Room #7... (Sir John 36/58 hps, AC 21) Monday May 24th, 2010 2:40:40 PM
Speck looks up the next set of stairs and peering around the corner in the SW side of the room he sees... what appears to be a library of some sort. This large musty chamber with sagging floorboards houses dozens of shelves heaped with tomes. Some shelves have rotted away, depositing their contents in piles among their moldy remains. A black iron chandelier filled with lit candles hangs above the northern area of the room, illuminating a mahogany writing desk below. In the Northeast corner is a stairwell leading up...
The room is 40 x 40, stairs up in NE corner, stairs down to press room in SW corner, desk in center of room, shelves spread throughout...
Marcas (SteveK) AC 19 HP 74/84 Monday May 24th, 2010 3:34:30 PM
After four more healing spells from Remsus, Marcas almost is in full health! "I'm going to have to invest in some better armor", he muses as the group goes up the stairs. Upon seeing the sagging floor, Marcas is crestfallen: he is not at all sure that he will be able to get across the floor to continue up the staircase as heavy as he is!
The brown minotaur waits to see if his friends have any ideas.
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) d20+13=22 ; d20+13=14 ; d20+17=30 ; d20+18=21 ; Monday May 24th, 2010 8:28:38 PM
(Knowledge Arcana =22 Knowledge Religion =14, nat 1. BLAH Spot = 30 Search =21 )
Remsus sees the old dusty tomes and goes, "Oooooooohhh. Looksies at these!" and he searches high and low for anything that may contain an arcane spell or two or any kind of divine scrolls.
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuary, Command, Hide from undead Domain: Longstrider lvl 2: Hold Person, Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, Spectral Hand, lvl 3: Halt Undead }
Speck AC19/20 HP:21/21 d20+5=15 ; Monday May 24th, 2010 10:40:53 PM
1pt of Con healed; now 8 of 10: HPs/lvl = 6 2 5 2 2 5 4 3, so now that would be with Con 8: 5 1 4 1 1 4 3 2 = 21!
"Wait!" Speck warns Remsus. "See the floor? Lucky and I, the smallest and lightest, need to find a safe way across. If this floor is trapped to give way to your weight, and mind you, you're no skinny belly dancer, who knows how far you'll fall? These tomes can wait until we've dealt with the Raven."
Speck will stick as close to the West wall as he can, providing no shelves intervene, and where they do (if they do) he hugs them as he makes his way to the North wall.
Spot d20+5 = 15, looking for unsafe flooring and testing the weight capacity ( or something like that)
Speck AC19/20 HP:21/21 Monday May 24th, 2010 10:42:44 PM
Speck feels rather invigorated after Rathan's spell. "Mucho Gracias mi Amigo," he says.
Archie, Cousin of Jenesie AC26 HP38 of 38 d20+8=22 ; d20+6=19 ; d20+8=11 ; Monday May 24th, 2010 11:44:20 PM
Lucky is very grateful for the healed Con. "You may be crazy, Remo," he says, "but that's my kinda crazy!"
"But this next challenge looks like our most deadly yet!"
He casts Magic Circle vs Law and Entropic Shield. He uses the Rod of Extend on them both. He peeks into his waistband after using the Rod and says, "Hmmm. I don't think this Rod of Extension is working."
Then he searches for danger (traps) as he enters the library with Speck, his fellow halfling. Search 22. If he finds a place where the floor is not safe, he casts Mending on it.
He takes a peek at the desk, the shelves, and the chandelier. If the floor seems safe, he asks for help from his friends to move a shelf.
"Marks-On-Thighs, Sir John! Be good strong fellows and move this shelf under the chandelier." Then he can clamber up it and take a good look. Climb 19, Search 11.
AC for next time it is needed: 26
Current Con Damage: -1 pts of Con.
Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 3
Tattoo Used: 2 of 3 Stones Used: 0 of 3
Sling Bullets Used: 2 of 16
Room #7, Round 1... (Sir John 36/58 hps, AC 21) 4d6=14 ; Tuesday May 25th, 2010 9:57:32 AM
The group searches the room and with the time available, fix one or two weak points. Speck checks the West and North wall, but doesn't find anything out of the ordinary... Remsus clambers up and down the shelves, feeling like a kid in a candy store...
Archie finds a scroll hidden behind an old dusty book on how to tame gnolls. Looking through it, he notices that it details the traps found in the rooms the group has already went through, especially the ones to the R and L of the main hallway. If they only could have went up this way before...
Sir John nods at Archie's request and moves the table under the chandelier. Once Archie climbs up on top, he moves to begin checking ... but before he can do anything, the ropes start moving on their own accord and the chandelier falls down on top of him (14 pts dmg or Reflex Save DC 20 for 1/2 damage). As they fall, they ignite several books and tomes that are nearby on the floor, and the fire slowly starts to spread.
(We're in rounds now...)
Please tell me where you are on the map and where you'll go...
Speck AC19/20 HP:21/21 Tuesday May 25th, 2010 10:04:26 PM
"Holy Flames of the Sanctimonius Chandelier!" Speck exclaims. "Ze Flames! Ze Flames! Dat is not good eh?" he manages to blurt. "Spit! Spit! Spit all you got to put the flames out!"
"Oh heck! Mumbo Jumbo, Spitle and Gumbo, Dampen the Flames with Spitui
Cast Prestidigitation to affect 1 cubit foot of the area begining to catch fire to dampen the material to hinder the spread of the fire. Speck can affect 1 cubic foot per round up to 1 hour if need be.
Speck stays where he's at on the map.
Archie, Cousin of Jenesie AC26 HP38 of 38 d20+15=32 ; d20+9=25 ; d20+10=24 ; Wednesday May 26th, 2010 7:52:37 AM
Archie takes a gamble and puts all three of his remaining luck points into this save. He makes it with a 32, which also nets him a luck point. NOTE TO DM: I'm hoping that his Evasion class ability will let him save for NO damage?
DM - Yes, evasion should let you save for no dmg ;-)
After nimbly jumping out of the way of the falling wreckage, Archie lands next to the table. He shouts, "Put out that fire!" Then he sees Speck already doing that. "Good job there, Speck!"
Just for good measure, he casts Create Water on the table to douse the flames.
Finally, he shouts, "Sir John, cover the stairs down! Marks-On-Thighs, cover the stairs up! Everyone else, keep alert!" Archie loks up at the hole where the light fixture used to be. How big is that hole? Could anything get through, up or down? Archie ponders crawling up through to the next level.
Spot 25, Listen 24.
REMINDER All friends of Archie within 20 feet get a +1 luck bonus on attacks, saves, skill checks.
AC for next time it is needed: 26
Current Con Damage: -1 pts of Con.
Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 4
Tattoo Used: 2 of 3 Stones Used: 0 of 3
Sling Bullets Used: 2 of 16
Room #7, Round 1... (Sir John 36/58 hps, AC 21) Wednesday May 26th, 2010 11:44:01 AM
Waiting on Remsus, Marcas and Rathan...
Rathan HP 57/57 Wednesday May 26th, 2010 5:11:32 PM
(Sorry!)
Rathan watches his companions quickly handle the situation with the fire. He stands ready to help if need be, but eveything looks under control.
Marcas (SteveK) AC 19 HP 74/84 d20+1=19 ; d20+7=20 ; Thursday May 27th, 2010 12:07:49 PM
Marcas moves with a purpose, postioning himself under the up-bound stairway. He looks up and listens to see if there is anything up there.
The minotaur glances back, thinking how much water he is storing in his bladder to put out the flames...
Listen - 19 Spot - 20
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) Thursday May 27th, 2010 12:41:49 PM "You know, a simple 0-level orison can easily solve the problem of fire on the floor." Remsus says rather nonchalantly while gazing at the fire like it is uninteresting.
And then Remsus casts Create Water on top of the fire. 5th level casting... so how much water is that? Like 10cubic feet or something?
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuary, Command, Hide from undead Domain: Longstrider lvl 2: Hold Person, Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, Spectral Hand, lvl 3: Halt Undead }
Room #7, Round 2... (Sir John 36/58 hps, AC 21) Thursday May 27th, 2010 3:16:30 PM
The group turns its attention to the fire, they're all drenched by multiple create waters... The water does manage to put out the flame and the fire stops... For a moment they feel they're safe and Sir John says, "That was too easy..."
His words are right on target, as the floor suddenly becomes weak and the rotted areas, though repaired, transform into a mere splinters and several members of the party fall through the floor into the room below...
Speck, Remsus, Archie and Rathan, you were standing on a section that collapsed under your weight. SJ and Marcas were in better positions and the foundation kept the floor from falling...
Speck, Remsus, Archie and Rathan = DC 20 Reflex or fall 20'... (save for managing to hold on to something firm and avoid the fall...
DC 20 listen or spot checks Highlight to display spoiler: {Right before the floor crashed, you heard a sound or noticed something odd about the East wall on square H4}
If you made the listen check (NOT the spot but the listen) DC20 arcana = Highlight to display spoiler: {the sound sounded like spell casting and appears to have been a Warp wood spell...}
DC25 2nd listen checkHighlight to display spoiler: {Right after the crash, you heard another sound that seemed like spellcasting from the same spot and then nothing...}
DC20 arcana Highlight to display spoiler: Highlight to display spoiler: {It sounded like a teleport spell}
Rathan HP 45/57 d20+2=18 ; d6=5 ; d6=2 ; d20+8=25 ; d20+8=27 ; Thursday May 27th, 2010 7:28:49 PM
Rathan hears the floor groan and buckle. Concerned, he stops moving. He hears something coming from the east wall and moves to investigate, but the floor crumbles and breaks underneath his feet.
He dashes for something to hold on to but fails and falls the whole 20 feet. Standing, he dusts himself off, then casts looks around, trying to get a handle on his new surroundings. If it's dark, he will cast a light spell. If there are enemies, he will cast Barkskin. If there are neither, he will yell up to the others to let them know he is okay.
Speck, next to the wall, feels the floor under him snap and crumble and nothing along the wall to hold onto. Not knowing how far he's going to fall, he quickly mumbles "Can't fly like a bird, but can fall like a Feather".
Cast Feather Fall.
Speck floats to the floor, some 20 feet below and gently lands on his feet.
Spot DC20 d20+5 = 25 HA! Wide Eyed as a wet bobcat! Listen DC20 d20+7 = 16
Marcas (SteveK) AC 19 HP 74/84 d20+1=16 ; Friday May 28th, 2010 8:44:26 AM
Marcas is wide-eyed but has to admire the trap. "The fire made us think that is the trap, but it counted on our heroic action to douse the fire to weaken the boards. No, even more than that. Once the trap was sprung, if we doused the fire or not, there would still be fallen floorboards."
The minotaur keeps his position, lowering his ranseur to the floor below to use it as a climbing stick (20 foot reach). He keeps his ears cocked for any sounds coming from upstairs.
Listen: 16
SteveK - Good observation re: the trap... Take a hero point...
Room #7, Round 2... (Sir John 36/58 hps, AC 21) Friday May 28th, 2010 2:08:51 PM
Waiting on Archie and Remsus...
Archie, Cousin of Jenesie AC26 HP38 of 38 d20+5=8 ; d20+15=26 ; d20+10=22 ; d20+11=14 ; d20+8=10 ; d20+15=20 ; Friday May 28th, 2010 2:30:15 PM
OOC: Sorry! Running around like a mad dog before the holiday weekend starts.
REMINDER All friends of Archie within 20 feet get a +1 luck bonus on attacks, saves, skill checks.
Know Arcana check: 8 = nada. Spot 25, Listen 24 from last round.
Reflex Save to not fall -- using 3 of 4 luck points -- 26 = no fall and luck points are up to 5.
Archie puts his finger to his lips and tries to sneak over to H4. Move silent 22, Hide 14.
Once there, he tries to figure out what is going on. He thinks there might be someone invisible, so he uses his search skill to see if there is any sign of footprints or a secret door or anything. Search 10.
AC for next time it is needed (rolling a new roll): 20 or 22 vs law.
Current Con Damage: -1 pts of Con.
Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 5
Tattoo Used: 2 of 3 Stones Used: 0 of 3
Sling Bullets Used: 2 of 16
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) d20+10=17 ; d20+6=15 ; d20+18=29 ; Friday May 28th, 2010 6:20:01 PM
Reflex save = 17 oooh nooo. Listen =15 Spot =29
Remsus falls,and even though he does not hear anything, he certainly sees the H4 oddity, and thus shouts "Square H4, something wieeeeerrrrrrdddd! GAH!" and then he falls 20feet.
Then, as he is falling, Remsus pulls a scroll of Feather Fall out of his backpack and quickly casts it on himself.
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuary, Command, Hide from undead Domain: Longstrider lvl 2: Hold Person, Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, Spectral Hand, lvl 3: Halt Undead }
Room #7 (and beyond) Round 3... (Sir John 36/58 hps, AC 21) Sunday May 30th, 2010 2:50:31 PM
Several people fall to the next floor and take either nominal or no damage at all...
Remsus' cry gets everyone's attention, and others notice the issue at H4 too... Archie doesn't discern any invisible foes, but does discover a hidden alcove to the East of H4. It appears that someone hollowed this space out of the surrounding wall and used an illusion so that it couldn't be observed from the outside of the building or from the inside of the room. There is nothing of interest in the alcove and no clue as to who it was in the room.
Once the dust settles, all is silent. There is now a huge hole in the floor, but with effort, those who fell manage to work their ways to the edges of the library... Strangely, the screaming has stopped, at least for now...
"Combat" is over, but we're still in rounds and will continue from now until further notice... Almost done with the module....
Archie, Cousin of Jenesie AC26 HP38 of 38 Monday May 31st, 2010 7:28:54 AM
OOC: So we need a new module and a new DM? I suppose I should volunteer. Though I am kick-in-the-butt busy, I'll DM for a month or two. Anyone else?
If we have no module, I could run one I made a long time ago for a Tap game. Lots of combat, some puzzling tactical situations, guaranteed over in 7 weeks.
Archie, Cousin of Jenesie AC26 HP38 of 38 Monday May 31st, 2010 7:44:43 AM
In character: Archie wants to go where he has not gone yet. Up those stairs? "Come on, everybody," he calls.
Room #7 (and beyond) Round 3... (Sir John 36/58 hps, AC 21) Monday May 31st, 2010 9:37:16 AM OOC - Cayzle, sounds like a great idea re: a new module. This module should be done in ~ 2-3 weeks at the most depending on the combat length, but we've only got one battle left... We're going to see an old foe too, one whom several of us will recognize... Then we'll be ready for Cayzle to take over...
XP wise, we've got several thousand left coming so if any PC's are > 1/2 way to next level, you'll probably reach it before Cayzle's starts...
Speck AC19/20 HP:21/21 Monday May 31st, 2010 4:26:13 PM
OOC: oh, oh, oh, oh. DOH! I just read up on Feather Fall. Says that 1 Med or Smaller creature/level, no two more that 20ft apart. Speck is a 3rd level bard, so he can affect himself and two other Med or small creatures that are not more than 20ft appart. That would be Remsus and Rathan I think.
So Remsus keep your scroll (don't know how you'd have time to fetch it from your backpack and read it before you hit the ground anyway, grin...) and Rathan, if he's within 20ft of either Speck or Remsus.
Also, the three of us are as light as a feather for 2 more rounds, so climbing back up should be easy, eh?
Speck AC19/20 HP:21/21 Monday May 31st, 2010 4:29:08 PM
Ah, sorry, spell lasts only Until Landing or 3 rounds. Since we Landed, spell is over. Sigh.
Speck AC19/20 HP:21/21 d20+15=23 Monday May 31st, 2010 4:31:04 PM
Speck asks Remsus if he can hoist the bard up so his fellows above can bring him back to their floor. Then while the other two climb up, Speck looks at the stairway guarded by Marcas.
Search for Traps d20+15 = 23
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) Monday May 31st, 2010 4:48:51 PM
Remsus floats to the ground with Speck, "Whoooo, that was almost bad. Sure, Lets see if my puny muscles can hold you... I need to learn the telekinesis spell." Remsus observes as he helps speck
Marcas (SteveK) AC 19 HP 74/84 Monday May 31st, 2010 6:54:10 PM
:-)
Marcas continues to fish friends out of the floor below by use of his long reach and ranseur.
"We continue up", he says with a grimace. "We must use Raven's rules for now and bide our time."
Rathan HP 45/57 Monday May 31st, 2010 9:50:55 PM
Rathan thanks Marcas and joins back up with the others.
"Ready when you all are."
Room #8 Round 1.. (Sir John 58/58 hps, AC 21) d8+4=6 Wednesday June 2nd, 2010 10:39:30 AM (Had someone die over the Memorial Day holiday, and did his funeral yesterday... Tough one... big family and long marriage... Sorry for the delay in posting but RL took precedence...)
Sir John will quickly heal some of his injuries while the rest of the group takes an hour break... (Lay on Hands, CLW's)... (Spells Left - PfE, Bull's Strength)
As the dust continues settling from the recent crash, several members climb up the NE stairs, curious to see what can be next in the Raven's plan. So far, they've rescued all of the family members who were taken captive except for Lucky's relative... What diabolical traps could the Raven have in mind for the next encounter? Will everyone survive or is this the time to say goodbye to an adventuring companion...?
The stairs lead to the rooftop, a flat area swept by wind, snow and ashes from the fires burning throughout the city. It's hard to see through the muck and the snow and mush on the ground make moving difficult.(Reflex Save DC 10 or slip and fall if you move >5'; Ranged attacks take a -2 for the wind and loss of visibility...)
Sickly dark clouds dot the skies above, while rows of wooden cages clutter the roof above the stairwell, and swarms of ravens flap their wings against the wind. This area appears to be a rookery built above the building... The crows frenetic caws rivaling the thundering fury of the gathering storm...
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur) d20+17=21 ; d20+9=13 Wednesday June 2nd, 2010 4:32:22 PM
When Remsus gets to the top of the roof, he Casts Spectral Hand and keeps the floating disembodied hand next to him so he can quickly heal anyone in the party... he suspects combat to break out here.
If there is enough time, Remsus will also Cast See Invisible on himself so he can spot anything that could be spelunking around.
And he searches about. (Spot =21) (Reflex save =13)
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuary, Command, Hide from undead Domain: Longstrider lvl 2: Hold Person, Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, Spectral Hand, lvl 3: Halt Undead }
Archie, Cousin of Jenesie AC20/22 HP38 of 38 d20+12=15 ; d20+8=21 ; d20+8=12 ; d20+8=20 ; Wednesday June 2nd, 2010 6:49:13 PM HEY! Who says we have not rescued Lucky's relative? What about Jenesie here? :-P
Archie makes his way up to the roof and tries to keep his balance: a 15 is no problem.
If there is someone invisible up here, his footprints may give him away. Archie looks around and searches, especially looking at foot traffic patterns in the slush. Search 21, 12, 20.
REMINDER All friends of Archie within 20 feet get a +1 luck bonus on attacks, saves, skill checks.
AC for next time it is needed: 20 or 22 vs law.
Current Con Damage: -1 pts of Con.
Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 5
Tattoo Used: 2 of 3 Stones Used: 0 of 3
Sling Bullets Used: 2 of 16
Rathan HP 45/57 Wednesday June 2nd, 2010 7:08:16 PM
Rathan settles on the stairs behind Remsus and waits the results of the scouting.
Speck AC19/20 HP:21/21 d20+5=10 ; d20+10=25 ; Wednesday June 2nd, 2010 10:29:31 PM
"Wonder which one of these is the real Raven," Speck ponders out loud as he steps out onto the top and to the right side. (5' move).
"What if we fireballed all these black birds. Think that'd get his attention?"
Spot d20+5 +1(Lucky)= 11 Search d20+10+1(Lucky)= 26 (looking for tracks in the snow/soot) other than the bird tracks.
Con 7 of 10
Marcas (SteveK) AC 19 HP 74/84 d20+7=8 Thursday June 3rd, 2010 9:16:45 AM
Marcas blinks his black eyes and rumbles a question in his deep gravelly voice. "Why would anyone keep ravens in a cage? Pidgeons, chickens, even hunting birds... but ravens?"
the minotaur shakes his head, ignoring for the moment the more innane comments of Lucky. "The monster we are after would not care if we destroyed mere tools like a look-out bird." And then the big hero slips and falls onto the roof. (nat 1!)
Reaching out for the stairs, Marcasthai crawls back into the building. "Lets' look downstairs for this Raven." (crawl; move 5 feet)
Room #8 Round 2 (Sir John 58/58 hps, AC 21), Prot from Evil Thursday June 3rd, 2010 9:32:14 PM
As the group looks around, they finally can see through the swarms of ravens. They see 2 figures on the opposite corner of the roof (SW corner). They can't tell for sure, but both individuals look identical... They each wear a long black cloak and what looks like a raven's mask...
The figures notice the party and both make a casting motion, and immediately several identical figures appear around them... (Spot DC25 to see which is real and which is a duplicate)
(We're in combat rounds now...)
Sir John looks back to Marcas and says, "We've got company and get back up here! They've invited a few friends along for the party and I think we need to give them a welcome with our steel!" He'll cast Protection from Evil and wait to see what the rest of the group does...
Note that there are raven cages throughout the roof. As a result, any ranged hit has a 33% chance of hitting a cage rather than its target. Remember that there is also a penalty on ranged attacks due to the snow and sleet.
Rathan HP 45/57 d20+8=26 ; d20+8=12 ; d20+8=10 ; d20+8=26 ; d20+8=27 ; d20+8=11 ; Friday June 4th, 2010 10:12:13 AM
Rathan grumbles and pops onto the roof, stepping cautiously out of the way of everyone one. (G3 - 5ft in snow to avoid balance. ) He notices a slight difference in the motions of the various Raven duplicates, and is able to pick out the true one.
"Neat trick. Can you do it again?"
Rathan targets the true Raven and casts Dispel Magic, then shouts to the others.
"Focus fire on my target!"
( Targeted Dispel
One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell's caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. )
( DM, I dont know how many spells he has onging, so I'm going to make 5 attempts starting with his lowest level spells in effect and hope it's enough. If there's more spells ongoing on the target, I'll just let you roll those further checks for me to keep from holding us up. )
[ Fail vs his Lowest Level Spell. ] [ Fail vs Next ] [ Success vs Caster Lvl 15 ] [ Success vs Caster Lvl 16 ] [ Fail vs his Highest Level Spell. ]
Archie, Cousin of Jenesie AC20/22 HP38 of 38 Friday June 4th, 2010 12:53:13 PM
OOC: Waiting to see what the dispel did. Hope that's okay.
Marcas (SteveK) AC 19 HP 74/84 d20+7=24 ; Friday June 4th, 2010 4:27:26 PM
Marcas stands up, and steadies himself fairly well, ready to strike anything within his reach.
"It is the Raven or more likely two subordinates. Be careful my friends!"
...Action Stand up, full round action: 24 Location for Large Minotaur: G/H 3/4
Room #8 Round 2 (Sir John 58/58 hps, AC 21), Prot from Evil Sunday June 6th, 2010 5:32:08 PM Addendum... Rathan, you discover which two of the multiple figures are the real vs. mirrored... However, you can't tell which is the true Raven and which isn't (though you don't know what the 2nd person is in that case), or if there were always two foes calling themselves the Raven... If you want to roll a d100, we can do it that way... However, since your first 2 attacks failed to dispel his magic... It's kind of a moot point here and none of the magic is dispelled as far as you can tell...
Sir John, now that he's cast his Protection from Evil, peers at the figures and says, "I'm sensing a strong and powerful evil here! I'm not sure which one, but whomever it is has a powerful aura of evil!"
Since no one has moved forward yet, Sir John will slowly move forward to stand next to Marcas, waiting to see what the others do...
(Waiting on others to post before updating this round...)
Since it matters, let's start with Archie's AC roll for this round: 34, 36 vs lawful. HOWEVER, that drops by 5 if blinded.
Okay, seeing as there seemed to be no effect from the dispels, Archie decides on some swift action.
He was already on the roof, of course, per the June 2 post. So let's say he was at D4 at the start of the round. He's not worried about the swarms, because swarms may not make attacks of opportunity.
Archie shouts, "Watch me, fellows!"
Then Archie closes his eyes. Per the Mirror Image spell, "If you [the caster] are invisible or an attacker [that's Archie] shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)" After Archie closes his eyes, the spell has no effect on him, but he is blinded. That means Half speed and a drastic drop in AC, to 29, 31 vs lawfuls.
First Move Action, part A: From D4, Archie steps forward with eyes closed to C5. If there really is a Real-Raven-Guy there, then he has attempted the impossible, because you cannot enter an enemy's square.
If he fails to enter C5, then he shouts, "Here's a real enemy!" Then he draws his dagger (move action) and attacks: Hits AC 9, a miss. That ends his turn.
If he enters C5, then he shouts, with eyes still closed, "This one is a fake, my friends!" He draws his dagger, a free action while moving.
First Move Action, part B:
From C5, Archie takes another step forward, still with eyes closed, to C6. He can't do that if there is an enemy there.
If he fails to enter C6, then he shouts, "Here's a real enemy!" Then he attacks with his drawn dagger: Hits AC 9, a miss. That ends his turn.
If he enters C6, then in moving from C5 to C6 he provokes AoOs from enemies in B5 and B6. If there are any such attacks, Archie shouts, "That guy there is real!" and he points in the direction from which the AoO came.
Moreover, in entering C6, he also shouts, "No enemies in this spot!"
Moving ten feet with eyes closed is a complete move action for Archie (half move when blinded).
Second Move Action, part A: From C6, Archie steps forward with eyes closed to B6. If there really is a Real-Raven-Guy there, then he has attempted the impossible, because you cannot enter an enemy's square.
If he fails to enter B6, then he shouts, "Here's a real enemy!" and points to the spot. That ends his turn.
If he enters B6, then he shouts, with eyes still closed, "This one is a fake, my friends, where I am standing!" Moving to B6 provokes attacks of opportunity from B5, B7, and C7.
Second Move Action, part B:
From B6, Archie takes another step to A6. If he cannot, he shouts, "Here's the enemy!" He points to A6.
If he can move to A6, Archie provokes AoOs from A5, A7, B5, B7, and C7. As before, if he is attacked, he stops and points to the attacker. "Hit it there, fellows!" If he makes it to A6, he shouts, "No one here!"
FINALLY, no matter what, Archie opens his eyes at the end of his turn. His AC returns to 24/26 vs evil.
REMINDER All friends of Archie within 20 feet get a +1 luck bonus on attacks, saves, skill checks.
AC for next time it is needed: 34 or 36 vs law.
Current Con Damage: -1 pts of Con.
Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 5
Tattoo Used: 2 of 3 Stones Used: 0 of 3
Sling Bullets Used: 2 of 16
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Sunday June 6th, 2010 11:24:52 PM
First, Remsus looks around with his See Invisible eyes to see if anything else is prying around, if not, then Remsus will try to cast Hold Person on Raven.... is that susceptible to the same miss chance as other attacks?? If not, then I don't think I want to use it.
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuary, Command, Hide from undead Domain: Longstrider lvl 2: Hold Person, Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, Spectral Hand, lvl 3: Halt Undead }
Room #8 Round 2 cont'd (Sir John 58/58 hps, AC 21), Prot from Evil d100=62 ; d100=40 ; d3=2 ; d3=3 ; d3=2 ; d3=2 ; d3=1 ; d20+20=32 ; d8+8=12 ; d6=5 ; d6=4 ; d6=5 ; d20+2=4 ; Monday June 7th, 2010 3:51:01 PM
Lucky moves into 2 spots, neither of which hold the Raven or his double... however, as he moves into the last spot, two figures attack him, one from B8 and one from B6...
Through the haze and snow, Lucky sees that the figure at B8 was concealing a long, wicked looking Bastard Sword... It swings at him, trying to cut through the nimble "Unlucky's" legs... As it hits, Lucky feels a spark of energy that both injures him and the wielder... (i.e.Viscous weapon) Hit AC 32 for 12 dmg + 9 = 21 to Unlucky and 5 to wielder...
As if that wasn't enough, the figure at B6 also tries to slam UnLucky into the ground but Lucky manages to avoid both hits...
Remsus doesn't see anything invisible, but looks closely at both targets.... (Which one do you want to attack w/ your spell, B6 or B8? No penalty to your spell since it's not a touch attack... Of course it gets a save... )
I'll post the end of round 2 (monster's actions) once Remsus tells me which target he's attacking...
Marcas (SteveK) AC 19 HP 74/84 d20+8=20 ; d20+14=24 ; d20+9=28 ; 2d6+9=15 ; 2d6+9=15 ; Monday June 7th, 2010 5:01:00 PM
Taking a step out onto the slippery roof (and keeping his feet), Marcas takes 2 swings with his Ranseur at the images around E1.
"Why have you done this? Hurting innocents, hounding a city, terrorizing the countryside, and all for us? Why?"
The question burns Marcas. More than the wounds, the emotional hurts, or the hurt of thier loved ones, this unanswered question eats at the minotaur.
...Actions AC 24 Dam 15 AC 28 Dam 15
Speck AC19/20 HP:21/21 d20+13=24 ; Monday June 7th, 2010 6:24:52 PM
OOC: I think Speck would be at E2.
IC: Lucky presses his luck and Speck figures he'd might as well chip in. He moves to B2. Ref DC10 d20+12+1(Lucky) = 24 good
Whipping out his wand fo Grease, he mumbles "Slippery Slopes for Bad Folks" and coats A4-5,B4-5 with a coat of Grease.
E1 needs to make a Ref Save vs DC (10+spell level 1) = 11 (since it's a wand, i don't think I can add my Cha bonus here) or fall prone. If the roof is slippery already, the DC should be adjusted up accordingly.
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Monday June 7th, 2010 9:19:50 PM
Ill go for B8 I suppose.
Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky d20+1=19 ; d20+5=17 ; d20+3=13 ; d20+2=10 ; d20+2=8 ; d20+11=30 ; d20+16=31 ; d8+5=12 ; d6=3 ; d20+11=31 ; d8+5=9 ; d6=1 ; Tuesday June 8th, 2010 12:35:28 PM (OOC 1. In re: to Rathan's question, let me make sure I understand how Dispel Magic works here... I'm raising this for all of you here, since we're all experienced DM's (though some like me are less experienced). The target had 2 magic spells currently affecting him, so I checked the first two rolls of Rathan's vs. the two spells, and neither one worked... I assume that the other 3 rolls are irrelevant, since the target only had 2 spells in action at the time? Let me know if I missed this one...
2. Rathan, Sorry for the delay but I had to check on your hold person spell due to some other issues that will soon be apparent...
3. Marcas' move appears to be for round 3, since he stood up for his action in round 2..)
OK, continuing with Round 2.....
"MONSTERS TURN FOR ROUND 2 Through the oppressive sleet and rain, the PC's attempt to find out what exactly is going on here... Could there be one or more Raven's? What could have happened to Archie's cousin? What is the Raven's real plan here?
Monster E2 attempts to resist the spell cast upon him... (Save Will 19... What's your DC here on hold person? is it ~ 13 or 14?) It appears that it's successful and tries to grapple with Lucky...
Lucky only, Sense Motive >=15 Highlight to display spoiler: {Lucky, there is something odd about the way that E2 is acting. It seems that it is under the influence of another force rather than acting independently}
Grapple Attack = Melee Touch vs. Lucky = Touch AC17... If successful, Grapple Check 13 vs. Lucky...
Lucky only = Highlight to display spoiler: {As you stand next to this creature, you feel an aura of despair fill you. Part of you wants to scream and run away and you feel very depressed... -2 Save as long as you're w/in 10' of the Raven}
Monster E1 looks at Unlucky standing next to him and laughs in derision at his antics. "Good trick handling my spell, but you'll have to do better than that to beat me..." He turns and surveys the battlefield, his black eyes peering through the Raven's mask on his head, Unlucky's blood dripping from his sword... Finally, his head stops when it sees Marcas and the group can see a smile erupt from underneath the mask. "Well, well, well... It's good to see you again my Tauran friend... Would you like to join me again as you did before? I'm surprised your friends forgave you for turning on them during our last battle on that farmer's fields. You managed to destroy many of my undead minions, but you finally saw the light of my cause. Come fight with me and I may spare your pathetic life..."
Marcas only - Highlight to display spoiler: {Marcas, you recognize the look and voice as the black figure you fought in the farmer's field, the one who lead all those undead in the fight, the one who managed to dominate you for a brief time. It appears that he's returned and is trying the same tactic again.... Will Save DC 23 or be dominated... }
The two flocks of Ravens immediately move to attack the PC's... R1 moves to attack Remsus and the swarm fills his square, snapping at him and wings beating against him, but misses (Miss AC10)...
Remsus - Save vs. Fortitude DC11 or be nauseated at the b/g of each turn spent in the swarm.
R2 moves and fills Sir John's square, filling it with flapping, biting ravens...Miss AC8...
END OF ROUND 2 _____________________________________
ROUND 3 Sir John tries to fight off the annoying swarm (Fort 30), and is able to hold back his nausea... He swings his fiery sword in the air all around him (Hit AC 31 for 15 pts, and Hit AC31 for 10 more...) He manages to kill off the swarm, though he's covered with feathers, gore and raven parts...
Waiting on Marcas' checks to decide on his action....
Marcas (SteveK) AC 19 HP 74/84 d20+6=26 ; Tuesday June 8th, 2010 12:54:33 PM
Marcas' eyes widen in anger and... fear? ... as the words and the voice register. And then the enveloping ming intrudes once more, seeking to take Marcas' body and skills. Seeking to turn him into an instrument for evil, for his friends destruction.
"NO!!" Marcas shouts, his black eyes blazing. "I WILL NOT be your lackey, your mind-slave! We together will defeat you, General, and you will never return to your evil swamps!"
Taking a step out onto the slippery roof (and keeping his feet), Marcas takes 2 swings with his Ranseur at the images around E1.
...Actions Will: 26 (nat 20! Woot!)
AC 24 Dam 15 (previous rolls) AC 28 Dam 15 (previous rolls)
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) d20+6=12 ; d20+13=29 Tuesday June 8th, 2010 4:26:33 PM
(fort save =12, succeesss knowledge religion to determine if anything is undead)
Remsus moves out of the swarm and casts fly on himself so he can get a bird's (raven's) eye-view of the arena, he will fly up up and awaaaaaayyy... then maybe cast a searing light or something
Yeah, the will DC was 16 for hold person... darn, didn't work. Well, Remsus prepped spells for undead hunting, so I guess that is useless now huh?
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuary, Command, Hide from undead Domain: Longstrider lvl 2: Hold Person, Domain: See Invisible lvl 3: Searing Lightx2 Domain: Fly
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, Spectral Hand, lvl 3: Fireball }
Rathan HP 45/57 Tuesday June 8th, 2010 5:04:32 PM
Rathan scowls seeing his magical disarmanent fail. Taking another surefooted 5 foot step on the roof he begins a deep, throaty chant. The druidic magic flowing through him takes on a greenish hue and his orange hail blows widly. He pulls the magic required to create a magical ice storm from his reserves, then destroys it, reshaping the magic to serve a new purpose.
He continues to make the necessary motions for his spell, seemingly oblivous to the goings on around him. He spends the remainder of this round tranced for his summoning spell.
Speck AC19/20 HP:21/21 Tuesday June 8th, 2010 8:49:59 PM
OOC: er, what happened to Specks Grease spell under E2? Did he make it or not?
Archie, Cousin of Jenesie AC34/36 HP17 of 38 d20=14 ; d20+22=35 ; Tuesday June 8th, 2010 11:04:50 PM
Archie says, "Ow!" And he looks at the enemy when he talks to Archie and Marcas. Something rings a bell.
"Hey! I know you!" says Archie. "You're that guy, the undead guy, General What'syourname! Wait, don't tell me ... Throckmonger! Vonghinker! Nakasoomay! Wait, I'll get it! General Vlog-something. Norelheimer. Manstrumer! Doferthonker! Something like that. No, don't -- don't tell me, I'll figure it out!"
He tries to hit the enemy with his dagger, fighting defensively and using combat expertise.
He continues to try to remember the guy's name. "Manglemasher? Toemistholden? Oh, this is the worst torture you've come up with yet, by gum!"
His attack (at -8) hits AC 14. A miss, most likely.
His AC this round is 35, 37 vs law.
"Negamacher? Tinglehocker? Hockaloogie? Oh, this is really depressing! I'm getting the senility already!"
The evil aura is putting a damper on Archie's spirits.
Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky d20+11=16 ; d20+2=9 ; Wednesday June 9th, 2010 1:10:28 PM
ROUND 3 Cont'd
Marcas' will is too strong to overcome, and he resists any affects. Furthermore, both blows connect with the figure (E1), ripping holes in it's clothes. However, he discovers that the weapon did considerably less damage than it should have done... (20 rather than 30... Why? He's not sure yet...)
However, Remsus does discover something that may help with their quandary, as it appears this figure is acting like an undead creature would, especially with his powers and abilities... Furthermore, it's no mere undead and is likely a very powerful one.. He decides to fly in the sky and casts Searing Light??? (Let me know your rolls on this one, as well as the DC...)
Rathan summons help... (Your creature should appear at the end of your turn... so what are you bringing in?
(OOC - Sorry for forgetting to post re: your grease spell Speck... E1 made his reflex check and didn't fall. What is your action this round?)
Archie correctly determines the identity of their foe, the General that they faced months before... It appears that he had a score to settle with the PC's and now is back to collect it... Archie uses his dagger to stab at the foe but doesn't manage to penetrate it's defenses. Furthermore, the cold effect of the dagger is useless against E1...
Archie- Remember that you're being grappled by E3... Was his attack successful vs you? ____________________ E2 laughs at Archie's useless attack on E3 and says, "You'll have to do better than that weakling. Better luck next time..." Waiting on Archie's response re: grappling...
