DM Addison Monday April 25th, 2011 12:37:30 PM Tahni gives Ms. Cloverdale the message from her boyfriend, Guy Baltar. She takes the necklace, clutches it to her chest, and tears swell up in her eyes. She says, "Oh Guy, you sweet, sweet man. What tragedy has befallen our family. If only he were here, if only he knew what fate has become of our child." She then clutchese the necklace, curls up into a ball, and rolls over on her side, sobbing quietly.
Then Tahni begins to speak. You have everyone's attention. When you say, that is not the Dwarven way, you visibly notice the countenance of every Dwarf lift with pride. The Gnomes all smile too. When the speech climaxes, everyone shouts. You hear a few, "For Timothy!" "For honor!" "This is OUR home!". Even the gnomes give a "Woooo" kinda vocalization. The teenagers are the most energetic.
(OOC: So I was planning on giving you a hero point for returning the necklace, and I also want to give you one for that awesome speech... but it seems that you already have 3 hero points. Tell ya what, you want a free skill point in Perform Oration, and you can make it a class skill? That's a pretty good reward for your efforts, any objections from the rules DM? Troy?)
When the group shouts, the yellow animal eyes all disappear.
As your speech ends, Daya returns to your shoulder. She is breathing hard and looks scared. She looks around at the joy of the camp and decides to whisper into Tahni's ear, "RedForge mortally wounded Ginyu. But then the elf fled, holding his innards together. Another boat landed and pirate reinforcements poured onto the beach. RedForge grabbed Auctus and fled into the undead city. I lost track of them, but spied on the pirates. It seemed they were having a great meeting and debate over what to do next. The Halfling with the fire was there, shouting wildly and pointing North."
------------And so you all sleep--------------- (Note how much HP you get back from an extended rest. I think this is doubled with a successful heal check eh? If that doesn't bring you to full, then it will take another day and/or some spells to get back max hp)
In the morning, Kreyton lead an expedition, accompanied by Devlin. You set your snare and mark the spot to come back to later. After an hour of exploration through the dry forest, you find a large patch of edible mushrooms and berries that the teenagers happily bag up for lunch. You also note several animal tracks, both herbivore and carnivore. Deer, jaguar, raccoon, squirrel, and maybe a bear claw on a tree? Wood is easy to come by, but the trees seem to be somewhat brittle and water-deprived. Making bows, spears, and the like won't be easy, but is certainly possible.
In your search, you come across a large mound. As a matter of fact, you look around and notice that the trees also have similar structures. As you walk through the forest, you see even more mounds. They seem to be insect mounds... but you see no insects outside them at the moment. Perhaps they are nocturnal?
Then, you return to your snare to discover a rabbit foot attached to it. Not a whole rabbit, just the foot. You see lots of signs of struggle, but no signs of dragging... as if the rabbit was eaten on the spot while you were gone.
Back at the camp, Braugh, Boomy, and Tahni catch a smell in the air: smoke. The wind is blowing north, so the smell is coming from the south.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20+6=26 ; d20+6=25 ; d20+6=21 ; Monday April 25th, 2011 9:49:39 PM When we head out Kreyton can you and Boomy take few of the lads and scout out a good path for the wagons. I will take rear guard along with a teen to act as a runner. Tahni could you ask Daya to watch our rear as well. I'm concerned about the pirates following us. Tahni and Bruagh you can both stay with the main group to provide security and medical support. No heroics anyone we want to survive, you come across anything unusual head back to the group and we will discuss a plan of action. Anyone have any other ideas or suggestions?
Kreyton any ideas on what those mounds belong to?
If no one has any issue with his plan Devlin will take rear guard when the group set out.
Perception checks = 26, 25, 21
Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya Tuesday April 26th, 2011 1:19:50 AM
Tahni will make her way to each member of the party and discreetly inform them of Daya's scouting.
As morning arrives, the smell of smoke is reminiscent of Riddleport. Has the wind changed that she can now smell it, or is this something else? Either way, it concerns her though she tries not to let it show to the refugees.
Tahni gives a nod to Devlin in agreement and then looks to Daya for a response. "I'd prefer you to stay close by and not fly off too far, but the choice is yours my friend" With that, she creates a small pool of water in her hand and offers it to the raven to drink
Tahni positions herself alongside one of the wagons and chats freely with the refugees. Her speech seems to have had the desired effect on morale. "Good morning, Master Dende!" she greets the lad. She will happily talk with the boy, and see if she can get an idea of what he wants to do when he grows up. Perhaps there is something she can teach him along the way?
======================== Spells Currently in effect: Energy Channels: 3 Calming Touch: 7 Resistant Touch: 7 Telekinetic Fist: 7
Cleric Spells Currently Prepared: Lvl 0 Stabilize, Detect Magic, Create Water Lvl 1 Bless, Protection From Evil, Sanctuary
Wizard Spells Currently Prepared: Lvl 0 Ghost Sound, Prestidigation, Mage Hand Lvl 1 Mage Armor, Shield, Expedious Retreat
Boomy HP 14/20 AC 17/17/16 d20+9=19 ; d3=2 ; d20+9=18 ; d20+9=14 ; d20+9=20 ; Tuesday April 26th, 2011 3:49:26 PM
Boomy agrees to help scout ahead. As he does, he tries to keep his distance from the mounds and to pick paths that lead the group around them. These things worry me. They remind me of something bugs make, but much larger...
Perception = 19, 18, 14, 20
Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 17/28 Tuesday April 26th, 2011 9:44:50 PM
Bruagh takes heart in hearing that Ginyu is mortally wounded and that Redforge and Auctus yet live, but he also realizes that they are he and his friends are still in a precarious situation.
"Let's load the sick, weak, and infirm into the wagons and set off as soon as possible."
Bruagh will stay near Tahni and the main group of refugees to provide healing and if need be a last line of defense.
Kreyton | HP 8/24 | AC 18/13/16 | CMD 12 Character Sheet d20+7=27 ; Wednesday April 27th, 2011 10:07:19 AM "Yeah, was afraid of that. Meat's gonna be hard to snare. We'll have to hunt with more direct methods if we want meat. And we do."
Kreyton examines the mounds without getting too close, trying to recall some information on the creatures that make them.
He then helps pack up the group and get them moving.
OOC: Knowledge Nature on the mounds: 27 (nat 20)
Boomy HP 14/20 AC 17/17/16 d20+4=20 ; Wednesday April 27th, 2011 2:14:19 PM
Along the way Boomy keeps an eye out for edible plants and animals he can hunt down for food.
Survival to get food and water= 20
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20+1=13 ; d20+1=20 ; Wednesday April 27th, 2011 5:49:10 PM
Devlin does his best to find edibles while traveling.
Survival = 13, 20
Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 17/28 Wednesday April 27th, 2011 8:16:46 PM
Checking in:
DM Addison Thursday April 28th, 2011 2:04:12 AM
The heroes pack up the refugees and move. What direction? The smell of burning fires are coming from the south, so I guess I'll assume North?
Baenor approaches Braugh, "Sir Stormbringer. Why do we move deeper into the forest? Shouldn't we rest for a day or so if there is no rush?"
The sick and elderly are in the wagons. Dende responds to Tahni, "I think everyone is doing fairly well. But I truly have no idea what I want to do for a living. Right now survival seems to be our only worry. I was raised in the orphanage since he was a baby. Never even granted a last name, so I have no forefathers to model my life after."
Devlin comes up with a battle plan. Himself and Daya in the back to provide an early warning system for any attacks. Boomy and Kreyton take the front and find the path. The Druid's survival skills are adequate to find the perfect path for the carts and his vast knowledge of nature reminds him that these large mounds on the ground are often homes of Army ant colonies You also know that these smaller ants combined with this perfect ecosystem; Giant Ants and their kin could easily call this landscape their home.
As the group moves deeper into the forest, the land gets steeper, large rocks begin to erupt from the ground. The ground gets sandier
And the mounds get bigger.
Your venture eventually leads you into a valley that looks something like this. (Though its not done b/c I still gotta fix my Token Tool to make all the refugees...
Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya d20+4=10 ; Thursday April 28th, 2011 3:20:07 AM
Tahni tousles Dende's hair "There is plenty of time for you to find your calling, lad. And as for your forefathers, you are a dwarf. You have any number of ancestors to guide you".
Tahni pauses to look at the sandy path ahead. "Will the carts be ok over the sand, Kreyton?" she asks the druid, as she is unsure (Survival: 10).
======================== Spells Currently in effect: Energy Channels: 3 Calming Touch: 7 Resistant Touch: 7 Telekinetic Fist: 7
Cleric Spells Currently Prepared: Lvl 0 Stabilize, Detect Magic, Create Water Lvl 1 Bless, Protection From Evil, Sanctuary
Wizard Spells Currently Prepared: Lvl 0 Ghost Sound, Prestidigation, Mage Hand Lvl 1 Mage Armor, Shield, Expedious Retreat
Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 17/28 d20=15 ; Thursday April 28th, 2011 6:43:29 AM "Baenor, no need for formalities. It's just Bruagh though I appreciate the gesture. The pirates are still at hand and with the new smoke rolling in from the horizion, it is fair to say that the more distance we put between ourselves and the shore, the better off we will be." Bruagh keeps his eyes peeled for any signs of trouble as they pass through the sands.
Perception: 15
Boomy HP 14/20 AC 17/17/16 Thursday April 28th, 2011 2:11:42 PM
ooc: How long have we been marching and what time of day is it?
Addison: Yall woke up around sunrise I guess. Then marched for an entire day, so yeah its getting late again.
Boomy HP 14/20 AC 17/17/16 Thursday April 28th, 2011 5:22:43 PM
Boomy agrees that the group should travel as far as possible before setting up camp, but acknowledges that there are limits to how far they can push the townsfolk. I think that this might be a good place to set up camp, at least temporarily. The trees will provide some cover, but we will be more exposed as we enter the desert area. I also worry about these ant hills keep growing. I have a feeling that things will get more dangerous the further we venture in. If it will help, I have a trinket that is enchanted with an alarm spell. That can help us to guard the camp through the night.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20+6=9 ; d20+6=14 ; d20+6=16 ; d20+8=17 ; d20+8=27 ; d20+8=22 ; Thursday April 28th, 2011 11:29:17 PM
Devlin catches up with the rest of the group. He will settle in and chat with the boys praising them for their hard work. He once again makes a circuit of the camp and offers to hold first watch. During his watch he status hidden as best he can while making his rounds.
