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Southern Comfort
Iron Tower Neighborhood


At the Iron Tower (co_DM SteveK) 
Monday January 7th, 2013 11:40:53 AM

Ooc: Welcome Iron Adventurers back to Hook City and your Iron Tower. Please be patient with your new DMs, for we are bound to make many minor mistakes when it comes to personalities and locations with which the Players and PCs may be familiar.

Notes on the DM.
- Players dictate the actions/thoughts of their own PCs.
- DMs describe all actions/thoughts of NPCs and environment.
- DMs will post daily M-F ensuring 24hours have passed before the next DM Post

Notes on Hook City.
- After a month of coordination, the only 3 NPCs that are alive according to Player emails is Alistair, Sanji, and the 2 Girls. That's fine, and Jon and I will make up some new ones.
- James got me what the Tower looks like. I like his map. Therefore, the Iron Tower is now SQUARE.
- I could never get an exact description of the neighborhood outside the Iron Tower. Therefore, the neighborhood is as follows. (please adjust any memory to the new reality.)

The Iron Tower
The Iron Tower of the Iron Adventurers stands alone in the middle of a medium-sized square. It is downriver of the Bridge which is clearly visible only a ˝ mile away, and situated on the border between LaborTown and SouthHook. Quite fortuitous, really, as the mercantile activities of LaborTown is full of activities that provide information and are also full of people who will trade in gold as well as the magical chits of Hook City. And from the South Hook precinct, the group has access to the constablatory, magistrates, and the respectability which comes of living in Hook City itself.

The square itself is bordered by shop/homes where the street level is of one shop or another and the upper floors are the home of the crafters, merchants, and traders who run the shops. At first, the square was nearly deserted because of the events of the Haunted (Iron) Tower. Yet the Iron Adventurers have caused this neighborhood to revive, and several new families have moved in with their own businesses. In fact, once per week, an open market occurs in the square, with vendors of all sorts vying for the attention of any passersby.

....................

The Iron Adventurers have teleported from the pit of the demi-god and returned back to Hook City and the safety of the Iron Tower. This great evil they have vanquished will never return, but each of them are experienced enough to realize that some other idiot who wants to dominate others will eventually rear their head, and it will be heroes who must confront them.

They quickly find out that they have actually been gone a month from Hook City! Why, it felt less than a day! Strange magics must have been afoot on that teleportation object...

Restlin worries about Bosk's mental health, and then starts talking to shadows. When the wizard arrives back home and gets some rest then heads off to the WLA Headquarters in Hook City. There are always people training in the facility, and it is but a morning to bestow some luck of Wardd to complete strangers who may need it one day. Who knows? The fickle god may return that luck to Restlin one day ...

Restlin then takes another day outside the walls of Hook City, travelling to MudTown and barters magic items around with the local merchants. The wizard notices that there are a lot more tents and a lot less permanent structures in MudTown. As he goes about the perpetually muddy streets and through another localized cloudburst, Restlin is hailed by Sanji who is standing in front of the Emporium. "I'm about to go on a caravan trip to Wayfarer", he tells Restlin, "Helmust is going to be keeping the shop while I'm gone. Gonna get some good trade goods, I think."

Returning to his lavish tower room, Restlin works diligently for a week, breaking only for meals & sleep. At last, he holds up his great work, his magnum opus; a masterful symbol of Wardd on a fine chain. He slips it on his neck & offers his service to Wardd, god of luck.
That night, Restlin has a dream. He is sitting up in bed with a young, acrobatic looking man sitting cross-legged and balancing on a staff in the middle of the wizard's ornate room. The man cocks his head. "Nice piece", he says indicating the amulet. "Why not?" The man laughs, disappears, and the dream ends.

Zeoll feels altered by the young souls' escape, but still himself. He returns to the Iron Tower and, curiously, to two souls who have not moved on, the spirits of the murdered girls. "TEA PARTY!" they shout joyously as the liontaur returns, and he spends an enjoyable afternoon. That evening, he dreams of his azaleas.

Valla watches the souls depart silently a genuine smile on the scared elfin face. It pleases him to see a room still set aside for him, and adds some personal touches to his room. Valla keeps close to the Iron Tower for over a week, crafting on his bow, making a new cloak and a new backpack for further adventures. He also conducts some research, filling pages of his spellbook and learning more knowledge which could only help as he remembers the unspoken motto of Hook City; "Knowledge is Power, Magic is Gold. Power and Gold rule the Wold." It is good that Valla and Restlin are able to share their spellbooks, each of them gaining versatility and thus making the team more effective.

The elf finally gets out of the Tower and looks for the Catacombs storefront. Hook City has changed a little in the time Valla has been gone, and the elf learns that a store called "Catacombs Outlet" has set up shop in the square that surrounds the Iron Tower; what luck!
Of less luck, Valla learns that most of the friends and associates of the Iron Adventurers are dead or have travelled away. The only familiar faces, inform his heroic friends, will probably be Alistair the Magistrate, and Sanji who mans the shop in MudTown called "Black Harris Emporium". Looking about to see for himself, Valla sees that the Iron Tower is in the center of a square, and there are several shops already open for business around the square. The elf and others will have to wander the neighborhood to see who is who.

Zane, upon returning to the tower goes to his room and begins to meditate. He is in his room also for a long time. The hero must have brought some food with him, for he never even emerges from his room. In his dreams there are storms and dragons and elves, but what is real and what is a fantasy? So far, it is all locked in Zane's imagination. Storms never happen in Hook City after all!

Bosk also returns to the tower and stays in his room for a week.

Beriothian also returns to the tower and stays in his room for a week.

........................

The sun dawns on another perfect Hook City day. The usual faint ozone scent and a humming just below the conscious level attest to that the greatest magic city in the Wold guarantees the right weather for any day. It is only in the mind of anyone who cares to think about it of the consequences of this perfect weather. And it is called MudTown.

It seems there are no Wold-shattering events happening this morning, and the heroes are each able to renew their familiarity with the Tower, the neighborhood, and Hook City.


Bosk AC: 34/18/31 (+2 , _protection Evil, +1 Haste) CMD:23 HP 8 of 64 Spells 
Monday January 7th, 2013 11:42:09 AM

As the spirits of the departed rise into the air Bosk feels the positive energy restoring him, but something is different. Deep within the recesses of his mind he hears Gargul's voice, WELL DONE MY GOOD AND FAITHFUL SERVANT. YOU HAVE PROVEN YOURSELF LOYAL TO ME AND STRONG AGAINST THE SUBVERSIVE POWERS OF THE SOUTHERN CONTINENT. FROM THIS DAY FORWARD YOU SHALL BE ONE OF MY GRIM TASKED WITH AVENGING THOSE SPIRITS BOUND TO YOUR REALM BY THE SHACKLES OF SOME GRIEVOUS WRONG. YOUR SHADOW SHALL CONTINUE TO TO HANG IN MY THROWN ROOM AS A REMINDER TO THOSE WHO WISH TO CHALLENGE MY SERVANTS. THOSE WHO CHALLENGE MY GRIM CHALLENGE ME. Bosk remember's the unusual ceremony that bound his shadow, not in the Realm of Shadows, but on the wall of Gargul's thrown room like a gray tapestry. Suddenly he can feel the spirits as they rise, not just see them, but actually sense them. At the same time he feels some of his strength leave his body and the god taking back some of the magical abilities previously bestowed upon him and he wonders if this is some unmentioned sacrifice Grim's made to their god.

When Valla addresses him he replies, I strive to carry out the will of the gods, as long as their will is unchanging, so to must I be. As you can see, the gods have acknowledged me. I have been tried by Gargul and Jancassis and found worthy of their blessing. Gargul himself nailed my shadown down in his thrown room as a sign of his protection to those seeking to thwart his will in the Southern continent, and the holy symbol on my forehead was his gift to aid me in my journey as his Grim Avenger. He even humbled himself enough to come in person to Hook City and buy a round of beer for all of the Iron Adventurer's as we relaxed in a local bar after our visit to his realm. It is my great honor to serve him.

Back in Hook City the newly ordained Grim Avenger tithes a great portion of his wealth and reaccesses his equipment needs as he meditates on his newly achieved role among the ranks of Gargul's loyal Eyes.

ooc: Can Bosk gather some of the seeds from the poisonous flowers growing outside to grow back at the tower?

Thanks again to Jim for his amazing running of Hook City. The adventure's we have had are sure to be talked about for years and you have done much to help us develop our characters, enhance our tactics and abilities, and have made us all better players. We will miss you, and hope that future migrations bring you back to Hook City in the future.

Zeoll  d20+18=19 ; d20+13=29 ; d20+9=28 ;
Monday January 7th, 2013 12:29:06 PM


Zeoll sings to the girls and is glad when they do not play so "rough" as they sometimes have [early on, they used their ability to possess people to make Zeoll and Valla dress up like girls and play house]. Zeoll hopes his good influence has been to their benefit, or maybe they just like him more now.

He also shows them how to play jacks. He's had a set of ball and jacks at the bottom of his bag for a while now, and he's not sure why he didn't think of it earlier. The jacks were a Yule present, and his recent dreams of catching brownies and present fishing reminded him of them.

Diplomacy 19, Perform 29.

He also spends some time tending the rooftop garden. A month away means a lot of work to do.

Profession Gardener 28

Working elbow-deep in dirt is fine by Zeoll, but it does occur to him that he could use some professional tools. That leads him to go shopping, first in his local market, then farther afield as needed. He wants to buy masterwork gardening tools -- spending up to 250 gp on them, but not buying foolishly.

Out and about, he sees a bookstore, and enters on a whim. He is browsing through some volumes of legal cases when it hits him -- Maab be praised, the goddess has blessed him with the gift of literacy! Zeoll buys some books -- up to 250 gp worth -- books on nature, the fey, and especially on the law. He would love some legal works to function as masterwork tools for Profession Lawyer checks. You never know when a knowledge of the law will come in handy in Hook City.

Shopping in the neighborhood gives him the idea of offering regular concerts in the square outside the Iron Tower. He works on some of the stories of the groups adventures. He also spends a lot of time on songs about Maab and Eberyon. He tests out his new songs on his friends first.

He decides he needs some new duds if he is going to be performing in public. He seeks out a tailor to buy new clothes in the bright reds, yellows, and oranges of the fall colors beloved by the fey. Hw'll spend up to 250 gp on that, but nothing too fancy.

[OOC: Zeoll wants to use his Cradled "Spread the Word" power. It gives Zeoll and those with whom he talks a +2 on your next save if you sit down for a chat about the Fey King for three hours. I'm hoping that listening to songs counts.]

That night, Zeoll says his prayers to the Fey King and to Lady Maab, and he asks for guidance on her blessings. The liontaur dreams, and realizes that the nature of his magic has changed a bit too. If he wants to prepare his Cradled spells, he'll have to be in nature.

[OOC: As a votary cleric of Maab, Zeoll can only prep new cleric spells in nature. Is there anyplace in Hook City that qualifies (I doubt it). If not, Zeoll will need to make a trip outside the city walls, beyond Mudtown,

OOC: Link to new Zeoll sheet is in header. Hope I did not do too much in this post!!

Bosk AC: 25/12/23 CMD:22 HP 66 of 66 Spells 
Monday January 7th, 2013 12:48:59 PM

ooc: Perhaps you could get a cleric or something to bless your rooftop garden sanctuary?

Cayzle Comments: I are one!

Zane Stormfront AC 27 CMD 23 HP 63/63 
Monday January 7th, 2013 3:15:16 PM

OOC: I'll have dave post the link to Zane. The old Zane is still linked.

Zane pulls on his breeches, and heads towards the rooftop garden. He'd never admit it, but he rather enjoyed the view and tranquility the garden offered. Zane heads to his favorite location, the area where sea shore plants were grown, it always soothed him.
Sitting down, Zane tried to reach the peace that was always at his core. For some reason he couldn't center himself no matter how hard he tried. Never before, not even as a novice had he had this much trouble. The look on his face was one of someone struggling at a goal ths is just out of reach.

Zane will still be trying to center himself, when he is discovered atop the tower.

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Monday January 7th, 2013 3:36:29 PM

Restlin wakes up from his dream and looks around. He feels...different, like someone's watching him. Is this how Bosk felt with Gargul all this time? It's unnerving, but he's sure he'll get used to it. He sits down & begins his morning study. Without thinking, he grips the symbol of Wardd and casts his first osiron: read magic.

He never like casting read magic; divination magic hurts his head. This was different. It was effortless. He decides to start his morning off differently. He tries praying to Wardd. He gets down on his knees and gives thanks for the blessings Wardd has bestowed, but it doesn't feel right. Poor Restlin is just not a pious soul.

He thinks about Zane & sits cross legged on his bed, contemplating what it is to be lucky in a chaotic world, but that gets boring quickly too.

"Wardd," he says aloud, "I'm not really sure how to do this. Magic is easy, there are books to study & formulas to learn. No one hands you a spell with magic and says 'here you go, Restlin. Go do my work!' Still, here I am, devoted follower & holder of some small measure of ability from you. Ah shoot, you know what you're doing.

"Say, you weren't paying attention to me a while ago, so you probably never heard about the time I blew up a zombie kitchen. There I was, trying to figure out what was in this vat when I notice this zombie is carrying a ladle. So I go to take it and the thing clocks me right in the mouth. The story gets kind of bad for me after that, but when everything was all over we had to charge into a room full of poison just to get away from the explosion. Oh, then we found this guy who was all tied up..."

He prattles on for an hour when he suddenly feels a presence. It's gone as quick as it came on, but it leaves something behind. He's not sure if he annoyed Wardd or entertained him, but at least he found a way to commune with him.

He heads out of his room to see if Valla is done with his spellbook yet.

David F posting for Zane 
Monday January 7th, 2013 4:49:01 PM

OOC
This is the address to Zane's rewrite, but I don't know how to make it clicky capable. Can one of you that knows these things either explain it to me again or just make it show Zane Stormfront on it? Thanks. Also it looks like John might be posting for himself here. He just isn't able to cut and paste on his tablet in Rehab.

https://docs.google.com/document/d/17lPCef3ofZ9w5ZBQjPK4OOQSSynMVNMF6QgfCfDInuM/edit?authkey=CMvt0OEL

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday January 7th, 2013 7:20:00 PM

[link href="https://docs.google.com/document/d/17lPCef3ofZ9w5ZBQjPK4OOQSSynMVNMF6QgfCfDInuM/edit?authkey=CMvt0OEL"]Zane Stormfront[/link} -- Change } to ] Then add all your Ac,CMD and HP Info...

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+17=22 ; d20+17=33 ; d20-1=14 ; d20+9=20 ;
Monday January 7th, 2013 8:04:39 PM

Valla nods to Restlins reply; and listens to Bosk preach. I wish you luck my friend. I'm sure our goals will lead us down the same path. At least for a time. For now, I leave you to your thoughts, and words with Gods. I have spells to copy! Valla smirks and heads to Restlins spell book, taking it to his room and begins his copying. These two for sure, He says, copying Hold Person and Dispel Magic. After the several hours of studying and copying the arcane writings, he returns Restlins book; Thanks; if you'd like any from mine it's in my room. I'm headed out into the square to see who's moved in these few years I've been gone.

Valla then makes his way out into the square surrounding the tower. He attempts to talk to the new people there, seeing if there is anyone he remembers, and attempt to find out alittle about the new people.
(Diplomacy 14; K. Local 20)

I'm an new, old, Iron Adventurer. Just back in town; you know we saved your hides right? What you doing around here? Making profits are ya? Would you like to invest in tower defenses? They'd help keep this square safer. Never can be to safe...
=============
OOC: FYI;
Valla is an arrogant elf. He knows the scars on his right cheek to his neck, and up his right arm are disgusting to most people, but he acts like they don't exist and gets fairly upset if someone stares to much or mentions them. He's quick to "Know what your talking about" even if he has the slightest clue at best. Even more often, he's here to tell YOU something; alittle pressed for time tonight or I'd roleplay this out a bit more; have fun with it Steve :)




Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62  d20+14=20 ;
Monday January 7th, 2013 8:11:19 PM

Wyaar spends as much time in Mudtown as he does in Hook City, seeing to the temple of Maab and helping those he can.

