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From Many, One
In Medias Res


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

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

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


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

Good luck!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

For Third round:

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

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

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

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

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

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

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

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

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

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

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

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

*******

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

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

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

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

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

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

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

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

OOC:

HOLY COW!!!

To tired to read and retain the last several posts.

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

I will get caught up tomorrow morning.

It's good to be home.

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

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

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

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

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


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

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

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

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

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

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

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

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

OOC: See my e-mail, please.

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


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

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

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

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

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

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

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

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

Entropic Shield 1/30

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

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

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

Alexi shoots and misses.

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

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

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

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

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

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

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

The Enemy:

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

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

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


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

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

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

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

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

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

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

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

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

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

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

I am ready whenever you are brother.

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

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

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

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

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

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

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

and we shall be polite to nature, Zeph promises.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

(ooc: What time of day currently?)

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

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

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

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

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

"What scares you?"

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

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

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

"A plan."

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

Actions?

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


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

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

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

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


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

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

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

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

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

Keela takes another 6 hp acid damage.

The Enemy:

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

Still needing Jet's action!

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

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

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

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

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

Diplomacy: 22

Entropic Shield 2/30

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

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

[Spot 18, Sense Motive 16]

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

(Magic Missile damage from last round = 2)

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

Garret seems even more confused than Hmark!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Entropic Shield 22/30

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

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

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

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

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

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

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

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



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

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

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

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

OOC: Cayzle

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

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

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

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

Sorry, water won't do the trick.

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

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

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

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

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

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

OOC: Thanks!

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

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

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

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

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


During the 20 rounds before the enemy is at the gate

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

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

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

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

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

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

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

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

The lizards arrive at the gate

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

He has no shoes.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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

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


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

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


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

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

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

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

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

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

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

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



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


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

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

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

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

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

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

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

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

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

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

(Thank you Cayzle, but its a granddaughter)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

OOC:

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

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

What do you two think?

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


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

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

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


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

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

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

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

[OOC: Sorry! Granddaughter, I mean!]

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

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

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

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

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


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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Uh, where are we?" he asks.

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

My Everburning Torch! his mind screams.

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

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

ooc: new AC is 12.


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

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

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

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

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

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

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

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


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

Fixed header with Chain shirt on.

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

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

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

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

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

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


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

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

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

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


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

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

"What can you do, anyway?"

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

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

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

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

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

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

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

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

Thanks for catching my newbie blunder.

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

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

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

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

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

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

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

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

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

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


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

Jet stands up and draws his weapon.

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

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

The enemy is AC16, no miss chance.

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


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

So he casts an unusual spell.

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

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

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

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

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

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

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

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

AC for this round = 10 due to charge

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

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

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

[I assume Touch AC 8 is a miss.]

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

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

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

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

Then stares with wonder all around the area.

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

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

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

Jet his AC 18 doing 9 damage.

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

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

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

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

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

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

Fixed hitpoints in header


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

OOC: did it work? :}

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

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



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

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

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

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

[9 damage to the creature]

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


Jet again whacks the monster. Ichor gushes.

Alexi pulls free with a mighty heave.

Keela's spell puts an end to the creature.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

For those that need it.

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

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

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


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

Spot: 19

Search: 16

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Wow."

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

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

"Way to go, Keela! Thanks!"

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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


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

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

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

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

"They seem safe for now."

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Hurray! Hurray! Long Live The DM! :)

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

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

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

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

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

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

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

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


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

Relieved that her family is all right, Keela turns her attention to the spoils. Carefully, she opens the scroll case and casts Read Magic to see what is on the scroll.

"These spells will identify magic items," she tells the others. "Such as the ones we recovered down there."

Unless her friends object, she uses a scroll to identify one of the items. "Oh! The poor fellow really should have been wearing this," she says. "It is a Ring of Protection." She hesitates, the slips the ring on her own finger. "I should like to keep this," she tells her friends. "I cannot wear armor because of my magic, and this will help. If that's all right with you."

[OOC: Ring of Protection +2. Thank you, O mighty DM!]

The next morning [I assume we're not going to sit up all night doing alchemy], Keela attempts to extract ink from the creature's ink sacs. She readily succeeds [Alchemy checks 28, 27, 28, and 22, and why can't I roll like that in combat?].

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Thursday March 4th, 2010 7:39:38 AM

Jet dries off and decides, he should jump in water more often, but he quickly puts that aside.

Jet is happy with the find and all but refuses to allow Keela, Alexi and himself to take most of the treasure. However, Garth once again, the wise task master he is, even if not a general, tells Jet plain. "You three are the scouts. Everyone needs you to succeed, so if these things help you, it is for everyone's best interest."

Grudgingly, Jet agrees and takes his item as his own. (Still deciding on what to take. Waiting for response from the DM)

He takes off his chain shirt to let it dry and he reoils it before he attempts to go back to sleep.

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday March 4th, 2010 8:43:12 AM

After Zeph speaks, Garret introduces himself, "And good sir, I am Garret Goodbarrel, of the Windbourne Hills. I travel with Zeph to aid him in his quest."

DM Cayzle - One Quick Post 
Thursday March 4th, 2010 9:22:41 AM


[OOC: Sorry, my friends. Real life and BGC duties limit my time today, so this is short.]

Jet, Keela, and Alexi take a breather to Identify items, make ink, do a little upkeep and training. The entire refugee group needs a moment after this crisis to take stock. A day passes without event. That night, Garth comes to you and asks your advice. Go back up to whatever lizards might be left in Bryn Baraz? Press on into the caverns and hope to find the exit? Or something else? [OOC: pick one item of the requisite value or less, please. And pick it by your next post or lose it! In a way, this is a challenge or puzzle, no less than answering a riddle or fighting a troll.]

Sjurd finds a group of wandering humans. They are primitives, using little metal, carrying what they need themselves or on horses. Maybe these are the Ahote? How does he approach, if he does.

Garret, Hmark, and Zeph tell their story one more time. Brother Chjarom says that most anyone who wants to go to the Float goes to the Star Mages and pays the standard rate. He might be able to get you closer to your goal, but why should he? You all have no claim on him or his folk. What can you offer in return?

Charek and Gruemor get ready to go. The mage tells you that the teleportation item she gave you is to be used to rescue the refugees. The only danger is that if you time it badly, the magic might end before the last folk go through. Otherwise it is completely safe. She asks that you come back here tomorrow. In the meantime, enjoy the delights and wonders of Plateau City, and avoid trouble.

Gruemor Blackhammer 
Thursday March 4th, 2010 10:02:06 AM

Well, looks like we have time now to get you a pony and gear.

Chooses to go to the temple of Domi, prays and yadda yadda.
Performs some work in the healing rooms.

In the evening rejoins Charek at the inn, downs a few (5 or 10) pints of medicine. Turns in, gets plenty of rest, rejoins Charek in the morning for breakfast and more medicine.
(can't have too much medicine for a long journey you know)
Then follows him back to the mage, pony and gear in tow. Ready to go.
(hehe I made a funny)

Hmark 
Thursday March 4th, 2010 11:47:05 AM

Hmark isn't as frustrated as Zeph about the story telling - especially as he isn't telling it. The whole "why should we help you?" attitude is a tad annoying, though.

The archer clears his throat.
"It might be helpful if we knew what that standard rate is," he points out. "You wouldn't happen to know?" he asks, hoping to avoid a trip.

DM OOC: Per the PHB, page a Teleport costs 50 gp times caster level, or 450 per casting at the standard rate. That covers the caster and three medium creatures. Mounts cost extra, familiars are free, and if there is no one at the Float who wants to come back within the hour, then you may be responsible for another 450 gp so the caster can teleport herself back home. Usually there is someone who wants the return trip however, since there is a lot of coming and going between the Float and Plat City.

The druid is glad to tell you this, patiently, speaking a little slowly.


Charek AC 24; HP 47/47 
Thursday March 4th, 2010 9:51:22 PM

at some point in the afternoon before joining Gruemor in some medicine taking, Charek goes and finds a relatively docile but sturdy riding pony, a military saddle and other necessary gear; halter, bridle, hobbles tie line, feed sack, water sack and the necessary basic grain for the trip. (Cayzle letme know what cost I need to deduct.)

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday March 4th, 2010 9:59:28 PM

After talking to Dwain to insure someone was keeping watch to see if any lizardmen attempted to follow them into the caves, Alexi returns to his little camp to find Keela fingering a ring, one of the items Jet had fetched from the waters.

"What does it do?" he asks. Then, seeing a bundle of cloth, completely soaked, he stretches it out. It is clearly a cloak of some sort. Runes are embroidered on the iside with mithril thread.

"Whatever this does, it must be good to survive the waters. Can you tell what it is, Keela?"
(OOC: It should be a cloak of Resistance +2)

At the conference with Garth, Alexi suggests, "I get the impression they are not the patient type. They will probably forgo entering the caves, being used to the freedom of the skies. However, It has only been a day, or something like that. I'd like to explore these caves a little. Give those creatures more time to move out of the area. Don't want to pop our heads out of the hole to find them just a few miles off. Know what I mean?"

Sjurd 
Thursday March 4th, 2010 10:33:05 PM

Sjurd will land approximately 1000 feet away and dispel wildshape and reduce animal. He will cast barskin, bull's strength, and greater magic fang as a precautionary measure, then approach at a walking speed, with hands outstretched. Calling out in Common:

"I am Sjurd, Friend of the Green, Druid of Wold. I come looking for the Ahote. Have I found them"

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Thursday March 4th, 2010 11:17:22 PM

Jet finds a nice cloak also. He puts it on and it fits nicely.

"We have any rangers that can look for tracks around some of these exits?" Jet also asks Dwain, the priest, "Are you capable of a Divination or Commune spell to help guide us? Even a couple of augury's would be nice right now."

DM Cayzle - Extra for Alexi, Jet, Keela 
Friday March 5th, 2010 12:02:43 AM

These are your resources:

Garth: 7th level expert.
Dwain: 4th level expert / 2nd level fighter.
Durak: 5th level cleric.
Tarketh: 3rd level druid.
Six fighter 1 / expert 1 dwarves.
10 warrior 1 humans.
15 expert 1 humans who can fight.
15 other non-combatant humans, kids, etc.
Former PCs - to remain in the background.

No ranger, no Divination, no Commune. Durak can prepare an augury. What course of action are you pondering?

Keela 
Friday March 5th, 2010 12:48:28 AM

Keela uses the remaining Identify scrolls to identify Alexi's cloak, and Jet's.

"I don't have any foretelling spells," she tells Jet. "I'm afraid you want Fatine for that kind of thing."

"I really think the best option is for the bulk of the group to stay here while we explore the nearby tunnels," she says. "There is water here, and a little food. With guards to help protect them, they should be safe enough until we find something better."

Garret Goodbarrel [AC:26 HP:25/25] 
Friday March 5th, 2010 8:46:49 AM

"Well, good sir, we were just trying to help some other who were in need of help. If you're not willing to assist us, then I suppose we will be on our way."

As Garret turns, he says to Zeph, "I guess the Greenmage is the only one of this type of folk that are interested in helping others."

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Friday March 5th, 2010 9:18:28 AM

Jet is wondering if they should even attempt to parley with the ratmen or if we even need to encounter them to find an exit out that isn't near the ruins of Bryn Baraz. From what I remember, Jet can see several exits out of the chamber. If we can learn which is most likely to succeed, it could save us days or weeks even.

DM Cayzle - Another Quick Post 
Friday March 5th, 2010 9:28:37 AM


[OOC: Sorry, my friends. Real life continues to limit my time today, so this is, again, short.]

Jet, Keela, and Alexi look over items. Note that the scroll has five Identify spells, and you have only used three. They talk about what to do next, and offer to explore the caverns while the refugees stay here. Garth agrees, and asks them to be careful. [OOC: Spells prepped? Marching order? There are five exits from here -- a large one through which you entered, a medium one by the water, a large one, a medium one, and a small one. A horse can easily fit a large one. A human can easily fit a medium one, but a horse would have to squeeze. A human would have to squeeze in a small one. Which way do you go? Who is carrying light sources?]

Sjurd is answered by a shaman of these people, who steps forward with open hands and speaks in druidic. "I am Istaqa. Please tell me you name, and how you know of us. Then we can talk a little more."

Garret, Hmark, and Zeph seem a little stunned. Hmark asks about costs, and the druid explains things carefully. He is still waiting for some reason to help these travelers. Garret makes a comment about helping others, and the druid gives him a cold stare. "We do not operate a charity for the benefit of wayward foreigners and self-styled adventurers."

Charek and Gruemor buy some supplies [Kent, add up your costs in the PHB or just subtract 75 gp off the top of my head] and meet at the Star Tower in the morning. The mage meets you and takes you to the Teleportal on the main floor of the tower. It seems that there are a number of people waiting today (mostly merchants and a few nobles), and you guys have to wait until the end, since the paying custom goes first. Katarina waits with you. She offers you some advice. "If you can get the mining settlement open and running again, great. Maybe you can find some creative way arond their problems, whatever those might be. If you cannot, then save as many folk as you can. I will be scrying you when my time permits. Any last questions?"

Zeph AC20 HP 42/42 
Friday March 5th, 2010 10:44:45 AM

Zeph holds up the Jariola berry extract: "Would this be a fair trade?" he asks, wondering why it is so much trouble for a high level druid to spare one spell in order to possibly save hundreds of lives....

"Is it so hard to spare one spell to save hundreds of lives? Children and women are dying right now!" Zeph blurts, hoping that the Jariola berry extract is a good trade.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d10=2 ; d4=4 ; d3=1 ; d20+4=5 ; d20+2=17 d20+4=22 d20+8=28
Friday March 5th, 2010 11:03:17 AM

Forced underground by the enemy, the small community huddles together in the dark confines of the earth. Jet isn't concerned for the dwarves. They are at home anywhere underground. It's the others, who came to this region to escape their past and begin anew, like that seamstress and carpenter and now, it has gone from bad to worse. Their lives, everyones lives depend on the few that can fight and no army is this weary band of refugees. The time has come for action and what action to take is a large question. With no contempt for his beliefs, he prays to Wardd and takes a large swig of wine before throwing his two handed sword up in the air and watching it fall to the solid cavern floor. There is really only three choices at this time but he didn't think of that when he thought of throwing his sword in the air.

The tip is pointing toward...#1 "No...No...No... There is no going back!" Jet says at it points toward the way they came.

He pickes his sword up and throws it in the air again, disregarding the first attempt and the tip lands toward....#4 "Jet looks around at Keela and Alexi "Either of you want to squeeze in there? Me neither!" As the smallest little cavity is next pointed out.

Without giving up Jet smirks, "So you test my wisdom oh god of luck? I'll not leave here without all my friends, including Bantom! Shame on you!" He finishes off his flask and tosses it up one last time.

The Greatsword twirls and twists through the air and it comes down with a solid thunk. The tip is pointing toward...

The medium exit by the water.

Jet does not want to leave the others behind though. He will have those that can fight guard or set up traps on the other exits, especially the smaller one.

Then the four of them begin their investigations as they begin down the tunnel, Jet in front using one of his Sunrods.

ooc: Can Jet determine direction for the tunnels and which direction they would need to go to get back toward The Flaot?

Listen: 5
Search: 17
Spot: 22
Survival: 28 (Natural 20)

Sunrod recently activated.

0- Detect Magic, Detect Poison, Guidance, Light x2
1- Comprehend Languages, Protection from Evil, Magic Weapon, Detect Evil (Enlarge Person)
2- Enthrall, Silence, Resist Energy (Bull's Strength)

DM Cayzle - Extra for Zeph 
Friday March 5th, 2010 11:21:47 AM

Brother Chjarom reaches for the vial, opens it, sniffs. His eyes widen, and he murmurs, "Jariola berry. Of the highest efficacy. Hmm ... Yes, yes, that would serve well."

Zeph, feel free to post again.

Charek AC 24; HP 47/47 
Friday March 5th, 2010 8:46:07 PM

(OOC. 59 Gold tallied and deleted from sheet.)

Questions? You mean like do I really want to know how this contraption works, and the number of things that could go wrong that would spread my favorite bits all over the country side? Or do you mean about the settlement issue? I( mean if they are under attack from a large force I am not at all sure how much help two more defenders will be, but hey we said we would try.


Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Friday March 5th, 2010 9:53:08 PM

OOC: "Then the four of them begin their investigations as they begin down the tunnel,..."

'four of them'? whos' the fourth? I only count Jet, Alexi, and Keela. or is bantom coming too?

IC: "My first choice would be to go back to the settlement, but not yet. We might as well explore some here while we are here. I don't want to squeeze through a small cavern either. So the exit by the water seems hunky-dory to me."

Alexi straps on his backpack, checks his armor and weapons, fills his waterskin, and follows Jet. With the priest carrying sunrods, he doesn't need his Everburning Torch and thus has his shield with him.

"Lead on, Good Sir Jet!" he exclaims.

Sjurd 
Saturday March 6th, 2010 1:37:54 AM

OOC: Bleh. Another terrible day at internship. Sorry for the late post.

Sjurd greets the Ahote druid, "Pozdrowienia! Przyjdz I dowiedziec sie wiecej o prospekty, ze zaatakowany jednego z Twój wiosek. Uslyszalem wiele rzeczy o nich. Moze uzytkownik Powiedz mi wiecej?"

Druidic:Highlight to display spoiler: {Greetings. I come to learn more about the fliers that attacked one of your villages. I have heard many things about them. Could you tell me more?}

OOC: And, if necessary, gives him the secret Druid handshake.

Gruemor Blackhammer 
Saturday March 6th, 2010 9:11:21 AM

I have a question.
These beasts you scryed. Anything more you might be able to tell us about them. Offensives, defenses. What kind of attacks work well against them. Anything you might have dug up after learning about them will be useful.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Saturday March 6th, 2010 12:22:28 PM

ooc: I thought I saw a DM post where one of the dwarves would be coming with us. Am I mistaken?

Zeph AC20 HP 42/42 
Sunday March 7th, 2010 1:17:11 AM

"Well Brother Chjarom, it seems we have come to an agreement good sir. One teleportation of ourselves to the city that is northeast of the Floating City so that we may attempt to grant people justice they deserve. Is there any way we can see where we are teleporting to exactly before actually going there? Like a divination spell of some sort? If not, then that is fine, I'm ready to go when you are." Zeph says, rather apologetically, hoping that he was not angered by the group's rudeness.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Sunday March 7th, 2010 9:03:25 PM

OOC: all I found was that Durak could prepare an Augury. We'll wait for DM to verify any extra in the exploration party.

Keela 
Monday March 8th, 2010 2:06:36 AM

Keela carefully prepares her new spells. Afterward, she contributes what she can to the conversation about exploring--which isn't much.

"I agree we should avoid the smaller passage at first. Might as well be comfortable exploring."

She also explains about one of the spells she has prepared. "It's called Rope Trick," she says. "It creates a kind of hiding place for us, where enemies will have a hard time finding us. We can use it if we ever need to rest while we're exploring."

Per Aspera Ad Astra


DM Cayzle - Moving Out 
Monday March 8th, 2010 7:38:55 AM

[OOC: Friends, you may have heard that the Wold is having a DM Migration, with many DMs switching to new games. However, you folks are stuck with me for at least a year ... I'll be staying on here as DM of this game.

==========

Sjurd ignores what the druid says and instead tells him why he has come, and asks a question. The druid looks at him quizzically, and says in druidic, slowly and a little more loudly, "Is there some urgent need, that causes you to ignore propriety? Again, I request of you with all respect, tell me your name, and how you have heard of us, and then we can talk."

==========

Waiting for their turn in line for the teleportation circle, Charek and Gruemor ask Katarina for more details on what they face. She tells them that the mining settlement had a few dozens of human settlers in support roles: farmers, carpenters, a blacksmith. There are 8 dwarves: Dwain, the leader and Gruemor's cousin, Durak, a cleric, and 6 miners. The buildings above ground -- stables, houses, etc -- have been damaged or destroyed by fire. Several are still burning as of this morning. Katrina also says that she has scried two small lizard-men in the ruins, and another three on the canyon walls above. There may be more. These lizards are dressed in leather armor, carrying crossbows. They have short stubby tails.

Then it is time to step into the circle. In a flash, you have moved from one ornate room to another -- but this room looks like it was once a temple. Katrina tells you, "You are now on the Gold Level of the Floating City." She hands you a map. "Go to Gordo's Transport for ferry service to the mainland. Good luck!"

==========

Garret and Hmark let Zeph do the talking. And Zeph has a compelling idea. He offers the Jariola Extract that the greenmage gave you. Brother Chjarom is clearly intrigued, and agrees that the extract would make a more-than-adequate trade for druidic help.

"It would take more than one spell, however," the druid says, "since I would cast one spell to bring us to the general location you seek, and another to bring myself home. But in exchange for what you offer, we would also help you find the place you seek, and send you on your way. Are we agreed, then?"

The druid seems ready to proceed, but of course, the gift of the greenmage was not to Zeph alone. Are Hmark and Garret on board with this decision? If so, the druid will ask if you want to go today or tomorrow.

==========

Jet calls on Wardd to help with a decision, and the god of luck evidently agrees with Alexi, who prefers the medium-size passageway next to the water. Keela seems amenable, and she explains about one of her new magic spells.

The three (no dwarves, sorry), begin their explorations. Jet first, searching, then Alexi, then Keela. The passageway is a dirt-floored natural cavernway. Jet's excellent survival skill suggests that this water-carved channel was once home to the stream that you hear -- and even see -- once in a while. Jet gets a feeling that you are heading generally northeast, and you think that the Float is generally southwest -- but really, at this distance, the course of one twisty cavern over another cannot be that relevant.

Jet is paying attention as the group walks slowly forward. The center of the passageway is mossy or exposed to the soil, with some small fungi growing on the floor next to the walls. After about 30 minutes of slow progress, Jet sees something. A tripwire of some sort? It is!

Garret Goodbarrel [AC:26 HP:25/25] 
Monday March 8th, 2010 8:46:25 AM

"That sounds good to me. I'm ready to get under way right now. We don't even have anywhere to stay in this giant city, and if we tried to stay, I'm not sure we wouldn't get lost before tomorrow."

Sjurd 
Monday March 8th, 2010 9:31:46 AM

OOC: Please refer to my second-to-last post. Sjurd introduced himself as a druid seeking the Ahote people.

You wrote,
Sjurd is answered by a shaman of these people, who steps forward with open hands and speaks in druidic. "I am Istaqa. Please tell me you name, and how you know of us. Then we can talk a little more."

If Sjurd didn't identify himself, how would the shaman have known to speak to him in Druidic?
/OOC

Sjurd clears his throat and speaks more loudly as well in Druidic, "You must not have heard me. I am Sjurd. I'm looking for the Ahote people. I seeking clues as to the mechanical fliers that have been seen in the area recently. I also heard that they had been harassing a village to the northeast. I learned these things from the animals of the forest and an outpost of Drow to the southwest of here. Do you know anything about this?"

Cayzle: Sorry Tanner, I'm a little discombobulated today. Thanks for understanding.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Monday March 8th, 2010 10:22:33 AM

Finding a trap is likely much easier then disarming it, that is for sure, but now that it is evident, it is clear, there are other intelligent beings in the dark underground. He holds up his hand for the others to stop and backs them up a ways. His two comrades have now been through as much as him, except for the hard life on the street and that knowledge is of no use here, or is it? Ratmen are likly just as scum like as the people he has had to deal with in his past, perhaps he has an edge? He asks their advice anyway, knowing it is a wise decision.

"Alright, there is a trip wire ahead of us. I propose we back up to a defensable location and call for a parley, to see if they are interested or, we step over the wire and hope we find their other traps to avoid them and then we attempt to wipe them out, taking them by surprise. What do you two think?"

Gruemor Blackhammer 
Monday March 8th, 2010 10:34:39 AM

Turning to Charek, Gruemor remarks, while looking about.
You know, one of these days we gotta come back here for a month or so and explore the city. This is fantastic. Not bad work for other races.

Gruemor checks and rechecks that everything on the ponies came through the teleportation, waiting for Charek to do the same, then starts leading the way to Gordo's, via the map.

Hmark 
Monday March 8th, 2010 1:26:08 PM

Hmark nods in agreement with Garret. You can't miss something you never really had, and he has no desire to see what a stay at an inn would cost in this place.

"No point in sticking around," he notes. "Let's keep movin'".

Zeph AC20 HP 42/42 
Monday March 8th, 2010 1:53:19 PM

Zeph nods, "You have your answer good sir. We truly appreciate your help and would like to keep contact for transactions in the future." Zeph says, as friendly and gratefully as possible.

Charek AC 24; HP 47/47 
Monday March 8th, 2010 6:59:52 PM

Charek too looks around as he makes sure everything is secure and he that still has all of his favorite bits. Nods at Gruemor comment. Aye I think I could last a day or so here. Longer if the ale is good. So let's see,we need to find Gordo's Transport. Let's take a look at the map or perhaps we should just ask.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Monday March 8th, 2010 7:26:04 PM

Alexi remains calm as Jet points out the trip wire. "Good thing you are in front, Jet," Alexi says. "I'm not good at finding traps. I'm just an ordinary horseman."

Backing up, Alexi ponders Jet's words. "A parley would be best, but after we set the trap off, I'd think. What would you say if we took a fist-sized rock and tied it to the end of my rope. You two find a large rock or crevasse to hide behind while I toss the rock to the other side of the trap. Then I pull the rope towards me. When the rock reaches the trap, the rock should drag the trip-wire enough to set it off. All the while we are at a safe distance."

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Monday March 8th, 2010 7:48:29 PM

"Why do we need to set off the trap?" Jet will ask. "We are attempting Diplomacy. It might make negotiations more difficult if we make them work harder then they have to. They too have creatures to protect themselves against, like shambling river roper mounds or whatever the shadows those things were back there."

Jet looks to Keela to see what she thinks.

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 
Monday March 8th, 2010 11:21:06 PM

"It would be interesting to see what the tripwire actually does," Keela muses. "It could just be an alarm, after all. Or it could be something a little more....forceful."

"I think we should try to parlay if possible, but I'd be surprised if we all spoke the same language."

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Tuesday March 9th, 2010 10:24:15 AM

"I have a spell that will allow me to at least understand them, if that is the case, but if the two of you want to set off the trap, we will deal with the consequences of that action together!"

Jet gets that smile on his face. You know, that look he has before he feels he might be meeting Gargul soon! Yea, that's the look! His deep blue eyes go wide as each iris expands and the white surrounding it bulge just slightly. His pink lips are licked by his large tongue, leaving a moist glisten. Closing the visor on his helm, the tips of his beard that stick out and away from the empire of hair under his protective cover begin to quiver, as his body slowly begins to release adrenaline into his system. He pulls his sword and waits for some reaction to their trap being set off.

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)


Gruemor Blackhammer 
Tuesday March 9th, 2010 10:33:19 AM

Or both.

Stopping a person in a uniform, Gruemor inquires about directions to Gordo's Transport.

DM Cayzle - Ready for Adventure 
Tuesday March 9th, 2010 2:42:37 PM


Gruemor asks a city watchman for directions, and with those and the map, he leads Charek to Gordo's. The half-elf at the office is matter-of-fact. "Where exactly do you want to go? It's 10 gold each to take the Ferry to Periton." Looking at your map, that seems to be due east of where you want to go. Your goal is to the northeast. But there might be a trail north from Periton, the half-elf says if you ask him. A charter to drop you off on the northeast shore will run you 100 gp.

==========

Sjurd explains again. The Ahote druid smiles ruefully. "Forgive me, traveller, we have been sorely stressed and without sleep lately. Indeed, we do know about that. Come, please sit and pause, if only for a few minutes."

He leads Sjurd to an improvised shelter, evidently set up minutes ago. It is a hide tent with no real sides. You have to sit in it because the roof is low. There are a few mats on the ground. Sjurd is given a few dry biscuits and a water in a gourd, carved into a cup.

"Please accept my apologies for all we lack. And let me answer you briefly, for we have miles to travel today. In our home of old we would show proper hospitality to one who kept the sacred traditions. Now we are left with urgency and alarm alone."

"We lived for ages on the edge of Cataclysm. Our mission was to live and restore, taking back the land from the sins visited on it in elder days. But recently some among us were warned in visions about a new catastrophe coming. We heeded that warning and fled. We kept watchers and scouts around us, and we hid when the enemy was near."

"Because we were careful, we never saw the enemy proper. We know, however, that there are lizard-men, riding in flying machines, who pursue all in this region. We have lost scouts. We have hid and fled, hid and fled. We go now to the Unwelcoming Wood, but we know we may not enter. We hope to turn west, and find a home in the foothills between the Wood and the Terror Mountains."

"We still are not safe here, and we are still on the move."

Now, in druidic, there is a distinction to be made between "village," that is, a place where a small group of people live in harmony with the land, and "village," where unenlightened folk live in ignorance. Istaqa tells you that a village of the latter sort, not Ahote, remains in the path of catastrophe. "It is populated by humans blind to nature, but not without honor. They rendered us a great service, and I tried to warn them." He gives you a sense of how to get there, if you are interested.

==========

Garret, Hmark, and Zeph agree that there is no reason to delay. An hour later, they are standing before the same mighty oak. An hour and a few minutes later, they step out of a tree, holding hands with the good brother, who comes dressed in shimy leather armor, riding a warhorse, with other gear that is sure to be magical. And with you all there is another druid, a Brother Arther, who carries a stunning eagle. The eagle has a magic stone flying around its head.

Brother Chjarom expresses to you his doubts. "I have heard of no city around here in the wilderlands. A century or two ago, the blight was still not far from here. It is in retreat, but slowly. Who knows, stranger things have been found in the wilds of the Wold."

"Tell me again what this place looks like, as best you can," says Chharom, "and Brother Arther will send Baiter here out to look for it. Even if it takes a few days, we'll find it if it is to be found."

==========

After a quick quiet debate, Jet, Keela, and Alexi agree to set off the tripline. Per Alexi, Keela and Jet take cover, and Alexi tosses a rock tied to a rope to trigger the wire. A pull and a tug later, the tripwire is pulled and you hear a sound. Something like rocks falling on metal. A clanging ringing.

A round or two of silence follows. Then you hear a tromping of feet. In a round or two, likely about 40 feet away, they will arrive.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Tuesday March 9th, 2010 4:22:27 PM

Alexi smiles as he hears the rock falling and quickly finishes retrieving the rope. Finding a crevase himself, he waits in the dark to see what will happen.

The sound of feet answers his wait.

"Hey Jet. Looks like you can do your parley thing now," Alexi whispers in the dark.

Sjurd 
Tuesday March 9th, 2010 4:38:48 PM

Sjurd warmly thanks the Ahote druid, "I dziekujemy za twoj pomocy, Braciszku. Wierze, ze I postara sie village, ktory zostal zaatakowany. Jest to, czego inicjowane moja podroz I musi pozostac moj cel. Jesli wskazowki oraz wiedzy obszaru moze dac mi, byloby znacznie doceniam go. Pragne mozna rowniez w twojej podrozy. Zielony moga ogladac nad uzytkownik."

Druidic Highlight to display spoiler: {"I thank you for your assistance, Brother. I believe I will seek out the village that was attacked. It is what initiated my journey and must remain my goal. I wish you well on your journey. May the Green watch over you."}

DM Cayzle - Special note to Keela, Alexi, Zeph 
Tuesday March 9th, 2010 5:35:02 PM

If you actually want to be hidden, either declare that you are taking total cover (in which case you will get hearing-only info) or take regular cover and make a hide check. If you move and want to be remain unheard, make a move silent check.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday March 9th, 2010 5:39:32 PM

Garret says not a word, but looks at Zeph to explain where they are going. He is starting to wonder if they are on a wild goose chase....not that he wouldn't mind hunting some wild goose for dinner...

Zeph AC20 HP 42/42 
Tuesday March 9th, 2010 7:52:56 PM

In a flash, you are in your dream again. You see the final image again -- a spider in a web. You can see that some of the web's strands lead first to a great city, sitting grandly atop three plateaus. Clearly this is Plateau City. From there, the strand leads to the city floating on a lake -- presumably the Float. And from there the thread leads across the lake, through a forest, and northeast to reach the victims crying out for justice. Once again, you hear: "Zeph Illidian. I charge thee. Go to them. Give them the justice for which they pray. Zeph thinks to himself.

"Well, its northeast from the Floating city. Across the lake, through a forest, and northeast to the city that is crying out for... help." Zeph says, trying to remember his dream again.


Hmark 
Tuesday March 9th, 2010 8:11:37 PM

Hmark shares a look with Garret, as he's pretty sure the gnome is starting to think the same thing that he is starting to think. 'Course, its way too late now to do anything but keep on following along.

And, he's not about to say anything in front of the help.

So, the archer stands there, nodding along as if Zeph were making complete sense.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37)  d20-3=0 ;
Tuesday March 9th, 2010 10:24:17 PM

OOC: i think I'll take the hide check.

Hide d20-3 = 0 oh yeah. bet you can't beat that!

Keela 
Wednesday March 10th, 2010 12:53:09 AM

For the time being, Keela takes total cover. She waits to find out what will happen.

Charek AC 24; HP 47/47 
Wednesday March 10th, 2010 5:56:47 AM

Point us toward the ferry if you don't mind.

DM Cayzle - The Challenges You Face 
Wednesday March 10th, 2010 7:29:10 AM

Sjurd thanks the shaman and says he intends to seek out the village that the Ahote warned. Istaqa tells him, "Seek out those humans called Alexi, Keela, and Jet. They are the heroes of whom I spoke. Tell them my name, and they will know you for an ally. You also might find a talking horse who may have escaped the destruction. I wish you well, and I hope you can help them. My own heart aches to go with you, but of course, my own people need me."

Sjurd takes flight, and follows the directions Istaqa gave him. Maybe three days later, when he is close, he thinks, he sees some whisps of smoke rising in the distance. If there is danger, it might occur to Sjurd, then an eagle carrying a dog may be a bit unusual.

Then Sjurd himself sees something unusual. Another eagle is flying in the area. A clearly magic stone circles its head. From the ground it would be very hard to see, but from slightly above, it is clear.

==========

The druid shrugs when Hmark, Zeph, and Garret are so vague. "We can but try," says Chjarom. He confers with his underling, and the eagle sent aloft.

"Now we wait," he says. "Let me know if you think of anything else to help the search. In the meantime, we ARE in the deep wilds. Let me make us a bit more secure."

He casts a couple Plant Growth spells to make a strong hedge all around your small camp.

==========

Gruemor says the ferry will be fine, and Charek acedes. The boat ride is a little choppy, but it brings you soon enough to a strange place.

Imagine docks and wharfs, built on pilings in the lakebed ... but there is no walkway to the shore. Instead, the nearest wharf ends about 50 feet from the shore. On the docks there are about ten buildings. There are some fishing boats and shellfish dinghies nearby.

You see no sign of a trail on the shore. Maybe a local person can help. You are now standing on the wharf, and gentle small waves are lapping on the logs that are sunk into the lakebed.

==========

Keela takes cover and is out of sight, but Alexi's efforts at concealment are ludicrous.

OOC: I still need Jet's action on the hiding issue.

Around the corner come a troop of six ratmen. Those PCs who do NOT have total cover, Please Highlight to display spoiler: {The ratmen are four feet tall, on average, clad in loincloths and covered in a light fur. They look like stooped-over elves, but they have ratlike heads, huge eyes, and naked tails. Half are carrying spears with silver metal heads, and the other half are using slings. All have silver clubs for close-in work. They seem taken aback at the light, and stand there blinking for a second.}

[OOC -- Sorry Jet and Charek. Did not have time to wait for your posts this morning.]

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Wednesday March 10th, 2010 9:58:54 AM

Jet casts a quick spell before he steps out with sword in hand. Using his other hand, he slightly conceals the Sunrod so that the ratmen are not blinded by the needed light for the humans.

"Greetings underdwellers. We come in peace and we wish to talk of safe passage for our people. We will not tolerate any aggression but as a show of peace, please have this." Jet sheathes his sword as a sign of good faith and reaches around behind himself for a skin of wine. He then tosses it to the group of ratmen and returns his hand to the pommel of his sword, in case it needs to be pulled.

Cast Comprehend languages.

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:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+7=26 ;
Wednesday March 10th, 2010 10:01:21 AM

Diplomacy: 26 (Natual 19 woot!)

ooc: Sorry, I get so into the words, I forget I have to roll sometimes.

Gruemor Blackhammer 
Wednesday March 10th, 2010 10:11:05 AM

(so, me, charek and our 2 ponies are on the wharf?)

Cayzle comments -- yes.

Stay here brother while I find us means to get on shore and perhaps a guide of sorts.

Gruemor heads off in and out of the buildings, searching for a way to shore, mainly so the animals don't drown on the way in, and perhaps to hire a guide to, or in part of the way, the mining community.
Also, while searching, Gruemor attempts to get some info about the attacks there, ie have they heard of it, or seen anything unusual like those lizard type creatures, or heard words from other travelers. etc, and so on.

Zeph AC20 HP 42/42 
Wednesday March 10th, 2010 10:38:44 AM

(OOC: I don't mean to be vague. I told the Druid ALL the information I was given. I don't know whatelse to say. If I'm being vague, then so are the DMs with my instructions)

Cayzle comments: LOL! Don't worry, Zeph is doing fine with what he has. Please consider that I meant the post to reflect Chjarom's point of view, not my own. I did not make that clear enough.

Sjurd 
Wednesday March 10th, 2010 12:12:15 PM

OOC: I pictured Alexi covering his face with his hands and chanting, "I am a tree. I am a tree. I am a tree...."

Sjurd wings over to get within shouting distance of the other great bird. While in wildshape, he gains the ability to speak to animals of like kind. In the piercing cries of the eagles, he calls out, "Hello, Brother Eagle! I am Sjurd, a druid taken bird-form. I noticed the magic stone about your head. Are you also investigating this area?"

Cayzle Comments: "While in wildshape, he gains the ability to speak to animals of like kind." You do? Show me a rule, my friend, because that one is unfamiliar to me.

Sjurd 
Wednesday March 10th, 2010 5:11:24 PM

http://www.d20srd.org/srd/classes/druid.htm

7th line down under the Wildshape heading.

"A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form."

Cayzle comments: Ha! Ya got me! It is a pleasure to have a player who teaches me more about the rules. (Rules I helped write, by the way, but that's just proof my brain is not so good these days!)

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday March 10th, 2010 10:11:01 PM

OOC: Sjurd - Alexi actually just pulled a towl over his head. He heard the trick was written in an ancient tome of sorts. :)

IC: Alexi remains on guard, shield ready but sword sheathed. He'd like to add, "What he said," but he has no idea what Jet said. So, instead, he partially bows (a quarter bow?) towards the ratment briefly then straightens up.

Diplomacy Aid another (for what it's worth vs whatever DC a non-verbal gesture has.)

err... maybe i'd better not try it and chance messing up Jet's good roll. :)

Keela 
Wednesday March 10th, 2010 11:53:19 PM

Keela remains in her hiding spot. Some of these tribes have very odd notions about women; it's best not to complicate things.

DM Cayzle - Waiting 
Thursday March 11th, 2010 8:29:59 AM


Keela stays hidden. Jet offers calm words and a gift. Alexi does his best to help with that.

A ratman picks up the gift and carries it off. The rest wait, weapons readied. Time passes. A half a minute. A minute. Will there be reinforcements? Our heroes are left to act or to wait.

==========

Sjurd talks with the eagle, whose answer is far more lucid and direct than any eagle's should be. I am searching for a city or other sign of two-leg folk. Look at that smoke over yonder. I'm going to look at it. It flies off, not distracted by you or the dog you carry.

==========

Hmark, Garret, and Zeph wait for the eagle's return, silent.

==========

Gruemor goes a-looking while Charek waits with the ponies. Gruemor finds out that for a couple gold, he can get a pontoon bridge extended to the shallows near shore, and the dwarves and ponies can wade ashore from there. Gruemor also finds out that there are no creatures in this forest -- no bugs, no birds, no deer or squirrels, nothing with fur or teeth or claws. Certainly no lizard men. "That forest hates what walks on legs," a burly dock-worker tells Gruemor. "Lord Perimon tried to put a settlement on the shore, but the plants -- and that what drives 'em -- were having none of it." The dwarf learns that any attacks come from plants, or plant-things. He hears a rumor of plant-orcs grown from pods, even, though he's not sure he believes that.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+4=23 ;
Thursday March 11th, 2010 9:43:34 AM

Jet is willing to wait patiently for their response. He is fully aware of the danger the three of them are in, but Jet is confident, the party of three will take out at least a dozen of them before they go down. he listens for signs of what may come, when the ratman left. Can he understand their language without the Comprehend languages spell he cast just a few minutes ago, that is likely now gone.

Listen: 23 (Natural 19 again. I have a feeling if we have a battle, this roller will start sucking badly.)

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:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Thursday March 11th, 2010 9:50:30 AM

ooc: I thought the spell was 3 minutes, but it is 30 minutes. Please let me know if it runs out before they return.

Zeph AC20 HP 42/42 
Thursday March 11th, 2010 12:08:29 PM

Zeph kicks around rocks as he waits....

"So... how do you grow such beautiful flowers anyways??"

Sjurd 
Thursday March 11th, 2010 12:30:05 PM

Sjurd shrugs, or whatever approximates a shrug to an eagle, and wings over to follow the other eagle to inspect the smoke on the horizon. "After all," he thinks to himself, "I have seen stranger things on this journey already. The identity of my fellow flier can wait. In the meantime, he is an extra pair of eyes in my search."

Gruemor Blackhammer 
Thursday March 11th, 2010 4:23:41 PM

With the gold paid, Gruemor (and I suppose Charek) will set out over the bridge, then wade ashore with the ponies.
Once on shore, Gruemor gives a quick thanks to Domi for the bath, climbs on to the pony, and then follows Charek onward.

Charek AC 24; HP 47/47  d20+4=18 ;
Thursday March 11th, 2010 4:48:23 PM

Once to the other side Charek will take out the map provided them and take a look to see if there are any land marks visible on the map that can be noted from where they are and setting that as a reference point, begins to move out after cursing up a storm about having to ride these cantankerous beasts. He manages somehow though to mount and then stay on for the first part of the journey. Ride check DC 18

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday March 11th, 2010 8:53:56 PM

Alexi waits in silence along with Jet, but murmurs, "Bright light does have an adverse affect on them. Remember that everyone."

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday March 11th, 2010 9:37:53 PM

Garret watches the sky and says, "You sure that thing is going to come back?"

Keela 
Thursday March 11th, 2010 9:45:43 PM

Keela remains in hiding, running through her mental catalogue of spells. She hopes they won't be needed.

DM Cayzle  d20=9 ;
Friday March 12th, 2010 11:53:20 AM

Sorry all -- on top of a bad week I am struggling with a bad bad head cold. So forgive if today's post is not up to snuff. sniff.

Sjurd follows the

Sorry all. later maybe.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Friday March 12th, 2010 2:24:37 PM

ooc:

Been there and not pleasant. Get well soon.

Zeph AC20 HP 42/42 
Friday March 12th, 2010 3:50:50 PM

I'm just recovering from a bad sinus infection myself. Coughing up green is not pleasant. Take your time Cayzle, we have all weekend to post and such. =)

Sjurd 
Friday March 12th, 2010 6:08:52 PM

Oh, the tension! What does Sjurd follow? What does he follow!?

I'm kidding. Take your time recuperating and hit us with that dependable Cayzle awesomeness when you are up and about.

DM Cayzle - Too sick to think of a witty turn header.  d20+4=10 ; d20+4=20 ; d20+4=17 ; d20+4=19 ; d20+4=9 ; d8+1=5 ; d8+1=9 ; d8+1=9 ;
Friday March 12th, 2010 6:25:22 PM


Sjurd follows the other eagle, and soon the two are winging over the ruins of a small settlement. The settlement is located at the dead end of a box canyon. There are burned-out buildings, but others are still standing. The outer wall and the inner wall are still intact, but the gates are down. There is a door, bashed in, at the end of the canyon.

Five small lizard-men spring up at the sight of the two eagles, one carrying a small dog. A volley of crossbow bolts fly up: One misses the eagle, two hit AC20 and AC17, hitting Sjurd for 14, and one hits Uli for 9.

The eagle's next move is to fly away, fast.

==========

Zeph asks about the cultivation of flowers, and is treated to a lecture that the druid clearly thinks is fascinating. Garret asks how they know the eagle will come back, and Arther tells him that not only is the eagle a companion, bound to serve, but its intelligence has been enhanced as well. Hmark is quiet ... asleep, maybe?

==========

Keela, Jet, and Alexi wait. Within four minutes, three ratmen emerge. One is wearing a robe, seemingly woven of silk and pelts of small creatures. The robed one casts a spell, and then takes a sip of the drink. She grins, and slings the skin over a shoulder.

She steps a little closer and calls out, "Who comes here? Why? Gift of drink, for what reason?" Her command of common is not very sophisticated.

==========

Charek looks at the map, and puzzles it out. He tells Gruemor that there are two choices. The shorter route, as the bird flies, is straight northeast through the forest. The longer, but maybe safer, route, heads east and then north along the foothills of a mountain range. It seems the pair face a choice.

Charek AC 24; HP 47/47 
Friday March 12th, 2010 7:32:32 PM

I ,like not the look of yon forest. add to the fact that we have been warned by several that there is no living thing in it and that anything living that goes in isn't seen again and I have a preference for the slightly longer route. What thinks you Gruemor?

Gruemor Blackhammer 
Friday March 12th, 2010 7:45:56 PM

I agree. Let us air the side of caution.

Sjurd 
Friday March 12th, 2010 9:34:28 PM

Sjurd and Uli shout out in pain, howls and yelps blending with screeching cries. He wheels around and flies as quickly away as possible, following the other eagle. He calls out, "Gods! That stings! Do you recognize those lizard men?"

OOC: Did Sjurd see any other animals? Horses? Cattle?

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+7=19 ; d20+7=14 ; d20+5=24 ; d20+4=17 ; d20+4=9 ;
Friday March 12th, 2010 10:16:38 PM

"The gift of drink is to show you what you can expect from the people.." Jet looks around, since he is doing the talking, even if it sounds pompous, "I speak for. If you treat us well, you and your people will prosper and no one will be killed. The three of us also come as their protector. Our past has hardened us and we are prepared for battle. If you or your people, in any way attack or attempt to infect any of us, I will unleash the holy powers I represent and we will scatter your people to the tiniest of holes."

Jet pulls himself up ridged and flexes in preparation for some answer. If they in anyway hesitate to show some sign of aggression or disagreement, it will be then, the other three will need to act with him.

Diplomacy: 19
Intimidate (If that is instead needed on these nasty evil creatures): 14
Jet is not bluffing. he means every word of it, but he will listen closely to their words for any sign of deceit, not wanting to cast a spell yet.
Sense Motive: 24
Listen: 9
Spot: 4

Comprehend Languages 4/300

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)


Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Friday March 12th, 2010 10:18:45 PM

I meant to say, If they in anyway hesitate or shows some sign of aggression or disagreement, and The other two, not the other three.

I guess my vision also stinks.

That should be
Listen: 17
Spot: 9

Thank you

Keela 
Sunday March 14th, 2010 1:21:15 PM

Keela is somewhat surprised to hear a woman speaking for the group, and relieved that the person speaks Common. She decides, though, that now would be a bad time to pop up and yell "Surprise!"

She stays where she is.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Sunday March 14th, 2010 4:00:23 PM

Alexi poses a Hero-looking pose as Jet speaks, his facial expression calm.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Monday March 15th, 2010 10:22:52 AM

Jet patiently waits for their response. A spell on the tip of his tongue, just in case.

DM Cayzle - Meetings 
Monday March 15th, 2010 12:47:37 PM


The eagle with the magic stone flies away, ignoring Sjurd. The druid carrying the dog follows, however, and after three hours flying, the bird leads him to a clearing, surrounded by thick hedges. Spellcraft DC23 to identify the hedges as Plant Growths, by the way.

Garret, Zeph, and Hmark see Brother Arther's eagle return, followed by a strange sight -- another eagle is following, and the eagle is carrying a small dog. Arther and Chjarom, two humans in leather armor, stand with the three adventurers. Arther casts Speak with Animals (Spellcraft DC16 to ID it) to get a report from his bird.

OOC: You four, please feel free to interact. Post descriptions, too.

==========

Mounted on their war ponies, Charek and Gruemor head due east through the Crying Wood. They see mountains in the distance in front of them, and, as dwarves, they feel the stone rising under their feet. But for now, the soil is thick, and the trees thicker. It is a jungle-like environment, and the dwarves have to force through.

Suddenly, there is a crashing. A man-shaped tree is coming toward you, brandishing a huge club. It is about 50 feet away, moving about 30 feet a round on a double move, given the thickness of the underbrush. It'll be on you in two rounds if you hold still, and it looks really angry.

==========

Keela stays low, Alexi strikes a pose, and Jet makes a speech. The leader of the ratmen answers, "You give gift. You talk big. What you want?"

Gruemor Blackhammer 
Monday March 15th, 2010 1:19:38 PM

Looks at Charek, then, like the wind, spurs his pony away from the treeman as fast as the steed will take him.

Sjurd  Spellcraft check d20+10=19 ;
Monday March 15th, 2010 1:36:54 PM

Sjurd circles the camp at a distance, surveying the clearing and making note of any drawn weapons. Establishing that the strangers do not intend to attack him, he lands around 1000 feet away from the clearing and dispels the wildshape and reduce animal. He turns to his warhound, "Koma, Uli. Vid porf til hita thessir nyr okunnur madur." With mumbled words from beneath his mask and strong, sharp gestures of his hands, he draws power from the earth and trees to cast several spells in succession (bull's strength, barkskin, greater magic fang). "Vordur, Uli."

Sjurd and Uli make the short walk to the campsite. Emerging from the trees, the strangers in the clearing would see a lanky man of medium height dressed in greens and browns. He wears a mixture of tight-fitting leathers and a loose cloak. A dark wooden mask covers his face. The dense underbrush surrounding the camp does not seem to impede his speed. He holds a longspear in his hands, with a scimitar and knife at his waist and a small wooden shield on his back. Next to him strides a thickly-muscled warhound wearing chainmail barding, having a slightly more difficult time navigating the thick foliage.

He stops a polite distance from the party. The warhound takes a defensive posture in front of him, wariness in its eyes. A single blue butterfly lands on his shoulder. The man heaves a sigh and tiredly asks aloud while holding his spear at his side, "Jestem Sjurd i jestem zmeczony. Kto jest zielony mezczyzna?"

Druidic Highlight to display spoiler: {"I am Sjurd and I am tired. Who is the druid?"}



Zeph AC20 HP 42/42 
Monday March 15th, 2010 2:31:13 PM

Zeph totally expected the eagle to come back to the druids and eagerly awaits the report. I know there is a city there somewhere Zeph thinks.

Zeph is confused quite a bit by the appearance of the brown and green twig-man in the mask and the dog. He moves to grab his spiked chain in defense, as he sees the man is ready for a fight. "Um, I'm no linguist. But he didn't sound angry..." Zeph says really bewildered by the sudden appearance.

Finally, Zeph gulps loudly and says, "Hi there. Erhm... Who are you?" Zeph asks awkwardly.

Sjurd 
Monday March 15th, 2010 4:15:53 PM

The twig-man looks at Zeph and regards him for a moment. The dark brown mask nods once and he brings his spear from a ready position to his shoulder. A voice from behind the mask speaks in Common with a thick accent, "I am Sjurd, und I mean no harm. Vho ist the druid?"

Zeph AC20 HP 42/42 
Monday March 15th, 2010 5:17:56 PM

Zeph is a man of 21 years old. His hair is cheek-length, black and wavy. He is young looking with a sharp face that is a bit more indicative of a half-elf or someone with mixed blood in some way, with really green eyes. He is tanned from long months of adventuring, medium build. He is 5'10'' and wears a dark tunic and cloak over a mithril shirt. His trousers are simple brown leather. He has a fine leather belt with many weapons ranging from a Rapier, Warhammer, daggers and a spiked chain he keep wrapped around his arm. He also has some nice gloves and a large spellbook sticking out of his backpack.

"Hello Sjurd. This guy is a druid." Zeph says, pointing at Brother Chjorm

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Monday March 15th, 2010 5:49:50 PM

"Unmolested passage while we scout the area to determine which way we will take our people. If you can tell us things, like where the water flows from and too, that will help, as well as other exits to the surface and other creatures in the area. We want information."

Jet takes a few steps forward, but without urgency.

Charek AC 24; HP 47/47 
Monday March 15th, 2010 9:16:14 PM

Catching Gruemor's eye Charek also turns his pony and takes off, only in the opposite direction making the creature decide which to follow and which to leave behind him.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37)  d20=16 ;
Monday March 15th, 2010 9:27:24 PM

"Our friends that live under the sky are waiting for us, but our exit is blocked by falling rocks. We seek another way to the surface," Alexi adds, now that he can understand what is spoken. 'I at least that is half true,' Alexi reflects.

Aid Another Diplomacy d20 = 16. add +2 to Jet's attempts.

Keela 
Monday March 15th, 2010 11:26:38 PM

The longer I stay hidden, the more suspicious it will look when I emerge, Keela thinks.

Moving slowly, so as not to startle the others, she steps from her hiding place and moves to stand with Alexi and Jet. She does not speak.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday March 16th, 2010 7:33:14 AM

When the strange man and the dog enter the clearing, Garret mumbles, "Another dog?" He starts his sling twirling slowly as he notices the defensive posture of the two new entrants.

