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Into the Cinderwood
Establishing a base. OR, where to go now?


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

I reward Tahni with a new token on the map

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.

Guys, check out this old page on High Woldian Language

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.

Valley Cinderwood



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

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2

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.

Actions:
Move to AH, 3 [move action]
Search gnomes body [move action]
Reload crossbows [swift action]
Stealth = 20
Perception = 20



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?

Valley Cinderwood 5

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

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2

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)

Character key

Valley Cinderwood Fight 6

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

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2

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.

Valley Cinderwood 7



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

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2

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.

Valley Cinderwood 8


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

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1


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?

Valley Cinderwood

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

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1

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.

Valley Cinderwood 10



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

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1


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.}

Valley CinderWood 11



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

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1


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)}

Valley Cinderwood 12



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

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1


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

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+6=17 ;
Monday May 23rd, 2011 3:19:36 PM

Sam changes focus from the ants to the halfling attacking the refugees. Forget the ants, we need to save the refugees! I'll try to slow the halfling down!

Actions
Perception=17
Move to AK,12 (double move +5' step)

Boomy HP 9/20 AC 17/17/16  d20+5=23 ; 2d8+2=11 ;
Monday May 23rd, 2011 4:35:49 PM

As the fire hurls towards him, Boomy quickly braces himself to minimize the damage. Seeing that Tahni is down and about to be swarmed by the ants, Boomy quickly runs up and grabs the unconscious dwarf and carries her south 60 ft. As he approaches, he calls to the dwarves to the South East and asks for their help. Handing them one of his cure moderate wounds potion, he instructs them to give it to her.

Actions
---------------------
Reflex Save = 23 vs DC 17 - Passed
Dmg = 7 (Fire dmg was reduced by 5 due to Solis Ring)
Potion heals 11dmg to Tahni (assuming I roll for this)


DM Addison 
Monday May 23rd, 2011 8:27:23 PM

(OOC: Wait till you see what the Luna Ring does once you guys manage to identify it.)

Tahni -- AC13/10/13 -- CMD 10 -- HP (-11)/13 -- Familiar: Daya 
Monday May 23rd, 2011 9:38:53 PM

OOC: Checking in...

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Monday May 23rd, 2011 11:03:14 PM

Kreyton winces as the fire incinerates their healer. He casts a healing spell, holding the charge while moving towards Boomy and Tahni.

OOC:
Cast Cure Light Wounds, hold the charge
Move to AD-12

DM Addison 
Tuesday May 24th, 2011 8:39:21 AM

(Sorry guys, something came up. Post will come when I get off work later.)

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 10/28 
Tuesday May 24th, 2011 7:02:30 PM

OOC: Checking in.

DM Addison  d20+6=16 ; d6+3=6 ;
Tuesday May 24th, 2011 8:30:47 PM

The fireball explodes, Tahni gets blown back by the explosion, the heat searing her skin to the bone... but Braugh, who managed to duck in time, catches her and his hands provide enough healing to save her from sure death as Boomy approaches on foot, delivering a potion to her lips. The Cure Moderate Wounds potion (where did you get that again? just wondering) rejuvenates her burnt flesh. Her skin is still charred, but Tahni gasps for air and her eyes open!

Boomy then offers to carry her. (It takes about 15 feet of move to get there, you got a good 45 left after)

Sam runs to stop Donna from killing any more of the refugees as Kreyton runs with a green glowing healing hand as Devlin tosses an alchemist fire and runs south.
The ants fry and sizzle and pop like popcorn.

Swarm 2 and 6 are actually more like small piles of ants that are just confused.
As you run, you hear the fading wail of the voice coming from the popping antsagain, "I shall knaw your bones in your sleep."

Knowledge The Planes or Nature DC 15 Highlight to display spoiler: {You know that there are powers in the Wold that take the form of demons. It is possible this is a manifestation of such a being.}

Baenor shouts to Braugh and the rest of the entourage; "Run south! Abandon the camp!"

Dende runs for his life, abandoning his charred friend Durahan, the brave young clumsy lad.

Then you can all see as Donna, the halfling pirate rogue jumps into the carriage and stabs the young Dwarven Woman in the stomach. Then she kicks her off the carriage and sits down, beginning to grab the reins!

The elderly dwarven women watch this in horror.

Valley CinderWood 13

Tahni -- AC13/10/13 -- CMD 10 -- HP 4/13 -- Familiar: Daya  d6=2 ;
Tuesday May 24th, 2011 9:21:00 PM

Tahni's lungs instinctively fill with air, making her gasp as she come back from the brink of death. "What in the Wold just happened?" she wonders with a start "And why can I smell smoke?". Her mind quickly fills the gaps as she sees Boomy's face, and realises she is being carried.

"I'm ok" she coughs "I'm ok". Regaining her footing, Tahni looks around for Dende and Tina before fleeing with the refugees (Move 10ft West to meet up with Dende, then SE to finish at AL16.).

It's difficult for Tahni to tell who is injured - other than herself - so she says a quick prayer to Alemi, asking for his blessing (Heal everyone within 30ft of Tahni for ... 2HP)

OOC: Question to DM. Can I assume that Dende didn't let go of Tahni's backpack?

========================
Spells Currently in effect: None
Energy Channels: 4-1=3
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 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+7=16 ;
Wednesday May 25th, 2011 12:06:25 AM

Dwarf! to Devlin I'll try to put her to sleep, you need to get to her!

Actions
Nature check=16
Step to AL,13
Begin casting sleep (full round to cast)

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Wednesday May 25th, 2011 11:37:38 AM

Kreyton moves up adjacent to Tahni, still holding the charge on his spell.

"I got Tahni", he says as he runs up next to her.

OOC:
Double move to AH-16. To far to actually heal her this round. stupid dwarf 20' movement speed :P

Addison: Do note that if you RUN you move at 4x speed, but that has to be in a fairly straight line (give or take), and it takes all your actions for the round. But delivering a touch spell is what, a standard action? If it were an attack, I wouldn't allow it, but a heal is voluntary, so lets just say you run up there and Tahni can grab your hand to get the healing goodness... so go ahead and roll your 1d8+2.


Boomy HP 9/20 AC 17/17/16 
Wednesday May 25th, 2011 1:26:40 PM

The CMW potions were found in RiddlePort, they were Potions #3 and #4 (pink) = Cure Moderate Wounds

(I didn't have them on my C.S. because I didn't know how we were splitting up our items at the time and assumed I wouldn't be keeping everything I found.)

Boomy HP 18/20 AC 17/17/16  d20+6=25 ; d20+6=12 ; d6+4=6 ; d6+4=8 ; d20+7=21 ;
Wednesday May 25th, 2011 2:11:31 PM

ooc: Header updated, I didn't remember that I had evasion. I took no damage from the fire.