The surviving swarm isn't ready to give up on Remsus and it follows him up in the sky, biting at him again and again... (Miss AC9, ... )
Remsus - Save vs. Fortitude DC11 or be nauseated at the b/g of each turn spent in the swarm.
E1 again surveys the battlefield, his eyes finally settling upon Speck. "Hmm... You seem like someone who I could use... Maybe you should come and join me here. You don't want to be with these fools here and why not join the winning side?"
Speck only = Highlight to display spoiler: {Speck, you feel a presence in your mind, an oppressive evil presence that tries to crush your will... Part of you wants to give in but the other part knows its wrong... Will Save DC 23 or be dominated... }
At the end of the round, the group sees some of E1's injuries heal up... It appears this creature can regenerate...
Dmg = E1 = 15 E2 = 0 Swarm = 0
Things we're waiting on to finish Round 3... Archie's response re: grappling Speck's action for beginning of round, AND need a save from Speck (see spoiler) Remsus action (spell?) E2's attack will be updated once I hear back from Archie... Rathan's summoning results (what creature do you want and where?)
_____________ OOC - I'm going to be at a clergy and lay conference Wed pm to Sat am, but I'll try to post in the evening when I can. However, it's from early am to late pm at night (~ 9 pmish), so I may not make it each evening...
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) d20+6=23 ; Wednesday June 9th, 2010 3:23:28 PM
(FOrt save =23, success)
After identifying he undead properties of the General, Remsus shouts, "He's undead, so we need to direct our attacks to smite such a foe."
Then Remsus decides to cast Hold Undead (DC 20 will save) on the General.
Cleric Spells Memorized: 5/5/3/2 lvl 0: Detect Magicx2, Read Magic, Purify Food and Drink, Create Water, lvl 1: Sanctuary, Command, Hide from undead Domain: Longstrider lvl 2: Hold Person, Domain: See Invisible lvl 3: Searing Lightx2 Domain:
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, lvl 3: }
Rathan HP 45/57 d3=2 ; Wednesday June 9th, 2010 5:15:02 PM
( Didnt realize they came in the same round I started casting. 2 Thoqqua come in at B4 and A4. They'll attack the adjacent raven if they get an attack this round. Let me know if I need to roll it now or next round. )
Taking care of leftover business, sorry for missing things!
First off, Sense Motive check vs DC15 ... naturally a +11 ... throwing 2 luck points into the roll to bring it to +13 ... but still failing on a nat 1 to keep it interesting ... a 24, and Luck Points are now up to 6 ... and Lucky Archie shouts, "The guy at E2 is possessed!!"
Then, wonder of wonders, the monster at E2 grapples Lucky Archie! And that really IS lucky! For one thing, in the Wold rules for grappling, there is no defensive roll to stop a grapple. Rather, the enemy has to first touch the target, and then beat the grapple defenders grapple DC. Lucky's grapple DC is 10 -4 for size +4 for BAB, or 10. Monster E2's grapple attempt totally wins, and Lucky is grappled!
And that is the height of good luck! Because Lucky has a Magic Circle vs Law up and running, and that spell, like Protection from Evil, suppresses the dominate effect that controls E2!
"Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment."
Also note that the Magic Circle's "protection from mental control apply regardless of enemies' spell resistance."
Lucky, fully expecting the grappler's mind to be suddenly free of compulsion, says to him/her/it, "Stick close to me, friend, and we'll work together to take out that General Raven Jerkazoid Guy."
NEW ROUND
Lucky delays his action to see if the E2 Monster still is possessed and still is grappling him.
Marcas (SteveK) AC 19 HP 74/84 d20+7=12 ; d20+13=20 ; d20+8=20 ; d20+9=26 ; 2d6+13=22 ; 2d6+13=22 ; d8+8=16 ; Wednesday June 9th, 2010 6:26:50 PM
Marcas grins and takes another step, coming still closer to General Raven.
"Your villany is at an end, you will not prevail!" Marcas again keeps his feet, and then unleashes the full might of his ransuer and horns!
...Actions Last Round Action: moved 5 feet closer to E1 (anticipate that puts Marcas 15 feet from E1) This Round Action; 5 foot move to D/E, 4/5 (10 feet from E1)
Lucky's Friend: +1 on rolls
Power Attack: 2 (+2 damage, -2 AC)
Ranseur AC 20 Dam 22 Ranseur AC 20 Dam 22 Horns AC 26 Dam 16
Speck AC19/20 HP:21/21 Wednesday June 9th, 2010 8:47:57 PM
OOC: Q: is the spell against Speck a Full Round Action? would the Damage E1 received by Marcas have a chance to disrupt that spell?
Specks actions for Round 2 and 3 may depend on this. Waiting reply.
Speck AC19/20 HP:21/21 Wednesday June 9th, 2010 8:54:07 PM
OOC: Actually, Speck will go ahead with round 2.
IC: seeing the grease coat the floor but the enemy keeping his ground, Speck sighs and ponders his next action. Seeing the enemy attempt to grapple Lucky, he casts Grease on Lucky instead!
Lucky coated in Grease and gets a +10 circumstance bonus onr Escape Artist or grapple checks made to resist or escape a grapple or pin.
Waiting for Round 3 if E1 has to make a Concentration check for his spell vs the damage done to it.
Speck AC19/20 HP:21/21 Wednesday June 9th, 2010 9:02:24 PM
OOC: DOH! Now I read Lucky's actions! Oh, well, Speck would not know about the Dominated E2 or Lucky's Prot vs Evil spell, so Lucky keeps the coat of Grease for 1 round just in case he wants to escape.
Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky Thursday June 10th, 2010 7:16:41 PM
(Only have a minute but thought I'd answer a few questions to clarify things...
1. Speck, it's a gaze attack and not a spell, so Marcas' didn't interfere with it... Also, it's a standard action. 2. Lucky, what if its not a lawful creature? Isn't that only applicable against lawful creatures attacks? And E2 isn't necessarily lawful...
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 Thursday June 10th, 2010 9:26:35 PM
The rules say that alignment does not matter in this case: "This second effect [the suppression of possession and mental control] works regardless of alignment."
Speck AC19/20 HP:21/21 d20+7=8 ; Thursday June 10th, 2010 10:38:16 PM
OOC: ohhh boy :(
Will vs DC 23 d20+6 +1(Lucky) = 8! Oh boy! Oh boy! a 1!
I could try again with my last Hero point but at a DC23 to beat... i think it'd most likely be a waste. :(
Rathan HP 45/57 Friday June 11th, 2010 12:07:02 AM
( circle of laws effects all specify protecting the caster from mental compulsions and enchantment. It says nothing about ending those affecting other creatures. )
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 Friday June 11th, 2010 6:48:25 AM
Totally beg to differ! First line of Magic Circle vs Evil says, "All creatures within the area gain the effects of a protection from evil spell." And first line of Protection from Evil says, "This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures."
And Magic Circle vs Law says, "This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil." And the spell says that alignment does not restrict the second function (the protection from mental control).
SteveK Buttinski: I interpret the spell like Cayzle does. The circle doesn't break the spell, but does stop the mental control for as long as the person is in the circle. If the affected person ever leaves the circle or the circle duration ends, then the mental control is reestablished.
Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky Friday June 11th, 2010 5:02:51 PM
Just checking in while on break... I'll post the updated round tonight... So, it appears Speck is dominated but E2 is not controlled anymore, as long as he doesn't leave the circle...
Speck, would you prefer that I email you commands from the General?
Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky d20+13=17 ; Friday June 11th, 2010 8:46:01 PM
Updating PC's Round 3...
(already posted Marcas' and Sir John's attacks...)
Rathan summons 2 Thoqqua into the battle, ready for them to fight... (OOC - Yes, go ahead and roll their attacks, since they'll occur at the end of PC round 3... However, they're appearing on grease, so you need to roll for them to fall or not... Also, b/c they're close to the general, they take a-2 to all saves
Remsus tries to hold the General in place, and it tries to resist his affect... (Roll 17)... But he isn't successful and for now can't move...
However, the General is successful in dominating Speck...
Lucky is in the midst of grappling with E2 but once his foe is freed from mental control, he rips his mask off and Lucky sees that it has the look of the General. However, when it speaks to him, he realizes that it is his missing cousin. It quickly explains that the general made it take a potion that made them look identical. He stops grappling Lucky and stays near him, grateful to be freed...
At the end of the round, the group notices even more of the General's wounds close up...
STATUS at the end of round 3... E2 - freed from control, as long as he's in circle Speck - Controlled (I'll email you the demands...) E1 (General) - 10 pts dmg Swarm - 0 Remsus - Still surrounded by swarm so fort save at beginning of round 4 Need rolls for the summoned creatures attacks on General...
READY FOR ROUND 4...
Rathan HP 45/57 d20=10 ; d20=10 ; Saturday June 12th, 2010 11:12:39 AM
The two Thoqqua appear in the grease and immediately fall.
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Saturday June 12th, 2010 8:15:24 PM
I just realized that Halt Undead actually affects as many as three undead targets. Can I have it affect both the E's and the swarm?
"If you attack the Halted Undead General, then he will be able to attack... so just leave him be for now, the spell will last for five rounds. That's how long we have to stop the control that the Raven has over him... or prep his demise." Remsus says.
still deciding on actions..
DM Ken - (E2 isn't undead, and neither is the swarm of ravens... Just E1)
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) d20+6=22 ; Sunday June 13th, 2010 1:45:31 PM
Fort save = 22. made it again... now how to get rid of this swarm...?
Remsus, thoroughly frustrated with the swarm and now that both enemies are immobalized, he will Cast Sanctuary. (Will DC 15)
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, lvl 3: }
Speck AC19/20 HP:21/21 Sunday June 13th, 2010 9:06:12 PM
OOC: DM and Rathan, Specks Grease spell was on Lucky. The way it works, he can target an area, (which he did the first time, but it only lasts 1 round so that one's gone), or a specific object, which is Lucky this time, and it only lasts 1 round. So the Thoqqua are not in any grease and shouldn't need to make any save to remain standing.
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 d20+15=16 ; d20+15=17 ; d6+2=8 ; d6+1=7 ; Monday June 14th, 2010 6:56:32 AM
Lucky says, "Dog pile on the General!"
He throws a magic stone at the enemy, pushing 4 of his 6 luck points into the attack. He hits AC17! Ugh!
If that is a hit, he inflicts 8 or total 15 vs undead.
He says to his other cousin, "Stick close, Rhinegold!"
AC for next time it is needed: 16 or 18 vs law.
Current Con Damage: -1 pts of Con.
Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 6
Tattoo Used: 2 of 3 Stones Used: 1 of 3
Sling Bullets Used: 2 of 16
Rathan HP 45/57 d20+4=22 ; d20+4=14 ; d6+3=8 ; 2d6=3 ; Monday June 14th, 2010 10:24:26 AM
( In which case, I'll go ahead and make attacks for the Thoqqua. )
The Thoqqua appear to be hovering in a constant state of gravitational indecision. At one point they appear, then fall, then rise again! Rathan must have missed a word in the summoning...
Either way, the burning hot little beasties attack the baddie in front of them, glowing red hot. The first Thoqqua (north of the enemy) lunges forward, trying to slam into him.
The second tries to wrap around the enemy and initiate a grapple.
[ Thoqqua 1: Hit AC 22 for 8 damage + 3 damage from the Heat special quality. ] [ Thoqqua 2: Hit Grapple DC 10. (Opponents Grapple DC is 10 + Bab + Str Mod. ]
(Any chance his str mod is -6? Hehe.. )
Room #8 Round 3(Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky Monday June 14th, 2010 11:04:59 AM
Waiting on Marcas and Speck to post their actions...
Marcas (SteveK) AC 19 HP 74/84 d20+13=28 ; d20+8=28 ; d20+8=18 ; d20+9=19 ; 2d6+13=20 ; 2d6+13=21 ; Monday June 14th, 2010 2:40:43 PM
Marcas will ignore most of the rest of the battle to defeat General Raven. Ranseur and horns combine to weave a web of death.
...Actions Stand
Lucky's Friend: +1 on rolls
Power Attack: 2 (+2 damage, -2 AC)
Ranseur AC 28 Dam 20 Ranseur AC 28 Crit! 18 miss Dam 21 Horns AC 19 miss
Speck AC19/20 HP:21/21 d20+12=19 ; d20+9=24 ; d4=3 ; 3d6=13 ; d20+8=28 ; Monday June 14th, 2010 9:47:02 PM
OOC: Speck should be at B2 per post on 6/7. Remsus is flying some dozens of feet in the air, correct? Rathan is on the stairs head high enough to see?
IC: Speck shudders and hesitates a moment, a blank look on his face, then makes a bee-line for the stairs.
Ref DC10 d20+12 = 19 move across the roof good.
Speck suddenly stops in front of Rathan, and with a Sap in hand, tries to knock Rathan out cold.
d20+9 +2 (for surprise if appl) = 24 or 26 vs AC
Dmg: 1d4 = 3 non-lethal AND if applicable 3d6 sneak attack = 13 non-lethal dmg
OOC: sneak attack would be applicable if Rathan does not suspect Speck to attack him. Speck would try to act like he's frightened and running away. So maybe a BLUF check is in order with Rathan rolling a Sense Motive check to determine Speck's real intentions.
BLUFF d20+8= 28! N20! now why can't i get it when I really want it?
Total Non-lethal dmg would be 16.
Speck is at G2, his 20' move.
Room #8 Round 4 (Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky d20+16=32 ; d8+5=7 ; d6=1 ; d20+20=21 ; d20+15=21 ; d20+9=19 ; d8+8=12 ; d8+8=9 ; d6=1 ; d6=3 ; d6=3 ; d6=4 ; d6=2 ; d6=5 ; d20+3=6 ; Tuesday June 15th, 2010 11:44:31 AM
The battle is hard to gauge right now, as new friends join while others have their allegiance questioned. Who can tell which side has the advantage and how things will end? Will the Raven be defeated for good or will the General once again escape?
Sir John moves closer to the General and calls out a challenge, "You've interfered with our lives enough and I might have offered you mercy, but when you tortured our kin... you went too far... Face your destiny and I promise you will burn in hell" He swings his fiery sword at the immobile general, hits him solidly for 8 pts of dmg... However, his attack is blunted by the creature's resistance and only the fire works...
(OOC - Just making sure I'm reading the DR right. As a vampire, we need weapons that are BOTH silver and magic to bypass the DR, right?)
Marcas joins in the fight and slashes deeply into the General's shoulder, nearly severing his arm and doing 31 pts dmg (after DR)...
However, Speck does something quite odd and after moving quickly, surprises everyone by slamming a sap into the back of Rathan's head, doing 16 pts of nonlethal dmg... Rathan, do a conc. check if you want to cast a spell this round...
Remsus casts Sanctuary to give him some relief from these annoying ravens. They flapping, cawing and biting is getting in the way of everything but for now, he's able to concentrate on what he's doing...
The first Thoqqua's attack does a minor amount of dmg (1 point due to DR), while the second tries to grapple with the immobile general... (OK, here's a tough one... Since the general is held, do we assume it's an automatic grapple? On the other hand, he was attacked by several people so it seems the hold is gone and the general has a chance to avoid being grappled.) His grapple DC is much higher than 10, so Thoqqua 2's attack doesn't work...
Lucky shoots a few shots at the Raven and manages to hit a glancing blow (5 dmg after DR) off it's head...
_______________________
The Vampire, now freed from the spell, looks around the group again and grows tired of being attacked by various members... He turns and swings his wicked looking bastard sword that is dripping with blood... He moves and aims for Marcas' forelegs and while his first swing isn't even close, the last two manage to hit solidly... Misses AC 21 (rolls a 1... You're SO LUCKY...), Hit AC 21 and 19 for 16 pts and 16 pts for a total of 32 pts to Marcas. However, the viscious weapon does impact him for 7 pts of dmg
A few more of the General's wounds close up...
The swarm tries to overcome the sanctuary spell (Will Save = 6) but can't get through the barrier...
STATUS at the end of round 3... E2 - freed from control, as long as he's in circle Speck - Controlled E1 (General) - 45 pts dmg, Moderately wounded Swarm - 0 Remsus - Still surrounded by swarm so fort save
READY FOR ROUND 5
Please check your posn's on the map and make the corrections. I've changed it so you can update the map...
Rathan HP 37/57 Tuesday June 15th, 2010 3:41:56 PM
(( The impact from the vicious weapon would still take effect, as it's magic damage with no formal type. Magic always bypasses DR, even in a weapon quality. So if a flaming weapon hits the vamp it will still deal it's fire damage without regard to DR, though the normal damage may be blunted. )
Rathan growls angrily as his ally whomps him with a sap. Taking a step back, He emits a low rumble from his throat as his body begins to change shape. His wild orange hair streaks with black and his teeth grow to fangs. He snarls viciously as the wild shape ends, and he has taken the form of a tiger.
[ Wild Shape Use 2/3. Regains HP as if rested for the night. (8hp). New combat statistics below. ]
Marcas (SteveK) AC 19 HP 42/84 d20+12=23 ; d20+21=41 ; d20+16=27 ; d8+8=12 ; d8+8=16 ; Tuesday June 15th, 2010 5:49:34 PM
ooc: Assuming that the General stepped out of the grease spell in order to strike Marcas with the sword (5' reach). Puts them right next to each other, and I made changes on the map. Hope that's OK
(Of course ;-) That's why I gave access to everyone since there's too much for one to keep track of, so fi we all work together, it's easier...)
The general stepped within the large death dealing arcs of Marcas' ranseur. That, and the devestating blade of the General makes Marcas rethink his plan of attack.
"Lucky, you and your new friend need to get to Speck. He needs your protection!"
"Sir John, you keep attacking him, and I'll hold him still!"
Instead of backing up, or striking with his expert hands, Marcas drops his ranseur and reaches out with his large hands, not to destroy, but to hold!
"Try and use your sword now, General!"
........
Improved Grapple Touch AC 23 Grapple 41 Dam 12 Grapple 27 Dam 16
Grabbing the hand of his cousin Rhinegold, Lucky Archie says, "Stick close!" and uses the withdraw action to move to 4G. That should put Speck in the 10-ft-radius protection of the Magic Circle and thus frees him from the mental control of the enemy. "Stay close!" he says to Speck.
Speck AC19/20 HP:21/21 Tuesday June 15th, 2010 10:51:20 PM
OOC: post coming tomorrow. I gotta be at work before 4:00am so I'm hitting the sack
Speck
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) d8=7 ; d8=7 ; Wednesday June 16th, 2010 12:35:48 AM
Remsus, sitting in his bubble Sanctuary on top of the battlefield, decides that it is time to put his Spectral Hand to good use, he uses it to deliver a ranged touch Heal of Cure Moderate wounds to Marcas.
Marcas gets healed for 19 damage by the ghostly disembodied hand. (CMW is 2d8+5 right?)
Speck AC19/20 HP:21/21 Wednesday June 16th, 2010 8:52:18 PM
"YIKES!" Speck belts out. "What do I do now? Master!" he pleads as he rethinks his orders.
Thinking real quick, knowing that mere weapons would be suicidal, Speck quickly blurts while waving a small raven feather in front of the changing Rathan.
"Tickle your Toes Feather to your Nose And the Curse of a Thousand Laughing Hyenas Infest your Foes"
Cast Tasha's HIdeous LaughterWill save DC14 or fall prone in uncontrollable laughter collapsing in gales of manic laughter for 3 rounds.
Rathan HP 37/57 Wednesday June 16th, 2010 9:46:49 PM
( Speck.. you're freed of mental control thanks to Lucky's Magic Circle. Do you still want to Tasha's Laughter the the poor kitty drood? )
Room #8 Round 4 (Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky Thursday June 17th, 2010 8:50:10 AM
(OK, I'm going to assume that Speck acted simultaneously with Lucky's action so I'm going to keep his attack as stands... Rathan still needs a will save but then at the end of the pC's round, Speck is free... I'll post later today...)
Room #8 Round 4 (Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky d20+15=25 ; d20+10=22 ; d8+5=7 ; d6=2 ; d20+9=16 ; d20+19=28 ; d20+19=39 ; d20+19=28 ; d6+7=10 ; 2d6+14=22 ; d20+2=14 ; Thursday June 17th, 2010 9:39:37 AM
Round 5...
Marcas grabs onto the General, pummeling and grappling with him... His touch attack is successful, but the general's grapple DC is 10+12(BAB)+7 (StrBonus) = 29... Marcas' 1st grapple attack is successful but 2nd doesn't work... He manages to get a few blows in, doing 2 pts of dmg (after DR...)
(OK folks - Need a little help here... So what effect does a failed 2nd grapple attack have on the overall grapple? Is the general still grappled? I'm assuming he is but thought I'd 2x...)
Sir John joins in the attacks on the bound general (Hit AC 26, 22 with Lucky's bonus), but only his first can penetrate the thick plate armor doing 2 pts of dmg...
Speck tells Rathan a witty joke, hoping to distract him from the fight but (Rolled the save, hope that's OK... = 16 so success), but Rathan doesn't get the punch line and the spell fails...
Lucky brings along his cousin to join Speck and encompass both in the protective spell... For now, the general's influence is broken...
Remsus gives Marcas some needed healing... _______________ The general, now grappled, looks at Marcas and laughs out loud with mirthful scorn. "You fool... Did you think you could really hold me close? Now I've got you where I want you... Prepare to feed me with your life..." He slams both bare hands against Marcas' flanks, (Hit AC 28 and 39 (Nat'l 20... Check is 28 so critical...) for 10 and 22 pts for a total of 32 pts of damage...
Also, as the general slaps Marcas, the taur feels himself become weak as the general drains him of 2 levels. Worse, more of the general's wounds close up as he literally feeds off of Marcas... (Marcas, you've lost 2 levels so please adjust your hp's, abilities, etc.... With the loss of 2 dice of hps, do you are you still positive or are you into negatives hps?...)
The swarm gives up attacking Remsus and instead moves to interfere with Rathan... (Attack hits AC 14... Fails...) However, the wings and guano splattering everywhere interferes with his spell ability (Save vs. DC 11 Fort or be nauseated... ___________________ STATUS at the end of round 5.. E2 - freed from control, as long as he's in circle Speck - Free from control... E1 (General) - 49 pts dmg but 5 temp hps, Moderately wounded Swarm - 0 Rathan - Surrounded by swarm so fort save
Note to all players... If you're w/in 10' of General, you feel a sense of dread and thus take a -2 penalty to all saves...
Marcas (SteveK) AC 19 HP 9 /84 d20+19=27 ; d20+14=33 ; Thursday June 17th, 2010 10:42:08 AM
Between the General's hard, hard hands and the level loss, Marcas stiffens and screams! It is only the healing of Remsus that enables the 'taur to keep his feet on this side of living.
Marcas continues his twisting and holds, but now only to escape. His first attempt, he fails to break the General's hold, but in another great heave, he pulls away and stumbles back towards the stairs!
...Actions Grapple to Free: 27 fail Grapple to Free: 33 success 5 foot step
[SteveK - Can you update Marcas' hp's header?] thought I did, but i guess not :-)
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) d20+8=21 ; d20+6=12 ; 5d8=27 ; Thursday June 17th, 2010 11:42:43 AM
(Fort save =12, success)
Remsus, quite tired of seeing a Vampire run around sucking the life out of people, decides that some searing light is in order, and reaches his hand forth like a Charlie's Angel and blast a white-hot ray of goodness, hit Touch AC 21 for 27 damage! (And since he's grappling, doesn't that mean he doesn't get his Dex bonus to AC?)
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, lvl 3: }
Rathan HP 37/57 d20+4=11 ; d20+4=9 ; d20+10=19 ; Thursday June 17th, 2010 7:33:56 PM
Rathan snarls at the swarm of bats but does little more. They are unimportant with much larger threats at hand, so he bounds past them and stalks five feet up onto the roof.
(Movement to E2. I think I provoke from the bats. Rathan is also large size now, for further map modification.)
He easily ignores the guano and smells assaulting his senses and focuses on aiding the hurting minotaur. He low rumble in his throat takes the place of verbal components and gestures are replaced with a fevered twitching of his tail. He roars loudly, then pushes his large head against Marcus.
Divine Energy flows and the minotaur finds himself greatly bolstered with a bit of his vitality restored.
Rathans summoned Thoqua flank the Vampire and attack him, but miss.
[ Natural Spell: Cast spells while in wild shape. ] [ Bears Endurance: Marcus gains 4 con. ]
[ Marcus, this will trump your amulet +1, placing your con at 20. That +5 Hp per level for 8 levels. (6 actually, since you were drained.) It will also boost your fortitude save. I'll let you adjust your HP.]
Speck AC19/20 HP:21/21 Thursday June 17th, 2010 11:15:41 PM
OOC: sorry I missed Lucky's post, in my haste. Worked ok anyway. I was really hoping the save would fail just for the hillarity of it. :)
IC: Speck suddenly feels a weight lift off his mind and he finds himself on the roof not remembering well how he got there.
"Ugh! What happened?" he mumbles. The fight around him brings him back quickly, though.
"How little I feel, How big you seem But wee-ones underfoot, Make giants fall, You'll see, You'll see That big can be your fall!"
Inspire Courage: +1 moral bonus on Charm and Fear effects and +1 moral bonus on attackto hit and weapon damage.
OOC: don't know if this +1 dmg works for spells or not, PHB just states "weapon damage".
Lucky Archie throws another magic stone, with five luck points into the throw: He hits AC18 for 10 damage.
He tells his friends, "Stick close, Speculate and Rhinegold! Next round I will have to move in to touch that jerk."
AC for next time it is needed: 29 or 31 vs law.
Current Con Damage: -1 pts of Con.
Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 7
Tattoo Used: 2 of 3 Stones Used: 1 of 3
Sling Bullets Used: 2 of 16
Room #8 Round 6 (Sir John 58/58 hps, AC 21), Prot from Evil, Bonuses from Lucky Friday June 18th, 2010 10:14:03 AM
Round 6...
With a scream of pain, Marcas barely pulls himself away from the General's deadly grasp (and ends the grapple...). Now that he has a clear shot at the undead leader, Sir John aims at his head hoping to decapitate it and end the battle once and for all... However, his aim isn't true and the sword bites air... Miss AC 28 and 21... Lucky joins in and fires at the general, but the shot flies past and continues down over the edge of the building... A minute later, he hears a scream as some innocent bystander on the street is struck by the missed shot...
With the help of Lucky's spell, Speck manages to finally free himself from the General's control...
Rathan heals some of Marcas' lost vitality, but his summoned creatures' attacks aren't even worth the General's attention...
Finally, someone does something that can hurt the general, and Remsus fires a ray of light that burns and sears the General's flesh...
_____________________________ Seriously wounded with holes in his armor, the General is undeterred and surveys his foes, then begins laughing at each of them... "You think you can stop me but you're all fools. You will pay for meddling in my affairs!!!"
He immediately turns into a gaseous form and begins floating up into the sky. (10' up...)... Some of the gas turns a bit more substantial as a few wounds heal... The flock of ravens joins him and forms a shield underneath him, blocking the view... The snow and sleet add to the congestion and make it even harder to see the gas in the midst of water, hail and flapping wings...
____________________ STATUS at the end of round 6.
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Friday June 18th, 2010 2:00:16 PM
(OOC: What are the effects of gaseous form? The properties will determine my action)
Rathan HP 37/57 Friday June 18th, 2010 4:36:25 PM
[ The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can't attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can't run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can't enter water or other liquid. It also can't manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. ]
Rathan HP 37/57 8d6=28 ; Friday June 18th, 2010 4:52:35 PM
Rathan roars in defiance of being denied his target. Stalking forward another 5 feet, his body goes taut and his eyes begin to glow. His tail twitches back and forth frantically before a second roar signifies the completion of another spell.
A huge column of fire parts the clouds and streaks down from the sky. It is a 10 foot radium and 40 feet tall. It envelopes the vampire and bit swarm of ravens, since they are positioned above and below each other.
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 d8=2 ; d8=5 ; Friday June 18th, 2010 7:12:28 PM
"Ugh, can't cast a cure spell against a thing 10 feet up in the air!" moans Archie. So he casts a CMW on Rathan. "Here you go, Jenesie!" That heals 14 to Rathan.
AC for next time it is needed: 29 or 31 vs law.
Current Con Damage: -1 pts of Con.
Currently Active Spells: Owl's Wisdom, Endure Elements, Extended Magic Circle vs Law, Extended Entropic Shield
Level 0: Inflict MW, Read Magic, Light, Mending, Create Water Level 1: CLW, Endure Elements, Pro Evil, Det Evil, Entr Shld Level 2: Owl Wis, Sound Burst, Undetect Align, Eagle Splen, Aid Level 3: Obsc Obj, Remove Curse, Helping Hand, Circle vs Law
Luck points: 2
Tattoo Used: 2 of 3 Stones Used: 1 of 3
Sling Bullets Used: 2 of 16
Marcas (SteveK) AC 19 HP 15 /84 Friday June 18th, 2010 9:14:40 PM
Marcas feels a little vitality of a bear flow into his body, but he is very, very weakened and not at all confident that he can tackle the General. Standing as he is, he looks about. "I can toss someone through the cloud who can Cure the General and hurt him bad, and then catch whom I throw!"
Marcas will ready to Grab and Toss the volunteer through the Gaseous Cloud.
...Actions 2 Negative Levels +4 CON (Bear's Endurance)
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 Friday June 18th, 2010 11:40:45 PM
"I would be a natural for that, good Marks-On-Thighs, but I dare not stray from our two friends here, for fear that they would turn on us. Alas."
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) d20+8=20 ; 5d8=27 ; Sunday June 20th, 2010 12:53:36 PM
Remsus smiles at the idea of escaping via a gaseous form, but then he decides that this is one enemy it would be extremely bad to let go, so he uses his last level 3 cleric spell, which is another searing light.
"May the underworld treat you fairly." he says as he shoots another beam of white-hot sunray at the Gaseous vampire. Hit Touch AC 20, damage =27
Wizard Spells Memorized: 4/5/4/3 lvl 0: Disrupt Undeadx2, Mage Hand, Arcane Mark lvl 1: Shocking Grasp, Protection from Evil, Enlarge Person lvl 2: Blur, lvl 3: }
Speck AC19/20 HP:21/21 Sunday June 20th, 2010 6:32:49 PM
"Fly Birdy, Fly Up into the Sky, No where to go You gaseous Foe? We Mocked You then And we Mock you now You Picked this fight So don't take to cowardly Flight"
OOC: in 2nd ed. there is a Spell called Taunt. To bad they didn't carry it over into 3.5, sigh...
Inspire Courage: +1 moral bonus on Charm and Fear effects and +1 moral bonus on attack to hit and weapon damage.
The Raven is defeated d20+11=22 ; Monday June 21st, 2010 3:49:38 PM
As the form continues to rise up, it is lashed by columns of fire, searing light and a flying form. The ravens squawk as they are literally incinerated by fire, light and a tumbling body...
The general manages to avoid some of the flame but still has parts of his body burned for 14 pts. The searing light however adds to his misery (27 more pts) for a total of 41...
(Will save - 22 vs. Fire (Made it) for 14 dmg)
At this, the general's luck finally runs out. The group hear a scream of pain, anguish and frustration as the undead creature is essentially dead again... Because it's a vampire, there's nothing more the group can do, unless they wish to purse it to it's coffin... Once there, they know it'll be helpless and easily destroyed... but they must first find the coffin and overcome the General's sizable defenses...
As they watch it float away, they hear a noise coming up the stairs. Sir John and Speck both see a beautiful woman, John's ward Marie, appear next to the local constable. She hugs John again and gives Speck a shy smile, blushing broadly at his spattered form. She doesn't have much on to help vs. the cold, though could Speck offer her something else to warm her up, maybe his cloak?
A few militia men follow behind, dragging a large bag of items with them. The constable and Marie explain that she had went to the militia headquarters and explained what had happened with the battle vs. the Raven. Though the militia was busy fighting fires throughout the city, he thought it was important to come see if this report was true. He points to the items and says, "I think this belonged to the Raven and we found it in an alcove near the main entrance. One of my men, klutzy as he is, knocked over a vase and discovered that it could be used to open this alcove. Since you've rid the city of the menace, by all rights these belong to you know.
(OOC - OK group, the bad guy is defeated and we're ready for Cayzle's module. In the future, you could seek the General again, or maybe he'll reappear, stronger and more prepared next time. For now though, he's going to lick his wounds and maybe plan something new and diabolical for you... Or, he may give up and seek easier prey... Who knows...
Everyone gets 2500 xp for beating the general, and 4000 more for finishing the adventure, as well as 1 hero point for each person.
If you'd like to nominate anyone for extra hero points, let me know.
I'm working on putting together the treasure list, and will post that soon... )
Sir John's level Monday June 21st, 2010 4:00:21 PM
Sir John gained a level (he's up to 9 now) and I'll post his hp roll on the LandB.
Also, he gets a new feat... Let's take improved critical... OK, to ensure that I know how this feat works, to get a critical normally, I need...
1. Roll a 20 on my to hit with axe. 2. Do a check, and then if I at least hit, it's a critical.
With this feat, ... 1. I roll a 19 or 20 to hit... 2. Do a check and if it hits, then it's a critical (just like before)....
Am I right?
Speck AC19/20 HP:21/21 Monday June 21st, 2010 9:38:38 PM
Looks like you got it. Just remember each time you take the feat it applies to only one weapon. So if you choose the Axe as the weapon, the threat range is 19-20.
Really good for longswords, whith a new threat range of 17-20!
Rathan HP 37/57 Monday June 21st, 2010 9:43:08 PM
Also really good for Scimitars and Rapiers.
18-20 become 16-20.
Rathan HP 37/57 Monday June 21st, 2010 9:46:38 PM
I need a consensus question from the DM's here regarding my next level. I've done this before but it varies from DM to DM on their opinion.
Would you say a Druid with a couple levels of monk gains access to flurry of blows, stunning fist, wisdom to AC, evasion, and improved grapple while wild shaped?
Unarmed attacks with your fist are attacks with natural weapons, as I recall.
A bears bite or a tigers claw are natural weapons, all the same.
If a druid can power attack and cleave while wild shaped I dont see why he couldnt use those abilities as well.
I made a post about it on the LnB, but it wasnt as a serious questions really. I like the idea of the druid becoming more feral, focusing on his wildshaping abilities as a supplement to his combat instead of improved spellcasting.
Would you say a Druid with a couple levels of monk gains access to wisdom to AC, evasion, and improved grapple while wild shaped? Yes, yes, yes.
How about flurry of blows and stunning fist?
Natural attacks are not the same as unarmed attacks. For one thing, no matter how high your BAB, and animal never gets multiple attacks at -5, -10, etc. Unarmed attacks do. That makes the whole flurry of blows thing problematic.
I think I would allow unarmed attacks (head butt, body slam, etc) OR natural attacks but not both in the same round. Stunning fist could be used with unarmed attacks but not natural attacks. If your natural attack is a slam, though, well, I dunno.
I have to level Lucky up. As soon as I can. I need to do some surgery ... Mounted Combat is a dumb feat for me, seeing as I have no mount.
Although it is my module, after some e-mail, Addison is going to run it. He is currently a DM with no game to run, while I am crazy busy, so there it goes. I'm sure he'll do a great job of it. I will role play ignorance of the module, of course.
In character: "Woo hoo!" Lucky cries. "We did it! Hooray!"
Rathan HP 37/57 Tuesday June 22nd, 2010 1:37:04 AM
I know it doesnt make a lot of sense, but I just had a mental image of a Halfing riding on the back of a gorilla wielding a flameblade riding on the back of a rhinocerous.
Sir John's level Tuesday June 22nd, 2010 9:43:43 AM
I like that image.... Hmmm... That could make an interesting adventure...
In the bag the party finds....
1100 in gp Potions of Blur, Magic Fang Necklace of Fireballs, IV Scroll of Vampiric Touch (caster level 5) Staff of Fire Bracers of Armor +4 +2 longsword +3 shield
How do you all want to split it up? What we've usually done is see what it would be worth selling at the Catacombs and then split the money amongst the party. Of course if someone wants an item, they can save 10% from selling it, and take that out of their share. But I tried to take some of the 10% hit from the Cats into account when determining the treasure from the adventure, so don't worry...
Rathan HP 37/57 Tuesday June 22nd, 2010 10:29:23 AM
I could use the potions. Other than that most of it won't have much affect on me in wild shape.
Marcas (SteveK) AC 19 HP 15 /84 d10=1 ; d10=9 ; Tuesday June 22nd, 2010 11:07:53 AM
Never leveled Marcas when he went up to 9th in middle of adventure. Rolling hp, re-rolling the 1... sweet!
Used one Hero Point, gained one Hero Point; still at '2'.
Course, he's a 9th level character with 2 negative levels, but I bet that while he is gone he can get a cleric to Restore him... :-)
I gotta be gone from the Wold for July and August for a field exercise with the Army. Planning to be back and checking out how crazy busy I will be before committing to Marcas rejoining the Mithril Tap. It's lots of fun, but I take my committments seriously and don't like it when I can't post!
Have fun in Cayzle's module and Addison's DMing. Cayzle told me about it, and I remember it was the module of the first Tap Game I ever played in in the Wold. You guys are going to have fun!
Sir John's level Tuesday June 22nd, 2010 12:18:28 PM
Thanks for playing Steve and I hope your exercise goes well! See you when you get back...!
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Tuesday June 22nd, 2010 1:15:12 PM
Hey guys, this is Addison. I will be DMing Cayzle's module for the Mithril tap next.
So, first thing I need to know: Who will be playing in the module from here? You guys get first crack at it before I go to the Giggling Ghost and recruit.
Also, with the loot, Remsus would gladly accept the staff of fire or the Bracers of Armor +4... or both since he will be playing in the next game as well.
I guess we will be having a rotating DMing like last time? I will get it started and go for a month or so and then someone else will take over?
Sir John Tuesday June 22nd, 2010 1:54:35 PM
I'm in...
Rotating DM sounds good...
