scout the mine entrance before digging started (flying REALLY high up to avoid those pesky crossbow bolts).

Any thoughts?

Hmark 
Tuesday March 30th, 2010 3:42:25 PM

Hmark hangs back with Sjurd, not wanting to reveal himself too soon.

[OOC - Sorry for lame post. Busy throwing up. Hopefully better by tomorrow.]

Gruemor Blackhammer  d20+4=14 ; d3=1 ; d20+4=20 ; d20+4=18 ;
Tuesday March 30th, 2010 4:03:34 PM

Remind me next time to get some scrolls for making water and food. Would come i handy when our rations run out.
Remind me also to come up with a make beer, I mean "medicine" spell too. Gruemor says with a smile.

(disregard the d3 roll, it snuck in on me)
Survival rolls: 14,20,18

Charek, check the map. How close are we?



Alexi (AC: 21, HP:21/46) Lobo (AC: 19, HP:37/37)  d20+1=2 ; d20+10=18 ; d100=28 ; d8+5=10 ; d20+10=13 ; d8+5=8 ;
Tuesday March 30th, 2010 5:44:04 PM

OOC: I thought I'd put the correct damage on the header but I see that it didn't take.

Yeah, in the the heat of battle, Alexi was thinking truce. :)

Listen Check DC20, d20+1=2! What'd ya expect! In the middle of battle, his ears ringing from a lightning bolt, echoes all over the place....

IC: Drat the Rat! Where's a bag of flour when you need it? Alexi curses under his breath.
He doesn't like the way the ratmen are surrounding him and the dangers of this is confirmed by a solid hit to his side.

"I'll put an end to this game!" he shouts as he steps to D14. (If the leader his there, he'll run into her and know she's there and attack her. If she's not there, he attacks Slinger 1 and Spear 4.

1st : d20+10= 18
if attacking leader: Miss Chance 50% = 28 miss
if attacking Slinger 1, hit, dmg d8+5=10 (should kill it)
2nd: d20+10= 13
if attacking leader: missed
if attacking Spear 4, hit, dmg d8+5= 8 (may kill it)

Alexi shouts out at Jet, "What's she saying? What's she saying?"

Jet Stormway (AC:22/21 no dex, HP: 21/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=14 ; d20+9=24 ; 2d6+6=17 ; d20+9=24 ; d100=65 ; d100=64 ; 2d6+6=15 ;
Tuesday March 30th, 2010 6:40:35 PM

Jet can not tell which direction the shaman went, but he can do simple math and he knows, she can only move so far after casting a spell. To answer Alexi he shouts out, "In the name of shadows I don't know!"

He swings on Ratman spearer one with his hasted attack before going back deeper into the tunnels looking for the offspring of this scum. If Jet can take them hostage, perhaps the shaman will be willing to surrender and all further bloodshed can cease.

If Jet cuts the ratman in half, like he anticipates, he knows the others will get a free attack when he leaves, but it is a chance he takes. If in the proicess, he walks into the shaman during his movement, not only does he know where she is, but he has another attack coming.

Attack spearman 1 doing 17 damage.
Move to E11, then F10, F9, F8 (using distance, this should be around where would wind up), F7, G6(10' step), by now if he has not run into her, she is not in his path so he finishes his move at J5.

If he does run into her, he swings on her, using his Blind Fighting Feat. he hits AC 24 and rolling for a chance to hit an invisible target twice with feat equals 65 and 64. If hit doing 15 more damage.

Comprehend Languages 14/300
Magic Weapon 9/30

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)

Roll summary:
Listen: 14 fails
Hit Ratman spearer 1 AC 24 doing 17 damage
Hit at leader if in path with a 65% and 64% chance, AC 24 doing 15 damage.

Charek AC 24; HP 47/47  d20+3=14 ; d20+3=12 ; d20+3=14 ; d20+1=20 ; d20+1=2 ; d20+1=21 ;
Tuesday March 30th, 2010 7:26:08 PM

Trying his hand at helping with the hunting Charek is beginning to get the hang of it, but has a long way to go. Survival DC14, DC12, Dc14. During several breaks the doughty dwarf takes a look at the map and tries to make a best guess of where they are using whatever landmarks there might be to be seen. DC 20, DC 2, DC21

When asked about what they should do when they arrive, he shakes his head for a moment and then answers. "Well, it is kind of hard to smelt iron when you don't know the quality of the ore."

Keela Haste; Mage Armor [AC 19; hp 14/29]  d4+1=4 ;
Tuesday March 30th, 2010 10:10:52 PM

Keela fires another missile from her wand. If he is still up, she aims for Slinger 1. Otherwise, she targets whichever of the ratmen looks the most wounded.

After firing, she moves back to where the corridor narrows, hoping to block the way in case the leader tries to flee in that direction.

[Missile does 4 damage. Move to F-24]

Garret Goodbarrel [AC:26 HP:25/25]  d20+13=29 ;
Tuesday March 30th, 2010 10:35:23 PM

Not knowing what Zeph is thinking, or, exactly, where he is, Garret pauses and listens closely to see if he can hear where Zeph goes.

Listen: 29

OOC: Go for it, Sjurd!

DM Cayzle - Providing for the necessities  d20+8=12 ; d20+10=22 ; d6+4=6 ; d20+10=12 ; d20+5=11 ; 3d8+8=17 ;
Wednesday March 31st, 2010 10:02:00 AM


DM OOC to Gruemor: Please Highlight to display spoiler: {You can totally cast Create Food and Water, by the way. We HAVE to get your PC sheet in order!}

Pressing onward, Gruemor and Chareck make their way deeper into the badlands. In the midst of plains, they encounter a band of human hunters. The hunters step out of a stand of tall grasses. You deduce they are hunters from the rabbits dangling from their belts. Their leader steps forward and shouts, "Hail, travellers!"

==========

Alexi strikes out at Slinger 1, doing 10 hp damage, but not dropping the ratman. To be honest, he doesn't really look all that badly injured. Then Alexi takes a step and strikes at the far weaker Spearer 4, dropping him.

Jet swings on Spearer 1, and he connects for 17. Spearer 1 is still standing.

By now you have deduced that Slinger 1 and Spearer 1 are leader types with some class levels, most likely.

Jet then moves away, accepting the AoO he provokes. Spearer 1 takes the chance to stab at Jet, hitting AC12, a miss. Jet moves north to G6 without encountering any resistance or sign of the invisible caster.

Keela hits Slinger 1 for 4 damage with a magic missile. Then she moves back to block the other way out. OOC: Keela, please be so good as to post a list of spells you have prepped and which you have used. Thanks!

Unfortunately, that leaves Alexi alone to fight! Slinger 1 and Spearer 1 move to flank Alexi. The Spearer hits AC22 for 6 damage to Alexi. The Slinger (now using a silver club) hits AC12, a miss.

The remaining ratman, a slinger with a club, charges Keela! He hits AC11, a miss.

Leader: AC18, -33+17= -16 hp
Slinger 1: AC14, -24 hp
Slinger 2: down
Slinger 3: AC13, -5 hp
Slinger 4: down
Spearer 1: AC14, -22 hp
Spearer 2: down
Spearer 3: dead
Spearer 4: down

Alexi -31
Jet -13
Keela -15

And the map.

==========

Zeph continues his spying, but restless Sjurd has an idea! He could summon an elemental worm of fire and earth, and command it to dig a tunnel!

[OOC to Sjurd: Um, why do you think it will leave behind a tunnel? The burrow rules say "Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details." I don't see anything in the monster entry that says it leaves a tunnel behind. Also, although I would grant that it speaks, or at least understands, the elemental languages of fire and earth, what makes you think it can understand common? How will you order it around? Nifty idea, though ... I hope you can convince me, because my own druid characters would like to try this trick some day!]

Hmark is eager to see what Sjurd comes up with.

Garret listens carefully and gets a general idea of Zeph's location. But his friend is just watching, right now.

Gruemor Blackhammer 
Wednesday March 31st, 2010 10:31:55 AM

Raising his hand to the hunters, open palm facing them, Gruemor calls back: Hail hunters of the plains, how fairs thee this day?

Before he has a chance to reply, Gruemor slides off his pony, and begins stretching his weary legs.
Boy do I miss my cart, how anyone can stand to sit on one of those dang saddles all day is beyond me, he says aloud.

With no weapon, save for the armor he is wearing, Gruemor begins moving ever so slowly as to not seem hostile towards the leader.

Sjurd 
Wednesday March 31st, 2010 10:46:55 AM

*Rolls d20 for Game-fu skill*

http://www.d20srd.org/srd/monsters/intro.htm
1. "Any creature with an Intelligence score of 3 or higher understands at least one language (Common, unless noted otherwise)."
2. No specific language is noted in the Thoqqua entry, so by default it can speak Common with its Intelligence 6.

http://www.d20srd.org/srd/typesSubtypes.htm#earthSubtype
1. "Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock."
2. Since the thoqqua also has the fire subtype, two extroadinary ability called 'Heat' and 'Burn,' and a face that appears to be made of living magma, I'm guessing that it melts through rock rather than digging through like a mole.

So the only thing t...

BLEH! I just noticed that the thoqqua is only 1-foot in diameter. We couldn't possibly fit through that. If it is 1-foot in diameter and 4- to 5-feet long, then why is it a Medium-sized creature? It could easily coil itself into a Small-sized shape.

*throws Monster Manual in disgust*

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NEW PLAN! Sjurd will start at area B11 (presumably just near the cabin) and everyone else waits near area C1. Sjurd wildshapes into a cheetah then...

Round 1: Uses Natural Spell to cast Summon Nature's Ally III. He will summon 1d3 fire elementals and have them attack the base of the tower near B11 (they don't speak Common, but I assume they would understand if Sjurd pointed emphatically at the spot for them).

Round 2: The elementals appear and start attacking. Sjurd will then use the Sprint extroadinary ability to reach area C1 (since it is around 230 feet from B11 to C1 and he can travel up to 500 feet in one round with Sprint, he could even do an arc rather than a straight line to get there and help avoid detection). Fire elementals: 4 rounds left.

Round 3: Sjurd arrives at C1 and casts Summon Nature's Ally III. Hopefully the fire elementals back at B11 are doing their job distracting the lizardmen. Fire elementals: 3 rounds left.

Round 4: The thoqqua appears (who can speak Common!) and Sjurd has it start melting the grate. By this time the tower and a good part of the wall should be in flames over at B11. I guessing that many of the lizardmen will come out to try to stop the elementals or put out the flames. Fire elementals: 2 rounds left.

Round 5-?: Thoqqua finishes melting. Party sneaks through while lizardmen are putting out the fire. Sjurd can summon additional fire elementals and have them go to town on the buildings for additional distractions if need be.

Thoughts?

Zeph AC20 HP 42/42  d20+12=28 ; d20+16=19 ; d20+9=10 ; d20+9=20 ; d20+16=35 ;
Wednesday March 31st, 2010 12:00:02 PM

(Move Silent = 28)

(OOC: Sorry guys. I had a parasitology exam today at 9:30am and I studied for what seemed like 4 days... i haven't even showered yet...)

Zeph moves very quietly into the camp through the gate (checking for traps, seach =19) and takes a peek around, counting the number of Lizardfolk and their armaments. He will report all this information back to his companions.
Zeph will also search vehemently for some kind of underground entrance that could have served as an escape route for civilians (Search =35, listen =10, spot = 20)

Hmark 
Wednesday March 31st, 2010 5:08:15 PM

Hmark continues to wait with Sjurd, albeit much more patiently.

"If we need a distraction, that'd do it," he agrees, hearing the druid's plan. "Since Zeph and Garret are pretty much in there already, you think you could change into a giant bird, pick me up, and then swoop around and into camp from the backside while everyone was messin' with your fire elementals?"

Jet Stormway (AC:22/21 no dex, HP: 21/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+11=31 ; d20+11=25 ; d20+11=18 ; 2d6+6=16 ; 2d6+6=18 ; 2d6+6=11 ;
Wednesday March 31st, 2010 6:33:16 PM

Jet grows frustrated with this situation and plans on finishing what he started. He moves back to D12 and unleashes his fury on the rat thing, flanking him and doing considerable damage. Jet knows this will leave a bad taste in his mouth for some time to come, but, being mortal means wisdom is gained only through experience and the blessings of gods.

Move to D12

First attack critical confirmed with 31 and 25 doing 34 damage
Second attack from Haste hits doing 11 more.
Total damage 45

Comprehend Languages 15/300
Magic Weapon 10/30

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)


Charek AC 24; HP 47/47 
Wednesday March 31st, 2010 7:56:35 PM

Grumpy from being saddle sore, Chareks response while not hostile mgiht not come across as too friendly.

"Hail yerself, and see how you like it." Charek too then dismounts making sure to let the hunters see the axe on his back.

Alexi (AC: 21, HP:21/46) Lobo (AC: 19, HP:37/37)  d20+10=26 ; d8+5=9 ; d20+10=24 ; d8+5=12 ;
Wednesday March 31st, 2010 10:10:15 PM

Finding himself flanked and clobbered once more, Alexi begins to think of a strategic retreat when suddenly blood and guts splatter all over him.

"Thanks Jet," Alexi gasps as his body ackes from so many hits. All Alexi can think of is, well, two things Alexi can think of is: Keela's soft hands binding his wounds, and blasting the last ratman!

Briefly he wonders, This ratman is tougher and hardier than the others. He may be a valuable prisoner. Do I dare try to knock him out instead of killing him outright?

However, seeing Jet's face and what pieces are left from the ratspearman, Alexi decides not to face Jet's wrath in case something goes awry and the slinger gets away.

"May it never be said Alexi was cowed by a rat," he exclaims as he swipes at Slinger 1.

1st: d20+10=26, dmg d8+5= 9

If he still stands:
2nd: d20+10=24, dmg d8+5= 12!
OOC: ooooff. i just noticed i've been forgetting the +1 to hit! oh well, I think my misses have been clear misses. :{

Then takes a 5' step to E15

If the 1st attack felled him, Alexi will take off after the one attacking Keela. Movement rate is increased by 30' so that should easliy put him at G22 right behind the slinger and flanking him.

Aelxi will snarl very loudly behind the ratman.

Alexi (AC: 21, HP:15/46) Lobo (AC: 19, HP:37/37) 
Wednesday March 31st, 2010 10:11:12 PM

oops, forgot to add the previous damage to header.

Keela Haste; Mage Armor [AC 19; hp 14/29] 
Thursday April 1st, 2010 12:58:42 AM

Keela is startled to be charged! She steps back (to F-25) and casts a spell. Clashing colors spring from her fingers at the ratman. [Color Spray; Will DC 14]

Today's Spells:
0 - Detect Magic
0 - Disrupt Undead
0 - Light
0 - Ray of Frost
1 - Color Spray
1 - Feather Fall
1 - Magic Missile (cast)
1 - Ray of Enfeeblement
2 - Rope Trick
2 - Scorching Ray (cast)
2 - Web (cast)
3 - Fly
3 - Haste (cast)

Cayzle Comments: Please give me some guidance on how you would like to position the cone, Keela, considering that there may be an invisible target caught in it.

