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The Bite Of The Blight


DM Cayzle - Journey south 
Tuesday January 18th, 2011 6:33:41 PM


A new day dawns, and it is time to head south, in fulfillment of prophecy, or at least because a cryptic poem seemed to say it was a good idea. To get us started, let us please consider the roadmap.

You are now about 10 or 20 miles northeast of Bryn Baraz, you reckon. I'm assuming that you are traveling with Zeph, Jet, and Galin aloft and Keela, Garret, Alexi, and Charek on the ground with mounts.

Question one: Where will Avis be in relation to the ground party? Elevation and distance, please.

Question two: Will you travel near to Bryn Baraz or give it a wide berth? If close, how close? Any special precautions?

Question three: What procedures for finding things will you have?

Question four: What is your slowest move rate, on the ground, so I can figure out your miles per day?

Question five: What are your procedures for communication between ground and airborne PCs? If you see a possible danger or encounter of interest during the day, what will you do, considering you can only start the flying craft once per day? When you stop at night, what are your standard watches and security measures?

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

You spend some time looking at the physical construction of Avis, with a mind towards modifying it. You see again that it consists of a triangular metal skeleton, which is the magic part of the airship, and a wood and canvas frame to make the seats, roof, floors, and walls. It can give concealment, but not much in the way of cover. The frame, you figure, weighs about 300 lbs. It is intended to carry four medium creatures and a small one, for a total passenger cargo of about 900 lbs. So the wood and canvas frame, plus passengers, is a total allowed deadweight of about 1,200 lbs.

You can surely modify the frame to add cargo spaces, with a DC12 woodcraft skill check. You can paint and decorate easily, with access to the right paint and tools. You can modify the pilot's seat for a medium pilot, at, say, a DC16 woodcraft check. Knowledge (Engineering) will serve as well.

Keela has a good point -- an attack on Avis, especially with magic fire, say, would do a lot of harm!

Charek AC 22; HP 47/47  d20+7=19 ;
Tuesday January 18th, 2011 8:48:49 PM

Charek listens to what is being said about revamping or modifying Avis and is fairly confident (Knowledge Engineering 19) that given the time and the tools that he could do that which was needing to be done.

Ground movement on horseback is going to be somewhat subject to terrain.

If it is flat average about 3-5 mph jogging and walking. if rolling hills probably more like 2-3mph and if it is steep and rocky 1-2 mph. So assuming best case scenario 9 hours travel about 36 miles. Worst case maybe 9 miles.

Zeph 3.5 AC22 HP 32/42 Zeph Pathfinder HP 69 AC 23  d20+5=9 ; d20+9=27
Tuesday January 18th, 2011 9:49:57 PM

Zeph nods at Jet's drawings and says, "All are great ideas, Mr. Stormwind. Perhaps if we cannot find out how to increase the uses per day, perhaps the Star Mages can. I will put a ballista on our list of things to find."

Zeph is a tanner by trade and thus very unskilled with woodworking (Untrained craft woodworking roll =9. Blah). "Can anyone help me with some carpentry to make it suite a medium me?" Zeph says in frustration.

Then Charek shows up and Zeph will be happy to play Carpender's assistant.

If we cannot fix it up to suit medium, then Zeph will memorize two Reduce Person spells. He will fly uncomfortably in medium mode until something happens that would work his concentration... like aerial combat.

Zeph will also ask Keela, "I am not experienced enough to cast Minor creation to fabricate some paint. Think you can do it Ms. Keela? Dirty Green and sky blue would do well for camouflage."

Zeph plans on flying the craft about 100 or so feet in the air. The Message spell's range for me is 150feet. And I think Zeph should be able to point at the crew from up top. He will also try to give Bryn Baraz a wide brith

When Zeph hops in the cockpit, he says, "If I start doing some wacky air maneuver, then that means we see something and my Message spell failed. If its combatants, I will fly back, wait for you guys to engage, and then we will swoop down, peppering with arrows and the like... " Zeph says, knowing that such a sight would freak out any enemies.

Then Zeph wonders two things: 1. If he could cast a Resist Fire spell on Avis? 2. What it would take to increase the activations per day. Could it be powered by my spells? Knowledge Arcana =27

(OOC: The map is not working for me. says I can't open it.)


Alexi (AC: 25/13, HP:66/66) Lobo (AC: 20, HP:36/36) 
Tuesday January 18th, 2011 9:51:19 PM

OOC: the terrain is flat. very flat, until you reach the badlands. Then it is flat if you stay in the valley floor.

ballista on a swivel mount has a very long range, much longer than anyone on the ground can beat. and rocks can fall far and from out of reach. Not very accurate, but a 'cluster bombing' technique has a good chance of hitting a slow moving target. and if Zeph can master the dive bombing maneuver, you can be in and out of range quickly.

But the main idea of having a ballista mounted is mainly defensive in case another one comes chasing. A ballista on the back would give a good defensive advantage over any other flying craft deciding to give chase.

IC: Alexi takes the lead. He suggests taking a path away from Bryn Baraz unless they are really serious in going for another flying craft.

"If you see anything important but not dangerous, you could drop a pebble wrapped in a piece of white cloth. If it is something dangerous, you could drop a pebble wrapped in a piece of red cloth."


Keela 
Tuesday January 18th, 2011 11:14:48 PM

Keela's speed is 30 walking, 50 riding.

"I think we should give Bryn Braz a wide berth," she says. "I think we've learned all we can at the moment; any more engagement with them is just going to slow us down."

When camping for the night, Keela will cast an Alarm spell on a point in space near the center of camp. She will use a different password each night, and tell her friends what it is. In addition, she will cast an Extended Rope Trick, which people can use or not as they choose. Obviously, Avis and the horses can't go in it.

"I agree with Zeph that a Message spell is the best way to communicate, so long as we stay in range," she says. "Either Zeph or I will have to have the spell prepared each day, but it shouldn't be a problem."

"I'm sorry, Zeph, but Minor Creation isn't in my spellbook," Keela says. "Avis may have to wait a while for her makeover."

DM Cayzle - Extra 
Tuesday January 18th, 2011 11:39:05 PM

Note that on the map, each hex is 50 miles. And if you can maintain a rate of 50, then you should be able to make 40 miles per day on very easy terrain, like open plains. Half that in the badlands.

DM Cayzle - Extra 
Wednesday January 19th, 2011 6:19:28 AM

Ugh! I messed up that link. Here it is again, and I fixed it in the post too.

A Map Showing Bryn Baraz, The Float, and the Lands Between.

Many thanks, Buzz!

Galin HP 74/74 AC 27 
Wednesday January 19th, 2011 8:56:47 AM

Galin comments to the group when they are on the ground again

" I am good on a few hours sleep so you can fit me in anywhere you want into the watch. If we want to get another one of these (pointing to Avis) we might get hurt or the Avis needlessly so I think that we should carry on but if we can get Katrina to send us the materials in a few days and we could modify this without a fight and I do have a bit of gold here somewhere. I think that we should also look into a few repeating crossbows to add to the list of avis weapons

Galin thinks to himself with all this though of making or modifying a invention that where are all the bloody Gnomes when you need one

Garret Goodbarrel [AC:25/25/19 HP:44/44 Ki:9] 
Wednesday January 19th, 2011 11:56:55 AM

Garret laughs when Alexi looks over Avis and talks about making it into an armored attack platform. "I wonder if we could fix a couple wands of fireballs on the front corners, too?"

"Indeed, let us go far around Bryn Baraz, as I'm sure if they see this flying machine, they are going to want it back."

OOC:
Pretty colors! What's the white section on the map (as opposed to the brown and puke-green)?

Night watches, unless there are objections:
First Watch: Jet , Zeph
Second Watch: Alexi, Garret, Galin
Third Watch: Keela, Charek

Question three: What procedures for finding things will you have?
Answer: Roll really good perception checks?

What's the sped of Avis? I'm picturing this slow-moving, gliding box, with dive-bombs at the speed of a helium balloon. Is it slower than the horses when moving? Standard moving horse speed is what, 50?

DM Cayzle - Extra 
Wednesday January 19th, 2011 12:00:52 PM

Map notes:

White = plains

puke-green (such as the area around Bryn Baraz = broken badlands, scrub, grasslands.

Light brown = hills

Dark brown = mountains

Forest green = forest



DM Cayzle - Extra 
Wednesday January 19th, 2011 12:05:23 PM

Avis flies at 100. That's 100 ft in a move action, and usually the pilot "hustles" the flying machine with two moves per round, or 200 ft per round (in combat). For longer rides, it is harder to keep up that pace, but 100 ft per round is fine to maintain for hours and hours. Basically, Avis can fly twice as far as a horse moving at 50 can run over open plains in a day.

Jet Stormway (AC: 22/21/22 no dex, HP: 26/53) 
Wednesday January 19th, 2011 2:38:42 PM

Jet has one goal on his mind. A bar, tavern, inn, whatever! he needs to sing a song, dance a jig and seduce a young woman.

That is what he looks for while flying, but if he sees something else while doing the first, he will let the others know.

Still working on Jet's skills.

Zeph 3.5 AC22 HP 32/42 Zeph Pathfinder HP 69 AC 23 
Wednesday January 19th, 2011 8:10:37 PM

So uh, yeah. Do we know where we are going? South I presume, but any exact coordinates? Weeping Willows?

Alexi (AC: 25/13, HP:66/66) Lobo (AC: 20, HP:36/36) 
Wednesday January 19th, 2011 10:58:11 PM

Alexi will volunteer to take the middle watch and to ride out front. If he gets his Horseshoes of Speed, Lobo will have a move of 65'.

Alexi accepts the invitation to sleep in the Rope Trick, remembering to leave his Haversack outside.

Galin HP 74/74 AC 27 
Thursday January 20th, 2011 11:14:25 AM

Galin like the Idea of a bar as he has never been to one, When asked about watch order he is fine with what is suggested.

Domain Spells (3) Bull Str, Barkskin, Magic Vestment

Oth (4) Detect Magic,Stabilize,Resistance,Light
1st (4) Shield of Faith,Summon Monster I,Divine Favor,Comprehend Languages
2nd (3) Silence,Summon Monster II,Bull's Strength
3rd (2)Prayer,Searing Light


Jet Stormway (AC: 22/21/22 no dex, HP: 26/53) 
Thursday January 20th, 2011 11:36:46 AM

"You have never been to a what?" Jet asks incredulously!! "That, that's horrible!" Jet sits back by the fire and tells tales of fine oak panelled walls with heavy chandiliers hanging from large beams crossing the ceiling. The smoke filled air from pipes and rolled tobacco. Drinks being poured by comely ladies and delivered by fine wenches. "The ability to have several types of drinks, depending upon your mood." His eyes look far away as he goes into details on being able to eat a big rack of lamb, "You don't even have to cook it yourself, they do it for you!"

Jet gets a bit excited at the prospects and has to squelch thoughts of comandeering Avis for his own uses and findind a place like Ma Belles, even if he has to go all the way back to the Float to do it.

DM Cayzle - Travel through badlands 
Thursday January 20th, 2011 2:05:16 PM


[OOC: Sorry for no DM post yesterday, but I did get a few extras posts in, so that counts for something, right? And in related good news for the game, Jerry has signed off on the new module, so I can quit with the delays now that I have official approval for a bloody and spectacular TPK! Oh boy! This is going to be great!]

At last, a new day dawns and it is time to set out. For now, Zeph is still scrunching into the pilot seat, but Charek thinks a little dwarven ingenuity will get the proper adaptations made, once he gets the tools he needs to do the job.

Zeph asks Keela if she can paint Avis, or create paint, but she says that she cannot.

Zeph plans to cast a message spell and then launch Avis, but after the duration on the spell ends, he won't be able to cast a new one. He has to concentrate each and every round that he is piloting, and if he breaks his concentration to cast a new Message, the piloting will come to an end. Alexi suggests a simple code of colored cloth wrapped around pebbles. Keela can cast the spell from the ground, though. Does she?

Zeph wonders how to gain more daily activations for the aircraft. Certainly, one would need the Craft Wonderous Item feat, enough magical ingredients to do the job of upgrading a magic item, and the right magic, probably an overland flight spell. You could do without the spell, but the spellcraft DC to recraft the item would be higher. Somehow fueling the ship with magic spells would be even tougher, seeing as that is even more unusual.

Alexi talks about mounting a ballista on the back, but your test flying reveals that when Avis is in flight, some kinds of blades of force appear in the rear, propelling the flier forward. Only a thin framework of light wood and canvas separate passengers from those blades, which seem as if they could easily remove a hand. Putting a ballista back there would be tough. Garret gently teases Alexi and suggests mounting a couple wands of fireballs on Avis.

