A Mineshaft Gap [DM Ben] Tuesday March 13th, 2012 5:12:35 AM
The scene poses contrast on several levels. As the party draws together physically to heal wounds and debate course of action, each member has diverging interests.
Keela thinks of her sister and the people of Bryn Baraz. She worries about these flying beasts and what will happen in the future. She worries about her family to the South.
Dibs thinks of the reason they came, and the immediate future of any survivors and captives.
Garret thinks of the past, present, and future all at once. Why did this happen, and what does it mean? He tries to anticipate the best course or at least next course of action.
Sjurd is fully committed to the present. He wants to search the destroyed town, find what they can, and move on. He sets his eyes to the Stables, and prepares to douse the inferno one small block at a time.
Zeph is entrenched in the past. How did a fire from half a century ago bring so much pain and destruction to the present? Why is he singled out by unknown attackers, seemingly with a personal axe (or falchion) to grind?
The fire burns out swiftly. Dry tinder, plenty of air circulation, and the chemical catalysts leave the party surrounded by flames for only a few minutes. Coals and embers line the streets. The vertical development of buildings, lining the streets, swiftly changes to walls of smoke and steam and flying ash.
As Sjurd douses the remaining flames at the stable, he finds an irregularity in the flooring. The fire seems to have burned much more efficiently in one specific area. The planks are much more completely burned, revealing a rectangular orifice in the ground. A few hunks of iron slag partially deformed and twisted leave evidence of perhaps hinges and a lock.
Was there a trap door? The access to air would explain the inconsistent burning pattern. The hole looks like it goes directly toward the old mine location. Is this some kind of secret tunnel?
Garret Goodbarrel [AC:32/32/25 HP:44/66 Ki:9/11 CMD: 22] Tuesday March 13th, 2012 12:55:25 PM
Garret looks around at the confusion and takes a deep breath. He grabs Zeph by the shoulders and says, "Zeph, Zeph! We're here. Today. We can avenge your parents, and we will. But focus on now!"
"I still don't understand what's going on, but I agree, we need to search this place to see what is here. Maybe we can find a clue as to why they torched this place. Keela, I share your concern about Bryz Baraz. But there is no point in heading there now. If those things wanted to burn the town, it will be long gone before we can get there. Let us focus here, now, and perhaps we will find some clues about what is going on here and why those things were waiting for us."
"Sjurd, anything look promising over there?"
Keela [AC 20; HP 20/61; CMD 18] [Extended Mage Armor] Tuesday March 13th, 2012 10:31:52 PM
Keela frowns. "Well, then, I guess we should see what's on the other side of that trap door," she says. It's probably too hot to touch at the moment, though. Is there anything else we can look at in the meantime?"
Davdok - AC 18/14/14 - CMD21 - HP 53/59 - 13/13 Bombs Tuesday March 13th, 2012 10:36:42 PM
Finally, he could see. What a way to show his usefulness. There was nothing he could do except grin and bear it. Speaking of bears, he was hungry. Wait, bad idea to continue down that train of thought. He needed to look around.
"So...uhm...can we pretend my little problem there didn't happen?"
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Tuesday March 13th, 2012 10:51:02 PM
Sjurd transforms back into his flesh and blood form, then calls out to the group. "There is a trapdoor here in the barn. Just a moment." The masked man takes several steps backward until he stands on solid earth, then once again shifts into a being of stone and rock. He disappears into the ground, sliding his way toward the side of the trapdoor shaft.
ooc: Polymorph to earth elemental. Travel sideways and take a peek past the trap door without opening it. I have darkvision in my elemental form.
Struggle in the Tunnel [DM Ben] Wednesday March 14th, 2012 4:41:09 AM
You all stare at a 3' x 3' hole in the ground, surrounded by coals and a few pieces of slag. What may have been a door is now completely burned away. You think because of the airflow, the fire more more effectively destroyed this section of the stables.
As Sjurd slides past the mouth of he tunnel, he sees ash and soot from the fire. The tunnel drops around 10 feet, with a few partially burned, smaller boards that were likely part of a ladder. Looking to the northwest, he sees a tunnel. The tunnel shows clear signs of struggle, and a trail of blood. The walls are scraped, a few blood spatters mark the wall, and what might be a human fingernail lays next to some scratch marks.
Perhaps the prisoners were taken this way?
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Wednesday March 14th, 2012 9:42:10 AM
Sjurd reappears on the surface and relays what he saw to the rest of the party in a gravelly, hollow voice due to his current elemental form. He sums it with, "I believe the prisoners vere taken that vay, but ve are depleted und must rest before attempting to explore. I vill scout ahead a bit more."
ooc: Sjurd will follow the tunnel, gliding through the earth and popping his head back into the tunnel in 10' increments until he sees something.
Garret Goodbarrel [AC:32/32/25 HP:44/66 Ki:9/11 CMD: 22] Wednesday March 14th, 2012 12:17:31 PM
Garret says, "Be careful, Sjurd, as you explore. We will rest here." He stands watch and ponders the destructive power of the creatures as they wait.
Keela [AC 20; HP 20/61; CMD 18] [Extended Mage Armor] Wednesday March 14th, 2012 12:57:47 PM
"If we're going to rest, we should unhitch the horses and find someplace safe to leave them," Keela says. "Well, relatively safe. And I can cast my Rope Trick for anybody who wants to use it."
Struggle in the Tunnel [DM Ben] Wednesday March 14th, 2012 5:12:45 PM
OOC: I have a check ride tomorrow, which occurs every 17 months to ensure I can still do my job. This is a big deal. My next job (or jobs) will likely be non-flying, so this is probably my last chckride for a very long time. Like maybe 5 years.
I may not post tomorrow, either out of anxiety, joy or grief.
Garret Goodbarrel [AC:32/32/25 HP:44/66 Ki:9/11 CMD: 22] Thursday March 15th, 2012 11:03:52 AM
"I think the rope trick will certainly provide some safety. If nothing else, it will hide us from any additional ambushes."
OOC: Hope it goes well with you!
Davdok - AC 18/14/14 - CMD21 - HP 53/59 - 13/13 Bombs Thursday March 15th, 2012 11:28:11 PM
"After what was most assuredly a harrowing battle, I agree we should rest, if only for the excuse to explore."
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Thursday March 15th, 2012 11:28:33 PM
ooc: checking in.
Zeph Illidian HP 48/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil, Shield, Detect THoughts, Heroism, Haste, Blurr, Displacement)) d20+15=29 ; d20+16=25 ; Friday March 16th, 2012 1:35:23 AM "If any are alive, we need to find them quickly."