Keela Haste; Mage Armor [AC 19; hp 14/29] 
Thursday April 1st, 2010 1:14:13 AM

Well, first, my 5-foot should have been to G-25, seeing as F-25 is inside a wall. :)

I'm trying to roleplay Keela as being a little panicky in melee, so I think she would just aim straight in front of her. That would catch G-22, 23, and 24, and H-22 and 23.

DM Cayzle - Free of foes?  d20=12 [ratman will save]
Thursday April 1st, 2010 8:05:36 AM

Jet moves swiftly to flank Spearer 1 and kills him with a crushing blow.

Alexi needs two solid blows to do the job, but he too puts down his foe.

Keela flinches back and fires a cone of flashing colors at the ratman facing her. The poor ratman is knocked unconscious, blinded, and stunned.

No need for a map or enemy status list -- all enemies are defeated or fled. The spellcaster is invisible ... close by? Or long gone? You don't know.

=========

Sjurd considers another plan. DM Cayzle comments on it ... the towers and wall are stone, and won't burn. Trees are kind of scarce around here. Also, running gives you a, what?, -20 penalty to hide and move silent checks. If you sprint across anyone's line of sight, odds are you will be seen/heard.

Meanwhile, Zeph is on the scene. He does not need a search check to note that there is an inner wall, and inside that, an entrance to a mine. The reinforced doors to the mine are bashed in. With that great search check, he also notes a hard-to-notice goat trail that could be climbed out of the canyon and up. But he sees no sign that a number of villagers have been there recently -- in fact, it looks mostly untrodden.

Hmark waits patiently and suggests an idea to the druid.

Garret stays put for now, watching.

You guys did take note of this map I linked to two days ago, right? The mine entrance is next to the building marked Mine Administration.

==========

Gruemor offers a friendly face and voice to the hunters. Charek is a little more grumpy, and lets his companion talk with the humans. They respond in kind to the cleric's peaceful overtures, holding hands out weaponless and smiling. It turns out that only one speaks common, and he invites you to share a meal. Soon, a smokeless grass fire is burning and rabbits are roasting. The humans are very curious about you. Who are you, are you really dwarves? You get the idea they have never seen dwarves before. Why are you travelling here? Are there more of you coming? They say they are the People Who Sleep Under Stars. You get the idea that they are hunters and gatherers, living a life in tune with the land. Not exactly civilized. You see that they use slings, wooden shields, leather armor, and wood clubs for weapons. A few have metal daggers.

Gruemor Blackhammer 
Thursday April 1st, 2010 10:39:53 AM

After convincing them, and Charek of everyone's peacefulness, Gruemor acknowledges the hunters of his and Charek's race.
No, not that we know of are others of our kind coming, but we are traveling to a mining post where others like us and people of your race are. And who have been attacked by lizard type beasts.
We go to attempt a rescue.
Would you and your hunter brothers care to join us in the rescue of these people? I would be willing to reward you all handsomely for your troubles?


Hmark 
Thursday April 1st, 2010 1:29:09 PM

Hmark drops to the ground, sitting with his back against the wall of the small shed, elbows on his knees and hands clasped together. Idly, he taps his thumbs together.

"So, tell me Sjurd," he remarks, casting about for conversation. "Where're you from? What's it like there?"

Sjurd 
Thursday April 1st, 2010 1:55:34 PM

OOC: Aaaaand I'm done making plans. This is one problem I've had with PbP. Namely, that you tend to forget information after a few days. Such as the fact that the walls are stone instead of wood, which would have stopped me from writing up that plan in the first place. C'est la vie.

Sjurd looks at him, his dark wooden mask only slight less emotive than his voice. "My home... is cold. Cold und hard." He returns to surveying the town and considering their options. "I grow tired of this plotting. Uli, koma."

Sjurd and Uli return to the cabin. When Zeph returns to relay the information on the town layout and goat path, Sjurd suggests that they search for the terminus of the goat path to circumvent the walls and guards.

Keela Haste; Mage Armor [AC 19; hp 14/29] 
Thursday April 1st, 2010 4:01:49 PM

Keela looks around her, a little wild-eyed. "Well," she says. "Well. What do we do now?"

Today's Spells:
0 - Detect Magic
0 - Disrupt Undead
0 - Light
0 - Ray of Frost
1 - Color Spray (cast)
1 - Feather Fall
1 - Magic Missile (cast)
1 - Ray of Enfeeblement
2 - Rope Trick
2 - Scorching Ray (cast)
2 - Web (cast)
3 - Fly
3 - Haste (cast)

Zeph AC20 HP 42/42  d20+5=19 ;
Thursday April 1st, 2010 4:56:49 PM

Zeph agrees to trying to find where the goat path exits, (Knowledge Geography maybe?) and attempt to take that path into the town and into the mine shaft. (Knowledge local = 19... maybe?)

If noone has any idea, then Zeph thinks he will take the goat path himself while he is invisible and see where it leads to.

Jet Stormway (AC:22/21 no dex, HP: 21/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=21 ; d20+4=21 ; d20+2=17 ;
Thursday April 1st, 2010 5:29:47 PM

Jet does not care for the ones that are down or not. If they are faking it, then maybe they are smart enough to live through this. Jet concentrates hard in the area telling Keela, "Block that exit and don't let anything by you. Jet then casts a spell on Alexi, warning him first, "I will enlage you and I want you to block the tunnel they came from." Alexi is then enlarged and Jet spends the rest of his time using basic skill checks to find the shaman.

Cast Enlarge person on Alexi

Listen: 21
Spot: 21
Search: 17

Comprehend Languages 16/300
Magic Weapon 11/30

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)


Garret Goodbarrel [AC:26 HP:25/25]  d20+5=21 ;
Thursday April 1st, 2010 8:29:44 PM

Garret likes the idea of sneaking past these foes. "Sure, we've seen some guards, but there's no telling how many others are going to appear from the shadows when an attack comes. Let's look for another way in."

Spot: 21

Charek AC 24; HP 47/47 
Thursday April 1st, 2010 9:42:52 PM

Charek Loosens up a bit as the kinks work themselves out and he gets some food inside. and as they seem interested in dwarves and begin asking question Charek listens and then when with a little glint in his eye he begins a small recitation.

Rock hard sharp as ice
Dwelt those of Grendareth
Cold halls now darkened
Lie deep the bitter memories
Axe hammer shields broken
Bones mingled friend foe
Locked in battle locked in death
Eternally entombed but not forgotten.

Hot fires and forged blades
Tempered stoked with revenge
Horn blares, roll calls drummed
Iron shod armored might
Grim resolve Hammerers all
Hall by hall they charged forth
From Golden gates to mined rock
Gren won foe be done.

King under Mountains
King of Kings
From the depth of stone we call

Heed our song
Fill our hearts
In the name of Grathrag Greatfather we call

Speed our hammers
Guide our axes
As from the dusty plains we call

For ahead is the test
Plentiful times are past
In the name of Grathrag Greatfather we call.

Once we were kings of the mountain-halls,
Masters of rock and stone.
Now we wander from place to place,
Selling our warrior's pride for our coin.
O, to return to our fathers' halls,
and restore their former glory.
Alas, so long an unremembered dream!


Alexi (AC: 19/11, HP:15/46) Lobo (AC: 19, HP:37/37)  d20+3=7 ;
Thursday April 1st, 2010 10:03:26 PM

Alexi feels funny as he gets enlarged. A joke comes to mind but it would have to wait until the situation became less precarious. Of course by then, the time would have passed and the joke would be meaningless.

"All right, but this one will not remain unconscious for long." Alexi drags the ratman to the spot Jet indicates. and while blocking the passage, ties the ratman up.

Use Rope d20+3=7

Alexi's enlarged state makes it difficult to manipulate the rope decently enough to make a good knott. But having retrieved his flail, he swings it round and round the area, up and down and around, while Jet searches for the shaman.

"Jet, do you have a healing spell or should I drink one of my potions?" he asks

OOC: i presume the Hast is gone by now. AC back to normal, Enlarged AC 19. (Dex is not a factor)



Sjurd 
Friday April 2nd, 2010 7:43:49 AM

"The goatpath vill provide us vith the cover necessary to circumvent these lizardmen. Let us leave tomorrow night to begin our search, yes?"



DM Cayzle - The Info You Need  d20=4 ;
Friday April 2nd, 2010 10:06:43 AM

Zeph looks into the mine and sees that it shows signs of a rapid departure. There are supplies abandoned and arrows laying about. He deduces that the refugees considered making a stand here, but then abandoned their position and fled -- likely deeper into the mine.

Then Zeph climbs the goat path and finds a single small lizardman at the top. He notes how to get here taking the long way around from the cabin. It is scrublands up here, and it might be possible to sneak up unseen.

Meanwhile, Hmark tries to get to know something about Sjurd, but the masked druid is taciturn in response.

Zeph returns to the party with his info. Everyone gathers back at the cabin to talk. Sjurd and Garret like the idea of sneaking into the place.

==========

The two dwarves, each in his own way, make friendly overtures to the hunter folk. Gruemortalks about their mission, and invites the hunters to join in for great rewards. Charek gives the men a feel for what it is to be a dwarf, with an impressive dramatic recitation. The hunters reply in kind, chanting in their own language.

The leader of the hunters, the only one who speaks common, grins at the dwarves with open friendliness. He tells you that further north the land is even harder and more barren. The hunting is scarce. Only people with a holy mission to re-fertilize the land live there. He doubts any village of "settled" men could survive.

He also tells you of rumors that lizardmen have been in the area, stealing away people to be slaves. These lizardmen are said to be able to fly using large magic items.

He volunteers to lead you back to his village, where he will tell his people of your offer of rewards for help. There you can make your case to them.

[OOC: If you want to go to the village and recruit some help, then do make a diplomacy check to try to convince them. Whichever of you is least diplomatic can still make a check to aid the other.]

==========

Jet asks Keela to take a couple steps over to block the way out to the south.

Then Jet casts Enlarge Person on Alexi and sends him north to block the other way. He declares his intention to catch the invisible caster.

Keela hears a spell being cast near her. Jet and Alexi might hear that as well, depending on Listen checks; Listen DC5 for Jet and DC8 for Alexi. The point is moot, though, since the spell cast is obvious: Web! The spell engulfs Keela, who needs to make a reflex save vs DC15. The DM assumes that he need not spell out the effects of the spell for the party caster!

Keela, if you make a spot check vs DC4, then Please Highlight to display spoiler: {you see the ratman leader, no longer invisible, at grid square 24H.}

And the map.

Hmark 
Friday April 2nd, 2010 11:20:24 AM

Hmark nods sympathetically at Sjurd's professed impatience.
"It does take some getting used to. The waiting, I mean."

Zeph returns and describes the goat path. Like the rest of the group, the archer is all for taking that option.
"Well, let's go then," he urges, rising to his feet, ready to move.

Garret Goodbarrel [AC:26 HP:25/25] 
Friday April 2nd, 2010 11:49:05 AM

Garret returns and upon hearing Zeph's report says, "Let's be off down this trail. Perhaps we can take the single lizardman by surprise and sneak in and out before they even know we're here."

DM Cayzle - Extra for Jet and Alexi  d20=17 ;
Friday April 2nd, 2010 12:09:36 PM


If Jet can make a listen check vs DC14, he could have heard that the invisible adept was moving south towards Keela. That's a DC14 listen check because the adept rolled a 17 on his move silent check, -5 for moving at full speed, +2 because he is about 20 feet from Jet.

For Alexi, that would be a DC17 listen check because he is 30 more feet away.

If Jet and/or Alexi had beated the listen check by 20 (listen DCs 34 and 37, respectively), then they would have been able to pinpoint the adept's exact path, because you can pinpoint the location of an invisible creature by beating its move silent check by 20, per the rules.

But the movement listen checks are largely moot, which is why your DM ignored them in the post for the turn, because when the adept stops, he casts a spell, which is loud! It is a DC0 listen check to hear a spell being cast, and with distance mods, your DM gave Jet a DC5 listen check to hear the spell being cast (the adept is 50 feet away when he casts, so DC0+5 = DC5 check), and Alexi has a DC8 check to hear the spell being cast.

But once again, that's practically a moot point, your DM thought, because the spell is obvious: a Web spell.

However, those DC5 and 8 checks do have an application: If you beat them by 20, you can pinpoint the square from which the adept cast. So if Jet makes a DC25 listen check, or Alexi makes a DC28 listen check, they can tell that the caster is in square Highlight to display spoiler: {24H}.

Anyhoo, Alexi and Jet do not see the adept after she casts her spell. Why is that? Well, maybe the adept has greater invisibility. Maybe she is around a corner or off the map. But considering that she is 50 feet from Jet and 80 feet from Alexi, you may be able to deduce that she is most likely benefitting from the total cover provided by a 20-ft thickness of Web, per the spell.

I hope that helps clear up questions. Sorry for the lecture, but it is good to go over the interaction of listen checks with invisibility from time to time.


Gruemor Blackhammer  d20+11=20 ;
Friday April 2nd, 2010 3:21:32 PM

*includes the +2 bonus i will be getting from Charek's help*

Diplomacy roll: 20

Sjurd  d20+15=25 ; d20+12=22 ; d20+15=22 ; d20+12=20 ;
Friday April 2nd, 2010 6:24:37 PM

Sjurd nods in appreciation, "Then ve go." Not wasting time, Sjurd rises and sets out, leading the way back into the forest with Uli at his side. He stops just inside the treeline and studies the trees about him for a few seconds. He spots a tall, noble-looking elm and walks over to it, kneeling at its roots. He puts his hands on either side of the trunk and presses the forehead of his mask against its rough bark. After a brief, whispered prayer to the Green, he rises and points with his hand, "Ve go this vay. Try not to step on anything."

Survival check and Knowledge (nature) check to find the path to the terminus of the goat path. Survival check 25, Knowledge (nature) check 22.
Survival check and Knowledge (nature) check to find the most evasive path through the scrubland to the vicinity of the lone lizardman. Survival check 22, Knowledge (nature) check 20.

Alexi (AC: 19/11, HP:29/46) Lobo (AC: 19, HP:37/37)  d20+1=10 ; d8=1 ; d8=7 ; d8=2 ; d8=2 ;
Friday April 2nd, 2010 10:36:57 PM

Listen DC8 d20+1=10

OOC: thanks for the explanation. I figure she is still invisible either way, since Web is not necessarily an attack, or at least it doesn't do damage. But that's up to each DM to work out. :)

Alexi stops his swinging when he hears the sounds of a spell being cast. It is obvious it isn't Keela as he can see her and see she's looking around too. Alexi deduces she's around the corner very near Keela from the faintness of the sounds.

"Jet, she's behind Keela!" Alexi exclaims. Wanting to cut Keela out but not get caught in the webs while sorely wounded, Alexi takes a moment and gulps down his CSW potion.

