Yanosh AC 23 HP 105/105 Endure Elements Tuesday July 6th, 2010 9:24:08 AM
(OoC Just a note we are on the Sargrass Plains the boats float over the tall wild grass not water.)
Yanosh casts Divine Power and then protection from evil on himself before setting off for to chase down the other boat. With a grim look on his face the Cleric of the God of the Dead awaits to send more to be judged by Gargul. "Hang on Seri Its about to get fun, Bloodpack Style."
Spells cast Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
Taldera (AC 25, HP 97/97) Mirror Image [8] d4=4 ; Tuesday July 6th, 2010 12:51:56 PM
OOC: I'm on the ranged boat.
Taldera prepares for the upcoming battle, singing to cast her spell, her single voice becoming a harmony of voices, 8 identical copies of herself appearing.
DM Ken - Ramming Speed! Tuesday July 6th, 2010 6:19:05 PM
Yanosh, Taldera, and the Hidden Serillana climb into the newly repaired vessel and cruise onward towards the slavers raft.
Falmar and Mojo keep more distance, and make plans for spells and strategy.
It becomes apparent your rafts are faster than that of the slavers. Theirs is wider with more deck area, and it lurches slowly. Without warning, their raft lurches slowly into a turn and lumbers back around towards your location. It seems they aren't afraid of a fight, and have detected your craft.
( I want to make sure I understand your strategy. You wish to put Mojo's boat further back into the distance and close in, or ram, with Yanosh's vessel? I'll make a map tonight so you have it for tomorrow, at which point I will have the two rafts moving towards each other, starting with a gap of 200 feet, and closing at 20 feet per round. )
Mojo (AC 22, HP 79/79)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility), Sheild d20+12=31 ; d3=1 ; d20+12=24 ; d20+12=23 ; d20+12=23 ; d20+12=29 ; d20+12=24 ; d20+12=27 ; d20+12=27 ; Wednesday July 7th, 2010 12:24:17 AM
OOC: That sounds right to me. Yanosh's vessel closes and rams. (I'm not sure what everyone else is thinking but) I'd assume the boat I'm on would continue to move closer than 200 feet, but we wouldn't get close enough for melee combat.
Mojo thumbs inside his component pouch with anticipation as he prepares for the upcoming battle.
"Yanosh needs to get within 120 feet for me to use Magic Jar" Mojo muttered aloud. "And at their rate, that could take thirty seconds or more. Too much time... especially if they have magic at their disposal."
All the while Mojo studied the opposition looking for the tell tale signs of spellcasting.
OOC: Ready action- counterspell- up untill they are within 220' of the enemy raft.
Once they reach 210' from the enemy raft, Mojo will cast a 20' radius Greater Dispel Magic on the raft .r raft (caster level checks = D20 + 12... I rolled 8 times in case some of them fail- rolls- 31, 24, 23, 23, 29, 24, 27, 27).
Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) Wednesday July 7th, 2010 3:16:54 AM
Serillana stays quiet, peeking over the railing to see how close they are to the other boat, but still remaining unseen.
I'll be happy once this is over.... Now, let's go over the plan...
------------
OOC: What I think is happening at the moment.
Melee Combat boat: Serillana (hidden) and Yanosh Ranged Combat boat: Mojo, Falmar and the 8 copies + real Taldera's
While the Melee boat moves closer to the slavers, hopefully the people will focus on the boat with what seems like a whole bunch of people, compared to the lowly one person on the melee boat. The ranged boat will stay at range, while the boat that Yanosh and Seri are on rams the other boat and start to do their thing. Once the ram happens, the ranged boat will move in closer, but not close enough to get into melee combat.
Yanosh AC 23 HP 105/105 Endure Elements Wednesday July 7th, 2010 9:29:08 AM
Yanosh's blood starts to pump faster as he sees the boat turn and begin to close in on them. "Careful now. They will try to do as much damage as they can before we close in." Yanosh starts to hum an old Dwarven battle tune.
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) Wednesday July 7th, 2010 12:06:16 PM
Falmar readies his bow and speaks with a couple copes of Taldera while they close with the oncoming boat. Falmar keeps focused on the Human on the boat watching his actions.
If they are coming right at us we will turn away from the side where the Melee boat is approaching in order to keep the distance between us.
DM Ken - Ramming Speed! d20+13=20 ; d20+13=26 ; d20+8=28 ; d20+8=20 ; d8+2=6 ; d8+2=3 ; Wednesday July 7th, 2010 6:25:58 PM
The vessels continue to slowly lurch towards each other and a tactical picture is finally beginning to come into shape. The Human and the two unarmed lizardmen have taken up positions at the front of the raft. The robed figure has moved to the back, but as yet has not cast a spell.
The human raises his bow and lets loose a volley of arrows that sail towards mojo. 1 pelts the deck while two others pierce the mages magical defenses.
Combat, Round 1.
Ranged Attacks hit AC 20, 26, 28 (Nat 20, confirm fails on AC 20.)
Mojo (AC 22, HP 70/79)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility), Sheild d20+11=25 ; 2d4=3 ; Wednesday July 7th, 2010 11:27:08 PM
Mojo grunts and grits his teeth against the pain.
"What do you call a drow elf with an arrow stuck in him?" Mojo joked through clenched teeth.
Mojo didn't answer. Instead he unclasped an ivory scepter that was tipped with a carving on an hourglass, held it aloft and began casting.
"Freccia acida!" he called out, as an arrow of acid exploded from his hand in the direction of the archer.
(OOC: extended acid arrow spell, hits touch AC 25, Damage 3 + 2d4/round for 8 rounds).
Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) d20+10=28 ; d8+4=9 ; d20+5=12 ; Thursday July 8th, 2010 12:02:03 AM
Falmar focuses and lets fly 2 shots at the Human.
Attack #1 (base +12 ( -2 range penalty = +10) Hits AC 28 Damage = 9 Attack#2 (base +7 (-2 range penalty = +5) misses with a 12... Damage = 0... 17 arrows remaining.
" Stand behind me if you must...hopefully we can come along side of them and line them up a bit....
Taldera (AC 25, HP 97/97) Mirror Image [8] d20+7=15 ; d3=2 ; d20+7=26 ; d20+2=5 ; d6+2=7 ; d6+2=4 ; d6+2=5 ; Thursday July 8th, 2010 1:19:23 AM
Taldera follows Falmar's lead, and fires a volley of arrows at the human, her copies following suit, seemingly 27 arrows sailing towards the enemy boat.
Actions: Rapid Shot with Shortbow at the Human Attack 1, (+13 base, -2 rapid shot, -4 range penalty), hits AC 15 Damage = 7 (Magic and Piercing) Attack 2, (+13 base, -2 rapid shot, -4 range penalty), hits AC 26 Damage = 4 (Magic and Piercing) Attack 3, (+8 base, -2 rapid shot, -4 range penalty), hits AC 5... Damage = 5 (Magic and Piercing) 24 Arrows remaining in Quiver.
OOC: ...ignore the d3 roll, that was me miss-clicking...
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 4/4, Lv 4: 3/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
DM Ken - Ramming Speed! Thursday July 8th, 2010 2:13:41 AM
( The Druidwood rafts in this module are fairly self guided. They attune themselves to the thoughts of a captain and move in ways which he wants them to move. That said, I need someone directing our ranged boat and our melee boat. )
Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) Thursday July 8th, 2010 3:01:54 AM
Serillana sits there waiting while the other raft is firing arrows left, right and centre.
"Hopefully I will get a shot in..."
Yanosh AC 23 HP 114/105 Endure Elements Thursday July 8th, 2010 8:45:17 AM
"Falmar halt your boat there if your in range. Other wise move in till you are just in range then stop." Yanosh passes the oder on to Falmar through the Eye of Gargul thats on their chests. Yanosh turn his boat to intercept the on coming slavers boat. Standing at the bow with his shield ready Yanosh knows he can quickly draw his Axe when the time comes. But he has a suprise awaiting the first live enemy he gets to. Urging his boat faster Yanosh hums his battle tune.
Spells cast Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe
Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) Thursday July 8th, 2010 4:46:10 PM Boat directions. Ranged: The enemy turned and are headed toward us as I understand it. Our boat will slow and travel slightly to the left (port if you like) and try to keep us at a respectable distance. I want to keep us at about 100' of the other boat.
Mojo's green acid missile streaks across the open plains, smacking into the humans chest. Seconds later a return volley is fired by Falmar, one of which strike true. More arrows return from the Bloodpack, and another hit is scored on the human male.
The presumable slaver captain barks a short command and waves his arms. The two lizard men run to the back of the raft while the archer maintains his post. Again he lifts his bow and fires at the robed wizard, marking him as the most important target.
While the archer skewers Mojo, the reptilian spellcaster behind him calmly focuses upon his spellcasting. When he finishes, a large sphere of darkness engulfs the crew and prisoners, with the exception of the archer.
(Note, locations on map are last known locations of enemies in darkness. The globe of darkness is more than 60 feet out, so your Darkvision wont penetrate it yet. I did move the rafts, but adjusted the grid to allow more maneuvering room. Your rafts are moving 20 feet per turn for all intents and purposes. Your enemies raft is moving 15 feet per turn. Sorry for the last second ruling, but there were no stats for these things. Here's complete movement stats for your rafts.
Movement: 40ft per round OR 20 feet per round.
When moving at 40 feet per round all movement costs double. Any movement more than 10 feet requires a DC 10 balance check to stay up. Ranged attacks suffer a -8 penalty if fired while moving full raft movement. Spellcasting requires a DC 15+ spell level concentration check.
When moving 20 feet per round, the druidwood can calm it's passage considerably, and no balance, concentration checks, or ranged penalties apply.
DM Ken - Ramming Speed! Thursday July 8th, 2010 5:43:52 PM
(Note: The balance check is for moving on deck, not for the raft itself. )
Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) Thursday July 8th, 2010 10:43:43 PM "Darkness, usually a friend, but not in this situation. Oh well, seems that we can only target that archer... Once I get close enough...."
Serillana thinks as she holds on tightly to the mast of the raft, starting to feel anxious about getting into combat.
Taldera (AC 26 [Haste], HP 97/97) Mirror Image [8], Haste Friday July 9th, 2010 12:13:36 AM
OOC: I think you have me on the wrong boat, I was going to be on the ranged boat. Tuesday July 6th, 2010 12:51:56 PM OOC: I'm on the ranged boat. Plus the various posts by Falmar and Serillana that imply I am.
