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Scene 2: Showdown at the Golden Corral


The Patient [DM Ben] 
Monday February 20th, 2012 6:49:56 AM

Dibs switches from merrymaking to infiltrating faster than you can say "ABAB rhyming scheme in six eight time, with seventh dominance for dissonance in C". Garret similarly dismounts the wagon, breaking off his introduction to the fellow traveler Davdok.

Zeph's initial instinct is to join the pursuit of violence, but his vengeful spirit is checked by Keela's innocence. She portrays the settler so convincingly, that Zeph decides to continue the ruse.

Detect Victim detects no victims.

As the party prepares to launch an assault on the sun-bleached tinders of the town of Golden Glen, Sjurd interrupts. Still being half a mile from the city, on rolling dusty rock, now seems the time for "the look". He sends his sensor to the heart of the town, a peek before "the leap".

The sensor initially faces to the Northeast, the same as the party. The town is vapid in every sense. The signs on buildings are dull and dusty monochrome. Few windows show any signs of glass remaining, but are not boarded up. No hope of return, as though the place was simply abandoned unexpectedly and irrevocably.

The sensor pans to the left, showing a street aligned with the compass, facing more blanched abandonment. A few porches, a few posts, but mostly domiciles.

As the sensor goes to the West, it looks like the main thoroughfare. Significantly wider streets, likely three wagons width, are lined with shop signs. What looks to be an old barber pole is on the south side of the street, and traditional swinging saloon doors are on the north. One of the saloon doors is missing the top hinge, and leaning listlessly across the other. Even the buildings seem to be slumped, decaying, and approaching death.

As the sensor wheel due South, you see one unique and distinct feature. You see a circular fenced area, with multiple troughs and a few horse-shoeing stations, all covered with dust and neglect. Standing in the shade of the stable awning, leaning against the fence of the corral is a solitary figure.

A man (or a very woman in a very masculine pose) stands with his left shoulder against the final fencepost before the stable entry, as though he is a gatekeeper. His right foot is raised, planting the sole of his boot firmly on the bottom rung of the fence cross pieces. His hands are slow and methodical, as he slices an apple with a knife. He eats slowly, not as a man at meal time, but a man with much time.

The shadow of the noon sun obscures any specific features. The wide-brimmed leather hat, and the ankle-length leather overcoat must be quite comfortable in the chill spring air. It appears as though he waits...


Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11] 
Monday February 20th, 2012 11:06:01 AM

(Presuming Sjurd describes what he sees...)

Garret pauses and says, "You can see all that? Can you move around and see past him? Can you see what he guards?"

Sjurd [HP:88/88 AC:18/15/18]  d20+15=33 ; d100=55 ;
Monday February 20th, 2012 1:00:56 PM

"Unfortunately, I cannot move the scrying sensor after casting the spell. Just a moment."

ooc: Bend ley line check 33 (+11 to ley line check), 66 ley line check sucessful.
Cast clairvoyance, place sensor in stable doorframe. Look in all directions.

Keela 
Monday February 20th, 2012 1:45:25 PM

"--and luckily, it's still early enough for planting if we get to it right away. Gold is all very well, but you can't eat it. Oh! I'm so glad we brought plenty of seed. Just a vegetable garden to start with, do you think, while we get settled?" A sigh. "And now I wish we'd managed to bring a few chickens. Fresh eggs would be such a blessing. I wonder if we could--"

Keela continues her settler's chatter.

Davdok - AC 18/14/14 - CMD21 - HP 59/59 - 13/13 Bombs 
Monday February 20th, 2012 11:09:14 PM

Considering those he had encountered, Davdok decided to accompany them. After all, he had been itching to try out some new bombs he had thought of just a few weeks ago. After hearing the description from...Sjurd he believed the name was, his decision was final. He would opt for the settler's approach, pretending to listen to...something with a K. He'd have to write down these people's names. He was never very good with names.

The Patient Rear View [DM Ben]  Welcome Alex!
Tuesday February 21st, 2012 8:52:28 AM

The party decides more "looking" prior to any "leaping" may be prudent. The results of Sjurd's second spell are unimpressive.

The sensor begins facing Northeast, as does the party. The interior of the stable seems very dark, especially in comparison to the bright tan wash of the mid-day sun on the dry, barren earth. Only about 10 feet of stable interior are easily seen, but vacant stalls and a few jugs are readily apparent.

As the sensor pans left, the transition from the relative darkness of the shaded stable to the open door to the corral is jarring to Sjurd and his monocular vision. Depth perception is impossible, but using size constancy the corral seems deep and wide.

As the back of The Patient comes into focus, he is only a few feet short of the border from darkness to light, but distinctly in the darkness. His body is immobile, but his hands continue to slowly work at the apple. Behind his right elbow sit several more apples, resting atop the fence. Behind his left foot are a few smooth cylindrical cores, remnants of previous snacks. His leather trenchcoat seems oddly ridged, but otherwise no details conflict with the data previously given.

The sensor continues the sweep, and it takes several minutes to re-adjust focus after panning from the brightness of the Golden Glen corral to the very dark stable. More empty stalls, a rack for implements, a fallen push broom and a few more jugs are all you notice.

One last peek at the figure shows no changes. He waits...


Davdok stammers through his introduction, perhaps glad to meet the Uncharted Heroes. The group seems pensive, but Keela maintains focus on the task at hand: starting a new life.

--- Welcome Alex! Keep it up... ---

=====

DM Notes:
You are a fairly competent adventuring group, and may face fairly competent challenges. For perpetuity can you please include...
1) AC, HP, CMD in your post titles. It will simplify and expedite my posts, and therefore your game.
2) Spell penetration any time applicable. Assume all foes have SR at this level and beyond.
3) Please avoid "Spoiler Blocks" unless absolutely necessary.
4) I would like to recognize and reward posts of the week/month (see e-mail to follow).
5) I would like to recognize and reward posting consistency (see e-mail to follow).

Thanks for helping me get started as a Woldian DM. I appreciate the quality and quantity of your participation.

Stay Awesome!

Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22] 
Tuesday February 21st, 2012 12:07:01 PM

Garret shrugs when Sjurd describes his latest vision. "So that's it? One person eating apples standing around? I think we should go with our sneaky plan -- a couple of us sneak around the sides, and the rest of you head into town like you're settlers. Just walk right up to the guy and see what is going on. I don't imagine he will attack you, but if he does, that's when we jump out from the shadows."

Zeph Illidian HP 95/95 AC 23/22t/16ff CMD 21 (Mage Armor, Prot vs. Evil)) 
Tuesday February 21st, 2012 12:20:53 PM

Zeph nods at Garret, "Good plan. Wind-gust Sjurd and yourself in the shadows? Dibs, Keela, Davdok, and myself shall play the settlers?"

"This man must be a lookout or watchman... I wonder how he will react when he notices us."
Zeph puts the cart on a path for the man and casually casts Detect Thoughts on the way there...

He turns to Davdok and smiles, "So, what brings you to Golden Glenn?"

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Tuesday February 21st, 2012 11:34:03 PM

The hazy shimmer of air begins to slowly rise above the party. "Ve must be cautious und vary. This man is certainly our beast at Tanagra, und I vould like to be victorious over that beast if possible. I vill be vatching closely vith an enchantment ready." Sjurd rises higher, stopping approximately 100 feet above the ground.

He pauses for a moment, then sinks back down to earth and stops just overhead. "I vould prefer none of you die." The bloodwitch rises yet again, this time staying in position.

ooc: 100 feet high and 10 feet in front of the lead character on the ground. While my magical sight did not work through the clairvoyance sensor, my true seeing is now in effect.

======================
TEMPORARY EFFECTS
88 temporary hit points
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

CONSTANT EFFECTS
Bear's Endurance, True Seeing, Mind Blank, Foresight, Polymorph

SPELLS (--, 4+1, 4+1, 3+1, 2+1)
0 (DC 17) - lesser confusion#, daze#, guidance, comprehend languages, read magic, detect magic, mending, stabilize, deathwatch, gentle repose, detect poison, resistance, prestidigitation, message, endure elements, enlarge person, reduce person, virtue, cooperation, clean blood.
1 (DC 18) - calm emotions#, charm person#, sleep#, detect thoughts, speak with animals, identify, purify food and drink, goodberry, disguise self, doom, delay poison, remove fear, divine favor, animal messenger, bear's endurance, bull's strength, cat's grace, feather fall, surrender blood, witch's tool, true strike*.
2 (DC 19) - lesser geas#, enthrall#, hold animal#, clairaudience/clairvoyance, see invisibility, make whole, cure light wounds, spectral hand, scare, bestow curse, neutralize poison, resist energy, blindness/deafness, beast shape I, alter self, barkskin, reduce animal, call spirit, like calls to like, augury*.
3 (DC 20) - charm monster#, deep slumber#, hold person#, scrying, speak with dead, speak with plants, lesser restoration, cure moderate wounds, misdirection, fear, poison, remove curse, dispel magic, contagion, beast shape II, gaseous form, blink, tree shape, surrender self, flying broom, borrow fortune*.
4 (DC 21) - mind fog#, confusion#, heroism#, contact other plane, divination, arcane eye, tongues, remove disease, dream, crushing despair#, baleful polymorph, remove blindness/deafness, protection from energy, polymorph, beast shape III, mass enlarge person, mass reduce person, stoneskin, purify, eye of newt and toe of frog, freedom of movement*.

* Domain spell.
# +2 DC
Witch Spell List

Dibs Mckoy - AC 33/T27/FF25, CMD 20, HP -81/81 
Tuesday February 21st, 2012 11:53:45 PM

Dibs takes keeps his position in the wagon and carefully maintains his detect magic spell.

Actions:
Cast detect magic
Perception- 32

Spells Cast:
Mage Armor (extended)- 10 hours- +4 AC
Chameleon Stride- 5 minutes (cast at will so always active)- +4 stealth; 20% miss chance
Detect magic- 5 minutes

Spells Memorized
L0- 3- Confusion, Lesser, Chameleon Stride, Silent Image
L1- 6+1- Barkskin (2), Deep Slumber, , Suggestion (2); arcane spell- Mage Armor
L2- 4+1- Dimension Door, Haste, Summon Fey Friend II; arcane spell- Create Pit
L3- 2+1- Confusion, Summon Fey Friend III; arcane spell- Stinking Cloud

Oracle
L0- (unlimited)- Detect Magic, Detect Poison, Mending, Read Magic
L1- (6/day)- Cure Light Wounds, Protection from Chaos/Evil/Good/Law,



Davdok - AC 18/14/14 - CMD21 - HP 59/59 - 13/13 Bombs 
Wednesday February 22nd, 2012 12:50:59 AM

Davdok smiles at the question. No point in not being friendly after all. "Experimentation, mostly. I didn't quite fit in with the rest of my brothers, so I left along with my eldest brother. Since then I've just been studying and figuring out my art." He puts a strange emphasis on the last word of that sentence, as if he had had more than one person belittle that idea.

Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22]  d20+20=33 ; d20+18=33 ;
Wednesday February 22nd, 2012 11:11:28 AM

Garret heads out, trying to move as quickly as he can to get up to where he has a good view of the lookout and the area around him, especially any buildings that might hide others. He tries to stay hidden (Stealth: 33) and looks carefully once he reaches a good hiding spot (Perception: 33).

Keela [AC 19; HP 61/61; CMD 18] [Extended Mage Armor] 
Wednesday February 22nd, 2012 11:36:37 AM

"Well, it's good to have you along," Keela tells Davdok. "Umm....does your 'art' always involve skeletons?"

[Edited by Kathy to follow DM's instructions which I really should have done in the first place but I was busy being a ding-a-ling.]

Technical Difficulties [DM Ben] 
Wednesday February 22nd, 2012 1:49:28 PM

OOC: I'm having some struggles getting PowerPoint and Gmail and GoogleDocs and my iPhone to talk to each other. Please chat amongst yourselves on your wagon ride toward the town. I'll have to make the robust post this evening...

Kathy: Could you fluff your post name with AC, CMD, HP, DR, SR and pertinent active spells pretty please?



Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Wednesday February 22nd, 2012 11:35:33 PM

As the wagon slowly rumbles toward the village, Sjurd overhears the would-be peasants trying to make small talk in the wagon below. He whispers fiercely to them, "The chickpea is neither a chick nor a pea. Discuss."

Welcome to the Golden Corral [DM Ben] 
Thursday February 23rd, 2012 4:29:40 AM

The party advances to the town. Dust gently rises from the steeds and wagon wheels of the Uncharted Heroes, their horses hooves pattering across the gold-flecked earth. The Uncharted Heores pass through the ghost town of Golden Glen, to find only The Patient standing alone near the stables in the center of town, leaning against a shaded fencepost on the south end of the Golden Corral. His cloak seems to rustle despite the lack of breeze. Chill bite and tension fill the air, as does a strange hint of some odor. Perception to Identify

The Patient continues to eat his apple as you approach, but drops the core from his left had as the wagon breaches the opening of the corral. Dibs pulls on the reigns, and the wagon comes to a halt. OOC: I've placed you all in, near, or above the wagon in the map linked below. Based on your previous posts, this made the most sense.