He searches the trap door (perception = 29 for traps, 28 otherwise) for traps and looks at how it is locked. If all is clear, he will try to open it (disable device=25)
Garret Goodbarrel [AC:32/32/25 HP:44/66 Ki:9/11 CMD: 22] Friday March 16th, 2012 10:27:51 AM
"I agree, Zeph, but do be careful, you don't look like you're quite healed yet. If there's any kind of resistance, our entire group is rather weakened at this time."
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Friday March 16th, 2012 11:48:52 PM
ooc: .....I don't want a red X.
A Vision of Division [DM Ben] Sunday March 18th, 2012 7:15:03 AM
OOC: OK, flight evaluation is over, paperwork is done, all is well. In addition, I talked to my wife about getting an Android-based Samsung Galaxy Note phone. I've been highly frustrated by trying to post from my iPhone, and the lack of interaction between apple and google.docs (which is the primary data delivery method in the wold). Anyone have experience?
-------------------
Keela and the others elect to pause the rescue mission to rescue themselves. Low on arcane reserves, battered and humiliated from combat, and certainly not ready to continue the adventure, they hole up in a Rope Trick.
Does Davdok make an attempt to join the group?
Are the others accepting of their new-found companion?
Tune in next week to find out!
Sjurd pokes his head into the carved tunnel at roughly 10' intervals. He continues this way for around 25 to 30 checks, where the small tunnel he enters seems to meet the actual mine shaft from the old Golden Glen mine. As he glides through the earth he finds tiny ribbons of gold peeling rippling through the earth, as this area is quite rich with resources.
A large clump of rocks partially the tunnel proper, but with one glide he is on the other side. The collapse looks to have been recently cleared, and the droplets of blood increase on over the pile. Some streaks and smears of blood cover the fallen rocks, like bleeding bodies were shoved and dragged through a confined space.
As he clears the small tunnel, it opens to the mine shaft proper. Looking to the left (East), he sees the likely reason for the town abandonment. Many rocks and support structures are collapsed, and he can see a few skeletal limbs protruding from the cave in. Dessicated husks of miners (not minors) are strewn about the collapse.
Sjurd's sixth and seventh senses kick in, in a white flash he feels his mind transported back 150 years...
Men look at each other with distressed countenance as Sjurd's eyes focus. He sees their grief first, then he sees their faces. They look at the rocks, they look at each other, they look down in shame, and they look to the figurative sky despite being under ground. Soot and gold flecks are pushed into streams on their faces, shaped by sweat and tears.
A few men look at their hands, strong but broken. Their fingernails show dark rock dust packed deep into them, some show bits of human flesh, but from where? The pile of rocks seems unmoved by these men of action, and a few stand next to their fallen comrades in the rock pile. Sjurd seems to have arrived at the end.
No one is standing. Completely exhausted, they all sit or lay on the earth, some hold the cold dead hands of those crushed by rocks, and some are solitary. The eyes tell the story. Collapse, death, ruin and greed shroud this place. Haste for new found wealth have destroyed these men. Now they sit, surrounded by their ore with no food, no water, and no hope.
In another flash he sees the other side of the rock pile, a few women stand by in a vigil of grief for their fallen husbands. A few hold pickaxes in blistered hands with sweat-soaked dresses. It would take months, if not years, to move these rocks. But no one has months. This might be the last day any of the men are alive, but it certainly won't be the last day any women work to save them.
In the distance Sjurd can see the town of Golden Glen. Some wagons are already on their way out, and many are being loaded by sorrowful women, children, and elderly. The vibrant colors on the buildings, the signs, the hope and ambition are readily apparent to the witch. All of which was destroyed by the collapse.
Now, these men sit divided from what truly matters. Family, friends, food and fluids are far beyond their reach. Surrounded by gold and grief, they are divided...
In another flash, the vision is over. Sjurd sees the ore on the ground, next to the skeletons. He looks to his right, down the shaft, and sees a faint slit of reddish light poking through the wall of the mineshaft. He mutters to himself, "Perhaps zee others should see zis...?"
Garret Goodbarrel [AC:32/32/25 HP:44/66 Ki:9/11 CMD: 22] Monday March 19th, 2012 12:39:52 PM
Garret takes a space near the entrance to the rope trick so he can peek his head out on occasion to watch for anything going on outside when he's not sleeping and resting.
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Monday March 19th, 2012 1:51:29 PM
Sjurd travels back toward the party, gliding through earth and stone. He pops his head out of the ground near the side of the barn, looking around for a moment to find the party after the disorienting experiencing of traveling through earth. "There is something ominous down below. Not the kind I vould like to search by myself. A tunnel extends perhaps twenty spans, then branches to east und vest. To the east is a collapsed mine vith old, old corpses. To the vest is a glowing red light." He reaches up and taps the side of what would be his nose if he weren't wearing a mask. "Und ve all know that red light means evil. I suggest ve rest before exploring."
Davdok - AC 18/14/14 - CMD21 - HP 53/59 - 13/13 Bombs Monday March 19th, 2012 10:15:17 PM
"Corpses, that's never good. But I can at least try out something I've been tinkering with for the past few days. In the meantime, I agree with..." He pauses for a second, as if trying to remember something "...Sjurd. We should rest."
Keela [AC 20; HP 20/61; CMD 18] [Extended Mage Armor] Tuesday March 20th, 2012 12:46:26 AM
Keela casts her Rope Trick and scrambles inside. "Make yourself at home," she tells her friends.
"And, when somebody has a minute, I could use some healing."
Garret Goodbarrel [AC:32/32/25 HP:44/66 Ki:9/11 CMD: 22] Tuesday March 20th, 2012 12:13:57 PM
Garret says, "Good find, Sjurd. Let's all rest for the evening here in the Keela's magical house and head over to check out that light after we're all rested."
Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -42/86 (Mage Armor; Cameleon Stride- concealment, Haste)) Wednesday March 21st, 2012 10:13:34 AM
"My haversack won't be able to come into your extradimensional space" Dibs said. "And I hesitate to leave it unattended out here. Are any of you int he same position?"
If the group decided to all go into the space, Dibs will empty his bag inside the rope trick space and then look for a place to stash his haversack.
"Keela raises an interesting point regarding healing" Dibs said. "Are any of us accomplished healers? I for one am not. Assuming the rest of you are like me, perhaps we should invest in some healing wands to get us through situations like these."
Soon after Dibs lay back and started resting his hurts and his wounded pride. It had been a long day.