"Hmm, at this range my shots aren't that useful." Taldera decides, as most of her arrows miss her target. "Falmar, Mojo, stay behind me, hopefully my copies can draw some of the fire." She says, as all her copies merge into her, and then all of them split up, standing at the front of the raft. As she moves, Taldera draws out shavings of licorice root from her spell component pouch with her left hand, holding on to her bow with her right. She starts to sing a simple tune, which quickly speeds up until the individual notes can not be made out anymore. Herself, Falmar and Mojo begin to move faster.
Actions: Move to the front of the raft, to provide cover to Mojo and Falmar. Cast Haste, targeting herself, Falmar, and Mojo
Haste provides a +1 bonus to attack rolls, reflex saves. When you make a full attack you may make another attack at full BAB bonus. Movement speed increases by up to 30ft, up to twice your normal speed. The bonus to movement is an enhancement bonus.
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 3/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Yanosh AC 23 HP 114/105 Endure Elements Friday July 9th, 2010 8:50:21 AM
Yanosh angles his boat to cut off the oncoming boat and to keep it away from the ranged combatants in the party. Yet he pushes it to go a little faster, not full speed yet just a little faster. His humming gets louder as he seems to be enjoying the thought of the coming battle.
Spells cast Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe
Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
Mojo (AC 22, HP 60/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild 2d4=6 ; d20+10=15 ; Friday July 9th, 2010 12:45:24 PM
Mojo grunted again as the second arrow hit him.
"I'm starting to think this guy doesn't like me" he struggled to joke, as he was obviously in some pain.
And then suddenly, he disappeared (OOC: as mentioned, I had a contingency spell that triggered greater invisbility once I took ten points of damage).
"Friend, how that acid feeling?" he yelled out to the darkness as he prepared his next spell (OOC: acid arrow damage in round two= 6; 7 more rounds remain).
"Dissipi la MAGIA!" Mojo shouted as he threw his arms forward in the direction of the darkness globe.
OOC: Dispel Magic; targeted dispel on the darkness spell; Dispel check = 15
DM Ken - Ramming Speed! 5d6=19 ; d4=1 ; d4=4 ; d20+13=19 ; d20+13=17 ; d20+8=19 ; d10=3 ; d10=5 ; d10=8 ; Friday July 9th, 2010 10:33:04 PM
(Taldera, sorry for the mixup. Also, please let me know how many rounds remain on your haste and multiple image spells.)
(Mojo, was that your greater dispel magic? I didnt see a normal dispel magic anywhere on your prepared spells list.)
(Falmar, I waited as long as I could for you to post. I'm going to assume you wanted to keep your vessel moving to the side. Also, movement on the rafts is two speeds, fast and slow. I'll keep you at slow this round to deter the negatives. )
(Yanosh, how many rounds remain on Divine power?)
More arrows trade vessels, and the pack uses buffing and cancellatory magic. A re-exposed group of lizardmen look both surprised and angry, and the human seems oblivious to the magical combat surrounding him, until the acid burns his flesh again.
Gritting through the pain, he fires another volley of arrows into the raft, this time at Taldera and her multiple images, trying to fish out the real target.
(Rolling 1d0 -1 for you and the images. You are a result of 1. A natural 1 will be rerolled.)
His arrows spatter into the deck of the ship, but three of Taldera's defensive images dissapear. It's hard to tell from this distance, but something finally seems to have roused his anger. Damned Acid!
The revealed wizard raises his hands and hisses something in his native langage, casting Ice Storm over the ranged vessel.
Falmar AC: 24 (25 with Sword ) HP 50/69 ( Aura of Courage) d20+15=26 ; d8+4=6 ; d20+10=20 ; d8+4=6 ; d20+15=19 ; d8+4=5 ; Friday July 9th, 2010 11:33:10 PM Ranged raft remains angling to the left, closing toward 100' remaining at the slower speed as long as we can maintain ~100' distance and clear shots of the others. Circling around behind the other craft if it comes to that.
(ooc. What caused my 19 pts damage ?)
Falmar continues to pummel the human with a storm of swift arrows. Attack #1 (base +15* (-2 range penalty, +1 haste = 14) HIT AC 25 * char sheet error on prev round Damage = 6 Attack #2 (base +10 (-2 range penalty +1 haste = 9) Hit AC 19 Damage = 6 Haste Attack (Base +15 (-2 range penalty +1 haste) Hit AC 18 Damage = 5
Falmar calls Moxy to return to his shoulder. (not sure how long this should take at least a round)
Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) Friday July 9th, 2010 11:49:05 PM
Serillana looks back helplessly at the other raft getting barraged and buffeted by hail and wind.
[i]"I hope everyone is okay on the other boat.... Hopefully they can handle a bit of cold.'[i] Serillana thinks as she picks out a few bullets from a pouch and places one in the sling, keeping another several bullets in her hand.
Taldera (AC 26 [Haste], HP 78/97) Mirror Image [5], Haste Saturday July 10th, 2010 12:47:59 AM "Heh." Taldera laughes weakly, fighting off the pain. "No amount of hail or wind or stop us, we WILL rescue those people, Bloodpack, fight on!" With that Taldera starts to sing a song about courageous heroes, past and present. The spirit of the Bloodpack is lifted.
(OOC: I believe the Ice Storm did.)
Actions: Start Bardic Music: Inspire Courage, effects all allies that can hear. 11 uses remaining.
Spells/Effects: Mirror Image: 5 images remaining, image AC 13, 12 minutes remaining. Cast on Self. Haste: +1 Reflex, AC and Attack Rolls, extra attack on full attack at full BAB, bonus 30ft to movement speed, up to double normal speed (enhancement bonus), 11 rounds remaining. Cast on Self, Falmar, Mojo. Inspire Courage: +2 morale bonus to saving throws against charm and fear, +2 morale bonus on attack and weapon damage rolls. Currently singing. Effects all allies that can hear it.
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 3/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Mojo (AC 22, HP 47/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild 2d4=4 ; 12d6=43 ; Saturday July 10th, 2010 9:06:27 AM
OOC: Actually it was just a dispel magic. I removed it from my list when I cast the spell. But if you scroll back to the previous time I posted my available spells, you'll see it on the list. Should I be removing spells from my list when I cast those spells?
The invisible Mojo made no jokes this time.
"Lampo voluminoso!" he yelled out with more intensity than his preious spells. And suddenly a blast of lightning shot at the enemy spell caster.
Meanwhile, the acid continues it's work. (Damage- 4)
OOC: Chain lightning. Spell caster is first target, followed by the other enemy combatants. Obviously, the people tied up are not a target. (43 damage; DC 18)
DM Ken - Ramming Speed! Saturday July 10th, 2010 3:09:22 PM
( Yea, that works Mojo. Sorry everyone on that last post. I seemed to have forgotten the last half of it. I'm editing it right now. )
Yanosh AC 23 HP 114/105 Endure Elements Sunday July 11th, 2010 2:40:18 AM
Standing at the bow the Cleric is ready to board the enemy boat as soon as he can. He holds a spell at the ready as soon as he can he will cast it. Humming he waits as they close the distance.
Spells cast Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time
Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
DM Ken - Closing In d20+9=15 ; d20+7=26 ; d20+7=20 ; d20+5=18 ; d20+13=22 ; d20+13=23 ; d20+13=15 ; d20+8=9 ; d6=1 ; d6=5 ; d6=3 ; 7d6=22 ; Monday July 12th, 2010 7:19:19 PM
The lizardmen respond with incredible dexterity, hitting the deck and rolling away with quick evasion. Perhaps something can finally be gleaned about their abilities? The robed lizard dodges as well, but is still harmed greatly by the bolt.
The archer however, is far too busy taking aim to notice the blast. It takes him hard and full in the chest, staggering him to a knee.
The raft continues towards the ranged boat, as it had proved itself the larger threat. The archer struggles back to his feet, gritting his teeth as Mojo's acid eats at his skin. Firing again at the images of Taldera, he can barely stay on his feet.
(Targeting roll. 1d6. 1 = Taldera.)
Of his arrows, only one has any effect, and that is on one more of her images. A single arrow seemed targeted towards her, but misses her by a wide margin.
The enemy spellcaster gestures wildly and conjures a large ball of fire, which sails towards the ranged boat, crashing against the enchanted druidwood.
The naked lizardmen creep forward again, as anxious to board the bloodpacks craft.
Mojo (AC 22, HP 25/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild d20+7=8 ; Monday July 12th, 2010 11:31:17 PM
OOC: oops... had the DC wrong on the last spell. Forgot to add INT mod.
Mojo moved to dodge, but stumbled slightly on the shaky raft, and takes the full force of the fireball. Mojo recovered, but slowly... too slowly for he was getting dangerously close to unconciousness, although nobody could see him for he was still invisble.
Suddenly Mojo called out... "MOSCA ORA!" he said, and suddenly he was airborn. He flew up at a 45 degree angle in the direction of the enemy. (OOC- the goal is to get above the blast of the fireball should another target the boat).
Taldera (AC 26 [Haste], HP 78/97) Mirror Image [4], Haste, Inspire Courage d20+14=15 ; d20+10=27 ; d6+4=9 ; d20+10=30 ; d20+10=12 ; d6+4=7 ; d6+4=9 ; d6+4=8 ; d20+10=29 ; d6+4=10 ; d20+5=15 ; d6+5=9 ; Tuesday July 13th, 2010 12:26:23 AM
Taldera moves to dodge the fireball but moves just too slowly, distracted by focusing on her singing. (d20=1+14 = Automatic Failure) "O-ow, that spellcaster at this rate will be the death of us." Continuing to sing her song, she raises her shortbow and releases a volley of arrows at the robed figure, her mirror images copying her. 20 arrows fire from the Bloodpack's raft and head for the robed figure.