Without removing his foot from the fence rung, or shifting his weight, The Patient offers you a choice, in a slow, frontier drawl. His deep, gravelly voice resonates within your chests, striking a chord of fear and self-doubt.

"I reckon you ain't lookin' to die today, and I ain't lookin' to get sweaty. Now, you can make a choice. Are ya adventurers, or are ya peaceful folk with some talent?" His gaze shifts from Zeph to Keela, "You got yerself in quite a pickle, but you can turn tail now and find money or companionship in Bryn Baraz, no questions asked. If you fancy yourselves some Heroes of this Uncharted Land, then we might have to scuffle." He maintains his position leaning against the post, and gently sweeps the point of his pocket knife in the direction of the heroes. As he reaches Keela and Zeph, he seems to flick his wrist ever so slightly, the gleam of sunlight flashing from his blade.

"Now, what'll it be? Turn yella, and leave this Gold; or be Heroes and die bathed in red mud?"

Golden Corral Map

Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22]  d20+18=21 ;
Thursday February 23rd, 2012 11:17:33 AM

Garret sniff the air from his hidden position (Perception: 21) and looks for any other movement.

OOC:
I don't have permission to view the link.

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Thursday February 23rd, 2012 11:43:43 AM

ooc: "Internet Explorer cannot display the webpage"

Welcome to the Golden Corral [DM Ben] 
Thursday February 23rd, 2012 1:20:42 PM

OOC: Permissions Fiddled. Try now...

Dibs Mckoy - AC 33/T27/FF25, CMD 20, HP -81/81  d20+20=40 ; d20+14=30 ; d20+20=37 ;
Thursday February 23rd, 2012 2:39:51 PM

OOC- Did Dibs pick up anything with his detect magic spell?

Dibs stretched after the long journey while considering the man in front of him (sense motive 40). Was this fellow bluffing or was he really this confident in his abilities? Did he give off any sign that he had allies about?

"You've got a funny way of saying howdy" Dibs said as he studied his surroundings carefully. "But you're right on one count... we're not looking to die today. We're not even looking for a fight. Truth be told, I'd be more than happy with a cold drink and a foot massage, but if I can't have that I'll settle for a saloon, a warm beer and a generous crowd that appreciates a good performance."

Actions-
Sense motive- 40
Perception- 30
Diplomacy- 37

Sjurd [HP:88/88 AC:18/15/18 CMD:17]  d20+15=19 d20+15=26
Thursday February 23rd, 2012 5:00:31 PM

ooc: Wow, those are some nice skill checks...

Sjurd remains quiet, peering intently at the stranger and the surrounding area with his true seeing.

ooc: Ready an action to cast baleful polymorph at the first sign he is going to (1) cast a spell, (2) attack, or (3) move more than 5 feet. Fortitude DC 21 or he turns into a turtle.

Caster level check 26 (using Bit of Luck)

Keela [AC 19; HP 61/61; CMD 18] [Extended Mage Armor]  d20+17=20 d20+10=13 d20+8=26
Thursday February 23rd, 2012 5:20:44 PM

Something about the man's unnatural confidence is unsettling. Keela clutches her staff, and allows the fear to show on her face. A real settler would be fearful, right?

However, she keeps her wits about her, and readies to counterspell any hostile spell cast at the party.

[If her readied action goes off, Spellcraft 20 to identify the spell. She will counter it with the same spell if she can, or with Dispel Magic if she can't. SR check 13; dispel check 26.]

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Thursday February 23rd, 2012 10:55:40 PM

ooc: Hey, JeffL. I was looking over your character sheet and had a question. How does Dibs get Versatile Performance? I can see that Bardic Mastery allows him to use bardic performance, but Versatile Performance is a separate class ability. Just curious.

p.s. Getting your Charisma modifier for saving throws and twice for your Armor Class? I salute your ingenuity/munchkin-ing. :)

Dibs Mckoy - AC 33/T27/FF25, CMD 20, HP -81/81 
Friday February 24th, 2012 9:43:29 AM

OOC: I think the Versatile Performance ruling is from somewhere in the Rules Board or from the BGC. I'll look back to make sure I didn't bunk it.

P.S. I had an even more creative build that was going to be Zen Monk-Oracle-Pally-Troubledour-CA. Could use charisma for hit bonus from zen monk, AC bonus from oracle, Save bonus from Pally, and hit/dam/ac bonus from Cradled Arimger. The problem is getting the character to 9th level when all this comes into play. He'd be a killer archer though.

Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22]  d20+20=29 ;
Friday February 24th, 2012 12:14:18 PM

Garret continues to look around.

OOC:
I'm confused on the map. The guy next to the wagon is the patient guy, right? Then what's that over by the stable? Or if that's patient guy by the stable, how far away is he? If he's over by the stable, Garret's going to attempt to sneak along the edge of the buildings and near the shacks: stealth 29

DM Ben: The Patient is by the stable. I used the character art for each character, except Keela and Garret who have no art. You both get plain white blocks with a single letter. Each square is 5 feet, each row and column are labeled, so just tell me how far you can go and the block you are targeting with your stealthy movements. Thanks!

Zeph Illidian HP 95/95 AC 23/22t/16ff CMD 21 (Mage Armor, Prot vs. Evil))  d20+13=29 ; d20+16=27 ;
Friday February 24th, 2012 7:51:25 PM

Zeph eyes the man and sniffs at the air (Perception = 29, or 30 for traps),

When he says 'adventurers', Zeph laughs, "HA! I've never had a proper adventure in my life!" (Bluff = 27)

Then Dibs talks of peace and happiness, and Zeph follows up with, "He's right, we don't want a fight. But we are searching for some friends of ours that came this way some time ago. Settlers like ourselves, one young woman with bright blue eyes... heard or saw anything?"

He focuses his Detect Thoughts spell on the man to judge what his mind thinks when he mentions the settlers... Also to keep a mental note on any other thoughts that may be happpening within the area.

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Friday February 24th, 2012 9:28:38 PM

ooc: Checking in.

Showdown at the Golden Corral Round 1[DM Ben]  d20+16=22 ; 2d6=5 ; 2d6=7 ; d20+13=15 ; d20+13=18 ; d20+13=15 ; d20+8=17 ; d20+13=29 ; d6+4=6 ;
Saturday February 25th, 2012 6:53:24 AM

Garret stealthily moves behind buildings to outflank The Patient. He notices a scent on the air, and thinks it's lamp oil. How much lamp oil would have to be in the air for him to smell it while sneaking behind buildings?

Zeph carefully chooses words with the intent of gaining information. Perhaps he can avoid direct confrontation. Detect thoughts is out of range of the Patient, but you do pick up your party and someone else. Someone else is plotting to deliver intense pain and suffering.

Davdok, Sjurd and Keela maintain their positions, but Keela senses the pending doom and prepares for defense. Sjurd prepares for "defense" in his own way...

Dibs astutely recognizes the hubris in the man standing opposite them in the corral. He feels a sense of panic looking to the right at the top of the buildings and their shadowed interiors. He notices the flicker of movement to the left, in the first floor of the brothel, and sees some peering eyes from the second story of the Saloon. "This feels like an... AMBUSH! Look to the sides, quickly!"

Upon hearing the warning, Sjurd drifts forward and down (Spell range = 55'), unleashes his prepared spell on The Patient. The spell that should turn him to reptile merely makes him berserk! Fort Save = 22

The Patient screams in fury, and unleashes a disturbing primal rage. The shift from apple eating peace to fury is unsettling! He moves his hand to draw a weapon, seemingly from his trench coat. However, the trench coat splits in two, and becomes two massive leathery wings. The leathery wings also emit a dull glow from reddish-orange fissures, like tiny cracks of a volcanic flow.

Arms spread wide, huge curved blade in hand, screaming at the sky, wings unfurled, The Pateint strikes a terrifying pose. More terrifying still, Dibs sees the spatters of blood dotting the interior of his wings.

In a stomping motion, The Patient brings his right leg that was resting gently on the fence rung smashing to the earth. His spur strikes a shower of sparks, and a flame erupts on the fence. A small reddish flame grows very rapidly, and soon the entire fence, the stables, and the closest two shacks are covered in red flames on their way to a massive conflagration. Zeph has flashbacks of another arson. It is very reminiscent of when he lost his parents...

Thanks to Dibs, Keela looks immediately to the Brothel. She barely recognizes the beginnings of a divine evocation [Unholy Blight] before she pickles off her Dispel Magic. She hears some expletives whispered in Abyssal, but thinks it best not to repeat them.

Also thanks to Dibs, Zeph looks up and to the right just in time to see three pinpoints fly from the upper floor of the Saloon directly at his neck with deadly aim. In a swift lunge to the left, he deftly avoids the attack. The arrows graze his cloak and collar but deeply penetrate the seat behind him. Had he not been warned, all three surely would have plunged into his throat.

Garret and Dibs hear something from behind, or is it above, the chimney of the Saloon. Zeph sadly both hears and recognizes the conjuration magic as a variant of Black Tentacles. Sjurd can't quite see anything, as he moved forward to use his spell.

Davdok, Dibs, Keela and a disappointed Zeph see the floor of their wagon and the surrounding 10-15 feet of corral open as though they are standing on a lake of fire. Long demonic arms and necks stretch over their heads and bodies, completely wrapping them and their wagon in a demonic writhing coil. You are all grappled, and take 6 points of damage

You all know there is a threat in the Saloon, in the Brothel, and The Patient looks poised to strike.

===== DM Notes =====

FY -- 26 (R)

FU -- 5 (I)

FO -- 7 (I)



Sjurd [HP:88/88 AC:18/15/18 CMD:17]  d20+15=33 ; d100=96 ; d20+15=23 ; d20+15=18 ;
Saturday February 25th, 2012 2:45:20 PM

"Und again, vith feeling." Sjurd points at the demonic figure and casts another spell.

ooc: Bend ley line check 33. Ley line check total 105 (my spellcasting this turn does not use up a spellslot)

Cast confusion. Will DC 23. I use my Tugging Strands ability on his Will save against this spell. He must roll twice and take the lower roll.

DM Ben: Don't forget Spell Penetration...

======================
TEMPORARY EFFECTS
88 temporary hit points
Air elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

CONSTANT EFFECTS
Bear's Endurance, True Seeing, Mind Blank, Foresight, Polymorph

SPELLS (--, 4+1, 4+1, 3+1, 2+1)
0 (DC 17) - lesser confusion#, daze#, guidance, comprehend languages, read magic, detect magic, mending, stabilize, deathwatch, gentle repose, detect poison, resistance, prestidigitation, message, endure elements, enlarge person, reduce person, virtue, cooperation, clean blood.
1 (DC 18) - calm emotions#, charm person#, sleep#, detect thoughts, speak with animals, identify, purify food and drink, goodberry, disguise self, doom, delay poison, remove fear, divine favor, animal messenger, bear's endurance, bull's strength, cat's grace, feather fall, surrender blood, witch's tool, true strike*.
2 (DC 19) - lesser geas#, enthrall#, hold animal#, clairaudience/clairvoyance, see invisibility, make whole, cure light wounds, spectral hand, scare, bestow curse, neutralize poison, resist energy, blindness/deafness, beast shape I, alter self, barkskin, reduce animal, call spirit, like calls to like, augury*.
3 (DC 20) - charm monster#, deep slumber#, hold person#, scrying, speak with dead, speak with plants, lesser restoration, cure moderate wounds, misdirection, fear, poison, remove curse, dispel magic, contagion, beast shape II, gaseous form, blink, tree shape, surrender self, flying broom, borrow fortune*.
4 (DC 21) - mind fog#, confusion#, heroism#, contact other plane, divination, arcane eye, tongues, remove disease, dream, crushing despair#, baleful polymorph, remove blindness/deafness, protection from energy, polymorph, beast shape III, mass enlarge person, mass reduce person, stoneskin, purify, eye of newt and toe of frog, freedom of movement*.

* Domain spell.
# +2 DC
Witch Spell List

Keela [AC 19; HP 56/61; CMD 18] [Extended Mage Armor] 
Saturday February 25th, 2012 2:59:23 PM

Since the invention of combat, arcane casters have hated being grappled, and Keela is no exception. However, there is a classic counter, and she has it prepared. She shouts a command word, and she and two companions disappear from the fiery strands and reappear some distance away.

[Cast Dimension Door. It is a verbal-only spell, so no Concentration check is required. At her level, Keela can take 2 willing creatures with her; she chooses Zeph and Dibs unless one of them prefers to stay, in which case she'll include Davdok. Without a new map, it's difficult to specify an exact square, but Keela wants to end up out of the tentacles and closer to Garrett's position.]

DM Ben: I don't think you can reach Dibs and Davdok without some extra reach or moving. The map really hasn't changed, so just let me know what squares you'd like to target. You're surrounded by tentacles, but no one else has repositioned. You want to take Zeph?

Zeph Illidian HP 89/95 AC 27/26t/20ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts))  d20+13=28 ; d20+14=29 ; d20+9=16 ; d20+17=27 ;
Saturday February 25th, 2012 3:22:16 PM

I detect murderous intent
Dibs screams ambush
The Patient flexes into a full grown bat-winged terror.
Fires erupt all around.