A Blanket of Smoke [DM Ben] Wednesday March 21st, 2012 10:59:40 AM
As Sjurd glides and bounces through the tunnel on his return, he bumps into a cylindrical case buried in some dust and rubble near the cave in en route to the stable entrance. He finds the case in an unexpected spot, but it seems to have just what he wanted. He finds a scroll of Confess within the case. It must have been dropped by those moving through the access corridor as they displaced the rubble. Finders keepers...
Keela, Davdok, Dibs, Zeph, and Garret nest in the rope trick, waiting for Sjurd to return. Once re-united, the witch describes the events and hints at potential for evil causing the red glow.
After performing her matronly Rope Trick duties, Keela settles in for some down time. She mentions how she could sleep better if the puncture wounds in her spleen were repaired, or the deep contusions in her chest did not exist.
Zeph seems to disagree with the group about resting. He feels as though saving lives was the purpose of the visit, and an 8 hour nap in the middle of the afternoon doesn't align with that purpose. After voicing his opinion, but looking at the resources of his compatriots, he finally does acquiesce.
Dibs reflects on the combat, and how one *thing* seemingly ran roughshod through the entire party, but with support. He sees the ambush as a learning point, but is thankful they have all survived. On the flip side, these foes are not to be taken lightly. While Zeph may have an excellent point about haste, Dibs is cautious about getting over-extended.
Garret is more focused on the task at hand. He seems very much the voice of reason, and recommends Zeph belay his zeal for a healthy meal, and quality rest. He thanks Sjurd for scouting, and stands vigil for his casters. He knows their minds are fragile, and in need of unfettered rest. Though he appears as a child to other noble races, he seems much more the parent of this group. A Fatherly figure to the motherhood of Keela.
Not sharing the same focus as the rest of the group, and not necessarily in full comprehension of the background, Davdok sees an opportunity for research. Some bodies, some mystery and some underground tunnels are right up the alchemist's alley. He hearkens back to the words of legendary alchemist Ashley J. "Ash" Williams: Good. Bad. I'm the guy with the gun.
OOC: Do you all have enough healing to restore the party prior to resting? If not, please note what resources were used prior to departure.
The party camps in the rope trick, and looks out the portal at the black and grey destruction. Some smoldering embers, and plenty of smoke rise from each pile of ash where a building previously stood. You look out at the carnage, and try to piece together the combat. None of you is exactly certain what the creatures you battled were. Zeph inferred that they were related. It all happened so swiftly, and the memories of the combat seem as hazy as the orange sky. The dark smoke fills your field of view, the dark thoughts burrow deeply as you settle in for your rest, and the dark purpose of this destruction forms a blanket on your dreams.
In the morning, you feel the cool crisp air. No one feels particularly refreshed. You all smell of cured meats, as the smoky odors have permeated your clothing. The sunrise is bloody red from the amount of smoke in the sky, and your eyes are bloodshot. The spring morning lacks the chirp of birds or the buzz of bees, the smoke dispersing the wildlife from the already barren area. The party makes way through the access tunnel, and sees the scene Sjurd described previously. It is quite dark in the collapsed mine, save the slit of red glow.
---------- Darkvision? Spells? Just update your post titles with any ongoing effects.
Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22] d20+6=16 ; Wednesday March 21st, 2012 12:36:22 PM
Garret rises, surprised that he had fallen asleep. He awakens quickly, opens his eyes and looks around without moving at first. He remembers the rope trick spaces and slowly rolls over to peer out the entrance, half expecting to see the flying demon creatures waiting for them. The smell of the smoke reminds him all too clearly of the battle the night before. He feels better than the rest of the group, much more refreshed, but still dirty (use ki points before sleep to restore hit points).
Before the others wakes, Garret quietly slips out of the space and looks around. He takes in the still-smouldering ruins as the sun rises. He shakes his head at the senseless destruction, but when the sun's rays hit a flake of gold on the ground, he remembers why this has all happened. "Another monument to the greed and evil of all peoples," he mumbles. He kicks a stone and heads back to the rope trick to wake everyone else up.
As he wakes Keela, he carefully checks her wounds that he attempted to patch the night before (Heal: 16). He says, "I wish I had more healing skills, but I have no magical abilities at all. I am sorry."
---
When the group reaches the cave-in, Garret says, "Well, anyone bring a super powerful magical shovel? Sjurd, I'm looking at you."
DM Ben FYI - The cave-in has been cleared enough for medium creatures to comfortably cross, but is heavily streaked with three day old blood...
Sjurd [HP:88/88 AC:18/15/18 CMD:17] d20+15=34 ; d20+15=26 ; d20+15=20 ; d20+15=18 ; d100=12 ; d100=7 ; d100=14 ; d100=29 ; d8+5=8 ; d8+5=7 ; d8+5=6 ; d8+5=12 ; Wednesday March 21st, 2012 1:59:38 PM
ooc: I used up all of my 3rd- and 4th-level spell slots. I need to rest. I can, however, use up some CLW to speed things up.
No ley line checks failed.
33 hit points healed for whomever needs its before we go to sleep.
Keela [Extended Mage Armor] Thursday March 22nd, 2012 12:26:11 AM
Keela thanks Sjurd for the healing. The time spent resting in the Rope Trick is enough to restore her to full health.
She also tells Dibs, "You can bring the Haversack in here. It's just a Portable Hole you need to avoid. On the other hand, it probably won't hurt to have somebody stay with the horses and wagon."
When she finishes resting, she prepares spells. Then she re-casts her Mage Armor and is ready to explore.
Today's Spells:
0 Acid Splash 0 Light 0 Mage Hand 0 Prestidigitation 1 Color Spray 1 Feather Fall 1 Magic Missile 1 Protection from Evil 1 Ray of Enfeeblement 1 Unseen Servant 2 Acid Arrow 2 Extended Mage Armor 2 Rope Trick 2 Scorching Ray 2 Web 3 Daylight 3 Dispel Magic 3 Haste 4 Invisibility, Greater 4 Wall of Ice 4 Dimension Door
Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22] Thursday March 22nd, 2012 12:05:15 PM
"Sjurd, you had not gone much past here? Then let us continue our exploration and hope that there are not more of those flying demons down here. At least if there are, they won't be able to fly away from us. I can take the lead, unless Sjurd has a good shape to lead us with."