Perception: 9, 14, 16 Stealth: 17, 27, 22
DM Addison Friday April 29th, 2011 3:41:07 AM
The group proceeds through the forest with relative ease. Kreyton knows the hot weather of the day will kept many creatures in a hibernation mode.
But the heat also saps everyone's strength a good bit. It's hard to keep hydrated as the foresty ground slowly becomes the rocky sand of the Untamed Scab.
You see before you, still miles away, but towering over the entire forest and valleys and even other mountain ranges, lies The Great Fhorge, largest mountain in the land.
As everyone sets down to make camp, cooking begins again. Dinner is yet again oatmeal, but this time it is supplemented with some wild berries, it seems that meat is in short supply here.
Boomy and the rest of the scouts manage to find a narrow valley that is relatively nest-free. There are trees with leathery leaves and a number of cacti.
Women and children all gather at the campfire to eat. While sitting, Baenor replies to Braugh, "Thank you brother, my clan is truly in your debt." The Gnomish man sits near as well, he speaks "And family GoodButtom is also greatly endeared by your generosity. You know, legend tales that The Great Fhorge holds vast amounts of precious ore. Great underground cities once existed there." Baenor replies, "Yes, but they were Dwarven cities. A vast network of bridges spanning lakes of molten lava." Then Ms. Cloverdale sits with her own bowl of fruit and oats, she hands Tahni a book, "A gift. I was looking through it in the library before the explosion."
You open and examine the pages. The book is a manual for the construction of mineshafts. Detailed explanations for making elevators, proper support beams and the like. Very technical. This is the kind of book that could take a novice of engineering to create some elaborate pieces of architecture.
But the last two pages are different. They are made of a rough papyras. One page holds a crude drawing of underground mine shafts. Seemingly dark and red.
There is a scribbled handwriting on the back of that page. Please roll a linguistics check to read it. DC 15: Highlight to display spoiler: {Its in the geometric early dwarven language. You cannot understand some of the words. But you definitely make out a dwarven word akin to "forsaken" maybe?}
DC 22 linguistic check, you get +2 if you know infernal : Highlight to display spoiler: { The language is actually a cross between dwarven and an old Infernal tongue, it says, "The forsaken come to reclaim their birthright."}
In contrast to the previous low-skill level drawing, the last papyrus page holds a vastly artistic drawingRuins
Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya d20+8=26 ; d20+8=21 ; d20+8=20 ; d20+8=10 ; d20+8=25 ; 3d6=11 ; d8+1=5 ; d8+1=5 ; d8+1=8 ; Friday April 29th, 2011 6:35:47 AM "Thankyou Tina, that is very kind of you.". Tahni takes the book and has a quick flip through the pages. "I can't pretend to understand the writings, but the book itself is exquisite." ( I can't make an untrained linguistics check over DC10, so I won't bother with a linguistics roll. I will roll for Appraise (26), Knowledge Engineering (21) and Knowledge History (20) to try and garner the age/value of the book, and any indications as to who the author(s) may have been).
Tahni lays the book on her lap for a moment, before addressing Tina again "How are you feeling today? Is there anything I can do to make you more comfortable? Dende has been quite worried about you." Tahni will wait for a while before following up with another question "And if it is not too imposing, may I ask whether you intend to marry Guy?"
OOC: As it is another day, I will try to identify the last two remaining items: the Luna Ring (10 - Fail) and the Dark Elf's broken short sword (25. Most likely pass. DC=15 + Caster Level of the Item) Also - if nothing further occurs before settling in for her rest for the night - Tahni will expend all healing bursts, healing everyone for 11HP. If anyone is still injured after that, Tahni will then Cast her Cure Light Wounds for the day as well, to treat individuals. Healing 5, 5, and 8 respectively Oh, and thanks for the new map token :)
Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 17/28 Friday April 29th, 2011 9:25:23 AM
Bruagh thinks for a moment. "What do you know of these cities. Who or what resides there now. Could us refugees possibly settle there?"
Boomy HP 14/20 AC 17/17/16 Friday April 29th, 2011 12:40:19 PM
Boomy examines the camp and suggests the carts get moved so that they can use them to form a "V" shaped wall with the trees, so that they can have a little more protection from invaders and can help control the direction an a attack might come from. It would also give the archers some cover to shoot from. I think we better fortify the camp the best we can, just in case the pirates decide to track us. The carts may help to slow them down and allow the archers to weaken them before they even enter the camp. As they prepare for the night, Boomy brings forth the berries he collected and thanks Tahni for her healing and for trying to identify his broken sword.
Addison: I'm guessing you have played tower defense on Warcraft 3?
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20+3=5 ; Friday April 29th, 2011 9:54:40 PM
Devlin will pitch in and help wherever he can to increase defense. Braugh lad I know you have knowledge of craftin weapons. Any chance you could show some of us how to make a sling? Its a simple weapon to use and there is plenty of ammunition around. Devlin takes a scrap of cloth and some cord in an attempt to make a sling himself but he can't seem to get the shape right.
Craft sling: 5
DM Addison Saturday April 30th, 2011 5:05:13 AM
Yeah, if nobody has any other specific tasks, you guys can set watch and sleep. fortifications are a good idea. I can add stuff to the map. whatcha want? Hows This Look. It wont let me do diagonal in a square grid, only hexes.
Ms. Cloverdale is kinda surprised at the question from Tahni, "Of course I will marry him! One arm, no arms, as long as his head is attached to torso, my love cannot be swayed. I'm worried he wont be able to look at me after he discovers the fate of our child." Then she looks somber and asks slowly, " Do you think a marriage would survive such a devastation?"
Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 17/28 d20+8=12 ; Saturday April 30th, 2011 6:47:00 AM
Bruagh looks to Delvin and shrugs. "Well, I usually only work with metals... But I'll give it a go. How hard could it be. Let's see, this goes here, this here. Turn that like this... Wait no, maybe like this."
Bruagh can take two pieces of armor and bits of adamantine and make a fine breastplate, but making sling is proving quite difficult.
If allowed to take 10 check will be 18 rather than 12.
Tahni -- AC13/10/13 -- CMD 10 -- HP 17/17 -- Familiar: Daya d20+8=11 ; Saturday April 30th, 2011 9:45:50 AM "I think the fact that his thoughts went to you when he was near death shows how deep his love for you runs." Tahni says to Tina in comfort. "I hope I'm around at the time to see the wedding. You'd make a beautiful bride". It is then she spies Bruagh and Devlin fiddling around with some leather. "Would you excuse me for a moment, Tina?"
Tahni makes her way over to the two boys and attempts to explain to them how a sling should be made, however, the process is a lot harder than she remembers it (Craft Weapon: 11 + MW Artisan Tools = 13. Lol! Three characters and we can't even make a simple sling).
Boomy HP 14/20 AC 17/17/16 d20=10 ; Saturday April 30th, 2011 1:06:02 PM I think if you rounded the edges a pit and tied the knots a bit tighter, it would help a bit.
Aid another / Tahni in creating a sling = 10
(More to come when I get home and can view the map)
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Saturday April 30th, 2011 8:52:40 PM OOC: Hi guys, fyi - Tahni has undergone surgery at my request and it has now been approved by Addison & Jerry. The change was to go from Cleric(1)/Wizard(1) to Cleric(1)/Sorceror(1). Figured it was best to do this early on, and at these early levels the changes are quite minor
======================== Spells Currently in effect: Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Obscuring Mist, Sanctuary
Sorceror Spells Available: Lvl 1 - 2
Boomy HP 14/20 AC 17/17/16 d20+9=11 ; d20+9=27 ; d20+9=29 ; d20+9=14 ; d20+9=23 ; d20+3=12 ; d20+3=12 ; d2+3=4 ; d2+3=4 ; Sunday May 1st, 2011 10:14:50 AM
Boomy offers to take the first shift watch and conceals himself on the Eastern portion of the camp. He thinks about the item he has with the alarm cantrip, but decides that its duration is too short to be useful now. Perhaps he can place it in a bottle neck somewhere to see if they are being followed. As he waits he draws two shuriken, prepared to hurl them at any oncoming enemy, and to wake up the rest of the camp. If attacked durring the night he would then take a step back and draw his guisarme.
Perception = 11, 27, 29, 14, 23 Hit AC 12 for 4 Hit AC 12 for 4
Boomy HP 14/20 AC 17/17/16 Sunday May 1st, 2011 11:18:45 AM
ooc: How many charms are on the bracelet of friends?
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Sunday May 1st, 2011 11:39:59 AM OOC: ....
Good point Boomy. I hadn't noticed that they can come with less than 4 charms.
Summary of Tahni's action before her rest: - Try to craft a sling (13 - Most likely pass. Simple melee/thrown weapons have a Craft DC of 12) - Identify Luna Ring (10 - Fail) - Identify Dark Elf's broken short sword (25. Most likely pass. DC=15 + Caster Level of the Item) - Expend all healing bursts, healing everyone for 11HP. - If anyone is still injured after that, Tahni will then cast her Cure Light Wounds for the day as well to treat individuals. Healing 5, 5, and 8 respectively
As part of resting and her clerical meditation, Tahni will elect to replace her Obscuring Mist spell for the day in favour of Comprehend Languages.
======================== Spells Currently in effect: Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Sorceror Spells Available: Lvl 1 - 2
DM Addison Sunday May 1st, 2011 12:03:04 PM
Oh. It has all 4 charms on it.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 Sunday May 1st, 2011 3:28:12 PM
ooc: I already assigned people to the charms. Basically everyone in the party is assigned to a charm except Devlin who is wearing the bracelet. Also was the necklace/pendant magical?
Addison: I don't think anyone rolled high enough to ID it, am I wrong? Bah, lets just make it a good ole Amulet of Natural Armor+1 eh?
Boomy HP 14/20 AC 17/17/16 Sunday May 1st, 2011 5:16:44 PM
I think Tahni should have the amulet. She has low AC and it wouldn't interfere with her casting. (Although if she doesn't want it, Boomy would gladly put it to good use)
Addison: Now, to be fair, Devlin did roll the pickpocket attempt. He took the risk of failure and its consequences (what if he had been caught?), so its up to him to decide eh?
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 Sunday May 1st, 2011 8:01:46 PM
My ac is pretty good right now if someone can put the amulet to better use so be it. Braugh seems to get beat up quite a bit he might be the best.
Boomy HP 14/20 AC 17/17/16 Sunday May 1st, 2011 10:56:28 PM
Sorry, I was thinking an NPC had given that item to the entire group as a gift. I have no idea where that came from. I better go back and review the adventure so far.
Although I agree with splitting up loot, I support rewarding risks and am even more supportive of trophies...especially for a rogue.
