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Battle Under Moonlight


DM Cayzle - The Enemy Camp 
Friday July 23rd, 2010 7:51:48 AM

Jet, who has the Silence stick?

We're getting a little ahead of ourselves, and I need actions from Charek. And everybody needs a map. And anyone sneaking has to make Hide checks.

The guard needs little encouragement from (and no Chr check either) to submit to healing from his new friend, Zeph. "You have healing?" the lizard asks Zeph, eagerly. He shows you five or six arrow gashes, and a couple big slices in his legs that were probably made by an axe or other blade.

The rest of ya, take a look at the map, roll Hide checks, post your actions. I'm telling you, if you just walk into camp, the guard on the other side WILL see you (no check needed if you are not hiding), and since he is not charmed, odds are he will sound an alarm before you can even get in speaking voice range. That's what I would do. Also note that you are not disguised as the same race as all of these are.

And the Map!

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Friday July 23rd, 2010 8:55:08 AM

ooc: Jet gives the stick to Garret. What he does with it after that is up to him.

Good to know, we don't look like these guys. Jet would suggest we change our features to resemble the new lizards.

Over all, we can't help the dead ahote and there is no need to get ourselves killed, if we can't get in a surprise attack.



DM Cayzle - Extra 
Friday July 23rd, 2010 1:00:45 PM

Could you get in a surprise attack on the charmed guard or on the sleepers? Almost surely. On the other guard? That would be much tougher.

Hmark(ac 20, hp 40/40) 
Friday July 23rd, 2010 4:46:38 PM

"Hit Jet with that Fly spell you were talking about," Hmark suggests. "Back up a couple hundred feet, fly up real high so they can't see ya in the dark, and then swoop in behind that guard."

"Or invisibility, if someone's got that. Take the stick with you, and you can have a big fight without making any noise."

"I can watch from that ridge Zeph is on, and drop some arrows on him when the fight starts."

Zeph AC22 HP 42/42  d20+13=33 ;
Friday July 23rd, 2010 6:34:33 PM

Zeph thinks hard: C'mon guys, attack soon, charge in quickly when I move this guy to the other guard and distract them both... and slice em up.

Zeph looks at the Lizard. "Yes. I do have some healing. But, you see how the magic works is that I can heal with my hands up to two people while touching them because I have two hands to use. So, to be more efficient with my limited magical ability we should go talk to the other guard and see if he is hurt first, that way I can heal both of you. C'mon, help me heal our side more so that we may win my friend." Zeph says, hoping that the large LIzard Guard doesn't know much about how divine magic works. The real funny thing is that Zeph is an Arcane caster and has no ability to heal other than potions. Luckily, I got a nat 20 on this bluff check for a Bluff = 33.

Then Zeph goes walking, beckoning the lizard guard to follow him.

Garret Goodbarrel [AC:26 HP:25/25] 
Friday July 23rd, 2010 9:59:24 PM

Garret whispers once again, "Hey, you guys don't look like these guys at all! Change so you look close to these guys if you can.

"Hmark, I like that idea, Jet, you up for some flying and attacking?"

Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Friday July 23rd, 2010 10:25:46 PM

OOC: where's the stick?

Thursday July 22nd, 2010 10:13:33 PM
OOC: wether Jet cast the Silence before or not really doesn't matter as long as he casts it now before we head in. :)

Assuming the spell is cast ...

Alexi takes the Silence Stick and makes motions immitating spellcasting to Jet and Keela and claps his mouth, then grins.

Taking the Silence Stick, he moves forward, nonchallant towards the guard, trying to move like a lizardman. The only lizardmen he observed moving were the ones moving towards the Bryn Baraz wall, he tries anyway. However, he straps his shield to his back, knowing that most lizardmen don't carry shields.

"There's gonna be a parrrty tonight, There's gonna be a paaarrrty tonight," he mumbles quietly as he goes.



Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Friday July 23rd, 2010 10:33:06 PM

OOC: ok guys, we've got too many 'plans' and going on here. We can't keep backtracking on our plan of attack.

With the guard charmed... :
Jet's going up to the guard and suggesting the others 'go sleep with the others'.

Once we pass the guard, Alexi will have the Silence Stick and we can all jump him, then sneak into the sleeping goup and hope the other guard didn't see anything. Anyone have a Darkness Spell? That' be a good one to cast on the other guard.

Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Friday July 23rd, 2010 10:50:48 PM

Cont.:

That's if the guard does not go with Zeph to meet the other guard.

If he does, then, Alexi with the Silence Stick can lead the group into the sleeping ones and cut their throats.

IC: Alexi holds back some while Jet goes forward to Zeph and the guard.
If the guard becomes suspicious and starts to holler, Alexi will charge forward with the stick.

OOC: not at good idea to suddenly change forms. Most of us don't know what the others look like, since seeing them in the dark does not reveal a good description of them. It's best to stay as we were with the ones we know well.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Saturday July 24th, 2010 1:36:31 PM

ooc: From what I have understood, Jet is to have both the Silence and the Fly spells. That way when Jet attacks the guard that is awake, no one can hear the scuffle and the rest of you can Coup de Grace as many of them as you can.

Is that the idea Jeff?


Charek AC 25; HP 47/47 
Saturday July 24th, 2010 6:09:26 PM

(OOC: Sorry all, been traverlling again and no access. But I am back in NC now.)

Keeping his disguise of one of the small lizards, adjusted to make him look like he is carrying a heavy chest. Charek mutters and grumbles under his breath as he follows along slightly behind the obviously more dominant lizards he is with, no clear words just a general sense of unfairness, and resent, typical of the downtrodden and overworked lowerclass.

Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Saturday July 24th, 2010 7:56:54 PM

OOC: As long as what Jet plans to do does not require any communication or spell casting, he can take the stick.

The Idea of Alexi taking the stick was so that he would enter the sleeping area (where a Silence would not be noticed) and they would not hear any scuffle, either with the guards or with themselves.

If you approach any guard with the Slience active, the'll notice it and get suspicious. But it's up to the leader to decide, quickly, what plan to take.

Garret Goodbarrel [AC:26 HP:25/25] 
Saturday July 24th, 2010 11:01:44 PM

Yes, Jet, that's what I had thought. With silence and fly, Jet can take out the far guard without anyone hearing. Hopefully Zeph can distract the other guard to the point where he can be killed before setting off the alarm, leaving the rest of everyone else to kill as many sleeping ones as possible before others wake up.

I would guess the process would be that Jet is going to take off flying in silence and darkness while Zeph is trying to talk the guard into leaving his shift and going up for a nap. In the meantime, the others (with Garret) are working their way towards the camp, appearing as lizardmen. If Zeph is successful, Jet can make the kill while no one is watching. If the guard doesn't fall for Zeph's words, hopefully Zeph can keep him looking away from the other guard while Jet does his work. Then Zeph, or the group, once arrived, can hopefully make quick work of the near guard, leaving the rest of the camp asleep and ready to die at our hands! Mwah ha ha!

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Sunday July 25th, 2010 12:52:51 PM

Jet to DM, his plan.

Since jet did not cast the spell yet, or he wouldn't be able to plan, he will first have Keela cast the spell on him and while he is well away from the guards and sleeping lizards, he will fly about four hundred feet in the air.

As he does so, he pulls out a rope and ties the stick to the rope.

When he gets in position, behind and well above the unhurt guard, he will cast Silence on the stick and lower it twenty feet (or twenty one feet down) down and out of range, so the Silence is in between him and the guard. As Jet descend down a hundred and twenty feet at a time, he will cast first Enlarge person on himself and then Bull's Strength on himself and lastly, Protection From Evil, before gathering up the rope and placing the stick in his belt, then, beginning his surprise attack. If it would be best for Jet to cast all the spells, before decending, he would do that also, since they all last minutes.

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Sunday July 25th, 2010 9:17:26 PM

Question to DM, if Jet tied his Falchion onto the rope as well, when he cast his enlarge person spell, would he then be able to use the falchion as a one handed weapon?

Keela 
Sunday July 25th, 2010 11:48:07 PM

[OOC: The plan is almost sufficiently complicated! But wait! We must complicate it further! LOL]

Keela casts Fly, as requested. "I also have a scroll of Fly we could use in a pinch," she says. "But once that's used, it's gone."

DM Cayzle 
Monday July 26th, 2010 9:02:09 AM

UGH! My friends, real life reached up and grabbed me in an inconvenient place today. Sorry. No DM Post. Really really sorry.

Um, I do note that I am not seeing map coordinates anywhere. The map is on a five foot scale. Since we are about to enter combat, giving your DM some idea of where to place you would be helpful.

To Jet - Silence goes around things, so there will be listen checks, albeit at a -10 penalty. How far away will you be when you cast? DC0 to hear a caster, -1 for every 10 ft distance, -10 going around a silence. Sound fair?
Question to DM, if Jet tied his Falchion onto the rope as well, when he cast his enlarge person spell, would he then be able to use the falchion as a one handed weapon? Yes, you can do that, but then you suffer the penalty for using an inappropriately sized weapon. Plus a 1% chance of dropping the sword, just for the amusement of your DM, and out of a feeling that everything has a chance of failure.

Aks questions, post map locations. And the same old Map!

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Monday July 26th, 2010 10:50:14 AM

Very well, I will rethink his actions and give you map coordinates tonight.

Zeph AC22 HP 42/42 
Monday July 26th, 2010 2:49:58 PM

Jeeze, this shouldn't have taken so long. Next time I suggest we just charge in guns ablazing.

It should have been a simple 3-step proceedure.

1. Sneak over, gather info, report back.
2. One guy (me) distract guards.
3. Everyone swoop in and kill sleeping guys (or Jet can come help me with the guards, that is good too).

But as for specifics. Zeph will try to lead the other guard (with promises of healing and bluff checks) around the sleeping camp, in between the Corral and the big pink blocks, passing through Square W-9 to reach the other guard.

Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Monday July 26th, 2010 4:23:16 PM

OOC: well, what would be REALY cool, is that if we use the hat to disguise to disguise ourselves as dead Ahote and came out of the dead body pile. :)

It's best for our leader, Garret to pick our co-ordinates. That's what leaders do. :)

Jet Stormway (AC: 22/21/no dex, HP: 53/53 ; Bantom AC:19 HP: 51/51) 
Monday July 26th, 2010 5:35:25 PM

ooc: That is not true Alexi! Don't put Garret in that position. There will be a time you didn't want him to pick your spot and it will be to late.

As for time frame. I was at first upset about all of this, but planning is also important. These guys are bigger then us and likely a good fight with severe casualties if we took them head on without surprise. i think the extra game time planning is a good idea. It is only a waste of time, if after all of this, people do not do as they have been instructed, in oder for all of this to succeed.

Keep in mind Zeph, the uncharmed guard might raise an alarm if he sees you. I would like to recommend, steer the wounded guy away from the camp to where the rest of the group can kill him quick. That will give Jet two or three minutes to get in position and cast his spells, well out of range of hearing on the unwounded, uncharmed guard.

Garret Goodbarrel [AC:26 HP:25/25] 
Monday July 26th, 2010 11:56:39 PM

I think we're with you Zeph, albeit not in so many steps. Zeph and Garret checked the layout. Garret headed back to the group. Zeph is continuing to attempt to distract one guard while Jet takes fly and silence and heads around to attempt to kill the other guard (AJ 8)?

While Zeph attempts to distract and lead the guard down (towards N23), the rest of the group will sneak towards him. Garret will move out a little ahead of the rest (due to better hide) and attempt to get in position to flank the guard with Zeph and the others. When Zeph gives the sign, everyone will attempt to kill the close guard before he can raise the alarm (if Zeph can't talk him into going to sleep).

How's that?

Charek AC 25; HP 47/47 
Monday July 26th, 2010 11:56:46 PM

Moving toward 28 K

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/53 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Tuesday July 27th, 2010 1:21:51 AM

AF/AG, 11/12 is where Jet will wind up before descending from 300', which should provide plenty of minuses to the monsters Listen check.

Spells in order when casting.

Silence tied to rope and lowered down to cast other spells (4 minutes) Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.

Protection from Evil (4 minutes) First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Enlarge Person (4 minutes)This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

Bull's Strength (4 minutes) The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.

Augury (Instant) Duration: Instantaneous
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
•Weal (if the action will probably bring good results).
•Woe (for bad results).
•Weal and woe (for both).
•Nothing (for actions that don't have especially good or bad results).
If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

Augury is to know if Jet attacking from the position he asked about would surprise the guard, allowing him extra attacks as well as avoiding an AoO. IF the answer is Weal, he will go with that plan, to attack with his falchion with surprise. If the answer is Woe and he can not gain surprise, then he will maneuver around to where he can grapple the guard and prevent him from leaving the area of silence and sound an alarm

Spells:
Silence on stick 40 rounds available/ ? rounds remaining
Protection from Evil 40 rounds available/?
Enlarge person 40 rounds/?
Bull's Strength 40 rounds/?

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, +Protection from Evil, Detect Evil, (+Enlarge)

2-+Silence, Resist Energy, Augury, (+Bulls Strength)

Did I miss anything?