These things happen in mere moments.
The smell... this fire

Then Keela's hands are moving fast, dispelling magic that was intent on killing him.
He doesn't have time to say thank you, before Dib's voice causes Zeph to look up, and then tuck and roll
As three arrows plunge into the back of the carriage.

Before he can look up, the ground drops from beneath him
The world constricts around him, crunching his bones.
And everything pauses for a moment as he remembers the night that set his fate some fifty years ago.

breathe

Intense fury enters the young elf, and he kicks at the tentacles and twists his body in attempts to escape the grappling tentacles. (Escape Artist = 28)

If that gets Zeph free, then Davdok can be taken with Keela's Dimension Door,
Zeph will roll away at least 15feet from the tentacles as he falls to the ground (Acrobatics =27) and quickly cast Shield on himself.

Seeing Keela's dimension door save his friends, Zeph can save his Grease spell for later.

He shouts to Keela, "Don't forget about your Quicken Rod we got freom slaying the Karkassans

Was there another murderous intent? He looks to the dusty golden ground for a moment, looking for footsteps as he draws his curveblade (Perception = 29)

Demons??? (Knowledge the planes = 16)

If Zeph does not see footsteps of an invisible attacker, he will look at The Patient and whistles to Garret thinking, time to flank

Spells:
0: Daze, Ray of Frost, Detect Magic, Mage Hand
1: Shield(x), Grease(x), Expeditioius Retreat, Shocking Graspx2, Mage Armor (x)
2: Spider Climb, Glitterdust, Scorching Ray, Invisibility, Blur
3: Heroism, Dispel magic, Displacementx2,
Telekenetic Fist: 8/8}

Wands: Fireball, Stinking Cloud, Mage Armor, Protection from Evil, Cure Light Wounds (Given to defend Bryn Baraz)
Rods: Lesser Extend (2/3), Greater Silent (From Karkassan)

(Active: Extended Mage Armor (16hours)
Protection from Evil (5hours)
Detect Thoughts (8minutes)
Shield (8minutes)

Dibs Mckoy - AC 33/T27/FF25, CMD 20, HP -81/81 
Saturday February 25th, 2012 9:48:34 PM

OOC: Hey Kathy- I believe you still have to make a concentration check when you cast a spell without somatic components. I think (but I've been wrong many times before) that when you have a grappled condition you can cast any spell so long as it can be cast with one hand, but you need to make a concentration check. If you are pinned or grappling, you can only cast spells without somatic components and you still have to make the concentration check.

Dibs Mckoy - AC 33/T27/FF25, CMD 20, HP -80/86 (Mage Armor; Cameleon Stride- concealment))  d20+8=13 ; d20+19=27 ;
Saturday February 25th, 2012 10:16:08 PM

As all hell broke loose Dibs tried to identify the moster before him (knowledge planes- 13). Next thing he knew he was all wrapped up in demon spaghetti, which was one place he really didn't want to be.

"You go girl!" Dibs cheered as Keela started casting her dimension door spell. Focus now honey, or it might be death by spaghetti!

Seconds later Dibs responded with a spell of his own...

ACTIONS:
Dibs' actions depend largely on how successful Keela is. If she's successful in getting us out of the tentacles, Dibs will take action #1. If Keela's spell fails due to concentration, he'll try action #2.

Action 1 (If Keela is successful)
Cast Stinking Cloud on the upper floor of the saloon. Will focus the cloud where the three pinpoints originated. It's a spread effect that spreads from that point, so the spell will extend from that point and cover a 20' radius spread of the upper floor (no line of sight needed). Fort save DC 21 or be nauseated; also we will have total concealment from them (50% miss) due to fog cloud effect. No spell resistance. (caster level 7).

Action 2 (If Keela is unsuccessful(
Cast dimension door (same exact action as Keela). Concentration check= 27, which I believe is successful (needs 12 + grapplers CMB (13?) = 25).

Active Effects:
Mage Armor (extended)- 10 hours- +4 AC
Chameleon Stride- 5 minutes (cast at will so always active)- +4 stealth; 20% miss chance
Detect magic- 5 minutes

Spells Memorized
L0- 3- Confusion, Lesser, Chameleon Stride, Silent Image
L1- 6+1- Barkskin (2), Deep Slumber, , Suggestion (2); arcane spell- Mage Armor
L2- 4+1- Dimension Door, Haste, Summon Fey Friend II; arcane spell- Create Pit
L3- 2+1- Confusion, Summon Fey Friend III; arcane spell- Stinking Cloud

Oracle
L0- (unlimited)- Detect Magic, Detect Poison, Mending, Read Magic
L1- (6/day)- Cure Light Wounds, Protection from Chaos/Evil/Good/Law,

Keela [AC 19; HP 56/61; CMD 18] [Extended Mage Armor]  d20+14=26 ;
Sunday February 26th, 2012 1:00:18 AM

[OOC: Wow, they did change the casting rules. That sucks, especially since Concentration is no longer a skill you can put ranks into. Judging from the DM rolls, my DC is 27. That really sucks, but I guess I'll give it a try.

26. I'll spend a Hero Point to add 4 and make it a 30. Whew!]

Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22] 
Monday February 27th, 2012 1:53:57 PM

Garret dashes into the saloon and looks for a way up to the second floor. If it's immediately visible, he'll run towards the second floor, hoping to surprise whatever he finds there.

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Monday February 27th, 2012 11:05:01 PM

ooc: Checking in.

Keela [AC 19; HP 56/61; CMD 18] [Extended Mage Armor] 
Tuesday February 28th, 2012 11:26:24 AM

[I guess I'll get me and Zeph; Dibs can take Davdok]

Showdown at the Golden Corral Round 1[DM Ben] 
Tuesday February 28th, 2012 12:31:11 PM

OOC FYI: I just worked a 24 hour shift from Sun night to Mon night, and I have to take my 5-month old son to a neurosurgeon this afternoon, so I'll likely start round 2 either tonight or tomorrow.

I also don't have access to the PowerPoint in which I built the combat map, so possible delay there as well. I won't delay the Round 2 post for the map, but you may need some "tactical imagination" to visualize the combat. Sorry, guys...

Dimension Door folks - Please pick target squares for yourself and your cargo.

Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22] 
Tuesday February 28th, 2012 12:59:30 PM

Garret continues to search for the stairs. He thinks, "There has to be a way to get up to that, well, whatever is up there shooting at my friends."

Keela [AC 19; HP 56/61; CMD 18] [Extended Mage Armor] 
Tuesday February 28th, 2012 6:03:56 PM

G-20. Unless there's a hazard in G-20, in which case I'll go someplace else.

Zeph Illidian HP 89/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts))  d20+17=27
Tuesday February 28th, 2012 8:09:49 PM

Zeph lands next to Keela, behind the Saloon (stealth =27) and whispers to Garret and the rest of the crew, "I think Keela, Sjurd, and Dibs could stop the archers with spells, but I don't want Keela and Dibs getting cut up by that demon in melee. We should team up on him Mr. Goodbarrel."

Then Zeph's hands begin to move quickly and he pops out his Metamagic Extend rod, tapping Keela on the shoulder, making her split into two Keelas as per the Displacement spell! (Attacks have 50% miss chance on our favorite Wizard for 16 rounds),
Then he whispers to Keela, "Don't forget that Quicken Rod we got from the Karkassans, we need to neutralize the archers quickly."

Spells:
0: Daze, Ray of Frost, Detect Magic, Mage Hand
1: Shield(x), Grease, Expeditioius Retreat, Shocking Graspx2, Mage Armor (x)
2: Spider Climb, Glitterdust, Scorching Ray, Invisibility, Blur
3: Heroism, Dispel magic, Displacementx2 (x),
Telekenetic Fist: 8/8}

Wands: Fireball, Stinking Cloud, Mage Armor, Protection from Evil, Cure Light Wounds (Given to defend Bryn Baraz)
Rods: Lesser Extend (2/3), Greater Silent (From Karkassan)

(Active: Extended Mage Armor (16hours)
Protection from Evil (5hours)
Detect Thoughts (8minutes)
Shield (8minutes)

Sjurd [HP:88/88 AC:18/15/18 CMD:17]  d20+21=36 ;
Tuesday February 28th, 2012 10:29:22 PM

Sjurd cackles as he casts his spell. The eyes of his mask glow with a brilliant white light and he raises his arms to the heavens. "You vould challenge me? A master of the dark art of destruction, a vielder of vill, a nexus of power that is tapped into the very living ley lines of the cosmos! I can shake the very bounds of creation vith but a single vord!"

Energy crackles and dances between his fingers. "The heavens bow to the might of my magic! The gods quiver in fear that I should find them lacking my favor. Reality itself is my plaything, nothing more than clay in the sculptor's masterful und precise hands!"

He makes a sweeping gesture, encompassing the demon and the archers in his view. "Und now you stand against me? Oh, how I pity you foul und wretched creatures. At least take some solace in knowing that your utter obliteration shall be so nigh-instantaneous that you von't have the chance to feel how excrutiatingly painful it is!"

ooc: Intimidate check 36

Dibs Mckoy - AC 33/T27/FF25, CMD 20, HP -80/86 (Mage Armor; Cameleon Stride- concealment)) 
Tuesday February 28th, 2012 10:36:17 PM

Dibs watched his spell with anticipation, as he marvelled at Keela's ability to maintain focus.

What a woman!

Showdown at the Golden Corral Round 2 [DM Ben]  d20+17=25 ; d20+17=25 ; d20+12=14 ; d20+20=29 ; 2d4+34=41 ; 2d4+11=15 ; 2d4+11=14 ; 2d4+11=14 ; 2d4+6=9 ; d20+11=20 ; d20+11=14 ; d20+11=27 ; d20+6=19 ; d100=94 ; d100=27 ; d100=73 ; d4+5=7 ; d4+5=9 ; 3d6=7 ; 3d6=9 ; d20+11=31 ;
Wednesday February 29th, 2012 7:11:57 AM

Garret launches himself through the first floor window of the saloon, at an unbelievable pace. A blur of frenetic tumbling winds over, under, and through a vacant saloon full of abandoned and dilapidated tables, chairs, and a few poker areas. In a flash, he sees the stairs on the Southwest corner behind the bar. With a leap he plants one hand on a table edge, one foot on a chair, and corkscrews his way through the air to the top of the bar. At speeds outstripping any normal man (or Halfling for that matter), he lunges from the corner of the bar toward the steps. Leading with his opposite foot, the bound must span 12 feet easily, but he gently, smoothly, silently plants a padded plantar against the doorframe to the stairs. With a spin he faces the stairs, sprinting the length of the building while climbing. He knows the survival of his friends may depend on his speed.

He arrives atop the steps and sees a closed, but flimsy door. Bursting through the old, dry portal, a shower of splinters and dust fly into the room (square I-24, second story). Through the dusty plume, Garret finds himself face-to-face with a hulking monstrosity, dark leathery wings shrouding a large torso, and feet spread wide in a stance aimed at the windows. The figure seems to be extremely well shrouded by it's wings, and 10' back from the window to obscure his position. A quiver straddles the gap between the wings, and a massive bow as thick as Garret's thigh is gripped by the creature. So this is The Sniper. The towering figure grins at Garret, having just loosed a volley (square K-22, second story). Likely his last from this position...

On the ground level, flames grow in the stable and shacks already lit, swiftly rising to a 40' bonfire over each building. The next two shacks start to ignite, though it doesn't take long with the old, sun-dried timbers. A massive conflagration rings the southern end of the corral, and the party can feel the intense heat in the crisp, cool air. The scents of oil are gone from the air, now replaced with an odor of burnt dust.

Keela (square F-20), Zeph (square G-20), Dibs (square F-19) and Davdok (square F-20) cluster around the edge corner of the saloon. While the two casters thankfully have pulled their friends from the crushing demonic tentacles to their East, the jaunt has them mildly fatigued.

Zeph fears for their safety and calls to his tumbling friend, already engaged. He expedites some of his own magic, placing a protective spell on himself first to ensure he can give Keela some added security. Just in time, as three more arrows make their way from the upper story of the saloon. Three arrows bend slightly around the wall conjured shield, making the difference between two hits and three misses. A snarl of frustration escapes from the second story of the saloon, just before a popping sound of an exploding door.

Sjurd contorts the very flow of the cosmos to empower his spellcasting. A swift spiral of faint blue enchantment magic unfurls from the floating tornado. With the intent to disorient the lone demonic figure at the southern end of the golden corral, the magic strikes into his skin. The blue turns to amber as the glowing veins in the wings of The Patient seem to emit a stronger pulse as the confusion spell arrives. Sjurd basks in the warm glow of the fire and his own ego as he anticipates the disruption of his opponent. The moment Sjurd's taunting ends, the retort begins. "Your words are just like your spells. Hollow."

The Patient plants his feet, and in a moment is airborne like a bolt of fury proceeding directly for the hovering mini-tornado. He charges through the sky and seems to cleave the very heavens in two with the speed and power of his falchion. The strike is quite overwhelming. Hit AC 29 for 41 damage He hovers next to you waiting for your next move...