The old monk breaths a sigh of relief as Tahni speaks. Instantly his head swings around as he sees a sudden flash of movement. He is just in time to see Donna stab the dwarven woman and knock her off the carriage. As Tahni casts her healing spell he calls out Thanks Lass! and charges the treacherous wretch. As he nears the carriage he jumps high into the air, performing and impressive flip with his quarter staff sticking out. As he lands a loud crack echos as his staff connects with Donna's head.

Old Wench Donna hides in trees.
Hides in trees, Hides in trees!

OId wench Donna hides in a tree,
Because from battle she does flee.
Yes, Donna does skulk about
For in battle she chickens out.
Unless unarmed women that she see
Her soiled knickers will she pee
The story of Donna the cowardly!


Actions
---------------------
Charge Donna
Jump onto Carriage = 21
Hit AC 25 for 6 dmg
(Ignore double rolls, I thought I had a crit range of 19-20)

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28 
Wednesday May 25th, 2011 3:09:47 PM

Bruagh, being near where he was sleeping, snags his armor and shield and takes off running after the group, hoping to cover their flank as best he can.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20  d20+6=18 ; d20+2=6 ; d20+2=12 ;
Wednesday May 25th, 2011 4:07:18 PM

Devlin races through the trees trying to catch up with the rest of the group. He sees Boomy crack the halfling over the head and grins. Names Devlin and I think the old man just got to her. He says with a smile to the newcomer. Once closer to the group he will turn around and provide cover, keeping a wary eye out for anyone or anything not part of the group.

Perception = 18
Covering fire = 6, 12 (to hit)


DM Addison  d8+2=5 ; d6=3 ;
Thursday May 26th, 2011 12:15:07 AM

(OOC: Ok, we're going a-map here. Yeah, Dende is a responsible young lad.)

Tahni releases a small wave of energy that heals everyone a bit as Kreyton touches her on the shoulder for 5 more hp of regenerative goodness (I took the liberty to roll for you mate).
Braugh grabs his equipment and runs in the back with Devlin as he fires some bolts back Mercutio's way.

Sam begins to cast Sleep on Donna, but old Boomy takes the liberty of charging her and delivering a whallop to her skull via quarterstaff!

The blow seems to dislodge her quite a bit and it takes a second to refocus. She looks around at the charging dwarves and decides that its not worth it.

She pulls a flask from her pack and says, "You will never survive the scab." and she tosses the flask into the carriage! The flask hits the inside and burst into flames! The fire is spreading quickly, and will burn the carriage down. It does contain half your supplies.

Then Donna turns to the south and books it (giving Boomy an AOO, she makes it about 40feet when your turn comes back round)

You hear an explosion from the west and then you hear Mercutio scream in agony from the distance.



Tahni -- AC13/10/13 -- CMD 10 -- HP 9/13 -- Familiar: Daya 
Thursday May 26th, 2011 4:04:12 AM

"Keep moving!" Tahni coughs and splutters, still reeling from her encounter with a fireball. She moves as close to the burning carriage as she dares - keeping it between her and Donna - before calling upon a familiar orison to help extinguish some of the flames (cast Create Water on the flames. Creates 2gallons)

========================
Spells Currently in effect: None
Energy Channels: 4-1=3
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 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1


Boomy HP 18/20 AC 17/17/16  d20+4=24 ; d20+4=11 ; d20+4=9 ; d6+4=8 ; d6+4=7 ;
Thursday May 26th, 2011 7:52:16 AM

As Donna attempts to flee Boomy trips her, keeping her in the burning carrivan. He then unleashes upon her with a flurry of blows.

Trip = 24 (Nat 20)
Hit AC 11 for 8 dmg
Hit AC 9 for 7 dmg

Boomy HP 18/20 AC 17/17/16 
Thursday May 26th, 2011 8:13:34 AM

ooc: Do Boomy and Donna take fire damage?

Addison: No no. The fire is well inside the wagon, it is small now, but will grow... well, Create Water kinda does the trick doesn't it? How many different uses have we found for that spell anyways!?

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Thursday May 26th, 2011 8:27:40 AM

Kreyton contributes some plant dew of his own, casting create water on the burning supplies.

He snickers as the arrogant fireballer screams.

OOC:
Cast create water on the supplies.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20  d20+2=14 ; d20+2=10 ; d20+6=7 ; d8=4 ;
Thursday May 26th, 2011 2:03:54 PM

Devlin continues to fire at any targets of opportunity before saying Don't laugh at his fate too much we could be next if we don't get out of here soon. He than reloads and continues to watch the surrounding area for threats.

Actions:
Covering fire = 14 (4dam), 10
Perception = 7

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28  d6=3 ;
Thursday May 26th, 2011 3:36:49 PM

Bruagh will run to the wagon and through his armor in the back, keeping his axe and shield in hand, he will then sprint to the young dwarven woman that Donna stabbed, and try to heal her enough to keep her alive and somewhat more comfortable. He will then scan the area for more severely wounded refugees as he keeps pace with the wagon.

Lay on Hands: 3hp

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday May 26th, 2011 4:49:39 PM

ooc-not sure if it is time to declare sleep spell and how to target.

Action- targeting donna (only if possible) with sleep spell.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday May 26th, 2011 4:59:12 PM

Sleep= dc 15

DM Addison  d20+1=3 ;
Thursday May 26th, 2011 8:06:39 PM

Tahni and Kreyton both get to water-hosing the fire, putting it out with a hiss and cloud of smoke.

Boomy trips Donna, knocking her off the wagon, then he jumps at her, quarterstaff first. She rolls left and right, dodging both attacks, leaving small potholes in the ground around her.

But then, as she rolls backwards to her feet, she falls immediately back down, fast asleep. (will save =3). Sam's spell knocks her out cold.

Braugh runs to the dying female dwarf and stabilizes her with his touch... but she is still unconscious.

The fires that you and Mercutio set are spreading through the dry trees, blocking off the swarms from chasing you.

The donkeys are freaking out from all the fires and screams, they are bucking and kicking everywhere. It will take some effort to get them to cooperate enough to move the cart in one direction, otherwise they are liable to pull it to pieces. (handle animal? anything else?)

Before you lies the vast dry expanse of the rocky, sandy, sparse trees of the mountain slopes. Where to go now?


Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20=12 ;
Thursday May 26th, 2011 9:34:32 PM

Action-
casts speak with animals on self (standard action)

(In horsey language) Calm down my friends. The fire is out. You are safe now.

charisma check 12+4=16 OR diplomacy check 12+8=20

Tahni -- AC13/10/13 -- CMD 10 -- HP 11/13 -- Familiar: Daya  d6=2 ; d20+8=20 ; d20=5 ;
Friday May 27th, 2011 2:53:13 AM

OOC: Hehe... Horsey language :)

Ensuring that the injured and dying are within range, Tahni sends forth another wave of healing (Another Energy Channel. Another whopping 2HP to everyone - including the donkeys and Donna too).

