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Foul and Putrid -- DM Zach 
Tuesday May 8th, 2012 3:12:44 PM

As the heroes set off in the direction of the location on the two maps they have, they immediately find themselves following the river that runs through Bryn Baraz. They make it about 15 miles upriver and about three hours past noon when then run into the first signs of the poison the witches mentioned. The water is thick and gooey and black as night. The smell is foul, putrid and noxious. The water is moving slowly... every so slowly, but moving down stream towards Bryn Baraz. Looking behind you there is green grass and trees where you passed before. Ahead, where the water has already contaminated is yellow and dying. The trees are sickly and beginning to lose their leaves. This water, whatever it is, does not appear conducive to life.

According to the map you have about another 15 miles until you reach the destination on your maps.

OOC: As for the poison. You can't break the rules to create any poisons. I know, it is a bummer. But I will retcon you 7 days to have worked on various poisons. In the future just try to remember to list any you will be making in your downtime.

Sorry about yesterday I got called in to work to cover court duty so I had to go to work at 1 something in the afternoon and got off at 6 something this morning. I got 3 hours of sleep and took and exam. I have another exam in an hour and a half then I go to work for another 12 hour shift. More exams Wednesday. I'll still get a post up for you guys tomorrow.


Sjurd [HP:100/100 AC:21/18/21 CMD:17]  d20+16=25 ; d20+12=15 ;
Tuesday May 8th, 2012 6:37:50 PM

ooc: Thanks for the ruling. Zeph, with seven days to work Sjurd can manufacture all of the poisons you wanted and 7 potions of your choice.

Sjurd bends down and examines the water, examining the nature of the poison and looking for a possible source.

Know (arcana) 25
Know (nature) 15



Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs 
Tuesday May 8th, 2012 10:58:28 PM

OOC: Just checking in here, as I got nothing to do.

Keela 
Wednesday May 9th, 2012 9:45:58 AM

Keela looks at the poison river. "I really don't like the idea of this stuff heading to town," she says. "Let's push on."

Garret Goodbarrel [AC:37/37/25 HP:66/66 Ki:11/11 CMD: 22] 
Wednesday May 9th, 2012 1:31:00 PM

As the group heads up the river, Garret wanders around, looking at and apparently enjoying the outdoors. He looks at the leaves and the grasses and occasionally wanders into the stream, his bare feet splashing water up and around. He picks up a small rock and skips it up the stream before he wanders back up to the land.

When the group arrives at the dead area, Garret stops and looks around in confusion. He walks up to the black "water" and looks around. He reaches out to touch the water to determine if it is water-like in consistency, and magically black, or is actually some thick substance. He nods at Keela and replies, "We need to stop this quickly."

Foul and Putrid -- DM Zach 
Wednesday May 9th, 2012 7:29:52 PM

Garrett and Sjurd get close to the water and as they do find themselves trying everything possible to keep from retching. The smell is almost unbearable. Garrett pushes on and touches the water and find that it is indeed water, though thick and black with disease and foulness.

Whatever is causing this is neither readily identifiable as natural nor magical. It seems as if it might be causes by some sort of poison or contamination... but what could it be?

Keela urges the group to hurry and find the source before this spreads to the town. At the rate the contamination is spreading, you figure it will take at least 2 days, but not more than 3 for it to reach Bryn Baraz. If that happens it might well be then end for the town you have all fought so hard to protect. Afterall, the river is the primary source of water aside from a few wells, but as thorough as the infection spreads out from the river, you are certain the underground water sources would be contaminated as well.

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Wednesday May 9th, 2012 11:39:53 PM

ooc: I have an idea, but I need a ruling on the Rules Board before I can proceed.

Sjurd ponders the river, rubbing his chin in a dignified sort of way that expresses deep thought.



Zeph Illidian HP 106/106 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil)  d20+9=24 ; d20+16=26 ; d20+9=25 ;
Thursday May 10th, 2012 1:22:34 AM

The putrid air burns the hairs of Zeph's nose (do elves have nose-hair?)

He allows his olfactory nerves tingle in detection to determine if the poisonous vapors are indeed a poison (Craft Alchemy =24) along with the scent ability granted to Avengers of Jancassis (if you look at him, you see black and red tattoo dots around his right eye)

He says, "Yes, we must find the source of this blackness and put an end to it."

Zeph licks the air, searching for the direction of the strongest smell (Survival to track =25)

Eyes alert (perception vs traps = 26, otherwise 25.)

Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22]  d20+14=15 ;
Thursday May 10th, 2012 1:08:04 PM

Garrets gags as he gets a good whiff of the water and gulps as he holds back his lunch (fort save: 15). He starts up the riverbank, into the death and destruction, but stops when he sees Sjurd looking at the water. He calls out, "Sjurd, are you thinking of putting up a dam? I don't think that will work -- this poison, or whatever it is, is spreading across the land and ground. Even if the water were stopped, I think that the poison would continue. We need to find the source of this poison and stop it quickly!"

Keela 
Thursday May 10th, 2012 6:05:02 PM

Keela shifts from foot to foot, anxious to be gone. "We need to get to what's causing this, and stop it. That's the only way. Oh, I wish we'd brought Avis!"

Foul and Putrid -- DM Zach 
Thursday May 10th, 2012 7:21:10 PM

Sjurd and Garrett debate for a moment about what to do. Zeph gets closer and wafts some of the noxious air from the river right into his nostrils. He nearly retches but stands strong and tries to decipher the smells. Certainly a little sulfur in the mix, but as for a specific poison, it is not. He is able to tell that the smell is strongest when it comes from further ahead, up river.

Keela again urges the group to move up river and find the source quickly.

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Thursday May 10th, 2012 8:28:33 PM

ooc: Heh, I thought we were at the source.

"To the source, then." Sjurd starts off down the riverbank.

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs 
Thursday May 10th, 2012 11:49:42 PM

After the requisite examinations were made, Davdok quickly follows the group, hopefully to the source.

Foul and Putrid -- DM Zach 
Friday May 11th, 2012 12:35:21 PM

Following the contaminated river some 30 miles upstream of Bryn Baraz the group finally encounters some clean water. A small 15-foot waterfall starts with clean water, but splashes into fetid fluid below. The tepid water somehow starts in this basin and continues downstream towards Bryn Baraz. It is obvious this is the source of the infection but, why that is so, and how to stop it are different matters entirely.

Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22]  d20+19=33 ;
Friday May 11th, 2012 1:04:17 PM

Garret looks around and breathes a sigh of relief when he sees the clean waterfall. "That sure looks nice. I guess whatever is causing this must be in that pool. Could it be as simple as a dispel magic on whatever it is? Can anyone else see anything in the water?" Garret looks hard into the water to see if he can see anything that might be the source, trying to get close to the waterfall to see if he can see where the bad water starts (perception: 33).

Zeph Illidian HP 106/106 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil)  d20+15=20 ; d20+16=19 ;
Friday May 11th, 2012 6:43:14 PM

Zeph takes a piece of dark cloth and cover's his nose and mouth with it, looking like a bandit.
"Foulness indeed."

Then he smiles at Sjurd, "A little divination of what lies beneath?"

As he himself moves his hands to cast Detect Magic and begins to search about for auras (Perception = 20, Spellcraft = 19, BLEH)



Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs  d20+16=22 ;
Friday May 11th, 2012 9:13:23 PM

Now that he was at the source, Davdok would wrack his brain for something that might help uncover the source.

Or at least any spells that could do it. (Spellcraft 22?)

Sjurd [HP:100/100 AC:21/18/21 CMD:17]  d100=94 ;
Friday May 11th, 2012 11:39:03 PM

Sjurd laces and cracks his fingers, wiggling them to get them loose. With a few deep breaths and few carefully executed hand gestures, a small glowing circle appears on the forehead of his mask. He looks around, but you get the feeling he's not see what you are seeing.

ooc: Cast clairvoyance. Leyline check 94. Cast for free! Place sensor at the bottom of the pond.

Keela 
Saturday May 12th, 2012 12:12:53 PM

Keela casts Light on a rock and tosses it into the foul pool. She wants to see how thick this stuff really is; whether a light can shine through it. Also, it might help Sjurd.