When Zeph speaks and the man relaxes, Garret stop the sling and slips it into his belt. He says out loud, "Tired? Good, then I presume you are not planning on attacking us. I am Garret Goodbarrel, it is good to meet a fellow traveler here in these woods. Are you from around here?"

An average size halfling, Garret is noticed mostly by the fact he's unnoticeable. He does not stand out in appearance at all, and in a crowd disappears more than normal due to his small size. His voice is quiet, steady, and even. His black hair is nearly always up in a topknot, sticking up about 4 inches, with the sides of his head shaved. On the sides of his head, and leading across to his eyes, there are various dark but colorful tattoos. He travels light, so is seldom seen with much gear. He is usually seen with tan leather pants that end just above his ankles and no shirt, showing his furry body. Around his waist is a rope belt with a couple small pouches hanging off of them, one heavy with small rocks. He is seldom without his sling, either in his hand or on his belt. On his back is a small backpack, clearly far from full.

Sjurd 
Tuesday March 16th, 2010 10:10:04 AM

Sensing a lack of hostility, the twig-man and his dog visibly relax, the warhound taking several steps back to sit obediently by his master's side. The man turns his head to clear his throat and brushes away the butterfly resting on his shoulder. He directs his words to the druid, but speaks loudly enough to be heard clearly by everyone in the camp. He identifies himself and his animal companion and details his journeys thus far; traveling through the Crying Wood, the Drow camp, the Ahote caravan, and the lizard-men site. He withdraws a crossbow bolt from a beltpouch, still wet with his blood. "Now I need to know vho are these lizard-men und vhy they are plaguing the area vith their flying machines. Vhat are you here to investigate?"

Zeph AC20 HP 42/42 
Tuesday March 16th, 2010 11:54:27 AM

When Sjurd mentions the city, Zeph's eyes open widely. "A city, burned you say? Lizardmen occupying it? I knew there was a city out there somewhere that needed heroes. But it seems we are too late if the place is already burned to the ground and occupied by vile creatures. Did you see any humans around?" Zeph asks without hesitation, disparately hoping that there are some survivors that he could possibly save.



Sjurd 
Tuesday March 16th, 2010 12:10:23 PM

Sjurd shakes his head, "None. I do not know if they vere killed or captured und transported. Perhaps investigating the scene vill produce better results than simply flying overhead. I vas attacked by five lizard-men. There may be more, but together ve vill have a better chance of gathering information. It is obvious that they of hostile intent. Vould you like to join together to assail the village und learn the vhereabouts of the villagers?"

DM Cayzle - Conversations and Retreats 
Tuesday March 16th, 2010 12:33:44 PM


Sjurd, Zeph, and Garret begin a conversation. Brother Chjarom adds, "I am a druid, Chjarom of Plateau City, here in short service to these gentlemen, known friends to the Greenmage of the Culverwood. I do not vouch for them otherwise, but they have dealt fairly and claim altruistic motives. However, I believe that our bargain has been struck, and so Brother Arther and I will be leaving now."

Unless you give him some reason to delay, the two druids will walk back into a tree and disappear.

Zeph, your DM suggests that you might recall a detail of your original vision: Highlight to display spoiler: {"You can see that some of the web's strands lead to the frightened people in the dark."}

==========

Charek and Greumor rely on the greater speed of their war ponies to evade the tree-man, and that strategy seems to work. Before too long, you have circled around, rejoined each other, and continued toward the foothills. By nightfall, the wood has thinned, the ground has gotten hillier, and you can see the mountains looming over you ahead.

As you prepare to spend your first night entirely outside the bounds of civilization, how will you watch out for the dangers of the night? Please declare watches and any other provisions for your own safety that you might consider.

==========

Keela emerges from cover, and the ratmen observe her but do not act threatened. Jet asks for information, specific information, and safe passage. Alexi says that they are seeking a way to the surface.

The leader answers, nose quivering. "You want exit? Okay. I call spirits. Spirits approve, we help you."

She takes out a bundle of fine bones bound together loosely so they can rattle. She dances and shakes the bones. She casts a spell -- Spellcraft DC15 reveals it is Highlight to display spoiler: {Ghost Sound}. Then you hear voices, as from invisible ratmen. They carry on a conversation with the leader in their own racial tongue.

The ceremony ends, and the leader returns to you. "Come back tomorrow, we talk."

Hmark 
Tuesday March 16th, 2010 2:26:56 PM

Hmark wakes up from his nap to find the two druids and the eagle have been replaced by one druid and a big-honkin' dog.

The lanky young human rises and listens politely as Zeph and Sjurd speak of great lizard men and their flying machines. Having just been transported a bazillion miles via the Oak Express, Hmark's threshhold for the absurd has gone way, way up - Flying machines. Sure. Why not?

So, he just rubs a dirt mark off of his red ash bow, and listens. And after a while, he realizes something.
"Um, how are we gonna get whereever we're going now? It looks like all the folks that can zap us around or make us all fly have left."

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday March 16th, 2010 4:03:56 PM

Garret nods to Hmark and says, "Well, I guess we're off to find those villagers. After all, I wouldn't want to be kept captive of lizardmen. Smelly, evil things, they are. Let's be after them, then."

Gruemor Blackhammer 
Tuesday March 16th, 2010 4:51:16 PM

Once a proper campsite has been established, and set up, including the proper care of the animals, Gruemor sets about putting out alarms. Tieing mundane items with string and rope on tree branches and/or around rocks that when disturbed, will make sound, alerting us to their presence. (mundane = pots and pans, cups and plates, etc..)

Will ready a spell should our campsite be disturbed, Sanctuary. Whether on watch or woken up, should that be the case that spell will be automatically cast.

As for watches, I recommend 2 hour per set. (would rather get 2 on and 2 off than one person taking 6 and falling asleep during)

Zeph AC20 HP 42/42 
Tuesday March 16th, 2010 5:00:51 PM

"Wait Brother Chjarom, would you happen to know of any underground passages that perhaps the eagle could not spot? In my dream, people were hiding in the dark. If these people fled from the lizardmen, then it is likely they could be hiding underground. Any ideas?" Zeph asks, hoping to get more information in order to help save the people asap.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+4=14 ;
Tuesday March 16th, 2010 5:44:01 PM

ooc: DM Reminder, Jet has Comprehend languages going, so what does Jet hear them say?

Listen: 17/14
If the 17 from before won't help, here is a 14, but since they don't know I can understand them, perhaps they are liberal with their conversation.


Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Tuesday March 16th, 2010 7:11:08 PM

oops, enough said.

Charek AC 24; HP 47/47 
Tuesday March 16th, 2010 9:42:57 PM

Helping Gruemor with the setting up of camp and basic perimeter defenses using rope and noisy things like camp pots Charek takes a few moment to lay out a pattern of caltrops along what seems to be the second most likely way to access their camp site.

Sjurd 
Tuesday March 16th, 2010 10:11:02 PM

Sjurd answers human with the red bow, "It took perhaps 3 hours by flight to reach here. The village could be reached in a day or so by foot." He turns and addresses the other druid, "Are there any natural cavern formations in the area? Limestone seems to be plentiful. Perhaps they are traveling underground und can be met at an exit."

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Tuesday March 16th, 2010 11:01:25 PM

Alexi awaits for Jet's signal to return to camp. All in all, he feels the 'First Contact' went rather well. Could have been worse. Perhaps the killing of those octothings would gain them some favor as well. Not to play all their cards at once, he holds that information until their return tomorrow.

Keela  d20+15=27 ;
Tuesday March 16th, 2010 11:18:40 PM

Keela easily recognizes the spell being cast. She eyes the caster with puzzled suspicion, but does not say anything for the moment.

Is she trying to fool us, I wonder? Or is she fooling her own followers?

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+5=24 ;
Tuesday March 16th, 2010 11:29:50 PM

Sense Motive: 24 (again :) )

DM Cayzle - Excuses, Excuses 
Wednesday March 17th, 2010 9:04:08 AM

Sorry everybody. I have a big job interview today ... and I got caught up in discussing the Woldian Witch on the Rules Board this morning. I'll do my best to have a DM post here this afternoon.

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Wednesday March 17th, 2010 10:56:20 AM

Jet not only doesn't know what she is casting, he waits for some magical effect to slam into one of them. When it doesn't he relaxes a bit, waiting to see if he needs to charge them now for their attempt at deception or fall back tolet the others know, that progress was made, depending on what his gut instincts tell him. (From Sense Motive: 24)

Ah bummer, there were a couple of non 19 in the mix. I was hoping for a blessing from Wardd. Schucks. Good Luck Cayzle!!!

Sjurd 
Wednesday March 17th, 2010 12:25:33 PM

OOC: Good luck on the interview! Remember, don't be the first one to let go of the handshake!

DM Cayzle - Excuses, Excuses 
Wednesday March 17th, 2010 9:11:00 PM

Well, my friends, bad news is no DM post until morning. Good news is I got the job!

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday March 17th, 2010 9:16:01 PM

HIP-HIP HORAAAAYYY! HIP-HIP HORAAAAAYYYY!

DM is buying drinks for all of us!

HIP-HIP HORAAAAYYY! HIP-HIP HORAAAAAYYYY!

Sjurd 
Wednesday March 17th, 2010 10:30:55 PM

Mazeltov! Welcome back to the world of gainful employment!

Zeph AC20 HP 42/42 
Wednesday March 17th, 2010 11:11:05 PM

Huzzah Cayzle!!!!!! Congo-rats. What will you be doing now?

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Thursday March 18th, 2010 1:42:02 AM

Congratulations Cayzle!

Does this mean you won't be near as accessable as you used to be?

You know what, don't answer that, I already know the answer and I'm alright with it!

:)

DM Cayzle - Nighty Nights 
Thursday March 18th, 2010 8:26:55 AM


OOC: Thanks for the kind words! I managed to snag one of the vanishingly rare new jobs in journalism: editor for a new business news site. Actually, per Jet's question, I will have less time for the Wold. I am considering handing the game over to my able ADM Tanner (playing Sjurd) for a week or so starting a week from Monday. Before then, I want to help Gruemor finish his PC sheet and Sjurd finish his legacy item.

==========

Just before they depart, Zeph has a couple questions for the two druids. Brother Chjarom says this: "The eagle found a village in a dead-end canyon. There were two walls defending the place, both with battered gates. Some buildings were burned or fire damaged. There were lizard-men of some sort who fired at the eagle. But why don't you ask this masked druid some questions? He was there too." In response to both Zeph and Sjurd, the druid says that this area is unknown to him, and he does not know about caves or underground areas. Then the two druids and their eagle are gone.

Hmark wakes up and asks how the group will get to the burned settlement. Sjurd correctly tells him that it is just a couple days away on foot. Garret is eager to be off, then.

Do you four set off now, in the late afternoon? If so, what will you do at night? You will have a couple nights in the wilds before you get there. Or spend the night here, in the plant growth hedge? If you set off bright and early, you can probably get there just before sunset on the second day of walking. Watches? Other preparations? Any notes while travelling?

==========

Charek and Gruemor make a camp under two small bright moons. But the plants are quiet in the dark, and the night passes without event. In the morning, though, you see that quiet vines have infiltrated the camp, and are beginning to cover your gear. It is easy to clear them away, though.

By midday next, you two are truly in the hills, and maybe feeling more at ease, out of the forest proper. You travel the foothills, heading north. You walk up and down, down and up. Through outlying groves. There are animals here, mostly wild mountain goats and bighorn sheep. Days pass uneventfully -- you'll likely be a week or so before you break out into the northern scrublands you see on your map.

By the way, how are you eating and drinking here? Anything you want to do in these days? If you are living off the land, I need survival checks. If you are using rations, mark them off. If you have spells or such to use, let me know.

==========

Jet and Keela watch the ratman leader do her magic and give her commands. They are naturally suspicious, and maybe rightly so. Keela notes some magical subterfuge, and Jet has the clear intuition that the ratmen want to have a day to prepare for something. Maybe a defense, in case you are enemies? Maybe a fight? An ambush? Jet's intuition is that if the party shows weakness, surely they will be attacked. If they are feared, maybe not. Of course, the ratmen think there is just the three of them, not the dozens of folk in total who have fled the wreck of Bryn Baraz.

Alexi, a little less observant maybe, seems ready to return and rest for the night.



Garret Goodbarrel [AC:26 HP:25/25] 
Thursday March 18th, 2010 8:53:02 AM

Garret looks around the hedges. "Will these provide us with any additional protection? If they're powerful, I'm for staying the night here in their protection. But if they're just some plants, we might as well get started and head towards our destination, eh?"

Garret will volunteer for third watch in the night wherever they decide to spend the dark hours.

Hmark  d20+6=17 ; d20+6=13 ;
Thursday March 18th, 2010 11:46:36 AM

Listening to the travel time, Hmark shakes his head in disagreement with Garret.
"You gotta figure a nice big hedge popped up by a powerful druid will be better than sleeping out in the open," he points out. "I'd rather spend one night here and one out there instead a two out there."

He looks over at Zeph and Sjurd to see if they break the tie.

Regardless, the archer volunteers to take the second shift - "let you spellcasters get yer beauty rest" - during the night.
On the march, the brown haired lad trails the column. Figuring the leader will hit anything on ground level, he concentrates on keeping an eye on the canopy.

[Listen 17, Spot 13]

Gruemor Blackhammer 
Thursday March 18th, 2010 1:08:22 PM

I was thinking that since game is available that we could kill a goat and eat off it for a few to three days. Then rinse and repeat as needed. Am at the hospital for an appt. Trying to type on my new phone. Will do my official post later. Just wanted to answer your ? Cayzle. Gratz on the job btw

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield 
Thursday March 18th, 2010 6:26:20 PM

ooc: Keela, Alexi, Jet is going to be doing some big time aggressive stuff, but he can't attack until next round. Post to come, but I can't get to it right now. It is 3:25 AZ time and I can be home around 7:00 to start my post. The time stamp will be the difference on when I post. If you guys want to use this time to prepare with a buff or a potion, please do so. :)

Sjurd  Survival d20+15=34 ;
Thursday March 18th, 2010 6:39:58 PM

Sjurd rubs his mask on what would be his beard, "I am not volunteering myself as leader, but I might have a few things to contribute to this decision. You might say I have spent a little vhile in the forests. Brother Chjarom has done fine work in hedging this campsite. I believe ve should stay here for the evening und leave at dawn. My hound, Uli, can take first vatch. I suggest you get to sleep early." Turning to Uli, he speaks in a commanding tone, "Uli, fyrstur horfa, vorthur."

Language: Giant
Highlight to display spoiler: {"Uli, first watch. Guard."}

The large warhound circles the camp, marking his territory at regular intervals near the edge of the plant-barrier. It lies down near the center of the clearing and keeps its head at attention. The twig-man looks around the clearing, judging the trees. He goes to a nearby tree with thick branches, turns to the group, and gives a lazy salute, "Good night, gentlemen. I prefer to sleep above the ground." With that, he climbs up into the tree and disappears.

Survival check 34
Sjurd will predict the weather for the next four days (he could also provide food and water for up to 12 other people, but he expects the other party members to provide their own!).

While traveling, Sjurd and Uli will stay in the middle of the column. He will stop the party when they are 1 mile from the town site.

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday March 18th, 2010 10:14:22 PM

OOC: I'll wait until Jet's post. I have no clue what he plans to do. :}

Jet Stormway (AC:18 HP: 42/42 ; Bantom AC:19 HP: 51/51) Entropic Shield  d20+9=22 ; d20+5=21 ;
Thursday March 18th, 2010 10:17:01 PM

"You would dare to find me a fool!" Jet yells at the top of his lungs. "In the name of Pantheon let there be payment for your unjust attitude toward us." He strides forward the short distance between the two drawing his sword as he walks. He gets as close to her as he can and casts a spell. "Pantheon bless this blade!"

With those words, the greatsword glows a blue color and arching magic runs along the blade.

Jet stands prepared in case they try to run and he will slice this shaman open, hopefully as an Attack of Opportunity. If they attack him when he casts, well, that will just ease his mind when they are slaughtered.

If attacked, Concentration: 22
Sense Motive: 21 (Just in case)



Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Thursday March 18th, 2010 10:23:19 PM

Catching up.

Comprehend Languages 6/300
Magic Weapon 1/30

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)

Keela 
Thursday March 18th, 2010 11:47:44 PM

Keela steps away from the group of ratmen, fully prepared to come back tomorrow. She is also eager to speak with her companions about what she observed.

[OOC: any hostile action from Jet will catch her completely offguard. :) ]

DM Cayzle - Fighty Fights and Flighty Flights 
Friday March 19th, 2010 9:38:58 AM


Garrett, Hmark, Sjurd, and Zeph spend a comfy night in the security of the hedge. The next day they hoof northward it toward the wreck of the settlement, following the route Sjurd just flew. The day passes without event, and so does a night spent out under the stars. But the next morning, just as the small group is breaking camp, you spot a flying machine in the sky maybe a mile off. It is coming from the southeast, headed north, toward your destination.

The flying thing is a huge red orb. If you make a spot check vs DC20, then Highlight to display spoiler: {you note a small basket hanging under the red orb.}. At this distance, it is hard to tell dimensions.

Unless the riders have some magic vision, you think it is impossible that you have been spotted. It will likely get no closer to you than a half a mile, if you both keep your current paths and movement rates.

==========

Gruemor and Charek travel north through the foothills, at home there as only dwarves can be. They do a little hunting when the opportunity arises. OOC: Please roll me a couple survival checks, or if you do not have ranks in survival, just roll a few wisdom checks.

About a week onward, you see great flocks of ducks or geese -- make another couple wisdom/survival checks, at +2 since the birds are so abundant.

The next day, with birds still a-flocking, you see a half dozen birds fall out of the sky. Your best guess is that someone else is hunting the birds as well. Someone maybe a tenth of a mile away, beyond that rise.

==========

Keela and Alexi stand surprised as Jet makes a quick aggressive speech and rushes the leader, stopping next to her and casting a spell -- as if daring her to take an attack of opportunity. But instead, the leader uses a withdraw action to take a double move back 20 feet. She shouts in her own language, and her ratmen ready ranged weapons.

Leader ratman, in a rough silk robe. Four ratmen using spears. Four with slings. All have silver clubs, too.

And a map.

Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+9=11 ;
Friday March 19th, 2010 10:37:16 AM

Jet begins a speech, in a nice even tone casting a spell in the process, "You have had the opportunity to be at peace with us and I for some reason do not see why we can not have peace between us? Is it so much that we share some common interests? Good food, some fine wine, a little bit of breeding here and there, you know what I am saying?"

Jet will attempt to casually walk past them all, even so far as to get behind the rat spell caster. He hopes they will simply watch as he strolls through them, but if not, hopefully Jet's friends will prepare for when he comes unglued.

Concentration again, if needed: 11 ( Had to turn south sometime I guess)

Cast enthrall and attempt to move to E11.

Comprehend Languages 7/300
Magic Weapon 2/30
Enthrall 1/-

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 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+1=2 ;
Friday March 19th, 2010 10:42:05 AM

Frick!!!!

Spell DC for Enthrall: 16
Charisma check if needed. 2

Sjurd  Spot check d20+13=33 ;
Friday March 19th, 2010 11:05:16 AM

Natural 20 on Spot check, 33 total. (Can I see any other details?)

Sjurd describes the floating red orb and under-hanging basket structure to any companions who miss it. He seems lost in thought for a moment, absently rubbing Uli's head while staring at the object in the sky. "I believe it best to avoid this... thing. I vould prefer to strike the lizard-men with swiftness and surprise, if possible. Contact with this flying machine can only bring us unvanted attention. I suggest we move on after it has left."

OOC: I used a Survival check in my previous post to predict the weather. Any info?

Gruemor Blackhammer  d20+4=8 ; d20+4=5 ; d20+6=23 ; d20+6=23 ;
Friday March 19th, 2010 11:08:57 AM

(bah, my survival rolls suck. Guess that's why I prefer to make beer and be diplomatic)
(but, against fowl creatures, I excel!)

Stopping when the realization comes that someone else is close, Gruemor errs to caution and turns to Charek. So, brother, shall we ride up and see who is in front of us, or should I ride up and you scout? OR you scout, give me the all clear to ride up so to be sure it's neither a group of giants or an army of rabid cats?

Hmark  d20+6=13 ;
Friday March 19th, 2010 2:05:50 PM

[Spot 13]

Hmark regards the flying orb uneasily, his eyes fixated on the thing as he listens to Sjurd describe what he sees. The druid remarks, "I believe it best to avoid this,", and the archer chuckles softly in reply.

"Ya think? Well, as much as I'd love to take on Domi knows how many nasties in a magic flying ball with just four people," he notes flippantly, "perhaps discretion would be a better idea, this time."

The man moves slightly to get himself out of view.

"I just hope that thing isn't going the same place we are."

Sjurd 
Saturday March 20th, 2010 8:46:44 AM

Sjurd considers Hmark's response, "Hmm... tell you vhat; next time we stop, please remind me to teach you the difference between sarcasm und vit. In the meantime, let us find shelter in the forest."

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37)  d20=14 ;
Saturday March 20th, 2010 11:33:32 PM

What th... Alexi thinks, scouling. I hope this is just a ruse! he quickly reflecs, knowing Jet's nature. To play along with it, Alexi quickly sheaths his sword and pulls out his flail as he steps forward ten feet. Flails tend to be more menacing because you can swing them around. The swishing of the flail end tends to be un-nerving. And that spikey end, swirling around...

Aid another d20 = 14, add +2 if applicable.

Charek AC 24; HP 47/47  d20+1=12 ; d20+1=13 ; d20+1=14 ; d20+1=15 ; d20+1=9 ; d20+3=21 ; d20+3=13 ; d20+3=22 ;
Sunday March 21st, 2010 10:20:30 AM

helping out with the hunting the best he can with his bow Charek doesn't do to well suvival rolls (12,13,14,15,9) until the birds show up survival rolls (21,13,22) and then they eat fairly well.

As the others become obvious and Gruemor asks about scouting, Charek responds in kind.

"Well I highly doubt it is rabid cats as the birds are falling from the sky. and Giants are not big fans of bows and I doubt even that many birds would even satisfy one giant." As for what we should do? I believe we should be careful out here so why don't I scout around ahead and to the east while you slowly proceed and when I see what there is to see I will either lay in wait or return."

Keela Mage Armor [AC 16; hp 29/29] 
Sunday March 21st, 2010 11:34:17 AM

"Jet!" Drat the man, what does he think he's doing?

But, since it looks as if things are about to get interesting, Keela pulls out her Wand of Mage Armor and taps herself with it.

Today's Spells:
0 - Detect Magic
0 - Disrupt Undead
0 - Light
0 - Ray of Frost
1 - Color Spray
1 - Feather Fall
1 - Magic Missile
1 - Ray of Enfeeblement
2 - Rope Trick
2 - Scorching Ray
2 - Web
3 - Fly
3 - Haste

Zeph AC20 HP 42/42  d20+9=18 ; d20+9=27 ; d20+12=14 ; d20+12=22 ; d20+5=11 ;
Monday March 22nd, 2010 1:33:54 AM

(Spot = 18... shucks, good thing Sjurd got our backs
Listen = 27, to hear what he can hear at the Lizard camp
Move Silent= 14, yeck
Hide = 22, better
Knowledge Dungeoneerin: 11... to find a cavern)

Zeph travels in front of the group on foot, swishing his spiked chain back and forth at the grass.
When Sjurd spots the flying machine, Zeph says, "So our intention is to enter combat with the Lizard Men upon encountering them? If that is the case, then yes, stealth and surprise is the best way to go, though I think we should try to locate survivors before anything else. I don't want any hostages to lose lives because of our rash actions. Lets just do some supreme scouting and weigh all of our options first... and let's look for an underground passage as well. " Zeph suggests caution.

When the group gets close to the wreckage of the city, Zeph will not boldly walk up through the battered down gates, but rather sneak around and climb up a side wall to get a vantage point to look out and count how many Lizardmen there are, keeping his head down, perhaps going at night.

Combat Spells Prepped:
0: Ray of Frost, Read Magic, Detect Victim, Acid Splash
1: Shocking Grasp, Shield, Grease



Garret Goodbarrel [AC:26 HP:25/25]  d20+5=13 ; d20+17=36 ; d20+13=29 ;
Monday March 22nd, 2010 7:52:41 AM

Garret steps into some cover, just glancing up. "Let us stay still a moment while the thing passes by, in case they are looking for people."

Spot: 13
Hide: 36
Listen: 29

DM Cayzle - Low Profile, Lower Profile, and High Profile  d20=1 ; d20=7 ; d20=4 ; d20=17 ; d20=13 ; d20=2 ; d20=13 ; d20=2 ; d4=3 ; d4=2 ; d20+10=12 ;
Monday March 22nd, 2010 10:46:59 AM


After a few lean days, during which the two dwarves dip into their reserves of rations and marching mix, Charek and Gruemor find the hunting comes easier when the prey is feathered, not furry. With tummies full of fowl, the two start the next day with a surprise -- there are other hunters in these hills, on the northeast edge of the Crying Wood, up against steep mountains to their right as they walk north.

Charek leaves his warpony behind and makes his way slowly up the hill, doing his best impression of a scout. With his light armor and natural dexterity, even untrained, the dwarf is competent at his mission (OOC: Taking ten at your untrained +4 gives you a 14; with the +1 bonus per ten feet of distance, even 100 feet away, you are a DC24 to be heard. And you don't even get that close before you have something to report.)

Charek stealthily moves up the hill. He is careful not to rise above the sight-line -- so long as he retains total cover by keeping the top of the hill between himself and the other hunters, he need not worry about being seen.

From over the hilltop he hears voices. They are speaking in a language he does not know. If he wants to go closer, he risks exposure (roll some hide and move silent checks -- take a +4 on the hide because of the benefit of trees, hillside, and bramble).

Meanwhile, Gruemor waits.

==========

[OOC: Weather report, sorry for the delay. Mostly clear, good chance of light showers tomorrow evening.]

The flying red orb passes by, headed toward the burning settlement. In fact, peering into the distance, the four adventurers can just see the haze or whisps of smoke that are still rising from the wreckage. Sjurd urges caution. Hmark agrees. Garret takes cover.

Ever forward-thinking, Zeph plans ahead. He asks about the group's intentions once they get there. He considers how to approach.

The four move closer. At length, well behind the flying orb, they get to their destination. Note that the terrain has gotten rougher and more badlands like. Sjurd suspects that the area gets little rain. As the group approaches, they find abandoned fields, outside the wall. Sjurd wonders at the health and productivity of these fields -- it is well beyond what this area could sustain without magical aid.

And, a map. Note that the big red circle is the orb, floating about 100 ft up. You cannot see inside the wall currently, laying low like you are at this point.

==========

Jet casts Enthrall. The casting time is one full round, so he can't cast and walk forward in the same round.

Keela casts Mage Armor on herself from her wand.

Alexi attempts to help Jet -- maybe waving his sword around will distract the ratmen from Jet's roll of a natural one! :-)

No one moves forward or makes an obvious attack.

Let's see how the ratmen are affected: Spear-rat number 2 is unaffected; the other seven are enthralled. The leader, despite her great save, rolls a natural 2, and listens, entranced.

NO WAIT! This is a "language-dependent" spell! Those who do not understand your language are automatically immune. NONE of the 8 spearers and slingers are affected! However, the leader still is!

And none of the 8 would dare to heckle or jeer when their leader is so clearly enraptured.

The leader listens to Jet, and will continue to do so for up to an hour. Note that, per the spell, "the speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing." If Jet moves forward, that is something other than speaking, and the 1d3 onset kicks in.

So what will Jet do? End his effective spell by moving forward? Or will he keep it up for some period of time?

What will Keela and Alexi do? Just wait? Use the extra time to buff or prepare some trick? Surely, any aggression, such as moving closer or attacking, will break the spell. Is there enough time to run back and get reinforcements? Maybe?

How long before the unaffected spearers and slingers get too nervous and do something?

No need for a new map, since no one has moved.

Gruemor Blackhammer 
Monday March 22nd, 2010 1:20:15 PM

Waits

Sjurd 
Monday March 22nd, 2010 1:54:28 PM

Sjurd considers the situation carefully, then whispers to his party members, "Here is vhat I think. Our first target should be the orb. It is not very high in the air and could pontentially be brought down by a few flaming arrows from Hmark. This vill set the camp on alert, but vill be a great distraction. Once the orb begins to burn, I vill cast my preparatory spells on myself und Uli. I believe they vill exit the site to investigate, vhereupon I vill cast 'entangle' in front of the entrance to the village und Hmark vill begin volleying missile fire on them. Zeph, Garrett, and Uli can engage them in the open, where they are vithout protection, once they arrive. I vill take to the air and provide aerial cover vith lightning bolts und summoning spells. Any thoughts?"

Keela Mage Armor [AC 16; hp 29/29] 
Monday March 22nd, 2010 3:04:30 PM

Keela whispers, "Umm...Jet? What do you want us to do?"

She prepares to cast Web in case hostilities break out.

DM Cayzle - OOC to Keela, Alexi, and Jet 
Monday March 22nd, 2010 3:10:20 PM

Guys, I'm not sure that Jet can actually say anything to Keela and Alexi in character. He has to keep up the enthralling banter to keep the spell going.

Out of character, were we all sitting around the table, Buzz could talk to Kathy and Jon. You guys can do that by sending private e-mail, and CCing me or not.

But if Jet answers Keela in game, it might end his spell. He can check the Rules Board for opinions, if desired.

Hmark 
Monday March 22nd, 2010 5:18:45 PM

Hmark opens his mouth to retort, pauses a second while he remembers his last exchange with the druid, visibly switches mental gears, and starts again.

"I'd prefer to get an idea of how many guys are in there before we consider attacking anything," he replies quietly. "We're here to rescue some folks and maybe find us an underground tunnel, right? Not gonna be able to do that if a few dozen shock troops come storming out that ball there. Why not just wait till dark and go in sneaky-like? Heck, that thing may just move off on its own in an hour or two, and we'll be much better off."

The archer looks over at Zeph at Garret. "Whadda you guys think?"

Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+5=24 ;
Monday March 22nd, 2010 5:34:23 PM

ooc: Here is the thing Cayzle. No where in the spell does it say that person has to understand what you are saying. Can I not enjoy the songs in an opera without understanding the language? Have you ever heard a language so beautiful, that you just enjoyed the sound of it, even without the knowledge of what is communicated? If language was a barrier, that is a big deal and it should be noted.

Also. the spell does not say anything about not being able to move as long as I continue to speak.

The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.

I think this last part is meant to mean, other than a standard action. I doubt it includes move actions. When have you ever seen a performance where the performer stood completely still? Ever see Mick Jagger perform? As far as Jet is concerned, this is a stage for his performance.

So, with these arguments in mind, Jet will continue to do as I said, because Jet hasn't used this spell before and he really should not know what to fully expect with his first time using it in perilous situations.


IC: Jet has only heard of lycanthropes, but he doesn't really know much about them. From the stories told, they are a gruesome bunch that steal children in the night and eats them, but, if he were to look at one, he wouldn't know the difference. His gut feeling is telling him to just kill them all. There is to much at stake here. The lives of an entire community depends on a successful o0utcome, whether that is to negotiate or defeat with these creatures leaves him in a quandary.

If he hadn't needed to cast that Entropic Shield, that archer would be alive today. he could have stopped her bleeding, but he had to make sure he bought some time and unfortunately, she paid for it with her life. Jet does not want to be responsible for any more deaths, but what if these creatures are not evil? Can he face the morning knowing he failed not just his people but caused the destruction of possible allies.

He attempts to bluff his way past the rat men to place himself where he wanted to be, as he thinks about those things mentioned above. he hopes they will think he is just a big mean nobody that isn't worth calling a threat.

As Keela calls out, he just waves his hand holding the sunrod trying to calm her. Her and Alexi, waving around that flail like it was a toy.

"Ah, yes, just some creatures of the Wold we all are. Forced to deal with each other in times of strife as well when there is a bountiful harvest. We must all learn to live together.

Alright, that is likely a round. Jet wants to do one more things before he loses his concentration, if the walking didn't do it. If Jet can get away with making the movement and cast the spell, even better.

At his first opportunity, he will cast Detect Evil, knowing that will end his spell. It is then he will know, if he is going to become a killing machine or not.

Attempt to move to E11 Bluffing his way past warriors: 24

Comprehend Languages 8/300
Magic Weapon 3/30
Enthrall 2/-(3)
Detect Evil 1/-

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)

Cayzle Comments -- The spell uses the "Language Dependent" descriptor. And per the rules, "A language-dependent spell uses intelligible language as a medium for communication. If the target cannot understand or cannot hear what the caster of a language-dependent spell says the spell fails."

As for other things you can do while enthralling, the spell says, "The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing."

The spell ends if you do ANYTHING other than speak or sing. What's that mean? See rules board.

Zeph AC20 HP 42/42 
Monday March 22nd, 2010 6:08:02 PM

Zeph listens to Sjurd's combat plan and then to Hmark's agreement to scout before initiating a fight.

Sjurd. Your combat plan is perfect. I like it a lot, confuse them, bottleneck them, then hit em hard. But, I do agree with Hmark that we would do better to simply wait for the cover of nightfall and sneak around the camp, either by going over a wall, which would give Hmark a good vantage point, or by going in through the dried up stream. Either way, if we were to attack and the Lizardfolk have hostages, then they could be hurt by our actions. I think we are better serving them by finding an underground passage and locating survivors and helping them escape before a battle breaks out. We can concentrate on killing the Lizardmen after the rescue. What do you think?" Zeph reasons.

Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday March 22nd, 2010 6:11:10 PM

ooc: Never mind. I swear, lately I am missing the most mundane of things. I didn't even look at the top header of the spell.

Oh well.

Garret Goodbarrel [AC:26 HP:25/25] 
Monday March 22nd, 2010 6:52:34 PM

Garret thinks and nods his head. "I agree with Hmark and Zeph -- I don't like the idea of attacking not knowing what we're going to face. We can sneak up through the stream bed, it looks like it might lead all the way into the village. Heck, if we're lucky, we might be able to sneak in, grab them, and get back out without having to fight anyone."

"I can sneak pretty good -- I'll go up if you want. Hmark, you want to come with me? Oh, and if I'm spotted, we can go with that whole kill everything plan, right?"

Charek AC 24; HP 47/47  d20+8=25 ; d20+8=26 ; d20+8=10 ; d20+8=11 ; d20+4=9 ; d20+4=13 ; d20+4=22 ; d20+4=7 ;
Monday March 22nd, 2010 8:01:28 PM

(ooc: Dont know how many rolls I need but here we go.)

Hide 25,26,10,11 Move silently 9,13,22,7

(OOC: ouch)

Having left his backpack behind with the pony and Gruemor, Charek does his best to use the surrounding flora to keep himself hidden and knowing that this is not his forte does his best to keep any noise made of a natural kind by keeping his axe and buckler out of the way and moving slowly hoping that any sound may be mistaken for an animal.

Sjurd 
Monday March 22nd, 2010 9:22:53 PM

Sjurd bobs his masked head from side to side, considering their words. He then lightly shrugs to himself, "Alright then. But if we are discovered in our attempt to use stealth, ve vill be trapped like rats within their encampment, vith all of their forces concentrated against us. I vould rather fight in the open." He continues studying the wall before them for a moment, then remarks, "I vould feel much better if ve had a distraction vhile attemting subterfuge. I suggest ve assemble ourselves at the dry riverbed during the night und make our preparations. I vill then call lightning to light a fire in the fields in front of the valls. Some of their forces vill be drawn outside to douse the flames to prevent them from reaching the barrier. Those inside und in the red orb vill have their attention drawn to the flames und perhaps lose their night-vision due to the brightness. Is this agreeable?"

Alexi (AC: 12, HP:46/46) Lobo (AC: 19, HP:37/37)  d20=15 ;
Monday March 22nd, 2010 11:02:12 PM

OOC: oh, now i read the rest of the posts. oh well, my e-mail to Cayzle, Jet, and Keela said pretty much what i think. That is, language-dependent - agreed with Cayzle. Moving about while Enthralling - well, I like to think a suave speaker isn't stone still (maybe a Ballance check to see if he trips/stumbles or otherwise uses movements that break their concentration?). It just fits the spirit of the spell better. But I'll go along with the DM. We can deal with the interpretion later.

IC: Alexi, seeing the effect Jet is having on the shaman leader, stops his flail-twirling and remains still, but poised to act on a moment's notice. He uses his time to survey their situation like a general looking over the battlefield and picking out his target for best effect.

Spot check to see which rat-man is more likely to be the fist to act (looking for facial expression changing, tensing of muscles, sneering, etc.) Might be a Sense Motive check. I'll make one roll and apply the mods for each.

Spot +2, Sense Motive +1:
d20 = 15
So, Spot 17, SM 16.


Keela Mage Armor [AC 16; hp 29/29] 
Tuesday March 23rd, 2010 1:52:08 AM

Keela readies her spell, uncertain what else to do.

Garret Goodbarrel [AC:26 HP:25/25]  d20+17=23 ; d20+17=18 ; d20+17=21 ; d20+15=20 ; d20+15=21 ; d20+15=25 ;
Tuesday March 23rd, 2010 8:16:26 AM

Garret nods at Sjurd and says, "Oh, I do like that idea. That should work nicely."

If there's no objections, Garret will start sneaking down the dry riverbed after dark, preparing for the lightning strike and not looking back. He expects the lightning as he approaches the wall. He will attempt to stay in the dry riverbed and remain quiet and hidden and see if he can see a way past the wall. If he can, he will head inside and see what he can see.

-----
Hide: 23, 18, 21
Move Silent: 20, 21, 25
Can I have some new dice, please?

DM Cayzle - Solutions without Combat 
Tuesday March 23rd, 2010 10:11:08 AM


Looking at the red orb hovering over the smoking settlement, Sjurd considers a plan of attack, but Hmark urges stealth over confrontation, preferably after dark. Zeph comes down on the side of stealth, with a transition to attack as needed. Mostly, he wants to rescue the people who lived here first. Garret agrees with stealth, then rescue, with attack if things go belly up.

The four can get this far with no need for more than taking ten on hide and stealth checks: a few hours before sunset the red orb casts off and floats away. After nightfall, you sneak up the dry streambed. You see that it goes under the wall through a culvert, just wide enough for a man. But there is a solid-looking iron grill that stops anyone from crawling through the culvert.

You have gotten this far by keeping prone in fields and being under total cover and/or deep concealment when possible. However, there is a 100 ft open meadow in front of the wall, and there is no cover or concealment to use if you want to approach closer. Well, maybe for a small character crawling through the streambed.

==========

Despite a few heart-in-throat moments, Charek manages to sneak closer to the hunters. He can see that they are lizardmen, armed with slings and javelins. They have also had luck hunting birds, and now seem ready to return whence they came.

These lizardmen have short, stubby tails, coarse scales, and are dressed rudely in leather and hide armor. Charek sees no more metal than a dagger or two.

Gruemor waits patiently for word.

==========

Jet steps forward toward the leader, still talking/enthralling, and the underling ratmen allow him to. He gets to E11 and then casts Detect Evil. The spell gives results based on duration of concentration, and so far, he detects that yes, there is evil within the cone-shaped area directly in front of him containing the leader.

The leader will remain enthralled for 1d3 rounds.

Keela readies a spell. OOC: What spell, and what actions trigger the casting of it?

Alexi pays special attention to the underling ratmen. None give any sign that they are going to attack at the moment. They are focussed on Jet, by the way.

Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+9=13 ; d20+9=22 ; 2d6+7=12 ;
Tuesday March 23rd, 2010 10:49:33 AM

Jet is now content that he gave these creatures an opportunity for peace, but he knows, it is not Keela or Alexi that are the evil he detects, so, his masqurade is now over.

"and if we can not live together, then I suppose we need to die together. Keela, Alexi, now!"

And with that, Jet brings his sword over head and down upon the Enthralled Shaman, hoping she isn't expecting it.

Jet uses a Hero point to make sure, as much as possible, his attack connects with the first swing, on the second roll.

ooc: Does Shaman get Dex on first attack?

Attacking L hitting AC 13/ rerolled using Hero Point hitting AC 22 doing 12 damage.

Comprehend Languages 9/300
Magic Weapon 4/30

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  d20+6=8 ; d20+6=12 ;
Tuesday March 23rd, 2010 11:06:34 AM

Hmark nods vigorously at Sjurd's altered plan.
"Yep, yep. That's good," he echoes after Garret's comment.

Later, the young man watches the flying orb sail away with obvious relief. Now with only possible nasties on the wall, he slowly works his way up the dry streambed behind the gnome until reaching the last real scraggly bush he can hide behind.

Peeking around it, the archer's brown eyes carefully scan the wall ahead of them, searching for any sign of movement. For many minutes, he watches - and listens - for any indication that anything beside the four of them are here.
[Take 20 on listen and spot? Else Listen 8, Spot 12]

"Anyone see anything?" he whispers.



Sjurd  Knowledge (nature) d20+12=22 ;
Tuesday March 23rd, 2010 11:34:02 AM

OOC: Hmark, who is this gnome you're talking about? Sjurd and Zeph are human and Garrett is a halfling.

Sjurd sees the iron grill protecting the culvert and grunts in disappointment. "Alright, one more plan. I can summon a thoqqua to burn through the iron grate. It is a type of earth elemental that burrows by melting stone. It should be able to clear the obstruction. I vill still call lightning to provide a distraction vhile it vorks und ve crawl prone along the river bed until ve reach the cave. It vill be slow going, but the fire should distract them long enough. Sound good?"

OOC: Cayzle, can a thoqqua melt through iron? I think Sjurd would know since it's an earth elemental. Knowledge (nature) check 22 if you would like a skill check. Also, Sjurd will summon the thoqqua by burning his greater magic fang to cast summon nature's ally III.

DM Cayzle - Extra  d100=85 ;
Tuesday March 23rd, 2010 11:59:39 AM

Ooh! A thoqqua would indeed do the job. But you have light and heat and smell to worry about.

Say (after looking over the rules) you have to do 30 hp fire damage to the grill to melt through. No attack roll needed, so just roll 2d6 damage per round until you inflict 30 hp. If you do 7 hp on average per round, that's 4-5 rounds to get the job done. Maybe another round to let the metal cool down. Sound about right?

If enemies come and attack the thoqqua, it might not get the 4-5 rounds it needs.

Sjurd 
Tuesday March 23rd, 2010 12:20:41 PM

OOC: But the light and heat and smell would be on the opposite end of the grassfire started by the call lightning. With 5 lightning bolts, spread into a star-pattern for maximum coverage, Sjurd could start quite a conflagration. Hopefully the fire next to their wall would distract them long enough to allow the thoqqua to do its job.

Any thoughts, guys?

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday March 23rd, 2010 4:13:08 PM

Garret whispers, "I like the idea of the flame and fire and all, but I just wonder if there's a way to do this without attacking outright. I'd still like to try and sneak up and see if we can see anything so we know what we're getting into here."

Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday March 23rd, 2010 5:03:04 PM

OOC: DM Cayzle, would Jet be able to turn around and scan for evil behind him as a free or move action before he attacked?

If so, he would, just to see of he can expect more from behind them all. If not, well he attacks either way.

Thank you.

Cayzle Comments: Sure, he can. And there is evil that-aways too.

Zeph AC20 HP 42/42  d20+5=18 ; d20+12=23 ; d20+12=23 ; d20+9=21 d20+9=23 d20+16=32
Tuesday March 23rd, 2010 6:40:06 PM

Zeph looks up, rather than through the grate. "Think I could climb up this side of the wall above the grate, and get a better view down below once night falls? Might be a good idea for Hmark to do as well in case a battle breaks out. I don't think the lizardmen will look too far up. Then, I will look at what forces we are facing from up there and maybe slide down the other side with a rope. Hey, Sjurd, can't you just morph into a mouse and squeeze through the grate?" Zeph suggests, trying to avoid alerting the Lizardmen as long as possible.

(Climb = 18
Hide = 23
move silent = 23
listen =21
spot =23
search = 32)



Charek AC 24; HP 47/47 
Tuesday March 23rd, 2010 6:58:09 PM

Seeing the lixard men (how many?) Charek takes a few moments to take note of the heading they are taking and then hustles back to meet Gruemor and report and plan.

Cayzle comments: Maybe a dozen.

Alexi (AC: 18, HP:46/46) Lobo (AC: 19, HP:37/37)  d20+10=25 ; d8+3=11 ;
Tuesday March 23rd, 2010 10:42:17 PM

OOC: But there is a solid-looking iron grill that stops anyone from crawling through the culvert.
when you guys meet us, you can thank Alexi for the grill. it was his idea to further protect the village. :)

Alexi moves to F16, charging spearratman #2 (it's ten feet), hoping Keela's spell will be as effective as usual.

OOC: I'd wait until the spell went off but I won't be able to post until tomorrow night, so here goes.

IC: Alexi gives the flail a couple of twirls to get momentum and then brings it down.

d20+10 = 25
dmg d8+3 = 11 yeah!

Note: AC for this round is 18 due to the charge.

Jet Stormway (AC:22 HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday March 23rd, 2010 11:21:18 PM

I most humbly apologize all mighty Dungeon Master Cayzle.

May I petition that Jet might also drop the sunrod as a free action in order to grab his weapon with the offhand and swing?

The most minor of things can throw a wrench.

Cayzle comments: You want to make attacks with two weapons in the same round? But you have a sunrod in one hand? Sure you can drop the sunrod with no problem as a free action. But you either have to attack with your fist, or gauntlet, or spiked gauntlet, or be able to draw a weapon as a free action.

Keela Mage Armor [AC 18; hp 29/29] 
Tuesday March 23rd, 2010 11:28:32 PM

Here we go! I hope Jet knows what he's doing!

At Jet's signal, Keela drops a Web on the ratmen, centering the spell on the leader so as not to trap Jet in the sticky strands.

Reflex save DC 15, and inconvenience ensues even if they make it.

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

Fortuitous Meetings


DM Cayzle - Hardly a Meeting, and Quite a Meeting! 
Friday April 23rd, 2010 7:39:47 AM


Garret is alert to possible trouble; he listens to Hmark give the warning and gets out his sling. Sjurd gives Hmark a light and is ready to cast a spell. Zeph too is ready with magic.

You hear clearly some movement ahead, and a minute in, a lizard head pokes around and takes a peek. He's maybe 30 feet away. Immediately, he gets bonked with a sling bullet and a stiff breeze whips up. Maybe he sees or hears Zeph cast his spell too. The lizardman, one of the short ones, ducks back and you hear the sound of feet hitting the floor and going away.

That's it for now. At least a half hour goes by with no more to report.

==========

Jet drinks a potion (yup, fine) hands the prisoner into Keela's care, and moves with Alexi forward.

Keela talks to the ratman leader, who is squinting and blinking. "Not ratman magic," she says. Keela keeps 20 feet behind.

Alexi babbles about something, then quiets down and sneaks with Jet to see what's up ahead.

Charek chides his friend gently, and Gruemor leads the two forward before the bats return.

In the middle of a bend in a cavern, Gruemor and Charek come face to face with Alexi and Jet! Please do describe yourselves, and post appropriately.



Garret Goodbarrel [AC:26 HP:25/25] 
Friday April 23rd, 2010 7:54:51 AM

Garret says, "Well, that will be their scout, and he's sure to return with many more quite soon. Think we can withstand a full assault here in the tunnel? Is there a good narrow point that will force them to come at us one at a time? Or shall we move and retreat now to confuse them when they arrive?"

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday April 23rd, 2010 10:47:03 AM

Jet is a large, barrel chested man standing just over six feet tall. His visored helm is shut and from underneath the helm grows long black, curly, tangled hair. His plate armor has spikes protruding from it at various angles, which would likely be used for grappling, as well, he carries a buckler and two handed sword in his hands. Normally, his armor would be shiney and polished, but at the moment, he is covered in gore and blood from battle. One might think, is that brain matter splattered across his chest and arms? and they would be correct! He wears a tabard, with some kind of device upon it, but the gore is to much to see legibly without a serious spot check.

Highlight to display spoiler: { All the Woldian gods are depicted upon his chest in a circle, like a pie chart. Equal on all sides.}

Jet did not expect to see this and is in no mood for nonsense so he steps out past Alexi while whispering in his ear, "Say nothing of our plight, we don't know who or what they are." Once in view, Jet gives as well a greeting as he can at this moment, "My name is Jet Stormway! The corridor you are entering is protected territory. State your business and be fast about it, unless you have some whiskey or ale with you, then feel free to throw that over here and take your time talking."

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+7=26 ; d20+5=20 ;
Friday April 23rd, 2010 11:33:34 AM

Diplomacy: 26 (natual 19)

Sense Motive on a Hunch: 20

Just in case... :)

Gruemor Blackhammer AC 17 : HP 47 
Friday April 23rd, 2010 1:52:29 PM

Looking up to see 2 humans, armored for war, covered in gore, Gruemor takes a couple steps back.

And looks hard at the two as the one speaks. And noticing the tabard, aside from its dirtyness, brings a smile to his face.
Pulling out his own holy symbol, he wears around his neck on a piece of chain, Gruemor displays the symbol of Alemi with pride.

Standing before you is a short, yet portly dwarf. Hair kept loose, and long, about waist in length, and his beard is long enoug to be tucked in to his waist belt. Both hair and beard are black as night, dripping with water. Wearing banded armor and sporting a light crossbow. Which also glistens with water.

cover your axe brother lest you keep the humans blinded.
His eyes are of the same color, if you could see them, which I am sure you will be able to once his companion covers his axe.

As for the mention of booze, another smile broadens the dwarf's face and out comes a skin, brimming mostly full. (hey, I am a dwarf for pete's sake) Try this stranger. Made it meself not but a month ago. Not my best but close, he says as he tosses it over to the lad.
As for why we are here, I could ask you the same. Why are You here in my cousins' tunnels? Where is he and the others. We have news for him and him first so instead of standing here, waiting for godknowswhat to come jumping at us, let us walk and talk and drink, (another smile) and get to the safety of .......
Midsentence Gruemor turns to Charek saying, brother, do you recognize these two? They remind me of two of the people Katarina told us about.

Looking back at the gooey human, Gruemor inquires, There were others with you, are they with Dwain?



Hmark 
Friday April 23rd, 2010 4:40:13 PM

Hmark nods at Garret's assessment.
"Yeah, he went back to bring some help." The lad considers how long it took him to get here. "Which should give us a few hours anyway."

The archer looks around at the dwarves.
"Don't suppose there's a nice long, narrow passageway around here. If we could get some torches or light spells up, and get a hundred feet or so of me being able to see them, and then a trap or two to slow 'em down, well, I could make that an awful long walk."

Charek AC 24; HP 47/47 
Friday April 23rd, 2010 4:59:17 PM

At Gruemor's prompting Charek covers his ax and replaces it at his back in a move that leaves no doubt as to his proficiency with said weapon and them moves up next to his friend. He too is litterally still wet behind the ears and dripping with water for his recent emersion.

Charek has nearly black wavy hair with dusky grey skin, and at 4'5", is a good sized dwarf His black wavy hair which due to his accident and scarring doesn't grow over his ears is kept fairly long in the back, plaited in warrior's braids. His beard is quite a bit different from most dwarven beards as well. Because of his accident Charek's beard will not grow along his cheeks or neck, so he has a nicely shaped and plaited mustache and long goatee. Where once he would have been considered quite handsome by the young ladies, the scars that cover his body and face have created a young man, while upbeat and positive, is a bit reticent and shy. His scars cover most of his body from head to toe and can be quite off putting to those who first meet him. There is now an ax strapped to his back and a mithril buckler on his arm that shows a silver anvil surrounded by gold flames in its center.

"Why are we here? Now that is a long and thirsty tale. But boiled down into a bite sized piece we were sent to aid the dwarves and folks of my families mine."

Sjurd 
Friday April 23rd, 2010 10:12:23 PM

"I need to replenish my spells und cannot stay at the front all night. Ve may have to prepare a fire in a narrow portion of the tunnel. The smoke vould drift upvard to the tunnel entrance und delay the lizardmen. It vill deplete the air in the tunnel, but the cave netvork is extensive. Or vhatever you prefer, but please do not let me be murdered in my sleep, yes?" Sjurd and Uli then retire back to the campsite to sleep. Uli dutifully watches guard over his master.

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Friday April 23rd, 2010 10:57:08 PM

Alexi, standing next to Jet, exhales, "Bat Beard's Ghost! Two dwarves as drenched as a drowning rat! Is this what happens when you go through a bat cave?" Alexi sniffs the air to see if he catches a whiff of bat pee.

Alexi, a 5'9" tall human, wears a suit of Full Plate armor, which wears a suit of bloody gore. The armor is devoid of any symbols or emblems, but on his steel shield the two see a painting of a wolf head, jaws snarling. Above the wolf head is the symbol of the Mailed Fist.

Knowledge (history) DC10 Highlight to display spoiler: { Mailed Fist: an elite mercenary army, feared by some, respected by all. See description under Woldian Organizations.}

Alexi holds a still bloodied londsword and arrayed about his person is a flail, hand axe, dagger, and composite short bow. A dark cloak hangs off his back and the stubble of a 3-day old beard darkens a well tanned face.

DM Cayzle - Extra 
Saturday April 24th, 2010 5:21:23 AM

Feel free to post more often if you are so moved this weekend.

Keela Mage Armor [hp 18/29] 
Saturday April 24th, 2010 10:42:13 PM

Keela stays out of sight, and keeps a firm grip on the prisoner's ropes.