One this fine day he'll accompany Valla to the market and lend a.. gentler hand towards the locals. (Diplomacy 20)

David F posting for Zane Stormfront 
Monday January 7th, 2013 8:18:29 PM

testing


David F posting for Zane Stormfront 
Monday January 7th, 2013 8:18:46 PM

Cool, Thanks )

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday January 7th, 2013 9:26:57 PM

Beriothian is left stunned as he leaves the horrific scene of their last battle. It wasn't brutality and bloodshed stuck him, he'd seen that many times before. No, it was more than that. This creature almost seemed to violate the very laws of nature itself.

As the Iron adventurers went back to the tower Beri couldn't shake this. He had become a rogue and an adventure out of wanderlust, a desire to get out and see what the world had to offer outside his small village. He had dreamed about raiding castles and rescuing damsels in distress, about fighting off fire breathing dragons and giants the size of mountains. Never once did it occur to him just the scope of what needed protecting, the very purity of nature itself.

The rogue left early the next morning and headed to the tower of Alistair, convincing him to drop him off once again at the Sargrass plains to visit Jacob the druid. Jacob is the one man the rogue knows who can teach him the skills he needs to protect the Wold from those who would corrupt it's very essence. When the week ends Beri returns to the tower, his vast array of weapons and tools having been traded in for a wooden staff and druid vestments. He makes his way up to the top of the tower and spends some time in Zeoll's garden contemplating how things have changed since he first joined this group, how he's transformed from someone looking for excitement into a man with a mission. He can only wonder what the Wold holds in store next for the Iron Adventurers

Zane Stormfront AC 27 CMD 23 HP 63/63 
Tuesday January 8th, 2013 8:01:06 AM

OOC: I NEED MY HEADER FIXED WITH THE NEW ZANE LINK, I CANT COPY/paste with my tablet.

Zane will pitch in 1000 gp for tower costs.

James D - Link updated

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Tuesday January 8th, 2013 9:32:40 AM

Thanks, just testing new header with correct numbers.

Iron Tower Square (co_DM SteveK) 
Tuesday January 8th, 2013 9:36:40 AM

Bosk sees the souls soar and believes that he hears Gargul's voice echoing within his own soul. Whether it is true or not is irrelevant. Bosk believes it to be true, and the mark of the Grim is upon the minotaur.

Back in Hook City, the newly ordained Grim Avenger tithes a great portion of his wealth and reassesses his equipment needs. It is too bad that he did not think of growing his own poison until they were already back in Hook City. As it is, the Avenger is confident that he'll be able to find poison as he travels in the future.

Zeoll sings to the ghost girls, happy they are less rough. While they still like playing 'dress up' with the liontaur, they no longer cause him to pummel himself and they ARE getting better at applying makeup!

The liontaur spends some time tending the rooftop garden, a month of growth and weeds to clear away. Zeoll is able to go to a new Dry Goods store on the Square and get some masterwork gardening tools, and only needs to spend a single White Chit (ie 100gp). Looking for Hook City law books is more of a problem. The bookseller suggests that Zeoll go directly to the magistrates and apprentice with them for 7 years. That is the usual way to get your own copy of the law books of Hook City.

Zane (still looking like a minotaur) pulls on his breeches, and heads towards the rooftop garden to the soothing sea shore plants. Sitting down, the minotaur tries to reach the peace that was always at his core. For some reason he couldn't center himself no matter how hard he tried. Never before, not even as a novice had he had this much trouble. The look on his face was one of someone struggling at a goal just out of reach.

Jon Highlight to display spoiler: {Ooc: I know you are still in Rehab. I'll look over the CS and when approved, I will provide a suitable magical event to transform Zane the minotaur into Zane the drow. No worries!}

Restlin wakes up from his dream and looks around. He feels...different, like someone's watching him all the time. Strange. It is really going to take some time to adjust to all this. It is a number of days to adjust and also get his spellbook back from Valla.

Valla copies some spells and listens to Bosk preach, knowing which of those activities is more interesting to him! When done, Valla heads out into the square to see who's moved in these few years I've been gone. Valla then makes his way out into the square surrounding the tower. He attempts to talk to the new people there, seeing if there is anyone he remembers, and attempt to find out a little about the new people.

Wyaar spends as much time in Mudtown as he does in Hook City, seeing to the temple of Maab and helping those he can. Being gone a month, he could be rather surprised when he sees a large green tent at the place where the temple of Maab was once standing in MudTown! There are a couple of clerics of Maab here and a visiting cleric of Ebyron. One tells Wyaar; "Hook City is cracking down about an old law that doesn't allow permanent structures outside of the city walls. The high priest of Maab was getting ready for an upgrade, and instead of expanding the building, they had to tear it down and move all the more important regalia into the Temple of Maab location on the Causeway in NorthHook. We're going to keep a constant tent here anyways, and the people always enjoy it when you come around."

Beriothian is left stunned as he leaves the horrific scene of their last battle. It wasn't brutality and bloodshed stuck him, he'd seen that many times before. No, it was more than that. This creature almost seemed to violate the very laws of nature itself. He has little thought of how right he is when he realizes his fine acrobatic skills are a thing of the past!

Needing to know what is going on with him, Beri heads to the tower of Alistair the next morning intent to be able to go and visit Jacob, but it is not to be. Alistair receives Beri warmly, but with a perplexed look. Through tea, the old wizard keeps looking at Beriothian. Finally, the wise man gets to the bottom of his strange behavior. "No one has been able to get to the Sargrass for over a month, young man", Alistair declares. "Wizards stronger than me have tried and only strike a wall that seems made of pure Woldsblood. Nothing can get through."

Alistair shakes his head. "Not that it seems that you need any training. Your aura is different. What happened to you? And why were you gone so long? You have the magic of nature about you, not the dash of a rogue. Something must have happened in that pit you described." When Beri stops to assess himself, he can see Alistair's words are true. He is aligned with the spirits of nature and lost most of his thieving skills (as well as a great deal of strength!)

.................

This first week back, as the Iron Adventurers start to step beyond their Tower, they see a revival of the neighborhood. Being right on the border between LaborTown and SouthHook, Iron Tower Square is a natural gathering place for merchants and upwardly mobile people trying to get ahead, wizards and citizens looking for something unusual, and the rich to do a little slumming. It makes the Square a pretty good place to be!

Walking around the Square, Zeoll, Beri, Wyaar, Valla, and the others realize that they are minor celebrities. Everyone on the Square knows who they are! Kids run up, daring one another to grab Zeoll's tail or touch Valla's scars. Hawkers and sellers always have a smile and wave for anyone in the group, an apple for free is tossed to Wyaar, a small bag of pistachios pressed into Beri's hand. Smaller children playing in an ally even have homemade dolls of the adventurers. "Thanks to the Powers that you Iron Adventurers are back!", one carter says fervently as he picks up his load of ashes, "makes me and the wife feel safer, ya know?"

Capitalizing on his newfound notoriety, Zeoll is able to set a weekly Concert in the Square for the first night of each week end. The first concert? Songs about the Powers, and featuring Maab and Ebyron! Three local buskers also agree to be at the concert.

Valla tries his best to offend people, but with Wyaar behind him and the general air of people happy to see the protectors back, the elf's condescending nature is passed off as hard-bitten experience.

The portly owner of the Golden Boar Inn, a place that caters to Hook City elite who want to go slumming without the danger gives Valla an answer that seems to be the sentiment of most in the Square. "Invest in defense? With the walls of Hook City, the biggest army and the greatest wizards in the Wold here? I think not. It's great that you are here as Protectors and are on the payroll of the City. I wouldn't think you would need to shake down honest citizens for more wealth, eh?"

On a lighter note, the Iron Adventurers could be pleased that Bosk's note for the Beasley family finally found what is left of the group where they were hiding. Feeling the need for better safety, they used the letter from Bosk to enter Hook City and start up an Apothecary Shop on the Tower Square. The brothers and sisters of Heather are now neighbors!

Looking around for a place within Hook City to renew his spells, the liontaur must have been talking out loud outside a shop that (he can read!) is called "Sargrass Weavings". A fine boned woman smiles and waves from her open door as she weaves an intricate design on a loom. "Many Shadows, Sieur Liontaur! I am Madame Mara Weaver, and I couldn't help but to have heard of your quest. I am also a follower of Maab. Why don't you go to the Temple of Maab just off the Causeway in NorthHook? If the priests there can find enough nature for their picks, then perhaps so can you?"

.................

Iron Tower Square Map

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Tuesday January 8th, 2013 9:52:37 AM

Cant do highlights

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Tuesday January 8th, 2013 11:37:29 AM

With his holy symbol complete & Wardd's acceptance in hand, Restlin ponders what he's gotten himself into...for about ten seconds. Then he decides he's had enough of this tower & walks outside. He sees Valla going about & can only shake his head. "Great, we picked up another Beltrin," he thinks to himself.

He decides he'd like to add small anchor and ladle charms to the quiver Bosk made him. He'll go around looking for a small quantity of silver suitable for making jewelry.

***

OOC: How are small transactions handled in Hook City? If the smallest chit is 100gp and coin can't be used, how does one buy a beer?

co-DM SteveK: Almost all trade within the city is done with Chits. This is because anyone born in Hook City has the inate ability to perform a Cantrip. They abhor money, and magic is the cost of services. See the Woldipedia on Hook City for more details.

People usually pay with "I'll cast this cantrip for you if you provide this service."

Bottom line is coin money IS accepted, but the payer is looked down upon because they can't pay by magic. ie second class citizen.

The Iron Adventurers have enough of a reputation around the neighborhood that they will not be looked down on if they use coin in the Square. (When I was DMing the Children of Chaos, I also said there is enough transistion in LaborTown that coin exchanges are the usual there.) But if they will get a different reception if they try and buy things with coin in NorthHook or SouthHook or on the Bridge.

Zeoll 
Tuesday January 8th, 2013 5:16:51 PM

Zeoll thanks the lady. "Marra, I am in your debt," he says with a bow ... and then goes to find his way to this temple, to see what he can see.

OOC: wealth debited, tools added to sheet.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday January 8th, 2013 7:59:40 PM

ooc: post is going to be later than normal tonight.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20-1=5 ;
Tuesday January 8th, 2013 9:25:36 PM

The City of Magic doesn't pay as good as you'd think sir.. Valla replys, catching a sneaky child out the corner of his eye, a quick snap of his head and a point of his finger; he says with a serious face You like frogs? I'll turn you into a pig then boy..

Since when does Hook City pay us... He thinks. Deciding if he keeps talking with the citizens he may end up ruining the Iron Adventurers reputation, he finds himself walking the streets thinking and talking to himself.

So, they found out who the murderer was. Hunted him down, took care of that as well.

Then, another Migration... Its amazing how fast a place can change... But, how'd...

Hunting down a demi-god is no small task; and now it seems Hook City is back to normal for a change...

Coming here, I meant to make a name for myself. Grow smart

And powerful enough to handle what my father could not. It seems I've reached that goal... So, what Now?

Plenty of gold or chits. Member of a team respected and feared alike. What now. Protect Hook City? From itself?

I need a raise...

Valla gets lost in his head for a while. When he finally stops to look around, he's standing in front of the Palm Reading place. Could it really hurt? Naa..

He steps inside, inquiring about the business, and if he could get a reading. Rather for casting a cantrip or paying with gold, he trys to be nice to anyone inside. (DIP 5) But may have come off a little; demanding.



Zeoll 
Tuesday January 8th, 2013 9:45:27 PM

Oh, and on the way to the temple, Zeoll shops for new duds. It would be nice, he thinks, to show up in his new fey-colored clothing at the holy place.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Tuesday January 8th, 2013 11:40:22 PM

As the others consider new roles in life Bosk walks down to the pawn shop, ever intrigued by old and rare items. Perhaps as an outsider to Hook City he felt drawn to these out of place items, or perhaps it was because he liked to stand out in a crowd. What ever the reason, Bosk spends hours browsing the lost treasures. When he is finished heads over to greet their new neighbors and to tell them how sorry he is for their loss. He had considered Heather a trusted friend.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday January 9th, 2013 12:16:25 AM

As a follow of Queen Maab, Beriothian tags along with Zeoll to take in the nature at the temple that has been erected in her honor.

Zeoll 
Wednesday January 9th, 2013 7:11:23 AM


Zeoll asks Beri how he looks in his new outfit. The shirt is red and orange, and he has woven yellow ribbons into his backpack (which looks a lot like saddlebags) and grey mane.

[Honestly, Zeoll suspects he looks ridiculous, but he doesn't mind!]

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Wednesday January 9th, 2013 10:55:09 AM

Wyaar shakes his head at the news that Hook city made them take down the temple. "How can a place of such beauty and learning be so petty and small?" But, he does his best just the same. Healing to those in Mudtown and helping the sick when needed since he fears no disease.

While in Hook he'll check in with the new temple to Maab with his two devoted companions. And always pays with coins, having no inherent magic of his own and wishing to use what magic Maab gives him for the benefit of others instead of payment for his needs.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Wednesday January 9th, 2013 11:24:26 AM

Zane, is getting more and more frustraited as he is unable to find his center.
He eventually gives up tring to center himself.
After failing to reach his goal, he begins to walk the edge of the tower,jusr circling it time after time. He loses count of how many times he has walked around the edge of the tower.

Iron Tower Square (co_DM SteveK) 
Wednesday January 9th, 2013 12:19:10 PM

Restlin is easily able to get the small amounts of stuff he wants around the Iron Tower Square or by venturing into LaborTown. The wizard immediately notices that after leaving the immediate neighborhood, he is not immediately recognizable. If asked, people know of the Iron Adventurers and where they reside, but the celebrities here is a group called the "Children of Chaos". "They were so good, they actually stopped the Great Migration. Now that is power!"

Zeoll thanks Mara Weaver, then goes to find this temple. He needs to get to NorthHook, and that means either taking the Bridge, one of numerous ferries across the river that separates LaborTown, or magically moving himself. Since it costs a White Chit for a single person to ascend the rickety collection of wooden switchbacks climbing up six stories to the Bridge which hangs from four giant hooks that hang in mid air... well, it is much less expensive for the ferry!

When the liontaur (and Beri and Wyaar) gets to NorthHook and the Marble Causeway, he again is able to appreciate the brilliant white marble buildings and statues that line both sides, and eventually finds specific directions to the Temple of Maab. The Temple on the outside looks like any number of other temples on the Causeway in NorthHook, only some potted plants and a mosaic on the stone floor entrance shows the affinity towards harmony with nature. Once inside, however, things change. Past the wide doors, an airy atrium opens into a series of gardens, streamlets, ponds, and secluded groves. It seems like every possible terrain and environment is here in miniature! The noise of the city is gone, too, as if a giant invisible dome separates this peaceful seclusion from the outside wold.

Zeoll is able to successfully pray for spells within the confines of Maab's Temple.

Valla ripostes with the Golden Boar owner without being crass enough to actually talk money on the open street, but it gets him thinking. The elf also catches a youngster and admonishes the sprite. Instead of being frightened, the scamp laughs at being caught and runs to his friends. "Nuh-uh, turn Sammi into a pig! Not me!"

Valla wanders the streets, thinking hard on things that seem to flit through his head. A little inquiry changes one of his assumptions, there has only been one Great Migration in the last 300 years; and that happened only recently. The effects of that Migration, however, are still being felt and assessed. When he finally stops to look around, he's standing in front of the Palm Reading place, and on impulse, he goes inside. "Madame Vera knows all..." begins the woman dressed in many colorful scarfs, but stops on Valla's appearance and brusque demeanor. "You do not need my services, and I'm getting ready for the night crowd, sir." Very quickly, Madame Vera makes herself scarce in the back room and waits for Valla to leave.

Bosk walks down to the pawn shop, and spends hours browsing the lost treasures. When he is finished heads over to greet their new neighbors and to tell them how sorry he is for their loss. He had considered Heather a trusted friend. Jimbim and Clarrissa seem to be the overall in charge of the shop, and are very happy to see Bosk, and thank him profusely for his sponsorship into Hook City. "Anything you need", says Jimbim sincerely. Clarrissa echoes with a different underlaying tone, "Yes, anything at all."