Foul and Putrid -- DM Zach 
Sunday May 13th, 2012 4:26:30 PM

OOC: Great job this week guys, we really improved our posting as a whole.

Garrett is able to identify that the contamination most certainly starts in the basin, as the waterfall is pure and clear right up to the point where it his the foul mess below.

Zeph searches for any sign of a magical aura in the water and surrounding area but finds nothing.

Davdok confers with with Zeph, Keela, and Sjurd and the decide that a light spell along with clairvoyance might just help figure out what is causing the problem.

Sjurd sees nothing but darkness until Keela's stone with light hits the bottom of the tepid pool. From there he can see a cave-like hole that seems to be the primary source of the contamination, after all that is where the water seems the darkest. From the top, the group can barely see about the light source about 15 feet down. The gunk is obviously water, but it is very dark.

Zeph Illidian HP 106/106 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil) 
Monday May 14th, 2012 12:43:08 AM

Hmmmm... a hole at the bottom of the lake?

"I can caste water breathing so we can investigate, but the sewage may harm our bodies."

Smiling to Sjurd, "I've learned one of your spells recently."
his hands begin to swirl blue as his skin transforms into liquid blue of a Water Elemental

Spells
Level 0:
Level 1:Shield, Protection from Evil, Expeditious Retreat, Grease, Shocking Graspx2,
Level 2:Knock, Scorching Ray, Web, Glitterdust, Resist Energy
Level 3: Blink, Heroism, Fireball, Water Breathing
Level 4: Elemental Body, Wandering Star Motes
Wands: Protection from Evil, Cure Light Wounds, Mage Armor
Rods: Extend (2/3), Quickcast (3/3)

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Monday May 14th, 2012 1:14:07 PM

"Ah, you have also discovered the joy of transmogrification! Just vait, soon it vill be, "Oh, Zeph. Please turn into an elemental und save my kitty from that tree." Or, "Please, Zeph. My vedding ring fell into the lake und I cannot get it back." Or, "Please never visit the orphanage again. They still remember the Great Fire of 763 und they do not appreciate your 'performance art rendition."

With a shrug, Sjurd also turns into a water elemental and plops into the water.

Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22]  d20+19=33 ;
Monday May 14th, 2012 1:22:31 PM

Garret looks over at Zeph and replies, "Water breathing? I don't think I want to breathe whatever that stuff is right now. Maybe there's another way there."

He starts looking around at the area, searching for any sort of cave or entrance, including near, around, and behind the falls (perception: 33).

Keela 
Monday May 14th, 2012 7:36:39 PM

Keela also hesitates. "I don't think it'll be healthy to breathe this stuff," she says. "Do we have another option?"

Foul and Putrid -- DM Zach  d6=5 ;
Monday May 14th, 2012 7:59:03 PM

As the group debates the general health risks associated with breathing in such a foul and tepid concoction, Sjurd being a man of action transforms into a water elemental and takes to the water. He finds that being in this form offers little protection against the foulness of the water.

Fortitude Save DC 20 or Highlight to display spoiler: { be both nauseated for 5 founds and sickened for the next hour}

The good news is he can not imagine breathing this junk being "too" much worse than being fully submerged in it.

Once he regains control, Sjurd is able to travel through the whole and after about 15 feet down to the hole, 30 feet through it and 15 feet back up, he is able emerge on the other side where he can and the other group will be able to continue following this to the source which is obviously underground. The tunnel they will be using underground is about 30 feet wide, 15 feet tall and has about 2 feet of standing water.

Sjurd swims back to inform the group of what to expect.

It seems this is the only apparent way to continue the trek to the source.

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs 
Monday May 14th, 2012 10:41:29 PM

A swift realization hits Davdok. "I may be able to prepare something so the poison doesn't affect" he counts off the members of the group, "four of us, given a little while."

(If you guys feel like giving me a little time, I can fill up all of my 3rd level extract slots with Absorb Toxicity. Hopefully it should work at keeping several of us from dealing with the effects.)

Sjurd [HP:100/100 AC:21/18/21 CMD:17]  d20+10=18 ; d20+10=15 ; d20+16=19 ; d20+16=17 ; d100=74 ;
Tuesday May 15th, 2012 8:15:02 AM

ooc: This is my poorest rolling in a single post thus far. :(

Sjurd succumbs to the effects of the tainted water. Once he returns to the group, he changes back into his regular form and uses his sympathetic bond with his cauldron, Uli, to force it to grow to a very large size. It grows from just a small pendant around his neck to the size of a bath tub within a minute, rapidly filling with clean water. Sjurd then casts a spell, which causes the water in the cauldron to flash with a white light and softly bubble. The blood witch lowers himself inside, dunking his body. He then hops out and changes into an earth elemental form, knowing that he can reach the tunnel without exposure to the water again.

ooc: Cast purify to remove conditions. Leyline check successful.

Foul and Putrid -- DM Zach 
Tuesday May 15th, 2012 8:58:20 AM

Sorr if I explained wrong but you have to swim down 15ft then through 30 ft of submerged tunnel then back up 15ft to get to where you are at the part to walk underground.

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Tuesday May 15th, 2012 10:47:04 AM

ooc: Then couldn't I just use my earth elemental form to sink into the ground and go straight to the underground walk?

DM Zach: Of course, but I just wanted to make sure you understood that you would have to be submerged to get there.

Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22] 
Tuesday May 15th, 2012 11:58:50 AM

Garret nods to Davdok, especially after watching Sjurd return from his trip, "I am willing to wait a short time, if it means I do not have to breathe that stuff into my body." I don't see any other way into this place.

Foul and Putrid -- DM Zach 
Tuesday May 15th, 2012 4:20:45 PM

The group proposes a plan... of sorts. Now they just wait for Davdok to prepare the mutagens for them.

Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22] 
Wednesday May 16th, 2012 11:07:55 AM

Garret wanders around the clearing, looking for anything else out of place. He checks out the water falling and takes a sip of the cool water, trying to spot a secret entrance behind the waterfall again.

Keela 
Wednesday May 16th, 2012 1:29:57 PM

The only thing worse than swimming in a skirt would be taking off said skirt in front of everybody. Keela sighs and resigns herself to swimming in a skirt. She does, however, take off her shoes and carry them, preparing to enter the water once Davdok has completed his preparations.

Quick Note -- DM Zach 
Wednesday May 16th, 2012 1:35:38 PM

I had class all morning and have to work all night so I am about to try and snag a few hours of sleep. I'll try to get a quality DM Post up tonight after everyone has posted, but if not I apologize and promise I will get it up tomorrow.

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Wednesday May 16th, 2012 11:48:02 PM

[Even if there is nothing to post, everyone should at least post 'Here' to avoid getting hit in the weekly tally]

Keela 
Thursday May 17th, 2012 9:09:01 AM

present

Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22] 
Thursday May 17th, 2012 12:06:14 PM

Garret looks over at Keela as she prepares to enter the water in a skirt. He shrugs and says, "Well, I would suggest you staying behind to avoid such embarrassment, but I imagine that whatever is behind this, in that hole, will require all of us to defeat and I would hate to be without your powers."

Zeph Illidian HP 106/106 AC 25/24t/18ff CMD 21 (Mage Armor, Prot vs. Evil)  d20+10=21 ; d20+10=19 ; d20+16=23 ;
Friday May 18th, 2012 1:07:30 AM

Zeph says, "Ok, stand around me now."

He draws a reed straw from his spell component pouch and draws the shape of a fish in the air, touching Keela, Garret, Sjurd and Davdok 's heads as if conducting an orchestra.

Tiny gills sprout from your neck. (Duration 2hours/level. Caster level 9 = 18hours divided by 5 people... 3.6 each)

Then he dives into the pool, GAG Disgusting (Fort save = 21)

and swims for the breach (swim=19), looking for traps (perception =23)

Spells
Level 0:
Level 1:Shield, Protection from Evil, Expeditious Retreat, Grease, Shocking Graspx2,
Level 2:Knock, Scorching Ray, Web, Glitterdust, Resist Energy
Level 3: Blink, Heroism, Fireball, Water Breathing(x)
Level 4: Elemental Body, Wandering Star Motes, Dimensional Anchor
Wands: Protection from Evil, Cure Light Wounds, Mage Armor
Rods: Extend (2/3), Quickcast (3/3)

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Friday May 18th, 2012 1:47:15 AM

present

Keela 
Friday May 18th, 2012 11:13:05 AM

"Oh, I'll manage," Keela assures Garret. "I just hope we don't have to spend most of our time in that nasty water. Yuck!"