Actions: Free Action: Continue to maintain Song of Courage Full Round: Full attack using Shortbow and Rapid Shot at the robed figure. Attack 1: d20=17 +10 (13 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Hit AC 27 d6=5 +4 (2 base +2 inspire courage) = 9 magic piercing damage Attack 2: d20=20 +10 (13 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Automatic Hit Rolling to Confirm Critical, d20=2 +10 (13 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Hit AC 12 d6=3 +4 (2 base +2 inspire courage) = 7 magic piercing damage (d6+4=9 + d6+4=8 + 7 = 24 if critical confirms) Attack 3: d20=19 +10 (13 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Hit AC 29 d6=6 +4 (2 base +2 inspire courage) = 10 magic piercing damage Attack 4: d20=10 +5 (8 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Hit AC 15 d6=4 +4 (2 base +2 inspire courage) = 8 magic piercing damage (OOC: Last roll should be +4) Arrows Remaining in Quiver: 20
Spells/Effects: Mirror Image: 4 images remaining, image AC 13, 12 minutes remaining. Cast on Self. Haste: +1 Reflex, AC and Attack Rolls, extra attack on full attack at full BAB, bonus 30ft to movement speed, up to double normal speed (enhancement bonus), 10 rounds remaining. Cast on Self, Falmar, Mojo. Inspire Courage: +2 morale bonus to saving throws against charm and fear, +2 morale bonus on attack and weapon damage rolls. Currently singing. Effects all allies that can hear it.
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 3/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage Tuesday July 13th, 2010 12:28:44 AM
(OOC: Sorry, new HP Total is 56/97)
Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) Tuesday July 13th, 2010 2:46:33 AM
Serillana starts to twirl the sling around, slowly gaining momentum.
"Come on boat! Move faster!" Serillana thinks, itching to get into combat. "They'll pay for what they are doing to Taldera!"
Yanosh AC 23 HP 114/105 Endure Elements d20+1=18 ; d8+3=11 ; Tuesday July 13th, 2010 9:16:26 AM
Yanosh pushes his boat to its full speed. "Prepare to ram Seri. We need to end this as quickly as we can." A this range Yanosh casts another spell. Targeting the robed spell caster. Smimmering into being next to the caster is a Spiritual Weapon it attacks as it appears.
Hit Ac 18 dmg 11
Spells cast Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time
Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures
Spiritual Weapon
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) d20+9=14 ; d20+15=23 ; d8+4=6 ; d20+10=16 ; d8+4=12 ; d20+15=30 ; d8+4=8 ; Tuesday July 13th, 2010 11:48:32 AM Boat direction : Begin closing the gap with the other boat approaching from the Left side. I intend to get a clear shot across the bow at the spellcaster....standard speed. approach to withing 50'
Falmar screams as the flames cook him with in his armor...Shrugging off the pain he senses that Moxy is almost back to him...and continues to feather the Human trying to reduce the targets Yanosh and Serillana will have to deal with.
Attack #1 (base +15 -2 range, +2 insp.courage, +1 haste) = Hit AC 24 Damage = 6 Attack #2 (base 10, -2r, +2 I.C., +1 H ) = Hit AC 17 Damage = 12 Haste Attack (base 15, -2r, +2 I.C., +1 H) = Hit AC 31 Damage = 8
Falmar buries 2 shafts deeply into the staggering Human.
Now where did I put that healing wand.... it's been so long since I've needed it...... pells Highlight to display spoiler: { 0 lvl (4) - MAge hand, detect magic x2, Open/Close 1 lvl (4) - Unseen servent, shocking grasp, burning hands, Charm Person 2 lvl (4) - Flaming Sphere, Invis., Bull's Strength 3 lvl (3) - Haste, Lightning, Fireball
Pal lvl 1 = Endure elements
Weapon Casting : Stored : Hideous Laughter } }
DM Ken - Closing In d20+10=29 ; Tuesday July 13th, 2010 7:22:25 PM
[Movement: 40ft per round OR 20 feet per round.
When moving at 40 feet per round all movement costs double. Any movement more than 10 feet requires a DC 10 balance check to stay up. Ranged attacks suffer a -8 penalty if fired while moving full raft movement. Spellcasting requires a DC 15+ spell level concentration check.
When moving 20 feet per round, the druidwood can calm it's passage considerably, and no balance, concentration checks, or ranged penalties apply.
Manueverability - Poor. Treat as if flying.]
( Falmar. I'll make this check for you. In future rounds of combat remember to make a spellcraft check of 15+ spell level to cast on the rafts when going full speed..... You passed marvelously vs DC 17.)
Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) Tuesday July 13th, 2010 7:55:38 PM
Assumed standard speed would mean the slower. I've never changed the speed of our raft only the direction in which it traveled. I thought when the enemy turned around it meant that they turned their raft. I thought they were coming toward us. I get it now.
I would not want to go at the greater speed. No takebacks though :)
DM Ken - Closing In d20+13=21 ; d20+13=23 ; d20+8=16 ; Tuesday July 13th, 2010 8:12:28 PM
Arrows sail one last time into the human archer, dropping him to the ground unconscious. As he lay dying in a pool of his own blood, Mojo's acid burns again, and clips the ranger's thread for good.
Taldera peppers the wizard with arrows, woundning him greatly. As his raft sails closer to the boat with Yanosh and Seri, he casts a spell of invisibility, and blinks of out view.
(Map marker is last known location.)
The two remaining lizardmen leap easily across the gap to Yanosh's raft, and one strikes at him with his fist. The scaly hand bounces off Falmars armor, and does little good.
DM Ken - Closing In Tuesday July 13th, 2010 8:12:56 PM
ooc: Sorry Falmar, I meant Yanosh! >.<
Serillana Swiftshot (AC 29 [Ring of Deflection +29 (added) ] [AC +1 against L2] HP 70/70) d20+19=30 ; d3=2 ; 4d6=14 ; d20+27=36 ; Tuesday July 13th, 2010 10:19:58 PM
As the lizardmen jump onto the boat, Serillana starts to move her feet again to the slow 1-2-3 rhythm of a waltz. With her partner being the sling, she starts to spin the sling slowly and looses a bullet at the one closest to Yanosh, aiming at a known weak spot on the lizard's body.
As she lets the bullet fly, she smiles and waltzes back into the shadow, keeping an eye on the lizard that she didn't shoot at.
-------
Actions: Activate Dodge against D2
Standard Action: Attack with sling w/bullet (1d20+19) Hit AC 30 damage. 2 damage + 14 Sneak attack Bludgeoning Damage
Move Action: Hide Action (Not a sniping action, it doesn't really matter now if they know I'm on the boat) 1d20+27 = 36
Mojo (AC 22, HP 25/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild 5d4+5=16 ; Tuesday July 13th, 2010 11:57:06 PM
Still invisible and in-flight, Mojo unclasps an iron rod from his belt and casts another spell. Suddenly five orbs of glowing energy explode from thin air at the same Lizardman Serillana attacked.
OOC: empowered magic missile cast from rod of metamagic. Damage 16 *1.5 = 24. OOC2:No concentration check, as per fly spell description
With the spell complete, Mojo continued to fly forward in effort to not give away his location.
Mojo (AC 22, HP 25/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild, fly Tuesday July 13th, 2010 11:59:23 PM
Highlight to display spoiler: {Highlight to display spoiler: {} Analyze Dweomer, Greater Dispel Magic, Prying Eyes, Cone of cold , Magic Jar, Teleport, Arcane eye, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Fireball, Lightning Bolt, Vampiric Touch- 2, Detect thoughts, Scorcing Ray, Ghoul touch, Mirror image, Spectral Hand ,True strike, Ray of enfeeblement, Reduce size, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand}
Yanosh AC 23 HP 114/105 Endure Elements d20+12=13 ; 3d6+9=19 ; d20+1=5 ; Wednesday July 14th, 2010 9:08:25 AM
As the lizard men leap into his boat Yanosh reaches out and touches the closest one. Speaking his spell he casts Slay Living. "Today you will see the master." snarles the Cleric for the God of the Dead. The spiritual Axe slices the air next to the robed figure.
Touch Attack Hit Ac 13 Saving throw Dmg 19 Spiritual weapon hit Ac 5 miss
Spells cast Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time
Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures
Spiritual Weapon
Slay Living - must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
Yanosh AC 23 HP 114/105 Endure Elements Wednesday July 14th, 2010 9:11:02 AM
OoC I just noticed i rolled a nat 1 for the touch attack. Auto Failure Disregard the Dmg.
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] Wednesday July 14th, 2010 9:38:42 AM
OOC: Just fixing something up that was wrong with my title line... either that or I have a really, really expensive magic item on my finger
Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage Wednesday July 14th, 2010 10:57:40 AM
Taldera notices the Lizard Men jump onto the other raft and thinks. "Please be careful Serillana, I'll help you soon, but I need to stop that caster first." She finishes singing her current song, but immediately starts another, which sounds more like a chant. "Music, please, infuse my magic." She reaches into her spell component pouch, and pulls out a handful of ground mica. "Niteo Pulvis!" She cries out as she blows the ground mica towards the enemy raft. A cloud of golden particles covers the back of the slavers raft.
Actions: Full Round Action: Cast Heightened (level 4) Glitter Dust, Centered at I,10. 10 ft. radius spread. Golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell (12 rounds). All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks. DC 20 Will Save (Blindness only)
Spells/Effects: Mirror Image: 4 images remaining, image AC 13, 12 minutes remaining. Cast on Self. Haste: +1 Reflex, AC and Attack Rolls, extra attack on full attack at full BAB, bonus 30ft to movement speed, up to double normal speed (enhancement bonus), 10 rounds remaining. Cast on Self, Falmar, Mojo. Inspire Courage: +2 morale bonus to saving throws against charm and fear, +2 morale bonus on attack and weapon damage rolls. 5 rounds. Effects Self, Falmar, Mojo, Yanosh, Serillana Glitter Dust: 12 rounds remaining.
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage Wednesday July 14th, 2010 11:31:18 AM
(OOC: Blarg, always forgetting something, Haste's duration is now 9 rounds remaining, not 10.)
DM Ken - Closing In Wednesday July 14th, 2010 8:26:02 PM
( Waiting on Falmar. ^_^ )
Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) d100=65 ; Wednesday July 14th, 2010 11:24:14 PM
As Moxy returns to falmar's outstretched hand he begins to speak in a silvery fluid language...
Casting Highlight to display spoiler: { Shocking grasp as a touch attack }
Spell failure check - passed.
Falmar sends Moxy aloft to deliver a shocking message to either the Robed Lizard or any of his cronies who remain.
Fly fast and true ...they will not see you !
Falmar smiles as he watches the mayhem erupting before him.
Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) Thursday July 15th, 2010 6:56:48 PM
Waiting until next round to do to hits on raven touch attack since he won't get there until after this one.