Jet Stormway (AC:22/21 no dex, HP: 16/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Sunday April 25th, 2010 9:52:18 PM

Jet opens his visor to reveal a large white smile. A face with blood upon it can be seen, but only the nose, eyes and teeth. A black bushy beard covers the rest. He smells the flask and takes a drink. Likely better then mushroom wine for certain but it could have set another few months before being casked. Time restraints be cursed though, if I were given the word to move out, like we were, we would cask what we had too. Jet passes the flask to Alexi and looks around with his rod.

"Where do the bats exit through? Surely they do not swim in water to get outside?"

"Dwain is one of a few major partners in Bryn Baraz, but we all answer to the Task Master Garth. That is who we work for. Our small scouting party had a battle with these rat people. Come, we will lead you back through. Do not disturb them and we will bring this shaman back as our guest, for Garth to decide on if they should get their valuables back."

If the shaman starts to protest Jet will simply add, "If you don't return with us, there is no chance of you getting your weapons or magic back. We will let you go now and tell you, a lot of us will be back through. Do not be aggressive with us again and no more will be harmed." Jet unties her. If she does not return with us, they can all go and hide in another hole somewhere. The point was made.

DM Cayzle - Nearly There 
Monday April 26th, 2010 7:34:02 AM


Garret warns that the enemy will be coming. Hmark agrees and looks for a place to set up a defense. Sjurd suggests a fire, but he goes to sleep, exhausted and needing to recharge his batteries. Hmark notes a place with a decent (60-foot) line of sight, but that's the best he can find outside the main cave in which the refugees have taken shelter.

In fact, some time passes without lizardish intrusion. But soon there is sound and light coming from the other direction. After a long time away, it sounds like your scouts -- or something else? -- are coming.

==========

Jet challenges the dwarves, in a friendly way. Gruemor says they are looking for their kin, and mentions Dwain! Charek puts away his weapon and confirms what his friend has said. Alexi makes a pee joke, and Keela stays in the background. Jet seems to trust these two, since he them leads the group back, and unties the ratman leader.

The dwarves see that these three humans have a captive -- a bedraggled female rat-person. Her head is ratlike, and her body has a kind of hunched humanoid shape, with fur. When she is freed, she runs off, towards the caves of her people. Observers might get the idea that she intends to go to earth and stay there.

Soon, you are near to the cave with the pond where you left the refugees.

Garret Goodbarrel [AC:26 HP:25/25]  d20+9=21 ; d3=3 ;
Monday April 26th, 2010 8:32:56 AM

Garret says, "Well, I hope this is your scouts returning...but if not..." He starts his sling spinning again, preparing for an attack.

-----

Prepared action: Attack a lizardman that comes into view.
Hit AC 21 Dam: 3

Sjurd 
Monday April 26th, 2010 9:26:54 AM

OOC: Has Sjurd slept long enough to replenish his spells?

Zeph AC20 HP 42/42  d20+12=18 ; d20+12=28 ; d20+9=13 ; d20+9=19 ;
Monday April 26th, 2010 9:57:26 AM

Zeph holds his Schocking Grasp charge in his hand and his Spiked Chain in his other, he crouches, ready to see what shows up.(Move silent =18. hide =28. listen =13, spot =19)

Zeph hopes that whatever shows up, if it is hostile, gets within 30feet of him so he can charge it and surprise it with one heck of a precise static discharge.

Hmark 
Monday April 26th, 2010 10:44:38 AM

Hmark places an Everburning Torch 40' down the corridor he's found, so that he can see any approaching lizardmen as far away as possible. Then, he tries to take a quick, hour-long nap.

He awakens with his companion's preparations.
"Can't be lizardmen," he muses. "Or dwarves. They wouldn't need the light."
The archer readies his bow, and waits.

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday April 26th, 2010 4:53:04 PM

Jet would call out to the camp as they approch. "Send for Dwain. It seems we found some of his kin folk."

He is kind of mad he used that nice healing potion without necessity, but as Wardd would have it, he would have needed it if he hadn't used it.

He does not wait to shoo away women and children when he gets to the waters edge and starts to strip off his armor, down to his loin cloth and submerges himself in the water with a gasp as the wounds he still has seeps out the beginnings of infection. It will be tomorrow before he can heal them and he will let the other priests tend to Alexi and Keela as they need. For now, Jet just washes the gore first from his body, then his armor, before he reports to Garth on the rat people and "silver" weapons that were found. Including the magic.

As far as he knows. The tunnel they used is still caved in and secure. Let alone, they have guests from that direction...

DM Cayzle - Extra 
Monday April 26th, 2010 7:38:25 PM

Oh, although you do not know for sure, it seems likely that there is an exit from the bat cave that can only be reached by flying.

Sjurd 
Monday April 26th, 2010 9:14:48 PM

OOC: Hey Cayzle! Sjurd could fly up there if he knew if his spells had been replenished... :)

DM Cayzle - Extra 
Monday April 26th, 2010 10:08:07 PM

Sorry, it is not morning. Maybe it is 8 pm when the prodigals returneth, dwarves in tow.

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Monday April 26th, 2010 11:00:14 PM

OOC: AHA! Sjurd could transform into a bat, kill the bat leader and proclaim himself Bat King, then order the other bats, large and small, to carry us up and out! Now THAT'S role playing, eh?

IC: While Jet goes almost-skinny dipping, Alexi leads the others to Garth and Dwain. "Keela, why don't you go see the clerics and get some of those scratches seen to. You don't want to scare your niece and nephew with them," he says smiling, but very much relieved she is ok.

When the two dwarves meet Dwain, Alexi heads to Garth. "Jet can give you a better report, but the jist is that we found a way out, sort of, and the Ratmen. Some good diplomacy with the Ratmen may gain us safe access to the cave with the exit, but from there, we either swim like the two dwarves, or find the exit the bats use."

"Or, keep exploring for another exit, if we have time."

Alexi then goes to see the cleirics, seeking out Mikal, for some healing.

Zeph AC20 HP 42/42 
Monday April 26th, 2010 11:02:50 PM

Zeph waits in silence, in the dark...

Keela Mage Armor [hp 18/29] 
Monday April 26th, 2010 11:44:43 PM

"Hello," Keela greets the two dwarves as they approach.

Keela is a human woman, rather ordinary-looking, with brown hair and brown eyes. She wears a dark-grey skirt, divided for riding, and a well-made shirt of forest green. Two wands are thrust into her belt. She doesn't speak much, seeming to defer to others for decisions.

When they reach camp, she sighs a little as Jet begins his performance. "I have a Prestidigitation prepared," she remarks to noone in particular.

She hovers nearby as Gruemor and Charek are introduced. She is curious to hear their story.

DM Cayzle - All Together Now 
Tuesday April 27th, 2010 6:43:31 AM

Sjurd, Hmark, Garret, and Zeph see that the light approaching is indeed the scouts returning. And they have two dwarves with them.

Jet matter-of-factly washes off and goes to report to Garth. As he is dousing himself, Dwain approaches the two dwarves. "Can it be? Is this Gruemor, my cousin?" Grinning, he embraces Gruemor hugely. He turns to Charek. "Dwain, founder of Bryn Baraz, such as it is, at your service."

Clearly this is a meeting of friends.

Gruemor and Charek see a crude camp with several dozen humans set up in a large cavern, along with almost a dozen dwarves. The cavern has a pond -- the one Jet is washing in.

Keela stands ready to use her magic to clean people off, but Jet has jumped the gun. Maybe the still-damp dwarves they brought here could use her help.

Alexi notices the four strangers clad in fighting gear. One of them is wearing a mask. Another has an exotic spiked chain readied as for attack. Another is a gnome.

Friends, we are indeed all together at last. Please feel free to continue roleplay to tell your stories and get to know each other.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday April 27th, 2010 9:18:33 AM

Garret stops slinging his stone as he sees the dwarves embrace. He eyes the new group carefully, glad they are not lizardmen.

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday April 27th, 2010 9:39:28 AM

Jet thanks Keela, "but no thank you.. That spell.....tickles me." he points to his equipment though. That will help him clean up faster.

ooc: Pond? I thought we had a a underground river flowing through the cavern. Jet wouldn't have washed in the camps only source of fresh water if it was a stagnant, underground pond.

Jet gets dressed and greets everyone, still injured, but feeling better. He now wears his favorite T-shirt that reads, "In my world, I'm a 20th level cleric."

"So, we have reinforcements sent to us from the gods and more dwarves eh? Well, I say, we get these people out of here and then go lizard hunting. They messed with the wrong generic priest!"

"Tomorrow, let us go back again and scout out the area Dwains relatives know about. We have to get these people, either to that stone cave where the children were found, but that is a different direction from where we just were I believe OR back to Plateau City where they are completely safe. If we are going to make some serious enemies, we need to stay on the run as we hit our targets. I swear by all the gods, I will either bring that flying citidale back to the earth destroyed or I will one day sit in the commanders seat controlling it! Some day. .. "

Zeph AC20 HP 42/42 
Tuesday April 27th, 2010 10:02:04 AM

Zeph smiles when Jet proclaims that he wants to wreak havoc on the lizardfolk way of life.

He stands, smiling, but keeping a wary eye towards the mouth of the cave where he spotted the Lizard scout.

"I like the cut of your jib, man. We were sent here as reinforcements. Not sure how much help we can be, but nonetheless we are here. I think that the lizardfolk sent a scout in here a little while ago and spotted us. SO, they know where we are hiding. Whether they will attack soon or not is up for debate, but we have several traps all the way from us to them, so we are sure to hear something if they approach... but yeah, Lizard-hunting sounds like a good old time... but what about the civilians?" Zeph inquires, worried first about the safety of the non-military personelle.

Hmark 
Tuesday April 27th, 2010 10:54:41 AM

Taking in the exchange between Jet and Zeph, Hmark leans over and remarks to Garret,
"Oh, great. Now there's two of them."
Lifting his head, the young man gives Zeph a wink.

Short for a human, and lanky, the brown eyed man almost passes for a half-elf. He waves a hand at the incoming scouts. "I'm Hmark," he states plainly, the 'H' of his name just a quick whisper of sound before 'Mark'.

Use his large, red compound bow as a pointer, he indicates the tunnels leading back toward the village.
"Like Zeph said, we could have unwelcome company any hminute now. If you guys found a way out, it hmight be a good time to hmove the kids and ladies along."

Sjurd 
Tuesday April 27th, 2010 11:37:05 AM

Hearing the party of scouts enter the cavern, Sjurd wakes from sleep and studies the new group. Uli narrows his eyes at the sight of additional dwarves. He listens to Jet and Zeph converse and lets out a small sigh. "Skitur. Utlit eins og vid hafa fleiri hetja."

Giantish Highlight to display spoiler: {"Crap. Now we have more heroes."}

As he stands, you see he is of average height but lanky, wearing a mix of brown leather and green wool. A loose-hanging cloak is draped over his shoulders. On his face he wears a dark wooden mask, perhaps mahogany or deeply-stained oak, fashioned into a leering muse. You may notice that not an inch of skin is showing past his clothing. His movements appear tense and cautious. At his side is a thickly muscled warhound wearing chainmail barding. He walks slowly to his current traveling companions while two or three bright blue butterflies trail behind him.

Hmark: "Oh, great. Now there's two of them."

He speaks softly to not be overhead by the scouting party, "Vell, ve can always smother the new one in his sleep if he grows bothersome, yes? No sense in keeping him around. That is vhat you do vith sick cattle back home. Und the elderly."

He approaches the new party and raises a hand in greeting, "I am Sjurd, Druid of the Vold und Friend of the Green. I have come to investigate the disturbance caused by the lizardmen. I am not a reinforcement for you, but I am open to alliances of necessity. If you vould excuse me, I am going to return to rest und restore my spells." He begins to walk back to the camp, but then turns around one more time, pointing to his warhound, "This is Uli. Do not touch him, he vill bite you." He nods toward the scouting party then returns to his sleeping pallet and lies down.

Gruemor Blackhammer AC 17 : HP 47 
Tuesday April 27th, 2010 11:59:05 AM

Dwain, this here is Charek. A good friend of mine. With a good head on his shoulders to boot.
His father, well, that is something for him to tell you
.

After a time for Charek to respond, Gruemor inquires: so, cousin, what is the situation here? How dire is it? Can the mine be saved or is a larger force needed to reclaim it?

In response to Hmark's querry, Gruemor adds: Where we met Jet and Alexi, there was a bat cave with a pool of water, one that through a tunnel underneath leads to a safe place outside where we gained entrance. We have 2 companions, called Hunters, outside there standing guard with our animals. Through a spell or two we could administer a way for everyone to breathe underwater and get the non combatants out of here and off to a relative safety. Then, come back with reinforcements to defeat those lizard beasts and reclaim the mine.
OR ......
waits for a response.

Gruemor Blackhammer AC 17 : HP 47 
Tuesday April 27th, 2010 12:02:55 PM

A response in Giantish, directed at SjurdHighlight to display spoiler: { Oh crap, a treehugging granolahead }.

Sjurd 
Tuesday April 27th, 2010 12:24:01 PM

Sjurd , gives Gruemor a nod in approval at his understanding of the language, "Ert thu a hetja? Hetja deyja vanhugsad, svo fyrir thinn sok eg von ekki. Eg hafa seen fleiri vinatta deyja tilvera hetja en thu geta telja." He continues returning to his bed and lies down. As he settles into his blanket, he says aloud to the cavern ceiling, "Hver er sennilega ellefu."

Giantish Highlight to display spoiler: {"Are you a hero? Heroes die rashly, so for your sake I hope not. I have seen more friends die being heroes than you can count."}

Giantish Highlight to display spoiler: {"Which is probably eleven."}

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday April 27th, 2010 5:58:41 PM

Jet looks back and forth at all the new people that have decided to arrive. Then, his wounds, his empty stomach and his natiral nature takes over.

"Don't think you all are not appreciated, but some things had better be straightened out right now. Garth is the boss. If he doesn't know what to do, then I take over. For those of you smart enough to know more then one language I suggest you also learn some manners. If you don't have the loins to say something in common where everyone can hear, then take it into a dark corner somewhere so others are not distracted by it. If any of you have a desire to endanger any of these people, I will kill you just as surely as I killed those rat people back in the tunnels. If your not willing to do as you are directed by those that are responsible for these people, then just stay out of the way because the rest of us here..." He points to Keela, Alexi, Garth, etc..."have signed a contract under oath to do as we are told."

At this time, Jet addresses Garth, "I believe we should have these newcomers sign some form of contract to us anyway Sir! The lizard people had spell casters and any one of them could be a spy, polymorphed into what they appear to be now. I'm no Oath Bound, but I'm the closest thing to it here at the moment and that is good enough for me."

Yep, there it is. Jet is a jerk and although, he does not mean anything personal about it, he does feel he has made sound points on this very dangerous mission to save the reminants of Bryn Baraz.

Charek AC 24; HP 47/47 
Tuesday April 27th, 2010 8:12:23 PM

Charek meets Dwain and passes on any messages from his dad and tries to get an update on who if anyone is missing and what the situation with the mine is.

Alexi (AC: 20/11, HP:31/46) Lobo (AC: 19, HP:37/37) 
Tuesday April 27th, 2010 10:38:45 PM

When Sjurd turns to leave and warns about his dog, Alexi grins and comments, "Oh, you and Fatine would get along REAL well. HER puppy is black, and climb cliffs, slice-n-dice with his front paws and disembowl with his rear ones."

OOC: curious? Fatine's puppy is a Highlight to display spoiler: { Puma! }

"Yep, what he said," Alexi commnets. "Excepting those two dwarves, who clearly seem to be relatives of Dwain, the rest of you need to pass a test of TRUTH. The Lizardmen wouldn't know anything about any relatives of us folk, but you people have no one here to vouch for you."

Alexi pauses a second before continuing, hoping his words sink in the right way. "Mind you, we are very appreciative of any help. But precautions can't be too many. You say you laid traps. Well, as much as we can tell, YOU may be the trap."

Alexi manner is not angry but stern. A sign of the stress they've all been under.

Alexi turns to Garth, "It be wise if you, Tarketh, and Dwain preside over the questioning. Bring each one into your tent, and, in front of the Stone of Truth, have them state their identities, what sent them here, and how did they find this place."

Whispering to Garth he adds, "Remember the attack on the caravan? I'd not be surprised this could be another trick from you-know-who to finish us off and get you-know-what."

DM Highlight to display spoiler: { the Stone of Truth can be Tarketh's artifact. If you think this 'inquiry' would take too long of playing time, ok. But it'd make sense that Garth wouldn't just trust anyone not lizardman that walked through the front door. :) }



Keela Mage Armor [hp 18/29] 
Tuesday April 27th, 2010 10:58:51 PM

"Keela Larch," says Keela softly, introducing herself. "Hello, Hmark. Hello, Sjurd." To those who haven't yet given their names, she gives a generic "Hello."

"Sjurd, if Uli really is dangerous, please keep him--her--please keep your dog away from the children."


DM Cayzle - Suspicions and Insults? Oh no! 
Wednesday April 28th, 2010 6:54:21 AM


And just like that, a meeting of strangers begins to take on overtones of negativity.

Garret is neutral, and silent. Why does he not introduce himself to these strangers? And what manner of being is he? No way to tell at this first glance.

Jet finishes his rinse-off, pondering the nature of moving water. This one here, for example, is larger than a stream, since it is deep enough and large enough to hide the beasts that attacked you the first night. It is moving, although not swiftly enough to present any threat of being swept away. And further down its course, when it narrows and exits, it becomes swifter and stronger. Jet emerges from his bath, thanks Keela for the offer of magical help in cleaning his gear, and greets everyone. He is enthusiastic about finding a secure base of operations for the refugees, although he also mentions the very long walk back to civilization. He seems set on vengeance against the lizard men.

His declaration pleases Zeph, who offers a friendly greeting and a complement. Zeph seems to share the same concerns, regarding the civilians, and regarding the lizard men.

Hmark adds a bit of a joke, further lightening the mood. Maybe this meeting of strangers will go well. He introduces himself, and also echoes Zeph's warning that some lizard men may be arriving soon.

Keela responds to Hmark with her own introduction, and greets everyone with kind, albeit quiet, words. Her concern for the little ones is clear.

But a somewhat grumpy Sjurd awakens long enough for a greeting and an offer of alliance. His side comments in another tongue, overheard by a new-comer dwarf who speaks the language, lead to a few pointed words -- but will these barbs turn to jests, or fester, maybe spoiling the chance for comity? Sjurd considers returning to his rest.

Gruemor offers some important information. But ends up trading unkind words with Sjurd. Before things can escalate, Dwain fills him in. "The situation is dire," he tells his kinsdwarf. "As we were, we stood no chance. Even with all this aid, I think we could not win against the flying city that we saw, were it turned in its totality against us. But I am loathe to give up on the mine, or on my revenge." He glances at Zeph.

Maybe the harshness of the unfamiliar words said by Sjurd and Gruemor trigger some negative thought in Jet, because suddenly he is more suspicious of the strangers he greeted kindly just moments ago. Nerves on alert, he puts forth the idea that the newcomers should swear that they are as they say they are.

Alexi, even more full of demands and paranoia, agrees and wishes for oaths to be said at once. Perhaps he does not realize that his words might rub potential allies the wrong way.

Garth looks over everyone and asks the (NPC) cleric and druid to heal and restore you. The dwarf cleric, Durak, adds that they are not polymorphed or magically disguised, so far as he could tell, not are they evil. Healing accomplished, Garth asks for more information, before oaths are sworn. "How did you find us?" he asks both the two dwarves and the four who came through Bryn Baraz. "What are you willing to do to help us, and for how long?"

[OOC from your patient DM: Now look here, kiddies! I haven't been welding plot lines together since February just to see you guys jump at each others' throats at the first chance you get. Yes, it might seem remarkable to Alexi and Jet that you all just showed up at the same moment, but the posting since the start of the game should have convinced the other characters that it all makes sense. Now your job is to explain how it happened and allay fears. And the ones who feel suspicious have to at least not resort to insults and calumny right out of the gate! Just some friendly advice from the DM who is working hard to knit this group together.]

Hmark 
Wednesday April 28th, 2010 9:33:03 AM

Hmark raises his eyes to the cavern wall and shakes his head in dismay.
"Sweet Alemi," he sighs.

Dropping his eyes, he asks Jet, "You wouldn't be related to Kiel Longarm, would you?"
The question is obviously rhetorical, as the young man's focus moves to Garth.

"Hme and Zeph and Garret came from Cinammon Valley. Zeph got a vision of folks needing help, and hme and Garret have been with him a while, and decided to tag along and help. We ran into hMr. Personality over there (Sjurd) in the Crying Wood, decided we liked him anyway, and then we four followed the big, red, floaty ball to the hmining town. We snuck in to the town, looking to see what happened to the people, discovered the tunnel, opened the sealed entryway, which is still open by the way, followed the tracks to here, and somehow hmanaged to avoid eating all the little children long enough for you guys to show up and give us what for."

The archer chews on his lip thoughtfully for a moment.
"And that's about it. So, would you like to kill us now, or wait till you get home?"

Garret Goodbarrel [AC:26 HP:25/25]  d20+4=23 ;
Wednesday April 28th, 2010 9:40:55 AM

Garret steps from the shadows and stands forward, between the two groups.

Garret is an average size halfling. His voice is quiet, steady, and even. He has a small topknot in his black hair, sticking up about 4 inches and the sides of his head are shaved. On the sides of his head, and leading across to his eyes, there are various dark but colorful tattoos. He is wearing tan leather pants that end just above his ankles and no shirt, showing off his furry body. Around his waist is a rope belt with a couple small pouches hanging. On his back is a small backpack, clearly far from full. Other than the sling tucked in his belt, there are no signs of any weapons.

He says, "Look, we don't know who you people are, either. But seriously, do I look like a shape-changed lizardman? Do you think for a moment, that if we were some attacking force of lizardmen that we would just be standing around, waiting for you to return? Or would we have already attacked those sheltered here, long before you returned?"

"I am called Garret. Garret Goodbarrel, should you know any of my relatives, though they are far, far, from this place."

"We have come here," he gestures towards Hmark and Zeph, "because of a mystical, supernatural dream that people here needed our help. On our way here, after traveling I don't know how many thousands of leagues, we met Sjurd." Garret nods in Sjurd's direction and continues, "Who had witnessed some massive destruction and attacks by these lizardmen and others. We can here to help because any time lizardmen are involved, its not for the best."

"So let us put aside any questions and focus on the dangers to us now. The lizardmen know where we are, as they have scouted our location. Let us prepare for their attack. If you know another way out of these tunnels, let the young and the elderly make their way towards that escape while the rest of us stay here to fend off or even attack these lizardmen."

-----
Diplomacy: 23, so he at least sounds convincing...

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday April 28th, 2010 10:30:51 AM

Jet listens as each speaks their mind. He is naturally a jerk in serious situations and the new group members will find, once they get settled in, Jet will lighten up.

he accepts the healing and declairs, "Some of us have been up since morning and to attempt to do more today will only lead to fatigue."

Jet pulls Garth slightly aside, "Regardless of their good intentions, which I am sure they have, because it seems we have all had visions about this land in one form or another. I still believe they should sign a similar contract. I will pay for their initial wages out of my own pocket if that is what has to happen, but that might have to wait a few weeks before we can use the Catacombs summons again."

Jet almost sounds mad and he is a little bit. Two weeks ago, Jet wanted to get all of these people out of the area and they would all be safe and sound right now if someone had listened to his advice and now they are no where near safe, at least not yet.

His last response to the smart elecks of the group, "Don't worry, when I decide to kill someone, they are generally the first to know it." His smile hides the fact that he isn't bluffing.

ooc: DM Cayzle- I think you are safe in the thought that we will all get along fine. Jet needs at least one "moment" in order to flex his personality. Heck, he's getting grumpy. He hasn't been with one of Ma Beeles girls in over a week and drunk in at least two. It might just get worse... :)

Sjurd 
Wednesday April 28th, 2010 10:49:02 AM

Sjurd points at Garret, gives an O-K sign with his hand, then goes back to sleep.

OOC: What? He needs his spells back, doesn't he? :)

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday April 28th, 2010 11:11:36 AM

Garret nods and says, "Those who need their sleep should get it now, while they can. I need little sleep, so I can continue to watch with others who are more rested."

Gruemor Blackhammer AC 17 : HP 47 
Wednesday April 28th, 2010 12:28:10 PM

Dwain. What say you and everyone here retire in more comfortable and hospitible surroundings. Katarina, one of the mine's supporters have graciously, with the collaberation of other mine supporters, have entrusted in me and Charek an item that will allow us and you and the others here to safely move from here to the mage's tower back in. (forgot where) It seems to me that reporting to them, but more importantly, getting the hurt, women and children back to safety should be the most important thing we do. A mine can always be redug or reclaimed, a life cannot be.

Charek AC 24; HP 47/47 
Wednesday April 28th, 2010 9:59:57 PM

As my friend here has said my father and Katarina the major stock holder in the mine sent us to rescue who we could and salvage what we could. If you think we can take these lizard guys on then by all means let us send what non combatants that we can to safety in plateau city where Katarina will take care of them from that end until things are settled here. In any case we have just finished nearly a month of dry travel to get here and all this water covering me is not how I want to quench my thirst.

Keela 
Wednesday April 28th, 2010 10:25:12 PM

"Thank you Durak," Keela says when her wounds are healed.

"It's good to meet you, Master Goodbarrel. I'm Keela Larch."

She looks a little worried at Hmark's recounting. "If the mine entrance is still open...." she says. Turning to the newcomers, she asks a little anxiously. "You set traps on the way in? Good ones? You're sure?"


Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday April 28th, 2010 10:46:42 PM

OOC: DM - Sorry to try your patience. :) It would be sooo much easier to just assume our pcs totally trust the newcomers. I mean, us players have followed them all along, eh? But not very realistic. Now, had it not been for the attack on the caravan by powers from Floating City, our PC's wouldn't be as paranoid as they are. :)

IC: Alexi, still covered in blood and pieces of ratmen fur, looks down at the hafling. "Well met, Garret. But seriously, what does a shape-changed lizardman look like, eh?"

He then slaps the hafling a good whack to the arm, but not enough to knock him over, and lets out a good guffaw.

"Hahahahahaw!" Then he noctices the blood he just accidentally smeared on the halfling's sleeve. "Er, sorry about that. We had a little scuffle down that ways a bit. Don't know if this blood is mine or theirs."

Alexi then looks at Gruemor and tries to smile. "That be a very gracious offer, but surely the investors don't want us to give up so quickly? Yes, we've had a tough fight. Yes, we had to hide under ground like rats. Yes, we've lost a few. But these people gave up that life back there in the civilized world to make a living here. Sure, it would be easy to just give up on all this and go back empty handed. And maybe we will have to. But not before trying to save Bryn Baraz at least once."

Alexi takes a breath and goes on. "You see, it's not just us. It's the Ahote too. They are natives of these plains. We have an oath to them to help them fight our mutual enemies. If we don't try to scoot these lizardment out of Bryn Baraz, then the Ahote are left alone. I don't want to even think what would happen to Tocho's sister if the Lizardmen take to hunting them down."

At that Alexi turns a bit red as he blushes a bit and shuffles his feet some. 'Drat! Why did I say that? Keela's right here! Me and my..." he chides himself.

Then he looks around in thought. "So. You've opened up the mine to get in. And you've seen a lizardman scout. (OOC: oh, too bad we can't send Col out to look around and spy on their preparations. sigh...)"

He turns back to Garret. "Say, what time was it when you came down? How light was it? I don't think the lizardmen like the darkness. If we could rest some and be ready whe it is night outside, we could spring a little surprise on them. Being that they don't come down here first, that is."

Pondering... "Yep. We really need to know what preparations they are making so we can be prepared. We need to know where their giant lizards are and where their spell caster leader is."

Alexi turns to Garth and Dwain, "I think Garret here, and another sneaky friend, need to spy on the lizardmen. See what they are up to and how many are preparing to come at us. If possible, even find out where their leader is staying.

Meanwhile the rest of us get cleaned up and rested a bit. I want to sneak into Bryn Baraz at night and take out their leader by surpise, then scatter the others. Without their leader, I think we have a chance of regaining out town."

What say you, Garret, you up for some scouting and spying?"

Zeph AC20 HP 42/42  d20+5=14 ;
Thursday April 29th, 2010 3:02:25 AM

Zeph smiles at the slightly more friendly transactions. " I wonder if lizardmen have darkvision?"

(Knowledge dugneoneering 14 to think if lizardmen do in fact have dark or lowlight vision)

(OOC: SOrry for not bieing active guys. I have an organic chemistry final tomorrow and I have been studying for the past 2 days...)

Charek AC 24; HP 47/47 
Thursday April 29th, 2010 6:14:40 AM

Oh Parsnip Whiskers!" I had forgotten all about them. Charek turns as Alexi mentions the Ahote. We ummm left two Ahote guides up at the entrance that we used to get here. I can't remember if they saidthey planned on waiting ofr us or not. They were not enthused about going into, under and through the water, when we informed them that was the way in.

DM Cayzle - (Sorry, v. short today) 
Thursday April 29th, 2010 8:29:37 AM


The conversation continues.

Will you go scouting or raiding tonite, before the red orb makes its way back? Will you rest and recover spells? Both?

What are the chances you can actually win this fight? This battle? This war?


Garret Goodbarrel [AC:26 HP:25/25] 
Thursday April 29th, 2010 9:45:07 AM

Garret smiles and nods, "Sure, I'd love to head out and see what I can see while you others rest. Anyone want to go with me?"

"Oh, and who is this Bryn Baraz you're going to save?"

Sjurd 
Thursday April 29th, 2010 10:40:31 AM

Sjurd rises once again, obviously put out by the interruption to his sleep. "Ve do not have the strength to attack the village, let alone (motions to villagers) an absence of liabilities. I suggest ve retreat to Plateau City. As much as I am loathe to enter such a hive of scum und villainy, it vill provide refuge for the villagers und allow us the means to learn more of our enemy. A direct attack vould break like vaves against the cliffside." With that, he returns again to his pallet and sleeps.

Gruemor Blackhammer AC 17 : HP 47 
Thursday April 29th, 2010 11:07:49 AM

It should be up to Dwain and his people, not ours due to oaths , or pride.
I have given you the option, dear cousin, I believe it is up to you and your charges to decide our next course of action
.

Hmark 
Thursday April 29th, 2010 2:26:26 PM

After Jet's comment, Hmark looks blankly at him for a beat or two, and decides its just not worth the effort. Dismissing the man from his thoughts, the archer turns to join the others in their conversation.

"Sending scouts forward is a good idea," he agrees. With a glance at Keela, he responds, "we set warning traps. They work good enough as warnings, not so good at actually slowing anything down. I got hme a 60' stretch of tunnel lit up down that way, so I can get the best field of fire."

To Alexi - "They found us a few hours ago - enough time to get back, plan an attack, and be on their way here. hMe, I'd ask a couple of our darkvision friends to hmove forward about a quarter hmile to give a warning, then get a plan together to zap back to Plateau City at a hmoment's notice, and then let folks rest up and take the fight to the lizardmen in the hmorning."

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Thursday April 29th, 2010 6:39:30 PM

Jet seems to ease up a bit, "In what manner can you transport these poeple to Plateau City?" he asks.

"Plateau City, I have never been to, but we can't have Lollena and Pliney going back to the Float to deal with a noblemans childish son." Jet thinks a moment, wondering if those kidnappers were able to make it back or not. He gets a cold dread feeling in his guts, thinking about the past, but he fairly gave them the option of Judgement by Jet or by Eberyon and they chose Eberyon. Likely a wise choice anyway. Jet was a little younger and didn't like people as much then as he does now.

Knowing that there are others able to watch the entry way where the lizard men would come "We should likely set up an alarm trap on all the exits from the cavern."

With that, Jet hands over all the possessions they found on the rat people. "I gave the leader an option of returning with us to reclaim their possessions from you Garth, but for some reason, she did not think that was a good idea. I didn't really want to steal the few items they had, but they were planning something bad for us and that is why I attacked them. I was not going to leave behind items they could use against us later when we least expect it."

Jet sets the loot down in front of Garth then, he goes and puts on his chain shirt to sleep in.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday April 29th, 2010 10:07:55 PM

"Two Ahotes? Wow! That is good news. But they'll be in peril up above. But I'm sure they are good hunters and scouts to find a hiding place and stay out of sight. I sure wish we had a way to let them know you two are all right. Maybe Tarketh, being a Druid, can shapechange into a bat and use the bat's exit to find and tell them."

"Yo, little guy. Look all around you. This is Bryn Baraz. These people, this mine, and the homes and farms above that you passed on your way here. This is what we are trying to save. "

Alexi then speaks to no one in particular in response to the one with the speach impediment. (Oh, there's two. :) er, the one with the 'V'). "Humm... vhats up vith him? He thinks ve can learn more about the lizardmen vhile hundreds of miles avay than right here on our doorstep?"

OOC: ok, this is role playing. Alexi had a habit of immitating Fatine's weird speech too. Fatine's player had to bow out, much to our dismay, as Alexi had a good time jiving with her and she gave Jet such a hard time. Ha!

Then, correcting his speach, he adds, "Going to Plateau City, or Floating City, or anywhere else is not our decision to make, but the Mining Company's. They paid us to come here and if they say to leave, we leave. Dwain will have to take it up with his investors, this er, person that you've mentioned, and however many others."

Then, with a big smile, "In the meantime, we find out what the lizardmen are up to so we can be prepared for their attack or our attack. If the scouting goes well, our attack will be a precise attack on their commander here and a quick retreat to the caves if necessary."

"Now folks, I'm going to get cleaned up, eat a bite, take a nap, and see what Garret has found out."

OOC: a bit of history might help. Unfortunately, it's a very long story. A good one, but long one. But the short version is that we all signed a contract to last 2 years and got a lump sum up front, since there'd be no pay once here. Here being Bryn Baraz. So, no one here can technically leave unless the Company gives the OK to, as it would be a breach of contract.

We will periodically refer to events from our travels here. If anyone is interested, I've compiled a good portion of it. Makes for good reading. Just let me know.

Keela 
Friday April 30th, 2010 1:51:39 AM

Keela suddenly feels very tired. "If all that stands between us and a horde of lizardmen are a few alarm traps, then we can't afford to take a rest right now. We need to make sure everybody is armed and that we have a plan for defense."

She puts her hands on her hips. "And I don't know why people are always supposing that hard-working farmers are just going to up and leave land they've sweated over, and homes they've built with their own hands, and crops they've spen their last copper to sow. This land isn't just property; it's their livelihood. It's all they have. Don't you think they'll fight to keep it?"

DM Cayzle 
Friday April 30th, 2010 7:45:46 AM

Sorry, DM Post will come around 1 pm today.

Gruemor Blackhammer AC 17 : HP 47 
Friday April 30th, 2010 11:10:55 AM

Well, since you signed a contract to the company, and us being representatives of said company, ie the owners sent us here with instructions, and we followed through with said instructions, and Dwain is the ranking company official here, then Dwain would be your company spokesman, hence his decisions are binding, and does not in any way harm your contract with said company.

As for what means, by this here device, (shows Jet the teleport rings Katarina gave us). It will teleport all of us to the mage's tower in Plateau City safely.

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday April 30th, 2010 11:26:18 AM

"What about the lives stock also or wagons? I know nothing of Teleport rings."

"As for Dwain being in command, I don't know what gave you that impression, but I understand kith and kin would stand together no matter what. At this point, I will let Garth and Dwain argue between them over who is in charge, but somehow I get the feeling, if Dwain can't fire me, like he wanted, it's Garth we will be answering too."

DM Cayzle - Garth Steps Up 
Friday April 30th, 2010 1:44:35 PM


Gruemor explains how the teleport items work: These are five copper stakes, each finely engraved. Set these stakes into the earth to form a pentacle, and speak the command word. Then the pentacle becomes a teleportation circle that lasts for about one minute -- the duration is not exact. While it is active, anyone you send through will arrive in the Star Tower. The command words for the teleportal are "Zharak Zharam! Zharak Zhalasch! Zharak Zhakhesh!" In dwarven, that's "For refuge, be open! For refuge, be wide! For refuge, be home!" The only danger is that if you time it badly, the magic might end before the last folk go through. Otherwise it is completely safe.

=====

Dwain scowls at this talk of who is in charge. It seems to be a bit of a sore point. A human, Garth, steps forward. "Okay, folks, settle down. Number one, this expedition is a company, of which Dwain here owns the most shares. But not the majority. I'm here to represent all the other owners, and that puts me technically in charge. But come on, we all want the same thing here, and Dwain and I tend to agree on everything, after some jawing, maybe."

Dwain chuckles at that.

"Now, Charek here, well, his family is another owner, and I suppose that if Charek and Dwain put their heads together, they could give me my marching orders, but I don't think anyone here wants that. We're all friends, right? We all want the same thing -- to get the colony working great and to get that mithril out of the ground."

"So obviously, Gruemor and Charek here are okay in my book. No question. As for these other four, well, look at it this way -- say your house is burning down, and some passers-by volunteer to help put it out. You going to ask for oaths and promises before they even get started? Hells no! I'm not looking sideways at what's a pure gift, one we need, maybe one the gods are seeing fit to toss us."

"Nope, no oaths needed. Anyone want to argue with that? Okay, I didn't think so. Later on, these fellows want a job and a wage, we can talk. But I'm not spitting on a gift graciously given."

"Now, there are some clear options. Let's spell them out, see if I missed any, and we can debate the merits."

"One, everybody teleports home. We get some rest, learn more, come back later."

"Two, everybody teleports home except the heroes. They stay, find out more, maybe fight, figure out what to do."

"Three, find a local refuge, set up camp there, do some recon and learning. No teleport."

"Four, stay here, scout and fight."

"Is that it?"

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday April 30th, 2010 2:09:48 PM

Jet is satisfied if Garth is and is more then happy to move along with the topic of what to do next as he watches to see what Garth does with the loot.

"All non-combatants must go. If they can't fight, they are just a liability. That doesn't mean they can't return when we have some success, but that is not now. Leaving should be on a voluntary basis, so anyone staying knows, they will be fighting and on the run."

Jet looks around, "Those that want to stay and fight, we need to use our Ahote resources as much as possible. They know the terrain far better then any of us and they know what resourses the lizard people will want to hit, so we should hit any type of resourse builder that flying citidale has."

Jet begins to go into long term tactics. "There is no way, we can take on a city of lizards by ourselves, but that city needs to eat and it needs to have what we have to continue to thrive. I am committed to following that city, straddling a hunk of earth, until I see with my own eyes, the inhabitants suffer like these fine and decent people here have and who knows how many other people. Even across the blight if that is where it travels. They will call us barnicles. Leeches. Parasites! But they will slowly get weaker and we will slowly get stronger."

Jet is no longer talking to any one person, his mind is wandering off to a time in the future when he can see this prediction coming true.

Off in the distance an unfamiliar voice is heard in the voice of Mr. Ed, "How are you going to do all that, walk?" followed by a neighing sound that brings Jet back to the present. "NO, I'm going ta make you carry me you dumb donkey!" is the humans reply.

Getting closer to the group is easily heard a clippity clop as a BIG beatuful black stallion is soon in view. With the horse comes a return reply, "Better watch that mouth, I can still take you Jet!"

Jet hurrumphs, "I let you win." Then smiles at the others with a nod. "This is Bantom. My best friend and sturdy fighting buddy." Looking at the dwarves and halfling and such, "Also, up untill real recently, the only creature that could keep up with me at the bar. When next we have one, I hope that too will have a conclusion."

Zeph AC20 HP 42/42 
Friday April 30th, 2010 6:28:54 PM

Zeph thinks about the options that he laid out, and that Garth modified and presented, then his listens to Jet and likes what he is hearing. "I like Jet's plan. He is right, all non-combatants should leave in the most convenient manner. Everyone else will remain and hold the mine until the Lizards move on to their next target. Then we follow closely and gather information. We will need a way to relay information back to the civilians though... Message spell?" Zeph suggests, liking the ideas so far.

"I can't speak for my good friends, Hmark or Garret, but I am in this for the long-haul... lets bring down an empire of Lizards. Sounds like a good campaign to me." Zeph smiles wickedly at the idea.

Sjurd 
Friday April 30th, 2010 10:11:09 PM

Sjurd mumbles from underneath his blanket, "Staying here is inviting death. Ve can magically scry from the city in safety vithout compromising our defenses. I see no reason to stay here und I have no intention to do so."

Charek AC 24; HP 47/47 
Saturday May 1st, 2010 8:56:09 AM

What kind of numbers are we talking about here. We have seen one of the floating orbs, but what is this floating city you are talking about? I mean I am all for a good fight, but I am also smart enough to not be guided by foolish pride and take on unopposable odds.

Keela 
Sunday May 2nd, 2010 1:33:32 AM

Keela frowns. "This Teleport you're going to use to whisk everyone away--is it a two-way spell? Or will the noncombatants have to make their way back here overland? It took us some little time to get here...."

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Sunday May 2nd, 2010 11:23:41 PM

With the explanation of how the teleportation works, Alexi throws up his hands.

"One Minute? Oh, that'll get a bunch of people safely away!"

After a deep breath and listening to the others, he puts in, "The teleportation isn't an option for the people. I don't think that the Teleportation device was even intended for that kind of use. However, it can be used to send a message back to the Investors as to what has happend and where we are. Just in case, you know, any re-inforcements can be sent.

In any case, we know of only the one Flying City, but we don't know where it is now. The Orbs are scouting machines. But instead of going into the details of their attack on Bryn Baraz, we need to know what is left up above. Our options depend entirely on what forces are left. They didn't come to conquer, but only to pillage, so I'm surprized there are any left at all. But what is left, needs to be gotten rid of.

The machines are vulerable to fire, so a good fire attack on one before it lands would go a long way. The only difficulty there, for us at least, is reaching that height. These machines are driven by someone, and our success was in killing that driver, causing the craft to crash.

My suggestion is wiping out those that are here and waiting to see if more will come. With that information taken to the Investors via the Teleport, that should buy us some time for some re-inforcements if the lizardmen bother to come back.

I'm going to go get this muck cleaned off, eat something, then be ready to go up above with whoever wants a bit of action."

Alexi turns and heads over to the part of the water that is running and removes his armor for a cleaning. Afterward donning his armor again, he eats a few bites then checks in with Garth again for orders - go forward in planning an attack on the lizardmen, or keep looking for another exit.

DM Cayzle - More debate -- coming closer to a consensus? 
Monday May 3rd, 2010 7:09:31 AM


[OOC regarding the teleport device. Imagine a line of people. Each person takes up a 5x5 space. Figure people move 60 feet a round. Therefore, in one round, 12 people could walk past a particular point. In ten rounds, 120 people could walk past a point. You could probably do twice that number if you invoked the squeezing rule, and maybe more if they were running. You all have here maybe a third to a half of that 120 number. Honestly, it would take coordination, but you could surely all enter the circle in one minute.]

[Still OOC: Now, if YOU want to be stranded but your CHARACTERS want to go to Plat City, then make sure you are the last ones through, and the kindly DM will arrange for the circle to fail just as the last NPC goes through and before the first PC goes through.]

[One last OOC: But note that your DM will tear out his hair if some PCs go through and others do not. Tempt not the wrath of the DM!]

Garth gives the loot back to Jet. "You three earned it. It's yours."

Then he does a doubletake at the "silver" weapons. He shows one to Dwain. "This is mithril!" the dwarf exclaims. "Those ratmen must have found some veins as well -- and by the look of these crude weapons, a richer vein than what we have found so far!"

Talk turns to a return to civilization, prompted by Keela. Yes, the teleport is one-time, one-way trip. The settlers would have to return the way they came, by foot that is, or get similar magic to bring them here.

Dwain looks at Garth. "I think the mining company would be much more likely to teleport the settlers back here once everything is safe if there were some profit to incentivize them. We should send back all the mithril we have collected from the mine. And these mithril weapons! That would get them to put up the settlers in style until it is safe to send them back -- but someone would have to stay here to set up the arrival point for the teleport, I bet."

"But perhaps we should set a guard and rest," suggests Garth. "Our casters are tired, and the enemy's are fresh. If there is a red orb coming back today, maybe we can still get a jump on it if we rest until dawn and take a look up top very early."

Sjurd 
Monday May 3rd, 2010 9:20:12 AM

OOC: At this point, Sjurd does not want to stick around. If the choice is between sitting in a cave with a small army of angry lizardmen at the entrance or retreating to a nice, safe city to do some magical spying, then it isn't really a hard choice. He has no emotional or professional investment in securing the village and sees his current situation as convenience, not commitment. I suggest the rest of the party arrange to teleport the villagers to Plateau City while Sjurd is still asleep to avoid a confrontation. He will be royally pissed, let me tell you, but it would be an easier solution than trying to physically keep him from going through the portal.

Offer him money or something, everyone has a price.

Garret Goodbarrel [AC:26 HP:25/25] 
Monday May 3rd, 2010 9:20:15 AM

Garret steps up to an intersection. Just before he disappears into the shadows he says, "Indeed, some need sleep. Let us sleep on these decisions and have more of a discussion when we are all rested. I can take up watch here for awhile."

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 3rd, 2010 10:33:33 AM

ooc:I really don't want any prolonged aggression in this group. I would say Cayzles Idea is best. Sjurd would be the first PC to step through, but some small child gets scared and runs away from the group and kills the rest of the time while everyone tries to find the boy or girl, getting it back just in time to take them all away and leave us here. If Sjurd wants to be pissed of at a child for being a child, well, I doubt any of us would approve of that, but it will keep the group in harmony.

Jet lets Keela take the stuff. "I doubt Alexi or I could wear the robe under our armor, so why do you not take these things and discern what you can of them in the morning please."

Jet slaps Bantom in the neck, a bit put off that no one was surprised by a talking horse, but maybe they have seen one before? "Let's go boy. Try not to snore tonight alright. You wake me up."

Bantom replies, "No, you wake you up!"

The bickering slowly fades away to a dark corner before it stops for the evening.

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 3rd, 2010 10:49:51 AM

ooc: Now, as far as the under ground passages go, I as a player, would like to explore the rest of the exits and tunnels. If for no other reason then to use them against the lizard people. Who knows, we could find some valuable allies down there?

Gruemor AC17, HP47 
Monday May 3rd, 2010 11:45:43 AM

I keep hearing a decision made from Jet, yet I still haven't heard anything from the people here under Dwain's leadership. Personally, at the least, we send the non combatants home. Let them be our reports. Let them carry back whatever it is you want sent back. Kills two birds with one stone. As for the rest of us going, that is for Each person to decide, not 1 or 2 of you.
As for me, I abide by Dwain and Garth's decision. Alemi has prompted me to save lives and if it means staying here, to complete that vocation, then by all means I shall.


Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Monday May 3rd, 2010 11:46:37 AM

OOC: Actually, upon visualizing Cayzles description of the teleport again, since it is a circle, the people can just form around the circle and just hop in, one at a time. This would speed things up considerably.

ex: the people form around the circle, one person deep. Garth, or someone else, goes behind these people, clock-wise, and touches them on the back as the signal to go through. As soon as one goes through, one from the crowd takes his place. It is very orderly.

I like the idea that all the people get through except the PCs and perhaps a one or two NPC healers (Mikal maybe) and maybe Garth (does the Captain go down with his ship?). :)

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 3rd, 2010 12:02:08 PM

ooc: Excuse me, what decision has Jet made? He is stating what he likes, but he isn't giving orders by any means. As for Dwains leader ship, I guess you did not get the point, but no one here follows him except Gruemor, it seems. Jet will only answer to Garth, period, until Garth tells him otherwise, which has not happened.

My next question is beginning to be, why did we join these games if you guys did not want to be in "Uncharted Lands"?

Sjurd 
Monday May 3rd, 2010 12:24:36 PM

OOC: ....why did we join these games if you guys did not want to be in "Uncharted Lands"?

Combining groups can cause a little friction, both in-character and out-of-character. The key is (1) develop rapport and a relationship of trust and (2) identify group goals. Accomplishing No. 1 just takes time and some good role-playing, which I think we are doing nicely. No. 2 can be a bit more difficult, since not everyone has the same individual goals or motivations. For example, Sjurd is an indifferent cuss. He's not especially mean, he just doesn't have the same noble goals as the Uncharted Lands group (he's more of a Randian Objectivist). It wouldn't bother him to leave your hypothetical child in the cave since he obviously is too foolish to be worth saving and endangers the safety of the other villagers.

So I would suggest that perhaps we should spend some time in-character identifying why everyone should get along and work together. I would also suggest that there could different reasons to cooperate for each PC. Most of the group is going to be fine with the villagers-in-distress motivation, but some others may need a bit more coaxing or persuading to get in line. I promise you that Sjurd is not being difficult just to be the center of attention by complicating matters. Just try asking him what he wants to get his cooperation.



Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 3rd, 2010 12:46:54 PM

ooc: I can't play with a character like this without constant conflict. I understand, we all want to play our characters, but from the way Sjurd is being played, that "sounds" like a very neutral character and that is not allowed in the Wold.

We don't just need a team guys, we need hero's! We need to care about these people or why would you have come all this way to begin with if you didn't? That just does not make sense.

If, Bryn Baraz is not the focal point of your characters desires, Jet will hate you for being here and it just will not work. The three primier characters have fought and almost died for these people, one character of which has close family that love her and care for her well being. They took it very hard when Jet asked Keela to join their scouting party, but Keela wanted to protect her sister, brother in law and their children.

If one of them was the one to run away and Sjurd didn't help in the search, which is pretty messed up, not looking for a lost child, Jet will loose his cool, because he too helped keep them alive when they were all attacked by bandits and when they went hunting to bring back food.

That is my opinion and I hope that we can all work as a team to a common goal of saving this community and stopping that vessel in the air from doing to others what happened to Bryn Baraz. This is an Epic Level adventure and we will be weening our Dragon Group teeth on those in the city, I believe. I trust in Cayzle to not wipe us out before then and any other DM's that we have in future migrations.

We had emails months ago and I thought that this was what we kind of agreed to.

Gruemor AC17, HP47 
Monday May 3rd, 2010 1:22:31 PM

We had emails months ago and I thought that this was what we kind of agreed to.

Not with me you didn't. I do not remember a set of emails about this, only to say we were being forced to combine two games.

If, Bryn Baraz is not the focal point of your characters desires, Jet will hate you for being here and it just will not work. The three primier characters have fought and almost died for these people, one character of which has close family that love her and care for her well being. They took it very hard when Jet asked Keela to join their scouting party, but Keela wanted to protect her sister, brother in law and their children.

If Jet feels that since we are joining you, ie being forced to combine games, and you are gonna primp yourself up, as if its our choice in joining you, then maybe the powers that be should think twice about combining this game. Seems to me we should be at an equal footing, not one player deeming they and their group is more superior, which, to at least me, is how you are coming across.

If anything take it from my viewpoint. We were asked to come here, to give Dwain some info, that he was a representative of the company and pretty much the first thing you do is bark orders, demand oaths, then say the man running the mine isnt the boss, your boss is. Like that is suppose to make us friends.

We don't just need a team guys, we need hero's! We need to care about these people or why would you have come all this way to begin with if you didn't? That just does not make sense.

My point exactly. I keep saying we need to get the people to safety. I have a way to do that yet you keep shooting it down. Like you are the boss or something, which, again to me, is the way you are coming across. I realize your character is a gruff person and you could have been playing him since your get go, but why should I, or someone else, who felt the need for storyline to start a new character be penalized for that decision. Back to my other point. For us to work we need a common ground, not one side thinking they are better than the other.



Sjurd 
Monday May 3rd, 2010 1:24:03 PM

OOC: I don't really want to get into an alignment debate. Let's just say Sjurd takes a very utilitarian view of what is 'good.' He feels that the moral worth of an action is determined solely by its utility in providing happiness or pleasure as summed among all sentient beings. In other words, if the teleport-spell has a limited duration, and the lizardmen could attack with lethal force at any time, then the time and energy used to find the child who ran off is time and energy that can no longer be used to save more people. It applies both ways; if Sjurd were separated from the group, he would think it very foolish to endanger several lives to save his one life.

A conversation with him might go like this,

"If you could save an entire village by killing one innocent person, would you do it?"
"Yes, because to do otherwise is to choose to kill everyone else in the village through your inaction."
"How would you feel if you were the innocent person who had to be killed?"
"I would think myself very selfish if I valued my life over the lives of everyone else in my village."
"So you wouldn't mind being killed to save others?"
"If the 'others' are people that were important to me, then I wouldn't need to be killed. I would take my own life first to save theirs."

So it isn't that he doesn't care about the hypothetical missing child. It's that the lives of the other villagers and the rest of the party are too important to gamble trying to save one person.

Sjurd is here because the lizardmen were damaging the local ecosystem. If you want his help with the villagers, you are going to have to convince him.

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 3rd, 2010 1:42:59 PM

Alright, I see your point. Just to clear up, Premier to me, means the first or the earliest. It is a term used in the SCA in regard to people being the first to do something or achieve something. I did not mean to imply I was the boss, but only that Alexi, Keela and Jet have been here from the beginning and have invested interests in what is happening.. I did not think of a better word only due to habit of it's use within my society. I really did not mean any offense and for that, I apologize.

Secondly, Jet said many times Garth is in charge. Jet only follows orders. That is all he has ever done, to the best of his ability and that will not change as long as he has a superior.

Third, you are all right. You don't have a reason to be here. Some of us do. It is a hard core dilemma I don't have the answer to.

Sjurd 
Monday May 3rd, 2010 2:06:43 PM

OOC: It isn't all that bleak. Sjurd wants to defeat the lizardmen just like Jet, but he doesn't have the motivation to save this particular village. He's looking at the big picture right now. Until he does share that motivation (or anyone else in the group, for that matter), secondary motivations like gainful employment might be suggested.