Sir John will just take money...
I'll have him take the loot to the Catacombs and get the value for selling. That way we can know what the breakdown of each person is...
Rathan HP 37/57 Tuesday June 22nd, 2010 5:46:17 PM
Sounds good to me.
Marcas (SteveK) AC 19 HP 15 /84 Tuesday June 22nd, 2010 6:04:02 PM
Marcas has to be out for the next module.
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 Tuesday June 22nd, 2010 7:25:18 PM
Lucky is happy to pocket his share of the loot -- but a smaller share, please, seeing as he has already gotten some items. The stuff he has been using already on his luck quest ... +3 icy burst dagger; old wooden table leg, with ornate silver inlay; Setanos vestment of Jancassis, +1; lesser metamagic rod of extend; cont flame cast on a doorknob ... those things he gives away to good causes. Or to beggers on the street, whichever he meets first.
[Per Mendicant Rules, you can't keep the stuff you find and use on a luck quest.]
What the division of the loot will be, he has no idea.
Speck AC19/20 HP:21/21 Tuesday June 22nd, 2010 11:01:32 PM
Speck could take the Necklace of Fireballs, or cash.
Rotating DMs worked well and I'm all for it.
Seems like the jist of wild shaping is to use that creature's natural attack. A tiger will not use flurry of blows, which is a blunt attack, he will use his Rake, which is a slashing attack. On the other hand, if you wildshape into a gorrilla, since it's natural attack is pummeling, a flurry of pummeling makes sense.
I had a bard that rode on the back of a flying harpy once. She wasn't very appreciative about it, specially since he had his arms around her and was holding her boobs to keep from falling off. (long story there)
Speck rejoices at the second defeat of the General and blushes mightily at Marie's advances. He'd offer his cloak to help keep her warm but a halfling's cloak would only cover her shoulders, but oh well, anything for another kiss. :)
Rathan HP 37/57 Wednesday June 23rd, 2010 1:59:32 AM
I think, I would like to make a request.
This particular setting doesnt seem to have much outdoor focus, so my druid seems slightly out of place. I would like to ask permission to bring in another character for this tapestry. Since we change modules often here it seems, I would like very much to use this Tapestry to try the myriad of Woldian only options.
My witch is still by far my favorite woldian character ( Even though she's currently a bubbling corpse ) and that really inspired me to bring up the class in conversation. I think that if I took this tap to try making various other woldian options that I might be able to contribute some first hand knowledge on the black genie center to drive Cayzle and co. crazy.
Call me a playtester, heh.
Some options I've seen no play from include the Shifter, the Monsterologer, the Seer, the Lost Child of Mittri, etc etc. Some classes we know are strong, alluded to by their following.
(Spellweavers and Hands of Domi, specifically.)
This gives me a chance to try the things I'd like to try without having to play 10 years or 10,000 taps to do it. It would also give us a little more insight as to whether or not good rolls or bad rolls make a huge difference in a party ( based on the assumption I will roll good sets and bad sets. ) Since were all same lvl, except Dai who is lvl 10 through bonus xp or whatever, it's not like there's a pronounced level gap to consider anyways.
And hell, it's a tap. Not a career game. Where better to experiment in a setting with various dm styles and a fairly consistant party makeup.
So if the DM's here give me the go ahead, I'll post my Lost Child of Mittri here. If not, I'll just bump my druid a level. No biggie.
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 Wednesday June 23rd, 2010 2:04:10 AM
I have no problem with changing PCs as often as desired. Well, no more often than once a module! I like the idea of your keeping the same name and personality! That would be funny! Maybe you are cursed!
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Wednesday June 23rd, 2010 3:34:50 AM
So, Lucky, Rathan (Or its equivilant), Speck, Sir John and Remsus will all be in the next module? SHould start on Monday at the latest.
I will make the post in the Giggling Ghost tomorrow for people to join you guys.
Rathan - really, whatever you chose is fine with me. I like the idea of playtesting whats in the woldopedia. Go with the lost child or the witch if Dr00d isn't working for ya. And Remsus is level 10, so it's cool if we start there since that is what the module calls for, what say you Cayzle? If we make the new module start at 10, we will be able to up the difficulty.
Party Makeup: Sir John. level 9(maybe 10) Paladin Speck: Rogue5/Bard3... or whatever you level up in Lucky: A lucky guy with a cousin named Jenesie whom I don't know is a girl or a boy. Rathan: witch or lost child Remsus: a blind mystic theurge thats probably crazy
Good thing I cover two party roles huh? This is when a Mystic Theurge > pure Wizard (though level 5 wizzy spells would rock right about now.)
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 Wednesday June 23rd, 2010 8:23:17 AM
Right now Lucky is a Ex-Monk 2 / Cleric 1 / Mendicant 6. We could make that Mendicant 7 for the Tap. I'm good either way.
Sir John Wednesday June 23rd, 2010 9:36:28 AM
Ken E - I'm OK with that and that's the best part of Taps, where you can try out different things and have fun while you're at it ;-) Sir John is still at level 9, though he's getting close to 10...
If you want, I'll bump him up to 10 if needed...
Marcas (SteveK) AC 19 HP 15 /84 Wednesday June 23rd, 2010 10:06:28 AM
Marcas has his Tear of Ebyron: Shocking from earlier in this module, too. (that's 2,500gp worth)
He'd like to keep that and take it out of his share of loot.
Pleasant journey!
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Wednesday June 23rd, 2010 3:14:58 PM
Yeah, lets go ahead and make everyone Level 10 for this game. Can someone draw me up a loot table please?
Check the Giggling Ghost for an intro.
Sir John Wednesday June 23rd, 2010 5:20:30 PM
Here's an option to make things easier....
How about we go with each person getting 12K of gold for goodies, etc. since we're going to 10th level... We're in a tap (instead of career game) and have flexibility so we don't have to worry about splits, Catacombs, etc...
That way, I'll cancel the Catacombs transaction and just assume each person gets 12K...
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Wednesday June 23rd, 2010 6:35:13 PM
Good deal Sir John... but can I still have the staff of fire?? ;)
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 Wednesday June 23rd, 2010 7:56:44 PM
Standard cash for a 10th level PC is 49000. Why don't we not worry about loot and just make sure we each have that much in gear?
Rathan HP 37/57 Wednesday June 23rd, 2010 10:42:43 PM
I think Lucky's got my vote on that one.
Speck AC19/20 HP:29/29 Wednesday June 23rd, 2010 11:35:05 PM
Speck just leveled and I'm going to bring him to Rogue 5/Bard 4 to get the 2nd level Bard spells. If we go up to lvl 10, I'll level Speck up another Rogue level.
Loot-wise, I'd say we take the difference of our current level and level 10. So for Speck that would be the gp equivalent of Level 10 PC - Level 8 PC, or 49K - 27K = 22k gp.
How does that sound?
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 d4+1=5 ; Thursday June 24th, 2010 1:03:42 AM
Lucky's items and luck quest:
+6 wis amulet 36,000 - gimme
1) Gloves +1 dex - 2,000 2) Bracers +2 AC - 4,000 3) Cloak +2 saves - 4,000 4) Wand CLW - 750 5) Ring of Protection +1 - 2,000
Lucky gets to take ONE item of his choice and 2-5 others with him. He rolls a 5. He takes the above five items plus his Wis Amulet with him.
Marcas (SteveK) AC 19 HP 15 /84 Thursday June 24th, 2010 10:22:12 AM
wow, I was talking about 9th level :-) 10 it is!
See you guys in about 2 months!
......
Marcas gives farewells fondly to each of his battle companions. Remsus and Rathan whom he doesn't know very well but has fought in battle he gives a warriors forearm clasp and (gentle) slap on the back. To Speck, and Sir John, and Lucky who he has lived with many a harrowing adventure, he is more intimate; providing a nose touch and breathing in the face of each hero.
"It is an honor travelling with you and learning from you", the large taur says in his quiet and gravelly voice. "I have learned that even the smallest can be brave and quick in battle (refering to Lucky), that there are other ways to defeat a foe than brute strength (referring to Speck), and that there is honor living within other races than the Minotaur (referring to Sir John). I will escort my dam back to the Tauric Isles and meet with the Body of Imod. If they feel there is more to learn from this association, I will return and seek you out."
Shouldering his pack with the white-haired kitten poking her head out, Marcas begins his long road home.
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 Thursday June 24th, 2010 3:30:37 PM
How much starting gold? I thought it was 49,000. But in the GG it is 20?
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Thursday June 24th, 2010 3:47:20 PM
Yeah. we are starting at 49k. It says 20k in the module, but everyone already has loads of equipment that I WONT take away from you.
49k it is.
Sir John Thursday June 24th, 2010 4:44:02 PM
OK... So I need to count up Sir John's amount of goodies, bump them up to 49K worth, and then bump him to 10th level... Got it...
I don't see why Remsus couldn't have the staff of fire if he wants, but that's about 1/2 of your money... You're call ;-)
Speck AC19/20 HP:29/29 Thursday June 24th, 2010 9:45:11 PM
Sounds good. I'll add up all Specks items and subtract that from 49K and go shopping with the remainder and bump Speck up to Rogue 6, Bard 4.
Rathan HP 37/57 Friday June 25th, 2010 12:58:52 AM
Rathans done. I'll make his link to googledocs soon. Lost Children.. wow. That's a powerful class. Yes, you need to eat 2 relatively worthless feats.. but man..
I'll RP my class change when were ready to move along.
Lucky Archie, Cousin of Jenesie AC34/36 HP17 of 38 Friday June 25th, 2010 7:09:38 AM
Hey Speck! Have you considered Shadowdancer? Might be an interesting option, and you already have two of the required 3 feats.
Sir John Friday June 25th, 2010 12:35:46 PM
OK... I'm always getting this messed up in my head...
If I want to make a +1 holy battle axe, my cost is...
1. +1 = 2K gp 2. add +2 (holy cost) = 8K gp 3. Added for battle axe = 310 gp
Total Cost to make this is 10,310 gp...
OR is it... 1. Since It'll be a +1 holy item, it'll have a total of +3 enhancement bonus, it'll be 18K (for +3) + 310 = 18310...
I think it's the latter (18310K), but wanted to double check.
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Friday June 25th, 2010 2:39:52 PM
You add up the enhancements to a total of +3 for a Holy Battleaxe +1. So 18k is the base price. Then you add the price for the masterwork axe.
Speck AC19/20 HP:29/29 Sunday June 27th, 2010 2:51:21 PM
OOC: I'll look up shadowdancer
Speck AC19/20 HP:29/29 Sunday June 27th, 2010 3:02:15 PM
OOC: I don't have the ranks in Hide or Move Silently yet for Shadowdancer, but I'll work my way that way.
Spider Sunday June 27th, 2010 5:25:35 PM
Hey guys, looks like I'll be joining the game :)
Btw, I'm a rogue/shadowdancer if that makes a difference in your decision, Speck.
Kiri -- AC15 HP52/52 -- Familiar(Sniff - AC19 HP27/27), Mithral Tap Sunday June 27th, 2010 9:24:52 PM
[i] OOC: I'll be starting in the new Mithral campaign too.
>>> Sir John: 18310 is correct for a +1 Holy Battleaxe
Remsus Kai HP 29/43 AC 23 (Shield, Mage Armor, Blur, spectral hand, see inv) Sunday June 27th, 2010 10:47:10 PM
The first post should be in the afternoon tomorrow. Look in the Giggling Ghost for the introduction post.
Captain Lucky AC1d10+15 HP64 Monday June 28th, 2010 7:37:55 AM
As always on a Luck Quest, a mendicant's spells are chosen randomly. Lucky's spell list for this coming adventure:
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
And in related news, I believe that my PC sheet (and post header) is now up to date for level 10.
Remsus Kai HP 52/52 AC 15 (DM Addison) Monday June 28th, 2010 11:12:29 AM
You find yourselves in a bare room, 50 ft x 70 ft x 20 ft high. In the middle of the east wall is an archway, currently filled with a grey fog. You sense that the entire room is in motion, and that time is strange here.
The following information has been magically planted in your heads.
While Jangle is distracting his brother, Mangle, you heros will have a very narrow window in which to retrieve the artifact. Once the grey fog clears, you have only four minutes (40 posts) to regain the holy item. The item is a disk, about a foot in diameter. It has been divided into four pie-slice-shaped parts; each part is worn openly around the neck of a defender within the complex (the defenders are Goblins and Taurs). Your job is to gather the four pieces and touch them together within 4 minutes. If you do so, the power of the artifact will allow Jangle to materialize and claim the item. You know that the pieces look like jade, and they detect both as good and strong magic (abjuration). Until fully assembled, the pieces are inactive.
You know the floorplan of the entire complex (see map). Note that every square can be noted by letter and number combination, from A1 to Z35. Whenever you post your turn, be sure to post your intended final location - as well as intervening squares if you intend to move in a crooked path.
You know the names, locations, races, and classes of your fellow heros.
You know that your opponents' defenses include one arcane-locked door, two secret doors concealing a total of not more than 400 square feet, and up to four hidden traps. Hidden traps will have been created by your opponents.
You will have two rounds in which to act before the grey fog clears (Monday and Tuesday). Feel free to cast preparatory spells and post as often as you like in order to discuss strategy.
On Wednesday, the fog will clear and you can begin acting. Each day's post is one round of action. After 40 rounds, the module will end. Time is of the essence! Have fun!
(OOC: Cayzle, How can I put the map that you emailed me on here?)
Divine (CL 7) 6 lvl 0: 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
(OOC: Guys, this is my first time starting a game like this and playing a toon at the same time. So, lets have fun and if mistakes are made, oh well)
Also, everyone please read http://www.woldiangames.com/Woldipedia/index.php/Combat_Rules#Special_Attacks in the woldopedia.
PLease note your defenses to special attacks are a bit different. You always take 10 on opposed rolls basically, giving you a Combat Maneuver Defense rating. Please note that on your header.
Remsus Kai HP 52/52 AC 15 (DM Addison) Monday June 28th, 2010 11:56:50 AM
Party Makeup so far: 1. Sir John. level 10 Paladin 2. Speck: Rogue5/Bard3... or whatever you level up in 3. Lucky: Ex-Monk 2 / Cleric 1 / Mendicant 7 4. Rathan: lost child (UPDATE YOUR SHEET) 5. Remsus: Wizard3/Cleric3/Mystic Theurge4 6. Spider: Rogue9/SHadowdancer1 7. Kiri: level 10 sorceress 8.
Level 10 characters only. Starting GP is 49,000 ish. These parameters are flexible if your character is already used and around this level.
Sir John Monday June 28th, 2010 2:05:20 PM
I assume Sir John's first move will be to cast Protection from Evil upon himself as a preparatory action...
Also, is the room high enough for him to summon his steed Joshua, and ride upon him?
Finally, I still need to update Sir John's google doc file with his new items... Will try to get that done today but had a family emergency come up...
Rathan HP 161/161 - CMD 17 Monday June 28th, 2010 6:16:46 PM
Rathan crouches in the fog, trying to get a bearing on his surroundings. He is aware of his allies in the room, and the presence of his enemies. He calmy scratches Orcus behind his large ears, bidding the Wild Sibling to remain calm.
He casts a number of spells on himself and Orcus. He casts Barkskin upon himself, sharing the spells with his feral brother. The large Wolverine rumbles a growl deep in his throat as he feels the magic spread over him.
Pulling a small wineskin from his bag, he bites the top off of the flask and holds it tight. He smells the Taurish wine and grins. Good stuff, that.
His voice rough and deep, Rathan speaks.
"Anyone have any ideas? Once we find one of the pieces, finding the others will become much more simple. I have four more philters of tauren wine I can share here. It casts a shield spell, so if you lack a shield, drinking of of these can help."
Spitting on the ground, Rathan continues.
"Jangle can only give us a limited amount of time, so methods of extra searching will be useful. Summoned monsters who can fly and report back the location of a found amulet will be of use here. I'll be of little use finding hidden doors unless there's a partiuclarly strong scent coming from behind one. Anyone else have anything? Augmented speed or haste would be a true boon here."
Having nothing else to add at the moment, Rathan looks down and adjusts his tears of ebryon. Black with white bits of shattered bone inside of them, one rested on a leather gauntlet on each hand. Mittri's boon had granted him claws jutted forth from his hands. These gifts would be put to use shortly.
[ Party Info ]
OOC: Since we know each others abilities in this scenario, here is my hat; tipped to my allies. Rathan is a Druid 5 / Lost Child 5. His magic is purely buff-like in nature, except for sleet storm, which has no DC. <low wis means bad dc's.>. He is a primary melee character with extremely high HP due to his Lost Child levels. After bears endurance and his wolverines rage, he will come close to 200 hp. A setback however, is he only has natural attacks.
In combat he uses two vicious tears, since he has the HP to spare. His animal companion uses two +d6 tears as well.
I've got scent, track and power attack of use here. Use me as a tank or scout, due to high track and move and hide bonuses. Rathan is a very good skirmisher, ambushing and holding ground till allies arrive. I only have 1 use of wildshape available per day.
( Heh. Rathans gone from a human druid to a half orc druid/lost child. Also, do we have time to cast as many of our buffs as we want, or do we only have two rounds to do so? DM: Also note that through unification ability Rathan has the Scent ability, and the track feat. Scent being the more important ability to make note of.)
Captain Lucky AC1d10+15 HP64 d20+15=32 ; Monday June 28th, 2010 7:53:23 PM
OOC: Friends, this is a module I know well -- although our DM may change things up on me! -- and so I am glad that my class dictates my random spell choice. That said, I really want help from you all as to what I should do at any point in time -- I may often default to a buff or a cure, or to attack a clear enemy. For other actions, I will accept the advice of others ... including, this round, Rathan's suggestion of summoning a scout.
In character:
Lucky looks around. "Oh, a new crew, hey? Well, you wet-behind-the-ears types got to understand that *I* am the party leader, and what I say goes! So we'll take Ratty's excellent advice about scouts and haste. I got the scout. Anybody have a haste spell?"
OOC again: Technically, Lucky IS the party leader, but don't expect me to do more than regurgitate the group consensus and issue random orders. He is a mendicant/monk with cleric spells, and luck points to help in rolls. Important point: Any ally within 35 feet of Lucky gets a +1 luck bonus on all attacks, saves, and skill checks.
IC again: Lucky casts Summon Monster I to call a Celestial Monkey. He tells it in Celestial to go scout and report back before the spell ends.
==========
AC for next time it is needed: 32.
Currently Active Spells: Summon Monster I (celest monkey) - 9 rounds.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 7
Kiri -- AC15 HP52/52 -- Familiar(Sniff - AC19 HP27/27), Mithral Tap Monday June 28th, 2010 11:05:50 PM
Kiri takes a moment to inspect each of her new colleagues, rolling her eyes as Captain Lucky declares himself the leader. She utters a few words to herself Cast Summon Monster I summoning a Celestial Owl.
Kiri asks the Owl if it would mind flying ahead to scout around and report back, but to avoid combat if possible.
Menawhile, a small rat - Sniff - pokes his head out of the top of one of the pockets in Kiri's shirt, to see what is going on.
--------------- Currently Active Spells: Summon Monster I (Celestial Owl) - 9 rounds.
Spider Tuesday June 29th, 2010 2:22:15 AM
Looking about the area, Spider purposefully steps out of the shadows he was hiding in and introduces himself to the rest present, "Pleased to meet you all." On command as he raises his right fist, Spider begins to Blink and awaits the other's actions.
Sir John Tuesday June 29th, 2010 9:34:34 AM
(OOC = Character Sheet is updated...)
Remsus Kai HP 52/52 AC 15 (DM Addison) Tuesday June 29th, 2010 2:09:38 PM
(OOC: I am very new at making maps, so stick with me here. Once combat rounds start, I will post it.=)
You walk around the room that is filled with Grey Fog. You find an extremely large wooden door on the east side of the room. You are enclosed and this seems to be the only way out. The celestial monkey points at the door and gives a squeek. The owl hoots in anger that the door obstructs his path.
You all have one more turn to cast preparatory spells.
Rathan - Go ahead and roll a Survival check to see if you pick up any funky scents
Round: 0 of 40.
Spider d20+19=37 ; Tuesday June 29th, 2010 3:04:28 PM
"Everyone should search for a secret door, I'll check out the obvious door for traps and whatnot."
Spider moves forward to the door and carefully searches for traps (+15), disables any if he finds them (+15) then tries to unlock it if it's locked (Open Locks: 37).
Rathan HP 161/161 - CMD 17 d20+17=30 ; d20+17=27 ; Tuesday June 29th, 2010 5:50:18 PM
Rathan carefully sniffs the air, as does Orcus. The two exchange a wordless glance.
(A Lost Child's Wild Sibling can use any skill the Child possesses, with either the Child or the Siblings skill rank bonus. )
Rathan then closes his eyes and chants, droning the magic words in the harsh druidic language. He casts Bears Endurance on himself, and by virtue upon Orcus.
[ Orcus and Rathans Constitution Modifiers each increase by +2. Since they share HP, Rathan/Orcus's adjusted HP is 201, as noted above. When Orcus enters Rage, which I'm sure he will, they recieve another +4 constitution as a morale bonus, which will stack with Enhancement from Bears Endurance. That's 240 HP between them. They lose 40 of that if they get more than 5 feet apart. ]
Captain Lucky AC1d10+15 HP64 d20+19=35 ; Tuesday June 29th, 2010 8:15:13 PM
"Well, what happens next?" demands Cap'n Lucky. "Secret Doors? Excellent idea, my new eight-legged friend!"
Lucky searches for secret doors. Search 35.
Speck AC19/20 HP:29/29 Tuesday June 29th, 2010 10:41:52 PM
ooc: still updatig cs sheet.
Q: we keep the items we already have then add the items purchased with the 49K, right? but what if i want to trade in somethig, do I use the 1/2 price standard of the PHB?
ic:Speck introduces himself to those he hasn't seen before. The hafling has a certain flair about himself that Lucky lacks. Years of working in a circus and learning the way of the carny has given him a Professional bearing and speech.
Speck AC19/20 HP:29/29 Tuesday June 29th, 2010 10:46:14 PM
WIth a lilt to his voice, Speck announces, in grand fashion, much like a Circus Ring Master, the groups latest great adventure and defeat of the General.
OOC: Sorry, no time to put the words in poetry... :(
Use Inspire Comptence to bolster all skill checks by +2
Speck AC19/20 HP:41/41 Tuesday June 29th, 2010 10:57:32 PM
OOC: just rolled new HPs in the L&B. AC will change as soon as I finish my shopping.
Kiri -- AC17+4 HP62/62 -- Familiar(Sniff - AC19+4 HP27/27), Mithral Tap Tuesday June 29th, 2010 11:32:43 PM OOC: Character sheet updated.
While the others potter about searching for secret doors and traps, Kiri takes a moment to further prepare herself for the day's events. Cast Mage Armor on herself, extending to her familiar
--------------- Currently Active Spells: Summon Monster I (Celestial Owl) - 8 rounds, Mage Armor
Spells Available to Cast today: Level 0 6 Level 1 5 (7-2:Summon Monster I, Mage Armor) Level 2 7 Level 3 7 Level 4 5 Level 5 3
Remsus Kai HP 52/52 AC 15 (DM Addison) Wednesday June 30th, 2010 3:00:30 PM
Everyone take notice: You CANNOT take 20 or 10 on any rolls in this map, since everything is on a time limit.
Spider - Searches the obvious large wooden door for traps. He finds none. But there is a yellow sticky note that is stuck over the keyhole to the door. There are no gears, switches, hidden holes, or any other kind of mechanical traps visible around the note, but you will have to remove it in order to get to the keyhole. The doornob does not turn. The note has words written in an odd green ink. You can read them if you wish.
Rathan and Orcus - You both definitely smell something foul wafting from under the crack in the door. You don't know exactly how far away the smell is, but its at least 50feet from the door. Give me a knowledge Nature or Dungeoneering check to determine what the smell could be.
Captain Lucky - Searches for any hidden doors in the room. He finds none, but there is exactly one window that is barred with heavy black iron, kind of like a jail cell, at face-height on the wall. You look out the window and you see spirits floating around in a great abyss. You feel disturbed at the idea that this area may be floating in a different plane of existance. Knowledge The Planes to guess the effects of leaving the room.
Speck - Casts Inspire Competence, giving everyone a +2 to skill checks. (OOC: And you can sell items to the catacombs at 90%, just like normal. Make sure your loot adds up to 49k, and no more)
Kiri - Casts Mage armor on herself (I wont threaten your familiar unless he leaves your body for some reason, so dont sweat it)
Sir John - Casts Protection From evil on himself.
Remsus - Casts two spells in his waiting: mage Armor and see invisible. He floats around playing with the grey fog as it slowly lifts.
Divine (CL 7) 6 lvl 0: 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Spider Wednesday June 30th, 2010 3:59:32 PM
Spider removes the notes and fully expects them to explode when he reads them.
Kiri -- AC17+6 HP62/62 -- Familiar(Sniff - AC19+6 HP27/27), Mithral Tap Wednesday June 30th, 2010 9:03:20 PM
There does not appear to be any way out of this room, with the exception of the door. Kiri stands back to let the other continue their investigations.
The young lady continues her preparation work Cast Protection from Evil - duration 100rnds
The celestial owl appears somewhat frustrated at being summoned here with nothing to do, but doesn't complain aloud.
--------------- Currently Active Spells: Summon Monster I (Celestial Owl) - 6 rounds, Mage Armor, Protection from Evil
Spells Available to Cast today: Level 0 6 Level 1 4 (7-3:Summon Monster I, Mage Armor, Protection from Evil) Level 2 7 Level 3 7 Level 4 5 Level 5 3
Speck AC19/20 HP:41/41 Wednesday June 30th, 2010 11:09:11 PM
Speck stays back, away from the door, highly expecting the piece of paper to explode.
"Good way to open the door. Read the Explosive Runes and blast it open, he?"
OOC: having trouble finding time to update Speck's CS. Watched too much soccer this weekend. Working on my shopping list.
Rathan HP 161/161 - CMD 17 d20+6=23 ; Wednesday June 30th, 2010 11:53:13 PM
Rathan sniffs the air again and tries to think of any creatures occuring in the wilds with this same smell. < DC 25 met. Forgot Inspire Competence. >
Waiting for the doors to open, he casts a final preparatory spell upon himself, sharing it with Orcus.
[ Longstrider - +10 enhancement to movement. ]
Captain Lucky AC1d10+15 HP64 d20+6=18 ; d20+6=23 ; d20-4=-3 ; d8=1 ; d8=2 ; Thursday July 1st, 2010 7:38:19 AM
Knowledge (The Planes): 18 (evidently rolled twice by accident, please ignore the 23).
Lucky communicates anything he might have figured out about the window.
At the door, he pauses to see what happens to Spider. Either way, he says, "Dude, what are you doing? That's what we got Celestial Monkeys for!"
"HEY!" says the monkey.
"Um, sorry. By the way," Lucky tells the monkey, "please open that door and go take a look. Come back before the spell expires.
Monkey Str check to open the door if it is not easily opened: He rolls a -3 and breaks an arm trying to pull the door open.
"Ugh! Never send a monkey to do a hero's work," says Lucky. He looks for the minotuaur. "Marks-On-Thighs! Open this door, if you please, you big lout!"
If Spider is injured, Lucky will cast a CLW, which he has prepped. Rerolling a 1 ... 7 hp healing.
If Spider is not injured, Lucky casts Shield of Faith on himself.
Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon Thursday July 1st, 2010 10:42:21 AM
For Sir John's 2nd preparatory round, he'll cast "Bless Weapon (Good)" on his axe to help vs. any evil creatures...
(OOC - I still need an answer on the height of this room and width of the doors, where I could summon my steed and ride him into battle...Or are the doors too small to fit through?)
He'll say to the others, "Let me know if I need to bash the door down... If we can't get it open otherwise, I'll knock it down..." ... If he needs to, he'll bash it down on the 1st round (only if the others can't get it open and give up trying...) (Strength is 22...)
(OOC - Will be out of town until next Monday, and am not sure I'll have Inet... I'll try to post if I can...)
Remsus Kai HP 52/52 AC 15 (DM Addison) Thursday July 1st, 2010 5:31:30 PM
Sir John - sorry. I must have missed that. The room you are currently in is certainly big enough for a large creature like a horse to fit. The doorway is also just barely big enough, being 10feet wide. This makes you assume that if there are any hallways beyond the door, it would also be 10feet long. This is an enclosed, indoor dungeonesque area. It is possible to ride your horse, but its a tight squeeze, your call. I can see the advantages of both.
Spider - When you remove the sticky note from the doorknob, nothing happens. You begin to read "Hello, and welcome to the Labyrinth designed by Mangle, an all-powerful diety that will smite anyone who nay-says him with his awesome powerfulness that you have yet to see and BOOM"
As you read, the green letters turn into a Snake and it lunges to bite you on your eye, Spider! Reflex DC 19 or bad stuff will happen
Rathan - You can tell a few scents from the past. You think one smells like some sort of bovine, and it makes you hungry for steak. But then you smell a kitty cat as well... like a puma or panther or something. How strange. The smells are quite a distance away though.
Kiri - casts another protective spell and chills out.
Speck - concentrates on the items he should have purchased already. (No worries, take your time mate)
Sir John - Casts some blessings for his weapon.
Remsus - casts Blur on himself.
Lucky - being as he is the "leader", his word is a bit final on this. The celestial monkey is ordered to open the door. It walks over rather reluctantly, and does so. The knob turns and the door opens, but as soon as it does, a horribly loud squeeling occurs, like an alarm or something.
Beyond the door you see a 10foot wide hallway of black stone. It goes about 60feet forward and then turns, you cannot see around the bend.
Divine (CL 7) 6 lvl 0: 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+17=37 ; d20+14=28 ; d20+6=15 ; Thursday July 1st, 2010 11:13:42 PM
Kiri directs the owl to fly ahead down the hallway and scout ahead. Celestial Owl: Move Silently: 37, Listen: 28, Spot 15, Low-light vision, Darkvision
"Lead the way, oh fearless leader" she states somewhat plainly, but clearly directed at Lucky. There is no way she will be the first one to venture down this hallway. Whilst waiting for the group to move - which she will then follow - she casts more defensive spells Cast Shield
--------------- Currently Active Spells: Summon Monster I (Celestial Owl) - 5 rounds, Mage Armor, Protection from Evil, Shield
Spells Available to Cast today: Level 0 6 Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield) Level 2 7 Level 3 7 Level 4 5 Level 5 3
Speck AC19/20 HP:41/41 Thursday July 1st, 2010 11:49:32 PM
Q: I'd like to upgrade my Short Sword +1 to a Short Sword +1 Bane. Bane is a +1 Price adj. If buying it outright, that would be 8k base price. But I already have the +1 Magic enchantment, how does that affect the price?
Would it be 8K - 2K = 6K?
IC: Speck volunteers to outsing the alarm but no one can hear him over the alarm to say yay or nay. "I'll follow the leader".
BTW, I've made Speck a Rogue 5/ Bard 5. working on the finishing touches of my shopping list, just need opinion on Q: above.
DM Addison:Correct. When upgrading an item from one bonus to another, you only pay the difference. So a +1 SS -> +1 Bane (+2 price) is only 6k. And makesure you save your work on your Character sheet and publish it as a web page so we can see the changes; it still looks like your lvl 8 to me.
Rathan HP 161/161 - CMD 17 Friday July 2nd, 2010 12:14:42 PM
Rathan frowns as the door squeals.
Stepping past lucky and the others he moves into the leading position and waits, watching the owl scout intently. He says to the others, under his breath.
"There's the scent of Taurs here. At least two of them. It's possible we arent far from the first couple of guardians."
He continues 40 feet down the hall. Are either of the previous scents coming from the walls themselves? Do they lead around the corner?
[Note: Unless otherwise stated, Rathan and Orcus maintain a 5 foot distance to keep their shared spells active. ]
Spider d20+15=21 ; Friday July 2nd, 2010 2:19:03 PM
"How annoying," Spider replies as the spell bursts forth and he dives aside. Once successfully dodging the thing, Spider goes to open the door. Ref save 21
Speck AC19/20 HP:41/41 Sunday July 4th, 2010 6:34:19 PM
OOC: done with my shopping, however I have some 3000gp left from previous loot. I'd like to use that up on this shopping trip so i'll be an extra item over my limit, but it's money already in the bank. (coins in the pocket make a lot of noise, ya know. :)
I'll be updated my CS tomorrow.
Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon Monday July 5th, 2010 2:46:03 PM
(Back from out of town and checking in...)
Sir John will call his faithful mount, Joshua, to him and immediately mount it. Then, he'll follow the rest of the group down the hall, weapons ready for whatever they might find...
As he goes by the spider thing that appeared, he'll smash it if needed...
Remsus Kai HP 52/52 AC 15 (DM Addison) Tuesday July 6th, 2010 1:23:27 AM
(OOC: You want to smash Spider? j/c, post will come tomorrow midday.)
(Sorry for the confusion... I meant snake that was trying to get spider... ;-) Ken M)
Remsus Kai HP 52/52 AC 15 (DM Addison) Tuesday July 6th, 2010 12:43:42 PM
Sir John - Summons his horse and follows behind
Spider - Dodges the snake and slaps it to the ground. The snake bursts into gray smoke and dissipates. You have the feeling this may be the first of a few traps.
Rathan - Stands in front and waits for the Owl's report.
Kiri - The owl gladly heads down the hallway 40feet and then takes a sharp right turn. It flies for a while until you can no longer hear it. Then the owl comes back and speaks in Celestial Highlight to display spoiler: {"No hostiles in sight. But the hallway curves a bit and leads to an extremely large square room with stone floors and walls, it must be at least 100feet wide and long. There is one exit from this room on the opposite side of it. Would you like me to continue scouting?"}
Speck - Shops a bit and waits
Remsus - Casts Fly on himself and he sits there hovering above your heads as he looks about with See Invisibility.
Lucky - Casts Shield of Faith on himself.
You can all see down the hallway. It is 10foot wide and at least 40feet long until it curves. And of course, you cannot see beyond the curve unless you have x-ray vision of some sort.
Divine (CL 7) 6 lvl 0: 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Captain Lucky AC1d10+15 HP64 Tuesday July 6th, 2010 1:24:29 PM
What, what? Lucky either cast CLW or Shield of Faith! Right?
Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon Tuesday July 6th, 2010 2:18:37 PM
Sir John continues following along, waiting to hear what the owl has to say about their possible foe... He does add, "We're on a limited time here and I think we may need to get moving a bit faster... Taking excessive time for caution may not be wise..."
Rathan HP 161/161 - CMD 17 Tuesday July 6th, 2010 6:25:30 PM
Rathan and Orcus continue down the hall, following the scent of the Taur guardians. He will follow the tunnel up to the entrance of the room, or until something bites his head off. Whichever comes first.
Captain Lucky AC1d20+17 HP64 d20+17=37 ; Tuesday July 6th, 2010 7:03:07 PM
OOC Last Round: Lucky will have cast Shield of Faith on himself, per last post. Oh, I see the DM Post was amended! Thanks!
This round: He orders his monkey to advance down the corridor, and Lucky follows. "Like Sir John says, boys, let's get a move on!" That's 40 feet of movement for Captain Archie, a double move. He lets his monkey stay 10-20 feet ahead of him at all times.
OOC: In general, I agree about moving more swiftly. But in character, I can't take the lead. My job is to (1) agree with others and take advice, (2) heal others, (3) cast buffs, and (4) RP.
AC for next time it is needed: 37 woot!
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Summon Monster I (celest monkey) - 7 rounds left. - Shield of Faith - raises AC by net +2 since it does not stack with his ring.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 7
Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+17=35 ; d20+14=24 ; d20+6=23 ; Tuesday July 6th, 2010 9:19:35 PM
Kiri relays the owls report to the rest of the group, then requests that it continue scouting ahead.
The young sorceress will walk with the group down the corridor, somewhat oblivious to her surroundings. --------------- Currently Active Spells: Summon Monster I (Celestial Owl) - 4 rounds, Mage Armor, Protection from Evil, Shield
Spells Available to Cast today: Level 0 6 Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield) Level 2 7 Level 3 7 Level 4 5 Level 5 3
Speck AC19/20 HP:41/41 Tuesday July 6th, 2010 11:16:17 PM
Speck watches as the snake dissipates. "Hmmm.... gotta remember that trick," he mumbles. Then he taps himself with a wand and says, "Doors and Floors, Walls and Halls, reveal your secrets to ME!"
Cast Detect Secret Doors from Wand (newly bought item), charge last 1 minute. Speck follows along with Lucky, concentrating on the floors, walls, and ceiling, for hidden doors. He'll point one out if/when he sees one.
Speck AC21/22 HP:41/41 Tuesday July 6th, 2010 11:17:45 PM
oops, forgot to update my new AC. Now header and CS are updated.
Remsus Kai HP 52/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d6=4 ; d6=3 ; d6=1 ; d6=6 ; d6=4 ; d6=2 ; d6=5 ; d6=1 ; d6=2 ; d6=1 ; Wednesday July 7th, 2010 11:58:47 AM
And so the group walks down the hallway... monkey first. The group order is: Monkey and Owl side by side, Lucky and Speck sbs, Rathan and Orcus sbs, Spider and Kiri sbs, Remsus flying, Sir John on his horse in the back.
Everyone make Listen and spellcraft checks right now please.
Speck - has the awesome idea to cast Detect Secret Doors on himself. He does not see any doors within the hallway, but he does see several outlines of doors beyond his field of vision, like there are secret doors in a room adjacent to the hallway you are currently in.
The Owl flies forward and does not notice anything out of the ordinary until it exits the hallway again and reaches the big room. You hear the owl screech in Celestial Highlight to display spoiler: {, "Things are moving inside of barrels - ORLY!?"} Then you hear a sound like a bird hitting a windshield and an abrupt plop coming from the large stone walled room.