DM Ken - Closing In d20+8=11 ; d20+8=20 ; d20+6=23 ; d6+3=9 ; d20+8=12 ; d20+8=19 ; d20+5=9 ; Thursday July 15th, 2010 8:27:08 PM
( Sorry for the delay. I went to bed last night before Falmar posted. Apologies! )
A bursting cloud of glittery dust explodes into the air. One of the prisoners starts sputtering and coughing, crying about his blinded vision. Unfortunately, the cloud does NOT reveal a robed lizard.
Falmar coaxes Moxy to deliver a spell, a risky proposition for a bird who already took arrow damage prior to the combat round. However, Moxy is obedient and soars towards the enemy.
Yanosh tries to swiftly end one of the lizard-monks, but the wily creature dodges out of his path. The spell is not lost however, and Yanosh may try again. He may also redirect his spiritual weapon, which currently has no target.
The lizardman near Yanosh grunts as the sling bullet hits him right above the pelvis, where his scales are weakest. Then dodging sideways, he attempts to counter Yanosh's attack with a flurry of chops and kicks, then tries to bite Yanosh with his sharp teeth.
The other steps to the south west, and tries a similar attack routine against the stalwart dwarf, but his attacks bounce harmlessly off the dwarfs armor.
[ Round Summary -
Glitterdust: Failed. Yanosh: Missed. Lizards: 1 hit vs AC 23 on Falmar for 9 damage. P1: Blinded.
Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage d20+12=27 ; d6+4=8 ; d20+12=20 ; d6+4=8 ; d20+12=20 ; d6+4=7 ; d20+7=22 ; d6+4=8 ; Friday July 16th, 2010 12:05:59 AM
(OOC: Opps, I should have read the 3.5 spell targeting rules for area effects, always a grid intersection, not a square like in 4e, my bad. Where you centered the glitterdust is fine, however, it is a 10 ft. spread, and so does not effect G9, G10, L9, L10, I7, J7, I12, J12. Oh, and because it's centered on a grid intersection, and in 3.5 every 2nd diagonal is 2 squares, H8, K8, H11, K11 are also not effected, I guess. Looking at the spell area templates page (DMG307) this seems right, assuming you've centered the spell at the intersection of I9, I10, J9, J10. Long story short the prisoner isn't blinded, I'm not that cruel.)
"Hmph." Taldera pouts as her spell fails to find the caster, turning her aim towards the Lizard Men that Serillana shot to vent her frustration. She takes advantage of her magically enhanced speed, launching 4 arrows.
Actions: Full Round Action: Full Attack using Rapid Shot against L1. Attack 1: d20=15 + 12 (13 base, +1 Haste, +1 Inspire Courage, -2 Rapid Shot, -2 Range Penalty) Hits AC 27. d6=4 + 4 (2 base, +2 Inspire Courage) deals 8 Magical Piercing Damage. Attack 2: d20=8 + 12 Hits AC 20. d6=4 + 4 deals 8 Magical Piercing Damage. Attack 3: d20=8 + 12 Hits AC 20. d6=3 + 4 deals 7 Magical Piercing Damage. Attack 4: d20=15 + 7 Hits AC 22. d6=4 + 4 deals 8 Magical Piercing Damage. Arrows remaining in Quiver: 16
Spells/Effects: Mirror Image: 4 images remaining, image AC 13, 12 minutes remaining. Cast on Self. Haste: +1 Reflex, AC and Attack Rolls, extra attack on full attack at full BAB, bonus 30ft to movement speed, up to double normal speed (enhancement bonus), 8 rounds remaining. Cast on Self, Falmar, Mojo. Inspire Courage: +2 morale bonus to saving throws against charm and fear, +2 morale bonus on attack and weapon damage rolls. 4 rounds remaining. Effects Self, Falmar, Mojo, Yanosh, Serillana Glitter Dust: 11 rounds remaining.
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Mojo (AC 22, HP 25/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild, fly, haste d20+14=31 ; d20+14=24 ; d20+14=33 ; 4d6=18 ; 4d6=7 ; 4d6=17 ; Friday July 16th, 2010 12:45:30 AM
OOC: Did you get my magic missile last round?
With rod in hand, Mojo once again begins casting a spell. Suddenly, three fiery rays explode from his hand in the direction of the dwarf's attacker.
OOC: empowered scorcing ray- 3 rays, no save Ray 1- hit touch AC 31- Damage 18 *1.5= 27 Ray 2- hit touch AC 24- Damage 7 *1.5= 10 Ray 3- hit touch AC 33- Damage 17 *1.5= 25
With the spells launched Mojo once again flies forward in an effort to not give away his location.
Highlight to display spoiler: {Highlight to display spoiler: {} Analyze Dweomer, Greater Dispel Magic, Prying Eyes, Cone of cold , Magic Jar, Teleport, Arcane eye, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Fireball, Lightning Bolt, Vampiric Touch- 2, Detect thoughts, Ghoul touch, Mirror image, Spectral Hand ,True strike, Ray of enfeeblement, Reduce size, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand}
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] d20+21=34 ; d3=1 ; 4d6=13 ; d20+27=46 ; Friday July 16th, 2010 12:53:49 AM
Serillana readies another bullet and keeps her focus on the lizardman that she attacked before. She continues to spin back into the shadows.
-------- Actions: Standard- Attack L1 Sling w/bullet (1d20+21) Hit AC 34 for 1 + 13 Sneak Attack Bludgeoning Damage Move: Hide 46
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] d20+21=34 ; d3=1 ; 4d6=13 ; d20+27=46 ; Friday July 16th, 2010 12:53:58 AM
Serillana readies another bullet and keeps her focus on the lizardman that she attacked before. She continues to spin back into the shadows.
-------- Actions: Standard- Attack L1 Sling w/bullet (1d20+21) Hit AC 34 for 1 + 13 Sneak Attack Bludgeoning Damage Move: Hide 46
Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) (MOXY :Familiar HP : 25/34 AC 17 (To hit base 11+3) d20+18=35 ; d8+4=5 ; d8+13=16 ; d20+13=19 ; d8+4=11 ; d20+18=23 ; d8+4=7 ; d20+14=25 ; 5d6=18 ; Friday July 16th, 2010 1:12:54 AM
Falmar Raises his bow once again and lets three shafts fly toward that white hand treadle L2. Falmar smiles as he believes that two of his shots have struck true, and watches as Moxy dives in to add his little surprise (to L2)
Attack #1 (base 15 + 2 inspire courage, +1 Haste= 18) HIT AC:35 Damage = 5 Attack #2 (base 10 +2 ,+1= 13) Hit AC: 19 Damage = 11 Haste Attack (base 15 +2 +1 = 18) Hit AC: 23 Damage : 7 (disregard 3rd roll..should have been a d20)
MOXY : Touch Attack Hit : AC 25 no save Shocking grasp - 18 DMG.
Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage Friday July 16th, 2010 2:03:08 AM
(OOC: Falmar, Inspire Courage also adds a +2 morale bonus to weapon damage rolls, as well as the +2 morale bonus to all attack rolls. While on Inspire Courage, note that Rays, 'Hurled Missiles' (like Melfs Acid Arrow) and Touch Spells, in fact pretty much anything that you must make an attack roll for, count as a weapon attack and are effected by Inspire Courage (Though if a spell, like scorching rays, makes multiple rays, only the first gains the damage bonus). Moxy also has these bonuses, even though I forgot to list him... Sorry... Serillana and Yanosh also have the bonuses granted by Inspire Courage, unlike some of the other Bard songs, like Inspire Greatness, Inspire Courage is not dependent on range.)
DM Ken - Closing In Friday July 16th, 2010 10:43:40 AM
( Theres a lot of people firing into melée here. Have you all read the wolds rules on firng into melée winout the feats necessary to negate negative modifiers? Anyways, I will allow redos up till our friendly dwarf posts. I'm off early today so the dm post will come a little quicker than normal.)
DM Ken - Closing In Friday July 16th, 2010 10:45:12 AM
( Mojo: I did forget your missile. I'll add damage for it when I post.)
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] Friday July 16th, 2010 11:03:58 AM
(OOC: I'm pretty sure that I'm doing everything right. I have Precise, and no-one is between Seri and my target, thus no penalties.
For everyones reference:
Firing into melee may be done with a -4 penalty plus an additional -1 for each figure between the attacker and his chosen target. Players with the Precise Shot Feat avoid the -4 penalty, but not the additional -1 per intervening figure. The player may choose to avoid these penalties; however, if the ranged attack misses, the DM will randomly select a target from those figures between the attacker and his target and have the player roll to see if the ranged attack hits that figure instead.)
Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) (MOXY :Familiar HP : 25/34 AC 17 (To hit base 11+3) Friday July 16th, 2010 11:47:10 AM
(ooc the question is the word between I seem to have a clear shot at L2 since there are no other PC's engaged with him. IF not, I'll modify my to hits.) 31,15,19 Damage will change to 7,13,9 for Taldera's inspire courage.
DM Ken - Closing In Friday July 16th, 2010 4:02:01 PM
( Seri, your fine. In the Wold, firing into a melee always confers a -4 penalty as long as the target you are shooting at is in melee with another person. In this case, Yanosh is. You can choose to forgo the -4 penalty, but a miss results in a scatter die being rolled.
"We will not use the rules in the PHB3.5 and DMG3.5 for firing into a melee. Instead, we will allow a missile to be fired at a chosen target. Firing into melee may be done with a -4 penalty plus an additional -1 for each figure between the attacker and his chosen target. Players with the Precise Shot Feat avoid the -4 penalty, but not the additional -1 per intervening figure. The player may choose to avoid these penalties; however, if the ranged attack misses, the DM will randomly select a target from those figures between the attacker and his target and have the player roll to see if the ranged attack hits that figure instead. "
Soo.. anyone without precise shot is firing at -4, OR, not firing at -4 ( and -1 for each person in the way) but you run the risk of hitting someone else you didnt intend to hit.
Anyways.. Yanosh is holding a doozie of a spell. Once he posts, I'll get out next combat round posted. )
Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) (MOXY :Familiar HP : 25/34 AC 17 (To hit base 11+3) Friday July 16th, 2010 4:38:10 PM
(ooc just noticed I was hit by one of the Lizard men in the last DM post. Was that intended for me ?)