Beriothian is a follower of Queen Maab, and tags along with Zeoll to take in the nature at the temple that has been erected in her honor.

Zane tries to be isolated on the rooftop garden, trying to come to terms with what he is feeling, circling the edge of the Tower. And it is not well. All morning, it gets worse until it feels like there are a hundred tentacles writhing just under his skin. Instinctively, Zane is certain that it must be an after effect of the battle in the pit. The ability of the demigod to grasp and hold souls, and the sudden release of many centuries of imprisoned souls has touched the minotaur. Minotaur? No! For when the seething inside his skin finally ends, Zane is a drow elf! Touched by transmutation magics and the departing soul of a surface drow, Zane has transformed himself!
(ooc: Sorry John for the confusion. Of course you can post even if we don't have your PC sheet approved quite yet.)

Wyaar shakes his head at the news that Hook City law. One of the clerics responds that the learning and beauty are in the Hook City temple. "And besides, isn't mud part of nature too?" The cleric smiles and assures Wyaar that they are content to administer to the transient and not-so-transient population of MudTown with the tent. The paladin does the best he can, healing the sick and comforting the diseased without fear because he is protected by his own purity. While in Hook he'll check in with the new temple to Maab with Beri and Zeoll.

.........................

As morning follows night, evening follows day. As this day in perfect Hook City draws to a close, the heroes have been able to learn more about their environment and neighborhood in the past week or so, and have some time to get comfortable within their Tower. Much of the knowledge each one gets while out and about are now shared with the others over a dinner meal and a comforting fire.

The Iron Adventurers are still caring for themselves in the Tower, for they are without domestics of any kind at the moment. (ooc: Am I right? Just trying to make sure.)

The minotaur, liontaur, drow, elf, and three humans should be pleased that their early time of adventuring has provided them with great opportunity and success. And should be confident that whatever else happens, they will help the people and meet the challenge!

ooc: Highlight to display spoiler: {we can continue on with the locality and Hook City if you want for a couple of days. I'm willing to start your clues to the module tomorrow or as late as Monday if you are having fun. :-) }


Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Wednesday January 9th, 2013 12:40:51 PM

OOC: Yes, we have no servants. Restlin keeps things tidy in his room and the common areas using mage hand and prestidigitation. I think Bosk used to cook, but I could be remembering that wrong. Our best cook was killed three modules back. Zeoll tends the garden, etc.

"It seems to me that these Children of Chaos didn't stop a migration so much as delay it..." the wizard opines over dinner. He doesn't appreciate playing second fiddle to anyone.

That evening he'll get to work crafting his charms. He decides to craft sword, branding iron, and anchor charms in honor of his luck, and a ladle in remembrance of his bad luck.

***

I have plans for these. After I hash things out in my mind a bit more I'll take them to the BGC. If they end up being mundane, it's still a hobby he'd pursue.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Wednesday January 9th, 2013 3:15:06 PM

ooc: I have been wanting to move Hemust, Jillian and Sanji in to deal with cooking and upkeep.

Zeoll 
Wednesday January 9th, 2013 3:37:03 PM

Yeah, but the girls might not treat them well. So far it is just us. So long as the girls are here, that's best?

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells  d100=84 ;
Wednesday January 9th, 2013 4:32:04 PM

...The blond taur paces his floor, confused and confounded by the girls continued presence in the tower despite acheiving the retribution they sought against their murder. Bosk spends an hour in prayer before casting divination to determine the best course of action for dealing with the girls. Worried Gargul would be displeased by inaction of a Grim with such things in his own house he feels driven to do something, yet he hopes to do nothing as he has hrown attached to the girls. The cleric is apprehensive, having never cast this spell before. Will it give him some sort of cryptic message? Will he be instructed to leave them alone? Perhaps they have more unresolved matters binding them to this world, or Gargul will demand forceful eviction of the girls from this plane. Patiently he waits....


Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Wednesday January 9th, 2013 6:14:05 PM

Zane treads down to his room, as he enters he notices that things here has changed as well. The bed is now sized to fit his new body. Sitting on a stand is a sword, that both is familiar and strange at the same time. Striding over to it,Zane grasps it's hilt, the wrapings are worn from years of use, and the wear pattern is that of his own hands.
After doing a few sweeps of the blade,Zane is sure of himself that the blade is in deed his. After ghgettng dressed in clothing that is also strange yet familiar. Sliding on a leather harness that holds 5 daggers in sheaths for quick access from under his coat.
Wearing one of his black shirts, the dagger harness over that, then the long coat, Zane grabs the haversack and the shoulder scabbard and settels them in place. Every thing feels right, but still feels strange.
Zane, all geared up heads down to the common room. He fixes a meal for himself and seats himself to wait for the others to return.
Zane's appearance:
His skin tone is a lighter gray-blue with deeper colored lips. His eyes are a deep red, and his hair is pure white except for the streak of purple from his widows peak to the back of his neck.
His hat sits on the table,next to that is a two handed curved blade.
A coin pouch lays on the table as well.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday January 9th, 2013 10:33:14 PM

Delay maybe... It going to happen again eventually. Well be ready Valla nods to Restlin over dinner.

Seeing the new Zane, Valla gasps, sizing up the dark elf. Wha.... who... Howd... Why are you here Drow?

The Iron Adventures are known throughout hookcity, If he got in here without causing a fuss, id say its not blood hes lookin for. If it is, hell get a close up of his own.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Wednesday January 9th, 2013 11:16:00 PM

Beriothian takes some time alone in the garden and practices his magic. The very fabric of nature seems to course through his body now that he has dedicated himself to it's protection, and to Queen Maab. While wandering through the various gardens Beri makes note of what is in here. Are there mighty oaks growing here? Are there toxic plants that Bosk might find handy for his poisonous arts?

ooc: I would also prefer to delay until Monday.


Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Thursday January 10th, 2013 12:58:11 AM

"Hello Valla, I was hoping one of the others would to the tower fiirst. Not that I'm unhappy about seeing you.
Now comes the hard part, proving that I'm Zane. The same Zane that you just met when we killed that demi-god. There,towards the end when when all of the souls were releashed, one of them didn't pass on as it should have. Due to that, I'm now the new me. After having changed, I'm positive that returning to the old me would be the wrong thing to do. I still have a tattoo on my back, but I doubt that you ever got to see, so that leaves what to prove my identity o you?"


Zane keeps his hands away from any of his weapons. He remains calm,just waiting to see what happens next.

Zeoll  d20+13=27 ;
Thursday January 10th, 2013 6:38:54 AM


Zeoll is surprised when asked to pay a white chit to use the bridge. Is there a pass available? Maybe for a modest price he can buy a pass that lets him use the bridge whenever he wants?

As he walks with Beri, he has a conversation with his friend about how he too came to honor the Silver Lady. Zeoll says that he too was a druid once, and invented a magic item way back then, his Berrywreath.

Zeoll, as a cleric, has to prep spells at a particular time each day ... and for Zeoll, it is the dawn hour. So he thanks the servants of Maab he finds here, and says he will return tomorrow just before dawn to pray.

Back at the Iron Tower, Zeoll looks twice at the Drow sitting quietly with Valla in the common room. [OOC: Sense Motive check is a 27]

He stares at the Drow, and then says, "Zane, therre's something differrent about you ... wait, don't tell me ... let me guess ... new hairrcut?"

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Thursday January 10th, 2013 10:07:55 AM

"It's nice to see you havn't lost your sence of humor. I'm still coming to terms with it mself. It started a few hours ago, I had the strangest dream,and after I woke up I found that I couldn't find my center, ummm, what others call their Zen focus point. After trying for a few hours up in the garden, I walked the edge for a while. That's when the spirit moved in,and I changed physically as well. Before I never noticed that I was off kilter, but now, I feel right, that I'm just as I should be.
Oh, who's collecting for the tower? I'll give 1000 gold to help."


Zane will slide the money pouch to the tables middle.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday January 10th, 2013 11:26:10 AM

Zeoll walking in and immediately knowing the Drow as Zane. If Zeoll knew it was you, thats good enough for me. I didn't know you until recently, a new look is befitting. I must say though, a higher heritage may have been more beneficial. The dark path may be hard to get used to on the surface.

Valla smiles at the new Zane, and then takes a seat as well, awaiting everyone else to show up, ad see what they think.

Iron Tower Square (co_DM SteveK) 
Thursday January 10th, 2013 1:06:24 PM

Restlin doesn't appreciate playing second fiddle to anyone, and looks to poke holes in the Children of Chaos' reputation while talking with his fellow Iron Adventurers. That evening, he does a little crafting (any checks please?)

Bosk turns his mind to another problem, the ghost girls' continued presence in the tower despite achieving the retribution they sought against their murder. He is worried about his responsibilities as a Grim weighed against affection for the ghosts who seem content in the status quo. Bosk spends an hour in prayer before casting a divination: what is the best course of action for dealing with the girls?. Patiently he waits... and soon realizes that he is going to get no response for this question, at least not for this week. Highlight to display spoiler: {: Bosk has a 78% chance of getting a correct divination and will know if it is successful or not. Question is limited to one week in the future. Same spell on same question is always the same result.}

Zane treads down to his room, as he enters he notices that things in his room have NOT changed, and they are going to need to change as well. The new body of a drow needs a new bed, his skills need new equipment, his body new equipment. Good thing he is in the middle of a large city! It takes a couple of days, but Zane is able to exchange or purchase his new necessities fairly easily. The last item he is able to get is a sword (complete with stand) that looks as if the wrappings are worn from years of use, and the wear pattern is that of his own hands.

Zane looks at himself in the mirror of his room. A surface drow, his skin a lighter gray-blue with darker lips. Eyes deep red, and pure white hair except for the streak of purple from his widows peak to the back of his neck, he presents himself to the other Iron Adventurers.

John(Zane) Highlight to display spoiler: { I appreciate you trying to make up a scenario for why Zane suddenly changed from a minotaur to a drow. However, in game, the DM gets to make up the scenarios. That is SteveK or JonT. There are city, campaign, and woldian reasons why I am not allowing a sudden storm or magical transformation. A storm did NOT happen, Zane changed due to a delay of events from the Illithid demigod fight. Zane's equipment did NOT magically change. Please follow the DM scenario and limit your posts to what actions Zane can affect.
If at some time, you wish something outside of Zane's power to happen, please email me and Jon and if it doesn't spoil some law of nature, will wriggle it into the plot line.
Thank you for your consideration and understanding.
}

Valla gasps at seeing 'new' Zane, and mistakes him for a stranger elf. "Why are you here Drow?" Valla is confident that everyone in Hook City knows who they are (whether that is true or not), and is fairly certain that the drow is not looking for blood, but if it is, he'll get a close up of his own! Zane goes about trying to prove that while he looks different, his memories are still intact, and even his tattoo has not changed.

Beriothian takes some time alone in the temple of Queen Maab to practice his magic and wander through the various gardens. He sees one area where a single mighty oak cascades with mistletoe and a border of sharp-leaved holly bushes. In another environment, arid plants and beige sand form a border where a great tortoise sits and basks in the warmth. The druid easily identifies common plants, and even fairly rare ones is no problem for his great knowledge of nature. There is some Bloodroot, there a Black Lotus flower, and over there is Malyass Root. Yes, all the common natural plant poisons are here. It remains unknown whether Bosk would ever get permission to harvest any of them.

Zeoll is surprised when asked to pay a white chit to use the bridge. Is there a pass available? Maybe for a modest price he can buy a pass that lets him use the bridge whenever he wants? There is not, and the liontaur is informed that a White Chit is only the price to use the stair. It is a Red Chit to use the elevator! Only HookCity officials on official business can use the Bridge without payment. "And since you don't have an approved letter, you are obviously not on official business even though I see you are part of a Protector group. Please pay or move along, liontaur, for you are causing a line behind you."

Zeoll happily talks with Beri and Wyaar about Queen Maab, and finds a wonderful refuge in the Temple of Maab in NorthHook.

Back at the Iron Tower, Zeoll looks twice at the Drow sitting quietly with Valla in the common room. "Zane, therre's something differrent about you ... wait, don't tell me ... let me guess ... new hairrcut?"

............................

The next day, there is a visitor to the Iron Tower, it is Sergeant Capon, the constable. It looks like the unremarkable looking medium-sized man has a duty to perform and he stands at attention in the doorway until someone speaks to him. At that moment, he hands the hero a scroll and moves to 'parade-rest'. "Good Morning, Protectors", he begins officially. "The Inspector received word you are returned and has assigned me to be Hook City's permanent liaison to the Iron Adventurers Protectors. I am authorized to request billeting within your Tower or to make accommodations about the Square if that is unsuitable. The Inspector informed me that a versatile group such as yourselves may be extremely useful to Hook City."

He awaits, in parade ground perfection, a response.

NOTE OOC:
- What is the collection for the tower? Is this a monthly rent the Iron Adventurers have needed to do in the past?

- We'll continue learning about Hook City, Iron Adventurers, and each other's style for this week then. :-)

- I am assuming that each Player is reading all parts to the DM Post so as to get information out of the actions of other PCs. It helps me to not write sooooo much.


Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells)  d20+15=27 ;
Thursday January 10th, 2013 1:32:00 PM

No rent that I'm aware of. The place was purchased & ongoing taxes, etc weren't discussed.

Restlin, still awake & not quite himself, scratches his head as he regards the scroll and strange man in front of him. "You want to stay here? You're gonna have to loosen up a bit." He shrugs his shoulders & turns around. "Come on in & make yourself comfortable. Let me read this thing & see what the rest of my friends think. We all paid equal shares, we all get equal votes...or something like that. Your bureaucracy hurts my head sometimes. Well, not YOURS per say, but Hook City's. Maybe we should wait until Zeoll gets down here."

He opens the scroll, breaking the seal if needed, and reads it through.

***

Craft jewelry = 27. I get one per week, so figured I'd hold out.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Thursday January 10th, 2013 1:32:45 PM

The collection was because we origionally did not know if we had to rebuy the tower and reregister with the city for the rebuy. However, I believe we were told these things gave no advantages to our characters (and would be 1/4 our wealth) so not to worry about it.

SteveK: That is true. The PCs do not have to account for the Iron Tower as a portion of your wealth because it is just the place where you live with no in-game advantage. In fact, the Pathfinder Corebook lists a monthly fee of general well-being such as you have all described as being no more than 30 gold / month.

For the Iron Adventurers, there is no fee or other cost for individual PCs for living in the Tower. Right now. :-)

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Thursday January 10th, 2013 7:31:37 PM

After gathering his new gear over a couple days, he makes sure he has his badge pined to the under side of his coat's collar.
"I'm headed o the WLA, I want find out just how I fight now, this sword feels corect in my hands. I need to do some sparing so my reactions coinside with my brain. Anyone wanna go?"
If anyone goes with him, he'll spar with them. If he goes alone, he'll spar with the local instructor.
Zane will practice with and without his spells up. It's going to be a very educational day, no mater how many bruises he ends up with.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday January 10th, 2013 8:44:35 PM

Valla looks to Restlin, giving a Lets have some fun smirk.

So, you need a room say you? I think that can be arranged. Would you like a cup of tea sir?
Valla waits only a moment for response. Nodding his head, I must insist Sir Capon. Just a moment please.

Valla gets up and begins walking up the stairs, a few seconds later he can be heard,

Girls! OOHHH GIIIRRRLLLSSSS, Someone may want a cup of tea!

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Thursday January 10th, 2013 10:43:54 PM

Wyaar gets to use his Evil Detector twice.. once to verify Zane and again on the Hook City official.

He shakes his head as Valla tries to rouse the girls into mischief, "Now Valla, that just isn't polite... while we should introduce the girls to the Sergeant that may not be the best way."

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Friday January 11th, 2013 12:27:48 AM

Beri sits back with his cup of coffee, waiting to see how the girls respond to Vallas return.