Bruagh Stormbringer AC 17/10/15 -- DR 2/- -- CMD 19 -- HP 17/28 Sunday May 1st, 2011 11:26:26 PM
OOC: It's Devlins as far as I see it. Now, if he were to decide he wanted to give it to someone, that's up to him. Bruagh's taking a beating, true, but that's more because he doesn't leave well enough alone lol.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20+6=14 ; d20+6=22 ; d20+8=15 ; d20+8=18 ; Monday May 2nd, 2011 12:00:54 AM
Devlin approaches Braugh as the night deepens. Lad you've been knocked around more than any warrior I have met. Not only that but you have kept the heat off my hide numerous times. I want you ta have this. I know yer hide is tough but every little bit helps ehh? Devlin hands the amulet to the sturdy warrior patting him on the back.
Devlin will take his watch as needed with his trusty crossbows at the ready.
Perception = 14, 22 Stealth = 15, 18
DM Addison d20+8=20 Monday May 2nd, 2011 12:56:59 AM
After dinner, Tahni stands and sends another healing wave. Everyone is at full hp. The group collectively decides to attempt to arm the refugees.
Baenor realizes what you are doing and begins to gather people. "Everyone, help the heroes arm us. Gather leather and stones quickly." A quick assembly line is established, where everyone straitens out strips of leather and cloth.
Before long, a small batch of slings are created and the teens are quick to start practicing. They launch stones at rocks, seeing who can break the largest one, calling out, "Yeah, that's a pirate's eyeball for sure."
Durahan, the strong and clumsy lad, says to Braugh, "Sir Braugh. We are Dwarves, not Halflings. Should we not meet challenge with axe and shield rather than stone and sling?"
Then Baenor gives him a stern glare. Durahan shrinks. He looks at his own weapon, a simple tree branch club. "Forgive me master, I just long to wield metal weapon with honor and glory."
The Gnomish man, Mr. GoodButtom reveals to Devlin his own personal crossbow: a silver-stocked beauty with engravings and a wooden grip. He says to Devlin"Here, let me see your crossbows.[/b] He then takes out a cloth roll containing mechanical, metalworking, and wood tools. He begins to take apart the stock and rework the shaft with a wood carving tool. He says, "You do the other one, watch me" (Ranged weapon crafting check by Mr. Goodbuttom = 20) He also installs a new trigger, making firing much smoother and require less strain on the hand. He shows you how to repair it.
Both of Devlin's crossbows go up to MasterWork level.
Tahni examines the book and finds it is dated back to the 2nd age, before the Dwarves were scattered from The Scab. It seems as if the book had been mass produced for a short number of years before the downfall of Clan Durendal. It is probably priceless. The authors are listed on the front page as Avor Durendal, Jestin Durendal, and Cor Turok.
Tahni discovers that the short sword is made of Cold Iron, made to fight fey. It is of extremely high quality, made by Dark Elves and the two fragments are still extremely short, being split cleanly by Boomy's guirisame (which was an awesome fight by the way). It is a short sword of Wounding+1.
The group settles in the valley, chops down a few trees for fortifications, and gathers around the fire to sleep. Baenor keeps his stolen greatsword close by, and every adult
---------Please set order for night watch------------
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Monday May 2nd, 2011 2:10:18 AM OOC: On loot... Its an interesting discussion and perhaps one that we want to work out now as a party. How will the loot be shared? I think there are several options here... 1. Finders keepers: Whoever finds the item gets claim to it. Personally, I don't like this option. Different characters have different skills, and not all of these skills lead directly to loot. To use the Amulet as an example, yes, Devlin obtained it, but whilst he was doing that, Tahni and Bruagh were doing what they could to negotiate the groups release. In the same vein, Tahni recovered a wand, a ring, and 4 potions from a dead necromancer - someone she didn't do 1pt of damage to. Should that loot have gone to Bruagh who gave (& took) the biggest beating? 2. Even shares: Total the loot and split between the number of characters. This approach assumes that every character has contributed equally to the groups survival, whether through combat, stealth, healing, knowledge, etc. 3. ???
Based on the Loot that we have collected and identifed so far, I put the total value to about 86,400gp. Assuming an even split between 5 characters, that works out to about 17280gp each. The current allocation of ownership is as follows: Tahni 7767gp worth of loot Kreyton 9006gp worth of loot Boomy 11559gp worth of loot Bruagh 15220gp worth of loot Devlin 36688gp worth of loot Unclaimed 6160gp worth
Though I also put that Broken Short sword Bomy has at over 20k once repaired
ZachR: I would like to think that as a whole, we can decide who will best be served by each item we find. It is said, that possession is 9/10ths of the law, so to an extend finders keepers works. We seem to be a lawful/neutral good group so I doubt it will be a huge issue.
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Monday May 2nd, 2011 7:08:34 AM
Tahni whispers to Bruagh "You know, we did pick up some mundane swords along the way. Perhaps any folk who complete the 'Strombringer Academy of Self Defence' would be able to wield them?"
A book co-authored in the 2nd age by the Durendal and Turok clans is surely a prize. Tahni tucks it carefully away in her haversack for a more detailed inspection tomorrow.
With 5 heroes (and what may be a battle-competant refugee - Baenor), it would make sense to pair up and have 3 watches thoughout the night. "Would you mind if I didn't take first watch?" she asks of the party "I would prefer some time to meditate on the day and pray to Alemi for my daily spells as soon as able."
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Monday May 2nd, 2011 9:16:22 AM
Devlin is warmed by the thoughtfulness of Devlin. "Thank you friend." Bruagh clasp Devlins arm and pats him on the back. "Thank you. Are you sure you don't want to keep it for yourself?"
The next day after hearing what Durahan, Baenor, and Tahni said he calls the boy to him.
"Durahan, you are right. I have a task for you. Go around the camp, find anyone who has any weapons, weapons of any kind, but preferably those with cutting edges made of steel. Feel free to get friends to help as you as well. Once you have gathered them, come back and find me." Once Durahan has left Bruagh speaks to those around him. "If we have mundane swords, I think we can make this work. We can all help in the training." Bruagh pulls his warhammer from his side and will offer it to Durahan upon his return.
Boomy HP 14/20 AC 17/17/16 Monday May 2nd, 2011 9:22:00 AM
ooc: My two cents on loot. In my other career game we split the loot evenly. If one player clearly found it, they get first "dibs" on it. However, we usually have more than one person search bodies and it isn't specified who found what. If a player cannot afford the item in question, we usually just say they owe the group the difference when they can. It works out well, but there have been a few times where I have taken risks to gain more loot or figured out a way to get some item that was going to be left behind or that others thought was worthless, and it was a little disappointing when everyone else got an equal share. That said, my character would admittedly have a very disproportionate amount of wealth by now had we followed finder's keeper's.
My group also sometimes decides to keep an item as "Group Loot". Many times an expensive item turns up that is very useful to the group, but doesn't benefit an individual much. We may have one person carry it, but don't count it towards the individual's wealth.
Typically I am happy however loot is split as long as it is consistent.
Boomy HP 14/20 AC 17/17/16 Monday May 2nd, 2011 9:31:35 AM
Boomy nods to Bruagh and Tahni. That's not a bad idea. I suppose I could show the others the basics of hand to hand combat and grappling. They may not be Master's of the Fist, but it will give them some way to defend themselves should battle find them.
Boomy will take any shift for a watch. He also has a sling and Cold Iron dagger that others could use. His other weapons would require training.
DM Addison Monday May 2nd, 2011 10:17:21 AM
So. Tahni takes first watch, then Braugh, then Boomy, then Devlin? I'm just going by order of posts.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 Monday May 2nd, 2011 11:45:52 AM
Devlin thanks Mr. Goodbuttom and assures him that they will be put to good use. As a payment of sorts Devlin gives the Gnome four of the golden bolts. If the undead ever attack ye or your own these will knock them down quick.
While talking to Braugh The amulet is yours now, to use as you see fit. If you feel it would be better served with someone else so be it. I would rather it not come down to how tough my skin is to keep me alive
When Durahan comes around looking for weapons Devlin gives him a smile before offering his battle axe and the silver dagger. Before the lad can leave the rogue says The axe is yours if Braugh feels you're not going to kill yourself useing it
When Tahni offers to take a watch. We need ta make sure you get all the rest you can lass, its your magic keeping this group in top shape right now. Three should be enough ta keep the watch this night. If ya feel you need to contribute perhaps Daya could keep Boomy company on his watch, seeing as the old man dident get his nap today. Devlin says with a wink to Boomy.
OOC: Wow did not realize I have that much cost in stuff. If I have something I'm not useing and someone else can put it to better use please let me know. For a watch order Braugh, Boomy, Devlin in 3 hour shifts.
Boomy HP 14/20 AC 17/17/16 Monday May 2nd, 2011 2:00:09 PM
ooc: I'm only attached to the swords I broke or disarmed in combat for RP reasons. I'm not particularly attached to anything else (other than monk weapons).
Kreyton | HP 16/24 | AC 18/13/16 | CMD 12 Character Sheet d20+9=28 ; d20+12=24 ; Tuesday May 3rd, 2011 9:02:07 AM
Kreyton will take last watch, hopefully with another. His eyes and ears are good, but his ability to fend off threats is less so.
"We should divide the treasure as evenly as possible. I mean, we could go by who loots it, but then Tahni and I just might be tempted to loot before healing a downed ally. " He smirks as he says this, and you're fairly certain the curmugeonly dwarf is just making a point about giving incentives to looting before the end of combat or before allies are seen too. Fairly certain...
He continues with his foraging and survival lessons with the teenage boys in the night, showing them some tricks appropriate towards night hunting.
Knowledge: Nature for lesson: 28 Survival for lesson: 24
DM Addison Tuesday May 3rd, 2011 6:06:50 PM
post will come soon. lots happening
DM Addison Wednesday May 4th, 2011 2:08:55 PM Braugh tells the teens to gather any metal weapons. They find few - a couple of daggers and hammers that were probably used for hammering nails. Luckily you guys did grab 3 mundane longswords from the Duergar so long ago. When Braugh offers his own warhammer, and Devlin offers his battleaxe, Durahan is absolutely thrilled. He takes both weapons and begins swinging them together, nearly crushing his own skull.
Then, he puts down the hammer and wields the axe with both hands, and smiles. "Like my father before me." is what he says.
---------------And so you sleep again--------------------
Around 4am, Devlin is on watch, he hears a whisper, "Pssst, hey. I have a deal for you."