DM Cayzle  d20+3=15 ; d20+3=22 ;
Tuesday July 27th, 2010 7:30:03 AM

OOC: The disguise items cannot change your apparent size, and these things are all large. No way you could appear to be them. And besides, like Alexi says, you can hardly see them in the night.

Zeph leads his new friend to visit the other guard.

Keela casts Fly on Jet.

Jet flies up into the dark night, way way up. He casts Silence on a stick, lowers it, and then casts a few more spells. THe last one is Augury, which suggests that all is going very well, and you have a good plan in mind.

Garret leads Alexi, Keela, and Charek forward, keeping low, using the ridge and the grass to stay concealed. Garret is hoping Zeph will bring the charmed guard into an ambush. But he does not.

Hmark moves toward the ridge, the better from which to shoot.

Zeph is instead leading the charmed guard toward the uncharmed guard. Which keeps the uncharmed guard's attention riveted on Zeph. Consequently, he does not see the other party members on the ground, nor does he hear or see Jet hovering above him while all those spells are cast.

But in the end. some glimmer of moonlight, some hint or instinct or drifting scent inspires the uncharmed guard to look up. And he stands and peers into the night above. Does he see Jet? From his open mouth and look of concentration, he sees something. He has not given an alarm.

And here's the map. Note that Jet is 300 feet up. You can fly down 120 feet per round with controlled flight. Or you could choose to fall, pulling yourself out of the fall at the last minute, with a concentration check vs DC15 to time it perfectly. Each 3 points by which you miss it will be a d6 of falling damage for misjudging it. But that will get you down, one way or another, in a single round.

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/53 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Tuesday July 27th, 2010 10:18:29 AM

ooc: Expletive, expletive, expletive!!!!!

Wouldn't the augury have said woe, if Zeph was seen before Jet cast his augury? We are talking mere seconds for him to descend and Zeph made his post before me..

Whatever, let us get this over with.


Zeph AC22 HP 42/42  d20+13=29 ; d20+9=17 ; 2d6=5 ; 3d6=9 ;
Tuesday July 27th, 2010 10:23:08 AM

Zeph is going to try to time this right. He wants to strike at about the time that Jet can reach him in one round and the other group reaches the sleeping lizards.

First, he hails the other non-charmed guard and pats his charmed-guard on the shoulder, hoping that the big guy can help him with the bluff. "I have healing and I'm from the other camp, ask my friend." Zeph simply states pointing to the charmed lizard guard, hoping to get the non-charmed guard interested. (Bluff = 29)

Then, Zeph will stand at AG-8 and direct the lizards to stand in front of him, so that Jet can drop in and flank at least one of them with him.

Then, Zeph will cast and deliver his 'healing'... Shocking Grasp (DC 16 spellcraft to identify. Can't get more than 10 untrained... stupid lizards). If the ruse worked, I shouldn't need a concentration check. And you can deliver a touch spell the same round you cast it. So Zeph will try to deliver it to the non-charmed guard if his ruse worked. Hits TOUCH AC 17 for 5 Lightning damage and 9 sneak-attack damage for a total of 14... bleh (also no dex to AC if he believed my lie). I'm sure if he believed me and is allowing me to cast a spell then he wold be flat-footed, its what bluff is for. But if it didnt work, then Zeph will target the charmed one instead.

After delivering the touch spell, Zeph prays that Jet drops in silent right after.


Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/53 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil  d20+10=26 ; d20+13=24 ; 2d6+10=15 ; d20+13=26 ; 2d6+10=13 ;
Tuesday July 27th, 2010 10:27:11 AM

Concentration to just fall and pull out last minute attacking unwounded lizard. Thanks for wasting a critical hit!

Attack lizard with surprise attack if that is still an option hitting AC 24 for 15 damage.

If a second attack is available hitting AC 26 for 13 damage.

Spells:
Silence on stick 40 rounds available/ ? rounds remaining
Protection from Evil 40 rounds available/?
Enlarge person 40 rounds/?
Bull's Strength 40 rounds/?

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, +Protection from Evil, Detect Evil, (+Enlarge)

2-+Silence, Resist Energy, Augury, (+Bulls Strength)


Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Tuesday July 27th, 2010 11:01:24 AM

OOC: Jet, only reason I suggested Garret place us, is, because, as a group, I didn't want to place myself outside the 'plan' area, not knowing what the 'plan' would eventually be. :}

Garret would place 'us' where the 'plan' would call for best location.

Keela, now would be a good time for the 'Haste' spell. Your choice. Alexi will wait before he moves to see if that is cast.

Keela 
Tuesday July 27th, 2010 1:15:33 PM

Haste the party. Or as much of the party as I can reasonably reach.

Hmark(ac 20, hp 40/40)  d20+6=25 ; d20+12=20 ; d8+2=3 ; d20+7=13 ; d20+12=19 ; d8+2=6 ;
Tuesday July 27th, 2010 2:12:34 PM

While Jet is casting his various spells, and Zeph is working his magic with the charmed guard, Hmark retrieves a vial from his pack.

As Jet launches skyward, Hmark waits two rounds, and then pours the contents of the vial (Oil of Magic Weapon) over the quiver of non-magical arrows. At a crouch, the young human skooches up the ridge until he can just see the uncharmed guard [Spot 25].
[Moving up the ridge, just not sure how far]

When that guard reacts to the approaching Jet, Hmark rises up and launches three arrows into the night.
[Atk uncharmed guard. Rapid Shot (-2 to hit) and 190-200' feet (another -2)
Atk 1 hits ac 20 for 3 hp damage
Atk 2 misses (ac 13)
Atk 3 hits ac 19 for 6 hp damage]


Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/53 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Tuesday July 27th, 2010 4:03:32 PM

Hmark and rest of the party, do not forget you are under a Haste spell.

When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)

A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed.


Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37)  d20-2=9 ;
Tuesday July 27th, 2010 4:33:37 PM

At a double move, Alexi moves to Q18 and prepares to 'offer' a coup-de-gras on the large lizard in front of him, if he is still asleep. :)

Move Silently d20-2=9

Next round he'll either coup-de-gras or attack an awakening foe.

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday July 27th, 2010 9:36:59 PM

After the haste, Garret moves quickly towards Z21, intending to kill the creature there while its still asleep, if possible.

(Would the haste allow an attack once he's there for a kill this round?)

Charek AC 25; HP 47/47 
Tuesday July 27th, 2010 11:22:58 PM

steadily as if he belongs there and is carrying ther chest to someone in the camp Charek keeps moving now about P27.

DM Cayzle 
Wednesday July 28th, 2010 7:46:27 AM

Sorry, combat is tough. Post to come mid-day-ish.

DM Cayzle - Battle in Moonight  d20=1 ; d20-12=4 ; d20-12=-1 ; d20-12=-10 ; d20-12=6 ; d20-12=-6 ; d20-12=-11 ; d20-9=0 ; d20-15=-11 ; d20-15=-2 ; d20-15=-8 ;
Wednesday July 28th, 2010 1:47:50 PM

OOC: Please keep in mind something I mentioned before: It is night, so everybody gets concealment. "everybody outside 20 feet of you has Concealment. Well, except for those with low-light vision, who can see clearly for 40 feet. And for Charek, who has darkvision -- he can see clearly within 60 feet." The exception are those within 10 feet of the campfire (20 feet if you have low light vision. It does not matter for melee, but it does for ranged attacks and hiding.

Zeph bamboozles the other guard, who rolls a nat 1 on his opposed check. Zeph shocks him flat-footed for 14 damage.

Those who are sleeping have a chance to hear the spell being cast. Listen checks, at -15, to hit a DC0. All enemies except C, D, and F wake up.

Jet dives to attack the off-guard guard. He hits for 15. The already wounded guard looks pretty bad off. Jet, where did you want to land?

Zeph, Jet, and the two guards are silenced.

Keela casts her haste. Those wake-up listen checks are a1 -18. Rolls for the three still asleep ... those three stay asleep. She affects herself, Charek, Garret, and Alexi. Hmark is too far away. Does Keela move after casting?

Besides which, Hmark has already moved up the ridge and applied his oil. He shoots and may have hit twice ... did your attacks include a -4 for firing into melee? Also roll concealment miss chances of 20%.

Charek, I moved you on the map, but you get another 30 feet of hasted move. That might even include a charge, see if you can swing it on the map.

Alexi and Garret move to attack. However, you cannot move and coup de grace in the same round. Do you want to just make regular attacks? Go ahead and roll your attacks vs flat-footed prone foes.

COMING UP: Resolving stuff from Hmark, Garret, Charek, Keela, and Alexi. Then the enemies get to act. Props to Zeph and Jet for posting well; as your reward, you get to make a role play post until the others catch up! Don't say your loving DM never gave you anything.

And a mid-turn map!

Hmark(ac 20, hp 40/40)  d100=74 ; d100=22 ;
Wednesday July 28th, 2010 1:58:58 PM

Hmark addendum -

Hmark has Precise Shot feat and thus ignores -4 penalty for firing into melee.
Concealment miss checks are 74 and 22

Keela 
Wednesday July 28th, 2010 3:21:37 PM

Keela would like to move to N-21. Please and thank you!

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/53 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Wednesday July 28th, 2010 3:41:56 PM

ooc: Jet gave the coordinates where he wanted to land, in between the guard he attacked and those that were sleeping. He did not get a surprise attack on the guard then?

DM Cayzle - Battle in Moonight 
Wednesday July 28th, 2010 4:21:28 PM

He did not get a surprise attack on the guard then?

He did -- and benefitted from attacking a flat-footed foe.

Added later: AND he did not get a chance to raise an alarm.

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/53 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Wednesday July 28th, 2010 6:57:52 PM

ooc: Then why didn't he get in two attacks? Surprise round is different then a melee round. Did he miss with the second attack?

DM Cayzle - Battle in Moonight 
Wednesday July 28th, 2010 7:37:20 PM


Your DM means to say that you got a move and an attack vs a flat-footed foe, but not a surprise round. Once Zeph approached, and once the uncharmed guard got a glimmer of Jet above him, the chance for an actual surprise round went away.

I'm not sure I can find a rule to justify that, exactly, though I can wave my "Wold House Rules On Initiative" wand and make it all okay. Right?

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/53 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Wednesday July 28th, 2010 7:55:12 PM

Not sure why the Augury said Weal and not Woe then. It is in regard to things up to thirty minutes in the future.

I guess the random dice roll was to high and thus, inaccurate?

Never mind, let us move on.

:)

DM Cayzle - Battle in Moonight 
Wednesday July 28th, 2010 8:48:37 PM

Well, the Augury didn't know Zeph was going to wander over to the uncharmed guard and make him nervous. LOL! And it hasn't turned out badly, I think.

.

.

.

YET!

Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Wednesday July 28th, 2010 9:54:36 PM

OOC: Garret, it would have been better had we been together, ie, attacking foes next to each other, thus being able to support each other. Too late now... sigh.

DM: My understanding was that a coup-de-grace was a full round action, thus he double-moved to get there, then would do the c-d-g next round.

Posted:
At a double move, Alexi moves to Q18 and prepares to 'offer' a coup-de-gras on the large lizard in front of him, if he is still asleep. :)
Move Silently d20-2=9
Next round he'll either coup-de-gras or attack an awakening foe.

Since Alexi did not 'Charge', he does not get an attack. I'd rather not change the action due to now knowing several are waking up. That'd not be fair. So to be fair, he should be done this round, as he only realises the others waking up once he gets there (at F, who is still asleep).

I'm counting on the fact that the others are waking up THIS round, and THIS round is a Surprise round so they don't get an action except wake up and seeing an attack. Shouting a warning, the others won't wake up unitl NEXT round, and I go first and get my c-d-g on F before he becomes fully awake.

Make any sense?


Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Wednesday July 28th, 2010 9:56:27 PM

OOC: Oh, by the way, I'll be out of town Friday, Saturday, and coming back Sunday. Shouldn't be a problem for me to post Sunday night and not miss any of the action. If Alexi does need to make a move before I get to post, Jet can Post an attack for me. All stats are up to date.

Thanks.
Alexi

Charek AC 25; HP 47/47: Hasted,  d20+14=16 ;
Wednesday July 28th, 2010 10:36:41 PM

(OOC: Ahh I wasn't sure if Charek was one of those hasted.)

Squinting Charek can see a large hulking figure just at the range of his darkvision and hoisting his ax charges into the fray (T21) and takes a massive swing at the lizard he finds there. AC 16 missing badly.

Garret Goodbarrel [AC:26 HP:25/25]  d20+11=13 ; d20+11=23 ; d8+1=3 ; d6=1 ;
Thursday July 29th, 2010 12:43:33 AM

Sorry, Alexi, I thought I was flanking one with you. I guess I mis-read or mis-posted coordinates. (If possible, Garret does want to be in a flanking position with Alexi). And yes, if there's no chance for the c-d-g, even with the haste, here comes regular attacks: since the foe is now awake, Garret will attempt a stunning blow:

13? Sheesh.

Extra attack from haste: 23 dam: 4

Sigh.