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs 
Friday May 18th, 2012 12:01:31 PM

Davdok chuckles a bit. "Being without a skirt is an improvement over having to run through town naked with your clothes in the trees." He'd leave the rest of that story for later...if there was a later.

OOC: sorry for not being here the past few days. I went to visit my family and my laptop bricked on me. Back home now so shouldn't be a problem.


Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22]  d20+14=19 ; d20+19=36 ; d20+4=8 ;
Friday May 18th, 2012 3:09:04 PM

Garret follows Zeph, jumping in the water with a splash. He jumps in near the falls, to avoid the nasty stuff as long as possible. He bumps along the bottom, crashing into rocks as he swims towards the hole (swim: 8). He looks around as he heads into the sludge (Perception: 36), but gags through his gills as he enters the black mess (fort save: 19).

Progress -- DM Zach 
Friday May 18th, 2012 8:34:28 PM

OOC: Ok, I must apologize for the terribly busy week I've had this week. I am sorry I failed you guys and missed a post yesterday especially after not getting a good quality post up on Wednesday. The lack of posting this week will be on my head and not any of yours.

--------------
The heroes make it across to the otherside, and though breathing the foulness in taste terrible, Davdok's concoction keeps everyone from getting sick. On the other side the group is standing in about a foot of the tepid water, and continue following the water to it's true source.

They continue for a mile or two and are becoming rather discouraged when they come up on a circular basin that glows red, similar to the one back at the Golden Glen.

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Friday May 18th, 2012 11:43:17 PM

ooc: Do you mean the sacrificial altar, or the demon summoning circle we encountered?

DM Zach: The Summoning Circle.

Keela  d20+18=19 ;
Monday May 21st, 2012 1:02:06 AM

Keela's just glad she stopped squelching.

"Look for more of those soul gems," she advises. "They seem to be what was powering the other thing."

She studies the circle, to see if she can figure out its purpose, or whether it is different from the one they saw earlier.

[Spellcraft 19; Natural 1. D'oh!]

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Monday May 21st, 2012 11:50:47 AM

"Vhat if ve simply collapsed the ceiling onto the summoning circle? I'm sure several tons of earth und stone vould take care of this problem."

Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22] 
Monday May 21st, 2012 12:32:25 PM

Garret looks around nervously and says, "Oh, this cannot be good. Zeph, be careful around that thing, we know they're looking for you."

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs  d20+16=28 ;
Monday May 21st, 2012 12:50:15 PM

A brief memory of the Corral reminds Davok about the circle that he forgot to examine. He decides he wouldn't let a repeat of that happen again and studies it alongside Keela for a moment.

(Spellcraft 28)

Progress -- DM Zach 
Tuesday May 22nd, 2012 12:00:49 AM

The circle seems nearly identical to the last one only this one is submerged in about two feet of foul water. Behind you a man approaches. He appaears familiar to Keela.

Welcome William back!!!

Anrete [HP: 83/83, AC 23/14/20, CMD 25]  d20+8=9 ;
Tuesday May 22nd, 2012 3:44:03 AM

A lean but muscular figure wrapped in layers of colorful but tattered robes staggers into view. Anrete narrows his eyes as he examines the scene before him.

"Friends or foes?", Anrete growls as he spins his massive polearm into ready position.

------------------------------------------------------
Knowledge(dungeoneering): 9 (natural 1)


Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22] 
Tuesday May 22nd, 2012 12:38:00 PM

Garret tenses up and takes an offensive position between the newcomer and the rest of the group. "Who are you? What are you doing here?"

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs 
Tuesday May 22nd, 2012 5:16:28 PM

Reflexively, Davdok reaches for his components. "That all depends on interpretation, does it not?"

Progress -- DM Zach 
Tuesday May 22nd, 2012 6:12:20 PM

OOC: I am going to try and clear this up a bit as my original post that was supposed to get posted didn't as I was on my phone trying to post. Also why I missed my DM Post by 49 seconds on Monday.

Anrete, a former companion of the Heroes of Bryn Baraz was returning to seek out his old adventuring group. His reasons are his own. However, upon reaching Bryn Baraz, Fen informed him of your undertaking. He was searching for the group when he happened up on the foul river and decided to investigate for himself. Seeing a group dive into the basin he made a logical assumption... either you were trying to stop the spread, or you were the cause of it.

(It is my understanding that Arnete would recognize Keela, Zeph, and possibly Garrett, but perhaps I am wrong.)

Keela 
Tuesday May 22nd, 2012 7:05:30 PM

"Anrete? Is that you? What are you doing here? I thought--" Keela breaks off, confused. "How did you come to be here?"

Keela 
Tuesday May 22nd, 2012 7:13:18 PM

[OOC: Poking through the archives, it looks as if Anrete departed pre-Zeph and pre-Garrett. Keela is the only one in the party who would know him.]

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Tuesday May 22nd, 2012 9:59:46 PM

Anrete would see Sjurd crouching down to inspect the summoning circle. He turns and stands. Sjurd is a tall and painfully thin man, wearing brown and green leathers and a gray cloak. Various pouches and pieces of eldritch components hang from his belt. Not a scrap of skin shows on him, from his boots to his gloves to his mask. Which, you notice, is made of dark mahogany and depicts a leering dramatis face. It is strapped around his head with a tight leather skullcap. He tilts his head to regard you for a moment, then turns to Keela. "Do ve hug him or kill him?" His voice is raspy and thick with a northern accent.

Zeph Illidian HP 106/106 AC 26/25t/19ff CMD 24 (Mage Armor, Prot vs. Evil)  d20+16=26 ;
Tuesday May 22nd, 2012 10:31:24 PM

Zeph is casting Detect Magic and begins searching for more soul gems (Perception = 26), while looking for any signs that this too may be a trap as the last summoning circle was.

Then he hears the marching of a soldier behind him, and his sword is out in a flash.

Then Keela speaks up, and Zeph relaxes, saying,

"If you are of pure intent and solid mind, then you are friend. If malice is in your heart, you will die."

Anrete [HP: 83/83, AC 23/14/20, CMD 25] 
Tuesday May 22nd, 2012 11:22:29 PM

"Keela?", Anrete warily lowers his guisarme as he recognizes one of the figures. "Fen sent me. So ye the group he mentioned about?"

"How ye have something good to drink in ye bag of ye.", Anrete gives a slight nod to the half-orc. "These waters stink!"

"Not the best of meeting I guess? I am Anrete Nanoc, blade-for-hire. Lost my pony and most of my gears getting here. So what's up for dinner?"

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

Anrete is a lean but muscular male human of average height. However, he seems to be slightly worse for wear with numerous scars of past injuries. He wears a light mithral breastplate and wields a wicked-looking guisarme.

Anrete [HP: 83/83, AC 23/14/20, CMD 25] 
Tuesday May 22nd, 2012 11:41:33 PM

Glaring at the self-righteous pointy eared elf, Anrete laughs, "Friend?"

"Purity is a myth. The mind is an illusion. And malice is but a tool to be harnessed for my enemies."

Turning back to the elf, Anrete grins, "And all men dies, one way or the other."

Garret Goodbarrel [AC:30/30/23 HP:75/75 Ki:11/11 CMD: 22] 
Wednesday May 23rd, 2012 11:26:39 AM

Garret, too, relaxes when Keela indicates that she knows the new man. Garret takes a quick look around to be sure there's no others, then steps forward, reaching his hand up in greeting, "I am called Garret. Garret Goodbarrel. We've come investigating the source of this corruption. After swimming through that mess, I've no appetite myself. We've just arrived and know nothing about this place."

"Zeph? Anything over there you can identify? And you better not get sucked into that gem, either."