You look and you see a small gnomish man wearing a black cloak under a bush. He is small, and hard to spot, you probably would have never seen him had he not initiated conversation.
He speaks again, "Dwarf, listen to me. The pirates are looking for you and burning down the forest one acre at a time. I won't tell them where you all are... if you give me something in return." Then he eyes the nice pair of crossbows you are holding and smiles. He waves his hand as if to say, 'gimme'
(OOC: So I've been working on the map, but finals are coming up and my time is strapped. Let's see how this goes.)
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Wednesday May 4th, 2011 4:01:55 PM OOC: I assume we are waiting to see what happens with Devlin before we post... correct?
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20+6=16 ; d20+6=21 ; d20+4=8 ; d20+6=15 ; d8=8 ; d6=4 ; d8=5 ; d6=6 ; d20+4=14 ; d20+6=9 ; Wednesday May 4th, 2011 4:39:36 PM
Devlin looks at the diminutive figure and sighs. Looks like you found us, not that we made it that hard. Glancing at his weapons he sighs once again. If it will keep you off our back here you go. Devlin lifts his weapons as if to give them up before quickly snapping one up to fire a shot at the hopefully suprised figure. Before the gnome can move Devlin raises his other weapon and fires again, quickly reloading and bringing the weapons up again. Everyone up we have company.
Actions: Bluff = 16 Surprise action fire at halfling = 21, dam = 12 (8+ 4) [standard action] Initiative = 14 (hero point used) Fire at halfling = 15, dam = 5 (11 dam if I caught him before his initiative) [standard action] Reload [free action]
Ooc: during the suprise round he should be flat footed, and if go before he does he will still be flat footed.
Boomy HP 14/20 AC 17/17/16 Wednesday May 4th, 2011 4:43:01 PM
Boomy smiles in his sleep, dreaming of a large drinking hall filled with endless kegs of ale and dark stouts. Walking up to the spout, he pours himself several large mugs and joins the others at the bar in a chorus of drinking songs.
They say in the Fist, the food is might fine, A meatball rolled off the table and killed a friend of mine, Oh I don't like the militia life, Please Ma, I want to go, Not sit inside a hole Please Ma, I want to go home....
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 d20+5=19 ; d10=5 ; d20+5=21 ; Wednesday May 4th, 2011 4:45:55 PM
Hearing Devlins call, Bruagh immediately jumps out of his bedroll and charges, unarmored, at the dwarf, hoping to tackle him and bring him to the ground.
Grapple: 19 Pin: 21
OOC: Not sure where the 5 came from. Hopefully Bruagh can grab and tackle the gnome, keeping anymore damage from being done to everyone.
Boomy HP 14/20 AC 17/17/16 d20+4=24 ; d20+9=25 ; Wednesday May 4th, 2011 6:53:37 PM
Boomy wakes up to Devlin's call. Ever alert he glances around for trouble. If there are enemies other than the one Braugh tried to grapple, Boomy will grapple them (Natural 20). If not Boomy will grapple that foe also.
Actions --------- Perception to find other enemies = 25 Grapple enemy (others if possible, the one by Devlin if not) = 24 (Natural 20!) (If Braugh was successful in his grapple, can I pin him then?)
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya d20+8=14 ; Wednesday May 4th, 2011 7:33:26 PM
Tahni had been having a restless sleep. The events of the preceeding day had made it difficult for her to relax.
Her senses come to her quickly as she moves to be beside both Dende and Tina, hoping to protect them as best she can. She tries to spot the foe indicated by Devlin, but remains hopeful that it is a false alarm (Perception: 14)
======================== Spells Currently in effect: Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Sorceror Spells Available: Lvl 1 - 2
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Wednesday May 4th, 2011 8:16:18 PM
@Boomy: That verse you wrote above... once I realized the tune it was too, I realize I knew several more verses.
Boomy HP 14/20 AC 17/17/16 Wednesday May 4th, 2011 10:18:44 PM
:)
DM Addison d20+2=10 ; d20+8=22 ; Thursday May 5th, 2011 2:13:24 AM Devlin goes to hand his crossbow over, the Gnomish Man, BadButtom smiles and takes a step out of his bushery, extending a hand (Sense motive =10).
At the last second the dastardly rogue flips the loaded cross bow back into his palm and fires at BadButtom, nearly point-blank. The crossbow bolt sticks in his abdomen and he doubles over in shock and pain. The second bolt catches him in the neck, sending blood into the air.
BadButtom falls to the ground, unconscious, bleeding to death rather quickly.
Braugh and Boomy wake up and attempts to charge the pirate, but will get no resistance from the corpse. Tahni wakes up and moves next to Tina and Dende.
Boomy looks around the stirring camp and sees no immediate danger.
The fog is heavy in the blue haze of the early morning and your visibility is extremely low. Still, about 100 yards away, there seem to be three figures walking around. They have not noticed you all yet. You see only silhouettes, the forms are walking slowly northward.
He also sees a lanky human woman in dark leathers to the north (She rolled stealth of 22. darn you got a high perception eh?) It seems she has just crept around a tree, seems she is a bit closer, but has not spotted the camp.
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya d20=3 ; Thursday May 5th, 2011 2:42:53 AM
Tahni crouches, remaining low to the ground. She whispers to Dende to wake up the other refugees and gather them close by, while she does the same. If the fire is still lit, Tahni will call upon a now familiar cantrip to extinguish it (Create Water) "Daya" she says before covering her mouth and remembering to whisper "better get to safety in one of these trees. Try and keep a watch over the group please" (Stealth: 3. Ooops)
OOC: Note to DM - Daya (the familiar) has a perception of +6 and low light vision. Feel free to roll perception checks for him/her/it at any time
======================== Spells Currently in effect: Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Kreyton | HP 16/24 | AC 18/13/16 | CMD 12 Character Sheet Thursday May 5th, 2011 7:13:45 AM
Kreyton wakes up at the alert and rolls onto his stomach, peering into the mist.
He whispers to those nearest. "Stay low, don't move, be quiet"
With luck the pirates will pass them by, but luck is hard found in the scab.
He slowly reaches for his spear.
Boomy HP 14/20 AC 17/17/16 d20+9=11 ; d20+9=20 ; Thursday May 5th, 2011 12:03:20 PM
Boomy makes a series of hand gestures letting the others know to keep quiet and where the enemies are. Quietly he studies the figures, attempting to determine if they are looking for the group or there for some other purpose. He also tries to spot how they are armed and if any of them seem inclined to use magic. Boomy goes into full defense and waits to see what happens with the strangers.
Actions ---------- Sense Motive = 11 Perception = 20 Full Defense
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20+8=20 ; d20+6=20 ; Thursday May 5th, 2011 12:24:54 PM
Devlin moves into the trees crouching low next to the body of the gnome. He reloads his weapons before quickly searching the corpse for anything useful. He will remain hiden and wait for the enemy to come closer. He motions for Braugh and Boomy to spread out into the trees.
Boomy HP 14/20 AC 17/17/16 d20+6=20 ; Thursday May 5th, 2011 1:01:35 PM
Boomy nods to Devlin and disappears into the trees and moves East, finding a good place to hide.
Stealth = 20
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 d20-4=14 ; d20=6 ; Thursday May 5th, 2011 3:28:27 PM
Bruagh, moves with as much stealth as he possess, sliding from treat to tree. He wears no armor or shield, but holds his battleworn dwarven waraxe in both hands, its familiar feel, comforting in his hands.
Stealth: 18 (subtracted 4 for ACP before realizing Bruagh was woken from sleep and would not be wearing his armor.) Perception: 6 Move to AJ,4
DM Addison d20+8=27 ; d20+5=19 ; Friday May 6th, 2011 12:12:22 PM
The group tells the refugees to stay crouched, hoping that they will go unnoticed. Devlin quickly searches through the dying gnome's pockets and finds a number of lockpicks and small mechanical trigger devices. In the gnome's backpack are a series of traps - bear trap claws,springing needles and the like. His weapons were apparently a couple of hand crossbows. There is also a familiar red CLW potion on his person... he never got a chance to drink it either.
Little details of the 'visitors' can be seen from this distance, the fog is very thick in the morning here, and you only see silhouettes. But still, you can see that one is large with two blades on his back. One is small, and another is medium with a big hat...
To the north of the camp, you see the figure walk around a rock and then stop abruptly. Then, it starts to slink away to the west. Did it see you?
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 Friday May 6th, 2011 12:32:39 PM
Devlin throws all the found gear into the backpack and shoulders it. The supplies found inside will come in handy setting more complex snares and traps. Speaking in hushed tones Devlin asks Braugh, What do you suppose we should do about that one ta the north? Do we press our luck and stay, or do we leave now only ta have them find us again?
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Friday May 6th, 2011 3:18:59 PM
A silent as he dare whisper for fear of being heard, Bruagh whispers back to Devlin,"Pperhaps keep our eyes on the one to the north, see what he does. Once the other three are out of range, we capture the one to the north for questioning."
DM Addison Friday May 6th, 2011 5:12:12 PM
Quick update and clarification of their movements:
The three to the far west are walking northwest rather nonchalantly.
The one closest to the camp, to the north behind the rock (Shola), is creeping away from the Dwarf camp to the west, towards the other three.
Boomy HP 14/20 AC 17/17/16 Saturday May 7th, 2011 12:50:10 AM
Boomy knows he cannot catch up to the figure to the North while remaining stealthy. Making a series of hand gestures, he signals the others, asking if tbe wish to pursue the group. Although he hopes they are people wishing to mund their own bussiness, he fears they will return with with a large number of pirates.
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 d20+33=38 ; d10+7=9 ; d10+7=13 ; Saturday May 7th, 2011 6:23:51 AM
Bruagh, realizing what could happen to the refugees if more pirates return. Bruagh gestures back to Boomy motioning for him to take the one to the north. He then beckons Devlin to move with him. Bruagh wishes not for the first time he had his armor on.
Bruagh is torn between trying to end the threat quickly and giving the scouts a chance to explain himself. Bruagh decides that he will follow Domi's teachings, doing what he must to protect the innocent under his charge.
Knowing the time to act is now Bruagh will begin running towards the group, his eyes flashing gold as he goes, detecting any evil in the hearts of the strangers.
If all are evil, Bruagh will use his Goblin Seal of Mworag the Monks Fist allowing his strikes to be true. He will then Smite the large dual weaponed creature.
If only one or two are evil but not the large creature he will attack the larger of the evil creatures.
If none are evil he will pull up short and call to them.