CSW 3d8+3= (7+2+2)+3= 14 :P
d8=1, reroll = 7 (1's on cures are reroll's right?)
d8= 2
d8= 2

Keela Haste; Mage Armor [AC 19; hp 14/29]  d20+3=6 ; d20+2=19 ;
Sunday April 4th, 2010 12:52:52 AM

The sticky strands catch Keela completely off guard, and she is caught firmly in the Web.

"Oh, bother!" she says, embarrassed at having been caught by a spell she herself can cast. Then she sees something [Spot 19]. "Jet! Alexi!" she calls. "The leader is over here! About 10 feet in front of me!"

Zeph AC20 HP 42/42  d20+12=29 ; d20+12=28 ; d20+8=11 ;
Sunday April 4th, 2010 4:41:56 PM

Zeph will sneak up the goat path in the morning with the rest of the crew. When he sneaks up to the small lizardman, he will charge him and swing his spiked chain at him, hoping to kill the lizardman before he can get an alarm to the rest of the army...

But Zeph misses... Hit AC 11

(Hide = 29
Move silent = 28)

Cayzle Comments: Wait, you have a base +3, +4 dex with WF, +1 weapon, and +2 with a charge. So that's a +10, not a +8, so you hit AC13, by my figuring. Against a surprised foe. So just in case, please roll me some damage before I process the turn in the morning, or I'll have to roll for you.

DM Cayzle - Extra for Keela 
Sunday April 4th, 2010 10:43:31 PM

Keela, note that you have not posted any action for the round. Yes, you are entangled. You take penalties and you cannot move unless you beat some pretty steep skill checks. But you can cast spells with a decent concentration check, and there is no chance of failure with that wand in your hand. Please do post an action for the round!

DM Cayzle - Extra for Alexi 
Sunday April 4th, 2010 10:47:22 PM

Alexi, a CSW is 3d8+5, not +3, since you have to be 5th level to cast the spell. So you get two extra hit points. And is your hp in your header up to date?

Thanks!

Jet Stormway (AC:22/21 no dex, HP: 21/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=14 ;
Sunday April 4th, 2010 11:29:00 PM

Jet is aware she is somewhere between himself and Keela, but why would she entangle herself, unless, she has some way of moving through it like he does.

Jet now has the intention of helping Keela out of it and makes a full move toward her to aid her next round.

He isn't sure where she is exactly, but Jet takes a 5' step to G15 and follows the G row to Keela at G25 or until he runs into something else. If Haste is gone, then he would not get an attack.

Jet activates his Travel Domain power of Freedom of Movement...

Comprehend Languages 17/300
Magic Weapon 12/30

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)


Alexi (AC: 19/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Sunday April 4th, 2010 11:44:20 PM

OOPs, how'd i add +3 instead of +5? Ahhh, I see. hehe. Doh!

Let's see, Alexi was at 15.
CSW 3d8+5= (7+2+2)+5= 16 :P
d8=1, reroll = 7 (1's on cures are reroll's right?)
d8= 2
d8= 2
15 +16 = 31/46

Keela Haste; Mage Armor [AC 19; hp 14/29]  d20+2=12 ; d4+1=5 ;
Monday April 5th, 2010 12:55:43 AM

[OOC: Wand. Duh.]

Keela tries to escape the Web, and isn't terribly surprised when she fails. She's pretty sure she'll need to be cut out of this thing.

She points her wand at the leader, and sends a Magic Missile hurtling her way. [5 damage]

DM Cayzle - Surprise Attacks!  d20+7=10 [ratman bite] d20+12=24 [conc check] 5d4=11 [burning hands damage] 2d4=4 [burning web damage] d20+1=2 [listen check for the guard]
Monday April 5th, 2010 7:15:29 AM


[OOC: Jet, as I understand it, you don't get to "activate" your Travel Domain power: "This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds)." I suppose it should have kicked in when the first set of Webs affected you. Anyhoo, as you deliberately move into the Webs, I'd expect it to go on automatically -- and am playing it like that.]

Enlarged Alexi drinks a potion.

Keela calls out for help, and hits the leader with a magic missile for 5 hp damage.

Jet takes a step and then hustles straight down through the Webs as if they were not there. Now he too can see the ratman leader at 24H. The leader gets an AoO on Jet as he hustles past, and tries to bite the travelling cleric with pointy rat teeth: a miss.

The ratman leader casts a spell on the defensive: it goes off without provoking any AoOs. She casts Burning Hands on Jet and Keela. Please make reflex saves vs DC14 for 11 hp damage or 5 on the save. The webs burn away too, inflicting an additional 4 damage from that -- the leader takes that 4 hp damage too.

After the webs burn away, Alexi can see everything too.

The ratman had planned on using her remaining move action to run away past Keela, if the human mage had been downed by 7d4 of fire damage. And if Keela fails her save, in fact she will go down. But now, leaping over Keela's body, even if she fails her save, would open the adept to Jet's AoO. That's too risky, so instead, the ratman leader takes a five foot step back and uses her move action to take a scroll out of a pocket in her robe.

Leader AC18, -25 hp.

And the map!

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

Back at the sod cabin, Zeph has proposed sneaking up to the top of the goat path, then quietly overcoming the guard, then climbing carefully down the goat path and into the ruined settlement. From there, sneaking into the mine should be easy.

Hmark agrees. Garret too. The group of four sets off, ably led with keen outdoors-craft by Sjurd, who leads them by hidden ways to the top of the canyon wall. You all end up in a thicket about 20 feet from the guard, who has not noticed you. You pick a time when the guard is facing away -- now is the time for attack! The guard's listen check is a 2, so anyone who can make a DC3 move silent check can attack with surprise.

Zeph makes such a move, and charges, swinging his spiked chain. The small lizard has studded leather armor, a +1 natural AC bonus, and a +1 size mod, so its flat-footed AC is 14. Alas, Zeph's attack of 13 misses by 1.

How about Garret, Hmark, and Sjurd ... and is Uli there too? Of these stalwarts, who can make a DC3 move silent check to attack a flat-footed foe with surprise? And can you silence the enemy before he gives an alarm -- you see a whistle around his neck.

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

Charek and Gruemor travel with the human hunters to their encampment. There, Gruemor gives a speech about the dwarves' mission, and asks for help in rescuing the men, women, and children of the settlement. His appeal is persuasive, at least to a couple of these people, and two step forward. They are a husband and wife, both hunters. The wife speaks common. She says, "The gods have not seen fit to bless us with children. Maybe if we help these children who are in need, then the mother of flowers with grant us our prayer."

That night, Gruemor receives a magical communication from Katarina Chotraksi, the dwarf mage in Plateau City. She has been busy scrying, and gives you some directions on the way to go.

Garret Goodbarrel [AC:26 HP:25/25]  d20+15=32 ; d20+8=21 ; d20+8=15 ; d8+1=4 ; d6=1 ; d8+1=5 ; d6=2 ;
Monday April 5th, 2010 7:58:53 AM

Garret sneaks up alongside the lizardman, sneaks past him, and jumps up right in front of him, fists flying all around the creature. Garret's fists flash briefly with flames as they connect with the monster's abdomen twice.

-----

Move Silent: 32 (Whew, just made it!)
Flurry of blows attack 1: 21 Damage: 4+1=5
Attack 2: 15 Damage: 5+2=7 Total Damage: 12

Sjurd  Uli Move Silently d20+2=13 ; Sjurd Move Silently d20+2=12 ; Uli Attack d20+6=21 ; Uli Damage d6+4=6 ; Sjurd Attack d20+5=19 ; Sjurd Damage d8=6 ;
Monday April 5th, 2010 9:22:23 AM

OOC: "Sjurd rises and sets out, leading the way back into the forest with Uli at his side." Yep, Uli is here :)

Switching the grip on his spear, Sjurd whispers to Uli, "Uli, aras vit darradr." Uli flattens his ears against the back of his head and lunges at the lizardman. Sjurd reaches back and lets loose with his spear, burying it in the lizardman a moment before Uli mauls him.

Sjurd Move Silently 12
Sjurd Attack 19
Sjurd Damage 6

Uli Move Silently 13
Uli Attack 21
Uli Damage 6

Total: 12 damage

Gruemor Blackhammer  d20+9=28 ;
Monday April 5th, 2010 10:20:37 AM

The next morning, after breaking fast with the people of the hunt, Gruemor gives a royal speech of gratitude to the new friends of the dwarves, saying so, and then gives thanks to Domi, and the spirits to whom the people of this land pray to, and then, with the communication from Katarina, and conferring with the others, leads them off towards our destination.

(Diplomacy: 28)

Hmark  d20+15=27 ; d20+10=13 ; d20+15=23 ; d8+2=6 ; d8+2=8 ; d8+2=3 ; d20+8=17
Monday April 5th, 2010 3:35:16 PM

Hmark quietly follows the others up the goat path. Crouched behind the bush only a few feet from the guard, he looks over to see what Zeph wants to do.....and then chuckles silently as Zeph, and then the others, go charging up the last few feet of the path.

Within seconds, a trio of arrows zip past heads, arms, legs, and all the other non-reptillian parts of the fray, and slam into the guard.


Don't think I need a Move Silent check as Hmark isn't moving forward, but just in case: 17.
Precise Shot feat to ignore -4 penalty for firing into melee
Rapid Shot and Point Blank shot in effect -

Atk 1 hits ac 27 for 6 hp damage
Atk 2 hits ac 13 (miss)
Atk 3 hits ac 23 for 8 hp damage


Zeph AC20 HP 42/42  d20+8=28 ; d20+8=20 ; 2d4+4=6 ; 2d4+4=8 ; d6=3 ; d6=1 ; d6=2 ;
Monday April 5th, 2010 6:14:39 PM

Zeph gets very angry at his first miss, so he decides to give the next swing his all... and its a Critical hit!!! (Natural 20).

Confirmed for a total of 14 damage and 6 sneak attack damage IF we manage to flank the thing, which we should with 4 melee combatants - bear, Sjurd, Garret and myself. total damage = 20.

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=15 ; d20+10=12 ; d20+10=11 ;
Monday April 5th, 2010 6:46:16 PM

"Alexi, here!"

Jet shounts as he takes the damage from the burns. he can see the shaman preparing to unleash another spell of some type and jet decided, he has had enough of this.

Jet subtracts -5 from Attack and will add +10 to damage using Power attack. Additionally, he will add 2 Hero Points to his attack roll, which will add +4 to attack and lastly, Jet will empower himself with his Strength Domain to add 4 Strength to his body granting an additional +2 to hit and damage.

Jet uses a Hero Point for a reroll, making it three this round.

Fumble.

Comprehend Languages 18/300
Magic Weapon 13/30

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)

Highlight to display spoiler: { LOL, forget it!!! let her cast!}

Alexi (AC: 19/11, HP:31/46) Lobo (AC: 19, HP:37/37)  d20+7=24 ; d8+3=9 ;
Monday April 5th, 2010 10:25:06 PM

OOC: hmmm... the way I see it, Alexi would have to Squeeze to get past the pillar, slowing him down, plus, his MV rate is only 20' due to armor. So there's no way to reach the wizard for H-to-H combat. :P

OOC: Alexi sees Jet whisk throught the webs and exclaims How'd he do that! under his breath. Then Jet exlcaims 'Alexi! Here' and a sudden flash of flame errupts. Through the smoke he sees the shaman leader.

"Drat!" he yells again in frustration. She's grabbing a scroll but he's too far away to stop it!
"Oh no you don't!" he yells.
Droping his flail again, he moves forward (15', the 1st 10 is Squeeze effect so only 1 square, then 2 more squares) while drawing his bow and knocking an arrow. (This should put him at F12)

"Drop it and keep your snout shut or I'll plug you!" he says hoping that the leader, who could understand Jet before can still understand him or still understand common, or at least know what he means. If she does not drop it, or if she does but begins to speak, or even move her mouth, he shoots.
Shot:
d20+8 - 1(size)= 24, dmg 1d8+3 (short comp bow based on +3 str bonus) = 9
dmg (if i read it right, the arrow does damage based on the size of the weapon that fired it, ie. 1d6 is now 1d8)

Concentration Check = DC19 if she is attempting to cast a spell when Alexi shoots

Alexi (AC: 19/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Monday April 5th, 2010 10:25:55 PM

OOC: oops the second OOC: should have been IC: :}

Charek AC 24; HP 47/47 
Monday April 5th, 2010 10:49:20 PM

Charek welcomes the new additions and aids Gruemor hwever he can.

(ooc: Guys and Gals I am umexpectedly in Florida until Thursday with limited access, I will post as I can.)

Keela Mage Armor [hp -1/29]  d20+1=9 ;
Monday April 5th, 2010 11:14:18 PM

Entangled as she is, Keela has almost no chance of avoiding the spell. She cries out briefly, then collapses to the cave floor.

DM Cayzle - Making advances  d20+12=23 ; d20+12=31 ; d20+7=26 ;
Tuesday April 6th, 2010 6:56:29 AM


Gruemor gives a stirring speech, which, although only about a quarter of the people he addresses can understand, nonetheless is compelling and effective. The hunting people feast the dwarves as best they can, given that they have little, and in the morning, the childless husband and wife join the dwarves on their journey. They are warmly welcomed by Charek, who despite being a little quiet nonetheless does what he can to help Gruemor's diplomacy.

The dwarves and the two human hunters travel along the route indicated by map and directions from afar. The land continues to become more barren in patches, and the hunter who can speak common tells you that these are bad lands, rough and maybe poisoned. Those who live here have a hard time of it. She wonders how a whole village could survive. When they get to a clear stream, she urges everyone to fill up, not knowing that Gruemor could make all the water the group needs.

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

Keela is down and Jet faces luck bad enough to make Wardd weep, and Alexi readies a bowshot if the leader casts. The leader shouts, "You kill all! You have no mercy!" She tries to cast. Her defensive casting is fine, but her action gets her shot by Alexi! Her follow up concentration check is also fine, though. She takes 9 damage and gets her spell off. The spell is Bestow Curse, and she then reaches out to touch Jet. Her touch attack hits a touch AC of 26, a hit. Jet, please make a Will save vs DC14 or each turn, you have a 50% chance to act normally; otherwise, you take no action.

Leader AC18, -34 hp. Basically the same map as last time.

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

The combined attack by Sjurd, Zeph, Garret, and Hmark quickly downs the reptilian. A short quiet climb down the goat path brings the party into the settlement. You are crouching behind a burned-out farmhut. The entrance to the mine is a short dash away. There are lizardmen about -- on the walls, mostly -- but their watchfulness is toward the outer world, not the settlement. Next?

Gruemor Blackhammer 
Tuesday April 6th, 2010 11:04:53 AM

I serve the will of Alemi. (forgot I changed in the last post)
I am training under his tutelage in the arts of diplomacy and healing.
If you will allow me, as you have said about your attempts to bear a child, that through healing techniques and herbal medicines I will attempt to strengthen your chances of conceiving, Gruemor says during the stop to refill waterskins and such.
If allowed, I will ask from Alemi the guidance to do as I have offered, including trying to remember my herbal classes.
{that old lady, that taught the natural healing class, that we told would never use would be rapping my knuckles while telling me I told you so, right now}

During the trip Gruemor seeks some of their native words, so upon his next meeting with his clan everyone will understand. At the same time he offers to teach them some of the rustic dwarven lingo.