Iron Tower Square (co_DM SteveK)  d20+2=8 ;
Friday January 11th, 2013 10:41:39 AM

Restlin tells Sergeant Capon to loosen up a bit, but shrugs, breaks the official seal, and reads the scroll. In the florid Hook City legalese style, the near full page basically reads the same as Sergeant Capon just said.

(the following is only a summary of the document. :-) Be it known to all that Sergeant Capon, authorized by Inspector Auslander, is to provide an official link between the Protector group nomenclature Iron Adventures and Hook City through the offices of Inspector Auslander, Second District, SouthHook, Hook City. That Sergeant Capon or his immediate superior in 2d District SouthHook is the only authorized link of Hook City to the Iron Adventurers. That all official proclamations, agreements, and issuances for said Protectors is hereby now only transferred through Sergeant Capon or his supervisor. All previous notifications or agreements from any Hook City governmental authority to the Iron Adventurers Protector group are null and void. This proclamation has no bearing on mercantile or monetary agreements between citizens or non-citizens, nor the legal documents pertaining unto them. It is signed and sealed by Inspector Auslander and countersigned and sealed by the Hook City Council.

Zane has made sure he has his WLA badge pinned to the under side of his coat's collar before talking with the others. Accepted by the group that he is who he is, Zane then goes to the WLA Headquarters in Hook City to ensure of the limit of his new skills with his new equipment, and in his new body. It is a very educational few days, no matter how many bruises he ended up with!

Valla looks to have some fun, and calls for the ghost girls in the upper floors. "Girls! OOHHH GIIIRRRLLLSSSS, Someone may want a cup of tea!"

Wyaar stares intently at Zane and then Sergeant Capon, and verifies neither of them have an evil aura. He shakes his head as Valla tries to rouse the girls into mischief, "Now Valla, that just isn't polite... while we should introduce the girls to the Sergeant that may not be the best way..." but he is a little too late.

Beri sits back with his cup of coffee, waiting to see how the girls respond to Vallas return.

......................

The response of the girls is immediate, as one of the girls tries to possess Valla. "Valla, you are back!", she squeals in glee. Will DC 18 or possessed. Whether possessed or not, the ghost girl trails a line of feather boas, big hats, and a bag of mascara that proceeds to wrap, plop, and mark themselves all over the scarred elf. "Tea Time!"

The other girl flies down the stairs, similar attire floating behind her and making a beeline for Sergeant Capon. "TEA TIME!" A look of confusion and alarm comes over the good Sergeant's face just before the ghost girl enters his body and the dress-up, make-up transformation is complete. Grinning a little girl grin, Sergeant Capon prances up the stairs singing a silly song and spends the next hour in Zeoll's room playing tea.

"I am Bea, I drink tea, won't you dance around with me?"

After an hour, Sergeant Capon (and Valla) return to the front hall. The makeup on the sergeant (and Valla) is quite good, if done in an over-the-top way. The girls must have been practicing with Zeoll! His official mask is back on, and he is out of the dress-up clothes. Coming to attention while brushing off a stray pink feather from his uniform. He nods at Restlin and Bosk and says, "If you have no other duties for me at the moment, I will find suitable living quarters on the Square." He then turns to Valla and continues to be just as official. "An amusing experience, but in the future I do not think I care for tea."

........................

ooc: co-DM JonT will be taking over on Monday to start the module.



Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Friday January 11th, 2013 11:00:38 AM

Bosk is a little relieved not to have to deal with the girls just yet and joins Zane at the WLA and spends the day working on his form with the bastard sword. He has a hard time believing an entire month has gone. As he practice he discovers that he can sacrifice a little accuracy for extra damage and quickly hones this new skill. He then spends a few hours working on his archery skills, getting used to his newly acquired crossbows.

On the way back to the tower the horned cleric stops in at the neighbors and talks with them a bit more. As the conversation progresses Bosk asks if any of them know where he might be able to purchase some poison for his blade, or where he might acquire the seeds or reagents to make his own. Although he would be hesitant to bring the topic up around other people, his experience with Heather and the others leads him to believe they will be understanding. In fact, given the personalities of the individuals, he would be shocked if they did not know where to acquire some.

Once back at the tower Bosk hears about the sergeant's adventure. Glad the official is out of hearing and won't be constantly around to make the group feel like they are always at work and needing to act official the blond taur laughs, Couldn't have happened to a nicer starched collar city official!!! However it might be bad for us if this sort of thing regularly happens to city officials. We should also have mentioned that all the bedrooms are full and he would have to sleep in one of the small servants' quarters. That would likely have convinced him to seek other lodging as well.

That evening Bosk speaks to the girls and asks them about their lives and why they are still choosing to remain in the tower. Perhaps talking to them will give him some clue as to why they are still bound to this plane.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday January 11th, 2013 12:34:26 PM

As Valla has tea with this this time its much more enjoyable, even if Mr.Capon didnt.

I like to have alittle fun big guy, besides I wouldnt do that to everyone. Just those as up tight as him hehe.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist  d8=8 ;
Friday January 11th, 2013 3:52:46 PM

Zane has a few memerable bruises, including a rather nasty lump on the side of his head. It took most of a day to stop seeing stars.
After all of the hard training with the Elven Curve Blade and his daggers, along with the spells at his finger tips, Zane iis confident in his martial skills along with the arcane. He definatly has access to a more varied spell list. The most of it, geared towards weapon offence and defence.

Zaane is happy he missed the girls, he never was comfortable with them. One night during the week,"I'm as ready as I can be, it'll take some real life or death to truely see if i'm actually ready."


Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Friday January 11th, 2013 6:16:27 PM

Wyaar will accompany the Sergeant and Valla to the tea party if permitted by the girls, both to participate and to make sure it did not get out of hand. He'll gladly wear a hat and boa if needed and will look darn pretty doing it. He enjoys himself with the girls. They remind him more of playful fey than vengeful spirits.

"You're more than welcome to stay in the tower Sergeant. The girls are playful, but such... parties are rare."

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Friday January 11th, 2013 10:48:53 PM

Restlin watches the man leave. He was stuffy, but they could have been nicer. He gives a sideways glance that says "really?" to Valla & heads back upstairs to get to work on his crafting.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday January 11th, 2013 11:41:54 PM

Valla nods at Restlin, yes, It only felt right to introduce him formerly to them. I surely meant no harm.

Zeoll 
Saturday January 12th, 2013 11:37:37 AM

Zeoll arrives back from the temple, spells prepped, and sees the constable in full regalia. He sighs, and uses Prestidigitation to get the fellow cleaned up.

"I'm sorrry," he says to Capon, "the girrls can be naughty, although therre is no meanness in them. Well, not much.

Privately, Zeoll wonders about the fellow's name.

After he comes to understand the fellow better, Zeoll asks the man if he would prefer to bivouac in the Iron Tower or nearby on the square.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Sunday January 13th, 2013 10:10:39 AM

Beriothian expected the girls to be excited to see Valla again, but he can't hold back a chuckle when the Sergeant gets brought up for the party as well.

I am sure those four are going to have a wonderful time catching up with the girls. Hmm, I never thought about it, but I wonder why coffee parties never caught on. Not only is coffee better, but coffee cake is sooo much better than biscuits.

ooc: I got to North Carolina last night and start my new job on Monday, I should be able to post more regularly now.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Sunday January 13th, 2013 3:02:27 PM

so, with mr. Capon showing up, this seems to imply that the council shall seek to employ our services soon? I sure hope he didnt have tea for no reason. Besides, I need something to do to get out of this square soon, my time around that evil lair has left me restless, its been to long cooped up in this city, without events occuring.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Sunday January 13th, 2013 5:39:33 PM

"If we are going to get along with, we really should not be playing games with the cities representitive for our amusment. I think a heartfelt appology would go quite far in helping Mr.Capon give a good first report to the people who assign and then pay us for our services. If no one else will go find him I will go.
I believe this is truly that important."

Zane will wait a few minutes to see if anyone else will go.

Zeoll 
Sunday January 13th, 2013 6:54:12 PM

OOC: Huh? Did he run away? I posted Zeoll would clean him up and apologize. If I'm confused, Zeoll will go with Zane to find him, then clean him up and apologize.

DM JonathanT - Tea for Two 
Sunday January 13th, 2013 7:05:32 PM

DM JonathanT: from what I gather from Stevek's post, Capon was cleaned up already, or at least in his own clothes. But the implication was that he had already removed any makeup also. However it is not exacly clear that he'd left yet. Capon only states that he declines a room in the Tower in favor of somewhere else on the square.
"If you have no other duties for me at the moment, I will find suitable living quarters on the Square." He then turns to Valla and continues to be just as official. "An amusing experience, but in the future I do not think I care for tea."
This statement implies that he could have left already, but not necessarily yet.

Zeol can remove any smudges that Capon missed and Zane can issue appologies. If nothing else stops him, he will be out the door and looking for a room to rent.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Sunday January 13th, 2013 9:45:48 PM

"Sir, please accept my appology on behalf of our whole group. Some of our group has a low sense of humor. Then I expect that some members have no humor at all.
I understand you'll be seeking a room elsewhere, if you could let us know where, we could contact you if something should come up in an emergancy.
Again, i apologise for the group."



Iron Tower Square (co_DM SteveK) 
Sunday January 13th, 2013 10:37:54 PM

Zeoll removes the smudges of makeup from Sergeant Capon before he leaves. The very proper and stoic sergeant gives a short nod of his head to Zane and Zeoll in acknowledgement of their apologies, but shrugs it away. "I am a liasion and must know the company to be most effective. This morning has been... enlightening. As it is, I feel separate quarters would be best for our respective intents."

"As to titles, I am not a 'Sir', or "Mister", nor yet a common "Sieur". I am a Sergeant of the Constablatory and would ask to maintain that particular title in my position."

With another very proper nod, almost stiff, Sergeant Capon will remove himself to find quarters elsewhere.

Zeoll 
Monday January 14th, 2013 12:04:05 AM


"Yes, uh, Serrgeant," says Zeoll. "We'll look forrwarrd to worrking with you in the futurre. Please call on us at yourr convenience."

After he is gone, Zeoll shrugs. He is pensive as he moves around the Tower attending to homely chores, making some food, tidying, washing dishes, sweeping and dusting.

He'll go sing the girls to sleep, maybe a couple sad songs about mothers and babes. Something like "Baby Mine."

Then to the garden, for a little moonlight weeding, and then sleep.

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Monday January 14th, 2013 3:55:32 PM

Restlin watches him go out the door & quickly loses any ill will he may have held towards Valla for his treatment of the Sergeant.

Figuring he has work to do, he gets back to it.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday January 14th, 2013 6:41:39 PM

Beriothian chuckles to himself as the captain leaves the tower. At least the girls seem to have taken a shine to the sergeant, he would hate to see what would happen if the girls didn't like him there.

Zeoll 
Monday January 14th, 2013 7:00:58 PM

That night, Zeoll meditates under the stars, seeking guidance. He has an intuition that the group is about to embark on some new grand adventure, and he hopes for advice as he contemplates the future, from the point of view of a dreamer.

OOC: Using Seer's Read Dreams ability.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday January 14th, 2013 8:08:40 PM

Valla shurgs as the captain leaves, taking himself to hus room to dabble with his alchemy set.

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Monday January 14th, 2013 8:12:36 PM

Wyaar helps with the day to day tasks around the tower and quietly picks the large lion hairs out from the food without complaint.

DM JonathanT - Southern Comfort 
Monday January 14th, 2013 11:02:20 PM

DM OOC: A quick note on my posting habits. I work a 10hr day, so I get home late sometimes. I like to read the posts and if any are missing, I wait a little. However, I try to start by 9:00pm Central time. Due to my cat, you may not see a post until after 10 or 11pm. I usually compile the post in Notebook and before I enter it in the Hook Page, I refresh it once more to see if there's a late post.

I try to get to the Wold as soon as I get home from work and answer any questions. Unfortunately I don't have access to the Wold while at work. On my days off I do check more often and may post answers during the day.

IC:
Sergeant Capon proves to be the norm for the Hook City officials, that is, a rather lack of humor, at least while in uniform. The Sergeant is seen going around the square looking for a boarding house of room for let and he soon finds a suitable place on a corner of the square. Below is a tinker shop, and the proprietor lives alone above. He is up in age and makes a living repairing the simple magical oddities that such a magical city has developed in its years. The Sergeant finds it quiet enough and close enough to the IA Tower for his purposes.

The IA members go about their business, some not so sure about this Liaison, others indifferent, others hopeful that he'll bring excitement rather than they have to go out and look for it.

Night comes and goes and for most it was uneventful, the girls already having had their fun for the day. For Zane, though, he awakens with memories of fragments of dreams that bother him.

Zane only: Highlight to display spoiler: {Your dream starts with ringing of a bell in the distance, much like a city alarm bell. Next, an image flashes. It is hard to see as it appears shrouded in fog, but you see a bunch of twisty lines. Before you cab make it out you jump to a large city. An image of a large port flashes by. Although the dream is brief, you feel like you've been through a lot.}.

The morning is halfway gone when a knock at the door reveals Sergeant Capon again. He's his usual self, all business like, nearly marching in when invited in. Once inside he clears his throat and starts:
"I'm sorry to disturb you on such a mundane matter, so below your status, but the messenger insisted it was important. It appears there's a muddy at the North Gate requesting to see you. As you well know we could not let him enter, but he did give a note."

Sergeant Capon pulls a wad of mud smudged paper form a pocket and hands it to the closest IA, nose slightly up, as if trying to avoid MudTown smell from the wad.

In a hard-to-read scrawl it reads: Bosk, need your help. There is a gang trying to extort money from the neighborhood. Threatened me. Sanji on caravan job. Lilly ran off.

It is signed Helmust.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Tuesday January 15th, 2013 10:22:22 AM

Thank you Sergeant. It may be a mundane matter, but we must always remember our origins and those who helped us get to where we are today, regardless of their status. Even I'm sure a man of your stature did not if we were to try, they wouldn't forget us. I'm sure a man of your status encountered similar experience as you rose through the ranks of the Constablatory. Besides, if the officials of Hook City know we are faithful to the citizens of Mudtown, how much more will they be reassured we will honor our obligations to them. Thank you for bringing this to our attention. Bosk gives Zeoll a quick glance, unsure if he should tip the Sergeant or if that would be insulting to the man, and hopes the liontaur will have a better grasp of the proper way to do such things than he does.

After waiting a moment for the others Bosk unfolds the paper and reads it all to them. I don't think there is much of a choice in this matter. We can't very well let a gang in mud town exhorting money from us, let alone threaten our friends or ignore such a request for help. Let's hope this is nothing more than an opportunistic gang that thought heard we were missing for the last month and decided to take advantage of the situation. With a little luck, we will be back in time for for dinner and a warm bath.

Zeoll 
Tuesday January 15th, 2013 10:26:26 AM


Zeoll praises the sergeant's devotion to duty, and thanks him for delivering the message, judging that a fee or tip paid for official service would be inappropriate.

He is ready to head off at once. (standard set of spells prepped, per PC sheet)

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Tuesday January 15th, 2013 10:56:24 AM

The name rings a bell with Restlin.

"Oh yea...hey guys, that Sanji character is out trading with a caravan and Helmust will be running the shop. Probably should have told you all that, but I didn't make much note of it since I don't have any ownership in it. Not that that's a good excuse, it just didn't sit in my mind long enough.

"Anyway, roving gangs in Mud Town. That sounds like something we should clean up. Let's hope it doesn't end with as many corpses as the last gang encounter did..."

Restlin grabs his stuff & gets ready to head out.

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Tuesday January 15th, 2013 1:17:48 PM

Ya, helmust never could fight very well. Poor guy must be scared without Sanji around. An a gang, trying to shake down our money. Must not have heard Im- were back in town

Valla goes and gathers his things, spell book, haversack and of course his trusty bow.

Lets go teach them a lesson, hopefully not getting near as dirty as last time we decided to fight in Mudtown

Zeoll AC22, HP67 of 56  d10+6=11
Tuesday January 15th, 2013 1:31:54 PM


Zeoll grins. "I'm surre it's just an issue of emotions rrunning high. I bet I can calm those down." The wemic nonetheless urges the group to head posthaste to Mudtown.