Zeph AC22 HP 42/42  d20+13=18 ;
Thursday July 29th, 2010 3:02:51 AM

My role playing post.... heh

Zeph looks at the charmed guard (who shouldn't have been attacked yet i rek'n) and says, "Hey, you saw him attack me, what's going on? Who's this guy? Look over there." Zeph says pointing with his spiked chain and looking in the other direction, hoping to confuse the charmed guard into not attacking yet. (bluff=18)

DM Cayzle - Battle in Moonight Round One Redux  d20+9=15 [save vs stun] d20+8=21 [ride check] d20+11=15 [failed grapple] d20+13=22 ; 2d8+4=14 [att on Zeph] d20-9=-3 ; d20-9=6 ; d20-9=9 ;
Thursday July 29th, 2010 8:04:39 AM

OOC: Please keep in mind something I mentioned before: It is night, so everybody gets concealment. "everybody outside 20 feet of you has Concealment. Well, except for those with low-light vision, who can see clearly for 40 feet. And for Charek, who has darkvision -- he can see clearly within 60 feet." The exception are those within 10 feet of the campfire (20 feet if you have low light vision. It does not matter for melee, but it does for ranged attacks and hiding.

THE HEROES

Zeph bamboozles the other guard, who rolls a nat 1 on his opposed check. Zeph shocks him flat-footed for 14 damage.

Those who are sleeping have a chance to hear the spell being cast. Listen checks, at -15, to hit a DC0. All enemies except C, D, and F wake up.

Jet dives to attack the off-guard guard. He hits for 15. The already wounded guard looks pretty bad off.

Zeph, Jet, and the two guards are silenced.

Keela casts her haste. Those wake-up listen checks are a1 -18. Rolls for the three still asleep ... those three stay asleep. She affects herself, Charek, Garret, and Alexi. Hmark is too far away. Keela moves to N21.

Besides which, Hmark has already moved up the ridge and applied his oil. He shoots and misses twice.

Charek moves to T21, swings at Lizard A, and HITS. His target had been sleeping in chain mail, with no shield, and is prone. So AC16 hits. Please roll damage!

Garret moves to attack Lizard B. Prone, the recumbent lizards are effectively AC12 vs melee. He hits for 4 damage and attempts a stunning blow ... the lizard rolls a 15 to save. Is that high enough?

Alexi moves and sets up for his coup de grace on Lizard F. You can attempt that next round.

THE ENEMIES

The charm breaks. Guard 1 runs to a mount and tries to get up on it. Doing so provokes an attack of opportunity from Jet. Assume he makes it, he mounts up and grabs a lance that had been on the mount.

Guard 2 grapples Zeph. He is untrained, but large, so those cancel out. His attempt is at +11. He rolls a 15. That's Zeph's defense DC, exactly, so the attempt fails. With his second attack, the lizard lashes out with his bastard sword at Zeph, hitting AC22, exactly what he needs, and inflicting 14 damage on Zeph. He takes a five foot step back.

Lizards A, B, and E are awake. They stand up, and in so doing, A and B provoke AoOs from Garret and Charek. They draw swords and shields, yelling in alarm.

Three remaining lizards roll to hear them: C remains asleep, D and F awake, but remain prone and take no action this round.

The human stands. He takes a step back and uses a smokestick to hide in.

And the map map!

Enemy Status:

Guard 1 (down 36)
Guard 2 (down 67)
Big Lizard A (down 50)
Big Lizard B (down 48)
Big Lizard C (down 51) (asleep)
Big Lizard D (down 42) (prone)
Big Lizard E (down 44)
Big Lizard F (down 40) (prone)
Human (down 24) (in smoke)

Guards are in plate and shield, AC27. Other Big Lizards are in Chain, no shield, AC18)

Garret Goodbarrel [AC:26 HP:25/25]  d8+1=8 ; d20=17 ; d6=5 ; d20+11=17 ; d20+11=31 ; d20+11=30 ; d20+11=12 ; d8+1=4 ; d6=4 ; d8+1=2 ; d6=6 ; d8+1=3 ; d6=6 ; d20+11=26 ; d8+1=9 ; d6=2 ;
Thursday July 29th, 2010 10:41:56 AM

Wow, 13 hit? In that case, there's damage on that blow: 13. Also, he needs a 16 to save against the stunning blow, so he fails. Therefore, he's still prone (I assume), and Garret will take advantage of that and attempt to rain fists and feet all over him (flurry of blows plus haste):

Attacks: 17, 31 (threat, confirmed with 30, critical), 12
Damage (I don't have my book- crit is just x2, right?): 8, 8 (x2), 9 = 33

Just in case he chooses to stand up after that, here's an AAO roll:
Hit: 26, Damage: 11

Garret Goodbarrel [AC:26 HP:25/25]  d20+11=24 ; d20+11=17 ; d8+1=4 ; d6=5 ;
Thursday July 29th, 2010 11:11:36 AM

Whoa. I just realized, that was LAST round. If the lizard stands up, then Garret still gets an attack for this round:

To hit: 24, 17; damage: 11

That's what I'm talking about -- 55 damage total!

Zeph AC22 HP 28/42  d20+8=25 ; 2d4+4=11 ; d20+13=21 ; d20+8=22 ; d20+8=10 ; 2d4+4=9 ; 3d6=15 ; 3d6=7 ; d20+13=32 ;
Thursday July 29th, 2010 12:21:03 PM

(OOC: If Guard1's movement provoked an AoO from Jet, wouldn't it have provoked one from Zeph, considering Zeph is wielding a Spiked Chain. Full withdraw only allows that the first square is treated as non-threatened)

Zeph's AoO on Guard1 as he runs away. Hit AC 25 for 11 damage.

Then, Zeph will signal to Jet that he should flank with him.

Action to be held until Jet flanks with him, if he chooses to. Zeph attacks, hitting AC 22 (or 24 is Jet flanks. Ignore the 10, my browser slowed) for 9piercing damage and 15 sneak attack damage for a total of 24 damage. (again, ignore the other 3d6... slow browser)

Then, for his move action, Zeph will tumble (Tumble check is 21, success) to square AK-9 to avoid being flanked.

If Jet does NOT flank with methen Zeph feints Guard2 for his move action (Sense Motive DC is 32) and then attacks... hitting AC 22 (no dex if flank worked) for 24 damage. Then Zeph will take a 5-foot hop to square AH-7

DM Cayzle - Battle in Moonight Round One Redux 
Thursday July 29th, 2010 12:23:05 PM

Zeph, spiked chain, that's right. Go ahead and make your AoO!

Charek AC 25; HP 47/47: Hasted,  d10+7=9 ; d20+12=20 ; d20+7=26 ; d10+7=14 ; d20+12=17 ; d20+12=15 ; d10+7=15 ; d10+7=8 ; d10+7=11 ;
Thursday July 29th, 2010 12:37:37 PM

damage first round 9 points

emboldened by his contact with the lizard, Charek swings yet again as the beast gets to his feet.

AC 20; 14 points damage

And then as he faces the now standing lizard swings three times more.

AC 17 - 8 points
AC 26 -15 points
AC 15 - 11 points



Hmark(ac 20, hp 40/40)  d20+14=18 ; d8+2=4 ; d20+9=23 ; d8+2=6 ; d20+14=24 ; d8+2=7 ;
Thursday July 29th, 2010 3:54:02 PM

Hmark pulls another arrow, while noticing that not very far away, very large lizards are grabbing very large swords.

The archer shifts targets, using the light of the fire to help his aim.

[Atk Lizard A, shifting to Lizard E if A is down (both within 10' of fire. -2 atk due to Rapid Shot)
Atk 1 hits ac 18 for 4 hp damage
Atk 2 hits ac 23 for 6 hp damage
Atk 3 hits ac 24 for 7 hp damage]


Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/53 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil  d20+13=30 ; d20+13=19 ; 2d6+10=14 ; d20+13=17 ;
Thursday July 29th, 2010 4:06:56 PM

AoO on fleeing guard is a Critical Threat but not confirmed doing 14 more damage.

Enlarged with reach, Jet swings on the other guard missing.

Spells:
Silence on stick 40 rounds available/ ? rounds remaining
Protection from Evil 40 rounds available/?
Enlarge person 40 rounds/?
Bull's Strength 40 rounds/?

0-Read Magic, Detect Magic, Detect poison, Resistance, Light

1-Comprehend Languages, Magic Weapon, +Protection from Evil, Detect Evil, (+Enlarge)

2-+Silence, Resist Energy, Augury, (+Bulls Strength)


Keela  d20+6=9 ;
Thursday July 29th, 2010 5:38:00 PM

Keela creeps closer to the battle, then points at one of the standing lizards and sends a golden ray pulsing in its direction. It flies wide, however.

[Move to N-16. Cast Scorching Ray at Lizard E. Hit Touch AC 9.]

Alexi (AC: 22/11, HP:58/58) Lobo (AC: 19, HP:37/37)  2d8+10=13 ; d20+9=20 ; d8+5=13 ; d20+8=25 ; d6+4=8 ; d20+4=9 ; d20+11=12 ; d20+11=26 ; d8+5=6 ;
Thursday July 29th, 2010 9:00:10 PM

OOC: ok, so I guess he's awake and now not 'helpless'. sigh...

Alexi sees the lizards eyes pop open and launches into a flurry of downward chops.

4 attacks, Full Round action gives 2 attacks, Two Weapon Fighting gives an extra off-hand attack, Hasted gives an extra attack.

Two weapon fighting (Hand axe+1(sec) + MW long sword (prime)) + longsword + hasted (longsword) =
Att 1 (prime) d20+ 11 -2 = 20, dmg = 13
Att 2 (sec) d20+10 - 2 = 25, dmg = 8
Att 3 (prime) d20+6 -2 = 9, :(
Att 4 (prime/haste) d20+11 (don't think the -2 applies with the haste att) = 12 eeekk!

Using Hero Point for another Att 4: d20+11=26! dmg= 6 sheesh!

Total dmg this round is 27.

NOTE: I'll be leaving out of town tomorrow and hope to be back Sunday evening. If necessary, Jet or DM can roll another attack round using the above formula for a Full Round attack. If he needs to move, try to position him to help flank an enemy so the -2 penalty will be negated.

Alexi (AC: 19/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Thursday July 29th, 2010 9:02:53 PM

Addendum: Alexi's AC is 19 without shield. He'll equip his shield if things get too dicy.

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/53 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Thursday July 29th, 2010 11:26:05 PM

Jet flanks Zephs guard so he can get his sneak attack.

DM Cayzle - Battle in Moonight Round Two WORKING  d20+7=24 ;
Friday July 30th, 2010 8:00:21 AM

Sorry, another midday post. Ugh.

DM Cayzle - Battle in Moonight Round Two  d20+17=28 ; 2d6+6=12 ; 2d6+6=16 ; 2d6+6=13 [lance att] d20+13=24 ; 2d8+5=16 [sword vs J] d20+8=11 [miss Z] d20-7=10 [C wakes] d20+13=24 ; 2d8+5=12 [hit K] d20+13=29 ; 2d8+5=18 [poss att on Alexi if it survives the AoO]
Friday July 30th, 2010 1:23:06 PM

From Last Round

Garret hits lizard B for 8 damage +5 fire damage (13 total) and stuns it. It does not get up. Note that this round you moved attacked once, and stunned it.

Zeph's AoO misses by 2. Jet's connects for 14 vs Guard 1.

Last round Charek hit Lizard A for 9 damage. Then as it stood he hit it again for 14 more.

Round Two - Heroes!

Garret attacks the still prone lizard with a flurry of blows and an extra hasted attack. Although prone, it is no longer stunned, and in its chain mail, with no shield, it is AC18. With the +4 to hit a prone person, that is like AC14. I'm not sure exactly what all is going on with your dice rolling, but it looks like you hit two times (one of them a critical) for 4+4 fire and 5+6 fire (note fire damage is not doubled on a crit). Total damage done to Lizard B is 13 last round and 19 this round. It looks very wounded.

Zeph waits to see if Jet will move.

Jet takes a five foot step closer. He attacks Guard 2, swings, and misses.

Zeph needs to take a five foot step to flank on the diagonal (see map). He does so, rules the DM. Then he attacks and misses. Zeph has a move action left, which he cannot use to tumble seeing as you cannot move after taking a five foot step. He could make some other move-equivalent action.

Charek swings three times (one normal, one extra haste, one secondary at -5) and hits once. Tht's all he needs, however, to knock a Lizard A down for good.

Lizard E, who is standing up with sword and shield, at AC22, is next to no hero. But Hmark shoots at him thrice, hitting twice for 13.

Keela moves up and just misses Lizard E with a scorching ray. (His touch AC is 11)

Alexi attacks the prone Lizard F, and with a heroic effort inflicts 27 damage in three blows. It is near death!

Round Two - Lizards!

You hear casting from the small smoke cloud. Presumably, it is the human, casting something. Make a Listen check vs DC10 to hear the actual words, with a -1 for every intervening 10 feet. If you make it and you have any ranks in spellcraft, roll a spellcraft check to ID the spell.

Guard 1 makes a mounted charge at Jet. He gains a +2 from charging, and a +1 from his height, even compared with the enlarged Jet. His attack at +17 hits AC28. His normal lance damage of 2d6+6 is rolled three times on a spirited charge. Total damage to Jet is 12+16+13 = 41 damage. Guard 1 rides on by Jet, provoking no AoO.

Guard 2 Attacks Jet, hoping to put him down! He attacks with his bastard sword, hitting AC24 for 16, which downs Jet. He spends his second attack on Zeph, hitting AC11, a miss.