Then, after this happens, you hear a click and look down at the Celestial Monkey. The poor Monkey looks up at Lucky who summoned it and whispers in Celestial Highlight to display spoiler: {"I'm sorry."} and then he looks at his feet; it seems he stepped on a stone tile that was a trip for a trap mechanism.
Behind Sir John, since he is in the back, you hear a loud CRASH. It seems that the tunnel is caving in on you, starting from where you began. There is only one way to go it seems... straight to the next room. If you decide not to run, then you take 29 Bludgegon damage (Reflex DC 18 for half), and you are burried under rubble.... unless you have another solution, such as perhaps summoning a wall of stone to protect you, or stoneshape to modify the stone to not collapse... or any other creative thing you can think of.
Remsus flies with all his might out of the hallway and into the next room... so does the Celestial Monkey.
Divine (CL 7) 6 lvl 0: 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Spider Wednesday July 7th, 2010 4:32:34 PM
Spider runs into the next room to avoid getting crushed, "This place is dangerous!"
DM Addison: Go ahead and give me a spot and listen check upon entering please. Also, if you have scent, survival. And maybe knowledge dungeoneering.
Captain Lucky AC1d20+17 HP64 d20+17=18 ; Wednesday July 7th, 2010 9:33:07 PM
OOC: Hmmm ... the DM sets us a challenge ... unless you have another solution, such as perhaps summoning a wall of stone to protect you, or stoneshape to modify the stone to not collapse... or any other creative thing you can think of. And ha! Something new to me, as this is not in the module I wrote!
Captain Lucky looks at his monkey sadly and directs it, "Aid my friends in combat [OOC: Aid Another to hit]. Then he shouts, "FLY, YOU FOOLS!" He steps over to the nearest wall, casts Meld Into Stone, and steps in. He is gone.
AC for next time it is needed: 18 nat 1!
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Summon Monster I (celest monkey) - 6 rounds left. - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Meld into Stone.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 7
Speck AC21/22 HP:41/41 Wednesday July 7th, 2010 10:49:46 PM
OOC: Oooooh I'm sooooo tempted to attempt the Ref save, 'cause if Speck makes it, he doesn't take any damage. Oooooh it's so tempting...
IC: Speck speed on into the large room, eyes wide, as the corridor collapses behind them. He immediately points out the location of the secret doors to the others, then warns everyone of other possible traps.
"Y'know, the birdy went SPLAT!
OOC: ok, i chickened out, but in case i failed, even 1/2 damage could deprive me of needed hps for worse stuff later. :}
Kiri cringes at the sound, imagining the worst for the owl. But at the impending danger of the corridor collapsing, she legs it to the next room.
Question for DM: Would Kiri know if the Summon Monster I spell was still active? Not sure on this if the creature is dead...
--------------- Currently Active Spells: Summon Monster I (Celestial Owl) - 4 rounds, Mage Armor, Protection from Evil, Shield
Spells Available to Cast today: Level 0 6 Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield) Level 2 7 Level 3 7 Level 4 5 Level 5 3
Rathan HP 161/161 - CMD 17 d20+17=35 ; d20+17=31 ; Wednesday July 7th, 2010 11:21:06 PM
Rathan and Orcus burst into the room, their nostrils flaring wide with their labored breathing. Taking a moment to smell the air and scents around them.
(Survival 35 and 31, respectively.)
Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon d20+4=17 ; d20+2=19 ; Thursday July 8th, 2010 9:22:04 AM
As the world seems to collapse around him, Sir John kicks his spurs into Joshua to urge him to move quickly and they both charge into the room. As he enters, he moves to the side, axe ready for whatever might be waiting for them...
Spot = 17, Survival = 19
Remsus Kai HP 52/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+19=20 Thursday July 8th, 2010 11:10:42 AM
(OOC: Ok guys. I am playing around with my new maptool. It may take me a little while to get things working right, but this is what I have drawn up so far. I will update this post a few times within the next few hours. And yeah Cayzle, that Dire Bat summon trap was a crummy idea imo, collapsing hallway much more to the point and allows for more creativity)
Does the link work? The way I did it was I took a screenshot of my map and pasted it into paint. Then I saved the paint file on Google.docs and published as webpage.
Here is your map of where you are. Tell me if you want me to move your character elsewhere.
When you enter the room, Speck points out the secret doors (pink on the map).
Rathan immediately smells something foul and disgusting coming from the other side of the secret doors a well as on the other side of the room.
Lucky melds into the stone wall to find that there is only about 3feet of stone for him to maneuver through. He pokes his head out the other side of the wall to get a look at the outside and he immediately begins to suffocate as the air is sucked out of his lungs. It appears you are in a vaccuum! The other side of the wall he resides on is of course the collapsed hallway. But he seems safe and comfortable for the time being.
Kiri definitely feels the Summon Monster 1 spell twinge out of existence when the SPLAT is heard. It feels like being plucked on the forehead. Though you hear nothing.
Sir John gallops in on his horse and he is the last to exit the collapsing hallway.
Spider is there and waiting.
Roll any perception checks you want at this point. (Remsus rolled a Nat1 on his spot check. LOL)
Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon Thursday July 8th, 2010 2:00:45 PM
(SJ's was a 17.... Do I need to roll again?)
DM Addison: Nope. I saw it earlier but I didn't say anything b/c you failed the DC
Rathan HP 161/161 - CMD 17 d20+10=20 ; d20+10=26 ; Thursday July 8th, 2010 6:14:58 PM
Rathan emits a low growl and the hairs on his arms stand up. He puts a hand on Orcus to stay his companion, the speaks to the others as he examines the room.
(Rathan spot = 20, Orcus Spot = 26)
"From behind this wall comes a foul stench. Something awaits us there. Be ready when the door is opened."
Captain Lucky AC1d20+17 HP64 d20+9=12 ; Thursday July 8th, 2010 7:28:15 PM
Lucky tries to find a way out of the pile of rubble. Escape Artist 12 this round. What DC does the halfling need to crawl out?
DM Addison: Well, you casted meld into stone on yourself. The collapsed hallway is all stone, so you can pass through it like air for the duration of the spell. Actually, you can walk among the walls for a while now and try to see if there are any rooms adjacent to the one everyone is in.
Speck AC21/22 HP:41/41 d20+17=35 ; Thursday July 8th, 2010 10:04:51 PM
OOC: Perception Checks? we gone to 4.0? Speck's mind reels as he is yanked from the 3.5 Universe to the 4.0. Ha! :)
IC: "Halt! Don't go any further into this room until we've cleared it of traps!" Speck blurst as he stops near the entrace, just enough into the room to let Sir John pass by.
Taking out his googles, he starts looking for traps in front of him and moving forward 5' at a time.
d20+17= 35! ohh that was soooo close...
DM Addison: I've never actually played 4ed. Perception is used on Star Wars Saga edition and Pathfinder, it encompasses Spot, Listen, and Search.
Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Friday July 9th, 2010 5:10:43 AM "I'd be wary of those barrels. The owl said there was something moving inside them before it.... you know.... left us" Kiri informs the group. She looks around the floor to see if there's any sign of the poor bird.
Realising that it left somewhat prematurely, Kiri takes another precaution and, waving her hands before her, disappears from sight Cast Invisibility
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility
Spells Available to Cast today: Level 0 6 Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield) Level 2 6 (7-1:Invisibility) Level 3 7 Level 4 5 Level 5 3
Captain Lucky AC1d20+17 HP64 d20+13=21 ; d20+14=29 ; d20+19=21 ; d20+19=27 ; Friday July 9th, 2010 7:20:55 AM
Extras:
(1) Maps look real good. I can't download them at work (where I can only take seconds to check the Wold anyway), but at home ... very nice.
(2) Glad to see you changing up the module! Keeps me on my toes. Also nice.
(3) Lucky rolled an escape artist check ... but looking over the rules, they say you need a full minute (!) and a DC30 check(!!) to get through a tight space. If that's the case, Lucky cannot succeed even if he wanted to take 10 rounds, seeing as he would need a nat 21. Maybe the spaces are not so tight? Awaiting your ruling. Maybe I have sealed myself in! (LOL!)
(4) Rolling "perception" checks ... and since they rolled spot, search, and listen into "perception," I'll roll all three: Spot: 21, Listen: 29; Search: 21 (ignore double roll please).
DM Addison: Thanks. And when I say perception, go ahead and roll any knowledges that could apply or help out that you may have along with all the different 'hey, lookie here' skills. And when you have Meld into Stone active (10minutes per level), you can just walk through the wall at your base land speed and end up whereever you want. Just tell me what square you want to check out.
Sir John, AC 26, 76/76 hps, Prot from Evil, Bless Weapon Friday July 9th, 2010 10:19:51 AM
Sir John remains silent and wary as he lets the others search for traps. Joshua snorts uneasily as he somehow senses danger nearby too, though like his master, he's not sure where it lies...
Remsus Kai HP 52/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+10=13 ; d20+16=33 ; d3+4=7 ; d20+8=25 ; Friday July 9th, 2010 10:40:56 AM Everyone please keep all the spells active on you, their effects, and the duration somewhere in your post or header.
Also, read this: http://www.woldiangames.com/Woldipedia/index.php/Combat_Rules#Special_Attacks Please put your special attack defense rating on your header.
Rathan - you did not notice anything amiss with your spot check, but Orcus certainly did. The Badger immediately begins to growl and scratch at the floor and he points his nose in the direction of the tapestries on the wall to the southwest. If you can communicate with him, he says, Highlight to display spoiler: {"I saw one move! And it smells like goblin!"[/b]} As a result, neither you nor Orcus are surprised this round.
Lucky - finds that he can get to the room quite easily in one move action by walking through the wall, or he can travel around in the wall wherever he wants.
Kiri - goes invisible.
Speck - now something interesting happens. When Speck begins making his way about the room with some awesome searching ability, he notices something really really weird with the floor when he reaches H-14. Give me a Will save DC 18
Then, something terrible happens. You hear movement, and spells being cast very close to you. Spellcraft DC 17 Highlight to display spoiler: {: You hear Bull's Strength and Shillegah being cast}. You also hear several loud roars echo throughout the cavernous room
Remsus flies high to the top of the room and scans around with his see invisibility, he is the first to notice it.
A Goblin jumps from out behind the tapestry and slices the rope on the Ballista, firing the large bolt directly at Remsus! Hit AC 13, miss. Remsus dodges the bolt as it crashes into the wall, stuck inside.
At the same time, another Goblin jumps out of a barrel and throws a Bolo at Sir John; it soars across the room with an ominous hum, and it hits Touch AC 33. SIr John takes 7 Subdual damage and is now entangled in the Bolo. Give me a Ride check DC 18 or you are also tripped from your mount. (Just go with me on this one)
Remsus reacts by casting Blindness on the Bolo thrower, DC is 17, The Bolo thrower rolled a 25, success. He shrugs off the magic.
Sir John, AC 26, 69/76, hps, Prot from Evil, Bless Weapon d20+10=14 ; d20+11=12 ; Friday July 9th, 2010 11:31:47 AM (OOC - Addison, not sure which special attack defense rating you want... There are several that we could use based on which attack...)
Sir John curses as the bolo wraps itself around him and he tries to remain mounted on Joshua while fighting the wire but his leg gets entangled and he falls from the horse and bruises his shoulder... (Ride = 14) (I assume I still have my move and standard actions, and all the bolo did was knock me off of Joshua?)
As a move action, he'll mount Joshua again and then throw a javelin at the bolo thrower...
Attack = Misses AC12... (Where are these horrible rolls coming from...?)
DM Notes 7 subdual dmg in round 6 Prot From Evil Bless Weapon
Both spells will last 1 min/level and since his level is 10, they'll last 60 rounds, which will be longer than this module is designed to be...
DM Addison: yeah, your right, there are several different defenses. Guess we just have to calculate them when they come up.
Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Friday July 9th, 2010 9:15:01 PM "This explains the owl..." Kiri thinks to herself. She is out of range for the spell she wishes to cast, so elects to move forward into the fray to get a better line of sight Move to G7
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility
Spells Available to Cast today: Level 0 6 Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield) Level 2 6 (7-1:Invisibility) Level 3 7 Level 4 5 Level 5 3
Speck AC21/22(Dodge) HP:41/41 d20+7=11 ; d20+3=13 ; Friday July 9th, 2010 10:42:39 PM
OOC: Sir John, I presume you added the +1 for being near Lucky (he's in the room by now) and your saddle, if it is a military saddle, adds +2 to Ride checks to Stay in Saddle. I presume you know all this... :)
Oh, it would be a Will save!
OK, I don't know if this applies, but he has Trap Sense +1. If this isn't a Trap, then it doesn't apply.
Will Save DC18 d20 + 7 = 11 (+2 vs Fear = 13) fail Spellcraft DC17 d20+3 = 13
Oh oh.
Captain Lucky AC1d20+17 HP64 d20+17=30 ; Monday July 12th, 2010 7:55:40 AM
Lucky follows along behind. That's 20 feet of move to get him to 13C.
Once there, he casts Bear's Endurance on Sir John.
He shouts, "SIR JOHN! NOW YOU HAVE THE ENDURANCE OF A BEAR!"
=====
AC for next time it is needed: 30
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Summon Monster I (celest monkey) - 6 rounds left. - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Meld into Stone.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 7
Remsus Kai HP 52/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Monday July 12th, 2010 11:16:53 AM
Jim C? Kenny Eubanks? I want you guys to get an action in before the next round. It's going to be a tough one. ;)
Divine (CL 7) 6 lvl 0: 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Sir John, AC 26, 69/76, hps, Prot from Evil, Bless Weapon Monday July 12th, 2010 2:09:58 PM
(Checking in...)
Rathan HP 161/161 - CMD 17 Monday July 12th, 2010 3:02:14 PM
Rathan and Orcus each move 65 feet south, putting them in range of the Bolo goblin next round.
DM Addison: give me a will save DC 18 quickly... or I can roll it for you, either way
Remsus Kai HP 43/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+12=31 ; d20+21=37 ; d20+19=24 ; 6d6=23 ; d20+10=25 ; d100=88 ; 2d8=6 ; d8=3 ; d20+16=33 ; d3+4=5 ; d20+4=17 ; Monday July 12th, 2010 4:23:57 PM
Well. I guess Spider just missed his turn.
Kiri moves to better position herself.
Lucky buffs up Sir John with some bear's endurance.
Sir John hops back on his horse and throws a Javalin... and misses
Speck - You don't notice anything out of the ordinary... and you don't feel any different. Did your DM just make you roll a will save to keep you on your toes? Naw, not really. But you can do actions during combat even though you have to roll saving throws. Go ahead and take another move action this turn since you missed it last turn.
Rathan and Orcus attempt to charge at the Bolo Thrower, but both Rathan's foot and Orcus's paw slips through the floor at I-16. (Will DC was 18, I rolled a 31 for ya. Congrats, you disbelieve the illusion). They step back quickly as they notice the FLOOR IS NOT REAL. After you disbelieve the illusion, you can see that beneath the invisible floor is a large fire pit!
The only way across is a creaky wooden bridge located at the center of the floor. DC 15 balance check per move action to cross it.
Then, the enemies move
First, you hear some arguing from behind the secret door on the west side. If you understand Goblin Highlight to display spoiler: {"It's right beyond the door, I can see it with my spell!!!!"} Then, if you understand Tauric, Highlight to display spoiler: {"I know, you stupid witch, I can smell it! Hit the lever"}
Then, the secret door North of Kiri opens up and a large Liontaur comes charging out of it staring straight at Kiri!!! It charges her and Bull Rushes her into the Fire pit!!!! Even though you are invisible, it still smelled you, and the goblin witch also has see invisibility on. Cayzle designed this part... =)
(Breakdown for bull rush by the beefy liontaur: +5str+2bull's str+2rage+2human favored enemy+4Imp bull rush feat+2charging +4 large size= + 21 total for bull rush attempt. Hit 37. Your Bull Rush defense is 10+Str+size+stability right? Either way, I'm sure that the 37 is enough to push you at least 10feet.) Kiri falls 15 feet into the pit and takes 23 fire damage. DC 15climb check to get out of the pit. If you simply climb (as opposed to flying out or melding into stone, or jumping, dimension door etc), you incur an AOO.
Then, the second Secret door opens up and ANOTHER Liontaur comes charging out, this time, at ORCUS, Bull Rush hits 24 (-2 b/c not human)! Orcus's defense is 10+7str+4large = 21. He gets pushed back 5feet into the pit down 15 feet and also takes 23 fire damage. DC 15 climb check to get out of pit. If you simply climb, you incur an AOO.
The Goblin Skirmisher reloads the Ballista and fires it again at Remsus hitting AC 25 and she makes the 20% miss chance for blurr, doing 9 damage to Remsus.
Then, the Goblin Bolo Thrower tosses another bolo at Lucky, Hitting AC 33, cleanly tripping him to his face and hitting him for 5 subdual damage.
Then, Goblin Witch 3 Casts Web on Sir John and his Horse Johnathan and Lucky. Reflex DC 15.
Spot DC 20 Highlight to display spoiler: {You notice that the Goblin Witch 3, and the Bolo Thrower both have a PIE SLICE necklace that you have been sent to steal}
YOUR TURN
Remsus - Takes out some Tiny Fruit Tarts and throws them at Goblin Bolo Thrower. Then he waves a feather in the air, he casts Tasha's Hideous Laughter on Bolo Thrower. DC is 20 (7int+2spell+1enchantment focus). The Bolo Thrower rolls a 17, fail. He erupts in crazy laughter!
Spider d20+12=22 ; d8+3=11 ; 5d6=19 ; d20+23=40 ; d100=24 Monday July 12th, 2010 5:10:46 PM
Spider springs to the attack and stabs at the Liontaur2 with his bastard sword, all the while blinking, then springs away and hides in plain sight of a nearby shadow. Attack vs Liontaur2: +10base, +2blinking; HIT AC 22 (Target gets no Dex bonus to AC because of Blinking) 30 damage (11base, +19 Sneak Attack due to Blinking)
Hide in Plain Sight: 40
Spring attack(no AoO) to F16 then spring to E17, hiding in Liontaur2's shadow.
Miss% = 24 Hit.
DM Addison: Aha, the olde blinking trick eh? nice. I like it, but don't forget to roll your 20% miss chance on all your attacks. Read that spell carefully. Also, could you be specific as to what squares your character moves into and out of so I can see how many attacks of opportunity you incured during your movement.
ETA Spider: Sorry was completely lost on the map and changed my attack to a more appropriate target--Liontaur2
Sir John, AC 26, 69/76, hps, Prot from Evil, Bless Weapon d20+9=22 ; d20+19=24 ; 2d8+13=16 ; 2d8+9=12 ; d20+9=15 ; d6+5=6 ; d20+19=21 ; d8+6=9 ; d6=6 ; d6=3 ; Monday July 12th, 2010 5:13:49 PM
Sir John tries to avoid the web cast around him (Reflex Save = +6 + 2 PfE + 1 Lucky = 22, Made it) and Joshua is able to nimbly avoid being snared...
Really angry now, he calls out a challenge to liontaur 2, and insults its taurhood, mother and anything else he can come up with. He draws his lance and charges it, moving to the SE since he has a direct line at it...
(OOC = Can still charge since I avoided the web? Not sure on this one... If not, I'll use my battle axe instead of lance...
1. Attack with lance, charging = (+16 +2 charge, +1 lucky) = Hit AC 24 for 16 pts (another bad roll... Yuck...)
Joshua also strikes at it with one of his hoofs = (+7 + 2 charge +1 lucky) = Miss AC 15??? Not sure what they're AC is... Dmg (if any) = 6 pts (yet another 1 on my roll...)
Stats if Charged = AC 24 for Sir John and Joshua
If NOT charge due to web, simply move forward and attack liontaur 2...
2. Attack with Flaming, Shocking Battle Axe = Hit AC 21 for 9 dmg + 6 fire + 3 electrical = 18 total
Same result for Joshua's bite, except would miss AC 13...
Stats if not charged = AC 26 for SJ
DM Addison: Charging through a web on a horse eh? I don't think you can use the charge action over anything that would be considered "Difficult Terrain". Or if you could, then each square would take up double. But I guess your move is enough so that it doesn't matter. AND I like the cool feel of you charging through a webbing with a lance. Yeah, option 1. =) Maybe you should try letting JoshuaBULL RUSH the Lion into the fire next to Orcus? His Bull Rush defence is only 19 to him. Think Joshua can beat it? John can also forego his attack for an assist action to give Joshua a +2. You both get +2 for charging him as well.
Rathan HP 134/161 - CMD 17 d20+16=30 ; d6+7=11 ; 2d6=10 ; d6=1 ; d20+18=23 ; d8+11=17 ; d6=3 ; d20+18=35 ; d20+18=36 ; d20+13=14 ; d6+7=11 ; 2d6=10 ; d6=4 ; d6+7=8 ; 2d6=7 ; d6=3 ; d8+6=7 ; Monday July 12th, 2010 8:41:53 PM
Rathan gasps as the Liontaur charges at his companion, then roars a challenge and swipes at the creature with one his his claws, it's Vicious enchantment tearing deep into the Liontaur with little backlash.
AoO. Improved BR only negates AoO's from the defender, in this case, Orcus.
Orcus Howls in anger and crawls out of the pit at G 18.
(Creatures who have a climb speed do not incur AoO's moving in such a way.)
Having been hurt badly, the creature flies into a rage and slashes at the liontaur with one of his claws while Rathan dedicates himself to offense, clawing and biting at the now flanked Liontaur.
(Wow, that's a lot of rolls per turn. My rolls go in this order..
[AoO hit AC 30 for 21 damage with 1 point of recoil from Vicious.] [Orcus claw hit AC 23 for 20 damage.] (3 fire) [Rathan Primary Natural Attack 1 hit AC 35 for 21 damage with 4 points of recoil from Vicious.] [Rathan Primary Natural Attack 2 hit AC 36 for 15 damage with 3 points of recoil from Vicious.] [Rathan Secondary Natural Attack (bite) hit AC14 for 7 points of Damage.]
Reflex Save to avoid the Web: Lucky's Reflex save is a +15, so he needs a nat 1 to fail. He rolls an 18, so no problem.
Not severely hindered by the Webs, Lucky stands up. He casts Sanctuary, putting four of his seven luck points into the save DC. Per the Mendicant Greater Luck ability. His save DC is 1d20+1+7+4 = 1d20+12. He rolls a 31 Will save DC on that Sanctuary. He gets back two of those Luck Points.
If he can make a five foot step with an escape artist check of 19, then he moves to 14D, if the kindly DM so allows (the question is whether you can make a five foot step through Webs if you made a save and a decent escape artist check). Otherwise he will stay put in 13C.
=====
AC for next time it is needed: 30 again after making a DC31 Will save to attack Lucky.
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 8 rounds.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 5
Spider Monday July 12th, 2010 11:24:11 PM
DM, I updated my post cause I was totally lost on the map.
Speck AC21/22(Dodge) HP:41/41 d20+11=18 ; d4+1=5 ; 3d6=14 ; Monday July 12th, 2010 11:37:31 PM
OOC: Speck was going to wait to see what happened on the fail before posting his action. So...
Action previous round: Sensing something awry, Speck casts Eagle's Splendor on himself (dur 5 minutes)
Actions this round: Battle erupts around the halfling and a friend gets pushed and vanishes into the floor, only to erupt out fo the floor a bit singed. Speck does not waste time pondering the weirdness, but attacks the liontaur.
Use Spring Attack to move to G15 flanking the liontaur, attack with Sneak Attack, then back to H14.
Speck draws his short sword and springs forward, swiping at the enemy, d20+11+2(flanked) = 20 if hit: dmg 1d4+1 + 3d6 SnAt = 5+14=19
Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Tuesday July 13th, 2010 1:10:15 AM OOC: Just waiting for a response on the rules board before posting...
Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Tuesday July 13th, 2010 1:46:57 AM
The sneak attack does as planned, and catches Kiri by surprise. The flames lap at her clothes, and she can feel her skin start to burn. Drawing on her arcane power, she casts another spell Cast Polymorph
Retaining her invisibility, her body starts to shift into that of a very young red dragon (10 hit dice, L size). She feels her wounds heal, scales begin to grow, and the raw power that such a beast possesses. Stretching her newly formed wings, she flies out of the pit and above the ballista.
Standard Action: Cast Polymorph, Move Action: Fly up 60ft, 25ft south (60x2 + 25 = 145. Allowed 150ft. Perfect. Should put me 45ft above it)
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Red Dragon)
Spells Available to Cast today: Level 0 6 Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield) Level 2 6 (7-1:Invisibility) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 3
Rathan HP 134/161 - CMD 17 Tuesday July 13th, 2010 2:58:54 AM
( Kiri, I dont know if the rule applies in tapestries, but according to Wold house rules, forms of dragons are prohibited. )
Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Tuesday July 13th, 2010 3:12:54 AM Thanks Rathan. I wasn't sure myself, but got the suggestion from the rules board - from Addison our DM :)
Kiri -- AC17+10 HP62/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Tuesday July 13th, 2010 3:12:55 AM Thanks Rathan. I wasn't sure myself, but got the suggestion from the rules board - from Addison our DM :)
Captain Lucky AC1d20+17 HP64 Tuesday July 13th, 2010 7:47:54 AM
OOC: Well, what the DM says, goes. Arguably, we are not in the Wold. Still, there's this:
Dragons are Special: Dragons were created by Gargul (chromatic dragons) and Alemi (metallic ones) in the first age of the Wold. No mortal may take the form of a dragon, not even the greatest shapeshifters. The Dragon Disciple prestige class is not allowed in the Wold.
Rules for Wildshaping and Polymorphing in the Wold: Note on Forms Known: A Shifter (or any other character, for that matter, from a mage casting Alter Self to a wildshaping druid) can only assume familiar forms. A form is familiar if the shifter has encountered a creature of that form, through combat, conversation lasting more than one minute, or physical inspection lasting at least a minute.
So your PC has to have met a very young red dragon. That's for you and your DM to work out.
Options to consider instead: 8-10 headed pyrohydra, An Assassin Vine has fire resistance 10.
Also, per the polymorph spell in the PHB, what makes you think you can gain fire resistance or immunity with the Polymorph spell? You gain extraordinary attacks, but not other extraordinary abilities like defenses, nor supernatural nor spell-like abilities. Sorry my friend. Maybe Addison will be very nice, but PHB Polymorph can't give you any immunity or resistance, even if you could be a dragon.
(Reposted on the Rules Board)
Remsus Kai HP 43/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Tuesday July 13th, 2010 9:14:49 AM
Ahh. I completely forgot about that rule in the Wold.
Tell ya what, I will let you turn into a Red Dragon if you wish, but only a Wyrmling, since the HD for Very Young starts at 11 and you only have 10levels of Sorc. How's that for a compromise?
But yeah, it seems that Cayzle is right and Polymorph doesn't grant resistances to elements huh? How strange, I thought it did as well. But if you read the spell carefully, nothing there for it... though you would gain a breath weapon and fly speed so at least you could get out of the pit. And you gain HP as if you rested for one night, so I don't think you should be at full HP.
Remsus Kai HP 14/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+16=35 ; d100=84 ; d20+13=24 ; d20+13=20 ; d100=32 ; d100=59 ; 3d6+6=18 ; 3d6+3=11 ; d20+10=19 ; d20+10=12 ; 2d4+1=6 ; d20=20 ; d20+14=28 ; Tuesday July 13th, 2010 12:43:50 PM
Spider - does an amazing maneuver, slashing and blinking to get inside the Liontaur's guard. Spider stabs the Liontaur 2 square in the stomach with his bastard sword and rips up, taking out a nice chunk of flesh and innards. The Liontaur2 howls in pain. 30 points of damage. But then Spider has a probem... Liontaur 2 dies after Rathan and Orcus's attacks and therefore has no shadow for Spider to hide in!
Sir John - charges out of the web like a bat out of hell and Lances Liontaur2 right in the chest, knocking the taur back several steps and clearly knocking the wind out of him. 16 more damage. The horse's hoof misses though.
Rathan and Orcus - Orcus crawls back up the side of the wall, singed and burned, but ready to fight. He and Rathan go into a frenzy, slashing the poor injured Laiontaur 2 to little bits. The guy doesn't stand a chance against the onslaught and perishes, the last thing he sees are lots and lots of claws flying at him. Spider now has no Liontaur 2 shadow to hide in.
Speck - Casts eagle's splendor on himself... and then his target is already dead. So go ahead and take two full actions this turn. You may need them.
Lucky - Takes a 5-foot hop to square 14D and casts Sanctuary on himself, not a single creature in the room can overcome a DC 31 will save except on a nat 20, so he is very very safe for now... except from splash damage or area attacks.
Kiri - Gets pushed into the pit of fire and gets burned pretty badly (please update your HP on your header, Casting polymorph should only heal you by your constitution modifier, not all 23 points of damage). Yet she still has the presence of mind to cast Polymorph on herself and fly out of the pit. She assumes the form of a Medium Sized (9HD) Red Dragon and flies above the Ballista and Goblin Skirmisher. Note that Kiri is still invisible as well! The Goblin Skirmisher definitely hears the flapping of wings, but does not see anything and is very confused.
Enemy's turn
The Goblin Bolo Thrower (who has a pie slice) is still Laughing maniacally. He can't help it. That is, until the GoblinWitch3 (who has a pie slice) takes a step over and slaps the Bolo Thrower upside the head extremely hard.
NOW, the Bolo Thrower is back in the right mind, he spins his weapon in the air and throws it at Remsus, hitting AC 35 and getting through his blurr, wrapping the flying Drow in the bolo and dropping him to the ground. (Kiri, your lucky your invisible b/c I would have this guy wrap your wings up if he could see you. =)
Then, Liontaur1, after seeing his friend get butchered by the heroes, sees an opportunity for revenge when he sees the Drow drop to the ground, wrapped in a Bolo. Liontaur 1 unleashes his full fury on the poor disabled Drow, hitting him twice with his Shillegah stick for 29 damage total! Remsus is bleeding profusely and struggles to move as he coughs up blood (only 14HP left)
Goblin Witch 2 Casts Web all over the group of heroes that ganged up on LionTaur2, At the same time, the Goblin Skirmisher ties an Alchemist Fire to a bolt on the Ballista and shoots it directly at the webbing.... Only hit AC 12, so everyone dodges the ballista and the worst of the alchemist fire, but all the webbing catches on fire. Rathan, Orcus, Spider, Sir John, Joshua, and Luckyall take 6 damage from the burning webbing... that didn't work out as well as I had hoped. (I suppose since Rathan and Orcus have teh same hit points, you guys take 12)... No Reflex Save btw.
Finally, the last enemy goes, Goblin Witch 1 looks directly at Kiri and says in Goblin "I see you, you pink-skinned invisible whore!" and she casts Blindness on Kiri, Fort save DC 16 or go blind. When blinded, you can't target spells, but you can rely on other senses to do area spells... with a bit of randomness.
Your TUrn
Remsus doesn't quite know what do to, being wrapped up and beaten to a pulp, he casts Hold Person using Concentration to not provoke an AOO and taking extra concentration to cast it while entangled in the Bolo (Concentration =28). So get this guys, the Liontaur has a +0 will save and the DC is 16... he rolled a nat 20... The Liontaur is unnaffected by Remsus's Hold Person and lifts its club to beat the Drow into oblivion. "HELP" Remsus screams.
Divine (CL 7) 6 lvl 0: 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Conditions: GoblinBoloThrower: Laughing hysterically, cannot make any actions. GoblinWitch1: See invisibility GoblinWitch2: See invisibility GoblinWitch3: See invisibility GoblinSkirmisher: Liontaur1: Rage, Bull's Str, Shiellegah Liontaur2: DEAD
Sir John, AC 26, 83/96, hps, Prot from Evil, Bless Weapon, d20+18=30 ; d8+6=13 ; d6=3 ; d6=3 ; d20+7=8 ; d20+10=21 ; d20+10=28 ; d20+10=25 ; Tuesday July 13th, 2010 2:10:59 PM (Need to update Joshua and my hps since I failed to account for Bear's Endurance cast upon me earlier... So we get 20 hps added since Con is up... (Joshua benefits from share spells ability) New total is 89/96 for me, 72/72 for Joshua...)
Sir John grunts in anger as the fire affects Joshua and him... (6 pts...)
Looking at the tactical situation, he decides to move and attack Liontaur 1, hopefully finishing it off for good... (It looks like to move to G/H 9/10 would take appx 6 squares (30' )... Web takes double though and 3 of my squares are webbed, so it would take 45' rather than 30'... However, Joshua's base speed is 60', so this is easily done...)
He swings his axe with a curse and hits AC 30 for 13 + 3 fire + 3 shock = 19 pts...
Joshua tries to hit it with his hoof too, missing AC 8 though...
Yelling to his companions, he adds, "Somebody help Remsus and someone else needs to get those spellcasters off our tail!!! I'll take care of this beast and you all worry about the Goblin wizards!!!"
Stats Joshua hps = 66/72, 26/26 AC Ride Check to fight = +10 modifer vs. DC 10 = 21... Ride Check to use both hands (1 shield, 1 axe) vs DC 5 = 28... Ride Check for Joshua's AC... 25... 26 is normal so ignore...
Spider AC24/18T/24FF 63/69HP d20+14=20 ; d100=75 ; d8+3=6 ; d6=4 ; d6=3 ; d6=4 ; d6=6 ; d6=3 ; d20+23=43 ; Tuesday July 13th, 2010 5:48:43 PM
Spider turns, charges and springs to the attack on Goblin witch 2 (A18), his bastard sword leading the way to death, then just as quicky he steps away and hides in plain sight. Attack vs GW2: +10base, +2blink, +2charge: Hit AC20 (no dex due to blinking) Miss % 75 Hit 26 damage (6base, +20sneak)
Hides in Plain Sight: 43 (any shadow within 10')
-2AC for charging
Speck AC21/22(Dodge) HP:41/41 Tuesday July 13th, 2010 8:36:22 PM
Quick Question: Wouldn't Kiri need to make a Concentration Check when casting the spell? He is in a pit of fire, and the round he casts the spell he'll take fire damage?
Rathan HP 134/161 - CMD 17 Tuesday July 13th, 2010 9:17:14 PM
( Speck, I think the DM was being generous. )
DM Addison: Yes. I was being nice. But she made the concentration check anyways.
Kiri -- AC17+10 HP42/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+16=19 ; d20+16=35 ; d20+14=21 ; d4+1=2 ; Tuesday July 13th, 2010 9:21:24 PM Concentration Check for the spell. DC = 10 + Half Damage (assuming it's considered continuous when you're in a fire pit). DC = 23. 19=Fail. Use Hero Point to reroll. 35=Success.
Also, since there's been quite a lot of discussion about dragons, I'll use a different form and go with Hippogriff. I've had a change of mind in terms of tactics, and really only need something that can fly and don't want to cause too much more trouble discussing dragons! :)
Fort Save vs Blindess = 21. Success
Does Goblin Witch 1 need to take a 5ft step to A7 in order to have line of sight at Kiri to cast that spell?
Kiri shrugs off the Witches attempt at blinding her, and decides to finally retaliate Cast Summon Monster V. Doh! Could have been 5 elementals, but only 2! Two small earth elementals start to appear At -A7 and B7
Rathan HP 122/161 - CMD 17 d20+11=27 ; d20+20=25 ; d8+9=15 ; d6=2 ; Tuesday July 13th, 2010 9:40:02 PM
Hearing Sir Johns request, Rathan pulls his claws from the dead Liontaur backs up twenty feet. Communicating with Orcus, he touches his friends mind, but finds only primal urges to kill and claw. The wolverine charge towards the remaining liontaur, leaping towards it and slashing madly with it's claws.
"Use your rage well, Orcus!", he shouts, as he rushes the fire pit and leads across.
( 25 foot gap long jump is DC 25. d20 + 7 STR, + 4 bonus for longstrider = 27. (Nat 16)
Landing heavily on the other side of the pit, Rathan snarls and slides to a stop, putting the large barrel between himself and the small sized bolo expert. (Partial cover at P 16? ^_^; )
[ Rathan: Double Move/Jump pit. ] [ Orcus: Charge Liontaur. Hit AC 25 for 15 damage and (2) fire damage. [17 total]
Rathan HP 122/161 - CMD 17 Tuesday July 13th, 2010 9:42:27 PM
( Poor Kiri! Does a hippogriff have either hands to manipulate components or the ability to cast a spell with a somatic component? )
Ok, Speck is a round behind, but anything he would normally choose to do could possibly affect what the enemy just did and things would get real complicated, so Speck will do something that won't affect this last round and then do something this round. Sigh... short people with short legs just can't keep up...
IC: Last round, since the Liontaur died before Speck moved: Speck mumbles "Begone!" and taps himself with a wand and becomes invisible (Wand of Invisibility), then moves to E16
This Round: Speck, moving silently and invisibly, moves to B18, right next to GoblinWitch2. Move Silently d20+12= 26. Note: theres a lot of combat noise going on, yelling, cursing, and so forth too.
With nifty shortsword, he prepares to strike GoblinWitch2. Note: Readied Action: Speck plans to strike when GoblinWitch starts to cast a spell and cause an Unprepared Concentration check. If she does not cast a spell on her turn but does something else, he strikes before her action/move.
Q: would a spellcaster with the Combat Casting be able to use that bonus if attacked when casting a spell when not expecting to be attacked?
A) Would it be safe to say that IF the caster did NOT specify casting on the defensive even though not immediatly threatened, then the bonus for Combat Casting would not apply for the Concentration Check?
B) Would it be safe to say that IF the caster did NOT specify casting on the defensive, thinking himself safe from attack, would then incure an AOO by an invisible attacker adjacent to him?
If B) is the case, then Speck would get the AOO when/if GoblinWitch2 cast a spell on her turn, then an additional attack for his normal Readied Action, right?