Zeph AC20 HP 42/42 
Monday May 3rd, 2010 2:40:48 PM

Zeph says, "Well. It seems we agree on a few things: Lets get all the civilians out of here. We, the PCs with character class levels, will enter the teleporter last to make sure that everyone gets through. Deal? Garth? Gruemor? Dwain? Jet and crew? Garrret? Hmark? Sjurd? SOunds good, how do we get this teleporter thing fired up anyways? I don't want the lizards to attack the civilians and they can attack at any moment it seems." Zeph is very worried about the people, knowing that everything else can come after they are safe.

Hmark 
Monday May 3rd, 2010 3:26:00 PM

Hmark plops down on a stone next to Keela, only half-listening to the debate regarding who's in charge and whether the adventurers will step through the portal. He's pretty sure he heard the horse talking, and files that one away for later inspection. But right now doesn't seem like the time to get into it.

Zeph asks for some confirmation, and the young archer gives him a wave of acknowledgment.
"Right behind you," he tells his friend.

While waiting for general resolution, the lad looks up at Keela.
"You hmentioned the farmers wanting to stay and fight," he says. "Well, not sure I'd agree. <raises a hand defensively> And I have spent my fair share of time in the turnip fields."

The brown haired man considers for a moment, and then continues.
"Fighting for your land, sure. Dying for it, not so hmuch. If a flood came back home, we'd leave, wait, and then come back when the water went down. No point in fighting it. I'm guessing this is kinda the same. Big debate here whether the lizards are too hmuch for us. If that's so, they gotta be way too hmuch for folks that don't fight for a living. Best bet hmaybe treat lizards like a flood - get out of the way, wait till some fool heroes drive them out <he flashes the wizard a depreciating smile at that>, then come back."

Hmark shrugs again. "Least, that's what we'd probably do back home. There's always hmore land."

Sjurd 
Monday May 3rd, 2010 3:26:02 PM

OOC: Hey, Zeph, mentioning 'PCs' and 'character levels' while in-character kind of breaks the 4th wall, buddy! :)

Keela 
Monday May 3rd, 2010 3:56:49 PM

Keela smiles rather absently back at Hmark. "There's some sense in that," she acknowledges. "It just makes me mad that they don't even ask. They don't ask the people what they want to do, or if they want to run away, or even if they have other suggestions."

"And it's not like with a flood, you know," she continues. "People pretty much sold everything they had and gave up everything to come out here. What wealth they had left, they used to build their homes and sow their crops. And now they can't even harvest them. What are they supposed to use for money? How are they supposed to live once they get to Plateau City?"

Garret Goodbarrel [AC:26 HP:25/25] 
Monday May 3rd, 2010 4:02:40 PM

Garret nods to Zeph and says, "If we're going, let's be on our way. Perhaps we can make more decisions away from this lizardman army and find out how to save these people and this land."

Zeph AC20 HP 42/42 
Monday May 3rd, 2010 5:38:41 PM

Zeph nods a Keela and feels a bit ashamed that he tried to make the decisions for the people , "You are correct. We forgot that there is free will in the Wold huh? Let us ask what they wish first, then." Zeph says in agreement.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Monday May 3rd, 2010 10:16:43 PM

OOC: Item #1: Despite whatever reason each one is here, let's find a reason to stay together.

Item #2: The Primary Goal should be to save the people. Teleport them out. With these Teleport stones/markers, the Investors can trace a way back here once the lizardmen threat is over, and with seed and tools supplied by the Investors, start over again.

Item #3: We all want to fight the lizardmen above, each for his own reason. We'er itching for a good fight. Once that battle's done, we are free to pursue any quests set for us. (Alexi thinks it might be meeting Tocho's sister...)

Item #4: Jet was given the authority, by Garth, to boss us around. Once this information is established with the newcomers, in Character, each Player needs to work out with their Characters how to accept Jet as leader. At least for now. Once we are released from duty of guarding Bryn Baraz, a new leader can be chosen.

Item #5: hmmm... did I cover everything? Oh, yeah. Let's have fun. It's not unusual for PC's to wrangle with each other and it can be entertaining as long as the Players understand each other and the Primary Goal (kill the monster, save the world, get the treasure, kill the monster, save the world, get the treasure...) is the same. Alexi has disobeyed Jet numerous times but not in self interest, but in his desire to be the most effective daring hero, heh. :)

Sjurd 
Tuesday May 4th, 2010 12:01:38 AM

OOC

"Jet was given the authority, by Garth, to boss us around. Once this information is established with the newcomers, in Character, each Player needs to work out with their Characters how to accept Jet as leader."

I'm still a little fuzzy as to why this applies to the new guys without some sort of contract in place. Now, if the new PCs were hired as 'employees,' then it would be understandable. But until then, we are just a mutual-benefit association with no definite leader in place.

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday May 4th, 2010 12:07:42 AM

ooc: That was kind of why Jet wanted the new people to sign a contract, to avoid the argument. No problems. perhaps the easiest thing to do is let Garth give the authority of things to Dwight now and let Dwight decide on who is boss and what will happen.

Really, it is between Garth and Dwain ultimately what happens in the near future. Jet is just an opinionated cuss and takes everything he says, as is, until proven other wise.

Sjurd 
Tuesday May 4th, 2010 3:24:34 PM

OOC

Not to split hairs, but there is a bit of a difference between an employment contract and an oath of loyalty. Jet seemed to be demanding the latter. Hence the contention. :)

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday May 4th, 2010 4:21:58 PM

LOL

Jet never demanded anything. He may have strongly suggested it to Garth, but he did not demand it.

I think your dislike of Jet is good role playing, but please don't put words into his mouth.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday May 4th, 2010 4:30:10 PM

Garret looks around as the discussion continues and then looks back down the passageway from which the lizardman had appeared, watching for an attack.

Sjurd 
Tuesday May 4th, 2010 4:48:28 PM

OOC

My bad. Jet did (rather enthusiastically) suggest we sign contracts. It was Alexi who suggested being questioned before the 'Stone of Truth,' or some such. That's where I got the whole Oath-of-Loyalty thing. Come to think of it, he made fun of Sjurd's accent, too.

*scribbles notes in a small notebook*

If Garth can just throw out an employment offer, I think we can get the group up and rolling.

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday May 4th, 2010 5:23:25 PM

IC

Jet is heard snoring "ZZZZZZZzzzzzzzzzzzzzzzzz..............."

Bantom is heard laughing softly.

DM Cayzle - Extra Sort Of 
Tuesday May 4th, 2010 6:01:57 PM

Sorry, with the Wold being down the better part of the day, I'm going to skip the DM post for May 4 and get one up bright and early tomorrow.

Thanks!

Cayzle

PS: Keep chatting. I like the RP we're getting going, and I appreciate the desire to enjoy some good character building while also laying the foundation for a strongly knit group going forward.

Sjurd 
Tuesday May 4th, 2010 6:13:49 PM

OOC

LOL, most of Sjurd's RP-ing is occurring while he snoozes. But darn it, he needs those spells back! :)

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday May 4th, 2010 9:23:58 PM

Garret looks around for things to shove in the nostrils of those snoring...

Zeph AC20 HP 42/42 
Wednesday May 5th, 2010 1:56:36 AM

(OOC: International Star Wars day precedes Cinco de Mayo... May the 4th be with you.)

DM Cayzle - Extra Sort Of 
Wednesday May 5th, 2010 4:13:37 AM

May the 4th be with you.

Okay, that was good for making the DM snort first thing in the morning!

DM Cayzle - To debate, perchance to dream 
Wednesday May 5th, 2010 7:18:11 AM

Sjurd, Garret, and Jet go off to sleep. Well, Garret comes back, restless, and takes up guard duty.

Hmark, Keela, and Zeph are concerned about the farmers and villagers. But they decide to go talk with these folk to find out what they prefer. Of course, there are a few who want to stay and fight -- maybe three out of dozens. Most, especially those with children, think it is most important to find somewhere safe to stay. Here in these caves or back to civilization, or in some other haven. But there is a consensus that safety and a place of refuge have to be a priority.

That said, only about a third think that Plateau City is the best place to go. Most have the feeling that that would mean betraying what they worked for. Or giving up. These people are not quitters. They just want a reasonably safe way to realize their dream of starting a new place.

All that sounds good to Alexi. He wants to save these people and fight lizards. Gruemor and Charek are not as forthcoming, but they look to Dwain and want a reckoning.

Well, Gruemor does. Charek holds his own council for now.

Dwain and Garth confer. Garth says, speaking for both, "Our first priority is safety for our people. Then it is getting mithril back to Plateau City. After that, we will stay with the people here as guardians, and you all will be on your own. But we think you should find out more before throwing yourselves in front of an avalanche."

Finally, everyone tries to get some rest. For the next post, it is "morning."

[Some DM Editorializing: No PC or PCs are more important or central than any other. It does not matter what your origin is in this game -- your PCs can and will shine as brightly as you make them. No one should claim otherwise.

Yes, everyone is being forced to merge ... because the alternative was to just retire PCs and start a whole new game. Sorry to force the issue, but there is no way around it. I have tried to give you all a common purpose strong enough to keep you together. We'll see if i succeeded in that!

Also, let me make this clear -- you are not strong enough to take on Al Mathir ... that's the flying mountain city-state of the lizard-folk. You have some choices, as I see them ... 1) Go find out more*. 2) Try to retake and hold Bryn Baraz. 3) Fight and eventually get defeated. 4) Negotiate for survival/coexistence. 5) Re-establish the mine in secret, so that the lizards don't find out about it. 6) Go away and have other adventures for a while, then come back when you are more powerful. 7) Establish a refuge for your people nearby, maybe in the broken badlands caverns Jet, Keela, and Alexi found.

*Find out more ... a) Go visit the lizard folk the two dwarves found. b) Track back the flying mountain city-state, see where it came from, why it appeared, what it left behind. c) Go back to Plat City and do research there, or in the Float. d) Go find the Ahote, maybe get more visions. e) Go to Al Mathir! Learn more by visiting. Try not to get killed.]


Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday May 5th, 2010 8:47:51 AM

Having risen early, Garret first checks the passageway to ensure lizards haven't prepared an attack. He then looks back at the others as they start to rise. As soon as a couple are up, he says, "So, how many lizardmen were there in this city? And can someone tell me more about the floating city thing we saw? Does that thing just show up and drop off troops to attack places?"

---

As an OOC side note, Garret only sleeps about 2 hours a night, so he's up a lot. :)

Sjurd 
Wednesday May 5th, 2010 9:22:54 AM

Sjurd rises from sleep. Almost simultaneously the druid and his warhound stretch and yawn, taking in their surroundings. He stands and his joints pop like twigs underfoot while Uli licks himself in his nether regions. He looks at the assembled party members, "I can now cast a spell to shape the stone und block access to Bryn Baraz, if ve so choose. I still believe gathering knowledge of our enemy is vital to success against the lizards. Vhether in the hinterlands surrounding their flying fortress or from Plateau City. It vould take some additional motivation or demand to convince me to attack the village or stay in these caves."

Gruemor AC17, HP47 
Wednesday May 5th, 2010 11:06:13 AM

Has anyone attempted at diplomacy with these creatures?

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday May 5th, 2010 11:12:49 AM

Jet wakes up and the newcomers can watch as he prays to all the Woldian godds and toasts each in turn with some form of alcohol.

Jet remains quiet. A bit stiff from the batle yesterday, but no worse for wear. "Yes, Diplomacy was attempted. It was when they demanded slaves that, that conversation went down hill fast."

Jet waits on Garths every word this morning.

Hmark 
Wednesday May 5th, 2010 11:56:16 AM

[ooc - DM Cayzle, can you clarify? The red orb that Hmark and company saw. I was under the impression that is was several hundred feet in diameter - impressive, but not city sized. Is that correct?]

Hmark concedes to Keela that the soldiers are making decisions for the civilians. When it turns out that most don't want to fight and also don't want to run, he nods with renewed understanding.

The archer also nods at Garret's question.

"So, if they want slaves," he responds to Jet, "and there ain't any hmore folks at Bryn Baraz, I wonder why they keep coming back?"
And then addressing Garth,
"You folks farmers or hminers? I hmean, couldn't dwarves just set up shop right here under the hmountain? We take out the lizards occupying town, dismantle the place and get all the goods underground, seal up the tunnel, and hmake it look like everyone's left, and there'd be no reason for them to show up anymore. Then, you could set up some new tunnels or whatever, and work to keep out of sight from flying thingies."

The archer turns back to Zeph and Jet
"And with these folks safe and sound, those of us with the pointy steel could really get to work."

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday May 5th, 2010 1:13:34 PM

ooc;

So, to all the players, are we going to hunt lizards or is there something else others want to do? As far as I am concerned, Cayzle can fast forward four or five years and say in that amount of time we all became friends and we can start an entirely new adventure, We just need to come to a decision as a group and I am willing to say, I don't care what we do any more. As long as we do it as a team.


Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday May 5th, 2010 6:31:30 PM



-----

OOC: Well, I'm not too sure what we're facing. Perhaps that's because I really didn't read the posts of the other group before we met. If I was supposed to, I'm sorry. But I honestly have no idea of the forces we're facing. If there's hundreds of lizardmen up there, including spellcasters and giant things, we don't have a chance. We need to get the heck out of here before we get squished like bugs. So perhaps we need to get the people to a safe place, then perhaps we can find out more about this lizardman movement and decide if we can stop it slow it, or just get out of the way and set up defenses somewhere else.

Sjurd 
Wednesday May 5th, 2010 6:48:43 PM

OOC: Hmark The lizardmen attacked the village, the humans surrendered, the lizardmen demanded slaves, the humans retreated to the caves, the lizardmen occupied the village. I'm all for retaking the village, but I doubt that we are in a position to do it right now.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday May 5th, 2010 9:49:04 PM

OOC: well, reading the posts would have helped but it is our (my) fault for not asking you guys what you knew about this part of the adventure before. It's not like we didn't have plenty of time to discuss what we'd do once we met. DOH!" :)

Ok, so here goes.

IC: Alexi returns to the group chewing on some dried meat, piece of cheese in the other hand. "Man, rat meat tasks gamie. HA! Just kidding!"

Alexi had time to think things over while cleaning the dried blood, rat blood and human blood, off his person and eating a bite, and felt sorry for how things had turned out. These folks showed up unexpectedly to help us and here we seem push them away. Can't blame us for being suspiscious though.

"Well, seems like we have to right feet and you guys have two left feet. Let's get our feet sorted out so we are on the same foot. What say? OK. Now this is what happened. Dwain found a vein of mithril in this mountain and started digging. The vein of ore proved lucrative so he decided keep at it. But he needed to eat to. But he didn't want to spend time farming or hunting, only mining. So he made a deal with these people to come and farm the land in front of the mine and this would provide the food the miners needed. To protect these farmers, the Security Team was hired. There were more of us, but some have perished in the dangers surrounding us.

Now this cave was an accident. The dwarves broke through a wall and found it, but also found some Ratmen living down here too, so they closed off this cave. Now, it so happens that, while minding our own business, a floating red orb passed by. We watched with concern but it passed on by. We were to find out shortly that it was on a scouting mission. Soon, several flying things came at us and dropped a squad of lizardmen. We killed the driver on one and it crashed, killing its occupants before they could land, but the others managed to dump their soldiers. We had a big fight on our walls. Several of our Security Team were killed, but we did repell them, killing many.

Then a huge floating mountain came into view. From this mountain several flying things came out and landed a task force designed to destroy our walls. Several giant lizarcreatures with tower shields protected a battering ram and a powerfull spellcaster. We killed several of their advance archers, but we could see we had no chance of taking our the battering ram.

That's when we evacuated the town to the mine. Dwain reopened this cave, and the traps set to catch any Ratmen that came through caught Lizardmen instead. HAH!

Now, you guys are here. I'm actually surprised that you encountered lizardmen up there, since they came to plunder and get slaves. Surely they've plundered all that can be plundered. Hmmm...

So, you see, that's why I was wanting to go up there, kill what's left hanging around, and see if the floating mountain city would return. If not, the people could get back to farming. If it returned, then they would use the teleport and wait to return a month from now, or so."

Alexi takes the last bite of dried meat. "So, chew, chew, chew, you've just come from up there, chew, chew, chew, what did you, chew, see? How many? chew, chew, gulp, burp."

OOC: having someone with good nightime vision and good sneaking to scout out their locations, barracks, leader types, etc. would be really helpful for a dawn raid. AND, the scout would get some bonus xps for it too, right DM?



Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday May 5th, 2010 9:50:23 PM

errata:

"Man, rat meat tasks gamie. HA! Just kidding!"

Should read, "Man, rat meat tastes gamie..."

Keela 
Thursday May 6th, 2010 12:58:26 AM

Keela spends a restless night, trying to sleep alongside her family.

Not knowing what else to do, she prepares the same spells today as she had yesterday.

"Our trouble is," she says. "We don't know what these lizard creatures are going to do. We could research them, find out who they are, what their history is, but that still wouldn't tell us what they're going to do here and now."

"The dwarves here are miners," she says in response to Hmark. "But the humans are farmers. I don't think they'd do well, trying to farm underground. These caves are a temporary refuge."

DM Cayzle - Leading to a decision 
Thursday May 6th, 2010 7:29:51 AM


Garret asks how many lizardmen are up there, but of course, only his folk have actually been up there recently. If Garret thinks back, he will recall that the only lizardmen you saw were the short ones, like those you killed, and not more than ten total, for sure.

The red orb that all have seen at one point or another is big, like 100 feet in diameter, or more. It has never gotten anywhere close to fighting distance. It seems to be a kind of troop carrier or cargo hauler, not a warship.

The smaller fliers hold just a handful of attackers. They come close enough to fight. You have not really seen many of those, and only Alexi, Jet, and Keela have seen any. Those three are also the only ones to have seen the city-state itself, and that from miles away. Its power and beauty was clear from that distance, though.

Sjurd wants to mend the broken wall and gather more info on the lizard-folk.

Gruemor wants to know if anyone tried to talk with the lizards. Jet explains that they wanted to take some people back to the flying mountain, to serve as hostage-slaves. That was a deal-breaker.

Hmark wonders why the lizards left a skeleton crew holding the village above them. He does think, after talking with Garret, that the team of heroes here could retake Byrn Baraz temporarily ... but if a red orb brings back another team of mage and giant lizards, it would get rough. That is a partial answer to Sjurd OOC: You likely could retake the village, but holding it long-term by force of arms? probably not without diplomacy (and they might insist on hostages) or incredible stealth. Or something else clever your DM has not thought of.

Garret is starting to agree with Sjurd. Get the civilians to a safe place, then try to find out more.

[OOC to Alexi: Yes, you could send a scout in the very early morning hours to look around up there. All I need is a volunteer and some stealth checks.]

Hmark asks if the refugees can just set up shop here underground. Keela thinks not.

Hearing how the conversation is going, Garth speaks up. "No, we can't stay here forever. Food will be a problem eventually. And we can't lurk in the dark."

==========

Okay, as DM, let me nudge us along. Please vote on the following:

Choice 1) Scout above, go on up and attack, retake the village, see what happens. Great deeds lead to great heroes! Maybe you can capture some lizards, talk with them, hijack a red orb, fly away, who knows?

Choice 2) Seal up the cave, set some traps, get the civilians to safety, retreat and find out more about these lizardmen.

If the group picks Choice 1, and you want to scout, roll some checks. If the group votes for Choice 2, say whether you want to send the civilians to Plat City or to some haven closer by.

BTW: It is morning. Can Keela identify the loot? Does she want to try? There is a robe, a mithril buckler, and a few potions.

Garret Goodbarrel [AC:26 HP:25/25]  d20+17=25 ; d3=3 ; d20+17=25 ; d20+17=21 ; d20+15=24 ; d20+15=18 ; d20+15=19 ; d20+13=27 ; d20+13=18 ; d20+13=16 ; d20+5=6 ; d20+5=25 ; d20+5=19 ;
Thursday May 6th, 2010 8:18:27 AM

Garret nods and says, "Good enough. I'll take a look upstairs and perhaps we can take this town back for the people. Maybe the lizardmen were just out getting slaves and they're done, heading back to wherever they came from. Perhaps one would be good enough to tell us what they're doing..."

"Anyone else want to come check things out upstairs? All this darkness is getting to me."

-----

I vote #1 to Scout. If no one objects, here I go:
Hide: 25, 25, 21 (Please ignore the d3, jumpy fingers)
Move Silent: 24, 18, 19 (New dice at table #3, please)
Listen: 27, 18, 16
Spot: 6, 25, 19

Sjurd 
Thursday May 6th, 2010 10:53:47 AM

Choice 2

If the party agrees, Sjurd will cast stoneshape and happily seal the tunnel.

Jet Stormway (AC:22/21 no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Thursday May 6th, 2010 11:08:40 AM

"We still have two Ahote friends out there waiting for some sign of the dwarf and halfling. We need to either get them in here with us, or get them a message to find their way back to their people."

Jet refuses to let anyone, new or native, go out there by themselves. "If you get seen, fall back to me so I can help protect you."

Jet looks around, not giving any orders and since garth is the one suggesting the scouting mission, that automatically means, Jet is involved and eager to make sure everyone stays alive.

ooc: Spells to come.

Gruemor AC17, HP47 
Thursday May 6th, 2010 11:31:58 AM


I vote for option 3.
Send the civilians back and let them turn in a report written by one of us. Send the mithril and other items you want sent back. We stay behind since we now know of an escape route should we need it. (where the Hunters are) And scout the village above. Gather information. Perhaps get our own prisoner or 3.

If worse comes to worse, Sjurd seals up the tunnel. We leave stuff to slow down pursuit, and make a run for safety. The Hunters can safely move us about being this is their land and all. We can regroup and decide on another plan. Not to mention, Once we are out of the mine, Charek and I can communicate with our Mage friend in Plateau City and go from there.

Hmark  d20+6=17 ; d3=3 ; d20+6=16 ; d20+6=10 ; d20+8=24 ; d20+8=17 ; d20+8=19 ; d20+6=18 ; d20+6=16 ; d20+6=10 ; d20+6=17 ; d20+6=13 ; d20+6=24 ;
Thursday May 6th, 2010 11:53:18 AM

"I can go with Garret," Hmark volunteers. The archer scampers off after the halfling.

Choice 1

---

Hide 17, 16, 10
Move Silently 24, 17, 19
Spot 18, 16, 10
Listen 17, 13, 24

Zeph AC20 HP 42/42  d20+12=20 ; d20+12=21 ; d20+9=10 ; d20+9=11 ;
Thursday May 6th, 2010 5:43:41 PM

Zeph goes with Garret and Hmark. "At least I know I have you guys on my side." He says to his two good friends. (Move silent =20. Hide =21. Spot=10. listen =11.. YEKCKCKCKC DAMN YOU DIE ROLLER)

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday May 6th, 2010 8:55:40 PM

-----

OOC: By my count, that's three votes for option 1, 1 vote for option 2, 1 vote for option 3. I guess unless someone posts a strong opposition, three will head out to scout. Hopefully the fact they're the new three won't cause and undue in-character problems...

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday May 6th, 2010 9:26:11 PM

OOC: Jet, don't forget you got healed by the npc clerics. :)

I vote for Choice 1 and 3 Combo. Choice 1 to start, and if things go south, send the people though the teleport. Although Jet and Alexi won't be able to take their horses through the bat cave, so we may just have to make a run for it in the open.

IC: Alexi awakes, rested, but sore from the previous day's fight and the hard cavern floor. "Ah, how I miss those barracks," he comments.

Getting a bite to eat he hears that several of the newcomers have gone out scouting. Alexi approaches Jet, "I'm going to get Lobo saddled and ready. If we do go up and attack, I want to be in my best form. Besides, Lobo wants to see some sun and real grass. Bantom will probably want to go to."

Alexi then readies Lobo for battle, but leaves off the chain barding, and has all his equipment checked once more. "Man, this feels real good, don't it Lobo?"

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Thursday May 6th, 2010 10:21:21 PM

ooc: Jet is all about being a hero, so, I say we go for #1. If we can capture one of those orbs, we can take the villagers anywhere we want to and keep them safe in that manner. The things literally dropped off and entire army, so Bryn Baraz would be an easy load. Thats not to say, we can not set up the teleport device in advance, holding off on the last part of activation for if a quick "get away" is needed.

Jet would not want to be further then 60' away from the scouts. He understand their necessity for stealth, but stealth usually means light armor also. Who knows what level warriors they left here and a powerful lizard warrior could kill someone pretty fast, he believes.

Jet will ask one of the scouts for one of their favorit missile weapons and then will cast Silence on it, (arrow, dart, dagger) so that they could launch it behind any enemies, to prevent them for sounding an alarm further away down the tunnel.

Silence 1/30

5 Read Magic, Detect Magic, Detect Poison x2, Resistance

5 Comprehend Languages, Detect Evil, Magic Weapon, Endure Elements (Enlarge Person)

4 Augury, *Silencex2, (Bulls Strength)

Keela 
Thursday May 6th, 2010 11:31:39 PM

Keela accompanies Jet's "reserve" party if asked.

[OOC: Identify is not in Keela's spellbook, so she is not able to prep it. Did we have a scroll left?]

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday May 7th, 2010 12:45:44 AM

ooc: Can anyone else beside Jet use a buckler? If not, he will carry it until it can be sold for treasure.

Cayzle Comments: It has 0% arcane spell failure and no non-prof penalty. Only a druid cannot use it.]

DM Cayzle - A-Scouting We Will Go 
Friday May 7th, 2010 8:07:32 AM

There is enough of a consensus to get us this far: Before Sjurd seals up the cavern, a few heroes -- Garret, Zeph, and Hmark in front, Alexi, Jet, Keela and two horses lagging 50 feet behind -- take a look back toward the mine.

The delvings are all deserted. No one is in them. No lizards, anywhere.

There is only one way out of the mines and back to the village -- through a doorway that used to hold a reinforced door. Giant lizardfolk bashed that door in. When you get there, you see that the doorway has been filled with debris, a cottage wall and several doors, and so on, for a length of say 15 feet. You could weasel through at a rate of maybe five feet per round, IF you made an escape artist check -- DC10 for a small creature, DC15 for a medium creature, and DC20 for a large one.

Looking through the blockage and outside, you see that there are at least two lizardmen standing watch.

Those in the foreward group, if you make a spot check vs DC12, you notice that Highlight to display spoiler: {there is oil spilled onto the debris.}

The question of choices still remains. Battle here and now to retake Bryn Baraz. Or pull back to a haven and pursue a course of investigation.

[OOC: I know that I could have Garth tell you all what to do. In fact, he will! If the players come to a decision as to what they prefer, then I will have Garth order your characters to do it. So talk about it over the weekend and cast your vote. Fight here and now, or pull back to safety and find out more. Note! the option remains on the table to choose to send the civilians back via teleport, and have the magic fail, stranding the PCs -- who would still have the choice of fight or investigate.]

Charek AC 24; HP 47/47 
Friday May 7th, 2010 8:13:11 AM

Ok all I say we send the miners and townsfolk who want to go to safety, back to Plateau city along with whatever mithral etc. has been salvaged. That will satisfy the rest of the owner and the investors and probably allow for the opportunity for reopening the mine at a later date, once this situation is cleared up. That is my mission as given to me by both the owners and the mage investor who sent us with the teleport device.

Then I think we scout around and kick some lizard skin backside.

(OOC:sorry for the lack of posting,my wife and I separated this week and well I just haven't felt like doing much.)

Sjurd 
Friday May 7th, 2010 11:22:58 AM

Sjurd waits patiently in the main cavern with the refugees, ready to seal the tunnel if anything goes south.

OOC: Sorry to hear that, buddy. I hope this all works out well for you in the end.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday May 7th, 2010 12:16:14 PM

ooc: I say if the scouts can sneak up on the guards with that silence spell, they can try to take them out or at least occupy them long enough for Alexi, Keela and Jet and anyone else that went, to get there to help.

DM Cayzle, how many rounds have passed on the Silence spell? I had hoped they would move much faster with it, instead of trying to sneak all the way back to the blockade.

Jet looks around getting ready to head out when he sees Keela standing off by herself as if waiting for an invitation. Jet, in his usually gruff manner just frowns at her and points to the ground nera where he stands, as if that is where he expects her to always be when they are about to face danger. When she is close enough to talk softly, he will ask her, "You going soft on me and getting scared, or do you still feel like your an extra wheel around here? Until either Garth or you decide you are not on this team, I want you to believe you are an asset here!" Jet then hands her the buckler after he is done playing with it, "Very unusual. Put that robe on and keep this handy." He hands her back the buckler. "It's simple enough to use and if it gets in your way, you can put it aside then."

It almost sounds like he is angry, but anyone that has known him for a time would know, he is just being honest and he is trying to stoke the fires of her courage.

When the guards are seen, Jet will ask Keela well behind the silence spell he cast, "Can you try to put them to sleep when they are engaged?"

Silence ?/30

5 Read Magic, Detect Magic, Detect Poison x2, Resistance

5 Comprehend Languages, Detect Evil, Magic Weapon, Endure Elements (Enlarge Person)

4 Augury, *Silencex2, (Bulls Strength)

Gruemor AC17, HP47 
Saturday May 8th, 2010 9:28:15 AM

Looks over at Charek, back with Dwain and the others.
That Jet character, seems like a bloodthirsty lot. Gonna get someone killed one day. Not that he seems to be the kind of person to care, as long as he gets his way.
Dwain. Garth. About the civilians here. Since you two are the responsible persons here. What are your ideas about what should be done?
Dwain, cousin, you know I love and respect you. You tell me what it is you want done and I will abide by it.
Garth, I want no anomosity between us. If Dwain says I am to listen to you, then so be it. But that guy you have working for you, Jet, he is making it truly hard on some of us to trust him with his bullish ways. Perhaps you might want to pull him to the side and have a chat with him before he really ticks off someone. The gods' know we don't need anything like that happening.


Zeph AC20 HP 42/42  d20+9=28 ;
Sunday May 9th, 2010 12:39:10 AM

(SPot = 28)

Zeph notices the Oil on the debris, "Um... I'm not crossing that. They plan to ignite it if we try to cross it I suppose. I wonder if the smoke will make the cave uninhabitable?" Zeph ponders.

Then Zeph sees the lizardmen guards on the other side of the blockage to confirm his suspisions.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Sunday May 9th, 2010 2:11:21 AM

"Oil?" Jet asks. <if the Silence spell is still going> Jet will motion for them to drop the item and move away from it so they can talk.

He calls everyone together well away from any guards hearing them and asks for options, "I think we should go back. If they think we are still cowering, maybe we can find a back way in and get the Ahote to safety that are waiting."

Hmark  d20=1 ;
Sunday May 9th, 2010 10:32:40 AM

Hmark nods agreement with Jet.
"I don't think I can squeeze through the junk they piled up there," he adds. "All I can come up with is get outside and go back around to the goat path, or maybe Sjurd can do his stone shaping thing to open up this tunnel"

He shrugs, "Either way, we gotta go back and plan. And at least we know they don't plan to come in after us."

To Zeph - "Tunnels go too far back. They can't get smoke all the way back there."

Garret Goodbarrel [AC:26 HP:25/25] 
Sunday May 9th, 2010 1:31:29 PM

"Right. I think we need to head back and get these people out of here. The lizards clearly aren't coming down here any time soon -- but then why are they staying there in the city?"

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Sunday May 9th, 2010 7:35:24 PM

"Only two of them? Oil in that stuff in front? Hmmm... I think we can take them on. Keela can try to put them to sleep, then we can light the oil ourselves. We'll then see who comes to investigate. The oil won't burn very long and when it dies out, we hit them with arrows and see if we can lure them into these narrow passages. Heck, you guys had a way to drill a hole through our blocked passage, surely you still have the same means to drill a bigger hole through this, right?"

Alexi shrugs. The plan is simple, easy, and doable.

Keela 
Sunday May 9th, 2010 9:59:20 PM

"I'm sorry," Keela says miserably. "I didn't prepare a Sleep spell today."

As Jet ordered, she is wearing the robe, trying to get used to the odd feel of it hanging about her. It is too hot, and she isn't sure whether she's supposed to wear the hood or not.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 10th, 2010 12:14:21 AM

Jet smiles at Keela, "I'm sure what ever you have will come in handy when you use it."

"Sorry Alexi, I admire your courage..." His visored helm turns to the member of the Mailed Fist, "but the majority has decided to return and report. Let's go."

Jet knows how the sneaky types get defensive when they don't get to take the front, so Jet lets them move back on their own and the noisy, or at least not as quiet, people can follow.

DM Cayzle - To the Back Door 
Monday May 10th, 2010 7:37:36 AM


While the scouts are away, Gruemor has a chat with Dwain and Garth. He tells them that the civilians are his first concern. His second is helping out. His third is that this Jet fellow seems too brusque, and is liable to make tempers flare. Garth tells Gruemor that while his manner may be off-putting, he and his team are the only reason the refugees are still alive. Please try to work together, he asks. Dwain nods at that.

Jet gets Keela to use the former ratman leader's gear. She does feel more protected.

Jet, Hmark, Garret, and the other scouts agree (overruling Alexi) -- it is time to report back: The lizards have blocked the exit and are waiting outside. It looks like the haven in the cavern will not be attacked just yet. They return safely and tell what they have found.

Charek suggests sending the mithril and the civilians back to Plateau City and then scouting and attacking lizardfolk.

Garth and Dwain have been conferring. "Let's move out, folks," says Dwain. "We have a breather here. A chance to get away. We can always use the teleporter later if we need to. At least, let's get through to the cave where the bats are." Garth adds, "The lizards will never follow us there, and then we can send scouts out to swim and see what there is to see."

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 10th, 2010 11:01:51 AM

With that Jet yells out to Bryn Baraz, "Pack your gear and stow your equipment. We head out in 30 minutes!"

Jet moves to help those that need some extra strength in getting their stuff together.

Sjurd 
Monday May 10th, 2010 1:05:35 PM

Sjurd waits patiently, sitting cross-legged on the cavern floor while the refugees prepare themselves. He bides his time writing stanzas of epic poetry in Giantish in the rock dust.

Hmark 
Monday May 10th, 2010 1:57:55 PM

Hmark picks up his pack and sits down on a convenient rock, patiently waiting for the villagers to get their gear together.

At one point, out of the blue, he glances over at Dwain. "How many bats are we talking about, anyway?" he asks.

Keela 
Monday May 10th, 2010 3:38:56 PM

Keela helps her family prepare to evacuate the caves, dealing as best she can with the flapping sleeves and trailing hem of her new robe.

"This dratted thing had better be doing me some good," she grumbles, after nearly tripping for the third time.

Zeph AC20 HP 42/42 
Monday May 10th, 2010 6:03:38 PM

Zeph shrugs at the idea of the Lizards not attacking any time soon... a little disappointing.

He is ready to explore other exit points throughout the cave with everyone else asap.

"So that's it huh? Explore for another exit somewhere else in the cave and only use the teleporter if absolutely necessary? Sounds good to me, let's get going." he says, agreeing with Jet that time is always of the essence.

Charek AC 24; HP 47/47 
Monday May 10th, 2010 9:08:37 PM

Don't need to explore for another way out. We could just leave the way we came in. Although that will entail everyone getting very very wet.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Monday May 10th, 2010 10:58:07 PM

OOC: the horses may have a bit of trouble going underwater, so another way out, not quite as wet, needs to be found.

IC: Alexi stops by Lollena and Pliny's and tells them what the situation is and to get things ready to move out. Next he gathers his own belongings, what little he has, and packs his saddle bags.

"Lobo, we are going deeper. Hope we 'see the light' soon. Mushrooms don't suit you too well."

Alexi grumbles all the while.

OOC: by the way, what was the XPs for the Ratmen fight?

DM Cayzle - To the Bat Cave 
Tuesday May 11th, 2010 6:47:31 AM

[OOC: I'll award xp at the end of this scene, which is coming up in days or weeks, depending on if you get yourselves into a fight.]

The refugees pack up and get ready to go. Some help, others just watch, as they are inclined. I mean guard, not watch.

Those helping the refugees find that most of them think it is about time. These caves are dark and dank and not fit for people. The sooner they can see the light of day, the better.

More to the point, there is some division of opinion. Many refugees from Bryn Baraz think that going to Plateau City is the best bet, especially if the company will send them back when it is safe. Others think there's no way they'll do that. Some want to find a place to hide -- better than these caves, though -- until the heroes chase off the lizards. Others doubt that will ever happen.

It takes about an hour, but then everyone is set to move out. You pass through the ratman caves with no sign of ratman at all, not even corpses. Then you get to the big bat cavern -- but you have not gone in yet. You know that in the past, big bats have swooped, and attacked. Any special plans for dealing with that?

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday May 11th, 2010 8:15:54 AM

Garret helps some folk pack and listens as they grumble about where to go.

As they approach the bat cavern, he says, "Just bats? Can't we just run past them all?"

Gruemor AC17, HP47 
Tuesday May 11th, 2010 8:43:43 AM

A bright light should scare them off, as it did when we first encountered them, and Jet and Alexi.

Readies a spell: Daylight, for if and when those giant bats attack.

Sjurd 
Tuesday May 11th, 2010 11:05:18 AM

Sjurd ponders for a moment, "Do ve have have a thunderstone? They are very sensitive to sound. That vould perhaps throw off the bats long enough for us to run across the cavern."

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday May 11th, 2010 11:11:41 AM

An hour? Jet would be groussing a bit at the slow speed of the others, "If those lizard people were coming, it wouldn't be taking us an hour to get moving would it?"

To answer others questions, "There are some very big bats in there. Bats like anything else can die. That is what will happen if they attack. Those of you that want to be a part of the scouts, follow me. Lets clear them out."

Jet does not stop to see who follows. If Keela still needs to be invited, maybe she should stay behind with her family. He thinks, "If Alexi can't scout without Keela, then he should stay here also and wash her feet then paint her nails for her."

Jet checks in with Garth before entering the cave. He readies a Sunrod in case Gremors spell expires or something else happens.

DM Cayzle, I am still unclear on the time of travel through this place. If it takes us until night fall to reach this bat cavern, I doubt there will be any bats in the cave, because they are out feeding somewhere I would presume.

Hmark  d20+16=24 ; d8+1=4 ;
Tuesday May 11th, 2010 2:31:27 PM

As Jet blusters, Hmark looks over at Zeph and rolls his eyes.

"We probably should go ahead, though," the archer conceeds. Nocking an arrow, the young man follows the armored fellow into the cavern.

Ready Action - shoot any giant flying objects approaching. hit ac 24 for 4 hp

Zeph AC20 HP 42/42 
Tuesday May 11th, 2010 6:38:12 PM

Zeph nods in understanding to his friend Hmark, "Yep, I suppose I would prefer lizard hunting over bat hunting, but I suppose our fate chooses us now doesn't it?" he says, jesting to the best of his ability in the current situation.

Zeph carries an everburning torch and juggles a couple of thunderstones from his pocket, keeping his spiked chain very close.



Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Tuesday May 11th, 2010 9:35:02 PM

Alexi leads Lobo and Lupin through the caves, weary of the slipery surfaces, wondering where the Ratmen were hiding.

Nearing the Holy Bat Cave, he leaves his two mounts with Pliney and joins the front guard, Everburning Torch stuffed in his belt, shield and longsword readied.

"Runing through might work if we were not running in the dark and knew where we were going and didn't have a caravan of women and children lugging all their belongings along. As is, let's just kill what comes at us and be done with it."

Alexi joins Jet and readies for an attack.

Keela 
Tuesday May 11th, 2010 10:31:15 PM

As the refugees get underway, Keela stays with her family, helping them carry their belongings and keeping the children moving. As they get to the unexplored area, however, Keela leaves them behind, admonishing her niece and nephews to mind their parents and watch out for each other. She makes her way to the front where the defenders are congregating.

"If somebody would prefer to fight these bats with a sword, in the air," she says, "I have a Fly spell prepared which I can cast on somebody. I also have a Haste that would help us move faster." She looks around. "Just us, I'm afraid; not the whole group. And Jet and Alexi have seen what a well-placed Web can do."



Zeph AC20 HP 42/42 
Wednesday May 12th, 2010 3:08:25 AM

Zeph nods at Keela, "Yeah, Webbing down some ungodly bats may be a good idea, can stop em from flying about and such. Would you happen to have a fireball prepped as well?" Zeph asks Keela hopefully.

DM Cayzle - A Light In The Dark! 
Wednesday May 12th, 2010 7:36:32 AM

In the Bat Cave, the heroes go first to clear the way. There is some squeaking in the upper regions of the cave, and something swoops down. Gruemor's Daylight surprises the bats again, and Hmark's arrow hits one giant dire bat. As you peer up, you see at least ten dire bats and thousands of mundane bats.

Jet wonders whether they won't just clear out at night. Probably in a little while, they will ... but it is so hard to keep track of time underground. [OOC: So you feel off balance as to the passage of day and night? Haha! Your evil DM is doing his job!]

Garret and Sjurd advocate dashing across. But the next step is a dive and swim through the water over there, and to dash and then dive while dodging bats is likely beyond the livestock and children, and maybe of some of the other refugees. Sjurd also suggests a thunderstone.

Zeph is ready with reach weapon and thunderstones. But he has not acted yet.

Keela is ready with Web and Fly, but she has not cast yet.

Alexi thinks about his dislike of slippery places, and his distaste suddenly grows by leaps and bounds. The floor of the cave is covered in bat poop, inches, and even feet deep. Cockroaches crawl through it, munching and skittering.

The Daylight (and an arrow hit) have bought you at least a short respite. The cavern narrows as it goes up up up, and it does seem to you that Keela's idea of a well placed Web would suffice to pretty much keep the bats entirely at bay.

Sjurd 
Wednesday May 12th, 2010 8:03:32 AM

Sjurd nods, "Veb avay." He and Uli ready themselves to dash across the cavern floor.

OOC: Aren't accents fun?

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday May 12th, 2010 8:34:38 AM

Garret waits for the web, then will stay behind to make sure all the others make their way across before he goes.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday May 12th, 2010 11:19:57 AM

"Problem is all, her web will not last long enough to get everyone out."

Jet thinks for a minute before coming up with a plan, "What think scouts of this. I take the fly spell and fly up there with an alchemists fire. I doubt the dire bats will die from it, but the normal bats should, which sucks, because I hate insects more then bats myself and the thought of these mammals eating those nasty little vermin brings a smile to my face."

Jet looks around and says to the new people, "We don't know you very well or what you can do, so, can any of you talk to the bats or control them in some way? If not, we have to go with my plan or another plan not brought up yet."

Hmark 
Wednesday May 12th, 2010 1:02:30 PM

Hmark replies, "Why not do both? You flying up with an alchemists fire should drive them further up the crevice. You come back down a bit, and when you see them coming back, shout out, and Keela casts her web to gum up the place.

And then, when Keela says the duration of the spell is about up, set fire to the web, and the smoke will drive them up again.

And in the meantime, we get the good people through here as quick as we can.

That way, when we're all done, there'll still be a bunch of bats around if the lizards ever come this way."

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday May 12th, 2010 1:34:39 PM

"Hmm. Not bad, not bad. They seem to be more afraid of Gruemors spell then anything. he looks at Dwains cousin, "If you are up for it, I can give you the alchemists fire and Keela can cast the Fly on you. It might be you can just chase them outside and we can save our resources."

"Of course, we could just wait until dark and not use any resources. We have waited this long. I think it might be better for the villagers as well, to move above ground at night instead of daylight, anyway. Plus, an observer outside would definitely find it odd, bats exiting their hole during the day. That would make me very suspecious in fact. I think waiting for night be the best idea."

Sjurd 
Wednesday May 12th, 2010 6:04:17 PM

Sjurd asks no one in particular, "How far is the swim after the end of this cavern?"

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday May 12th, 2010 9:49:39 PM

Alexi nods in agreement to waiting until night.

"I don't mind killing the giant bats, but I like the little ones. Well, not the ones that suck your blood."

Then he adds. "The two dwarves that came in this way can go back out to see if all is well. Then, with the appropriate signal we start moving people out. Sure wish there was a way to float these people out, though."

DM: Alexi will think back on what he saw as they passed the abandoned Ratmen area in hopes of remembering anthing that might float, like casts, wood planks, etc. Don't know what roll he needs, so go ahead and do the roll. You can click on Alexi link for any skill bonuses.

Keela 
Wednesday May 12th, 2010 10:53:08 PM

"No, I'm afraid I don't have a fireball," Keela says. There are competing strategies being discussed, but as the bats seem pretty well-grouped now, she decides to fling a Web up there now and let Jet scold her later if he wants to.

[Reflex save DC 15. Obviously, aiming to get as many bats as possible.]

Zeph AC20 HP 42/42 
Thursday May 13th, 2010 5:27:26 AM

Zeph throws a thunderstone to scare the bats away. "Get out of here! Get! Get" he shouts.

DM Cayzle - Bats in the Web 
Thursday May 13th, 2010 7:44:53 AM


Jet concentrates on how much time passes. He feels strangely uneasy. The day began talking tactics. Then sneaking through the mines. Then coming back, deciding to try the back door, getting the refugees moving, shepherding them through the ratman caves, finally to here. Maybe it is twilight? That makes sense. [And let it not be said that your evil DM does not love you. Check out the name of the scene: Per Aspera Ad Astra. See! I'm really a very nice DM! It was there all along.]

Jet also uges caution. If the group just waits for night, the problem solves itself, with no chance of revealing anything to bat-watchers outside. But, alas, these are people of action, and when a good answer presents itself, there is no turning back.

At the urging of Sjurd and Garett, the party mage gets ready to cast a Web. There is some talk of Flying up there from Jet and Hmark, and some mention made of alchemical fire. But the one with the spells in her head gets to decide, and Web it is! Keela casts, trapping many, and those who are not trapped flee to the unseen exit far above. Zeph hurls a thunderstone up thre for good measure, and no bats flutter down on membraneous wings at all.

Alexi is already thinking ahead to the transit of the water. The way is not too bad: you need to swim 20 feet underwater (two DC10 checks). That would be easier, Alexi deduces, if there were a rope set up for people to use as a guide and hand-hold. The intelligent horse can understand and make it through okay. The other animals will have a tough time of it. But Tarketh, the NPC druid, has a couple Reduce Animals and Speak with Animals prepped to help. He asks Sjurd for his help too. Durak, the NPC cleric, has one water breathing spell prepped, and he intends to use it on the littlest kids.

You have about an hour to get the refugees through. Plans? Who will be first through? Any ideas to make it easier?

Sjurd 
Thursday May 13th, 2010 9:25:18 AM

Sjurd will assist as Tarketh directs. He stops momentarily to offer words of encouragement to a group of youngsters, crouching down and placing a hand on a child's shoulder, "Remember, children, you need not be discouraged, because those silly bats are just as afraid of you as you are of them."

He starts to rise, but then pauses and crouches back down, "Vell, perhaps not as afraid. To be honest, they are much larger than any of you und have probably never felt threatened by human children. You don't have sharp, gnashing teeth, the ability to find prey in complete darkness, the gift of flight, or an insatiable hunger for flesh." He rubs where his chin would be on his wooden mask, "Now that I think of it, you aren't much in comparison, are you? You are generally uncoordinated, easily frightened, possess no natural veaponry, und are covered in soft, pink flesh." Sjurd leans in close and whispers, "I suggest you do exactly as you are told. No running avay, no falling behind. Because if any of you stray, ve vill not be able to keep them from eating you." (long pause) He pops up on his feet, "There, now! Go und mind your elders!" He tousles the hair of the tallest child in the group and continues on his way to Tarketh.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=8 ;
Thursday May 13th, 2010 11:16:02 AM

ooc: Luckily, Jet did not hear the little drama Sjurd just gave the children or there would be a entirely new hate for Jet after he was done. I guess Sjurd feels the children haven't been through enough already?

Sorry Cayzle, I never took Latin. :)


Jet just looks down at Keela as she casts her spell while the group is still in the middle of conversation, "What are you thinking?"

He walks away from the area and starts to strip off his heavy armor. "This is what I think, but the ability to breath water is granted bu you Durak. Cast Water Breathing on me and let us put people that can not swim in one of those large kegs we have here. If one isn't empty, let us make it so. I will stay in the water and ferry the barrel back and forth from inside to outside and back again. I have skills in swimming so with the assistance of a rope I think it can go quickly."

Gruemor AC17, HP47 
Thursday May 13th, 2010 12:44:19 PM

ooc: then maybe your ooc was inappropriate cuz seriously, non of us here can read your thoughts. and since you didnt hear him, your ooc was not called for.
personally, I never cared for the im thinking this post. cuz believe it or not, people do tend to react to it.

Let's do like me and Charek did before. Strip off your armor and bundle them up and drag them through. Also, I have a spell prepared just for this occassion. Water Breathing. It will allow someone to traverse back and forth, helping those who need help through. Not to mention they can also go through and secure a line to help as well.
Who wants to be the helper?


*whoever volunteers, Gruemor casts Water Breathing on them. duration: 10 hours*

Gruemor strips out of his armor, bundles them up securely, and waits.

Zeph AC20 HP 42/42  d20+2=5 ; d20+2=12 ; d20+2=18 ;
Thursday May 13th, 2010 12:59:53 PM

"Why does this remind me of my adventures with the Hawkmen of the mountains? Oh yeah! They had us swim through a fast-moving river in order to pass their test! That was fun, I even got some tattoos and an earring piercing from them after I was initiated a hawkman!" Zeph says as he jumps into the water and begins swimming.

"Umm, I will go on ahead and scout out the area beyond the water eh?" he adds, trying to play his role as the party scout.

(Swim checks =5, gotta get my sea legs in
12 = getting there
18= pops his head out of the water, lovely!

Sjurd AC 17, HP 42/42 
Thursday May 13th, 2010 2:50:18 PM

OOC: Well, remember the hypothetical missing child from before? Sjurd just guaranteed that no children will wander off or do anything foolish. At the end of the day, he's saving lives, my friend.

*waves hand* The more you know.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Thursday May 13th, 2010 4:49:27 PM

OOC: I WILL USE AN OOC WHENEVER I WANT!

I will not tell you how to post and I expect the same respect! I reserve the right to say what I want, within the rules for this board and only Cayzle has the authority to reign in my vernacular. Now, I can see some of you having a problem with Jet, but I am beginning to get the idea, you are taking it personally and you are having a problem with me? If this is the case, let us go to emails and solve this problem so we can all enjoy the game.

Hmark  d20+3=9 ; d20+3=5 ; d20+3=6 d20+3=4 d20+3=18 d20+3=10
Thursday May 13th, 2010 6:40:11 PM

Hmark sloughs his pack and removes the length of silk rope tied to it. He hands one end to Keela with a grin.
"Neat spell," he says.

Zeph mentions the hawkmen hamlet, and the archer theatrically rolls back his head. "Oh yeah, bring THAT up."
As an aside to Keela - "I got washed down the river. Barely survived. But I've been practicing since then."

Still smiling at Keela, the archer leaps into the water, and promptly gets tangled up in his own rope.
Unable (or possibly unwilling) to surface, the lad thrashes about in the bottom of the pool for nearly half a minute before getting himself loose and swimming frantically after Zeph.

Swim checks - 9,5,6, oooo, nat 1 - especially nice - 18 and 10. Oy.

The archer surfaces next to his long time friend, hands him the rope, and softly bangs his head onto the ground, mumbling, "I'm so shreked".



Keela 
Thursday May 13th, 2010 10:24:46 PM

"If the horses can be coaxed across, then we should be able to get some people across on their backs. Others can use Jet's barrels. The stronger adults may be able to cross using the ropes, once we get them set up."

Privately, she hopes she doesn't have to resort to the Fly spell to get herself across. It would be embarrassing. For now, she remains on the bank, helping to organize the people so they'll be ready to move when they need to.



Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday May 13th, 2010 10:51:58 PM

OOC: at first I thought the rope Charek and Gruemor was still there but in back-reading, it is clear Charek pulled it in. Oh well...

IC: Alexi looks at Charek and Gruemor. "You two came this way, you two lead the way out." Then he asks Jet, "You still have an Enlarge spell? The extra strength would come in handy, maybe." Then he asks Keela, "You have that Haste spell handy, right?"

Then he suggests to the group, "My suggestion is send Charek and Gruemor first with one end of a rope. They've been this way before. Then cast the water breathing spell on the strongest of the group, and Jet's Enlarge spell on someone. Have other ropes tied to the people, as many as we can handle per rope. Then pull them through. With them helping swim, they won't be dead weight and with the Haste spell we should decrease the time under water considerably."

ie. ---x---x---x---x---PC using hand-over-hand on the lead rope to pull himself through the water, the 'x' being the people doing the same. Repeat the process until all across.

Does this make any sense?

The little ones can be carried in a barrel or by an adult, but all are tied to the rope.

DM Cayzle - People in the Water 
Friday May 14th, 2010 8:03:16 AM


It takes some fast work, some magic work, and some clever work, but you are able to get just about the entire group of refugees out of the caves and through the water.

Zeph and Hmark lead the way and stand guard on the outside.

Sjurd does his best to shepherd the kids and keep them safe.

Alexi and Jet work hard to get with their barrels, and that helps a lot.

Gruemor's water breath spell proves invaluable.

Pretty soon, only Charek, Garret, and Keela remain underground. Jet and Alexi are ready to help them across.

Outside, the early night sky is clear. There is no obvious sign of the dwarves' hunter friends, or their ponies.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday May 14th, 2010 11:16:49 AM

"Barrel or no, lets get you three wet!" Jets says enthusiasticly as he assist in getting everyone outside.