You don't know exactly where you are going yet, but you know it is south-aways, and the group consensus is to steer well clear of the mining settlement. You start out from the badlands north of Bryn Baraz, where the Ahote influence on the land has been strongest, and where the scrub-covered chaparral is healing under their gentle hands.

You travel about 20 miles the first day, and in the evening you set watches. Keela uses her rope trick and alarm spells for security. OOC: You CAN safely bring haversacks and bags of holding in a rope trick, but they are nonfunctional within it. Keela, do you set the Alarm for a mental ping or an audible alarm? Note that the mental alarm does not alert you if you are in the rope trick, since you are then outside the spell's range.

That first night, a deer triggers the alarm when Alexi, Garret, and Galin are on watch. Otherwise, you escape danger.

So it goes for a couple days, until you leave the lands of the Ahote behind. You are about 30 miles southwest of Bryn Baraz, you reckon, having travelled 60 miles in three days. And the badlands are getting get worse, where the Ahote do not go. Those of you who have been to the broken lands far northwest of Bryn Baraz (Keela, Jet, Alexi) recognize this landscape. The shrubbery is less vibrant. The scraggly plants are dusty. The grasses are dry and sometimes he land is just bare dirt. As you ride and fly over some deader patches, you might catch a faint whiff of something putrid, maybe something rotting. You camp on the evening of the third day, and the lands around you, while alive, are not healthy.


Zeph 3.5 AC22 HP 32/42 Zeph Pathfinder HP 69 AC 23 
Thursday January 20th, 2011 6:49:42 PM

(OOC: Cayzle, could I use a concentration check to cast the spell while operating the craft? Its just a standard action level 0 spell. If not, then could I do other standard action things, like fire a bow, while piloting if I do a good enough concentration check? Thank goodness for Resolute Will... And what about casting Resist Fire on Avis?)

DM Cayzle - Extra 
Thursday January 20th, 2011 8:27:28 PM


Sorry, operating Avis is like maintaining an ongoing spell, like an illusion. Every round you have to use a standard action to concentrate on piloting the aircraft.

Sure, your DM is kindly and sweet, but he's not in the business of handing out free flying carpets unless there are some drawbacks to them! :-) By the way, did I mention that once started, Avis does not hover? Keela, Jet, and Alexi recall when two of these crafts dive bombed Bryn Baraz, letting attacking thrul jump out from a height as they flew by. They then circled around for another pass. They did not hover. There is a "hover mode" you can use when not piloting it, though, as you discovered on Jan. 3.

Resist Energy has a target of "creature touched." Avis is not a creature, so no, you cannot cast the spell on it.

Alexi (AC: 25/13, HP:66/66) Lobo (AC: 20, HP:36/36) 
Thursday January 20th, 2011 9:29:48 PM

OOC: didn't know how big the blades were. Although, if the tarp is down and the ballista is in the middle on a swivel mount, one should be able to target anything at the same elevation or higher in a 270deg arc, just not the 90deg arc of the back of the ship. Of course, that would mean just the pilot and ballista engineer would be riding the thing. :)

Jet, you should have asked for a Daern's Instant Pub.

IC: Alexi is highly tempted to down the deer but decides that since life is so harsh in this area, letting an animal live is a noble thing. Food will come in plenty when they finally get to the woods.

Alexi checks the wind direction to see if the bad smell is from him, his friends, or some other unknown source. He decides it's more likely from some curse on the land and that's why the Ahote do not venture this way. He wished he'd gotten Istaqa to draw a map of all the lands they new of and what they knew of each one, watering holes and such. Alas, he was too busy looking for that elusive sister of Tocho!

Charek AC 22; HP 47/47 
Thursday January 20th, 2011 11:22:01 PM

Carek keeps an eye out as they travel for the land marks they used when they came this way to join the group, hoping to find where they spotted the lizards et al.

Keela 
Friday January 21st, 2011 12:54:34 AM

Keela sets her Alarm on Audible. She has no intention of sitting up all night waiting for a mental ping.

Since Zeph casting the Message spells does not seem practical, Keela will prepare one starting on the second day of travel, and take care of casting it so the group can communicate.

Galin HP 74/74 AC 27  d20=16 ;
Friday January 21st, 2011 11:40:56 AM

Galin will keep his eyes and ear open while they are in the air (

While in camp he will remain for the most past quiet and to himself other then when Jet comments about never been to a bar, his reply There are a lot of places and things that I have not done but that is in the past and this is the now so maybe you can show me one in the near future.

Spells
Domain Spells (3) Bull Str, Barkskin, Magic Vestment
Oth (4) Detect Magic,Stabilize,Resistance,Light
1st (4) Shield of Faith,Summon Monster I,Divine Favor,Comprehend Languages
2nd (3) Silence,Summon Monster II,Bull's Strength
3rd (2)Prayer,Searing Light

Jet Stormway (AC: 22/21/22 no dex, HP: 26/53) 
Friday January 21st, 2011 11:53:02 AM

ooc: Jet has a message spell as well available.
He is now a 1 fighter/2 bard/ 4 cleric

Jet looks at Alexi, "A what kind of pub?"

Garret Goodbarrel [AC:25/25/19 HP:44/44 Ki:9] 
Friday January 21st, 2011 3:45:11 PM

As the group travels and Jet talks of pubs, Garret's mind wanders back to his time as a messenger. He remembers the kindly monks that helped train him and some of the various places, towns, and cities that he has seen in his travels. Most of the taverns seemed to be quite similar, the more the thought about them. They always had people in them happy for the moment, but few seemed to stay happy beyond the night in the tavern. He wondered if that was really true, or if his memories just changed and melded together as they got older.

"Indeed, it has been quite some time now since I have seen a tavern. In fact, I'm not sure I can even remember the last time I've slept indoors. I'm not sure that I miss the roof, but I wouldn't mind a taste of some fresh Halfling Stout Ale."

DM Cayzle - The Scent Of The Night  d3=1 ;
Friday January 21st, 2011 6:02:11 PM


As you travel, you remember having come through these badlands before. Life was never thriving in this place. Plants have always been scraggly. The land is dry and harsh. While you were north of Bryn Baraz, in the lands tended by the Ahote, the flora and fauna flourished under their care and subtle encouragement. Here, beyond their roaming, not so much.

Alexi, Keela, and Jet recall that the only reason the settlers at Bryn Baraz were able to plant and harvest healthy crops was because they had a druid and a special orb that made the land fertile. Moreover, you have never been this far to the west of Bryn Baraz. Things seem worse than they have been. Maybe the influence of the Ahote has faded, since they lost their shaman and a third of their numbers, and been forced to retreat to their valley of refuge.

That night, the night of the third day of your travels, Jet and Zeph are on watch when they smell something foul. Similar to what they smelled before, like rot or crap, though stronger. Please, you two, make Perception checks. The results will tell me the encounter distance.

I need to know who is sleeping in the Rope Trick!

I also need all casters to list their spells. And please put your AC and HP in your headers!

Alas, sorry Keela, your Alarm has not gone off yet.

Zeph Pathfinder HP 69 AC 22 (Mage Armor)  d20+13=19 ; d20+1=4 ;
Saturday January 22nd, 2011 2:46:17 AM

(Perception = 19. Yeck! C'mon Jet, please get higher than that.)

Zeph's senses are strong, but his attention is elsewhere. He likes to study his spellbook waaaay too much.

When he finally senses the smell, he puts a knee on the ground and draws his Longbow, looking about for what the stench could be. Awaken! A stench. he speaks loudly enough to alert the sleepers, but not loudly enough to alert the approaching smelly things....

He removes a hand from his bow and uses it to cast Mage Armor: The conjuration brings red and black translucent plates of force over his arms and legs into existence.

what could it be? (Random wisdom check to remember what the smell is from =4... YECK)

(Zeph's new weapons: Composite long bow, Masterwork Whip, Elven Curveblade+1, and a small assortment of side arms: 2 daggers, one silver, and a black shortsword)

Spells (one of each level must be Transmutation, Necromacy and Divination take 2 spell slots to use)
0: Message, Read Magic, Detect Magic, Mending
1: Shield, Grease, Shocking Grasp, Protection from Evil, Mage Armor(X), Feather Fall
2: Scorching Rayx2, Spider Climb, Glitterdust
3: Haste, Heroism, Displacement
Telekenetic Fist: 30' ranged touch attack. 1d4+1 damage. 8/day

Active Spells:
Mage Armor :5 hours

(OOC: Cayzle, I'm considering not using armor and just casting mage armor. With the money I think I'll buy a Metamagic rod of Extend spell. All day.

Alexi (AC: 25/13, HP:66/66) Lobo (AC: 20, HP:36/36) 
Saturday January 22nd, 2011 8:09:57 PM

OOC: are our new purchases approved? can we add them to our C.S.?

Keela 
Sunday January 23rd, 2011 10:54:00 PM

Keela is asleep in the Rope Trick.

[The spell states explicitly that we can see out of it; it doesn't say whether we can hear out of it. So I don't know whether to roll a Perception check. :)]

Jet Stormway (AC: 22/21/22 no dex, HP: 26/53)  d20+18=24 ;
Monday January 24th, 2011 9:43:58 AM

Jet's perception is not much better then his friend Zeph. Let us hope what needs to be seen or heard will not be so much for the group, they can not over come it's surprise.

Jet will remain outside, unless sleeping.

ooc:Very long and fun weekend. No sleep or time to work on Jet. I will try to get him done today. Equipment and magic is all that is left. Cayzle has a copy of the really important stats though.

Galin HP 74/74 AC 27 
Monday January 24th, 2011 10:24:22 AM

Galin is sleeping

Spells
Domain Spells (3) Bull Str, Barkskin, Magic Vestment
Oth (4) Detect Magic,Stabilize,Resistance,Light
1st (4) Shield of Faith,Summon Monster I,Divine Favor,Comprehend Languages
2nd (3) Silence,Summon Monster II,Bull's Strength
3rd (2)Prayer,Searing Light

Jet Stormway (AC: 22/21/22 no dex, HP: 26/53)  d20+3=18 ; d20+9=19 ;
Monday January 24th, 2011 11:17:22 AM

Jet too, try's to analize the smell from his Knowledge.

KNowledge Religion: 18
Knowledge Arcana: 19
Knowledge Planes:



Jet Stormway (AC: 22/21/22 no dex, HP: 26/53)  d20+6=24 ;
Monday January 24th, 2011 11:17:53 AM

Knowledge Planes: 24

Alexi (AC: 25/13, HP:66/66) Lobo (AC: 20, HP:36/36) 
Monday January 24th, 2011 11:19:47 AM

Alexi will be sleeping in the Rope Trick.

Garret Goodbarrel [AC:25/25/19 HP:44/44 Ki:9] 
Monday January 24th, 2011 11:38:24 AM

Garret is unsure of the magic behind the rope trick, but he trusts Keela enough that he sleeps within the rope trick as well.

Charek AC 22; HP 47/47 
Monday January 24th, 2011 4:35:18 PM

Charek, prefers the feel of the earth and rock beneath him and remains outside.

DM Cayzle - The Earth Rebels 
Monday January 24th, 2011 5:55:46 PM

[OOC: Assume, Zeph and Alexi and anyone else, that cahnges to your gear will be fine after this battle if need be ... but assume that what you have now is A-OK. Any errors resulting will sit on the DM's head and do a merry little dance, amusing the players, perhaps, but not penalizing them.]

Zeph notices a growing stench, and calls an alarm. That wakes up Charek, who is sitting under the Rope Trick. It also wakes up Galin if Galin is out of the Rope Trick -- Galin, are you in or out?

The sound of Zeph's shouted alarm does not penetrate the Rope Trick, however, but (by DM Fiat), the scent begins to. Those sleeping in the Rope Trick -- Alexi, Keela, and Garret --waken from the stench with a DC15 Perception check. Of course, they will waken with no need for a check at all if someone sticks his head into the Rope Trick and shouts.

Jet, Zeph, Charek, and maybe Galin smell a growing stench of wet earth and decaying plants, of crap and filth. It makes you think of the patches of blight you saw yesterday, but a hundred times worse. You notice the smell rises from the land under your very feet. As you watch, the land changed before your eyes. Grasses wilt and die. The surface of the earth undulates and crawls. Things, like worms, and other shapes start to rise from the foul ground and then fall back.

The horses start to scream and rear and buck. They will be making str checks to tear free from their tethering and flee next round unless someone calms them. Also next round you will start making Fort saves against the smell.

Map to come, but you should post before then if you get the chance. We're round by round, and this is round zero.

Zeph, Charek, and Jet -- can act, but have no target yet. Maybe Galin, depending on where he was sleeping. Keela, Garret, and Alexi can make Perception checks to wake up, and if they do, will see Charek getting up below.