Meanwhile, back at the caster cluster by the Saloon, Keela is grateful for her protection. Suddenly, two darts zip through her illusory double, but two darts strike home. Hit FF AC 20 & 19 for 22 and 26 damage, respectively. You are also nauseated for 4 rounds from the brutality of the strikes...

No sooner is Keela doubled over, vomiting, than the very golden dust from the ground begins to swirl in a miasma of metallic motes. All four, Keela, Zeph, Dibs, Davdok, need DC 23 Will save or be blinded (glitterdust spell).

===== DM Notes =====

FY -- 25 (R)

FU -- 4 (I) 9 (Ret)

FO -- 6 (I)

Keela -- 4 Nausea



Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:10/11 CMD: 22]  d20+12=13 ; d20+12=29 ; d20+12=14 ; d20+7=15 ; d20+7=15 ; d8=2 ; d6=4 ;
Wednesday February 29th, 2012 12:38:49 PM

Garret enters the room and speaks as the figure turns to face him, "Surrender now, and you shall be permitted to live!" He then turns sideways, shifts his feet and moves slightly towards the creature. He twists as his foot kicks out towards the beast, but his other foot slips in the dust in debris. He shifts his weight and leans towards the creature, fists flying, but they seem to only strike the air around it. Garret continues, "This is your last warning, or next time, those are for real!"

OOC:
Use 1 ki point for an extra attack
Attacks hit AC 13, 29, 14, 15, 15. Wow. Just, wow.
Damage, if the 29 hits: 2 + 4 fire.

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Wednesday February 29th, 2012 1:38:25 PM

Sjurd chortles behind his mask. "You are strong, like bear. Let me show you a trick." The haze of air that is the blood witch's current form quickly flies downward (withdraw action, no attack of opportunity, move 60 feet this round), barreling through the sky. Just before he reaches the ground, with an audible pop Sjurd rematerializes. Or rather - something materializes - because instead of Sjurd there is a statue of Sjurd suddenly falling through the sky. It hits the ground, but rather than crashing and breaking it melts into the earth and disappears from sight. (use permanent polymorph to transform into an earth elemental, use earth glide ability to sink into the ground, I should currently be five feet under the surface).

======================
TEMPORARY EFFECTS
47 temporary hit points
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.

CONSTANT EFFECTS
Bear's Endurance, True Seeing, Mind Blank, Foresight, Polymorph

SPELLS (--, 4+1, 4+1, 3+1, 2+1)
0 (DC 17) - lesser confusion#, daze#, guidance, comprehend languages, read magic, detect magic, mending, stabilize, deathwatch, gentle repose, detect poison, resistance, prestidigitation, message, endure elements, enlarge person, reduce person, virtue, cooperation, clean blood.
1 (DC 18) - calm emotions#, charm person#, sleep#, detect thoughts, speak with animals, identify, purify food and drink, goodberry, disguise self, doom, delay poison, remove fear, divine favor, animal messenger, bear's endurance, bull's strength, cat's grace, feather fall, surrender blood, witch's tool, true strike*.
2 (DC 19) - lesser geas#, enthrall#, hold animal#, clairaudience/clairvoyance, see invisibility, make whole, cure light wounds, spectral hand, scare, bestow curse, neutralize poison, resist energy, blindness/deafness, beast shape I, alter self, barkskin, reduce animal, call spirit, like calls to like, augury*.
3 (DC 20) - charm monster#, deep slumber#, hold person#, scrying, speak with dead, speak with plants, lesser restoration, cure moderate wounds, misdirection, fear, poison, remove curse, dispel magic, contagion, beast shape II, gaseous form, blink, tree shape, surrender self, flying broom, borrow fortune*.
4 (DC 21) - mind fog#, confusion#, heroism#, contact other plane, divination, arcane eye, tongues, remove disease, dream, crushing despair#, baleful polymorph, remove blindness/deafness, protection from energy, polymorph, beast shape III, mass enlarge person, mass reduce person, stoneskin, purify, eye of newt and toe of frog, freedom of movement*.

* Domain spell.
# +2 DC
Witch Spell List

Keela [AC 19; HP 7/61; CMD 18] [NOT Blinded; nauseated] [Extended Mage Armor]  d20+6=22 ;
Wednesday February 29th, 2012 1:39:41 PM

Keela staggers from the force of the darts. The world under her feet lurches alarmingly, and the buildings around her begin to weave in and out.

"ooooh, I don't feel so good," she says.

She is unprepared for the glittering cloud, but is not blinded.

[OOC: if it requires a Fortitude save, it isn't the Glitterdust spell. Glitterdust requires a Will save, which Keela would have made.]

DM Ben My bad. I edited my post above and adjusted your post to reflect your non-blindness. Brain fart = will save. Remind me IOU an Internet...

Dibs Mckoy - AC 33/T27/FF25, CMD 20, HP -80/86 (Mage Armor; Cameleon Stride- concealment))  d20+18=33 ; d20+14=18 ; d8=8 ; d10=2 ;
Wednesday February 29th, 2012 7:04:38 PM

Dibs set his will against the Glitterdust spell and managed to overcome the effect. This is no novice spellcaster he thought.

"We need some help" Dibs mutterred as he started casting.

ACTION
-Perception check (18) to try to pinpoint the location of the caster.
-Cast Summon Fey Friend- I rolled a 2, which is a Djini. I'd like him to appear in between me and the big bad Patient. Duration- 14 rounds

http://paizo.com/pathfinderRPG/prd/monsters/genie.html

Will focus the cloud where the three pinpoints originated. It's a spread effect that spreads from that point, so the spell will extend from that point and cover a 20' radius spread of the upper floor (no line of sight needed). Fort save DC 21 or be nauseated; also we will have total concealment from them (50% miss) due to fog cloud effect. No spell resistance. (caster level 7).

Active Effects:
Mage Armor (extended)- 10 hours- +4 AC
Chameleon Stride- 5 minutes (cast at will so always active)- +4 stealth; 20% miss chance
Detect magic- 5 minutes

Spells Memorized (used spells in bold)
L0- 3- Confusion, Lesser, Chameleon Stride, Silent Image
L1- 6+1- Barkskin (2), Deep Slumber, , Suggestion (2); arcane spell- Mage Armor
L2- 4+1- Dimension Door, Haste, Summon Fey Friend II; arcane spell- Create Pit
L3- 2+1- Confusion, Summon Fey Friend III; arcane spell- Stinking Cloud
Oracle
L0- (unlimited)- Detect Magic, Detect Poison, Mending, Read Magic
L1- (6/day)- Cure Light Wounds, Protection from Chaos/Evil/Good/Law,



Zeph Illidian HP 89/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts))  d20+11=31 ; d20+14=28 ; d20+13=33 ; d20+13=22 ; d10+4=9 ; 2d6=6 ; d10+4=7 ;
Wednesday February 29th, 2012 8:33:02 PM

The golden glittering dust fills the air about him, but he shakes his head in protest (Will save = 31, nat 20)

Then, he scans the golden earth for any signs of footprints, so that he may spot an invisible caster (perception = 28)

Then, seeing Keela double over in nausea (how do you even cure that?), Zeph grabs the Quicken Rod from her belt that the party obtained from the Al Matharian Karkassan casters so long ago

Actions:
If Zeph spots the invisible attacker, he uses the Quicken Rod to cast his own Glitterdust (Will DC = 17) at the location of the invisible fellow in order to outline him in golden sparkles
Then he will charge the now-visible fellow, blade drawn, and dive it into his head (Hit AC 33, nat 20, confirm crit with 22? If it hits damage is 9cold iron slashing +6 holy = 15. If the crit is confirmed, then add 7 more damage for a total of 22)

If Zeph does not spot the invisible caster, Zeph will use the Quicken Rod to first cast Displacement on himself, and then use his standard action to cast Heroism on himself.
Then Zeph will draw his sword and step out from behind the saloon (to about F-14), eyes locked on The Patient,
He points at him and says, Bring it on. While thinking Can Sjurd flank from under The Patient?

Spells:
0: Daze, Ray of Frost, Detect Magic, Mage Hand
1: Shield(x), Grease, Expeditioius Retreat, Shocking Graspx2, Mage Armor (x)
2: Spider Climb, Glitterdust, Scorching Ray, Invisibility, Blur
3: Heroism, Dispel magic, Displacementx2 (x),
Telekenetic Fist: 8/8}

Wands: Fireball, Stinking Cloud, Mage Armor, Protection from Evil, Cure Light Wounds (Given to defend Bryn Baraz)
Rods: Lesser Extend (2/3), Greater Silent (From Karkassan), Lesser Quicken (2/3)

(Active: Extended Mage Armor (16hours)
Protection from Evil (5hours)
Detect Thoughts (8minutes)
Shield (8minutes)

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Wednesday February 29th, 2012 8:43:24 PM

ooc: Can Sjurd flank from under The Patient?... I'm guessing only if someone is above him and threatens.

Zeph Illidian HP 89/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts)) 
Wednesday February 29th, 2012 9:00:29 PM

OOC: I'm thinking at an angle of sorts. If I were threatening around his forehead and you by his heels? lol

Showdown at the Golden Corral Round 3 [DM Ben]  d20+8=21 ; d20+20=32 ; d100=87 ; 2d4+26=30 ; d20+11=12 ; d20+11=13 ; d20+11=31 ; d20+11=22 ; d20+7=10 ; d100=73 ; d100=50 ; d4+5=9 ; 3d6=10 ;
Thursday March 1st, 2012 6:48:20 AM

Dibs brilliantly requests help from a Fey friend. However, no sooner does the Djinni wink into existence, then it winks out. Zeph thinks he may have heard Dispel Magic being cast far above the party.

Garret threatens the large, demonic archer with a flurry of warnings. One of his shot lands home, but the dull thud of his fist against the beasts calf is discouraging. The way the flame fizzles against it's dark grey skin is even more discouraging. Garret sees no change in The Sniper after his lone strike is resolved. With a smirk, The Sniper leaps through the window, and sets his huge black wings to work. He careens across the battlefield directly to the upper floor of the brothel. Garret, you get an attack of opportunity

Zeph moves into the line of fire. He taunts The Patient, with the intent of provoking the flying beast with a sword to come closer. The rest of the party wonders if he has been enchanted to make this sort of decision. Nonetheless, Zeph uses a flurry of spell activity to both protect himself and empower his abilities.

The Patient glides down to Zeph, and in the process takes a swing at the brash caster. The casual swipe lands home, and deals the slash is surprisingly effective. "You look familiar, and pretty determined I reckon... You been waiting your whole life just to fail when it counts?" The Patient genuinely seems to recognize Zeph. No sooner are those words uttered, four darts fly through the air at Zeph in the exact same manner they launched at Keela. One strikes the illusion, but one lands true. A sweeping despair overtakes your body. Hit AC 32 for 30 damage, hit flat footed & flanked AC 31 for 19 damage, sickened for 4 rounds

Sjurd seems to think discretion is the better part of valor at this point, and buries his head (and the rest of him) in the sand.

Keela, Davdok, and Dibs need another glitterdust save (DC 23 Will).

https://docs.google.com/drawings/d/1RzI4hmIkPL5hwbtlkq4m47ejisgn5G8joOVSIALR4U4/edit

Golden Corral Map

===== DM Notes =====

FY -- 24 (R)

FU -- 3 (I) 8 (Ret)

FO -- 5 (I)

Keela -- 3 Sickened

Zeph -- 4 Sickened



Dibs Mckoy - AC 33/T27/FF25, CMD 20, HP -80/86 (Mage Armor; Cameleon Stride- concealment)) 
Thursday March 1st, 2012 11:35:30 AM

OOC- Unless someone cast Glitterdust a second time this round those of us that saved last round (Zeph, Keela and myself) shouldn't have to save again. Save negates the effect. If we failed our saves last round we'd get to save again this round to negate the effect.

DM Ben the pathfinder spells are still killing me. You are absolutely correct - the repeat saves are only for those previously failing. My apologies...

Jeff Yeah, these little changes kill me all the time too. This was a good change though... Glitterdust was way overpowered in the past.

Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:10/11 CMD: 22]  d20+12=24 ; d20+28=48 ;
Thursday March 1st, 2012 12:06:55 PM

Garret looks at his fist as he draws it back from the one hit he managed on the sniper. As he looks back up, he sees the sniper turning, about to leap out the window. Thinking quickly, Garret jumps quickly towards the beast, hoping to grab it around an arm and pinning a wing to its body.

OOC:
Come on dice, rolling CMB... 24...

If, by some miracle, that 24 is enough to grapple, Garret's trying to grapple the sniper, holding down its wing, and using the momentum to push the two of them out the window. Hopefully, by grabbing the wing, Garret will ride it down and use the creature as a cushion for his knees as it crashes into the ground. And if you need an acrobatics roll to do that, he'll even expend a ki point to help: 48! (Oh sure, NOW I roll the 20).

DM Ben and if 24 isn't enough, what's plan B?

Keela [AC 19; HP 7/61; CMD 18] [NOT Blinded; nauseated] [Extended Mage Armor] 
Thursday March 1st, 2012 1:21:24 PM

Gagging and retching, Keela staggers away from the combat [move to C-23].

DM Ben Keela is sickened, not nauseated. Feel free to take an action (-2 to just about everything, though...)