-----

An average size halfling, Garret is noticed mostly by the fact he's unnoticeable. He does not stand out in appearance at all, and in a crowd disappears more than normal due to his small size. His voice is quiet, steady, and even. His black hair is nearly always up in a topknot, sticking up about 4 inches, with the sides of his head shaved. On the sides of his head, and leading across to his eyes, there are various dark but colorful tattoos. He travels light, so is seldom seen with much gear. He is usually seen with tan leather pants that end just above his ankles and no shirt, showing his furry body. Around his waist is a rope belt with a couple small pouches hanging off of them, one heavy with small rocks. He is seldom without his sling, either in his hand or on his belt. On his back is a small backpack, clearly far from full.

Things that go, "BURPPP" in the Night-- DM Zach  d100=26 ; d100=43 ; d20+20=26 ; d20+20=34 ; d6=5 ; 3d6=11 ; d6=5 ; d6=3 ;
Wednesday May 23rd, 2012 1:52:03 PM

The group having reacquainted with an old friend (of Keela's at least) continues inspecting the summoning circle. As the one before, this one glows with a dark hue of red, only this one is under about 2 feet of water. Looking at the circle reveal concentric pentagrams just below the surface. At the center of the grid, a minotaur appears and hovers inches above the water. He looks undisturbed by the fluid, his fur and blood-red robes are dry. He shows no sign of discomfort in the foul air.

He looks to the heroes, and speaks. His voice is pure, resonant, and carries as though perfectly attuned to the chamber. His words are effortless, but can be deciphered plainly in the ears of the Heroes. "You should turn back. Forsake your status, forget your compulsions, and fear for your lives. This fight is not yours, and you do not belong here." He gently reaches down with his right hand toward the water, and a column of fluid rises up to meet his hand. In an instant, the minotaur disappears.

Further ahead a sloshing, sucking sound can be heard coming from around a bend in the cavern is a slimy, filthy and disgusting blob that looks like a half melted human covered in a dark foul goo. Whatever it is will obviously be the cause of the contamination.

It lets out a muffled cry as a glob of acidic goo flies from its slimy mass and slams into Sjurd. (Hit AC 26). The goo burns through parts of his clothes and his skin doing minor damage. (5 points of Acid damage.) However, if he is unable to get it off quickly he will likely burn more and become entangled. (DC 23 Reflex save or take 11 more points of acid damage and be entangled for 5 rounds.)

The creature is now on the other side of the summoning circle about 40ft away from Sjurd who was the closest to the circle as he was inspecting it.

Keela  d20=19 ; d20+8=22 ; d20+8=20 ; 4d6=14 ; 4d6=14 ; d20+11=21 ;
Wednesday May 23rd, 2012 8:36:31 PM

"But this is our fight," Keela says softly. "That stuff is poisoning our friends and families; that makes it our fight."

When the creature attacks, Keela takes a moment to see if she can identify it. [Knowledge check: Arcana 37; Planes 35; Dungeoneering or Nature or Religion 34]

Then she fires two Scorching Rays at the thing, hoping she can actually hurt it. [Hit Touch AC 22 for 14 damage; hit Touch AC 20 for 14 damage. Caster Level check (in case it has SR) 21]

Zeph Illidian HP 106/106 AC 26/25t/19ff CMD 24 (Mage Armor, Prot vs. Evil)  d20+12=22 ; d20+12=23 ; 4d6=10 ; 4d6=13 ;
Wednesday May 23rd, 2012 11:32:39 PM

Zeph raises an eyebrow at the newcomer, wondering if this lispy man has made a habit of asking for food and drink upon meeting new people...

But then his attention is drawn by the sudden appearance and speech of the cloaked Minotaur.

Then the acid blobby humanoid comes into being, Keela is the first to react, blasting it with two waves of heat.

Zeph will watch and see how effective Keela's Scorching rays are, and if they do seem to hurt the creature, Zeph will smile,
"One good blast deserves another!" and he unleashes his own twin rays of Scorching Heat
(Hit Touch AC 22 and 23 for 10 and 13 damage)

Option B: If Keela's rays are noneffective, then Zeph will tap Garret with his Wand of Mage Armor, saying "Go get em tiger."

Spells
Level 0:
Level 1:Shield, Protection from Evil, Expeditious Retreat, Grease, Shocking Graspx2,
Level 2:Knock, Scorching Ray(x), Web, Glitterdust, Resist Energy
Level 3: Blink, Heroism, Fireball, Water Breathing(x)
Level 4: Elemental Body, Wandering Star Motes, Dimensional Anchor
Wands: Protection from Evil, Cure Light Wounds, Mage Armor
Rods: Extend (2/3), Quickcast (3/3)

Sjurd [HP:100/100 AC:21/18/21 CMD:17]  d20+11=19 ; d20+18=29 ; d100=23 ;
Wednesday May 23rd, 2012 11:41:02 PM

ooc: If I transform into an air elemental, would the acid-goo just fall on the ground?

"Gak!" The acidic goo clings to Sjurd and binds him in place. It seems to annoy the blood witch, who casts a swift incantation toward the monster, then transforms with a bamf into a being of pure air.

ooc: Leyline check passed. Cast hold monster. Will DC 24. I will use Tugging Strands to force the monster to roll twice if he succeeds on his saving throw with the first roll. Use polymorph as a free action to transform into an air elemental.

======================
TEMPORARY EFFECTS
84 temporary hit points
+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, Polymorph, Barkskin.

SPELLS (--, 4+1, 4+1, 3+1, 2+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*.
5 (DC 22) - geas/quest#, hold monster#, feeblemind#, legend lore, locate creature, detect scrying, restoration, cure serious wounds, magic jar, blight, nightmare, break enchantment, shadow walk, plant shape I, beast shape IV, mass bear's endurance, mass bull's strength, mass cat's grace, witch reincarnation, lesser immortal summons.

* Domain spell.
# +2 DC
Witch Spell List


Anrete [HP: 83/83, AC 23/14/20, CMD 25]  d20+6=8 ; d20+15=22 ;
Thursday May 24th, 2012 9:13:33 AM

Anrete fades into the shadows (hides: 22) and creeps closer towards the creature (double move 80 ft).

OOC: Anrete also tries to see if the creature is a visual creature (aka see if his sneaking is effective or otherwise).

-------------------------
Knowledge(Dungeoneering): 8 (Tries to id creature)
Stealth: 22

Garret Goodbarrel [AC:32/32/25 HP:75/75 Ki:11/11 CMD: 22] 
Thursday May 24th, 2012 12:25:24 PM

Garret reaches up to touch one of the tattoos on his neck and it glows briefly before his entire body shimmers for a moment (Barkskin). He pauses with Zeph as they await the result of Keela's rays. He says to Zeph, I sure hope that acid doesn't burn my fists too much.

Things that go, "BURPPP" in the Night-- DM Zach  d20+14=33 ; d6=3 ; d20+14=24 ; d20+8=11 ; d100=7 ;
Thursday May 24th, 2012 9:36:03 PM

Keela fires two rays of fire towards the Omox but the fizzle out as they reach him. She is able to readily indentify the creature as an Omox. She remembers an excerpt from a book she read somewhere that stated, "Amorphous beings of living slime, these repulsive demons lurk in fetid pools and lakes of filth, eager to drown unwary passersby. When summoned to the Material Plane, omoxes typically guard places of sacred filth or waters watched over by cults of the ranking demon lords with which these foul demons are most commonly associated. A typical omox stands 7 feet tall and weighs 1,200 pounds. They form from the souls of those who destroyed beautiful things in life, or who befouled and desecrated objects of purity."

Zeph contemplates firing his own rays but seeing Keela's lack of results decides to cast Mage Armor on Garrett.

Sjurd is burned by the acid for a few more seconds before changing into an Air Elemental and freeing himself. He casts hold monster on the creature but it does not work. Sjurd is uncertain if this is from spell resistance or the creatures substantial will. Take 3 more acid damage. No longer entangled.

Anrete wracks his brain, but in the heat of battle thinks it is most likely an ooze of some sorts. The creature does not seem to be following Anrete but whether that means he can see normally or is just focused on something else is another matter entirely.