"We can't stay here long. The smoke will no doubt draw attention to our location" she says solemnly to the group, but follows up with a grateful "And thankyou all for delaying my meeting with the maker. Does someone want to bind that wretched halfling woman? When searching her, be sure to check her ears. I recall Auctus had something in his to allow him to speak with his party. We don't want her to do the same." (Perception check to pat down/search Donna if noone else does: 20. Aid another to help tie her up: 5. Fail)

Tahni then seeks Dende and Tina out to make sure they are ok.

========================
Spells Currently in effect: None
Energy Channels: 4-2=2
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 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1


Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Friday May 27th, 2011 7:59:03 AM

Kreyton knows better than to attempt to befriend something fleshy. Last time got him kicked in the chest.

He turns to the subject of the halfling woman.

"We sure we want to take her with us? We've no way to keep prisoners and she aint no friend. I'm not saying we slit her throat where she lies, though she does deserve it. But taking her with us is equally distasteful. No good will come of it."

Boomy HP 18/20 AC 17/17/16  d20+5=24 ; d20+5=21 ; d20+5=20 ; d20+5=17 ;
Friday May 27th, 2011 11:29:40 AM

After hearing the scream and the explosion numerous questions fly through the monk's head. Is Mercutio visible and alive? What about the others? Did they flee? After a split seconds thought, he decides that he needs to ensure that Mercutio does not come back to haunt the group in the future. Quickly he tosses his Bag of Holding and other flammable gear to the rest of the group saying I'm going after Mercutio. Holding his breath, he says a silent prayer that between his Solis ring (with fire resistance), having been on the cart while it was doused in water (thereby getting him wet), and his good reflexes will allow him to get through this without too much trouble.

With his last CMW potion in hand, ready to drink it and turn back should things get too dangerous, he runs through the smoke and burning trees over to where Mercutio was last seen while trying to do his best to avoid the tangled area. Once there he will assess the situation and if necessary perform a coup de grace before searching him (including his ear). He will also try to grab the man's Fire Horse, if it is real and not a temporary summoned creature.

Ooc: My Con is 16, so I can hold my breath for 8 rounds normally. If performing full round or standard actions this would be reduced to 4 rounds (Assuming there is no fresh air I can breathe).
Reflex Saves (if necessary) = 24, 21, 20, 17



Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20  d20=19 ;
Friday May 27th, 2011 12:50:58 PM

Devlin does his best to help calm the frightened donkeys, grabbing some of the oats that are left he guides them over to the wagon to hitch them up. He glances at the Gnome, Where did you come from and why are you here? I appreciate your help but understand that we are all on edge right now and have more than one group out to kill us.

Aid Sam handle animals = 19

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28  d10+3=7 ; d10+3=6 ; d10+3=6 ;
Friday May 27th, 2011 3:27:31 PM

Not wanting what happened with the Duergar to happen again, with more lives at stake, Bruagh takes the only course of action left to him regarding the halfling captive, Donna.

He draws his axe and holds it over his head in both hands. "In the absence of law officials and a proper holding facility, nor with time for a fair and impartial trial before a jury of your peers I, Bruagh Stormbringer, by the power vested in me as a Paladin of Domi and protector of the innocent, do here by sentence you to death for the crimes you have inflicted upon the Refugees of Riddleport. May Domi have mercy upon your soul."

With that he swings his axe with all of his might, hoping to give her a swift and painless death.

Coupe de Grace: 19 Damage, Fort Save: DC 29

I know it will probably take two rounds.



Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday May 27th, 2011 3:51:56 PM

My name is Sam. I am a bard and an alchemist by trade. I have been following your group since your encounter on the bridge. My hope was to stay out of the way and document your...happenings. When things started getting out of hand here, I made the painful decision to get involved. I guess the author is now a part of the very tale that he is writing.

Sam casually climbs onto the wagon, pulls out a pen and paper, and begins writing.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Friday May 27th, 2011 3:53:33 PM

Ooc- Stupid backslash!

DM Addison 
Saturday May 28th, 2011 11:39:00 PM

Sam uses his Gnomish racial magic and with Devlin's help, sooths the Donkeys with his words, one of the Donkeys respond, "You guys gotta be kidding me, tie me to a mobile flammable object!?"

Tahni searches the halfling and finds several daggers. Funny you mention the ear thing, because you do find a really pretty yellow earring on her.

Kreyton questions keeping her captive, but Braugh answers that with a downward slice of his axe, decapitating the woman in one blow.

Then, Boomy decides that he should go on a solo run to finish of Mercutio.
You run into the short field of burning trees behind you. The smoke is thick in the early morning air, making visibility quite low all around.
You hold your breath as you run, the ashes from the burning trees scorching your brow, forcing you to cover eyes with wrist.
A tree falls, but you somoursault out the way.

Then, as you exit the trees, the water on your skin turned to steam, you hear another explosion from the west and then Mercutio's voice, "I'll burn every power from this mountainside, filthy vermin demon, you are nothing to me!".

Ants pop like popcorn about him as he weaves fires from his hands.

You see through the thick smoke a flame leap up, temporarily lighting the silhouette o the halfling.

You are still about 40 feet away, and visibility is reasonably about 15



Tahni -- AC13/10/13 -- CMD 10 -- HP 11/13 -- Familiar: Daya  d20+7=25 ; d20+7=15 ; d20+7=24 ; d20+7=16 ; d20+7=24 ;
Sunday May 29th, 2011 2:55:21 AM

Tahni can barely contain herself. Taking Bruagh aside, she grills him "What in the name of the gods has gotten into you? Has it come to the point that you see it right to kill an unarmed, sleeping woman? I'm lost for words Bruagh Stormbringer. I thought us better than the duergar and those pirates. What separates us is how we treat our enemies." she pauses to take a deep breath and ease her tone "Whatever burden you are carrying, I will pray to Alemi that he help ease it".

"We should load the remaining caravan with the injured before Boomy returns" she calls out to the refugees "We haven't much time. The question is then which way we go?".

If the donkeys still appear shaken or uncooperative, Tahni will attempt to calm them with her touch (Use two calming touches for the day to remove the "shaken" status from the donkeys)

When time allows Tahni will attempt to identify any remaining items (rolls are in the order the items were found...
Luna Ring: 25 - Finally a decent roll on that thing!
Several Daggers: 15, 24, 17
Gold Earring: 24

========================
Spells Currently in effect: None
Energy Channels: 4-2=2
Calming Touch: 8-2=6
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 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Sunday May 29th, 2011 10:46:40 AM

Sam stops writing and looks up to Tahni I know a way through the mountain pass. He then points at the starting direction and gives a few landmarks to look for on the way. You don't mind if I tag along do you? I can supply the group with alchemical substances and in return, I get to write my book. He reaches into his pack and carefully sets 3 alchemist's fire flasks on the cart next to him. Your group is welcome to these. He then goes back to his writing.