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Thursday March 22nd, 2012 1:35:53 PM
After resting and replenishing his spells (my temporary hit points have to be regained by sacrificing small animals, so nothing I can do right now), Sjurd takes the lead. He transforms into an earth elemental and addresses the party. "I vill scout ahead. Every 10 spans I vill survey the tunnel, then return und report. Ve vill leapfrog our way in safety." He sinks into the earth and continues as the previous day, gliding through the earth parallel to the tunnel and peeking his head out to look around every 30 feet, then returning to give a report to the party. He will stop at the intersection for the party to prepare themselves for the ominous red light.
Zeph Illidian HP 95/95 AC 29/28t/22ff CMD 25 (Mage Armor, Prot vs. Evil) d20+16=23 ; d20+15=33 ; Thursday March 22nd, 2012 2:49:25 PM
Quite downtrodden at the idea of anyone awaiting the heroe's help, Zeph thinks, Definitely will need a Scroll of See Invisibility if we are to fight those guys again...
As he closes his eyes in the rope trick to meditate, his mind wonders... Why would they kill them? What do they want?
He says a prayer to Jancassis: May I be the agent of your vengeance, so that other's can see their blood repaid. My own desires are second to your will....
Four hours of meditation later, his mind is ready to once again unleash any arcane death required to get to the bottom of this.
At the cave in of the tunnel, Zeph begins to search about for clues, traps, or other ways in. (perception = 23) If a trap is found (Disable Divice = 33)
Breached Wail [DM Ben] Friday March 23rd, 2012 10:55:34 AM
Still lightly battered, the group proceeds through the access tunnel to the site Sjurd previously described. His scouting is impeccable, and he unerringly guides the party directly to the red slit in the wall. While the Gnome and the Halfling have to crouch slightly to move over the access tunnel rubble, the bigger folk have to climb awkwardly through the gap. Davdok especially has to take painstaking effort, as his glass decanters and vials ring against the stones like a tiny bell choir. Were it not for the blood, the fear and the darkness it would likely provoke a chuckle.
While rearranging equipment and investigating by the red slit, Zeph notices a very strange movement of a pool of blood on the dark earth. Upon closer inspection, he sees the blood and earth aren't moving at all, but a spider is moving across them. The black spider with the red hourglass markings has woven a double-helical web. It appears as though Jancassis has made her presence known. Is it encouragement, or is it warning? Sweeping away the cobweb, Zeph's fingers strike a cylindrical object, protruding from the rubble. Drawing the cylinder from the stone feels like unsheathing a blade. The exterior shows the red double-helix within a circly, the holy symbol of his deity. Zeph finds the scroll of See Invisibility inside for which he had prayed. In fact, he finds not one, but two!
The party reconstitutes near the Mineshaft Gap exuding the red light. It appears to be a wedge-shaped crack, and the trickles of blood lead here. Again, the blood trickles become scrapes, and a few signs of struggle line the rim. The gap appears to be three to four feet tall, but only around 2 feet wide at the bottom. Some squeezing will certainly be necessary for everyone, and likely a side-laying crawl for Keela, Davdok, and Zeph.
The red light seems to emanate from beyond the corridor. Peering to the North through the tiny tunnel you see a wash of red light, possibly originating from the right of the corridor. The entire corridor is bathed in red light, and probably 15-25 feet long. You hear a faint moan or a very distant and muffled wail. It's tough to tell which...
----- ----- OOC: Assuming you want to pass through the breach, what's the marching order? Are there any actions, spells, preparations prior to entering the breach?
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Friday March 23rd, 2012 12:47:04 PM
ooc: Sjurd will glide through the stone and take a peek, then return and report.
Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22] Friday March 23rd, 2012 1:19:53 PM
Garret reaches up to his neck and touches the tattoo there. The tattoo glows just slightly for a moment as he activates it (Barkskin). He looks to the others and says, "Sjurd, would you like to continue your scouting and check back? If we don't hear from you, we'll come rushing in."
Keela [Extended Mage Armor] Sunday March 25th, 2012 12:14:14 AM
Keela looks at the small opening. "I'm going to ruin another skirt today, aren't I?" she asks of nobody in particular.
She await's Sjurd's scouting report, then (presumably) moves through with the others, keeping towards the back.
She reminds her friends that there is a Greater Invisibility ready for anyone who wants one.
The Smell of Blood [DM Ben] Sunday March 25th, 2012 6:48:07 AM Sjurd glides through the floor, under the breach, beyond the tunnel, and out the other side. The room smells of coagulated blood and decaying bodies. He sees a completely level, roughly 200' circular room bathed in red light. The light seems to emanate from a giant pentagram etched in the floor. Upon closer inspection he sees giant rubies at each intersection of the pentagrammic design. Within each ruby he can make out a shadowy flame swirling inside the gem. More specifically, all the gems seem to be glowing with red light, and there are dozens of gems anchoring the dozens of intersections.
The etched grooves appear blood red. Sjurd slinks closer to the pentagram, the grooves are actually troughs roughly an inch wide. Each trough seems to actually be filled with blood, making the entire design a series of interconnected canals of sanguine fluid. Where did all this come from?
The cause of the odor and the answer to Sjurd's question are collocated in the center of the design. Within a small circle is a pile of bodies. The supposed women and children sent to settle Golden Glen have been captured and exsanguinated. A hoarse groan creeps out from the middle of the pile, muffled by the dead. Sjurd would estimate the pile contains 40 or so humans.
Looking across the room, a 20' wide ramp rises into the distance. It is on the very Northern end of the room, while Sjurd is to the far South and West. The smell of blood is very, very thick in the stagnant air.
OOC: Only Sjurd is in the room, the rest of you are there for reference and swift placement in the future.
Zeph Illidian HP 95/95 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil) Monday March 26th, 2012 1:27:38 AM
Zeph taps the glass vial and unravels the See Invisibility scrolls... and smiles... its been a while.
He places them in his backpack, full intentions on scribing it to his spellbook later on in the evening...
Squeezing through crevices, jingly jingle, looking to Garret, "This is the first time I've envied your height".
Ugh, blood smell.
First he flicks a gnalred oaken wand that creates a barrier to evil around him, Then his hands flick slightly as arcane sight envelops his eyes, Cast Detect Magic and he searches about for magical auras... or trap doors.
Active Spells: Extended Mage Armor (16hours) Protection Vs. Evil (8minutes)
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Monday March 26th, 2012 7:15:46 PM
Sjurd pops back over to the party and relates everything he saw. "I do not know if the moaning I heard from the pile is an injured villager or some undead creature. Regardless, something large und powerful is being summoned vith this much blood. I suggest ve disrupt the summoning circle. If it has yet to be used, then a crisis is averted. If it has already been used, then ve lose nothing. I suggest ve do it quietly. I am guessing that the area is varded. I can use my earth elemental form to break or move the rubies anchoring the sigil vithout crossing any uniplanar barriers. Please, join me inside if you vish."