If so, here's Speck's AOO attack:
d20+11+2= 28! vs Defender AC (no Dex bonus to AC due to Invisibility) Dmg = 1d4+1 +3d6 = 3 + 7 = 10 Concentration Check DC20.
And here is Speck's Readied Action attack: d20+11 = 29! Possible Crit. for Keen weapon, confirming d20+11 = 28! Crit confirmed! Dmg = 2d4+2 = 5! whoopeeee! A 5 on critical dmg!
DM Addison: Invisibility again? Notice that all the witches have See Invisibility up.
Speck AC21/22(Dodge) HP:41/41 Tuesday July 13th, 2010 11:03:35 PM
Addendum: if only one attack is deemed by the DM, then take the one with the most damage, the first one. :)
Kiri -- AC17+10 HP42/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Tuesday July 13th, 2010 11:55:28 PM If not a hippogriff, then a harpy... as long as it's flying and can cast spells, I'll be happy :)
Rathan HP 122/161 - CMD 17 Wednesday July 14th, 2010 1:51:56 AM
( Speck, Combat casting would go off regardless of the unexpected attack or not, because combat casting only happens when casting defensively.. and if you are casting defensively.. then your typically prepared for anything. It'd be the same if a fighter was walking down a hallway full defensive for no reason at all and got mobbed by a rogue. He'd still get the +4 defense, although he'd be flatfooted and lose dex and shield bonuses.)
Captain Lucky AC1d20+17 HP64 d20+13=28 ; Wednesday July 14th, 2010 10:33:11 AM
Lucky moves 40 feet forward across the bridge with a double move. Balance with two luck points is a +13. No prob, and gets a luck point back. Still sanctuaried, of course.
Sir John, AC 26, 83/96, hps, Prot from Evil, Bless Weapon, Wednesday July 14th, 2010 2:21:16 PM
Checking in... OOC - I've got a big youth group event tonight so I may not be able to do Sir John's post 'till tomorrow AM if the DM's post is later tonight...
Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+11=16 ; d20+9=13 ; d20+9=16 ; d100=18 ; 5d6=16 ; d20+12=18 ; d20+10=26 ; 3d8=13 ; d6=2 ; d20+12=18 ; d20+8=25 ; 3d8+7=23 ; d20+14=28 ; Wednesday July 14th, 2010 4:11:14 PM
Sir John - kicks Joshua up to speed and he charges Liontaur 1 and slashes it across the face with his crazy axe. His movement incurs an AOO (Liontaurs have 10foot reach here), But the Liontaur1's attack bounces off of Sir John's shield harmlessly. (Only hit AC 16). Also, if you don't post, then I will just have you attack the nearest mob so you don't lose a turn.
Spider runs up to Goblin Witch 2 and shanks her in the gut. She curses as her blood litters the floor at Spider's feet.
Kiri turns into a Harpy and flies above the Ballista, then she begins to summon 2 earth elementals. This is a full-round action and they will appear and attack next turn.
Rathan - Please be more specific as to where you send Orcus and what square you move to. Also pay attention to your allies' movements b/c Sir John already occupied the space next to Liontaur1. So I moved you guys around. Nonetheless, Orcus slices into Liontaur 1 and Rathan jumps clean across the fire pit and lands on the other side of the Barrel from the Goblin Bolo Thrower.
Speck - needs to read the conditions of the enemies better. The GoblinWitch 2 sees Speck coming from a mile away. Speck moves to B18 and readies an attack... that is never triggered.
Lucky - A move of 40feet puts you in the middle of the bridge. Luckily Sanctuary prevents anyone from targeting you.
Their Turn
Liontaur 1 - He is badly injured and outnumbered, but he sees that Remsus is very weak and can be easily taken out with one hit. So he swings his Staff twice, only one hits, but then the Liontaur realizes that he is only attacking a Blurr of the Drow Elf! (%miss was 18, huzzah). He stands there defiant against his foes, awaiting the bitter end that he sees coming.
GoblinWitch1 - she sees the elementals taking shape in front of her and fears the beating that will ensue. So she runs to Square B8 and fires of her last spell... a Lightning Bolt that hits Sir John, Joshua, Remsus, and Orcus for 16 poinsts of damage, Reflex DC 16 for half. Remsus makes his save and only takes 8 damage, leaving him VERY BADLY hurt.
GoblinWitch 2 - Badly hurt from Spider's bite and seeing Speck come at her, she is very afraid, so she takes a 5foot hop back out of range and casts Tasha's Hideous Laughter on Speck, Will DC 16 or fall prone and begin laughing, unable to act.
Goblin Skirmisher - Loads the Ballista with another large bolt with an Alchemist fire tied to it and fires it at Sir John. It connects, hitting him squarelly in his chestplate, the fire bursting all over. (Sir John takes 13 piercing and 2 fire damage, DC 15 reflex save or take 1d6 more damage next turn. Also, give me a DC 10+15damage=25 ride check or be knocked off of Joshua by the ballista bolt. I know its not exactly how it works, but I think begin hit by a huge flaming ballitsa bolt while on a horse warrants such a check)
Goblin Bolo Thrower - Is very surprised by Rathan's jumping over the pit to confront him. The Bolo thrower jumps on top of the chest and throws a Bolo at Rathan, hitting Touch AC 18, if it hits, then it trips Rathan off his feet, putting him prone. (I subtracted 4 from the Bolo thrower's attack for you having cover behind the barrel, note he is also on high ground). (Note this guys has a Pie slice)
Goblin Witch 3 - (also has a pie slice). Being the most powerful witch of the bunch, hops on a chest (giving her high ground) and uses one of her last spells, Ray of Exhaustion, shooting it at Rathan, hitting Touch AC 25. Fort Save DC is 17 or become Exhausted, if you make the DC you are only Fatigued. Please look up effects of such conditions.
Your Turn (If Sir John doesn't post, I will have him just get back on his horse and attack Liontaur 1)
Remsus - is near death, so he casts Cure Serious Wounds on himself by loosing a 3rd level cleric spell for 23 points of damage.
Captain Lucky AC1d20+17 HP58 of 64 d20+13=14 ; Wednesday July 14th, 2010 5:53:51 PM
Updating header to include burning Web damage, sorry.
Lucky keeps walking across the bridge. Another balance check with +2 from luck points: A NATURAL ONE!
He loses those two Luck Points, putting him at 4.
What happens? Does he fall if he misses by one? Poor Lucky!
DM Addison: Cayzle, would you pass up this opportunity to take advantage of epic failure rolls if you were me?
Rathan HP 122/161 - CMD 17 d20+4=18 ; d20+13=31 ; Wednesday July 14th, 2010 8:20:40 PM
Prior Round Resolution.
[ Orcus: Save vs DC 18. ] [ Rathan: Prone from Bolo. ] [ Rathan: Fatigued. ]
( DM. If I understand Fatigued correctly, taking an attack action would render me exhausted? With the duration attached to this one... man.. I can't believe my 10th lvl PC was just neutered for the entire module by a goblin with a 3rd level spell.
Holding my turn until I get confirmation on the effects. )
DM Addison: Per the SRD "Fatigued
A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. "
So, the real question is, what would make you become fatigued normally? Sleeping in armor? ANything else?
Speck AC21/22(Dodge) HP:41/41 Wednesday July 14th, 2010 9:21:54 PM
OOC: (Rathan: sounds logical, if the spell caster states casting on the defensive, the CombCast +4 would automatically be added. If the spellcaster does NOT state casting on the defensive, he's vulnerable to AOO whether the attacker is invisible or not.)
Remsus: yeah, see, my original target was the other goblin witch but I change my mind the last minute and forgot this one can see invisible. Oh well, his invisibility would keep others from seeing him and he had to do something that would not have affected the previous actions anyway...
Kiri -- AC17+10 HP42/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+6=17 ; d20+6=16 ; d6+5=8 ; d6+5=10 ; Wednesday July 14th, 2010 9:35:53 PM
The earth elementals lash out at Goblin Witch 1 with small, yet sturdy limbs of solid rock. Elemental 1: Hit AC17 for 8 Elemental 2: Hit AC16 for 10
With Goblin Witch 1 now occupied, Kiri turns her attention to the Goblin Skirmisher. A number of bats start to gather in square O5, P5, Q5, and Q6 Summon Swarm - Bats
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Harpy), Summon Monster V, Summon Swarm
Spells Available to Cast today: Level 0 6 Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 2 (3-1:Summon Monster V)
Captain Lucky AC1d20+17 HP58 of 64 Wednesday July 14th, 2010 9:38:03 PM
Taking any old action while fatigued does not make you exhausted! Only taking actions that cause fatigue make a fatigued person exhausted. For example, if you were a barbarian coming out of rage, you would be fatigued. Then getting hit by something that fatigues you, like saving vs the ray, would make you exhausted. But in fact few things cause fatigue.
Speck AC21/22(Dodge) HP:41/41 d20+7=16 ; d20+11=23 ; d4+1=2 ; Wednesday July 14th, 2010 9:53:25 PM
OOC: With Speck's Readied Action, when goblinwitch2 takes a 5' step back (an Action), that should trigger Speck's readied action, as stated above:
If she does not cast a spell on her turn but does something else, he strikes before her action/move.
She receives: d20+11 = 29! Possible Crit. for Keen weapon, confirming d20+11 = 28! Crit confirmed! Dmg = 2d4+2 = 5! whoopeeee! A 5 on critical dmg!
OOC: this is Speck's second attack roll since the first was calculated with Sneak Attack, wich is irrelevant. I doubt she's dead with the additional 5 hp damage.
Will save: DC16, d20+7=16! HA!
Speck moves from B18 to B19,20,21 then to A21 and takes another swipe at the goblinwitch2.
d20+11= 23, dmg if hit d4+1 = 2
Rathan HP 122/161 - CMD 17 d20+18=34 ; d20+18=38 ; d20+18=33 ; d20+13=28 ; d8+11=16 ; d6=6 ; 2d8+22=30 ; d6=4 ; d8+9=12 ; Thursday July 15th, 2010 1:22:57 AM
(Thanks Cayzle.)
Standing up from prone, Rathan moves to P20, threatening both goblins near him for the time being.
Orcus takes a full attack on the Liontaur, clawing wldly.
[Summar]
[Rathan: Double Move.]
(Stand from prone and move to P 20. This will provoke AoO's. I dont know if a ranged weapon can take an AoO in 3.5)
[Orcus: Full Attack]
Hit AC 34 for 16(claw) and 6(fire). Hit AC 38 (Nat 20) - Confirm on AC 33 for 30(claw) and 4(fire). Hit AC 28 for 12 (bite).
61 slashing / 10 fire = 71 damage total.
(Go giant war badger! So even if Rathan is totally fatigued, he is still half useful, heh.)
Spider AC24/18T/24FF 63/69HP d20+14=21 ; d100=73 ; d8+3=11 ; d6=2 ; d6=5 ; d6=3 ; d6=5 ; d6=6 ; d20+23=36 ; Thursday July 15th, 2010 3:09:28 AM
Spider charges and springs forward once more to the attack on the Goblin Witch(#2), sliding his blade into it, then springs back to where he was, hiding in plain sight once more near the shadows. Attack GW2; +10base, +2blink, +2charge: Hit AC21 (no dex to AC) Miss % 73 Hit 32 damage (11base +21sneak)
Hide in Plain Sight 36
Captain Lucky AC1d20+17 HP58 of 64 d20+17=19 ; Thursday July 15th, 2010 5:58:12 AM
Oh, I forgot my AC roll this round, although I hope my sweet sanctuary makes it moot. AC19.
"DM Addison: Cayzle, would you pass up this opportunity to take advantage of epic failure rolls if you were me?" -- LOL! I simply trust my kindly DM to be fair in all his rulings! :-)
Sir John, AC 26, 75/96, hps, Prot from Evil, Bless Weapon, d20+18=19 ; d20+13=20 ; d8+6=11 ; d6=1 ; d6=6 ; d20+7=20 ; d20+2=12 ; d20+2=17 ; d6+5=10 ; d4+3=6 ; d20+8=24 d20+8=25 d20+12=25 Thursday July 15th, 2010 9:25:28 AM
Sir John sees that his foe is almost vanquished, and with a look of utter disdain for such a pathetic creature, he tries to finish the job quickly and painlessly, cutting his foes neck into two...
Attack 1 = Miss (Nat'l 1)... Attack 2 = Hit AC 20 for 11 + 1 fire + 6 shock = 18 dmg
Joshua is now free to bite and kick at the same enemy...
Bite = Hit AC20 for 10 pts Hoof 1 = Miss AC 12 Hoof 2 =Hit AC17??? for 6
DM Addison: Please roll your and Joshua's reflex save for the lighting bolt and apply either 8 or 16 damage, depending on whether you guys make the save or not. Also, roll the Ride check and take the damage that I posted in the last combat round for you...
Ken - Sorry, I missed all that in the DM's post and only caught that the first attack missed... Here are the rolls...
1. Save vs. DC16 - Reflex vs Bolt = 24... Joshua = 25... So both made it... Takes 8 and none next turn? Joshua takes none since he has improved evasion...
2. Ride Check to stay in saddle... barrrrrely made it... 25... SJ manages to stay in saddle despite bolt that tore into him...
OK, I think I got everything... 2 ST's, ride check, damage from ballista...
Stats Joshua hps = 66/72, 26/26 AC
Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+10=16 ; 3d8=22 ; d6=1 ; d6=2 ; 4d4+4=13 ; 4d4+4=16 ; d20+16=19 ; Thursday July 15th, 2010 10:26:53 AM
Lucky - Lucky tries to cross the bridge by balancing across it, but fails miserably and falls. Luckily (heh, see what I did there?), he catches on to the wooden and rope bridge just in time and is now dangling from his pinky fingers as flames lap up his leg.
Kiri - Neither of the Earth Elemental attacks hit. Nonetheless, Kiri summons a swarm of bats to surround the Goblin Skirmisher...
Speck - Does 7 damage total to Goblin Witch 2. She still stands.
Rathan and Orcus - Orcus still needs to apply the damage from making the save on the Lightning bolt... unless it has evasion. Nonetheless, Orcus finishes off the Liontaur in a fury of slashes and bites. Pieces of the kitty flutter into the fire pit. Rathan, fatigued, stands up from being tripped and moves to threaten both the Goblin Witch and the Bolo Thrower. Ranged weapons do not threaten any squares, but the witch does. She tries to stab you with a dagger.... and misses horribly (hit AC 8)
Spider - Stabs Goblin Witch 2 right in the gizzard and she drops, cursing the whole way down. Then Spider jumps back into the relative safety of shade.
Sir John and Joshua - Please roll your Reflex save vs DC 16 for the lightning bolt and apply damage accordingly. Also, please post an alternative action whenever an ally who is attacking the same monster as you does 70HP of damage to it in one turn. Turns go by posts, whoever posts first goes first, Orcus killed the Liontaur already... so you can go again next time. Also, you were hit very hard last round with a flaming ballista bolt that could have knocked you off of Joshua... and you take 2 more fire damage this round for not trying to put out the fire on you.
Their turn
Goblin Skirmisher - Really really REALLY wants to shoot at Lucky, dangling there, but she cannot will himself to do so... literally, Sanctuary got her. But she CAN attack the wooden bridge! She shoots a firey ballista bolt at the bridge, hitting it for 23 damage. The bridge shakes violently as ropes snap and planks of wood shatter.. then, HALF THE ROPE BRIDGE COLLAPSES, leaving only one side still attached to both ends of the fire pit. Lucky hangs in the balance as the wooden planks are completely vertical and most of the rope is on fire. DC 20 climb check to get up and then DC 22 balance check to walk the rest of the way across. (Each one takes a move action)
Goblin Witch 3 - Takes a 5-foot hop back from Rathan and blasts him with Magic Missile for 13 damage.
Goblin Witch 1 - She does not like these earth elementals around her, so she takes a 5-foot hop away and shoots Magic Missile at Orcus for 16 damage.
The witches laugh as they hit both ends of the Lost Child with the same spell at the same time.
Goblin Bolo Thrower - takes a 5-foot hop back from Rathan and throws ANOTHER Bolo at him, hitting Touch AC 19. If that hits, then you are tripped again... this is what you call a one-trick goblin.
Your Turn
Remsus - Sees Lucky dangling from a flaming collapsing bridge over the fire and casts Resist Energy: Fire on Lucky! You now resist like the first 20 points of fire damage.
Divine (CL 7) 6 lvl 0: 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Conditions: GoblinBoloThrower: GoblinWitch1: See invisibility GoblinWitch2: DEAD GoblinWitch3: See invisibility GoblinSkirmisher: Liontaur1: DEAD Liontaur2: DEAD
Sir John, AC 26, 75/96, hps, Prot from Evil, Bless Weapon, Thursday July 15th, 2010 2:48:28 PM (Addison - I updated my post above and will take 2 dmg for this turn from the fire...
The alternative for me last turn is to double move across the bridge (if it would hold Joshua... Not sure on that... Would depend on how the bridge look) and take on the goblin guy at the ballista... I'd probably have to dismount when I got near him... SINCE this was before the skirmisher shot the bridge... I should be able to make it across before it blew up... I'll put up the rest of my post in a few minutes... )
DM Addison: No problem, just note that it is a DC 15 balance check to cross the bridge... that is before it collapsed. Also, please make your character sheet viewable through your header so I can roll saves and stuff for you if I have to.
Spider AC24/18T/24FF 63/69HP d20+23=39 ; Thursday July 15th, 2010 3:37:05 PM
Spider moves as fast as he can towards H21, then hides in plain sight amongst the flickering shadows. Double move
Hide in plain sight 39
Still Blinking
Sir John, AC 26, 73/96, hps, Prot from Evil, Bless Weapon, d20+18=36 ; d20+13=27 ; d8+6=9 ; d8+6=14 ; d6=5 ; d6=3 ; d6=3 ; d6=2 ; Thursday July 15th, 2010 4:40:02 PM
Standing next to? the annoying little goblin, Sir John sweeps his axe in a low blow across its knees, hoping to knock it down a few feet of height or cripple it, as well as setting and fire and electrocuting it...
Att 1 = AC 36 for 9 + 5 fire + 3 shock = 17 Att 2 = AC 27 for 14 + 3 fire + 2 shock = 19
Total = 36 pts...
Stats Joshua hps = 66/72, 26/26 AC Sir John hps = 73/96, 26/26 AC
Captain Lucky AC1d20+17 HP58 of 64 d20+10=25 ; d20+15=21 ; d20+17=32 ; Thursday July 15th, 2010 6:04:46 PM
Lucky does his best to struggle up the ruins of the bridge.
DC 20 climb check ... Lucky has a +7 to his climb checks ... and he'll pump 3 of his remaining 4 luck points into the check ... so at +10 ... a 25! Sweet! Lucky climbs! and he gets back a luck point.
But then a DC 22 balance check ... Lucky has a +11 on balance checks, and he pumps 4 of his remaining 5 luck points into the roll ... so at +15 ... a 21! Ah! He misses by one and loses all 4 of those luck points, leaving him with just one point left!
What happens to poor Lucky, having missed his balance check by 1 ... yet again!?!
OOC: Thanks for the fire resist! I may need it!
=====
AC for next time it is needed: 32 after making a DC31 Will save to attack Lucky.
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 6 rounds left. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 1
Speck AC21/22(Dodge) HP:41/41 Thursday July 15th, 2010 8:35:59 PM
OOC: before I post i got a question. Q: from the map, it does not look like the fire pit goes from wall to wall. It looks like there's a 5' gap no each side. Is this correct?
A:... DM Addison: I like the way your thinking. Yes. You can jump to the spaces in between the brazeers quite easily. I think it would take a couple of move actions to get all the way accross, but yeah, go for it. What's the DC on a 5 to 10 foot jump?
Rathan HP 81/161 - CMD 17 d20+16=36 ; d20+16=34 ; 2d6+14=22 ; 2d6=8 ; d6=4 ; d20+13=31 ; Thursday July 15th, 2010 8:58:08 PM
Grumbling and Feeling weak, Rathan stands again from prone and adjusts himself to R20. Swinging a large fist at the goblin bolo thrower, he hopes to end the little nuisance in one blow! His tear of viciousness backlashes him with some pain, but the crunch of the goblin is worth it.
Hit AC 36 (Nat 20) and confirm on AC 34? 22 (claw) and 8(tear) with 4 (backlash).
Orcus's foe dismembered before him, the large wolverine back up and a running start and leaps the fiery chasm as well, landing heavily before continuing towards the next accessable foe.
Jump: 31 vs DC 25 success.
( End at O-15 )
Speck AC21/22(Dodge) HP:41/41 Thursday July 15th, 2010 10:54:44 PM
Speck takes a double move and ends up at D17 (if I read correctly where the door to this room is).
Kiri -- AC17+10 HP42/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+6=8 ; d20+6=18 ; d6+5=10 ; d6=5 ; d20+16=24 ; Thursday July 15th, 2010 11:02:34 PM
Elemental 1 lumbers to C8 and swings wildly at Goblin Witch 1 (miss!) Elemental 2 steps to B8 swings a mighty fist at Goblin Witch 1 (Hit AC18 for 10)
Concentration Check to keep the bats: 24 - success Thousands of bats now encircle the Goblin Skirmisher. The goblin takes 5 points of damage, and starts to bleed. Bats now occupy squares: O6, P5, P6 and Q6. 5,000 bats may do something to the goblins vision?
Kiri decides to put some space between her and the swarm of bats. She flies and hovers over the large wooden table Move to P11
Notes on the Bat Swarm: Distraction Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Wounding Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Harpy), Summon Monster V, Summon Swarm
Spells Available to Cast today: Level 0 6 Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 2 (3-1:Summon Monster V)
Sir John, AC 26, 73/96, hps, Prot from Evil, Bless Weapon, Saturday July 17th, 2010 10:24:07 AM
Checking in...
Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Saturday July 17th, 2010 5:03:17 PM
I'll make the post before Sunday.
Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+5=25 ; d20+6=15 ; d6=6 ; 4d6=9 ; Saturday July 17th, 2010 10:27:29 PM
Round 12 of 40
Spider - moves next to the brazeer, intending to jump/climb over it and cross the pit that way... blinking and hiding in shadows the whole way. Good thinking. Just give me like a DC12 jump check and a DC 15 balance or climb check per move action to cross.
Sir John - moved across the room before the bridge fell... pending a DC 15 balance check from his horse. Then, he marches up to the closest Goblin (I suppose you wanted the Goblin Skirmisher? But shes covered in bats now, so howabout the Bolo Thrower?) Sir John plunges his axe into the Bolo Thrower's thigh as he stands on the treasure chest, exposing bone marrow and sending jolts of electricity and flame throughout the room. The Bolo Thrower yelps in surprise and pain.
Speck - moves
Lucky - he climbs up on the single rope and tries to balance himself with his feet on the sideways wood planks. Flames lap up at him and the rope of the wooden bridge is catching on fire. It won't hold on long, and unfortunately Lucky cannot balance himself enough to move this round.
Rathan - punches the Bolo Thrower in the jaw... and his jaw flies into the fire pit with a woooosh. Did you also account for the penalties for being Fatigued? -2 to str etc. Orcus jumps over the fire pit.
Kiri - both of the earth elemental's attacks miss. The bats begin to slowly eat the Goblin Skirmisher. She rolls a natural 20 on the Fort save so she is not nauseated.
Their turn
Goblin Witch 1 - Running low on magic and will to fight, she whispers in Goblin Highlight to display spoiler: {"You can't hide from me!"} She Casts Glitterdust on Kiri. Will DC is 15 to close your eyes in time and not be blinded. But you are glowing golden nomatter what.
Goblin Witch 3 - She sees her sister's plan and thinks of a good one for herself as she casts Touch of Idiocy and lunges at Sir John, hitting touch AC 15. If that hits, you take 6 penalty to your Intelligence, Wisdom, and Charisma scores!
Goblin Skirmisher - Surrounded by bats and bleeding, She freaks out and begins spinning in circles, throwing Alchemist fire everywhere. This deals 9 damage to both Kiri (Reflex DC 15 for half) and her swarm. But more importantly, the door that you must go through is BURNING. As a matter of fact, this whole room just might go up in flames it seems. The fire is spreading unnaturally fast! Speak Goblin Highlight to display spoiler: {"You will burn in this room with me! You will never collect all the pie pieces!"} she squeels
Your Turn
Remsus ; "No problem Lucky, lets get the hell out of here." the Drow says as he flies through the air to Lucky and tries to help him get his footing so he can balance across the burning rope bridge. Lucky gets a +2 to his balance check. I would just grab you and fly away with you in my arms... but Remsus's strength is too low and the Fly spell says you can only hold up to your max load. How much does Lucky weigh?
Divine (CL 7) 6 lvl 0: 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Conditions: GoblinBoloThrower: DEAD GoblinWitch1: See invisibility GoblinWitch2: DEAD GoblinWitch3: See invisibility GoblinSkirmisher: -6hp and in swarm of bats. Liontaur1: DEAD Liontaur2: DEAD
Look at the map, if it looks like it may be on Fire, then it is...
Spider AC24/18T/24FF 63/69HP d20+23=33 ; Sunday July 18th, 2010 12:06:58 AM
It would be slow going, but spiders were never that fast. Spider turned his body slightly and began walking on the wall on his left thanks to his slippers of spider climbing (which looked more like boots cause he's not some ballerina in slippers, although he does dance a bit :) and moved Southward towards his prey. Knowing he wouldn't reach him quickly, Spider activated the Brahmah spell of Magic Stone in his left hand after pulling out three small stones he had in his pocket as he moved through the flickering shadows.
Spider Climb to L21 (20' move)
Cast Magic Stone via Brahmah tattoo
Hide in plain sight 33
Kiri -- AC17+10 HP37/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+11=22 ; d20+7=18 ; d20+16=27 ; Sunday July 18th, 2010 2:48:55 AM Questions to DM: Who is Keela, how high is the room, and how high are the flames? Also, on the map the elementals had moved to C8 and B8
Ref Save vs DC15: 22 = Kiri Success, 18 = Bat Success. Kiri takes half dmg. As does the swarm of bats Concentration check to keep the bats around, assume DC15: 27 = Success
Will post more when I have answers to the questions...
DM Addison: Keela is the wizard in another game that I am playing in. Sorry, hard to keep my peepz straight. Yeah, I forgot to move the elementals, but the goblin witch was just gonna 5-foot hop to avoid AOO anyways. And the room is about 20feet high. The flames are crawling up the sides, but as long as you stay away from the walls you should be able to avoid them... but if you stay at the top of the place, the smoke will make you nauseated unless you pass a DC 15 fort save.
Captain Lucky AC1d20+17 HP58 of 64 d20+13=18 ; Sunday July 18th, 2010 5:40:17 PM
Lucky says, "Thanks, neighbor!" He tries that Balance check again, at +2 ... at +13 using no luck points ... an 18! Alas! Missed by 4 this time.
Kiri -- AC17+10 HP37/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+13=33 d20+6=12 ; d20+6=15 ; d6=6 ; d20+14=23 ; Sunday July 18th, 2010 9:19:26 PM Thanks DM! I sortof expected the Glitterdust was targetted at me, but one can hope :)
The earth elementals continue pursuing the fleeing Goblin witch, each taking another 5 ft step towards her. Their arms flailing wildly, they continue to miss their target (Hit AC12 & 15 - Missed on both counts)
The bats (8 out of 13HP remaining), however, are hungry. Their teeth are sharp and the goblins blood is fresh. The goblin skirmisher takes 6 damage and continue to bleed, losing 1hp per round.
Kiri turns just in time to see one of the witches cast a spell directly at her. Whilst not blinded by the spell (Will Save: 33!!!) her glowing outline is now clearly visible.
Concentrating to keep the bats pestering the goblin skirmisher, Kiri moves away from the growing flames - but not before being slightly scolded. She stays aloft, coughing on the smoke, but ok. Fly to R16. Fort check for nausea from smoke: 23 - success
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Harpy), Summon Monster V, Summon Swarm
Spells Available to Cast today: Level 0 6 Level 1 3 (7-4:Summon Monster I, Mage Armor, Protection from Evil, Shield) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 2 (3-1:Summon Monster V)
Speck AC21/22(Dodge) HP:41/41 d20+15=32 ; d20+15=32 ; 2d4+2=6 ; 3d6=7 ; Sunday July 18th, 2010 11:32:49 PM
Speck looks around and decides to be dashing. He Charges goblinwitch1, who seems to be evading two elementals.
Charge to D10
d20+11+2(charge)+2(flanked) = 32! Possible Crit (keen weapon) d20+11+2+2=32! crit confirmed!
Sir John, AC 26, 73/96, hps, Prot from Evil, Bless Weapon, d20+1=8 ; d20+1=2 ; Monday July 19th, 2010 10:51:53 AM Balance Check for Joshua to skitter and tip toe (if a horse can do that...) across the bridge...
HOWEVER... Joshua doesn't make it (ignore 2nd roll, PC slow and I hit 2x by accident) and both rider and mount trip into the pit... (Last round... - let me know the dmg we take...)
This round, Sir John will stand (move action), brush himself off and take another move to begin climbing out of the pit...
Remsus Kai HP 28/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 5d6=23 ; 2d6=9 ; d20+5=6 ; d20+10=14 ; d20+9=15 ; d20+9=29 ; Monday July 19th, 2010 5:11:50 PM
Round 13 of 40... the clock is ticking.
Spider - Runs along the wall much like a spider would... and he casts Magic Stone.
Lucky - Cannot bring himself to cross the bridge as it sways and creaks under his weight and the fire. Then, suddenly, the BRIDGE COLLAPSES! Lucky goes tumbling to the bottom of the pit, but only taking 3 fire damage, since Remsus's Resist Fire protected 20 points of fire damage. DC 15 climb check to get out of the pit.
Kiri - Is glinting golden, and she flies to the wall of the room... which I mentioned to avoid. The fire spreads in her direction. If you remain next to the wall you will take fire damage next round. For now, just give me another DC 15 fort save or be nauseated. The bats, on the other hand, take 18 fire damage (swarms double damage), or DC 15 save for half.
Speck - Charges GoblinWitch1 and shanks her in the side. She still stands though.
Sir John - Falls to the bottom of the pit on his horse for 23 fire damage to both. Sorry for the confusion though, just trying to follow the module rules. DC 15 climb check to get out of the pit.
Their turn
Goblin Skirmisher - Rolls a nat 1 on her fort save, so is nauseated, and thus cannot make but one move action this turn. She runs underneath the tapestries on the side of the wall and hides (DC 14 spot to find her... but you know she is under the burning tapestries)
Goblin Witch 1 - Being outnumbered, surrounded, and low on HP and spells, she thinks that there is probably only one more action she can take before she meets her god of choice. She pulls out a tiny pearl and whispers a prayer. A spell she recently casts comes back to her and she casts it again. (29 on the concentration check, no AoO). Glitterdust flies all over her and the enemies surrounding her! DC 15 will save or be blinded!
Goblin Witch 3 - Sees the room burn down around her and knows the end is near. "You shall never escape!' she shouts as she casts her final spell: Arcane Lock... on the only exit, the large wooden door. What SHALL YOU DO?
Also, the FIRE SPREADS EVEN FURTHER! Smoke fills the room and thus your lungs. Look at the map, if your character is on a space that is on fire, you take 9 damage, or reflex DC 15 for half (4). If you are not in the fire (or flying above it), then roll a DC 15 fort save or be nauseated for one round due to smoke inhalation.
Your Turn
Remsus - success on his Fort save, so he is not nauseated. "Let's get OUT OF HERE" Remsus shouts. He casts Create Water on the large wooden door, putting out the fire for a few seconds, and then he flies over there, trying to pry it open. But the door knob is melted and he is unable to budge the large door with his feeble arms. "Oh, what I would do for a Ring of the Ram right now." Remsus moans.
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Conditions: GoblinBoloThrower: DEAD GoblinWitch1: -13 hp, See invisibility GoblinWitch2: DEAD GoblinWitch3: See invisibility GoblinSkirmisher: -13hp and in swarm of bats. Liontaur1: DEAD Liontaur2: DEAD
Spider AC24/18T/24FF 63/69HP *BLINK* d20+14=28 ; d8=1 ; d6=3 ; d6=3 ; d6=3 ; d6=5 ; d6=3 ; d20+23=25 ; d100=75 Monday July 19th, 2010 6:48:09 PM
Spider walks a few steps more then spring charges to attack the Goblin Witch (#3) with his bastard sword, shanking her in the back, then moving back to hide once more in the shadows. Spring to N21
Attack vs GW3: +10base, +2blink, +2charge; Hit AC28 (no dex to ac) 21 Damage (4base, +17sneak) Miss% 75 Hit
Spring back to M21
Hide in Plain sight 25
Kiri -- AC17+10 HP37/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+14=19 ; d20=13 ; d20=12 ; d4+1=5 ; d4+1=2 ; d4+1=4 ; d4+1=4 ; d4+1=5 ; d20+16=19 ; Monday July 19th, 2010 7:41:47 PM Fort save: 19 Kiri coughs on the smoke rising around her, and flies away from the wall Move to Q15
Both elementals are blinded by the Glitterdust spell, and the shrill of the bats indicates they have perished in the flames. Not a good day for summoned creatures.
Not having to concentrate on the swarm any longer, Kiri unleashes a barrage of magic missiles against the large wooden door. 20pts damage. Not sure if a concentration check is needed, but rolled 19 just in case
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Polymorph (Harpy), Summon Monster V
Rathan HP 73/161 - CMD 17 d20+9=13 ; d20+9=22 ; d20+6=17 ; Monday July 19th, 2010 10:18:34 PM
Rathan and Orcus move together, meeting up near the wooden door and try to break it down.
Rathan: Aid another: Success
Orcus: Break DC 24
Rathan and Orcus save for half damage.
Captain Lucky AC1d20+17 HP58 of 64 d20+8=18 ; d20+17=20 ; Monday July 19th, 2010 11:40:16 PM
Climb check to get out ... DC15 needed, using his last luck point ... An 18! Yes!
Lucky climbs out of the pit. And gains a luck point. He moves toward the door as far as his move will take him.
=====
AC for next time it is needed: 20 after making a DC31 Will save to attack Lucky.
Current hit points: HP55 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 4 rounds left. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 2
Sir John, AC 26, 50/96, hps, Prot from Evil, Bless Weapon, d20=2 ; d20=19 ; Tuesday July 20th, 2010 10:26:36 AM
(Last round...) Sir John curses as he falls into the pit and suffers severe burns.... Since it's going to be hard to climb out, he takes his rope and grappling hook out and throws it to the nearest point on the enemy side... He first tries to see if he can tie the rope around Joshua (use rope?) but no luck... Use Rope= 2... Since Joshua is going to be much harder to rescue he must sadly be sent back so Sir John dismisses him...
(This round... Finally catching up...) Sir John begins pulling himself up the rope, trying to get to a safe point out of the fire... (Is this a DC 10 now that I'm pulling up a rope? My first goal is to get out of the fire... Climb = 19.) Once he gets out of the fire, he'll call one of his allies and yell, "Give me a hand getting out of this mess!!! I'm not in the mood to be barbecued!"
Remsus Kai HP 21/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 2d6=7 ; 5d6=9 ; 2d8+1=5 ; 3d8(7+2+1)+7=17 Tuesday July 20th, 2010 3:19:17 PM
Round 14 of 40
Everyone takes 7 fire damage for walking through or standing near fire this turn. Well. except for lucky. The fire spreads even further. It seems the entire room will collapse soon.
Spider - crawls up and stabs Goblin Witch #3 in the back. She squeals in pain as the sword bites into her. She is clearly on the brink of death, bloody and desperate.
Kiri - Shoots a Magic Missile at the door. The dense wood splinters and cracks under the spell, clearly moving in the right direction, but it does not destroy the door enough for anyone to get through.
Rathan - Orcus and Rathan resolve to a more finesse way of handling the door. Together they try to bash it down. The door splinters but the hinges stay intact. There is a hole through the door now wide enough for a small person to barely squeeze through to the other side with a DC 15 Escape Artist check. A medium person would need to make a DC 20 escape artist check to squeeze through the hole. You can see through the hole that there is another hallway that is free from the fire beyond the door.
Lucky - And then he moves as close to the door as possible
Sir John - Takes 9 more fire damage in the pit for the time it takes him to dismiss his horse and throw the grappling hook. He finally climbs out of the pit, scorched, burned, and his armor partially melted.
Their Turn
Goblin Witch 1- Now completely out of spells, exhausted, and surrounded, the Goblin Witch sees the fire approaching and decides to make a run for her hidden room. Full withdraw action. Desperate times call for running. She runs into the eastern secret room (Provoking an AoO from Speck only) and slams the door behind her.
Goblin Skirmisher - quickly notices that her tapestry she is hiding under is on fire. She crawls from her hiding place and scales the wall to the west side, trying to get back across the fire pit to escape the pink-skins. She runs through fire, burning herself badly on the way, but downing some healing pots while she's running.
Goblin Witch 3 - Now severely hurt and near death. She says a prayer to her profane god as she says in common, "You may have won the battle, but we shall win THIS war." she says as she jumps into the fire pit with the PIE SLICE still around her neck. Now, if you want to complete the module, you must rescue the pie slice as well.
The other Pie Slice resides on the corpse of the Bolo Thrower
Your Turn
Remsus sees the witch with the Pie Slice jump into the pit. "Oh my gods... Lucky, you are the only one who can survive going down there and getting it since you have my spell on you!" Remsus shouts as he flies to the Bolo Thrower and pulls the Pie Slice from around its neck. Then Remsus casts a healing spell on Sir John for 17 points of healing goodness.
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Conditions: GoblinBoloThrower: DEAD GoblinWitch1: -20 hp, See invisibility, Hiding in secret room. GoblinWitch2: DEAD GoblinWitch3: DEAD IN THE PIT GoblinSkirmisher: -15hp. running along the wall. Liontaur1: DEAD Liontaur2: DEAD
(Google Docs is giving me trouble with the map. It says "unable to read file" when I try to upload the Paint file... any ideas?)