Dibs Mckoy - AC 33/T27/FF25, CMD 20, HP -80/86 (Mage Armor; Cameleon Stride- concealment)) 
Thursday March 1st, 2012 1:41:35 PM

"Why hello there" Dibs said as his summoned buddy appeared. "Why goodbye there" he said a second later when the summoned creature disappeared.

"Grrrrr... this guy is getting annoying" Dibs said as he started casting again, summoning a green cloud of poisonous vapors around the caster in the brothel.

Action:
Cast stinking cloud on brothel guy. DC 21 or be nauseated; also we have total concealment from him due to cloud effect. No spell resistance. CL=7. 20' radius

Active Effects:
Mage Armor (extended)- 10 hours- +4 AC
Chameleon Stride- 5 minutes (cast at will so always active)- +4 stealth; 20% miss chance
Detect magic- 5 minutes

Spells Memorized (used spells in bold)
L0- 3- Confusion, Lesser, Chameleon Stride, Silent Image
L1- 6+1- Barkskin (2), Deep Slumber, , Suggestion (2); arcane spell- Mage Armor
L2- 4+1- Dimension Door, Haste, Summon Fey Friend II; arcane spell- Create Pit
L3- 2+1- Confusion, Summon Fey Friend III; arcane spell- Stinking Cloud

Oracle
L0- (unlimited)- Detect Magic, Detect Poison, Mending, Read Magic
L1- (6/day)- Cure Light Wounds, Protection from Chaos/Evil/Good/Law

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Thursday March 1st, 2012 4:29:17 PM

The earth rumbles as Sjurd travels underneath the black tentacles toward the melee.

ooc: Sjurd moves to H17, still five feet underground.

Davdok - AC 18/14/14 - CMD21 - HP 53/59 - 13/13 Bombs  d20+6=20 ; d20+6=18 ;
Thursday March 1st, 2012 8:29:17 PM

First he was in tentacles, then just as suddenly he wasn't. Unfortunately for him, he couldn't quite get past the glitterdust's power. He couldn't see, and if he couldn't see he couldn't aim his explosives correctly. "This might take a while until I can see. What's going on?"

OOC: Wow, neither save gets there....well, darn.

Keela [AC 20; HP 7/61; CMD 18] [sickened] [Haste; Extended Mage Armor] 
Friday March 2nd, 2012 12:44:15 AM

Before she moves, Keela casts Haste on everyone in the party except Garret and Sjurd, whom she cannot see.

Haste on Keela, Davdok, Zeph, and Dibs, 8 rounds remaining.

Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:10/11 CMD: 22] 
Friday March 2nd, 2012 3:40:05 PM

OOC:
If the 24 isn't enough, then Garret can do little but watch the creature fly away. He should be able to see what's going on down below and can I use that lovely 48 acrobatics roll to jump down, away from all the nasty stuff, and roll around and head towards the other sniper position?

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Friday March 2nd, 2012 8:27:40 PM

Check

Showdown at the Golden Corral Round 4 [DM Ben]  4d8=19 ; d20+17=31 ; d20+17=23 ; d20+17=27 ; d100=12 ; d100=38 ; d100=13 ; d20+18=27 ; d20+11=26 ; d100=93 ; d100=64 ; 2d4+26=30 ; 2d4+26=31 ; d20+11=18 ; d20+11=16 ; d20+11=23 ; d20+6=7 ; d100=25 ;
Saturday March 3rd, 2012 7:10:11 AM

Keela enhances her comrades with Haste as she stumbles away. She wants no part of the combat that seems imminent.

Davdok holds his ground, trying to shake the golden motes from his eyes.

Dibs also holds his ground, and fires a nasty spell into the first story of the Brothel. Green, sickening, poisonous smoke and fog spew from the windows and doors of the decrepit house of ill repute. The Patient glances and snickers at Dibs. "What might be good for the goose, well, I think you should take a gander..." He says that uncomfortably loudly, like it wasn't really intended for Dibs at all.

A dark green cloud, reeking of rotten flesh and sulfur, starts between Keela, Dibs and Davdok. They see it just in time to be overwhelmed by it's horrific odor. (Stinking cloud, Fort save DC 23 vs. nausea)

Sjurd glides underneath the battlefield, poised to strike.

The Sniper returns fire to his original target, Zeph and fires three more rounds from the upper floor of the brothel. Every single shot would clearly have struck Zeph, but he shifts and phases at precisely the right moments to dodge all three arrows.

However, The Patient watches the well-fired arrows highlight the exact position of Zeph, and strikes twice with brutality. One hit lands exactly when Zeph is in the material plane. (Hit AC 27 for 31 damage)

In a move of unprecedented acrobatics, Garret sprints to the window frame, plants two feet on the side of the jam at waist level and propels himself sideways down the Saloon. Positioning himself like a cliff diver, he aims his body at the earth. Seemingly an instant before impact, he grips the slightest of irregularities in the siding of the building and does a complete back flip to land gracefully on his feet with a full head of steam. Garret tumbles deftly to the opposite side of the battlefield, and stares at the wall of green fog created by Dibs.

On his arrival, Garret sees four tiny darts burst from the green cloud. They fly harmlessly around the incredibly agile Halfling, with no effect.

https://docs.google.com/drawings/d/1RzI4hmIkPL5hwbtlkq4m47ejisgn5G8joOVSIALR4U4/edit

Golden Corral Map

===== DM Notes =====

FY -- 23 (R)

FU -- 2 (I) 7 (Ret)

FO -- 4 (I)

Keela -- 2 Sickened

Zeph -- 3 Sickened

Davdok - Blind



Zeph Illidian HP 40/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement))  d20+16=28 ; d20+15=25 ; d20+12=30 ; 5d6=20 ; 4d6=18 ;
Saturday March 3rd, 2012 4:50:35 PM

(OOC: Sorry I couldn't post Friday. This is my action for Last Round if that is OK?
Keela's Haste has pushed my AC above 27 btw)

DM Ben I don't think the Heroism cancels the Sickened condition. Is there something else?

Arrows and darts fly about him as he dodges and moves... right into OUCH!
The Patient's falchion slices him across the chest, sending blood into the sky.

Zeph grits his teeth and looks at the Patient as Keela's haste spell speeds up his body movements

Actions for Thursday March 1
Looking up at the devilish bat-winged beast, Zeph replies, "Oh, recognize me? Let's see if I learned any tricks since then!?"

The elf kicks golden sand into the creature's eyes, and then swipes his blade behind him to distract any invisible flankers
(Feint as move action bluff DC = 30, forgot +2 for Heroism)
Then he quickly ducks down, dodging an angry swipe of falchion and a burst of electricity erupts from his palms. (Concentration to cast defensively DC is 17, 25 is success!)

Zeph reaches up and grabs The Patient's neck, sending the electrical surges all throughout his cranium (Hit Touch/Flat footed if Feint worked AC 30 for 20 electricity and 18 sneak attack damage for atotal of
38 damage to the Patient)

Then, he flips his Quicken Rod again, casting Blurr on himself (do we add 50%+20% = 70% or roll twice, once for each?)

Spells:
0: Daze, Ray of Frost, Detect Magic, Mage Hand
1: Shield(x), Grease, Expeditioius Retreat, Shocking Graspx2(x), Mage Armor (x)
2: Spider Climb, Glitterdust, Scorching Ray, Invisibility, Blur
3: Heroism(x), Dispel magic, Displacementx2 (x,x),
Telekenetic Fist: 8/8}

Wands: Fireball, Stinking Cloud, Mage Armor, Protection from Evil, Cure Light Wounds (Given to defend Bryn Baraz)
Rods: Lesser Extend (1/3), Greater Silent (From Karkassan), Lesser Quicken (2/3)

(Active: Extended Mage Armor +4acs (16hours)
Protection from Evil +2acs (5hours)
Detect Thoughts (8minutes)
Shield +4acs (8minutes)
Heroism: +2to-hit, saves, skills (80minutes)
Haste +1ac,+1ref,+1to-hit, +1atk(8minutes)
Sickened -2to-hit and dmg
Displacement: 50% miss chance
Blurr: 20% miss chance

Zeph Illidian HP 40/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste))  d20+10=20 ;
Saturday March 3rd, 2012 4:52:50 PM

Also Zeph tries to read any more thoughts the Patient might be emitting about his history vie Detect THoughts (and sense motive = 22)

Keela [AC 20; HP 7/61; CMD 18] [sickened, nauseated] [Haste; Extended Mage Armor]  d20+4=18 ;
Saturday March 3rd, 2012 7:37:43 PM

Now Keela really is nauseated as the vapors in the cloud overwhelm her. She staggers out of the miasma, coughing and gagging.

[Single move to H-26]

Haste on Keela, Davdok, Zeph, and Dibs, 7 rounds remaining.

DM Ben Do you want to roll your d4+1 nausea rounds, or do you want me to?

Keela [AC 20; HP 7/61; CMD 18] [sickened, nauseated] [Haste; Extended Mage Armor] 
Monday March 5th, 2012 12:09:02 AM

[OOC: Let's have you roll it. You keep track of effects on me; I keep track of my spell durations. How's that? :) ]

DM Ben SOLD!

Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:10/11 CMD: 22]  d20+12=26 ; d6=5 ; d8=6 ;
Monday March 5th, 2012 12:25:30 PM

Seeing the massive clouds form all around him, Garret pauses in his rush towards the other building. Without a moment's indecision, he stops, dust flying as he quickly changes direction and runs back between the various spell effects and to where Zeph and the Patient are battling. As the Patient is in combat with Zeph, Garret with attempt to move quickly to him and strike a focused, crippling blow to the Patient's knee.

OOC:
Possible to flank with Zeph on the patient? Not going into either effect cloud, but around H16. Going for a stunning blow, hits AC 26, unless flanking, then it hits AC 28. If hit, it's 6 damage (Plus 5 fire, for what it's worth), and a DC 20 fort save or he's stunned for 1 round.

Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -80/86 (Mage Armor; Cameleon Stride- concealment, Haste))  d20+17=27 ;
Monday March 5th, 2012 3:32:35 PM

Dibs ran for the edge of the stinking cloud with one hand pressed against his mouth in effort to keep his lunch in its rightful place. He made it not a moment too soon (Fort save 27).

Now in a better position Dibs took quick inventory of the battlefield, and quickly realized he had to do something about the sniper.

"SILENCIO IMAGRIO" he muttered and seconds later and illusionary wall of stone appeared and covered one entire side of the brothel.

Hopefully that keeps him from sniping from those windows Dibs thought. Maybe if I get lucky, the wall will also keep the spellcaster on the first floor in the cloud a little longer.

ACTIONS:
1) For save successful

2) Move 30' (thanks to haste) to C14

3) Cast Silent Image- to make as stone wall appear on the entire side of the brothel where the sniper is shooting. Will Save (if interacted with)= DC19; No SR; 11 10X10' cubes, so I should be able to cover almost 4 floors of one side of the building. The goal: Primary- make the sniper think there is a wall covering his line of sight, so he can't fire. Secondary- keep the caster in my stinking cloud longer, if possible.

Active Effects:
Mage Armor (extended)- 10 hours- +4 AC
Chameleon Stride- 5 minutes (cast at will so always active)- +4 stealth; 20% miss chance
Detect magic- 5 minutes
Haste

Spells Memorized (used spells in bold)
L0- 3- Confusion, Lesser, Chameleon Stride, Silent Image
L1- 6+1- Barkskin (2), Deep Slumber, , Suggestion (2); arcane spell- Mage Armor
L2- 4+1- Dimension Door, Haste, Summon Fey Friend II; arcane spell- Create Pit
L3- 2+1- Confusion, Summon Fey Friend III; arcane spell- Stinking Cloud

Oracle
L0- (unlimited)- Detect Magic, Detect Poison, Mending, Read Magic
L1- (6/day)- Cure Light Wounds, Protection from Chaos/Evil/Good/Law


Zeph Illidian HP 40/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement))  d20+12=30 ; d20+12=31 ; d10+4=11 ; d10+4=6 ; 2d6=10 ; 2d6=12 ; 4d6=9 ; 4d6=18 ;
Monday March 5th, 2012 4:07:36 PM

Actions for the current round

Zeph and The Patient lock swords in the deadly dance of warriors.
cling, tink, swipe, woosh, duck, step step
The Elf will wait for Sjurd or Garret to flank with him, and as soon as he gets the signal from the Blood Witch or Monk, Zeph presses the attack against the now-distracted opponent.

Full Attack action (with Keela's Haste, woot!)
Hit AC 30 (or 32 with flanking) for 11slashing+10holy+9sneak attack = 30 damage to The Patient
Hit AC 31 (or 33 with flanking) for 6slashing+12holy+18sneak attack = 36 damage to The Patient.
Total possible = 66 damage to The Patient

As Sjurd or Garret threatens with their own armaments, Zeph's blade swoops and dives, as he ducks and sidesteps each counterattack, first slicing deep into The Patient's kidney, then slapping the falchion away and inserting the Curveblade into the demon's demonic armpit... and thrusting hard.