[OOC: No special results from the Knowledge checks, sorry.]

Keela  d20+2=16 ;
Tuesday January 25th, 2011 12:03:25 AM

Keela awakens to the smell of something stinky.

"Wake up, everybody!" she calls to the interior of the Rope Trick. "Something's out there."

She does not leave the Rope Trick, but she does look out of it, and readies a Light spell if one is needed.

Alexi (AC: 25/13, HP:66/66) Lobo (AC: 20, HP:36/36)  d20+2=4 ;
Tuesday January 25th, 2011 12:37:54 AM

Alexi Perception check: d20+2=4

Alexi snores away.

Alexi (AC: 25/13, HP:66/66) Lobo (AC: 20, HP:36/36) 
Tuesday January 25th, 2011 12:41:07 AM

Alexi, awakened by Keela from a weird dream of sitting at a tavern and seeing his food squirm and stink, sits up startled.

"Wha...," Seeing Keela looking out the exit hole, he grabs his sword and axe then joins her.

"What do you see?"

Jet Stormway (AC: 22/21/22 no dex, HP: 26/53)  d20+8=26 ; d20+6=11 ; d20+15=34 ;
Tuesday January 25th, 2011 2:11:24 AM

Jet pulls his beautiful falchion Adrien and begins twirling her around his body as he sets into a dance display of a deadly caliber. In the process, he sings a song in which he may keep a beat with.

Oh what stinks? What really really stinks?

I doubt it's me, although I'm bad
I won't be fooled to think
A hundred days, in the field
would make me want to gag!

Oh what stinks? What really really stinks?

I will be so bold, if you behold
to tell youlike it is
If you have come to start a fight
You'll be giving us your gold instead!

Performance Dance: 26+10 (Should be 36 with +18, not +8)
Performance Song: 11 (No real reason to roll really.)
Diplomacy: 34

Actions: Inspire Courage- +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls



Charek AC 22/TAC14/FFAC18; HP 73/73 
Tuesday January 25th, 2011 8:16:30 AM

Charek bolts up quickly as he hears the call, and brins his great axe to hand.

"Hmmph! Smells worse than the scent of goblin and orc combined."

As he hears Jet's song he continues his commentary.

"So it's singing time is it? Well here'smy contribution," as he begins growling out a short chant.

Battle Lord, open my eyes to the hidden path.
Show me the method of slaughter.
Show me the light of love.
Show me the foe I seek.

With steel drawn, I move towards the enemy.
To my left, stands my honor.
To my right, stands my rage.
Above me, rises my intuition.
Below me, leaves my fear.
Dark to light, I am balanced in his scales.
Forward and back, I am the sword that ends my foe.



Galin HP 74/74 AC 27 
Tuesday January 25th, 2011 9:31:29 AM

OOC to make things easy I will say Galin was in the rope trick


Jet Stormway (AC: 16/15 no dex, HP: 68) 
Tuesday January 25th, 2011 10:54:51 AM

New AC and HP's up.

Garret Goodbarrel [AC:25/25/19 HP:44/44 Ki:9]  d20+16=36 ; d20+17=22 ;
Tuesday January 25th, 2011 11:58:50 AM

Garret's nose twists while he sleeps, and he awakens to the foul smell about the time that Keela yells. He rolls to his side and drops out the entrance of the rope trick, landing on his feet, and looking about for the source of the smell. When he spots the horses bucking and moving, he steps to the side, wary of being trampled. He calls out, "Can anyone calm those horses?"

OOC:
Perception: 36. There went my natural 20 for the combat. :(
Acrobatics?: 22 Too much for round 0?
No handle animal for me!

Zeph Pathfinder HP 69 AC 24/23/19 (Mage Armor, Protection from Evil)  d20+9=21
Tuesday January 25th, 2011 2:03:37 PM


Zeph begins to think about the stink... If it smells bad... (Knowledge Religion, Arcana, Dungeoneering, Local, and History check =21... or would you want me to roll individually?)

Then he casts Protection from Evil on himself. He says, "I don't know what it is, but it is probably evil. Prepare yourselves for something big."

He begins to tap his feet to Jet's song (your character sheet is not linked to your header btw. I'm quite curious to see what ya did=)

Spells (one of each level must be Transmutation. Necromacy and Divination take 2 spell slots to use)
0: Message, Read Magic, Detect Magic, Disrupt Undead
1: Shield, Grease, Shocking Grasp, Protection from Evil(x), Mage Armor(X), Feather Fall
2: Scorching Rayx2, Spider Climb, Glitterdust
3: Haste, Heroism, Displacement
Telekenetic Fist: 30' ranged touch attack. 1d4+1 damage. 8/day

Active Spells:
Mage Armor :5 hours
Protection from Evil: 5minutes

DM Cayzle - Extra 
Tuesday January 25th, 2011 6:01:06 PM

Ugh! Friends, a snow day, work from home, shoveling, driving to work, and work have derailed me. I'll do my best to get a post up tonight later or in the early AM so help me Lemtrovex!

DM Cayzle - Extra 
Wednesday January 26th, 2011 9:09:17 AM

Ugh! Lemtrovex has not been much help. But I'm working on it!

DM Cayzle - Foulness Rises From The Soil 
Wednesday January 26th, 2011 9:47:17 AM

Note on Rope Trick: I'm assuming the Rope Trick is ten feet off the ground, with a rope to climb up and down. Because the ground is soft under it, you can jump down out of the Rope Trick with no problem, no check needed, no damage taken, no chance to fall down. That takes 10 feet of move, though. To climb up into the Rope Trick follows the standard climbing rules: On a DC5 climb check you can ascend 10 feet using 40 feet of movement -- on a DC10 climb check you can climb faster, using only 20 feet of movement to go up 10 feet. Enemies cannot climb into the Trick.

The stench rouses Garret and Keela. Garret jumps out of the Rope Trick and calls for someone to calm the horses.

Keela looks out of the Rope Trick, through the 3ft x 5ft "window" in the floor of the Trick. She sees the campfire. She wakes everybody and readies a Light spell. The campfire illuminates well within 40 ft, and dimly out another 40 ft. Of course, spells cannot be cast through the window.

Keela's call wakes Alexi and Galin. Alexi grabs his weapons and looks out the window.

Alexi, Keela, and Galin see Charek wake and grab his greataxe.. They all see the ground nearby start to roil and move like a boiling pudding.

Jet prepares for battle, with an inspirational performance. (remember to track your rounds).

Zeph wracks his brain trying to figure out what is going on. The Knowledge he needs is Knowledge (Nature).

Everyone can feel free to make one Know Nature check, if they so desire, or an Int check if untrained. If you make an untrained and make a DC8 check, then Please Highlight to display spoiler: {You recall that since the Fey King reclaimed his throne in the Kingdom of the Fey several years ago, sometimes nature has a way of waking up. Sometimes it wakes up grumpy.}

If your Know Nature check is trained or bardic and you can hit DC12, then Please Highlight to display spoiler: {You know that places are aligned, some good, some evil, some lawful, some chaotic. The Great Culverwood is Chaotic. The Crying Wood hates non-plants and is Evil. This patch of land seems both Chaotic and Evil.}

If your check is 16, Please Highlight to display spoiler: {All this land was spoiled in the Great Cataclysm hundreds of years ago. It has started to come back, aided by people like the Ahote. But parts are still blighted. This part of the Blight seems mobile -- and menacing.}

If your check is 20, Please Highlight to display spoiler: {It occurs to you that spells that control nature would be useful, or failing that, attacks that do energy damage.}

Jet, Zeph, Garret, and Charek, Please Highlight to display spoiler: {You see that not only does the land under your feet start to reek, but parts are soft, and other parts are hard. There's a spiky stoney patch. And there are two masses of long dark worms wriggling out of the earth in two clumps. And the earth itself is rising into five four-foot tall-shapes, vaguely humanoid, that are moving toward you.}

The map is still coming. You can post if you want, or you can wait for the map. Or post now AND after the map goes up. That's probably best!


Galin HP 74/74 AC 27 
Wednesday January 26th, 2011 11:24:33 AM

With the movement that is going on around him Galin wakes and with his first breath almost gags Who farted he says but knowing that something is up he will grab his shield and hammer, Chants a quick "PRAYER" Domi protect your faithful and lend us your aid in all that we do here with that he jumps out the rope trick

Action Cast prayer

You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Spells
Domain Spells (3) Bull Str, Barkskin, Magic Vestment
Oth (4) Detect Magic,Stabilize,Resistance,Light
1st (4) Shield of Faith,Summon Monster I,Divine Favor,Comprehend Languages
2nd (3) Silence,Summon Monster II,Bull's Strength
3rd (2)*Prayer*,Searing Light

Galin HP 74/74 AC 27  d20=4 ;
Wednesday January 26th, 2011 11:25:37 AM

OOC skill check 4
So Galin has no clue what is going on only that its not good


Jet Stormway (AC: 16/15 no dex, HP: 68)  d20+3=21 ;
Wednesday January 26th, 2011 12:40:07 PM

Knowledge Nature: 21 (Untrained)

ooc: I think I can finish Jet today and then I can put his link up for all.
Post still to come, I just wanted to read the spoilers first, if I were able.




Jet Stormway (AC: 16/15 no dex, HP: 68 Inspire Confidence +1)  d20+7=14 ; d6=1 ;
Wednesday January 26th, 2011 1:33:05 PM

"This land is aligned and evil!" Jet yells out to all. "It is blighted and the best way to destroy it is with energy! Weapons will have less effect, so spells or items in your hands!"

Jet continues to dance to encourage his friends, as he takes his move action to reach into his pouch and he pulls out an Alchemists Fire and launches it where he feels the creature is arising from.

Actions: Grab Alchemist's Fire and throws it, hitting Touch AC 14 doing one point of damage this rounds and another 1d6 next round.

Inspire Courage: Round 2/7

Spells:
Bard:
(5) Highlight to display spoiler: { Available: Know Direction, Mage hand, Message, Lullaby, Mending}

(3) Highlight to display spoiler: { Available: Expeditious Retreat, Feather Fall, Grease}

Cleric:
(O) - Detect Magic, Detect Poison, Light, Read Magic

(1)[4+1] - Comprehend Languages, Entropic Shield, Magic Weapon, Sanctuary, (Remove Fear)

(2)[3+1] - Augury, Enthrall, Silence, (Remove paralysis)

Actions: Inspire Courage- +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls



Garret Goodbarrel [AC:27/27/19 HP:44/44 Ki:9]  d20+1=15 ;
Wednesday January 26th, 2011 4:21:27 PM

Garret watches as the land roils and stinks. His hand touches the tattoo on his neck and back and the tattoo glows for just a moment, then his whole body shimmers for just a second.

Garret glances over at Jet yelling about the evil land. He calls back, "How do you defeat the land? Can we escape from it in the magical hole and Avis?"

He stands and prepares to defend himself against the large humanoid-like things that are appearing.

OOC:
Untrained Int: 15
Cast Barkskin from tattoo.

In effect: courage, prayer (+2 atk, dam, save fear/charm, +1 skills); barkskin

Charek AC 22/TAC14/FFAC18; HP 73/73  d20+14=28 ; d20+9=15 ; d10+7=10 ; d10+7=12 ;
Wednesday January 26th, 2011 6:53:41 PM

Not sure what he can do about any of this after hearing what is being said, Charek knows he can at least buy his comarades a bit of time to figure something out, so axe already in hand he forward, attacking one of the creatures.

AC 28 for 10 points

AC 15 (probable miss) for 12 points


Jet Stormway (AC: 16/15 no dex, HP: 68 Inspire Confidence +1) 
Wednesday January 26th, 2011 7:08:40 PM

"Perhaps, but then the horses are doomed, if they don't injure themselves escaping!"

Zeph Pathfinder HP 69 AC 24/23/19 (Mage Armor, Protection from Evil)  d20+10=28 ; d8+2=6 ; d20+5=11 ; d6=1 ; d6=5 ; d6=1 ;
Wednesday January 26th, 2011 10:00:33 PM

Zeph runs to Avis and fires an arrow at one of the rising mounds of earth. "I'm going to protect the flying craft!"he shouts.
Hit AC 30(forgot prayer and Jet's song) for 8(prayer and courage) damage, plus 7 more sneak attack if this is the first round of combat, or they haven't noticed me or whatever.. but it probably doesn't apply, just incase. "Tell ya what. I'm gunna throw lots of attacks at it and see what sticks." he says with a smile

(knowledge nature = 11. bleh)

Spells (one of each level must be Transmutation. Necromacy and Divination take 2 spell slots to use)
0: Message, Read Magic, Detect Magic, Disrupt Undead
1: Shield, Grease, Shocking Grasp, Protection from Evil(x), Mage Armor(X), Feather Fall
2: Scorching Rayx2, Spider Climb, Glitterdust
3: Haste, Heroism, Displacement
Telekenetic Fist: 30' ranged touch attack. 1d4+1 damage. 8/day

Active Spells:
Mage Armor :5 hours
Protection from Evil: 5minutes
Inspire Courage- +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks

Alexi (AC: 13/13, HP:66/66) Lobo (AC: 20, HP:36/36)  d20+2=4 ; d20+11=16 ; 2d4+5=9 ;
Wednesday January 26th, 2011 11:44:03 PM

Int check d20+2=4

Alexi jumps out of the Rope Trick and dashes towards the horses to calm them. Having no idea what it is, he hopes he'll see the Ahote again to ask them about this curse.