Spider AC24/18T/24FF 560/69HP *BLINK* d20+23=24 ; d20+19=32 ; Tuesday July 20th, 2010 4:24:21 PM
Spider runs up to and through the locked door, "I'll unlock it from the other side!" Double move if necessary
Blink through the door, which should be less than 5', so no damage.
Spider should only be taking half damage from the fire since he's only corporeal half the time, right?
If it's locked and can be unlocked by turning a bolt, Spider will do that then hide.
if he can't, then Spider will Open Locks on it asap (maybe next round if he had to do a double move), then hide.
Open Locks 32
Hide in plain Sight 24
Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Tuesday July 20th, 2010 4:40:30 PM
Sir John is burned more from the leftover flames on his armor, but the healing manages to offset some of his injuries. To Remsus, he says, "Thank you my friend, your healing was timely."
Since the pie slice isn't going anywhere (since Goblin 3 is dead and the pie is in the pit), Sir John turns his attention to the door Spider is trying to get through. He runs over to it and if Spider can't get it open, he'll charge and either bash it with his axe or simply use his considerable bulk and fully armored weight to knock it down...
It seems that his bulk and fully armored weight could be able to at least knock the door loose or open if Spider can't get it open... Let me know what rolls I need to make...
If Spider manages to open the door, Sir John follows immediately behind, ready to attack the goblin that's escaping... (Again, if she's there, I'll roll my attacks if needed...)
Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap 2d8+3=13 ; Tuesday July 20th, 2010 8:51:32 PM Assuming the door has been opened, either by Spider opening it, or by Sir john smashing it...
Uncertain if earth elementals feel pain, Kiri elects to dismiss them from her service with her gratitude.
With the room well alight, she flies through the now open door to the relative safety on the other side, where she resumes her natural form. She then hastily reaches into her pocket for a potion to reduce some of her pain Cure Moderate Wounds: 13
Question to DM: How long will the Glitterdust spell remain in effect on Kiri?
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust on self
Rathan HP 73/161 - CMD 17 d20+7=16 ; d20+9=18 ; Tuesday July 20th, 2010 11:50:14 PM
Rathan and Orcus follow through the door, smashing it again if necessary.
Rathan - Aid another - Success
Orcus - Smash Door - DC 20
Captain Lucky AC1d20+17 HP58 of 64 d20+2=8 ; d20+19=26 ; Wednesday July 21st, 2010 12:14:57 AM
"Jump into the firey pit of death? Good idea! I'll do it!"
Lucky backtracks and jumps down to get the pie slice. His jump check to go down is an untrained +2, but IIRC he gets a +2 synergy bonus from his ranks in Tumble. He gets an 8!
After picking himself up, he looks for the pie slice. If it is obvious, great. If not, he searches for it. Search 26.
Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Wednesday July 21st, 2010 10:17:18 AM
(OOC = Hey guys and gals... I'll be gone from 24 - 31 July on a church mission trip, where I'll be leading a bunch of High School youth to Cleveland... I'll try to post in the evenings if we have Inet access...)
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 5d6=17 ; 3d8+7=20 ; Wednesday July 21st, 2010 10:56:08 AM
Round 15 of 40
Spider - Yeah, only half damage b/c of Blink. Spider manages to blink his way to the other side of the burned and splintered wooden door. When he gets there he begins working on the locking mechanism. The only problem is a large ghostly-looking lock that is glowing blue and green. It must be from the Arcane Lock spell that the last witch casted before jumping into the fire. Luckily, with all the beating the door has already received, combined with you yanking at the lock that was holding it all together, the door falls down... literally. It falls to pieces and ash in front of your eyes.
John - You would need to roll either an attack damage roll or a bash DC to try to knock the door down. Doesn't matter, you guys got through.
Kiri - Glitterdust will last for the next 6 turns. Go ahead and start a countdown.
Rathan and Orcus - With one final blow, at about the same time Spider breaks the arcane lock, the door comes crashing down all around you.
Lucky - Lucky jumps into the fire pit and immediately begins searching for the amulet. His search check was just high enough so that he spots it under the burning corpse of the Goblin Witch. Lucky grasps it, and puts it in his pocket. Now he must think about getting out of the pit. DC 15 climb check.
The room behind you is collapsing in a torrent of flame, smoke, and ash. The hallway before you is extremely safe and actually kind of air conditioned. Everyone... except for Lucky and Speck are safe right now.
The hallway you stand in is very dark and dank... almost wet, like the air is somehow liquid. You walk forward and it almost feels as if you are swimming... how ominous. You can only see a few feet in front of you, and that is because of the light from the burning room... unless you have dark vision.
Your Turn
Remsus shouts, "Hurry up Speck and Lucky before the room collapses!" back into the other room. He also casts another Cure Serious Wounds on himself this time.
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Spider AC24/18T/24FF 560/69HP *BLINK* Wednesday July 21st, 2010 3:48:46 PM
With a smile behind his cowl, Spider says boastfully, "See, I told ya I'd get that door open!"
Captain Lucky AC1d20+17 HP58 of 64 d20+17=22 ; d20+9=20 ; Wednesday July 21st, 2010 8:49:25 PM
Gripping the pie slice, Lucky throws his last two Luck points into a heroic climbing effort ... a 20! He makes it! Lucky moves to the door as fast as his stubby legs will carry him!
=====
AC for next time it is needed: 22 after making a DC31 Will save to attack Lucky.
Current hit points: HP55 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 2 rounds left. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 3
Rathan HP 73/161 - CMD 17 d20+17=29 ; d20+16=30 ; Wednesday July 21st, 2010 10:20:46 PM
Rathan gently pats Orcus and breathes deep, trying to catch any specific scents in the "Air." As the others come together, he takes a moment to face the others.
"Orcus and I are hurt. We need help if it's possible. Otherwise we will do what we can."
[ Survival = DC 30 ]
Speck AC21/22(Dodge) HP:41/41 Wednesday July 21st, 2010 11:29:01 PM
OOC: sorry to have missed posting. Looked on Monday and there wasn't one yet, then got tied up and didn't make it. Then on Tuesday the Woldian server wouldn't let me.
DM: with the witch he was attacking running away, Speck would have moved towards the other side. I don't know where ALL the fire is, but he has Slippers of Spider Climbing, so he'll take a deep breath and hold it (so he won't breathe in any smoke), then RUN up the wall and across the ceiling, or run along the East wall, whichever has less fire.
That should be two rounds. If allowed to RUN (speed x4) across the ceiling or along the walls, that would be 80' of move, or in not Run, then double move for two rounds (80').
If that's not enough to get him across (tell me what saves he needs) he'll cast Expeditous Retreat. That should do the trick.
Just let me know where he ends up after two runds of running or double moving using his slippers, Safe on the other side of the door or doomed. :)
Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Thursday July 22nd, 2010 1:51:56 AM
Still coughing some of the smoke from her lungs, Kiri will stand wait by the door for the rest of the group - watching as Lucky both jumps into and out of the fiery pit.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (6rnds)
Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Thursday July 22nd, 2010 11:13:20 AM
A bit frustrated that the last enemy got away, Sir John is relieved as he sees Lucky and Speck make their escape. Since it's hard to see in the hallway, Sir John pulls out a sunrod and ignites it to see the area clearer...
Speck AC21/22(Dodge) HP:41/41 Thursday July 22nd, 2010 10:17:01 PM
OOC: sorry about that, it was very late and I was in a hurry. I'll change my action.
Speck AC21/22(Dodge) HP:41/41 d20+18=24 ; d20+14=30 ; Thursday July 22nd, 2010 10:30:21 PM
Speck casts Expeditious Retreat boosting his speed to 50', then, with a running start, attempts to jump the fire pit.
DC25 d20+9+8(Speed bonus)+1(near Lucky)= 24!
Didn't clear it but rolled within 5' so DC15 Ref to grab edge.
DC15 Ref d20+13+1(Lucky)=30!
Speck's little legs make a might leap over the fire pit and just barely makes it to the far edge. His nimble fingers grab hold of the edge of the pit and with the aid of some nifty slippers, he scrambles up and out.
Next round: He holds a hand out to Lucky and helps him up then trots to the busted door.
Rathan HP 73/161 - CMD 17 Thursday July 22nd, 2010 10:46:01 PM
( Checkin in )
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 4d8+7=22 ; Friday July 23rd, 2010 4:28:10 AM
Round 16 of 40
Most of the heroes bounder into the new hallway in various ways. Remsus flies in and delivers some healing magic to Rathan... healed for 22 points of damage.
Speck runs and jumps and catches onto the ledge of the fire pit. He pulls himself up and it will only take one more turn for him to run through the door of the collapsing burning room. Lucky also makes it into the new hallway.
Sir John, although loosing his steed for the time being, has the presence of mind to light a sunrod (Whats the visibility on that?). You can all see however far the illumination on a sunrod is. I think like 30feet or something. Low-Light vision can see twice as far.
Everyone make some spot, listen, and any knowledge checks that you think may apply to what you are feeling.
It is very strange, even as you speak, it feels as if your lungs could fill with water at any moment. Like you are trying to stay afloat in thin air. Any questions about the place you are in or what is around you?
For every question you ask in the next post make a DC 16 Will save. But know this: you will get good answers. Yes, I'm serious.
Rathan HP 73/161 - CMD 17 Friday July 23rd, 2010 12:51:38 PM
( Addison, were Rathan or Orcus able to smell anything on their last survival roll? )
DM Addison: Ah yes. You do smell something in the water-like air. It smells... fishy. With an aftertaste of bull dung.
Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance d20+4=8 ; d20+2=4 ; d20+10=25 ; d20+10=26 ; d20+3=14 ; Friday July 23rd, 2010 2:53:44 PM
Sir John is a bit "creeped out" by the odd atmosphere and he looks over to those skilled in the arcane arts. Asking his friends, "Anyone have an idea of what this could represent? It's hard to breath and something mysterious is going on... Could it be a spell or some type of religious or natural occurance?"
(Assume that's one question? Will = 25... OK... Is this an evil affect? If not, then will = 23 but I passed anyway)
He tries to remember his noble training and conversations with Lords and Duke's, all of whom were retired heroes or mages, about if they had happened to mention this type of effect or odd atmosphere...
Know (Nobility) = 14 Will save = 26 (24 if not an evil affect, but again, I passed either way)
Spot = 8 Listen = 4
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Friday July 23rd, 2010 6:40:16 PM
Extra Post:
When Sir John begins to speak, he hears a screech in his head that makes his eyes flicker. Luckily, he staves off the effects. (Please make one more will save DC 16 though. Two questions)
But then there is a small voice that says, "Yes, I do have an idea what this could represent. A religious or natural occurance? Overall yes, Jangle and Bangle are religious dieties and they have much to do with what is going on. Natural. Oh no, I am nothing natural."
Knowledge nobility is of no help.
Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+15=31 ; Friday July 23rd, 2010 7:39:58 PM "What a curious environment" Kiri thinks to herself, trying to recall if she has heard or read of such a thing in her arcane practices. Knowledge (Arcane): 31
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (5rnds)
Captain Lucky AC1d20+17 HP58 of 64 Friday July 23rd, 2010 9:10:49 PM
Lucky says, "Guys! Eyes! Prize!"
"What I wants to know is, where's the remaining pie slices, and how do we get them! There must be something around here that can help!"
Lucky spends the round searching for something ... anything ... that will help him.
OOC: Lucky is using his Mendicant's Lucky Find ability: Lucky Find: While on a Luck Quest, items tend to just fall into the character's hands. The character gains a bonus to search rolls equal to her mendicant level (this does not stack with the Jack O'Trades bonus). Even if the DM has not planned for an item to be found, there is a chance of finding something anyway. The DM secretly rolls a d12, unmodified by luck points. On a 1, nothing is found. On a 2-5, something non-magical and not obviously useful is found. On a 6-9, something non-magical and useful is found. On a 10 or 11, something magical but not obviously useful is found. On a 12, something useful and magical is found. The DM chooses what is found, and may be inspired by the table on page 113 of the 3.0 DMG, or on page 66 of the 3.5 DMG. This ability can be used only once per encounter.
Note that the DM rolls the secret d12 roll. We'll see what happens!
Captain Lucky AC1d20+17 HP58 of 64 d20+20=30 ; d20+20=28 ; d20+13=16 ; d20+13=25 ; d20+6=15 ; d20+6=18 ; Friday July 23rd, 2010 9:15:57 PM
Extra ...
Oh, and spot, listen, and any knowledge checks and for every question you ask in the next post make a DC 16 Will save.
Lucky's Question in the post he just made: "where's the remaining pie slices, and how do we get them!"
Call that two questions. Will saves at modified +20: 30, 28.
Spot check: 16. Listen check: 26 (shoulda rolled at +14, not +13, sorry.) Knowledge Geography (for "where"): 15 Knowledge Local (for "how"): 18
Speck AC21/22(Dodge) HP:41/41 d20+6=26 ; d20+7=17 ; d20+3=4 ; d20+10=26 ; Friday July 23rd, 2010 11:01:39 PM
Speck, for the time being safe, takes one of the pie slices to inspect it. He takes the other one too and takes a good look at it as well, seeing how, or if, they fit together and what the other piece would look like.
Note: this is important, as he may need to cast Locate Object later and the more he knows about these, the better to locate the others.
Spider AC24/18T/24FF 560/69HP *BLINK* d20+14=27 ; d20+8=25 ; Saturday July 24th, 2010 3:58:42 AM
Spider holds his breath, wishing he had a canary to test the air. Spot 27 Listen 25
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d12=3 ; Monday July 26th, 2010 12:54:28 PM
Round 16 of 40
Kiri - your vast knowledge of all things arcana remind you that there are only a few creatures and effects that could make the surrounding happen... but more curious is the fact that people can hear a voice in their head every time they ask a question. This seems to be some sort of Mass Confusion, or perhaps a Labyrinth spell. It could also be a spell-like ability of a number of creatures such as a Sphinx, a Rakasha, an Aboleth, or perhaps a Mind Flayer. But you are quite unsure at this point until some more experimentation is done.
Lucky - Manages to find a large stash of smokesticks, alchemist fire, poprocks(that act as a flash-bang granade), and an everburning torch in a cupboard that just seemed to materialize. For his questions, there is a loud screeching in your head that you fight off, and then you hear answers to your questions: Q1: Where are the remaining pie slieces? A1: "You are not far from them. They are simply down this hall about 100 yards and take the first door to your right." Then, there is another screech for the second question. Q2: How do we get them? A2: "Well, you have to go there and claim them one way or another now don't you?" the voice replies with a chuckle.
Speck - Puts two of the pie pieces together. He can see that one has an N on it and another has a W on it. So, it would make sense if the other two pieces had an E and a S on them. Your spot check notices that some of the stones on the far side of the hallway move at about the same time that Lucky holds his ears to protect from the screeching in his head.
Spider - Notices the same thing speck does. He cannot hear anything though.
As a matter of fact, now that you roll Listen checks... it seems that the sound of the room is messed up. Like the acoustics don't allow for sound to travel very far... or at least very fast.
The hallway is about 100yards (300feet) long and extremely dark. Only Sir John's Sunrod is keeping the place lit enough to see about 20feet in front of you.
And now the DC for asking questions is 18will save. Riddle me this riddle me that.
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Speck AC21/22(Dodge) HP:41/41 d20+8=22 ; Monday July 26th, 2010 4:36:11 PM
Speck point out the wall section to the others. Since he hasn't heard anything yet, he doesn't know what it is doing.
"Guys, that wall section just moved a little. Each time you asked a question, it kinda shifted back and forth. Why does the wall do that"
OOC: ok, i didn't want to be a total chicken so I asked my question. :)
Will DC18 d20+7+1(lucky)=22! whoowhoo!
Rathan HP 73/161 - CMD 17 Monday July 26th, 2010 8:07:49 PM
Rathan and Orcus again take the lead, walking down the hallway first, leading towards the front of their group. Does Darkvision allow for any better eyesight than light based vision?
Continuing forward, Rathan grumbles.
"Smells like fish."
Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Tuesday July 27th, 2010 2:12:04 AM
Kiri, following with the group, decides to make some light ahead to help the scouts get a better look. Cast Flare 50ft dead-ahead
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (4rnds)
Captain Lucky AC1d20+17 HP58 of 64 Tuesday July 27th, 2010 6:48:17 AM
Lucky gathers up the stuff he finds, and holding the everburning torch aloft, says, "Come on! Let's go!" -- ignoring the fact that most everyone has already walked forward.
Speck AC21/22(Dodge) HP:41/41 d20+17=23 ; Tuesday July 27th, 2010 11:06:24 AM
Speck joins the front group, goggles on.
Also, his Detect Secret Doors is still in effect.
Search Traps d20+17=23
Spider AC24/18T/24FF 560/69HP *BLINK* Tuesday July 27th, 2010 3:37:21 PM
Spider follows the group, hugging the shadows.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Tuesday July 27th, 2010 4:04:54 PM
Speck - When Speck asks "Why does the wall do that?" There is a screech and a voice in Speck's head, answer: "The wall does that because I have a minion hiding in there and he cowers at every word I speak, making the wall move." the voice says with a laugh. Speck also notices two secret doors at about a third of the hallway up, where Rathan is walking.
Rathan - begins to walk forward but he only makes it about a third of the way down the hall and then he suddenly runs out of air. Like he was treading water up to that point, but his head suddenly went underwater. Modified drowning rules: You can hold your breath for 2rounds per con modifier. Then you have to make fort saves to continue forward. Also, your movement is slowed by half... unless hasted, then its back to normal. (Your lucky I'm not forcing you to make swim checks). And yes, darkvision would help if there wasnt a couple of light spells already up.
Kiri - casts flare and the hallway lights up ahead.
Lucky - Walks forward with his new stuff.
A map is coming soon, for now, just worry about figuring out what the heck is going on.
Rathan HP 73/161 - CMD 17 d20+6=17 ; Tuesday July 27th, 2010 10:32:32 PM
Rathan frowns and holds his breath. Confused, he tries swimming/moving backwards towards the others.
Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+15=21 ; Tuesday July 27th, 2010 11:09:36 PM "Interesting" Kiri muses "Perhaps an invisibility spell cast on a Wall of Water" . She tries to put this new information together with what she had already gleaned.
Knowledge (Arcana): 21
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (3rnds)
Captain Lucky AC1d20+17 HP58 of 64 Wednesday July 28th, 2010 6:15:47 PM
Checking in ... I think I'm waiting for a map?
Rathan HP 73/161 - CMD 17 Wednesday July 28th, 2010 8:08:18 PM
checkin in
Speck AC21/22(Dodge) HP:41/41 Wednesday July 28th, 2010 10:10:25 PM
Speck points out the secret doors just ahead.
DM, Speck still has his Expeditious Retreat active, which gives him an extra 30ft of move (just like a Haste), do you accept this so Speck can move his Normal 20' move?
"Secret doors are Bad here, I think, someone check them out." Meanwhile, using his slippers, he climbs to the ceiling and tries to crawl past the point Rathan ended up sucking water to see if there's a difference, ie, is the 'water' covering the whole hallway or just up to a point.
OOC: The Slippers can be used up to 10 min per day so I think there'll be no problem me using them often. :)
With a burst of insight, Spect blurts, "Our sense of gravity may be a bit askew, so we actually may be going 'down' and into a 'water well' of sorts. OR, there may be a water elemental blocking the way. OR, as Kiri said, and invisible wall of water."
Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Thursday July 29th, 2010 12:43:55 AM Question to DM: Does Rathan appear/feel wet?
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Thursday July 29th, 2010 3:03:59 AM
Sorry guys. ROugh day. Got sick, vomited. I'll post tomorrow hopefully.
Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Thursday July 29th, 2010 10:17:18 AM
(Sorry about missing the posts. Been a busy week painting and repairing homes for needy people in Cleveland...)
Sir John's not sure what could be causing these issues, but he does share the answers from earlier (see last Friday's post). It could be water or could be something more sinister. Either way, he's not going to charge forward until their caster and sneaky types figure out what's causing this...
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+10=27 ; d20+10=26 ; d20+10=30 ; d20+10=13 ; 2d6+16=24 ; d6+8=9 ; Thursday July 29th, 2010 12:06:52 PM
Round 17 of 40
As Rathan walks forward and begins to drown in... something, you all hear a loud screech in your head. You don't think it is an actual sound, but rather something that is being communicated directly to your brain. "The worst part about being employed by a minor god or goddess is the lack of job security." it says with a maniacle laugh.
You see the walls start to crack... like glass would. How strange. Kiri determines that there is definitely some illusion magic at work here.
Then, suddenly, four tentacles pop out of the walls and attempt to grapple Rathan and Orcus!!! They hit touch AC 27, 26, 30, and 13.... jeeze. so 3 of them hit. Two are on Rathan and one on Orcus.
Rathan takes 24 damage and has to roll a DC 19 fort save. Orcus takes 9 damage and must also roll a DC 19 fort save.
Even worse, the holes that the tentacles made in the wall are gushing water into your tunnel. It will likely fill up soon.
Remsus reacts by casting Dispel Magic all around.... then, the terror is revealed.
You are not in a cave or tunnel at all. You are inside of a glass FISH TANK.... or rather... and AIR TANK, under leagues and leagues of water.
You can clearly see through the glass that there is a Huge fish-like creature that is reaching his tentacles into the glass hallway.
Then, Sir John hears a violent wail in his head. Give me a DC 18 will save.
Now here begs the awful question: How do you defeat an enemy that is beyond a wall... a wall that is keeping you in breathable air.
OOC: Ok. So google docs is freaking pissing me off. It wont allow me to upload ANY FILES. I was uploading paint files earlier with no problem, but all of a sudden, it says "Cannot convert file type" or "Cannot read file" on everything I try. I tried word 2003, 2007, paint, excel, presentation... any advice? Everyone just post your email here and I will email you all the map.
Rathan HP 73/161 - CMD 17 d20+15=23 ; d20+15=19 ; Thursday July 29th, 2010 6:41:35 PM
( Are Orcus and Rathan grappled? I cant really tell what happened, just that we were hit with touch attacks? Forts passed.)
DM Addison: Oh, did I say grappled? I meant that just for effect. No, you just got hit.
Captain Lucky AC1d20+17 HP58 of 64 Friday July 30th, 2010 2:42:07 PM
OOC: Sorry for not posting. Way busy. I'll post this weekend, promise!
Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d3=1 ; d20+16=26 ; Saturday July 31st, 2010 5:45:31 AM
Kiri takes a step away from the sides of the tank. There certainly is something big out in the water. She begins summoning creatures to assist, however, it seems that only one has heard her call. Summon Monster V - Water Mephit to AG29. Concentration check in case it's needed: 27 (26+1 for Lucky)
I've assumed a Water Mephit can breathe underwater. If this is not the case, then I would have summoned a celestial sea cat
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (2rnds)
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 1 (3-2:Summon Monster V x 2)
Captain Lucky AC1d20+17 HP58 of 64 d20+13=16 ; 4d8=25 ; d8=6 ; d8=5 ; d8=2 ; d8=8 ; d20+17=32 ; Saturday July 31st, 2010 11:59:18 AM
IF LUCKY'S SANCTUARY IS GONE -- (It had two rounds left on July 21)
Lucky ponders the question. How to attack something you can see but not reach, with a clear wall between you and it? If you can see it, then light must past through the wall, he thinks.
"It's worth a try," declares Lucky.
He steps to AB23 and casts Searing Light at the abomination he can see but not reach! Lucky makes a ranged touch attack ... using two luck points in the attempt. He hits touch AC16 for 25 damage.
IF THE SANCUTARY IS STILL ACTIVE
Lucky casts Cure Critical Wounds over Sending, then moves to whichever of Orcus and Rathan is closer for a healing touch. Curing is 29 hp
=====
AC for next time it is needed: 32
Current hit points: HP55 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 2 rounds left??? - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 3
Spider AC24/18T/24FF 560/69HP *BLINK* d20+5=11 ; Saturday July 31st, 2010 3:41:41 PM
Spider doesn't believe he's in the situation he is and tries to disbelieve, wondering how they moved from a fire engulfed room into an airtank (will save 11).
Rathan HP 73/161 - CMD 17 Saturday July 31st, 2010 4:25:33 PM
Rathan and Orcus fall back slightly.
"Now would be a good time for someone to help us make sense of this situation!"
Rathan and Orcus hold a readied action to attack the next tentacle that either attacks them, or passes them en-route to an ally.
"DM ADDISON: Go ahead and attack the tentacles now. Roll the attack rolls and damage, they are totally within range of being hit."
Rathan HP 40/161 - CMD 17 d20+20=23 ; d8+11=14 ; d8+11=12 ; d6+5=8 ; d6+5=11 ; 2d6=8 ; d6=2 ; d6=6 ; d6=2 ; 2d6=8 ; d6=4 ; Monday August 2nd, 2010 12:11:06 AM
Coordination Attack hits AC 23
Damage: ( Orcus primary natural attacks = 34 (8 is fire.) Rathan Primary natural attacks = 35. (16 is vicious.) Rathan/Orcus take 6 backlash.
Total Damage = 69.
Speck AC21/22(Dodge) HP:41/41 d20+11=27 ; d4+1=2 ; Monday August 2nd, 2010 2:44:17 PM
Speck takes a 5' step on the ceiling and swipes at tentacle 2. Note: he's on the 'ceiling', upside down.
d20+11=27 dmg d4+1= 2
Sir John, AC 26, 58/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance d20+10=30 ; d20+18=37 ; 3d8+18=33 ; d6=2 ; d6=5 ; d20+18=38 3d8(3+8+2)+18=31 d6=5 d6=1 Monday August 2nd, 2010 2:45:54 PM (Finally got back late Saturday night then had to preach sunday... Busy busy week and I'm glad we're back!)
Sir John first makes a will save vs. the wailing sounds in his head (Will = 30), trying to drown out the pain and annoying noises... He's successful, at least for now..
Turning his full attention toward the tentacles, he smiles as he finally has something to hit. Moving to AA26, he swings his fiery axe at the nearest undamaged Tentacle (Tentacle 1?)
He hits it solidly,. possibly cutting it completely through... (AC 37, Critical hit, Bless Weapon makes it an automatic crit...) -> Does 33 pts of dmg + 2 fire + 5 shocking... = 40 total points...
Note that if he destroys it, he'll try to cleave into Tentacle 2...
Cleave vs. Tentacle 2 = Hit AC 38 (yes, the dice are my friend today... Another critical hit for 31 + 5 fire + 1 shock) for 37 total points vs. T2
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Monday August 2nd, 2010 3:37:34 PM
(OOC: I've had a horrible day. Almost got fired. I'll post later tonight. Need to drink a beer and play Starcraft 2 to settle my nerves for a few hours.)
Kiri -- AC17+10 HP43/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Monday August 2nd, 2010 6:35:40 PM OOC: When the DM has had a horrible day, characters die :) Seriously though, sorry your day was crap. Go relax with a beer - works for me!
Speck AC21/22(Dodge) HP:41/41 Monday August 2nd, 2010 11:05:05 PM
OOC: sorry to hear about your day. Hopefully it wasn't because you were updating the game. :)
we pray tomorrow things will settle down.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 3d6=9 ; d20+4=17 ; d20+12=17 ; 7d6=23 ; Tuesday August 3rd, 2010 2:30:48 PM
Turn 18 of 40
Rathan - Rathan and Orcus, after being attacked themselves counter attack and rip two of the tentacles to fiery pieces
Speck - Is on the ceiling and takes a nick of flesh from one of the tentacles.
Sir John - Joins the battle, happy to swing at something finally, and promptly cuts two tentacles in half. The writhing masses crumple to the ground and wiggle oddly.
Spider -
Lucky - Tries to shoot a searing light through the glass tube at the Aboleth that is swimming in the water on the other side. This is one of those rare DM calls, how do spells work under water? Well, I am a scientist, so I will go at it from that angle. Light travels through a vacuum faster than through air or water, the two forms of matter cause the light to refract and spread out. But, the light still travels. I will say that you get a -2 to your chance to hit for shooting it through glass and water, more if the distance was greater than it is. Luckily, it still hits. The light shoots out of Lucky's finger, through the glass, refracts through the water in a zig-zag pattern and smacks the Aboleth in between the eyes for 25 damage!
Kiri - Again with the summoning? Yeah, water mephits can breathe under water I would suspect... it would be stupid if they couldn't. It can attack this upcoming turn.
The huge disgusting creature screams in agony as all four of its tentacles are ripped to shreds and a searing pain burns into its skull. Then, you wonder how the heck you are hearing the monster scream? It must be in your head.
The monster pulls its tentacles out of the glass hallway and water immediately begins to rush in, it is now up to your ankles.
1st: Now, it is Speck who hears a screech in his head. DC 19 will save or bad things will happen.
2nd: Then, you all hear the voice of the creature, "You shall die in your feeble attempts!" And suddenly the wall of water that blocked Rathan's path begins to rush forward, faster than you can react. You are now being hit by a tidal wave of water... extremely COLD water. As a matter of fact, it is so cold, your bones seem to be freezing.
Everyone make a DC 15 balance or swim (even if you are flying) check to stay up, Fail and you are prone. Secondly, everyone takes 9 Cold damage (reflex DC 18 for half). If you fail the reflex save, then your feet are also frozen to the glassy ground. If you fail both checks, then you are laying on the ground, frozen to it... soon to be drowning.
Your Turn
Remsus manages to stay afloat when the water hits him, but his reflexes are not fast enough to avoid the freezing power of the water. He is frozen to the wall. His hands are managably free and he casts a spell: Fireball.... but he is having a hard time to decide how to go about launching it. He decides to shoot it through the hole that the tentacle created, and lands it right on the Aboleth. The fireball creates a depth-charge type explosion that causes moderate damage to the creature, but even more damage to the glass hallway because of the pressure (although I know fireball doesn't work that way). The glass is cracking fast now....
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance d20-5=0 ; d20+6=16 ; Tuesday August 3rd, 2010 2:54:17 PM
With the wall of water rushing towards them, Sir John knows that he's facing death's door... (Swim = 0) He starts slipping and tripping in the water and has trouble staying afloat. Falling prone, he tries to crawl quickly away from the water and tries his best to remain standing. Coughing, he yells, "Someone better do something about that water! I left my bathing suit at home and this armor doesn't float real well!!!"
He feels the cold water too (Reflex 16 - failed) and it starts to chill his bones...
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+2=3 ; d20+11=16 ; d20+6=26 ; d20+1=2 ; d3+2=4 ; Tuesday August 3rd, 2010 8:45:28 PM Failed both Balance and Reflex saves
The cold water hits Kiri with force, knocking her from her feet. She lays frozen to the glassy floor, unable to think of any spells that would be of use that don't require some form of movement. "I can't cast anything safe while I'm stuck to the floor! Kiri calls out. "I don't want to put you all in any more danger, but if the water starts getting close to my mouth, I'll blow this glass room apart just to free my arms"
The Water Mephit lashes out with both claws. It's left claw cuts at the monsters skin (Nat 20), but the blood distracts the Mephit from it's second attack (Nat 1). 4 DMG to monster. Apparently Mephits don't have crit attacks
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Invisibility, Glitterdust (1rnds), Summon Monst V(Water Mephit)
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 1 (3-2:Summon Monster V x 2)
Speck AC21/22(Dodge) HP:41/41 Tuesday August 3rd, 2010 9:26:11 PM
DM question, with Speck on the ceiling, does the water reach that high?
Speck AC21/22(Dodge) HP:41/41 d20+8=22 ; d20+10=16 ; d20+14=25 ; Tuesday August 3rd, 2010 10:52:44 PM
Speck who hears a screech in his head. DC 19 will save or bad things will happen. Will d20+7 +1(lucky) = 22!
In case the water is all the way to the top and being on the celing makes no difference: DC15 balance or swim: d20+10 (ballance)= 16, good
9 Cold damage (reflex DC 18 for half): d20+13 +1(lucky) = 25 Evasion for no dmg on succesfull save.
If the water does not reach the ceiling, Speck will scamper forward as far as he can go. Double Move for 40' (Expeditious Retreat still in effect but may not be usable while using the Slippers, otherwise add 30' to each move).
Speck AC21/22(Dodge) HP:41/41 Tuesday August 3rd, 2010 10:54:05 PM
Addendum: even if the water does reach the ceiling, he will take a deep breath and move forward Double Move 40' or as far as he can go against the current.
Captain Lucky AC1d20+17 HP54 of 64 d20+13=18 ; d20+16=30 ; d20+13=17 ; 4d8=26 ; Wednesday August 4th, 2010 7:41:13 AM
Last round: Lucky gets a luck point for hitting the abomination. He is up to 4.
Balance DC 15 check to stay up. Lucky uses 2 luck points to bring his check to +13. He rolls an 18, keeps his footing, and is up to 5 luck points.
Reflex DC 18 save for 9/4 Cold damage. Lucky uses 1 luck point to bring his save to +16. He rolls a 30, takes 4 hp damage, and is not stuck. He's up to 6 Luck Points.
Lucky follows up on that fireball with a Chaos Hammer! If it is chaotic, it is unharmed. The Will saving throw is 1d20 +7 Wis +4 spell level. Luck tosses an extra 2 luck points into the save, getting one back. He rolls a DC of 17.
Damage is 26, save for 13 if lawful, or 13, save for 6 if neutral. A lawful creature who fails the save is also slowed for 1d6 rounds.
=====
AC for next time it is needed: 32
Current hit points: HP55 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Sanctuary - Must make a DC31 Will Save to attack Lucky. Duration: 2 rounds left??? - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 5
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20=2 ; d20+11=29 ; d20+14=27 ; Wednesday August 4th, 2010 1:38:22 PM
Turn 19 of 40 (So I learned something new today. Aboleths are usually Lawful Evil, who knew.)
The creature makes the will save (29), but takes some damage nonetheless. You all hear a loud screech in your ears, "You have caused enough damage that I will leave, but you shall still die!" it projects its thoughts of victory and death to your mind and then swims away into the deep, battered, beaten, planning to strike again when the time is right.
Right now the only crisis is that Sir John and Kiri are frozen to the floor and the room is flooding fast. The water is now up to both of their mouths since they are prone on the floor. They can cast a spell pending a DC 20 concentration check. You can flex out of the ice pending a DC 18 Strength check. Anyone else can try other tactics to get you unstuck... but you better hurry, as of now Kiri and John are drowning. You can hold your breath for a number of rounds equal to your Con modifier.
Remsus is frozen to a wall of the hallway, so he is safe for now. Speck is on the ceiling and is also safe... but neither is safe for long. (His str check was a 2...)
The hallway continues for at least another 200feet, and it is too dark to see all the way down... and the glass is cracking FAST. Soon it will collapse.
"Get me out of here!" Remsus shouts as he struggles against the grip of the ice.
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance d20+6=16 ; Wednesday August 4th, 2010 2:08:34 PM
Sir John feels the cold water rushing over him and has to hold his breath to avoid drowning... He tries his best to break free from the ice (Strength = 16... If someone else aids me, I'd get a +2... That'd be 18... Assuming this does happen... and with someone elses help, he manages to stand up (move action?) and starts moving quickly down the hallway (2nd move action replaces standard action) as the glass is cracking everywhere...
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Wednesday August 4th, 2010 8:54:33 PM OOC: Addison, please check your email. Thanks.
Speck AC21/22(Dodge) HP:41/41 Wednesday August 4th, 2010 9:38:02 PM
Speck, upon the ceiling, sees the predicament of his frineds and returns (back 20') to encourage his friends:
"The Sea Monster leaves sign for us to go C'mon you Heroes Let your Will be your Force And break those icy bonds, for now we have him peaved!"
Inspire Competence: Gain +2 on all skill checks for duration of bardic song/poetry.
Also, you gain a +1 if near Lucky, for a total of +3.
Speck AC21/22(Dodge) HP:41/41 Wednesday August 4th, 2010 9:39:04 PM
So that should do it for Sir John
Captain Lucky AC1d20+17 HP54 of 64 d20+7=19 ; Wednesday August 4th, 2010 9:46:14 PM
[OOC: I'm assuming that Sir John is okay, given the +3 in Speck and Lucky bonuses.]
Lucky bends to help Kiri. "HEAVE!" he shouts. His Aid Another check, using all five luck points and Specks bonus, is a 19. That should give Kiri a +2, plus the +1 luck bonus, plus the Inspire Competence, for a +5 total. And OOC, use a hero point if you need it!
Luck Ponts: 6.
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+5=7 ; d20+5=11 ; Thursday August 5th, 2010 2:40:23 AM Failed Strength check, used my last Hero Point to Reroll - still failed!
Kiri struggles to rise from the water, but her body is stuck fast to the floor. "Help! she gasps as the water rises. She calls out to the Water Mephit to position himself underneath her, in case the glass breaks. As the glitterdust spell has finally worn off, she also cancels her invisibility.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Summon Monst V(Water Mephit)
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 1 (3-2:Summon Monster V x 2)
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Thursday August 5th, 2010 12:46:41 PM
(OOC: Yikes. So it seems that we lost two players - Ken E and Jim C... oh well)
Turn 20 of 40
Sir John manages to break free with the luck from Lucky and the inspiration from Speck (Really, how often does bardic music get a good use? Nice job)
Kiri is still stuck though and slowly drowning. She did manage to free herself enough to cast a spell if she so choses.
Remsus is stuck to the wall since he was flying. He screams "Don't abandon us Sir John!" as the Paladin frees himself and starts to run down the hallway.
One more turn until the glass breaks and everyone must swim through the ocean down the "hallway"... at least you hope there is another room at the end of the hallway, its too dark to tell.
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance d20+9=22 ; Thursday August 5th, 2010 3:39:19 PM
Sir John stops and realizes that in his haste, several members are still trapped against the wall. Breaking out his axe, he moves back to Remsus and Kiri and breaks them free CAREFULLY with his fiery axe, ensuring that its ice and not body parts that he's chopping and melting...