Spells:
0: Daze, Ray of Frost, Detect Magic, Mage Hand
1: Shield(x), Grease, Expeditioius Retreat, Shocking Graspx2(x), Mage Armor (x)
2: Spider Climb, Glitterdust, Scorching Ray, Invisibility, Blur
3: Heroism(x), Dispel magic, Displacementx2 (x,x),
Telekenetic Fist: 8/8}

Wands: Fireball, Stinking Cloud, Mage Armor, Protection from Evil, Cure Light Wounds (Given to defend Bryn Baraz)
Rods: Lesser Extend (1/3), Greater Silent (From Karkassan), Lesser Quicken (1/3)

(Active: Extended Mage Armor +4acs (16hours)
Protection from Evil +2acs (5hours)
Detect Thoughts (8minutes)
Shield +4acs (8minutes)
Heroism: +2to-hit, saves, skills (80minutes)
Haste +1ac,+1ref,+1to-hit, +1atk(8minutes)
Sickened -2to-hit and dmg
Displacement: 50% miss chance (extended 14rounds)
Blurr: 20% miss chance (7 rounds)
Sickened: -2damage/to-hit

Zeph Illidian HP 40/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement))  d20+12=29 ; d20+12=17 ; d10+4=7 ;
Monday March 5th, 2012 4:36:05 PM

(OOC: Just realized that a roll of 18-20 are crit threats with Curveblades. So I roll.... a 29 and 17 to confirm crit! One probably connects, and that means 7 more damage!)

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Monday March 5th, 2012 4:39:57 PM

ooc: Waiting on a response from DM Ben before posting.

DM Ben Tanner, you can make an attempt, but I can't guarantee success. Some monsters have funky abilities, you know? I say - Go For It!

Showdown at the Golden Corral Round 5 [DM Ben]  I had rolled a ton of dice on my phone and drafted our combat, but now that I'm trying to post the vast majority of numbers have disappeared. Enjoy!
Monday March 5th, 2012 9:00:01 PM

OOC: I scoured "le internet" for guidance and errata on the stacking of Displacement, Blur, Blink and Invisibility. NO consensus or official statement was made. I then bounced the idea of the Rules Center, to which Al replied the effects are too similar and should not stack. I was willing to accept a 60% miss chance (50% for displacement, plus 10 % [20% of the remaining 50%]). The displacement grants an effect "like concealment" and the blur adds "concealment" which are ruled to not stack.

However, as it was a back-dated post and none of the percentile rolls were in the impacted 50-60 range, let's chalk it up to a learning experience and Zeph can have his spell slot and rod charge back. I think a re-do of a back-dated post would be too magnanimous, but having you burn the spell (and rod charge) is too strict.

Is everyone OK with that? To the business at hand:


Zeph artistically flourishes his sword at his unseen assailants, which distracts The Patient for just an instant. Zeph detects What in the Sam Hill...? and twists nimbly to apply an electric jolt to the jugular of The Patient. The sneak attack clearly surprises the hulking, demonic brute. The damage seems significantly muted, as a shock to the neck would be more...shocking?

The Patient strikes at Zeph, but the magical protection serves it's purpose. What surely would have been a killing blow whistles harmlessly as the vicious blade penetrates the elf's would-be duodenum and spine.

For the first time, Zeph detects a new line of thought. "Come on, brother. Take down the mark, now, or I will!" In an instant, four darts flutter from the fog. Green vapor trails linger in the spiraling wake of the rifled steel stakes. A contrail abruptly ends at the base of Zeph's spine, and lodged deep in the back of his neck a dart causes a critical wound. One harmlessly drifts through an elven ear canal, as the displacement negates a mortal wound. A third phases through one kidney, but the fourth and final dart aligns with the same organ as it re-materializes. (Hit flanked, flat-footed AC 33 & 25, for 21 and 11 damage respectively). The Patient responds to Zeph's query, "Well, I knew you could cry back then, and I knew you'd go through life unloved, unwanted and underwhelming. So, you're pretty much what I expected..."

Garret, still half-haughty, half giddy at the dexterous dive he made seconds ago, he slams on the brakes as he approaches the Brothel. A new green cloud from Dibs explodes in front of him. For an instant he thought he saw a figure moving behind the window frame, only to disappear in the fog. Seeing a golden opportunity, he easily uses his speed to flank with Zeph.

As Garret is lining up the paralytic punch to the patella, he feels The Patient whirl with blazing speed. Simultaneously, the falchion from the hulk strikes the Halfling as the Halfling strikes the hulk. Never having seen this type of maneuver, Garret is at first perplexed, then feels the undeniable pain from his left forearm. A flashback to his sensei -- "Keep your blocking hand at the ready, Mr. Goodbarrel, or you shall lose your head!" This is the exact scenario he addressed, and judging by the depth of the gash, he would have been decapitated. (Hit AC 36 with AoO for 27 damage).

The strike from the monk's fist delivers a muted thud, with the fire damage mimicking the previous result on The Sniper. The orange glow surges through the dark veined wings of the beast, and shine in his eyes. He snickers at the Halfling, and glances at the deep incision in Garret's arm. It may have nicked the brachial artery, as the flow begins to spurt. "You sure you want to lock horns with this bull? We might have some ponies for you to wrestle, 'cept I torched the stables. Looks like you're losing quite a bit of blood. You might already be down a half-pint!" With that, he steps 5 feet to the northeast, avoiding the flank and taunting the combatants.

Keela moves to a position of cover, although it appears the other buildings will soon be ablaze. She struggles to overcome the power of the nausea, but looks desperately consumed. (4 rounds of barfing for you, ma'am.)

Dibs coats the face of the Saloon in illusory stone, with the purpose of confounding ranged combatants. It sounds as though the ruse was ineffective, as moments later you hear Abyssal tongue on the upper story tapping into divine reserves.

Dibs, Davdok, Garret and Zeph feel a wave of darkness and hatred wash over them. An Unholy Blight fills the air, and The Patient grins as the surge of evil overcomes the holy heroes. (21 damage, sickened for 1 round, Will save DC 16 for half damage and negates sickened)

From the sky you hear the utterance of an arcane spell, and all the casters instantly recognize Slow. Their blood cools, their bodies lurch, and what once was lithe and supple now feels overworked and brittle. (Zeph and Dibs are no longer hasted, Garret needs a DC 23 Will save or be slowed.)

===== DM Notes =====

FY -- 22 (R)

FU -- 1 (I) 6 (Ret)

FO -- 3 (I)

Keela -- 1 Sickened, 3 Nausea

Zeph -- 2 Sickened

Davdok - Blind



Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Monday March 5th, 2012 11:33:22 PM

ooc: Whether or not The Patient has Uncanny Dodge or some such wasn't really my question. I'm sorry if there was some confusion. Sjurd is a primary spellcaster, so he's not going to attempt a touch attack unless he has reason to believe that The Patient would be caught off-guard somehow. Otherwise he's just putting himself in harm's way. Does gliding through the earth qualify as concealment for the purposes of a touch attack?

DM Ben Sure. I didn't know that was all you were asking, but I don't see why not. I apologize for slowing you down.

Keela [AC 20; HP 7/61; CMD 18] [sickened, nauseated] [Extended Mage Armor] 
Tuesday March 6th, 2012 9:18:36 AM

Keela takes gulps of air, trying in vain to quell the nausea that threatens to overwhelm her.

[OOC: Slow dispels Haste, so my understanding is that those who were Hasted are now moving at normal speeds. Anybody not Hasted is Slowed, assuming the area was wide enough to get all of us.]

Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -70/86 (Mage Armor; Cameleon Stride- concealment, Haste))  d20+8=17 ; d20+18=28 ;
Tuesday March 6th, 2012 11:21:52 AM

For the first time since this battle started Dibs started to seriously question if this was one they could win. With two allies sickened and one blind and most of their enemies still very much in the picture the picture was starting to look fairly bleak. Dibs looked for an escape strategy, but he was reminded of the fact that his mobility was seriously hampered by his peg leg.

Going to need all the speed I can get. And with that, Dibs cast haste, thereby cancelling the slow effect which cancelled Keela's haste effect.

As Dibs waited for the counterattack that would come at any moment, he searched his memory for anything he could remember about the enemies before him.

Actions:
Successful save- 28
Cast haste- I think i can get everyone but Keela.
Knowledge (planes) check- 17

Active Effects:
Mage Armor (extended)- 10 hours- +4 AC
Chameleon Stride- 5 minutes (cast at will so always active)- +4 stealth; 20% miss chance
Detect magic- 5 minutes
Haste- 7 rounds

Spells Memorized
L0- 3- Confusion, Lesser, Chameleon Stride, Silent Image
L1- 6+1- Barkskin (2), Deep Slumber, , Suggestion (2); USED- arcane spell- Mage Armor
L2- 4+1- Summon Fey Friend II; arcane spell- Create Pit; USED- Dimension Door, Haste
L3- 2+1- Confusion, USED: Summon Fey Friend III; arcane spell- Stinking Cloud

Oracle
L0- (unlimited)- Detect Magic, Detect Poison, Mending, Read Magic
L1- (6/day)- Cure Light Wounds, Protection from Chaos/Evil/Good/Law


Garret Goodbarrel [AC:37/37/30 HP:44/66 Ki:9/11 CMD: 22]  d20+17=35 ; d20+17=30 ; 3d8+3=15 ;
Tuesday March 6th, 2012 12:33:30 PM

Garret will stop and look down at his gushing arm in surprise. He thinks, "Where did that come from? That thing has a longer reach than I thought it did, I'm going to have to be more careful when approaching it." He shakes off the effect of the darkness from above and looks at the Patient.

He takes a slow step back, staring into the creature's eyes as he does so. As he stares down the creature, his blood dripping off his arm, he reaches around into his pack, pulls out a small vial, and drinks it down. The blood stops flowing immediately. Garret drops the vial and it shatters as it hits the ground. He crouches down and gestures for the creature to come to him.

OOC:
Will save against slow: 35, yay. Not slowed, then also hasted from Dibs. Almost dead, but a FAST almost dead.
Will save against unholy blight: 30.
Drinking potion of cure serious (15)
As a swift action, he will use a ki point to increase his AC temporarily.

Hasted (+1 atk, +1 ref save, +1 AC)

Zeph Illidian HP 40/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement)) 
Tuesday March 6th, 2012 2:42:17 PM

(OOC: So my two attacks for Friday March 2nd didn't happen?)

DM Ben Of course they did. Why? Is something amiss?
Zeph: Oh sorry, I misunderstood. teh Blurr didn't happen, but I stabbed em good right?
DM Ben:
1) If you want to save the Blur slot and rod charge, you can. If you want to have multiple spells in effect that do not stack, you can.

2) You stabbed him, but not as well as you hoped. He seemed to dodge your sneakiness, and reacted with great agility to your flank.

Sjurd [HP:88/88 AC:18/15/18 CMD:17]  d20+7=16 ; d20+7=14 ; d20+15=32
Tuesday March 6th, 2012 7:36:12 PM

ooc: I'm going to have to post only one round's worth of actions, since the results of my actions would significantly affect what happened next.

Sjurd quickly flies through the earth and stone and emerges from underneath The Patient, attempting to grasp hold of his ankle with a spell on his lips. "How you say, tag!"

ooc: Use Bit of Luck. Attack 16 vs. Touch AC. Target is also flat-footed unless they have Uncanny Dodge. Cast heightened bestow curse. Will save DC 21 or -4 penalty on attack rolls, saves, ability checks, and skill checks. Also, since only my head and hand are sticking out of the ground, I would qualify for cover (up to 50% covered) or improved cover (over 50% covered).

Spell penetration check 32

======================
TEMPORARY EFFECTS
47 temporary hit points
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.

CONSTANT EFFECTS
Bear's Endurance, True Seeing, Mind Blank, Foresight, Polymorph

SPELLS (--, 4+1, 4+1, 3+1, 2+1)
0 (DC 17) - lesser confusion#, daze#, guidance, comprehend languages, read magic, detect magic, mending, stabilize, deathwatch, gentle repose, detect poison, resistance, prestidigitation, message, endure elements, enlarge person, reduce person, virtue, cooperation, clean blood.
1 (DC 18) - calm emotions#, charm person#, sleep#, detect thoughts, speak with animals, identify, purify food and drink, goodberry, disguise self, doom, delay poison, remove fear, divine favor, animal messenger, bear's endurance, bull's strength, cat's grace, feather fall, surrender blood, witch's tool, true strike*.
2 (DC 19) - lesser geas#, enthrall#, hold animal#, clairaudience/clairvoyance, see invisibility, make whole, cure light wounds, spectral hand, scare, bestow curse, neutralize poison, resist energy, blindness/deafness, beast shape I, alter self, barkskin, reduce animal, call spirit, like calls to like, augury*.
3 (DC 20) - charm monster#, deep slumber#, hold person#, scrying, speak with dead, speak with plants, lesser restoration, cure moderate wounds, misdirection, fear, poison, remove curse, dispel magic, contagion, beast shape II, gaseous form, blink, tree shape, surrender self, flying broom, borrow fortune*.
4 (DC 21) - mind fog#, confusion#, heroism#, contact other plane, divination, arcane eye, tongues, remove disease, dream, crushing despair#, baleful polymorph, remove blindness/deafness, protection from energy, polymorph, beast shape III, mass enlarge person, mass reduce person, stoneskin, purify, eye of newt and toe of frog, freedom of movement*.