Sjurd will stay in the form of an earth elemental and travel through the ground, surfacing inside the pentagram (J18) and attempt to move the ruby at the intersection.
Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22] d20+20=37 ; d20+18=27 ; Monday March 26th, 2012 8:34:11 PM
Garret replies, "I am in complete agreement. We need to break that summoning star as soon as possible. Make sure when you move the ruby, you might just want to move all the earth around it, so it moves without you touching it - and you might also want to try and disrupt that horrible blood trough, too. I'll be in behind you."
Garret slowly moves into the room, trying to blend into the shadows (Stealth: 37) and watching for movement in all directions (Perception: 27).
Keela [Extended Mage Armor] d20+17=19 ; Monday March 26th, 2012 10:07:22 PM
Hearing Sjurd's report, Keela tries to remember anything she may have heard about such dark rituals [Knowledge Arcana or Spellcraft 19; Keela's bonus is the same for both skills].
She passes along any knowledge she has before following her friends underground.
Zeph Illidian HP 95/95 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil) d20+9=24 ; d20+9=21 ; d20+15=26 Monday March 26th, 2012 11:55:38 PM
Zeph nods in agreement with Sjurd and Garret, "Whatever is going on is not good."
He also wonders about the connection between this summoning portal and the demonic enemies from before.... What could my family have been involved in to warrant such wrath?
(Knowledge History = 24, Knowledge Planes = 21)
And he too slinks into the shadows (Stealth = 26)
The Fallen [DM Ben] Tuesday March 27th, 2012 3:36:04 PM Sjurd reports to the party what he finds, and they decide to pursue. Cramped and dirty and vulnerable, they squeeze through the crevice beyond the breach in the wall. The smell of stagnant, coagulating blood is repugnant. The sight is especially heartbreaking for Keela as she identifies herself as a settler. The others have a detachment from these people, whether driven by race or moral compass or background or even age. But not Keela. She knows these faces and mourns their death. But are they all dead?
Zeph doesn't want to wait to find out. He begins to brace himself for some pending danger. The ominous room, bathed in red light, it all seems so foreboding. The 20 foot high ceiling refracts much of the red glow from the rubies, and creates a sense of limitation. As though the ceiling and the floor would crush any one at any moment, they serve as two intimidating planes of a giant press or mill, grinding the party to paste. He casts Detect Magic and finds very strong conjuration and necromantic energies emanating from the entire pentagram. In a flash, he begins casting defensive spells, thinking "This does not look good. How could I be tied to this?"
Amidst the commotion of wriggling through the narrow crawlspace, Keela assesses the situation. She puts her keen intellect to the task of analysis. As she moves toward one of the rubies at the outermost ring, she sees what could be a person in the shadowy movement. As though the gem were a miniscule prison, she sees a familiar face within the gemstone. Roderick Blunderbuss, an Associate Professor of Illusion from her time at the academy stares back at her from the facet of the ruby. She would recognize his fat, pompous, sneering face anywhere! His ego was only outsized by his appetite, and the Glutton of Glamer was respected but roundly disliked. But now, it's not him. It's a shadow of him, trapped in a gem, the size of her palm. What could have caused this? She detects a hint of something else in the blood within the canals of the pentagram.
Garret helps his friends through the crawlspace and looks around. The groan or wail he heard moments ago seemed to emanate from the central pile of bodies. His keen senses try to sift through the overwhelming stimuli. Scents of blood and death, a ruby assault on his retinas, and the scuffle of his larger companions make it quite challenging. However, he sees a tiny bit of motion from the pile and he hears what could be a cry for help. There is someone alive in the tangle of bodies!
Sjurd moves to an intersection of the middle ring. He delicately attempts to move the gem with his innate earth-bending skills. As one finger moves beyond the etched grooves, the slightest of vibrations disturbs the surface of the bloody fluid in the trough. A tiny ripple begins, and a shadowy black flame begins to lick the surface of the fluid. A split second later, the black flame races down the trough, hits the intersections at both ends, and begins to fan out. As the sanguine fluid in each groove ignites in dark, shadowy fire the ripple grows. Turning left and right, forking at intersections, the blood seems to boil in the troughs. In the span a breath, the entire pentagram has burst into black flame with boiling blood.
When the final intersection is completely engulfed the floor of the room flashes with red lightning, and the stone floor becomes translucent red. As a giant visage of a stained glass window, the floor reveals a scene of horror below. The central ring hasn't moved at all , but the pile of corpses seems to sink below. Once each body is clear of the translucent red plane, it appears to fall hundreds of feet into a lake of lava. The splash of impact creates a plume of steam and a high-pitched squeal as the flesh is vaporized. Garret notices a jet of steam from the slit throat of a brunette woman as she lands on her back. One young boy yells as he falls, and looks to Sjurd to save him. He must have been the lone survivor in the harvest.
As the bodies explode and churn forth billows of steam and smoke from the lake, they are replaced by terrifying figures. They seem to fall in the opposite direction, starting in the lake of fire and accelerating toward the translucent red flooring. They crash into the barrier, and you can make out several types of figures. Some show as bloated bald bodies with long lanky limbs. Some arrive as gaunt shadowy skeletons of malevolent spite. Some show as animalistic humanoids oozing foul spittle from their mouths. One seems a mix of bone and brawn, with horns for fingers and juts of skeletal outcroppings from all joints.
The pitch is fever, the tension is high, the scene is terrifying, and the beasts are passing through the floor. Anxiety builds and it will only be a few seconds before they pass through the floor and are among you.
Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -86/86 (Mage Armor; Cameleon Stride- concealment, Haste)) d8+1=4 ; d8+1=4 ; d8+1=3 ; d20+8=26 d10=1 Tuesday March 27th, 2012 3:52:20 PM
OOC- Sorry I haven't posted in a few days... year-end at work. I back posted a few healing spells, as I would have done it when I first woke up. If that's a problem just say the word and I'll drop the HP.
IC: Dibs studied the creatures below very carefully and assessed their weaknesses and strengths (knowledge- 26). He then quickly relayed that information to his companions.
And then Dibs started casting.
ACTIONS: 1) Knowledge check to nature/type/weaknesses of enemy- 26
The Fallen [DM Ben] Tuesday March 27th, 2012 5:58:14 PM
OOC: No problem, just burn the spells cast already today.