(His axe has flaming as an ability so he'll use it's heat to help his chopping...)... Not sure what kind of check I need... Strength = 22...
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20=8 ; Thursday August 5th, 2010 9:24:52 PM Strength rolls just aren't liking me at the moment. Not sure if I need one or not, but just in case: 8. +1 from Lucky, and who knows what from the burning axe
Raising her head from the icy water, Kiri gasps for fresh air. "I'd rather get a little singed than drown!" she coughs "Don't be afraid to get the axe close!"
Assuming she gets free... Rising to her feet, Kiri wades through the water with the group as fast as she can. "Please help us!" Kiri calls out to the mephit. Her swimming skills are equivalent to those of a drunken dwarf, and she knows she will need aid very soon.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Summon Monst V(Water Mephit)
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 1 (3-2:Summon Monster V x 2)
Speck AC21/22(Dodge) HP:41/41 Thursday August 5th, 2010 10:13:59 PM
The Inspire Competence is still in effect, so any skill used, ie swiming, strength, yodling... gets a +2
So Kiri's roll would be 10 + 2 (aid another from Sir John) and Sir John hacking at the ice, so DM can figure out the final number.
Speck tries to help Ramsus get loose;
"Watery Death is not your Game, Such a death is very Lame, Slide out of yo shirt if you must But let's kick up some dust!"
OOC: The Inspire Competence has to be kept up each round, unlike Inspire Courage, which lasts for 5 rounds after the song stops. sigh... But this gives everyone a guaranteed +2 on skill checks.
OOC: so, how many of us are there left? what happened to the others?
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Thursday August 5th, 2010 11:19:44 PM
OOC: From Jerry, as posted on one of the campaigns: Due to an unfortunate situation, neither Jim C nor Ken E will be posting for a short time. It is a private matter. Please do not ask about it.
Unfortunately both were in this Tap, which drops us down by 2 chars.
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Friday August 6th, 2010 10:09:10 AM OOC - Since this has been a rotating DM game, can we get a roll call for who's left? This tap has been going on for almost a year now and we had decided to keep it going as long as people were willing to continue DM'ng... I was the last DM before we began this latest module...
Sir John - Ken M Kiri - Rob C - Speck - Jonathan T Lucky - Cayzle Remsus - Addison P
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Friday August 6th, 2010 1:27:19 PM
(OOC: Hey guys. I have some news. I will be going on vacation to Cedar Point Ohio next week, so I will be absent most of the time. If someone wants to take up DMing then that is fine, or we can just put it all on hold for next week, either way. I am leaving on Wednesday the 11th and getting back on tuesday the 17th. )
Speck AC21/22(Dodge) HP:41/41 Friday August 6th, 2010 9:57:44 PM
Hmm... that's a tough call. For just a few days, I think we can hang loose. Otherwise, much of the surprise will be lost for whoever picks it up that short time.
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Saturday August 7th, 2010 2:25:23 PM
I'm heading to another mission trip next week so I'll put in a vote that we delay it for a week until Addison gets back...
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Sunday August 8th, 2010 10:39:44 PM
Sir John manages to free Kiri from the grip of the ice, it melts.
Then, as John goes to try to free Remsus from frozen on the wall, the glass tube of air that you have been standing in shatters with an implosion. Water and glass rush in, and in a matter of seconds you are all susupending in mid-swim.
It is strange as you float there, trying to reason what happened and attempt to tell where you are in the confusion your senses must endure when going from gravity to zero g. The pressure of the water pushes in on your head and ears and its almost as if you will pop.
Remsus, being lose to Sir John and Kiri, and being a cleric with the Travel domain, grabs both of them and cast Dimension door.
With a pop, Sir John, Kiri, and Remsus appear about 100feet in front of everyone else, there is a bubble of air right in front of them, they need to only swim a few feed forward and touch it.
Unfortuantely, Remsus's spell level only allows him to transport 2 other people besides himself in a given casting of the spell. He looks back at the specks that are his other friends, suspended in animation. The drow, with a white plume of hair around his head, waves at the others to follow him.
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20=12 ; d20+10=28 ; Sunday August 8th, 2010 11:55:35 PM
Kiri swims forward towards the pocket of air as best she can Swim check: 12
The water mephit is somewhat surprised as the person he goes to help has suddenly vanished. He instead reaches for the nearest person (Speck?) and tries to drag them towards the air bubble Swim check: 28
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Summon Monst V(Water Mephit)
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 1 (3-2:Summon Monster V x 2)
Captain Lucky AC1d20+17 HP54 of 64 Monday August 9th, 2010 7:24:21 AM
OOC: We can just put the game on hold Aug 11-17.
OOC but more game related: What are the swim DCs we have to roll, and how many of them, to swim to safety? I need to know for deciding whether to use luck points / mendicant powers. Thanks!
DM Addison: Just roll. If you fail too badly, you die, so go ahead and use what you got.
Captain Lucky AC1d20+17 HP54 of 64 d20=11 ; d20+11=30 ; Monday August 9th, 2010 2:12:11 PM
Okay. First, Lucky uses his special Test Your Luck Mendicant ability - "As a free action, allowed once per encounter, roll a d20. On a result of 11 or higher, pick a lucky result from the first list below. On a result of 10 or under, the DM will roll an unlucky result from the second list below and tell you when it takes effect."
Here's the roll, hoping for a 11 or higher! an 11! Sweet!
Lucky picks to have a +6 on all his Swim checks!
Then he tosses in another +5 with luck points ... leaving him with just one left, should he fail, though it sounds like that will be moot!
Lucky's natural swim check is a +0, seeing as he travels light. The only heavy thing he has is the bag of sunrods and such he just found, but he'll leave them behind in order to swim better. His check, at +11, is a 30. Not too shabby!
The little halfling swims like he has never swum before! And likely never will again!
Speck AC21/22(Dodge) HP:41/41 d20+4=15 ; Monday August 9th, 2010 5:08:06 PM
Speck's spidery grasp on the glass walls suddenly vanishes and Speck finds himself swirling in water, the pressure causing some disorinentatin. A grasp by the water mephint puts him back no track and the kicks and paddles to help the mephit.
Swim d20+3 (+1 near lucky) = 15
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Monday August 9th, 2010 10:38:43 PM OOC: "Just roll. If you fail too badly, you die". Can we nominate that for a quote :)
Does the Woldiangames hand out prizes for 'Quote of the Year'?
Captain Lucky AC1d20+17 HP54 of 64 Tuesday August 10th, 2010 11:22:37 PM
Checking in.
Captain Lucky AC1d20+17 HP54 of 64 Wednesday August 11th, 2010 6:59:02 PM
LOL! Forgot our DM is on vacation! Goofy me!
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Sunday August 15th, 2010 12:17:51 PM
(Back from our mission trip...)
Now that the lifeline of air is within his reach, Sir John hurriedly swims towards it and gasps at the cool, wonderful oxygen. He helps his nearby friends reach it too and then collapses to the floor, exhausted from trying to swim in full armor...
Captain Lucky AC1d20+17 HP54 of 64 Monday August 16th, 2010 7:12:06 AM
OOC: Welcome Back! Now all we need is Marcas! LOL!
Who all is here? Lucky, Sir John, Remsus, Speck, and Kiri?
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Monday August 16th, 2010 10:56:46 PM OOC: Checking in...
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Tuesday August 17th, 2010 9:48:15 AM
Just checking in...
Captain Lucky AC1d20+17 HP54 of 64 Tuesday August 17th, 2010 10:34:34 AM
ditto
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Thursday August 19th, 2010 9:26:11 AM
Hello?.... Anyone home?
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Thursday August 19th, 2010 2:47:17 PM
I'm back from vacation.
Roll call! Who's still here?
Basically Lucky swims the entire distance very quickly and pops into the next room that is full of air. Speck is being helped by the H2O Mephit. John and Kiri got Dimension doored with Remsus from the air bubble room.
Captain Lucky AC1d20+17 HP54 of 64 Thursday August 19th, 2010 10:11:30 PM
Here and ready to go! That was some swim!
:-)
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Thursday August 19th, 2010 10:55:01 PM
ready, willing and able :)
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Friday August 20th, 2010 1:59:27 PM
Signing in...
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Friday August 20th, 2010 2:59:07 PM
Turn 21 of 40
The five heroes swim/teleport/get dragged through the water into the hallway with air. A thin film of a bubble is all that seems to separate this hallway from the ocean. You can pass through it easily, but you are quite wet on the other side.
You stand in a stone hallway, looking around. You see a few torches along the wall, lighting the way to a room that you cannot see into.
You posses 2 of the 4 pieces of the pie, and only 19 turns left to find and claim the other 2.
Remsus says, "Only one way to go now."
Sir John, AC 26, 49/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Saturday August 21st, 2010 2:20:38 PM
Water drips from Sir John's armor as he tries his best to remove as much as possible from his face. He looks forward down the highway and tries to "Detect Evil" as best as he can, trying to find any dangers.
"Well, who's going to take point?" he asks with a grunt, drawing his axe and calling up the fire...
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Sunday August 22nd, 2010 9:09:06 PM
(OOC: Ok guys. The next part requires me to make a map. Give me a day or so to get this bad mama-jama together with my program. Will post no later than tuesday. Were at the end and I want to make it awesome)
Speck AC21/22(Dodge) HP:41/41 Sunday August 22nd, 2010 10:36:05 PM
Speck stays poised at the entrance waiting for the 'Detect Evil' results.
Captain Lucky AC1d20+17 HP64 of 64 d8+5=6 ; d8+5=11 ; d8=2 ; d8=6 ; d8=6 ; d8=1 ; d8=6 ; Monday August 23rd, 2010 7:41:54 AM
Lucky is ready to move forward! He is happy to take the lead. But first he casts a CLW on himself ... rerolling a 1 ... 11 pts sweet.
Then he sees Sir John is especially bad off, and casts a CCW on the paladin over sending. That's 28 hp healing to Sir John.
=====
AC for next time it is needed: 32
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 7
Sir John, AC 26, 77/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Monday August 23rd, 2010 9:19:37 AM
Sir John's weary breath and bloodied face both look much better after Cpt. Lucky's healing and he nods his head in thanks at the timely boost. "My thanks Captain and you are a good friend," he adds.
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap Monday August 23rd, 2010 11:50:28 PM
Kiri wipes the water from her face, and tries to shake as much loose from her hair. Another reason I prefer to stay at home she reminds herself.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 1 (3-2:Summon Monster V x 2)
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Wednesday August 25th, 2010 11:41:03 AM
(OOC: Tragedy has struck. My laptop, which contains all my map-making programs and tools has crashed. I will need to redownload everything on my desktop at home... UGH)
Captain Lucky AC1d20+17 HP64 of 64 Wednesday August 25th, 2010 5:07:23 PM
:-(
sorry!
Speck AC21/22(Dodge) HP:41/41 Wednesday August 25th, 2010 11:03:10 PM
OOC: be patient, take your time. we'll be waiting.
Sir John, AC 26, 77/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance Monday August 30th, 2010 9:53:22 AM
Just checking in...
Captain Lucky AC1d20+17 HP64 of 64 Monday August 30th, 2010 9:57:10 AM
Me too!
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Monday August 30th, 2010 4:16:09 PM
I just finally got maptool and tokentool to work on my desktop. I am working on map now and should be done in a few hourss. I am trying to download about 3gbs of objects for maptool so that I can make the battle awesome with lots of cool effects etc.
Who's all still here? John, Kiri, Lucky, Remsus, and Speck is it???
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Tuesday August 31st, 2010 12:05:58 AM
As you pass into the stone hallway with air, you feel a warm pleasant breeze on your face coming from the area ahead.
You walk for a while and suddenly, the light breaks. It is almost blinding. Remsus grabs his smoked-glass goggles and puts them over his eyes.
There is humongous tree in front of you. The sight is breathtaking, and the sun is shining very brightly. The tree has red and green leaves and vines that pulsate into the earth
Then, you hear a snort, and coming around the tree is a very very large, almost gargantuan minotaur, brandishing a fiery greataxe in each hand. He snorts and flames shoot from his nostrils, his hoofs scratch the ground as if he is preparing to charge.
Spot or Listen DC 20 to notice something amiss....
Also, everyone make a DC 17 Will save... trust me on this one. ;)
Kiri -- AC17+10 HP34/62 -- Familiar(Sniff - AC19+10 HP27/27), Mithral Tap d20+13=25 ; d20+2=14 ; d20+2=9 ; Tuesday August 31st, 2010 2:30:26 AM Will Save: 25, Spot: 14, Listen, 9
Kiri mutters something under her breath, but you can tell it was most likely obscene. She readies her stance, then prepares to cast a spell once she has a clear line of sight.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 4 (5-1:Polymorph) Level 5 1 (3-2:Summon Monster V x 2)
Captain Lucky AC1d20+17 HP64 of 64 Tuesday August 31st, 2010 6:43:49 AM
[OOC: I'm assuming Lucky got his two cures off before this encounter? See prior post last week.]
Captain Lucky AC1d20+17 HP64 of 64 d20+25=27 ; d20+16=29 ; d20+15=21 ; Tuesday August 31st, 2010 9:05:14 AM
Will saving throw, using five luck points: 27! A natural 2, but still maybe good enough!?!
Spot and Listen checks: Depends on whether he has many luck points left after that save!
Let's say 2 luck points on each, but don't hold me to it if I failed the save ...
Listen 29 Spot 21
Do we get the results before we post actions?
Sir John, AC 26, 77/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance d20+4=13 ; d20+2=16 ; d20+8=24 ; Tuesday August 31st, 2010 9:20:36 AM
Sir John sees the minotaur come towards him and raises his axe in defense. He's not sure what is going on here, and wonders why it would be so initially hostile (Spot = 13, Listen = 16, Will = 24)
Speck AC21/22(Dodge) HP:41/41 d20+7=11 ; d20+7=23 ; Tuesday August 31st, 2010 6:15:02 PM
DC17 Will d20+7 = 11 Listen d20+7= 23. oh yeah, i get my spot right but my will is weak. go figure.
Speck hears something but also probably feels something.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+17=26 ; d20+19=35 ; d20+15=29 ; 2d8+8=21 ; d6=1 ; 2d6=8 ; d20+12=16 ; Wednesday September 1st, 2010 11:09:16 PM
(Yes, you got your healing done)
Round 24 of 40
Your Turn A nasty blue fog surrounds you and your mind begins to freeze, it is hard to focus, but only Speck is affected by the lingering effects.
Kiri - Success on will save
Lucky - Success on will save. You quickly notice that to your left the bushes are shaking violently. You also hear an insect-like clicking coming from it.
John - Success on will save.
Speck -You also notice the bushes shaking violently. Failure on will save. You get a -10 to all future will saves and all wisdom related skills or checks.
Remsus - Success on will and spot.
Remsus, noticing the bushes shake, and not wanting to wait for an invitation, casts Haste on everyone!
Their Turn
Minotaur - He charges forward, screaming a deep roar with steam exiting his nostrils. He stops when he reaches Sir John, bringing one massive fiery Greataxe down upon him. Hit AC 29 for 21 slashing damage and 1 fire damage!
Then, the bushes shake again and what seems to be a dozen small spears fly into the air from the bushes and make a wide arc in the air, landing within the group of heroes. Everyone make a DC 15 Reflex save or be hit by a volley of javelins for 8 damage.
NOTE: EVERYONE IS NOW HASTED: +1AC, Ref save, +1extra attack on full attack.
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+12=24 ; Thursday September 2nd, 2010 12:15:16 AM Reflex Save vs DC15: 24. Success
Kiri manages to contort her body enough to avoid the javelins, though has no idea who launched the volley. Though the fog has no effect on her for the time being, she is not keen to linger in it. She moves to fresh air and then casts a spell in the direction of the bushes hoping to ensnare the attacker.
Move to K4 and cast Black Tentacles. I'm assuming the map is in 5ft scale. If so, I will centre the Black Tentacles on A4 for a 20ft radius spread
Black Tentacles Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level (10) and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8 (18). The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Black Tentacles (10rnds)
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 7 Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance d20+18=27 ; d8+6=9 ; d6=2 ; d6=3 ; d20+6=15 ; Thursday September 2nd, 2010 9:47:25 AM
"This just keeps getting better and better," Sir John grunts to himself as he only partially ducks the minotaur's viscous blow. The axe manages to find a seam in his armor and he feels its blade cut into his shoulder.
Raising his own fiery axe, he charges forward, swings his axe and yells out a challenge...
Attack = Hits AC 27 for 9 dmg + 2 fire + 3 shocking = 14 dmg
As he attacks, he ducks and weaves, thus avoiding being skewered by the javelins (Reflex 15)
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Saturday September 4th, 2010 10:27:23 PM
Lucky?
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Saturday September 4th, 2010 11:25:04 PM
Speck?
Speck AC21/22(Dodge) HP:41/41 d20+14=34 ; d20+13=27 ; Monday September 6th, 2010 12:45:26 PM
OOC: Sorry, busy this weekend
Ref DC15 d20+13+1(haste) = 34!
IC: Speck feels a rather weird sensation. Add that to the humongous MinoT with two fiery axes in front of him, he ducks and tumbles to get away (K9) - OOC: just being safe in case MinoT has a verrry long reach.
Tumble DC15 d20+13 = 27 success
From K9, Speck points a little finger at the MinoT and tells a rhym: "MinoTee, I'll make you laugh until you Pee"
Cast 'Tasha's Hideous Laughter' at large Monotaur, Will Save DC 17
Captain Lucky AC1d20+17 HP64 of 64 d8=4 ; d8=3 ; d8=4 ; d8=6 ; d20+17=35 ; Tuesday September 7th, 2010 7:17:49 AM
Lucky steps behind Sir John and casts Cure Critical Wounds (over Dimensional Anchor) on him. Rolling each die individually ... 17+8 = 25 healing.
=====
AC for next time it is needed: 35
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 8
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+7=18 ; d20+4=10 ; d20+4=18 ; d20+4=23 ; d20+4=9 ; 2d6+7=16 ; 2d4=4 ; d4=2 ; d20+12=24 ; d20+12=19 ; d20+7=8 ; Tuesday September 7th, 2010 9:55:35 PM your turn Kiri - steps out of the foggy cloud and casts Black Tentacles on the bushes. You hear several high-pitched sequels of pain. Then the tentacles pull two Faerie looking creatures out of the bushes and strangle them in the air. (roll the damage for two of them)
John - Continues the battle with the minotaur and slices a knee cap for 14 damage. He also notices that a blue piece of the pie is on a necklace hanging from the minotaur's neck!
Speck - Has the ingenious idea to cast Tasha's Hideous Laughter. The creature's will save is mid-range, but unfortunately it succeeds in resisting the spell. (save = 18). The minotaur responds, "No, you indeed shall NOT tickle mee till i pee!" with a thunderous voice.
Lucky - heals up Sir John
Remsus - flies far into the air above the battle and surveys it. He casts wall of fire spanning the majority of the battle field, hitting all the enemies in some manner. The minotaur grunts in anger as his fur gets caught on fire (16 damage). And so do two of the faeries that are caught in it.
Everyone, Knowledge Religion DC 20 Highlight to display spoiler: {Perhaps the pie piece on the minotaur's neck is providing him with some sort of power. If you can remove that....}
Their turn
Two of the faeries fight to get away from the tentacles, but cannot as they are tiny and grappled. The other two fareries decide that the spears did not work and magic may be the way to go. They first move away from the dividing wall of fire. They speak in Fey, "Your mind is numb and your body will be tooooo!" as faerie 3 and 4 put their hands together and cast Hold Person on Speck! (Don't forget the -10 to will saves. You're lucky they didn't cast Phantasmal Killer)
The Minotaur takes a step out of the fire and unleashes the full fury of his twin axes upon Sir John. Hits AC 24, 19, and 8... miss miss miss!!! As you sidestep a cleave, a huge chunk of earth is taken out. Your shield arm goes numb deflecting the strength of these blows. The Minotaur hoofs the ground in frustration and chunks of dirt fly everywhere.
You also notice that the great tree is catching on fire... and its shaking violently... you almost hear... a grumbling?
Your turn
Minotaur: -30hp. Fairie 1 - Grappled by tentacles. 4 fire damage Fairie 2 - Grappled by tentacles. 16 fire damage Fairy 3 - 16 fire damage Fairy 4 - 2 fire damage
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+2=4 ; d6+4=10 ; d6+4=9 ; Tuesday September 7th, 2010 11:42:15 PM Religion Check: 4 - Failed Damage to fairies: 10 and 9 - happy with those rolls :)
Kiri is surprised to see fairies jump from the bushes, but is happy that the Black Tentacles look to have ensnared two of them.
Feeling somewhat outnumbered as members of the once strong party disappear, Kiri elects to go defensive. She vanishes from sight then sidesteps. Cast invisibility and move to M7
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Black Tentacles (9rnds), Invisibility
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 6 (7-1:Blink) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Sir John, AC 26, 80/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance, 2/3 Smite Left d20=10 ; d20+21=27 ; d20+21=26 ; d8+16=23 ; d8+16=20 ; d6=2 ; d6=2 ; d6=4 ; d6=6 ; Wednesday September 8th, 2010 9:20:37 AM
Sir John laughs at the Minotaur's failed attempt at hitting him, and his resolve becomes stronger when Lucky heals some of the wounds. He watches the minotaur closely (Religion = 10) but doesn't see anything out of the ordinary...
He swings his axe both times in a bid to erase this evil (uses 1st Smite Evil) and...
Att 1 = Hit AC 27 for 23 pts + 2 fire + 2 shock = 27 pts
Att 2 = Hit AC 26 for 20 pts + 4 fire + 6 shock = 30 pts (EDIT - I made a mistake and my 2nd d20 roll should have only been +14, so it hits AC 19 and not AC26...)
Total Dmg = 57 (take that minotaur boy ;-) )
Captain Lucky AC1d20+17 HP64 of 64 d20+6=26 ; d20+14=20 ; d20+17=34 ; Thursday September 9th, 2010 12:55:04 PM
Know Religion check: 26! Nat 20! "Get that Pie Piece off that taur's neck!" shouts Lucky.
Then he casts Shatter on the chain or cord or whatever it has holding the Pie Piece on its neck. The will save to negate the spell is 1d20 +7 Wis +2 spell +5 luck points. Lucky rolls a save DC20.
If the taur saves, he loses the luck points. If he fails, Lucky gets them back, plus 1.
AC for this round: 34
=====
AC for next time it is needed: 34
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 3 or 9
Speck AC21/22(Dodge) HP:41/41 d20-3=13 ; Thursday September 9th, 2010 10:34:48 PM
OOC: you didn't give me the DC to beat, but here's my roll, and no, hadn't forgotten the -10, got it written down on CS. :(
Will save d20+7 - 10 = 13 or 14 if near enough to Lucky.
will wait to see the effects. should be able to make a new save each round, for however many rounds it lasts.
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Monday September 13th, 2010 12:22:03 AM
... checking in ...
Captain Lucky AC1d20+17 HP64 of 64 Monday September 13th, 2010 7:04:24 AM
Me too!
Sir John, AC 26, 80/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance, 2/3 Smite Left Monday September 13th, 2010 11:46:02 AM
checking in..
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+12=21 ; d20+12=19 ; d20+12=20 ; d20+5=21 ; 5d6=20 ; Tuesday September 14th, 2010 5:17:18 PM
(OOC: SOrry guys, Real life kicked me in the groin this weekend yet again. Going through some shit)
Speck - his mind all fuddled, he is unable to resist the Hold Person spell cast on him and is held fast, unable to move a muscle! Yes, you may make a new will saving throw each round. The DC is unknown to you, but known to me.
John - Is in full combat with the enlarged Minotaur. Axes clash together and sparks of holy light and flame leap in every direction. John's Axe bites into the Minotaur's glowing scale armor. Then in a dazzling display of strength, John plunges his axe deep into the Minotaur's abdomen, blood and gore spew everywhere and platter on Sir John most of all. A holy light from the smite evil radiates on the poor beast's wounds. The Minotaur still stands though.
Kiri - happy with her tentacles, decides to go invisible and move about...
Lucky - Sees the chain with the pie piece hanging from the Minotaur's neck and tries to cast Shatter on it. Unfortunately, the Minotaur's will save rolled a 21, beating the DC by 1. The necklace holds fast... but the Minotaur is visibly shaken by the attempt!
Their Turn
The two fairies that are grappled by the tentacles are still grappled, they are slowly burning and being strangled to death.
The other two fairies on the other hand, put their hands together again and cast Blindness on Sir John, they giggle, "Little Paladin smiting away, too bad his eyes can see no evil!" Roll will save to resist. DC is 17.
The Minotaur, enraged by the damage he sustained and the stinging of the holy light is still hot on his skin. He unleashes a flurry of blows, hitting AC 21, 19, and 20.... which means he hits your shield, you parry one, and his axe gets stuck in the ground from a nice side-step that Sir John executes.
Then... something really really weird happens. The Tree that was in the background begins to move. Some of its branches are on fire. The roots pop up out of the ground and try to grapple you! "Everyone who is touching the ground" Roll a DC 16 reflex save or you will get entangled by roots!
While the tree moves, the pie piece that is on the Minotaur's neck glows. Spot DC 20 Highlight to display spoiler: {THere is also a pie piece stuck in the tree's trunk!}
Remsus, who is flying, sees the tree and throws a Fire Ball right smack at the trunk. It explodes and a loud wail is heard.
Minotaur: -57hp. Fairie 1 - Grappled by tentacles. 14 damage from tentacles and wall of fire Fairie 2 - Grappled by tentacles. 25 damage from tentacles and fire Fairy 3 - 16 fire damage Fairy 4 - 2 fire damage Tree - 20 fire damage
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Captain Lucky AC1d20+17 HP64 of 64 d20+16=29 ; d20+13=16 ; d20+11=12 ; d20+14=31 ; 3d8+8=30 ; d20+17=30 Tuesday September 14th, 2010 8:39:24 PM
Spot check, using all three remaining luck points ... a 29! Up to 4 luck points.
Lucky shouts, "Look! There is another pie piece in the truck of that Ent thing creature!"
Lucky casts Cause Serious Wounds, holding the charge. Then he tumbles ten feet to the right of Sir John, using 1 luck point on the tumble check ... a 16 gets him there without provoking an AoO, bringing his total to 5 points. Then he tries to touch the minotaur. His attack hits a Touch AC12 ... probably a miss? If it is not a miss, then the will save vs the inflict is 1d20 +3lvl +7 wis +4 luck points is 31. Damage is 30 or 15 on a save.
AC for this round: 34
=====
AC for next time it is needed: 30
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 3
Captain Lucky AC1d20+17 HP64 of 64 Tuesday September 14th, 2010 8:41:07 PM
Extra: "In the TRUNK I mean! The TRUNK!"
Captain Lucky AC1d20+17 HP64 of 64 Tuesday September 14th, 2010 8:43:05 PM
Note: Lucky does not provoke an AoO from the huge taur when casting (regardless of his reach) because he has soft cover thanks to Sir John, and per the rules, "You can't execute an attack of opportunity against an opponent with cover relative to you."
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+11=14 ; d6+4=10 ; d6+4=5 ; d20+15=31 ; d20+10=30 ; d20+2=11 ; Tuesday September 14th, 2010 8:58:21 PM Reflex Save vs DC 16 = 14 + 1 (Lucky) + 1 (Haste) = 16. But only just! An additional +2 if the roots are considered evil. Damage to grappled fairies: 10 and 5 Knowledge (Arcana) check to realise Speck is Held: 31. Assuming success Spot Check: 11
Still invisible, Kiri stumbles amongst the roots, but manages to keep her balance. She notices how steady Speck appears and quickly realises he is held fast. Rather than asssault the fairies, she instead casts Dispel magic at Speck. Cast Dispel Magic. Dispel check=30 (Nat 20!)
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Black Tentacles (8rnds), Invisibility
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 5 (7-2:Blink, Dispel Magic) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Speck AC21/22(Dodge) HP:41/41 d20+14=28 ; Tuesday September 14th, 2010 9:31:46 PM
OOC: i suppose the dispel magic will dispel the spells Speck also cast on himself. That would be 'Expeditious Retreat', 'Eagle's Splendor', and, if applicable, whatever is giving Speck the 10 penalty on will checks. DM please let Speck know what all is gone.
On the assumption that the Hold Person is gone...
IC: Speck felt himself suddenly freeze in place. Not a cold freeze, but not a paralyzing one either, as he could breathe and didn't feel numb. But just about as soon as he was about to panic, the sensation left and he nearly stumbles.
Ref DC16 d20+13+1(Lucky before he moved)= 28, success
Tree roots pop up all around him but he nimbly dodges them. Whipping out his Wand of Invis, he mutters 'hide me, please!' and vanishes. He then moves to K13 (20').
DM Addison: Yeah, Kiri just blasted the heck out of all Your enchantments and buffs along with Hold Person Kiri: Boo-yah! :)
Captain Lucky AC1d20+17 HP64 of 64 Wednesday September 15th, 2010 7:38:11 AM
OOC: I think a dispel can target just one existing spell, if the caster wishes. So it could be just the hold that goes away.
Speck AC21/22(Dodge) HP:41/41 Wednesday September 15th, 2010 11:06:05 PM
OOC: that would be real nice. :)
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Wednesday September 15th, 2010 11:52:42 PM
OOC: I wasn't sure if I could just target the Hold Person spell, and I also wasn't sure if it was actually 2 x Hold Person spells (1 for each fairy that wsa casting).
My interpretation of the wording of the spell, is that because I targetted an individual (rather than a spell), each spell currently in effect on the character must make a check vs dispel - ie: i probably cancelled all magic in effect (good or bad). Sorry Speck, thought I was helping! DMs call though.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+24=34 4d8(1+8+4+1)+15=29 d20+19=33 4d8(1+2+4+8)+15=30 5d6(2+3+4+4+3)=16 d20+9=21 d20+8=20 d20+6=15 d20+6=21 Thursday September 16th, 2010 1:23:07 AM
The wording that Kiri used was "Rather than asssault the fairies, she instead casts Dispel magic at Speck." If you want to direct it specifically at a spell, then research exactly how dispel magic works and use the wording they use. I'm just gunna stick with my original ruling, she blasted the heck out of the weave of magic around Speck.
On the other hand... Anyone read Shadowdale series of forgotten realms by RA Salvadore? Magic is described as being a weave of different colors strewn in a tapestry, and dispel magic is like a blast of darkness in the light that shuts it out. Takes skill to wield it effectively, like a surgeon trying to only knick certain beams of light , so maybe Kiri's natural 20 on the dispel check is what the creators of the rules was trying to imagine as this. It would be a good reason to let it only target a specific spell.
I'm sold, Kiri's natural 20 shows that her prowess in the arcane arts run deep indeed.
Kiri - Kiri recognizes the paralyzing power of the spell and then, Precisely, she recognizes the magic and wields her dispel magic to only cut the yellow haze of the Hold Person spell. Hero point for Kiri Who know's what she can do given time and experience.
Knowledge Nature or Arcana DC 20: Highlight to display spoiler: {" The faeries power works as thus: they can cast spells at a level dependent on how many of them are touching at one time. Four faeries touching equals level 4 spells. Two are level two spells, and so forth. Separating them is the trick..."}
Lucky: Lucky, standing behind Sir John casts Cause Serious Wounds and a purple necrotic energy envelops the halfling's hand. He then tumbles enough in a kinda sloppily manner to get around Sir John and within range of the Minotaur(check my placing of you). He thrusts his hand, burning with anti-life power, at the minotaur. But alas the beast sees it coming, his hoof raises and kick's Lucky's tiny hand to the side before he can discharge the energy into the Minotaur. The minotaur shouts "You will not claim what is rightfully ours!" with a thunderous voice.
Speck: Freed from the hold person and still holding on to his enchantments.He dodges tree roots and whips out his wand, shielding himself from the light spectrum. Then he moves to K-13.
Now both Speck and Kiri are invisible. Anyone else wanna be a one-trick pony?
Sir John: Since your a DM, go ahead and edit this spot with your action and we will go from there! I think I just invented a new system for people missing a post.
OOC - Sorry for missing yesterday, but had several RL issues going on... Sir John's saves - Will Save vs. Blindness vs DC17 (Will = 20 so OK). Save vs. Reflex vs. DC16 (Reflex = 15, nope...
Sir John manages to avoid the faeries diabolical light by closing his eyes briefly, but in that moment, he fails to see the tree roots coming up from the ground and becomes entangled. He tries to free himself (Str = 21) and manages to chop off a few roots and free his feet...
Their Turn
The faeries realize that this situation is getting serious real quick. The two that are free slap their hands together and instantly teleport to the Trunk of the tree The faeries then grab the magical Pie Piece that is embedded in the trunk and seem to... aim it at the other faeries? Yes! The crafty little devels, Knowledge Nature or Arcana or Common Sense DC20 Highlight to display spoiler: {They seem to have found a way to utilize the Sacred Pie Piece of the diety Bangle. What magic does this thing hold?} Then, a blast of light comes from the Pie Piece in the tree and it hits the tentacles grappling the other faeries. The tentacles flop back and a few of them explode in a blue goo. Disgusting. The spell is utterly... dispelled.
Then, the two faeries that were grappled and burned are now pissed off. They too teleport to the tree trunk and grab the Pie Piece.
It seems to be powering up for something...
(The minotaur's actions will only not happen if Sir John can somehow whip out about 100 damage in the next turn) The Minotaur laughs a gurgled, throaty laugh, a little blood spews from his mouth. "Your end is near. We may be mortals, but Bangle shall never die!' The Pie Piece on his chest begins to glow violently. He then connects his two greataxes together into one humongous axe and cracks it down on Sir Arthur's head with all his might. Knowledge Religion DC 16 Highlight to display spoiler: {Apparently our Minotaur budy has taken some levels of Bizarro-Paladin, he can Smite GOOD!}
A wave of necrotic energy engulfs Sir John with each massive blow. Pieces of the Paladin's armor chip and fly off as the axe pierces into him twice. Hit AC 34 for 29 slashing/necrotizing damage and AC33 for 30 of the same juice.
RemsusRemsus is flying in the air towards the tree, he shoots another Fireball directed at the faeries and the Pie Piece, "Destroy it!" He shouts! The fireball explodes on them, but unfortunately Faeries have a really high Reflex save and they dodge a lot of the damage. The Tree gets hit pretty good though.
Roots: Roots start to shoot up even more as the Pie Piece powers up. Reflex DC 18 or get pierced by barbs... which halves your movement until you are healed in some way
Minotaur: -57hp... and whatever John can whip out last turn. Fairie 1 - 32 damage from tentacles and wall of fire Fairie 2 - 38 damage from tentacles and fire Fairy 3 - 24 fire damage Fairy 4 - 18 fire damage Tree - 36 fire damage
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Fun combat huh?
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+15=20 ; d20+15=28 ; d20+2=3 ; d20+11=23 ; 10d6=27 ; Thursday September 16th, 2010 2:32:50 AM Knowledge (Arcana) vs DC 20 = 20 + 1 (Lucky) = 21 = Success, phew! Knowledge (Arcana) vs DC 20 = 28 = Success Knowledge (Religion) vs DC 16 = 3 (Natural 1) = Miserable Fail Reflex Save vs DC 18 = 23 = Success
OOC: Unsure if Sir John is blinded or not, or whether I should try and dispel that too...
Kiri is shocked when she sees the tentacles explode. Her favourite spell hadn't failed her before, but the fairies had found a way to overcome it. She realises that they have more power when grouped together. More roots appear underfoot, and the fairies are definitely planning something.
Sensing the urgency of the situation, Kiri drops her invisibility and launches a fireball at the fairies, tree and pie piece (27 dmg. Saving throw for half). She then backsteps to N6.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 4 (7-3:Blink, Dispel Magic, Fireball) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left d20+21=27 ; d8+16=17 ; d6=1 ; d6=4 ; d20+16=31 ; d8+16=22 ; d6=6 ; d6=6 ; Thursday September 16th, 2010 10:16:54 AM I edited the DM's post to add SJ's last post = He's not blind but was entangled. However, in his full action last turn, he managed to free himself...
Sir John is physically rocked back by the Minotaur's attack and is stunned by the force of the blows. Blood and pieces of armor are strewn everywhere...
Yelling to his friends, SJ calls, "A little healing here!!! One more hit and I'm down for good!!! He doesn't have time now to heal himself and hopefully his friend Lucky can give SJ a piece of his own luck...
Facing the minotaur, Sir John nods at the worthy foe and says, "Good shot my friend, but you're going to have to do a little better than that to finish me off! Let's see how you like this!
With the same attitude as before, SJ uses another Smite Evil and hits the Minotaur again with two solid blows...
Hit AC 27 for 17 pts + 1 fire + 4 shock = 22 (what's with the low rolls here???) Hit AC 31 for 22 pts + 6 fire + 6 shock = 34 Total = 56 dmg
Speck AC21/22(Dodge) HP:41/41 d20+13=20 ; d20+15=28 ; d4+1=3 ; 3d6=7 ; d20+14=28 ; Thursday September 16th, 2010 9:57:25 PM
OOC: I'll go with what the DM says. :) Spells still active on Speck: Expeditious Retreat (+30ft to base move), Eagle's Splendor (+4 to Cha), Detect Secret Doors, and now Invisibility, oh, and Haste.
Ref DC18 d20+13 (outside the 20' lucky bonus) = 20 +1 (ah I keep forgetting we are all hasted) = 21
Speck moves to I15 - D15 (total of 40' out of 50' move (20+30)). From D15 he utilizes his Spring Attack to attempt to grab the Pie-Piece from around the minotaurs neck, springing to D13, thus flanking him (10' moved), Note: the Spring Attack does not incure AOO from the creature under attack.