* Domain spell.
# +2 DC
Witch Spell List


Zeph Illidian HP -2/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement))  d20+11=21 ; d20+12=23 ; d20+17=20 ;
Wednesday March 7th, 2012 1:06:09 AM


Pain
The darts land in his spine and back as he blinks into existance.
THe thought pops in his head, Invisible attacker... noted
Then The Patient slices deeply into Garret,
Then the demon sidesteps and begins to summon that same sticky unholyness abouthim
, Zeph swipes with his blade (Hit AC23?) if the casting Unhyoly Blight provokes AOO.

But then the wave of nausea hits him, and though his will is strong, his body is weak and his legs begin to give way to the void.

(Will save = 21. so 21+11+10= 42. I'm at -2 hp.
If Zeph can use a hero point to gain a standard action, he would like to step and pop a potion as well.

DM Ben I think retrieving a potion is a move action (at least) and drinking the potion would be a standard action (at least). "A Dying creature is at negative hit points and has not stabilized. A dying creature can take no actions." However, You can burn two hero points to "cheat death" but it might just put you at zero. Does Zeph already have a potion in hand, or some way to grab a potion as a free action?

Zeph: Well, A handy haversack allows the retrieval of any stored item as a move action. I could see Zeph placing a potion on his beltloop next to his quicken rod and CLW wand, if that allows for faster retrieval and usage, but I never specified.
If all I can do is get a free action... then Zeph would like to quickenedly cast Invisibility as he falls to the dirt.

Showdown at the Golden Corral Round 6 [DM Ben]  d20+16=28 ; d20+16=28 ; d20+18=24 ; 2d4+26=32 ; d100=34 ; d20+20=33 ; d20+20=38 ; d20+20=36 ; d20+15=18 ; d20+18=37 ; d20+20=27 ; 2d4+26=29 ; d10+11=18 ; d10+11=19 ; d4+1=2 ; d4+1=4 ; d4+1=2 ; d4+1=4 ; d20+13=14 ; d20+13=33 ; d20+13=21 ; d20+8=14 ; d20+13=33 ; d4+5=8 ; d4+5=9 ; 3d6=8 ;
Wednesday March 7th, 2012 1:03:23 PM

Zeph crumbles to the dirt, puss forming in the gashes and punctures in his body, as the unholy blight finally drops him. The capillaries around his wounds seem to become charred, like a fanning fen of filthy septic fluid around each gap in his torn flesh. The elf looks to grab the Al Mathir rod, but it too falls motionless and lifelessly to the gold-flecked dust.

The Patient whispers almost longingly, "About what I expected..." A hint of sadness fills the void as the beasts voice trails off, but not for long. As Sjurd rises through the golden dust, his hand lunges for the burly warrior with the nimble blade. Unprecedented speed brings the Falchion in a sweeping motion at the arm and neck of the reaching elemental. The spell seems to penetrate the hellacious defenses, but the brutal rage of the beast seems unaffected. (AoO hits AC 24, 29 damage to Sjurd)

In an instant, the Halfling monk takes spacing and quaffs a potion. Revitalized and rejuvenated, he feels a second wind. Leaning in to the fight, he taunts the lone melee combatant. As he repositions, a hail of darts whistle through the sky, again the green vapor lingers in the wake of the missiles. Three are poorly timed, missing Garret as he repositions. However, one strikes him directly behind the left side of his jawbone, below his ear. The dart plunges into his neck so deeply, he feels a burning sensation in his throat. Before he can bring his hand to his neck, the dart is gone. The rush of blood in his esophagus nearly causes him to gag as the dart magically returns to the cloud. (Hit FF AC 33 [and AC 33 to confirm], 25 damage to Garret)

As the hail of ranged fire continues, The Sniper levels his eyes at Dibs from the upper story of the Brothel. Three arrows are loosed in rapid succession. One strikes the Gnome in the upper right side of his chest, just below the collarbone. The next buries itself in Dibs' midsection, perhaps nicking his pelvis. The third lodges firmly in the wood of the peg leg, and while an impressive shot, it has no true bearing on the small and charismatic caster. (Hit AC 38 and 36, 18 and 19 damage to Dibs)

From the sky, directly above Garret comes the familiar arcane verbal components of Magic Missile. Keela had worked so hard to stay out of the fight, but with Zeph on the ground attention could be turned to another mark. Four tiny flaming and shadowy gaping maws reach through the air and strike unerringly into the nauseated mage. Each produces a plume of atomized blood, as maws sink violently into the isolated wizard. Keela struggles to take a few more steps into the Saloon, hoping to gain protection from the aerial assault, but she collapses to her knees with the third, and finds herself facedown in bloody, retched, cold dust covered in her own vomit. (4 magic missiles, 12 damage to Keela)

The Patient seizes his opportunity to strike. Another caster in the middle of melee, and so close! With a massive lunge, the black leathery wings stretch to their full span, and for an instant the sun is completely obscured by the silhouette of a terrifying warrior. Dibs feels his eyes struggle to adjust to the contrast as the dark wings form an eclipse of rage. Before the heavy boots settle to the earth, Dibs feels a powerful slash on his right shoulder and upper back. It's strange, because it doesn't even hurt -- at first. The speed and power of the strike rock the little body of the Gnome before the pain reaches his head. But when it does, the burning sensation makes Dibs wonder if he can keep his feet. (Hit AC 37, 29 damage to Dibs)

The Southern walls of the Saloon and the Brothel are now completely engulfed. Flames spread so quickly on the dry, sun-bleached wood. Embers swirl from the stables and shacks behind The Patient, and smoke billows to the sky. Dry, clean smoke flies upward, creating a strange light contrast in the noonday sun. The bright, crisp cold morning has now been overcome by the raging inferno, a smoky veil, and the intense heat from the blaze causes you to shield your eyes. The fallen may not be able to protect themselves from the conflagration.

To the East, on the very edge of the green nauseating cloud created by Dibs a lithe form appears. The body materializes and you see another figure quite similar to both The Patient and The Sniper. More slight, more wiry, The Unseen shifts two darts from his right hand to his left, now holding four darts total. He lifts his fingers to his lips and lets loose a loud whistle, then scampers toward the stable and stretches his wings.

The Patient, towering over Dibs snaps his head around to look at the figure from the cloud. With a bound, he takes to the sky, taking a vector through the smoke on the South side of the Brothel. The Sniper springs from the burning window frame and takes a few very powerful beats of his outstretched wings, swooping to follow the others.

Your assailants clearly have no desire to continue the fight, but several of the Uncharted Heroes have fallen. Do those still standing wish to continue the fight?

===== DM Notes =====

FY -- 21 (R)

FU -- 5 (Ret)

FO -- 2 (I)

Keela -- 2 Nausea

Davdok -- Blinded




Garret Goodbarrel [AC:37/37/30 HP:44/66 Ki:9/11 CMD: 22]  d20+6=18 ; d20+18=23 ;
Wednesday March 7th, 2012 4:46:25 PM

Garret watches the creature take to flight. He only pauses a second to be sure it is not a trick before he runs over to the still form of Zeph. Using his hands and Zeph's own clothes, he tries to stop the bleeding (heal: 18). He says out loud, "Come on Zeph, you're not going to let that THING beat you! Stay with me!"

He takes a quick glance over his shoulder to see where the flying beasts go (Perception: 23).

Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -23/86 (Mage Armor; Cameleon Stride- concealment, Haste))  d10=6 ; d10=1 ; d10=10 ; d10=2 ; d10=4 ; d10=2 ; d8+1=8 ;
Wednesday March 7th, 2012 5:17:14 PM

OOC: Dibs has 20% concelment from Cameleon Stride, and it doesn't look like you rolled the percentages. If they have a means to see through the concealment let me know and I'll add another 19 damage. If not, I rolled the percentaged and got 2% on the second roll, which would be a miss.

DM Ben The chameleon stride spell looked like an invisibility-like effect. There were other factors at play. Out of combat now, so no biggie :-)

Laying on his back Dibs realized for the first time how beautiful the sky looked. "Man we got our butts handed to us, but it sure does feel good to be alive" he mutterred.

Carefully Dibs got back to his feet, quickly hobbled around the stinking cloud spell and cast a healing spell on the fallen Keela.

"Rest easy for a moment" he said to Keela. "The battle appears to be over and you need to regain your strength."

ACTIONS:
Cure light wounds. Heal Keela 8

Active Effects:
Mage Armor (extended)- 10 hours- +4 AC
Chameleon Stride- 5 minutes (cast at will so always active)- +4 stealth; 20% miss chance
Detect magic- 5 minutes
Haste- 7 rounds

Spells Memorized
L0- 3- Confusion, Lesser, Chameleon Stride, Silent Image
L1- 6+1- Barkskin (2), Deep Slumber, , Suggestion (2); USED- arcane spell- Mage Armor
L2- 4+1- Summon Fey Friend II; arcane spell- Create Pit; USED- Dimension Door, Haste
L3- 2+1- Confusion, USED: Summon Fey Friend III; arcane spell- Stinking Cloud

Oracle
L0- (unlimited)- Detect Magic, Detect Poison, Mending, Read Magic
L1- (6/day)- Cure Light Wounds, Protection from Chaos/Evil/Good/Law


Sjurd [HP:88/88 AC:18/15/18 CMD:17]  d20+15=21 ; d20+15=30 ; d100=22 ;
Wednesday March 7th, 2012 5:49:24 PM

"Now ve see vhat you can handle!" Sjurd the statue glides through the earth 30 feet west of The Patient. It is likely somewhat disconcerting to his compatriots, seeing just the head of their ally poking above the ground and moving on its own. The blood witch's mask quivers and he intones a spell.

ooc: Ley line check successful, 22.
Cast confusion, Will DC 23. The Patient takes a -4 penalty on attack rolls, saves, ability checks, and skill checks.
Use Bit of Luck. Caster level check for spell penetration 30

======================
TEMPORARY EFFECTS
The Patient takes -4 penalty on attack rolls, saves, ability checks, and skill checks.
18 temporary hit points
Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide.

CONSTANT EFFECTS
Bear's Endurance, True Seeing, Mind Blank, Foresight, Polymorph

SPELLS (--, 4+1, 4+1, 3+1, 2+1)
0 (DC 17) - lesser confusion#, daze#, guidance, comprehend languages, read magic, detect magic, mending, stabilize, deathwatch, gentle repose, detect poison, resistance, prestidigitation, message, endure elements, enlarge person, reduce person, virtue, cooperation, clean blood.
1 (DC 18) - calm emotions#, charm person#, sleep#, detect thoughts, speak with animals, identify, purify food and drink, goodberry, disguise self, doom, delay poison, remove fear, divine favor, animal messenger, bear's endurance, bull's strength, cat's grace, feather fall, surrender blood, witch's tool, true strike*.
2 (DC 19) - lesser geas#, enthrall#, hold animal#, clairaudience/clairvoyance, see invisibility, make whole, cure light wounds, spectral hand, scare, bestow curse, neutralize poison, resist energy, blindness/deafness, beast shape I, alter self, barkskin, reduce animal, call spirit, like calls to like, augury*.
3 (DC 20) - charm monster#, deep slumber#, hold person#, scrying, speak with dead, speak with plants, lesser restoration, cure moderate wounds, misdirection, fear, poison, remove curse, dispel magic, contagion, beast shape II, gaseous form, blink, tree shape, surrender self, flying broom, borrow fortune*.
4 (DC 21) - mind fog#, confusion#, heroism#, contact other plane, divination, arcane eye, tongues, remove disease, dream, crushing despair#, baleful polymorph, remove blindness/deafness, protection from energy, polymorph, beast shape III, mass enlarge person, mass reduce person, stoneskin, purify, eye of newt and toe of frog, freedom of movement*.

* Domain spell.
# +2 DC
Witch Spell List

Showdown at the Golden Corral Round 6 [DM Ben]  d20+16=35 ; d20+16=25 ;
Wednesday March 7th, 2012 5:55:48 PM

Double-save.

OOC: I confused your "Bit of Luck" for SR with tugging strands on will save. No change in result, but that's why I rolled the save twice.

Keela [AC 20; HP -5/61; CMD 18] [nauseated] [Extended Mage Armor]  d20-3=2 ;
Wednesday March 7th, 2012 6:35:28 PM

Keela slumps to the ground, unconscious and bleeding.

[Failed to stabilize.]



Davdok - AC 18/14/14 - CMD21 - HP 53/59 - 13/13 Bombs  d20+6=14 ; d20+6=9 ; d20+9=20 ;
Wednesday March 7th, 2012 9:29:00 PM

OOC: Both those rolls were for the Glitterdust effect...I...just can't catch a break. Third one was for the nauseated effect. Sorry for lack of posting, by the way, my exams got nuts.

All he could hear was noises, then smelling something awful. This was horrifying.

Zeph Illidian HP -2/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement))  d20+8=9 ;
Thursday March 8th, 2012 1:19:31 AM

As Garret attempts to plug the various sources of bleeding, Zeph rolls naty 1 for Fort save to stabilize.

Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -23/86 (Mage Armor; Cameleon Stride- concealment, Haste)) 
Thursday March 8th, 2012 10:12:22 AM

OOC- I changed my action (edited above)... healing Keela instead of myself. Didn't realize she was unconcious.

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Thursday March 8th, 2012 10:21:07 AM

ooc: I can cast two more 4th-level spells. I had planned on using baleful polymorph to turn Keela into a duck, change into an air elemental, then grab her and fly away. This fight isn't going very well for us. Would anyone like to turn into a duck for flying away? :)

Garret Goodbarrel [AC:37/37/30 HP:44/66 Ki:9/11 CMD: 22] 
Thursday March 8th, 2012 12:40:24 PM

Garret sees the blood stop flowing and gives Zeph a slap, "Wake up!" He looks around at the flaming buildings and starts to worry about them falling around them and starts to pick up Zeph to carry him further away from the flames and buildings.

OOC:
With a heal check of 18, Zeph should be stable.

Showdown at the Golden Corral Denouement [DM Ben] 
Thursday March 8th, 2012 3:12:37 PM

The three dark flying figures puncture the plume of smoke and disappear.  Wisely, Garret keeps his eyes to the sky, and notices four dark figures far to the East and North bound.  Perhaps there is more to this story?  The Halfling makes some improvised bandages for the gashes and punctures on Zeph, and while unconscious he does seem to be stable.  The quick thinking monk attempts to scoop his broken companion from the battlefield and looks around.  It appears the entire town will be no more than ash and distant memory in a few hours...
 
Sjurd feels their goose is cooked, and considers turning a seared comrade into a duck.  By the time this combat ostrich cranes his neck to the rest of the flock, he starts to feel a little chicken.  The enemy has flown the coop.  He stands pigeon-toed for a second, a stark contrast to his typical proud peacock prancing and preening.  On a lark, he swoops in to help the tiny and courageous Garret with the considerably larger Zeph.  The destruction of the rest of his party while he was underground leaves the typically cocky Sjurd walking on eggshells
 
As the buildings start to collapse, Dibs hobbles to Keela, arrows protruding from his chest, abdomen, and peg-leg.  He awkwardly hunches over the fallen mage.  She looks crumpled and folded like frustrating origami, and the ground around her looks like horrific medical waste.  Vomit, blood, mud, gold flecks and tears pool and congeal in the extremely dry dust.  Her still and quiet give Dibs a strange juxtaposition to the flurry and confusion of the last minute.  The vibrant flames and crashing buildings surround the Gnome as he leans to his friend.  His healing touch is just enough to move her from the edge of death.  Now he must move her again, to avoid being trapped by the hellacious inferno. 
 
The air rushes through the streets of Golden Glen, as the convection of the huge fire sucks in every bit of oxygen possible.  Like a giant, angry best taking a huge breath, the rush of cool disperses the remnants of cloud and fog magic from moments ago.  Davdok feels the whirlwind tug at his cloak, and an instant later he sees the signs of carnage.  Two newly-met comrades carry an unconscious Elven swordsman, while a bleeding Gnome lifts a mangy madam mage from the mud.  The demonic tentacles disappear, and the wagon is now the lone unscathed wood in sight.  However, the blazing fence posts are quite close, with the whirlwind flinging embers and small tinder in all directions. 
 
The noonday sun Dibs observed is shining brightly.  The fire, the smoke, the clear sky, and the golden earth are quite beautiful. 
 

Garret Goodbarrel [AC:32/32/25 HP:44/66 Ki:9/11 CMD: 22]  d20+18=36 ;
Thursday March 8th, 2012 3:44:30 PM

Garret stands and looks at the dim figures in the distance, trying to see anything he can. Are they all the same type of creature? Are they coming back? Are they watching the ground or heading down? (Perception: 36).

As Garret watches over the body of the still Zeph and the others are gathering away from the flames, he continues to watch the creatures and says out loud, "Well there is no way those things are what attacked those villagers. There is something going on here a whole lot more than just some gold claim jumpers."

Keela [AC 20; HP /61; CMD 18] [nauseated] [Extended Mage Armor] 
Thursday March 8th, 2012 11:50:47 PM

Keela sits up, then staggers to her feet.

"Thanks, Dibs," she says. Then, "where did they go?"

She is still queasy [1 more round left on the nausea, right], so she doesn't move right away. "I'll be all right in a second," she says. "I can cast a Rope Trick if we want. Give us a little time to recover."

Zeph Illidian HP -2/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement)) 
Friday March 9th, 2012 1:53:20 AM

Zeph dreams:


Swipe, tink, chik, swoop, dodge.
Zeph's father spars with him, each wielding a blade. He says, "Thrust, right, step, reposte, left."
Then he presses the attack, Block, duck, dodge, OUCH!
Zeph yells, "You said left!"
Zeph's father replies, "My mouth said left, my body said right. Which do you listen to, dead boy?"
Fire
Smoke
Screams
Gargul's voice: "Exactly how much do you want to meet your family?"


Slap.... why does Garret hit so hard?

Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -30/86 (Mage Armor; Cameleon Stride- concealment, Haste))  d8+1=9 ; d8+1=2 ; d8+1=5 ;
Friday March 9th, 2012 10:59:13 AM

"They flew off over yonder" Dibs said to Keela. "But don't you worry your pretty little self about them. Just rest. We need you back on your feet."

Dibs helped clean Keela off, before he removed the two arrows stuck in him. He left the one in his peg leg as a reminder of this recent defeat.

"I sure hope I'm not the healer in this party" Dibs muttered, as he wasn't very good at it.

ACTIONS:
Cure light wounds on Keela- heal 9
Cure light wonds on Dibs- 2+5 = heal 7

Active Effects:
Mage Armor (extended)- 10 hours- +4 AC
Chameleon Stride- 5 minutes (cast at will so always active)- +4 stealth; 20% miss chance
Detect magic- 5 minutes
Haste- 7 rounds

Spells Memorized
L0- 3- Confusion, Lesser, Chameleon Stride, Silent Image
L1- 6+1- Barkskin (2), Deep Slumber, , Suggestion (2); USED- arcane spell- Mage Armor
L2- 4+1- Summon Fey Friend II; arcane spell- Create Pit; USED- Dimension Door, Haste
L3- 2+1- Confusion, USED: Summon Fey Friend III; arcane spell- Stinking Cloud

Oracle
L0- (unlimited)- Detect Magic, Detect Poison, Mending, Read Magic
L1- (2/6)- Cure Light Wounds, Protection from Chaos/Evil/Good/Law


Sjurd [HP:88/88 AC:18/15/18 CMD:17]  d20+15=28 ; d20+15=21 ; d20+15=30 ; d20+15=32 ; d100+5=13 ; d100+7=47 ; d100+9=42 ; 2d8+8=12 ; 2d8+8=16 ; 2d8+8=16 ; 2d8+8=17 ;
Friday March 9th, 2012 11:26:23 AM

With a derisive grunt, Sjurd transforms back into his natural form of flesh and blood. There is not a scratch on him, save some dust and dirt left over from his tunneling. He brushes himself and watches the enemies flee the scene. "They vill return. Rats always return to the larder." He turns to look at his companions, nods once, then cracks his knuckles as small motes of arcane light dance around his fingers. "Who requires healing?"

ooc: Cast cure moderate wounds four times. Cure 12, 16, 16, and 17 damage to whomever wants it first.

After healing, Sjurd looks about the village. "Ve must investigate und leave as quickly as possible. Bryn Baraz vill likely be a target of their attention if ve tarry too long."

Garret Goodbarrel [AC:32/32/25 HP:44/66 Ki:9/11 CMD: 22] 
Friday March 9th, 2012 12:45:04 PM

When Sjurd appears and offers healing, Garret calls out, "Over here! Zeph won't wake up. He needs lots of healing." He takes a step back so he doesn't interfere with the healing energies.

OOC:
Zeph could use all of those healings.

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Friday March 9th, 2012 3:39:19 PM

ooc: Then let's say Sjurd heals Keela of 12 damage and Zeph of 49 damage.

Now let's search the place and get out! :)

Zeph Illidian HP -2/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement))  d20+9=15 ; d20+9=13 ; d20+9=26 ;
Saturday March 10th, 2012 4:55:16 AM

The waves of healing light enshroud Zeph,
inhale

His eyes open and he looks about, taking in the surroundings.

He says softly, "WHere are they?"
Hand reaches for sword, but he's shaking too badly.
Electricity didn't work

He grinds his teeth and slowly stands on shaky legs.
Blood clots in hair.
((Knowledge the planes = 15, knowledge local = 13, knowledge history =26. }}
Who are these guys?


Of Their Own Accord [DM Ben] 
Sunday March 11th, 2012 6:17:26 PM

===== DM Rewards =====

Everyone gains 6,000 XP

IRON POSTER Tanner - Scroll of Confess (I'll get it to you in game)

WEEKLING Addison - What do you want?

WEEKLING Jeff L - What do you want?

===== End of Rewards =====


The party watches the giant flames scream skyward, the old, cold, dry husk of a town disappearing in minutes. Like a funeral pyre, death and symbolism hang in the air. Davdok recognizes the fire for what it is, arson. The oils had saturated the old planks, expediting their destruction and emphasizing the purpose of the combat.

Zeph feels the flood of emotions overtake him, as all the colors and scents of the fire from his youth seem so similar. The loss of his parents to a blaze like this, and the comments of The Patient bring him closer to revenge than ever before. To see a guilty party, and to let him slip away, stir guilt and regret previously unknown.

Dibs and Garret take a few moments to watch the four figures depart northward. However, they do not seem to be interested in returning. Knowing both purpose and a sense of perspective from avoiding near-death, the smaller adventurers remember the push to Golden Glen was motivated by the chance to free captive women and children.

Keela seems rocked to the core, and contemplates if heroic life is really for her. Helping the needy and protecting the innocent puts her directly in harms way. Is this the best use of her talents? Mayhaps a classroom might better suit her demeanor.

Sjurd has much less esoteric concern. The bad guys are gone, he is fine, what were they protecting and why? The flames rage on, but when they die down he will search Golden Glen thoroughly. Foes of their talent and ilk do not prey and linger without reason...

None of the party seems able to piece together the race or origins of the ambushers. What were they? Why were they here? Why in this Uncharted land? One things seems certain: they left of their own accord. Their departure was not commentary on the tactical advantage...


Keela [AC 20; HP 20/61; CMD 18] [Extended Mage Armor] 
Sunday March 11th, 2012 9:47:58 PM

Keela has a Prestidigitation spell of her own, just in case Dibs' runs out.

When the group has been cleaned up, she says: "I don't like this. I don't like this at all. Where did they go? Are they coming back? Are they coming to Bryn Braz? We should get back there...."

Garret Goodbarrel [AC:32/32/25 HP:44/66 Ki:9/11 CMD: 22] 
Monday March 12th, 2012 12:17:26 PM

Garret looks around and says, "This just doesn't make sense. Keela, your friend came to town talking about being attacked -- but she was let go. There were supposed to be others that were captive here, but that group that attacked us couldn't be the same group. So who attacked your friend's group? And where are they? And where the heck did this group come from? They were clearly set up to ambush us. Are the two groups working together?"

"Zeph, get up and make sense of this, would you?"

Garret watches the buildings burn, looks around at the flecks of gold dust and tries to see if he can spot any sort of opening like a cave or mine entrance in the light of the flames.

Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -42/86 (Mage Armor; Cameleon Stride- concealment, Haste))  d8+1=3 ; d8+1=9 ;
Monday March 12th, 2012 1:47:06 PM

The reflection of the flames seemed to dance in Dibs' large gnomish eyes, but the reflection was blurred by the welling of tears.

"Darn smoke" Dibs said as he rubbed away the tears with his forearms. "Once this clears we should look for survivors and then head back home. In the meanwhile, perhaps we should search the surrounding area? Afterall, this burning might take a while."

Sjurd [HP:88/88 AC:18/15/18 CMD:17] 
Monday March 12th, 2012 2:13:45 PM

Sjurd looks around for a moment at the burning village, then nods. "I vill handle the fire." Once again, his form shimmers and wavers, becoming something half way between a spinning column of water and a crashing wave, semi-translucent and blue. The blood witch - now in water elemental form - goes toward the nearest fire.

ooc: Use polymorph, change to water elemental. "Drench" ability lets me extinguish fires in a 10'x10' area as a standard action. Do as much as I can, starting with the largest fire first.

Zeph Illidian HP -2/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement)) 
Monday March 12th, 2012 9:19:11 PM

Zeph stands and his mind is racing.

Electricity burst out of his hand and he rips it through a building's outer wall and screams.

Breathing heavily, he slows himself down and looks at Garret,
"They killed my parents. More than fifty years ago. I don't know why."

He strains his mind and can't think of any connection to the troupe of demonic assailants.
Could my mother or father have actually been involved with these guys?

Then he says to Dibs, "They kept on calling me The Mark. Do you know of an organization that marks targets for elimination?"

Sjurd has amazing divination skills... Zeph looks at his sword and sees The Patient's blood, "How much can this tell us?"

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