Sjurd 
Tuesday April 6th, 2010 12:29:03 PM

Sjurd scratches Uli's ears while considering their situation. "I believe ve should attempt to cross quietly. Any attempt to cause a distract vould only put them on alert. If ve are spotted, ve can make a run for the mine entrance. I can vard the entrance vith entangling plants und an obscuring mist to slow their pursuit. Is this agreeable?"

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+10=25 ; d20+9=27 ; 2d6+6=15 ;
Tuesday April 6th, 2010 2:31:15 PM

"We offered you friendship and you spit deceit in our face. I don't pity the stupid, just the ignorant!"

She swings again after making his saving throw with the curse.

Save DC 25
Attack hits AC 27 doing 15 damage.

Comprehend Languages 19/300
Magic Weapon 14/30

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)

Alexi (AC: 15/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Tuesday April 6th, 2010 5:03:24 PM

OOC: item of note. I forgot to mention that Alexi would have dropped his shield as well as his flail, as the bow is a two-handed weapon, and forgot to add in the -4 to hit while firing into melee. Looks like those didn't make a difference though. :)

IC: Alexi sees his arrow imbed itself into the shaman but she still manages to cast a spell on Jet. Jet appears not to have been affected as his sword takes another deep cut out of her hide. But slumps to the ground! "I' give ye no more chances," he blurts and dashes towards the ratleader. Dropping his bow, he draws his sword.

OOC a Run should get him there easily. New AC 15 (17 without shield, 15 due to Run)
Sighing with relief

Alexi (AC: 16/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Tuesday April 6th, 2010 5:04:48 PM

oops, sorry, the new AC should be 16, the shield is a small steel shield.

Hmark 
Tuesday April 6th, 2010 8:54:43 PM

Hmark nods agreement to Sjurd's whispered plan, and gives Zeph an "after you" sign.

The archer will wait and dash across with the group.

Sjurd  d20+3=7 ; d20+3=18 ; d20+6=25 ;
Tuesday April 6th, 2010 9:08:34 PM

Sjurd holds up a hand to stall the group for a moment. Bending on one knee, he reaches to the ground and picks up a small pebble. Gripping it in his fist, he holds his hand up to the mouth of his mask and whispers a brief, quiet prayer to the Green. He then digs a small hole with his fingers and buries the stone in the earth. Standing, he nods and before the party's eyes he changes in form and shape into that of a swift and sleek hunting cat. Uli is fearful for a moment before smelling Sjurd's familiar scent and relaxing. Soft growls and snarls punctuate the cheetah's spellcasting, as various layers of warding and battle magic wash over Sjurd and Uli. One layer of natural magic even washes over the other party members. Finishing, Sjurd begins slowly stalking across the open space to the mouth of the cave.

Wildshape into cheetah form.
Using Natural Spell, casts barkskin, bull's strength, and greater magic fang on himself and Uli.
He also casts pass without trace on Uli, Hmark, Zeph, and Garrett.

Uli Move Silently check 7
USE A HERO POINT TO REROLL (YES!)
Uli Move Silently check 18
Sjurd Move Silently check 25

Zeph AC20 HP 42/42  d20+12=21 ; d20+12=32 ; d20+9=22 ; d20+9=28 ;
Tuesday April 6th, 2010 10:06:14 PM

(Move silent = 21
Hide = 32, natural 20)

When Hmark gives him the 'after you' sign, Zeph bows deeply and proceeds first, keeping as low and quiet as... humanly possible.

He will try to make it into the mine shaft and venture slowly, checking around constantly for signs of traps or movement. If the coast is clear, Zeph will wave his hand to the others to come along.

His bow is drawn and an arrow is notched the whole time.
(Listen = 22
SPot = 28)

Keela Mage Armor [hp -2/29]  d100=55 ;
Tuesday April 6th, 2010 11:58:36 PM

Keela remains unconscious, smoldering slightly.

DM Cayzle - New Death Gained, New Life Sought, and Being Quiet About It 
Wednesday April 7th, 2010 7:32:40 AM


Alexi draws his sword and moves up to join the melee. He spends this round moving, however.

Keela's life continues to ebb.

Jet makes his save, attacks, and hits the ratman leader for a solid 15 damage. That does the trick! She goes down, and all the enemies are defeated.

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

Gruemor encourages the dwarves' two new companions, and he does his best to look them over and figure out what is wrong. However, their problems turn out to be beyond his ability to fix. He does know that there are holy people, called Soulseekers, who have a special mission to help bring new souls into the Wold. These people have unique magic to restore fertility and ensure healthy babies. Maybe such a person would be able to help out these two.

In the morning, you get a new sending from the mage. Charek and Gruemor, Please Highlight to display spoiler: {The mage tells you a funny thing. She has scried a group of four people -- three humans and a halfling -- sneaking into the old settlement, hiding from the lizardman guards there. She does not know their purpose. But in the meantime, the refugees are now way underground, and likely to come up above ground far from the original settlement. You can respond to her, by the way.}

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

Zeph and Sjurd find their sneaky ways to the mine entrance -- without raising any alarm, thank goodness. Still, it is only a matter of time before the body of the dead watcher is found. The doors to the mine entrance, once reinforced and quite strong, were clearly bashed in with some kind of ram -- used with great strength, you think.

And your DM still needs move silent checks from Garret and Hmark.

Garret Goodbarrel [AC:26 HP:25/25]  d20+15=31 ; d20+13=14 ;
Wednesday April 7th, 2010 8:55:13 AM

Garret looks up after a pause and watches Zeph and Sjurd move quickly. When they reach the mine doors, Garret picks his way carefully across the empty space and to the entrance. He pauses a moment to ensure that Hmark makes it, then moves into the mine, listening to see if he can hear anything from down in the mine.

Move Silent: 31
Listen: 14

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+8=19 ;
Wednesday April 7th, 2010 10:32:03 AM

"Alexi, see to the shaman. If she isn't dead, don't kill her!" Hopefully, Alexi remembers the 26 uses of his healers kit, so he doesn't try to stop the bleeding with some nasty old pieces of cloth likely to cause more infection then prevent bleeding.

Jet runs over to Keela, pulling his healers kit in the process, to stop her from dying.

Once she is stabalized, Jet will sacrifice a Guidance spell to cure Keela of one point of damage, brining here back to conciousness.

Gruemor Blackhammer 
Wednesday April 7th, 2010 2:10:11 PM

After {lack of a better term} giving them a physical, Gruemor explains: It is beyond my ability to make you fertile, but, there is an order of priests called soulseekers who may be able to assist you. If you would like, first chance we get, I will inquire with them about you. Perhaps through them and their healing you will be able to have a child.

To Katarina: Can you make contact with these others, letting them know that others are enroute as well? Seems to me, by their sneakiness, that they are illuding the lizardfolk and might be kin to some of the other people of the community who have the same ideas as us. Perhaps if they know of our arrival, they can offer advice on scurting the lizardfolk and be able to hook up with them.

Hmark  d20+8=19 ;
Wednesday April 7th, 2010 7:24:57 PM

"Warrd, bless the stupid thing I'm about to do," Hmark mutters, before picking his way across the yard after Garret

[Move Silently: 19]

Should he hear an alarm, the archer will sprint to the mine entrance.

Alexi (AC: 18/11, HP:31/46) Lobo (AC: 19, HP:37/37)  d20+1=13 ;
Wednesday April 7th, 2010 9:49:15 PM

Alexi sighs with relief as he charges up and Jet smacks the leader down.

"I'm no expert, but I'll do my best," Alexi answers.

Heal Check to stabilize the shaman leader DC15:
d20+1=13, sorry.

Not sure if what he did was good enough, Alexi then goes over to fetch the tied up ratman (if he's still there).

Sjurd 
Wednesday April 7th, 2010 11:17:42 PM

OOC: I don't really have anything for today, since Sjurd is just waiting in the cavern for everyone. But hey, I love keeping those red Xs off my name :)

Keela Mage Armor [hp -1/29] 
Thursday April 8th, 2010 12:19:07 AM

Keela is unconscious but stable.

[OOC: Buzz, I was knocked to -1, but then bled to -2. Need one more point to get to 0.]

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Thursday April 8th, 2010 12:52:47 AM

ooc: Indeed, my apologies. Thank you for the reminder. I thought for some reason stabalize brought you to zero. :)

Jet still wants to move and stabalize any of the other ratmen before they die though, so as long as Keela is safe and stops bleeding, we will bring her back to conciousness later.



DM Cayzle - Red on Boulders, Red on Bodies, Red in the Air  d100=42 ; d100=74 ; d100=82 ; d100=88 ; d100=98 ; d100=82 ; d100=36 ; d100=43 ; d100=97 ; d100=70 ; d100=3 ; d100=30 ; d100=96 ; d100=45 ; d100=75 ; d100=13 ; d100=81 ; d100=43 ; d100=41 ; d100=2 ;
Thursday April 8th, 2010 6:36:21 AM


Garret and Hmark join Sjurd and Zeph at the mine entrance -- all having moved with credible quietude. Garret listens, but hears nothing. The four begin to pick their way through the mine -- your DM assumes that you have some source of light?

It is very much a mine as you might expect to find one: tunnels are dug through earth and stone. There are chambers for storage, sleeping, eating, and working. Maybe the most remarkable aspect of that is a deep forge that taps a vein of molten lava, using the natural heat as a power source to run the forge, smelter, and smithy.

The low ceilings and lack of lighting suggest dwarfish miners to you.

However, there are signs of a very hasty departure. Supplies were hastily gathered, and some were spilled and ignored. Beds are unmade, bowls of food left half eaten, tools dropped as if abandoned. There are also signs that the place has been ransacked by invaders. A broken desk, clearly searched. Chests spilled out. And so on.

In one of the deepest parts of the mine, there is the first sign of conflict. There is a long corridor. The first ten feet features a huge rock, stained with blood. The second ten feet has another rock, similarly splattered. There is a sign that a body was dragged away. The third ten foot length has another huge rock, also blood stained. The fourth, fifth, and sixth ten-foot lengths also have fallen stones, one with more signs of blood. After 60 feet, the corridor ends in a dead end. Even careful searching reveals no secret door.

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

Gruemor has a great idea for Katerina, but she has bad news. "The presence of so much mithril interferes with my scrying. I can only get fleeting glimpses of those underground, and cannot communicate. Or else I would have talked with the refugees a long time ago. And these newcomers have also gone underground." She says she will try to send more info when she can, but the scrying device is not hers. It belongs to her guild of mages, and she cannot always use it whenever she likes.

Charek, Gruemor, and the two hunters keep moving, spending another day moving north. They spy a strange thing in the far distance, miles off. A red ball, floating through the air. It comes nowhere near them, though, being a ways off to the northeast.

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

Alexi and Jet attend to the wounded, starting with Keela. Jet gets Keela stable, But Alexi has not luck with the ratman leader. The leader is still alive and at -3, and dropping. The slinger leader and one grunt have stabilized on their own. Two more grunts are sorely wounded and will die in one or two rounds.

Make me some heal checks, and let me know if you are using healing kits, and we'll see who lives and who dies.

OOC: Friends, you are now truly out of combat. Go ahead and make as many DC

Garret Goodbarrel [AC:26 HP:25/25]  d20+13=26 ;
Thursday April 8th, 2010 9:21:04 AM

Garret looks around carefully and says, "Perhaps we were too late. It looks as if the lizards trapped all the people here at this dead end and then slaughtered them. I wonder if there were any survivors. If there were, the lizards must have carried them off. So it looks like we may have to fight these beasts after all." He listens carefully to see if he hears any sounds of any movement.

Listen: 26

Zeph AC20 HP 42/42  d20+16=29 ; d20+9=18 ; d20+9=26 ;
Thursday April 8th, 2010 10:12:15 AM

Zeph pulls out his everburning torch (which was recieved a LONG time ago in another game...)

When Zeph gets to the stone pile, he will search about, looking for clues as to what may have happened here... except for blood. (Seach =29. Listen = 18, SPot =26) Zeph will pick through the rubble to see if there is any way to the other side of it and will look down the passages for signs of humans. "If there are human droppings, then we can be sure we are on the right track... any tricks to move these rocks out of the way, Sjurd??" Zeph asks.

If he finds nothing of interest, Zeph will tap on the rocks with his dagger, hoping to signal someone on the other side... if anyone is on the other side.

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+6=18 ; d20+6=23 ; d20+6=7 ; d20+6=11 ; d20+6=20 ; d20+6=26 ;
Thursday April 8th, 2010 10:23:36 AM

Jet struggles to save the lives of those that fought bravely for their shaman while he asks Alexi, "How are you doing with that shaman? Need help?"

Jet continues to use his healers kit on the downed enemies.

ooc: Let me know how many of the usages are used please?

Hmark  d20+1=21 ;
Thursday April 8th, 2010 10:33:35 AM

"Why human?" Hmark asks curiously. "Sure looks like a dwarf mine."
Turning to Garret, he replies, "I dunno. Seems pretty crazy to build a village in a box canyon in the middle o' nowhere without some kinda back door."
He pauses a moment, before continuing glumly, "unless that trail was it...."

Like Zeph, the archer is thinking one of these big rocks probably covers an escape route. Also like Zeph, he's got no real idea how to figure it out.

Hmark decides to start with the drag marks. Maybe the body was pulled to safety, and the marks can give him direction of movement?
[Int check 21 (nat 20! throw me a bone here!)]


Gruemor Blackhammer 
Thursday April 8th, 2010 3:17:03 PM

Hmm, that is something you don't see every day.

I know it goes without saying, but let me say it anyways. Let us be more vigilant from here on out. Perhaps that thing in the sky has something to do with the strange creatures we are approaching.

Sjurd  d20+12=31 ; d20+13=24 ; d20+13=25 ; d20+15=29 ;
Thursday April 8th, 2010 3:21:08 PM

"The stones are obviously deadfall traps, und dwarves vould not trap a dead-end tunnel. Let us see vhat ve can find."

And here are some skill checks that may help:

Knowledge (nature) 31
Listen 24
Spot 25
Survival 29

OOC: Even though Sjurd does not speak Terran, could he come up with some pantomime to communicate simple instructions to them? He would summon an earth elemental and have it travel through the stone for two rounds in a straight line, travel back, then indicate to him if there was anything besides more stone.

Charek AC 24; HP 47/47  d20+2=3 ; d20+2=18 ; d20+2=3 ; d20+1=2 ; d20+1=2 ; d20+1=10 ;
Thursday April 8th, 2010 4:37:57 PM

Vigilant. Yes I think we probably should. Do you think that might be one of those flying things that was mentioned? I would love to see one up close and see how it works.