Reaching the horses, Alexi tries to calm them, starting with the most agitated one.
Handle Animal d20+11=16.
If things look like they are getting way out of hand, he'll activate his necklace first, then use his Handle Animal check. HD affected: 2d4+5 = 9. (a few of the horses at least, Lobo is 2HD).
[Claw of Calm Animals_ cast Calm Animal 1/day affecting 2d4+5 HD of creatures, Will save DC11 for animals trained to guard. Cast at 5th level.]

Keela  d20+14=31 ; d20+8=21 ; d20+8=20 ; 4d6=10 ; 4d6=17 ;
Wednesday January 26th, 2011 11:52:47 PM

Belatedly realizing she can't cast out of the Rope Trick, Keela comes out of it, landing with a none-too-graceful thump on the ground.

After a quick assessment [Nature 31], she calls out, "Nature spells if you have them; elemental damage if you don't!"

Suiting actions to words, she sends a couple of Scorching Rays at an unoccupied piece of ground.

[Hit touch AC 21 for 10 fire damage; hit touch AC 20 for 17 fire damage]

DM Cayzle - Belated Map 
Thursday January 27th, 2011 8:31:34 AM


Friends, here is the map as of the end of the LAST DM Post, BEFORE you made your posts above. I'm sorry I did not have this ready yesterday. Please look it over, and let me know if you want to change your actions above. I'll make a DM Post this evening to adjudicate the first round of combat.

Scale is 5 ft. All terrain is difficult in the grey areas (double movement costs). The soft areas are like a Soften Earth and Stone spell (muddy). The pointy area is like a Spike Growth spell (ouchy). Everything is in motion.

And the map!

Zeph Pathfinder HP 69 AC 24/23/19 (Mage Armor, Protection from Evil) 
Thursday January 27th, 2011 9:29:07 AM

What are the green squres? Trees?

DM Cayzle - Belated Map 
Thursday January 27th, 2011 10:43:29 AM

Horses. See the "H" on them!

Keela 
Thursday January 27th, 2011 10:48:33 AM

(Keela's rays were aimed at the Spike Growth.)

Garret Goodbarrel [AC:27/27/19 HP:44/44 Ki:9]  d20+13=22 ; d4=1 ;
Thursday January 27th, 2011 11:45:26 AM

Garret calls out, "Stay close together. Don't let them separate us and surround us!" His sling winds up and throws a rock towards one group of approaching worms.

OOC:
Attack Worm 1: 22. Well, just in case, damage: 1 Sheesh.

DM Cayzle - Avis Extra 
Thursday January 27th, 2011 2:34:35 PM

Oh, two things.

(1) I forgot to put Avis on the map. Zeph can tell me where he parked it. Assume it is floating two-three feet off the ground. So far the enemy has ignored it.

(2) You cannot activate Avis for flying until morning. Once per day, remember.

Jet Stormway (AC: 16/15 no dex, HP: 68 Inspire Confidence +1) 
Thursday January 27th, 2011 3:25:45 PM

Jet is posted, but still needs work.

Alexi (AC: 13/13, HP:66/66) Lobo (AC: 20, HP:36/36)  d20+12=21 ; d8+7=10 ; d20+10=15 ; d6+3=8 ; d20+7=15 ; d8+7=15 ;
Thursday January 27th, 2011 11:23:22 PM

ooc: Alexi will need to change his action.

ic: Alexi jumps out of the Rope Trick to try to calm the horses but finds his path blocked by an area of mushy ground and a creature in it. He goes around Charek and ends up at R15 and attacks D. (I can't remember how Pathfinder treats diagonal moves. 4.0 treats diagonal moves as just 5', just as any other move.)
STR 18 and -2 pen for two-weapn
Att 1(primary): longsword d20+12= 21; dmg d8+7 = 10
Att 2(sec): +1 hand axe d20+10=15, if hit, dmg d6+3 = 8
Sec att (Primary): longsword d20+7 = 15, if hit, dmg d8+7=15



Zeph Pathfinder HP 69 AC 24/23/19 (Mage Armor, Protection from Evil)  d20+12=32 ; d20+12=28 ; d10+4=9 ; d10+4=6 ;
Thursday January 27th, 2011 11:49:59 PM

Well. Howabout we put Avis about 40feet to the right of the Rope Trick?

Zeph sees Dirtman B coming right for him! (I didn't realize they were only 15 feet away, if he knew I don't think Zeph woulda drew his bow last time. So lets go sword instead? Oh oh, can the Elven Curveblade be Katana-ninja sword looking?! Please?)

Move Action: Move to Square N-9
Standard Action: Attack Dirtman B. Hit AC 32. Natural 20, roll to confirm = 28. Damage = 19 total. (Forgot to add Prayer and song for both rolls)
Attack breakdown: 4bab+5dex+1weapon enchant+1prayer+1song =12.
Damage = 1d10+3str+1weapon+1pryaer+1song

The Elf draws his Curveblade and rushes at the Dirtman B in front of him, inspired by the music and the prayers from his friends. He stabs his blade directly into the heart (?) of Dirtman B!

Spells (one of each level must be Transmutation. Necromacy and Divination take 2 spell slots to use)
0: Message, Read Magic, Detect Magic, Disrupt Undead
1: Shield, Grease, Shocking Grasp, Protection from Evil(x), Mage Armor(X), Feather Fall
2: Scorching Rayx2, Spider Climb, Glitterdust
3: Haste, Heroism, Displacement
Telekenetic Fist: 30' ranged touch attack. 1d4+1 damage. 8/day

Active Spells:
Mage Armor :5 hours
Protection from Evil: 5minutes
Inspire Courage- +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks

Garret Goodbarrel [AC:27/27/19 HP:44/44 Ki:9] 
Friday January 28th, 2011 12:00:24 PM

OOC:
Hey, look, an elven ninja!

Galin HP 74/74 AC 27 
Friday January 28th, 2011 12:43:44 PM

OOC WAX ON WAX OFF

DM Cayzle - Avis Extra 
Friday January 28th, 2011 5:05:42 PM

I know, your DM has been AWOL today. I'm still holding out hope for an evening post. Sorry.

Charek AC 22/TAC14/FFAC18; HP 73/73 
Friday January 28th, 2011 7:24:43 PM

Not sure what he can do about any of this after hearing what is being said, Charek knows he can at least buy his comarades a bit of time to figure something out, so axe already in hand he charges forward, (R15) attacking D.

Using previous role plus charge bonus AC 30 for 10 points

Charek's AC this round 20

Alexi (AC: 13/13, HP:66/66) Lobo (AC: 20, HP:36/36) 
Friday January 28th, 2011 10:00:43 PM

ooc:DM, Alexi forgot to add the +1 for the Bard Song on his To hit and Damage.

Make that:
STR 18 and -2 pen for two-weapn
Att 1(primary): longsword d20+12+1= 22; dmg d8+7+1 = 11
Att 2(sec): +1 hand axe d20+10+1=16, if hit, dmg d6+3+1 = 9
Sec att (Primary): longsword d20+7+1 = 16, if hit, dmg d8+7+1=16



Jet Stormway (AC: 16/15 no dex, HP: 68 Inspire Confidence +1) 
Monday January 31st, 2011 3:45:31 AM

ooc: If we are going to stay and fight awhile, then Jet's actions has to stand.

DM Cayzle - Evil Earth Battle - Round 1  d20+11=31, d8+7=14 [att on Zeph]; d20+9=10 [miss Zeph]; d4=1 ; d20+9=11 [miss Alexi]; 2d6=8 ; 2d6=11 ; 2d6=11 [worm 1 dam]; 2d6=8 [worm 2 dam vs Jet]; d8=3 ; d3=3 ; d8=6 ; d3=2 ; d8=7 ; d3=3 [lands shift]; d20+4=18 ; d20+4=9 ; d20+5=18 ; d20+5=23 ; d20+5=15 ; d20+5=10 ; d20+5=15 ; d20+4=12 ; d20+4=24 ; d20+4=9 ; d20+4=23 [horses struggle];
Monday January 31st, 2011 7:29:48 AM


Here is the map at the start of the battle, just before Round 1.

The Heroes

Keela hops out of the ROpe Trick and casts a Scorching Ray spell. She inflicts 27 points of fire damage to the spiky ground.

Alexi jumps down after Keela, runs around Charek, and attacks Dirtman D,

Last of all, Galin jumps out of the Rope Trick and casts a Prayer spell.

Jet draws an alchemical fire and throws it at the mass of worms rising from the ground next to him. He misses, but it splashes for a point of damage to the worms.

Garret activates his barkskin tattoo and looks to the mounts.

Zeph draws his elven ninja-sword and attacks Dirtman B, hitting for 8 damage (immune to crits, sorry.)

Charek follows Alexi and hits for 12, when you add in the prayer and the courage.

Here is the map after PC actions, halfway through Round 1.

The Enemy

Dirtman A charges Zeph (his AC is 16 until next round). It hits AC31 for 14 damage.

Dirtman B also attacks Zeph, hitting AC10 with a nat 1, a miss.

Dirtman C makes a double move forward.

Dirtman D attacks Alexi, hitting AC11, a miss.

Mass of Worms 1 moves forward, swarming over Keela, Garret, and Galin. They may take AoOs as the worms, hundreds strong, enter their space, but the worms are immune to weapon damage, so unless you can make an energy based AoO, don;t bother. The worms bite and sting. Keela, take 8 damage, Galin, take 11, Garret, take 11.

Mass of Worms 2 sweeps over Jet, inflicting 8 damage on him,

Those within a Mass of Worms may leave it just by moving. Spellcasting or concentrating on spells within the worms requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

The patches of ground move around, at random, except for the spiked patch, which moves away from Keela.

Note: The horses struggle to escape, and three break free and run.

Note: All terrain is difficult (double move). The soft patches require a DC13 reflex save to avoid being stuck in them for 1d2 rounds and unable to move, attack, or cast spells. If you make the save, you can move at half.

Riot of Worms 1 - AC18, touch 18 - 0 damage
Riot of Worms 2 - AC18, touch 18 - 1 dam
Dirtman A - AC18, touch 9 - 0 dam
Dirtman B - AC18 - 8 dam
Dirtman C - AC18 - 0 dam
Dirtman D - AC18 - 23 dam
Land Itself - 27 dam

And as of the end of round 1, the map!

Galin HP 63/74 AC 27  d20=12 ; d6=3 ; d20=20 ; d8=1 ; d8=7 ;
Monday January 31st, 2011 8:33:44 AM

As the ground under his feet begins to move and roll Galin seeing the worms and lashes out with his hammer AoO (hit AC 22 3 hit fire damage)

Feeling the stings and bits from the mass of creatures Galin yelps, but will step out of the mass and open his palm chanting a few short words " Leave here foul blight in the name of Domi " he yells and releases his spell a bright light like a mini sun bursts from his open palm and fly straight into the vermin

* Action cast Searing Light

ranged touch Nat 20 Damage 8

Spells (spells cast are marked with *)
Domain Spells (3) Bull Str, Barkskin, Magic Vestment
Oth (4) Detect Magic,Stabilize,Resistance,Light
1st (4) Shield of Faith,Summon Monster I,Divine Favor,Comprehend Languages
2nd (3) Silence,Summon Monster II,Bull's Strength
3rd (2)*Prayer*,*Searing Light*

DM Cayzle - Extra 
Monday January 31st, 2011 9:31:28 AM

Excellent use of that AoO, Galin! That fire damage definitely applies.

When you "step out of the mass," which is fine, what square do you move to? Remember you move at half speed. Or you can let your DM pick it, if you do not specify.

Galin HP 63/74 AC 27 
Monday January 31st, 2011 9:57:59 AM

OOC how about s13

DM Cayzle - Extra 
Monday January 31st, 2011 10:33:32 AM

A-OK!