Flanking +2 to hit, Invisibility negates target DEX to AC, Invisibility grants +2 to hit ( i think it stacks with Flanking)
Note: the d20+15 was a Backstab but I changed my mind, I'll use the same d20 roll but with the new mod for the Sleigh of Hand instead of the mod for attack. Ignore the dmg rolls of d4 and 3d6.
Speck attempt to snatch the amulet, Sleigh of Hand DC20, d20+8 = 13+8= 21 (or 23 since Speck is Invisible?)
Spot check DC21 (or 23), if he fails to beat 21, Speck has taken the pie-piece without him noticing it. If he beats the 21, he notices something getting it, (Per Sleigh of Hand, beating DC20 is a success at getting an item), what he does to keep Speck from getting away, I don't know...
Speck Springs through the Wall of Fire Ref d20+ 13 +1(haste)= 28, to -B8. If Speck beat the Ref DC to save vs Wall of Fire, he takes no damage.
NOTE: DM, let me know if Speck's actions cause the Invisibility to go away, since he didn't really attack the minotaur.
Speck AC21/22(Dodge) HP:41/41 Thursday September 16th, 2010 10:06:38 PM
PS: and let me know if Speck made the save vs wall of fire.
Oh, and as confusing as all that was, i'll be glad to answer any questions.
DM Addison: Yeah. the DC on the wall of fire was like 20.
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Friday September 17th, 2010 1:16:43 AM OOC: Remember that we are all hastened/hasted, so if making a full attack you get an extra attack. Not sure if Sir John realised.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+10=18 ; d20+10=22 ; d20+10=17 ; d20+10=28 ; d20+18=32 ; Friday September 17th, 2010 2:08:36 AM
Kiri- (whats the DC on the save? they got 18, 22, 17, and 28) The fireball that Kiri launches dispells her invisibility, but the explosion fries one of the faeries and it flops on the fiery ground and disintegrates. The other 3 faeries hold on to the Pie Piece for dear life, they are bloodied and scorched.
Sir John - Sir John resists the Blind spell, cuts his legs free of the vines and laughs in the face of death as the Minotaur's axe tears him a new one. Then, Sir John counters with his own. A holy light envelops the Paladin's axe and the glow is brilliant. Then Sir John swings his viscous weapon in a high arc, hitting the Minotaur's armor and piercing straight through. Sir John's axe doesn't stop until it swings all the way through the Minotaur's body, leaving a deep gash that exposes heart, lungs and crunched bone. But John is not done. With the upswing of the axe, the Minotaur's throat is cut clean out, leaving a holy light trail behind it. The beast falls to his inverted knees.
But the minotaur still lives! The Pie Piece around his neck pulsates with a green light and the Minotaur's wounds begin to heal! He starts to regrow his throat and his exposed rib cage is collecting bone matter from nowhere...
that is... until
Speck - Speck tumbles around the Minotaur as he is getting cleaved to bits. The problem is that the Minotaur is about 17 feet high and Speck is.... a speck. How could a slight of hand reach so high to retrieve and item from the Minotaur's neck? That could add at least +2 to the DC I would think.
Luckily, John's blows brought the minotaur to his knees.... which are inverted and that's gross. Speck hops up the minotaur's furry back and gives the Necklace a yank. He can't quite get the thing off the minotaur, but he has a good grasp and probably one more tug could do it. Please roll another sleight of hand or a strength check or something similar to get it. Give her a good yank!
Lucky - Fill me in
Their Turn
Minotaur: Panicking from the idea that the only thing keeping his soul in his body is being tugged at by a halfling, he drops his Axe and attempts to grapple Speck, resulting in a check of 32. Speck- gimme an Escape Artist check or something similar before you try the Sleight of Hand.
Faeries and Tree - Only three faeries remain, so the power is diminished somewhat. The flames on the tree lap up at them, but they grit their teeth and maintain the focus of powering up the Pie Piece.
There is a large purple glow around the faeries and Pie Piece embedded in the tree, and then electricity begins to crackle in every direction.
Then, a Bolt of lighting strikes from clouds that have gathered... but everyone was too distracted to notice. The bolt hits the tree and in a flash of purple and blue... it stands.
Roots pop out of the ground, and a face is distinguishable within the bark of the monster. Large claw-like branches animate as sap pumps through the xylem and phloem.
Strangely... the faeries cannot be found anywhere.
Minotaur: -113hp. Healing slowly and grappling for his life. Fairie 1 - 48 damage fire and tentacles Fairie 2 - 52 damage from tentacles and fire. DEAD, fried critter. Fairy 3 - 37 fire damage Fairy 4 - 31 fire damage Tree - 64 fire damage. Its going up in a blaze
Divine (CL 7) 6 lvl 0: Create waterx2 5 lvl 1: Bless, Prot from Evil, Shield of Faith, Command. Domain: Longstrider 4 lvl 2: Hold Person x2, Calm Emotions, Resist Energy. Domain: Locate Object 3 lvl 3: Bestow Curse, Blindness/Deafness, Dispel Magic. Domain: Fly 2 lvl 4: Restoration, Freedom of Movement. Domain: Dimension Door
Captain Lucky AC1d20+17 HP64 of 64 d20+13=17 ; d20+17=37 ; d20+17=37 ; 3d8+8=28 ; 2d4=6 ; d20+15=17 ; d20+17=32 ; Friday September 17th, 2010 1:34:00 PM
Sorry! Lucky wanted to tumble around the taur, and then attack with a stunning fist unarmed attack that would discharge the held inflict serious wounds, using four luck points on the attack.
Tumble check to hit DC15, using a luck point ... a 17, no problem. Luck is up to 5.
Roll to make a unarmed monkish stunning fist inflict wounds attack, with +2 flank bonus and +4 luck points ... hits AC37! A Nat 20! Follow up for possible crit ... ANOTHER 37! ANOTHER NAT 20!!11!1!111!
Okay, I just rolled two 20s in a row! On the most crucial fight of the module! Wardd's gotta sit up and notice that!
The confirmed crit not only hits, it gives up another luck point, so Lucky's total is now 6. He goes all in, using 3 of them to boost the save vs inflict and 3 to boost the save vs stun!
Incredible damages:
(1) The save DC on the inflict is therefore (rolled last post) Will Save DC 30 for 30 damage or 15 damage, as rolled last post. If that damage is rolled twice on a crit, and I think it is, then it is 58 or 29.
(2) The damage from the unarmed attack is 1d4, rolled twice, for a total 6 more damage.
(3) The stunning fist requires a fort save. The fort save DC is 1d20 +5 (half levels) +7 wis +3 luck points = 17. If that fails, the minotaur is stunned for one round.
Whew!
=====
AC for next time it is needed: 32
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: Depend on whether those saves are made or not.
Captain Lucky AC1d20+17 HP64 of 64 Friday September 17th, 2010 1:34:56 PM
And that was Last Round, unless our kindly DM rules I lost my chance, in which case it was This Round.
:-)
Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left d20+18=30 ; d20+13=18 ; d20+13=18 ; d8+6=9 ; d8+6=14 ; d8+6=8 ; d8+6=11 ; d6=2 ; d6=1 ; d6=5 ; d6=4 ; d6=1 ; d6=4 ; Friday September 17th, 2010 2:36:02 PM
If the minotaur still lives after Lucky's brutal assault, Sir John will try to finish it off for good (3 attacks due to haste and full action)
If not, then Sir John will move forward quickly (hasted) towards the tree and swipe at it, by using his axe to literally chop wood... (1 attack)
Attack 1 = hit AC 30 for 9 + 2 fire + 1 shock = 12 Attack 2 = Hit AC 18 for 14 + 5 fire + 4 shock = 23 Attack 3 = Hit AC 18 for 8 +1 fire + 4 shock = 13 (ignore 4th d8+6 roll, hit roll too many times)
Speck AC21/22(Dodge) HP:41/41 Friday September 17th, 2010 9:59:13 PM
OOC: I wondered about how Speck was going to do it, but the PHB doesn't give any guidance on HOW it is done, just that it 'is' done. But logic would prevail. I had thought that if the attempt had succeeded, then it would be when the minotaur bent over to attack.
About the grapple: being invisible, Speck has total concealment (pg 152 PHB). The Minotaur has a 50/50 chance to outright miss his attempt to grab Speck. So you'll need to roll that before Speck needs to try to escape the potential grapple.
And that's if Lucky goes AFTER Speck. If Lucky goes last turn, then the grapple may be a mute point.
I'll await the results of DM decision on Lucky's actions and/or the 50/50 miss chance.
DM Addison: You want highs or lows? I'm always up for a game of chance. ;)
Kiri -- AC17+11 HP34/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Friday September 17th, 2010 10:41:59 PM Sorry, the DC for the fireball was 17, so the fairies made it.
Fireballs seem to be effective against the tree, so Kiri lobs another one - close enough to engulf the tree in the blast, yet far enough away so as not to harm any members of the party that may be close to it.
Cast Fireball. Not sure where Sir John is, but I will cast on the opposite side of the tree
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 3 (7-4:Blink, Dispel Magic, Fireball x 2) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Captain Lucky AC1d20+17 HP64 of 64 d8=8 ; d8=2 ; d8=2 ; d8=3 ; Saturday September 18th, 2010 10:33:19 AM
Oh, might as well do an action for this round ... Cast Cure Critical Wounds on Sir John. If I need tumble or concentration checks to do it, I'll post again. Cast over Air Walk ... cures 23 hp to Sir John.
Speck AC21/22(Dodge) HP:41/41 d20+10=12 ; Sunday September 19th, 2010 4:27:28 PM
OOC: since rolling low is always baaaaad, my call would be 1-50 is a miss, 51-100 is a potential grab if Speck doesn't counter with is escape artist.
Escapte Artist d20+9 +1(near lucky) = 12! GAAK!
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d100=6 ; Sunday September 19th, 2010 10:18:58 PM
Rolling for the Minotaur's Grapple check... and its a 6! Holy snap, invisibility works like blurr!
Sir John, AC 26, 21/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left Monday September 20th, 2010 2:14:20 PM
Checking in...
Captain Lucky AC1d20+17 HP64 of 64 Monday September 20th, 2010 4:00:30 PM
Checking in ... and hoping to have slain a minotaur?
Speck AC21/22(Dodge) HP:41/41 Monday September 20th, 2010 6:19:12 PM
OOC: YIPPEEEEEE! So the Mino missed the hafling entirely, probably going for his waist, that is waist human hight, and got thin air! Ha!
Speck manages to snatch the pie-piece and deftly slip the chain over the big brutes head and horns while getting clobbered to death.
IF the Minotaur goes down, Speck will NOT finish his move past the wall of flame.
Note: the Spring Attack is just ONE move, you go in, attack, and come back out during the same round with no AOO from the victim. The Snatch would be the attack, but since the hight difference, I agreed with the DM adjudication that the Mino would get a chance to try to grab Speck.
Let us know what happens now. :)
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 5d8=15 ; 2d8=12 ; Monday September 20th, 2010 7:21:06 PM
SO, basically all this happens at the same time:
Speck climbs up the minotaurs back, and the beast cannot seem to pin down the little bugger. As soon as Speck lifts the necklace from the Minotaur's neck, the regenerative power fades and the Minotaur realizes quickly that his life may be coming to an end.
At that time, Lucky, with a hand full of necrotic un-health energy, jumps up to the minotaur and jams his palm elbow-deep into the beast's open chest cavity. The necrotic energy sends jolts of pain throughout him, and he screams in agony. Hero point of lucky. The God of luck smiles indeed.
Then, Sir John, seething with his own brand of Righteousness, first takes a swipe at the Minotaur's leg, cutting it clean off. Then, as the gargantuan falls, Sir John finishes the deed by severing the horned head. It flops down and the magic that made him really big fades.
With a bloody plop, the minotaur's head is at Sir John's feet and its body looks like hamburger.... and it is a cow after all.
But, the threat is not over yet. Still, one Pie Piece remains lodged into the Treant.
Doing damage seems to slow it down, but can it be killed as long as the Pie Piece remains.
Their turn
The Animated Tree suddenly sprouts thorns all over its bark with a loud POP sound.
Then, thorns shoot in every direction, like a wave!
Reflex save DC 20 or be skewered for 15 damage. Reflex for half.
If you fail that save, then roll a DC 20 fort save or be poisoned! Poisoned = loss of 12 Strength!
(OOC: Placement doesn't really matter at this point, just describe your actions. And I didnt forget about Kiri's fireball... just keep it comin)
Sir John, AC 26, 37/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted d20+6=21 ; d20+18=24 ; d20+13=18 ; d20+8=9 ; d8+6=9 ; d8+6=10 ; d6=1 ; d6=6 ; d6=4 ; d6=2 ; Monday September 20th, 2010 8:33:08 PM
Sir John grunts in satisfaction as the minotaur falls to the ground. Lucky's healing was once again timely and likely saved Sir John's life (up to 44 hps). He turns to the tree and sees the thorns flying in every direction and tries to duck out of the way (Reflex = 21). Luckily, he avoids most of the thorns but a few get through... (7 dmg)
Standing back up, he fervently chops at the tree with all his might, getting three attacks in as quick as possible... (he's still hasted and can do a full attack, thus 3 attacks rather than 2)
Attack 1 = Hit AC 24 for 9 pts + 7 (1 fire, 6 shock) = 16 Attack 2 = Hit AC 18 for 10 pts + 6 (4 fire, 2 shock) = 16 Attack 3 = Miss AC 9...
Speck AC21/22(Dodge) HP:41/41 d20+15=32 ; d8+1=8 ; Monday September 20th, 2010 9:29:21 PM
As Speck lifts the amulet over the Minotaurs head he hollers, GOTCHA, then slides off the falling body and stands there in triumph. Although, it would seem that no one has realized his daring deed, as the amulet becomes invisible when he tucks into his shirt, making it invisible.
Refl DC20, d20+13+1(lucky)+1(haste) = 32, and with Evasion, that means he also escapes the half damage
A popping sound causes him to duck and dodge instintively. Only a few thorns come at him and he evades them easily. A quick flourish of his wand of CLW and he swipes Sir John with it. Be Ye Healed
CLW d8+1 = 8, Sir John has 8hp healed He then scampers over to G20 (1 move w/exp. retreat = 50') OOC: I'm presuming Speck slid off at G10, healed Sir John some then moved 50' to G20.
Kiri -- AC17+11 HP19/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+11=12 ; d20+11=12 ; d20+14=27 ; 10d6=42 ; Monday September 20th, 2010 9:37:25 PM Reflex Save vs DC20 = 12. Using Hero Point to reroll. 12 again. 2 x 1's in a row! Automatic Failure. Fort Save vs DC20 = 27. Success.
Thorns rip heavily into Kiri's flesh, but gratefully the poison has no effect on her. The pain from the thorns drops Kiri to her knee. She channels the pain through her and uses it to retaliate with another fireball DMG: 42 .
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 2 (7-5:Blink, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Captain Lucky AC1d20+17 HP64 of 64 d8=1 ; d8=5 ; d8=3 ; d8=3 ; Tuesday September 21st, 2010 7:49:51 AM
Lucky, standing behind him, casts another cure on Sir John, over Remove Curse: 19 hp curing.
Kiri -- AC17+11 HP19/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Wednesday September 22nd, 2010 12:01:27 AM
Kiri watches as everyone rushes to heal Sir John, and feeling unloved, she dies a little inside...
OOC: Queue the violins :)
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) 7d8=29 ; d20+8=17 ; Wednesday September 22nd, 2010 2:51:03 AM
Sir John, the awesome tank he is, gets healed up by Speck and Lucky and charges the tree. Thorns and roots pop up everywhere around his feet, but he presses on, leading with his shield.
He can still feel the wounds on his back and shoulders closing up as he cleaves into the tree. Chunks fly off as fire burns the tree... but the electricity seems to not hurt it.
Kiri focuses the pain in her arms as her blood pours onto her dress and she summons a fireball mixed with her own blood, it seethes with anger and hatred and the fire trails from her arms into the vortex of heat and suffering.
The young sorceress hurls the firey ball and it explodes on the tree, laying a magma-like burning.
The Tree Creature writhes in agony, but the power of the Pie Piece holds it within the material plane.
Then, suddenly, another purple and blue blast of lightning comes from the clouds and strikes the tree!
The lightning is channeled through the tree and then through Sir John's axe, and into his body for 29 damage. Fortitude save DC 17 or be nauseated as the electricity leaves you quite discombobulated.
The blast of lightning radiates outward. Everyone else DC 17 Reflex save or be hit for the same 29 points of electricity and then roll the fort save.
Remsus shoots his Spectral Hand towards the pie Piece and rolls a 17 on the touch AC. THe hand grabs the Pie Piece and Remsus gives it a tug through the part of his disembodied Spirit.
THe spiritual hand is tucking visciously, but it is not strong enough to pry it out of the bark.
"Get that thing out of there!" Remsus shouts.
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+14=22 ; d8=3 ; d8=3 ; Wednesday September 22nd, 2010 3:28:12 AM Ref Save vs DC 17: 19 (Read it as Fort Save and rolled for that. On re-reading, adjusting for Ref save, its +11 not +14). Success though.
Having knelt to the ground, Kiri watches as a bolt of lightning flies past her head. She is too far from the tree to be able to reach the pie piece without getting hurt. Now standing, she instead reaches into her pocket and pulls out a healing potion and promptly drinks it Cure Serious Wounds: 2D8+3=9
"Kill it! Kill it!" the young sorceror frantically calls out to the group.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 2 (7-5:Blink, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Captain Lucky AC1d20+17 HP64 of 64 d20+18=23 ; d20+15=27 ; d20+15=33 ; d8=2 ; d8=3 ; d8=8 ; d20+17=34 ; Wednesday September 22nd, 2010 6:53:42 AM
Oh! I forgot to save vs the hail of spikes! That first ...
Reflex save DC 20 or be skewered for 15 damage. Reflex for half.
Luck Points start at 7. Lucky pumps 3 into his Reflex Save, making it a +18 roll. He gets a 23, and makes the save, brings his luck points up to 8, and takes no damage with evasion.
Then the lightning ...
The blast of lightning radiates outward. Everyone else DC 17 Reflex save or be hit for the same 29 points of electricity and then roll the fort save DC 17 or be nauseated.
Reflex save: a 27 no prob. Fort save, with 4 luck points to make it a +15 roll: a 33. That means no damage, no nausea, and total 9 luck points.
Lucky sees that Sir John is just about dead (what? 8 hp left?), so he casts a Cure Serious Wounds on him, over magic circle. He pumps 5 extra luck points into the healing, getting back only 2 of them. That's 3d8+8+5 this time. That's 28 healing to Sir John. Luck Points stand at 6.
Lucky shouts, "Johnny Boy! We gotta get that pie slice! You got anything you can do?"
He looks at the bard. "Speck! Can you grease it out of there?"
=====
AC for next time it is needed: 34
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 6
Speck AC21/22(Dodge) HP:41/41 d20+14=34 ; Wednesday September 22nd, 2010 11:13:18 PM
OOC: on the Fort Save, I read it that you only need it if you take any dmg from the lightning. So with Evasion, a success means no damage and no need for Fort save?
Ref DC17 d20+13+1(haste) = 34 N20!
Speck nimbly and with panash evades the lightning. "Eye, eye Captn'!" Speck shouts.
OOC: the range of the Grease is 25' feet. Where abouts is the pie piece?
If possible, Speck moves to where ever he needs to (50' move) and sends a glob of grease from his wand covering the spot the pie piece is at.
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted d20+11=13 ; Thursday September 23rd, 2010 9:32:11 AM
Sir John swings back forth between feeling empowered due to the healing (+47)and beaten by the lightning strikes (-29 hp)... That much damage literally shocks his system (Fort = 13 - Failed) and he begins throwing up all over his already bloodied armor... He tries to answer Lucky but his Nausea prevents him from doing much of anything...
Speck AC21/22(Dodge) HP:41/41 Thursday September 23rd, 2010 10:33:07 PM
OOC: Sir John, would Tasha's Hideous Laughter cure your nausea?
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) d20+14=21 ; Friday September 24th, 2010 1:36:27 AM
Yeah, only do fort save if you actually get hit by either the lightning or the poison thorns.
Kiri - Manages to hit the dirt before a bolt of lightning hits her in the face and downs a healing potion
Lucky - jumps and dives to avoid lightning. Then he shoots a nice healing burst to sir John.
Speck - avoids the lightning strikes with a bit of ease, then he casts Grease on the Pie Piece to try and loosen it up
John - he is vomiting up his liver right now. Brb. Your nausea fades after a round though and you can now act normally.
Remsus shouts, "The Pie Piece is loosening! I can feel my spiritual hand tear it out a bit... but its stuck. We need one more pull!"
Then, as he finishes his last word, a large root shoots from beneath the earth and grabs him as he flies in the air. Grapple check = 21, remsus is grappled by a root.
Everyone else do an opposed either Strength check (grapple-like) or escape artist DC 21... or be grappled by roots and you gotta fight your way out of it.
The Tree is pulsating as the Pie PIece tries to put out the fire.
Captain Lucky AC1d20+17 HP64 of 64 d20+14=17 ; d20+17=32 Friday September 24th, 2010 6:47:23 AM
Lucky tries to slip away from the roots with an escape artist check ... My check is usually a +9 ... add in +5 of my 6 luck points for a +14 ... rolls a 17! AARRGH!
Down to one luck point and stuck in roots, Lucky weeps in frustration!
=====
AC for next time it is needed: 32
Current hit points: HP64 of 64
Currently Active Spells (duration only noted for spells lasting less than 40 rounds): - Shield of Faith - raises AC by net +2 since it does not stack with his ring. - Fire Resist 20.
Level 0: Inflict MW, Virtue, Purify Food and Drink, Purify Food and Drink, Mending, Detect Poison Level 1: CLW, Sanctuary, Endure Elements, Protection from Evil, Summon Monster I, Shield of Faith, Entropic Shield Level 2: Gentle Repose, Find Traps, Bear's Endurance, Darkness, Cure Moderate Wounds, Shatter Level 3: Meld into Stone, Inflict Serious Wounds, Magic Circle against Evil, Searing Light, Remove Curse, Pro Energy Level 4: Sending, Air Walk, Dimensional Anchor, Chaos Hammer
Luck points: 1
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+2=6 ; Friday September 24th, 2010 6:55:10 AM Escape Artist Check: 6 - Fail
Kiri is held fast by the roots of the tree. They entangle her to the point that casting spells becomes a problem. "Can anyone kill this thing?" she calls out to noone in particular.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 2 (7-5:Blink, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted d20+6=9 ; Friday September 24th, 2010 11:55:39 AM
Sir John finally empties out the rest of his stomach and standing weakly, looks at the tree. A look of anger crosses his face and he fees a renewed burst of energy. Raising is axe in a challenge, he says "Enough of this, whatever you are. If you think you made me mad before, then you're wrong. Now I'm really angry..."
But before he can take out his anger on the tree, roots pop up suddenly beneath him (Strength = 9) so he has to spend this round chopping at the roots to free himself...
Speck AC21/22(Dodge) HP:41/41 d20+9=28 ; Friday September 24th, 2010 11:18:21 PM
OOC: Kiri if you can cast Blink you should be able to get out of the roots, i think.
IC: Escape Artist DC21 d20+9= 28!
Speck sticks his tounge out at the root that tries to get him as the circus performer in him takes over and he easily evades the root.
OOC: I don't know where Kiri is on the map, so DM, I need a liitle help. If Kiri is within 25' from Speck, he tosses a greasy splotch at Kiri to give him the +10 on the Escape Artist or Grapple check. If not close enough to Kiri, he uses it on Lucky, and if not close enough to Lucky he goes for Sir John. If not close enough to Sir John, then another glob to the pie-piece.
DM Addison: Well, we can assume you are close enough to chose whom you would like to caste your grease upon.
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap Saturday September 25th, 2010 1:46:52 AM OOC: I had a look at Blink, and as it has a somatic component, I don't think it can be cast while grappled.
DM Addison: That sounds like a good use of the Concentration skill. DC 21, same as grapple DC to cast it while grappled. =) Get creative.
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+16=25 ; Saturday September 25th, 2010 2:34:12 PM In that case.... :)
Despite the entwining roots, Kiri concentrates as best she can to gesticulate the actions she needs for her spell. Focusing, she casts Blink upon herself Concentration Check: 25 and promptly disappears from the material realm, freeing herself from the plant.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Blink
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 5 (7-2:Invisibility, Summon Swarm) Level 3 1 (7-6:Blink x 2, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
Speck AC21/22(Dodge) HP:41/41 Saturday September 25th, 2010 7:45:15 PM
OOC: good rolling Kiri!
with that taken care of...
IC: Speck is about to help out Kiri when he blinks out of existence, er, vanishes. He turns his attention to Sir John and gives him some help by sending a glob of grease coating his armor and the roots.
Sir John gets a +10 bonus on his Grapple Check.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Monday September 27th, 2010 2:15:37 AM
And its Grease used to escape for the win! Who woulda thunkit?
Sir John - Gets entwined by the root system of the tree. Strength check to break out. DC still 21
Kiri - Manages to cast Blink on herself while being grappled by the tree roots and blink-pushes her way through. She can run fairly easily, but its like the entire ground is becoming the roots of this tree.
Speck - he escapes the entwining tree roots quite easily and , seeing that Kiri is doing ok, casts Grease on Lucky, dousing him in a sticky black ichor, but granting him +10 to his escape artist check.
Lucky - Being all greased up and ready for a barbeque, he slips through the roots with a +27 total to his escape artist.
Now. Three of you are free and there are no foes between you and the Pie Piece. It is greased up and being tugged on by Remsus's spiritual hand, seeming that it only requires one more hand to grasp it.
But the roots of the ground are moving constantly, requiring all your cencentration just to keep balance.
You are all about 50 feet from the Pie Piece and tree... and then a rumbling is heard.
The limbs of the tree begin to spin around and form a sort of... helicopter?
The tree lifts off.
DC 20 Jump check to reach the PIe piece. Or two consecutive DC 17 balance checks Or Two consecutive DC 22 tumble checks Or DC 14 pure Strength check to just muscle through the branches and run. DC to cast spells is 16 concentration
Or you can try throwing a weapon at the Pie Piece or something.
Kiri -- AC17+11 HP28/62 -- Familiar(Sniff - AC19+11 HP27/27), Mithral Tap d20+16=29 ; d100=77 ; d4+1=4 ; d3=2 ; d4+1=4 ; d4+1=2 ; d4+1=4 ; d4+1=3 ; Monday September 27th, 2010 2:36:46 AM Concentration Check vs DC 16 : 29 - Success D100 check to see if spell works while blinking : 77 - Success Ignore the other rolls. Had a spell in mind but have a better idea...
"A Flying Tree? Huh." Kiri shrugs. She has created many magical wonders herself, so is not taken aback by this latest sight. Still, it needs to be destroyed. Kiri takes aim to blow the pie piece out of the tree, and then changes her mind. She aims her fingertips, and timing her blinking, directs her magical energy at the tree trunk. Cast Web. Anchor points being along the tree trunk itself, and looking to entangle the spinning branches She then takes a step backwards, away from the tree - what goes up, must come down.
--------------- Currently Active Spells: Mage Armor, Protection from Evil, Shield, Haste, Blink
Spells Available to Cast today: Level 0 5 (6-1:Flare) Level 1 2 (7-5:Summon Monster I, Mage Armor, Protection from Evil, Shield, Magic Missile) Level 2 4 (7-3:Invisibility, Summon Swarm, Web) Level 3 1 (7-6:Blink x 2, Dispel Magic, Fireball x 3) Level 4 3 (5-2:Polymorph, Black Tentacles) Level 5 1 (3-2:Summon Monster V x 2)
DM Addison: Good one Kathy! Kiri: Er, Rob C, actually :)
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted d20+6=9 ; Monday September 27th, 2010 9:40:07 AM
(OOC = If the roots are entwining us and the tree is taking off, wouldn't that mean the roots would start moving too? They're an integral part of the tree and it would see that they would either let us go or pull us with them? Not sure here...)
Sir John continues fighting against the annoying roots (Strength = 9 again...)... But is still held fast...
(THANKS Cpt. Lucky, as I missed that... I'll take that +10 check ... So if I'm grappling, then do I need to roll an attack and add 10 vs. grappling or simply add 10 to my strength check?
DM Addison: THe tree's trunk is being lifted off the ground and detaching from the root system... which entangles you.
Captain Lucky AC1d20+17 HP64 of 64 d20+12=14 ; Monday September 27th, 2010 10:54:29 AM
[OOC: So confused ... I thought it was Sir John who got the grease, not Lucky. Well, I'm not looking a gift horse, and all that!]
Lucky tries to balance nimbly, hopping from tree root to tree root, even as they try to trip him. First balance check, using the last luck point: a 14! NOOO! Cap'n Lucky Eddie's luck runs out with a roll of nat 2! He loses his last luck point and is totally tripped up! Argh! Probably slipped in his own grease!
DM Addison: Speck said, if Kiri doesnt need it, then it goes to Lucky. If Lucky is out of range, then John. I went by the order he stated. Oh... then he posted again but I overlooked that. Oh well, I figured the +10 would give you an extra turn since you almost made the DC the first time.
Speck AC21/22(Dodge) HP:41/41 d20+10=17 ; d20+10=29 ; Monday September 27th, 2010 9:58:58 PM
OOC: sorry for the confusion. On my second post, I changed my mind, thinking Sir John would be more effective free than Lucky. Sorry Lucky. But ok.
Speck gets upon the tree(?) with his supperb circus acrobatics.
OOC: If that is his Standard Action, then he has a Move Action left
Speck, now on the tree, Climbs upwards (using his Slippers of Spider Climb) twards the Pie Piece.
Speck AC21/22(Dodge) HP:41/41 Wednesday September 29th, 2010 9:02:11 PM
ooc: just checking in. tum-de-dum-tum...
Captain Lucky AC1d20+17 HP64 of 64 Thursday September 30th, 2010 6:29:51 PM
Hiya!
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Thursday September 30th, 2010 9:35:04 PM Lucky - Tries with all his halfling agility and luck to jump and dodge to reach the Pie PIece. Alas, a large root catches him in the chest and he loses his balance all over the place.
Sir John FLexes his muscles in a brave attempt to escape the twisting vines and roots, but to no avail.
But then, Kiri steps up to the plate.
Kiri: After escaping the roots via her blink spell, she launches another effective use of magic. She cast web directed at the propeller-like branches of the tree as the trunk and pie piece attempt to fly away. Apparently, the tree did not plan for this kind of interruption and the Webbing wraps the propeller-branches in a tight white basket in no time.
The tree crashes to the ground, shaking everyone who is wrapped up by branches or touching the ground.
Then, it is Speck who deals the final blow.
With some catlike-reflexes, he dodges roots as they grab up at his ankles. Then he runs, balancing across a root and when the Tree crashes, Speck jumps up, and grasps the medalion of the Pie Piece.
With a mighty halfling heave, he rips the Pie Piece from the trunk. Greasy, Webbed, and still a bit on fire, he holds it in his hand.
As soon as he does so. A bright flash of lightning erupts from the tree and goes into the cloudy sky.
Then, a blue spirit arises from the tree. Looks like this:Blue Spirit
He speaks in a thundering voice: "Adventurers. Though there are but five left, you are worthy of praise for your heroics. The great gods, Jangle and Bangle, have settled their arguments for the time being for your actions. The Great Jangle proved that the power of good surpasses all. The Pie pieces are united once again, and the amulet is secure. Your reward: each of you keep a quarter of the Pie Amulet. It fits together. You can communicate telepathically with anyone else wearing one of the other pieces. Also, you can use it to cast Cure Light Wounds 3times per day. THE GREAT JANGLE HAS SPOKEN"
And with that, there is a clap of lightning and he is gone. You look down and realize you are back at the Giggling Ghost, holding your reward in your hand.
Remsus doesn't get a pie piece.
Knowledge Religion DC 23 Highlight to display spoiler: {That spirit actually was Jangle}
But then... you all hear a voice in your head: This is Bangle, clown god of evil and brother of Jangle. Be warned, this is not over. You shall die by my hand.
The gauntlet has been thrown.
~fin
Speck AC21/22(Dodge) HP:41/41 Thursday September 30th, 2010 10:32:09 PM
"What an odd twist of Fate," Speck exclaims as he suddenly finds himself sitting in the Gigging Ghost.
Then, after the second voice interrupts his thoughts, he blurts out loud,
"Smiles and Giggles will make me Laugh Sticks and Stones will break my Bones Taunts and Threats will Scare me But loyal friends will Protect me."
Captain Lucky AC1d20+17 HP64 of 64 Friday October 1st, 2010 7:11:41 AM
When he sees Speck grab the final piece of the artifact, Cap'n Lucky shouts, "HOORAY!" He grins like a madman. "Good work, in Specktre! We'll make a hero of you yet!"
But in a few moments, his joy is turned to dismay. "WAIT!" he shouts at the divine voices, shouting, "The items that gave double hit points and regeneration to our enemies gives us three square cures a day plus the eternal enmity of a god? A clown god?!? I think we mighta got a bum deal." The halfling calls out, "HEY BANGLE! HEY BANGLE! You want a piece a pie, cheap?"
[OOC: Many thanks to Addison for a fun and challenging adventure. I really thought we might blow it there at the end!
We need a new DM to take on the next adventure. And we need an adventure. Should I write to Jerry and see if he has something on his shelf? I am currently DMing two other campaign games. Poorly. Sorry, no way I can step up to the plate for the next one. DM volunteers?]
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Friday October 1st, 2010 9:13:50 AM
Sir John finally relaxes now that the battle is won. He laughs at the irony of Lucky's statement and agrees that the gift giver was a cheapskate....
(OOC - I'm in for the next adventure and just let me know who decides to DM... )
Speck AC21/22(Dodge) HP:41/41 Friday October 1st, 2010 9:30:41 PM
Yep, it was fun! We certainly did use a lot of unusual, well, not so unusual but more like rarely used, skills.
I have been contemplating converting some old 1.0 modules to 3.5. That will take time and I'd only do it if I knew for sure that I was going to use it.
However, I do have a copy of the "Red Hand of Doom". Would Anyone be interested? It may be longer than the usual Tap adventure, but very challenging.
Or, I have an updated copy of the "Expedition to the Demonweb Pits" which I haven't read yet.
I volunteer to DM whatever comes up.
Speck.
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Sunday October 3rd, 2010 4:26:43 PM
Either module sounds good to me...
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Monday October 4th, 2010 1:11:13 PM
I just suggest that all new Tapestry games be made Pathfinder...
Playtesting is the key to victory. As we have learned from the errors of 3.5 and 4ed.
Captain Lucky AC1d20+17 HP64 of 64 Tuesday October 5th, 2010 5:51:10 PM
The Pathfinder Revamp Committee is working on Wold PrCs right now. Give us a few days, and we can test the revised Mendicant with Lucky. What other PrCs are we using?
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Wednesday October 6th, 2010 9:38:34 AM
So I guess a key question is who is going to continue forward in the Mithril Tap? Sir John will of course...
Am I correct in saying that whoever is going to stay should xform their PC's into Pathfinder equivalents? This assumes, of course, that we have enough to continue the tap...
Captain Lucky AC1d20+17 HP64 of 64 Wednesday October 6th, 2010 1:40:45 PM
I'm in.
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Thursday October 7th, 2010 4:54:48 AM
Other rewards - Exp and gold equivalent to level 11... or 12 or 13 depending where the next game starts at.
Mind if I reuse good old Sir Arthur Cromwell Jr. for the next game if it is to be Pathfinder? He's a Rogue/Paladin charmer.
Captain Lucky AC1d20+17 HP64 of 64 Thursday October 7th, 2010 9:34:27 AM
Sounds fine to me.
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Friday October 8th, 2010 9:47:15 PM
Sooooooo.,....... Who's DM?
Captain Lucky AC1d20+17 HP64 of 64 Monday October 11th, 2010 7:19:35 AM
Not me! I'll go next time.
Speck AC21/22(Dodge) HP:41/41 Tuesday October 12th, 2010 9:40:59 PM
I'll DM if someone has a module ready.
Jonathan/Speck
Captain Lucky AC1d20+17 HP64 of 64 Wednesday October 13th, 2010 6:21:03 AM
Thanks, Jonathan. If we have no module, we can always ask Jerry for one. He has tons.
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Friday October 15th, 2010 10:15:36 AM
I vote for that... Let's use something premade that Jerry has...
Captain Lucky AC1d20+17 HP64 of 64 Monday October 18th, 2010 7:06:57 AM
I've e-mailed Jerry to ask for something.
Captain Lucky AC1d20+17 HP64 of 64 Monday October 25th, 2010 6:35:30 AM
Hey Jonathan? We may be waiting for Jerry for a while. Maybe we should dig up our own module. I just typed Free online D&D modules into Dr. Google and came up with an easy double handful of options. May I suggest that your grab something and we run with it? Comments?
Sir John, AC 26, 55/96, hps, Prot from Evil, Bless Weapon, Bear's Endurance,1/3 Smite Left, Hasted Monday October 25th, 2010 12:11:13 PM
That sounds great to me! Let's get moving on this and we can use whatever works best!
Remsus Kai HP 41/52 AC 15 (Fly, See Inv, Blurr, Spectral Hand) (DM Addison) Friday October 29th, 2010 2:36:35 AM
Anyone who wants to play in the Forged is welcome to join for as long as ya want. =)
In mid-combat atm.
Captain Lucky AC1d20+17 HP64 of 64 Friday October 29th, 2010 7:19:26 AM
LOL! I'm having a hard time imagining Lucky as a dwarf!
Captain Lucky AC1d20+17 HP64 of 64 Saturday November 20th, 2010 2:43:03 PM
Well, my fellow Mithril Tappers, looks as though our experiment is at an end, or at least on hiatus. If anyone has the itch to play, come on over to the Golden Tapestry!
Ken Monday November 22nd, 2010 2:19:36 PM
I agree my friend and so let's officially announce that this game is DONE!!! I went over to the golden tap and posted re: openings...