Lizard A is dead

Lizard B stands up. Garret gets another AoO, and puts it down and out.

Lizard C gets a listen roll to awaken ... and he does. He stands up and moves 20 feet toward the mounts.

Lizard D stands up too, and moves 20 feet toward the mounts.

Lizard E moves to attack Keela. His attack hits AC24 for 12 damage.

Lizard F stands, provoking an AoO from Alexi. If he survives that, he attacks with bastard sword, hitting AC29 for 18. Buzz, wanna roll that AoO?

ENEMY STATUS

Guard 1 (down 50)
Guard 2 (down 67)
Big Lizard A (down 88) - dead
Big Lizard B (down 78) - down
Big Lizard C (down 51)
Big Lizard D (down 42)
Big Lizard E (down 57)
Big Lizard F (down 67)
Human (down 24) (in smoke)

Guards are in plate and shield, AC27. Other Big Lizards are in Chain, no shield, AC18 -- with all kinds of mods for charging, etc.)

And the map!

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/-4 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil  d20+13=16 ;
Friday July 30th, 2010 5:02:14 PM

AoO misses with a 16

With a grunt as Jet watches as the lance rips open his side, He drops with the blow from the second guard.



BUzz/ Sub for Alexi  d20+11=15 ; d8+5=10 ;
Friday July 30th, 2010 9:10:28 PM

Alexi takes an AoO and hits AC 15 doing 10 damage.

Charek AC 25; HP 47/47: Hasted,  d20+14=28 ;
Friday July 30th, 2010 10:00:56 PM

Charek sees Alexi just about finish another lizard off and then get hit himself and decides as his own opponent is out of the game. Charges Alexi's opponent connecting solidly AC28 for

Charek AC 25; HP 47/47: Hasted,  d10+7=10 ;
Friday July 30th, 2010 10:02:27 PM

Charek sees Alexi just about finish another lizard off and then get hit himself and decides as his own opponent is out of the game. Charges Alexi's opponent connecting solidly AC28 for for 10 points.
(ooc: if for some reason alexi's attack did connect and drop the lizard, Charek will Charge Keela's opponent.)

(that's really wierd my attack roll just disapeared.)

Garret Goodbarrel [AC:26 HP:25/25]  d20+10=11 ; d20+10=17 ; d20+10=30 ; d20+10=11 ; d20+10=11 ; d8+1=8 ; d6=3 ; d20+13=19 ; d8+1=6 ; d6=3 ;
Friday July 30th, 2010 10:59:00 PM

Garret hears the spell casting (Listen: 11), but doesn't know enough about spells to recognize the spell. He wonders, briefly, if a lightning bolt is about to strike him. However, at the lizard in front of him stands, only to be knocked quickly back to the ground with a well-placed fist, Garret looks around. He sees the mounted man in armor and realizes quickly that he's clearly outmatched. Instead, he thinks, we need to take out the numbers. He turns to his left and takes off towards the lizards as quickly as he can.

If Charek doesn't take out F, Garret should be able to move, then make a regular attack (Flurry of Blows), and an extra attack for haste: Hit AC 17, 30 (threat, 11, not crit), 11. Crud. One hit for 8+3=11.

On the other hand, should Charek's shot take out F, Garret will double move to Q13 to flank E. With haste, he should still get one attack: Hit AC 19, dam: 6+3=9.

If I'm calculating anything wrong, sorry! Still in moving mode with no book. :(

Zeph AC26 (Shield) HP 28/42  d20+9=22 ; d20+7=21 ; d20+13=16 ; d100=80 ;
Saturday July 31st, 2010 5:09:52 PM

(OOC: But you CAN feint as a move-action and do a 5foot hop in a round. Did you include the feint when calculating the AC of the lizards for my last attack? If it succeeded it might nock their dex bonus off at least. I would have done that if I knew I couldn't tumble. It seems I can only hit them on a natural 20!)

Zeph hears the spell being cast (Listen = 22) and can identify it most likely (Spellcraft =21).

When Jet hits the dirt, Zephs jaw drops almost as low. [/i]"I can't hit these guys worth a damn. If I had any healing power, I would try to help Jet, but unfortunately I don't. Maybe defense is my next option because these guys are going to target me next"[/i] Zeph thinks to himself.

Then Zeph tumbles (16 tumble check, success) to square AM-8 and casts Shield on himself (80 on the spell failure, successs). He will await the incoming assault with defensive maneuvers until he can get support.

"Hey guys, Jet needs help and I might as well in a little bit. These guards have some tough hides- my attacks can't get through." Zeph shouts

Keela [HP 23/35] 
Monday August 2nd, 2010 1:51:45 AM

Keela squeaks a little as the lizard's weapon makes contact. She hops back and casts another spell, hoping to buy herself and her friends another round.

[5-foot to O-17. Cast Color Spray to get lizards E and F. Will save DC 14.]

DM Cayzle - Battle in Moonight Round Three  d100=73 ; d100=72 [stabilization checks] d20+13=21 [AoO vs Charek]
Monday August 2nd, 2010 7:04:51 AM


[OOC NOTE: Even hasted, if you move more than 5 ft in a round, you get one and only one attack!]
[OOC NOTE: These guys have only a +1 dex mod to AC, so if they are dexless for some reason, it makes only a +1 worth of difference.]

Leftover from Round Two

As Alexi's Lizard tries to stand up, Alexi hits it for 10 damage. That knocks it down into the negatives.

Jet's AoO misses.

Sorry, Zeph, there's a 40 ft diameter sphere of Silence between you and the caster. You hear the spell being cast, but cannot make out the words. [Per earlier ruling, the intervening Silence sphere muffles a sound source to the tune of a -10 mod on listen checks.]

Turn 3 Heroes!

Charek charges Lizard E, the one threatening Keela. These creatures are large bipedal humanoids, like a minotaur or an enlarged human -- which is to say, they have 10 ft natural reach. Lizard E takes his AoO vs Charek as the dwarf charges. The lizard hits AC21 and misses. Charging, Charek hits the lizard, however, inflicting 10 hp damage. It looks quite badly wounded.

Garret takes advantage of this to rush Lizard E too. He moves, hits for 11, and downs it!

Zeph backs up and casts a defensive spell.

Keela looks around the battlefield and sees that both Lizards E and F are down. Please give me an entirely new action for this round. And Keela, you may make Listen and Spellcraft checks if you like to hear the enemy caster.

Alexi and Hmark have yet to act.

Your Kindly DM will stop the action here. We need posts from Alexi, Hmark, and Keela.

ENEMY STATUS

Guard 1 (down 50)
Guard 2 (down 67)
Big Lizard A (down 88) - dead
Big Lizard B (down 79) - unconscious/dying
Big Lizard C (down 51)
Big Lizard D (down 42)
Big Lizard E (down 78) - unconscious/dying
Big Lizard F (down 78) - unconscious/dying
Human (down 24) (in smoke)

Guards are in plate and shield, AC27. Other Big Lizards are in Chain, no shield, AC18 -- with all kinds of mods for charging, etc.)

Here is a mid-way through Round 3 Map! NOTE! Thick red outline = Dying. Thick black outline = Dead.

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/-5 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Monday August 2nd, 2010 10:45:39 AM

Jet continues to bleed.

Garret Goodbarrel [AC:26 HP:25/25] 
Monday August 2nd, 2010 11:05:32 AM

Garret calls out to those around him (including Hmark), "Watch out for that one on horseback. Don't let him charge at you! And look out, there's a spellcaster in that cloud over there."

Alexi (AC: 19/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Monday August 2nd, 2010 1:58:44 PM

OOC: hey guys, I'm back, thanks for rolling the AOO, I completely forgot to before my taking off. :)

Keela, if you can get a web spell on the corral, that may be a life saver.

DM Cayzle - Battle in Moonight Round Three 
Monday August 2nd, 2010 2:04:43 PM


Jet -- BTW, next round you can roll a 10% stabilization check ... but we are still needing three posts before that!

Alexi (AC: 19/11, HP:58/58) Lobo (AC: 19, HP:37/37)  d20+13=33 ; d20+13=24 ; 2d8+10=15 ;
Monday August 2nd, 2010 2:21:49 PM

A quick chop and the once sleeping lizard will sleep forever. Alexi glances around, sees keela's lizard also fall, and wastes no time as he Charges the lizard going for the corral.

Charge attack d20+11+2(charge) = 33! N20!
Crit roll d20+13=24! Crit confirmed!

Dmg d202d8+10= 15 that'll get his attention!

AC after Charge 19-2 = 17 this round

Keela [HP 23/35]  d20+6=9 ;
Monday August 2nd, 2010 2:33:48 PM

Keela does have a Web spell. She eyes the corral fences dubiously. Not a lot there to hold the weight of an entire Web, and the open sky is no kind of anchor at all. She shakes her head. "No good!" she calls. "It'll never hold."

Instead she wades through the smoke and the fallen bodies to fire her last Scorching Ray at one of the guards. It is no more successful than the first.

[Move to U-19. Cast Scorching Ray on Guard 1. Hit touch AC 9 AGAIN!]

Cayzle Comments: Not giving advice, but you do have 4 hero points you're sitting on! :-)

DM Cayzle - Battle in Moonight Round Three 
Monday August 2nd, 2010 5:08:57 PM

Hmark?

Alexi (AC: 19/11, HP:58/58) Lobo (AC: 19, HP:37/37) 
Monday August 2nd, 2010 11:02:20 PM

OOC: for the web to work you only need two opposite anchor points, one corral wall to another closest to the max diameter of the web. But oh well.

And Cayzle beat me too it, use your Hero point for a re-roll on the scorching ray. :)

Garret Goodbarrel [AC:26 HP:25/25] 
Tuesday August 3rd, 2010 12:54:28 AM

Garret watches as the world and the battle slow around him. ;)

DM Cayzle - Battle in Moonight Round Three 
Tuesday August 3rd, 2010 6:15:27 AM

FYI - there are no walls to the "corral." The beasts are all just staked with a guide rope to the ground in the same area.


DM Cayzle - Battle in Moonight Round Three Redux  d20+17=29 ; 2d6+6=11 ; 2d6+6=15 ; 2d6+6=15 [charge att on Alexi] 4d6=15 [Keela's Ray damage] d20+13=23 [miss Zeph] d20+13=30 ; 2d8+5=16 [att on Alexi]
Tuesday August 3rd, 2010 7:29:08 AM


PC Actions From Round Three Continued

Alexi charges Lizard D, hitting with a deep blow, before the lizard can mount up. Your DM interprets the move orders for Alexi and puts him at U10, see map. The lizard takes 15 damage.

Keela again casts her scorching ray. Her aim is poor, but she is aiming at the broad side of a barn! The guard's touch AC is 11, but it just charged, lowering its AC by 2, to 9! Keela hits! The DM needs to resolve this battle, and so rolls scorching ray damage himself ... 4d6 fire damage is 15 damage to Guard 1, the one who just charged Jet. He is not down.

Hmark makes no action. (If Mike posts before the next DM post, he can take two rounds worth of action, seeing as your DM is so sweet, generous, and eager to avoid a TPK.)

Enemy Actions - aka, the Bloodbath!

Guard 1 (AC25, Touch AC9) sees he has a clear shot at Alexi and charges. His attack hits AC29 for 41 damage. He rides on by. Alexi takes 41 damage

Guard 2 (AC27, Touch AC11) laughs as blood pours from his wounds and advances on Zeph, swinging his bastard sword. He attacks at +13, hitting AC23. Thanks to Zeph's new shield spell, that's a miss, and the lizard stops laughing when his blade hits an invisible barrier.

Lizard C (AC22, Touch AC11) moves to an elephant sized reptile and mounts up. He turns, and gives Zeph an evil look.

Lizard D (AC22, Touch AC11), wounded and stymied in his desire to mount, turns on the suddenly pierced Alexi and swings. He hits AC30 for 16 damage. Alexi has taken 57 hp damage this round, and is at 1 hit point. He barely manages to stay on his feet!

Important Note to all PCs who wish to stay alive! Per the rules "A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away." That means that if you are five or ten feet from a mounted Lizard using a lance, you are NOT in a threatened square, but if you are 15 or 20 feet away, you ARE in a threatened square. At the end of Round 3, Alexi, Garret, Charek, and Keela are all in threatened squares. Moving out of a threatened square provokes and AoO. But you generally get only one AoO per round. Just sayin'.

ENEMY STATUS

Guard 1 (down 65)
Guard 2 (down 67)
Big Lizard A (down 88) - dead
Big Lizard B (down 79) - unconscious/dying
Big Lizard C (down 51)
Big Lizard D (down 57)
Big Lizard E (down 78) - unconscious/dying
Big Lizard F (down 78) - unconscious/dying
Human (down 24) (in smoke)

And The Map!

Charek AC 25; HP 47/47: Hasted, 
Tuesday August 3rd, 2010 7:50:04 AM

Recognizing his danger, Charek withdraws to U 21. Wher he drops his axe and pulls out his bow.