Garret Goodbarrel [AC:32/32/25 HP:66/66 Ki:11/11 CMD: 22] Tuesday March 27th, 2012 7:50:33 PM
Garret reaches out as he sees the bodies falls and barely holds back from retching at the horrible scene. He watches in fear as the creatures fly up from below. He calls out, "Any time now, Sjurd!"
Keela [Extended Mage Armor] d20+12=27 ; Tuesday March 27th, 2012 11:09:37 PM
[OOC: I really am going to have to improve my character's History section. Keela never attended anything as fancy as an academy, though I suppose she could know this guy from somewhere.]
Keela stares in fascination at the gem. "There's...there's somebody in there," she says, horrified.
Then, fresh horror as the beings rise through the floor toward them. Not sure what else to do, Keela casts a Protection from Evil on herself, and tries to figure out what these things might be.
[I'm guessing they're some kind of undead, and that's a 27 Knowledge Religion check. If they're something else, that's a 29 Local, 30 Nature or Dungeoneering, 31 Planes, or 32 Arcana]
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Tuesday March 27th, 2012 11:56:16 PM
ooc: Bravo, DM Ben, on the excellent visuals.
"It is time to, as they say, dance! Stay out of the center!" Sjurd springs to action in a blur of arcane energy. A small glow from around his neck envelopes him in a shimmering field of invisibility, even as his form changes into a hazy cloud of air. Sjurd rises up and casts a spell, invoking a billowing cloud of smoke centered on the plane of energy.
ooc: Use polymorph to change to air elemental form. My bonded item, Uli, can cast vanish an unlimited number of times per day and will always act after my action, so I have effective permanent invisibility. I rise up 20 feet to the ceiling and cast mind fog, centered on hole in the floor. Ley line check passed. It extends in 20 feet from the center of the pentagram. Creatures must make a DC23 Will save or take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).
====================== TEMPORARY EFFECTS 18 temporary hit points Vanish 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.
Out of Character Quickie [DM Ben] Wednesday March 28th, 2012 7:26:07 PM
OOC: Hey everybody, today got long. Plan on an updated map tomorrow morning with some description. Thanks for the encouragement, Tanner.
Kathy, Jeff L et al, I've taken some creative liberties with your backgrounds, but tried to stay true to your theme. I assumed you can't become an 8th level conjurer without some professional training. Otherwise it's pronounced "Sorcerer", right?
I started drafting the next module (Jul-Dec 2012). The sooner you can get me some background, the better I can incorporate your characters. If you just want to update your character sheets please shoot me an e-mail or DM post letting me know where to look. The more I have to build upon, the more incorporated your characters will become, and the more direct plot lines that will tie in. Hence the Zeph focused feel of the previous confrontations.
Thanks everybody! I'm having fun, and I hope you are as well :-)
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Wednesday March 28th, 2012 10:06:14 PM
ooc: Thanks for letting us know. I updated my character sheet and removed the higher level spell effects from Surrender Self. :)
Zeph Illidian HP 95/95 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil) d20+17=28 ; Wednesday March 28th, 2012 11:56:27 PM
(OOC: Very nice descriptive post Ben=)
The scene turns to horror.
Pits of blood and fire
A wimper for help is heard, he sees the boy fall.
Zeph runs as fast as he can to the boy as black flames jout about him. He jumps into the air in attempts to catch the lad (Acrobatics = 28), Shouting, "Do what you can to slow them down!" If successful, Zeph will then try to run the boy to the exit, thinking
Ugh, I HATE the undead
Mineshaft Gap Round 0 [DM Ben] d20+8=15 ; Thursday March 29th, 2012 10:06:11 AM
Spell Penetration roll for Sjurd's Mind Fog = 15
------
As soon as Zeph mentions his disdain of undead, Keela turns to him with a reply:
"Great news, then - They are all Demons. The small ones on the outer rim are Dretch. The ones in the outer star are Schir. The inner star holds Babau. The one in the very center I think is a Kalavalus.
They are all susceptible to good aligned weapons, some to cold iron, but electricity and poison are useless."
Zeph thinks back to his shocking attack on The Patient at the mention of electricity.
The beasts still work to penetrate the flooring. They will be on you next turn.
Sjurd [HP:88/88 AC:18/15/18 CMD:17] d20+8=28 ; Thursday March 29th, 2012 11:16:40 AM
ooc: DMBen - A caster level check to overcome spell resistance is actually 1d20 + caster level + spellcasting ability modifier. My check is a 35 for the mind fog spell. I will post my action for the remaining round later today.
DM Ben Terrific! What a great time for a Nat 20. However, I double-checked the spell resistance rules in the PRD Glossary, and you do not get ability modifiers.
Adjusted to 28
Garret Goodbarrel [AC:36/36/25 HP:66/66 Ki:11/11 CMD: 22] Thursday March 29th, 2012 11:33:23 AM
Garret stands, stunned, as he watches all the creatures rising from the bodies. He moves over to Keela and stands between her and the creatures as they continue to rise.
OOC: Yeah, I got absolutely nothing. I'm open to ideas, because I don't think Garret can contribute anything at all to this fight. He's got nothing to overcome their DR and can't hit hard, so most likely all his attacks will do no damage. I guess he can stand up in front with total defense and attempt to absorb damage...
Total Defense: AC +4
Keela [Extended Mage Armor] Thursday March 29th, 2012 3:28:56 PM
Keela takes a step back from the pentagram [to G-29] and casts a Haste spell on herself and her allies.
Everybody is Hasted for 8 rounds.
OOC to Garret: You can still use Stunning Fist. You only have to hit, not do damage, and the demons are not immune to stun AFAIK. Once they're stunned, Zeph can sneak attack 'em. :)
Haste: 8 rounds remaining
Sjurd [HP:88/88 AC:18/15/18 CMD:17] d20+15=19 ; d100=71 ; Thursday March 29th, 2012 8:48:46 PM
ooc: You're right, I was thinking of a caster level check.
Sjurd reaches into his cloak and withdraws a small iron vial. He tosses it to Garrett."This should help, my small und furious friend!"
ooc: potion of bull's strength (CL 8th). Hopefully Garrett can use his turn to drink it before the demons come.
Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -86/86 (Mage Armor; Cameleon Stride- concealment, Haste)) d20+26=28 ; d20+15=23 ; d20+7=14 ; Thursday March 29th, 2012 10:29:32 PM
Dibs finished casting his spell and instantly a Baslikisk appeared at the edge of the Pentagram. "Attack them" Dibs said as he pointed in the direction of the Demons.