Before leaving Hook City proper, Zeoll sets aside his Tower Shield and casts two long-term buffs: False Life and Mage Armor.

==========

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 0 of 3

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday January 15th, 2013 5:55:48 PM

I wouldn't worry too much about Lilly just yet, she is pretty clever. Just the same, Zeoll, if you try to calm their emotions I may just have to kill you.
Beri gives Zeoll a wink.

ooc: for those of you with more caster experience, what's the best way for me to list my spells each day?

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Tuesday January 15th, 2013 7:32:51 PM

Seeing Zeoll cast spells, Valla gives a concerned look, You expect immediate trouble?

Prepared Spells
0-touch of Fatigue*, Message, Ray of Frost, Light, ghost sound
1- Chill Touch, Shocking Grasp*X2, Ray of Enfeeblement, Shield, Animate Rope
2- Scorching Ray*, Spectral Hand, Knock, Arcane Lock, Flaming Sphere
3- Fireball*, Fly, Flame Arrow, Dispel Magic
Spells with * are extra evocation spells per day


Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Tuesday January 15th, 2013 8:09:48 PM

Zane walks,well rather semi stumbles, down stairs to the common room. He plops into a chair, he finally looks up and he looks like death warmed over. He has deep blue bags under his eyes.
"Anyone else have an extreamly troubling dream last night?"

He grabs whatever is on the table to eat.

"It was quite unsettling, it started out with the ringing of an alarm bell, then Iwas in a dense fog with a bunch of twisted lines. Then I saw a large city and a big port, like a ship harbor I think.

Zane looks like he had a hard night.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Tuesday January 15th, 2013 9:28:27 PM

ooc: Bosk, can you double check this for me. Lvl 8 druid, bonus spells from +7 wis modifier, and Fey domain

Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, Obscuring Mist (x2), Cure Light Wounds (x2), Faerie Fire, Long Strider
2 (5)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Stone Shape, Greater Magic Fang, Spike Growth (x2)
4 (3)- *Lesser Planar Ally, Spike Stones, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Tuesday January 15th, 2013 9:31:50 PM

"Of course we'll see to it. Matters in Muntown are no less important to us than those of the city proper, Sergeant. " Wyaar adds, a frown on his face as he looks towards the city official.



DM JonathanT - MudTown Turf Wars 
Tuesday January 15th, 2013 11:35:12 PM

DM Notes: I'll need a marching order in your next posts. One thing to remember, MudTown is a hodge-podge of tents, shacks, and semi-permanent buildings laid out in a half-hazard, or rather, hazard formation. The 'streets' are narrow for the most part, the main thoroughfaresa bit wider. The streets zig-zag a lot and thus line-of-sight is never very long.

If you've ever been in a slum, you'll know what I mean. I'be been there, sidestepping sewagethat runs down the middle, shacks you can see through the cradks in the wooden planks. etc.

I mention this because there are several of you that are Large and thus would take up the width of a street on his own. When you see the map, there will be a 'STAR' marking your spot. This mark is for the up-front guy(s), everyone else will be somewhere behind that depending on your marching oder and size.

When you use the co-ordinates to indicate your position, make sure that if you are Large to indicate all the squares, ie. (A1-2,B1-2), this way you'll make sure you are exactly where you want to be.

Also, when you post, make sure you list your Active spells before you post your actions. It will be easier for me that way. And, it is up to you to remember to add any bonuses from spells cast by your friends. If you catch your oversight before my post, add an addendum, otherwise it is just your tough luck and remember next time. :)

Onward to the fun stuff:

Bosk takes the note from Sergeant Capon and thanks the sergeant for his dilligence despite the apparent 'mundane' nature of the request. He feels confident the man can reach down to his roots and feel some common ground with the Muddies but fact is, the sergeant doesn't and just stares respectively back at Bosk.

Bosk_ Knowledge Local DC10:Highlight to display spoiler: { The sergeant wouldn't have made it to sergeant had he ever been a Muddie. A first generation Muddie would be lucky to make it even to corporal. Now there are
quite a number of privates that are Muddies. Second generation Muddies technically don't exist, as any association with MudTown is selective forgotten and any memories never passed on to the third generation.
}

Bosk reads the note to those present and expresses his outrage that anyone should dare hone in on their emporium. He believes it will be easily taken care of and be back 'in time for dinner and a warm bath', although a warm bath first would be best. Wanna smell like MudTown while eating dinner?
He wonders if a tip should be in order, looking at Zeoll for guidance.

Zeoll waves off Bosk's whispered inquiry on tips, assuring him that it is not necessary and to keep the sergeant from noticing anything he quickly praises the sergeant's 'devotion to duty', which the sergeant returns the compliment by a stiff snap of his heels. (A salute would be inapropriate as the IA members hold no rank.)

Zeoll expresses his confidence that, as MudTown is known to do, get its undies in a wad over something simple, however he urges the group not to waste any time checking with Helmust. He gets himself buffed up a little with some protective spells before heading out.

Restlin remembers that Sanji was going out of town, confirming Helmust's statements, commenting on his lack of interest in such everyday unimportant affairs. Grabbing his stuff, he starts out, commenting on how the last episode with a gang of 'protectors' ended up.

DM Note: I remember that one well. We did spare the life on one, for the lot of thanks it got us. LOL

Valla feels sorry for Helmust, going it along with the shop, and scoffs at a gang that dares take money from one of their friends. He gets his stuff and heads out with the threats of teaching whoever it is a lesson and hoping not to get 'near as dirty as last time'.

Geezz, just stepping into the sewage mud of the streets is pretty awful, but you hope not to get 'dirty'?

DM Note: the main street leading out of Hook and into MudTown is paved for a short distance, allowing those who actually go into Hook to get their shoes clean before crossing the gates.

Valla sees Zeoll casting spells and asks "You expect immediate trouble?

Beri shows confidence in Lilly's resourcefulness and warns Zeoll (good naturely) that if he manages to prevent a fight, he'll have another on his hands.

DM Note: on spell list, what you posted looks fine. Whatever is easiest for for you, and marking through your cast spells.

Zane shuffles down late, having spent a restless night. Dreams plagued him. Of all the weird dreams he had, only one seems to have had any meaning of sorts. The others, well, were just weird. Some research might be in order for the fullness of its meaning. But first it seems the IA are heading to MudTown. That library card will just have to stay put for now.

Wyaar is rather put out that the sergeant holds MudTown, and its 'petty' affairs, with disdain, and lets the sergent know his feelings.

_________________

Sergeant Capon does not show any emotion for either praise or admonition other than the snap of his heels and a blink at Wyaar. Having performed his duty, and under no obligation to follow the IA to MudTown, he excuses himself as the IA gather their stuff and head towards the MudTown Gate.

Reaching the gate Helmust is nowhere to be seen. An inguiry with the gate guards leads to the one that originally received the note from Helmust. The young guard, happy to promote himself, goes into a rather long detailed story of how Helmust came hurrying up, nearly out of breath and tried to get in. He, of course, prevented that, but took the note and sent it to the IA Tower. Helmust then left, a rather worried look on his face.

The IA head down the short section of paved road and then into the muddy streets of MudTown proper. Much has changed as they wind their way around. Where 'solid' semi-permanent buildings had been are now empty lots or tents. A few 'solid' buildings still stand, but not near as many as before.

MudTown residents eye the IA wearily and stay out of their way. Not all that easy in some places. The streets seem extra muddy today, as it was a scheduled rain day in Hook.

They finally aproach the location of Black Harris' Emporium. Coming around a street corner, the first thing you see is the charred remains of what once was Black Harris' Emporium in between two tents. A crowd is gathered in the muddy street, listening to some bloke going on about something.

The only thing remaining of the charred building is the doorposts. The man speaking to the crowd is pointing at something tied to a black post. It looks like a human ... it is Helmust!

Your are approximately 50' away. At least the front IA are.

Black Harris' Emporium -- completely gone except for the door post. Not even a whisp of smoke remains, although due to the recent rain this catastrophe could have happened this morning.

The man speaking -- Perception DC10 hear his booming voice: Highlight to display spoiler: { This sorry piece of Zombie turd didn't think he needed help protecting his shop. He thought he had a protector in Hook City. Well, you can see how well the citizens of Hook City care about him ... or you. I hope you all see the need for this street to have a real Protector Group nearby. Or else things may get messy!}

The appearance of the IA at the corner brings the crowd's attention around and the man sees the group.

The Man -- the speaker is a burly human wearing a breastplate, carries a large shield, and has a B-sword strapped to his side.

Next to him -- another human, dressed in chainmail with large wooden shield.

Perception rolls note: keep in mind who's up front and who can see what's going on. This is the First Round and you have the Initiative, so to speak, having moved to the corner you have already moved this round, although you still have a Move or Standard action to go. To fully observe all that's going on will take a Move Action equivalent of time. Those in back who want to move up may do so if space allows.

The streets do wander around and intersect again, so this approach isn't the only one. It will take a couple of rounds to come to the corner opposite end of the street, if you want.

The two men in front of the burned building - Perception DC25: Highlight to display spoiler: { The man in chainmail seems to be casting a spell as soon as he sees you.}

The crowd - Perception DC25 (hearing only, no bonuses for visual aids apply):Highlight to display spoiler: { Hey, where'd he go? He was right here! What the what...?}

And map:
MudTown Thugs map 1

DM: I'll answer any questions as soon as I can.

Zeoll AC22, HP67 of 56  d20+14=27 ; d20+14=30 ; d20+14=27 ; d20+21=22 ;
Wednesday January 16th, 2013 6:08:59 AM


Zeoll is fourth in line, so say he is 20 ft from the front of the party. I'm assuming he is at 26-27-P-Q. Perception checks require a distance modifier of -1 per 10 ft, so I'll take a -7 on my perception rolls; -5 for the 50 ft from the front of the party to the speaker, and another -2 for the 20 ft to the front of the party. Zeoll is usually a +21 Perception kind of guy, so this makes him a +14 instead.

First check (spoiler 1): 27. Second check (spoiler 2): 30. Third check (spoiler 3): 27. Zeoll is on the ball today! Thank you, die roller!

Zeoll says simply, urgently, quickly (free action): "Bad guys. He's casting. Another likely invisible."

Given his belief that there is someone sneaking around, Zeoll tries to listen for an invisible person. His usual perception check, at +21, is a 22. I'll leave the DM to apply any distance mods.

Zeoll flares his nostrils (OOC: uses his scent ability) in case he can get a whiff of any invisible foes -- which he doubts he can, given the sewage and time involved (free action, mostly wanted to remind our kindly DM that Zeoll has scent).

Zeoll has a standard action left, and he casts his signature spell, one that works at range, affects an area, so that even invisible targets can be affected, and has his highest DC. Yes, Zeoll tries to calm the emotions of the bad guys, covering everyone in a 20-ft radius spread centered on grid intersection 14-15-K-L. The Will Save DC for the spell is a base 10+2+5+2+2+1 = 22.

Zeoll immediately points out which creatures are calmed. "DO NOT ATTACK CALMED PEOPLE," the liontaur demands!

OOC: Is Helmust dead? Is that why he is not on the map?

DM SANITY INFO ==========

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Calm Emotions duration concentration +6 rounds

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 0 of 3

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells)  d20+7=26 ; d20+7=19 ; d20+7=12 ;
Wednesday January 16th, 2013 8:14:31 AM

Restlin will stand third in line. He overhears that blowhard speaking (Perception 26), but can't see over the rest of his friends to see what's going on (Perception 19 & 12).

He turns around & gives Zeoll his best "are you crazy?" look before casting mage armor on himself in preparation for the bloodbath that usually follows that spell.

***

I got your email, Cayzle, but I'm pretty sure the IA have PTSD from that spell by this point. ;)

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Wednesday January 16th, 2013 9:37:35 AM

ooc: Which square is Hemust in ?

Can I tell if he is alive or dead?

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Wednesday January 16th, 2013 11:01:19 AM

Wyaar cannot help but frown as he sees the figure tied to the post... hopefully a still living figure. And as they move closer he calls out, "Citizens of Mudtown, we are the Iron Adventurers and that man was our friend. Please clear away so that we may see to his safety and salvage what we can for him."