Hmark(ac 20, hp 40/40)  d20+20=23 ; d20+11=18 ; d20+20=27 ; d20+20=36 ; d20+11=16 ; d20+14=22 ; d20+9=10 ; d20+14=26 ; d8+2=4 ; d20+14=33 ; d8+2=8 ; d20+9=10 ; d20+14=21 ;
Tuesday August 3rd, 2010 8:50:57 AM

ooc - rolls were originally for sharpshooter's disarm trick, but he can't do that outside of 30'. So, ignore first five rolls. Starting over....

Hmark fires away at guard 1

Round 1
Atk 1 miss (ac 22)
Atk 2 miss (nat 1)
Atk 3 hits ac 26 for 4 hp damage

Round 2
Atk 1 hits ac 33 for 8 hp damage
Atk 2 miss (nat 1)
Atk 3 miss (ac21)

Alexi (AC: 19/11, HP:1/58) Lobo (AC: 19, HP:37/37) 
Tuesday August 3rd, 2010 10:28:07 AM

DM: Question_ the spell Calm Animals takes a standard action, but how long would it take to activate the spell from Alexi's Ambush Drake Claw necklace? Would that action provoke AOC?

RSVP.

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/-6 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil  d100=80 ;
Tuesday August 3rd, 2010 10:49:31 AM

ooc: I might be wrong, but Charek, dropping a weapon is a free action and pulling a weapon is a move action, so I think you can still fire the bow at least once.

Jet continues to bleed out.

DM Cayzle - Battle in Moonight Round Three Redux 
Tuesday August 3rd, 2010 11:09:00 AM

Cayzle Comments:

To Alexi: Standard action, no AoO.

To Charek: If you move no less than 50 feet, you can draw and fire in the same round hasted. Remember the +1 haste bonus.

Alexi (AC: 19/11, HP:1/58) Lobo (AC: 19, HP:37/37) 
Tuesday August 3rd, 2010 1:13:03 PM

DM: hmm... sorry I didn't ask this the first time. What level was the Calm Animals cast at? It was Istaqa that created it. I presume that it would have been created at his level (not 1st level), since it was done as a Thank-You for saving the kids. But I don't know what level that would be and the area of effect depends on the level.

RSVP

DM Cayzle - Battle in Moonight Round Three Redux 
Tuesday August 3rd, 2010 2:33:29 PM

Cayzle to Alexi: Assume as cast by a level 5 druid. Add that to the description, and change the hit dice affected to 2d4+5. But before you get too excited, consider that hit die limit carefully. Those mounts are big.

Alexi (AC: 19/11, HP:1/58) Lobo (AC: 19, HP:37/37) 
Tuesday August 3rd, 2010 2:55:26 PM

OOC: well, heh, still good to know. worse case is HD7, average would be HD10. I've got my barrel tipped over and going through everything I can think of. Perhaps what the others do, manage to do, will help me decide my best action.

Keela [HP 23/35]  d20+14=31 ;
Tuesday August 3rd, 2010 3:46:24 PM

Keela steps forward and sends a cone of colors toward the lizaard guard and his mount, hoping that at least one of them will succumb.

[5-foot step to O-15. Cast defensively; 31 is more than enough. Color Spray to hit Guard 1 and his mount. DC 14 Will save.]

Charek AC 25; HP 47/47: Hasted, 
Tuesday August 3rd, 2010 3:56:47 PM

(OOC: Yes but withdraw is a full round action, so as not to elicit an AoO, I am pushing it to actualy get out my bow.....)

Zeph AC27 (Shield, Combat Exp +1) HP 28/42  d20+8=28 ; d20+8=14 ; d20+13=30 ; 2d4+4=7 ; 3d6=10 ;
Tuesday August 3rd, 2010 4:05:51 PM

Zeph breathes a heavy sigh of relief as the Shield spell blocks the incoming attack.

This guy is a lot stronger in physical combat than I am. I don't stand a chance toe-to-toe like this. Maybe the best thing I can do to contribute to the fight is try to draw fire towards me. I better attack defensively, but too much and I won't be able to hit at all. I'm glad I spent my money on better armor. Zeph thinks as he attempts his next turn.

First, Zeph takes a 5-foot hop to square AM-8, hoping that the large lizard in front of him may obstruct any charging lizard's attacks.

Then, Zeph Feints the Guard2 that he is fighitng (DC is 30).

Then, Zeph attacks using Combat Expertise (+1AC, -1hit) and miraculously gets a nat 20 critical threat! But of course it is not confirmed. Still, nonetheless, the damage is 7piercing and 10sneak attack = 17 total...



DM Cayzle - Battle in Moonight Round Three Redux 
Tuesday August 3rd, 2010 5:01:49 PM

To Charek: Good point. You could take a five foot step out of his reach, draw, and shoot. Or wait and see if someone else triggers the AoO, then act freely.

K - Yes but a 5 foot step does me no good as all he has to do is take a 5 ft step and I am in his rang and he is not in mine, so I will keep my said move. Besides I have a plan.

Alexi (AC: 19/11, HP:1/58) Lobo (AC: 19, HP:37/37)  d20+10=25 ; d8+5=7 ; d20+9=26 ; d6+4=8 ; d20+5=23 ; d8+5=10 ; d20+12=14 ;
Tuesday August 3rd, 2010 9:15:05 PM

OOC: ohoh, I've been posting my AC wrong, frogetting the +1 for haste. Oh, never mind, they hit anyway.
Hoping Garret will keep Guard occupied if the Color Spray doesn't work...

IC: The pain is too sudden for Alexi to feel it properly and he lays into Lizard D with all the viciousness he can muster. Note: a 5-foot step is a 'no action' action, so I read it that he can get the full round attack, and then take a 5-foot step.

4 attacks, Full Round action gives 2 attacks, Two Weapon Fighting gives an extra off-hand attack, Hasted gives an extra attack.

Two weapon fighting (Hand axe+1(sec) + MW long sword (prime)) + longsword + hasted (longsword) =
Att 1 (prime) d20+ 11 -2+1(haste) = 25, dmg = 7
Att 2 (sec) d20+10 - 2 +1 (haste)= 26, dmg = 8
Att 3 (prime) d20+6 -2 +1(haste)= 23, dmg = 10
Att 4 (prime/haste) d20+11 (don't think the -2 applies with the haste att) +1(haste)= 14 eeekk!

OOOC: ok, that puts him down 82, that should do it so I won't waste a Hero Point.

IF this puts the lizard D down, he takes a 5-foot step to T10.

IF this does not put lizard D down, he takes a 5-foot step to U9

OOC: pray, pray, pray, pray, is a free action right? :}

Alexi (AC: 20/11, HP:1/58) Lobo (AC: 19, HP:37/37) 
Tuesday August 3rd, 2010 9:16:21 PM

QUICK AC update. Thought I had it fixed.

AC this round is 20

Alexi (AC: 20/11, HP:1/58) Lobo (AC: 19, HP:37/37) 
Tuesday August 3rd, 2010 9:20:06 PM

OOC: QUICK UPDATE....

Alexi will drop his hand axe (free action). If he is still alive next round, he will equip his shield next round as part of a move action.

Garret Goodbarrel [AC:26 HP:25/25]  d20+12=14 ; d8+1=8 ; d6=4 ; d20+14=23 ; d8+1=5 ; d6=2 ;
Tuesday August 3rd, 2010 10:43:41 PM

If D is still alive, Garret rushes up to U10 and rolls into a ball, slinging out with a kick towards lizard D (Hits AC 14. Seems like a miss, but just in case: 8+4=12 damage).

If D is down, Garret will take off at a full run towards the lizard that just mounted up. He uses the dead body of lizard D as a spring board, will fly through the air, flip over, and swing at the mounted lizard with a stiff-arm, continuing on past the creature (landing somewhere near AA5. Charge attack (can I charge a mounted beast?) hits AC 23; damage: 5+2 fire = 7).

I guess I get the AAO from Guard 1. :(

DM Cayzle - Battle in Moonight Round Four and Over!  d20+14=32 ; 2d6+6=9 ;
Wednesday August 4th, 2010 7:55:06 AM

OOC: Okay, sorry folks, a quick one that does not do justice to your heroism. But a short morning post will suffice.

Charek withdraws and takes out a bow.

Hmark shoots down Guard 1. Zeph stabs down Guard 2. Alexi hacks down Lizard D.

Garret charges Lizard C, hitting for 7. Lizard C takes an AoO on Garret ... hitting AC 32 for 9.

Keela has yet to act. Jet bleeds.

Keela, the only target left is Lizard C. Cast or act, as you like, then Lizard C, for his action, he provokes an AoO from Garret and spurs his mount to run away 200 feet.

No map needed. The battlefield is yours. Hero points to Zeph, Jet, and Alexi. [Note them on your sheets, please!]

Garret Goodbarrel [AC:26 HP:16/25]  d20+11=26 ; d8+1=5 ; d6=2 ;
Wednesday August 4th, 2010 10:26:36 AM

Garret turns as the mounted lizard turns and swings a fist out towards the fleeing creature. As the beat gallops away, he calls out, "Jet is hurt! And watch for the one in the smoke, where did he go?"

AAO hits AC 26, Dam: 7

Keela [HP 23/35]  3d4+3=12 ;
Wednesday August 4th, 2010 11:19:10 AM

Magic Missile on the remaining lizard for 12 damage. Then move to Jet to see what I can do to help.

Zeph AC26 (Shield) HP 28/42  d20+9=18 ; d20+9=21 ;
Wednesday August 4th, 2010 11:52:15 AM

Zeph, knowing he can do little to help heal Jet, runs to the cloud of smoke. "I know you are in here human, come out and speak to us or you will find the same fate as the lizards." Zeph threatens, hoping that he can talk to the man.

(Spot=18. Listen =21)

Thank goodness those guys were hurt already, or we would have been destroyed. We need to get more powerful." Zeph thinks to himself.

Hmark(ac 20, hp 40/40)  d20+12=23 ; d8+2=9 ; d20+7=11 ; d20+12=27 ; d8+2=4 ;
Wednesday August 4th, 2010 1:40:26 PM

Having no healing potion and no healing skill, Hmark can only grimace as the news about Jet is called out.

However, he can help that last lizard on his way. Arrows rain down on the fleeing Lizard C

Atk Lizard C - took -2 for range
atk 1 hits ac 23 for 9 hp damage
atk 2 miss (ac 11)
atk 3 hits ac 27 for 4 hp damage


Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/-7 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil  d100=72 ;
Wednesday August 4th, 2010 2:18:31 PM

Jet continues to bleed, until his wounds are bound by his friends.

DM Cayzle - Battle in Moonight Extra 
Wednesday August 4th, 2010 5:05:53 PM

Your kindly DM reminds you about this group treasure, awarded by Jerry recently:

Group Items
Potion Sack:
7 serious healing potions
1 potion of enlarge person
1 potion of levitate
1 potion of gaseous form
1 potion of invisibility
1 potion of spider climb

Who has these, by the way? Default would be Garret, I suggest, as leader.

Alexi (AC: 20/11, HP:1/58) Lobo (AC: 19, HP:37/37)  d8+1=3 ;
Wednesday August 4th, 2010 8:32:17 PM

AE10

Heaving and wheezing, Alexi barely notices his lizard opponent go down gushing blood as he quickly looks for more enemies. His friends are taking the last remaining ones down except for one who managed to mount up and flee!

Desperately wanting to go after him Alexi takes quick stock in his own condition and sees Jet plopped on the ground. "Not again, Jet!" he blurts. "This time he can't be mad at me, I hope," he mutters as he quickly rushes to the cleric's side. (Move 50' - 1 Move w/hase to AE10).

OOC: I can't remember who kept the potions either but it would make sense to split them up evenly between the two (Jet and Garret) so as not to have all the 'eggs' in the same backpack, so I'm presuming that Jet has at least a couple healing potions.

IC: As Alexi rushes past the smoke, he hollers, "Take care of that Smoking Guy and I'll take care of Jet!"
Reaching the fallen comrade, he fishes into his backpack for his own CLW potion.

Next round: Alexi adminsters the CLW potion to Jet, healing 1d8+1 = 3 hpts. Well, at least he's not bleeding out anymore. :}

OOC: If someone else with Healing can get to Jet first, Alexi will save his potion.

Garret Goodbarrel [AC:26 HP:16/25] 
Wednesday August 4th, 2010 9:46:30 PM

Garret watches at the lizard flees and turns back to the others rushing to aid Jet. He looks around for other survivors or signs of the Ahote. He calls out, "Hmark, can you keep an eye in the direction that lizard fled while we take a look around? He might be bringing back friends very soon."

-----

Ah yes, thank you kind DM. Garret tends to travel very light, so he would take some, but indeed, would certainly split some out to those who might use them. Unless anyone has an arguments, Garret will hold 3 cure serious, spider climb, invisibility, and gaseous form; while Jet will keep 4 cure serious, enlarge person, and levitate.

Charek AC 25; HP 47/47: Hasted,  d8+1=6 ;
Wednesday August 4th, 2010 10:50:18 PM

Charek quickly makes his way over to Jet and lays his hands on him and then activates his tatoo giving him 6 points of healing.

DM Cayzle - Lizardfolk are dead, Mage is gone, Tent is raised 
Thursday August 5th, 2010 7:45:05 AM


With several attacks drawing blood, the last lizard folk topples over. His mount stands placidly.