Garrett initiates the magic in his tattoo, causing his skin to harden. Along with Zeph's magic, Garrett is now nearly unstoppable.

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

The creature screeches a raises its melted hands. It seems to be casting a spell but nothing has happened... yet.

Zeph Illidian HP 106/106 AC 26/25t/19ff CMD 24 (Mage Armor, Prot vs. Evil, Resist Acid 20)  d20+18=36 ; d20+9=23 9d6(3+3+6+4+5+4+3+6+5)=39
Thursday May 24th, 2012 10:06:21 PM

Zeph watches as the Omox begins to caste a spell, attempting to identify the creature's movements and chanting (Spellcraft 36 to id spell as it is being cast)

IF the spell is a summoning spell, then Zeph shouts, "Oh NO you don't! Keela, dispel if you can!" And he quickly twists his hands, fire erupting from his palms, sending a blasting wave of heat at the critter, hoping to disrupt its summoning (Cast Fireball Spell Resist Check = 23, oh wait, 25 for being Elf! 39 fire damage)

IF the spell is not a summoning, Zeph will cast Resist Energy on himself, causing his body to glow green (Resist Acid 20 for 90minutes)

Then he smiles to Sjurd, "Remember that stone ceiling collapsing idea you had earlier? Now would be the time."

Spells
Level 0:
Level 1:Shield, Protection from Evil, Expeditious Retreat, Grease, Shocking Graspx2,
Level 2:Knock, Scorching Ray(x), Web, Glitterdust, Resist Energy(x)
Level 3: Blink, Heroism, Fireball, Water Breathing(x)
Level 4: Elemental Body, Wandering Star Motes, Dimensional Anchor
Wands: Protection from Evil, Cure Light Wounds, Mage Armor
Rods: Extend (2/3), Quickcast (3/3)

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs  d20+10=29 ; 4d4+8=20 ; d4=3 ;
Thursday May 24th, 2012 10:41:13 PM

Instead of saying anything, Davdok simply reaches for his components and throws a bomb. Instead of exploding outward, however, it is simply a wave of force.

(Throwing a Force Bomb, hit a 29 AC and did 23 Force damage. DC 19 Reflex save to take only 5 damage)

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs 
Thursday May 24th, 2012 10:43:09 PM

OOC: Forgot to mention, the reflex save is only if I didn't directly hit him.

Anrete [HP: 83/83, AC 23/14/20, CMD 25]  d20+15=35 ; d20+15=24 ; 2d4+10=13 ; 2d6=5 ;
Thursday May 24th, 2012 10:49:59 PM

As Anrete swiftly creeps towards the ooze, he activates his ring of invisibility and prepares to hack with his massive polearm the moment the halfing arrives on the other side.

================================
Move action: 40 ft towards ooze (fast stealth)
Stealth: 35+20= 55 (invisible)

Ready Attack action: To-Hit: 24 +2(invisible) +2(flanking) = 28 vs FF, DMG: 13 + 5(sneak attack if any)

Sjurd [HP:100/100 AC:21/18/21 CMD:17]  d100=73 ;
Friday May 25th, 2012 12:29:15 AM

Sjurd swoops down in his air elemental form to hover just behind Garrett. Several muttered eldritch words later, and Garret the halfling monk suddenly glows with a green aura of energy.

ooc: Cast protection from energy. Garret is immune to 108 points of acid damage.

Garret Goodbarrel [AC:36/36/25 HP:75/75 Ki:11/11 CMD: 22]  d20+13=17 ; d8=5 ; d6=6 ;
Friday May 25th, 2012 1:05:25 PM

Garret pauses just a moment as the other spells go off, then he quickly rushes forward to the massive blob. He stops just as quickly and spins, his fist flying out in a roundhouse punch towards the center of the blob's mass.

-----
Ugh. Only hit AC 17. I'm going to roll damage dice anyway, because I like to roll dice: 5 + 6 fire. :P
Mage Armor, Barkskin, Protection from acid (108).

Keela[hasted][AC 20 HP 66/66] 
Friday May 25th, 2012 1:24:30 PM

"If it's not using verbal components, I'm not sure I could identify the spell in time!" Keela calls. Instead, she casts Haste on herself and her companions.

Everyone who is paying attention is hasted. Everyone who is not paying attention is also hasted, but they're less likely to take advantage of it.

Sjurd [HP:100/100 AC:21/18/21 CMD:17]  d100=37 ;
Friday May 25th, 2012 2:18:40 PM

Sjurd casts true strike on Garret, then retreats 15 feet away from the demon.

======================
TEMPORARY EFFECTS
81 temporary hit points
+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, Polymorph, Barkskin.

SPELLS (--, 4+1, 4+1, 3+1, 2+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*.
5 (DC 22) - geas/quest#, hold monster#, feeblemind#, legend lore, locate creature, detect scrying, restoration, cure serious wounds, magic jar, blight, nightmare, break enchantment, shadow walk, plant shape I, beast shape IV, mass bear's endurance, mass bull's strength, mass cat's grace, witch reincarnation, lesser immortal summons.

* Domain spell.
# +2 DC
Witch Spell List


Things that go, "BURPPP" in the Night-- DM Zach  d20+16=36 ; d20+15=20 ; 2d6+6=12 ;
Friday May 25th, 2012 3:39:09 PM

Zeph identifies that the creature is indeed summoning a creature of some sort to help it... the only question is what. Without waiting to find out, he casts fireball to disrupt the creatures concentration. The fireball explodes with great ferocity, able to push through the creatures defenses, beating not only its spell resistance but its resistance to fire. He was not able to do enough damage to disrupt its casting though. (39 damage with 10 negated by resistance means the omox needed to beat a DC 29 Concentration check. It made a 36.)

Davdok throughs a bomb, doing quite a bit of damage to the demonic creature it is explodes in an invisible ball of force.

Sjurd swoops in just behind Garrett and protects him from the acid of the demon.

Garrett and the newcomer Anrete work in tandem, attacking the creature at the same time from opposing sides. The creature was so focused defending Garrett's attack successfully that it never saw Anrete as his polearm appears right in the middle of the blob, doing a substantial amount of damage.

Keela moves just close enough to cast Haste on all of her companions. This however also hastes the creature... actually it doesn't, but it would have if he had not saved against it thinking it was a harmful spell.

-------------------
The creature having finished casting his spell despite the best attempts of Zeph to make it other wise, causes another Omox to pop into existence. Both melted creatures move at the same time, casting spells right on top of the other. The first is is a cloud of of green fog that burns when it comes in contact with the skin. It is so thick that is blocks sight and prevents movement. It does 12 points of Acid damage to everyone not protected this round. The second cloud is a lighter green and smells of rancid milk, rotten eggs, fermented cabbage, spoiled meat, old fish, dirty socks, skunk urine, and human excrement all at the same time. It causes all but those with the most stalwart of fortitudes to become nauseated while in the cloud and for up to 1d4+1 rounds after leaving the fog. Fort save is DC 18.

-----------------
OOC: Sjurd, you posted two actions for today so I just went with your first one.

Also, starting Monday, Ian is going to take over DMing duties to get acquainted with you guys. I'll still be lurking in the background if you have any questions.


Sjurd [HP:100/100 AC:21/18/21 CMD:17]  d20+10=28 ;
Friday May 25th, 2012 10:29:55 PM

Fortitude save 28

Anrete [HP: 71/83, AC 23(24)/14(15)/20, CMD 25] - [HASTE:+1 Dodge/Reflex + 1 AB  d20+11=19 ; d20+15=26 ; d20+15=18 ; d20+10=22 ; 2d4+10=17 ; 2d4+10=12 ; 2d4+10=17 ; 2d6=7 ; 2d6=11 ; 2d6=8 ;
Saturday May 26th, 2012 3:55:26 AM

Hasten by Keela's spell, Anrete follows up with 3 rapid swing of his polearm before fading from sight again (activates invisibility).