Boomy HP 18/20 AC 17/17/16  d20=4 ; 2d4+4=10 ; d20+3=5 ;
Sunday May 29th, 2011 11:11:43 AM

As Boomy comes out of the woods with steam rising off his body, he is greeted by Mercutio's shouts and more fireballs. Power from this mountainside? Vermin Demon? What the hell is he talking about? Hopefully I'll get lucky and he'll choke on the smoke or run have run out of spells.

As the heat of the flames warms his skin and he hears the ants sizzle around him, Boomy decides that he can't risk waiting for Mercutio to run out of spells. The entire forest is coming down. I'll be burned alive or suffocate is I wait any longer. As it is, I can hardly see the flaming bugger. Deciding to use his ace in the hole, Boomy breaks his last goblin seal (Casts True Strike. +20 to hit and ignores %miss chance due to smoke) and feels the power charging through him. Charging the flame casting assailant, he draws his adamantine guirsame and swings it at Mercutio's head. He feels his weapon connect solidly, but his previous experience with the spell leaves him sure that his attack would have missed had he not broken the seal.

Actions
-------------
Knowledge check to gain insight from the phrase "I'll burn every power from this mountainside, filthy vermin demon, you are nothing to me!". = 4
Break Goblin Seal (Casts True Strike)
Charge and Attack Mercutio Adamantine Guirsame : Hit AC 25 for 10dmg

(It didn't say if breaking the seal is a standard or a free action, so this may be a two round post).

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 
Sunday May 29th, 2011 12:51:44 PM

She paid for her crimes Tahni, leave it be. Devlin grabs the headless body and tosses it into the flames . He blanches a bit at the smell of burning flesh but turns to pick up the head and toss it in as well. Its up to Gargul to decide her fate now. Grabbing his gear he leaves the fires behind him and begins to gather any other supplies that are scattered about. We need to move, if Sam knows a way lets follow it, its our only lead right now.

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28 
Sunday May 29th, 2011 1:27:30 PM

Bruagh expected this reaction and does not raise his voice in response to Tahni. "Pity for the guilty is treason to the innocent. Had the halfling fled, or tried to fight those capable of defending themselves, I would have given her a chance at redemption. She proved that she was beyond redemption in attempting to murder unarmed non-combatants. Everything has changed Tahni, there are no authorities we can take prisoners to any longer. It comes down to, either their crimes do not warrant death, and we let them go, or the crimes do warrant death."

"No longer have a choice, either we stand as a Beacon for Hope here for the innocent here in the Scab, or no one will."

"You are right, I have a burden to carry, a burden to protect the innocent, and I will carry it to the end of my days without complaint."

"Tahni, we can continue this conversation at another time if you like."


Breaking eye contact with Tahni, Bruagh looks to Sam. "You say you know a way through the Mountain. Lead the way. It's a pleasure to have you."

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Sunday May 29th, 2011 2:54:17 PM

Ooc- Don't forget to grab an alchemist's fire. I have 3 to divide amoungst the group.

DM Addison  d20+7=12 ;
Monday May 30th, 2011 12:46:47 PM

Tahni and Braugh debate on the justifications of how to handle prisoners: One line of thought is that how we treat our enemies is what makes us better than them. The other states that the only way to ensure survival is to eliminate enemies that have proven to be beyond redemption.

Are The Forged obliged to be judge and jury of their enemies in order to protect the innocent? Good question.

Sam shows the group to a path that goes up the mountainside, it is a steep upward hike of untold miles... but it gets you away from the burning woods and away from the beach to the south.

From your approximation, you are at about -G, 41. Along the southern slopes of Sister 3, "Forlorn" mountain on the map of The Scab

Meanwhile, Boomy charges through the smoke and flames. Mercutio is taken completely by surprise and the guirisame hits him square in the head, taking out a chunk of scalp and fiery hair! Blood splatters the ground.

Mercutio curses and looks at you, his body bleeding from Devlin's bolt, knawed by ants, and now missing part of his skull.

He speaks, "Well, Dwarf. It seems that my end may come in the form of a duel. Have at you then!"
He hobbles back, slipping on his own pool of blood and throws some fire at Boomy! (missing touch AC 12). You duck the beam of flame and it ignites the ground in a long line instead.

He falls to a knee, and looks up at you, "Strike me down and I shall become more powerful than you could possibly imagine."

You think you see little lights of fire in his eyes, as he stairs up at you, knowing what is coming next.

Boomy HP 18/20 AC 17/17/16  d20+5=16 ; d6+3=9 ; d20+4=24 ; d20+4=9 ; d20+4=7 ; d6+3=7 ; d6+3=6 ; d6+3=8 ;
Monday May 30th, 2011 5:14:51 PM

As Mercutio agrees to duel to the death Boomy studies the man and watched for an opening. Just as he casts his spell (AoO) Boomy kicks the man in the throat (or slices it with his guirsame if he took a 5ft step back, I love my reach weapon). Sorry, did I interrupt your speech? He then knees the man in the jaw, but misses with his next attack. He hopes that is enough to do the man in. If he is alive, but unconscious, Boomy will finish him off and run back to the others, carrying the body with him. If he sees the fire horse (an it is a real, not a temporary summon spell) he will try to bring them both back with him.
(Sorry if my AoO prevented him from his ominous speech.)

Actions
--------------------
AoO, Hit AC 16 for 9dmg
Flurry of blows Hit AC 24 for 7 dmg
Second hit miss and critical confirmation failed

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20  d20+8=15 ; d20+6=24 ;
Monday May 30th, 2011 7:50:53 PM

Devlin nods in thanks to Sam before taking one of the flasks. Get the group going, I will hang back and wait for Boomy and make sure nothing else tries to follow.He says to Bruagh before finding a good spot to hide and wait for the monk.

Stealth = 15
Perception = 24


Boomy HP 18/20 AC 17/17/16 
Monday May 30th, 2011 9:48:44 PM

If the group wishes to leave, Boomy will search the body upon his return (hopefully with a new horse) and catch up to the group with Devlin.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20=3 ;
Monday May 30th, 2011 11:16:05 PM

Sam continues to write. When/if Boomy brings back Mercutio's body/belongings, he examines them for any information that he can gather (primarily written material). Other than that, he plans on staying with the group for the journey into the mountains.

Gather information= either 10 or 7, depending on which knowledge check would be required.

Tahni -- AC13/10/13 -- CMD 10 -- HP 11/13 -- Familiar: Daya  d20+8=24 ;
Tuesday May 31st, 2011 4:41:02 AM

"We cannot risk the refugees further by making them wait. We should get moving. Boomy and Devlin will rejoin us soon enough." Tahni declares. "Alright gnomish, lead the way" she looks to Sam for directions. She does not look at Bruagh, still angry and confused by his recent actions. (Perception: 24)

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Tuesday May 31st, 2011 7:17:27 AM

Sam scribbles a few more words on the page and then puts his items in his pack. He grabs the 2 remaining alchemist's fires and puts them in his bag also. Sam climbs off the wagon and begins leading the weary party through the mountain pass.