Once everyone is free of the underground, Jet relishes the slight breeze as he dons again his armor and asks Garth, "What now? We can be seen for miles from the sky on a clear day. I suggest we stay near ravines and other natural obstructions, to break up our pattern against the horizon."

Gruemor AC17, HP47 
Friday May 14th, 2010 12:47:14 PM

ooc: I suggested emails 2 weeks ago, and you are just now saying take it to emails.

no, im done with you.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday May 14th, 2010 1:55:15 PM

ooc: Suggesting one and starting one is two different things. I received nothing in my box from you and I don't have a problem with anyone, so why would I start the emails?

Sjurd AC 17, HP 42/42 
Friday May 14th, 2010 9:00:24 PM

OOC: I think both of you need to chill. Seriously. Gruemor, style is a matter of taste. If Jet wants to post his inner thoughts, that's his business. You take care of your part, alright? Jet, please take a humble suggestion and consider having Jet vocalize his thoughts. No biggie, guys.

Sjurd dries himself and waits for the group to prepare itself.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday May 14th, 2010 9:56:38 PM

ooc:
<gulp>

Chill pill taken.

I didn...n't kn o w I ne ed ed o n e ......

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Friday May 14th, 2010 10:27:37 PM

OOC: WFTW, or Word From The Wise:

I know what Gruemor's Player is feeling in respect to Jet's OOC's. I (Alexi's Player) felt similar in the begining, but I concluded quickly that they weren't anything personal and, picture this:

You are sitting around the table and your Paladin is asked to go look at (whatever) so he won't be around while the others 'interrogate' the prisoner. OK, You (the Player) know what's going on and tell your friends, "Hey, if my Paladin were here to see this...blah blah blah..." and then your friends laugh and reply "Well, he's not."

So, the OOC's are no different. It's not personal, is just an expression of a PC's personality given by the Player, that otherwise the others wouldn't know. Ignore it as you please.

With that in mind, it was easier for me to take Jet's OOC's in light of the game and not get uptight about it.


Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday May 14th, 2010 11:33:06 PM

ooc: Pretty much what Alexi said. Just because I don't end every sentence written with a ":)" doesn't mean I am angry. :)

Sjurd AC 17, HP 42/42 
Saturday May 15th, 2010 11:07:23 AM

Ceci n'est pas une smiley-face.

:)

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Saturday May 15th, 2010 3:51:10 PM

ooc: LOL, I had to look that up.

Funny.

:)

Garret Goodbarrel [AC:26 HP:25/25]  d20+1=2 ; d20+1=11 ; d20+1=7 ; d20+1=8 ; d20+1=20 ;
Saturday May 15th, 2010 4:55:26 PM

Garret carefully watches and helps the others get started in moving across the water. Despite the blockades, he keeps watch to the rear, waiting for bats or lizardmen to appear. When they do not and everyone else heads across, Garret jumps in. He bumps his head on a rock and spins in circles for a few moments underwater, unsure of which way to go. As he starts to run out of breath, he jettisons off the bottom and surfaces with a gasp on the correct side. He treads water a moment, then heads to land, still cautious and looking around, expecting an attack at any moment.

"I do not know this place. Should we expect more lizards and beasts? Or is this place as safe as another wilderness area?"

Hmark 
Sunday May 16th, 2010 3:06:53 PM

Following his stellar swimming exhibition, Hmark keeps himself out of the way. The villagers are transported and soon enough, everyone is out of the caves. Hopefully the last person through brought that end of the rope with him. If not, Hmark makes the round trip to retrieve it.

And now that everyone's here, the young lad looks about with a realization.

"Wasn't there supposed to be hunters or guards or somebody here waiting for us?"

Keela 
Sunday May 16th, 2010 8:54:30 PM

With help, Keela manages to cross and emerge, dripping, on the other side. She catches up with the rest of the group as best she can. The absence of the expected guards is a problem, but....

"We can't afford to wait for them," she says. "We have to start moving. They should be able to catch up, if they were only delayed. If it's more than that......we can't afford to wait for them."


DM Cayzle - Escape Under Stars 
Monday May 17th, 2010 7:41:10 AM


At last, the entire group of refugees is ferried under and out. The ropes are retrieved, and the entire group stands together at the edge of the pond from which you emerged. It is early night, maybe an hour or two after sunset. In the west there is still a hint of purple, rather than true night.

Above you, the first stars shine. They might seem cold and uncaring, or hopeful and encouraging. In any event, they mean that you are free under the sky, that you have emerged from the dark, that the first part of your trials is over.

What dangers await? Where are the hunters who befriended Charek and Gruemor? Are there lizard-folk nearby? But for this second, at least, you feel like you have gained something, gotten somewhere. Where will you head next? A rest or a march? Are you safe or in peril? For the moment, the future holds endless possibilities.

[OOC: This is the end of the scene, a long one. I will be sending out e-mail messages with xp very soon. I appreciate, by the way, that despite some clash of personalities, you guys are trying to work it out. I would go so far as to suggest that sometimes it is better to adjust your role-play style than to alienate your friends and fellow players. Thanks!]

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=19 ; d20+4=7 ;
Monday May 17th, 2010 9:47:33 AM

Jet looks around, "Can anyone track before the light is gone? Fine out which direction they have left in? he also,listens for sounds of the unnatural."

Jet looks toward the sky for any big red balls or other flying objects that could spot the small community from the air.

Listen: 19
Spot: 7

Sjurd AC 17, HP 42/42  d20+1=12 ; d20+17=21 ;
Monday May 17th, 2010 6:19:14 PM

Sjurd and Uli disappear into the underbrush, searching for the trail.

Uli, Aid Another check 12
Sjurd, Survival check 21 (both have Track feat)

OOC: Who or what is Sjurd looking for, BTW?

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 17th, 2010 6:24:50 PM

ooc: Ahote Hunters that brought Gruemor and Garret to us. I think that is correct, my apologies if not.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Monday May 17th, 2010 7:44:17 PM

Alexi is quite overcome with joy that his two beloved horses made it through, even underwater. More so, that all the others made it too! He has trouble keeping his eyes off Keela in her wet clothes but since it is dark, he grins and does not try to avert his eyes, knowing he won't see anything anyway. (sigh...)

"Darkness hides us from anything from above unless we turn on a light," he says and quickly puts his Everburning Torch in his backpack.

"My suggestion is to head back to the entrance of these plains, the same entrace we came in through. We have the maps and know the way. That canyon maze is easy to hide and get lost in."

Charek AC 24; HP 47/47  d20+3=19
Monday May 17th, 2010 8:29:10 PM

Once back out and drying out, Charek looks around. "Hmm They were mounted on two horses, and had our two ponies with them as well. Walking over to where he and Gruemorh had left the two Ahote and had tehthered their ponies and looks around. Survival roll DC 19

Sjurd AC 17, HP 42/42 
Monday May 17th, 2010 8:59:25 PM

OOC: The fickle fate of the die roll! I had a +17 to my die roll and got a 21, Charek has a +3 and he gets a 19! *throws hands in disgust*

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 17th, 2010 10:22:30 PM

ooc: I'm sorry Charek

:)

Keela 
Monday May 17th, 2010 10:48:52 PM

"I could conjure a light," Keela says, "but under the circumstances, it might not be such a good idea. If we have to wait for light, though, we need to find a safe place to do it."

Veni, Vidi, Vici


DM Cayzle - Turmoil at Twilight 
Tuesday May 18th, 2010 7:50:05 AM


There is discussion of dangers, and of possible enemy encounters. As Alexi points out, the risk may be high -- and Keela agrees. Jet sees nothing, but really, night has fallen, and that is no surprise. Your kindly DM will assume that you all have doused or hid all lights, and are thus relatively invisible to potential watchers from the air.

OOC: Alexi, please accept a 50 xp cleverness award for your realization.

That being the case, only those with darkvision have much chance of seeing any details on the ground. Your kindly DM will allow Sjurd's talented but blindish efforts to aid another ... to aid Charek, in fact. The dwarf and the druid together puzzle out a tale from what they can find on the ground. They deduce that a couple humans and several equines were here, camped, but that they left. Some time after that, large lizardfolk stood at the edge of the pond too, then left. It is to dark to track them further.

So what is next? Where to go? Alexi, are you suggesting a trip to the north, into the broken lands, where the kidnappers had taken the Ahote children? Your DM is not sure what you mean.

Gruemor AC17, HP47 
Tuesday May 18th, 2010 11:28:38 AM

Let us head that way (pointing in the direction of our 2 Ahote companions camp, mr. DM). It is where the encampment of our friends reside. Mayhaps there we can all settle down, formulate a plan, and plus, have a safe place to leave them (motioning towards the civilians).

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday May 18th, 2010 12:48:09 PM

"Certainly against so many foes, more allies are a good thing. Let us be off towards your companions' camp!"

Zeph AC20 HP 42/42  d20+9=19 ; d20+9=11 ; d20+12=22 ; d20+12=13 ;
Tuesday May 18th, 2010 12:50:13 PM

Zeph thinks about the civilians and he begins to speak, "Well, it seems that the only reason we did not go to Plateau city via transporter is because people didn't want to abandon the dig site. SO what say you we find a safe place somewhere nearby, set up camp, and begin formulating a plan to retake your city!?" He shouts hoping to rally some positivity in he dim situation.

"But, until we can establish ourselves, let us lay low and find a place to hide for some time... Hmark? Garret? Team scout assimilate?" and with that, Zeph will begin walking in the direction proposed, ahead of the group to scout. He will look out for any caves, large trees to camp in, forests or any safe-looking place around that a temporary shelter could be constructed.

(Spot =19
Listen =11
Hide =22
move silent =13)

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday May 18th, 2010 4:30:12 PM

Jet patiently waits and listens to others ideas. Since some voiced his own thoughts, he just stands there and waits for Garth to give the command and Jet will begin to see that the old mans words are done.

Bantom on the other hand, well, he is finally outside and it is hard for him not to nuzzle up against Jet's mare Vaya or any of the other horses that might be in heat.

Jet looks that way and shakes his head with a smile, before he finally says something, "No sense in both of us going without. Hurry up though, you will be running awkwardly if we have to go before you are done!"

Bantom replies in that obviously horse like voice, "Just worry about yourself human and stop watching, pervert"

That causes Jet to stifle a big laugh before he thinks about it and shivers in disgust at the thought.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Tuesday May 18th, 2010 9:57:18 PM

OOC: Cayzle, Alexi was refering to the first badlands, ie. in retracing their path back towards Floating City.

Going west and somewhat south, to the left of the plains there is a region of dry hills, canyons, and such. A 'road' leads from an opening in this area and gradually the vegetation gets better until you reach Floating City. These badlands was where the group first met the Ahote. See Vol 1, Chapter 7.

Excerpt from Vol. 1, Chapter 7:
(Towards late afternoon, Beren and Caelnin rounded a bend in the valley floor and a massive stone arch appeared before them, first one leg and then the other. The stone was uneven, smoothed only by wind and rain, and made from the same stone as the steep canyon walls. Atop the plateau above them a small dust cloud was kicked up as several riders moved off and out of sight.
"This looks like the place, doesn't it?" Caelnin said as he guided Hutheria around the place, looking looking for anything suspicious. "Can you see anything?" he asked as he moved closer to the arch.
Beren almost missed the dust trail from atop the plateau. Without pointing, he nodded towards the telltale signal. "Our inquisitive guests are back. I still do not know who they are."
An even larger dust trail arose behind them, signaling the progress of the main body of the caravan. Ahead of the two scouts, the steep canyon curved to the north where it appeared to divide; one arm leading northeast, and the other in a more westerly direction.)

End of Vol. 1, Chapter 8: (It took the better part of two days before Beren spotted smoke rising from a passage opening towards the east.)

From this, it is a two day ride from Bryn Baraz to the Arch of Stone that pointed the way out of the badlands and on to the plains.

Alexi suggests return to that point.

IC: "For certain we need to head for cover. We're like a herd of slow cattle out in this open land come daylight. Wichever way you guys snuck in, if there is any cover at all, would be the best way to go for right now. If we can reach the Stone Arch, we will be safe, as those valleys and canyons have some water and grass and easy to hide in. Plus, that is where we first meet the Ahote. We could band together for awhile for protection until this plague passes over."

OOC: we don't have a map of this area but Vol 1, Chapter 7 and 8 describe it well.

Sjurd AC 17, HP 42/42 
Tuesday May 18th, 2010 10:36:04 PM

Sjurd and Uli follow along with the group.

Uli occasionally chases rabbits or squirrels into the undergrowth, while Sjurd passes the time by softly singing Giantish marching chants. A bright blue butterfly lazily drifts behind him on their journey.

Keela 
Wednesday May 19th, 2010 1:18:51 AM

"There is no shelter for us here," Keela says, looking around anxiously. "We should probably start moving. It's better than standing still."

She goes among the common folk, making sure everybody is all right, helping where she can with fractious children or anxious adults.

DM Cayzle - A Night March 
Wednesday May 19th, 2010 7:43:30 AM


There is wide agreement, and Garth nods. "We cannot stay here. So let's move some."

It takes a little effort to get a column in good order, but a night march it is, towards the southlands, along the route taken to get to this area.

There might be small caves or thickets with clearings, suitable for a small party of ten or twenty, but there is no place big enough to shelter 50 or 60 people with goods and livestock. At least, not here, at night. There is also the danger of crying babies and the incredibly easy-to-follow trail that you are creating.

Garth confers with Dwain, and he is clearly getting more and more nervous. He pulls you heroes together for a conversation. "We came this way with better provisions and no enemies hunting for us. That was hard enough, and we are worse off now. Tell me how this is a viable strategy? In the morning, unless something turns up or I hear a better plan, I'm want us to use the teleport stakes. What we are here is a walking massacre."

"Comments? Better ideas?"

Hmark 
Wednesday May 19th, 2010 9:10:01 AM

Hmark had assigned himself rearguard. Trailing the group, the archer becomes more and more crestfallen as he moves along the chruned up path, carefully stepping around animal droppings, and occasionally spotting a discarded cloth or broken tool left by the moving assembly.

When Garth pulls the heroes together and voices his concern, the young man nods unhappily.
"He's right, my grandmother could follow this group. And she's been dead ten years."

Pondering a moment, he adds, "On the other hand, once these good folk get out of danger, the rest of us got a ready-made pathway the lizards will be following. And seein how plain the path is, they might get lazy following it. We could double back and probably get a really nice ambush set up somewhere."

Sjurd AC 17, HP 42/42 
Wednesday May 19th, 2010 9:52:00 AM

Sjurd throws up his hands, "Don't look at me. I vas in favor of teleportation from the beginning. Ve are currently in a situation vhere speed und discretion are necessary for survival, yet ve are burdened by children und livestock. If ve cannot have speed und discretion, then defense und might are necessary. Defense und might, however, vill draw the snakemen to us like moths to flame. Ve cannot even use torches or set cooking fires, since that vould only draw even more attention." He scratches the back of his head and looks about the terrain, "Mr. Garth, you are in an untenable position. Your group cannot hurry, cannot set defenses, cannot use fire to see in the dark or cook food, und assuredly cannot fight vithout great loss of life und limb. I suggest you use your teleportation stakes. You can alvays come back vith troops und armament to secure the village another time."

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday May 19th, 2010 11:16:24 AM

Jet remains quiet as people tell Garth what they think.

Jet owns what he is carrying. He has a lot less to loose then dreams, which is what all these people came here with. Jet looks back at the column and starts taking a count, of all those that want to go to safety and a count of all that want to stay and fight. Jet will have a lot of respect for those that want to stay and wishes he could do more for them at the moment.

He returns to Garth with a head count of who will go, if the teleporter is used.

Bantom seems frustrated.

Gruemor AC17, HP47 
Wednesday May 19th, 2010 11:50:24 AM

Doesn't say a word.

Zeph AC20 HP 42/42  d20+9=27 ; d20+9=29 ; d20+12=13 ; d20+12=28 ;
Wednesday May 19th, 2010 2:41:02 PM

Zeph listens to everyone speak, especially Garth. He nods at Sjurd in agreement. "Sir Garth, you are the man in charge of leading this expedition and any order you say sticks. So, let's make the decision and give the order you want to. Don't hesitate." Zeph hopes that his prompting will lead Garth to order that all the civilians leave now via the teleportation device.

Then Zeph, swinging his spiked chain, walks up to Jet, Hmark, Garret, Sjurd, Alexi, Gruemor and Keela (Did I miss anyone?), "And I also vote that a team stay behind and gather information about this damn floating Lizard City. We can send info back to Plateau City via animal messengers, Sjurd, or a sending spell, and request reinforcements... and probably start on a fun military-style campaign of taking the lizards down piece by piece. Y'never know, you may even get to stab their queen in her head with your own blade... I'd like to wring her neck myself." Zeph's grip on his spiked chain gets tight as he talks and his voice gets rather deep and semi-insane sometimes.

Then Zeph blinks and smiles at the group, "But until then, I'll be scouting for a hideout where we can probably establish a base camp." and then Zeph goes about half a mile in front on the group, keeping eyes out for possible hostiles

(Wow, funky die rolls
Listen =27
Spot = 29, nat 20
Move Silent= 13, nat 1
Hide =28)



Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday May 19th, 2010 8:57:09 PM

Alexi sits his saddle and listens. For one who wanted to attack the lizards from the mine entrace, this trek is a waste of time. 'I only suggested this because it was the only option,' he ponders.

To Garth he says, "There are no good suggestions. There is, however, good decisions. Our exploration of this area showed game enough to feed the people. But that was before the lizards. There may only be grasshoppers left now. Keeping the poeple hidden during the day is also more difficult than a exploration patrol. Barring reaching the Ahote badlands before daylight where we can hide our trail with a little magic and a good broom, I'd say get these folks out of here with the teleport sticks."

"Boy, I sure'd like to see the lizardmen faces when they follow it to the spot and it suddenly vanishes into thin air. HA! Smile Lizard-Lips! You've been had! HAHAHAHAHAHAHAHAHA!"

After a good laugh, he turns to Jet, "We could, theoretically, set up a hidden camp at the Stone Arch and raid the lizardmen from there. We would have several hidden camps made so that we can flee one when chased and hide in another. Those valleys have plenty of grass, game, and the maze would be hard to follow from ground or air. If, that is, this group is so inclinded on having fun with the lizardmen."

"Anyone here capable of turning himself into a lizardman to sneak into a patrol, climb aboard a floating thing, find out how it works, let loose with a fireball and cause it to crash, and then do it again?"

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday May 19th, 2010 10:14:14 PM

Jet sits on Bantom and listens to Alexi and finally says, "Those under contract will do as Garth directs. Those that are not can do as they will. If Garth says all of Bryn Baraz returns, then that is what happens. If he sets us free from our contracts, then I will likely go back and drink myself into a stupor for a month. If he says, seek revenge for these people and the Ahote, then that too, I will gladly do."

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday May 19th, 2010 10:26:57 PM

"Well then, let us see what morning brings and what the light shall reveal. If nothing, then indeed, let's get the people to safety."

Keela 
Thursday May 20th, 2010 1:17:50 AM

Keela had been hoping that there was some way to save the settlement, but now she sees that the dream is over. The settlers, once so full of hope, must either be slaughtered here, or flee and lose everything. It is bitter defeat, but it must be.

"We need to teleport. I agree," she says.

"But we should go with them. There's no point in staying here and fighting the lizards if there are no folks to defend."

DM Cayzle - Dawn Breaks 
Thursday May 20th, 2010 7:31:18 AM


Dwain barks a harsh laugh at Hmark's comment about his dead grandmother. Hmark goes on to make an interesting suggestion about a potential ambush. In the end, he agrees that teleporting the civilians is the way to go.

Sjurd agrees. It's past time, in fact.

Jet takes a tally of opinions. He finds that most of the refugees are a little more than somewhat demoralized, and very few want to stay, whether to cower in hiding or fight a hard fight.

Gruemor is quiet, but he goes over in his mind the instructions for activating the teleport stakes.

Zeph suggests that a team stay back to investigate, maybe to fight. He looks for a place to camp, and finds a clearing with bramble on two sides at the base of a hill.

Alexi remembers several good camping spots. One or two would serve well for a long time, with some stealth. He thinks that the teleport stakes are the way to go too, though he seems inclined, with Zeph, to stay behind to harry the enemy.

Garrett listens and waits. In the morning, it will be time to act.

Keela sadly agrees that it is time to go. But she sees no reason to stay.

At dawn, the mass of refugees has travelled a long ways, given their capabilities. In other words, not so far as seasoned adventurers could have gone, not by a long shot. The people are huddled in a small wood, a bit of forest created by the confluence of a stream and a small valley, offering a little relief from wind and weather.

There are no signs of flying orbs, nor of the hunters or of lizards. Is this peaceful place a refuge, or a trap?

Garth sighs. "It is too far to the Stone Arch, and even if we got there, so what? We would be fools to walk home, since if we want to go home we can manage it faster and safer with magic."

"There are only two reasons to stay. One, if we want to try to oust the lizards and take back the village. But we have already turned from that path, and no one has given a good argument that we could hold Bryn Baraz, even if we took it. Two, if we wanted to hide and make a new place to live, somehow restarting the mine in secret, living under the lizards' noses. Does anyone see any hope in doing that?"

"I guess there is a third option, that is out of our control. What if the lizards are only passing through on their flying mountain? What if they are going to leave? Maybe we could lay low until they are gone."

"But if we do stay, how can we stay hidden given all these people?"

"No, unless someone can convince me there is a solid chance of success, I cannot gamble with these lives. Charek, Gruemor, please set up the stakes. Is there anyone who would argue that all of us should stay here?"

==========

[OOC: Tomorrow your DM will have Garth call for volunteers to stay behind. Those who do will form a group to gather information and act to prepare for a return. Information and some help will be arranged through magic, but not a lot. Then, as the refugees go home through the portal, the magic will flicker as large masses of mithril pass through. The interaction will collapse the magic early, stranding not only the volunteers but all player characters in the wilds. If you have a problem with this, let me know asap!]

Sjurd AC 17, HP 42/42 
Thursday May 20th, 2010 10:39:48 AM

Sjurd ponders the situation, rubbing the chin of his mask in a thoughtful sort of way.

OOC: Sjurd could be enticed to stay behind and prepare the refugee's return, given adequate compensation. Otherwise, he is more interested in protecting the wildlands than the villagers.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Thursday May 20th, 2010 11:27:41 AM

Jet is beginning to get frustrated with Garth. The man is not leading!

"Garth, the lizard people, when we negotiated told, us we would be paying them homage if we surrendered. That means, they wil be back, especially since they left some of their own troops behind."

Jet understands what it is like to be demoralized. It was a constant condition for him before he was shown the wisdom of the gods. That has made him strong. These people though, do not have the same opportunities as a sixteen year old man.

"I would like to suggest, that if some of us stay, we return to the tunnels and learn their secrets. Perhaps we can find some allies down there and if we discover enemies to Bryn Baraz, then we can clean them up for the foreseen future of this community."

Gruemor AC17, HP47 
Thursday May 20th, 2010 11:48:54 AM

Waits.

Charek AC 24; HP 47/47 
Thursday May 20th, 2010 5:59:17 PM

Charzak listens to garth's and the others' conversations and in the morning begins to set up the telportation area, making sure to find as level and open an area as possible.

Zeph AC20 HP 42/42 
Thursday May 20th, 2010 7:09:05 PM

Zeph nods his head and is pleased at Garth's decision. "Well, if my companions, Hmark and Garret would accompany me, I would be glad to stay behind and gather information and harrass the Lizardfolk."

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday May 20th, 2010 9:37:32 PM

Alexi sighs, "Well, I signed up for this tour for fame and glory. Going back home empty handed won't gain me any fame and glory feathers. I'm staying here to fight even if we have to take and retake Bryn Baraz a dozen times. I'll have lizard skin boots for everyone of these folk when they finally return."

Deep inside Alexi actually says, I'll go wherever Keela goes but he dare not say that out loud.

While they wait for dawn, Alexi first marks the location of this campsite on his map, then scribles a note to his mom telling her he is alright and tell dad I've become very important here. They all listen to me and marvel at my skills gained from the Iron Fist. He hands the note to Pliney and Lollena and asks them to have it delivered when they arrive in Plateau City.

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday May 20th, 2010 9:47:27 PM

While watching and listening outward, Garret nods to Zeph and says, "Yes, I would be honored to stay and, well, harass them."

Sjurd AC 17, HP 42/42 
Thursday May 20th, 2010 11:27:44 PM

OOC: My post for Friday will be this weekend. My wife and I are celebrating our 5th anniversary tomorrow and I won't be available.

Keela 
Friday May 21st, 2010 1:13:56 AM

Keela considers the choice before her, and feels her heart breaking. "I want to go with my family," she says softly.

"I want to," she continues, "but I can't. If people are staying, I need to stay with them. It's possible the mine can be re-taken." She is, at the moment, too tired and heartsick to explain the economics of farming, but feels compelled to point out once more: "The mine may be able to be re-taken, but the village and the farms are a total loss. You may be able to get other farmers to come out here at some future date, but this venture is finished."

DM Cayzle - And Awayayayay We Go! 
Friday May 21st, 2010 7:54:05 AM


It is time to go. Garth is suddenly busy getting everyone set and orderly. He knows he only has a minute, and it will take some organizing. But soon enough, all is ready. He thanks Charek for getting the stakes ready.

If there is anything you need, now is the time to claim it. You are welcome to any mundane tools, supplies, water, etc. A mule or a burro? Anything? Here is your chance to stock up on rope, blankets, etc.

While some tend to gear, others have to say farewell. Maybe the hardest parting is that of a family separating. Keela's nephews and niece are crying, and they cling to her before their dad pulls them away. Senna, on the other hand, manages to keep her eyes dry through sheer force of will. "I'm not worried about you," she says. "You made that Web! You're a powerful mage now. Sometimes you don't see what's right in front of you, but I look at you and your friends and I know you are a true hero." She hugs her sister and whispers a few more goodbys that perhaps we should let them have in private.

Garth turns to offer a few last words to the group. "I know there is essential work to be done here, and I thank you for staying to do it. I also do know," he says, looking at Alexi, Jet, and Keela, "that the original contractual basis for employment cannot apply any more. Instead, I will talk to the Company and arrange a just compensation for the dangers you will be facing. I think the mithril we are bringing back will push them to be more than fair."

Dwain, who has been listening, adds, "I'll make sure of that."

"Now, I have to tell you, one of my largest fears is that you will not be an effective team. I urge you to resolve your differences first, today, as soon as we go. Pick a leader, or choose a rotating leadership, or make a committee, or vote, or whatever it is you have to do to knit yourselves into a team that can function together. Or surely the lizards will tear you apart."

"Now good luck and may the gods smile on you all."

He signals when all is ready, and the magic is activated. In orderly but swift movements, the entire company walks into the circle and then disappears. One by one, families and friends head through. Mama Belle waves goodbye to Jet, and a few of the girls blow him kisses.

And now there are just nine of you.

Garret Goodbarrel [AC:26 HP:25/25] 
Friday May 21st, 2010 8:54:22 AM

Just before they head in, Garret grabs a mule with a few supplies. "Just in case we need a few things to stay for a while, it's okay, right?" He makes sure the mule has some rope, some tarps, and a few other camping type items for a long-term campsite.

He then steps back and watches the magic work, focusing on the stakes, trying to see how they work.

When they are all gone, he looks around and says, "Whew. Kind of quiet now, isn't it?"

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday May 21st, 2010 11:51:01 AM

Jet gathers as many supplies as Vaya can carry and still run if she has to. Jet is resolved to do whatever he can for those leaving and those staying. he takes extra rope and blankets as well as oil and of course, he needs booze to salute the gods each morning in prayer for spells.

When everyone is gone, except those that wanted to remain behind, Jet dismounts off his horse where he can see everyone, eye to eye.

"This is what I suggest. We all place a single name on a piece of paper, for the one person we want to follow and you can not write in yourself. The person with the most votes is leader, at least until they prove they can not do the job well."

He shrugs his shoulders, "I would normally suggest we choose, right by might and have a battle royal for the strongest leader, but besides the noise that would be created by such a skirmish, it would also deplete our resourses."

Gruemor AC17, HP47 
Friday May 21st, 2010 12:42:21 PM

I have no clue what everyone's strengths and weaknesses are. Its obvious Jet you are probably the strongest, if not gruffest of us all, but is that enough for leadership? I am more on the diplomatic end of things, is that enough for leadership as well?
What I suggest, instead of drawing a name, is we just heed to the person who is strongest in an area we are delving to, and go from there. Obviously, when it comes to martial business, you and Charek and a few of you others are the ones the rest will turn to. When it comes dispensing with the diplomatic businesses, then those of us who are comfortable, with the approval of the group in whole, should be the ones to carry out that aspect of things. Same goes for you sneaky type people. I have no strategy involving that and for me or jet or whoever, to tell you how to accomplish that goal is on the odd side. So, I guess my opinion is this: Not a single power of authority, since, we all have just met and to be honest, some of us have not made the best impression, yet, but over time that will find a way of mending itself. But as a whole, let us, for now, just have a committee type leadership until a time comes, which again, inevitibly will, when everyone starts turning to one or two people, then then is when we will have a defined leadership.


Hmark 
Friday May 21st, 2010 1:50:28 PM

Hmark scores the group a pack mule, and tries to find climbing-type supplies (hammers and pitons). And, if he can find another quiver of arrows or two, he'd be a happy camper.

The conversation around leadership comes up, and Hmark merely nods at Zeph. The archer isn't about to get into an argument about it though.


Sjurd AC 17, HP 42/42 
Friday May 21st, 2010 4:08:55 PM

OOC: Quick post. More this weekend.

1. You are welcome to any mundane tools, supplies, water, etc.

"I vill take a mule. His name vill be Thorvik. That vas the name of my least favorite brother."

2. Pick a leader, or choose a rotating leadership, or make a committee, or vote, or whatever it is you have to do to knit yourselves into a team that can function together.

"Hmm.... that vill require some thought."



Keela 
Friday May 21st, 2010 7:16:15 PM

"I'll keep Daisy, of course," Keela says, taking the bridle of her loyal farm-horse. Er, steed.

She also takes all of her clothing, a set of cookpots, and as much food as she can pack into Daisy's saddlebags with all that other stuff in there. Finally, she claims a lock of hair from Senna and each of her children before they depart.

She doesn't join in the discussion of leadership, but watches to see what the outcome will be.

Charek AC 24; HP 47/47 
Friday May 21st, 2010 7:30:52 PM

Having lost their ponies when they went into the caves, Charek gathers a burro loaded with a pack saddle, 2 - 50 ft ropes, a miner's pick/hammer, a canvas tarp, and one empty barrel for Gruemor.

Having aided the civies through the teleport circle, he pulls up the stakes and repacks them even though he knows the magic is used up.

Then moving aside while the others start getting ready, he takes out his ax and begins going through a number of fighting patterns, flowing from one to the other with the air of someone completely as one with his weapon. When complete, oddly enough it looks like he is whispering to his blade as he wipes it down and oils it.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday May 21st, 2010 7:50:56 PM

In regard to others posts...

Jet doesn't know what to think of not having a specific leader. As long as he has been alive he has been a part of a pack and a pack always has an Alpha. When he was a child he had his mother and father. As an orphan on the street, there were kids that were bigger and stronger and one does as they say or face regular beatings. Learning the ways of the priest, he had a great mentor in Finvarr and he hired on, to this expedition to earn some money and work for another.

Some people don't seem to voice an opinion on the subject and it leaves Jet to wonder how things will work out.


"What about the now then? Tunnels, Ahote, or retake Bryn Baraz over and over again, because we will not be able to hold it after taking it."

Zeph AC20 HP 42/42 
Friday May 21st, 2010 11:27:42 PM

Zeph nods at Dwain and Garth as they leave and he sighs and shakes his head when he sees the tears flow from his new companion's friends, "Family... what it must be like."

As far as supplies go, I think that the rest of the group got the basics covered: wine, water, food, tents, mule and cart, arrows, oil, torches... maybe some alchemist fire or smoke sticks??? OH... and a horse (my old one was named Shadow, but I think I lost him while teleporting all the way here)

But what Zeph is most concerned about is how exactly the group will communicate info back to the rest of the people. He asks Garth, Dwain, and Keela about any spells that could accomplish it, or if not spells, then any other message-system that could be established. Zeph tells Garth "When you get to the Star Mage tower, make sure to contact their Diviner. Keep scrying on us as long as you can and send us messages about how you are doing... But also scry the area around us and make sure to send warning if we are in danger of being ambushed. I'm sure you can pay some wizard enough to keep an eye on us for some time. Also, if we ever need a quick extraction, I will give you a signal of some sort. So have a Wizard ready to possibly teleport here and teleport us out."

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Saturday May 22nd, 2010 7:31:55 PM

The people are gone. Alexi has picked up supplies from his farmer friend Ned (See Vol 1. Chapt 1) who had been keeping 300gp worth of farming tools for the cavalryman. "Keep the tools for your new start, I just need some rope, oil, and food."

Now it was time to choose a leader.

"Well, we need a leader, 'cause I don't want to look befuddled when someone comes up to us and says, Take me to your Leader. Now, in the Mailed Fists, we had lieutenants that took care of most of the work and a captain that served as administrator and final word. So I'd say we need a lieutenant to head up the Intelligence Gathering, a lieutenant to head up the Supply Gathering and Camp Organization, and so forth. My opinion is that whoever leads what, should Want to lead it. So before we start naming names, let's get volunteers for the different positions first."

"We need a Chief Scout, Chief Hunter, a Chief Animal Caretaker, a Chief Camp Organizer, a War Chief, a Chief Councilman, and other Chief things you come up with."

"With volunteers in those positions, it will be much the easier to choose the leader of the group. To start with, I'll volunteer to be the Chief Animal Caretaker, as my knowledge of saddles, packs, and such is my strong part. But I'll not be put out if I'm not chosen as the leader. I'll help in that area as I always have."

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Saturday May 22nd, 2010 7:33:35 PM

OOC: Cont...

IC: "Or gather wood, or stir the cookpot, or dig the latrine... even the War Chief should help dig the latrine every now and then, eh?"

Sjurd AC 17, HP 42/42 
Saturday May 22nd, 2010 8:24:30 PM

Sjurd finishes his pondering, "Hmm... perhaps an anarcho-syndicalist commune. You know, ve could take turns to act as sort of an executive officer. But all the decisions of that officer have to ratified at a special meeting by a simple majority in the case of internal affairs, but by a two-thirds majority if..." His voices trails off and he mentally wanders for a moment. He jerks his head back, "Or ve can spill blood like civilized folk. It matters not."

He listens to Alexi speak and nods in agreement, "I believe ve should have those vith expertise lead vhen the subject of their expertise is at hand. An overarching executive officer is not necessary. Situational leadership, I say."

Keela 
Sunday May 23rd, 2010 1:30:40 AM

But I'm not really good at anything, Keela thinks, seeing the way the discussion is going. Nobody has said anything about a Chief Magic Person--not that I could do it if we did need one. A wry smile.

"Perhaps I can be Chief Follower," she murmurs.

Zeph AC20 HP 42/42  d20+9=22 ; d20+9=13 ; d20+12=26 ; d20+12=19 ; d20+13=18 ;
Sunday May 23rd, 2010 10:04:29 AM

Zeph shrugs at Alexi's ideas about division of labor and leaders, and simply says, "Scout... and resident fibber"

And with that he will start scouting around the base camp for about a mile or so in each direction to make sure no lizards will sneak up on the group in the night.

(ALso, could I tack onto my request for equipment: traps of all kinds. Trip wires. Spikes, darts, etc? I will make heavy use of traps in this next module if allowed...)

If Zeph gets some traps from the Dwarves, he will set a few around the base camp, mainly to act as a warning, so he will attach bells to each trip wire.

(Spot =22
Listen =13
Hide =26
Move silent = 19
bluff =18.... blah, was trying to show off my skillz)

DM Cayzle - Looking for Leadership 
Monday May 24th, 2010 7:31:41 AM


The group takes a moment to talk about leadership. One proposal is to have one leader over all. Another is that each should, in turn, be a leader when his or her expertise is needed.

The discussion continues, and Jet puts the first decision to the group:

"What about the now then? Tunnels, Ahote, or retake Bryn Baraz over and over again, because we will not be able to hold it after taking it."

How would a rotating group leadership proposal resolve this fundamental and immediate question?

[DM OOC: The danger of a single leader, especially in a nine-player game, is that some players may feel marginalized. The danger with "each leads in turn as appropriate" is that defining who is leader for any given moment becomes problematic, and may lead the group into chaos and indecision. If I can make a suggestion for a compromise? I have seen it play well with two or three leaders. For example, one for combat (the general), one for diplomacy (the face), and one for finding a consensus in group decision making (the facilitator). For a Wold example, the long-running Mithril Tap has a combat leader and a non-combat leader.]

Garret Goodbarrel [AC:26 HP:25/25]  d20+13=26 ;
Monday May 24th, 2010 9:18:31 AM

Garret smiles when he overhears Keela's mumbling. He nods to her and winks, "Nice one. Chief follower. Heh."

He speaks to the group as discussions are made, "We can continue to consider our leadership plan. But in the meantime, Jet brings up a good point -- where are we going now? It seems the tunnel isn't a good plan at the moment, we already looked there. Retaking Bryn Baraz seems like a pointless effort at this time. So I guess we need to head to the Ahote next, don't you think?"

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Monday May 24th, 2010 10:16:21 AM

Jet just crosses his arms as he waits for everyone to come to mind on the subject and thinks for a moment without any outward sign of frustration, That's right, let us just stand around and look at each other. There would be no doubt we would be doing something else if I were still leading this group!

Jet slows Garret down, "One moment, there is more then one tunnel. Now if my memory is correct, there were four other passageways below the earth, three which have not been explored. One to small for medium sized people to walk upright in."

"Now while some of you may just wander off without telling anyone where they are going," Jet looks off at Zeph "I suggest we stay together until we come to a decision."

Jet watches as the horizon begins to show signs of the great yellow orb that graces their day, "Also, I am more worried that we will lead our enemies to the front door of our friends. The Ahote are adapt at hiding and hunting, where on the other hand, I am loud and clumsy. The lizard people may just follow us to find them. I would really like to find other allies if it is possible. We need all the help we can get in our fight."

Jet just continues to wait. Even when Garth is not around, Jet has always done as he was ordered and his last command was to get along with everyone. Jet will not go against orders unless he has to. He prays he never has to atone to Pantheon for such actions.

Hmark 
Monday May 24th, 2010 11:36:33 AM

Hmark strokes his goatee in thought.
"I'd agree a battle leader is a must," he notes. "And, I agree I ain't the one to be that guy."

"As for what to do next, my suggestion is we go kill some lizards. We can start back for the tunnels like Jet said. But, on the way, let's clear off this trail the villagers left and see if we can surprise any lizards fixin to follow it."

"After, I'm thinking we clear out Byrn Baraz once anyway. Whoever's in charge has gotta have some kinda marching orders, or maps, or something that might be real interesting. We ain't gotta hold the place. Just hit it, grab what looks interesting, and move on to the tunnels or the Ahote or whatever."

Gruemor AC17, HP47 
Monday May 24th, 2010 12:35:52 PM

It is obvious to me who think they should be leader.
In my opinion, and my experience, the strongest is not always the best leader. Sometimes that hot headedness leads people into decisions where cooler heads should prevail.
But in the same regards, inaction sometimes lead to obliteration.
So what we need is a union of both. So, the strongest be in charge of martial, the cooler head be in charge of diplomacy and have a 3rd person, more nuetral in most things, be the spokesperson. He or she has the final say, not to say the rest won't have a vote in most things, but when a definite leader is needed, once votes and arguements are made, he or she has the final vote, or veto.


And since it's been brought up. Do we really think the 9 of us can clear out the lizard folk in the mining community? If these creatures have these advanced means, it is clear to me that we wouldn't stand a chance without some sort of reserve to assist. And right now, our best chance for help is back at the Ahote camp Charek and I got our guides from.

Garret Goodbarrel [AC:26 HP:25/25] 
Monday May 24th, 2010 2:00:07 PM

Garret nods at Hmark, "True, they might have some sort of plans or something. I don't know how well these lizard things can read, but perhaps a map might reveal where they've been or what their end goal might be in this case."

Sjurd AC 17, HP 42/42 
Monday May 24th, 2010 3:58:36 PM

Sjurd grunts noncommittally, "Do vhat you vish." He and Uli spend time playing tag in the nearby forest.

Zeph AC20 HP 42/42 
Monday May 24th, 2010 4:47:45 PM

Zeph agrees that the Ahote camp is probably the best bet. "Just point me in the right direction and I will scout ahead... hopefully with Garret to accompany me." Zeph volunteers, knowing that he and the Halfling make a pretty swell sneaky team.

Garret Goodbarrel [AC:26 HP:25/25] 
Monday May 24th, 2010 9:25:02 PM

Garret nods at Zeph and gives him the thumbs up.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Monday May 24th, 2010 10:17:00 PM

Alexi rolls his eyes. Ok, we got some wanting to find the Ahote, and some wanting to hit the lizards. So who's going to be the leader and make the decision?

"Ahem," Alexi coughs a little cough. "IF, and IF, the lizardmen see this trail we made, they'll send out a small scouting force to check it out. That means less lizardmen at Bryn Baraz. That means a greater chance to wipe the occupation force out, then hit the scouting party on their way back. Then, we look for the Ahote. The lizards in their flying city won't know of it for a while and it will take some time to send re-forcements. So we've got plenty of time to make our tracks scarce and days old before they show up."

"Let's bring some lizard boots to the Ahote as gifts of friendship, not lizardmen hunting us."

Alexi looks around at the group, "You want some blood? Raise your sword or wand if you are with me to hit Bryn Baraz now. We enter through the hidden goat path and with magic and steel we clean them out. They want the bodies of their fallen back? FINE! We take their skins and leave their bodies! The Mailed FIST don't back down, just regroup and hit their weak point!"

"Make your decision now!" Alexi draws his sword and raises it high.



Sjurd AC 17, HP 42/42 
Monday May 24th, 2010 11:37:16 PM

Sjurd clucks his tongue, "So rash, that one. Vhy cross blades vhen you can vatch them die from afar? I vould rather place a magical contagion on a livestock animal und send it into the city to contaminate their food supply. Perhaps mindfire or mummy rot. Hmm... yes, they vould be forced to send a sizable number of troops into the wilds to hunt for food, softening their defenses. Or they vould vacate the village entirely." He taps where his nose would be on the mask with his index finger, deep in thought. "Or perhaps cackle fever." He turns to his warhound, "Uli remembers what cackle fever feels like." The mastiff raises one ear and growls softly.

Sjurd turns back to the party, he notices a blue butterfly perched on his shoulder and brushes it away before speaking. "This needs to be settled. I suggest ve vote on our system of governance first, then follow the strictures of that system. I support a system of officers vith no executive head. Differences in opinion can be settled through officer tallies."

Keela 
Tuesday May 25th, 2010 12:35:18 AM

"I would prefer to check in with the Ahote," Keela said. "Their holy men foresaw this. They might be foreseeing more now that would be of use to us."

"But if seeking them out truly would put them in danger," she continues, "I don't want to risk it." She thinks for a moment, then asks, "If we start toward the Ahote, can some of the sneakier people among us drop back and see whether we are being followed? That way we could stop if the lizard folk were after us, and avoid leading them to our friends."

DM Cayzle - Out Of Character 
Tuesday May 25th, 2010 7:40:03 AM


Friends, let me pause the game and break off from in character posts for a moment. I really do not want to run a game based on player conflict. I want you guys to have a means of making decisions that you can use to heroically resolve the challenges I throw at you.

So please step out of character for a moment and post your meta-comment on how to resolve the issue of decision making. What leader or leaders do you want? Who will make the decisions, and how? Let's get it out there: what leaders do you want, in what role, doing what jobs? Put out your proposals. We'll vote tomorrow, and have a run-off if necessary, until we have a system in place.

Sorry to halt the game, but I need you guys to come together as players first, and then I need your characters to come together as comrades and heroes.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday May 25th, 2010 8:35:22 AM

OOC: Hmmm... This is quite interesting. As a matter of fact, I don't think any of our characters are actually a strong leader-type at the moment. It honestly seems like all of our characters are used to following a leader up to this point. Sure, they're heroes, and I bet they could work together without an official leader, but still, none of them seem to be built for that leader job. After all, the one group only got here after following direct orders and under contract. The other group appeared by following some dreams and visions. I think there's a number of characters that could lead, but they're going to have to be forced into that leadership position.

Garret, Hmark, and Zeph come in with Charismas of 10, 11, and 13. Nothing overpowering there. Sjurd weighs in with a 10 and a really funny accent. Alexi shows 10, Keela with 11. Jet has only a 13. Charek has a 9, and I'm not sure what Gruemor has. So its not like we have someone with a 16 or higher, with a strong, powerful charisma that's going to drive people to follow them. In fact, weirdly enough, almost all these characters seem to have been built with the idea of following someone else (That's certainly not meant as an insult, its just how the characters look to me).

So where does that leave us? I'm not completely sure. Is there any player that wants to stand up and have their character change to take that leadership role?

Sjurd AC 17, HP 42/42 
Tuesday May 25th, 2010 8:45:03 AM

OOC: From where I stand, it seems that the larger the group, the more likely a decision made by a single person is going to upset someone in that group. So I'm not in favor of an executive head. Someone mentioned a facilitator/tie-breaker, which seems like a good idea, but I don't want a single party leader. Having multiple leaders for different roles, with the other officers having veto power, would ensure that unpopular decisions are kept to a minimum.

So I think we should have three captains. The Marshal would coordinate and plan all combat, both in planning and execution. The Ambassador would coordinate and lead all social interaction. The Voyageur would coordinate and plan all travel and scouting, as well as party materiel. Any decision by one of the captains can be overridden by a unanimous vote of the other two captains.

How does this sound?


Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday May 25th, 2010 10:22:04 AM

Guys, there is going to come a time when this is going to fall apart, so let me just throw out a few points here. This three captains stuff is not going to work. The proverbial to many cooks... What heppens when all three "captains" disagree? Just more argument and three plus days of wasted game discussion.

Despite how you feel about Jet...

Jet has experience in leading people. He has lead several people while working for Bryn Baraz. Yes, he is an ass, but he also has everyones best interest at heart. He has offered up his life three or four times in order to make sure, everyone else stays alive.

Now, for me. I am a trained warrior in the SCA. I am trained for combat and melee style fighting. I am well versed in shield walls and how to flank an enemy for optimum effeciency. I am actually trained to fight with martial weapons and wear martial armor.

Now, if you don't want to vote for Jet, that is fine, but do me a favor and don't mention Jet in you ooc post please? If you want the job of leader, then put yourself up. Give us a reason to appreciate what you have to offer, but the time to stop putting my character down has arrived. You don't have to like either of us for us to do a good job for your character.

Now, on a side note, I will not be here Thursday, Friday or Monday. I have an event I need to go to, where, I get to fight, woot! Would someone like to run Jet for me?

Sjurd AC 17, HP 42/42 
Tuesday May 25th, 2010 10:52:29 AM

Hmm... having task-related captains has worked in other groups I've played with. Very well, actually. And I'm having some trouble seeing how three captains would be too many cooks, to use your phrase, since our total party is a whopping nine PCs. My aim is to minimize the likelihood of decisions that someone really doesn't like. This may slow down decision-making from time to time, but it will avoid alienating party members with unpopular decisions from a single leader.

Also, we don't seem to have a binding group goal at the moment. Some are interested in the development of Bryn Baraz, of which the snakemen are a current problem. Others have the defeat of the snakemen as their goal, and Bryn Baraz just happens to be the closest location to find them. Once we defeat them, half the group will want to find the next snakemen location, while half will want to help the refugees re-establish themselves in the village. Our journeys overlap right here and now, but I can see them diverging in the future. But that's just how it looks to me, I may be wrong.

Gruemor AC17, HP47 
Tuesday May 25th, 2010 11:25:30 AM

Since we are asked to be honest, ill be honest.
Right now, Gruemor would rather eat glass and swim in lava than take orders from Jet.
You rubbed him the wrong way from the get go, then suggested that only a good leader is someone who can kick someones butt.
That is my opinion. On the same note, I am not asking to be leader either.
Now, even tho Alexi is a henchman of Jet as Jet is a henchman of Alexi, Gruemor sees more wisdom coming from Alexi, as long as Alexi doesn't become an extension of Jet.
That is the only thing I see that would hinder him voting for Alexi.

Im not here to bash one player or another, and you have to look at it from Gruemor's side. He was hired by the investors of the mine to deliver a note to the foreman of said mine, Dwain. And in the end, that message is Exactly what happened. The civilians were sent back to safety. And even tho Garth said staying to fight was futile, and the DM in a couple posts hinted at that, you are still determined to do that, even tho I for one do not want to, as were a few others, but was determined by a few what we Were going to do.

I too was a member of the SCA, knighted in Meridies, no longer playing, but that doesn't mean I am better at leading than the next person.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday May 25th, 2010 11:26:42 AM

I think Sjurd makes a good point there -- if we had a unified goal, the conflicting ideas and lack of solid leadership might change. Because yes, I think all the characters right now are sort of wandering, looking for a solid goal. I'm for right in getting the characters to follow Alexi and his call to war. Its a rallying point, it gives us a leadership decision, if not a leader, and it gives all the characters an immediate, common goal.

Keela 
Tuesday May 25th, 2010 2:20:27 PM

OOC:

We need a leader in combat. When we are in combat, there isn't time to debate everything, and if we're not on the same page, somebody is going to die.

Out of combat, we may not need a leader. We may want the same leader that we have in combat. We may want a different leader.

I really don't think that having one leader in combat and a different leader (or no leader) out of combat is "too many cooks." We are all experienced players, and we all know when we're in combat and when we aren't.

So, to my mind, the only thing we need to have right now is a combat leader. We may or may not want others, but the combat leader is the one thing we need right now. So let's resolve that part of it.

The combat leader needs to be an experienced player who understands the D&D combat rules. He needs to know (vaguely) the abilities of the rest of the party. He needs to pay attention in combat, make sure he understands everything the DM is posting and everything about the map and terrain. He needs to be able to take a little extra time posting when we are in combat. (He might not always have to, but he needs to have the time available).

I'm an experienced player who understands the rules, and I usually have time for longer posts. However, I'm pretty bad about paying attention. So even if Keela weren't so completely unsuited for this, I'd take myself out of the running.

Having played with and/or DMd most of the players here, I'd say Jeff O has the best all-around skill set for this. But how, in-character, we would ever choose Garrett as our combat leader is a bit of a puzzler. :)

Zeph AC20 HP 42/42 
Tuesday May 25th, 2010 4:42:26 PM

(OOC: Well, I nominate myself as second in command. I just want to keep the game moving forward, whether it be to attack the village or find the Ahote. Either way, both I and Zeph are eager to do something and not sit on our hands. I also volunteer to scout, and I am pretty decent with combat stuff, flanking with tumble skill and sneak attacking is my strong points... like any other rogue. I was a decent leader in the last game Zeph was in, and I led Garret, Hmark, and myself here through one hell of a trip. But if needed, I would vote for Alexi or perhaps Keela. Doesn't matter to me, as long as we move in a positive direction- luckily right now either way is positive, but if there is a split decision, then the 'leader' must make it for everone... its both the burden and gift of being in charge. )

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday May 25th, 2010 7:33:13 PM

So, if I am not mistaken, this is what we are looking at.

Garrett did not choose.

Jet voted for himself.

Sjurd did not choose.

Gruemor chose Alexi (Which I might add is absolutly no extension of Jet, thankfully :) )

Keela choses Garret

Zeph chooses Zeph

And we are still at the same dilemma.

This is getting ridiculous, so, I change my vote to Garret also. There are a few more people left to vote, so we can wait until tomorrow for it to go into effect.

If Alexi didn't have such a crush on Keela, I would have voted for him, but I have seen him stop fighting mid battle to try and help her and none of us need a leader that is focused on one player in the party. i.e Darkmantle battle.

So, if no one objects, Garret will lead us and tell us what to do?

I think this should solve these issues about leadership, at least until something goes terribly, terribly wrong.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Tuesday May 25th, 2010 9:42:44 PM

[Also, we don't seem to have a binding group goal at the moment. Some are interested in the development of Bryn Baraz, of which the snakemen are a current problem. Others have the defeat of the snakemen as their goal, and Bryn Baraz just happens to be the closest location to find them. Once we defeat them, half the group will want to find the next snakemen location, while half will want to help the refugees re-establish themselves in the village. Our journeys overlap right here and now, but I can see them diverging in the future. But that's just how it looks to me, I may be wrong.]

Tanner, this sounded like a PC speaking. :) no offense meant. :)

OK, as a Player, here's the goals of all Players I've ever played with:
1) Get xps to go up level so you can do more and stay alive to have more fun
2) to get xps, you have to fight/solve problem

Here, 2) is easy. And if you follow my logic, you'll see how it makes sense.

We are trying to mesh stories and close out Uncharted Lands story line. To me it seem the most logical is to wipe out the remaining lizard guards at Bryn Baraz, then look for another quest, either from the Ahote Dream Seance like we did before or by some other DM provided means.

None of the Three Amigos of Bryn Baraz are now bound to the town, so none will want to stay once they've tasted some revenge (and gotten xps, eh). It was clear by Garth and Dwain that their return to rebuild was optional and the Three Amigos were not expected to be there.