He stares hard at the other man speaking, but does not address him directly.

~~~~~~~~~~~

Wyaar will go first or 2nd if someone else really wants to go first.

Assuming we're moving closer will use a move action for that and stardard action to Detect Evil on the speaker using the paladin ability. Gets strength, etc as though having studied for 3 rounds with Detect Evil spell

Valla Crudarian HP: 56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=14 ; d20+11=13 ; d20+11=12 ;
Wednesday January 16th, 2013 1:31:04 PM

Valla hears the man speaking bad about the Hook City heroes, and grows angry. Starting at least 2-3 squares behind Bosk, he makes his way to P,18 as he draws his bonded bow and knocks an arrow.

He knows nothig of us, iif the guards had let Helmust through, hed be a dead man. He will be anyway.. watch this.. he thinks as he moves into position.
=======
Move action to P,18 draw bow as part of move action



Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Wednesday January 16th, 2013 4:39:09 PM

Zane casts a mage armor on himself,from his 5th in line. He draws his sword, and watches the way behind, getting cornered is not in his plans today.

DM JonathanT - MudTown Turf Wars 
Wednesday January 16th, 2013 6:15:15 PM

DM question for Zeoll:
Your +21 Perception inculdes the +5 for Eye of the Eagle, right?
Spoiler Check 3 is hearing only, so you'd not get the +5 bonus there, right?
So that check would really be a 22 for a DC of 25, right?

DM JonathanT - MudTown Turf Wars 
Wednesday January 16th, 2013 6:22:32 PM

DM Note: Helmust looks in bad shape. His condition can be verified with a Heal check. For that, you'd have to be next to him. He's not flopping around or struggling against the ropes. His head is hanging down.

He's not on the map because I forgot to add him, but he's right behind 'Mu' tied to a blackened doorpost.

Zeoll AC23, HP67 of 56 
Wednesday January 16th, 2013 7:10:18 PM

First off, updating my AC here and on my sheet ... forgot my Dodge feat.

Second, do Eyes of the Eagle only help vision? The item says:

EYES OF THE EAGLE
Aura faint divination; CL 3rd
Slot eyes; Price 2,500 gp; Weight --

DESCRIPTION
These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Perception checks. Wearing only one of the pair causes a character to become dizzy and stunned for 1 round. Both lenses must be worn for the magic item to take effect.

CONSTRUCTION
Requirements Craft Wondrous Item, clairaudience/clairvoyance; Cost 1,250 gp


"+5 on perception checks" So that's a DM call. Note that the spell required allows both hearing and sight. The pricing implies it applies to all checks, IMO. I honestly think it applies to all, but of course I am glad to follow the DM's ruling. Sorry if I jumped the gun.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+18=24 ; d20+18=35 ; d20+18=25 ;
Wednesday January 16th, 2013 7:29:15 PM

Beriothian being a caster takes his place in the back. Picking up on the whispers in the crowd he starts to grown nervous, he remembers his past adventures as a rogue.

ooc: I am assuming that Faerie Fire won't affect the Calm Emotions, if you feel it will for some reason Beri will simply transform into the form of a bat familiar.

Perception 1=24
Perception 2=35
Perception 3=25

DM JonathanT - MudTown Turf Wars 
Wednesday January 16th, 2013 9:30:24 PM

Eyes of the Eagle:
I looked through the Wondrous Items list and could not find anything that was for Hearing. In 2.0 there used to be. I was taking the namesake of the item to infer it was Perception related to vision. It would appear that, since it needs Clairvoyance/clairaudience, that they've combined it, like they combined the Hear Noise and Spot from 2.0 and 3.5.

Given that I can't find a Hearing specific magic item, I'll take it as it is. Although they should rename the item to something more appropriate.

Zeoll, you Perception checks stand as rolled.

DM has ruled. All may now sit. Or stand. Or squat. Or draw weapons.... :)

DM JonathanT - MudTown Turf Wars  d20=2 ; d20=6 ; d20=18 ;
Wednesday January 16th, 2013 11:46:33 PM

Zeoll's line-of-sight is not good, but he is taller than the common Mudtowner and he glimpses the comotion up front. His special acute vision and hearing pick out a few details from the two would-be Protectors and something he hears from the crowd. He warns the others "Bad guys. He's casting. Another likely invisible."

Going by his instinct that someone just turned invisible he starts paying special attention to that, looking for tell-tale signs and sniffing the air.

Although the crowd does not seem aroused in any way, no hootin' or hollerin', or jeerin' or cheerin', Zeoll casts Calm Emotions into the crowd. A wave of Calm sweeps over the calm crowd.

DM Note: don't forget that this spell requires your concentration (Standard Action) to keep it going the number of rounds per level.

"Do not attack the calm people," he tells his friends, pointing to where he cast his spell.

Restlin cranes his neck but has difficulty discerning everything in front due to the acute angle of the buildings and his tall friends, and not having as much magical aid. All he can tell is what everyone else is hearing, the booming voice of the Would-be Protector.

Eyeing Zeoll with that 'Are you crazy?' look, he prepares for the inevitable and casts Mage Armor on himself.

Wyaar frowns at the sight of Helmust tied to the post and hopes he still lives. Calling out to the crowd he announces who they are and that the beaten man tied to the post is their friend.
He politely asks the crowd to give way so the IA can attend to their friend.

Staring at the speaker, he uses his Paladin Detect Evil spell on the speaker, who is just in range.

Valla does not wait for a reaction of the crowd or the two up front to see which way they will go and moves between two buildings, readying his bow. He can't see what's going on now, but maybe nothing will...

Zane casts Mage Armor on himself also and draws his sword.

Beri takes up the last position in line and is just too far behind to see anything due to the buildings and his friends, or hear any whispers from the crowd. He things about casting Faerie Fire spell but from where he's at he can't see anyone to cast it upon. So, he shapechanges himself into a bat instead.

DM Note: keep track of your flying speed and maneuverability. You'll need to start rolling Fly DC checks for certain things like Hover, sharp turns, etc. and tell me what height you end up at. You'll be starting at 5' off the ground.

--------------------------
Some DM rolls for DM eyes only: Highlight to display spoiler: {Mu=6,Fi=17,Gr=35}

It is hard to determine if Zeoll's spell affected the crowd any as they were not agitated in any way to begin with. Sniffing the air, Zeoll smells lots of stuff, but to pick out a particular smell from all the smells is very hard. Even harder if he does not even know what smell he is smelling for. What would that possible invisible person smell like? But there's always that possibility of seeing a footprint in the mud, so he keeps looking, and smelling. (eeewwwww)

Upon Wyaar's request, the crowd parts to make way for the IA to approach. At this point, they seem very, very indifferent at either party, the IA or the two Protectors.

It is not readily evident that anyone noticed Valla getting between the buildings.

"Well, look who we have here," the speaker belts out. The tone seemed more of one of contempt rather than anger. There hadn't seemed any anger in his tone before, but more like a campaign speech.
"This little pipsqueak said something about someone coming to rescue him. Not good Protectors you are if you are never around, right, Citizens? he adds as he turns to the crowd. "You want your Protectors near you everday, right?"

The crowd mumbles rather apathetically.

"I tell you, I take your money, I'll be right here, day and night. They take your money and up and vanish. They live in THERE!" he points to Hook City. "I live out here, amongst you."

Those up front, Perception DC25: Highlight to display spoiler: {looks like Fi casts another spell}

The crowd, Perception DC25:Highlight to display spoiler: {sounds like someone else is casting a spell from the back of the crowd, somewhere.}

DM Note: use the same penalties for distance and such like you did before on these Perception rolls.

And map:
Mudtown Thugs map 2

Zeoll AC23, HP67 of 56  d20+17=22 ; d20+17=36 ; d20+21=23 ;
Thursday January 17th, 2013 12:30:31 AM


Zeoll moves to 21-22-M-N, carrying no weapons and not making any moves that would seem aggressive.

His perception checks there, at -4 for distance, are at +17 net. A 22 fails, but a 36 succeeds. "Sounds like someone casting spells overr therre," Zeoll tells his friends, pointing as best he can.

General Perception check with no range mods just in case it is needed, representing Zeoll being watchful. A 23.

Zeoll calls out to the crowd, "All you folks should go home. This could get dangerrous. Go on, now, please."

OOC: That's a move action to move, a standard action to concentrate, and a free action to talk and look around.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist  d20+6=14
Thursday January 17th, 2013 12:48:23 AM

Zane casts another spell, this time it's a shield spell. Still keeping a watch to the rear, Zane takes his movement action, to keep up with his friends.

Perception 14

Spells in effect:

Mage Armor
Shield

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday January 17th, 2013 7:26:01 AM

ooc: As a bat can I see anything new (with blind sense)?

DM Sanity Info (let me know if you would like anything else included):
Fly= +29
Speed=40 ft (when flying)
Blind Sense, low light vision
Diminutive size

DM Note: looks good. I could not find any stats on the common bat, but i'd say the maneuverability would be good, unless you are an experienced bat flyer. There's a table somewhere showing the different Maneuverability classes but I can't find it at the moment.

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Thursday January 17th, 2013 1:57:48 PM

OOC: is the speaker evil?

DM Note: oops, forgot that part. He does not radiate evil.

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=17 ; d20+11=12 ; d4=1 ;
Thursday January 17th, 2013 5:33:06 PM

Valla silently curses himself as he cannot hear nor see anything with his current choice of positioning... He turns and moves up the back side of the next building; Casting Spectral hand as he gets near the end of the next tent.
We don't take these peoples money... Although, having someone patrol Mudtown everyday may not be such a bad idea... Enough of this... I'll not take slander against my own people lightly.
=============
Move to Q, 14 (a diagonal step for the last 5ft.)
Cast Spectral Hand; Materializing right in front of Valla

(Spectral hand has 1HP, AC of 27 Hardness of 8; Incorporeal, improved evasion and my saves. )

OOC: Nat 1's are getting old... This round I roll two of them, last round I rolled a 1,2,3 in that order... I think die roller hates me...

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+22=27 ; d20+22=38 ; d3=2 ; d20+6=23 ;
Thursday January 17th, 2013 8:54:32 PM

Beriothian flys 5 feet into the air. Hearing someone in the back casting he tries to use his blind vision to help him find the caster in case they are invisible. Unless it appears that the caster is trying to help them (spellcraft = 23 to check) Beri summons several ants to attack and distract the caster ("Stone Shape" channeled into summon spell).

perception 1 = 27
perception 2 = 38
summon drone ants = d3=2 ants

spellcraft=23 (to determine what's being cast)


DM JonathanT - MudTown Turf Wars 
Thursday January 17th, 2013 9:47:49 PM

DM Note on Blindsense:
Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature...etc.

The Blindsense range is 60'.

The way I see it, you are using smell and hearing to locate someone or thing. Like Zeoll's acute smell, but better because you don't need to make Perception checks. However, just like Zeoll, you need to know what you are looking for. Do you know what smell you are looking for? If the said target had just taken a bath and you smelled soap, that would be a good clue, but out here in Mudtown? Soap?

Hearing is similar. To pick out a specific voice and pinpoint the one it comes from from a mumbling crowd would be difficult, but this crowd is rather subdued, thus the reasonable DC for the Hearing portion.

Your Clue is that you are looking for something that sounds different and spellcasting does. But smells in Mudtown are not as distinguishable. On the other hand, you may not be able to smell the tree from the forest, you will still smell enough to keep from running into one.

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday January 17th, 2013 9:55:24 PM

Don't spells being casted need to be "In a powerful, clear, distinguished voice"? Pretty sure I ran into that problem trying to cast a spell outside a tavern one time.. Drew all kinds of attention to myself :)

DM Ans: yes. Exactly, that's why I allowed a DC check. Had this been a hootin', hoolerin', rabble frenzied mob out for blood, your chance would have been dismal.

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Thursday January 17th, 2013 9:58:35 PM

ooc: I am a bat, I was assuming I was using a sonar, and was essentially looking for a person that is visible via sonar but invisible with normal/low light vision.

DM Ans: At first I thought that it meant that also, but by reading the description, sonar is not mentioned. Echolocation is what bats use and is very different than just sounds. The bat has to emit the 'squeak', which bounces off things and returns to the bat. This description is not anywhere. If you find somewhere that echolocation as a part of this, let me know.
You can go to the Rules board and see what the opinion there is.

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Thursday January 17th, 2013 10:41:32 PM

Still out of view, Restlin pulls out his silent metamagic rod before casting invisibility.

DM JonathanT - MudTown Turf Wars 
Thursday January 17th, 2013 11:21:26 PM

DM OOC: Beri, it just occurred to me that the Blindsense has a 60' range. Would Echolocation not range farther than that? See what the Rules Board has to say on Blindsense with respect to Echolocation. So far, with or without it, it has not been a factor.

DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 12:00:50 AM

DM OOC: due to nodding off, I'm going to go ahead and post. Bosk can either adjust or I'll make any necessary adjustments tomorrow.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells  d20+12=14 ; d20+12=15 ;
Friday January 18th, 2013 12:04:57 AM

Bosk looks around, but can see and hear nothing from his vantage point. Instabtly he regrets giving away so much of his gear. The cleric casts sanctuary on himself and then moves 40 ft to 19/20 R/S. He silently hopes the others realize that his casting sanctuary means he has no intention of attacking and is instead moving to heal and free Hemust.

Perception check = 14,15
Move to 19,20/R,S

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Friday January 18th, 2013 12:08:11 AM

ooc: Sorry, I wrote out my post and then realized I no longer had my regular spells prepared because the spell I intended on casting was from APG.

DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 12:12:44 AM

DM OOC; I'm going to have to go ahead and post, Bosk. We'll work out any adjustments later.

Disregard. Something hung on the Posting and Bosks post didn't show until now.

DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 12:55:41 AM

DM Note: thanks for being patient with me. Theres a lot going on on both sides. Pay close attention to where you are and line-of-sight and line-of-effect, as there are buildings and people all over the place.
We'll take our time and get it right. No sense in rushing through this and spoiling the fun.
Thanks. :)


Zeoll moves forward, looking for the unusual and again hears spellcasting sounds coming from the crowd somewhere in the general area across from the burned building. He sees nothing out of the ordinary though.

Zeoll proceeds to encourage the crowd to dispurse and go home as things could get dangerous.

Zane casts another spell on himself, buffing up his defenses and stays close to his friends. Due to Bosk and Zeoll, he still can't see all that far ahead. DM Note: Moving Zane up 10' and behind Restlin.

Beri,now in bat form, flys up another 5', putting himself now 10' off the ground. His new keen bat senses search out for the unusual. The Blindsense is smell and hearing, not visual.

DM Note: please note the Fly checks in the Skill: Fly section. Even though you have a +29, a roll of 1 can mean an unsuccessful Maneuver. Ex: you only moved 5', that is less than half your Move rate and a DC10 Fly check. You also went straight up, a climb greater than a 45deg angle, that's a DC20. Combined that's a DC30, or something like that.
The likelyhood of rolling a 1 is... well, just ask Valla. :)


Beri's attempt at locating the spellcaster fails, even with his Blindsense, as there are several buildings blocking the line of effect to where Zeoll indicated he thought it was coming from. 10' high just puts him as high as the shortest tent around there. For the same reason, he is unable to determine what spell was cast.
(DM Note: see Spellcraft skill: Action - ... you must be able to cleary see the spell as it is being cast...)

Valla realizes he's not in a good position, unable to see most of what's going on. So he turns back and heads behind the next building up.
DM Note: I'm putting Valla at R14, not Q14. You can't move diagonal past a corner, even when using a 5' step. See Tactical Movement: Measuring Distance - Diagonals

Valla is not at all happy that this guy is putting the IA down, claiming, falsely, that the IA receives Protection money from Helmust and other locals. He casts Spectal hand and holds it ready.

Restlin gets his meta-m rod out and casts Invisibility on himself.

Bosk casts Sanctuary on himself and moves around the tent in front of him to the next street over. He sees Valla not far in front of him.

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

Wyaar does not sense inherent evil emanating from the speaker. Would it be any easier for the Paladin if he did show an evil aura?

The IA hear a faint whisper "Help...help...ohhhhh...."

Zeoll's words seem to have a desired effect as the crowd begins to disband, those on the outer edges starting to amble off.

DM Note: the number in the crowd is undetermined, so on the map it appears that there are 'x' PEA hanging around. This is figuritive, but when the crowd thins out enough to make a difference, I'll remove some 'PEA's.

The Speaker throws up his hands and belts out to the shifting crowd, "What! Leaving so soon? Ah, very well. What happend here is easily forgetable. Just don't forget to set aside those coins. I'll be around later to collect."

He turns to the new arrivals and steps forward, pushing a commoner aside, saing to the IA in sight "This is my turf now. Shoo. Scat. You don't belong here. Go back to your pretty city or I'll send you back, rolled in mud. Hahahahaha!"

His companion also steps forward, standing next to his friend, and casts a spell.

Spellcraft for those who can see it, DC18:Highlight to display spoiler: {He cast Prayer.}

Zeoll, Bosk, Wyaar, and Valla feel a wave of 'bad' energy waft over you.
Mark on your sheets: -1 on Attack, weapon damage, saves, skill checks. No Save, but Spell Resistance does apply.

You hear another spell being uttered (Perception checks with same penalties as before) and your rival suddenly Enlarges!

Map:
Mudtown Thugs map 3

As usual, feel free to ask questions.
Again, post on the Rules board that Bat-echo thing.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells 
Friday January 18th, 2013 2:40:41 AM

ooc : Can you clarify which one on the map enlarged and his new four square grid location.

Zeoll AC23, HP67 of 56  d20+10=18 ; d20+20=30 ; d20+12=21 ; d20+17=36 ;
Friday January 18th, 2013 6:38:41 AM


Zeoll's Spellcraft check: an 18! (did not apply the -1 to this check because it happened before / as the Prayer was cast!)

Zeoll tries to pinpoint the location of the call for help using his keen eyes, ears, and nose. Perception check at -1 to find the source of the call for help: a 30 ... with NO range mods because I have no idea where it is. But if the DC to hear it is a 0 (as implied by your post, which did not require a Perception check to hear it), and the penalty to pinpoint the location of something is -20, then Zeoll's 30 would reveal the location within 100 ft, since even at 100 ft, his 30 with the -10 range mod and the -20 pinpoint mod still beats the DC0 to hear it.

Zeoll also makes a Sense Motive check and a Will save in case the whisper for help is a bluff or illusion or trick. Sense Motive at -1: a 21. Will save vs illusion: a 36 -- no, make that a 35 with the Prayer penalty.

"That one cast a Prrayerr spell," calls Zeoll, pointing.

Does Zeoll think that casting a Prayer spell is possible if one has failed a save vs Calm Emotions? As a cleric, the liontaur should know?

Further actions depend on the answer to that question, and to the results of trying to pinpoint the whisper for help. So far this round, no actual actions taken (except a free action to point out the cleric).

[OOC to wise DM Jon: Yes, take your time, especially for complex fights. In BBL, I DMed Round 52 of a fight on Fri, Jan 4, and by tomorrow, two weeks later, we'll be at Round 58.]

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Calm Emotions: 3 of 6 rounds elapsed

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x4, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 0 of 8
Spread the Word: used 0 of 1
Meta Rod of Extend: used 0 of 3

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=13 ; d20+11=17 ; d6+3=6 ; d6+3=7 ; d6+3=5 ; d6+3=5 ; d6+3=9 ; d6+3=5 ; d20+11=28 ; d20+11=13 ; d20+11=31 ; d20+11=12 ; d20+11=13 ;
Friday January 18th, 2013 9:35:09 AM

Valla looks to Bosk down the way, shaking his head and moves towards the citizens, he gets into the crowd, talking just above a whisper, We are here to fix this, and we dont want your money. Clear out my way, I don't want anyone getting hurt.

Vallas eyes squint, his face shows his anger now, Your turf? He.
Feel my icy grasp, weaken to my touch He commands his spectral hand casting chill touch. The incorpereal hand smacks at the enlarged foe wildly.
========
Move to M,14 or next to it if citizens wont move
Cast chill touch, delivered with Spectral Hand
Hit touch ac's:
17 for 6 dam
Also, make a fort save per touch, DC 16 or take 1 str damage

ooc co-DM SteveK: Highlight to display spoiler: {: I read Chill Touch as the caster gets one touch per level, but not in the same round. Valla can still only touch one person per round with the Spectral Hand. Would be able to touch up to his maximum melee attacks with his own hand.}


DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 8:36:32 PM

DM OOC: I'll fix the map. I had already shut my PC down when I remembered I'd not updated the Enlarged thug.

Map fixed.

Wyaar (JonL) AC 30/19/25 CMD 23 HP -2/62 
Friday January 18th, 2013 9:43:30 PM

Wyaar continues to move forward into the wave of bad energy and pulls two arrow from his bow and sets them against his bow, but does not fire. Instead he murmurs a prayer to call on the spirit in his bow and calls out to the men again, "Clear out and let us see to that man. Take your friends, including the one hiding, with you and leave in peace."

He doesn't expect his words to mean anything.. but he has to try.