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28 
Tuesday May 31st, 2011 3:55:30 PM

Bruagh shakes his head, and attempts to don his armor as best he can while still marching forward.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Tuesday May 31st, 2011 9:46:28 PM

Kreyton watches the exchange between Braugh and Tahni, saying little. His mind races with thoughts. "A dangerous path this paladin walks. Arrogance, pride and self righteousness will be his downfall, and he will fall hard. Still, if he wants throw away the civilized rights of trial and jury and turn to the savage court of it is dangerous to me so it must die, so be it. I hope he fully understands what it means to to live under such law."

"We should move on, the others will find us, or they are dead."



DM Addison 
Tuesday May 31st, 2011 10:50:09 PM

Tahni, Braugh, and Kreyton follow Sam's narrow path up the side of the mountain, each with concerns and thoughts of their own.

The slope get steeper and trees become more sparse as you travel.

Devlin stays behind and crouches behind a large volcanic rock, crossbow loaded, keeping an eye in Boomy's direction.

The forest behind you burns hot,

Boomy bum rushes Mercutio, kicking him from his feet and smashing his face to the ground with the butt of his guirisame (the 16 is actually a miss, Mercutio has some spells up).

Mercutio spits out teeth and grabs onto Boomy beard!

Then, something strange happens. The earth around you begins to rumble.

A fissure breaks next to you and lava erupts!

Mercutio's eyes then turn to flame before you! He says, "The Fhorge cannot hold The Old Ones' power forever! The great Flame shall envelope us all! "

The gound shakes more violently and his grip on your beard becomes unnaturally strong! His entire body starts to shake, as if he is... going to explode?

Oh, and you do see the horse running around being chased by a small swarm. Also you see Vallas and Shola running away.

Tahni -- AC13/10/13 -- CMD 10 -- HP 11/13 -- Familiar: Daya  d20+8=20 ;
Wednesday June 1st, 2011 10:46:59 AM

Tahni continues walking silently, looking over her shoulder regularly hoping to catch sight of Boomy and Devlin returning. (Perception: 20)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 
Wednesday June 1st, 2011 2:10:49 PM

Devlin unconsciously rubs the bracelet on his wrist while waiting for Boomy. Come on old man, I cant wait forever.

Boomy HP 18/20 AC 17/17/16  d20+5=13 ; d20+4=16 ; d20+4=21 ; d20+4=8 ; d6+3=7 ; d6+3=6 ; d6+3=4 ;
Wednesday June 1st, 2011 4:58:30 PM

As Mercutio continues his rant and grabs Boomy's beard the monk remembers what the elders had always told travelers, "Beware traveler, and show respect. For the waterfall you bathe in is a sacred place and home to a sacred demon. So state your respect. Say your racial or religious litanies. Leave offerings of respect. For these sites are sacred earth, water, fire, and air" Raising he head, eyes glaring, he yells in response, OH SACRED ONE, I HONOR YOU. BESTOW A BLESSING UPON ME FOR I AM FILLED WITH RESPECT. GIVE ME THE POWER TO TO SLAY MY ENEMY WHO DOUBTS YOUR MIGHT, THAT HIS BLOOD MAY BE SPILLED IN SACRIFICE TO YOU!

Instantly he unleashes another flurry of blows on his opponent, his fists and knees moving in a blur of speed. He hopes that the Fhorge is merciful, either strengthening him or hindering his opponent, and that Mercutio falls soon.

Actions (Grappled
==========
AoO for Mercutio grabbing his beard Hit AC 13 for 7dmg
Flurry of Blows, Hit AC 16 for 6 dmg
Flurry of Blows, hit AC 21 for 4 dmg

Boomy HP 18/20 AC 17/17/16 
Wednesday June 1st, 2011 5:02:51 PM

I meant to write (grappled?). I was unsure if the halfling grabbing my beard was grappling me. I have a CMD of 22 against being grappled.

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28 
Wednesday June 1st, 2011 5:24:01 PM

Bruagh doesn't admit it, but the words of the others weigh heavily on him. While he understands their objections, he can't help but feel what he did was not only justified, but also, the right thing to do. Every time he closes his eyes, he sees the halfling slamming her knife into the gut of a helpless dwarf female. To feel sorry for, and allowing her to live, would be no better than allowing the necromancer who stole and corrupted the child of Ms. Cloverfield.

He had already let one group of irredeemable murders loose in the Scab in the way of the Duergar from the bridge. How could he let it happen again?

"I'm getting worried about Boomy and Devlin..."

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+11=21 ;
Wednesday June 1st, 2011 10:11:19 PM

(To Bruagh) I will be happy to stay here with the caravan. We can wait while you check on your friends. I'll be just off the path watching over the group. Sam steps off the path and looks for a good hiding spot to watch the group from.

Actions

Stealth=21

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Thursday June 2nd, 2011 11:25:10 AM

Kreyton frowns.

"Im worried too Bruagh, but we have to trust them to not get in over their heads. Give them another minute, then we'll go look if they dont show. We cant risk the greater group. "



Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28  d20=20 ;
Thursday June 2nd, 2011 3:38:27 PM

"I trust them... but that doesn't make me worry any less. I would be hard pressed to leave the side of the refugees. I'd hate to see what would've happened had we not been there... it was hard enough to see what happened with us there." Bruagh keeps his eyes peeled for any threats as they press forward.

Perception: Natural 20

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Thursday June 2nd, 2011 11:27:17 PM

Seeing that the group is heading on without the 2 dwarves, Sam follows. His priority is the group, but he can't help not to feel worried for the strays.

DM Addison  d6=1 ; d6=6 ; d6=6 ;
Friday June 3rd, 2011 4:21:42 AM

The situation intensifies and Boomy pleads to the oldest power, the Fhorge, to give him the power to beat Mercutio to death.

Well, that's easy, you punch him and fire spews from the blood on your fists (you take 1 fire damage. not much).

You do know that The Fhorge is the greatest power in the Scab, but you must also remember that it is not the only power in the scab.

The Wold is structured so that the very land itself has an alignment and possibly goals. The Culverwood for example is an awakened forest. These powers manifest themselves in various ways, sometimes known as Demons when the power is cruel and corrupt.

These Demons war with one another constantly over territory and food, just as living creatures do.

The fissures explode and erupt around you, steam bellowing. You hear an unearthly roar from the halfling and then Mercutio burst into flame!
Your beard catches on fire and you take 12 more fire damage or reflex save vs DC 14 to negate it.

It seems he has been consumed! The fire spreads and leaps along the ground.
The fissures open and lava begins to pour out.

Braugh , Tahni, Kreyton and Sam move forward with the refugees as Devlin waits with his bracelet anxiously.