Survival rolls DCs: 3(nat 1), 18, 3 (nat 1)
Spot rolls DCs: 2 (nat 1), 2 (nat 1), 10

(OOC: OMG, I hope this means I don't ever roll 1s again)

Alexi (AC: 18/11, HP:31/46) Lobo (AC: 19, HP:37/37)  d20+1=17 ; d20+1=17 ; d20+1=7 ;
Thursday April 8th, 2010 10:19:27 PM

"I'm afraid my big hands are not much help in binding wounds," Alexi replies to Jet's question. "She may be fine but looks like she's still bleeding a bit."

Alexi follows Jet around and lends a large-sized hand or two.

Aid Another:
1: d20+1= 17
2: d20+1=17
3: d20+1= 7

Two of the three get a +2 to Jet's healing checks.

OOC: I presume that by the end of this, Alexi is back to normal size.

Keela Mage Armor [hp -1/29] 
Friday April 9th, 2010 1:58:59 AM

Keela remains unconscious.

DM Cayzle - Investigations, Repairs, Reconnoitering 
Friday April 9th, 2010 7:39:02 AM


Garret is dismayed and thinks the blood here is a sign of catastrophe. Sjurd thinks these are deadfall traps, set to cover some way out. Zeph's magic torch confirms that these are traps -- he sees the places in the ceiling from which the blocks fell. And he notes that one part of the dead end is new construction. Hmark looks at the drag-marks in dried blood, and deduces that the bodies dragged away were large in size -- bigger than humans, for sure. Sjurd summons a small earth elemental, and somehow signs it to pass through the wall and then to return ... which it does. [OOC to Sjurd: Your DM plays a druid/bard in another game, and with his bard ranks has taken the languages that earth, air, and water elementals speak ... for this exact reason!]

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

Alexi and Jet put their first aid skills to work, and they manage to save the chief slinger, the leader, and three grunts. They use two healing kit uses to do so. Keela seems smoking mad about something ... oh, wait, she's just smoldering.

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

Charek and Gruemor watch the flying machine. They are by turns cautious and curious. [OOC: Sorry, your DM is confused ... did you want to follow it, or at least go in its direction? That is the way the map indicates. However, the mage seems to be pointing you a bit to the south.]

Charek AC 24; HP 47/47 
Friday April 9th, 2010 9:02:15 AM

We will follow Mage's directions. (ooc: slow we may be, stupid, not so much)

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d8+4=5 ; d8+4=10 ;
Friday April 9th, 2010 11:02:48 AM

Jet goes back to Keela and heals her with a spell, sacrificing his Protection from Evil spell for a Cure Light Wounds spell.

As her eyes flutter open, she can see an extremly bloody Jet kneeling next to her. His visor is raised as spots of red drops made their way through his face protection to stain his beard and skin around his eyes and nose, "Did someone say you could take a break?" He says with a large smile, "Get up you slacker, we still have more work to do."

He gives her a hand up, Alright, lets take the prisoners back to camp with us, get them tied up, maybe get some healing from the druid and dwarf priest, then come back and search the place."

Jet waits for some response or a better idea from the other two.

Enlarge Person is expired.

Comprehend Languages 22/300 (Removed three rounds from spells)
Magic Weapon 17/30

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)

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday April 9th, 2010 1:43:52 PM

lol, my typical second post...

I think we reroll ones on heal spells, so healed Keela 10, bringing her to 8 hit points.

Alexi (AC: 18/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Friday April 9th, 2010 10:52:48 PM

Alexi stands back while Jet brings Keela around. The fighter would have preffered that his face be the first one she sees. Patience. he reminds himself.

Seeing Keela return to the world of the living, Alexi busies himself recovering his flail and shield. Strapping his shield to his back, he takes hold of the leg of the ratman that was knocked out by Keela and which he attempted to tie up somewhat.

"Good to see you are back with us," he says to Keela hiding his emotions and trying not to get choked up. Then turning to Jet asks, "Ok, so how are we going to do this? Perhaps Keela could return to camp and fetch some help?"

Sjurd 
Friday April 9th, 2010 11:49:46 PM

"New construction? That is our target. Stand back." Sjurd will cast summon nature's ally III to conjure a thoqqua (finally!) and have it burrow through the new construction large enough for them to crawl through.

Zeph AC20 HP 42/42 
Friday April 9th, 2010 11:54:04 PM

I just want to note that Zeph also searches for any signs of humans or dwarves with his previous search check. Footprints mainly, trying to see where they all go.

Cayzle Comments: Between the fallen rocks, the blood, and the dragging away of the bodies ... well, sorry. I threw you all the bones that natural 20 merited! :-P

Addison Replies: Ok, works for me.

Gruemor Blackhammer 
Saturday April 10th, 2010 10:42:18 AM

/agrees with Charek

Keela Mage Armor [hp 929] 
Sunday April 11th, 2010 6:10:05 PM

Keela wakes with a little start, and points her wand.

"Oh. Oh. Are we done?" she says. "I'm sorry," she adds, scramblig to her feet. "I just couldn't get out of that thing. I suppose it serves me right for casting Webs myself."

She eyes the prisoners dubiously. "I do think it would be best if we didn't bring them back to camp with us," she says.



Alexi (AC: 18/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Sunday April 11th, 2010 7:43:14 PM

Alexi is quite impressed at Keela's quick recovery of her wits and wisdom. "You are probably right, Keela," he says. "Best they not know where we are camped, for now, at least. We should take them to a side chamber for holding until Garth has a parley with them."



Garret Goodbarrel [AC:26 HP:25/25] 
Sunday April 11th, 2010 9:07:14 PM

Garret watches the earth elemental dig through the solid rock in amazement, then takes a peek to see the hole it created.

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Sunday April 11th, 2010 10:15:58 PM

"Why is that?" Jet asks. "You worried about the children and others seeing them? We have to stop nursing them sometime and we need to make sure these guys know we mean business. As long as we have their leader, they are more likely to cooperate."

Jet looks to Alexi though as a tie breaker, "What do you think?"

Of course, Alexi agrees with Keela, who would have thought?

"Alright, we are not far from the camp, so you two go back and I will wait here. If something tries anything, I will start cutting some throats. Hurry up now, I am getting hungry!"

Jet takes the wine skin he had given to the ratpeople and drinks from it, "Would have been a waste anyway."

Jet sits with the shaman in front of him, his sword lying on her neck, waiting.

DM Cayzle - Tracks, Relax, and Tracks 
Monday April 12th, 2010 5:09:10 AM


As Gruemor and Charek continue onwards, one of the hunters -- Meriamm, the female -- calls them over. She points our a print, of a three-toed creature.

"This is big," she says, her common not great. "Walks on two feet. Reptile." She looks at her husband, confers with him briefly. "Two days ago?" The trail is not clear enough to follow.

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

While Jet heals Keela. Alexi gently drags the bodies of the enemies together for easy watching. Keela takes a second to see how things are going, and then suggests NOT bringing them back to the camp. A quick discussion follows, and Jet agrees to stay as the other two go back.

Is that what you will do? Note that it will take at least a few hours to go and come back. Where on the map will you wait with the injured, Jet? Any special precautions as you wait? Are all the unconscious ratmen bound? The DM Notes that you have not searched any bodies or gathered any loot or even looked at enemy possessions. Except Jet has reclaimed his wineskin.

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

Sjurd calls an elemental of fire and earth, and orders it to eat away at the new wall. Zeph searches some more, but sees nothing of note. Garret watches the elemental, amazed. Hmark, a true military vet, takes a moment of inactivity to rest.

If you make a listen check vs DC15, then Please Highlight to display spoiler: {You hear the faint sound of bells, as of maybe an alarm.}

The elemental does its work, and the new construction collapses into a pile of rubble. Beyond, you see a natural cave tunnel. Just a quick look with a magic torch shows clear signs and tracks that a large number of people passed through, headed to the right.

Garret Goodbarrel [AC:26 HP:25/25]  d20+13=20 ;
Monday April 12th, 2010 8:33:33 AM

"Hey, neat! Wait...I heard the sound of some sort of alarm bell down that tunnel. We better be ready for anything, as whoever is in here might have more of these traps ready for anyone who shows up. Think we could risk yelling down the tunnel to them?"

Listen: 20

Sjurd  d20+13=21 ; d20+15=22 ;
Monday April 12th, 2010 9:10:43 AM

OOC: So I don't forget later, Sjurd will prepare stone shape the next time they rest and once again close off access to the surface to block the lizardmen.

As the thoqqua disappears, Sjurd cocks his head and tenses his body. "Bells. An alarm. The refugees vill know ve are coming. I suggest ve make enough noise to alert them to our presence und avoid an altercation." Keeping his head down as they move, he tracks their movement through the tunnels.

Listen check 21
Survival check 22 (Good enough for hard ground and the size of the group passing through. I don't think the elapsed time should make a difference, since the tunnel is an enclosed space with no exposure to wind or weather.)



Gruemor Blackhammer 
Monday April 12th, 2010 10:47:12 AM

bows to the expertise of Meriamm.
This is your area of expertise, Meriamm, you lead and we will follow.

Alexi (AC: 18/11, HP:31/46) Lobo (AC: 19, HP:37/37)  d20+3=5 ; d20+3=9 ;
Monday April 12th, 2010 5:30:12 PM

"Oh no, I'm not worried about our group seeing them, but them knowing where we are camped. We could, of course, blindfold them, but we can't get them all there. Not just the three of us. And they should, no doubt, have no trouble finding us anyway, given they know these tunnels like their own home."

Alexi ponders a bit. After a moment he suggests, "Perhaps we only need take the leader and the one Keela stunned, as he can walk on his own. These others we leave behind for their kind to take back and bring them back to health as a sign that we never wanted to kill them in the first place, but our hands were pushed. At least that's what I figure from what how you reacted. What was she saying or planning to do anyway? But splitting up is not a good idea."

Alexi does not bother tying up the unconscious ones, they aren't going anywhere. Just the stunned one and the leader, as for sure they are taking her back.

Alexi readjusted the rope on the stunned one (who probably is awake by now), and ties up the leader.

Use Rope:
1: d20+3=5, all he does is confirm that the ratman is harder to tie up than one would think.
2 (leader): Aid Another d20+3=9, not even aiding Jet tie up the leader helps!

Frustrated, Alexi tells Jet, "That dang Enlarge spell sure threw me off! Wish I could practice being enlarged at least once a day. You have a go at tying them up. Keela, with her deft hands, can do a better job than me!"

Hmark  d20+6=18 ; d20+6=15
Monday April 12th, 2010 6:48:10 PM

[Listen 18]

Hmark winces at the others' interpretation of the alarm Pointing back toward the mine entrance, he butts in, "Um, you boys considered that maybe its an alarm up that way? Like maybe somebody just found our friendly ex-goat trail guard?"

The archer glances over at Zeph.

"Time to beat feet."

As is his custom, Hmark drops to the end of the line. But this go 'round, he spends A LOT of time looking behind him.
[Spot 15]

Charek AC 24; HP 47/47  d20+2=20 ;
Monday April 12th, 2010 7:17:43 PM

Starting to get a bit tired of the traveling and the lack of scenery, Charek takes a hand at trying to hunt something for a meal later. Survival DC 20

Zeph AC20 HP 42/42  d20+9=28 ; d20+9=15 ; d20+12=13 ; d20+12=28 ;
Monday April 12th, 2010 8:18:57 PM

Zeph also hears the alarm bell ring (Listen =15)

"Yeah, it seems that forward is our only option. Let's follow the footsteps of our humanoid friends that came before us.... to the right." Zeph says and begins following the path laid out for him very slowly and carefully, constantly using his trap-detecting ability (spot=28).

(Hide =13
Move silent =28)

Sjurd 
Tuesday April 13th, 2010 12:29:56 AM

OOC: You're right, Hmark. We never established where the ringing was coming from.

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday April 13th, 2010 12:50:04 AM

Jet looks at Alexi's work. "Calm down man. It is only an issue if they try to struggle. That is what a firm fist in the face solves."

Jet takes 10 or 20 and sees to it, those alive and stable are all tied up.

he then searches everyone, picking up their silver maces as well as whatever the4 shaman was wearing.

"Keela, do you have a Detect magic going today? It is to far back for us to go, so let us heal what we may and finish searching this place."

Keela Mage Armor [hp 9/29] 
Tuesday April 13th, 2010 1:06:57 AM

"Well, I was also concerned that the folks might panic if we brought these ratmen into camp," Keela says. "They're not in a very good frame of mind just now."

At Jet's suggestion, she casts Detect Magic and scans the prisoners and the area of the battle.

DM Cayzle - Rewards, Alarms, and Excusrions 
Tuesday April 13th, 2010 7:31:58 AM

Alexi lends a hand with the prisoners, and offers an opinion: Don't split up!

Jet checks over the enemy possessions. He finds 6 "silver" clubs, 2 masterwork (mw) silver clubs, 3 slings, 1 mw sling, about 80 "silver" bullets, 3 spears, 1 mw spear, a mw "silver" dagger, the potion of cure moderate wounds he already found, another three potions, two marked with a brown mark, a robe, and a shield.

Keela detects for magic: The potions, robe, and shield are magical. Any "silver" weapons are mithral.

==========

Garret hears an alarm, and at first the thought is that the refugees set up a warning system. However, as Hmark cleverly suggests, it becomes evident that the alarm is above and behind you! Hmark takes rearguard, with the idea that it is time to go. Sjurd goes a-tracking, which is easy, even after the time that has passed. For one thing, there is no wind or rain to wipe away signs of passage, and for another, so many people have been through that it is obvious which way they went. Looking over the masked druid's shoulder, Zeph keeps alert for traps. [OOC: for the future, it is Search you want to find traps, not Spot.]

The party of four step through the ruined wall knocked down by the elemental. They follow the trail, through natural caverns. That magical torch comes in handy, and you press on.

May I confirm marching order? Sjurd, Zeph, Garret, Hmark? Where's Uli? Are you travelling slowly, to look for traps, or quickly, considering the alarm behind you?

==========

Gruemor asks Merriamm to lead the way, and she does, keeping the group of four on a winding path that gives maximal cover from bramble and scrub. You flush a wild turkey, which Charek brings down for dinner. Going this way is slower, but safer.

And a good thing too. Near evening, you see the red flying orb again, coming back from wherever it had gone. This time it is going to pass closer. Will you stay under cover? Any other actions? If you stay still, it will pass within a couple hundred feet of you.

Alexi (AC: 18/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Tuesday April 13th, 2010 3:23:03 PM

Alexi appologizes for his clumsiness. "Heh, sorry. I'm just wanting to hurry up and get out of here before another patrol stops by."

Alexi keeps watch down the tunnel they came from originally while the other two finish tying up the ratmen and confiscating their equipment.

"Ok, now that that is all done, how are we going to get them all to camp?"

OOC: I count 6 of them. The chief Slinger, the Leader, two grunts (for 5), and then the one Keela stunned. But is the stunned one part of the 'two grunts' or the 6th one?

Sjurd 
Tuesday April 13th, 2010 4:23:18 PM

OOC:

1. I'm going to suggest we hurry, given the alarm in the lizardmen camp. Sjurd doesn't have stoneshape prepared, so it may be a while before we can close off the tunnel again.