The smoke from the smoke stick dissipates naturally. There is no sign of the caster.

Jet is brought back to consciousness.

The two young Ahote appear over the ridge, mounted. They motion to you to follow them. If you do, they lead you a small ways off, to a place where a fire has been laid but not set. There are herbs and things in among the carefully laid branches and grasses. The two quickly erect a tent over the unlit fire. They clearly motion to you to enter and light the fire.

Of course, you can choose not to follow them. You can also choose to look around the camp. Make some actions, and I'll give you some results.

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/-7 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil  d8=3 ; d8=4 ; d8=6 ; d8=2 ; d8=4 ;
Thursday August 5th, 2010 10:57:16 AM

ooc: Not sure how many hit points Jet has?

Jet comes back to conciousness with a slight yelp as pain also returns with his lucidity. he looks around and snarls, with a dark look at Zeph and the others. Slightly in wonder they all made it through the fight without someone permanently going down. He sees the fire pit made up by the Ahote braves and shakes his head, "Looks like another smoke dream might be in order, but I'm not ready for that yet!"

Jet goes over to the dead first and sorts through them. Is Istaqua or any of his other friends been piled up here in the wild to be maggot and crow food? "We need to visit Gargul and ask him to send them back! That is right, you heard me. We have a scroll of Raise Dead, a portal, to the god of endless night. We should go and speak for all these fine warriors and ask for their return, so they might continue to fight, with us, against these monsters. Perhaps some of us will pull our heads out of the dark crevice on our souther face, if we don't have the scroll to fall back on with ourselves?"

Then, without ceremony, he goes and gets Bantom and the other horses and brings them over near the fire. "We barely made it Bantom. Remind me not to go into battle without you again."

Once he gets the horses settled, he looks around to see who is most wounded and begins casting some healing spells.

First heal is for 11 points
Second heal is for 10 points
Third heal is for 6 points
Fourth spell is for 8 points
Fifth through ninth are spells for 1 hit points each.

0-+Read Magic, +Detect Magic, +Detect poison, +Resistance, +Light

1-+Comprehend Languages, +Magic Weapon, +Protection from Evil, +Detect Evil, (+Enlarge)

2-+Silence, Resist Energy, +Augury, (+Bulls Strength)

Zeph AC26 (Shield) HP 36/42  d20+16=29 ;
Thursday August 5th, 2010 12:05:11 PM

(OOC: Well, since Zeph has no healing ability of his own and he has a high movement speed, he should have at least a few of those Cure Crit potions in case someone goes down again and needs a potion. Tell me how many you give me.)

Zeph will gladly accept the Fourth healing spell for 8 points from Jet, "Thanks. Alexi should get the rest of that healing." Zeph says

He will search (Search = 29) the corpses with Jet, looking for Istaqua. Then he will accept the grizzly work of searching the dead lizards and collecting their goods and putting them in a pile next to the camp that the Ahote set up.

"Yeah, that was a close fight. We need to gather our strength for the next one, the enemies may not be injured before hand. I will try to contact the Star Mage tower and update them on our situation. I will also tally the loot total and send the stuff that we don't want to keep to be sold to the catacombs via a teleportation again." Zeph says, hoping that the new employers will approve of the group's work and their attempts to find the Ahote.



Hmark(ac 20, hp 40/40)  d20+1=13
Thursday August 5th, 2010 4:11:34 PM

Hmark drifts through the battlefield, locating and inspecting his spent arrows to see if any are reusable. If the archer heard Jet, he makes no indication.

The Ahote appear, and the young man gives them a 'hold on a sec' wave, while he pokes around the camp, mostly looking for more arrows.
[Search 13]

After a quick once-over, Hmark trots back to the horses, mounts up on Lupin, guides him over to the Ahote warriors, and waits for the rest of his company.



Keela 
Thursday August 5th, 2010 4:18:28 PM

In the aftermath of the battle, Keela helps out as best she can. She thanks Jet for the healing spells that restore her to full health.

She accompanies the Ahote to the camp. She decides she is probably the wrong person to light the fire. The Ahote want a warrior, which she is not.

Instead, she casts her extended Alarm spell over the area, setting it for audible alarm. She sits next to the cold fire ring and waits to see what will happen next.

Charek AC 25; HP 47/47: Hasted, 
Thursday August 5th, 2010 6:54:29 PM

Charek stands and makes his way back to where he dropped his ax and picks it back up looking for a place to sit and clean it up. Does anyone else need some small healing? Lets try to hold on tho the heavy duty stuff for when we need it. I can give a little more healing to two others.

Alexi (AC: 20/11, HP:3/58) Lobo (AC: 19, HP:37/37) 
Thursday August 5th, 2010 8:20:54 PM

OOC: Zeph, you should take the Third, 6 hps, as you are only down by 6.
Keela takes the Second (10) and 5th+6th for 12 healing bringing her up to max too.
Garret takes the 4th (8) and 7th for 9 healing and now he's up to max.
Jet takes the 1st for 11 healing and Alexi can take the 8th+9th for 2 healing.

Alexi has Die Hard so if he goes to the (-) he can still stay active enough to gulp a potion.

Hopefully we'll get to rest and recoup some this night.
Note: Jet you were at -7, Charek healed 6 bringing you up to -1. Alexi poured his potion CLW for 3, bringing you up to 2. If you use the 1st heal spell, then you'll have 13.

IC: Alexi sheaths his weapons as he watches the last lizardman flop with arrows and magic missiles knocking him off his mount. He'd ordinarily give out a cheer to Keela but he nearly passes out with pain.

He utters a sigh of relief as Jet comes around. He lets the others receive healing and takes a few himself.

Letting the others go through the battlefield, Alexi hobbles the horses and then says to the two young Ahote, Istaqa? and [i]Honaw[/b] pointing at the dead Ahote. He tells the others weather they nodded or not, then joins Keela in the tent.

"I ache all over," he mutters. "You did good, again." Then he leans back and closes his eyes, his Everburning Torch lighting up the tent.


Garret Goodbarrel [AC:26 HP:25/25] 
Thursday August 5th, 2010 10:43:49 PM

Garret hands over a cure potion to both Alexi and Zeph, "Here, you two should hold onto these in case they're needed in a battle like that again. Hopefully we won't have another battle like that, but there seems to be an unending number of these darn lizards."

Garret gives the place a looking over, then head over to the Ahote campfire. As he goes, he says, "And thank you so much for the healing."

DM Cayzle - Loot and Sad Tidings 
Friday August 6th, 2010 7:39:03 AM

A brief exploration of the camp reveals the following:

The people who were dead before the fight began include two mounts, two large lizardfolk, and about 35 Ahote warriors. Jet, Keela, and Alexi recognize many of them. Charek recognizes none. The dead include Istaqua, the shaman, but also Dasan, the Ahote chief, and Muata, his son.

There is a pile of loot clearly taken from the Ahote. You recognize nothing that belonged to Istaqua.

There is the loot from all the large lizards, which you gather together.
10 magical sets of large plate armor
10 magical large bastard swords
20 large masterwork lances (good quality, nonmagical)
10 magical rings.
10 large daggers (nonmagical, regular quality)
Other gear: rope, riding gear, food, gear to take care of the mounts, etc
About 500 gp in unusual coins similar or identical to those found at Bryn Baraz. (See loot list of June 18)

There are also, of course, 8 huge reptilian creatures the lizards used as mounts.

Jet suggests using the scroll of raise dead.

Hmark picks up some arrows. (assume half gone, half recoverable). He waits to see if the group will travel with the Ahote.

Keela wants to go with the Ahote, and has a spell to cast there.

Jet, Charek, and Alexi work to get the party healed up.

Garret divvies up some potions for future use. He too is ready to go with the Ahote.

Anything else here at camp before going to the unlit fire?

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/-7 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Friday August 6th, 2010 11:58:14 AM

"What do the rest of you think about visiting Gargul on behalf of these people?" Jet looks tired, "Don't tell me you didn't hear my suggestion the first time. I will go there by myself if I have to."

Zeph AC26 (Shield) HP 36/42 
Friday August 6th, 2010 1:06:16 PM

(OOC: I have some news. I will be going on my vacation next week, so I will be absent for the majority of the 10th through the 15th. Would anyone like to sub for Zeph in the mean time? I am leaving on Wednesday the 11th and getting back on tuesday the 17th. Think you can post for me a grand total of 4 times? )

Zeph nods to Jet as he writes down the loot list for the Star Mages to sort through. (OOC: I will compile a list on google docs for this stuff. Cayzle, could you email me the magical bonuses so I can determine the price we will get for the stuff?)

"Yes, Jet. We should visit Gargul and plead that these people's souls be returned to their bodies. But in order to do so, we need to convince Gargul why they deserve to live, and how he will benefit from them continuing their lives." Zeph says in agreement, trying to formulate a plan to tell the deity.

Keela 
Friday August 6th, 2010 3:15:42 PM

"I will petition Gargul with you," Keela says, "but I'm not sure now is a good time. Pehaps in the morning."

Garret Goodbarrel [AC:26 HP:25/25] 
Friday August 6th, 2010 9:37:30 PM

Garret looks nervously at Jet, "Raising the dead? It's hard to tell what the gods have in mind. I hesitate to interfere with their business. But if you feel strongly, I will assist you.

"But what is this smoke vision of which you speak? I suppose its some magical ceremony from the last time you were here with them. I believe we should see to the dead first, before it is too late and their souls are long gone."

Alexi (AC: 20/11, HP:3/58) Lobo (AC: 19, HP:37/37) 
Friday August 6th, 2010 9:37:37 PM

Alexi, unsure of how Gargul will hear a cacophony of adventurers sugests that only one, or very few go, as not to disrupt the god and so he can focus on one. "Jet, you are the best negotiator, you go. But that leaves only Keela and I who truely know these people. I suppose I should go, as I knew Muata and Istaqa well. If Keela's up to it, she should too, as she's been at their feasting table as well.

Garret, you decide whether just the three of us go, or all of us. If just the three of us go, Gargul will understand why you stay behind, but if some of you go, the all should go, as he may see any staying behind as weak.

How does that sound?"

Charek AC 25; HP 47/47: Hasted,  d8+1=9 ; d8+1=7 ;
Saturday August 7th, 2010 12:32:47 PM

Charek watches the others carefully as the discussion begins about the raising of the dead. He is unsure about whether it would be wise or not. the gods can be more than a bit fickle. If you feel strongly about it I will stand with you though I know naught of these things. Meanwhile he touches both Alexi and Jet one one time activating his tatoo each time sending healing energy into each of them. Alexi - 9 points; Jet - 7 points

Garret Goodbarrel [AC:26 HP:25/25] 
Saturday August 7th, 2010 7:02:38 PM

"I would say that all three of you should go, as you know the warriors best and can argue for their souls."

Alexi (AC: 20/11, HP:12/58) Lobo (AC: 19, HP:37/37) 
Sunday August 8th, 2010 5:09:17 PM

Alexi thanks Charek for the healing. Although he still aches all over, he's not going to complain about it. Being alive is enough to lift his spirits.

He acknowledges Garret's opinion.

"So Jet, what do we do? How are we to present ourselves to Gargul? Fully equiped, armed to the teeth, or in humble clothes?"

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/14 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Sunday August 8th, 2010 6:39:36 PM

Jet thanks Charek and nods his head as, at least, everyone is in agreement at the attempt. But now is not the time Jet believes.

"I think we should partake of the fire first. If it is like the last one, it will be a small key of information we might use to convince the Lord of All Souls. But then again, it might just be a fire."

Jet takes on a calmer, less aggressive tone when he speaks. As if the priest in him is attempting to guide a church on wise decisions.

"We are not acting like a team my friends and I believe this is a test, by the gods, to learn of our merits. We continue to split up the group and so far, nothing terrible has happened from it, but the gods protect the ignorant and laugh at the fools."

"Gargul will have, I believe, more respect for us all later, when we again petition him on our behalf, if we go there together! Those of you that do not know the Ahote can at least tell a tale of the evil and seemingly unstoppable rampage of these reptile monsters. So that he will know the necessity of returning as many of these brave warriors as possible."

He becomes excited, his green eyes grow large and his brilliant grin shines out from beneath his black facial hair. "Do not be afraid to face your future, but embrace it. It is better to meet him on our terms, then ultimately on his terms."

Jet becomes a bit grim, "I am not powerful enough to cast this spell normally, so, there is a chance it will fail, about a fifty, fifty chance really and the scroll might be wasted. With that, it gets worse. If I should fail, something very, very bad could happen from it. I just wanted everyone to understand what we were doing. I also think, we should rest until tomorrow."

"So, the fire first, then we can decide. Perhaps facing Gargul wounded will reinforce our situation?"

Zeph AC26 (Shield) HP 36/42 
Sunday August 8th, 2010 10:46:43 PM

Zeph nods at the plan. "To tell you the truth, I am rather uninformed when it comes to the rules for petitioning for souls and Gargul. I mean, I know what is common knowledge, god of death and all. But dealing with the afterlife is not my thing. I'm more concerned with not finding out if its truly a revolving door or not. I'll watch the camp while you guys go unless you think you need me to bluff for ya." Zeph says, admitting his own lack of knowledge on the procedure.