But as Buz said, there's been a lot of how a leader should be choosen and/or how many, but only three real volunteers, a Master Scout, a Chief Follower, and a Chief Animal Handler. But for combat, we can't have half a dozen plans then take a vote. (reminds me of a Red Dwarf Episode where.. oh well)

Someone has to have a final say on what plan to use. Notice I said 'what plan to use'. The player is going to get ideas from the others on how best to takle a situation, and that player will need to choose one, whether it is his or someone elses, and we all need to agree to do our best whith what is chosen. Alexi's plans were always brilliant, but unworkable due to their complexity. Sigh...

So here's the deal. The Leader, Chief Warmaster, needs to be someone that is not going to be burdened with needing to fight AND needing to cast spells, AND needing to coordinate the battle field. Jet is a good fighter and spell caster, so he needs to be in the thick of things. Also Alexi (AND by the way, he, hahahahahahaha, would really fall flat and laugh until he pees if he heard someone say he was Jet's henchman, then laugh even harder, if possible, if he heard someone say Jet was Alexi's henchman. :} )

The war leader doesn't need to be the toughest (not in our group, that is), but one who can make good game decisions and not have to be in the thick of things all the time.

From my Player's perspective, it looks like Garret would be the best candidate for Captain. And so not to end up writing a book here, I'll just leave it at that.

Oh, please, don't anyone take it personal that I chose Garret. :) Any one of us, as Players, would probably do just fine. It's the PC combination I'm thinking of.



Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Tuesday May 25th, 2010 9:43:31 PM

OOC: Man, it didn't look like all that much until I sent it! I did write a book. Shish! Sorry. :}

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday May 26th, 2010 6:14:17 AM

OOC: Shesh, a whole page? ;)

Well, it seems that slowly Garret is being put forward. As a character, he is a bit underpowered as a monk (as some here have discussed before) -- but I was going for a more interesting character because after all, who in their right mind chooses a small character to be a monk? Well, uh, I guess I do. He does hit a lot, he just doesn't do a lot of damage, so he wears them down a bit! :)

Given the above criteria, he can certainly take on the role of party leader, because he does have a lot of options at times of battle and can lead (because he doesn't need to always be in the thick of things). So I'll do it, if you folks would like, but as Keela mentioned, we may have to fudge things a wee bit in character to get him in place!

DM Cayzle - Still OOC But Almost Done 
Wednesday May 26th, 2010 7:11:45 AM

Thanks for your thoughtful discussion, friends. I like that we have found a clear candidate for party leader who seems satisfactory to four of nine players. Unless we get five OOC nay votes before the next DM post, I think we have an answer.

If you would like to have your character speak up in favor of Garret as candidate, then please do make an in-character post as well. Again, sorry to delay the game, but I felt it was needed.

Sjurd AC 17, HP 42/42 
Wednesday May 26th, 2010 7:27:39 AM

Sjurd emerges from the forest. In his left hand he holds a dagger, wet with the slick of blood. In his right hand he holds what appear to be the entrails of a small mammal. He approaches Garret, "I have divined the vill of the Vold. You must be leader, Mr. Goodbarrel. The signs of extispicy do not lie." He reaches out, places the entrails into one of Garret's hands, and squeezes it into a fist. "Embrace your destiny." He returns to stand near Uli and allows the warhound to lick his hands clean.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Wednesday May 26th, 2010 10:26:32 AM

"That is freaking disgusting!" Jet watches as the entrail exchange occurs. That Sjurd is a strange one for certain. Jet will need to keep his eyes on him or her. What the shadows is under that mask anyway?.

"Well, if I have to chose between a love struck Mailed Fist, that's right I said it, why don't you ask Keela out on a walk sometime, so I don't always have to watch you staring at her!"

He continues what he was saying, anyway, "I know monks are well trained and they tend to be wise. As long as he doesn't say, I can't drink booze, then I don't have a problem with it. Maybe we can finally get something done besides sitting around on our armor spikes all day!"

Gruemor AC17, HP47 
Wednesday May 26th, 2010 10:35:16 AM

Sounds ok to me.

Keela 
Wednesday May 26th, 2010 6:24:00 PM

Keela is unimpressed by the divination. Wasteful, in her opinion, to kill a whole animal and use only the innards.

She looks curiously at the halfling. He does seem a sensible fellow, though not very warlike. Which, she reflects, might not be a bad thing. She concurs with the decision and opens her mouth to say so, when she hears Jet accues Alexi of "loving" her.

She flushes and her lips purse. It's a common jibe, of course. Back in her home village, the young men used to laugh at each other about being "in love" with Granny Luksha. And now, it seems, it's "Old Maid Keela." Keela doesn't find it especially funny. "Jet, that's not very nice," she says severely.

Charek AC 24; HP 47/47 
Wednesday May 26th, 2010 8:15:48 PM

Charek watches the scene unfolding, staying in the background, but can't help thinking that Orc entrails would work really well for a divination. As Garrett is put forth as someone to lead, he check the monk out and nods in agreement with many of the others.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday May 26th, 2010 10:45:31 PM

With great expectations and excitement, Alexi holds his sword high, only for the group's attention to be diverted to the odd druid with the mask coming out of the trees with a gruesome blob in his hands and the revelation of its meaning.

Alexi sheathed his sword as the great moment of heroic action waned. No one seems ready to go anywhere until a leader is chosen. At least my impromptu call for a Charge of the Nine brought about the end of discussion.

It struck Alexi odd how Sjurd reminded him of Beren. Both were mysterious and wore masks. Wonder if his problem is the same as Beren's.

His pondering is brought to an end when Jet blurts out his affection towards Keela. Blushing terribly, he is at a loss of words. Keela makes up for it though.

Passing by Jet, he mutters, "I am what I am," but with a sidelong glance as he passes by he grins. He stops in front of Garret. "Sjurd would fit well in with the Ahote. They have odd customs also. So if them thar entrails say you are to be our leader, then so be it. Wish we could give you a proper badge of office."

"So, er, what do we do? You've heard several suggestions, now we need a decision. And you're it." He grins.

DM Cayzle - A leader emerges 
Thursday May 27th, 2010 7:18:18 AM


The process may have been -- literally -- messy, but at last a leader is chosen. And for his first test of leadership, Garret must bring his party through a major decision. What to do next?

[OOC: Thanks everybody! I think this is a good pick, one that will get us all on track for a fun game.]

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday May 27th, 2010 9:48:44 AM

Garret looks down as the entrails drip to the ground. He looks up at the confident Sjurd and gives a weak, crooked smile. He opens his hand, moves it behind him and drops the entrails, hoping he isn't insulting some strange tradition of Sjurd's.

To Jet he says, "You can drink all you like. I might even join you a time or two, if you'll have me."

As Alexi asks for direction, Garret replies to all, "Thank you for your confidence in me. I am but a humble halfling from the Windbourne Hills, but I will do my best. Please do continue your suggestions and let me know if I missing something -- I do not claim to be all-seeing."

"But for now, after hearing and discussing our options, I think we should proceed back to Bryn Baraz to check that goat trail. We need to see what sort of force of lizards is left in that place and what they're doing. I think we could all do with spilling a bit of lizard blood right now."

Jet Stormway - Sub 
Thursday May 27th, 2010 10:04:43 AM

"Anything that gets us closer to retaking that village is fine by me, Fearless Leader." Jet winks, then goes to prepare his gear for travel.

Sjurd AC 17, HP 42/42 
Thursday May 27th, 2010 10:16:48 AM

Sjurd nods in agreement, "Yes, not to mention I could do vith a new pair of lizardmen-skin boots. So durable, yet supple. Let us be off." He gathers his belongings and loads them onto Thorvik. Uli watches complacently and naps during the preparation.

Hmark 
Thursday May 27th, 2010 10:44:19 AM

Hmark takes a seat on a convenient rock as the argument rages around him regarding group leadership. And then, suddenly, its over and Garret is elected.

The archer blinks a bit, processing the latest development. He chuckles and bobs his head a couple times. "Works for me."


Gruemor AC17, HP47 
Thursday May 27th, 2010 12:24:21 PM

*sighs*

Dwarven to Charek: Highlight to display spoiler: {Be careful my brother.}

Readies himself for the trek back to the mining camp, following close behind Charek.

Zeph AC20 HP 42/42  d20+12=29 ; d20+12=29 ; d20+9=25 ; d20+9=15 ;
Thursday May 27th, 2010 12:46:01 PM

Zeph smiles at Garret and nods, "I led you once, and now you lead me. The Goat Trail is a good place to start, from there we can get a vantage point of the Lizard forces and asses our situation. We should take point I suppose, since were the most stealthy." Zeph says to Garret.

Zeph will take lead and sneak the group back to the Goat Trail and then try to get a view of the village-city, keeping an eye out for any lizards that may be following their trail.

(Hide =29
MOve silent =29
Spot =25
listen =15)



Keela 
Thursday May 27th, 2010 5:09:20 PM

Keela nods. "Let's go, then," she says. She's a little disappointed not to be seeking the aid of the Ahote, but perhaps there is something they can do on their own. Besides flee and die, that is.

Charek AC 24; HP 47/47 
Thursday May 27th, 2010 7:42:54 PM

Grinning Charek nods to his friend and then after checking that his mule and new gear are stored carefully. He draws up next to Grumore.

"Friend there was a perfectly good empty beer barrel that was going to waste, I hope you dont mind that I have packed it on the mule for later use.?"

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday May 27th, 2010 7:59:27 PM

Alexi grins from ear to ear and quickly pulls out his map of Bryn Baraz and the cliffs around it. He points out the different buildings. The Temple, the Barracks, Ma Belle's 'place', and so forth. And, of course, the Goat Path, unaware that some had already found it and used it.

Then he makes sure his saddle is on good and wonders if the others are good riders and offers his assistance with their saddles and such.

"For those who don't have a steed, you may ride Lupin, my spare light warhorse. He was a riding horse but I've trained him for battle. However he's never been in one, heh. Anyway, it's better than walking."

If no one wants to ride Lupin, Alexi will have the lead rope tied to his saddle. Then, with lance ready, he moves out with the others taking a flanking position not far from Keela. (of course, where'd ya think he'd be? Unless the leader says otherwise, that is. :) )

Garret Goodbarrel [AC:26 HP:25/25]  d20+13=18 ; d20+15=29 ; d20+5=15 ; d20+17=22 ;
Thursday May 27th, 2010 8:59:58 PM

Garret nods to Zeph and if the group gets to the goat trail without incident, will help Zeph scout out anything that might be seen without getting seen.

-----

Listen: 18
Move Silent: 29
Spot: 15
Hide: 22

DM Cayzle - Back to Bryn Baraz 
Friday May 28th, 2010 7:30:15 AM

You travelled through the whole night to get here, from the caves/pond to the edge of the badlands. At dawn you sent the NPCs through. You took a small amount of important time to pick a leader. It will take at least eight hours of travel to get back to the site of the village. If you want to go now, and arrive at night, the first four hours are no problem, but the last four grueling hours will be treated as a forced march. Or you can travel part of the day and then rest up until tomorrow. Another choice? Also, at what time of day would you like to arrive?

Garret Goodbarrel [AC:26 HP:25/25] 
Friday May 28th, 2010 8:58:10 AM

"It is a good ways back to Bryn Baraz. Let us move now, just in case we're being followed, then set up a camp for the night. We can then proceed to the town in the morning and see what we can see when we get there. Any objections?"

Hmark 
Friday May 28th, 2010 11:06:07 AM

"No objections here," Hmark agrees. "And I'd be happy to ride Lupin, if no one else wants to."

Gruemor AC17, HP47 
Friday May 28th, 2010 11:10:03 AM

Sounds like a plan.

Zeph AC20 HP 42/42 
Friday May 28th, 2010 6:22:53 PM

Zeph aggrees with Garret, "Aye aye cap'n. In the morning"

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Friday May 28th, 2010 10:02:13 PM

"Let's get a move on, then. However, I'd like to reach the cliffs of Bryn Baraz by nightfall so we can camp with some cover and not out in the open. But, as long as we can remain unseen before dusk, we should be ok. Well, we'll just have to watch out for Ambush Drakes, but oh well, I need a new set of claws anyway."

Alexi leads Lupin over to Hmark. "He belonged to someone who won't need it anymore. So he rides well, but may be skittiesh in cobat. I trained him for combat, but he's not seen one yet. Heh."

OOC: I don't have any stats on him as they've not been needed yet, but if they are, I'll roll them up. Look up Light Warhorse in the MM for his speed and Skills, etc.

Sjurd AC 17, HP 42/42 
Friday May 28th, 2010 11:56:35 PM

"I am fine vith this plan."

Jet Stormway - Sub 
Friday May 28th, 2010 11:57:26 PM

"Me, too. Let's get ready to kick some scaly butt!"

OOC: Yeah, they're short. Long day. Pooped.

Charek AC 24; HP 47/47 
Saturday May 29th, 2010 8:28:58 AM

Once again Charek checks over his gear, makes sure his water skins are full and then just on a whim fills the small barrel with 5 gallons of water and repacks it on the mule, and moves on with the others.

Garret Goodbarrel [AC:26 HP:25/25] 
Sunday May 30th, 2010 6:41:12 PM

Upon arrival at a site about 4 hours along, Garret starts looking for a good campsite. If one is found, he will ask for volunteers for watches, as this is certainly not a place to sleep without lots of watching. If anyone is tired, Garret will volunteer to take more than one watch.

DM Cayzle - A Camp and a Plan 
Monday May 31st, 2010 7:37:09 AM

The group travels for part of the day, then, all very tired, makes a hidden camp. You sleep and rest.

In the late afternoon, you see the red orb (or another like it) flying from the direction of Bryn Baraz, flying to the southeast, towards the badlands, from whence you just came. It passes you, headed back the way you just traveled, passing overhead about a half a mile away at the closest.

You continue to rest through the night, and at dawn you are ready to get going again. What is your plan for approaching the area around Byrn Baraz? You can arrive anytime from late afternoon onwards. Direction? Time of day? Any special preparations?

Sjurd AC 17, HP 42/42 
Monday May 31st, 2010 12:53:11 PM

Sjurd speaks up as they discuss how to approach the village, "Ve discussed this very problem earlier in our travels. I believe ve should send some of our stealthier members to scout the village for troop strength, sentries, var animals, und possible patrol routes. Then ve lay traps und cast defensive area spells on the goat path at the crest of the hill. Our goal vill be to draw them to this area. The narrowness of the path is a natural bottleneck und only permits a few lizardmen to approach us at a time, almost a single-file line. Ve vill also have the advantage of higher ground. This vill permit us to engage them a few at a time, from a tactically superior position, after they have been veakened by spells, traps, und missile fire. It vould make the job incredibly simple."

Jet Stormway - Sub 
Monday May 31st, 2010 12:58:03 PM

Jet rubs his stubble and nods as the druid outlines his plan, "As much as I find our stick-man to be creepy and vaguely sinister, his idea does have merit. If you are going to kill lizardmen, why not have it be a turkey shoot? Setting up a defensive position on top of the hill and pulling them up the goat path would definitely give us an advantage."



Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Monday May 31st, 2010 4:07:27 PM

Alexi pulls out his map of the Bryn Baraz area again. Alexi grins, "I'm good with maps." His map shows where a trail starts up the cliffs out of sight from the town defenses. It climbs the cliffs on the opposite side of the town so travel is completely hidden from the town until it reaches the top.

"Jet and I took this path when we were searching for a critter hidding on the cliff over the mine. Turned out to be a puma."

From the top of the cliff he points to where the goat path heads down into the town behind some buildings, one of them Ma Belle's Entertainment Establishment.

OOC: some of you will recognize it as the one you went up, killed a lizardman guard, then went on to the pond, etc...

IC: "I don't know if the lizardmen know of this path, but I'm sure they'll have lookouts along the cliff for anything that may be moving on the plains. So we should send our Scouts up a ways first. From this vantage point, we can observe the movements in town and see where they sleep and their headquarters."

Zeph AC20 HP 42/42  d20+9=16 ; d20+9=27 ; d20+12=26 ; d20+12=14 ;
Monday May 31st, 2010 4:56:26 PM

Zeph is excited that he may get to see some action, "right O then, scouting it is. I shall approach the vantage point and then the goatpath underbrush and hopefully invisible to their scouts. I will look over Bryn Baraz and count their forces, then I shall return if the place is clear for us to set up our ambush... Garret, you want to accompany me incase things get hairy?" Zeph says as he gets himself ready to scout, and possibly fight.

The entire time he is scouting, he approaches low to the ground, hopefully moving with the grass, with his bow drawn.

(Listen =16
Spot =27
Hide =26
move silent = 14)



Garret Goodbarrel [AC:26 HP:25/25]  d20+13=21 ; d20+5=15 ; d20+17=33 ; d20+15=34 ;
Monday May 31st, 2010 9:32:49 PM

Garret nods, "Yes, let's take a peek and see what we can see! The rest of you be ready in case we get spotted, but hopefully we can get close enough to find out if the ambush site will be clear for our preparations."

-----

Listen: 21
Spot: 15
Hide: 33
Move Silent: 34

Dang, they're not going to see me, but I don't think I'm going to see them either!

Keela 
Monday May 31st, 2010 11:13:31 PM

Keela listens silently to the plans for dealing with the lizardmen. The prospect of forcing them to come up the path only a few at a time is a welcome one. However....

"Um....Sjurd? And Jet? We know that the lizardfolk have machines that fly. We might be able to force them into a narrow path, but they may have some way of bypassing it, some machine that we haven't seen yet. We should have a contingency plan."

DM Cayzle - Empty! 
Tuesday June 1st, 2010 7:20:29 AM


The party is cautious, and with Alexi's help gets back to the village site. A idea is discussed: To lure the enemy up the goat path and attack from concealment. Sjurd and Jet like this idea; Keela too, but she widely cautions that the enemy is known to fly. Zeph and Garret set out scouting ... and report back with odd news. The village is empty. There are no lizard-folk to be seen anywhere. The only notable point is that the door to the mine has been hastily repaired ... and it is closed!

Sjurd AC 17, HP 42/42 
Tuesday June 1st, 2010 8:14:56 AM

Upon hearing the news, Sjurd says something rather foul in Giantish. "Ve could have used the villagers to occupy and reinforce the village! Now ve are stuck vith a skeleton crew. I suggest ve take a closer look at the mine to determine if the lizardmen are inside."

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Tuesday June 1st, 2010 11:21:50 AM

ooc: Thank you Tanner for doing a very good job of running Jet for me.

"Sound point Keela." Jet adds.

It is a nice change to not have to be the "go to guy" while out in the field. He no longer has to be the example for others. He can finally be himself. Let the lives of others be on anothers shoulders for a change.

Jet seems unusually relaxed. Has he had to much to drink? No one has seen him lift a skin to his lips since his morning prayers, but underneath his thick black beard and moustach, some might actually see a slight smile.

Jet has worn the flag of Bryn Baraz around his shoulders for a long time. He takes it off, folds it up and hands it to Garret. "Please take care of this. I would very much like for it to fly over our settlement again. Garth gave it to me as leader and now, I hand it to you, to do with as you like. If not around my shoulders, I kept it hoisted on a spear. Please, respect it with your own display."

Sjurd AC 17, HP 42/42 
Tuesday June 1st, 2010 11:28:36 AM

ooc: You're welcome. I figured it was a rare chance for Jet and Sjurd to actually agree on something! Good to have you back. ;)

Zeph AC20 HP 42/42 
Tuesday June 1st, 2010 3:29:04 PM

Zeph is quite boggled that Bryn Baraz is empty, but the hastily repaired door to the mine is very suspicious.

"Well, either they are holding up inside the mine... or this is some sort of trap. Why in the world would they want to hang out in the mine for so long? I know there is Mithril there, but if they were mining it, then wouldn't there be carts of ore being hoisted out of the mineshaft? Maybe they plan on destroying the mine? Hmmmm, I think Garret and I should go back and watch the door and see if anything happens, like a Lizard coming out. IF not, then I think we should probably investigate... and keep an eye out for flying objects" Zeph suggests, hypothesizing the odd nature of the Lizards.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday June 1st, 2010 4:11:21 PM

"Why in the wold would they repair the mine door? Do you suppose they trapped it? But even if they did, to what end? This just doesn't make a lot of sense to me -- and makes it seem like there's something serious going on here, much more involved than some lizardman army trying to obtain some slaves. I wonder if there's something more to that mine than we know."

"I say we head down into the village, make sure its really clear, and see what we can make of that mine door."

To Jet, Garret bows and says, "It will fly again."

Hmark 
Tuesday June 1st, 2010 5:24:20 PM

Hmark winks at Alexi.
"No problem. I'm skittish in combat, too!"

When the group returns, Hmark tries to determine if the goat trail (or any point along it) would give him a good view overlooking the village.

[OOC - If he can find a spot that gives good covering fire within 220', he'll take it]

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Tuesday June 1st, 2010 5:31:25 PM

Alexi ponders as he listens then says, "Well, it all makes sense to me. One, that orb floating away we saw? That was the lizardmen evacuating. The door to the mine blocked? The Ahote Dream Jet, and I had may explain that." Alexi then goes into a little of their historic trip to Bryn Baraz, their encounter with an Ahote shaman, and the Dream.

"When we arrived at Bryn Baraz, Jet went straight to Dwain and told him of the Dream and that the dwarves were going to awaken some ancient evil that would lay waste these lands with fire. When Jet sensed the dwarves were hiding something, he pressed them on it. Dwain got very angry but when the Ahote Shaman came to visit by our request, Dwain relented and told us about the passage from the mine to the caves and the ratmen. We were going to investigate further when we were attacked by the lizardmen and took refuge in the caves. That's where you guys came in."

Alexi takes a deep breath then lets it out with a whoosh!

"So, mayhap the lizardmen have discovered that ancient evil fire thing while hunting for us, eh?"

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday June 1st, 2010 7:21:16 PM

Garret wonders out loud, "Gee, if we could only get that ancient evil fire thing to attack the lizardmen..."

Keela 
Tuesday June 1st, 2010 7:29:17 PM

Keela peers at the reconstructed mine door. "Is there any way to tell which side of the door the repairs were made on?" she asks. "That is, were the repairs made by somebody inside, trying to keep people out, or by somebody outside, trying to keep people in?"

After a moment's thought, she adds, "And I wonder whether the ratmen have anything to add to this discussion?"

Charek AC 24; HP 47/47  d20+4=23 ; d20+7=17 ;
Tuesday June 1st, 2010 10:40:55 PM

Checking out the construction and looking specifically at anythin joining the rock or built into the rock, Charek tries to tell when and from what side the construction may have occurred.

Search Stone DC 23
Craft Stone DC 17

Sjurd AC 17, HP 42/42  d20+13=24 ; d20+13=29 ; d20+12=26 ;
Tuesday June 1st, 2010 11:40:12 PM

Garret wonders out loud, "Gee, if we could only get that ancient evil fire thing to attack the lizardmen..."

Sjurd picks up his head, "Vell, perhaps if ve ask it very, very nicely. Yes?"

The lanky druid approaches the plug in the mine entrance and surveys all that he can, pondering the situation.

Listen check 24
Spot check 29
Knowledge (nature) check 26

DM Cayzle - Quiet! 
Wednesday June 2nd, 2010 7:35:50 AM

Jet seems relieved to be free of the burden of command, for now.

Sjurd suggests going closer and checking things out.

Zeph figures either lizards are holed up in the mine or it is a trap. But which?

Garret wonders if there is some secret to the mine? Why are the lizards so interested? It may occur to him that mithril is one of the rarest of all metals, and this may be the only vein of it outside the Scab ... that might be why it is the focus of so much attention.

Hmark takes up a great vantage point overlooking the settlement. He spots nothing, but he is ready.

Alexi recalls the old vision of evil fire and tells everyone about that.

Keela has a clever question, and Charek follows through. Clearly, the door was repaired from both sides, opening and closing it as needed to get it working and solid again. Then it was closed.

A few of you look around for clues. You note that the lizards clearly made a camp in one or two of the more intact buildings. There has been a decent amount of traffic into the mine. Other than that, all is quiet.

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday June 2nd, 2010 9:34:20 AM

"Well, we succeeded in taking back the city, I guess. Any ideas on where to go from here? Can we get a message to the refugees to let them know its clear here?"

Sjurd AC 17, HP 42/42 
Wednesday June 2nd, 2010 10:18:49 AM

Sjurd looks left and right at his compatriots, then raises a hand, "I believe our first order of business, as the conquerers of this city, should be to give it a new name. Something cheery und more attractive to settlers. You know, to increase future investment und population growth. Then design a flag. Yes, yes, a flag. It should be both daring und stately. To comfort und inspire the citizenry, yet intimidate our enemies. Perhaps ve could commission a local artist. Of course, ve vill need to establish governance as vell. Und diplomatic communication vith major trading partners." Rubbing his mask, he suddenly notices everyone around him, "Oh, forgive me. Perhaps ve should determine vhere the lizardfolk disappeared first. I vould hate to summon the villagers back only to have them slaughtered. Good vaste of capital, right there."

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=17 ; d20+2=10 ; d20+4=6 ;
Wednesday June 2nd, 2010 10:45:06 AM

Jet listens and watches others. To Sjurd, he says nothing. Jet has determined that the druid is very similar to a Chigger. It loves to get under the skin of others and would be happy to die there. The warrior priest will not give him the satisfaction.

"I will say once again, we should investigate the tunnels. I think the lizard people are aware that we are not so easily removed. They also understand, that all the people here would be hard pressed to survive without the constant supply of food from the fields that were left behind. They will be back and will likely suspect we will be starved and submissive by then. If they do not realize the rest of the camp is no longer here anyway."

Jet goes through the small village with Bantom, searching for any signs of evidence. The lizard people must read and write if they can cast spells. He will look for a misplaced paper with orders upon it or a scrap of debris that does not belong to Bryn Baraz, to determine where it is the flying city has left from or gone to.

Listen: 17
Search: 10
Spot: 6

Gruemor AC17, HP47 
Wednesday June 2nd, 2010 11:34:18 AM

Sitting off to the side, with the empty beer barrel, Gruemor starts thinking of what is needed to replenish said barrel with medicine, then, starts foraging for the needed supplies to do just that. But not so far as to be out of earshot from the others should his services be needed, or their services be needed on his behalf.

Charek AC 24; HP 47/47 
Wednesday June 2nd, 2010 3:52:12 PM

so why don't we see if we can capture one of those flying red balls and see what we can see.

Hmark  d20+6=17 ;
Wednesday June 2nd, 2010 4:25:25 PM

Figuring he makes a better lookout than anything else, Hmark maintains his vantage point overwatching the village.

[Spot 17]

Zeph AC20 HP 42/42  d20+16=22 ;
Wednesday June 2nd, 2010 4:29:04 PM

Zeph looks at the door and does an extreme thorough search... screw that 22, I take 20 on this one, = 36 total.

Zeph looks in every nook and cranny of the door for traps, an opening mechanism, keyholes, bolts that can be undone to force it open etc.

He also takes a quick look around the town for traps, that can be my 22.

Then when Zeph hears Charek suggest capturing a red orb, he smiles, "That's a good idea. How do you find a floating city? With a floating boat."

Then Zeph scans the skies for any sign of flying devices.

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday June 2nd, 2010 9:04:50 PM

Garret helps search the city and the door, while looking up every now and then to see if a city is about to land on them.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37)  d20+1=13 ; d20+2=4 ; d20+2=7 ;
Wednesday June 2nd, 2010 9:57:05 PM

Alexi listens but says nothing, but goes with Jet around the camp. "Not good to go alone, friend."

But as the search through the discarded lizard junk, he ponders what he heard as he and Jet left. His mind searches here and there and finally comes to a halt.

"Magic. It has to be magic and we have it. Well, Keela has it anyways, and maybe some of the others. It's only a matter of flying up to an orb and landing on top of it. From there, anyone will be unseen. They'd not think to look up there, eh? Once up there, what it's made of can be determined and with a good pointy object, start destroying it. Obviously it is crucial to the flying part, so once enough has been destroyed, it should start to fall. By the time those being carried notice something wrong, it will be to late. We fly up there by night and fly away when it falls. Not a bad idea, eh?"

Listen d20+1= 13
Search d20+2= 4
Spot d20+2 = 7

Keela 
Wednesday June 2nd, 2010 11:42:50 PM

Keela looks askance at Garret and Sjurd. "The city is not secure," she says. "What if those lizard things come back? We have no idea what they wanted, why they came, or why they left. And until we know at least part of that, we have no idea whether they're gone for good."

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Thursday June 3rd, 2010 1:05:02 AM

Jet looks at Bantom when Alexi suggests no one be alone and laughs, "Careful Alexi. He can understand you now and I'm not so sure he can't take us both together in a fair fight."

Batom looks Alexi in the eyes and whinnies a snicker as well. "Don't worry, one called Alexi. I like you well enough. perhaps more then Jet does anyway."

He whispers in Alexi's ear though...Highlight to display spoiler: { He is right however. When are you going to actually grow a spine and talk to the female of the group, before someone else does? If you need pointers, I am very good at, well, you know...}

Jet get's frustrated, "I told you I don't like secrets you four legged mammal! Keep it up and you can brew your own beer!"

Bantom gets a hurt look on his face and hangs his head a little.

DM Cayzle - Delayed 
Thursday June 3rd, 2010 7:36:52 AM

Sorry Folks. The DM Post will come a little more than somewhat before 1 pm today eastern.

Sjurd AC 17, HP 42/42 
Thursday June 3rd, 2010 8:02:03 AM

Incontheivable!

DM Cayzle - Investigating 
Thursday June 3rd, 2010 12:58:57 PM

Garret calls for ideas. He helps search [OOC: If you help with anything, make an appropriate skill check, please. Ditto spot checks.]

Sjurd makes jokes, putting on a pose of caring abut settlers only as "capital." What he really wants is to find out what happened to the lizards.

Keela wants to find out where the lizards went too. What if they come back?

Charek suggests capturing a flying red orb.

Alexi elaborates on that theme by suggesting using magical flight to sneak up on an orb, attack it, and fly away when it falls.

Gruemor looks for supplies. But the villagers did a pretty good job of taking the useful stuff with them, and the rest was likely burned.

Hmark keeps a good look-out. He sees nothing new, but of course, if you had chosen not to set watch, probably some monster would sneak up on the village. It's like how the call you are waiting for only comes when you are in the privy.

Jet takes a careful look through the village for signs of lizard folk. He sees very recent signs that a troop of big lizards were here ... like yesterday or last night. You just missed them. They did not go into the mine.

Zeph takes a really good look at that door, and sees nothing much. But he intuits that since there are no traps or working keyholes or handles, it either pushes open easily or is physically barred or blocked on the inside.


Sjurd AC 17, HP 42/42  d20+15=20 ; d20+1=6 ;
Thursday June 3rd, 2010 1:08:22 PM

Sjurd looks about the abandoned village in puzzlement, "This is not something that is making sense. Uli und I vill do some tracking to see vhere the lizardfolk have gone." The druid and his warhound follow the tracks of the lizardmen out of the village for perhaps a mile to look for general direction and speed.

Sjurd, Survival check 20
Uli, Aid Another check 6 (Lassie he is not.)

Gruemor AC17, HP47 
Thursday June 3rd, 2010 1:50:17 PM

Well, can't make medicine. Noone to kill (he says with distaste) as he looks at the few people who only wanted to stay to kill something. What do you think we should do now, fearless leader (looking at Garret).

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday June 3rd, 2010 2:16:24 PM

In response to Gruemor, Garret says, "That mine just doesn't sit right with me. I think we need to check that out and see what's going on there. We need to open those doors and see if the lizardmen left something...or someone... behind."

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+4=14 ; d20+2=15 ; d20+4=6 ;
Thursday June 3rd, 2010 6:48:38 PM

Jet looks toward Garret and nods his head. Leading bantom at a walk, they approch the door. Jet holds up a hand to to warn his best friend and the others, to stop before the armored and armed warrior of all the gods gets real close and looks around once more before attempting to open the door. "No need in all of us getting hurt, if it is a trap."

Bantom stays 30' back while Jet checks the area before opening it.

Listen: 14
Search: 15
Spot: 6

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday June 3rd, 2010 9:20:14 PM

OOC: Gruemor, you should have been able to find the remnants of Jet's still. It may or may not be in working order but it may good enough moonshine for Jet so it should work for you. That is if Jet doesn't want it anymore. :)

BTW, Gruemor, do you need instructions to set your header up with a link to your Character Sheet?

IC:

"HA! You got me there," Alexi replies to Jet's comment on being alone. "Horse and Man are not ONE, and if need be to flee fast, I'm guessing Bantom would drop you, since you have a tendency to Enlarge yourself while riding him."

Alexi belts out a laugh at Bantom's remark and whispers back although loud enough for Jet to hear, "So you give leasons eh? Well, with Ma Belle's gone now, you may be right."

Back with the group and at the door, Alexi agrees that the mine and caves need to be checked out before any 'We Saved the Village' party is held. Alexi leaves Lobo back behind the group and stands next to Bantom while Jet braves the mighty door.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Thursday June 3rd, 2010 9:24:46 PM

ooc: Jet's Alchemist's Lab is very well packed and secure on Vaya's back. Believe me, it will be set up again when a safe place is found to do so. :)

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday June 3rd, 2010 10:33:23 PM

Garret says, "Hmark, before we head in, can you take a look around to check that nothing's coming?"

Keela 
Friday June 4th, 2010 1:37:36 AM

A quick mental inventory of spells turns up nothing that will help determine what is on the other side of the door. Keela stands near enough to her friends to support them, but far enough to be out of the way, and watches while the door is examined and opened.

DM Cayzle - The Door 
Friday June 4th, 2010 6:30:48 AM


Sjurd looks around, trying to figure out what has happened. He deduces that smaller lizard folk have been here for days. Yesterday, large ones arrived, presumably from a flying machine or device or orb. Or a teleport, maybe. They walked around the village a little, did not go in the mine, and then left soon after they came. There are no tracks showing that smaller lizardfolk walked out of the town. So either they left with their larger kin, leaving the town completely abandoned, or they are holed up in the mine.

Gruemor looks for leadership. Garret calls for the door to the mine to be opened. Jet gives it a push.

But the door is very firmly barred or blocked from the inside.

Alexi laughs and stands ready as the door is pushed.

Keela has no magic to offer at the moment, but stands ready.

[OOC: The door has hardness 5 and 20 hp if you want to chop at it. Piercing weapons will not work. Or you can try to break through: Break DC 24.]

Garret Goodbarrel [AC:26 HP:25/25] 
Friday June 4th, 2010 7:44:10 AM

Garret says, "Well, anyone have any way to try and get this open without making a lot of noise? If not, I guess we break it open."

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday June 4th, 2010 9:21:31 AM

ooc: Buzz? Who is this Buzz fellow? He sounds like to much of a wimp to be out here with these strong people.

Cayzle Comments: LOL! My bad. I fixed it. Sorry!

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon 
Friday June 4th, 2010 9:25:51 AM

Jet breaks out a vial of acid, "Anyone know how to use this properly, in key locations, to keep the noise down, yet remove some of our obstacle?"

Jet gets out a couple more, in case one is not enough.

Jet has 10 total, but he would not want to use more then two or three on one subject/object. He also carries a Silence spell around, but he hates to use magic unless absolutly necessary.

Hmark  d20+6=8 ;
Friday June 4th, 2010 10:16:09 AM

Hmark waves at Garret.
"I got yer backs," he confirms. "Nothing out there so far."

The archer continues holding his overwatch position. But, what's gonna happen when they open the door has piqued his curiousity, and he keeps looking over to see if Jet'll get blown up or not.

[Spot 8]

Gruemor AC17, HP47 
Friday June 4th, 2010 11:03:03 AM

ooc: Yes please, show me how to link my sheet on the header.
be kind, im very computer illiterate.

Moonshine be good, but the good medicine is best made by my kind, no offense to you other folks who makes what you call medicine. Mine cures what's ailing you, puts hair in places you need it, and keeps you warm in the winter. And sometimes, is better than companionship. No nagging to be held or talked to and listens to your ramblings.

Sjurd AC 17, HP 42/42 
Friday June 4th, 2010 3:39:55 PM

Sjurd considers the door for a moment, then nods decisively, "I have a key for that door." He walks up to the barrier, then takes a few steps sideways. Moving his hands in a complex manner while speaking a crisp, guttural chant, he reaches out and seemingly pushes aside the stone. Molding it like clay, he creates a tunnel through the hard rock. He turns back to his companions, "This is both silent und easily repaired if ve do not like vhat ve find."

Casts stoneshape.
A level 5 spellcaster can displace 15 cubit feet of stone, so Sjurd will create a 3'x5' tunnel next to the door.

ooc: If it doesn't go all the way through, I can cast it again tomorrow morning.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) Magic Weapon  d20+8=26 ; 2d6+6=14 ;
Friday June 4th, 2010 8:02:50 PM

As Jet watches Sjurd earning his keep, he nods in appreciation and puts away his acid. There is no room for Bantom, so it looks like he will have to guard the rear.

At this time, unless Garret stops Jet, the warrior priest steps through to receive the initial brunt of any force, making room for others.

Action: Move and attack any lizard type people within move range hitting AC 26 doing 14 damage.

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, Protection from Evil, Detect Evil, (Enlarge)

2-Silence, Resist Energy, Augury, (Bulls Strength)

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Friday June 4th, 2010 10:31:15 PM

Alexi looks on and smiles. He'd seen such magic used when undermining the walls of the hobgoblin citadel that first year in the Fist. "We're gonna be a great team after all," he whispers to Jet.

Alexi fallows right behind Jet, shield and sword ready.

Keela 
Saturday June 5th, 2010 12:36:05 AM

Keela smiles a little as Sjurd creates another opening. It's a relief, not being the only spellcaster. Now she doesn't feel quite a guilty about not having Knock, not even in her spellbook.

She enters after the others, trying to stay to the middle of the group.

Charek AC 24; HP 47/47 
Saturday June 5th, 2010 7:16:38 AM

Hearing what Sjurd is going to do, Charek joins him and looks closely at the rock face and the door. Does anyone remember if the passage goes straight back or if it slants off to one side or the other? Depending on the answer and what he can tell about the rock wall, Chareck suggests the best place for the tunnel and how best to angle it to meet the passage behind it so as to not have to waste another of Sjurd's spells in the morning.

Sjurd AC 17, HP 42/42 
Saturday June 5th, 2010 7:29:10 AM

ooc: Cayzle, I do realize that the spell would only create a 'tunnel' that is one foot deep, but Sjurd will cast it as close to the hinge as possible where the rock would be thinnest. If necessary, he will devote both of his level-3 spell slots to stoneshape and repeat the process in the morning.

Garret Goodbarrel [AC:26 HP:25/25] 
Saturday June 5th, 2010 8:16:30 AM

Garret smiles and watches as the stone melts away, ready for anything that might jump out of the hole.

Zeph AC20 HP 42/42  d20+12=29 ;
Sunday June 6th, 2010 11:11:08 PM

Zeph tries to pop the lock on the door, or disable the hinges so that it opens. (Open lock=29)

DM Cayzle - The Door 
Monday June 7th, 2010 7:52:56 AM

Between Sjurd's spell and Zeph's attack on the door's hardware, the bar (that had been holding the door shut) drops on one side and the door falls open.

There is no light inside. Daylight illuminates about ten to fifteen feet inwards. You get the feeling that something is waiting, just inside the shadows.

OOC: At this point, I want NO actions, please. Take a look at this map. Zeph is positioned at A5, by DM fiat. I need all the rest of you to put yourselves on the map, with a letter and a number.

I also need spell casters to post their currently prepped spells (noting any that have been cast). And I need all ACs and HPs up to date, which I think they are, but double check.

Also, I know that I am delinquent with xp awards, and I sincerely apologize. I will give those out after this battle.

Gruemor, I put the link in your latest header. The public url for your sheet is http://docs.google.com/View?id=dcsdq88k_10hrsz7h79.

Remember, no actions! The enemy gets readied attacks first, and Zeph is such a lovely target, silhouetted as he is there in the doorway. Muahaha!

Garret Goodbarrel [AC:26 HP:25/25] 
Monday June 7th, 2010 8:50:40 AM

C6 for Garret? Waving goodbye to Zeph...

Hmark(AC 20, 40/40 hp) 
Monday June 7th, 2010 9:12:01 AM

J8

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) 
Monday June 7th, 2010 10:34:50 AM

ooc: I'm not exactly sure what you want Cayzle. You said no actions, but movement is an action. I do not see how we can move and do nothing else in our round? I could see monsters using a readied attack during our round, but not stopping us from performing actions.

Jet moves past Zeph freely and end up ten feet in the space beyond at -C5 (Negative C) Drawing the brunt of any attacks away from those less armored, hopefully creating a bigger threat.

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, Protection from Evil, Detect Evil, (Enlarge)

2-Silence, Resist Energy, Augury, (Bulls Strength)



Hmark(AC 20, 40/40 hp) 
Monday June 7th, 2010 11:48:44 AM

OOC - Jet, we don't get to move either. It appears that rather than arbitrarily placing us for the readied attack, our DM has kindly paused the game and is asking us to indicate our position, our stats, and any protective magics currently in effect prior to wiping us out.

Or Zeph anyway :)



DM Cayzle - The Door 
Monday June 7th, 2010 12:33:48 PM

CLARIFICATION: I want you to tell me where you were on the map when Zeph jimmied the door open. You can pick your place. Sorry for the confusion. Like Hmark said.

Tomorrow I'll post the results of the readied attacks (surprise round) and then you all can post and act as normal for your first round of combat.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) 
Monday June 7th, 2010 4:40:31 PM

ooc: My apologies, I did misunderstand. Jet would have been exactly where Zeph is also, sharing that space as he was wanting to rush through first. That said, who would be displaced, Jet or Zeph?

Sending this to DM Cayzle by email also, for a faster response before tomorrow.

Charek AC 24; HP 47/47 
Monday June 7th, 2010 4:58:13 PM

C7 for Charzak

DM Cayzle - The Door 
Monday June 7th, 2010 5:56:23 PM

Sorry, Jet can't be in A5. He can be in B5 or A6 or B6, though.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Monday June 7th, 2010 6:32:54 PM

OOC: Put Alexi at C4, as he'd be behind Jet, or at least in front of Keela.

Sjurd AC 19, HP 42/42 
Monday June 7th, 2010 8:38:02 PM

Once Sjurd finishes casting his stoneshape, he takes position at A10 and directs Uli to space A2 to flank the entrance (don't forget Uli!). He has the following spells in effect: barkskin, bull's strength, and magic fang. He holds his spear and wooden shield at the ready.



Zeph AC20 HP 42/42 
Monday June 7th, 2010 8:56:40 PM

OH snap, I didn't see this coming... an ambush. Didn't I say this from the get go that it was a trap?

So, masterful DM Cayzle, since I am the target your diabolical scheme, I was wondering if Zeph could possibly cast a quick spell as soon as he drops the door.... oh the woes of being the party rogue.

If Cayzle allows, then Zeph will cast Shield real quick, in preparation for the inevitable onslought. Would only raise my AC by 4, I think its a nice compromise considering the situation. Whatcha say? Everyone else gets to place themselves, I think it's fair for Zeph since he's doing a lot of the hard work.

DM Cayzle - The Door 
Monday June 7th, 2010 9:33:49 PM

Well, Sjurd exposes the hinges, and Zeph pries the door down. So, sorry Zeph! As soon as that door falls -- BONG -- those readied attacks come a-flying. I can't let you cast a spell while those slings and arrows are in midair. That would not fit with the evil DM reputation I am trying to cultivate. No worries, you can take up to 51 points of damage and still be alive, right?

By the way, you're not carrying anything especially flammable, are you?

Muahahahaha!

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) 
Monday June 7th, 2010 9:46:56 PM

ooc: <Shrugs shoulders and sighs> Sorry guys, I tried to take the onslaught of damage. :(

Jet will be standing at A6

Keela 
Tuesday June 8th, 2010 1:47:47 AM

C2 looks good for Keela.

Today's Spells:
0 - Detect Magic
0 - Disrupt Undead
0 - Light
0 - Ray of Frost
1 - Color Spray
1 - Feather Fall
1 - Magic Missile
1 - Ray of Enfeeblement
2 - Rope Trick
2 - Scorching Ray
2 - Web
3 - Fly
3 - Haste

The Second Battle for Bryn Baraz


DM Cayzle - Round 0 - Surprise!  d20+4=20 ; d20+4=11 ; d20+4=16 ; d20+4=6 ; d6=1 ; d6=5 ; d20+11=30 ; d20+11=24 ; d20+11=29 ; d20+11=12 ; d8+1=4 ; d8+1=4 ; d8+1=7 ; d20+10=20 d20+10=17 d20+10=12 d20+10=29
Tuesday June 8th, 2010 7:34:23 AM


My friends, take a look at the map. The white areas can be seen by humans and those with human vision. The light grey areas can be seen by those with low light vision. Only dwarves can see into the dark grey areas, thanks to their darkvision.

The brown lines are tables. The small lizards are behind tables that have been tilted over to make a sort of wood wall, giving them cover. The medium lizards are standing on tables and attacking over the heads of the small lizards.

Moreover, the small lizards are sniping. That means that each round they stand up, throw a weapon, and then duck back down behind cover, hiding. You can only attack a small lizard with a reach weapon, spell, or ranged weapon if your spot check beats its hide check.

If you can stand next to a small lizard, it cannot hide from you, although it may still benefit from cover, depending on where you are standing.

You cannot see around the corners.

All lizards are AC21, except that with cover, the small ones are AC25.

==========

Round 0: The door falls. Four small lizards stand and throw alchemical fire at Zeph. Four medium lizards fire light crossbows at Zeph.

Four fires at -2 for range, needing to hit touch ACs: They hit touch ACs 20, 11, 16, and 6. Two hit, doing 6 damage to Zeph, and another 2d6 next round unless the flames are put out. Two miss, splashing Zeph and Jet for 2 damage each.

Four light crossbow bolts hit ACs 30, 24, 29, and 12. Three hit for 4, 4, and 7, or 15 total.

Zeph has taken only 23 hp damage this round. Not so bad, huh?

Small lizard hide checks (must spot to target):
1: 20
2: 17
3: 12
4: 29

Now we begin with round one.

Garret Goodbarrel [AC:26 HP:25/25]  d20+1=2 ;
Tuesday June 8th, 2010 9:27:04 AM

Seeing all the stuff fly out of the opening and Zeph catch on fire, Garret reacts instinctively and attempts to push Zeph to the left, out of the opening, and to the ground, where he will attempt to roll him around and put the flames out.

-----

Need some rolls for this?
Str: 2. Uh, never mind?

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) 
Tuesday June 8th, 2010 10:07:18 AM

ooc: Ummm Garret, this is where you tell us what we are to do or Jet is just going to start taking over again, regardless of who is willing to listen...

I will wait awhile before I post.

Hmark(AC 20, 40/40 hp) 
Tuesday June 8th, 2010 11:08:56 AM

Ouch, Hmark winces as Zeph gets plastered.

Garret gets the man out of the way, but Hmark can't see a blasted thing inside the cave.
"Anybody got a light?" he calls out.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) 
Tuesday June 8th, 2010 11:43:13 AM

ooc: I have to go to work, but Jet has generally tried Diplomacy attempts before he starts killing things, believe it or not, check the archives.

If no response when I get home, he will begin talking to them, this afternoon and see what info is available before a true battle breaks out.

See you tonight.

Sjurd AC 19, HP 42/42  d20+8=27
Tuesday June 8th, 2010 11:47:54 AM

Sjurd sees the hail of missiles strike Zeph and silently curses. He barks an order to his animal companion, "Telja, Uli!" The warhound races past the mouth of the cave, briefly looking inside, and stops beside Sjurd before barking four times. He then calls out to his companions, "Uli can see four enemies inside! Ve need cover for ranged attacks! If someone can find a door, table, or bench, please do so!" He begins chanting another spell, this one longer and more complicated than the others.

Handle Animal check 27 to push Uli (counting trick he doesn't know), a move action for a druid.
Uli makes a double move to U18.
Sjurd casts call lightning, one round casting time.

ooc: Seriously, if someone could find something we can take cover behind, it would really help. Also, does anyone have fireball or something similar? They look like sitting ducks in that small cavern.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37)  d20+2=5 ; d20+3=13 ;
Tuesday June 8th, 2010 1:52:59 PM

OOC: Garret, if Zeph is willing, you don't need a strength check to knock him down and roll him around, as he is a Friendly. All you need to do is tell him what you are doing and if he agrees, he'll jump to the ground and assist in the rolling around. Right Zeph? :)

Spot d20+2= 5
IC: Alexi spurs into action as Zeph get's hit. With all the flurry around him, Garret taking Zeph to the ground to put the fire out, a dog going inside and barking, Sjurd casting a spell, and so forth, Alexi does not get a chance to see who done it. But either way, If they have cover, by golly gee wizz, we need cover too he things and rushes the 10 feet to the fallen door, drops his shield and sword, then lifts the now fallen door and props it sideways (horizontal as opposed to it's usual vertical position) to the entrance.

OOC: don't know how heavy the door is so here's a strength check
d20+3 = 13

and if anyone else want's to pitch in a hand to set the door, c'mon down! :)

Zeph AC20 HP 19/42  d20+9=13 ;
Tuesday June 8th, 2010 4:18:38 PM

(OOC: I don't get a reflex save with alchemical fire?)

Zeph voluntarily jumps on the ground behind a wall, around square N-17 and begins rolling around to put out the fire, he shouts "Create Water spell, or a heal, or something! ACCCCCKKKK" as his limbs ignite and crossbow bolts plunk neatly into his body.

If putting out a fire is a move action, then Zeph will use his standard action to cast Shield...

SPells:
Level 0: Acid Splash, Read magic, Detect magic, Detect victim
Level 1: Shield, Grease, Shocking Grasp.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday June 8th, 2010 5:14:07 PM

As they hit the ground rolling, Garret yells out, "Away from the entrance. Don't give them a clear shot at you!"

Gruemor AC17, HP47 
Tuesday June 8th, 2010 5:27:55 PM

To whom it may concern:
Brian will not be able to play the game for a while, he was injured at work and is in the hospital.

Jet Stormway (AC:22/21 no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) 
Tuesday June 8th, 2010 6:00:14 PM

ooc: Please send him our deepest regards and wishes for a speedy recovery.



DM Cayzle - Round 0 - Extras 
Tuesday June 8th, 2010 8:29:44 PM


For now, I or someone else will play Gruemor in NPC mode. That means he'll be available to cast cures and otherwise stays out of the way. Any volunteers?

For this round, he will move to Zeph and cast a cure spell.

By the way, I linked to his PC sheet above. I have to make a small change to it, but it is fine to play with now, and even better by the time I revise it tonite or tomorrow.

Our best wishes and thoughts are with Brian, of course, and we wish him a speedy recovery!

=====

Zeph, please look at the rules on alchemical fire: "A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire."

That's a full round action and a DC15 reflex save. +2 if you go prone, +2 aid another bonus from Garret.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Tuesday June 8th, 2010 9:00:01 PM

OOC: I'll volunteer to take over Gruemor for Brian while he recovers. I'll make sure to keep him safe as possible. :)

Get well, get well soon, we whish you to get well.

Jonathan/Alexi

Keela 
Tuesday June 8th, 2010 9:43:23 PM

Keela can't see into the cave. She decides to let others go in first, and instead casts a spell to help them react more quickly.

[Cast Haste on everybody if we're close enough. If not, get the most people she can, and include Hmark if at all possible.]

Everybody who is hasted gets +1 to AC, Reflex saves and attacks, and gets one extra attack in a full-round attack action.

Charek AC 24; HP 47/47  d20+9=19 ;
Tuesday June 8th, 2010 10:38:59 PM

Cranking back his crossbow, Charek peers into the semi gloom and relays info to his group.

"Eight partially visible targets four popping out from behind the tables and four larger 10-15 feet behind them then I think a rock wall and a tunnel."

As he finishes he lets fly with a bolt at large lizard 1 and watches as he misses just to the left..



Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 40/42 ; Bantom AC:19 HP: 51/51) Hasted  d20+7=10 ; d20+14=32 ; d20+9=24 ; 2d6+6=9 ; d20+9=18 ; 2d6+6=15 ;
Wednesday June 9th, 2010 1:23:13 AM

ooc: Well crap, Jet was going to try Diplomacy, but after I rolled I read this and it is not even a possibilty in this situation.

Action
Changing others' attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a -10 penalty on the check.


So Jet would like to not use Diplomacy and perform other actions...

Jet looks at the new leader in disgust. Is this what they have to look forward to, falling back away from danger when times are tough? Then what?

With a snarl, and a war cry, the warrior priest charges into the fray, ready to take on all that dares burn him with fire. The audacity of them that would try to take his home.

Jet runs in through the opening and attempts to jump, clearing all the obstacles, seen or no, depending on how well his player rolls. If he rolls to well, well, he might be out of range to attack at that point, but I leave it to the DM to judge Jet's heroics.

Attempt to Jump 25 feet. +12 to check while hasted as part of move action. Rolled 32, which should make it barring AoO.

Attack medium Lizard man #4 twice. First attack hits AC 24 causing 9 damage and knowing it is likely still up, he swings again on the same one hitting AC 18 doing 15 damage.

In summary..
Run and Jump: 32
Hit AC 24 doing 9 damage
Hit AC 18 doing 15 damage

Normal movement with Run feat 30' plus Hasted.

ooc: I am not sure exactly what this means, but at least he has training in jumping so no chance of landing prone. Distance moved by jumping is counted against your normal maximum movement in a round.