DM Ken - Closing In Friday July 16th, 2010 7:24:40 PM
(Dammit. No. I alway confuse you and Yanosh!)
Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage Saturday July 17th, 2010 1:43:45 AM
(OOC: I have precise shot, do I have a clear shot at L1 from where I am standing? I hit AC's 27/20/20/22 before any -1 for each person in the way.)
Yanosh AC 23 HP 114/105 Endure Elements d20+20=22 ; 3d6+9=16 ; d20+1=17 ; Saturday July 17th, 2010 5:52:33 AM
Yanosh reaches out and touches the lizardman that trys to bite him. Yanosh moves the Spiritul Axe to the next nearest target and it strikes.
Touch attack hit AC 22 Dmg if save is made 16 Spiritual Weapon Hit Ac 17 i believe is a miss
Spells cast Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time
Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures
Spiritual Weapon
Slay Living - must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
(OoC Sorry for the late post. had things interfere but its good now.)
DM Ken - Closing In d20+2=4 ; d100=97 ; d100=68 ; Monday July 19th, 2010 6:04:14 PM
With their heavy support invisible and fleeing the plains, the two lizard-monks quickly fold to the attacks of the Bloodpack. Spells and missiles rip though the un-engaged lizardman.. His scream of pain and death is shadowed only by the unholy gasp of the lizard battling Yanosh. The reptile struggles for air, gasping as his life is shattered by a single touch.
The pack have won the day, but the hushed whispers of blinded and bound prisoners steal the elation of victory from the moment back to the task at hand.
There are still slavers to track and catch. One of those here have escaped. These men are under Gaeas, how might they be affected?
Some of the Pack will undoubtedly search bodies for loot, and wont find much.
1 masterwork chain shirt. 1 +2 Mighty Composite Longbow. 2 masterwork short swords. 1 potions of cats grace. 2 potions of jump. 1 leather pouch with gold ( 164 ) 2 leather pouches filled with tiny red stones. ( 40 )
Appraise: DC 25 or Knowledge Local: DC 20
Highlight to display spoiler: { While it's doubtful these stones have much material wealth, they seem well worn and might have passed hands several times. Local rumors or stones you have appraised before would indicate these are likely currency specific to a single orginization.}
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] d20+8=11 ; d20+17=23 ; Monday July 19th, 2010 8:03:20 PM
"Well that was fun, wasn't it?" Serillana says playfully as she spins out of the darkness and into a quick stretch before she does anything else.
Wondering where the spellcaster got to, Serillana jumps on the other raft looks around the raft and the grass to see if any of it has been disturbed. She does this trying to not get any attention from the prisoners.
"I can't show myself looking like this... What will they think of me then?"
--------
Actions: Local - 11 Spot to find any information about the whereabouts the spellcaster might be - 23
Taldera (AC 25, HP 56/97) d100=6 ; d100=35 ; d100=55 ; Tuesday July 20th, 2010 12:29:34 AM
(OOC: Glitterdust is a 10 ft. spread, no matter which grid intersection surrounding I10 it was centered on it could NOT blind the prisoners. It would have had to be a 15 ft. area to effect P1, which by the looks of it is what you made the area. Area effects do NOT effect the 4 squares surrounding the intersect they are centered on for free, that counts as 5 ft.)
"That was, exciting, though it was looking a little too close for a moment there."[b] Taldera says, focusing on her breathing to calm herself after the battle, then turning her attention to her clothes and hair. "Gah, slightly singed. Oh well, part of the price of picking up new tales to tell." She puts away her bow and takes a step, feeling the pain of the battle before. "Oww...I should probably see if someone can fix that up." As she moves to recover the few of her arrows that survived being launched at the enemy, she asks, [b]"Can any of you heal injuries, I think quite a few of us are worse for wear. If not I have a wand with me, but it won't go very far."
Once Serillana is done, Taldera moves over to her. "If you like I could clean up your clothes with a little bit of magic."
Actions: Recovering Arrows: 3 missed, 1 was not destroyed. (Normal) Arrows remaining in Quiver: 27 (Normal) Arrows remaining in Haversack: 63
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) (MOXY :Familiar HP : 25/34 AC 17 (To hit base 11+3) Tuesday July 20th, 2010 3:06:50 AM
Falmar instructs Moxy to stay aloft and circle around the rafts for a while so there are no surprises.
He quickly works on tying his raft to the larger if the two and kneels down to assess the state of our prisoners.
" Be calm, Everything is shady. We followed you from outside Oddholme. We're known as the Bloodpack, and we mean you no harm.
Looking around at the rest of the Bloodpack...Falmar says quietly to them [b] " Anyone know what happens when the object of a Geas dies before you can complete it? [/i]
Falmar rubs is eyes and scratches the burned flesh beneath his armor.
Yanosh AC 23 HP 114/105 Endure Elements d8+9=13 ; Tuesday July 20th, 2010 9:54:37 AM
Yanosh strides across to the slavers raft. He lifts his hood and hides his face before the blindfolds are removed from the prisoners. He looks over the BloodPack and silently says a prayer to Gargul asking for the healing of the 'Pack. Yanosh releases the healing power of the God of Life and Death into his companions.
"Taldera, Mojo keep watch for any that may try to sneek up on us as we tend to the prisoners. Serillana see what else you can find on the raft. Please." Yanosh orders with out thinking.
"I do not know," he answers Falmar as he approaches. Yanosh studies the injuries of the prisoners and treats what he can without the use of spells. For any life threatening injuries he cures using some spells. Once all are seen to he asks if anyone can pilot the raft. "I think it best if they return to OddHolme. There they can receive the treatment they need. We can go on from here."
Spells cast Mass Cure Light Wounds for 13 hp to all of the BloodPack
Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time
Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures
Spiritual Weapon
Slay Living - must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
DM Ken - Aftermath Tuesday July 20th, 2010 11:45:34 PM
( Was waiting on Mojo. Going ahead without him. )
The prisoners warily eye the Bloodpack as they are untied and freed. Glad to be rid of their captors no doubt, but still wary from the experience as a whole. The men seem distracted, muttering half hearted thanks and promises of help in the future, but seem overall more focused on another, larger task.
One of the men seems to be in charge of the other two, and after some time approaches the pack.
" I thank you truly strangers, but we need to leave. We have matters pressing on us now that wont allow us to wait. You seem to have something important on your minds too, but I ask that you allow us to leave.
We will need to take one of the rafts. The larger and slower one is fine, but we have somplace to be as soon as possible. Will you let us go?"
Not all of the bloodpack are caught up in conversation. Taldera is offering aid to Serillana, who is searching the tall grass below for signs of the wizard. Unfortunately, Serillana is not a trained tracker, and while she does find a couple broken sticks of Sargrass, she is unable to follow it much from there.
Mojo seems distracted, and perhaps misses the last chance the party might have of catching the escaping mage.
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] d20+16=26 ; Wednesday July 21st, 2010 2:17:39 AM
After looking at the grass for a bit, trying to figure out what was happening, Serillana turns to Taldera and says "No, I think I'm fine, I can wait till we reach a more occupied place. Although, you might need a little bit of a tidy up." Serillana smiles then turns away and listens to Yanosh.
"Yeah, I guess I can do that..." Serillana says back and starts to look around the raft for any hints to who those people were.
------
Actions: Search - 26
Yanosh AC 23 HP 114/105 Endure Elements Wednesday July 21st, 2010 8:39:15 AM
"If you feel you are able to go on that is fine with us. If you need anything the BloodPack will help if we can." Yanosh replys to the man. "I am Yanosh Ironfist and we are the BloodPack," he gestures to the rest. "The raft is yours go in peace friends."
Once everyone is ready Yanosh steps back into the raft that they had to start with. Using his rope he lashes the other one behind the main one. "Cant just leave it for theat Mage to use to track us down can we."
Spells cast Mass Cure Light Wounds for 13 hp to all of the BloodPack
Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time
Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures
Spiritual Weapon
Slay Living - must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) Wednesday July 21st, 2010 11:28:44 AM
Looking at the Sun Falmar nods at the explorer's statement.
"With luck, you should be able to reach Oddholm by nightfall, you were almost there. Seek out the Council when you arrive, and let them know what has happened here. Is there anything you can tell us about your captors ? anything they may have said or mentioned?"
we'll have to spend the night on the raft....or beneath it...wouldn't do to arrive unprepared.
Taldera (AC 25, HP 69/97) Prestidigitation d20=19 ; Wednesday July 21st, 2010 1:43:49 PM Is it really that bad?" "Heh, yeah, I guess so..." Taldera says. "Pupillus furta." She says in a playful sing-song voice, as she pats down her clothes, her clothes magically becoming clean. Afterward she follows Yanosh's orders, looking over the grass to make sure no one is approaching them. (Spot Check=19)
Actions: Cast Prestidigitation, duration 1 hour
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 2/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Mojo (AC 22, HP 38/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild, fly, haste d4+12=14 ; Wednesday July 21st, 2010 3:20:17 PM
"Here's another arrow for you" Mojo joked as he handed one of the arrows that hit him during the battle to Serillana.
But the joke lacked Mojo's usual lighthearted delivery, for he had obviously taken a good deal of damage during the battle. Though, his mood did improve slightly after Yanosh cast his healing spell.
"You have my appreciation" Mojo said to Yanosh as he attempted to look less worse for wear. And with that, he cast another spell.
14 semi-tangible orbs suddenly appeared.
"Scout the area and look for signs of life" Mojo commanded. "Stay within 3/4 of a mile and return to me every hour."
And with that, the eyes shot off in all directions.
OOC- Prying Eyes- Can see 120 feet in all directions. 1 HP, AC 18, flies 30 ft, +16 hide
Highlight to display spoiler: {Analyze Dweomer, Greater Dispel Magic,Cone of cold , Magic Jar, Teleport, Arcane eye, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Fireball, Lightning Bolt, Vampiric Touch- 2, Detect thoughts, Ghoul touch, Mirror image, Spectral Hand ,True strike, Ray of enfeeblement, Reduce size, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand}
If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.
The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.
DM Ken - Aftermath Wednesday July 21st, 2010 7:08:29 PM
The men thank you again, then warily set off towards Oddholme. They seem a bit apprehensive about the floating eyes, but right now anything would put them on edge.
Several of the pack have mentioned rest, others continuing forward, and others the need for caution. Mojo's prying eyes return as ordered, and have only 1 interesting tidbit of information.