DM Cayzle - To Visit A God? Or a Fire? 
Monday August 9th, 2010 8:00:25 AM


OOC: Can we get a sub for Zeph, Aug 11-17? Anyone?

Jet asks the group to consider a visit to Gargul.

Keela says she will go, but suggests the morning.

Garret agrees but worries about waiting too long. But a quick perusal of the scroll, even without activating it, reveals that there are days, not hours to cast the spell. So Garret, do not worry about that. The morning will be fine.

Alexi wonders how many should go. It is common knowledge that Gargul often refuses these requests when they are asked in a church by a member of the clergy ... on the other hand, when an entire adventuring group goes to petition him, he is much more likely to look with favor on the petition.

However, There will be an actual meeting with Gargul Himself, a god, among the greatest in the Wold, and if you think he is sweet on adventurers, consider the time he killed an adventurer-petitioner, or removed the tongue of another, or gave the entire party a difficult quest, or demanded each person give up something precious to him or her.

But it is true that Gargul likes to see an entire group. Even witches and druids, who sometimes anger him, have met with the god at times.

Charek offers both curing and to stand with his friends before the god.

Garret suggests that three -- Alexi, Keela, and Jet -- should go at least.

Alexi wonders how to dress to meet a god.

Jet thinks the best course of action is the fire, and then -- maybe in the morning? -- the scroll. [OOC: recall that you can reroll the use of the scroll with a hero point.]

Zeph is reluctant to meet the god.

So here is the plan ... light the fire and sit in the tent, then visit Gargul in the morning? Your DM assumes this is so, in order to move the game along.

Who will enter the tent? If you enter, will you choose to breathe the strange smoke that the fire produces?

The Ahote youths tell you that those who enter the tent and breathe the smoke will talk with ghosts.

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/14 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Monday August 9th, 2010 9:49:28 AM

Jet enters the tent and waits for anyone else brave enough to do so, before lighting the fire.

Alexi (AC: 20/11, HP:12/58) Lobo (AC: 19, HP:37/37) 
Monday August 9th, 2010 11:23:36 AM

Alexi nods his agreement that the whole group should go. His original idea of just three of them was based on ignorance on his part of the god's past history, not having ever dealt with the issue before.

Already having experienced the smoke and hallucinations, er..., visions, before, Alexi promptly enters the tent and sits cross-legged and awaits the ceremony.

Zeph AC26 (Shield) HP 36/42 
Monday August 9th, 2010 11:45:25 AM

Zeph shrugs when he is told he will see ghosts upon breathing the odd smoke, "Wouldn't be the first time i've fought undead." Zeph says, taking the meaning naively literally.

Zeph also agrees to speak to Gargul with the group, how often do you get to see a greater god of the wold and bargain with him anyways?

Keela 
Monday August 9th, 2010 12:34:05 PM

Keela casts her Alarm spell, then enters the tent. She hopes the visions will offer some guidance to the group.



Charek AC 25; HP 47/47: Hasted, 
Monday August 9th, 2010 9:06:37 PM

without hesitation, Charek steps into the tent, hoping for some insight to what can or should be done about the Ahote.

Garret Goodbarrel [AC:26 HP:25/25] 
Monday August 9th, 2010 10:15:32 PM

Garret nods to Jet and says, "Then it is settled. We shall enter this tent and rest a bit. I wonder of these ghosts of which these children speak. Perhaps we will speak to the very ones that were killed here this day."

As he steps towards the tent, he continues, "Then we shall all go to meet this god in the morning. That is, if something doesn't happen in this tent, or during the night before that time. I am sure there are more lizards about, and at some point, someone is going to either notice that this group is missing or will return here."

Once in the tent, Garret breathes deeply of the smoke. It smells quite different than smoke he has intentionally smoked before...

DM Cayzle - Delayed 
Tuesday August 10th, 2010 7:54:11 AM

Ugh, sorry my friends. DM post at middayish.

DM Cayzle - Isstaqua's Soul 
Tuesday August 10th, 2010 2:01:02 PM

The party enters the tent, aside from Hmark, who stands guard.

Those in the tent find that the smoke fills the space with a haze. And in that haze you see something like a sunbeam falling through a window can be seen in the motes of dust it illuminates. But the sunbeam is the form of a person you know well. You see before you the soul of Isstaqua, the shaman of the Ahote, now seemingly dead.

"My friends, I am sorry I must greet you like this," he says. "But I am grateful to be meeting you at all."

"After we left our home, we retreated to a secret place we had restored from the blasted lands. There we would have been safe. But one among us was tainted and betrayed us to the reptile-people. He led them to our refuge. I saw that our only hope was to go out and meet them, as well as to send for you."

"I have heard you discuss the idea of bargaining with the Lord of Death. I have no right to ask it of you, and I have no expectation of return, but if you do so, make sure you have a good reason, and make sure to show your respect. Be ready to pay a high price -- maybe too high a price even for any friendship."

"My request is that you bring the dead back to our valley of refuge. The young warriors will guide you. Bring news to our people, and find with them a place to rest in your labors."

"And if you find the traitor who brought evil to us, send him after us to the Lands of Rest! His true name is Anuata, and this stone is stained with his blood."

You see that he holds a pebble, dark with dry blood.

"You have my thanks. If you would speak, do so now, and fast, for I feel the pull of the blood of the Wold. Only this traitor's blood holds me here now."

====

Outside, Hmark sees something flying toward you. Is it an eagle? And is it carrying something? [OOC: That's an option for Tanner / Sjurd to rejoin us. Look for my e-mail soon, Tanner.]


Sjurd (AC 17, HP 51/51) 
Tuesday August 10th, 2010 3:15:46 PM

The avian form breaks from the glare of the sun to reveal not only an eagle, but a comically-small warhound clinging tenaciously to its back. It circles several times to decrease altitude, then lands a few yards away from Hmark. As the warhound jumps off of the eagle's back, both forms shimmer with magic and resolve into a thin, lanky man in green and brown leathers wearing a dark wooden mask and an intimidating warhound with barding. The stick-man brushes dust off of his clothing, looks around the Ahote encampment, then looks at Hmark. After a few seconds, he shrugs his shoulders, "I vas bored." He approaches and listens to the conversation.



Zeph AC26 (Shield) HP 36/42 
Tuesday August 10th, 2010 4:06:35 PM

Zeph looks at the pebble and thinks, I can use that for Detect Victim and maybe locate the traitor?"

Then Zeph speaks up, "I shall do as you ask, and I hope everyone else joins. We shall get revenge for your deaths with the blood of a hundred lizards for every Ahote and Dwarf that was slain at their hands." Zeph promises.

Zeph also notices that Sjurd arrived. "Hey. Whats up? Wanna invade the Flying Lizard Capitol with us?" Zeph says, hoping that one day his crazy plan will come to fruition.

Submit this to the quote section.

Alexi (AC: 20/11, HP:12/58) Lobo (AC: 19, HP:37/37) 
Tuesday August 10th, 2010 10:24:38 PM

Alexi bows to the visage of Istaqa then humbly says, "You are our honored friend, one that I would even call Brother. We would bring you back, as we believe the Ahote need your guidance. But if you know of one of the Ahote that can take your place, we would honor him, and your wishes to remain in the Land of the Spirits.

Perhaps, as a Spirit, your guidance can be just as useful in protecting your people as you were in Life.

We will seek out Anuata and find out why he betrayed the Ahote before we send him on to you, in the manner of the Ahote's Justice."

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/14 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Tuesday August 10th, 2010 11:30:06 PM

Jet stands up and approches the ghost of Isstaqua and holds out his hand, palm up, so as not to touch the spirit, but so the ghost can drop the blood covered stone in his hand.

"There will be times again for small talk my friend, so I will not waste precious seconds with such. Is Anuata the exiled shaman that returned while the children were abducted?"

Jet waits for the answer and if there is still time. "I'd spit on a high priest of Marteus in his temple for a friend. If Gargul feels he needs you and your warriors more then the living of this land, then his wisdom will be sound. One can never achieve the unknown without trying first."

ooc: Welcome back Tanner. :)

Keela 
Wednesday August 11th, 2010 12:27:28 AM

All this talk of blood and death and vengeance is upsetting, and Keela is getting upset. She tries to calm herself. Her only reply to the ghost is: "We'll do our best."

Sjurd (AC 17, HP 51/51) 
Wednesday August 11th, 2010 1:12:47 AM

ooc:

:tips hat towards the incomparable Mr. Stormway:

btw, I heard that Victor is going to be your ADM for an upcoming game. Thanks for making him feel welcome.


DM Cayzle - Questioning the Dead 
Wednesday August 11th, 2010 7:57:08 AM


Sjurd lands and sees the seen of a recent fight. The tang of freshly spilled blood is in the air. There is a big pile of dead humans, but they are not fresh. Newly slain are a half dozen or so large lizard-folk. Also, their huge reptilian mounts -- no natural animals, they -- are nearby. Hmark is standing outside a small tent a short distance from this scene of devastation. With him are two young Ahote warriors, standing next to their horses. From within the tent Sjurd hears the voices of friends.

==========

Zeph promises vengeance -- "with the blood of a hundred lizards for every Ahote and Dwarf that was slain" -- and then recalls a sacred truth taught to him in his training ... Zeph, Please Highlight to display spoiler: {"Jancassis brings forth revenge on those who deserve it" ... and ... "be fair in delivering vengeance and to target only those who are deserving of revenge." Granted, evil followers of Jancassis may deliver unjust revenge, but a player character, of good alignment, might well be advised to honor Jancassis as a god of justice, punishing those who deserve to be reprimanded, and leaving innocents alone. ALSO, keep in mind that Jancassis is cool, calm, and deliberate. Not raging or hotly passionate. Just a thought or two from your kindly DM.}

Isstaqua nods to Zeph.

Alexi speaks of justice and brotherhood. Isstaqua nods to him, and smiles.

Keela offers to do her best. The spirit nods a third time.

Jet asks questions, and holds out his hand for the pebble. The dead shaman says, "Yes, Anuata was exiled, and returned just before you saved our children. I suspect, now, that he played a part in that too."

Isstaqua nods to Jet, and drops the stone into his hand. When he does that, he disappears.

==========

Going outside for fresh air, you meet Sjurd, and Zeph calls out a glad greeting.

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/14 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil  d20+5=14 ;
Wednesday August 11th, 2010 10:26:37 AM

ooc: My pleasure. the game we were set to start has been postponed, so I am not sure where we stand with that right now.

Jet rolls the stone around in his hand and unless someone else wants to see it, the stone goes into his pocket. "I made a vow to Jancassis a long time back, that the abductors of the Ahote children would pay for their crimes and I have not been able to keep that promise, so now, I make another promise that the same person, that now has a name, Anuata, will pay for their cowardice and treason to their own people. I will flay his soul and then go before Gargul, not to bring him back, but to condemn the man to the worst fate the God of Death can conceive."

With the fire ceremony settled, Jet goes over to the huge, lumbering lizards, in order to fulfill the wishes of his dead friend. One by one, he leads them over to his dead friends and starts to strap the corpses onto the huge beasts of burden, in order to return them back to their people.

Handle Animal: 14

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday August 11th, 2010 10:52:43 AM

Garret remains quiet during the smoke ceremony, not knowing the dead one. When they head outside, he quietly helps Jet load the bodies onto the beasts. While they are loading, he says to Jet, "Are you sure it is a good idea to seek the god of death? It seemed that even the dead warriors are quite accepting of their own death at this time."

Jet Stormway (AC: 22/21/no dex/ 21 ENLARGED with PvsE, HP: 53/14 ; Bantom AC:19 HP: 51/51) Enlarged, Bull's Strength, Protection from Evil 
Wednesday August 11th, 2010 11:03:04 AM

While Jet cinches down a rope, he will explain, "We need all the allies we can get against these monsters. My friend has said he did not expect to return nor did he expect us to make the attempt, but he also did not ask us to avoid the attempt."

He looks down at Garret, "Do you believe, being a hero ends when someone dies? I believe, being a hero means doing the extraordinary. Perhaps Isstaqua would not do the same for us, I do not know, but I love these people and if I would face Gargul for the likes of you or any of the other new people I fight beside, I will sure as shadows cross the Wold, do it for someone I got drunk with at dinner a couple of times and call a friend."

He absently rubs his friendship bag, tied about his neck as he walks over to get another corpse and with much respect, carries it over to the lizard and straps another body onto it.

Zeph AC26 (Shield) HP 36/42 
Wednesday August 11th, 2010 11:18:41 AM

(OOC: Cayzle- I know all this, trust me. But Zeph is only a 1st level Avenger. He does not know how the abilities, responsibilities, and stuff like that. He is young and somewhat hot-headed. He is also not a Cleric of Jancassis, so his knowledge of the god is rather dismal. This is why I give you opportunities to teach Zeph about his god as he grows and levels up. So really, you help decide how Zeph speaks quite a bit. Give him something to think about and interpret next time he casts Detect Victim or something. Get his wheels rolling about his god and his purpose.)

Flay his soul? How dramatic... I think I will like this guy eventually. Zeph thinks with a smile when Jet speaks.