-----------------------------------
Fort saves: 19
Attack1: 26 + 2(flanking) +1(haste) = 29, DMG: 17 + 7 (sneak if any)
Attack2: 18 + 2(flanking) +1(haste) = 21, DMG: 10 + 11 (sneak if any)
Attack3: 22 + 2(flanking) +1(haste) = 25, DMG: 17 + 8 (sneak if any)

Zeph Illidian HP 106/106 AC 28/25t/21ff CMD 24 (Mage Armor, Prot vs. Evil, Resist Acid 20) 
Saturday May 26th, 2012 3:56:57 AM

OOC: Does not Davdok's kabomb also disrupt the spellcasting since it was thrown while it was casting the spell (one round casting time). And Garret's and Anret's damage as well right?

Keela[hasted][AC 20 HP 54/66]  d20+7=27 ; d20+9=26 ;
Saturday May 26th, 2012 11:22:12 AM

[OOC for clarification: I had always interpreted haste as affecting specific, designated targets rather than an area. You are interpreting it as an area effect, correct? Does the same interpretation apply to similarly-worded spells such as telepathic bond? Thanks!]

Keela feels her skin sizzle as the acid begins eating its way into her. She utters a muffled cry, which soon turns to a retching gag as the nauseating cloud takes over. Amazingly, she is not disabled by the cloud [natural 20! woo-hoo], so she staggers out of it, seeking fresh air.

If she still has an action after that, she casts a targeted Dispel Magic at the acid cloud. Caster level check 26 (will dispel a spell cast by a 15th level caster or lower).

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs  d20+9=22 ;
Sunday May 27th, 2012 9:46:23 PM

(Fort Save 22) Also, waiting on the ruling about the other sources of damage before doing stuff.

Zeph Illidian HP 106/106 AC 28/25t/21ff CMD 24 (Mage Armor, Prot vs. Evil, Resist Acid 20)  d20+8=26 ; d20+15=29 ; d10+4=7 ; 4d6=20 ; 2d6=6 ;
Monday May 28th, 2012 10:41:11 PM

Zeph gags at the nauseating fumes and quickly pulls out his Quicken Rod, using it to free-action cast Protection from Acid on himself (Fort save = 26, success!)

Then he charges into the green haze surrounding the omox, jumps into the air holding his Holy Curveblade high like a samurai, and lands slicing with a vicious downward chop opposite Garret or Avret to gain flanking

The attack hacks off a sizable chunk of acid-gooflesh,
(Hit AC 31, +2 for flanking, for 7slashing+20sneak attack+6holy, overcoming the DR/holy = 33 total damage)

Spells
Level 0:
Level 1:Shield, Protection from Evil, Expeditious Retreat, Grease, Shocking Graspx2,
Level 2:Knock, Scorching Ray(x), Web, Glitterdust, Resist Energy(x)
Level 3: Blink, Heroism, Fireball, Water Breathing(x)
Level 4: Elemental Body, Wandering Star Motes, Dimensional Anchor
Wands: Protection from Evil, Cure Light Wounds, Mage Armor
Rods: Extend (2/3), Quickcast (2/3)

Slight Hiccup -- DM Zach 
Monday May 28th, 2012 11:25:32 PM

I thought Ian was taking over today. I'll email and see what is going on.

Garret Goodbarrel [AC:36/36/25 HP:75/75 Ki:11/11 CMD: 22] 
Tuesday May 29th, 2012 12:22:08 PM

Garret stares in amazement at the massive swordplay by Zeph.

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Tuesday May 29th, 2012 9:02:10 PM

check check

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs 
Tuesday May 29th, 2012 10:42:39 PM

OOC: Checking in.

Keela[hasted][AC 20 HP 54/66] 
Tuesday May 29th, 2012 10:46:08 PM

Don't forget that you're Hasted! :)

Slight Hiccup -- DM Zach 
Tuesday May 29th, 2012 10:51:15 PM

Ok, clarifying for everyone's benefit as well as to clear things up for Ian. There are two Omox's. Yes, I forgot about the extra damage, but I also was not factoring the DR-10/good. He still makes the save (and has less hp damage now =)

Anrete swings at the creature multiple times hitting it once.

Zeph slashes the Omox doing a sizeable bit of damage.

Ok, sorry about the confusion. Ian should take over posting tomorrow.

If you have not posted this round, please do so and your actions will be added to those above and happen before the two Omoxes attack. Also as for the haste. I thought it was an area of affect just like a fireball.

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Tuesday May 29th, 2012 11:44:37 PM

ooc: How big is the chamber? I'm thinking about mass enlarge person, but I don't want to squish us.

Keela[hasted][AC 20 HP 54/66] 
Wednesday May 30th, 2012 1:18:52 PM

[My actions are listed in my post from Sunday, May 26. Please let me know if you need clarification.]



Slight Hiccup -- DM Zach 
Wednesday May 30th, 2012 2:36:12 PM

Talked to Ian, he will have a DM post incoming when he gets off of work tonight.

Whoopsie-Daisie -- Co-DM Ian 
Wednesday May 30th, 2012 7:16:16 PM

Hey all, sorry about the recent mix up. I just got home from work, and as soon as I have some food in me, the DM post will be up. I promise I my DMing skills are better than my organizational skills.

Garret Goodbarrel [AC:36/36/25 HP:75/75 Ki:11/11 CMD: 22] 
Wednesday May 30th, 2012 8:51:22 PM

OOC:
I'm confused on turns, too. I think my actions were for round one... but it was a miss... but the thing didn't attack or do anything back? Are we in round two?

Whoopsie-Daisie -- Co-DM Ian  d20+21=28 ; d6+8=14 ; d6+21=27 ; d6+20=26 ; d20+20=28 ; d6=3 ; 3d6=9 ; d6=1 ;
Wednesday May 30th, 2012 8:52:22 PM

Anrete attempts to pummel the Omox, but only one of the blows meets its mark.

The acid cloud quickly fades from sight as Keela successfully dispels the demon's spell!

Zeph lands a devastating blow on the creature! It cries out in a mixture of pain and rage as a viscous liquid begins to flow from its freshest wound.

The Omox just attacked by Zeph turns to face him, lashing out with a half-solid arm. The arm makes contact, slashing across his chest. However, his recent immunity to acid saves him from the bubbling liquid it leaves behind. (Take 14 damage, acid damage is negated) Unfortunately, as Zeph reels from the hit, the creature's other hand comes around and latches onto his face, cutting off all oxygen. (Successful grapple check, Zeph begins suffocating. A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. Keep in mind that Zeph is still grappled, and any attacks he takes will he penalized. If you're looking for what to do next in terms of being grappled, I suggest this flowchart.)

Its companion rips off a piece of its own amoebic flesh and hurls it at Keela. The disgusting glob makes contact, burning at the skin where it strikes. (Hit AC for 28. Take 3 damage and 9 acid damage) The nauseating goop sticks to your skin, and seems to just get more sticky the more you try to shake it off. (DC 23 Reflex save or become entangled for 1 round.)

((Sincerest apologies if I missed anything. It looks like the plan from here on out is to have me do the encounters, so for at least this encounter, please keep doing detailed posts of your attacks. If you could, please include any relevant abilities or feats that factor into your turns [Precise Shot, Point Blank Shot, Power Attack, Spell Focus, etc.]. At least until I get the hang of everyone's character. I look forward to DMing this campagin! :D ))

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Wednesday May 30th, 2012 10:00:00 PM

Co-DM Ian Highlight to display spoiler: {Hey there! I asked a question regarding the size of the caverns. I wanted to make sure there was enough room before casting a spell. From your summary, it appears I was skipped without having an opportunity to get an answer.}

ooc: Welcome, Ian! Please read the spoiler above. Also, I apologize in advance for my character. He's a bit of a pain in terms of what he can do in a given round.

Ian's Response: My bad! The cavern is about fifteen feet high, certainly large enough for Enlarge Person to be cast. However, it is certainly not large enough for everyone to become enlarged. Two of your allies can be affected by the spell. Post ASAP so we know who's enlarged, then you can post your actions for this round.

Sjurd [HP:100/100 AC:21/18/21 CMD:17]  d100=47 ;
Wednesday May 30th, 2012 10:51:58 PM

In a flare of magic, Sjurd infuses the party with vim and vigor.

ooc: Leyline check passed. Cast mass bull's strength. Everyone gets +4 Strength. No movement.