The raft headed for Oddhole did not continue that direction. Once over the horizon, the explorers set off towards some other destination to the south.
(I'll need a watch rotation please. ^_^)
Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) d8=5 ; d8=7 ; d8=1 ; d8=2 ; d8=1 ; d8=4 ; d8=1 ; d8=2 ; d8=7 ; d8=2 ; d8=6 ; d8=4 ; d8=7 ; d8=3 ; d8=6 ; d8=5 ; d8=5 ; Wednesday July 21st, 2010 11:10:38 PM
When Falmar sees the eyes spreading out he calls Moxy back and feeds him a chunk of flesh from a pouch at his waist.
Falmar approaches Mojo and offers him the help of Sargrass to ease his wounds [LAy on Hands 4 PTS healing] he shrugs and pulls out a wand...and exhausts 11 charges on Mojo.,
this thing isn't going to last long.... Wish Trellus, and Gry were still here....or I devoted mroe time to my meager skills
We've been traveling for most of the day and some of us need to rest a bit before moving on. We should move a ways from the bodies, bodies bring insects, critters, and any number of predators that the Sargrass would likely prefer we avoid. I'll take second watch."
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] Thursday July 22nd, 2010 1:05:33 AM
Serillana looks around, finds nothing and jumps back on the raft that they are taking.
As talk of night watches come up in conversation, Serillana pipes in. "I guess that I'm getting a little tired. I'll take the last watch, the one with the most light. If someone would rather have the last, I'll take first."
Yanosh AC 23 HP 114/105 Endure Elements d20+1=7 ; d20+1=20 ; Thursday July 22nd, 2010 9:31:32 AM
Before Falmar can use his wand Yanosh lays a hand on his shoulder. "Save your wand for when it is truly needed" Yanosh then exhausts all of his healling spells and tattoos to heal the party. He will cast healing over any other spells he has prepared if need be. Yanosh states he will take his normal watch, the midnight watch.
Yanosh prepars dpells and equipment for the next day.
Spot - 7 Listen - 20(nat 20)
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
Taldera (AC 25, HP 97/97) Thursday July 22nd, 2010 11:40:10 AM Thank you Yanosh, I feel much better now. Truly you are blessed by Gargul." Taldera says. "As for the watch, unfortunately I must take either the first or last watch, as I need uninterrupted rest for my magic to return to me, though I'm probably not the only one with that problem. My senses also aren't particularly good in poor light, so perhaps I should share a watch with someone that can see well in poor light, or I should share the watch with the most light."
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 2/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Mojo (AC 22, HP 72 or 79/79)- Mage Armor, False Life, Endure Elements Thursday July 22nd, 2010 1:11:40 PM
Mojo listened to the report from his prying eyes spell, and then sent the 14 eyes to continue to scout and be on look out. Highlight to display spoiler: {OOC: duration 12 hours}
A few moments later thanked Falmar and Yanosh for their offerings of healing. He felt much better.
Later when watches were being discussed Mojo chimed in: "I also need 8 hours of uninterupted rest" he said. "And my dark eyes eyes are best suited for darkness, so why don't I take first watch."
With that decided Mojo looked over everyone's equipment to see if anything would benefit from some mending.
DM Ken - Under the dark blue sky.. Thursday July 22nd, 2010 9:53:36 PM
That night is uneventful, and the Bloodpack gets some needed rest. Perhaps in the future they will need a more solidified watchbill, but this night their ramshackle arrangements saw them through the night.
Perhaps they would come to something soon?
Mojo's eyes report all quiet on the western front, and with morning comes new opportunity. They pack sets off in their raft, cruising towards Yellowsands cavern, which is still some ways over the horizon according to the magical amulet being used to guide them.
ooc: Please let me know any spells and actions being cast throughout the day. Have the group remained split between the two boats or is one simply being dragged as posted earlier.
Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) Friday July 23rd, 2010 12:00:23 AM
Falmar rises and spends time in study and contemplation. Thinking about the night watch and the current members of the Bloodpack, he decides to implement a watch in which everyone's abilities will be some benefit to the group. Taldera and Serilanna should be placed at the end and beginning, while those of us who can see better in the dark should be watching when it is the darkest. He feels that the order of Serilanna, Falmar, Mojo, Yanosh, Taldera would make the best use of our skills. He will communicate this to everyone as their journey begins.
If tethering the other raft does not slow the one we are on we should just loosely weave them together and travel on the single raft for now.
" I think we can assume that Hook city is somewhere to the south of Oddholme, but I don't know what we can weave from that. "
Spells Highlight to display spoiler: { PAL lvl 1 - CLW
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] Friday July 23rd, 2010 12:28:29 AM
When they have the group meeting, Serillana speaks up. "I'm fine with my placement, it gives me time to contemplate quietly and write in my journal of sorts. However, from what I've seen Taldera do when we just had to fend off some 'patrons' and I want to go out partying and she wouldn't let me," Serillana proceeds to glare at Taldera. After a second or two she then goes back to addressing the group, "wouldn't Mojo need a nice amount of unbroken sleep? There doesn't seem to be an easy way to set up a watch with spellcasters.... Is there a way for you guys to get a full rest in while something is still keeping watch?"
Yanosh AC 23 HP 114/105 Endure Elements Friday July 23rd, 2010 7:43:37 AM
"Serillana is right Mojo needs more sleep then I do. If anyone had an alarm spell it would help aid in the groups rest at night. I will take the mid night watch as I usually do. I have other things that need to be done at that time. So i am up anyways," the Dwarven Cleric states softly. Outside of battle the Dwarf seems reserved and quiet even withdrawn.
"OoC Yanosh always has endure elements cast on him daily."
Highlight to display spoiler: {
Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
Mojo (AC 22, HP 78/78)- Mage Armor, False Life, Endure Elements, Contingency- Greater Invisibility d10=4 ; Friday July 23rd, 2010 10:26:46 AM
Mojo listened to the discussion about the watch before adding his two copper pieces. "Yes, I need uniterupted sleep. And unfortunately, I don't have an alarm spell in my spellbook, but I can change that soon enough."
In the morning Mojo found as quiet a place as possible to go over his spellbook, and then he began casting in preparation for another day... two of the spells were cast with his Rod in hand.
Highlight to display spoiler: {Spells Cast Endure elements- 24 hours Mage Armor (extended)- 24 hours False Life (extended)- 24 hours- +14 HP Contingency- Greater Invisibility- Triggered when Mojo's hit points drop below 45) Spells Remaining Analyze Dweomer Chain Lighning Contingency Prying Eyes Cone of cold-2 Teleport Arcane eye Greater Invisibility Stoneskin Black tentacles Enervation- 2 Arcane Sight Dispel Magic Lightning Bolt Magic circle Vampiric Touch- 2 Fly Detect thoughts Acid arrow Scorcing Ray Ghoul touch Mirror image False Life Spectral Hand True strike Mage armor Ray of enfeeblement magic missile Reduce size Endure elements Shield Read magic Resistance Detect magic-2 Light Mending Mage hand}
Taldera (AC 25, HP 97/97) Friday July 23rd, 2010 2:00:54 PM
(OOC: This is assuming three 4 hour watches (12 hours isn't unreasonable when you can only walk for 8 hours without fatigue), with all three watches more or less not having sunlight, though the first and last may be somewhat lighter depending on when sunrise and sunset is.)
After she wakes up, Taldera breaks the mornings silence with a song. As she sings she can feel her complement of spells return to her. (Bardic Music Uses: 12/12. All spell slots recovered.)
As the discussion about the watch continues, Taldera keeps silent, until Serillana brings her up. "Hmph, sorry if I care." She says to Serillana, then realises everyone can hear her. "Anyway..." She continues, somewhat embarrassed, "I think we can agree Yanosh can take the middle watch by himself. That leaves 4 of us for the other 2 watches. Considering our senses, Serillana and myself should not share a watch, we'd be equally poor watchers without proper light. If she is comfortable with the last watch, I'll take the first watch in the future. Unfortunately none of my spells have an effect like the alarm spell, though if we come across a wand or scroll of it, I can use it.
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 3/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
CDM Jerry [OOC] Friday July 23rd, 2010 3:28:06 PM
Bloodpack, I have sent an email to all of you. If you didn't get it, please email me and let me know. I need replies by Monday if you can please.
Don't ignore this please.
DM Ken - Under the dark blue sky.. Monday July 26th, 2010 6:58:05 PM
Not long after starting their day, the Bloodpack starts off in the general direction of Yellowsands once more. Nodding off lazily under the heavy sun of the Sargrass Plains, the Bloodpack are suddenly assailed by mental images of Oddholme burning, reduced to rubble.
The images also show flashes of the newly discorvered room of portals. One of them is pulsing a sickly purple, and from it spills troops with weapon and whips...
Finally, a familiar face comes across the vision. It is Tishe. She looks worried, as if she's not quite sure if you can see her.
"Please, help us. Our thread will stretch and unravel soon! Your help is needed!"
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] Tuesday July 27th, 2010 4:37:22 AM
"Oh, lying around on a raft watching the grass go by, nothing better than..."
Serillana stops mid sentence as she sees the horror unfold before her eyes.
"Wha.... What was that? What should we do? How do we help? Where should...." Serillana begins to spout of questions uncontrollably to herself. She moves away from the group as she mutters to herself.
Taldera (AC 25, HP 97/97) Tuesday July 27th, 2010 6:52:29 AM
"Mmm..." Taldera says as she stretches out, enjoying the warmth of the sun before yawning. "Guess I'm not used to the watch we have yet, maybe I should take a quick nap.." Taldera thinks. However what she sees next knocks the thought of sleep out of her, feeling wide awake and terrified.
"Bloodpack! We must return to Oddholme immediately!" She looks around at her pack mates, then lowers her head, humming to herself, thinking how to get back quickly. "I can move instantly, and take all of us, but only over short distances, wait..." Taldera stops humming suddenly and looks up. "Mojo! You said we could teleport to catch up to the raiders when we were planning before, can you do the same to get us back to Oddholme?" She asks the elf, hoping for an answer that will help them and Tishe.
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 3/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Mojo (AC 22, HP 78/78)- Mage Armor, False Life, Endure Elements, Contingency- Greater Invisibility Tuesday July 27th, 2010 3:46:01 PM "Oddholme in trouble?" Mojo asked, obviously concerned. He then started pondering solutions... teleport.