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 40/42 ; Bantom AC:19 HP: 51/51) Hasted 
Wednesday June 9th, 2010 1:24:16 AM

ooc: Forgot to add, going by Chareks' words of course. Stepping in to the area before making the Long Jump, in full armor.

Long jump height is 1/4 of distance, which is around seven feet I think. I might need help with the math.

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday June 9th, 2010 6:12:07 AM

After Jet dashes in, Garret cries out, "We can't leave him in there, after him!"

DM Cayzle - Round 1 - Rolling, Leaping, Shooting, Casting, and more.  d8=4 ; d8=5 ; d8=2 ;
Wednesday June 9th, 2010 7:17:39 AM


Zeph drops and rolls to N18 (not N17 since you can only move 5 ft, not 10, while taking a full round action), trying to extinguish the extinguish the flames.

Garret helps Zeph. I need a reflex save from Zeph vs DC15 with a +4 on the roll to put out the flames

Hmark calls for a light, but none is forthcoming. Last chance, Hmark ... a move? Any action at all this round?

Sjurd orders Uli, a move action. Then the druid casts a Call Lightning spell, a full round action [Per the rules, "A spell that takes 1 round to cast is a full-round action."] Sjurd cannot take a move action and a full round action in the same round. Sorry. Please select some other spell to cast, or take some other move or standard action after ordering Uli. [Your kindly DM will pass without further comment on Uli's ability to see four small hiding lizardmen without rolling any spot check, since Zeph could have communicated the same info were he not too busy screaming in fiery pain, and he also will not comment on the animal's remarkable ability with counting. LOL!]

Alexi moves to P17, drops his sword and shield, and lifts the fallen door sideways, creating a 3-ft high wooden wall. He now has cover. The door will stay up and in place for so long as Alexi holds it. If he lets go, he can lean it so it stays up, but it would be easy to push down then.

Keela casts Haste. All her allies are in range except Hmark, Sjurd, and Uli -- but those two still have action left if they want to go closer. A more problematic point -- the spell only affects up to 1 person per level, which is 5 for Keela. Please pick five people to haste.

Charek shoots and misses. He calls out more details about the enemy. (Note: the lizards are small in front and medium in the rear, not large, just FYI.)

Jet takes advantage of the presumed haste to move and attack. He clambers over/around Alexi's hastily erected door, stepping forward to 16Q. He moves five feet forward to 15Q. He can't take a running leap -- he needs 20 feet of open space for that. He has to clear a 3-foot high hurdle of the overturned table and small lizards crouching behind it. The Jump DC to clear 3 feet is normally 12, but that goes up to 24 from a standing start. In fact, Jet rolls a 32. Starting from 16P, Jet jumps 4 feet up and 16 feet forward in a single bound! He leaps from 15Q to 12Q! He can choose to strike at small lizard 3 or 4 with a 20% miss chance because of the poor lighting (Jet is a human). Or he can guess (based on Charek's shout and shot) that there's an enemy in front of him and attack medium lizard 3 or 4 with a 50% miss chance. He gets only one attack this round, seeing as haste grants an extra attack only with a full attack, not a standard attack.

Gruemor moves over to Zeph, rules the DM, and casts Cure Serious Wounds, healing 16 damage.

What your DM needs before this round is done
- A reflex save at +4 from Zeph.
- A full round's worth of actions from Hmark, or confirmation that he just stands there.
- A standard action from Sjurd.
- Five targets hasted by Keela. (Let's hope one is Jet or his leap fails big time!)
- Jet has to pick a target and roll a miss chance.

Seeing as there is so much to resolve, we'll do the enemy's part of this round tomorrow morning.

And the map

Sjurd AC 19, HP 42/42 
Wednesday June 9th, 2010 8:29:13 AM

ooc: See, children? This is a wonderful example of why you should look up spell descriptions every time, no matter how confident you feel in your knowledge! My bad, Cayzle. I will just forgo my previous standard action (since even a summon nature's ally spell takes a whole round). Let's make Uli's trick more plausible by saying that it was a full-round action *wink*.

Edit: Wow, I'm missing things left and right. I just saw the last sentence of your post. :)

Hmark(AC 20, 40/40 hp) 
Wednesday June 9th, 2010 8:56:30 AM

Seeing no light forthcoming, and noting the group will soon be joining Jet in the cave, Hmark retrieves his Everburning Torch from his backpack, and moves up against the cave wall.

[Pull out torch, move to S17]

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 40/42 ; Bantom AC:19 HP: 51/51) Hasted  d100=93 ;
Wednesday June 9th, 2010 10:19:20 AM

ooc: Jet has Blind Fighting, so he gets two attempts, if the first fails. He also does not lose his dexterity in this situation.

90% means a second roll is unecessary.

Still attacking #4 please.

Thank you for all the help Cayzle. :)

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 40/42 ; Bantom AC:19 HP: 51/51) Hasted 
Wednesday June 9th, 2010 10:40:02 AM

Sorry, "medium" lizard #4. If Jet is going to be flanked, I would prefer it be the smaller creatures doing it.

Zeph AC24 HP 35/42 (shield)  d20+9=21 ; d20+9=11 ;
Wednesday June 9th, 2010 2:57:10 PM

(Reflex save =21)

Last round: Since Zeph's reflexes are pretty keen, he does not need to go prone, so he stays standing as he puts out the flame.

For the next round that is today's post, Zeph will cast shield... finally. =)



Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday June 9th, 2010 6:15:58 PM

As the flames dim on Zeph, Garret yells again, "We've got to get in there and help Jet!"

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 40/42 ; Bantom AC:19 HP: 51/51) Hasted 
Wednesday June 9th, 2010 7:19:29 PM

Jet's voice is heard echoing through the cavern. He really doesn't care if the lizards understand him or not,

"By all the gods, surrender or face Gargul with no honor!!! I will see you all there if I go, for you are all doomed this day otherwise!!"

Attack as before.

Hasted 1/5

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, Protection from Evil, Detect Evil, (Enlarge)

2-Silence, Resist Energy, Augury, (Bulls Strength)


Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Wednesday June 9th, 2010 8:27:58 PM

OOC: Alexi will lean the door so he doesn't need to hold it.

Waiting for Haste results and enemy actions.

Keela 
Thursday June 10th, 2010 1:12:16 AM

[Ghaa! There's trying to hit a moving target, and then there's trying to decide, on a play-by-post board, where all your allies are at the moment you try to cast a spell when they keep moving around! :D]

Keela Hastes Jet, Alexi, Zeph, Garret and Charek. She does not Haste herself.



DM Cayzle - Round 1 - The Round That Lasted Two Days. :-)  d20+7=26 (att) ; d20+7=9 (no confirm) ; d20+7=27 (att) ; d20+7=21 (no confirm) ; d8+2=5 ; d8+2=8 (2 damages); d20+8=15 (miss); d20+7=10 (miss); d20+10=30 (att); d20+10=17 (no confirm); d20+10=29 (att); d20+10=16 (no confirm); d8=3 ; d8=7 (bolt dam); d20+4=11 ; d20+4=5 (fire atts); d6=4 (fire dam); d100=38 (falls short)
Thursday June 10th, 2010 7:15:10 AM


Finishing off the Top of Round 1:

Sjurd spends the round telling Uli what to do.

Hmark moves to S17, pulling out a magic torch. It illuminates "a 20-foot radius and providing shadowy illumination out to a 40-foot radius." However, from S17 it does not help see into the dark mine.

Jet hits medium lizard #4 for 9 hp damage.

Zeph spends the round putting out his flame, aided by Garret. He takes no extra damage.

Keela casts Haste on Jet, Alexi, Zeph, Garret and Charek.

Gruemor, Charek, Garret, and Alexi were all resolved yesterday. Charek, Garret, and Alexi all get a DM's Bonus of +1 on their next attack roll in this battle for being patient.

And now the Bottom of Round 1:

Medium Lizards 3 and 4 drop their crossbows and draw long swords. They swing at Jet: A hit vs AC26 is a potential crit ... with no follow up. The other attack is a 27! Another potential crit ... follow up hits AC21 ... that looks like no confirmation vs Jet's AC23. So two good hits, but no critical ... inflict 5+8=13 damage on Jet.

Small Lizards 3 and 4 also draw and slash at Jet. When the medium lizards attacked, there was no flanking because the small ones, having no weapon, did not threaten or flank. After the small ones draw, they do threaten and they gain a +2 vs Jet from the flank. Small Lizard 3 is using a bastard sword with buckler one handed, and Small Lizard 4 is using a spiked chain -- his AC drops by 1 since he cannot use the bucker and chain at the same time, and hie attack is at -1 because the buckler hinders him a little.

The two small lizard attacks ... #3 misses ... #4 misses.

The four remaining lizards focus on Alexi, who has a +4 cover bonus. He is AC24 vs 2 bolts and AC15 vs thrown alch fire. Two bolts: vs AC30, a potential crit ... not confirmed. And a nat 19, but that is also a potential crit! ... also not confirmed!

Wow! Lots of potential crits, but no confirms! Two bolts do 3+7 = 10 damage to Alexi.

And two vials of Alch Fire on Alexi vs Touch AC15 ... at -2 to hit for range ... One hits the propped-up door, inflicting 4 damage to it, and it continues to burn. The other is a miss ... falling short and splashing another 1 hp damage to the door. Alexi is untouched by fire -- although the bolts are bad enough, he might say.

Map and Status at end Round 1:

Medium Lizard 1
Medium Lizard 2
Medium Lizard 3
Medium Lizard 4 - 9 hp

Small Lizard 1
Small Lizard 2
Small Lizard 3
Small Lizard 4

All lizards are AC21, except that those with cover are AC25., and Small Lizard 4, using his spiked chain, is AC20/24. He has 10 ft reach, however.

And the Map.

DM Cayzle - Extra to Jonathan 
Thursday June 10th, 2010 7:21:18 AM

Please do make a post for Gruemor. Many thanks!

http://docs.google.com/View?id=dcsdq88k_10hrsz7h79

Sjurd AC 19, HP 42/42 
Thursday June 10th, 2010 8:14:02 AM

Sjurd and Uli edge closer to the mouth of the cave. The druid begins casting a spell while his warhound protects him.

Both take a 5-foot step to the left, spaces T17 and T18.
Sjurd casts call lightning.

Hmark(AC 20, 40/40 hp)  d20+11=12 ;
Thursday June 10th, 2010 8:38:52 AM


Hmark moves to the mouth of the cavern [Q17], sticks his head around the edge, and attempts to fling the Everburning Torch inside...
(ranged atk - nat 1)
before ducking back behind the wall (still Q17).

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Hasted  d20+9=23 ; d100=5 ; d100=12 ; d20+9=26 ; d100=23 ; d100=84 ; 2d6+6=18 ;
Thursday June 10th, 2010 10:21:11 AM

Blood... The blood begins pumping through the veins of the human who has no fear! The cuts inflicted upon him substantial and would kill the normal peasant. It is only through much training that Jet withstands such blows and it encourages him to know that others are behind him, somewhere.

Jet swings on his last victim, but the lack of light finally effects him and he misses the creature, yet, he does not become anxious with the wild swings. he knows it is only time before the others will join him. he continues his attack, while hasted, the second attack landing on the medium lizard again.

Bantom is heard from behind the group (and should also be on the map somewhere) "Get in there or get out of the way. I'll show you how to fight if you don't know how!"

First attack medium lizard #4 hitting AC 23, but misses (5,12) do to lack of light.

Second attack medium lizard #4 hitting (23,84) AC 26 doing maximum damage of 18.

Hasted 1/5

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, Protection from Evil, Detect Evil, (Enlarge)

2-Silence, Resist Energy, Augury, (Bulls Strength)



Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Hasted 
Thursday June 10th, 2010 10:28:31 AM

Hasted 2/5

DM cayzle, since Jet has hit the Medium sized lizard, can we have an AC for them please?

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Hasted  2d6+6=16 ;
Thursday June 10th, 2010 10:38:47 AM

ooc: Crap, I even read Hmarks post and it didn't click that there might be light inside until now. If that is the case and if Jets first attack hit with the light, then here is an additional damage for medium lizard #4 if he is still up or medium lizard #3 if medium lizard #3 if he drops.

16 damage

Hasted 2/5

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, Protection from Evil, Detect Evil, (Enlarge)

2-Silence, Resist Energy, Augury, (Bulls Strength)

Sorry for the multiple posts. :)

Charek AC 24; HP 47/47  d20+5=8 ;
Thursday June 10th, 2010 8:55:55 PM

Charek tosses his bow to the side near the wall and begins moving quickly toward the turned door as he draws his axe. As he gets ready to jump over the door he stumbles jump DC 8, nearly running into the door. Growling he manages to grumble something out.

"Some move this door so I can get through, these short legs of mine aren't meant for jumping."

DM Cayzle - Extra 
Thursday June 10th, 2010 9:25:20 PM

Charek, note that with the haste spell, you gain 30 feet of move, which gives a bonus to jump checks. That +5 you're rolling does not look right to me.

In general, clambering over the door takes 10 feet of move if you want to keep it upright; 5 feet of move if you knock it down. Or you can jump it if you can clear a 3 foot vertical height.

Kent: The +5 was just my jump skill bonus. I must have missed where Charek was the benefit of the haste spell.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday June 10th, 2010 9:47:51 PM

ooc: quick post for Charek and DM :

Alexi is right there at the door, he could cup his hands and Charek would step into the cup and Alexi would hoist him over. If he makes a Dex check of some sort, he could land upright?

That would be 1 Move Action for Alexi.

RSVP

Cayzle Comments: I like creativity. Sure.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday June 10th, 2010 9:50:32 PM

OOC: also, there are no spells listed for the day Gruemor, should I choose them or should the DM?

RSVP

Cayzle Comments: Just use cures if you want the easy route. Or pick 'em. But remember, keep Gruemor out of the front line -- and don't make him a target. If the whole party dies, I want Gruemor to be the one who runs away to get you all raised somehow.


Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday June 10th, 2010 10:06:36 PM

OOC: hahaha... Brave Sir Gruemor :)
ok, I'll pick some that make sense and put a list later. He's cast one cure (I'll figure what level or if Domain, later).



Garret Goodbarrel [AC:26 HP:25/25]  d20+12=22 ; d8+1=6 ; d6=1 ;
Thursday June 10th, 2010 10:13:18 PM

Once Garret sees that Zeph is okay, he stands up and yells to the others, "I'm going in! Stay back and help us out from here if you can!"

With that, he runs over the door and up next to one of the small lizardmen, tumbles and punches towards the creature's head.

-----

OOC: with the haste, should be able to move up to Q14, next to small lizardman #4
Attack: 22 I don't know if that hits, but if it does, it's for 7 damage.

Alexi (AC: 20/11, HP:46/46) Lobo (AC: 19, HP:37/37) 
Thursday June 10th, 2010 10:14:30 PM

Gruemor, Jonathan Subbing

Gruemor, after healing Zeph moves over next to Alexi. Crouched, he props his back up against the side-ways door and says, "I'll hold this door, you get over and help Jet."

Charek comes bounding by and Alexi yells, "HERE! PUT YOUR FOOT HERE!" and cups his hands. The dwarf steps into the makeshift stirrup and over he goes.

Meanwhile, Gruemor finishes a prayer to Alemni. Cast Bless, affecting all Friendlies in a 50' Burst.

Everyone gets +1 on Attacks and Saves vs Fear. (Spell will last 5 minutes).

Gruemor is now in total cover crouched behind the door propping it up.

Alexi (AC: 21/12, HP:36/46) Lobo (AC: 19, HP:37/37) 
Thursday June 10th, 2010 10:31:07 PM

Hasted (AC+1, Hit +1, Ref +1) and Bless (Hit +1, vs Fear +1)

OOC; Alexi has only 1 action left

IC: Alexi feels a wave of confidence wash over him as the Bless spell radiates from Gruemor. Grabbing up his sword and shield, he prepare to go over the top.

That's my two Move Actions this round, sigh...

Charek AC 25; HP 47/47, hasted blessed  d20+12=19 ;
Thursday June 10th, 2010 10:55:16 PM

With the boost of spell, as well as Alexi, Charek is over the door and into the room in a flash Taking a swing at the nearest small lizard. But in his hurry to attack just barely misses AC 20.

Haste: 5 rounds
Bless: 5 mins

Keela 
Thursday June 10th, 2010 11:13:55 PM

Since light still seems to be an issue, Keela steps up and casts a Light spell on Alexi's sheild.

"I'm sure not going in there!" she explains.

[Move to O18]

DM Cayzle - Round 2  d6=1 ; d6=5 (falling damage); d20+7=16 (spiked chain att)
Friday June 11th, 2010 7:48:15 AM


Sjurd -- and Uli -- take a step and casts a spell.

Hmark tosses a torch wildly into the mine. Keela casts a Light cantrip. Lighting has ceased to be an issue in this fight. All can see clearly now.

It takes two solid hits, but with his second blow Jet slays medium lizard 4. Bantom moves up.

Charek tries to jump over the door. He has 2 ranks and a +3 from Str. He normally moves at 20, but with the Haste, he's moving at 50. A 50 move gives a +8 on jump checks. (it is worth noting that a 20 moves gives a -6 on jump checks.) Charek's modified jump check is a roll of 3 +5 +8 = 16. That's enough to clear the door after all! Charek vaults the door, enters and ...

And Charek runs right up to (and maybe down into) a simple pit trap!

The three squares marked on the map are a pit -- 5 ft across, 15 ft wide, and 20 feet deep. Now, Charek is a dwarf, and dwarves can detect stonework traps just by going near them. So if Charek can make a Search check vs DC24, then he can detect and avoid it before even touching it. Charek has a +5 to detect stonework traps, so he can do it on a natural roll of 19 or 20. If he fails that search check, Charek must make a Reflex save vs DC20 or fall in. If he falls, he takes 1 hp actual damage and 5 hp nonlethal damage. If you save, you can position yourself as desired.

Not needing to help Charek over the door after all, Alexi finds himself with a full round of actions left. Note that you can move and draw weapons at the same time. And there is a way around the pit, the way Jet was lucky enough to take unawares.

Garret moves carefully but quickly over the door, around the pit, and up to Q14, next to Small Lizard 4. Note that Small Lizard 4 has a spiked chain with 10 ft reach, so Garret provokes an AoO in approaching. That AoO hits AC16 -- a miss. But the cover provided by the table means that Garret fails to hit the small lizard.

Gruemor casts a Bless spell.

So your DM still needs actions from Alexi and Zeph, and some rolls from Charek. Then I'll be able to post for the enemy. I'll do my best to get that done asap, as soon as the players post.

Map and Status at the MIDDLE of Round 1, before enemy actions:

Medium Lizard 1
Medium Lizard 2
Medium Lizard 3
Medium Lizard 4 - slain

Small Lizard 1
Small Lizard 2
Small Lizard 3
Small Lizard 4

NOTE: All lizards are AC21, except that those with cover are AC25., and Small Lizard 4, using his spiked chain, is AC20/24. He has 10 ft reach, however.

And the Map.

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Hasted 
Friday June 11th, 2010 8:11:09 AM

ooc: Ugh, two days per round of battle....

I guess you can consider this a post while I wait for Jet to be attacked.

:)

Zeph AC25 HP 35/42 (shield, haste, bless)  d20+15=34 ; d20+10=30 ; d20+10=20 ; 2d4+4=11 ; 2d4+4=7 ; d6=1 ; d6=5 ; d6=3 ;
Friday June 11th, 2010 12:20:49 PM

(Hasted: +1hit, +1AC, +1Reflex, 60move total. Bless: +1hit. +1fear)

Move Action: Zeph is quite angry that they attacked him so viciously, so he runs inside the cave and jumps over the pit, the barrier, and Small Lizard 2, landing in Square O-12, flanking Small Lizard 3 With Garret... and he draws his spiked chain while running, but that shoulda been out already.

(Jump check =34. 7 normally, then +8 more from a 60foot move right??)

Standard Action: Attack Small Lizard 3, flanking with Garret. Hit AC 32 (forgot +2 from flanking), natural 20, rolling for crit, crit hits AC 22 (again, forgot +2 from flanking). So, Zeph connects with a flanking sneak attack crit with his spiked chain on Small Lizard 3!!!!

Damage = 27 total! (2d4+4 +3d6sneak attack)

Flavor text: Zeph, raging in his own right, runs into the room and jumps over the pit, barrier, and Lizard, landing right in the middle. He gives a shout as he wraps his spiked chain around the poor Small Lizard's neck and gives it a powerful tug, blood squirts up to the ceiling and some lands on Zeph's face... he smiles in glee.

"Revenge is a dish best served bloody." Zeph comments quietly at the bit of meyham

Spells:
Lvl 1: Grease, Shocking Grasp

Zeph AC25 HP 35/42 (shield, haste, bless) 
Friday June 11th, 2010 1:57:17 PM

I would like to change the location of his landing the jump if at all possible. Would a 34 jump check get me to square O-10, right behind Med Lizard 2?? If so, I would like to land there, flanking Med LIzard 3 with Jet, then I will attack Med Lizard 3 instead of the Small LIzard.

I think its better because I wont be getting flanked as well back there..

Charek AC 25; HP 47/47, hasted blessed  d20+5=23 ; d20+9=14 ;
Friday June 11th, 2010 2:39:05 PM

Just as he clears the door, Charek realises he has made a slight error in judgement as he recognizes just too late Search DC 23(would the woldian heirloom feat bonus help here?) that there is a pit trap where he is about to land. Contorting his body Charek jacknifes forward trying to reach the wall, perhaps just enough to catch the edge or perhaps a wall fissure, in a desparate attempt to avoid the fall. For a tantilizing instant his fingers catch the edge of the pit, but momentum and his weight overmatch his arm strength, and gravity finishes the work as he falls into the pit.reflex DC 14

Sjurd AC 19, HP 42/42 
Friday June 11th, 2010 11:48:50 PM

Sjurd continues casting his spell.

Uli daydreams of one day meeting a nice girl and starting a family.

Keela 
Friday June 11th, 2010 11:49:30 PM

(Cayzle, could you please move my "K" marker to O18 on the map?)

DM Cayzle - Round 2  d20+6=26 ; d20+6=13 ; d6=3 ; d20+11=15 ; d20+11=25 ; d8+1=3 ; d20+8=11 ; d20+8=9 ;
Saturday June 12th, 2010 9:28:35 AM


PC ACTIONS left over from Round 2:

Zeph jumps. He is at +12 with the haste, but his DCs are doubled since he does not have a running start. So let's keep him at O12, his original and more reasonable destination. You don't get to change your destination after you see how well you rolled! :-P

Then Zeph attacks, hitting small lizard 3 for 27. That downs it.

Charek almost senses the pit, but misses the skill check by 1. (The Heirloom Item will help with the reflex save, but not with the Search roll.) He misses his save and falls 20 feet. He takes 1 hp real damage and 5 hp nonlethal. He is at the bottom of the pit.

Based on his earlier post, the DM rules that Alexi draws his weapons and moves into the room, in front of the pit.

ENEMY ACTIONS, bottom of round 2:

All enemies take a five foot step back from Zeph and Ready an Attack, except Medium lizard 3, who takes a five foot step, draws a weapon, and attacks Jet; and Small Lizard 2, who uses a withdraw action to clamber over the table barrier and back off. While moving, Small Lizard 2 also draws a spiked chain.

Small Lizard 1 readies an alchemical fire to throw at Zeph when the shot is clear. As soon as small lizard 2 is clear, he throws! He hits Touch AC26, a potential crit, and follows up with touch AC13 ... not confirmed. Zeph takes 3 hp fire damage and will take another 1d6 next round.

Medium Lizards 1 and 2 shoot at Zeph, hitting ACs 15 and 25. That's one hit for 3 more damage.

Lizards 3 and 4 flank and attack Jet. They hit ACs 11 and 9, two misses.

MAP and STATUS at the END of Round 2:

Medium Lizard 1
Medium Lizard 2
Medium Lizard 3
Medium Lizard 4 - slain

Small Lizard 1
Small Lizard 2
Small Lizard 3 - down
Small Lizard 4

NOTE: All lizards are AC21, except that those with cover are AC25., and Small Lizard 4, using his spiked chain, is AC20/24. He has 10 ft reach, however.

And the Map.



Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Hasted  d20+9=18 ; d20+9=29 ; d20+9=19 ; 2d6+6=14 ;
Saturday June 12th, 2010 1:50:48 PM

Jet looks right into the eyes of lizard 3. he wants to witness the pain in his soul when the sharpe blade of his weapon bites deep into his flesh. Then to see the last moments of fear as it's lifes blood leave his body.

"This is for those you killed on the walls!"

His first swing is bounces off the tough hide and armor of the beast, but his second attack bites deep, unfortunately, no vital organs are hit with the blow.

First attack hits AC 18 missing.
Second attack hits doing 14 damage.

"How do you like me now?"

Hasted 3/5

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, Protection from Evil, Detect Evil, (Enlarge)

2-Silence, Resist Energy, Augury, (Bulls Strength)

Sorry for the multiple posts. :)

Hmark(AC 20, 40/40 hp)  d20+17=22 ; d8+2=4 ;
Saturday June 12th, 2010 2:15:57 PM

Hmark unlimbers Red, takes a step back from the wall, and sends an arrow whistling at small lizard number 2.
"Ah ah ah - no whapping dwarves in pits with nasty chains, please."

[5' step to Q18. Ready bow. Atk small lizard 2 hitting AC 22 for 4 hp damage]
[Point Blank Shot and Precise Shots feats in effect]


Zeph AC25 HP 35/42 (shield, haste, bless) 
Saturday June 12th, 2010 3:06:58 PM

Cayzle, don't I have cover from the lizards who are accross the barricade from me? Giving me +4AC? If so, then none but the crit would have hit me right?

Also, since I am wielding a Spiked Chain and have a 10-foot reach, don't I get attacks of opportunity against the Lizards who are trying to shoot at me with ranged weapons? IE all three of them? If not that, then what about reloading the crossbows?

(Hasted: +1hit, +1AC, +1Reflex, 60move total. Bless: +1hit. +1fear)

Spells:

SPells:
Level 0: Acid Splash, Read magic, Detect magic, Detect victim
Level 1: Shield, Grease, Shocking Grasp

Sjurd AC 19, HP 42/42 
Saturday June 12th, 2010 3:28:32 PM

Cayzle Would you mind noting which lizards have cover and which do not?

DM Cayzle - Round 2 - Extra 
Saturday June 12th, 2010 4:59:40 PM

Right now, only one lizard has cover, and it is Small Lizard Number 4, and even he has no cover vs Jet and Zeph.

And YES, Zeph gets AoOs vs those range-weapon-using lizards! However, seeing as you do not have the combat reflexes feat, you are limited by the rule that allows any character to take just one AoO per round. Go ahead and take your AoO!

Zeph AC25 HP 32/42 (shield, haste, bless)  d20+10=23 ; 2d4+4=11 ;
Saturday June 12th, 2010 5:36:26 PM

AoO: I'll take it against Med Lizard 1 I suppose. Hit AC 23 for 11 damage

I'm still thinking of what my actions for this round will be... I have a few choices... thinking about maybe Grease? If not that, then I could just take advantage of Haste while its still up and attack twice... or I can feint and attack... hhmmmm

(Hasted: +1hit, +1AC, +1Reflex, 60move total. Bless: +1hit. +1fear)

Spells:

SPells:
Level 0: Acid Splash, Read magic, Detect magic, Detect victim
Level 1: Shield, Grease, Shocking Grasp

Alexi (AC: 21/12, HP:36/46) Lobo (AC: 19, HP:37/37) 
Saturday June 12th, 2010 10:07:18 PM

OOC: where you put me is perfeclty fine. I had previously stated that Alexi had dropped his weapon/shield, and it is a Move action to pick up dropped items. So, a move action to re-equip himself and a Move action to go over the door.

Alexi (AC: 21/12, HP:36/46) Lobo (AC: 19, HP:37/37)  d20+12=22 ; d8+5=12 ;
Saturday June 12th, 2010 10:22:15 PM

Alexi sees the little menaces swinging their spiked chains dashes to P14 avoiding the pit (1sq fw and 1sq angled left).

Move to P14.

If he survives any AoO, he slashes at SL2 with his longsword. (since this is not a Full Attack action, he only gets one attack I think)

Hasted (AC+1, Hit +1, Ref +1) and Bless (Hit +1, vs Fear +1)

DC 21 d20 + 10 +1 +1=22 hit d8+5 = 12


Alexi (AC: 21/12, HP:36/46) Lobo (AC: 19, HP:37/37) 
Saturday June 12th, 2010 11:03:18 PM

Gruemor AC20 HP 47/47 Jonathan Subbing

The battle rages behind the door Gruemor is holding up. The sounds of steel on flesh and the splatter of blood is hard to resist. Knowing his friends are in danger, he decides to venture forth and help as best he can. But first he casts a spell to protect himself.

Cast 'Sanctuary' on himself. Will save DC20 (10+1+4+5bonus item) to negate effects.

OOC: i did promise to keep him safe so let's hope none make their Will saves. :)

IC: Feeling like he's invicible, or rather invisible to the enemy, he clambers over the door to O16, where he looks around for bleeding comrades.

Alexi (AC: 21/12, HP:36/46) Lobo (AC: 19, HP:37/37) 
Saturday June 12th, 2010 11:15:08 PM

Gruemor AC20 HP 47/47 Jonathan Subbing

OOC: fogot to post his spell list.

Spells
5 0-level 4 1-level 3 2-level 2 3-level
C Minor W x Bless CMW CSW
C Minor W CLW CMW Dispel Magic
Resistance CLW Spiritual Weapon
Guidance x Sanctuary
Guidance

Domain
1 1-lvl 1 2-lvl 1 3-lvl
CLW CMW x CSW

OOC: 'x' marks a cast spell. If any feels the choices wouldn't fit Gruemor let me know.

I could choose some attack spells, like Shatter, which would make things real fun for me. :)

Alexi (AC: 21/12, HP:36/46) Lobo (AC: 19, HP:37/37) 
Saturday June 12th, 2010 11:23:22 PM

OOC: well, that table didn't work too well. :P

Keela  d20=16 ; 4d6+1=12 ;
Sunday June 13th, 2010 12:55:43 AM

Keela moves to where she can see small lizard #2. She fires a golden ray, which bathes the creature in flames. [Move to P18 or Q18; whichever I need to hit him. Cast Scorching Ray. Hit Touch AC 21 for 12 damage.]

Today's Spells:
0 - Detect Magic
0 - Disrupt Undead
0 - Light (cast)
0 - Ray of Frost
1 - Color Spray
1 - Feather Fall
1 - Magic Missile
1 - Ray of Enfeeblement
2 - Rope Trick
2 - Scorching Ray (cast)
2 - Web
3 - Fly
3 - Haste (cast)

Zeph AC25 HP 32/42 (shield, haste, bless)  d20+13=30 ; d20+12=24 ; 2d4+4=7 ; d6=2 ; d6=1 ; d6=1 ;
Sunday June 13th, 2010 1:42:19 PM

Zeph sees that he is outnumbered on the left side of the cave, so when he hears Alexi and Keela slash and blast Small Lizard Two into oblivion, Zeph laughs and says "I don't know if you guys can understand me. But you are all about to pay for what you did to Bryn Baraz... or whatever it is."

Then
Move Action: Tumble (rolled 30, success, no AoO) to square Q-10, right behind Lizard 3 (if it's still alive, It was hit for 14 my Jet right? Should still be standing)

Standard Action: Attack Flanked med Lizard 3, Hit AC 24. Damage with sneak attack is 11... not too impressive on the damage rolls there...

Oh well. Next time I get a chance to flank I will try to cast shocking grasp sneak attack.

(Hasted: +1hit, +1AC, +1Reflex, 60move total. Bless: +1hit. +1fear)
Spells:
Level 0: Acid Splash, Read magic, Detect magic, Detect victim
Level 1: Grease, Shocking Grasp


DM Cayzle 
Monday June 14th, 2010 7:13:55 AM

Well, only 4 PC actions are in for Round 3. We'll get back on track tomorrow morning.

BTW, sorry for the slow pace of combat. But better, IMNSHO, to do it slow and right rather than have to go back and re-adjust. Also, at my new job, my opportunity to post is severely limited during the day.

PS: See how I cleverly posted my work link is a lame effort to boost traffic for my newly launched Web site? Not that my players would ever seek to curry favor by bookmarking it and visiting it every day, or anything unethical like that. :-)

Charek AC 25; HP 47/47, hasted blessed 
Monday June 14th, 2010 7:18:40 AM

At the bottom of the 20 ft pit, Charek quickly gets up and removes his 50 ft rope and grappling hook from the bottom of his pack. Looking upward (Can he see L2 at the edge of the pit?) he moves to the left side of the pit and begins to swing the attached grappling hook and rope, preparing to throw it up. (either to aid in his climb, or if he can see L2 near the edge with his spiked chain, to try and pull him down.)

Sjurd AC 19, HP 42/42  3d6=9 ;
Monday June 14th, 2010 7:29:24 AM

Sjurd saunters over to the mouth of the cave and kneels behind the barricade. Peeking over the top, he makes a poking motion with his finger and a bolt of lightning rips through the air to strike at one of the lizardmen.

Move to P17.
Kneel down (dropping prone is a free action, so I figure this is close enough to not take any extra time) for cover behind the barricade.
Attack Red2 with lightning, 9 damage.
Uli moves to R17.

ooc: Could you note which enemies have cover and which do not? Thanks!

Cayzle Comments: Per my post Saturday, "Right now, only one lizard has cover, and it is Small Lizard Number 4, and even he has no cover vs Jet and Zeph."

Garret Goodbarrel [AC:26 HP:25/25]  d20+10=21 ; d20+10=13 ; d20+10=27 ;
Monday June 14th, 2010 8:28:26 PM

Garret yells back, "Press on, they're falling back. Beware the chains!"

He leans forward and tries to punch towards the lizard nearest him, but he hits splinters the edge of the barrier instead.

-----

Flurry of blows to hit small #4: 21, 13, both misses. Please ignore the extra 27, my mouse is double-clicking a lot.
(Sorry about delay in posting, too, my lovely ISP went offline from Friday until Monday afternoon.)

Keela 
Monday June 14th, 2010 10:40:19 PM

You're not the only one with a new job, y'know. :)

DM Cayzle - Round 3  d20+6=13 (aoo v alexi); d6=2 ; d20+3=13 ; d20+6=16 ; d6=4 ; d20+10=30 ; d20+10=21 ; d8+1=3 ; d20+10=13 ;
Tuesday June 15th, 2010 7:57:19 AM

Jet hits medium lizard 3 for 14 damage.

Hmark shoots small lizard 2 for 4 damage.

Zeph's AoO hits Medium Lizard 1 for 11 damage. He tumbles to Q10 and does another 11 damage to Medium Lizard 3.

Alexi moves to P14, provoking an AoO, which misses. He hits small lizard 2 for 12.

Gruemor casts and moves.

Keela casts and moves. Firing a ray into melee is hard, but her accuracy is dead on. Small lizard 2 takes another 12 hp and crumples.

In the pit, Charek stands up and gets out his climbing gear.

Sjurd unleashes a lightning bolt that hits Medium Lizard 2 for 9 damage.

Garret attacks but misses.

The Enemy fights back.

Zeph takes another 2 hp fire damage this round, then the fire is out.

Medium Liz 2 gets a save for half vs lightning, right Sjurd? He rolls a 13, which cannot make it. full damage.

Medium Lizard 3 uses a withdraw action to get away. Zeph, you still get an AoO as he leaves his second threatened square.

Small Lizard 1 throws an alch fire at Zeph. He hits touch AC16 -- if that his, he inflicts 4 hp fire damage.

Medium Lizard 1 shoots at Zeph. His nat 20 fails to confirm. 3 more hp damage to Zeph.

Medium Lizard 2 backs up a step and fires at Zeph. a miss.

MAP and STATUS at the END of Round 3:

Medium Lizard 1: -11 hp from Z's AoO
Medium Lizard 2: -9 hp from lightning
Medium Lizard 3: -25 hp
Medium Lizard 4 - slain

Small Lizard 1
Small Lizard 2 - slain
Small Lizard 3 - down
Small Lizard 4

NOTE: All lizards are AC21, except that those with cover are AC25., and Small Lizard 4, using his spiked chain, is AC20/24. He has 10 ft reach, however.

And the Map.

Sjurd AC 19, HP 42/42  d6=4 ; d6=2 ; d6=3 ;
Tuesday June 15th, 2010 9:52:23 AM

The green-garbed stickman giggles behind his barrier. Peeking over the door, he points and crackling lightning sings through the air. Uli sniffs at some grass.

Attacks Medium Lizard 2 again with call lightning, 9 damage, Reflex DC 18 for half.

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Hasted  d20+9=26 ; d20+9=25 ; 2d6+6=12 ; 2d6+6=16 ;
Tuesday June 15th, 2010 10:42:52 AM

ooc: Where is medium lizard 3 on the map?

Jet turns slightly to his left and attacks the one near him, without mercy.

Attack small lizard 4 hitting AC 26 and 25 doing 12 and 16 damage.

If this kills the creature Jet moves to P13 and knocks over the barrier with his foot to remove all cover.

ooc:Hopefully since he has such a large movement allowed while hasted, this can happen.

Hasted 4/5

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, Protection from Evil, Detect Evil, (Enlarge)

2-Silence, Resist Energy, Augury, (Bulls Strength)

Sorry for the multiple posts. :)

Hmark(AC 20, 40/40 hp)  d20+16=26 ; d20+11=20 ; d20+16=25 ; d8+1=6 ; d8+1=7 ;
Tuesday June 15th, 2010 11:10:26 AM

Hmark's eyes follow the line of lightning from Sjurd's fingers, and sees the druid's target engaged with Zeph.
works for me

Red sings. Arrows phht past Alexi's head and slam into (and off of) Medium Lizard 2.

--

Atk 1 hits ac 26 for 6 hp damage
Atk 2 misses (ac 20)
Atk 3 [Rapid Shot] hits ac 25 for 7 hp damage

Precise Shot Feat in effect, avoiding penalty for firing into melee.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday June 15th, 2010 11:27:20 AM

Is small lizard 4 dead?

Zeph AC25 HP 23/42 (shield, haste, bless)  d20+10=27 ; 2d4+4=9 ; d20+10=30 ; d20+10=27 ; d20+10=18 ; d20+10=23 ; 2d4+4=7 ; 2d4+4=10 ;
Tuesday June 15th, 2010 1:46:10 PM

(OOC: Touch AC, does that include the Shield spell or no? B/c if not, then my touch AC is 15, if so, its 19)

Zeph grunts as more fire hits burns him and an arrow skids across his back, but he steeles himiself in the battle, taking advantage of the fleeing Med lizard 3.

AoO on Med Lizard 3: Hit AC 27, 9 damage. Zeph whips the lizard in the back with his Spiked chain.

Full Attack action on Med Lizard 2: Hit AC 30, confirmed crit. 17 damage on the crit... then hit AC 18 with the second attack, miss.

Free action: 5-foot hop to square P-10, right in front of med Lizard 2

Zeph looks to Hmark and smiles as his friend puts arrows into the lizard the same time that he himself cuts it with his chain. Then he sees Sjurd also strike the Lizard with lightning and thinks, Poor guy

(Hasted: +1hit, +1AC, +1Reflex, 60move total. Bless: +1hit. +1fear)
Spells:
Level 0: Acid Splash, Read magic, Detect magic, Detect victim
Level 1: Grease, Shocking Grasp


Sjurd AC 19, HP 42/42 
Tuesday June 15th, 2010 6:57:38 PM

ooc: Hey everyone. I just wanted to give a heads up that I won't be able to post for a few days. My in-laws have been visiting for my wife's graduation and my mother-in-law was in a car accident a few hours ago. She has three cracked vertebrae and a broken collar bone, so she will be in the hospital for a while. They are visiting from out of state, so my wife and I will be taking turns going to the hospital to help her. I apologize for the late notice. I will be back as soon as possible. Thanks, and good gaming!

Please feel free to have Sjurd continue zapping lizardmen.

Garret Goodbarrel [AC:26 HP:25/25]  d20+11=20 ; d20+11=15 ; d20+9=29 ; d8+1=6 ; d6=6 ;
Tuesday June 15th, 2010 8:32:33 PM

If lizardman 4 still lives:

Garret watches Jet knock the barrier over and spins out of the way, and attempts to kick towards the beast, but he misjudges the distance and his foot hits nothing but air -- as does his follow up punch.

2 misses. :(

Else:

Garret dodges the falling lizardman and takes off towards the creature near the hallway (small #1), rolling up to a stand and driving his fist into the thing's midsection.

(Move to N12) Finally, a hit! (29). Damage: 6+6=12

Alexi (AC: 19/10, HP:36/46) Lobo (AC: 19, HP:37/37)  d20+14=24 ; d8+5=13 ; d20+12=28 ; d8+5=10 ;
Tuesday June 15th, 2010 9:02:19 PM

OOC: Tanner, we hope she'll be allright. Keep us posted as you can.

Hasted (AC+1, Hit +1, Ref +1) and Bless (Hit +1, vs Fear +1)

IC: Alexi jerks back as flames engulf the lizard he just slashed. Out of the corner of his eyes he sees it was Keela. A grin spread across his face. Then Jet knocks the barrier down. A much bigger grin appears.

"Thanks Keela! Thanks Jet!" he says as he charges Med Liz 1 (path O13 - N12).

Att 1: d20 +10+2(charge)+1(haste)+1(bless) = 24, hit (no cover) dmg d8+5 = 13
Att 2: d20 + 10 +1(haste)+1(bless) = 28 , hit, dmg d8+5= 10

Tot dmg = 23 on med liz 1.
AC -2 for Alexi due to charge

Alexi (AC: 19/10, HP:36/46) Lobo (AC: 19, HP:37/37)  d8=3 ; d8=5 ; d8=4 ;
Tuesday June 15th, 2010 9:24:35 PM

Gruemor AC20 HP 47/47 Jonathan Subbing

Spells active: Sanctuary Will save DC20 (10+1+4+5bonus item) to negate effects.

http://docs.google.com/View?id=dcsdq88k_10hrsz7h79

Gruemor takes advantage of the downed barricade and Alexi's charge and runs around the pit to where Alexi was, next to Jet.

"Stand still a moment," he says gruffly.

Cast CSW on Jet healing 3d8+5(healer)+1(PrCl healer bonus)= 3+5+4+6= 18 pts of dmg healed

Spells
5 0-level
C Minor W
C Minor W
Resistance
Guidance
Guidance

4 1-level
x Bless
CLW
CLW
x Sanctuary

3 2-level
CMW
CMW
Spiritual Weapon

2 3-level
x CSW
Dispel Magic

Domain
1 1-lvl
CLW

1 2-lvl
CMW

1 3-lvl
x CSW

OOC: 'x' marks a cast spell. If any feels the choices wouldn't fit Gruemor let me know.


Charek AC 25; HP 47/47, hasted blessed  d20+8=26 ;
Tuesday June 15th, 2010 11:50:05 PM

(As there was no response to my question, am I to assume that Charek can see L2 at the edge of the pit? What I do is dependent, so I will go ahead and post Charek's actions and figure out something else if necessary.)

Assuming he can see L2.

Charek swings his rope easily, getting the right angle and lets fly aiming to rope the lizard with the grappling hook or entangle its spiked chain, and is rewarded with a direct hit. AC 26 As soon as he realizes that he has hooked him Charek takes his move action and using all his strength, yanks the lizard into the pit.



Keela  3d4+3=12 ;
Wednesday June 16th, 2010 1:11:28 AM

Keela maneuvers to spot a target, then sends three small globes of light that strike one at a time.

[Cast Magic Missile for a total of 12 damage. Aim at Medium Lizard 3. If he is down, then Medium Lizard 1. If he is down, then Medium Lizard 2. If he is down, then one of the small lizards.]

DM Cayzle - Round 4 and done!  d20+3=15 ;
Wednesday June 16th, 2010 7:18:15 AM

OOC: Medium Lizard 3 tried to run away, per the DM post last round (withdraw action). But Zeph downed him with an AoO as he turned to go.

OOC: Shield spell gives a +4 shield bonus to AC, and shield bonuses are ignored in making touch attacks.

Allied Actions:

Sjurd blasts Small Lizard 2 again. It fails its save and takes the full 9 hp damage.

Jet topples small lizard 4 with two attacks. That's a full attack, so all he has left is a five foot step, regardless of haste.

Hmark shoots medium lizard 2 twice for 13 more damage. It drops.

Zeph's target, Medium Lizard 2, is down. The kindly DM gives him a move and an attack on medium lizard one, applying Zeph's critical 17 damage to it. Having been damaged already, this brutal attack kills it.

Seeing as there is only one lizard standing, Garret moves to it and attacks, hitting for 12 damage. Alexi follows up with a move and another 10 damage. That leaves it reeling.

Charek has the clever idea of using his grapnel as an improvised weapon, but by the time he gets a chance, there are no more enemies in his sight.

In fact, there is just one enemy left, and it takes the full brunt of Keela's missiles, which kill it outright!

Combat is over. All enemies are dead. Well done. Please accept an immediate 100 xp teamwork award, and Charek, Jet, and Zeph each gain a hero point. Your overworked DM will be making xp awards his next big priority. -- even before Kent's PrC proposal, sorry!

By the way, your DM notes that the Uncharted Heroes game page is sadly inadequate, lacking even links to current PCs. Now, I am grateful that the page even exists at all -- thanks to whoever put it up, and I'm guessing it was Buzz, seeing as the only PC listed is Jet, LOL. But I would sure be grateful if more hands worked on it. In fact, there will be rewards to any who work on it if you e-mail me immediately after making an improvement. Thanks!

Speaking of rewards, Jerry has graciously given us a large sack of potions. You will find these in the other room (the one to the right on the latest battle map). We'll leave aside the question of why the enemies did not choose to use them against you! :-)



DM Cayzle - Extra 
Wednesday June 16th, 2010 8:08:04 AM

Oh, and any volunteers to run Sjurd for now? If not, I'll cover him.

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Hasted 
Wednesday June 16th, 2010 10:37:45 AM

ooc: I suppose I can run Sjurd. he is almost as big a jerk as Jet, so it should be easy.

Jet cleans his sword off on the dead nearby and looks over at Garret. "Sorry boss. If they hadn't attacked right away, I wouldn't have charged, but I don't hesitate to attack those that are aggressive first." Jet stands there waiting to receive whatever the halfling monk wants to say.

Bantom just watches the others. His back feet are still but his front hooves prance a bit, wanting in on the fun of smashing and biting lizards.

Jet Stormway (AC:NOW 23/ 22/21/no dex, HP: 27/42 ; Bantom AC:19 HP: 51/51) Hasted 
Wednesday June 16th, 2010 10:39:28 AM

ooc: I can't take credit for the game page. :)

Charek AC 25; HP 47/47, hasted blessed 
Wednesday June 16th, 2010 3:39:08 PM

Charek throws his rope and grapple up and catches the puits lip and climbs out. Using previous posts rolls.

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday June 16th, 2010 3:48:35 PM

Garret looks around at the carnage and replies, "It worked out good this time, so I can't complain. I would have suggested a more measured approach, but the results are good. Now, what were these things guarding? Just the mines?"

Zeph AC25 HP 23/42 (shield, haste, bless)  d20+16=35 ; d20+9=12 ; d20+9=21 ; d20+12=22 ; d20+12=13 ;
Wednesday June 16th, 2010 3:58:22 PM

Zeph lowers his spiked chain after the last Lizard falls and looks around.

He tries his best to put out whatever flames may still be on his clothes and pull the bolts out of his ribcage.

"Man, those guys hurt me pretty bad. Thanks for the heal back there Gruemor, mind if I get another?"

Then Zeph thinks about Garret's quandary about what the Lizards may have been guarding.

"Good question, let's explore a bit shall we? I'll take point and look out for any more traps. Sorry that I didn't spot that spiked pit beforehand Charek... but you know, I was on fire." Zeph says with a chuckle

Zeph searches the room and the lizards for valuables, traps, etc (search =35)
and Zeph will take lead while exploring the rest of the cave. (Listen =12, spot =21 Hide =22. move silent =13... nat 1)

Charek AC 25; HP 47/47, hasted blessed 
Wednesday June 16th, 2010 4:00:17 PM

(OOC: All Current PCs are now added and linked on the Uncharted Woldipedia page and one old PC removed from active and placed on former PCs page.)

Hmark(AC 20, 40/40 hp)  d20+6=26 ; d20+6=26 ;
Wednesday June 16th, 2010 4:32:15 PM

Hmark stows his bow, and looks over the carnage.

"So, they saw us coming down the goat path and tried to barricade themselves in?" he surmises. "Cause, I'm not coming up with any good reason why just a handful of lizards would remain behind, and locked in a cave instead of staying in a house."

The archer will stay put at the mine entrance at first, still worried about unwelcome guests from the town.
[Spot 26, Listen 26 - oh, NOW I roll the 20s]

Sub/Buzz Sjurd AC 19, HP 42/42 
Wednesday June 16th, 2010 5:28:08 PM

Sjurd wiggles his fingers as he blows upon them, as if they were smoking and behind his mask basks in the carnage the others invoked, along with himself. The smell of charred flesh, from his comrades and the damge of his lightning, amuses him to some extent.

ooc: Used DM privilidges to get Sjurds character link in header.

Alexi (AC: 19/10, HP:36/46) Lobo (AC: 19, HP:37/37) 
Wednesday June 16th, 2010 8:04:16 PM

OOC: Jet please add 18pts of healing from Gruemor's CSW spell last round before they all died.

Alexi (AC: 19/10, HP:36/46) Lobo (AC: 19, HP:37/37)  d8=4 ; d8=5 ;
Wednesday June 16th, 2010 8:16:12 PM

Gruemor Jonathan Subbing

"Never seen lizards that like BBQ so much," Gruemor rumbles as the complies to Zeph's request for healing.

Cast Cure Moderate Wounds: 2d8+6 = 4 + 5 + 6 = 15 heal 15pt of dmg from Zeph

Spells
5 0-level
C Minor W
C Minor W
Resistance
Guidance
Guidance

4 1-level
x Bless
CLW
CLW
x Sanctuary

3 2-level
CMW
CMW
Spiritual Weapon

2 3-level
x CSW
Dispel Magic

Domain
1 1-lvl
CLW

1 2-lvl
x CMW

1 3-lvl
x CSW

OOC: 'x' marks a cast spell.

Alexi (AC: 20/11, HP:36/46) Lobo (AC: 19, HP:37/37) 
Wednesday June 16th, 2010 8:29:12 PM

Alexi watches as Keela once again plasters the lizard in front of him. That's twice in a row!

"Way to go Keela! You are specially watching out for me today," he adds with a wink.

He surveys the scene as the others ponder what the lizards were thinking by barricading themselves in the mine.

"Er, too bad we killed them all. One of them might have squealled. Oh well. Let's see if any cowardly one escaped and went further back into the mine unseen."

Alexi picks up the tossed Everburning Torch and cautiously heads further down the mine shaft.

DM Cayzle - Aftermath 
Thursday June 17th, 2010 7:56:51 AM

A quick thorough search finds that you have the whole place to yourselves. Hmark's surmise that they feared you were coming and just tried to defend themselves against you as best they could seems like a reasonable hypothesis.

There is also some healing, in spells and in potions found. Someone want to start a Party Treasure list, maybe on the wiki?

[OOC: I have sent letters to 4 of the 9 players. I'll send the rest tomorrow. In the meantime, assume that if you are close to levelling, like within a few grand, then you have. Go ahead and update your PC sheets. More tomorrow.]

Sub/Buzz Sjurd AC 19, HP 42/42 
Thursday June 17th, 2010 8:59:23 AM

Sjurd stays close to the rear with his companion. Snide comments abound on how the group could have acted more effeciently, as well as the creatures that were killed and how pathetic their attempt at defense was.

He searchs the bodies of the fallen to see if they had valuables.

Jet Stormway (AC: 22/21/no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51) 
Thursday June 17th, 2010 9:01:25 AM

Jet helps to search the bodies before reminding the others, "The dwarves mentioned, there must be a rich vein of mithril unheard of somewhere deep below, for the rat people had weapons of fine quality made from the stuff."

He looks over at Garret, "Should we go exploring the tunnels now, or do you have a better idea?"

Hmark(AC 20, 40/40 hp) 
Thursday June 17th, 2010 10:02:38 AM

Hmark hikes a thumb toward the couple of intact houses that the lizards were clearly using for a barracks (per previous DM post I just now bothered to read more carefully).

"How 'bout we give their quarters a good going over first, and then head down?" he suggests.

Zeph AC25 HP 38/42 (shield, haste, bless) 
Thursday June 17th, 2010 11:34:29 AM

"Thanks for the healing Gruemor." Zeph says gratefully.

"Yeah, searching the barracks could provide useful information." Zeph agrees

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday June 17th, 2010 1:25:44 PM

"Right. Let's get those barracks search over -- perhaps we can find some papers or direction, as some of these things must be able to read, so go easy on the destruction of the place. Then we'll come back and take a deeper look at this mine." He looks around at the mine and continues, "Maybe there's a beast in here and maybe not."

"Hmark, can you keep an eye out around? I'm not expecting anything, but you never know where those flying ships are going to show up."

Charek AC 25; HP 46/47 (4), hasted blessed 
Thursday June 17th, 2010 10:28:56 PM

Now thats a good Idea, Lets go check out those barraks.

Alexi (AC: 20/11, HP:36/46) Lobo (AC: 19, HP:37/37) 
Thursday June 17th, 2010 10:38:17 PM

Alexi is elated at the find of potions and deduces the lizardman strategy.