:-)

Zeph Pathfinder HP 55/69 AC 24/23/19 (Mage Armor, Protection from Evil) 
Monday January 31st, 2011 11:42:27 AM

(OOC: Cayzle. I have a few quandaries about some rules changes in Pathfinder. According to the description for Plant Subtype they are not immune to crits or sneak attacks. It seems that only Oozes, Incorporeals, Swarms, and Elementals are (though these are probably Earth elementals). That being said, I have questions about Displacement and Concealment. I know concealment allows you to make a stealth check to hide, but does that mean hiding while they are stairing at me? And does concealment via displacement allow for sneak attacks? I need to know the ruling on both these to decide my actions)

DM Cayzle - Extra 
Monday January 31st, 2011 12:07:34 PM

Zeph: According to the description for Plant Subtype they are not immune to crits or sneak attacks.

Cayzle: True, as I understand it.

Zeph: It seems that only Oozes, Incorporeals, Swarms, and Elementals are (though these are probably Earth elementals).

Cayzle: Yup. These "dirtmen" are not "earth elementals," per se, seeing as they do not originate from the plane of earth, but I am using the Medium Earth Elemental stats to play them.

Zeph: That being said, I have questions about Displacement and Concealment. I know concealment allows you to make a stealth check to hide, but does that mean hiding while they are staring at me?

Cayzle: Can you use Displacement or a Blur spell or other forms of personal concealment to make a hide check? Although it does not make a lot of sense, I am a rules purist, and therefore when I DM, I hereby declare that any time you have "concealment" in its pure rules sense, then yes, you can use the stealth skill. However, the rule that you cannot hide under direct observation still applies as well. Therefore, if you have concealment but you are under direct observation, you first have to either (A) leave line of sight of your enemy (for example, by ducking behind a corner or creating even a momentary illusion of something between you and the target) or (B) successfully use the Bluff skill to create a diversion for hiding, as detailed in the Bluff skill. Note that the rules for sniping take priority over this, although they are basically similar. It is hard to imagine being able to pull this off in actual combat unless you have Hide In Plain Sight as Shadowdancer or Partial Darkwalk as a Grim. Or maybe if the battlefield presents opportunities for hiding behind stuff.

Zeph: And does concealment via displacement allow for sneak attacks?

Cayzle: If you are unseen, as in successfully using Stealth, you can make an attack and gain sneak attack damage. However, if it is a missile attack, use the sniping rules to stay hid. If it is a melee attack, odds are you cannot stay hid. Certainly, you cannot make more than one such sneak attack in a round, unless the reason you are hidden is that you are under the effect of Greater Invisibility or hiding behind an illusion or inside a Tiny Hut or otherwise using magic to remain unseen while attacking.

BTW, I feel compelled to add, because I am such a very sweet and kind DM, who loves his PCs so much more than his NPCs, foes who have tremorsense present unique challenges to characters trying to use the Stealth skill. Just sayin' ... for no particular reason.

Keela AC 15 HP 46/54  7d6=20 ;
Monday January 31st, 2011 12:23:15 PM

Keela is used to staying safely out of the painful bits of combat; she can't suppress a little cry as the worms start chewing on her. She retreats, and does some mental calculation....

....and launches her first-ever Fireball. It's kind of a dud, damage-wise, but it does cover a large area.

[Move to U-9. I think I can drop a Fireball to hit Worms 2 and Mudman A (and both patches of soft ground there) without hitting Jet or Zeph. Save DC is 19, and full damage is 20.]

Zeph Pathfinder HP 55/69 AC 24/23/19 (Mage Armor, Protection from Evil) 
Monday January 31st, 2011 12:45:31 PM

(OOC: I agree on all accounts, Cayzle. I've been trying to map out what I would do in a similar DMing situation. I think I will try a bluff distraction + casting displacement +stealth check should make the enemy clueless as to which Zeph will strike them. Yeah, I put Tiny Hut in my spellbook, but I didn't memorize it today b/c I didn't wanna be too cheap right out the gate. Expect that one later though. =)

Keela - please feel free to include me in the Fireball if it helps you hit Dirtman A, B, and Worm horde 2. I have evasion and one hero point left. =) But, if you need me to clear out for a spell, then please ask me to. Spells are more precious than little weapon strikes.

I'm saving this space to edit post and place my actions in a few hours. Also, I will ask more questions about Feinting and sneak attacks soon. -4 for animal-like intelligence and impossible for unintelligent eh?


Charek AC 22/TAC14/FFAC18; HP 73/73  d20+14=33 ; 2d10+7=16 ; d20+9=13 ;
Monday January 31st, 2011 6:33:55 PM

Taking a 5 ft step to S14 Charek utilizes his first attack to use Vital Strike on dirtman D. His follow up strike goes a bit astray.

1st attack - AC 35 - Damage 18 point (forgot prayer and courage)
2nd attack AC 15 misses

Garret Goodbarrel [AC:27/27/19 HP:33/44 Ki:9]  d20+13=17 ; d20+13=33 ; d20+13=20 ; d6=2 ; d6=6 ; d6=3 ; d6=6 ; d20+13=17 ; d20+8=9 ;
Monday January 31st, 2011 6:39:09 PM

As the worms approach and engulf the party, Garrets cries out in surprise as they munch on him. He flails about wildly, trying to hit something, but the worms are too different from his usual targets. He looks up as Keela cries out and moves quickly out of the worms.

Seeing Keela move one direction and Galin the other, Garret hesitates just a moment before he moves out of the mass of teeming words towards Keela (Move to U10). He gives a quick glance to the pointy stones before turning back to face the worm horde. As a worm end dives toward him, Garret dodges and punches out with a fist. His fist flares up in flame as he makes contact with the foul creature. Garret spins to launch a kick, but he steps on a pebble and his kick falls far short of the worms.

OOC:
Dang. I think we're about to be killed by some dirt.
Huh, I guess the idea that a monk's hands were special weapons with levels is gone in Pathfinder. So, I don't know what damage they'll do to worms. Well, they do have fire damage that's extra, so I'll go with that. Also, is the mass of worms one monster (and therefore, just one AAO)?
AAO on worms: 17. Just missed!
Regular attacks: 20 (threat) Confirm?: 20 Damage: Normal: 2+2+6+2; Fire: 3+2+6+2
Attack #2: 17 Miss :(
Attack #3: 9 Sheesh.
Total damage: 12 normal, 13 fire -- unless the worms are immune to crits. Then it's 4 normal, 5 fire. Well, it sure beats zero!

In effect: courage, prayer (+2 atk, dam, save fear/charm, +1 skills); barkskin

Alexi (AC: 13/13, HP:66/66) Lobo (AC: 20, HP:36/36)  d20+13=19 ; d8+8=11 ; d20+11=15 ; d20+8=22 ; d8+8=11 ;
Monday January 31st, 2011 9:42:09 PM

OOC: in Pathfinder, can you take a 5' step in difficult terrain?

Note: Alexi's AC is 13 because I presume that since he was sleeping, and one cannot sleep in heavy armor, that he does not have his armor on.

IC: Alexi continues his attack on Dirtman D. He fells rather exposed without his armor and shield, but time was critical. Noticing several horses bolt, he hopes they can get away safely. Tracking them down will be better than burying them.

-2 two-weapon, +1 bard song, +1 Prayer
Att 1 (primary) d20+13=19, dmg d8+8= 11
Att 2(secondary) d20+11=15, miss
Att 3 (primary) d20+8=22, dmg d8+8=11
Tot dmg = 22.

DM Cayzle - Extra 
Monday January 31st, 2011 10:33:21 PM

Alexi: Can you take a 5' step in difficult terrain?

Cayzle: Yup!

Jet Stormway (AC: 16/15 no dex, HP:60/68 Inspire Confidence +1) 
Tuesday February 1st, 2011 12:51:56 AM

Jet decides to hopefully take a couple of rounds to prepare himself and maybe his friends, to defend themselves better. He dances over to Q13 and casts Sanctuary on himself, "By the gods give me time, to perhaps sing out a line for a few seconds if you please.".

Inspire Courage: Round 3/7
Sanctuary Round 1/4

Spells:
Bard:
(5) Highlight to display spoiler: { Available: Know Direction, Mage hand, Message, Lullaby, Mending}

(3) Highlight to display spoiler: { Available: Expeditious Retreat, Feather Fall, Grease}

Cleric:
(O) - Detect Magic, Detect Poison, Light, Read Magic

(1)[4+1] - Comprehend Languages, Entropic Shield, Magic Weapon, Sanctuary, (Remove Fear)

(2)[3+1] - Augury, Enthrall, Silence, (Remove paralysis)

Actions: Inspire Courage - +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls



Zeph Pathfinder HP 55/69 AC 24/23/19 (Mage Armor, Protection from Evil)  d20+11=29 ; 4d6=22 ;
Tuesday February 1st, 2011 1:14:23 AM

When the Dirtman slams into him, it knocks the wind from his chest. Zeph thinks, OH, that's gonna bruise.

Then Zeph notices Charek and Alexi chop their dirtmen to bits and he decides that he was not meant for such prolonged combat.

He says, "Tell ya what Jet. I'll help you with your worm problem if you help me with these mounds of moving feces?"

He then takes a 5-foot hop to N-10 and blasts the Worm Patch 2 with a Scorching ray. Hit touch AC 29 for 22 fire damage. Do swarms get AOO?? I don't think so

Spells (one of each level must be Transmutation. Necromacy and Divination take 2 spell slots to use)
0: Message, Read Magic, Detect Magic, Disrupt Undead
1: Shield, Grease, Shocking Grasp, Protection from Evil(x), Mage Armor(X), Feather Fall
2: Scorching Rayx2(x), Spider Climb, Glitterdust
3: Haste, Heroism, Displacement
Telekenetic Fist: 30' ranged touch attack. 1d4+1 damage. 8/day

Active Spells:
Mage Armor :5 hours
Protection from Evil: 5minutes
Inspire Courage- +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks

Alexi (AC: 13/13, HP:66/66) Lobo (AC: 20, HP:36/36) 
Tuesday February 1st, 2011 2:34:40 PM

OOC: ok, thanks. I knew in 3.5 you cannot take a 5' step in difficult terrain, but i didn't have the time to search the Pathfinder web site for that rule. :)

With that information, Alexi would like to take a 5' step to R14, taking Charek's place and hope to avoid being flanked and no convenient way out.

Jet Stormway (AC: 16/15 no dex, HP:60/68 Inspire Confidence +1) 
Wednesday February 2nd, 2011 10:43:57 AM

"I can help you in a second, but I think some people are going to be needing some healing soon also, so hang in there!"

DM Cayzle - Evil Earth Battle - Round 2  d20+7=10, d20=9 [refx saves] ; d20+11=14, d20+11=20 [atts on Zeph] ; d20+9=26, d8+7=8 [att on Alexi] ; d20+3=16 [save vs sanc] ; 2d6=3, 2d6=12, 2d6=9 [worm damage] ; d4=1 [spike dam] d20+3=5 ; d20+3=10 ; d20+3=7 [hrses]
Thursday February 3rd, 2011 6:42:05 AM


Here is the map, just before Round 2.

The Heroes

Galin takes an AoO from last round as the First Mass of Worms sweeps over him -- and inflicts 3 hp fire damage +1 from the prayer and +1 from inspire courage, both of which boost weapon damage. Then Galin steps back, casts a spell, and sears the mass of worms for another 8.

Keela steps away from the worms and casts a fireball. The Mass of Worms Number 2 and Dirtman A both fail.

Charek steps to the left to attack. His deadly weapon inflicts 18 damage on Dirtman D. It collapses into dust, merging with the ground from whence it came.

Garret steps back, putting himself between the worms and Keela. He attacks, inflicting five fire damage on the first mass of worms.

Alexi had been planning to attack Dirtman D, but he sees Charek finish the job and looks around, Per DM fiat, he takes a five foot step toward Dirtman C and hits twice, inflicting 22 damage total.

Zeph steps back away from Dirtmen A and B and turns to scorch the mass of worms, burning it for 22. It writhes in agony and disperses. It is destroyed.

Jet moves to Q13 and casts a Sanctuary spell.

The Enemy

Dirtman A and Dirtman B move to flank Zeph. Even with the +2, they only hit AC 14 and 20. Both curse the die roller as they miss. No wait, that's the DM cursing the die roller! :-)

Dirtman C attacks Alexi, hitting him for 8 damage.

The remaining Mass of Worms stretches and moves. It still covers the same area, but the shape of that area changes so that it can encompass Jet, Charek, and Galin. It rolls a Will save 16 vs the sanctuary, exactly what it needed, I figure. Jet takes 3 damage, Charek takes 12, and Galin tackes 9.