"I can take four with me" he responded to Taldera. "Teleport is never a sure thing... but I think it's our best option."
If the goup agreed, Mojo would cast the spell, concentrating on the place that he knew best."
DM Ken - Under the dark blue sky.. Tuesday July 27th, 2010 7:22:25 PM
( Were 3 posters short. I'll hold till I have more participation. I know this game ends soon, but I can at least give us something to do until the new game starts.)
Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) Tuesday July 27th, 2010 11:10:49 PM
Falmar jolts out of a serene moment of melancholy, he was recently daydraming about a horse that changed into a man then back into a bee, where this huge half orc smashed him, then healed him, and a giant flea that kept tearing it's exoskeleton off and dancing in front of everyone while a man on a horse A HORSE in the middle of the Sargrass waves and casts a spell then trots away without even a wave. A young human in armor keeps speaking with the most outrageous Sargassian dialect while trying to sell him some type of confection shaped to resemble a Manfri!.... At the same time Sargrass and Gargul are playing some type of board game with each other, and Gargul keeps bringing the pieces he takes from Sargrass back to life again... and Sargrass just keeps repeating "I am Sargrass" "I am Sargrass" ....
Jumping bolt upright Falmar looks around at everyone on the raft
" Tishe' ! We have to go back ! Back to the...Oddholme !"
Falmar nods his acceptance of Mojo's plan and decides to pay close attention to this casting so maybe some day he may learn something.
Yanosh AC 23 HP 114/105 Endure Elements Wednesday July 28th, 2010 10:09:40 AM
Standing on the bow of the raft Yanosh watches as the Sargrass Plains unfold around them. So used to walking in the grass the Dwarf has never seen the tops of most of the places he has been while in the Sargrass. Suddenly his sences are assaultd with images of Oddholme burning. Then Tishe' calling to them to return to help save their home. Cursing Yanosh turn the raft around and starts back towards home. "Mojo if you can take any of us back do it now I will go with you. Oddholme must be saved. Once we arrive can you come back for the others? If so then the others can join us as soon as Mojo can carry them. We must go NOW." As he speaks Yanosh approaches Mojo. He is visably shaken and his ashen complextion is steadily turning as crimson as his sash is.
Highlight to display spoiler: {
Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
DM Ken - A War at Holme.. Wednesday July 28th, 2010 8:04:35 PM
Tishe's vision has startled the new and old elements of the bloodpack. All agree that Mojo's teleportation is their best option, even if it means leaving rafts behind. When Mojo is ready, he teleports the others back to his best known location in Oddholme. Perhaps his heightened focus is the culprit, but there is no deviaton in his spell, and he finds himself and all of his companions and their familiars on the same docks where they met a week ago.
Oddholme is burning. the docks have been spared, but there is a circle of flame near the center of town, near the Bloodpacks living quarters. There are no sign of the attackers at first glance, but from high above the pack a shrill scream echoes downwards. Ttiny specks appear in the sky high above the Bloodpack, five in number. As they careen closer a familiar figure streaks towards them riding a broom.
Tishe swoops by the Bloodpack, looking up and over her shoulder at her attackers. Some distance beind, four grotesque creatures dive low in pursuit. Tishe is still their target, but now the Bloodpack stands in the way of them and their prey.
( Pack, this is less of a tactical battle and more scenario wide. As for right now, there's no map needed. State your actions and intents, make rolls for attacks and targeting. Consider movement available and stringent movement rules abolished. We are in timed rounds now. )
Taldera (AC 25, HP 97/97) Wednesday July 28th, 2010 9:53:53 PM Oddholme.. They will pay for this destruction, we will save Tishe! Taldera thinks, as she closes her eyes and begins to focus on a spell. "Umbra partum..." Taldera begins, the tone sounding like a dirge, the notes feeling heavier in the air. She opens her eyes, and at a quick glance, you would swear shadows danced across them. "Foetidus Nidor!" She finishes, a hand out stretched toward the 4 attacks. A thick cloud of fog engulfs them, and even from here the revolting smell of the vapors is clear. Taldera then moves towards the cloud seeking to get under it, drawing her bow as she moves from her quiver, hoping to force the attackers to land if they wish to harm The Bloodpack while the attackers avoid the cloud.
Actions Standard Action: Cast Shadow Conjuration, mimicking Stinking Cloud Will Save DC 20 to disbelieve the Shadow Conjuration. If disbelieved the Stinking Cloud only has a 20% chance of effecting the target. Otherwise it functions as normal. Fortitude Save DC 20 for Stinking Cloud. 20ft Radius in all directions.
Center the Stinking Cloud as close to The Bloodpack (including Tishe) as possible, while still effecting all the targets. (Assuming that is possible with a 20ft radius attack.) Have the Stinking Cloud so that the 5ft above the ground is not effected. (i.e, will not effect medium or smaller creatures on the ground.)
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 2/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) d100=14 ; Wednesday July 28th, 2010 10:35:21 PM " Take them down !
Falmar Casts Haste upon the Bloodpack ! (spell failure passed) then steps forward to intercept anything coming for the 'Pack. Spells Highlight to display spoiler: { PAL lvl 1 - CLW
Mojo (AC 22, HP 78/78)- Mage Armor, False Life, Endure Elements, Contingency- Greater Invisibility 10d6=39 ; Wednesday July 28th, 2010 10:45:46 PM "Wreckless hate" Mojo uttered almost accidentally, and then he became absolutely serious.
"SFERA DI FUOCO!" Mojo screamed as a ball of flame shot from his hand in the direction of the attackers, and then exploded in mid-air in a 40' diameter firey explosion. (OOC- fireball using staff; Damage 39; Reflex save DC 23).
"Blast them from the air!" he screamed as tears welled in his eyes.
Spells Cast Endure elements- 24 hours Mage Armor (extended)- 24 hours False Life (extended)- 24 hours- +14 HP Contingency- Greater Invisibility- Triggered when Mojo's hit points drop below 45)
Spells Remaining Analyze Dweomer Chain Lighning Contingency Prying Eyes Cone of cold-2 Teleport Arcane eye Greater Invisibility Stoneskin Black tentacles Enervation- 2 Arcane Sight Dispel Magic Lightning Bolt Magic circle Vampiric Touch- 2 Fly Detect thoughts Acid arrow Scorcing Ray Ghoul touch Mirror image False Life Spectral Hand True strike Mage armor Ray of enfeeblement magic missile Reduce size Endure elements Shield Read magic Resistance Detect magic-2 Light Mending Mage hand}
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] d20+27=36 ; Wednesday July 28th, 2010 11:17:24 PM
Once Serillana's feet hit the ground, she starts a fiery salsa and melts into her surroundings as she throws a few bullets into the next one that comes her way and waits till they get closer to her.
Hopefully, I can help get rid of these ambominations....
-------
Actions: Standard Action - Hide 36
Yanosh AC 23 HP 114/105 Endure Elements d20+8=25 ; d4=4 ; Thursday July 29th, 2010 9:23:12 AM
Quickly Yanosh draws a seldom seen light crosbow. After loading it he takes aim and fires. Silently he loads again.
Hit Ac 22 (OoC clicked the wronge mod should be +10 -5 for double action for a to hit AC of 22) Dmg 4
Highlight to display spoiler: {
Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
DM Ken - A War at Holme.. d20+8=27 ; d20+4=20 ; d100=63 ; d20+14=32 ; d20+14=24 ; d20+14=18 ; d8+4=7 ; d8+4=8 ; Thursday July 29th, 2010 6:16:41 PM
The slobbering gargoyle-esque creatures swoop downwards in their dive towards Tishe. Their movements are in perfect concert, down to the flapping of their grey leather wings. As the fireball explodes near them, they all instinctively shroud their bodies with their thick skinned backs, then turn and hover in place, appraising their new attackers.
Tishe looks over her shoulder once more then pushes onwards, flying quickly out of yelling distance and towards the town center where the mysterious portals were located.
Speaking in an a scrathcy voice, the flying things hiss at you, revealing gleaming white teeth dripping with bright green goo. Every few seconds, one of them reaches into a large brown pouch and removes a small gray rodent, which is savagely consumed. The feasting is brutal and urgent, as if the monster is on the brink of starvation.
"Wormss! You prolong our hunger!"
The creatures speak as one, their mouths moving in unison.
"You will pay for our lost meal! That flippant wench dares to strike us with puny fire and you aid her escapes! You will fill our bellies where she does not!"
The creatures circle around in the air once more, then dive downwards, gnashing at Mojo with an unexpected fervor. Three jaws snap at mojo, and two grab small chunks of flesh from his body, leaving angry wounds bleeding on his arms. The green ooze burns, and seems to keep his blood flowing constantly. The fourth creature, though it dove with the rest of itself, hungrily consumed another rodent from it's bag, warily guarding it from the bloodpack.
As the creatures complete their flyby maneuver, they circle back upwards, chewing the flesh they stripped from Mojo. Their scars and burns quickly heal, leaving them moslty unblemished.
[ Reflex Passed ] [ Will Passed ] - [ 63rd %. ] [ Hunger - Sated ] [ Damage Taken - 19 - 10 DR = 9 ] [ 7 Damage Healed ] [ Mojo - 15 Damage. Bleeding 2 hp per round until DC 15 Heal check or magically healed. ]
Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) Thursday July 29th, 2010 8:48:35 PM
Falmar casts lightning bolt at the nearest of the flying things. DC: 16 REflex for half.
When given any opportunity Falmar will begin moving closer toward the center of town while continuing to engage these things.
Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 5d6=26 ; Thursday July 29th, 2010 8:49:09 PM
Damage 26
Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage Thursday July 29th, 2010 9:36:19 PM
Taldera continues to move towards the cloud, moving underneath it. As she moves she shouts, "Bloodpack! Fight on, save Oddholme, take your place among the bards tales!" With that, she starts singing a song of courage and heroes past and present.
Actions: Move underneath the Stinking Cloud Standard Action: Begin to sing Inspire Courage
Spells/Effects: Shadow Conjuration Stinking Cloud, 11 rounds. (20% real, DC 20) Inspire Courage: +2 morale bonus to attack, damage rolls and saving throws against fear and charm. Currently singing, effects self and all allies.