======================
TEMPORARY EFFECTS
81 temporary hit points
+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.
+4 Strength

CONSTANT EFFECTS
Bear's Endurance, Polymorph, Barkskin.

SPELLS (--, 4+1, 4+1, 3+1, 2+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*.
5 (DC 22) - geas/quest#, hold monster#, feeblemind#, legend lore, locate creature, detect scrying, restoration, cure serious wounds, magic jar, blight, nightmare, break enchantment, shadow walk, plant shape I, beast shape IV, mass bear's endurance, mass bull's strength, mass cat's grace, witch reincarnation, lesser immortal summons.

* Domain spell.
# +2 DC
Witch Spell List



Keela[hasted][AC 20 HP 42/66]  d20+9=25 ; d20+10=11 ; d20+13=17 ;
Wednesday May 30th, 2012 11:13:03 PM

Keela yelps in pain. She's not used to being targeted during combat, surrounded as she usually is by more impressive-looking companions. She does, however, manage to dance out of the way of the entangling goo. [Reflex 25]

She turns her attention to the Omox that's grappling Zeph. She fires a Ray of Enfeeblement, hoping to weaken the creature so Zeph can get away, but she is unable to affect her opponent [SR check 14, fail dismally]. Then she uses the Lesser Rod of Quicken to send a spread of Magic Missiles at the creature. She fails again. [SR check 17, crud!]

Anrete [HP: 71/83, AC 23(24)/14(15)/20, CMD 25] - [HASTE:+1 Dodge/Reflex + 1 AB] [BULL STR: +4 Str]  d20+12=14 ; d20+12=22 ; d20+7=10 ; 2d4+22=28 ; 2d4+22=27 ; 2d4+22=26 ; 2d6=8 ; 2d6=2 ; 2d6=9 ;
Thursday May 31st, 2012 4:59:37 AM

Bursting forth from his invisibility again Anrete hacks strongly but wildly at the Omox grappling with Zeph before fading into invisibility again.

==============================
Power attack: -3 att +9 dmg

Attack 1: 14 +2(bull str) +2(flanking) +2(invisible) +1(haste) = 21, DMG = 28 + 8(sneak if any)
Attack 2: 22 +2(bull str) +2(flanking) +1(haste) = 27, DMG = 27 + 2(sneak if any)
Attack 3: 10 +2(bull str) +2(flanking) +1(haste) = 15, DMG = 26 + 9(sneak if any)

Zeph Illidian HP 106/106 AC 28/25t/21ff CMD 24 (Mage Armor, Prot vs. Evil, Resist Acid 20) 
Thursday May 31st, 2012 8:49:19 AM

ooc: we casts Underwater Breathing on ourselves to swim through the tunnel to enter this place, does that allow me to not drown in the goo-monster?

Ian's Response: Unfortunately, the Omox is not made of water, but a melty-demonic-extra-planar substance that Water Breathing does not apply to.

Garret Goodbarrel [AC:36/36/25 HP:75/75 Ki:11/11 CMD: 22]  d20+16=34 ; d20+16=21 ; d20+11=20 ; d20+11=29 ; d20+16=26 ; d8+2=6 ; d6=1 ; d8+2=9 ; d6=5 ; d8+2=8 ; d6=4 ; d8+2=9 ; d6=5 ; d8+2=7 ; d6=5 ;
Thursday May 31st, 2012 11:56:52 AM

Garret moves to ensure he is still flanking the creature that is attacking Zeph. Then his tiny body turns into a flurry of arms, legs, fist, and feet as he attempts to beat the strange creature.

-----
OOC: Hasted, Bull Str
Flurry of blows (forgot to add flanking bonus in rolls)/Damages: Hit AC: 36/7, 23/13, 22/10, 31/14, 28/12.

DM Zach 
Thursday May 31st, 2012 2:07:10 PM

OOC: It seems DM Ian has things well in hand. I'll still be lurking but know that I leave you in more than capable hands.

The Battle Rages On! -- Co-DM Ian  d20+26=30 ; d6+8=12 ;
Thursday May 31st, 2012 11:26:46 PM

The demon is unfazed as Keela's spells bounce off of it.

Anrete manages to find his target once before fading back out!

The Omox maintains its grip on Zeph's face, determined to take him down. With a guttural roar, it lashes out with its free hand at him! (Take 12 damage, acid damage is resisted.)

However, while being distracted by Zeph, the creature fails to notice the small monk next to him, Garret lashes out, striking the creature multiple times!! It seems to be on its last leg!

The disgusting compatriot backs away from the group, growling low in what could be its throat. Its arms melt into the water at its feet, and slowly, but surely, the water begins to rise around your ankles. The wild grin on the creature's half face indicates it may want to drown you.


Zeph Illidian HP 80/106 AC 28/25t/21ff CMD 24 (Mage Armor, Prot vs. Evil, Resist Acid 20)  d20+26=41 ; d20+14=30 ; d10+4=8 ; 4d6=17 ; 2d6=7 ;
Friday June 1st, 2012 2:17:50 AM

Zeph becomes emerged in the sticky demonic goo and starts to panic as the liquid fills his lungs.
(18 con = 36 rounds i can hold breath)

His hand slowly moves to the quicken rod at his belt, tapping it while mouthing the words to Cast Grease on himself as a free-action.

He becomes a greasy blob within the blob, as oil in water (gaining +10 to escape artist)

Then he wiggles, and jiggles, and.... kicks,
With a mighty lurch he pushes himself out of the Omox! Landing on the floor with a sickly splash, like a sticky new-borne babe (Escape artist check = 41!)

He falls to the ground and immediately rises with an upward slash at the creature (Hit AC 30 for 8slashing+17sneak+7holy = 32 damage!)

Spells
Level 0:
Level 1:Shield, Protection from Evil, Expeditious Retreat, Grease(x), Shocking Graspx2,
Level 2:Knock, Scorching Ray(x), Web, Glitterdust, Resist Energy(x)
Level 3: Blink, Heroism, Fireball, Water Breathing(x)
Level 4: Elemental Body, Wandering Star Motes, Dimensional Anchor
Wands: Protection from Evil, Cure Light Wounds, Mage Armor
Rods: Extend (2/3), Quickcast (1/3)

Sjurd [HP:100/100 AC:21/18/21 CMD:17]  3d8+9=16 ; d100=64 ;
Friday June 1st, 2012 10:26:31 AM

Sjurd swoops in his elemental form of air to cast a spell of healing on Zeph.

ooc: Cast cure serious wounds. 16hp healed. Leyline check passed.

======================
TEMPORARY EFFECTS
81 temporary hit points
+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.
+4 Strength

CONSTANT EFFECTS
Bear's Endurance, Polymorph, Barkskin.

SPELLS (--, 4+1, 4+1, 3+1, 2+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*.
5 (DC 22) - geas/quest#, hold monster#, feeblemind#, legend lore, locate creature, detect scrying, restoration, cure serious wounds, magic jar, blight, nightmare, break enchantment, shadow walk, plant shape I, beast shape IV, mass bear's endurance, mass bull's strength, mass cat's grace, witch reincarnation, lesser immortal summons.

* Domain spell.
# +2 DC
Witch Spell List


Keela[hasted][AC 20 HP 42/66]  d20+13=26 ; 5d4+4=15 ;
Friday June 1st, 2012 2:13:28 PM

Since the creature attacking Zeph seems about done in, Keela tries again with a second Magic Missile. This time, the spell works, and 5 little blobs of light go racing at the target.

[SR check 26; cast Magic Missile for 16 damage]

Garret Goodbarrel [AC:36/36/25 HP:75/75 Ki:11/11 CMD: 22]  d20+16=24 ; d20+16=20 ; d20+11=12 ; d20+11=28 ; d20+16=22 ; d8+2=9 ; d6=2 ; d8+2=5 ; d6=4 ; d8+2=5 ; d6=3 ; d8+2=8 ; d6=4 ; d8+2=5 ; d6=3 ;
Friday June 1st, 2012 2:17:48 PM

Garret moves with the creature, standing in the water, and continues to attempt to rain down blows of fists and feet on the horrible beast.