Attack: 38 Damage: 9
Kreyton | HP 16/24 | AC 18/13/16 | CMD 12 Character Sheet Saturday May 7th, 2011 8:25:08 AM
Wishing they had not thrown themselves into the fight, Kreyton none the less moves with vigor now that the fight is on. He moves to the west quickly, trying to gain a vantage point to cut the northern foe off from the rest.
OOC: Run to AD -5
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Saturday May 7th, 2011 11:42:47 AM "Everyone stay low. Women and children to the centre. Men, circle them and prepare your slings. Do not advance. We are here to defend" Tahni whispers to the refugees. She then moves to position herself between the refugees and the unknown persons (Move to AA,10)
======================== Spells Currently in effect: Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 20/20 d20-1=19 ; d20+2=8 ; d20+2=11 ; Saturday May 7th, 2011 1:13:01 PM
Devlin will advance through the trees with Bruagh, doing his best to stay hidden. He readies his weapons to fire at the first sign from the paladin.
Stealth at full speed = 19 (rolled a nat 20) Readied action to fire at enemies = 8, 11 (we will call that cover fire for Braugh :)
DM Addison Saturday May 7th, 2011 3:28:09 PM
Braugh, you do realize that it may take more than one round for you to reach them right? You would run 80feet on a dead sprint in the first round and then another 20 or so with the next round's charge. It makes sense that they will have a round to react as you charge this long distance, especially since your not trying to be stealthy.
I kinda suspected you to go for your armor first; though there is something to be said for preemptive strikes. Besides, maybe starting the fight way over there is best for the refugees? It cuts out the possibility of pirates getting reinforcements, that's for sure. (DM snaps fingers)
Tough decisions eh?
Also, everyone had two days of rest, so healing spells were cast and your all at max hp.
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Saturday May 7th, 2011 3:45:41 PM
OOC: I was kinda hoping to start out slow, not drawing attention, and once I got close enough to get there in in short order (1 Round) I would charge. It takes 1 minute to don armor hastily... didn't have that kind of time. Doing what is safest for the refugees. Can't have the fight near them, nor can I let the pirate get back-up. Far from ideal, but combat rarely is, eh?
Boomy HP 14/20 AC 17/17/16 Saturday May 7th, 2011 5:02:16 PM
ooc: I am having trouble accessing tbe map, but Boomy will charge 120 ft towards the enemy while drawing his weapons.
DM Addison d20+5=23 ; d100=62 ; d4+2=6 ; d20+6=18 ; d20+8=13 ; Saturday May 7th, 2011 10:22:36 PM
----One turn at a time
Braugh sees no other alternative other than charging the pirates. Boomy and Kreyton are close behind.
Devlin stays hidden along the trees and fires a volley of arrows at the pirates. They are not expecting it and are caught completely flatfooted.
The halfling woman takes a step back, allowing the bolt to stab the ground at her feet. Where the bloody 'ell did that come from!? She then takes a step forward and draws a thin kukri from her back and throws it at Devlin! The kurki whizzes like a boomarang around the tree trunk and jams into your ribcage, sticking out awkwardly. (Hit AC 23 for 6 damage. I gave you 20% concealment from cover in the tree area.... but it still hit) She laughs, " 'Ey look, I stuck a pig there!"
The large orc move 30feet forward as Devlin's second bolt is harmlessly deflected by his studded leathers. He calls out to Braugh, "Master Stormbringer. You and your dwarves have been marked for death. Come, meet your fate." He draws his dual blades and waits for you to complete your charge.
You hear him whisper , "Cast it, Vallas." With that, the pirate with the beard, big hat, and cape smirks and snaps his fingers. Spellcraft DC 16 Highlight to display spoiler: {He casted enlarge person} The Orc suddenly doubles in size! he crosses his enormous blades in front of him, awaiting Braugh's attack.
Braugh detect evil sees that all three of these pirates are quite evil. Want to complete your charge and use the same attack rolls?
The Young halfling woman speaks again and draws a rapier, "They must have gutted BadButtom. Be careful Girthru, I' got your back." She eyes Boomy and mouths, "come on
Meanwhile, about 100 feet away, Tahni tells everyone to gather with the weak in the middle. The teenagers quickly make formation and load slings. One fires his rock, but it falls way short, it seems they are out of range of the slings.
Durahan holds Devlin's axe in one hand and a makeshift wooden shield in the other and speaks to Baenor, "We should help them! They are fighting to save us!"
Baenor holds his greatsword in his scabbard and squints his eyes, "Miss Wyrmrider, what do you say?"
Then you hear Daya call, Tahni! Somethings coming! Its not humanoid!" (Her perception check was 18)
You look north and see that the trees are shaking as something approaches. The donkeys begin to huff and begin to panic.
You also see the woman to the north pause behind a tree, maybe she heard this too? (Her stealth was 13)
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya d20+8=15 ; Saturday May 7th, 2011 11:42:29 PM
Tahni circles around the refugees to be on the north side of them. "Hold your positions!" she calls out "Defending the injured is just as critical as pushing the attack". She looks to the north, as indicated by Daya, to see what approaches. (Perception: 15)
======================== Spells Currently in effect: Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Sunday May 8th, 2011 11:13:16 AM
Bruagh wants nothing more than to continue his charge and plunge his axe into the Orc, but knows that the creature would likely strike him down before he got close to it. Bruagh tries to hold the pirates attention as he begins backing up, hoping to get in range of the slings.
"Know that in this place, you are marked the same."
Bruagh double moves back to AH,5, keeping his eyes on the orc at all times, and hopes Boomy and Devlin do the same.
Addison: Don't forget that Smite Evil gives you +cha bonus to AC vs your target.
Zach: I know, which including the amulet and no armor or shield is a whooping... 14.
Boomy HP 14/20 AC 17/17/16 Sunday May 8th, 2011 8:50:01 PM
Boomy is about to charge forward when he sees Braugh pull back. Remembering what happened with the ninja, and decides he doesn't want to fight the enlarged warrior on his own. Keeping pace with Braugh, he makes a tactical retreat.
Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet Monday May 9th, 2011 9:18:32 AM
Kreyton moves up to block the enemies escape, and keep them from fleeing. He waits for the best moment to strike.
OOC: Run to AD -17
Jerry Monday May 9th, 2011 10:07:16 AM
Addison, I sent you an email about the next module. Once you have replied to me, you may delete this post. :)
::waves at everyone::
Addison: Done!
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Monday May 9th, 2011 4:05:54 PM OOC: Checking in.
Boomy HP 14/20 AC 17/17/16 Monday May 9th, 2011 4:11:53 PM
Checking in and updating header with new character sheet
Boomy HP 14/20 AC 17/17/16 Monday May 9th, 2011 4:14:01 PM
Same Character sheet, different formatting
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 d20+2=7 ; d10=10 ; d20+2=13 ; d20+8=16 ; d8=3 ; d6=4 ; Monday May 9th, 2011 4:14:30 PM
Devlin reloads his weapons and falls back with the rest to the next line of trees. Once safely hidden there he will wait for the giant orc to come into view. Once the Girthru is within thirty feet of Devlin he fires.
Stealth = 18 Ready action to fire when Girthru is within 30 ft. First shot = 7 Second shot = 13 (dam = 3 + 4[sneak attack])
ooc: ignore the d10 still getting used to the new laptop.
DM Addison d20+5=9 ; d20+12=22 ; d20+1=8 d20+1=12 d20+1=16 d3=1 d20+4=18 d6=4 Monday May 9th, 2011 8:15:50 PM
The fight begins... with a retreat!
Braugh, Boomy, and Devlin all run back to the fence.
The large dual-wielding orc's jaw drops and he screams, "Where do you think you're going!? You coward!"
He gives chase, and you can hear the large pounding feet catching up to you! Braugh's movement is 20x4 run = 80feet max. The orc is rocking at a 30x4 = 90. As Braugh runs, the Orc's blade is at your back! You turn just in time to catch the scimitar with the nook of your axe. (Miss AC 9!) He pushes is sword against your axe, trying to force you to the ground. You feel your knees buckle, his strength is enormous! He grunts, "I'm going to be a rich Orc when I have your scalp, Stormbringer."
Devlin hops behind a tree and fires another volley of arrows at Girthru. One goes wide, but the other slices his leg a bit. He laughs and says, "You will have to do better than that!" (Devlin don't forget your damage redux, so you really only took 4 damage from the blade)
Then, a small hail of rocks come from the teenage dwarves! A rock taps Girthru's head, he scowls ( miss ac 8 and 12, hit 16 for 1 damage).
As Boomy runs back with Braugh, he sees another form charging from the tree, its a human woman!She seems to be in her 20's with dark hair and dark leathers and quite attractive. She runs to the west and fires a shortbow at Boomy! Hit AC 18 for 4 damage! The arrow sticks in your leg. SHe shouts in a firm voice, Girthru! We can't stay for long, somethings coming this way!
Meanwhile Kreyton runs to cut off the pirates.
Vallas and Donna take notice and exchange looks, the young halfling says, "Whatcha say Val, think we can kill it and get back to warn the captain in time?"
Vallas, the black-bearded pirate with a big black hat strokes his beard and says, "We will collect more bounty if we kill them ourselves and claim the reward. Why let Mercutio take all the glory?"
Donna looks a bit leery and says, "Yeah, if you say so Val. I still think we should go get the captain."
The young halfling then runs to the tree that Devlin occupied and climbs it. (Perception = 22 Highlight to display spoiler: {Shes at AO-9} Otherwise she's invisible.
Meanwhile, Vallas eyes Kreyton, he says, "A warrior of nature? I have respect for your kind. Many a brethren has served to manipulate our sails.
He walks forwad, his black cloak billowing in the wind. He takes a scroll from a hidden pocket and reads it. "Conductus Desumo Manus!His hand ignites in electrical power, the energy crackling to the ground with blue sparks. You have one chance to join us.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 Monday May 9th, 2011 9:00:57 PM
OOC: Original damage was 6, thanks for the reminder though.
Addison: Ah, you are correct sir. I was just concerned for your health. ;)
Devlin: I appreciate it, I'm more concerned about Braugh's naked ass right now. :)
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 d20+6=12 ; d20+2=10 ; d20+2=16 ; d8=2 ; Monday May 9th, 2011 9:14:49 PM
Devlin reloads as he takes a short hop forward and lines the enemy mage up in his sights. He fires and one shot strikes true. He glances into the copse of trees next to him but is unable to see the halfling.