Dibs then began to tap-tap-tap with his drumstick melodically against his buckler. Steadily the pace and power of the rhythm intensified. Soon the drumstick was accompanied by the sound of Dibs chanting magical notes. These notes ebbed and flowed around the music and slowly they seemed to grow in power. It was as if the music itself was feeding the magic; like oil to a fire.
ACTIONS: 1) Completed summoning Basilisk from last round http://paizo.com/pathfinderRPG/prd/monsters/basilisk.html. I can't speak it's language, but it's supposed to "act as I command to the best of its ability". As such, I'll leave it up to you to dictate its actions. Have it appear around G27.
2) Cast Confusion using Better With Music Ability- Full round action; use perform check for DC = Will DC 28; CL check 14; 15' radius. Center spell at L16.
Mineshaft Gap Round 1 [DM Ben] d20+5=6 ; d20+5=6 ; d20+5=13 ; d20+5=13 ; d20+5=9 ; d20+5=16 ; d20+5=6 ; d20+5=12 ; d20+5=12 ; d20+10=23 ; 2d6+10=21 ; 2d6=9 ; d20+6=7 ; d20+6=26 ; d20+6=22 ; d20+7=13 ; d20+7=16 ; d20+7=19 ; d20+7=26 ; d20+7=26 ; d20+7=15 ; d20+12=22 ; d20+12=30 ; d20+12=30 ; d20+12=27 ; Friday March 30th, 2012 7:32:09 AM
This appears to be a massive assault force. The Kalavakus appears as a captain of the warband, with Babau as his Lieutenants, Schir as their sergeants, and the Dretch performing "rank and file" duties. In an act of leadership and self preservation, the Klavakus unleashes a Haste spell of his own immediately upon arrival.
The Mind Fog preemptively planted by Sjurd seems to have an overwhelming impact. Every Babau within the fog seems to struggle, and seek retaliation immediately. Four of them move to flank the witch while six cast Dispel Magic directly at Sjurd. Caster Level Checks = 26, 26, 19, 16, 15, 13. I think that drops the Polymorph, Bears Endurance, and Vanish effects. The four Babau on the ground position their longspears for a full-fledged assault.
Dibs unleashes an incredibly powerful anthem of musical magical meyhem, but even his empowered chanting cannot breach the Abyssal Arcane Armor of the enemy. He did seem to possibly dent their resolve, but to no significant effect.
Two Dretch charge Garret, but are completely outclassed in close combat. They have no chance to touch the monk, let alone hurt him. They seem to be reconsidering their strategy.
Several of the Dretch and Schir make their way toward the recently summoned Basilisk and Zeph, but none can overcome the protective barriers against summoned creatures. The basilisk wisely steps back, and turns 5 Dretch and one Schir to stone. The party is huddling together in a corner, surrounded and outnumbered. Now is the time for Heroics!
Garret Goodbarrel [AC:37/37/25 HP:66/66 Ki:11/11 CMD: 22] d20+18=33 ; Friday March 30th, 2012 2:08:06 PM
Garret grabs the potion and quickly downs it, then dives and rolls over towards Keela (acrobatics: 33) to attempt to keep the creatures from overwhelming her. He lands on his feet and bends his small knees in a defensive stance.
OOC: Move to G28, 33 to avoid AOOs. Bull's Strength (8 minutes): +4 str, +2 atk, +2 dam. Haste (extra atk, +1 AC +1 atk +1 reflex)
Dibs Mckoy - AC 34/T28/FF26, CMD 21, HP -86/86 (Mage Armor; Cameleon Stride- concealment, Haste)) d10=6 ; Friday March 30th, 2012 4:49:40 PM
OOC- LAST round- My spell from last round should come into effect at the beginning of this round (as it's a full round action). I assume that's why it wasn't mentioned in your post... or perhaps it was resisted? If it's the former could you change location to J18 to account for the moving demons? Will save 28; CL 14; 15' radius.
DM Ben Sorry, I kind of rushed this morning. I was holding my infant. Your spell happened, it's on the map, but it had no impact on any of the targets.
This Round: Dibs decides that the group needs further reinforcement, so he begins casting another summoning spell. Out of the corner of his eye he watches the Basilisk hold the front line.
Zeph Illidian HP 95/95 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil) Friday March 30th, 2012 6:13:31 PM
Did I save the civilian?
DM Ben Sorry, he'd already plunged...
Keela [AC 19; HP 61/61] [Haste; Protection from Evil; Extended Mage Armor] d20+10=16 ; 8d6=23 ; Friday March 30th, 2012 10:34:58 PM
Keela retreats another step, and, remembering this time, draws the Lesser Rod of Quicken. First, she casts a Quickened Web, aiming it to slow down one of the waves of demons. Then she lets loose with a Fireball. She knows the demons will ignore some of the damage, but it's the best she can do for now.
[5-foot step to F-29. Draw Quicken rod. Cast Web, Quickened with the rod, centered on I/J 17/18. I'm assuming the ceiling is low enough to act as an anchor point. Reflex save 18; no SR. Cast a standard Fireball, using her Arcane Bond, centered on J/K 26/27, which I think avoids friendlies (it's a little hard to tell what the icons are, because I'm a blind old woman!). SR check is 16. Do you want me to roll just once, or once for each critter, or once for each type? If I need to roll more, let me know. Reflex save 19. Damage is 23.]
DM Ben Let's just check once per spell. The "When Spell Resistance Applies" commentary in the prd glossary says check only once per spell or spell-like ability at the initial casting. Sound good?
Also, I'm sorry for the image quality. I create the maps in PowerPoint, then convert to PNG for the GoogleDoc link. I tried exporting to JPEG, and it's worse. Maybe I'll just e-mail the map...
Haste: 7 rounds remaining
Zeph Illidian HP 95/95 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil) d20+10=23 d20+10=30 d20+10=14 d20+10=16 d20+10=22 Sunday April 1st, 2012 12:00:12 PM
Zeph turns to Keela and begins casting Displacement on her, splitting the Wizardress into two replicates, only one real.
Then Zeph notices the Mind Fog that Sjurd laid about and remember what the spell does to the wills of creatures, and thus he pulls out his Quicken Rod and casts GlitterDust aimed at the creatures affected by the Mind Fog.(Will Save DC 17 or be Blinded!)
(Caster level checks to overcome Spell Resistance: 23, 30, 14, 16, 22, how many more? yay Elf for having +2 to these!... Oh wait Glitterdust doesn't require spell caster check, nevermind)
DM Ben FYI - only one spell penetration roll required per spell, but I get it.