~~~~

Move to K20

Standard Action to activate Divine Bond on bow for Mercy and Keen

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d20+29=41 ; d20+22=36 ; d20+22=40 ;
Friday January 18th, 2013 9:52:56 PM

When Beriothian's spell completes two ants appear in the direction that the sound seemed to appear. In Sylvan (the language of woodland creatures) he tells them to be ready to attack anyone in the are they notice casting spells (there are ants in the woods, but if you feel they don't qualify as woodland creatures and can't understand me I believe they will default to attacking the only opponents we can see).

As a standard action Beriothian casts Flaming Sphere on top of the now enlarged thug. If possible, as his move action Beri will fly and perch on the top of a roof in a spot where he can still see the combat (n-25 since it's at the roofs peak, but I can't tell the heights so I'm letting you judge ... fly = 41).

Perception 1=36
perception 2 = 40

ooc: The ants can attack as soon as they are summoned, so they should be able to attack this round if they see someone casting. Also, if for some reason you believe Beri couldn't determine at all where sound of the spells came from, you can spawn them at the enemies we can see.

Also, let me know if you prefer me to do the attacks of the summoned creatures

Restlin (Carl) -- AC: 14/13/12 CMD: 18 HP: 62/62 (Spells) 
Friday January 18th, 2013 11:12:15 PM

Clutching his holy symbol, Restlin politely asks Wardd to let him see anything magical out there. Then, he hooks around a nearby tent to get a better view (Move to K26).

***

Divine detect magic, followed by a move action. Restlin's keeping an eye out for any illusion magic that could be an invisible bad dude.

DM JonathanT - MudTown Turf Wars 
Friday January 18th, 2013 11:39:53 PM

DM OOC: answering some Zeoll's questions
The Spellcraft check would occure while the spell is being cast, so no penalties apply. Also, Zeoll is up front now and the people have moved out of the way, it is daylight, so I do not think there would be any penalties on the Spellcraft check for distance and such.

The call for help appears to come from behind the two. A good guess would be that it comes form Helmust. On the other hand, y'a never know considering us devious DMs.

Casting a Prayer under influence of Calm Emotions . The spell description does not say that those affected can not act defensively. I do not consider a Prayer spell an Offensive spell, as such, even if half the effects are negative vs opponents. A person that has been 'calmed', so to speak, still has full control of his actions and thoughts and although may not be 'angry', still may be weary of you, suspicious of you, and take actions to defend himself against a perceived threat from you.

Casting Flame Strike would violate the intent of the Calm Emotion spell, though, I would think.

Calm Emotions would supress any bonus or penalties from moral affecting spells in the area of effect of the Calm Emotions, but Prayer is a Luck bonus, not Moral bonus.

Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist  d4=4 ;
Saturday January 19th, 2013 12:16:12 AM

Zane casts mirror image on himself and then moves to n/22 if it's open.

spells in effect

mage armor
shield
mirror image (6 images)



DM JonathanT - MudTown Turf Wars 
Saturday January 19th, 2013 12:33:43 AM

DM OOC: Beriothian - please give the Ants' stats. The PC doing the summoning is responsible for gathering all pertinent info on the summoned creature. I'm assuming it is Drone (Nature's Ally II). As an Ant, it communicates as an Ant. If you know Ant speak, you can direct it, otherwise it will attack on it's own (that is I'll take control of it). To tell the Ant to attack 'spell casting' foes requires knowing Ant speak. It does know the difference between 'Friend' and 'Foe', though. That is, it knows you are 'Friend' and assumes the ones you put it in front of is 'Foe'. But would it know that the PEA standing around are not foes?

May not matter. It's not likely and PEA's will be left standing around at this point. :)

The referrence 'If you can communicate with the creature, you can direct it' primarily refers to some of the creatures summoned, like and Elemental, or even a Dog, as Dogs can be trained and a summoned Dog can be assumed to know some tricks.

On the other hand, after summoning an Ape you cast Speak with Animals, you could direct it to attack spell casters only, or stop pounding on a peasant.

Zeoll AC23, HP67 of 56 
Saturday January 19th, 2013 6:08:19 AM

A Flaming Sphere and a Spectral Hand attack the enlarged enemy ... Zeoll deduces that he will not be Calm any more!

His companion will still be calm, but that just means he'll be casting cure spells on Big Boy there.

So Zeoll decides to end his Calm spell and to try a more direct attack. The liontaur moves to 23-24-I-J, drawing his lesser meta rod of extend from its sheath as he does so (move action). Zeoll shouts, "You do not belong herre! We extorrt no one! Go on! You shoo! Get out of herre! FLEE!" The liontaur says this to cast his Extended Command on the enlarged speaker. The Will save is 10+1+5+1+2+2 = 21. If it works, he will flee as quickly as possible for two rounds. Depending on where the ants pop in, they may get AoOs on him as he flees.

Bosk AC: 26/12/24 CMD:22 HP 66 of 66 Spells  d20=7 ; d20=19 ;
Saturday January 19th, 2013 2:23:29 PM

The horned cleric cautiously peers between the buildings and realizes that his movement will be slowed down more than expected if he tries to move between them. As he ponders his next move he hears Zeoll casting his charm spell and ordering the enlarged enemy to flee and giving the cleric his opening. He waits just a moment to see if the enemy flees or fights before attempting to either enter the street or remove the enemies enlarging spell.

Actions
--------------------------------------
If he enlarged enemy flees -
Double move to K,L/18,19
(Squeezing = each square between the buildings counts as two when moving)

If the enlarged enemy moves forward cast dispel magic on enlarged enemy to remove enlarge person spell Dispel Check = 23 (dc 19 + cl 5)
(previous 7 was rerolled Greendale's Luck Charm)

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d8=5 ; d8=2 ; d8=7 ; d8=8 ;
Sunday January 20th, 2013 10:43:56 AM

ooc: Thanks, I thought that the sylvan language for forest creatures might cover that (the ant's ecology is "any", so they are forest creatures, but not limited to it). What I was looking at yesterday said drone, but it looks like there was a typo because the SRD I have bookmarked on my laptop says it's Soldier Ants/Giant Ants, not ant drones at that level.

Let me know if this is what you want for the creature stats:

(with augment summoning)
Defense
HP ant 1= 5+2+13= 20
HP ant 2= 7+8+13= 28
AC 15, touch 10, flat-footed 15 (+5 natural)
Fort +8, Ref +0, Will +1
Immune mind-affecting effects

Offense
Speed 50 ft., climb 20 ft.
Melee bite +5 (v1d6+4 plus grab), sting +5 (1d4+4 plus poison)
Special Attack Smite evil/good

STATISTICS
Str 18, Dex 10, Con 21, Int --, Wis 13, Cha 11
Base Atk +1; CMB +5 (+9 vs grapple); CMD 15 (23 vs trip)
Feats Toughness
Skills Climb +10, Perception +5, Survival +5

Giant Ant

DM Note: Please list your prepared spells as often as you can remember, crossing out those you cast or those that are 'replaced'.

DM JonathanT - MudTown Turf Wars 
Sunday January 20th, 2013 7:09:44 PM

DM Note Beri:

See Bestiary - Creature Types - Vermin. This includes insects arachnids, etc.

An ant is an insect, not a woodland creature. A detailed discussion of what falls into the Woodland Creature category can be done on the Rules Board (ie. arctic wolf vs grey wolf).

1) Since these are summoned ants, we use the Summon Natures' Ally II or III depending on which one you choose. If you choose III, then you get on Ant soldier, if you choose II you get 1d3 Ant Drones. Since you listed 2 ants, I'm going with Ant drones, augumented per your spell.

Also: In bat form, you loose your ability to speak, making mute (pun intended) any communication with the ants, even if you knew Vermin, or anyone else. You do have the Feat to cast spells while in wildshape, but this isn't speach, so remember that.

2) Sylvan is a language all it's own. See Skill - Linquistics under Learn a Language.
Sylvan includes Centaurs, Fey creatures, etc.

Anyway, for your case here, your Int score gives you 1 bonus language and you can add Sylvan and Woodland Creature to your Human Race bonus languages to choose from.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

I think the intent here is there to be two, Sylvan and Language of Woodland Creatures. But if this 'Sylvan' is a special 'Sylvan' for woodland creatures only, then the Sylvan for Centaurs, Fey, and such is a different language and you need to list on your sheet Sylvan - woodland creatures to distinguish it from the other. If the general consensus is taht Sylvan applies to Centaurs, Fey, etc. AND bunny rabbits, squirls, deer, etc. then OK, but it would seem pretty weird.

You've listed 4 languages: Common (free), Druidic (free), Sylvan, and Undercommon. I think you need to either choose Sylvan or Undercommon for your 1 bonus language (for Int 12) unless I'm missing something. If you want the woodland creature language, drop those two and add it.

Does that help?
Comments?

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active)  d10=6 ;
Sunday January 20th, 2013 8:19:20 PM

Ooc I'll check the languages when I have access to my pc again. If I took too many then the on e I want is woodland creatures. Also, Two giant ants is what I intended.

DM JonathanT - MudTown Turf Wars  d20+10=17 ; d20+20=29 ; d10+11=13 ; d20+20=22 ; d10+11=13 ; d20+7=15 ; d20+7=10 ; d20+5=13 ; d20+12=14 ; d20+10=20 ; d20+6=15 ; d20+10=14 ; 8d6+1=32 ;
Monday January 21st, 2013 1:59:39 AM

DM OOC: ok, this is long and I hope I didn't miss anything. Here goes.
BTW: Mu is wearing breatplate armor, has a large steel shield and wields a Bastard sword.
Fi wears chainmail, has a large wooden shield, and carries a warhammer.
sorry I didn't mention their descriptions, but you didn't ask either. :)

Zeoll successfully, barely, sees that Mu's companion, Fi, cast the spell Prayer and points to Fi, telling his friends, except for Bosk and Valla who are out of sight, of the spell, which explains that wave of 'woe' that flowed over some of them.

Zeoll also determines that the call for help came from behind Mu. He does not sense any misdirection or deception or illusory nature in the plea. He remembers that Helmust is right behind there, tied to a blackened doorpost.

Zeoll quickly searches his clerical training to determine if the Calm Emotions spell failed to affect Mr. Fi since Fi casts the Prayer spell and he concludes that Prayer is not an offensive spell and even if 'calmed', Fi may be too weary of the IA to let his guard down. The following actions by the IA proves his point.

Valla moves into the crowd, Spectral Hand following, which parts, easily letting him through, and is now north of the two. As he pushes his way in, he whispers to them "We are here to fix this, and we don't want your money. Clear out my way, I don't want anyone getting hurt."

Those he passes nodd and seem appreciative.

But Valla isn't at all happy at the insinuations Mu is spreading in Mudtown about the IA. HOW DARE HE! He sends the incorporeal hand to slap Mu, now enlarged.
DM Q.: why d6+3 damage? The Chill Touch is 1d6, right?

The enlarged thug feels a little chill course through his body.
Fort DC16 = 17, save made.

Once the Spectal Hand delivers its touch, it returns to Valla and hovers next to the bold wizard.

Wyaar moves forward despite the 'wave of bad', drawing two arrows to his bow. Holding his fire he calls upon the bow's spirit before politely asking the two thugs to 'Clear out and let us see to that man. Take your friends, including the one hiding, with you and leave in peace."

Wyaar doesn't think it will mean anything and sees a spectral hand touch the big thug. Oooops!

Beri finishes a spell that places two summoned drone ants right behind Zeoll.
DM Note: due to spell range (45') and Zeoll's position at time of spell completion, they have to go behind Zeoll.

Ant1: HP= 26, AC= 19, Att= bite +7 (dmg 1d6+6 and grab), sting +7 (dmg 1d4+6 + poison)
Ant2: HP= 26, AC= 19, Att= bite +7 (dmg 1d6+6 and grab), sting +7 (dmg 1d4+6 + poison)

DM Note: I'm using Summon Nature's Ally II, Gian Ant (Drone- advanced simple template) + augumented.

The two ants instinctivel know that Mr. Mu is the enemy and scurry past Zeoll and Wyaan to attack Mr. Mu.
Mr. Mu brandishes his bastard sword (sorry I did't mention he had this in hand before) and takes AoO on the ants as they move into his range:
AoO1 vs Ant1 = 29, dmg = 13
AoO2 vs Ant2 = 22, dmg = 13

Ant1 attack = 15, miss
Ant2 attack = 10, miss

As the ants scurry to the attack, Beri casts a Flaming Sphere spell and from his heigh, he can barely see past the buildings and his friends but does find a narrow view where he can place the sphere above Mu's head. He then flaps his wings to N25 and flops on top of the roof. (DM Note: this roof angles down Norht-South).

Restlin clutches his holy symbol and casts Detect Magic and then moves K27.
DM Note: k26 would be 35'. You can't cut diagonal across building corners.

Restlin's view is very restricted by the buildings/tents next to him. Their walls are 10' high but the roofs peak at 15'. He focuses his Detect Magic cone straight this round and notices the magical emanations from Wyaan, the ants, and the enlarged Mu, but that's it from his angle.

Zane casts Mirror Image on himself then moves to N23, as N22 is part of Zeoll.

Zeoll gives up trying to end this in a peacefulf way as his friends have ideas of their own. Zeoll may contemplate taking the Leadership Feat, but would they still listen to him? meh.

Zeoll gives up on his active Calm Emotions spell and moves to a corner building while pulling out his meta rod. Set in position, he shouts a Command for Mu to flee.
DM Note: seems like I'm missing something - DC10 + lvl(1) + Wis(5) + SpFocu(1) + GrtSpFocus(1) + Bloodline(2)=20?
Is Greater Spell Focus a +2? I thouth it read +1.


Bosk cautiously peers between the buildings and sees that he'll be squeezed if he tries to move between them. He waits to see if the big man will flee before acting.

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

The Mudtown residents start to scatter in ernest as things start to disintegrate. Ghostly hands, balls of fire, feelings of woe, all add to a desire to get out of the way.

Mu gloats at the puny ants in front of him but hears a call to FLEE.
Will DC21 (or 20?) = 13

Mu blinks twice and turns around and obeys the simple command and flees, in the easiest direction away from the source of the command. Mudtown residents scampering in chaos in the street leads Mu to flee across the remains of the emporium and north along the adjacent street post haste.

DM Note: if 'quickly as possible' here would be Double Move as he can't run anywhere in a straigth line or run across the difficult terrain of the burned remains of the emporium. Spell lasts 2 rounds right?

Bosk peeking around the corner and between the two buildings sees Mu flee and moves to M-N,18-19. DM Note: due to the ants I could not put you at K-L,18-19.

Fi, feeling surrounded, a ball of fire handing closely above him, his companion turning away, he tries to get out of the street and intercept his friend. Seeing the effect the words from the liontaur had on his friend, he tries to deduce what spell it was.
Spellcraft = 19, he deduces that the spell cast was Command, which seems, for a cleric, pretty obvious.
He then casts Dispel Magic on his friend, targetting the Command spell.
Dispell Magic DC22(21?)= 20, it comes close but does not dispell the Command Spell.