2. I think Zeph in front (highest Search and good HP), Hmark second (to easily use ranged attacks) Sjurd and Uli in the middle, then Garrett in the rear.

Hmark  d20+6=26 ;
Tuesday April 13th, 2010 4:56:12 PM

Per Sjurd's suggestion, Hmark moves to second in line.
"You guys got the back, then," he remarks.

Keeping his bow, Red, handy, the archer peers over Zeph's shoulder and scans about for unpleasant surprises.
[Spot 26]

Zeph AC20 HP 42/42  d20+16=27 ;
Tuesday April 13th, 2010 5:18:42 PM

(Search check for traps =27)

Zeph takes point and keeps an eye out.

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday April 13th, 2010 7:20:59 PM

Jet sorts through the potions and finds one that reads in common,it's label. Jet laughs, "She didn't even trust her own people to know what was in here, so she wrote it in common. Here Keela, drink this potion.: he says handing her the potion labled Cure Moderate Wounds, then his head snaps to look down at the shaman and says "WAIT!" he casts a spell himself Detect Poison. When none shows, he says, "Alright, it is safe."

"Let us leave all of these tied up. let us take her as wel further explore this area. Alexi, take point and lets look down the right tunnel first."

ooc: How many rounds removed past 22 please?

Comprehend Languages 22/300
Magic Weapon 17/30
Detect Poison Concentrating

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)


Charek AC 24; HP 47/47 
Tuesday April 13th, 2010 7:56:07 PM

Moving without any fast sharp jerky movements, Charek looks for cover to at least try and avoid being too out in the open.

Keela Mage Armor [hp 9/29]  d20+13=26 ; d20+13=25 ; d20+13=28 ;
Wednesday April 14th, 2010 12:57:43 AM

With her spell still active, Keela attempts to identify the auras on the magical items. Then she assists the others with tying up the prisoners and returning to the camp.

Spellcraft Potions: 26
Spellcraft Robe: 25
Spellcraft Shield: 28

DM Cayzle - A Cuddle, a Huddle, and a Puddle. 
Wednesday April 14th, 2010 7:13:13 AM


Charek, Gruemor, and the two human hunters decide to stay under cover. By crawling into a thicket, and under some brambles, you can gain almost total concealment and some measure of cover. It is definitely a tight fit, what with the ponies, but no one seems to mind the close proximity with danger so near. No hide check needed -- if you cannot see the flying machine, then you cannot be seen.

Well, you can see a little -- enough to tell that the red orb is huge, and has a basket hanging underneath, and that the basket is as big as a small hut, and it has a door and windows. It floats off as fast as a horse toward the south.

==========

Zeph, Hmark, Sjurd, and Garret get organized, in that order. Tracking the refugees from the settlement is easy. After a few hours of travel, Zeph sees a crude tripwire across the width of the cavern. If you make a Listen DC15 check, then Please Highlight to display spoiler: {you hear voices up ahead.} You all gather in close to decide what to do.

==========

Keela concentrates. The potions are all conjuration, the brown mark ones weaker than the labelled one, the unmarked one, stronger. The robe is about as powerful as her ring, abjuration. The mithral buckler is more magical than her ring, also abjuration.

Jet makes sure that there is no poison (there is not). Then he urges the party to press on deeper into the caverns. There seems to be some disagreement, seeing as two of you want to go back to camp, while one wants to press on. A decision must be made.

Alexi counts heads. Yes, there are five deeply wounded unconscious ratmen: The leader, the lieutenant, and three grunts; and one formerly stunned ratman, well tied and conscious. The conscious one seems terrified -- when Alexi looks at him, he lets loose his bladder.

Hmark  d20+6=23 ;
Wednesday April 14th, 2010 8:42:08 AM

[Listen 23]

Hmark stops as Zeph points out the tripwire. As he does, the archer cocks his head slightly sideways, and then quickly brings up his right hand in a "halt" sign.

After concentrating a couple seconds more, the young man points in the direction the group is travelling.
"Voices up ahead," he whispers.

"We keep going, they'll see our light for sure. But if we don't use light, we won't be able to keep going."
Hmark glances over at Sjurd.
"Don't suppose you can turn into a bat or anything like that," he comments.

Sjurd  d20+12=18 ;
Wednesday April 14th, 2010 10:43:32 AM

Listen check 18

Sjurd considers the tripwire for a moment, scratching at the cheek of his wooden mask. He brushes a butterfly from off of his shoulder before whispering to his companions, "I believe ve should attempt contact. Any creature that vould make such a crude tripvire is either not a threat or set it out of desperation. Such as our erstvhile refugees. If necessary, ve can spring the trap vith a spear or a summoned creature, but I think ve can negotiate our vay out of this situation."

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+5=11 ;
Wednesday April 14th, 2010 10:47:29 AM

"It's just to far to go back right now." Jet adds., "If we were closer, that would be different, but we are here to find a way out and now that we have this shaman trussed up, I doubt we will have any more trouble from the likes of these guys." he points to the obe that just urinated on itself and pulls him out of his own filth.

In fact, while Jet is holding him, he drags the ratman to the "Y" intersection and using his current Comprehend languages he still has going, he listens to what the ratman has to say. If he doesn't talk, Jet makes a motion that he will cut out his tongue, if he doesn't say something.

Keep you eyes on the others and Keela, please drink that potion.

Sense Motive: 11 (bleh)

ooc: How many rounds removed past 22 please?

Comprehend Languages 22/300
Magic Weapon 17/30
Detect Poison Concentrating

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)

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday April 14th, 2010 10:54:43 AM

Garret agrees with Sjurd, "If they're the good guys, and I don't know who else would be at this point, I'm pretty sure we can convince them that we're not lizardmen. Let's go on ahead."

Zeph AC20 HP 42/42  d20+13=18 ; d20+16=33 ;
Wednesday April 14th, 2010 2:33:30 PM

Zeph agrees that the group should continue to venture forth... albeit cautiously. "Well.. If they are good guys then they may have a Paladin who could detect us not being evil. It's a start of negotiations."

Then Zeph thinks about disabling the trap, but decides that it is best to simply hop over the trip wire and leave it for any enemies that could be pursuing them (Disable divice = 18 to pass trap without setting it off?)... and search around it for any other traps that could be sprung. (search =33)

DM Cayzle - Extra for Jet 
Wednesday April 14th, 2010 6:01:01 PM

ooc: How many rounds removed past 22 please?

Sorry! Call it two minutes ... 20 rounds.

Sjurd 
Wednesday April 14th, 2010 6:55:09 PM

OOC: I was waiting for someone else to call out, but then I realized that no one is trained in Diplomacy! Zeph could do some Bluff, but we aren't trying to fool anyone.

Sjurd raises his voice and calls out, "Ve can hear you und have found your trap. Come out und speak vith us."



Garret Goodbarrel [AC:26 HP:25/25]  d20+17=21 ;
Wednesday April 14th, 2010 7:01:43 PM

At the last moment, Garret has second thoughts and attempts to melt into the walls, just in case.

Hide: 21

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37)  d20+8=22 ;
Wednesday April 14th, 2010 9:01:50 PM

Alexi looks at Jet's bloodied armor, then his.
"Well, it's not as far as it is going to be if we keep going forward, eh?" But with a smile he continues, "But you are the leader."

Alexi waits for Jet's interrogation to conclude, whistling lightly while casually twirling his flail nearby.

Intimidate d20+8=22

Keela Mage Armor [hp 9/29] 
Wednesday April 14th, 2010 10:17:12 PM

"Drink the---Jet, are you sure that's a good idea?" Keela asks.

But, since she doesn't think it will harm her, she drinks one of the lesser, brown-marked potions. (Is that a potion of CLW? And would you like me to roll it, or would you rather?)

"The robe and shield have protection magicks on them," she tells the others. "We may want to use them."

DM Cayzle - Extra for Keela 
Wednesday April 14th, 2010 10:50:28 PM

CLW, yup. 1d8+1 - you can roll, rerolling 1s.

Keela Mage Armor [hp 18/29]  d8+1=9 ;
Thursday April 15th, 2010 12:46:59 AM

Keela drinks the potion and feels considerably better.

DM Cayzle - Quick One, sorry 
Thursday April 15th, 2010 7:20:47 AM

Jet can now understand the prisoner, but the prisoner cannot understand him. The prisoner is saying, "What? What do you want? I should talk? About what? Why don't you just leave me alone? I can't hurt you. Let me go, please! Don't hurt me!"

Keela tells what she learned and drinks a potion.

Alexi waves his weapon at the prisoner. "Sorry! Sorry!" the prisoner says.

=====

Sjurd, Garret, Hmark, and Zeph whisper together about the tripwire. Zeph thinks it is set up to make a simple alarm go off -- a bell and some rocks to make a clatter. Sjurd calls out a halloo!

Within a minute, a troop of dwarves armed with crossbows jog into view. They see you and stop short. "Who are you?" the leader asks in common. "Explain yourselves!"

Hmark 
Thursday April 15th, 2010 10:44:37 AM

Keeping his bow lowered, Hmark leans forward to get in close behind Zeph's head and whispers, "this is the part where you give that nice speech again."

Gruemor Blackhammer 
Thursday April 15th, 2010 11:41:52 AM

Sorry about the lack of posts. Car broke down and wasnt able to make it into town.
Will be able to resume normal posts next week.

Sjurd 
Thursday April 15th, 2010 1:46:35 PM

Sjurd replies flatly, "Ve are here to learn about the lizardmen. I am sure you know them. Their encampment is too strong to confront. Now ve are seeking the village refugees to learn more. I surmise you either helped them or killed them for encroachment. Either is understandable. For now, ve do not seek hostilities. Vill you talk?"

Charek AC 24; HP 47/47 
Thursday April 15th, 2010 7:07:43 PM

Watches until it is obvious that the orb is moving on and then gets everyone moving along.

"I have this bad feeling that we need to get where we are going sooner rather than later."

Zeph AC20 HP 42/42 
Thursday April 15th, 2010 10:02:32 PM

Zeph puts his hands up in the most non-threatening pose possible. He nods and chuckles when Hmark tells him to do his speech thing.
"Yes, like our druid friend said. We are here to drive out the evil lizardfolk and help restore whatever peaceful community was here prior to them. We are adventurers trying to do good in the wold and were sent here by fate. Sounds crazy and all, but its the truth. Um... take me to your leader?" Zeph tries, smiling with his eyebrows raised.

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Thursday April 15th, 2010 10:07:34 PM

Alexi continues keeping one eye on the unconscious ones and one eye on the corridor where they came from, glad that Keela is feeling better.

"You did well," he compliments Keela. "You made a big difference with that Web spell."

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday April 16th, 2010 1:08:18 AM

Jet is glad the minor potion was a healing liquid also. He sits the ratman down and goes over to the shaman, making sure her hands are tied up and grabbing her around the neck, before slowly pouring the liquid down her throat, allowing involuntary muscles to slowly slide the magical elixer down her throat.

Comprehend Languages 42/300

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)


Keela Mage Armor [hp 18/29] 
Friday April 16th, 2010 2:22:51 AM

Keela gives Alexi a brief smile. "I wish I could have done more," she says. "You and Jet are quite formidable warriors; I wish I was your equal."

She watches the interrogation of the prisoners, but she does not speak their language, so is of little help.

DM Cayzle - Swapping Stories, Swearing, and Swimming 
Friday April 16th, 2010 8:11:41 AM


In short, Sjurd asks the dwarves what they have done with the refugees from the settlement. The leader fo the dwarves laughs and shakes his head. "We are the people you seek, or some of them, anyway! Evidently you were not expecting dwarves!"

After Hmark's encouragement, Zeph explains that they are, believe it or not, agents of fate, sent to help out. He asks for the leader. The dwarf, still chuckling, says, "That's me. Dwain of Bryn Baraz, or what's left of it, at your service. I'm the discoverer and co-owner of the mine."

Dwain pauses and looks you up and down. "Well, maybe appearances are deceiving, but you four don't exactly look like the seasoned hero-types. Well, come on along with us and you can tell the whole tale."

He leads you to a largish cavern with a small underground pond. There are at least a few dozens of people, mostly human. They have set up a camp. A human druid named Tarketh and a dwarf cleric named Durak also greet you. The latter asks if you would mind if he cast a detection spell -- you can never be too sure. You are free to do the same.

You are seated and served some food -- mostly rations and some stale bread and fruit and dried meat. Dwain asks you how you came to be here.

==========

Keela and Alexi talk, and Jet binds the leader and then uses a curing potion to bring her to consciousness. She curses at you, clearly surprised to be alive. "Sacred Sickness and Puke! I no slave for you!" she says. "Kill me first!"

==========

Charek is filled with foreboding, and the group presses on. You make a quiet camp, not risking a fire. In the morning, the mage contacts you again. "The refugees are underground, and I think I have scried an entrance to the caves where they are hiding." She gives you directions, and by midday you are standing in a pool. She says that if you dive under the surface and swim, you can come up in the caverns underground.

The two hunters are not inclined to go. "We will watch your animals," the woman says. Note that you will have to make two swim checks at DC12 to get through. Armor and ger may hurt that. Or maybe you have a better idea?

Garret Goodbarrel [AC:26 HP:25/25] 
Friday April 16th, 2010 8:35:35 AM

Garret follows along with the others, wondering how in the world this was going to count at saving people from a great darkness, like the fabled dream promised. When offered food, Garret sits and nibble politely, but doesn't eat much, as it appears these people will be needing the food more than him.

Hmark 
Friday April 16th, 2010 3:56:14 PM

Hmark shrugs at Durak's request. "Cast away," he notes ambivalently.

The young man obediantly sits and takes a nibble of the offered food, content to let Zeph and Sjurd continue to do the talking. At one point, an idea does pop into his head, and he again leans over to Zeph.
"Might wanna mention their mine ain't sealed up no more," he notes quietly. "No tellin' when we might get some unwelcome visitors."

Sjurd 
Friday April 16th, 2010 8:01:39 PM

Uli flattens his ears against his skull and growls softly, deep in his belly, advancing a few feet toward the dwarves. Sjurd snaps his fingers sharply, causing the warhound to recoil, "Uli, neitun napur the dvergur."

Giantish Highlight to display spoiler: { "Uli, no biting the dwarves." }

Turning back to the dwarven leader, "Your invitation is accepted, Dwain of Bryn Baraz."

To Durak, "I have heard of this spell. It is called 'Alienate Possible Allies.' Yes, dwarf?" Despite this, he allows the dwarf to cast the spell.

Seated at the camp Sjurd waves away the food, "Thank you, no. I do not eat in the company of others." Sjurd relates the circumstances of his journey, omitting his contact with the paladin of the Crying Wood, until his joining with the others.

Keela Mage Armor [hp 18/29] 
Saturday April 17th, 2010 12:00:11 PM

"Slave?" Keela echoes. "Who said anything about slavery? We just want to talk to you."

Zeph AC20 HP 42/42 
Sunday April 18th, 2010 12:40:59 PM

Zeph shrugs at the request to cast detection spells on him, "Have at it."