Actions: Reload (swift action) 5' step to (AM, -2) (puts me in short range) Full attack action: Shoot at Vallas First shot = 10 Second shot = 18, dam = 2 Perception = 12
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya d20+8=16 d100=74 Monday May 9th, 2011 10:47:59 PM OOC: Question to DM - Is the noise/movement to the north of Tahni still there?
Addison: Yeah, its like a low rumbling, slowly getting louder.
"Beanor! Enemy approaching to your west!" Tahni calls out, indicating Shola. "Hold your position as long as you can. Lads, if your slings have the range, feel free to open fire". Tahni thens gestures with her hands causing lights to start circling around Shola, causing him/her to stand out in the darkness (Cast Dancing Lights. Arcane Spell Failure: 74=ok. Range of spell=110ft=ok)
She then turns her attention back to the north. "Talk to me Daya. How far away is this thing?" (Perception check again, if allowed: 16)
======================== Spells Currently in effect: Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Tuesday May 10th, 2011 2:24:39 AM OOC: Reminder to anyone attacking the orc: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes
Boomy HP 20/20 AC 17/17/16 d20+9=17 ; d20+4=13 ; d20+4=14 ; 4d6=13 ; d20+7=13 ; Tuesday May 10th, 2011 9:29:19 AM Domi's beard, the animal calls us cowards when they sneak around like a thief in the night attacking women and children. At least we now have further proof that orcs are cowards! He's afraid to fight shirtless dwarves wearing armor without magical protection! This shall be forever immortalized in song!
The monk quickly glances around at his surroundings, but despite the arrow in his leg he seems unable to concentrate on anything but the giant orc. Quickly he pulls out the arrow and does a back flip just to ensure everything is still working properly. As he lands, he lifts up his hand and uses his new ring to cast Scorching ray, sending flames shooting at the giant dog like thing in front of him. Watching the flames reminds him of the fire at the tavern, and he breaks out singing in what is sure to be a new tavern favorite.
Brave Orc Girthru, is afraid of Dwarves. Afraid of Dwarves, afraid of Dwarves!
When unarmored Dwarves did appear, He bravely asked for aid in fear. Yes, brave Orc Girthru turned about And gallantly he chickened out. Bravely asking for a spell The unarmored Dwarves sent him to hell, Bravest of the orcs, was Girthru!
Actions -------------- Perception = 17 To see where the halfling hid Survival = 13 To see what ( giant ants?) might be coming that the human woman referred to
Cast Scorching Ray at Girthru as a Ranged Touch Attack, HIt AC 15 for 13 dmg
Acrobatics = 13
I was waiting on Braugh for my move action. If he approaches Girthru, to attack Boomy will try to aid by flanking. If he stays where he is, Boomy will move 5 feet East so that Braugh can get an AoO on Girthru if he annoyed the orc enough to shift the attention to himself. Of Braugh backs up, Boomy will also back up and try to keep in position so that if either one of them is attacked the other will get and AoO on the orc.
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Tuesday May 10th, 2011 12:37:58 PM OOC: Nice post Boomy :)
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 d20+33=49 ; d10+7=14 ; Tuesday May 10th, 2011 3:10:58 PM
Bruagh watches as Boomy moves in near the Orc and Bruagh moves as well hoping to flank the big ugly. Bruagh says nothing, but lets his axe do the talking as he the Holy Righteousness of Domi guides his double handed attack.
Attack: 49 +20 from Seal, +3 from Smite +3 Strength, +1 WF +1 MW +2 BAB +2 Flank +1 Orc Damage: 14
Boomy HP 20/20 AC 17/17/16 Tuesday May 10th, 2011 4:25:06 PM
ooc: Hit AC 49... I hope that connected, otherwise we're in trouble :)
Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet Tuesday May 10th, 2011 6:46:19 PM "Yeah sorry, I'm more of a plant guy." responds Kreyton as he finishes his plan to cut the easiest escape route out.
He calls on the power of the land to trap his foes in an entangle. He then moves to rejoin the group
OOC: Standard Action: Cast Entangle centered on AM -12. That should catch Vallas, and most of the tree. DC 16 Move action: Move to AC -13
DM Addison d20+1=4 ; d20+6=13 ; d20+6=16 ; d6=1 ; Tuesday May 10th, 2011 10:04:01 PM
Lets work from the left to the right.
Kreyton makes a quip and a pun, and forth from the ground bursts roots that reach up and grab the man's wrists and ankles, (Reflex save = 4. He is Entangled
He struggles against the vines, riping at them angrily, but cannot break free! (escape artist = 13)
Then, when things can't get any worse for poor Vallas, Devlin fires a volley of arrows at him! He gets plugged in the forearm and shouts as magical electricity from his spell burst from the wound.
Vallas shouts, "I'm not done with you!" as his feet struggle to keep him standing.
Boomy activates the Solis ring and a large beam of fire erupts from the red jewel, just as Girthru notices you, it envelopes his torso and he screams in pain.
You smell burnt flesh.
Then Braugh wields his axe with deadly purpose. he pushes the scimitar up, steps forward and sinks the entire white hot-holy blade up to the midway point into Girthru's chest!
The enlarged orc slumps to the ground, bleeding heavily from his chest.
Baenor sees the orc fall and charges the woman with the bow!The black-bearded dwarf jumps over the railing and gives chase!
She fires at him and runs west. (hit ac 16 for 1) and then She shouts south, "Game over, retreat!" (its still perception DC 22 to reveal Donna's whearabouts)
Then Daya flies to Tahni's shoulder as she casts dancing lights over Shola. She is gasping for air, and says , "Look!"
Is... the ground moving?
No.... insects... millions of them!
Swarms of ants are pouring in from the north.
The donkeys buck and break from their ropes! They run amok in random directions and some refugee dwarves run to grab them.
The refugees are absolutely shocked and Cloverdale looks to Tahni, "What do we do?" She looks at her sling...
Durahan and Dende look at each other and then look at their respective weapons, their eyes seem set, ready to defend the children.
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya d100=81 ; Wednesday May 11th, 2011 3:27:07 AM
Tahni does not let her fear show, recognising that the refugees need her to be strong. She unslings her backpack and drops it to the ground. "Dende, get the oil and the Alchemists fire out, quickly! Hand them around. And someone try and get that fire going again!". Tahni has 5 bottles of oil, and 3 of Alchemists fire in her pack, but doesn't have the time to get them all out herself. "If the ants make it through, throw it at them. An alchemist fire first, then an oil or two. But hold off until then. Be careful, this stuff is dangerous. Everyone else, gather close! Leave the donkeys! The can move faster than these ants"
With that, Tahni utters an incantation and outstretches her arms as a wall of fire springs forth, separating the ants from the refugees. (Cast Silent Image. Arcane Spell % = 81. Ok. Create 5 x 10ft cubes of illusionary fire in a diagonal line from S17 to W8. The ants (and anyone else for that matter) do not get a Will Save to disbelieve unless they interact with the "fire". If they do interact with the "fire" they can make a Will Save vs DC12 to disbelieve the image). Tahni bites her lip. She is hopeful that the illusion will divert the ants away from the refugees towards the fresh corpses, but worries for the party members in the same direction.
======================== Spells Currently in effect: Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Boomy HP 20/20 AC 17/17/16 d20+4=16 ; 2d4+4=9 ; 2d4+4=12 ; Wednesday May 11th, 2011 10:08:57 AM
Boomy yells for the children to get back, and to keep as far away from the ants as possible. Hoping to draw the insects towards himself and away from the camp, the monk continues his singing as he raises his guirsame over his right shoulder and lets it come crashing down towards the orcs neck as he performs a coupe de grace. The unarmored Dwarf sent him to hell! he shouts, but despite his casual appearance, he is worried by the massive swarms and about the children they are trying to protect. He the blade falls, he prays to Domi that the the combination of the smell of burnt flesh and spilled blood is enough to lure the insects and that his song will give the children confidence and keep them strong. If it is at all possible, he will try to hit the orcs head like a golf ball, sending it towards Shola, in an attempt to leave a trail of blood and tasty enticement to lure the ants with.
Actions --------- Coupe de Grace Hit (critical is automatic unless stopped) Damage = 21 Try to he the head like a golf ball towards Shola and the ants.
Boomy HP 20/20 AC 17/17/16 Wednesday May 11th, 2011 10:09:50 AM
I forgot, Survival = 16 to identify any of the ants weaknesses.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 d20+6=26 ; d20+6=25 ; d8=6 ; d6=6 ; d20+6=13 ; d8=4 ; d20+3=11 ; d100=99 ; Wednesday May 11th, 2011 12:30:09 PM
Devlin hears shouting from the camp but turns his attention to the trees opposite him again, just as he finishes reloading he spots the sneaky halfling. He fires aiming for a vital area but is unable to see where he struck. Hopefully that will keep her from giving us any problems. He says falling back towards the camp. He catches glimpses of fire through the trees and hurries his pace.
Actions: Reload Perception = 26 Fire at Donna if able = 25 (possible crit, 13 to confirm)[Roll for concealment = 99] Dam = 6 Dam if crit = +4 Dam if sneak attack = +6 Move to (AI, 1) Stealth = 11
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Wednesday May 11th, 2011 2:25:59 PM
Posting from phone, working a double, Will not get a good post until tomorrow. Please post for Bruagh please.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 Wednesday May 11th, 2011 4:43:53 PM Bruagh says a quick prayer to Domi for his victory in combat and than rushes back to the camp site. Baenor let her go we have to find some way to protect the refugees. He bellows. Seeing the wall of fire that Tahni brings forth the paladin is impressed. Nice job.
Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet Thursday May 12th, 2011 8:16:39 AM
With one, and perhaps two of their foes securely held by the entangle, Kreyton takes a moment to consider this new threat, but not too long, as he runs to rejoin the group.
He calls out "If the fire doesnt work use water."
OOC: Run to AC 4
Note on the entangle: It's much bigger than you've drawn on the map. It's a 40 foot radius centered near AM -12. It should go to AM -4, up to AE -12. It's blocking most of the SW corner of the map, including that tree (which is also affected and entangles anyone in it.)
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Thursday May 12th, 2011 6:57:48 PM
Checking in... thanks for posting for Bruagh.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 Thursday May 12th, 2011 7:20:27 PM
OOC: Welcome, hope I did him justice :)
DM Addison d20+3=6 ; d20+5=23 ; 2d6=6 ; d20+8=19 ; Friday May 13th, 2011 12:48:35 AM Tahni drops her backpack to the ground and gives orders to build up the fire and prepare to throw flasks of alchemist fire.