(Tahni identifies the Luna ring to be able to cast Resist Energy at caster level 3 once per day. Haven't decided for the earring yet. Daggers are just masterworks)



Boomy HP 17/20 AC 17/17/16  d20+5=16 ; d20+2=7 ; d20+2=20 ; d20+6=7 ; d20+6=23 ;
Friday June 3rd, 2011 6:11:31 AM

Boomy is unsure what to expect as he attacks the halfling. The advice of the elders didn't go into much detail, typically telling people to avoid traveling here when possible. As the fight continues he stares in shock as flame spews from the blood on his fists, and he is dumbfounded when Mercutio bursts into flames. The monk quickly puts the fire on his beard out, along with the flaming halfling. Quickly he performs a coupe de grace, spilling the mans remaining blood on the ground and fulfilling his promise to the Fhorge. He then picks up the man and races towards the fire horse. He tries his best to rope or ride the horse back to where the others are, but if things get to dangerous or it takes to long, he will leave on foot with the halfling corpse (to be searched when safe from the fire). As he heads back he calls to his friends letting them know he is safe and on his way.

Actions
-----------
Reflex Save = 16 (Damage Negated)
Put out the Mercutio BBQ and spill blood
Grab corpse
Catch Horse using lasso (escape artist) = 6, 23
Ride Back Ride = 7, 20

DM Addison  d6=6 ; d6=5 ;
Friday June 3rd, 2011 11:40:59 AM

Maybe I'm not writing this with enough emphasis.

His entire body is consumed in flame... with a burst of sudden power. His skin is aflame and his clothes are but ash right now. The flame leaps and spreads from him, out of his very blood! His body will be ash soon.

Simply patting him down does not put out the fire, as it is magical in nature, using his lifeforce as fuel. The fire is spreading from him along the ground in a 20foot radius and into the fissures of lava, causing further eruptions. The ground shakes violently.

Let me get a map together to show you the gravity of the situation...

(will come around 6pmish when I get off work)

Boomy HP 17/20 AC 17/17/16 
Friday June 3rd, 2011 1:08:36 PM

OK, let Mercutio BBQ. He deserves no better. If it is plausible, I will grab the fire horse. If not, then I will run straight back to the others.

DM Addison 
Friday June 3rd, 2011 11:13:10 PM

It looks more like this

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 
Saturday June 4th, 2011 12:24:31 AM

Devlin hears shouts from the direction Boomy went. Its hard to tell what is being said due to the encroaching flames and the ominous rumble. He steps out from his cover and grasps the bracelet. You got till I count to ten to get here or I'm using this thing to bring you here. He shouts in Boomys direction. Ten

Boomy HP 17/20 AC 17/17/16 
Saturday June 4th, 2011 11:31:28 AM

Boomy keeps yelling to the group so that ithey know his location and that he is safe. He briefly wonders if after roping the horse it would be considered part of his gear and appear with him should Devlin use his bracelet.

Addison: Good question...

Tahni -- AC13/10/13 -- CMD 10 -- HP 11/13 -- Familiar: Daya 
Saturday June 4th, 2011 6:00:23 PM

Tahni continues pressing forward with the refugees "I'm sure they're ok" she says aloud, trying to reassure herself about the fate of Boomy and Devlin.

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+8=23 ;
Saturday June 4th, 2011 10:44:08 PM

Sam hears Tahni's statement and wonders if she believes her own words, or is just trying to keep the group calm. They have taken losses moments ago and now await to see if they are about to lose two more. Slowly finding his own faith fading, he does the only thing that he knows to help lift sinking spirits. Sam quietly sings an uplifting Gnomish song aloud to the group as they continue to hike the mountain trail.

Action

performance (sing)=23

Tahni -- AC13/10/13 -- CMD 10 -- HP 11/13 -- Familiar: Daya  d20+5=15 ;
Sunday June 5th, 2011 10:13:46 PM

Tahni smiles as Sam softly sings a song. It may be gnomish, but as a dwarf she can relate to its spirit and heart. She gets the general gist of the tune, and joins in as the chorus comes around again (Aid Another - Perform Oratory: 15)

Sam -- 19/15/15 -- CMD 12 -- HP 15/15 
Sunday June 5th, 2011 10:51:16 PM

Surprised and delighted to be accompanied, Sam decides to join his companion and sing in her native Dwarf language. In between verses, Sam quickly says with a big smile on his face I know seven languages! We can make this a song for anybody!

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 
Sunday June 5th, 2011 11:05:57 PM

Nine

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28 
Monday June 6th, 2011 3:22:31 PM

Bruagh is too preoccupied with Devlin and Boomy to sing with the others. He keeps his eyes peeled for any sign of them.

DM Addison 
Monday June 6th, 2011 6:14:44 PM

Boomy attempts to put out the flames that are consuming Mercutio, but an explosion from the Halfling's chest cavity turns his flesh to ash in a matter of seconds.

Then the Monk looks around for Mercutio's horse, and spots it running with some ants still clinging to it's hide. He pulls out a quick lasso and chases the thing down, nabbing it and pulling the struggling beast towards him.

The animal is very freaked out and is bucking wildly. It will take some strength and some handle animal to get the thing to calm down enough to mount it.

The ground suddenly shakes around Boomy.

You look over at the remaining bones of Mercutio's corpse.

It shudders. Then Explodes

You really can't avoid the magnitude of this explosion... just run... handle animal + ride + strength+ reflex.

Meanwhile Devlin awaits anxiously with his bracelet.



Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet 
Monday June 6th, 2011 7:35:23 PM

Kreyton turns to the direction of the explosion.

"Not good, let's go make sure they are ok."

He begins to move as quick as he can back towards the sound of the explosion.

Boomy HP 17/20 AC 17/17/16  d20+3=23 ; d20+5=10 ; d20+5=14 ; d20+5=17 ; d20+2=11 ; d20+2=21 ; d20-1=12 ; d20-1=15 ;
Monday June 6th, 2011 8:07:37 PM

As the ground shakes Boomy does his best to mount the animal. Although he is not the most graceful, his skill seems to have improved since he obtained the pirates horse and his show of strength is impressive.

Ride = 11, 21
Handle Animal = 12, 15
Strength = 23
Reflex = 10, 14, 17

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28 
Monday June 6th, 2011 8:16:15 PM

Bruagh begins sprinting trying to keep up with Kreyton then stops. I'll stay here with Tahni, Sam and the refugees. Devlin, Kreyton go help Boomy.

Tahni -- AC13/10/13 -- CMD 10 -- HP 11/13 -- Familiar: Daya  d20+5=15 ;
Monday June 6th, 2011 9:21:42 PM

Tahni nods to Bruagh in appreciation, then turns back to the task at hand - keeping the refugees from panicking further. "Have you heard this one before then, gnomish?" she asks Sam before starting a new song (Perform Oratory: 15)

Elf on a spear
Elf on a spear
All I want is an Elf on a spear!
I want some gold and I want some beeeeeeeeeeeerrrrrrr
(hold note)
But better than both is an elf on spear!

OOC: I might add some dwarven/gnomish songs to our Wiki page...

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20 
Monday June 6th, 2011 9:33:08 PM

Eight As soon as that word is uttered the explosion happens.