Those within a Mass of Worms may leave it just by moving. Spellcasting or concentrating on spells within the worms requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

The patches of ground move around, at random, although they seem to steer clear of Keela. A soft patch moves away from the horses and moves under Charek and Alexi. You two please make DC13 Reflex saves or be caught for 1d2 rounds and unable to move, attack, or cast spells.

The spiky area moves under Zeph. Zeph, you take 1 hp damage and please make a DC14 Reflex save or reduce your land speed by half.

Note: The horses struggle to escape, but the three now out of the mud do not break free of their stakings.

Note: All terrain is difficult (double move). The soft patches require a DC14 reflex save to avoid being stuck in them for 1d2 rounds and unable to move, attack, or cast spells. If you make the save, you can move at half.

Riot of Worms 1 - AC18, touch 18 - 18 damage
Riot of Worms 2 - AC18, touch 18 - 43 dam - Destroyed.
Dirtman A - AC18, touch 9 - 20 dam
Dirtman B - AC18 - 8 dam
Dirtman C - AC18 - 22 dam
Dirtman D - AC18 - 41 dam - Destroyed.
Land Itself - 47 dam

And as of the end of round 2, the map!

Jet Stormway (AC: 16/15 no dex, HP:657/68 Inspire Confidence +1)  d20+9=20 ; 2d4+4=8 ;
Thursday February 3rd, 2011 11:55:56 AM

ooc: Are the worms not effected by the Prayer DM Cayzle?

Jet curses the worms wise to his spell and now that he has wasted a spell that could have been used for healing, he gets a little angry and moves toward M13 before coming up behind A at M12 and he swings at the creature.

Jet hits AC 18 with 22 doing 10 damage. (Just remembered IC and Prayer)

Inspire Courage: Round 3/7
Sanctuary Round 1/4

Spells:
Bard:
(5) Available: Know Direction, Mage hand, Message, Lullaby, Mending

(3) Available: Expeditious Retreat, Feather Fall, Grease

Cleric:
(O) - Detect Magic, Detect Poison, Light, Read Magic

(1)[4+1] - Comprehend Languages, Entropic Shield, Magic Weapon, +Sanctuary, (Remove Fear)

(2)[3+1] - Augury, Enthrall, Silence, (Remove paralysis)

Actions: Inspire Courage - +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls



Garret Goodbarrel [AC:27/27/19 HP:33/44 Ki:9]  d20+15=33 ;
Thursday February 3rd, 2011 11:57:52 AM

Garret looks around briefly and notices that the lands appear to be leaving Keela alone. Seeing that she is not in immediate danger, he looks over at the others. He sees the group together at the worms, and Zeph out on his own. Garret moves quickly over to assist Zeph, carefully stepping through the spiky ground so he is in place to attack the dirtman.

OOC:
As I see it (correct me if I'm wrong) -- there are 5 spaces between Garret and P9. It is difficult terrain, so he can't charge. He has a movement rate of 40, which means he can move 8 squares normally, but in difficult terrain, he can only move 4. So there's really no way he can get to dirtman B to help Zeph and attack in this round. If he uses a double move, that gives him 8 squares with no attack, so he's going to move around to attempt to flank the dirtman with Zeph: diagonally to T9, S8, R7, then Q7, then down to P8. Then he's left with no actions. That will, however, put him in the spiky area, so he'll roll a reflex save (I presume, unless evasion can help him here): 33

Jet Stormway (AC: 16/15 no dex, HP:657/68 Inspire Courage +1) 
Thursday February 3rd, 2011 11:59:26 AM

Move to M12

Inspire Courage: Round 4/7

Spells:
Bard:
(5) Available: Know Direction, Mage hand, Message, Lullaby, Mending

(3) Available: Expeditious Retreat, Feather Fall, Grease

Cleric:
(O) - Detect Magic, Detect Poison, Light, Read Magic

(1) [4+1] - Comprehend Languages, Entropic Shield, Magic Weapon, Sanctuary, (Remove Fear)

(2) [3+1] - Augury, Enthrall, Silence, (Remove paralysis)

Actions: Inspire Courage - +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls


Galin HP 52/74 AC 27  3d6=12 ;
Thursday February 3rd, 2011 12:23:25 PM

Galin again will step out of the bug mass and (s12) Raises his hands into the air. His body starts to glow a soft warm light that burst out in a circle bathing the surrounding the area with is warm glow (healing 12 hp to a 30-foot radius centered on the cleric.)

Action Channel Energy

Spells (spells cast are marked with *)
Domain Spells (3) Bull Str, Barkskin, Magic Vestment
Oth (4) Detect Magic,Stabilize,Resistance,Light
1st (4) Shield of Faith,Summon Monster I,Divine Favor,Comprehend Languages
2nd (3) Silence,Summon Monster II,Bull's Strength
3rd (2)*Prayer*,*Searing Light*

Charek AC 22/TAC14/FFAC18; HP 61/73  d20+10=17 ; d20+16=26 ; d10+9=13 ; d10=2 ;
Thursday February 3rd, 2011 5:33:40 PM

His dwarven senses feeling the change in ground underfoot, Charek easily manages to not get mired in the soft gound Reflex DC17 moves through it with ease making his way to Q16 where he uses his vital strike capabilities on his attack on Dirtman C. AC 26, connecting solidly for 15 points of damage.

Zeph Pathfinder HP 66/69 AC 24/23/19 (Mage Armor, Protection from Evil)  d20+11=24 ; d20+12=23 ; d10+6=7 ; d6=3 ; d6=6 ; d6=4 ;
Thursday February 3rd, 2011 7:18:27 PM

(reflex save =24, success!)

As the spikes erupt under his feet, pricking him, The two Dirtmen rush at Zeph, flanking him and swinging. The nimble elf ducks and dodges the blows, allowing a few to be reflected by his mage armor, not wanting to waste energy on such pathetic foes.

Zeph feels the healing energy from Galin rush across him, healing his wounds. He mouths the words: Thank goodness for that

Then he sees Garret run to his assistance and provide him a flanking bonus to Dirtman B, then he sees Jet run and position himself behind Dirtman A, Zeph says "Thanks guys, lets make short work of these things!"

And with that, Zeph hops the Avenger slices his elven curveblade horizontally,

Standard Action: Attack Dirtman A , hit AC 23 for 7 damage and 13 sneak attack if that applies.

Spells (one of each level must be Transmutation. Necromacy and Divination take 2 spell slots to use)
0: Message, Read Magic, Detect Magic, Disrupt Undead
1: Shield, Grease, Shocking Grasp, Protection from Evil(x), Mage Armor(X), Feather Fall
2: Scorching Rayx2(x), Spider Climb, Glitterdust
3: Haste, Heroism, Displacement
Telekenetic Fist: 30' ranged touch attack. 1d4+1 damage. 8/day

Active Spells:
Mage Armor :5 hours
Protection from Evil: 5minutes
Inspire Courage- +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks

Alexi (AC: 13/13, HP:66/66) Lobo (AC: 20, HP:36/36)  d10+2=11 ; d20+7=24 ; d20+14=22 ; d8+9=11 ; d20+12=16 ; d20+9=26 ; d8+9=12 ;
Friday February 4th, 2011 12:05:36 AM

OOC: some maintenance first. Per your e-mail, here's Alexi's HP re-roll for Level 3: d10+2= 11, Yippee!

Ref Save DC13: d20+7 = 24!

IC: Alexi feels the pain of the blow from Dirtman C and suddenly it vanishes. (take 8hp dmg, 12 healed). No time to figure how or why as he feels the ground under him change. Instinctively he nimbly slides to P15 and lays into Dirtman C. Too bad he's too busy to see Keela's first fireball!

Att 1: d20 + 14 {7(lvl)+ 4(str)+1(WF)+1(MW)+1(Wtrn)-2(two-weap)+1(bard)+1(pr)}=22,
dmg d8+9 {4(str)+2(WF)+1(Wtrn)+1(bard)+1(pr)= 11

Att 2: d20 + 12 = 16, ah shoot, still can't hit with his axe :(

Att 3: d20 + 9 = 26! good ol' longsword :}
dmg d8+9 = 12

Total damge from two longsword slashes = 23!

Keela AC 15 HP 46/54  d20+7=13 ; 2d4=5 ;
Friday February 4th, 2011 12:51:32 AM

"Golly!" Keela says as her fireball erupts. "Wish I had another one of those."

She realizes that she does have another one of those! Or rather, she could. Her wand can cast a spell by itself. But by the time she realizes it, and starts calculating distances, her friends and foes are too hopelessly intertwined to find a spot.

"One at a time it is, then," she says. With a word and a gesture, she lanches an Acid Arrow at the spiky growth.

[Hit Touch AC 13 for 5 acid damage. The acid will continue to do damage for 2 more rounds.]

Galin HP 64/74 AC 27 
Friday February 4th, 2011 11:30:05 AM

OOC checking in and waiting Also fixing HP

DM Cayzle - Evil Earth Battle - Round 2 
Friday February 4th, 2011 6:07:00 PM

Sorry everybody. I'm really sick.

Garret Goodbarrel [AC:27/27/19 HP:33/44 Ki:9] 
Friday February 4th, 2011 9:03:48 PM

Get well soon!

Keela AC 15 HP 46/54 
Friday February 4th, 2011 11:39:10 PM

[Oh, noes! I prescribe bed rest, followed by watching a really big football game. :) Get well soon.]

Jet Stormway (AC: 16/15 no dex, HP:657/68 Inspire Courage +1) 
Saturday February 5th, 2011 10:32:04 AM

From what I hear DM Cayzle is a Jet fan. hehehehehe

Get well soon bro.

Galin HP 64/74 AC 27 
Saturday February 5th, 2011 11:58:37 AM

Get me my friend

Garret Goodbarrel [AC:27/27/19 HP:33/44 Ki:9] 
Saturday February 5th, 2011 1:03:09 PM

Yeah, get him, not me! ;)

DM Cayzle - Evil Earth Battle - Round 2 
Saturday February 5th, 2011 1:31:18 PM

You guys make me laugh.

Galin HP 64/74 AC 27 
Sunday February 6th, 2011 12:37:26 AM

ooc Lol. It's my phones auto edit on txt but get well soon anyway

Alexi (AC: 13/13, HP:66/66) Lobo (AC: 20, HP:36/36) 
Sunday February 6th, 2011 3:40:27 PM

funny how DM gets sick right when Texas gets a Snow-Ice-maggedon, isn't it?

DM Cayzle - Evil Earth Battle - Interstitial 
Monday February 7th, 2011 7:37:33 AM

Hey! We've had our own Snow-Ice-maggedon here in NY! It was two hours of chipping ice off my driveway Thursday morning that wore out my lungs and let the germs in, I think. I should have done a DM post instead, that morning, but there you go!

I will say that I prefer Snow-Ice-maggedon to Poop-maggedon. Too bad I had both! :-)

==========

On that note, a few game comments and a promise of a full DM post coming tonight.

The prayer does not affect the worms because they are vermin, and immune.

Garret, your map-reading is superb.

Galin, correct me if I'm wrong, but you know that Channelling Healing helps enemies within 30 feet as well as friends, right? If I am wrong, quote me a rule or get an opinion on the Rules Board.

Sorry, no sneak attack damage to either the worms or the dirtmen.

Take care and see you all here tonight for a DM Post!

Alexi (AC: 13/13, HP:74/74) Lobo (AC: 20, HP:36/36) 
Monday February 7th, 2011 11:53:17 AM

OOC: thought i had fixed my HP header. oh well, here it is again with the 11hp on level 3 instead of the 3.

Hope you are feeling better.

It was interesting going to work on the ice last week. It's not driving on the ice that's so dangerous, it's the idiots that think they are invincible and think they are driving bumper-cars. :(

did ok though. now there's just a few patches here and there.

Garret Goodbarrel [AC:27/27/19 HP:33/44 Ki:9] 
Monday February 7th, 2011 12:07:44 PM

OOC:
Poop-maggedon? Sometimes being far, far away from the DM is a good thing...

Galin HP 64/74 AC 27 
Monday February 7th, 2011 1:53:46 PM

OOC no i did not know that I thought that it would not affect the evil creatures
but what is done is done

Zeph Pathfinder HP 66/69 AC 24/23/19 (Mage Armor, Protection from Evil) 
Monday February 7th, 2011 3:19:35 PM

So Prayer can not affect Vermin Swarms, but Channel Positive Energy can? That just seems silly.

Also, I do not believe elementals are affected by either positive or negative energy, as it takes a feat (Elemental Channel) to affect them.

And Galin, I suggest the Selective Channel feat to avoid these things in the future if its an option.



DM Cayzle - Evil Earth Battle - Interstitial 
Monday February 7th, 2011 10:37:56 PM

Ugh! Wife is sick now too! Morning for sure!