When the group is asked how they came to be here, Zeph answers, "Well, Hmark, Garret, and myself are originally from Cinnamon Valley, where we went on a quest to destroy an evil book. Immediately after succeeding in that plot, I received a Dream, I suspect it may have been from a diety of sorts. In the dream, it showed the ruins of your fair city, and several individuals huddled in the dark, asking for help with their current situation. We took the direction of the dream and traveled here, hoping to find who we are supposed to help... and well, here we are. And now I ask you: what resources do you have to retake your fair city from the lizards??" Zeph asks

Charek AC 24; HP 47/47 
Sunday April 18th, 2010 1:24:28 PM

"Underground, I love, but underwater too? If dwarves were meant to swin we would have gills and fins."

He goes over exactly what she said about how to get there (OOC: any mention of how far or long of a swim?) and then starts think about what to do with the equipment, etc.

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37)  d20=6 ;
Sunday April 18th, 2010 6:20:33 PM

OOC: presuming she spoke in common...

IC: Alexi puts on a look of horror despite thinking her curse phrase hillarious. "Slave? The horrible thought! Who do you think we are?"

Bluff d20=6 remind Alexi to never play pocker

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Sunday April 18th, 2010 10:18:27 PM

Jet looks at the female shaman and answers Alexi's question, "She thinks we are like them."

Jet just stares at her. His features grim and cold as he looks at the death in the tunnel. Death and as far as he is concerned, it is all her fault.

"I'm not going to threaten you with torture, you know I am a man of my word and not willing to cause pain out of battle. We asked for your help and were willing to pay for information, but you thought us weak and you were going to trap us in some way and perhaps recruited other creatures in the area."

Jet sheathes his sword after cleaning the gore on whatever is most clean on his prisoner. Let her understand, the blood from his blade is on her head. "I hate killing. I hate killing because it forces me to take a bath. Heck, I can go a few weeks if I don't get blood on me, but now, I'm hurt, terribly inconvenienced and incredibly bloody, so I am only going to ask you a few questions. Anything but true answers is going to make me completely lose my temper."

He sheathes his sword and sets her down, "Now then, what is down the tunnel to the left and the right?"



DM Cayzle - Water, Stone, and Air 
Monday April 19th, 2010 8:06:56 AM


Charek looks more closely at the challenge ahead: A swim under a pond into an underground cave, then up into a dry cavern. Your DM suggests that you can accomplish that with two DC12 swim checks -- that was really intended as an abstraction of the hurdle you face. But to put it in more concrete terms, you need to swim 20 feet underwater (two DC10 checks), but the water is muddy and thick with algae (+2 to the DC to find your way). If you fail the first check, it is really no problem since you can come back up and start again. If you fail the second check, you have to decide whether to keep trying (for so long as you can hold your breath) or return the way you came.

==========

Keela and Alexi are surprised that the leader of the ratman thinks our heroes want to enslave them. [By the way, she is speaking common, though not well.] Jet explains that the ratman might well try to enslave enemies she captured, and expects no less for herself. Jet takes the chance to ask the leader some questions. She tells you that ahead are more farm caves for growing mushrooms, then the caves where her people live and sleep, then there are some caves leading underground -- some to an ant hill, some to a bat cave -- and there is a cave that leads to the surface.

==========

The dwarven cleric casts a spell, then nods. He speaks in dwarven: Highlight to display spoiler: {"No evil is in their hearts."}

The dwarves visibly relax and put their weapons away. There is a meal. Garret eats little. Hmark only nibbles too. And he has a vital thought, which he shares with his friends, but not with the dwarves. Sjurd refuses all food, but is willing to tell (most of) his tale. But it is Zeph's tale that makes Dwain shift in his seat. Maybe he is uncomfortable, or nervous?

He asks the rescuers, "The Cinnamon Valley is very far away, I think. What god, or goddess, sent you so far? But it is true that we have prayed for help. I know I have."

"Domi is a kindly god, loved by dwarves, and a protector of all who need help," says Durak. "Maybe it was he who sent these good souls."

Dwain wipes his brow. "Yes, yes. Maybe it was good Domi."

"And we are very grateful for your help," says Dwain. "Some of our people are now trying to scout out another exit, but they have not returned from their scouting."

"As for retaking our village. Well, can you fight off a dozen or more lizardmen the size of hill giants? Allied with spellcasters with flying machines? You have not seen a mountain fly, and on that mountain seen a city bigger than the Float, teeming with lizards and flying machines."

"No, we can win a battle, but not the war. Unless you are heroes the like of Valdor Dragonstone, it cannot be."

Gruemor Blackhammer  d20+1=13 ; d20+1=4 ; d20+1=16 ;
Monday April 19th, 2010 9:05:20 AM

Handing the reigns to the pony to the hunters, Gruemor starts taking a few gulps of breath. Then as if a thought comes to him he steps out of the water and strips his armor off. Letting the pieces lie where they fall.
Guess I will have to learn to not use them for now. Maybe my cousin will have a spare.

Taking his rope, he hands one end to Charek. Here, you hold on to this, when I get through I will tug 3 times. Then, you tug twice so I know you are otw and will help pull you through. Then, climbing back into the pool of water, he begins the tedious work of getting and holding his breath until he feels most comfortable, then, without so much of adieu after a quick prayer to Alemi, he heads into the murky waters towards, he hopes, his destination.

Swim check. Used a hero on the second one. 13,16

Once Gruemor climbs out of the waer and regains his breath he will tug thrice on the rope, informing Charek of his safe arrival.
(This, I hope should give him an additional +2 to his swim check)

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday April 19th, 2010 10:37:00 AM

'Now was that so freaking by all the gods hard?" Jet all but pushes out through closed, clenched teeth.

Jet ties a noose around her neck, keeping the shaman in front of her, "This is what is going to happen now. We are going to see if you have slaves here and we are going to release them. We will not disturb your food supply and you will be our guide. You are going to show us around and tell the rest of your people, they will not be harmed if they are not aggressive. I am able to understand your language, so if you try anything deceitful, I will know it and we will keep our promise of scattering your people to the smallest of holes."

These are not questions, but expectations. Jet has had enough of this foolishness and if she at any time, tries to get away from his hand touching her, he just tightens the noose, like a choke chain on a war dog.

"Now, tell the one that is concious, we are going to leave him here. He had better stay here and protect his unconcious comrades until we return. If he is not here when we return, I will hunt him down and treat him badly." Jet throws the ratman a silver club or spear, whichever one he was using before and unties him."

He looks over at the other two, "No, I don't want to leave him here, but what if a predator came through and just started eating these guys while they are helpless? I doubt I could sleep again for awhile, so this is likely the best bet, unless you have another suggestion?"

He moves the shaman out, "Your home first!"

Sjurd 
Monday April 19th, 2010 11:12:43 AM

"Then ve have a common cause. Und vhile the disturbance of the Green in general is more to my interests, for now our paths are aligned, Dwain of Bryn Baraz. Your escape is our escape. Tell me, have your scouts been longer than expected?"

Garret Goodbarrel [AC:26 HP:25/25] 
Monday April 19th, 2010 1:24:31 PM

Garret looks around at the others and thinks, "A war? There's only the four of us..."

Zeph AC20 HP 42/42  d20+13=24 ;
Monday April 19th, 2010 2:35:15 PM

When asked about which deity sent the group, Zeph shrugs, "Yeah, Maybe Domi. Who knows." (Bluff=24)

"Well. It seems to me that your three choices are 1: to find an exit within the cave to escape through. 2: Sneak out the entrance and up the goat path that we snuck in here one. 3: Fight and kill the lizardmen with us. Hopefully we can get your people to safety with little bloodshed, but should a fight break out, you should tell me of your forces that you have ready to be deployed, Archers, Soldiers, Spell casters, civilians etc." Zeph says, trying to formulate a plan...

"Now, a fourth option would be for my group of Heroes to distract the Lizardmen enough so that your people could escape. I'm not suicidal, but I am willing to take risks for your people." Zeph says, hoping that putting his neck on the line would only be a worst-case scenario, but willing nonetheless.

"Now, the last question I have for you is this: How many of your people just want to escape this scenario with their lives... and how many want revenge?" Zeph asks with a bit of a wicked smile..

Hmark 
Monday April 19th, 2010 4:48:37 PM

Hmark looks expectantly at Zeph and then at Sjurd, but neither man reveals the news that the archer thinks is pretty important. As Zeph finishes the list of options, Hmark gets more and more fidgety, until finally interjecting -

"Uh, we may not have a whole mess of time to work this out," he notes.
"The four of us killed one of the lizard men while sneaking in here, and they got to have found him by now. We also sorta knocked down your stone wall back there. So, well, there ain't nothing 'tween us and these lizards right now 'cept a lot of tunnel. If they feel like walking all the way over here, they can."

Hmark looks around. "So, I'm thinking we either gotta keep heading away, or start back and set up an ambush site or something. But just staying here could be a bad idea."

Charek AC 24; HP 47/47  d20+4=18 ; d20+3=21 ; d20+3=4 ; d20+3=11 ;
Monday April 19th, 2010 7:49:58 PM

quickly undoing armor etc, Charek takes his and Gruemor's armor and bundles it together on to his pack and then borrowing another rope from one of their traveling companions ties his 50 ft rope which he then ties to the packed bundle and then to himself leaving plenty of slack use rope DC 18. When he feels the tug he takes a few deep breaths and dives in.

Swim DC 21, used hero point on DC4 rolled an DC11 unless there is a modifier for having the rope as a guide.

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Monday April 19th, 2010 9:48:02 PM

Answering Jet, Alexi says, "I'd not sleep well as well, knowing that there are creatures down here that eat unconscious people. Leaving him here seems the best thing to do."

Then he add, "But wait a minute."

Alexi fishes into his backpack and cups a candle and his fire starter kit. He then goes around the corner the way the came and out of sight of the others. Lighting the candle, he lets wax drip on the rocky floor spelling out 'Gone Deeper' then he draws an eye and next to that spells out 'ratmen'.

He blows out the candle flame and returns to the others. "Ready whenever you are."

Keela Mage Armor [hp 18/29] 
Monday April 19th, 2010 9:58:50 PM

"Umm...." Keela shifts from foot to foot. She never knows how to cope with Jet when he gets like this.

"Umm....I do have that spell. That Rope Trick one. We could hide the ratmen in it, and predators probably couldn't find them. If--if that's what we want."

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday April 20th, 2010 12:33:47 AM

Jet thinks about Keela's suggestion. Normally, he would let them fend for themselves, but the group is almost completely out of spells and they have to go back soo anyway.

"Keela, nice idea. Tell the shaman what you want to do, so they don't think it a trap. They will be safe up there and they won't need a weapon."

Jet takes back the weapon he was going to give the ratman.

DM Cayzle - A Tour, a Bath, a Warning 
Tuesday April 20th, 2010 7:45:25 AM


Alexi leaves a message. He is concerned about leaving the unconscious ratmen to unknown dangers. Jet is ready to arm the conscious ratman who can stand guard for his friends. Keela has a better idea, and she casts her Rope Trick, on presumably a short length of rope, since the unconscious ratmen will need to be lifted into the space.

The unconscious ratmen are lifted up into the Rope Trick, and the conscious grunt is set up there too. The ratman leader tells him to stay there and keep the others safe.

She then leads the party to a series of caves going forward. There are more caves like the one you fought in, that have dirt and fungi on the floor. Then you get to a common area where there are about another 10 ratmen adults and half that many younglings. The leader calls out that they should stay calm, sit down, and just be still. The leader takes you through their caves. There are a couple store rooms, a couple work rooms, private quarters for the leader and each of the lieutenants. You note that these creatures have very little of value, and live in fairly squalid conditions.

It takes maybe a half hour to see it all. There are no slaves, as she tells you.

Then she leads you beyond the ratman area and says, "That way, ants. That other way, bats, some very big. Then out, so I heard. Never been out, me."

==========

Just before the two dwarves swim into the darkness, the hunters find something -- a few footprints, several days old, near the water, of some huge giant-size lizard-man. There not being much to do about that, Gruemor and Charek make their way under water and into a cave. Their efforts are heroic, and they manage just fine. They emerge in an underwater pool, and their darkvision reveals a shore nearby. They climb out of the water. They hear a rustling overhead, and within range of their darkvision, they can see the ceiling has many bats. The floor is covered with their crappings, and cave-roaches crawl over the droppings looking for choice bits to eat.

There is only one way to go, following a cave with an underground stream that feeds the pool.

==========

Sjurd offers alliance, and asks about the scouts. They have been gone for some hours, but they are not expected back before sleep-time, most likely.

Zeph lays it out there: Fight, flee back, or flee forward. Dwain says he knows of the goat-path, and there is no way all the refugees could climb it, even slowly, especially not sneakily, even with a distraction. He rules that out. And besides, any escape above ground would invite attack from airships. Dwain also does not think they could win in a fight, even with this new help. "Can you beat a flying city?" he asks. Dwain had been hoping to escape through the caves, which is why the scouts were out now looking for a route.

Zeph asks about revenge, and Dwain's eyes get a hungry look to them. "I have to get my people to safety," he says slowly, "but it burns me to walk away from this fight, from this place. You speak like a dwarf, Zeph. For we are slow to get angry, but we are slow to let go, too. I know some feel as I do, but first we have to get these innocents to a safe harbor."

Two humans who have moved up to stand with the dwarves nod. "We have to get our people out first," says a man. "Why don't we come in and sit down to talk," says the other.

Garret does not think a straight fight is a good answer either.

Hmark drops a bombshell -- there might be lizards on their way now! Durak, the cleric, exclaims, "This is bad! This is bad!"

Dwain is grim but not desperate. "We have the strength that we had before. We can defend in a narrow place, where the largest lizards cannot come. We just have to set better watches and be ready to take a stand."

Gruemor Blackhammer 
Tuesday April 20th, 2010 10:27:52 AM

After drying as well as a wet dwarf with wet stuff can dry, Gruemor helps, then (hopefully) receives help donning armor.
Thanks Charek for the good idea of dragging the armor behind you.

Afterwards, with all in hand, Gruemor begins walking with Charek in the only direction they can go. Being ever so vigilant.

Sjurd 
Tuesday April 20th, 2010 12:21:29 PM

"If I can rest und refresh my spells, I can shape the stone to close off the tunnel. Your druid, Tarketh, may also be able to vork this magic. Until then, ve must come up vith a method of protecting ourselves. Perhaps ve could pile loose stones at a narrowing of the tunnel to slow their pursuit? Several feet of flagstone should be enough to allow us to hear their approach und prepare a defense if they come before morning." Sjurd looks about the cave, "Or vhatever feels like morning."

Hmark 
Tuesday April 20th, 2010 4:25:56 PM

"So, we gotta get the people out, but gotta wait till this evening for your scouts to get back and tell us which way to go," Hmark sums up.

"I'd suggest some of you folks who can see in the dark setting up a lookout half an hour or so down the tunnel to give the rest ample warning if the lizardmen do come."