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 2/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Mojo (AC 23, HP 78/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility Thursday July 29th, 2010 10:48:00 PM
Mojo tried to stem the flow of blood as he cast another spell- this one defensive. OOC: Highlight to display spoiler: { Stoneskin-duration 2 hours, 10/adam, absorbs up to 120 damage}
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked] d20+21=34 ; d3+2=3 ; 4d6=8 ; d20+27=28 ; Thursday July 29th, 2010 10:48:09 PM
Serillana watches this as it all unfolds as she keeps hidden, knowing now that these things hurt. She loads one of her magic bullets and waits for her chance to throw it to save her friends' lives.
Time for some moving target practice! -----
Actions - Delay until Enemy 30 ft from Serillana Standard - Attack with Sling with +2 Bullet Hit AC 34, Damage 3 + 8 magic bludgeoning damage Dodge bonus against one that Serillana attacked Move - Hide (28) + 15 ft movement towards center of town
(OOC: sigh, the die are hating me atm.... Had to have rolled a few ones.)
Mojo (AC 23, HP 63/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility Thursday July 29th, 2010 10:49:52 PM
OOC- sorry forgot to reduce my HP.
Yanosh AC 23 HP 105/105 Endure Elements d20+10=11 ; Friday July 30th, 2010 10:03:20 AM
Yanosh aims the crossbow at the one that didnot attack Mojo. The bolt flies wide and harmlessly past the creature.
Hit AC - 11 (Nat 1 )
Highlight to display spoiler: {
Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
DM Ken - A War at Holme.. d20+8=25 ; d20+14=23 ; d20+14=22 ; d20+14=29 ; d8+4=12 ; Friday July 30th, 2010 7:28:30 PM
The flying mod easily avoid the direct hit from the lighting bolt, and circle lazily in the sky. Screeching in pain, they hungrily dive again, this time at Falmar. Reaching into it's pouch, the lead creature consumes another small rat while the other three gnash hunrgily with their teeth, again using their hands and arms to cover their pouches. Only one set of teeth get past his armor, but it's enough to strip away a chunk of Falmars flesh, causing him to bleed.
[ Reflex - Passed. 13 Damage ] [ I hit @ AC 29 vs Falmar. ] [ Falmar 12 Damage. Bleeding 1 hp per round. ] [ 6 damage healed ] [Hunger - Sated! ]
[Knowledge Dungeoneering DC 10 or Intelligence DC 13]
Highlight to display spoiler: { The ravenous creatures seem to be somehow connected. Wounds to any result in wounds on all, and whatever flesh they strip seems to be somehow converted to HP.}
Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) Friday July 30th, 2010 11:06:08 PM
Falmar moves to Mojo and LAys hands upon him in attempt to heal and stop his bleeding.
4 points healed.
(ooc. never changed my hp from when Yanosh healed all of us.)
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked] d20+2=7 ; Saturday July 31st, 2010 7:46:23 AM
[OoC: Did Seri's attack hit or not? Or if it didn't go through at all?]
Serillana keeps on watching, trying to keep track of all the mayhem that is around her, although what she keeps thinking of is getting away while she can.
No.... No.... Must stay back and watch after my friends
Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage d20+3=21 ; d20+16=23 ; d6+4=6 ; d20+16=29 ; d6+4=5 ; d20+16=18 ; d6+4=10 ; d20+11=20 ; d6+4=8 ; Saturday July 31st, 2010 9:01:55 AM "Hmm, if one takes damage, they all take damage, I'll just go after the one I have a clear shot against then." (21 on Intelligence check) With a plan in mind, Taldera raises her shortbow and releases several arrows, taking advantage of desperation to save Oddholme and magical alacrity, at the closest monster she can fire at clearly, continuing to sing all the while, to boost her companions courage.
Actions: Free Action: Continue to sing Inspire Courage. Full-Round Action: Rapid Shot Full Attack at the closest monster with no intervening targets. Attack 1: d20+16 OR 17 (13 Base, +2 Inspire Courage, +1 Haste, +1 within 30 ft [Point Blank Shot]) = Hits AC 23(24), d6+4 OR 5 (2 Base, +2 Inspire Courage, +1 within 30ft [Point Blank Shot]) = 8 (9) Magical Piercing Damage Attack 2: d20+16(17) = Hits AC 29(30), d6+4(5) = 5(6) Magical Piercing Damage Attack 3: d20+16(17) = Hits AC 18(19), d6+4(5) = 10(11) Magical Piercing Damage Attack 4: d20+11(12) = Hits AC 20(21), d6+4(5) = 8(9) Magical Piercing Damage
Spells/Effects: Shadow Conjuration Stinking Cloud, 10 rounds. (20% real, DC 20) Inspire Courage: +2 morale bonus to attack, damage rolls and saving throws against fear and charm. Currently singing, effects self and all allies.
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 2/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage Saturday July 31st, 2010 9:24:16 AM
(OOC: Argh, sorry, knew I was forgetting something. All of those attacks are at minus 2 because of rapid shot, sorry. That means the resulting AC's are 21(22), 27(28), 16(17), 18(19) )
Yanosh AC 23 HP 105/105 Endure Elements d8+9=17 ; Saturday July 31st, 2010 12:59:28 PM
No good at distance warfare Yanosh turns instead to what he knows better. A quick prayer is said and Yanosh touches Falmar. The healing power of Gargul courses through them both healing Falmar for 17 hps.
Spell Cast Cure Light Wounds
Highlight to display spoiler: {} Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead
* = cast spell # = cast every morning once a dayHighlight to display spoiler: {}
Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility d20+8=21 ; 12d6=36 ; Sunday August 1st, 2010 12:38:37 AM "Taldera is correct" Mojo yelled, as he prepared his next spell (check 21).
Suddenly a bolt of lightening exploded from his hand at the same monster Taldera had targeted. (OOC- chain lightening spell, targeting as many monsters as possible, as well as the bags with rats inside that they carry, DC 26, Damage 36)
DM Ken - A War at Holme.. d20+8=11 ; d20+14=19 ; d20+14=21 ; d20+14=22 ; d20+14=29 ; d8+4=6 ; Monday August 2nd, 2010 5:53:15 PM
( Sorry sling-master! I'll add in your bullets damage.)
Mojo's lightning thundered through the sky, slamming into the flying abberations and distintegrating their leather pouches. The creatures shrieked in rage, they all turned to bear on Mojo. Screaming down to ground level, they cursed and spat as they tore at the stone-skinned mage, desperate for pieces of his flesh to gorge upon.
Only one comes close to harming him, and even it is denied flesh to consume. The creatures drop to the ground, shambling weakly and holding their stomachs before climbing skywards once more.
Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility 12d6=42 ; 10d6=35 ; Monday August 2nd, 2010 9:41:02 PM "What? No seconds?", Mojo joked as the creatures unsuccessfully dined on him. Then, sensing victory might be at hand, he called out- "Let's ease their hunger!".
And with that he began casting...
"CONO DI FREDDO!" he screamed, as a cone shaped burst of ice and wind erupted from his hands in the direction of the monsters. (Damage 42, Refelx DC 25)
OOC- If they are out of range of the cone (60') Mojo will instead cast lightening bolt targeting the same creature as the previous round. Damage 35, reflex DC 23)
Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage, Haste 3 more rounds) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 6d6=20 ; d20+16=26 ; d8+4=12 ; Monday August 2nd, 2010 10:52:44 PM
Falmar readies his bow and Takes a single shot at the closest of the foes.
Hit AC 26 Damage : 12 Damage
(ooc. ignore the 6d6 roll, I thought I had a spell I didn't...:( )
spells Highlight to display spoiler: { PAL lvl 1 - CLW
Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked] d20+23=34 ; d3+4=7 ; 4d6=16 ; d20+27=40 ; Tuesday August 3rd, 2010 3:49:16 AM
Serillana takes aim, spins the sling and lets go, attaking the one that she is closest to, for an attempt to hit a weak spot. She then box steps into the shadow.
-------
Actions: Standard - Sling w/+ bullet + Taldera's courage d20+23 = 34 hit FF AC Damage = 7 + 16 Magic Bludgeoning Damage
Move = Hide 40
Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage d20+14=23 ; d6+4=6 ; d20+14=19 ; d6+4=8 ; d20+14=24 ; d6+4=5 ; d20+9=25 ; d6+4=7 ; Tuesday August 3rd, 2010 4:24:05 AM
(OOC: How many if any of my arrows hit, I need to know if I later intend to recover them, as they are destroyed upon hitting an enemy, and 50% of the time when they miss. Not so important with these arrows, but I do carry exotic metal and magical arrows.)
Taldera raises her bow again and fires another volley at the closest she has a clear shot at, determined to bring these creatures down.
Actions: Free Action: Continue to sing Inspire Courage. Full-Round Action: Rapid Shot Full Attack at the closest monster with no intervening targets, including haste and Inspire Courage. (Point Blank Shot if within 30ft.) Attack 1: d20=9 +14(15) = Hits AC 23(24), d6=2 +4(5) = 6(7) Magical Piercing Damage Attack 2: d20=5 +14(15) = Hits AC 19(20), d6=4 +4(5) = 8(9) Magical Piercing Damage Attack 3: d20=10 +14(15) = Hits AC 24(15), d6=1 +4(5) = 5(6) Magical Piercing Damage Attack 4: d20=16 +9(10) = Hits AC 25(26), d6=3 +4(5) = 7(8) Magical Piercing Damage Arrows remaining in Quiver: 19
Spells/Effects: Shadow Conjuration Stinking Cloud, 9 rounds. (20% real, DC 20) Inspire Courage: +2 morale bonus to attack, damage rolls and saving throws against fear and charm. Currently singing, effects self and all allies. Bardic Music Daily uses left: 11/12
Spells Per day/Known Highlight to display spoiler: { Spells per Day Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 2/3
Spells Known Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration
Yanosh AC 23 HP 105/105 Endure Elements d20+9=17 ; Tuesday August 3rd, 2010 4:51:45 AM
Thinking that there is a reason that the vreatures act as one Yanosh quickly speaks the words for a spell. Centered on the one that seems to be the leader Yanosh decides to crash their party. Casts Dispell Magic on the lead creature in an attempt to end his control over the others or dispell the spell that created the others.
Spell Cast Cure Light Wounds Dispell Magic
Highlight to display spoiler: { Spells Prepared Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic
1 Bless, Cure Light Wounds*, Endure Elements#, Hide from Undead