Galin HP 64/74 AC 27 
Tuesday February 8th, 2011 10:26:33 AM

OOC OUCH Cayzle best of luck with the sickness

and I am with Zeph on prayer and Channel Positive Energy

Reread the channel energy and its says all creatures so I am unable to change that Unsless being evil would discount them somehow but I don't think so
but prayer does not say vermen are immune It says disfavor on enemies Saving Throw none; Spell Resistance yes so not sure there ???

Thanks Zeph I will be grabbing that feat for future uses like this

Garret Goodbarrel [AC:27/27/19 HP:33/44 Ki:9] 
Tuesday February 8th, 2011 11:43:37 AM

OOC:
Can we channel some positive energy over near the Cayzle household, please?

Charek AC 22/TAC14/FFAC18; HP 61/73 
Tuesday February 8th, 2011 7:34:20 PM

(OOC: I have joined Cayzle in bed, though not his personal bed, mine is after all in NC, with a fever of 102.5 and aches all over. hmm I find it interesting that in 49 yrs i have never had the flu shot and never gotten the flu. And this year I get the shot AND I get the flu. Now isn't that ironic.)

Alexi (AC: 13/13, HP:74/74) Lobo (AC: 20, HP:36/36) 
Tuesday February 8th, 2011 9:21:16 PM

OOC: it is a commom misconception that if you take the flu shot you increase the risk of getting the flu.

On the other hand, like you, so many who rarely ever get the flu, suddenly come down with it after the shot.

hmm....

Galin HP 64/74 AC 27 
Wednesday February 9th, 2011 8:01:00 AM

OOC I hope everyone is well with you all since sickness is running through the ranks LOL



Garret Goodbarrel [AC:27/27/19 HP:33/44 Ki:9] 
Wednesday February 9th, 2011 11:22:50 AM

OOC: I'm kind of afraid to post here, because you people might be passing me germs over the internets.

DM Cayzle - Evil Earth Battle - Interstitial 
Wednesday February 9th, 2011 12:14:32 PM

Ugh! A week between combat posts. I think this is my new low.

I went to the Dr. yesterday and got two inhalers. Evidently it's bronchitis. Sorry.

Working on a post.

Jet Stormway (AC: 16/15 no dex, HP:657/68 Inspire Courage +1) 
Wednesday February 9th, 2011 12:42:31 PM

Please get well soon...

Alexi (AC: 13/13, HP:74/74) Lobo (AC: 20, HP:36/36) 
Wednesday February 9th, 2011 8:16:07 PM

just don't let it move into pnewmonia. Keep on top of it.

get well soon.

DM Cayzle - Evil Earth Battle - Round 3  d4=4 [spike dam to Garret] ; d20+9=11 [miss Z] ; 2d6=6 ; 2d6=9 ; 2d6=8 ; d4=3 [terrain dams]
Thursday February 10th, 2011 8:02:37 AM


Here is the map, just before Round 3.

The Heroes

Jet wishes to move farther than the difficult ground will allow. [OOC: double move cost means you can move 15 feet and attack. I've placed you as close as I can.] He attacks Dirtman A, hitting and inflicting 10 damage.

Garret spends the round maneuvering over to help Zeph. He walks through the spikes, taking 4 hp damage but no damage to his feet otherwise.

Galin offers 12 hp healing to all in 30 feet. That's everybody, friend and foe -- except the dirtmen, due to their elementalish natures. The remaining mass of worms benefits, however. EVERYONE ELSE, PLEASE HEAL UP!

Charek moves to Dirtman C and attacks for 15. That destroys it.

Zeph attacks Dirtman A for 7. It too falls into clods of dirt.

Alexi would have finished off Dirtman C, but Charek beats him to it. Alexi - you can take a fill round of action. That's 6 squares of move at half speed, for example.

Keela does 5 more acid damage to the ground itself. The soil bubbles in the acid.

The Enemy

Dirtman B is the only Dirtman left. It misses Zeph.

The remaining Mass of Worms stretches and moves. It manages to encompass Alexi, Charek, and Galin. Alexi takes 6 damage, Charek takes 9, and Galin takes 8.

Those within a Mass of Worms may leave it just by moving. Spellcasting or concentrating on spells within the worms requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

The patches of ground move around again. Soft patches move under everybody except Keela. Please make DC13 Reflex saves or be caught for 1d2 rounds and unable to move, attack, or cast spells.

The spiky area moves under Keela! You take 3 hp damage and please make a DC14 Reflex save or reduce your land speed by half.

Note: All terrain is difficult (double move). The soft patches require a DC13 reflex save to avoid being stuck in them for 1d2 rounds and unable to move, attack, or cast spells. If you make the save, you can move at half.

Riot of Worms 1 - AC18, touch 18 - 6 damage
Riot of Worms 2 - AC18, touch 18 - 43 dam - Destroyed.
Dirtman A - AC18, touch 9 - 37 dam - Destroyed.
Dirtman B - AC18 - 8 dam
Dirtman C - AC18 - 37 dam - Destroyed.
Dirtman D - AC18 - 41 dam - Destroyed.
Land Itself - 52 dam

And as of the end of round 3, the map!

Galin HP 64/74 AC 27 
Thursday February 10th, 2011 12:18:14 PM

OOC will post later tonight

but I will Galin had HP:657/68 (see jet above )

lol


Keela AC 15 HP 51/54  2d4=7 ; d20+7=15 ; d20+8=15 ; 4d6+1=15 ; d20+8=16 ; 4d6+1=11 ;
Thursday February 10th, 2011 12:56:39 PM

Acid continues eating at the Spike Growth, doing another 7 damage.

She is not hampered by the pointy stones [Reflex 15]. She retreats a short distance, then fires two Scorching Rays at the stones.

[Move to W-6. Scorching Rays hit touch AC 15 for 15 damage, and touch AC 16 for 11 damage.]



Charek AC 22/TAC14/FFAC18; HP 52/73  d20+10=25 ;
Thursday February 10th, 2011 8:24:38 PM

Charek is not bothered by the soft ground reflex DC 25 as he moves out of it and gathers up the horses and moves backwards with them to S19.

Alexi (AC: 13/13, HP:67/74) Lobo (AC: 20, HP:36/36)  d20+7=13 ; d20+10=17 ; d6+2=6 ;
Thursday February 10th, 2011 9:42:25 PM

Ref DC13 d20+7+1(prayer) = 14! hehe

Alexi snatches one of his Alchemist Fire vials and tosses it at the spot Chareck just vacated (Q16)

Range Touch d20+10+1(bard) +1(prayer)=19
dmg 1d6+1(bard)+1(prayer) = 6 fire damage. 1d6+2 fire damage next round as well.
Alexi takes 1pt of damage for being within 5'.

With Charek taking care of the horses, Alexi moves to N16.

Jet Stormway (AC: 16/15 no dex, HP:57/68 Inspire Courage +1, Prayer +1)  d20+11=31 ; 2d6+6=12 ;
Thursday February 10th, 2011 10:06:57 PM

Having the Domain of Travel, Jet ignores all difficult terrain, for a certain amount of time, therefore what attempts to slow him down, is not really possible at this time.

Jet takes a couple of steps to O16 and if the creature had some guts, it would have been a critical blow, but instead, the beautiful Falchion Jet has affectionatly named, "Adrean".

Movet to O16
Attack Dirtman with 31 doing 12 damage.

Inspire Courage: Round 4/7
Freedom of Movement 2/8

Spells:
Bard:
(5) Available: Know Direction, Mage hand, Message, Lullaby, Mending

(3) Available: Expeditious Retreat, Feather Fall, Grease

Cleric:
(O) - Detect Magic, Detect Poison, Light, Read Magic

(1)[4+1] - Comprehend Languages, Entropic Shield, Magic Weapon, +Sanctuary, (Remove Fear)

(2)[3+1] - Augury, Enthrall, Silence, (Remove paralysis)

Actions: Inspire Courage - +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls


Jet Stormway (AC: 16/15 no dex, HP:57/68 Inspire Courage +1, Prayer +1)  2d4+6=10 ;
Thursday February 10th, 2011 10:09:49 PM

Unfinished line from above. Adrean hit takes only partial damage..[/i]

Sorry, i noticed I used the wrong dice above for damage.

Danage 10



Zeph Pathfinder HP 66/69 AC 24/23/19 CMD 21(Mage Armor, Protection from Evil)  d20+14=19 ; d10+6=11 ;
Friday February 11th, 2011 1:02:32 AM

Zeph says, "Lets finish this mess and figure out what our next move is. It seems the land here does not want us present, so we may have to force our way to our goal."

Then Zeph delivers another half-hearted attack to Dirtman B. Hit AC 19 for 11 damage. Then he gives Garret the nod to finish this thing

Spells (one of each level must be Transmutation. Necromacy and Divination take 2 spell slots to use)
0: Message, Read Magic, Detect Magic, Disrupt Undead
1: Shield, Grease, Shocking Grasp, Protection from Evil(x), Mage Armor(X), Feather Fall
2: Scorching Rayx2(x), Spider Climb, Glitterdust
3: Haste, Heroism, Displacement
Telekenetic Fist: 30' ranged touch attack. 1d4+1 damage. 8/day

Active Spells:
Mage Armor :5 hours
Protection from Evil: 5minutes
Inspire Courage- +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls
Prayer - +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks

Galin HP 64/74 AC 27 
Friday February 11th, 2011 7:54:05 AM

OOC sorry guys I was very busy

Galin will attack the mass or worms with his hammer

Galin HP 64/74 AC 27  d20+12=22 ; d20+7=23 ; d6=1 ; d6=5 ;
Friday February 11th, 2011 7:55:54 AM

Attack and damage rolls
Hit AC 23 /24 Damage 1/5

OOC sorry about this work is a bit on the busy side


DM Cayzle - Evil Earth Battle - Extra 
Friday February 11th, 2011 11:07:32 AM

I think we just need Garret?

Garret Goodbarrel [AC:27/27/19 HP:33/44 Ki:9] 
Friday February 11th, 2011 11:44:35 AM

OOC: Crud, sorry, for some reason I thought it was Friday and I had another day! Post coming immediately...

Garret Goodbarrel [AC:27/27/19 HP:41/44 Ki:8/9]  d20+15=22 ; d20+15=21 ; d20+15=21 ; d20+15=25 ; d20+10=18 ; d6=6 ; d6=5 ; d6=4 ; d6=5 ; d6=4 ; d6=6 ; d6=2 ; d6=3 ;
Friday February 11th, 2011 11:58:49 AM

Garret steps carefully as he treads through the rough ground, but some of the spikes still scratch and tear at his legs. As he nears the attacking clod of dirt, he smiles as the healing power from Galin spreads over him. As he watches for an opening to attack the dirt, he looks around, puzzled, as the ground moves and shuffles -- the spiky stones leaving him, and the soft ground appearing around him. He easily keeps his balance and avoids the ground sucking him in (Reflex: 22).

When Zeph strikes the dirtman, Garret moves into action and his arms and legs become a blur. Both his fists strike the dirtman repeatedly and bursts of flame appear each time he hits. His knees pop up and also strike the strange elemental thing, and again fire jumps from him and into the dirt.

OOC:
Using 1 ki point for an extra attack
Attacks: 21, 21, 25, 18
Damages: 6+5 fire, 4+5 fire, 4+6 fire, 2+3 fire = 16 normal, 19 fire (35 total).

DM Cayzle - Evil Earth Battle - Extra 
Friday February 11th, 2011 12:35:37 PM

I'll get a post up tonite, with luck, and then another Monday morning. Trying to catch up ...

Jet Stormway (AC: 16/15 no dex, HP:57/68 Inspire Courage +1, Prayer +1) 
Friday February 11th, 2011 2:42:12 PM

OOC: LOl, we might get this three week battle done before I leave, but if not, and I can't find a sub in the LnB, maybe Jet can leave for a bit and return when I come back?

DM Cayzle - Evil Earth Battle - Extra 
Friday February 11th, 2011 3:33:55 PM

Maybe someone here in game would care to help out subbing for our good Jet?

DM Cayzle - Evil Earth Battle - Round 4  2d6=3 ; 2d6=5 ; 2d6=8 ; 2d6=12 [worm dam]; d4=3 [spike stones dam]
Saturday February 12th, 2011 8:15:46 AM


Here is the map, just before Round 4.

The Heroes

Keela scorches the very earth with fire, and it sizzles and bucks like a living thing in its agony.

Charek works hard to lead the horses to safety. [OOC: please make a Handle Animals check]

Alexi draws an oil as he moves, and then hurls it at the worms. They sizzle and burn. [OOC: Inspire Courage and Prayer bonus damage apply only on the first round of burnination.]