Zeph will also go with Jet and help him load the corpses onto the large lizards for transport. "So, I suppose our next goal is the Ahote safe haven huh? We can petition Gargul when we stop to rest, but it would be good to be moving in that direction just in case we can't strike a deal with the god of Death. OH, also, I can use the blood on the pebble for a little spell I picked up."

Zeph will wait until later to question Jet about Jancassis. Being a cleric, Jet would probably know more about his god than Zeph does himself. This intriuges him.

Sjurd (AC 17, HP 51/51) 
Wednesday August 11th, 2010 1:44:56 PM

Sjurd crouches next to the bodies and examines them. He hums to himself and scratches his mask where his chin would be. Standing up, he walks back over to the assembled party, brushes a bright blue butterfly from off of his shoulder, and speaks, "Do ve have any leads as to vhere to find our erstvhile enemies? You know vhat they say, 'Kill those who vould kill you." He turns and whispers to Zeph, "Ve have a very low incarceration rate in my country."

Garret Goodbarrel [AC:26 HP:25/25] 
Wednesday August 11th, 2010 8:26:36 PM

Garret nods to Jet as they carefully load the bodies, "I think I understand, at least somewhat. I will be glad to stand with you as you face Gargul."

As they finish tying on a body he turns in surprise, "Oh, Sjurd? I didn't see you! It is good to have you back with us once again, friend."

Alexi (AC: 20/11, HP:12/58) Lobo (AC: 19, HP:37/37)  d20+9=28 ;
Wednesday August 11th, 2010 9:07:21 PM

OOC: oh, i think Alexi would have taken his hat off by now. heh, but if Zeph is still wearing his when Sjurd arrives... hehehe...

Awakening from the smoky vision, Alexi wobly stands and offes a somewhat shaky hand to assist Keela. Noticing the facial expression of one being rather perturbed, he retracts his hand and leaves the tent for some fresh air.

The night air (it is still night time isn't it?) is crisp and brings him around. Sore as he is, he follows Jet over to the lizard mounts. Noticing the one several dozen yards away where it's rider fell from arrows and magic missiles, Alexi goes over to it and cautiously approaches it. If it seems docile enough, he takes the reins and leads it back to the others.

Handle Animal d20+9= 28! ooooh
While leading the lizard, Alexi studies the saddle(?) and tries to remember what he saw of the battle and how the lizards mounted, guided, and made their lumbering lizards move. (use my Handle Animal roll above for this)

Seeing the effort that it will take to load all the Ahote bodies onto the lizard mounts, Alexi suggests, "Why don't we attach the four ends of the tent to four of these lizards then put as many of the bodies as we can on the stretched out tent? We can carry more that way. And I have a smaller spare tent that can be used too."

Seeing Sjurd, Alexi eyes the masked friend, slaps him on the shoulder, and says, "Came at a good time, we need the extra hand to return these Ahote warriors to their camp so they can be buried properly."

"Missed a good fight, you did. We'll tell all about it when we stop to rest. As dark as it is, we need to be away from here as soon as possible. As Jet about the wild animals carcasses attracts. I don't want to have to keep shooing Ambush Drakes and such away all night." Alexi smiles, but even that hurts. Must be a cracked rib or something where that dang lizard rider clobbered me.

Keela 
Wednesday August 11th, 2010 10:42:58 PM

Keela steps out of the tent and into a vast array of preparation. She sighs.

"I've set up an alarm on the camp," she says. "We could rest here a while before continuing."

Jet Stormway (AC: 22/21/no dex, HP: 53/14 ; Bantom AC:19 HP: 51/51) 
Wednesday August 11th, 2010 11:50:07 PM

Jet looks at Alexi, "Yes, that is a great idea, if you want a ruined tent! Their open wounds and bodily fluids will cover the canvas and then, we will have no shelter without fly's and other insects bothering us from their remains leaking out all over it."

Jet thinks he made his point and goes back to strapping the dead onto lizard mounts.

Sjurd (AC 17, HP 51/51) 
Thursday August 12th, 2010 12:37:28 AM

Sjurd hesitates for a moment, then gives a full, flourishing bow to Alexi and Garret. "It is good to see you as vell. I never understood the custom of burying the dead underground. Ve burn corpses und shatter the bones to prevent the creation of undead. But their vays are their vays. Vhat do ve need to do?"

DM Cayzle - Getting ready to leave? 
Thursday August 12th, 2010 7:43:13 AM

Jet, Garret, and Zeph all help to get the camp ready to move. They load the bodies of the slain Ahote first. The young Ahote warriors jump up to help.

What about the Ahote gear? The lizards' gear? The lizard bodies?

Alexi is concerned about carrying everything, but he soon sees that the huge placid reptile mounts will be more than enough for the human bodies and the gear. Not the lizard bodies.

Keela suggests staying the rest of the night here. You have no idea of the beasts' capacity for night-time travel.

Sjurd greets his friends and offers to help as best he can too.

So ... move out in the night? Or stay and wait? Do what with the lizard bodies? The young Ahote seem very tired, not having slept even as much as you have tonite.

Jet Stormway (AC: 22/21/no dex, HP: 53/14 ; Bantom AC:19 HP: 51/51) 
Thursday August 12th, 2010 10:45:49 AM

Jet spits on a lizard warriors corpse, "Crows have to eat too, same as the maggots. Let us at least get a few hundred feet away from this large bon fire of their's. It is a beacon in the night and since the human spellcaster got away, we can expect them to try to reinforce this camp, even if it is to late for those here. Let them find their dead where they fell, but staying in their camp is not safe."

Garret Goodbarrel [AC:26 HP:25/25] 
Thursday August 12th, 2010 10:59:51 AM

"Indeed, we need to move from here. As Jet mentioned, there are sure to be other arriving here soon. Sorry, Keela, for your safety spell. I'd like to rest, but the danger is too great. I think your alarm would be going off before anyone fell asleep."

Charek AC 25; HP 47/47: Hasted, 
Thursday August 12th, 2010 5:29:54 PM

Charek looks around after helping to load up the Ahote, and the gear and loot. Nodding at Jet's comment, he quickly adds yes leave them rot. But I do hope no crow gets sick from eating this offal. And then I would agree that we need to move a bit aways from here. I don't think we need to travel more than an hour or so, but moe we should."

Alexi (AC: 20/11, HP:12/58) Lobo (AC: 19, HP:37/37) 
Thursday August 12th, 2010 6:19:26 PM

Alexi merely shrugs at Jet's admonition. "Heh, what do you think magic is for? Just killing? It can do cleaning too. But oh well, have your way."

"I agree we should move some miles away. And Keela if someone does come checking on this camp, your alarm spell will surely cause them grief, for a moment at least. Hah!"

"Does anyone have any magic that can hide our trail? I doubt we'll be able to mask it the conventional way."

Alexi helps gather up all the Ahote gear that is usable while the bodies are being loaded up.
"Sjurd Come help me gather the lizard gear and valuables. They won't need them anymore."

Alexi gathers the lizard gear and whatever belts and puches they carried.

"If anyone is good a tracking or sniffing, maybe he can pick up the scent of the human wizard that got away," he suggests as he goes about.

Jet Stormway (AC: 22/21/no dex, HP: 53/14 ; Bantom AC:19 HP: 51/51) 
Thursday August 12th, 2010 6:30:30 PM

Jet shrugs at Alexi, "I don't know much about Keelas arcane magic, if that is what you are talking about. No need to use magic unless we need magic anyway."

Once the Ahote are loaded up, Jet tells Bantom, "Ask the Ahote where their secret camp is. I suggest we head off in a sideways direction for a bit, so as not to leave many tracks heading in the direction we need to go. I don't want to lead our enmies to the door step or our friends."

Bantom asks the Ahote what Jet has wanted to know.

Sjurd (AC 17, HP 51/51)  d20+16=28 ; d20=4 ;
Thursday August 12th, 2010 7:14:03 PM

Sjurd assists Alexi in gathering the gear of the fallen lizardmen. "You need something tracked? Uli, zapachu i utwor!. Ve vill find this vizard."

Sjurd and Uli attempt to track the human wizard.

Survival check 28
Uli Aid Another (failed)

Keela 
Friday August 13th, 2010 2:33:26 AM

Keela packs up and prepares to leave with the others.

"I still have my Rope Trick, if we want to stop and rest," she says. "Though I don't know if we'll all fit in it."

DM Cayzle - A Look Around Camp and A Fast Short Trip 
Friday August 13th, 2010 7:53:01 AM


First, Sjurd looks carefully for the traitor caster. It is not easy, amid a camp of large lizards, to find the footprints of a single human ... then again, when you find one, there's no mistaking it.

Sjurd is confident that the human did not leave the camp, at least not on foot. There is zero sign that a human left the camp alone or on foot -- and no sign of lizard or mount leaving either, for that matter.

The DM takes the liberty of having Zeph cast his Detect Victim spell, based on the pebble, if Jet will relinquish it momentarily. The spell, inexplicably, points to all of you. Normally it ignores the caster and allies. But sometimes the spell acts unusually.

Let me know what other final actions you want for the camp.

==========

When that is done, you head off with the two Ahote, and with the huge mounts burdened with gear. There is some discussion of leaving a trail. For the short term, something like Pass Without Trace might be your best bet. Or a Plant Growth, long term, will hasten growth over the trail.

You move off, not in the direction of the Ahote sanctuary, for about an hour, then settle in to rest and pass the night. Watches?

Garret Goodbarrel [AC:26 HP:25/25] 
Friday August 13th, 2010 11:01:44 AM

"I'll take first watch with Zeph. Jet, Hmark, and Charek can take that midnight watch, hopefully not seeing a thing. Then Sjurd, Keela and Alexi can take that last watch, unless someone wants a certain watch."

Sjurd (AC 17, HP 51/51) 
Friday August 13th, 2010 12:37:27 PM

Sjurd shrugs his shoulders, "Such is agreeable." The druid clambers up a nearby tree, disappearing into the foliage. The warhound Uli curls into a large, hefty ball at the base of the tree.

Jet Stormway (AC: 22/21/no dex, HP: 53/14 ; Bantom AC:19 HP: 51/51) 
Friday August 13th, 2010 2:31:53 PM

Jet shakes his head at second watch, "Normally, I would not mind when I have a few spells left, but I am completely out of divine grace save a great feat of strength or avoiding movement imparing obstacles. I will rest on first watch and take third, worshipping the gods at sunrise." Jet turns around and walks a short distance away, to get his gear before turning around and asking Garret, "If that's alright with you?"

ooc: I'm not really sure what time of night it is, but if it is so late that sunrise is on second shift, it won't matter. He will not have had enough rest. to learn spells that day.

Garret Goodbarrel [AC:26 HP:25/25] 
Friday August 13th, 2010 9:33:30 PM

"Ah yes, Jet, I was unaware that you required rest for such things. Indeed, take the third watch."

Alexi (AC: 20/11, HP:12/58) Lobo (AC: 19, HP:37/37) 
Friday August 13th, 2010 11:06:24 PM

Alexi volunteers to take Jet's place at watch, and Jet can take the third.

Alexi wonders, out loud, as they leave, if the human wizard was hidding invisible or in some hidey-hole like Keela can make.

"Sjurd, if your friend has picked up that human wizard's scent, have him keep a sharp nose on it. That wizard may try to follow us to find out where we are going. Have him make circles around us as we move, just in case. OK?"

Sjurd (AC 17, HP 51/51) 
Friday August 13th, 2010 11:28:48 PM

The dark wooden mask dips upside-down from the tree foliage, "Certainly, I vas planning something similar. Please note, however, that Uli is not my friend. Ve travel together in mutually-beneficial agreement. He is an inferior creature that strays easily und requires commands, similar to an elf." The stick man gives a lazy salute, "Night," and disappears into the leaves.

Alexi (AC: 20/11, HP:12/58) Lobo (AC: 19, HP:37/37) 
Saturday August 14th, 2010 9:41:34 PM

"Be careful," Alexi says.

Garret Goodbarrel [AC:26 HP:25/25] 
Sunday August 15th, 2010 1:37:52 PM

As the group settles down for the night, Garret heads to the edge of their campsite and finds a seat on the ground. He listens to the quiet of the night as he looks off into the distance. His fingers touch his various tattoos as he thinks back to an unknown event in the past. His mind wanders back to the present as he thinks, "Can this group survive? We seem to be so disconnected. Few of us know anything about one another, yet we share a common goal. Is that goal enough to keep us together? I've seen worse groups."

His mind wanders back to the group that nearly tore itself apart with suspicion over the mysterious book that seemed to corrupt minds.

His thoughts continue, "We know what we're doing is right and good, but is that enough? I find myself in charge of a group that I don't even know, leading them into an unknown. I hope the gods are on our side, for we won't have a chance if they're not. And then again, tomorrow we may find out for sure, as we seek out a meeting with a god ourselves. I guess it's all up to fate now."

Charek AC 25; HP 47/47: Hasted, 
Sunday August 15th, 2010 2:12:14 PM

After setting up camp and getting a bite to eat, Charek stretches and then goes to catch some shut eye before being woken for his watch.

Keela 
Sunday August 15th, 2010 11:18:32 PM

Keela does end up casting her Rope Trick spell so that those who want to be hidden can climb up into it. She cheerfully agrees to assist with last watch, but warns that she isn't very good at noticing things.

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