Charek AC 24; HP 47/47  d20+3=17 ;
Tuesday April 20th, 2010 5:33:23 PM

Spitting out water as he climbs out of the water, Charek makes his way to shore and then proceed to pull in the trailing bundle. Once recovered he joins Gruemor in donning armor and repacking things including the extra 50 ft of rope. Then taking a look around the cavern, Charek can't help but be a dwarf and takes a gander at the type of rocks and formations in the area they are in. Apraise DC 17

Zeph AC20 HP 42/42  d20+9=19 ; d20+9=16 ; d20+12=26 ; d20+12=14 ;
Tuesday April 20th, 2010 5:34:51 PM

"Yes, we are in quite the pickle aren't we? Well boys, I suppose we aren't heroes for nothing huh? Tell you what Dwain, take your people as far into the tunnel as you can and we will stay behind, hidden, and prepare several ambushes for the lizards that may be coming along the way. Please give me any traps you may have, I hope you have a few Rogues in your group that can help me set them. We also would appreciate any assistance from the strongest warriors and the best spell casters, but if they must stay with the civilians, then that is fine too. Sjurd, you start meditating to regain some spells and maybe you can get a few back before they get here eh?"

With that, Zeph will take whatever traps that Dwain may have and travel up the cave quietly (hide =26, move silent =14) the way he came until he hears signs of Lizardfolk in the far distance (listen =19), trying to keep at least 20 minutes travel time between him and whatever he hears. Then, Zeph will start setting trip wires, spike traps, acid spash traps, whatever they have to offer, until he runs out. Then Zeph will rendezvous with the rest of the heroes down the tunnel, probably around the rubble and try to rebuild it as much as possible (earth elemental still around??).

(spot =16, just incase)

Garret Goodbarrel [AC:26 HP:25/25]  d20+17=27 ; d20+15=23 ; d20+13=24 ;
Tuesday April 20th, 2010 9:32:54 PM

Garret nods and agrees with Zeph, saying, "I will assist you the best I can."

------

Hide: 27
Move Silent: 23
Listen: 24

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Tuesday April 20th, 2010 10:54:06 PM

Alexi remains quiet and observant as they move along and is shown the Ratmen's lair.

At the end he casually comments to the leader, "You should go out some. Do you some good. A clean den and clean fur would do you all some good too. You should try sweeping out the trash once in a while."

Turning to Jet and Keela he smiles, "Where there's bats, there is an exit." Then to the leader, "Lead us to the bats, Your Highness."

Keela Mage Armor [hp 18/29] 
Wednesday April 21st, 2010 12:06:00 AM

Keela frowns a little at Alexi's logic. "Bats can fly," she reminds him. "And we cannot. They may have an exit we cannot use."

She turns to the ratman leader. "Pardon me, but did you say something earlier about a cave that leads to the surface? Could you please show us that one?"

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=18 ; d20+2=8 ; d20+4=15 ;
Wednesday April 21st, 2010 1:21:50 AM

'We have to go through the bats to get to the exit", Jet explains.

"Ok, we have a way out, but big bats are not something I want to deal with right now."

Jet looks for the shamans spell book, if she has one. He really doesn't know much about it, but he knows some arcane casters use them. He also looks for her spell components and confiscates them until after the people of Bryn Baraz are safe.

"Alright! We will be back in a day or two with quite a few people with us. I will warn you to not be aggressive when we come through. At that time, we will clear out the bats and you all will also have the opportunity of going outside if you want to. Do you understand, I am not in charge of the people. Another man is. He will not harm you or enslave you, but his decision on if we return your weapons and spells wil depend on how next we meet. I hope you all will be more gracious then today."

Unless Alexi and Keela have something else to add or do, Jet wants everyone to return to camp and check over the magic and "silver" weapons that were recovered.

DM Cayzle - An Attack, an Artifact, and an Adept  d20+4=18 ;
Wednesday April 21st, 2010 7:48:51 AM


Gruemor and Charek get dried off and re-equipped as best they can. Focussed on the issues at hand, Gruemor leads the way, alert to danger. Charek, a lover of stone at heart, looks at the cave with a careful eye. He determines that this is sandstone, worn away over eons by the action of water. Here, the bats have fouled the place, and there is little of note. But deeper in, there might be amazing formations, curtains of stone, stalactites and stalagmites, and so on. Alas, such sights are rare in the Wold, as caves seem to teem with life, and delicate creations in stone, carved drop by drop out of water over time, seldom survive contact with those who use tools.

Please roll a spot check, you two, vs DC18. If you make it, then Highlight to display spoiler: {You see two dire bats swooping down on you, about 30 feet away.} If you fail the check, you do not get to act before you are attacked.

==========

More alert, maybe, to their danger, Sjurd wants to regain his spells. Hmark suggests setting up a watch and pulling people back away. Zeph sneaks back the way you came to see if the lizardfolk are coming yet -- they are not. So he wants to help to set up some traps. Garret lends a hand too.

Dwain has a couple dwarves with ranks in Crafting Traps. They were the ones who created the stonefall traps back in the mines. Together, they and Zeph and Garret set up a better alarm and a couple traps.

A watch is set, and you all settle in to wait.

In the camp, Sjurd gets a feeling ... like his sense of Mother Wold is more intense, if that is possible. If he mentions this to Tarketh, the druid, he will tell the masked hero that it is due to a powerful item of which he is the custodian.

==========

Jet finds no spell book, but does find two more scrolls and two more potions. Does he take them? If he does, the ratman calls him a thief. She adds that she has no spell book because she is an Adept, not a Mage.

Keela and Alexi ask the ratman leader to show them the way through the bats to the exit. Jet wants to not bother the bats right now and wants to get back to camp. The ratman leader looks confused. "What way you go?" she says.

Gruemor Blackhammer  d20+4=19 ;
Wednesday April 21st, 2010 12:50:04 PM

Spot: 19

Watch out Charek, Gruemor says as he points to the attacking bats.

Gruemor casts a spell, hoping the sudden influx of daylight will scare off the would be attackers, or, if anything, disorient them.
Casts: Daylight on Charek's weapon

Spell List for Day
Domain
1 - Sanctuary
2 - Shield Other
3 - Protection from Energy

Zero lvl -
Create Water, Detect Poison, Guidance, Light, Read Magic
First lvl -
Cause Fear, Command, Obscurring Mist, Shield of Faith
Second lvl -
Calm Emotions, Enthrall, Hold Person
Third lvl -
*Daylight, Meld into Stone

*denotes used

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday April 21st, 2010 3:01:21 PM

Jet is wounded and tired, but perhaps Alexi is right for a change, "Alright, let us go check out the bats, but she said there are some big ones and that's not something to underestimate. Alexi you are in front, Keela please stay in the middle in case something happens from behind. The little lady (gesturing to the shaman) and I will bring up the rear. Keela, if there is a battle, fall back and take her restraints while I help Alexi."

Charek AC 24; HP 47/47  d20+3=22 ;
Wednesday April 21st, 2010 3:11:18 PM

Spot 23

Charek easily spies the dire bats as they dive toward them and then momentarily loses them as he whips his ax off his back and nearly blinds himself as he steps forward to put himself between the bats and Gruemor and the axe suddenly shines with the brightness of a full day.

Sjurd 
Wednesday April 21st, 2010 3:50:15 PM

Sitting around the campfire, Sjurd gets a feeling. Generally he would analyze this feeling for plausibility and available options to resolve the internal event, then discard the feeling as superfluous or address the situation. But this feeling was different. Druids, being who they are, have a sense of the world that is rarely seen or felt in civilized lands. A feeling of oneness, of communion with Father Wold. It is generally accepted among naturalistic philosophers that civilized races lose their connection due to their sapience, for the animals and plants and stones readily admit that they touch Father Wold. That they hear the thrumming of the Green. For how else could they know to migrate with the seasons? To store food and hibernate for the winter? To spread their petals in the morning and loose their seeds in the spring? The thrumming, they say, teaches them from birth.

Sitting around the campfire, for Sjurd the thrumming of the Wold had its volume turned up. Turning to Tarketh, he discusses his feeling and learns of the item. "Of vhat purpose und nature is this item?"

Keela Mage Armor [hp 18/29] 
Wednesday April 21st, 2010 7:22:42 PM

"Umm...all right," Keela agrees to Jet's plan. She hopes, though, that she doesn't have to take over control of the ratman...lady...shaman....person.

"Are the bats hostile?" she asks the prisoner.

Hmark  d20+6=17 ; d20+6=23 ;
Wednesday April 21st, 2010 8:50:00 PM

Hmark waits, idly listening to the conversation of the druids, but mostly peering into the darkness.

Listen 17, Spot 23

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Wednesday April 21st, 2010 9:09:41 PM

Alexi, thinking that Jet had gone this far and was not bound to return so soon, spoke up too soon.

"Ah, er, uhm. He be leader," and points to Jet.

"Sorry if I mispoke, Jet. But I thought you'd want to know how to get to this bat cave (OOC: hahahahahaha) before we went back to camp, just in case... you know... erhmm.. I presume that if we encounter a big bat, we can retreat."

Alexi tucks his Everburning Torch in his belt on his right hip. With shield in left hand and sword in right hand, he takes the lead.

"Ok, I'm ready. Take us to where bats dare to tread."

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday April 21st, 2010 11:12:20 PM

Reminder...Jet also has a Sunrod, but I don't know how close to expiration it is.

Zeph AC20 HP 42/42 
Thursday April 22nd, 2010 2:30:59 AM

Zeph gets back to the rest of the group and begins to nibble on some rations as he waits. He will sit behind a stone, so he could not be seen by someone coming into the cave. He rests his eyes and lets the Dwarven guards do their duty.

What have I gotten myself into? I shouldn't be here right now, I should be hunting down my parents' killer... Oh well, maybe if I make enough friends I can have them help me when I need it. Hawkmen, Dulcet and the Pitchfork Council. Now Dwarves. Still... how much more will I have to wait before I can start on my own quest again. Zeph thinks to himself as he sits in the dark, swinging around his spiked chain.

The tiny black viper with the red double helix that has been his Familiar for the past 6months slivers around his neck. Zeph knows the cold grip of revenge... it's like a snake strangling you.

DM Cayzle - A Light in the Dark, and a Sound in the Dark 
Thursday April 22nd, 2010 7:51:57 AM


Jet agrees with his friends and leads the group to the bat cave. The ratman leader tells Keela that some bats are dangerous. Alexi apologizes and gets ready too.

Sharp-eyed Gruemor spots an attacking bat and cleverly casts a bright light to confuse things. It works -- confusing both bats, who veer off, and Charek, who blinks and stands stunned.

Jet, Keela, and Alexi get to the cave the adept told them about. She (the leader) is happy to stay in the back with Keela. Suddenly, up ahead, just around a corner, there is a sudden very bright light. It stays on, casting hard shadows into the caverns in front of you.

==========

Tarketh tells Sjurd about his orb. "In this barren land, still slowly recovering from Cataclysm, the earth would not support agriculture. It barely supports scrub and bramble. North of here it is desert still. I was gifted with with an item that helps restore fertility. It makes the land productive. Without it, the settlement could not exist."

Hmark stays firmly on guard. And his diligence is rewarded. He hears a trap go off far ahead, around a corner. Is that a squeal of pain?

Zeph has a moment of introspection, and doubts arise.

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday April 22nd, 2010 8:12:01 AM

Garret listens carefully to the conversation around the fire, but is also on alert for someone coming out of the shadows.

Hmark 
Thursday April 22nd, 2010 10:38:46 AM

.
"One of our traps just went off," Hmark whispers. "Just around the corner."
The archer pulls out his bow, and stands ready.

"Can anyone get a light down there?" he asks the spellcasters.

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  2d8+3=11 ;
Thursday April 22nd, 2010 10:40:25 AM

"Ah monster turds!" says Jet as he can see the bright light. "I suppose that isn't natural, is it?" He asks the shaman as he hands the prisoner off to Keela and drinks the potion that had writing in common they found.

"Alright Alexi, let us see what gives off such bright light in a dark place, shall we?"

Drank potion of cure serious wounds (I think that was what the potion was anyway.)

Sjurd 
Thursday April 22nd, 2010 10:56:01 AM

Sjurd casts light on a stone and hands it to Hmark. He and Uli will follow behind as they investigate the trap. If he sees lizardmen, he will cast gust of wind to delay them, then retreat back to the campsite.

Gruemor Blackhammer AC 17 : HP 47 
Thursday April 22nd, 2010 11:43:13 AM

(again, am speaking in dwarven to Charek as I posted way long ago)

Well, I guess that worked better than I thought.
Turning to see how well the spell worked, Gruemor can't help but give a little chuckle over his partners' plight.

When Charek recovers:
Come partner, let us be gone from this place before those bats decide to come back, and bring friends with them.

Keela Mage Armor [hp 18/29] 
Thursday April 22nd, 2010 7:19:52 PM

"Do--do your people use lights like that?" Keela asks the shaman. She is not hopeful; the ratmen do not seem to need lights. But maybe they have herd animals or something.

She moves cautiously forward, keeping a firm grip in the prisoner. She tries to stay about 20 feet behind Jet and Alexi.

Zeph AC20 HP 42/42  d20+9=17 ; d20+9=17 ; d20+12=15 ; d20+12=21 ;
Thursday April 22nd, 2010 7:37:10 PM

Zeph hears Hmark tell the group that one of the traps went off. Zeph peers around his rock, trying to remain hidden and spot what may be coming, (Listen =17, spot =17, move silent =2,1Hide =15, damn the die roller hates me today)

Ready Action: If Zeph sees a Lizardman, he will cast Shocking Grasp on himself and hold the charge in his hand, ready to ambush anything that may come his way.

Spells:
0:Acid Splash, Read Magic, Detect Magic,Detect Victim
1: Shocking Grasp, Grease, Shield

Charek AC 24; HP 47/47 
Thursday April 22nd, 2010 8:17:57 PM

Answering back as he moves on. You know a bit of forwarning would go a long way. Shall we use the light and announce our presence or shall I cover it and save it possibly for another surprise?

Garret Goodbarrel [AC:26 HP:25/25]  d20+9=24 ; d3=2 ;
Thursday April 22nd, 2010 8:48:51 PM

Garret steps out in the center of the cavern and starts his sling spinning, anticipating action from the hallway.

-----

Ready action: attack if lizardman appears: Hit AC 24, Dam: 2

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37)  d20-3=16 ; d20+2=11 ;
Thursday April 22nd, 2010 9:43:38 PM

"A more direct question would be, Do bats have shamans too? That would be a hell of a bat, or a bat out of hell?" at which Alexi can't contain a guffaw at his own jest.

"Er, sorry. My experience underground isn't that great, but my guess is there's something odd underfoot in these caves, and it's not your regular rat, er, bat droppings either." At wich Alexi lets out another guffaw.

"Ehmm... sorry, again. I didn't mean to be rude," he says to the ratmen leader and bows courteously.

"Jet, let's go before I say something else silly."

Alexi moves to the corner as quietly as he can and peeks around.

Move Silently d20-3= 16! Wow, not bad for a fully armored clanking Knight!

Spot d20+2=11

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