He then draws his sword and readies to defend his friends, he says, "We need to get out of here"
Active Spells: Extended Mage Armor (16hours) Protection Vs. Evil (8minutes)
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Monday April 2nd, 2012 9:52:22 AM
ooc: Under the spell description for permanency, it states, "This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell." The babaus' dispel magic spell-like ability is CL 7th, so they would not be able to dispel my polymorph.
DM Ben My bad. I swear your character has more "special rules" than the rest of the party combined.
ooc2: Are the babaus flying? Or did you assume they could flank me because I would no longer be in air elemental form?
DM Ben Yes, it was based on the idea that you would be at ground level.
ooc3: Is there any way to label which monster is which? I'm having a hard time telling dretches from babaus from kalavakus on the map.
DM Ben Sure. I also think I'm going to start e-mailing the images. The GoogleDocs don't really keep the same level of detail.
ooc4: I'm guessing blue is the hole and yellow is the mind fog?
DM Ben No hole. Blue is mind fog, Yellow was from Dibs confusion. Detailed combat is very frustrating in PbP. Now I know why most don't bother...
Garret Goodbarrel [AC:37/37/25 HP:66/66 Ki:11/11 CMD: 22] Monday April 2nd, 2012 12:13:35 PM
Garret attempts to continue defending Keela and calls out to Zeph, "Get out of here? What, you can't handle the 100 on the right yourself?"
Sjurd [HP:88/88 AC:18/15/18 CMD:17] d100=41 ; d6=3 ; d6=4 ; Monday April 2nd, 2012 11:49:44 PM "They seem to be very upset! Like ugly girl at village dance!" Sjurd's bonded cauldron, Uli, flashes as it renews the vigor enchantment on the blood witch. The haze that is his elemental form descends a short distance toward the demons below as words of eldritch power are heard spoken above the din.
ooc: Uli will cast bear's endurance. Leyline check passed. Descend 5 feet, cast confusion, targets I17, I19, J17, K17, K19 within range. Will DC 23, including -10 penalty for mind fog.
ooc2: I forgot to roll for the duration of the mind fog. Technically you should roll for every creature, but that would be every enemy on the map and I'm not going to make you keep track of all of that. 7 rounds left. ====================== TEMPORARY EFFECTS 18 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. Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter.
Mineshaft Gap Round 1 [DM Ben] Tuesday April 3rd, 2012 8:00:45 AM OOC: Party People,
I worked a 48 hour shift this weekend (Sat night to Mon night), and I'm back at work today. I can advance the story, but I can't update maps or GoogleDocs from work. I'll try to get something out during the day from my phone, then send a fresh map. Long story short, you guys are doing awesome against an overwhelming force. Keep it up!
Ben
Garret Goodbarrel [AC:37/37/25 HP:66/66 Ki:11/11 CMD: 22] Tuesday April 3rd, 2012 12:39:55 PM
Garret continues to dodge and dance, hoping to draw some of the creature to himself and away from Keela.
Garret Goodbarrel [AC:37/37/25 HP:66/66 Ki:11/11 CMD: 22] Wednesday April 4th, 2012 1:00:07 PM
Garret watches as the devils and everyone else seems to move in slow motion all around him... :)
Davdok - AC 18/14/14 - CMD21 - HP 53/59 - 13/13 Bombs d20+10=11 ; d20+5=12 ; 4d6+8=17 ; Wednesday April 4th, 2012 3:32:22 PM
OOC: My bad for disappearing everyone, some family issues came up, I see my name isn't in the roll call at the bottom anymore, but here's hoping I can be forgiven.
Davdok, snapping out of what seemed to be a silent character coma, moves towards Keela and throws a bomb
Moving to F 29 and throwing a bomb at the enemy in F 25, using Precise bomb to avoid any allies in the blast. If enemy is directly hit, he takes 17 damage. All other enemies take 12 and need to make reflex saves for half at DC 19
Zeph Illidian HP 95/95 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil) Wednesday April 4th, 2012 9:00:34 PM Feeling like an ancient man I got heaven, I got hell in my hand I got hell in my hand
This radiation spills from my heart Darkness come, darkness come, And darkness fall apart, Darkness fall apart
I seen my reflection in the river and hide Sister Sky whispered to our mother, the Earth Mother Earth,
I envy the night, for it's absence is the light
Garret Goodbarrel [AC:37/37/25 HP:66/66 Ki:11/11 CMD: 22] Thursday April 5th, 2012 1:41:32 PM
Garret moves quickly as the blows fly towards him, but he feels like he is in another dimension as he moves around the creatures with ease and back to Keela. He takes time to look up at the ceiling of the large cavern and wonder about what other creatures might have lived here before the horrible evil that has appeared.
Garret Goodbarrel [AC:37/37/25 HP:66/66 Ki:11/11 CMD: 22] Friday April 6th, 2012 1:15:15 PM
Garret continues to move in fluid motion as everyone and everything around him slows down even further and even starts to look transparent to him. Is the world fading away before his very eyes?
Garret Goodbarrel [AC:37/37/25 HP:66/66 Ki:11/11 CMD: 22] Monday April 9th, 2012 11:56:41 AM
As the world slows to a complete stop around him, Garret stands ready, expecting at any moment that the world will begin again and the creatures will be upon him. He cringes, but nothing happens. He stands up straight and sees that there truly is nothing moving around him. He moves over to the nearest demon and pokes it in the eye. It does not respond. Garret wonders if he should simply decapitate every evil being here, but decides that somehow just wouldn't be right. He wanders over the Keela and waves his hand in front of her eyes. "Hello?" He ponders if the entire Wold is frozen in time or if it is a unique aspect of this single cavern.
Sjurd [HP:88/88 AC:18/15/18 CMD:17] Monday April 9th, 2012 6:42:07 PM Mahna mahna (ba dee bedebe) mahna mahna (ba debe dee) mahna mahna (ba dee bedebe badebe badebe dee dee de-de de-de-de)
(repeats)
mah mama na mahna mah namwomp mwomp ma mo mo mana mo mahna mahna (ba dee bedebe) mahna mahna (ba debe dee) Mahna Mahna! (ba dee bedebe bedebe badebe debe de-de de-de-de)
(long pause)
...mahna mahna?
Keela [AC 19; HP 61/61] [Haste; Protection from Evil; Extended Mage Armor] Tuesday April 10th, 2012 12:40:26 AM Boy, these spells are taking a long time to cast, Keela thinks. That Web spell didn't seem Quickened at all!