Quickly Devlin says 7,6,5,4,3,2,1, Grabs the charm linked to Boomy and says the command word summoning the old monk to his side. Once the monk is by his side Devlin begins sprinting away from the explosion. He passes Kreyton telling him Your going the wrong way lad!!

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+9=28 ;
Monday June 6th, 2011 10:31:34 PM

Sam hears the explosion and stops singing. He surveys the distant event from his vantage point. He then looks over the worried faces of his new companions. He quickly searches his mental catalogue of tales and remembers the perfect one. Gather round good people. Let the others sort this situation out and I'll kill some time with a heroic tale He begins to tell the inspirational tale of a gnomish hero who traveled a great distance to destroy an evil bracelet by throwing it into a volcano, and was victorious even against great odds.

Action

performance (oratory)=28 (aka-one heck of an ORIGINAL story)

DM Addison 
Tuesday June 7th, 2011 12:35:24 AM

The explosion shakes the ground and large cracks in the earth spread from the center all the way to your feet! Everyone make a DC 12 Reflex save or fall prone.

Ashes fall from a darkened sky, debris and smoke blinding the sun.

The refugees begin to panic, Dende is leading the pack, holding his borrowed warhammer in one hand and a smaller child in the other. Tahniand Sam's spin songs and orations, struggling to keep the group together.

The eldest woman Dwarf falls down and her knee dips in Lava, she howls in pain and rolls over, molten rock melding to her flesh. She shouts, "Go on! Leave me for the honor of us all!"

Boomy grabs the reins of the horse and gives him a mighty tug, almost bringing the beast to the ground face-first. It is panicked and is kicking wildly to get the stinging ants from its backside. As Boomy jumps to attempt the mount, Devlin says Old Boomy's name (are you a grandfather perhaps? Old gramps Boomy sounds fun) and the Yellow gem assigned to the old monk lights up!

With a flash of yellow light that turns the yellow stone to dust, Boomy stands next to Devlin, holding the firey reins of the horse in his hands. (The Bracelet of Friends says the person and his "gear". I would have considered the horse part of your gear if you could have befriended him enough with a higher Handle animal roll. I like to think that for an animal to become gear it has to accept its position as such. But that is anthropomorphism.)

The Rogue and Monk run and meet Kreyton.

Safe... for now



Tahni -- AC13/10/13 -- CMD 10 -- HP 11/13 -- Familiar: Daya  d20+1=4 ; d20+1=8 ; d8+1=3 ;
Tuesday June 7th, 2011 4:32:45 AM

Just as she prepares for a second verse, the volcanic blast knocks Tahni clear off her feet and onto her front. (Reflex Save vs DC12: 4 = Fail)

"I thank you for keeping me on this earth, my lord, though I do wish at times that I wasn't so close to it" she thinks to herself in a message to Alemi as she raises her face from the dusty earth "That's the second time I've hit the dirt today, and I have yet had breakfast" She regains her feet, and looks around, surveying the damage. She quickly spots (and hears) the injured woman.

"Bruagh, we need you!" she calls out as she goes to aid the wounded woman. Tahni positions herself underneath one arm of the woman ready to help prop her up and move her "Leave you? Why, it's only a flesh wound. You'll be drinking ale for many years to come yet" (Bluff check if needed: 8) "Now, I'll just cool the wound down a bit first before applying some treatment, ok?" With that, Tahni will use her swiss-army knife of orisons - Create Water - to ease the womans burns.

OOC: In the round following, she will lose her Sanctuary spell for a Cure Light Wounds spell, healing the woman for 3HP

========================
Spells Currently in effect: None
Energy Channels: 4-2=2
Calming Touch: 8-2=6
Resistant Touch: 8

Cleric Spells Currently Prepared:
Lvl 0 - Stabilize, Detect Magic, Create Water
Lvl 1 - Bless, Protection From Evil, Comprehend Languages

Sorceror Spells Available:
Lvl 0 - Dancing Lights, Prestidigation, Mage Hand, Ghost Sound
Lvl 1 - 2-1=1

Boomy HP 17/20 AC 17/17/16  d20+5=6 ; d20-1=14 ;
Tuesday June 7th, 2011 9:16:19 AM

ooc: I was going to have Boomy give Delvin a piece of his mind (with an intimidation roll), since he would be upset about losing the flame horse, but after rereading the bracelet description I have a few questions:

How dangerous would it be for Boomy to have run back or ridden the horse back to the group (I can't judge things off of the map)?

The bracelet description says his item "only functions on willing travelers", I could refuse and stand my ground. If I do this, is the item no longer considered to be activated? I wouldn't want Devlin to waste the charge.

Would Boomy have any idea as to the value or abilities of the horse? If he knew it to be a common creature that is easily obtained he would be more willing to let it go. If it is rare and powerful, like a unicorn, he would be more willing to stay.

I would also argue that gear doesn't have to befriend you, as there are intelligent items you can possess that may hate you. There is also the issue of slavery, where the people are clearly owned but unwilling.

Kreyton | HP 24/24 | AC 18/13/16 | CMD 12 Character Sheet  d20+7=24 ; d20+9=12 ; d20+2=9
Tuesday June 7th, 2011 9:38:44 AM

Kreyton breaths a sigh of relief as he sees all his companions more or less safe.

The explosion knocks him right on his arse, but he gets himself up and rejoins the group.

"Fun place, the Scab." He assists Tahni with the old womans burns, then begins to ponder the nature of the explosion and how common such things are in the scab.

OOC:
Knowledge checks on that explosion: Is this sort of thing common here, or was it purely from the enemy wizard?
Knowledge Geography: 24
Knowledge Nature: 12
Reflex Save: 9, fail

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+6=26 ;
Tuesday June 7th, 2011 12:30:36 PM

Sam continues his highly original story as the ground below him shakes. He helps others back to their feet who fell in his presence. He wonders how the rest of the group is doing, but continues on.

Action

reflex save=(natural 20) 26

Boomy HP 17/20 AC 17/17/16 
Tuesday June 7th, 2011 5:26:08 PM

As Boomy is teleported away from the horse he finds himself falling as the horse is no longer sighting him and pulling back against his weight, and the sudden tremor doesn't help any. Looking at Devlin he says, Now look what you did, you made me lose my horse. Holding the reins up as if to make a point he stands up and continues, I think we should get out of here. I took care of Mercutio but, .......Thanks kid. He then grabs Devlins shoulder and half drags him as he runs towards the others .

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28  d20+3=7 ;
Tuesday June 7th, 2011 8:59:33 PM

Bruagh hits the dirt and climbs back up and the explosion reverberates throughout the Scab. Hearing Tahni call for his assistance he runs over and helps carry the woman.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20  d20+7=11 ;
Tuesday June 7th, 2011 9:47:05 PM

The sudden arrival of his companion followed by the shaking of the earth tumbles Devlin to his knees. He accepts Boomy's help, getting to his feet and runs for his life.