Then she casts an illusionary wall of fire... interesting. Could a visual image of fire with no heat or smell distract ants? It says they have darkvision.... SO interestingly, the swarms, actually do turn around the wall of fire (will save 3. look up swarm traits to uncover something interesting)
The two donkeys are also caught in the illusionary fire and freak out. They whinny loudly and kick into the air! Dende gets knocked in the head by a hoof!
Mr. GoodButtom grabs a flask of the alchemist fire and says, "Like this boys!" and he throws the flask into a swarm, it breaks open and the ants burn like popcorn (hit AC 23 for 6 damage).
Durahan grabs an oil flask and pours it over the fire, making it grow in size!
Boomy decapitates Girthru and hits his head with a golf swing at Shola as she flees from Baenor and the swarms. She screams, "You are a monster!" and continues running. It seems the army ants are moving south, and swarm the head, devouring it in seconds.
Braugh runs back to the camp and Baenor follows. Kreyton runs back and passes up Shola heading the other direction at full sprint.
Devlin spots Donna who jumps down from the tree and does a tuck and roll, avoiding both vine and damage (Reflex = 19). But she was not expecting the rogue's crossbow to be aimed her at the landing zone as well. The bolt plugs into her shoulder and she gives a high pitched squeel.
She holds her bleeding backside and runs at a full sprint southwest.
The pirates are fleeing, but the ants are moving in. What next?
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 d20+6=17 ; Friday May 13th, 2011 3:22:41 PM Who's the piggie now? Devlin yells to the squealing halfling. He quickly rifles through the now headless orc's possessions, looking for anything useful. Ugh, and I thought they smelled bad on the outside. After the quick search he runs as fast as possible back to the camp and its defense.
Actions: Search orcs body, perception = 17 Run back towards the camp.
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Friday May 13th, 2011 5:20:12 PM
Figuring that his weapons can't do much against the ants, Bruagh grabs a clubs sized log from the fire that he can hopefully wield as a club with a flame at the end.
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya d20+5=17 ; Friday May 13th, 2011 10:26:28 PM OOC: Hmm... not sure what I was supposed to uncover in reading the swarm traits, other than that they are immune to spells that target individual creatures. I did find "A swarm takes half again as much damage (+50%) from spells or effects that affect an area", so does that mean that one took 9 DMG rather than 6DMG from the alchemist fire? Also, what is the green effect on the map south of Tahni?
Seeing Durahan remain in the ants path, Tahni steps forward to grab his hand and pull him back towards the camp (Move forward 5ft to Durahan, then southwest with him to W15 & W16) "Throw what you can when they're in range, lads!" she calls out, wondering what weaknesses these ants may have, and what they may normally eat (Survival: 17). She then concentrates to keep the illusion of the wall of fire in place.
======================== Spells Currently in effect: SIlent Image of a Wall of Fire Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Boomy HP 16/20 AC 17/17/16 Saturday May 14th, 2011 2:49:38 PM
Boomy watches as ants descend slowly upon them. Quickly he grabs the two corpses and drags them, running as fast as he can towards Shola, hoping to draw the insects away from the camp. As the ants approach him, he drops the bodies and runs South / South East to avoid the ants and the tangle spell.
Actions (Not sure how far or fast I can move while dragging the bodies, but I want to move them as far away as possible from the camp while still leaving myself enough time to run South / South East far enough to avoid contact with the ants.) ----------
Grab bodies and drag to AC/-4 (If I can run with them without being slowed down) Run South 20 paces.
DM Addison Saturday May 14th, 2011 7:52:38 PM
Hey Boomy, wanna give me a strength check to drag those bodies all that way. i'll judge how far you get based on that result.
Braugh, you quickly grab a log and a teenage dwarf throws an oily rag over the top of it. You light it in the firepit and please make attack rolls with firey log of doom!
Boomy HP 16/20 AC 17/17/16 d20+3=19 ; Saturday May 14th, 2011 10:08:00 PM
Strength check = 19
Boomy HP 16/20 AC 17/17/16 d20+3=19 ; Sunday May 15th, 2011 7:46:49 AM
Strength check = 19
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 d20+1=18 ; d20+1=12 ; d20+1=6 ; d20+1=3 ; d20+1=17 ; d20+1=14 ; d6+3=8 ; d6+3=7 ; d6+3=6 ; d6+3=8 ; d6+3=8 ; d6+3=9 ; d6=2 ; d6=1 ; d6=2 ; d6=1 ; d6=1 ; d6=4 ; Sunday May 15th, 2011 10:50:04 PM
Rolled Six attacks for you... It will be +4 to all the attacks if it acts as a club, took -4 for no proficient with a improvised weapon.
Attack1: 18 Damage: 8 Bludgeoning 2 Fire Attack2: 12 Damage 7 Bludgeoning 1 Fire Attack3: 6 Damage3: 6 Bludgeoning 2 Fire Attack4: 3 Damage 8 Bludgeoning 1 Fire Attack5: 17 Damage: 8 Bludgeoning 1 Fire Attack6: 14 Damage6: 9 Bludgeoning 4 Fire
Not sure how many attacks you actually wanted... take what is needed.
Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet Monday May 16th, 2011 12:37:29 PM
Kreyton moves closer to the group and creates some water, hoping to disperse the scent trail they are following.
OCC: Move to AD 8 Cast Create Water in the midst of Ant Army 2 (creates 4 gallons of water).
DM Addison d20+5=12 ; d20+6=8 ; Tuesday May 17th, 2011 12:07:57 AM
Tahni pulls Durahan back, concentrates on her wall, and orders everyone to begin throwing anything they have. From how they devoured Girthru's head, you can assume they consume meat in high efficiency. Also (I rolled 2d6 instead of 1d6 for the fire damage on the swarms, effectively doubling it.)
Devlin searches through the pockets of the decapitated orcish warrior. He grabs the dual scimitars and tosses them in his pack. He finds in the pockets a small pouch of gold (50ish it feels like). There is nothing else in his pockets, but the ring on his finger looks quite valuable.
He pulls the ring off the orc's finger just as Boomy grabs him by the foot and the dead gnome by the collar, and begins dragging the gruesome corpses west, leaving a trail of blood.
The old Dwarf huffs as blood rushes to his muscles. The ants to the west side seem to take notice and follow him! The ants to the west of the refugees are chasing Boomy! You better run fast though, b/c these things move at about 30feet per round and it will take some effort to drag these corpses fast.
Shola takes notice of this with a surprised yell, "Oh, no you don't bring those bugs next to me!" She runs to the west and fires an arrow at Boomy, aiming for his legs! It his Girthru's corpse in the chest (miss AC 12).
Kreyton creates four gallons of water that pours over the ants, washing them about. The itsy bitsy spider laughs. This slows them down a bit...
Braugh charges to the swarm to the east and begins swinging his firey club. The ants back away from the flames, it seems that he is keeping them at bay.
Two of the dwarven refugees grab a donkey and begin tethering it to the southern covered wagon. The donkey to the east is absolutely freaking out, kicking and bucking. It plants a hoof in a dwarven child, sending him tumbling to the ground. GoodButtom throws another flask of alchemist fire, it smashes against a tree and fire begins to spread on the grass. The ants flee from it.
The dwarven children to the east run away in fear as the eastern swarms continue to press over the defenses.
Then, you see an explosion from the western front! Ants fry and sizzle.
Then, you see a Halfling with firey red hair standing on a horse riding from the west, you hear Vallas (as he struggles free of the entangle) say, Mercutio!
The halfling has a smile on his face as he sees the dwarves.
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 28/28 Tuesday May 17th, 2011 3:10:03 PM
Bruagh continues swinging his makeshift club hoping it continues to keep the ants at bay.
Please use previous rolls. If you need more I'll roll them.
Boomy HP 16/20 AC 17/17/16 d20+3=15 ; d20+7=18 ; Tuesday May 17th, 2011 5:03:08 PM
As the ants quickly close in and Mercutio arrives on a flaming horse, Boomy realizes he has gone as far as he can safely go. Immediately he drops the enlarged, headless orc and begins running South East as fast as his legs will take him (30 ft), until he feels he is safely out of range (and smell) of the ants. He then turns and runs East as fast as he can while still carrying the halfling (50 feet). Hopefully his next turn he will be able to lure the Eastern ants away from camp with the halfling.
Actions --------- Knowledge to determine anything about the flame horse = 10 (untrained) Acrobatics to avoid tripping while running = 18 Drop Large Orc (free action) Run at 4x speed to AH-9 while carrying the halfling (within my carry weight, no str roll needed)
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 d20+8=15 ; d20+4=20 ; d8=1 ; Tuesday May 17th, 2011 8:53:53 PM
Devlin swears under his breath seeing the fiery haired halfling. Wardd's blind luck, it had to be him didn't it. The rogue quickly moves back into the trees, hiding himself in the foliage. He checks to make sure his weapons are loaded before lining up a shot on the distant figure. Let him try and hit us with a spell
Actions: Move to AH,3 Stealth = 15 Reload Ready action to shoot Mercutio if he casts a spell Shot = 20 (takes in account range to target) Dam = 1 (blek)
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Tuesday May 17th, 2011 11:24:35 PM
Seeing that the illusionary fire is no longer serving a purpose, Tahni ceases maintaining the spell. "Bruagh, if you're looking for something to burn, that tent behind you might cover a wide area!" she calls out.
"The donkeys can outrun the ants, but for the time being, they seem to be doing more harm than good" Tahni rationalises to herself, seeing two children now injured. "I'm sorry friend" she says to the nearest donkey "but I need you to run for it!". With that, and a wave of her hand, Tahni calls upon a cantrip causing the donkey to smell quite bad. (Cast Prestidigation on the donkey at V,14 to cause it to smell of rotting flesh). She then smacks the donkey on the rear (ie: hits the ass on the ass) as hard as she can and yells "Yah! Yah!" hoping to drive it away.
OOC: I will also ready a free action to drop the Prestidigation should the donkey instead move south towards the refugees
======================== Spells Currently in effect: Prestidigation (smelly donkey) Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet d20+3=12 ; d6+2=5 ; Wednesday May 18th, 2011 9:12:39 AM
Kreyton raises an eyebrow in appreciation of the healers tactics. He didn't think she had it in her to be so...pragmatic.
He follows suit, casting a flaming sphere into his hand, and throwing at the newly arrived horse. He hopes flame will make it bolt, or the smell of burning meat will attract some of the ants.
OOC: Cast Produce Flame Attack Mercutio's Horse: Hit Touch Ac 12 for 5 fire.