Hit Ac/Dam (blech): 24/11, 20/9, 12/8, 28/10, 22/8

Davdok - AC 18/14/14 - CMD21 - HP 64/64 - 14/14 Bombs  d20+10=25 ; d20+5=13 ; d20+10=30 ; 5d4+8=24 ;
Friday June 1st, 2012 8:01:35 PM

Davdok's third bomb is the only one to solidly hit one of the Omoxes (The one Garret isn't pounding away at.) The others simply blow up nearby, causing significantly less damage.

OOC: Hasted, Bull's Strength

In a nutshell, threw three bombs, two of which didn't hit, so it needs to make a DC 19 Reflex (For half) or take 13 damage from each of those bombs. No save for the direct hit, which did 24 damage. Assume Precise Bomb is always in effect, so allies are never affected unless they occupy the same square.

The Battle Rages On! -- Co-DM Ian  d20+13=20 ; d20+13=30 ;
Friday June 1st, 2012 11:47:08 PM

OOC :: Gonna wait until morning for Anrete to post. Either way, expect a DM post in a little less than 12 hours!

Anrete [HP: 71/83, AC 23(24)/14(15)/20, CMD 25] - [HASTE:+1 Dodge/Reflex + 1 AB] [BULL STR: +4 Str]  d20+15=28 ; d20+15=30 ; d20+15=20 ; d20+15=25 ; d20+10=23 ; 2d4+10=15 ; 2d6=5 ;
Saturday June 2nd, 2012 12:53:01 AM

Seeing things well at hand, Anrete moves toward the other Omox and hack viciously before fading back to invisibility.

------------------------------
OOC: forgot that I cannot do full attack with a move. And my hand trembling... haha click to many times... dmg shld have a +3 from bull str

Attack: 28 + 1(haste) + 2 (bull str) + 2 (invisible) = 33, DMG: 18 + 5 (sneak if any)

The Battle Rages On! -- Co-DM Ian  d20+13=29 ; d20+13=17 ; d20+21=35 ; d20+21=30 ;
Saturday June 2nd, 2012 3:45:39 PM

Zeph breaks free of the demon's grasp, and his returning blow slashes a wound in the creature from hip to shoulder. It screams out in pain as its liquid organs begin to slough out, until nothing remains of it but a smoking pile of ooze on the floor.

((I will count everyone else's attacks against the next Omox. However, since most of you will have to take a move action to get there, only one attack will count!))

Sjurd dissipates into a swirling mass of air, granting healing power to his companion Zeph.

Keela's magic succeeds this time, whizzing through the air and striking the Omox multiple times!

Garret must move to hit the other Omox, and his small blows land a hit on the monster! ((I kept the one roll that hit it, just to be nice.))

The last demon easily dodges the first two bombs thrown by Davdok, but is too off-balance to be missed by the third!

Anrete's blow lands, taking a chunk of the creature with it!

Seeing its companion fall, the demon panics, lashing out with both arms at the small monk, but both of its attacks miss! The demon seems extremely panicked now as it gazes around at its foes surrounding it.

Zeph Illidian HP 96/106 AC 28/25t/21ff CMD 24 (Mage Armor, Prot vs. Evil, Resist Acid 20, Haste, Bull's Str)  d20+16=29 ; d20+16=30 ; d10+6=9 ; d10+6=16 ; 4d6=19 ; 4d6=14 ; 2d6=8 ; 2d6=9 ;
Saturday June 2nd, 2012 7:39:47 PM

As Sjurd's healing powers mend Zeph's wounds, he breathes a second wind...

and steps next Omox, flanking with Anrete, white-hot sword skewering the beast, then slashing outward from within

(Hit AC 29 for 9slashing+19sneak+8holy
Hit AC 30 for 16slashing + 14sneak+9holy=
75 damage total

Spells
Level 0:
Level 1:Shield, Protection from Evil, Expeditious Retreat, Grease(x), Shocking Graspx2,
Level 2:Knock, Scorching Ray(x), Web, Glitterdust, Resist Energy(x)
Level 3: Blink, Heroism, Fireball, Water Breathing(x)
Level 4: Elemental Body, Wandering Star Motes, Dimensional Anchor
Wands: Protection from Evil, Cure Light Wounds, Mage Armor
Rods: Extend (2/3), Quickcast (1/3)

Anrete [HP: 71/83, AC 23(24)/14(15)/20, CMD 25] - [HASTE:+1 Dodge/Reflex + 1 AB] [BULL STR: +4 Str]  d20+12=14 ; d20+12=21 ; d20+12=21 ; d20+12=29 ; d20+7=17 ; 2d4+21=26 ; 2d4+21=23 ; 2d4+21=25 ; 2d6=5 ; 2d6=8 ; 2d6=7 ;
Sunday June 3rd, 2012 1:55:42 AM


Following up with Zeph's attack, Anrete goes into an aggressive stance and hacks wildly at the remaining monster.

-------------------------------------
OCC: trembling fingers again
Power Attack: -3 AB +9 DMG

Attack 1: 14 + 2(flanking) +2(invisible) + 1(haste) +2(bull str) = 21 vs FF, DMG = 26 + 5(sneak)
Attack 2: 21 + 2(flanking) + 1(haste) +2(bull str) = 26, DMG = 23 + 8(sneak)
Attack 3: 17 + 2(flanking) + 1(haste) +2(bull str) = 22, DMG = 25 + 7(sneak)


Keela[hasted][AC 20 HP 42/66]  d20+11=14 ; d6+2=6 ;
Monday June 4th, 2012 12:06:18 AM

Keela takes a mental inventory of her spells, and decides they are useless. Her Scorching Ray hadn't hurt the creature. Acid Arrow?Against an acid-spewing creature? Not likely. Web? Could something that.....oozy even be entangled?

No, all that's left is to hit it with a stick. Keela uses her Hand of the Apprentice power to send her staff flying at the Omox, where it bonks most viciously! But misses.

[Hit AC 15, which I assume is a miss. Damage is 6 if it somehow hits.]

Garret Goodbarrel [AC:36/36/25 HP:75/75 Ki:11/11 CMD: 22]  d20+16=31 ; d20+16=20 ; d20+11=18 ; d20+11=27 ; d20+16=33 ; d8+2=9 ; d6=4 ; d8+2=8 ; d6=5 ; d8+2=7 ; d6=2 ; d8+2=3 ; d6=4 ; d8+2=6 ; d6=6 ;
Monday June 4th, 2012 2:06:44 PM

Standing near the creature, Garret watches as Zeph's massive blade strike again. He steps and dodges the massive blow, moving behind the creature as his fists pound towards the monstrosity again and again.

-----
Hit AC/Dam: 33/13, 22/13, 20/9, 29/7, 35/12

Sjurd [HP:100/100 AC:21/18/21 CMD:17]  3d8+9=21 ; d100=58 ;
Monday June 4th, 2012 11:33:12 PM

Sjurd heals Zeph, again.

ooc: Cast cure serious wounds. Leyline passed. Zeph heals 21 hit points.

Garret Goodbarrel [AC:36/36/25 HP:75/75 Ki:11/11 CMD: 22] 
Tuesday June 5th, 2012 1:00:23 PM

Garret steps and looks like he is dancing as he attacks the strange beast. He idly wonders what these things are doing here and if they are the source of the contamination, or a by-product of it.

A Silence Falls...-- Co-DM Ian 
Tuesday June 5th, 2012 2:03:38 PM

The party's final efforts to down the beast prove fruitful as the second Omox follows the example of the first, dissolving into a bubbling substance until all that is left is a puddle. The cavern grows silent, save for the heavy breathing of the party and the bubbling of the demonic remains.

((Everyone gets 6400 EXP! That's going off the assumption that only six people participated in this combat, which by my calculations, is correct.))

Sjurd [HP:100/100 AC:21/18/21 CMD:17] 
Tuesday June 5th, 2012 2:25:59 PM

Sjurd reaches into his vest and withdraws a clear glass vial. Stooping near the bubbling remains of the acid demon, he gently scoops a small amount into the vial and stoppers it with a small cork. "Vaste not, vant not."

ooc: XP is currently 83,400/105,000

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