"These lizardmen knew of Jet, Keela, and I, and how tough we are, but knew the rest of the forces were less trained than us. Thus they figured that this series of barricades would hold against us and any wounded could rush back here and heal themselves. They had that figured right, but they just didn't figure on having triple the number of hardy warriors. Nor did they figure in Jet jumping right in the middle of them and disrupting their formation.

"Excellent tactics, Jet."

While several go off to inspect their lodgings, Alexi picks up the front door and inspects it. He had learned a lot from Pliny about carpentry, and even more so when overseeing the construction of the Archer Towers.

"We need to get this door back in place to make it look like nothing has happened."

Since the hinges came loose from the rock whith the stoneshape spell, he figures it should be an easy thing to put it back the way it was with a little more stoneshaping.

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37)  d8+5=8 ;
Thursday June 17th, 2010 10:50:39 PM

Gruemor Jonathan subbing

Looking around for more wounded comrades, Grumor remembers Alexi being hit some while propping up the door and casts CLW on the cavalryman.

"You going deeper in the mine you'll want to be in top shape," he rumbles.

Cast CLW, d8+5= 8, healing 8hp on Alexi

Spells
5 0-level
C Minor W
C Minor W
Resistance
Guidance
Guidance

4 1-level
x Bless
CLW
CLW
x Sanctuary

3 2-level
CMW
CMW
Spiritual Weapon

2 3-level
x CSW
Dispel Magic

Domain
1 1-lvl
x CLW

1 2-lvl
x CMW

1 3-lvl
x CSW

OOC: 'x' marks a cast spell.



Keela 
Friday June 18th, 2010 12:25:47 AM

"I'm glad we're all right," Keela says, looking around to confirm it. As her companions begin searching for treasure, she says, "would you like me to scan for magic?"

(If necessary, Keela will cast a Detect Magic and concentrate long enough to try to identify any magical auras. Let me know how many Spellcraft rolls I need, if any.)

Jet Stormway (AC: 22/21/no dex, HP: 42/42 ; Bantom AC:19 HP: 51/51)  d20+4=18 ; d20+2=19 ; d20+4=20 ;
Friday June 18th, 2010 3:22:11 AM

Second post

Jet looks curiously at Alexi. In the years he was their leader, never, ever, once, does he remember receiving a complement on his rash and abrasive behavior. He just stares in wonder at what the Fist member is getting at and goes off with the others to search the barracks

Listen: 18
Search: 19
Spot: 20

ooc; Just haven't felt like rolling hit points yet. With my week as it is, I might not roll till next week. Whatever might come, it might be best for now if I don't mess with things and not level up yet.

DM Cayzle - Aftermath and LOOT 
Friday June 18th, 2010 7:34:47 AM


You do find a journal in one of the barracks, along with a scattering of personal possessions and 50 gold in strange coins. And a small book -- a personal journal or log? -- in an unknown language.

Each of the 8 lizards had magic studded leather armor, a magic buckler, and all the bolts are magic -- call it 60 bolts. Also 22 vials of alchemical fire, and 4 masterwork lt crossbows, two mw small spiked chains, two mw bastard swords.

And the potions.

All xp letters are now out.

Sorry for the brevity of this post.

Garret Goodbarrel [AC:26 HP:25/25] 
Friday June 18th, 2010 8:06:57 AM

Garret looks over the pile of loot and things from the barracks. He picks up a coin and looks at it, "Strange coins these. Anyone recognize where they might be from?"

"And here, this book -- I certainly can't read it. Sjurd, does this fit anything you've seen before?"

"Quite a pile of crossbows and other things. Anything here anyone can use?"

Hmark(AC 20, 40/40 hp)  d20+6=18 ;
Friday June 18th, 2010 9:05:16 AM

When Garret asks him to keep a lookout, Hmark responds "Will do", and trots off to take up his position overlooking the small town.
[Spot 18]

The archer snorts at the pile of crossbow bolts.
"Pathetic," he offers, holding one up for inspection. "No sense of style at all."
He tosses the bolt back on the pile with a sigh.

"Well, I'd be happy to take a couple of them alchemical fire things."
A sly glance at Zeph --- "They seem to work pretty good."

Charek AC 25; HP 46/47 (4), hasted blessed  d20+3=12 ;
Friday June 18th, 2010 12:40:18 PM

Taking a quick look at the coins (Appraise metal DC 12) Charek shrugs and mumbles "It's gold." He shows much more interest in the crossbow bolts. "Hmm, anyone else use a crossbow other than me?" Looking at the pile with his weapon smith eye, he continues. "Most of this stuff is pretty good quality. I say we pack the rest of this gear on my mule and lets get moving. we can sort the rest of the stuff out later."

Zeph AC25 HP 38/42 (shield, haste, bless)  d20+5=8 ; d20+5=8 ; d20+5=17 ;
Friday June 18th, 2010 1:00:32 PM

Uncharted Heroes Loot

Here is a spreadsheet of the group loot.

Zeph flinches a bit when Hmark mentions keeping some Alchemist fire and he rubs his hands that are still rather red and raw from the flames. "Yeah, I'll keep five vials for myself if noone minds. They can be useful to sneak attack with from a hiding place. For the studded leather, bucklers, and other weapons, I say we just sell em and distribute the money evenly."

Zeph also asks to look at the Personal journal, he knows Common, Abyssal, Elven, Thieves Cant, Undercommon, Draconic, so he will try to identify it with any of these languages.

He will also look at the strange coins and think about where they could be from.
(Knowledge arcana =8
knowledge Dungeoneering = 8
Knowledge local =17)

bleh on those rolls

(OOC: I would like to note that Zeph has 5 hero points currently... hmmm, what to do with these things?)

DM Cayzle - Extra 
Friday June 18th, 2010 7:02:41 PM


OOC to the loot lister because your DM is so very sweet and kind ... the armors are all +2 or +2 equivalent. You won't know that in character until you get them identified.

The journal is in no known language. And your Know Local rolls will be severely limited in what they tell you until you have gotten to know the local area.

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Friday June 18th, 2010 11:10:13 PM

"I don't mind a couple of those Fire Starters as well," Alexi chimes in.

When the others return with the book and coins, Alexi grins at the puzzlement of the others over where they could be from.

"I'd think it is clear that the language is that of the Lizardmen. They obviously mint their own coins. They live in a flying Mountain City. If you can cast a spell to understand their language, you'll know what is written, eh?"

Alexi agrees that they should sell whatever items they can't use, but where? All that treasure but no where to trade it. Sigh...

Keela 
Sunday June 20th, 2010 4:04:54 PM

Keela idly turns a vial of alchemical fire in her hands. "It's a pity we can't somehow attach some of these to Hmark's arrows," she says.

Looking at the crossbow bolts, she says, "I fire a crossbow--when I've nothing better to do. It seems like a waste to let me use these, though. Does anybody else use a crossbow?"

The journal holds no more information for her than it does for anybody else. "I don't know any spells to help me understand this," she says.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Sunday June 20th, 2010 11:12:48 PM

Jet will ask to look at the book.

First he studies it before casting a spell. he wants to make sure, his divine magic is not wasted on doodles and nonsense, but seeing, their are a combination of similar writings, such as that involved with written language, he casts his Comprehend languages spell and begins to read as fast as he can, beginning from the end first, to find out that which is most recent, and moving forward as far as possible, hopefully to determine what exactly it is they are looking for.

Cast Comprehend Languages and reads the book, from back to front for fourty minutes. (Going up to fourth level priest unless DM Cayzle believes he would cast this spell before his level gain.)

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-+Comprehend Languages, Magic Weapon, Protection from Evil, Detect Evil, (Enlarge)

2-Silence, Resist Energy, Augury, (Bulls Strength)

Sub/Buzz Sjurd AC 19, HP 42/42 
Sunday June 20th, 2010 11:18:40 PM

Sjurd mutilates one of the smaller lizards by cutting off his arm at the elbow and plays with Uli, his trusted companion, allowing the animal to get a fine scent for their chosen enemies as well as a taste for their flesh. While others deal with a book, he plays fetch with his only true friend, throwing the dismembered limb around for Uli to return to him for another toss.

Zeph AC25 HP 38/42 (shield, haste, bless) 
Monday June 21st, 2010 2:28:23 AM

(Buzz: I think you capture the essence of Sjurd in a way only a true kindrid spirit would)

Zeph leaves the book to Keela and Jet after he looks at it with his Laguages and doesn't understand it. "Hmm, Comprehend Languages you say? Would that happen to be an arcane spell as well? I didn't think to buy that from the Catacombs last time I was there. Silly me. What's the point of actually knowing anything when knowing magic gets you there 10 times quicker." he says, cursing his own lack of planning.

When Alexi asks about selling the loot, Zeph replies "No harm in keeping it on a horse until we can pawn it off in the Catacombs right?"

Then Zeph will walk up to Keela, "Good thinking on that Haste spell. It was extremely helpful in the battle. Heck, I may have died trying to jump over that damn pit and into the middle of the fight if I couldn't move faster, it was kinda trippy really. Could you imagine how funny it would have been if I woulda jumped and hit my shin on the corner of the trap and got wipped by the Small Lizards chains while struggling to pull myself up? He says witha chuckle

(Here's one for you Cayzle) Zeph will walk away from the group a bit and tap Garret on the shoulder, "Watch over me a sec will ya? Remember I passed out last time"and Zeph will cast Detect Victim on himself, hoping to get some guidance from Jancassis on where more enemies may be so that the group can continue to mop them up... or perhaps rest safely. "Let me be these people's agent of vengeance." he whispers as he casts the spell.

Zeph will think of what the group should do after a little DIvine intervention casts in an Arcane way.

(Hasted: +1hit, +1AC, +1Reflex, 60move total. Bless: +1hit. +1fear)
Spells:
Level 0: Acid Splash, Read magic, Detect magic, Detect victim
Level 1: Grease, Shocking Grasp

DM Cayzle - Extra 
Monday June 21st, 2010 7:27:45 AM

Guys, we're going to try something different this week: DM Posts in the evenings. We'll see how that goes. Farewell until twilight!

Garret Goodbarrel [AC:26 HP:25/25] 
Monday June 21st, 2010 8:30:24 AM

Garret nods to Zeph and says, "Will do, now don't hurt yourself."

"In the meantime, can we get a look into that mine? We know one tunnel leads to the blockade we found when we were down there. Are there other tunnels? And if we're going to be returning this place to the settlers, we should go ahead and take down that blockade while we're down there. Jet, Keela, Alexi, can you three check out our options in the mines while Zeph here does his thing? Sjurd and Hmark can keep watch for the flying cities."

"Charek, Gruemor, can you provide any additional insight on these tunnels, mines, or potential creatures that might live in them around here?"

Sub/Buzz Sjurd AC 19, HP 42/42  d20+13=28 d20+13=14
Monday June 21st, 2010 8:52:39 AM

Sjurd continues to watch for flying objects, but perhaps his companion distracts him to much.

Listen: 28
Spot: 14

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51)  d20+4=15 d20+2=18 d20+4=21
Monday June 21st, 2010 8:53:26 AM

As soon as Jet is done reading the book with his spell, he will move toward the mine, searching for other places the enemy might be hiding. He then will begin to disassemble the blockage of oil soaked wood the piled up to get to the deeper tunnels and the fresh water source.

Bantom walks up to Garret and then down at the diminutive monk. He snorts a little bit, reminding the leader of the group, that he is a powerful force of nature himself. He is much larger then the normal heavy warhorse, being now a magical and awakened creature. If he is not considered an important part of this party, he might just begin to cause some mischief. to alieve some boredom.

Listen: 15
Search: 18
Spot: 21

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-+Comprehend Languages, Magic Weapon, Protection from Evil, Detect Evil, (Enlarge)

2-Silence, Resist Energy, Augury, (Bulls Strength)

Garret Goodbarrel [AC:26 HP:25/25] 
Monday June 21st, 2010 2:20:15 PM

Garret smiles at Bantom, bows slightly, and says, "And as for you, I didn't think you'd like being underground in such a place as these mines. For someone as powerful as yourself, I'd think being underground would be a disservice."

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Monday June 21st, 2010 2:22:15 PM

OOC: Yeah, put Sjurd, Jet and Anrete together and that'd send chills up anyone's spine. :)
Ah Anrete, we miss you, and your cooking...

Alexi sets the door back upright. "As soon as we can get this door back in it's proper position, we can move our stuff inside. There's rooms in here, a kitchen, and even a forge. The dwarves lived in this first part of the mine. They didn't feel comfortable out under the stars."

Alexi is ready to investigate the mine up to the barricade leading to the inner caves.

OOC: working on updating CS for new level.

Charek AC 25; HP 46/47 (4), hasted blessed  d20+3=10 ; d20+1=11 ;
Monday June 21st, 2010 4:27:35 PM

Turning to Garrett as he is asked the question, Charek shrugs. Well, if you mean specific to these, mines and tunnels, then probably not. If you want generalizations suppositions, possibilities and educated guesses then perhaps. He thinks for a moment and then shakes his head, But most of all what I can give you guesses.

Knowledge rolls (LOL) DCs 10, & 11

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Monday June 21st, 2010 9:25:30 PM

"Specifics?" Alexi smirks. "Aye, we can give some specifics. There are some pretty strong Ratmen that live down there. And some humanoid creatures that live in the waters that can be pretty nasty. And of course, the bats."

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Monday June 21st, 2010 11:44:01 PM

ooc: HI all. I will be leaving for an out of town trip next week. I hate to leave you all hanging again.

I will try to find a replacement in the LnB, but could someone take over Sjurd for me?

Thanks.

Zeph AC25 HP 38/42 (shield, haste, bless) 
Tuesday June 22nd, 2010 12:10:56 AM

Yeah, I will take of Sjurd. Who will take over you, Jet?

DM Cayzle - Loot, Leads, and a Ledger 
Tuesday June 22nd, 2010 12:38:24 AM

Garret looks over the loot and wonders what to make of it. He also urges a look around the mine, but Jet, Alexi, and Keela can say, after a quick look around, that aside from the pit and putting back up the door, the lizards have not bothered the mine or chambers carved out of rock by the dwarves of Bryn Baraz in a more peaceful day.

Hmark keeps alert but sees nothing worth noting ... yet. How long are you taking with all this, then, anyway?

Hmark puts himself down for some alchemical fire.

Charek looks at the coins and says they might fetch 50 gold back in The Float or Plateau City -- maybe more to a collector.

Charek suggests stowing the loot and getting going. But where?

The dwarf also sees no new construction in the mine.

Zeph looks over the loot but fails to shed any extra light on it. [OOC: You're not serious about what to do with your hero points, are you?]

Zeph also compliments Keela wisely on her very key casting of a Haste. He seeks divine guidance, but his spell fails to provide him with any information at the present. [OOC: Sorry, at the moment you are in the clear.]

Alexi claims some alchemical fire too. He makes the clever leap to an assumption that the coins, book, and language are lizard-folk in origination. In fact, he notes characters in the same alphabet in both the book and on the coins.

Alexi suggests taking a page from the Lizards' own playbook and fortifying the mine.

Alexi adds that beyond the mine dug by the dwarves there is a network of natural caves, the ones in which the Ratmen were found.

Keela can use a crossbow and bolts. Surely, a masterwork light crossbow would serve her well, and since there are four of them, why not? As for the magic arrows ... well, that is for you all to decide.

Jet sits down with the book and gives it a magical read. He finds it is a religious history. In fact, the essence of what he reads is a trove of information. Your kindly DM will post a series of extracts from the work in a subsequent post.

Sjurd ... well ... Sjurd ... Okay, your formerly kindly DM will pass without specific comment on the actions posted for Sjurd. He will pause to note that all PCs in the Wold are expected to play a solidly Good alignment, and that the use of cruelty, debasement, and the like, whether in the so-called service and name of Good or not, tends to make the game less fun, and is certainly contrary to the spirit of heroism that Jerry prefers for all Woldians.

That said, LOL.

But what is next? Hole up in the mine? Take off for parts unknown ... presumably safer parts? Is it all over? Or will a squadron of flying lizards show up in ten minutes? Maybe this book will help ...

DM Cayzle - Excerpts from the Book of Al Mathir 
Tuesday June 22nd, 2010 12:51:51 AM

The book is not a personal journal at all, but a hand-copied history of the flying mountain-city of Al Mathir and the gods who are honored there. In tone, it is self-righteous and confident, convinced that there is no civilization higher, no arts more noble, no power greater, than that contained in Al Mathir. This is the story of a Chosen People, who have grown greater with the passing ages, and who will one day again rule a great empire.

Here are some extracts from the work:

==========

And lo, after betrayal upon betrayal, the three greatest reptilian heroes gathered the battered remnants of their people at the western-most city of their lands, the gleaming capital, Al Mathir. A great seige ensued. Facing extinction at the hands of their enemies, they called upon their god, Karkas, to save them one last time. In that moment the new Al Mathir was born, the Jewel of the Sky.

The reptile god, Karkas, combined all of his will with that of his people and his three heroes, Hhuk, Kssartis and the Forgotten One. Using magics of incomprehensible power they tore the entire city from the land and launched it into the skies, an impossibly huge mountain of rock floating up over the heads of their astonished foes and out over the Cruesa Sea. But there was a heavy price to be paid.

Behind the fleeing city was left a gigantic crater, and at its base lay the calcified body of the reptile god.

==========

From out of the clouds it descends. The villagers, hundreds of feet below, are suddenly engulfed in shadow. They look up to the heavens in a mixture of horror and awe. The mountain in the sky is titanic, a seemingly endless crag of rock floating impossibly above their stupefied heads.

And then they realise there is more, more than they can possibly absorb in that brief moment. There are tiny dwellings carved into the sides of the rock! An enormous complex of wooden buildings, platforms, cranes, pulleys and ramps seems to entirely circumvent the inverted mountain about its middle. And above that what looks like a city, but a city unlike any they have ever seen! Gleaming spires, hundreds of fluttering flags, countless buildings, astonishing in their exotic beauty. Can such a thing truly exist?

==========

The exalted-by-right-of-heritage Karkasan race are born into the priesthood, the most exclusive caste. They worship one of three powers. Worship of any other is an act of blasphemy, and punishable by death. The Powers will occasionally appear to their followers when summoned: Hhuk, the Obsidian Overlord. Kssartis the Serpent King, an immense, endlessly coiling snake. And the unspeakable Lake of Eyes.

==========

Many voices join in the supplication, part song part primal chant. The sibilant voices of a hundred witches join in praise of their chaotic master, slave and lover, the Forgotten One, the Mad Lord the Lake of Eyes.

The High Coven, made up of twenty Karkasan witches, the most powerful of the age, stand around the edge of the black subterranean lake, their faces hidden in the shadows of their cowls. Then, as if at some hidden signal, they step forward as one, into the waters of the Lake.

Except that these are no waters. No ripple stirs its black surface as the cowled reptiles wade forward. An eyeball, perhaps a foot in diameter, breaks the surface soundlessly near the lake's centre, then vanishes into the impenetrable depths once more. Smaller ones are briefly visible all about.

Onwards stride the witches of the Lake of Eyes. From the darkness of the great cavern the song of supplication reaches a crescendo. Then, as the heads of the twenty disappear beneath the surface, the song abruptly ends.

Now true communion begins, but that mystery remains a mystery. These are experiences that none but we of the High Coven will ever know. To the lesser witches of the Lake this is the final mystery, the greatest gift. To the ignorant masses even this ceremony is unknown, the daily flight of the city through the clouds simply taken for granted. Our honour, our sacrifice will remain forever private.

==========

There is more, maybe, to be gleaned, but your kindly DM is very tired.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Tuesday June 22nd, 2010 10:43:25 AM

Jet looks up at the others, remembering the black lake that the book speaks of, or is incredibly similar to..."Uhh, guys, I think we need to head back to where the children of the Ahote were found. It sounds very much like what is in this book, but I will read more to confirm..."

Jet goes back to the book...

Sub/Buzz Sjurd AC 19, HP 42/42 
Tuesday June 22nd, 2010 11:21:43 AM

OOC: Devils advocate for Sjurd... Highlight to display spoiler: { Less fun for whom DM? I agree that there should be an obviously good aura around the characters, but where was this speech when Sjurd was scaring little children or sticking the guts of an innocent animal in the hands of our leader? You waited until a hated enemy was slightly dismembered?

For Sjurds sake, I would say in this regard, there was no cruelty, the creature was dead. As well as the training of an animal meant for war does involve a debasement in all cases, because they are lesser creatures than intelligent beings like characters. That is the only way to train an animal. Even drug and bomb dogs have to have access to the product for which they are searching and that often involves similar tactics, the animal being rewarded for doing a good job.

As for the player that caused this distraction, I apologize. So much for posting thier heads on the city walls as a reminder they messed with the wrong settlement?

:)
}

"Dat's enouvh Vuli, we must vatch now for more of dees tings."

DM Cayzle - LOL and private to Buzz 
Tuesday June 22nd, 2010 12:36:18 PM

Highlight to display spoiler: { "Where was this speech when Sjurd was scaring little children or sticking the guts of an innocent animal in the hands of our leader?" LOL! It was in a private e-mail message I sent to Tanner! Anyway, no harm done. I think we are all on the same page.}

Zeph AC25 HP 38/42 (shield, haste, bless) 
Tuesday June 22nd, 2010 1:32:56 PM

When Zeph's spell fails and then Jet reads from the text about the gods that the lizards worship, Zeph exclaims "Oh c'mon Jancassis. There are gods that these lizards are following, and I cast a spell to get some guidance, you could have at least told me whether you like these Lizard gods or not. They sound pretty creepy, but who am I to judge? If they have a divine mandate, then it would be nice if I had the same." Zeph says in a really reallly whiny voice.

(OOC: hehehe, that was fun. Zeph has a long way to go to become an agent of Vengeance, but he will get there eventually)

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Tuesday June 22nd, 2010 10:35:12 PM

OOC: aw man! Alexi was going to skin one and make some lizard leather boots! Dang! Shukky-darn!

Sigh...

IC: "Jet, really think so? That lake back there in the badland caves? Sounds more like to me this 'lake' thing is in the center of their floating city. Like a Religious Nexus that keeps it floating. I'd like to sneak in there and drain it all out, but since we were going to explore these caves before the lizardmen got here, we might as well finish the job, eh?

When Bryn Baraz is reborn, we'll have a full report on these caves and perhaps a treaty with the Ratmen. Surely they can benefit with trade from us 'surface' dwellers. Wood for one thing."

Keela 
Wednesday June 23rd, 2010 12:37:59 AM

For now, Keela takes the crossbow and bolts, although she will certainly give them up if anyone asks her to.

"It is possible that this is part of what the Ahote foresaw," she says in reply to Jet. "We really should check with them at some point, once we're sure we won't be leading lizard-warriors straight to them."

DM Cayzle - What comes next? Maybe Katarina knows! 
Wednesday June 23rd, 2010 2:00:59 AM


A little while later, Charek receives a magical communication from his contact back in Plateau City. It is the dwarf mage, Katarina Chotraksi, of the Star Mages. She is either in the employ of the mining consortium that founded Byrn Baraz, or she may own a stake -- you do not know. But she does have access to scrying magic, and she has cast a Message Spell through it to talk with you. Some she speaks to directly, through the spell, the others get a report and can relay messages.

She tells you that all the mithril and the refugees are safe in Plateau City. The quality of the ore is incredible. Just based on what has been brought back, the expedition is already showing a profit.

She wants you all to continue to work for the Company, on a freelance basis. All prior commitments are considered fulfilled, given the circumstances. However, if you do work with the Company, there will be certain perks.

For one thing, the teleportation of materiel can be arranged. If you send a list of what you've got, you can even arrange for some trades with the Catacombs, at one step removed. Other needs can be provided.

Your first mission is to find out more about the lizard folk, without engaging directly. What do they want? Where are they from? Are they moving in or just passing through? What are their intentions toward the mine?

She advises you to find a hidey hole and scout out from there, or else stay on the move. Trying to hold the mine yields nothing for now and may be very dangerous.

If you want to arrange a transfer, give her a wish list of what you want, and what you can send through to pay for it.

What is your response to her ideas?

BTW to anyone who speaks dwarvish: Highlight to display spoiler: {She asks how the group is holding together, and if she can do anything to help.}

Charek AC 25; HP 46/47 (4), hasted blessed 
Wednesday June 23rd, 2010 7:46:12 AM

After the discussion about the book and what's next, Charek goes quiet and still as if listening to something and suddenly begins speaking in Dwarvish.

Ok Katarina, Let me relay all of that and see what the mood is. We just took out a small pocket of lizard folk they left behind.

As for the last, things were/are a bit tense, but may be settling. We shall see. For now I think we are ok. Only time will tell.

Can you hold on for a moment while I pass on your missive and get a response?

Ok all katarina just contacted me. (She is one of the Mine's stakeholders that hired/ helped Grumore and me get out here.

She says that all the mithril and the refugees are safe in Plateau City. And that the quality of the ore is incredible. Also based on what was sent brought back, the expedition is already showing a profit.

She wants to know that the Company wants us all to continue to work for them, on a freelance basis. All prior commitments are considered fulfilled, given the circumstances. However, if you do work with the Company, there will be certain perks.

For one thing, the teleportation of materiel can be arranged. If you send a list of what we've got, you can even arrange for some trades with the Catacombs, at one step removed. Other needs can be provided.

If we decide to stay emplayed, so to speak, Our first mission is to find out more about the lizard folk, without engaging directly. What do they want? Where are they from? Are they moving in or just passing through? What are their intentions toward the mine?

She also suggested that we find a hidey hole and scout out from there, or else stay on the move. We are NOT to try to hold the mine. As that yields nothing for now and may be very dangerous.

If we want to arrange a transfer, give her a wish list of what we want, and what we can send through to pay for it.

Charek doesn't include the comment about the group dynamics in his relayed material.

Sub/Buzz Sjurd AC 19, HP 42/42 
Wednesday June 23rd, 2010 10:22:39 AM

Sjurd perks up a bit when the magical transmissions come in. He simply says, "Ve should also send back the remains of a small and a medium lizard. priests with more power then us can question their spirits and get more from them then us."

He pets Uli's head as the canine stays obediently by his side.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Wednesday June 23rd, 2010 10:25:57 AM

Send them back this book. Maybe, if there is more into the words of these people that I haven't read, they will find it where I can not."

I also want a falchion. Whatever my take of the current loot should cover a decent one found in the Catacombs.

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday June 23rd, 2010 12:23:15 PM

Garret thinks for a moment and gazes about the mines thoughtfully.

"We can stay here and wait for the massive lizardman army to return -- maybe -- explore the mines, or check with the Ahote. I'm afraid if we stay in the mines, we'll just find more trouble and perhaps get trapped down here again. My thoughts are that perhaps we should set up a location close by where we can see and observe this city, and perhaps launch another attack if needed, then continue on to the Ahote to see if they can shed any more light on this matter. Other ideas?"

Zeph AC25 HP 38/42 (shield, haste, bless) 
Wednesday June 23rd, 2010 3:05:50 PM

Uncharted Loot

Zeph writes out the loot list and distribution on a sheet of parchment:

This is how it works: I added up the sell price of all the loot, which is 43,398. Then that divided by 9 people is 4,822 each. Then you just subtract how much each item you claimed cost from your share. So, for example, Keela claimed 2551.5 worth of items, so she gets 2270.5gp in gold. The crossbow bolts are worth 2400, but you get them at 90% discount from us since we sell it at that price, so you bought them at 2160.

Here is what you need to add to your character sheet after we send the items back to Plateau City:

Zeph: 5 Alchemist fire and 4732gp
Hmark: 5 Alchemist fire and 4732gp
Garret: 4822gp
Sjurd: 4822gp
Jet: 4822gp
Alexi: 5 Alchemist fire and 4732gp
Keela: 5 Alchemist fire, 1 Mwk Lt Crossbow, 60 +1bolts, 2270.5gp
Charek: 2 Alchemist fire, 4786gp
Gruemor: 4822gp

And if we trade equipment, for example if Keela wants to give some Alchemist fire to someone else, then we sell it to each other at 90%.

Everything you buy is between Cayzle and you. Zeph's list of requests will be coming soon.

Group Items
Potion Sack:
7 serious healing potions
1 potion of enlarge person
1 potion of levitate
1 potion of gaseous form
1 potion of invisibility
1 potion of spider climb



Zeph AC25 HP 38/42 (shield, haste, bless) 
Wednesday June 23rd, 2010 7:36:18 PM

(OOC: Zeph had about 4400 gold left over from the last adventure that he never spent, so I have like 9k. So, I am considering a few things that could help out the group I could buy, tell me if you guys have any suggestions. I have no clue what we will come accross in our journey:

Scarab, Golembane (A golem would ruin us right about now I think)- 2500gp
Chime of Opening - 3000
Figurine of Wonderous Power, SIlver Raven (For transmitting messages) - 3800gp
Bottle of Air (you never know when they may try to drown us) - 7250gp
Restorative ointment (Diseases and Poisons?) - 4000
Rope of Climbing - 3000gp
Circlet of Blasting, minor (for fun really)- 6000
Hand of the Mage (pickpocket anyone?)- 900gp
Eversmoking Bottle (quick getaways) - 5000gp
Hat of DIsguise (Infiltrate the LIzards?) - 1800gp
Immovable Rod (think of all the uses, door jam, climbing tool, fishing pole, zone indicator) - 3000gp

Any suggestions? Or should I just buy a Cloak of Resistance +3... or an Amulet of Nat Armor +2. Both would be a good defensive choice, but I don't want to be selfish with my gold.

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Wednesday June 23rd, 2010 10:43:35 PM

"Hmmm..." Alexi says. "Looks like I can take my name off the Unemployment List. We're back in business!"

OOC: Cash, out here, is useless. The Ahote use the barter system (they are tribal), although they can melt the gold down to remake into jewelry I suppose.
Zeph make sure you choose something that will benefit you first, then think of the party. Your PC needs come first.

IC: "Access to the Catacombs has been very sporadic and unpredictable. We should get our Wish List in now and get as much as you can, 'cause there's no telling when we will get the chance again."

Alexi then adds, "With our new orders, I do think it best find our Ahote friends next. Let them know what we know about this race of Lizard people. Then we can spy out one of those floating things and follow it. Perhaps even take one down."

Keela 
Wednesday June 23rd, 2010 11:17:01 PM

"I want scrolls," Keela sighs. "There are spells I really ought to have in my spellbook, but don't. Comprehend Language comes to mind. Also Knock."

"And I agree with Alexi," she adds. "If we are to scout these lizardfolk, the Ahote will be of tremendous help to us. We should speak with them."

Zeph AC25 HP 38/42 (shield, haste, bless) 
Wednesday June 23rd, 2010 11:58:51 PM

Another option would be if someone could loan me 3,000 then I could get the Boots of Speed... that is what I really want.

Cayzle: do you want us to handle the transactions here with you or actually go to the catacombs and post there?

IN Character finally: "Keela, if I help pay for half of the scrolls, could I copy them from your spellbook into mine? That way we get two uses for the price of one. If so, I suggest we get Spider Climb, Protection from arrows, Resist Energy, See Invisibility, Invisibility, Blur, and Blindness/Deafness... and maybe Detect Thoughts. Clairaudience/Clairvoyance can help us collect information VERY quickly."

DM Cayzle - So? Free Lances? Or Not? 
Thursday June 24th, 2010 12:43:42 AM

I need a consensus answer. What do you tell Katarina about her offer to employ you and supply you with items you need, in exchange for doing jobs for her, on a per job basis.? The first job is to keep low and actually find out something useful about these lizard folks.

Zeph is planning as if the free lance deal is signed and dealed. Keela to seems interested in agreeing to the deal seeing as she needs some scrolls.

Alexi, on the other hand, either does not understand or does not want the job or its perks. He is still in "behind the beyond, millions of miles from home" mode.

Garret considers many approaches, but does not express a preference as to accepting Katarina's deal.

Jet and Sjurd seem willing to give them info, such as a corpse and the book. Does that mean they accept employ as free lances?

Charek faithfully relays messages, but has yet to weigh in on the deal.

DM Cayzle - Extra 
Thursday June 24th, 2010 12:45:12 AM

I'm going on a short vacation Thurs and Fri ... should be no problem, but just FYI.

Zeph AC25 HP 38/42 (shield, haste, bless) 
Thursday June 24th, 2010 12:57:44 AM

Oh. I thought we kind of took it for granted that we accepted the deal. What other option do we really have at this point?

Zeph says, "Yeah. Deal is fine, freelance work is better than working for free, eh? That was a joke. Here are the items that we need to send back and sell at the catacombs." And Zeph will hand the list to Charek, our designated conduit.

Hmark 
Thursday June 24th, 2010 5:30:20 PM

"I'm for taking 'em up on it," Hmark chimes in. "Can't think of anything I desperately want right now, so I'll just take the 5 Alchemist fire and the share of gold."

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Thursday June 24th, 2010 5:39:08 PM

Jet has concerns about the new contract.

"What is in it for us really? All I have heard is they will be our Catacombs liason and we still have to follow orders. At least when I signed onto this outit, I was paid cold hard cash to do as I was told. Personally, I think we should collapse the mine entirely, burn the rest of these buildings down to the ground and join the Ahote until we kill every two legged lizard we find. We can warn civilization of thier conquering ambitions and then follow our own. We are not going to get experience from watching the enemy do whatever they want to."

Sub/Buzz Sjurd AC 19, HP 42/42 
Thursday June 24th, 2010 5:40:41 PM

ooc: I have no idea what Sjurds opinion is on this debate, so...

Sjurd continues to keep watch while others discuss their situation.

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Thursday June 24th, 2010 9:32:16 PM

OOC: i guess you misunderstood Alexi. He is elated that a job offer has been extended and he accepts them employment.

IC: "I think her offer is generous. I toss my vote on accepting this offer as free-lance explorers."

Keela 
Thursday June 24th, 2010 10:28:19 PM

"I'd like to re-join my family," Keela says wistfully.

Then she realizes that it isn't true. Oh, she misses them, especially the little ones. But in her family, she is the daydreamer, the misfit, the one who can't do anything right.

Here, on the other hand, she is part of a team. Not a very effective part, she'd be the first to admit. But she's getting better. To go back, to diminish.....

No. Much as she loves them, she can't go back to her family just yet.

"But that will have to wait," she says. "There's things to do here, first. I'd like to accept the offer.

"That's a good idea, Zeph; we should share the scrolls. We should also try to copy spells out of each other's spellbooks, if we ever get the chance."

She pulls out the bundle of magic crossbow bolts. "We might as well sell these," she says.

DM Cayzle - Bargaining and Acceptance 
Friday June 25th, 2010 7:06:31 AM


Katrina can respond to messages spoken or relayed given the duration of the Message spell she has cast through her scrying device to reach you. And she seems pleased that just about everyone is in agreement ... and she is amused by Jet's response.

"Oh, well," she chuckles, "I see one of you at least has a head for business. How's this: I'll throw in a scroll of Raise Dead and a stipend of 1,000 gp per month total to the entire group, with a 5,000 bonus if you find out what the lizards' intentions are with regard to the mine. Fair?"

[OOC: Sorry that DM posting has been shoddy this week. Next week we'll go back to morning updates. If I get enough people posting today I may give a DM Post tonight to give us 5 for the week.]

Sub/Buzz Sjurd AC 19, HP 42/42 
Friday June 25th, 2010 8:26:32 AM

Sjurd bows his head toward the fighter priest at the thought of having a job that pays.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Friday June 25th, 2010 8:31:06 AM

Jet harrumps a bit then nods his head in acceptance at the thought of more cash. "At least some of us knows how to negotiate." He says out loud so everyone can hear it clearly. He looks over at Garret and replies to the mental communication Add my initial share of cash to the Falchion you send me.

Garret Goodbarrel [AC:26 HP:25/25] 
Friday June 25th, 2010 9:53:25 AM

Garret nods and smiles at Jet and says out loud, "Well then, its settled. We've got a job to do now, to find out what the lizards are planning to do with the mine."

"We know now that the quality of minerals from the mine is quite good. Certainly its possible they just want the mine for the gold they can raise by selling the materials. But that may not be all. There may be something down there they're interested in as well. Or they could just want the minerals themselves, I suppose."

"Let us head back to the Ahote people to see if we can share any information. Who among you has visited with them, and would be received well, do you think?"

"Oh, and before we leave, we do need to set up a post in case the lizards make it back here before we do."

Zeph AC25 HP 38/42 (shield, haste, bless) 
Friday June 25th, 2010 10:41:41 AM

Zeph pats Jet on the shoulder and says, "Good job on that one mate. I was so wrapped up in selling our gear I didn't think of what we should get paid for the job. Think we should ask for more though? I mean, who else could they possibly send here to do this job? Not much more, but a free Hat of Disguise for everyone would be appropriate considering the job." Zeph says with a wink.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Friday June 25th, 2010 11:31:23 AM

Jet looks down at the hand patting him from Zeph and simply says, "Best not to push ones luck."

It is hard to tell if he is talking about the additional magical item or if it is in reference to touching the uncivil and opinionated human.

Back to Garret..

"I'm not sure what you are saying, are you wanting to split up the group? I strongly disagree with that idea. I think we should either set up a post and wait for their return or go look for the Ahote. You have to understand, this country is very large. It might be two weeks by fast horse before we find them, depending on where they have gone to." Hesighs a moment before continuing, "That is if we can find them. They are masters of the plains and can likely hide in plain sight. Even finding their trail will be like hunting shadows in the dark. Our best bet is for them to find us, if they need us. When that happens, we will be their friends still."

Jet pulls out the token a few of them have, a small bag with unknown objects, that shows all Ahote, they will be welcome in each others company. Jet has never been curious to know what was in it, happy to let it be what it is.

Zeph AC25 HP 38/42 (shield, haste, bless) 
Friday June 25th, 2010 3:18:38 PM

Zeph takes his hand off Jet's shoulder and looks a little offended.

"I think that what Garret was suggesting is that we all go try to search for the Ahote, but also secure the mine and village by locking the doors etc... and maybe setting some traps."

Then Zeph pulls out his list of items and money and transmits it to Katrina: "Uhm. Miss Katrina. Here is the list of items we want to sell to the catacombs. It's basically a lot of magical armor, some crossbows and bolts and a random assortment of other weapons found on the lizards. Please teleport these things back at your convenience and we will also make purchases from the catacombs. Personally, I would like an Amulet of Natural Armor +2 and an assortment of Level 2 spell scrolls: Spider Climb, Protection from arrows, Resist Energy, See Invisibility, Invisibility, Blur, and Blindness/Deafness... and Detect Thoughts. But if we could get the scrolls for free, since you are in the Star Mage tower, that would be a great help to our efforts."

(Zeph will be able to cast level 2 spells next level so he's planning ahead... we may not be able to get to the catacombs when he levels up next)

What to add to your character sheets:

Zeph: 5 Alchemist fire and 4732gp
Hmark: 5 Alchemist fire and 4732gp
Garret: 4822gp
Sjurd: 4822gp
Jet: 4822gp
Alexi: 5 Alchemist fire and 4732gp
Keela: 5 Alchemist fire, 1 Mwk Lt Crossbow, 4430.5gp
Charek: 2 Alchemist fire, 4786gp
Gruemor: 4822gp

Hmark  d20+6=8 ;
Friday June 25th, 2010 4:40:09 PM

Having not seen any of these Ahote, Hmark finds himself unable to add anything to the conversation. The young man scratches at his goatee for a moment.

"Just gimmee a holler when you're ready to leave," he notes. "I'll go back and keep an eye out."
Hmark jogs back to his overwatch position, and carefully scans the area, trying to take note of anything out of place since his last check.

{Take 20? otherwise he gets a really bad itch in the middle of his back and spends an inordinate amount of time locating a switch long enough to get to it....ahhhhhh [spot 8]}

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Friday June 25th, 2010 10:03:17 PM

OOC: should i put together a wish list for Gruemor or should I wait until he returns in person and Back-Posts his requests?

I don't know how long that will be and hate to go many battles without some goodies like everyone else.

Jonathan

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Friday June 25th, 2010 11:02:41 PM

Alexi puts in his wish list:

Mithril Heavy Shield +1 = 2,020 gp
Handaxe +1 = 2,306 gp
Potion CLW x2 = 100 gp

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Friday June 25th, 2010 11:09:23 PM

OOC: just rolled new hpts for Alexi on the L&B. Got a 12! MAX!

I feel an omen telling me I'll need every single one...

DM Cayzle - Extra 
Saturday June 26th, 2010 8:08:10 AM

Sorry guys, no DM post until Monday AM. Turns out that you have to hang out with all these people when you are at a family reunion, not just do gaming. Who'da thunk?!?

Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Sunday June 27th, 2010 2:45:19 PM

OOC: you mean they aren't into D&D like you are? shame, shame, sigh...

no problem. updated CS anyway. Trying to decide which new feat to take.

Jonathan/Alexi

Keela 
Monday June 28th, 2010 12:43:37 AM

Keela requests scrolls of the following spells:

Comprehend Languages
Identify
Knock
False Life

DM Cayzle - The Courier 
Monday June 28th, 2010 7:52:08 AM

Messages are relayed to Katrina.

Jet wants a falchion.

Zeph, a free hat of disguise for everyone. Zeph also asks for an Amulet of Natural Armor +2 and an assortment of Level 2 spell scrolls: Spider Climb, Protection from arrows, Resist Energy, See Invisibility, Invisibility, Blur, and Blindness/Deafness... and Detect Thoughts. He tallies the things to be sold.

Alexi wants a Mithril Heavy Shield +1, a Handaxe +1, and two CLW potions.

Keela wants some scrolls as well: Comprehend Languages, Identify, Knock, False Life.

Anyone else? Please say so soon.

The party has a discussion on what to do next. Seeking out the Ahote seems like a priority. Is everyone agreed? What to you do here at Bryn Baraz before you leave? How will you try to seek them? Which direction will you go?

After an hour, a POP sound announces the teleportational arrival of a courier. It is a small ball of light, an "archon" or lesser angelic spirit. It can touch and teleport up to 50 pounds in one trip, and can make many trips.

Greetings, noble heroes, it says. I am here to help you move your gear. The creature will begin shuttling anything you seek to sell, and start bringing back your purchases.

OOC: Sjurd and Gruemor can retroactively get what they want, no problem. I'll handle it in e-mail. Also, Zeph, please e-mail me the details of the transaction as if it were a Catacombs receipt, please, or as close as you can come.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Monday June 28th, 2010 10:17:13 AM

Jet hands the archon his greatsword, adding another 50 gp's to the value of his Falchion.

ooc: To my friends and fellow players, this Falchion is going to appear more powerful then normal because I have requested this as my Legacy item for having a DM position. I didn't want there to be concern if it was seen on the sheet to be different then what might be available in the Catacombs.

Zeph AC25 HP 38/42 (shield, haste, bless)  d20+7=25
Monday June 28th, 2010 10:52:31 AM

(OOC: Email sent. I also tallied Keela and myself's scrolls together in the email if that's ok.)

Zeph smiles at the archon as he brings it the parchment of items and their sell values: Loot table

Then he also brings the items to the archon.

"Here, teleport this stuff back. And take this Mithril shirt +1 and have them upgrade it to +3 for me. We would also like the scrolls that I put on the list." And Zeph takes off his tunic, which is over his Mithril Shirt, and then removes that and puts it on the pile of items.

Then, Zeph is standing there naked from the belt up, he turns to the group and says, "I vote we find the Ahote. We have been putting this off for too long."

Zeph will also spend his free time of the day copying Scorching Ray from Keela's spellbook into his own (Spellcraft check =25, success)

(OOC: Do you think that Charek and Gruemor are coming back?)

What to add to your character sheets from selling:

Zeph: 5 Alchemist fire and 4732gp
Hmark: 5 Alchemist fire and 4732gp
Garret: 4822gp
Sjurd: 4822gp
Jet: 4822gp
Alexi: 5 Alchemist fire and 4732gp
Keela: 5 Alchemist fire, 1 Mwk Lt Crossbow, 4430.5gp
Charek: 2 Alchemist fire, 4786gp
Gruemor: 4822gp


Alexi (AC: 20/11, HP:44/46) Lobo (AC: 19, HP:37/37) 
Monday June 28th, 2010 2:31:31 PM

OOC: I can't see the loot list, but i'm assuming these are not included and are still with the party, right?

Group Items
Potion Sack:
7 serious healing potions
1 potion of enlarge person
1 potion of levitate
1 potion of gaseous form
1 potion of invisibility
1 potion of spider climb


Zeph AC25 HP 38/42 (shield, haste, bless) 
Monday June 28th, 2010 2:58:50 PM

Yes, those are still in the group loot and will not be sold. You never know what emergency might come up and one of these potions could save us all.

Hmark 
Monday June 28th, 2010 4:50:34 PM

Hmark watches the Archon pass out the goodies, somewhat jealous now that he didn't have an angel show up, call him a noble hero, and give him stuff.

'Course, he didn't ask for anything, and he takes some comfort in the jingling in his pockets (or backpack or whereever).

Once the loot is distributed, the archer comes down from his watch.

"So, we're off to the Ahote," he states, clapping his hands together and rubbing them in a "time to get down to business". Hmark keeps on rubbing as he looks around at his companions.
"Yes sir, off we go......."
More watching.
and more.

"So, anyone know where they are?"


Sjurd and Gruemor (honorable exits post by Cayzle) 
Monday June 28th, 2010 9:22:54 PM

[OOC: Sorry to say that sad news about a death in the family will keep Tanner away from us for a little while. I'm hoping he will return soon.

And in the absence of any word from Brian, I'm taking this opportunity to bow his PC out as well. He too will be welcome whenever he can get back to us.]


Sjurd listens to the discussion about splitting up the party. "Vell, maybe there is a point to it," he says. "Someone needs to vatch this place. I can do so hidden as any common beast."

Gruemor also steps up. "Someone has to watch with a dwarvish eye to see what the lizards do here. Sjurd can keep us hidden with his druid art."

These two are set in their determination to stay here and keep alert. They will be hidden but watchful.

"Ve vill rejoin you if ve can," says Sjurd, gently brushing a butterfly off his shoulder.

Charek AC 25; HP 46/47 (4), hasted blessed 
Monday June 28th, 2010 9:43:10 PM

Charek says his goodbyes to Gruemor and checka the load on the mule. Once evrything is settled he joins the others and heads up.

(OOC Cayzle et al: I am on th e west coast for the month of July and will try to keep up with my posting as best I can. Cayzle As I don't have my books etc with me and the PrC is still up in the air just a bit can I retro my use of funds when I get the time and chance, within reason of course.)

Zeph AC25 HP 38/42 (shield, haste, bless) 
Monday June 28th, 2010 10:06:37 PM


Since Sjurd and Gruemor are gone, I will divide the total loot cost amongst 7 people rather than 9.
43398 / 7 = 6200gp each
6200 - 4822(original amount for each member) = 1378.

So, therefore, everyone add 1378gp to your gold total in addition to the 4822.

There, Hmark, maybe now you can upgrade your armor or maybe buy a bracers of archery?


DM Cayzle 
Monday June 28th, 2010 10:22:46 PM

Actually, I'd prefer you divide by 9, seeing as I have sincere hopes that both will rejoin us soon. Just my two cents.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Monday June 28th, 2010 11:09:24 PM

ooc: Agreed. Even if they choose not to come back to this game, if they join another of the same level in the future, that treasure, which they helped earn, is their's.

.02 cents

DM Cayzle - A Gift! and a Plan? 
Tuesday June 29th, 2010 7:32:58 AM


The archon courier relays his goods back and forth. And when he is done, there is an extra package. It contains compact rations and waterskins (equivalent to masterwork). And nine headbands. They are, in fact, Hats of Disguise. There is also a note ... "Use these to get us some good information. Thanks! -- Katarina."

[OOC: Ha! Ask and ye shall receive! However, I have not myself received permission to look at that spreadsheet, so the further loot finalization will have to wait for another day or two. PLEASE give me permission to googledocs at cayzle@gmail.com (preferred), or cayzle@yahoo.com, or even cayzle@cayzle.com.]

By the way, time is passing. If you all are going to act, I need some compass heading or some direction or plan!


A consensus is reached that it would be useful to seek the Ahote. But how? As Hmark wisely asks, where the heck did they go?

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday June 29th, 2010 10:00:10 AM

Garret says, "Sjurd and Gruemor, it will be good that you remain watchful here. Be very careful and do not let your guard down. If the lizards return in number, keep yourselves safe first, then seek out a way to let us know."

To the others he says, "I believe we are ready to go. I have not seen these Ahote before, but it appears we do not know how to find them at all. Shall we set off that direction, hoping we find them quickly, or does anyone have any magical way to locate them? Could they be spotted from the air?"

Zeph AC25 HP 38/42 (shield, haste, bless) 
Tuesday June 29th, 2010 11:06:33 AM

https://spreadsheets.google.com/ccc?key=0Al_Ez4LS5AXtdGc0bFF0ZGVwYzFBMDNfV1VoUlRwdHc&hl=en

Loot Table

(OOC: I thought that I published it for everyone to see, but apparently not. Does it work now?)

Zeph will put a headband on his head and use it to change his skin to look green and scaly and instead of legs, he will have a snake's tail...

"Creepy huh? Think we can highjack one of the flying machines and sneak our way into the city after we find the Ahote and talk to them?" Zeph says, rather excited at the proposition

Then Zeph thinks about how to find the Ahote, "Well. Any divination spells could be helpful, whether it be divine or arcane. So Jet or Keela? Another way would be to summon a flying animal that could possibly scout for us. If not that, then we could just go by memory of those who have been there already... another option would be to have the Star Mages teleport us there if we knew where it was."

Zeph will take out a compass and look for North to start

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Tuesday June 29th, 2010 11:24:20 AM

Jet just crosses his arms and laughs. Jet has said a couple of times now, finding them would be very difficult, yet for some reason that is the path everyone seems to want to take. Foolishness and a waste of time.

He doesn't say anything. he has offered his opinion and advice to many times to have it just go ignored or considered not worthy to listen to.

Bantom impatiently prances around a bit, waiting for some action. His warrior spirit yearning to find something to compete against.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday June 29th, 2010 1:52:01 PM

When Garret notices Jet's laugh, he says, "But the Ahote may be looking for us, in which case they should be quite easy to locate. But perhaps not. We shall see."

Hmark 
Tuesday June 29th, 2010 3:09:37 PM

"How 'bout we just head back to the last place whichever of us met the Ahote last time and go from there?"

Zeph AC25 HP 38/42 (shield, haste, bless) 
Tuesday June 29th, 2010 3:34:55 PM

Zeph nods at Hmark and Garret, "Good idea. If a native group of people lives here then I'm sure they would have some eyes watching a strange invading force of foreign lizards. I just hope they realize that we are on their side though." Zeph says as he looks through some spell scrolls, pondering which one he should try to add to his book first.

Keela 
Tuesday June 29th, 2010 6:57:29 PM

Keela gratefully reaches for her scrolls.

"Does anybody know anything about rigging traps?" she asks. "We could maybe set up a few nasty surprises for the lizards, if they come back."

That is just a suggestion, though. Keela is ready to go find the Ahote.



Alexi (AC: 20/11, HP:56/58) Lobo (AC: 19, HP:37/37) 
Tuesday June 29th, 2010 10:14:32 PM

Alexi looks over his new items and grins widely. First he tries on his new shield. Much lighter and tougher. Then he puts his shield away and picks up his handaxe in his left and his sword in his right. Swishing around with both, he looks a little awkward at first but he quickly gets the hang of using two weapons at once.

"The Ahote? Well, I was thinking about looking for them on the high plains, where Jet, Keela, and I meet them the first time. That way we would not be wandering around in these parts, in easy sight of the lizard flying things."

Alexi gets out his map and points to an area south of them, where the grasslands run into a steep enscarpment several hundred feet high. He points to a hole in the seemingly unscalable line and says, "We came out here from the trail to Floating City. About a half-days journey through there is a path that leads up to the top of caprock. Istaqa's group roam those lands. It is well enough away from here and we can perhaps find their tracks, or find other means to announce our presence. Maybe, if the skies are clear, a smoke signal or something."

Alexi packs his gear and checks his cinches, ready to go.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Wednesday June 30th, 2010 12:49:38 AM

Jet...

Always has he been a team player. All he has ever wanted was success from the missions that he was in control of or even a part of, but lately, he sees things in a dark comparison of what was and what is meant to be. Never did he anticipate the arrival of rival forces that would usurp the community that he swore to protect. He swore allegiance to the Ahote and the mining community to function in a manner that was unnatural to him.

But now, all thing are up in the air, (much like his player) and anything he does is a possibility for his need to fulfill whatever he thinks is a correct action for all. His mind is twisted on what he feels is right and what is wrong. Convolutions exist with his ideas of how to take a proper course. The Ahote left Bryn Baraz, THEIR FRIENDS, on this prophesy. Why on earth would they need to be sought out, but they are about survival and at least that is respected.

Is Garret the right decision on what is chosen? He said "fall back" when, Jet could not allow that. Does Jet need to stay behind, just to make sure he does not endanger the others? His natural tendency to do as he wants has caused some problems with Garth in the past, but Garth saw something in him that not even Jet could see in his youth..

The warrior priest remains quiet for now. He waits to see the newcomers perform, hopefully with more courage and determination then he has seen in the past. His jaw is grim and his sternum forward, waiting to disobey what Pantheon commands him to perform, the will of another, despite what is right. He almost longs to drink from, Gargul's horn and watch the many wenches that have succumbed to the plights of many kinds with no one to release them back into the Wold.

His future uncertain and his past unpleasant. all he really craves now is to die with dignity, honor and some sense that he mattered in the wold.

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