DM Addison 
Wednesday June 8th, 2011 1:19:54 AM

Tahni creates water to cool the woman's wound. The lava steams and hardens. Then her cure spell heals the damage, but her knee cannot bend with a cast of magma. Thus Braugh lifts her and continues marching, leading the pack with Sam showing the way (got any stories to tell us?)

Boomy, Devlin and Kreyton run to rejoin the group, the druid attempting to figure out the cause of the explosion.

You do know that this mountain range is very active volcanically, but those explosions happen as fissures, exuding lava and smoke.

This explosion is almost like a bomb. Boomy saw it all as it happened. He heard the words escape Mercutio's lips.

You have heard stories that the great Fhorge holds many corrupt powers and spirits known as Demons, and that they are constantly struggling to escape the grasp of the mountain.

------------------------------

You have escaped Valley Cinderwood, relatively unharmed. Only lost 3 refugees it seems, and a few injuries along the way. Overall good work Heroes.

Everyone gains 750 EXP and a hero point that grants another 60EXP for completing this scene.

-------------------------------

The fissures and fire spread from the explosion, but you are a safe enough distance to keep moving quickly and escape.

A cloud of debris follows you, temporarily blinding everyone with dust and dirt.

But then, after three hours of hasty marching, the ground becomes steep, and the sun breaks.

You are now moving above the aftermath of the explosion, and can see the destruction in Valley Cinderwood below you.

The trees that are not flattened are burning, but the sparseness of vegetation keeps the flames from going too far.

The sun is high and you are moving up the mountain face on a narrow windy path.


Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+6=9 ;
Wednesday June 8th, 2011 4:08:44 AM

Sam stops his story when the others catch up. Glad to see all of you....still around. What happened?

As the group reaches the clearing Sam scouts for anything of interest.

Action

perception=9

Boomy HP 17/20 AC 17/17/16 
Wednesday June 8th, 2011 8:36:30 AM

Boomy relays the story of his adventure to the others, careful to remember as many details as he can. I am no wizard, I have no idea what he was trying to do. I can't even say for sure if it was all his magic that caused him to incinerate or if I was aided by the Fhorged. After Mercutio was taken care of I tried to grab his fire horse thinking it would help me to get quickly through the burning trees. There was a tremmor and the next thing I knew I was falling to the ground next to Devlin.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20  d20+1=4 ; d20+6=10 ;
Wednesday June 8th, 2011 11:27:38 AM

Right, It feels good to get out of the planes and valleys and into some proper mountains. Which way now Sam? Devlin begins to look around for any edible plants, instructing the teens to do the same. He feels a pang of loss not seeing Durahan with the group.

As the group moves along he settles into a swift pace and looses himself in thought. His eyes are ever watchful of his surroundings and he is the first to offer if a scout is needed to find safer passage.

Survival = 4
Perception = 10

Bruagh Stormbringer AC 18/11/16 -- DR 2/- -- CMD 19 -- HP 12/28 
Wednesday June 8th, 2011 4:04:30 PM

Bruagh continues carrying the woman up the mountain. He does what he can to keep the spirits up of those around him. Whether it be sing with the others, offer words of encouragement, or just keeping people occupied with conversation. When the group takes a quick breather and he can set the Dwarven Woman down, he tries to get the attention of Tahni, Sam, Boomy, Devlin, and Kreyton (wow are we really down to just 6 PC's again?). He makes sure to make no mention of what happened with the Halfling woman earlier.

Making sure the refugees are out of earshot the paladin whispers to the others.." I have a bit more healing I can do today, but I am wary to use it, lest we find ourselves in even more dire straits. The way our luck has gone the past week or so, I doubt this is the end. How much more healing can you two muster?" Bruagh looks towards Tahni and Kreyton hoping for good news.

"Should we use it now, try and rest for the night, or push on further into the mountains? The Riddleport gang looks tired and battered, but they are a tough lot. What say you all?"

OOC: Also, Bruagh started for Riddleport with three weapons and he is down to one. We need to find/make a forge and get our hands on some metal so we can make weapons and armor for not only the refugees, but ourselves as well.

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 15/20  d20+3=8 ;
Wednesday June 8th, 2011 6:22:20 PM

Its midday but I'm sure most of this lot is exhausted. We hardly got a nights sleep and have been on the move for what is it two, three days straight? We need to find someplace easily defended and hole up for a day or two, take stock of our supplies and injuries. If you need a backup weapon you can use this sword I found, when it gets to me trading blows face to face we've gone from bad to worse. Devlin looks at the weary group and gives a slight smile. This group has been through a lot, and there is plenty more to come before we get a decent day or nights rest. We've got more responsibility now than I honestly want or need, but responsibility it is. I wanted to turn tail and run long ago but something keeps me here, a feeling that what this group is doing and where its going is......is right. He gives a slight sigh as if a burden has been lifted from him. Anyone have any other ideas?

Once the group gets back underway Devlin finds some scrap wood and begins carving a crude medallion in the shape of his lost axe. Its slow going but the work keeps his mind busy.

Craft woodcarving = 8

Sam -- 19/15/15 -- CMD 12 -- HP 15/15  d20+7=11 ; d20=15 ;
Wednesday June 8th, 2011 10:13:46 PM

I think we need to set up camp. I'm beat.

Sam surveys the area. He tries to identify any areas that provide natural cover/protection. If the group agrees, he begins spotting natural materials to build a fire and shelter.

Actions

knowledge nature=11

survival=15

Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+8=14 ; d20+10=28 ; d6=4 ;
Wednesday June 8th, 2011 11:19:14 PM

Tahni listens to the discussions, but does not contribute. She has taken quite a battering, but doesn't want to be the cause of the party stopping to rest. She looks about uneasily (Perception: 14) "Daya, would you mind having a look about the area? See if you can find somewhere reasonably sheltered nearby?" she asks her familiar.

Now that the group has stopped to catch their breath, Tahni takes her time time to inspect the injured womans leg, and using what tools she has available (including an adamantine dagger) she carefully treats the wound (Heal: 28!)

Turning to Bruagh, Tahni gives a nod and then releases a wave of healing energy across the camp (Everyone healed for 4HP) "I can provide further healing to those that are wounded, but not a lot more today"

OOC: DM - Let me know what you decide the earing does :)

Devlin -- 18/14/14 -- DR 1/- -- CMD 15 -- HP 19/20 
Thursday June 9th, 2011 12:37:25 AM

If there is time Devlin shows the ring and scimitars that he got from the orc's corpse to Tahni.

Any idea if these things are magical?

Tahni -- AC13/10/13 -- CMD 10 -- HP 13/13 -- Familiar: Daya  d20+7=21 ; d20+7=13 ; d20+7=13 ;
Thursday June 9th, 2011 1:13:10 AM

Checks to identify the items Devlin has found:

Ring - Spellcraft check: 21
Scimitar 1 - Spellcraft check : 13. Fail
Scimitar 2 - Spellcraft check : 13. Fail


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