Jet moves to the last dairyman standing and attacks, hitting it for 10 damage.

Zeph does the same, hitting for 11.

Galin has to make a double move to get close to the dairyman. He cannot attack right now.

Garret unleashes a mightily attack which pulverizes the last dairyman entirely.

OOC: Zeph, did you forget to make your DC13 Reflex save vs the soft earth under foot? Please do so! For last round and this!]

The Enemy

There is only one remaining Mass of Worms left. It reaches out and swarms around four of you: Jet takes 3 damage, Garret takes 5, Zeph takes 8 damage, and Galin takes 12.

Those within a Mass of Worms may leave it just by moving. Spellcasting or concentrating on spells within the worms requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

The patches of ground move around again. Soft patches move under everybody except Keela, Alxi, and Charek. Please make DC13 Reflex saves or be caught for 1d2 rounds and unable to move, attack, or cast spells.

The spiky area moves under Keela! You take 3 more hp damage and please make a DC14 Reflex save or reduce your land speed by half.

Note: All terrain is difficult (double move). The soft patches require a DC13 reflex save to avoid being stuck in them for 1d2 rounds and unable to move, attack, or cast spells. If you make the save, you can move at half.

Riot of Worms 1 - AC18, touch 18 - 12 damage
Land Itself - 85 dam
Other foes destroyed.

And as of the end of Round 4, the map!

Charek AC 22/TAC14/FFAC18; HP 55/73  d20+2=16 ; d8+1=3 ;
Saturday February 12th, 2011 9:36:28 AM

Charek keeps moving Handle animals DC 16 working himself and the horses back toward S22. He also takes a moment to activate his tattoo receiving 3 points of healing.

Zeph Pathfinder HP 66/69 AC 24/23/19 CMD 21(Mage Armor, Protection from Evil)  d20+11=13 ; d20+11=22 ;
Saturday February 12th, 2011 10:40:44 AM

(Reflex saves =13 and 22. woah close one. Reflex saves are my forte fortulnately. Throw a fort save at me next time and watch Zeph become nauseated)

Garret Goodbarrel [AC:27/27/19 HP:36/44 Ki:8/9]  d20+15=29 ; d20+13=28 ; d20+13=15 ; d20+8=11 ; d6+1=6 ; d6+1=3 ;
Saturday February 12th, 2011 2:04:40 PM

Garret watches the dirt clod fall to the ground, and he smiles. His face contorts with pain as the worms appear once again engulfing him. He quickly steps back out of the soft ground easily (Reflex: 29. 5' step to P7). As he steps, his punches back towards the worms. Only once does his fist appear to connect with the writhing mass, and the others smell the stink of burning worms.

OOC:
Attacks: 28, 15, 11 Damage: 6+3 fire.

Zeph Pathfinder HP 66/69 AC 24/23/19 CMD 21(Mage Armor, Protection from Evil)  d20+15=25 ; d20+13=22 ; d6=2 ; d6=3 ;
Sunday February 13th, 2011 3:49:32 AM

Zeph tumbles back to M or N 11 (Acrobatics =25), depending on how far back I can get. Not sure how acrobatics stacks with difficult terrain.

Then Zeph says, "Lets torch these things." and he quickly recovers a flask of Alchemist Fire from his pack, tossing it gingerly at Square N10 where he was standing moments ago. 2 fire damage. 3 more next round

DM Cayzle - Evil Earth Battle - Round 4 
Sunday February 13th, 2011 6:27:25 AM

OOC and BTW: I'll allow the Inspire Courage and Prayer damage bonuses on the first die of that alchemical fire.

Keela AC 15 HP 48/54  d20+7=20 ; 2d4=6 ; 7d6=22 ;
Sunday February 13th, 2011 11:58:44 PM

The spike growth takes 6 more damage before the acid arrow subsides.

"Well, I guess that got its attent--ow!" Keela says as the pointy rocks come after her again. Despite her wounds, she remains able to move her full speed [Reflex 20].

She moves to Y-9, trying to balance between keeping away from the stones and protecting Avis. She calculates distances again, a little faster this time. "All right, wand, do your stuff," she says. With the wand, she sends another Fireball at the battered ground.

[I believe that a fireball centered on the nexus of T/U-8/9 will get all three soft patches, the pointy rocks, and the spike growth without getting any friendlies. If this is not the case, please let me know and I'll re-target. Save DC is 19, and full damage is 22]

Jet Stormway (AC: 16/15 no dex, HP:63/68 Inspire Courage +1, Prayer +1) 
Monday February 14th, 2011 2:46:00 AM

"These worms can't swarm us all, spread out!" Jet tumbles backward out of the area easily.

Jet dances to J13

He has a thought and casts a spell, Comprehend Languages and attempts to listen to anything, this tainted, evil earth might be trying to say.

Inspire Courage: Round 5/7
Freedom of Movement 3/8

Spells:
Bard:
(5) Available: Know Direction, Mage hand, Message, Lullaby, Mending

(3) Available: Expeditious Retreat, Feather Fall, Grease

Cleric:
(O) - Detect Magic, Detect Poison, Light, Read Magic

(1)[4+1] - +Comprehend Languages, Entropic Shield, Magic Weapon, +Sanctuary, (Remove Fear)

(2)[3+1] - Augury, Enthrall, Silence, (Remove paralysis)

Actions: Inspire Courage - +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls



DM Cayzle - Evil Earth Battle - Extra 
Monday February 14th, 2011 9:45:37 AM

Alexi? Galin?

Galin HP 64/74 AC 27 
Monday February 14th, 2011 10:42:36 AM

Galin will do as asked and move toward Avis as there is no one there

OOC sorry Guys still busy and now have a sick kids or two as well


Alexi (AC: 13/13, HP:67/74) Lobo (AC: 20, HP:36/36)  d6=6 ;
Monday February 14th, 2011 10:46:36 AM

oops. I coulda swore i posted... hmm..., oh yeah, got to watching Captain Kirk and forgot

IC: Swarm of Worms takes another d6 from the alchemical fire: d6= 6!

Alexi quickly surveys the scene and notcies Keela swish her wand. A small ball of flame flies forward and errupts in a firey blast!

"Shazzam!" Alexi blurts.

OOC: Alexi holds his action to see the results of the other's attacks and what's left. He'll take his action after the enemy, what's left, moves.

DM Cayzle - Evil Earth Battle - Round 5 and Over 
Tuesday February 15th, 2011 8:22:31 AM


The Heroes

Charek cures himself, then continues to lead the horses away.

Garret burns the worms for 3 damage.

Zeph backs off and tosses an alchemical fire on the worms. [OOC: Need an attack roll, please, to hit touch AC18 ... but Keela's Fireball makes it moot.].

Keela's acid and fire inflict 28 damage to the evil land.

Alexi's fire does 6 more to the worms. He waits to see what happens.

Jet tries to listen to the land. But if there is aught to hear, it is not words or language but just a hideous yowl of anger and hate, desiring to smother others ... and after Keela's fireball, a cry of pain and anguish, wounded to death.

The Enemy

In fact, the land, the very dirt under your feet, jumps and buckles. Maybe you fall down. But the land has taken so much damage in fire and acid -- more than 100 hp worth -- that it can take no more.

In a moment the land is still. Maybe the evil force that powered the land is dead or fled, but it is gone. All that is left are a patch of dead grass, few wriggling worms, now just normal worms seeking to dig into the earth, and four lumps of earth very vaguely shaped like humanoids.


Galin HP 64/74 AC 27 
Tuesday February 15th, 2011 10:50:03 AM

Galin Calls out " is everyone ok , anyone need healing " he will hop up on to Avis and sit

Keela AC 15 HP 48/54 
Tuesday February 15th, 2011 12:54:33 PM

As the ground convulses, Keela staggers a bit then falls hard.

"Mfff," she says in answer to Galin's question. Then, "I'm hurt but not bad. Is everybody else all right?"

Alexi (AC: 13/13, HP:67/74) Lobo (AC: 20, HP:36/36)  d20+9=25 ;
Tuesday February 15th, 2011 3:07:26 PM

Plenty of time to congratulate the group later, Alexi hurries over to Lobo and starts saddling him up.
"We need to get after those horses before they get too far away," he says. Knowing the general direction they went helps, but if they went too far, he'll have to rely on the ground, something he didn't trust just now, to find them.
"Anyone want to come with me to help bring the horses back?"

OOC: Alexi would know the direction they went, but here's the Survival roll is you need it.
Survival d20+9=25! that ought to be good enough for a while.

Garret Goodbarrel [AC:27/27/19 HP:36/44 Ki:8/9]  d20+15=32 ;
Tuesday February 15th, 2011 5:57:55 PM

As the worms fall and the earth trembles, Garret turns, spreads his feet, and rides the rolling ground (reflex 32). He looks around for a moment, expecting the land to jump back up at any minute. As Alexi heads for his horse, Garret says, "Does any know more about these things? Will this land come back and attack us again soon?" When Alexi starts after the horses, moving quickly, Garret takes off at a run to help gather them.

Zeph Pathfinder HP 58/69 AC 24/23/19 CMD 21(Mage Armor, Protection from Evil)  d20+11=14
Tuesday February 15th, 2011 11:28:41 PM

(Cayzle, the attack roll was the 22 I rolled up there. Sorry, I failed to mention it.)

Zeph tries to keep himself balanced as the ground rumbles in anger.

"I guess we arose anger in the land. What kind of blight could smell so bad?" he says.
Then, Alexi shouts for help with the horses, Zeph hops on one that did NOT flee, next to Lobo and Alexi and begins riding to catch them with the warrior, "We must hurry and round up the loose ones!" Ride check to spur =14, ouch!


DM Cayzle - Extra 
Thursday February 17th, 2011 7:55:35 AM

Sorry for the delay, friends. DM post a-coming.

Galin HP 64/74 AC 27 
Thursday February 17th, 2011 9:23:02 AM

checking in...

Galin HP 64/74 AC 27  3d6=11 ;
Thursday February 17th, 2011 10:55:31 AM

Galin sits on Avis swinging his feet like a little kid in a church with a smile on his face as the group reassembles
When everyone is close to him if needed Galin will channel energy to heal the group (hp 11)



Garret Goodbarrel [AC:27/27/19 HP:36/44 Ki:8/9] 
Thursday February 17th, 2011 1:10:15 PM

Garret continues to run after the horses as fast as his legs can carry him.

DM Cayzle - Extra 
Thursday February 17th, 2011 1:24:31 PM


Galin looks to see if anyone needs healing. Keela also checks on the status of her friends.

Alexi, Garret, and Zeph head off to find the runaway horses.

Led by Alexi's superb tracking, the horses are quickly rounded up and brought back. It takes maybe 30 minutes.

Galin heals those left behind for 11 hp to himself, Keela, Jet, and Charek.

The stench is slowly fading away.

Galin, Keela, Charek, and Jet (those left behind), please make perception checks. Charek, you get a +2 on the roll. If you can hit a DC25, then Highlight to display spoiler: {You notice some shiny rocks among the earthen wreckage of the dirtmen.}

Jet Stormway HP:68/68, posted from time to time by kindly DM Cayzle  d20+14=30 ;
Thursday February 17th, 2011 1:29:58 PM


Jet is exactly healed to max by Galin. "Many thanks," he says to the halfling.

Jet's perception: a sweet 30! He calls out, "What are these shiny rocks on top of the dirtmen mounds?"

He casts Detect Magic -- they are!

Spells:
Bard:
(5) Available: Know Direction, Mage hand, Message, Lullaby, Mending

(3) Available: Expeditious Retreat, Feather Fall, Grease

Cleric:
(O) - Detect Magic, Detect Poison, Light, Read Magic

(1)[4+1] - Comprehend Languages, Entropic Shield, Magic Weapon, +Sanctuary, (Remove Fear)

(2)[3+1] - Augury, Enthrall, Silence, (Remove paralysis)

Actions: Inspire Courage - +1 morale bonus on all charm and fear effects, and a +1 competance bonus to attack and damge rolls


Keela 
Thursday February 17th, 2011 4:26:11 PM

Keela waits patiently for the horses to be found and brought back, and helps tether the ones that have been located.

She does not see the shiny rocks, but she also has a Detect Magic available if one is needed.

When everyone is gathered once more, she says, "I don't have many spells left, but I think we need to get away from this place."

Garret Goodbarrel [AC:27/27/19 HP:36/44 Ki:8/9] 
Thursday February 17th, 2011 4:46:00 PM

As Garret returns with the horses, he hears Jet cry out. "What? The rocks are magical? Where?" He takes a fighting stance, expecting the earth to belch forth another attack.

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