Produce Flame: 1/2rnds
DM Addison d20+6=19 ; d20+8=9 ; 2d6=6 ; d20+10=12 ; d4+1=5 ; Wednesday May 18th, 2011 10:04:33 PM Braugh stays his post, swatting at the ants. It takes seconds for them to get to your feet, but each swing sends them back a foot or so, just for them to move in again. You must swing quickly to keep them back, quite an exhausting enterprise.
But then, Tahni grants Braugh relief as she lets down her silent image and casts Prestidigitation to make the donkey smell like rotting meat. Interesting choice. She slaps the donkey and it takes off running to the north! The army ant swarm follows it! Leaving Braugh with sore arms holding a torch.
But then, another swarm approaches from the east! The children run and hide, but Braugh is the last line of defense! The swarm moves up his legs and a burning pain erupts as they begin to dig into your flesh. Damage = 6
Durahan and Dende rush to your aid. Durahan swings his axe at the swarm and it sticks in the ground and begins to swarm over the weapon. Dende throws oil at the swarm and then tosses a flaming log.
Boomy drops the enlarged orc and runs away holding the halfling. The army ant swarms overrun the corpse and it becomes invisible under the writhing mass. In a matter of seconds, the mound sinks and the ants begin to spread, leaving nothing but orcish bone.
As Boomy runs, Vallas casts Magi Missle, sending a blue bolt of arcane energy to smack into your back (Damage 5)
Kreyton calls magical flames to his hand and throws them at Mercutio's horse! The flames make the horse jump up, but being the steed of a fire-flinging halfling, its actually pretty use to fire. (Ride = 19)
Mercutio screams as the ants block his path along with Kreyton's entangling vines, "You will all die by my hand!" he then stands on his horse and begins to cast a spell, moving his fingers intricately, and a large fireball forms in his hands. Then, a bolt comes from the skies, plucking his finger, he gasps and struggles to hold the ball of molten flame together. He loses control and the ball flies north, smashing into a tree! (Rolled a natty 1 for his concentration check). Devlin's damage of 1 stopped him from casting the spell successfully... wow.
The fire spreads through the trees, lighting up the morning with a smokey orange glow.
Then, you hear a low rumble, is it a voice? It says, Vestri incendia can non servo vos ex meus ieiunium
If you speak Demonic or Infernal, Highlight to display spoiler: {Your fire can not protect you from my hunger.}
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Wednesday May 18th, 2011 10:31:05 PM OOC: Clutching at straws here just in case.... A reminder that both Alchemists Fire and the Oil do damage for subsequent rounds. Hmm... can a swarm extinguish the alchemsts fire? I might need to read up more on swarm traits. Maybe that's what you were alluding to earlier.
"That rumbling? More ants coming, perhaps?" Tahni notes momentarily.
"Regroup to the south! Take torches with you! Durhan and Dende, you too!" Tahni calls out to the refugees, as she moves around the campfire "Baenor! Bruagh! Get ready to light up that tent!". (Move to AA,18. Cast Prestidigation again, this time on the blue tent/cloth at Y20. Again, with a smell of rotting meat)
OOC: Ready a free action to drop the prestidigation on the tent as soon as the ants are on/over it
======================== Spells Currently in effect: Prestidigation (smelly donkey, smelly tent) Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 d20+6=20 ; d8=4 ; Thursday May 19th, 2011 1:05:10 PM
Devlin waits for the halfling to attempt to cast a spell again. He will cover the refugees "retreat" south to the best of his ability. I don't like the sound of that voice, not a language I know either. He says to the group before shouting at Mercutio That the best you got, I knew you were full of hot air and nothin else.
Actions: Ready action shoot Mercutio if he attempts to cast again, Shot = 20 Dam = 4
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 22/28 Thursday May 19th, 2011 3:28:15 PM
Bruagh holds his ground until the children get to safety, then retreats to the south and, at Tahni's request lights the tent on fire with his torch.
Boomy HP 16/20 AC 17/17/16 Thursday May 19th, 2011 5:32:20 PM
Boomy runs (at x4) to the camp fire and throws the second body in it, hoping to lure the insects into the flames. He then retreats 20 paces to AD/17
Sam -- 19/15/15 -- CMD 12 -- HP 15/15 d8=5 ; d8=4 ; Friday May 20th, 2011 8:41:04 PM
ooc- Hey guys. Just wanted to say hi and that I am excited to be part of this group. Matt is guiding me on how to post, so I'll get there eventually. As you can see I accidentally rolled twice for hp...
2nd level hp=5+1
Sam appears from the edge of the forest at (AG,3) (to Devlin) Sorry for sneaking up on you, but it looks like you could use a little help with your ant problem
Sam holds out a bottle of alchemists fire in his free hand.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 Friday May 20th, 2011 11:08:25 PM Not now Goodbuttom, I need to keep pressure on the mage. Devlin says to the gnome before making a double take. Not sure where you came from but we will welcome any help we can get right now.
OOC: Glad to have you aboard Dave!
Boomy HP 16/20 AC 17/17/16 Saturday May 21st, 2011 12:23:21 AM
Welcome to The Forged! Your post looks good, however all HP rolls are supposed to be son in the Loot N Booty
Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya Saturday May 21st, 2011 2:27:46 AM OOC: welcome aboard Sam/David! :)
Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet d20+3=15 ; d6+2=3 ; Saturday May 21st, 2011 9:00:38 AM
Kreyton throws another glob of fire at the wizards horse.
OOC: Touch AC 15 for 3 fire damage.
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 22/28 Sunday May 22nd, 2011 11:53:13 AM OOC: Welcome David. Hope you enjoy your time here. Checking in...
DM Addison d20+6=22 ; d20+8=19 ; 6d6=24 ; 2d6=5 ; d20+3=16 ; d20+3=21 ; Sunday May 22nd, 2011 11:13:58 PM Tahni orders the group to abandon the camp and run south. Two dwarven refugees wrangle up two donkeys and one covered wagon and begin running through the dense trees to the south.
Braugh, Dende, and Durahan break into a sprint to avoid the swarming ants, and Tahni sets her trap by making the tent (which was actually supposed to be a blanket to sit on) smell as rotted meat.
The ants take the bait and swarm over it, and as they do, Braugh runs by and puts his torch on it. It doesn't light up immediately, but then Dende grabs a lantern with oil and throws it on the torch, making the fire spread rapidly.
Ants fry with a smokey smell and you hear the deep bellowing disembodied voice, Vilicus, olfactory to mock.
Sam drops from a tree, holding a bottle of alchemist fire out for Devlin, that is refused, because he has bigger pests to swat.
Devlin aims at Mercutio as the firey halfling bobs and weaves his horse through the swarms of ants.(ride = 22) As Mercutio rides, he summons a large ball of fire in his hand again and looks at Tahni with murderous intent. Kreyton's flame hits Mercutio's horse, making it rear up and then the twang of Devlin's crossbow is heard and the bolt plunges into Mercutio's chest mid-rear.
Life is kinda like slow motion right now.
Mercutio grunts as the bolt pierces his chest and he begins to slide off his horse ... and throws the fireball at the camp! (Concentration check = 19. teh DC is 10+spell level+damage = 17, probably +2 more for riding, but a successful ride check and 19 beats it anyways).
He smiles at Devlin as the dwarf lobs his insults.
You see a blazing ball of heat approaching and you can do nothing but duck and cover as it hits the ground at Tahni's feet. (Tahni, Boomy, and Braugh take 24 fire damage, reduced to 12 by a successfull reflex save vs. DC 17. Or if you have evasion etc...)
The explosion is intense and flames waft over you, engulfing the entire campsite.
Durahan screams, as the flames scorch his body, sending him to the ground, writhing in agony as his skin melts (fail with reflex of 16). Dende was just out of range of the attack, Durahan being only one pace in front of him, the youth stairs in horror as his friend dies slowly in front of him. Baenor manages to duck most of the blast, but is still severely burned, his flesh turning black from the heat (reflex 21)
Mercutio tumbles to the ground as his horse rears up, he looks up and smiles at the destruction he caused, but then sees the ants surrounding him... (he takes 5 damage from ant bites) They crawl up his legs and knaw at him, he screams in pain.
Then, Devlin hears a scream of pain from the escaping villagers behind him. Perception DC 14 Highlight to display spoiler: {You see Donna, the halfling woman, stabbing one of the cart drivers in the throat with a dagger)}
Tahni -- AC13/10/13 -- CMD 10 -- HP (-11)/13 -- Familiar: Daya d20+1=9 ; d20+1=6 ; Sunday May 22nd, 2011 11:38:43 PM Reflex Save vs DC 17: 9 = Fail. Use Hero Point to reroll. 6 also fail. Yep, I really dislike that halfling!
Tahni was so preoccupied with saving the refugees, that she didn't see the fireball coming. The flames engulf her quickly, as her body goes into shock and shuts down (Dying - dead next round if not stabilised!). The pain from the world fades away into darkness.
======================== Spells Currently in effect: None Energy Channels: 4 Calming Touch: 8 Resistant Touch: 8
Cleric Spells Currently Prepared: Lvl 0 - Stabilize, Detect Magic, Create Water Lvl 1 - Bless, Protection From Evil, Comprehend Languages, Sanctuary
Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 10/28 d20+5=23 ; d6=3 ; Monday May 23rd, 2011 7:31:28 AM
Bruagh sees the Fireball roll into the camp out of the corner of his eye at the last second and does a combat roll that prevents the blast from killing him outright. As he rolls to his feet he sees Tahni sprawled out on the ground, burned and charred. He runs and slides to her side, releasing a Domi's saving power into her as soon as his hands touch her charred body. "Let me be in time!
Seeing her breathing become less labored, he scoops her into his arm, cradling her head on his arm and then yells to Dende, hoping he can get him to focus on him and not his fallen friend. "Dende! Tahni needs your help, come on!"
Reflex Save: 23 vs DC 17 - Passed Lay on Hands on Tahni: 3 Points.
Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 d20+6=8 ; d20+5=15 ; d6=4 ; Monday May 23rd, 2011 11:51:37 AM
Devlin hears the screams but is unable to see where they came from over the roar of the fireball and the chittering of the ant swarm in front of him. He grabs the flask of liquid fire from Sam and tosses it at the swarm. If you got another one toss it at that swarm and get out of here. Devlin says to the Gnome before taking off himself. As he turns he sees the devastation in the camp and swears under his breath.
Actions: Perception = 8 Grab offered Alchemists fire and throw at ant army 2 Ranged touch attack = 15 Dam = 6 (+50% because its a swarm added in) It will take another d6 dam next round unless it can put the fire out. Move to AJ,7