Suddenly, a 'peasant', dressed as a Mudtowner, looking no different than any other Mudtowner, swiftly springs from J21 to clobber Zeoll with his fist.

Secret DM roll, for DM eyes only: Highlight to display spoiler: {Bluf = 15}

Zeoll if you make a Sense Motive DC15 you are not caught flatfooted at the sudden surprize attack from a Mudtown impersonator.

Att = 14, missed

Dissapointed in the miss, he continues his Spring ending at D16.

From a spot, approximately 60' above the tent marked with an 'X', a glowing pea sized ball streaks downward and explodes into a spherical Fireball centered 10' off the ground (see big red circle). All in the big red circle Save Ref DC18 or 19 for those affected by the Prayer, Dmg = 32, Save for half = 18.

DM Note: I'll roll for the ants.

This would be the two ants, Bosk, Wyaar, Zane, Zeoll, and Bat-Beri.

The blast also catches the tents in the are of effect on fire. If Bat-Beri doesn't move, he'll start taking fire damage from a burning tent.

Map:
Mudtown Thugs Map 4

Zeoll AC23, HP51 of 56  d20+12=28 ; d20+8=25 ; d20+20=26 ;
Monday January 21st, 2013 2:36:59 AM


First, housekeeping. Zeoll's DCs are all boosted by his Cradled Fey Magic ability. So his Command DC is base 10 +1 spell +5 wis +2 feats +2 bloodline +1 cradled = 21.

The Command, because it is extended, lasts 2 rounds, yes.

Also, Dispel Magic has to beat 11+spell level, NOT the save DC. And, Zeoll's caster level is 6. Therefore, to dispel one of his spells, the DC should be 11+6=16. Therefore he likely did dispel the Command.

Then Zeoll's Sense Motive to sense the oncoming attack is normally a +13, but with the prayer, that's a +12. Zeoll rolls a 28 and is not surprised by the fellow.

The fireball save burns Zeoll's Spread the Word Cradled bonus for the day and gives him a +2. The prayer gives a -1. So Zeoll's normal +7 becomes a +8. He rolls a 25 and takes half damage.

Question for the DM: Highlight to display spoiler: {Um, you wrote "Dmg = 32, Save for half = 18." But half of 32 is 16, right? That should be 16 damage on a save?}

Perception check (at -1): 26.

Zeoll points to the location a foe he deduces to be flying with greater invisibility. He considers a faerie fire, but what if the fellow cast, then moved? He shouts to his batty friend Beri and shouts, "Berri! I think therre's an invisible flying casterr therre! Blindsense it!"

Then the liontaur shouts after the retreating enemies, "GO ON, THEN! RRUN AWAY! YOU VARRMINTS!"

[That's a free action, I'm assuming.]

Zeoll can just see Fi, I believe, and casts Hold Person on him. Will Save DC22 vs the Hold. [That's a standard action.]

Then Zeoll uses his fey domain ability to go invisible. [move action.]

Finally, Zeoll takes a five ft step to 22-23-J-K.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Calm Emotions: ended
Command: ended by dispel?
Hold Person?

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command, command x3, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 1 of 3

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+4=20 ;
Monday January 21st, 2013 7:53:52 AM

Restlin books it to E26 & notes the fleeing giant of a man. He calls forth a Hound Archon to attack BT.

***

Restlin's summoning is augmented (feat) and extended (conjurer class feature).

LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil

DEFENSE
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 47 (6d10+6)
Fort +8, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15

OFFENSE
Speed 40 ft.
Melee bite +10 (1d8+5), slam +10 (1d4+3) or mwk greatsword +11/+6 (2d6+5), bite +5 (1d8+4)
Spell-Like Abilities (CL 6th)

Constant--detect evil, magic circle against evil
At Will--aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message

STATISTICS
Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +8; CMB +10; CMD 20
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)

He will stay for 10 rounds unless something sends him back home.

Concentration for Detect magic: 20. He's still looking for any illusion auras.

Active Spells
Invisibility (7 minutes)
Mage armor (7 hours)
Detect Magic (concentration)
Summon Monster IV (10 rounds)

DM JonathanT - MudTown Turf Wars 
Monday January 21st, 2013 12:56:19 PM

DM OOC: Two questions answered;
1) Zeoll, I'm unfamiliar with cradled thus my query. :)

2) It has been pointed out that half of 32 is 16, not 18. I'm sorry, I was using Government Math used by the IRS. Half of 32 IS 16 in the Real World and in the Wold.

3) It is tricky when foes play the 'innocent bystander' tactic. Since Zeoll was facing the guy when he attacked, it made sense Zeoll would have a chance of noticing the shift and steel himself. Alternatively, he could have attacked Wyaar with complete suprize, but he's not so dump as to be left alone in your midts, so he used his best tactic to extricate himself from your middle.

4) Thanks for pointing out my miscalculations on the Dispell. I'll blame that one on my cat.

DM JonathanT - MudTown Turf Wars 
Monday January 21st, 2013 1:12:44 PM

DM for Restlin:
1) Summon Monster is one full round. The Hound will appear at the beginning of your next turn.

2) As per above, your concentration is on casting your Summon spell, and Detect Magic requires concentration. So this round no magic detection is possible.

3) Since Detect Magic is a Cone, I need a direction of the compass you want to look. I don't think you can swivel on a dime and get 360deg scan in one round. Give me the N, NE, E, SE, etc. direction and whether it is level or upwards (45deg angle) or straight up (or straight down if you think magic worms are under your feet.)

Remember to think 3-D. :)

Bosk AC: 26/12/24 CMD:22 HP 66 of 50 Spells  d20+6=7 ;
Monday January 21st, 2013 4:39:04 PM

Squeezing in between the alley and into the street Bosk immediately finds himself face to face with a giant fire ball. He braces himself for the worst, and is shocked as he feels positive energy pushing his body past its normal limits and his feet seem to move of their own accord, avoiding the worst of the damage.

Looking up to where the flame came from the cleric sees nothing. Puzzled he casts See Invisiblillity as he keeps his eyes on that area. If he sees anything he will instruct the others as to the location of their assailant.

ooc: Move Action to follow after results of see invisibillity.

Actions
-------------------------
Reflex Save = d20+6 = 7 (...Passed due to one time use of Sacred Gift, see below)
Cast See invisibillity while looking at the point of origination of the flame.
Move action to follow after result of see invisibillity.

Sacred Gift :Each character has received a Sacred Gift. The next time your character fails a saving throw, it will automatically be passed thanks to saving the souls of all those children. One use only and on the first failed saving throw. Sacred Gift awarded at end of last module by Jim C.

DM Sanity Info
-------------------
See Invisibillity:
Prayer: -1 on attack, weapon damage, saves, skill checks.
Sanctuary: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.

Spells
Domain: True Strike, See Invisibillity, Fly
Level 0: Toros's Taur Try, Guidance, Chill Touch, Mending
Level 1: Protection from Evil, Elf Vision, Rose's Temperature Control, Remove Fear
Level 2: Delay Poison, Summon Monster II, Gentle Repose, Restoration, Lesser
Level 3: Speak with Dead, Summon Monster III, Dispel Magic

Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday January 21st, 2013 6:48:58 PM

ooc: to avoid fire damage do I just need to be off of any burning buildings?

DM OOC: correct. The only fire damage this round was from the fireball, but if you stay put ontop of a burning tent, you'll be bouncing around the tent ceiling like a hot potato until it collapses in a burning heap. So taking flight to another tent or just staying aloft would be the sensible thing.

David F posting for Zane Stormfront  d20+6=18 ;
Monday January 21st, 2013 7:16:26 PM

OOC
Posting for Zane today, John didn't say why. Here goes...
IC
Zane rolls away from the fireball, only getting singed instead of completely imolated ( reflex DC 18 made with an 18. If he was under the prayer he fails. 16 damage taken)
Zane closes with Fi. moving to M17. As he moves he blurs his form ( cast Blur) All of his images blur as well and follow him across the square.

HP 57/ 73
spells in effect

mage armor
shield
mirror image (6 images)
Blur

DM OOC: Zeoll, Bosk, Wyaar, and Valla feel a wave of 'bad' energy waft over them, so Zane is not affected. Made his save.


Beriothian (Will)-- AC:23/16/16 HP: 85/85 CMD = 23 (saving grace active) 
Monday January 21st, 2013 7:47:19 PM

Beriothian flis to h25 (maintaining current height) and casts Spike Growth. Assuming there are no buildings off to the left, the first half forms a square with the bottom right corner in f-15. The second half forms a square with the top right at E-16 (i.e. a long rectangle that's shifted a little halfway down to avoid injuring a (supposedly) innocent peasant... )

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+12=32 ; d6=3 ; d6=6 ; d6=4 ; d6=6 ; d20+12=26 d8+7=14 d6=2
Monday January 21st, 2013 8:14:17 PM

Through the grace Maab Wyaar easily avoids the worse of the fireball and then with a brush of his hands soothes the burns away as though they never happened while he moves forward. He draws and arrow as he goes and sends it at Fi.

--------
Swift lay on hands for 17

Move to K14

Standard attack Fi(-1 prayer, -2 deadly aim, +1 point blank) hit AC 26 for 17 non lethal damage. (Forgot point blank in damage).

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+10=18 ; d20+10=20 ; d8+5=7 ; d8+5=7 ;
Monday January 21st, 2013 10:06:25 PM

Valla takes a five foot step, while activating his arcane strike, firing two arrows at Fi.
======
Five footstep to get better line of sight, to M13
Swift action activate arcane strike
full rnd atk with rapid shot firing two arrows at -2 to hit
arrow1: hit ac 18 for 7 dam, magic and pierce
arrow2: hit ac 20 for 7 dam, magic and piercing
Both arrows do 8 dam if Fi is within 30ft. Didnt add it because I wasn't sure.

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 12:58:55 AM

DM OOC: I started the post but needed to take care of some things. I'll finish tomorrow morning. Sorry for any delay.


Zane Stormfront AC 26 CMD 26 HP 73/73 5 Fire Resist 
Tuesday January 22nd, 2013 1:44:46 AM

Filling in group, im back in hosital again. I have a blood clot in my lungs. I hope to be able to do my posting in this gwme.
Will keep aprised as i can.

Jcc

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 9:12:23 AM

DM OOC: John, we keep you in our prayers. David can keep your character alive if you can't post.
The gwame needs you though. :)

Get well soon.

Bosk AC: 26/12/24 CMD:22 HP 66 of 50 Spells 
Tuesday January 22nd, 2013 9:29:14 AM

We'll be praying for you.

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 10:15:34 AM

DM OOC: quick note to Bosk
IC: Bosk casts See Invisibility and quickly scans the sky. He does not see anything in the spot where the fireball originated from but does finally spot the Flying Menace to the south, some 60' up, over N28.

DM Note: you may make your Move now.

Zeoll AC23, HP51 of 56 
Tuesday January 22nd, 2013 10:33:52 AM


Zeoll wonders if all of his friends will still be standing when the fireworks end. Heck, he wonders if he will himself be standing!

Bosk AC: 26/12/24 CMD:22 HP 66 of 50 Spells 
Tuesday January 22nd, 2013 10:47:58 AM

Bosk moves to 14,15/K,L, drawing his sword as he moves, and points out the casrer's location.

DM JonathanT - MudTown Turf Wars  d20+11=27 ; d4+1=3 ; 5d6=22 ; d4=2 ; d20+4=8 ; d20+12=15 ; d20+21=35 ; d20+12=21 ;
Tuesday January 22nd, 2013 2:03:19 PM

Zeoll, alert, sees the 'peasant' turn towards him and attack him, Springing away towards his friends. He then manages to avoid half the damage of the fireball.

He points upward to where the thinks invisible foe is, or was, and tells Bat-Beri to start looking for him/her/it with his Blindsense.
Turning to the thugs he can see, he yells out "GO ON, THEN! RRUN AWAY! YOU VARRMINTS!"
He barely glimpses the cleric and casts Hold Person on him, Will DC22.

DM Note: Zeoll needs to make a Will Save DC18 (Sanctuary Spell), Fail = Action/Spell lost, Success = defeat the Sanctuary spell.

Then he goes invisible in a very fey like manner and takes a 5' step.

Restlin starts casting a Summon Monster spell to bring forth a Hound Archon. The beast will appear at the start of his turn next round.

Bosk his hit squarely by the fireball and nearly stumbles as he tries to avoid the worst. He feels a mysterious power drain from him (Sacred Gift being used) and absorbing half the fireball damage.

He casts See Invisibility and quickly scans the sky. He does not see anything in the spot where the fireball originated from but does finally spot the Flying Menace to the south, some 60' up, over N28. He points out the location of the Flying Fiery Foe ('X' marks the spot, for now).

Bosk heads towards the cleric drawing his sword. He wants to end up at 14,15/K,L, but Wyaar is at K14, so he ends up at 14,15/L,M.

Zane manages to avoid half the fireball and starts closing in on Fi, moving up to the right of the floating flaming sphere 10' up, wherein he casts Blur, causing his multiple images to blurr also. (DM Note: the multiple images are not affected but we don't know how many there are so I'll roll for them.)
Mirror Images = 1d4+1 = 3 images

DM Note FYI to John: Zane has his Tot Ref listed as 6, but it should be 7 I think: +4(Dex)+1(cloak)+1 sorcerer lvl) +1(Dragon Disc lvl) = 7

Beri takes flight off of the burning tent and heads to a building to the left, remaining in flight.
DM Note: you didn't roll your Fireball Save. Maybe you misunderstood. What I meant was that you would not take fire damage from the burning tent this round, only if you stayed there. Roll the Fireball Save first thing next post.
The Bat-Beri then casts Spike Growth into the next street and under Bt and Mu's feet.

DM Note: there are buildings next street over. This is a slum-town, with streets meandering half-hazardly. I just didn't add anymore buildings past the ones on the current street. Also, the spell is in 20' squares, unless you have the ability to change it's shape, it appears in Squares, not square footage. Do you just want 2 squares? You get one 20' square per level, y'know. :)

Wyaar gets his eyebrows singed but with a brush of his hand heals the burn marks. Eyebrows will grow back in a week or so. He steps forward pulling his bow string sends an arrow streaking to the cleric despite the partial cover the cleric gets from Helmust and the doorpost.

DM Note: Wyaar needs to make a Will Save DC18 (Sanctuary Spell), Fail = no shot taken and Action lost, Success = arrow flies true.

Valla steps north 5' and gets a better view of the cleric, activates his Arcane Strike to give his arrows some magic, and fires two arrows in rappid succession at the cleric.

DM Note: Valla also needs to make a Will Save DC18 (Sanctuary Spell), Fail = no shot taken and Action lost, Success = you still miss, but not by much.

------------------------------------------
The ants, even with a save for 16 damage end up with 29 pts damage and are dead.

Fi makes his Will Save vs Hold Person a 27. You might note that the original roll was 21, but I used Mu's Stats instead of Fi's. So even if Zeoll beats the Sanctuary Spell on the Cleric, he makes his save.

Possible Non-lethal Damage to Fi for arrow = 17.

The Cleric will notice who succeeds in bypassing his Sanctuary Spell and will act accordingly. If any make their Will saves, he will know he's in trouble and will:
Case1) Selective Channel Negative Energy 30' burst, dmg = 22, Will DC18 for half.
This affects Valla, Wyaar, Bosk, Zane, and Helmust.
Then moves towards Mu: d4 dmg at F12 = 2, Ref Save DC20(?)= 8, Fail = Move is halved.

DM Note: Helmust's damage is mostly Non-lethal, but after this, he could be dead. Immediate action may be necessary to save his life. I don't know how many HP he has, but... best be safe than sorry. :}

Case2) If none make their Save vs the Santuary spell, he'll feel safe and will cast another spell instead:
Spellcraf Check DC21: Highlight to display spoiler: {Summon Monster 5}

Mu brandishes his very large shinny broadsword and whirls it about in such a manner as to be very impressive:
Dazzling Display: Intimidate roll = 15, it fails to affect anyone. (DM Comment: DRAT!)

Bt realizes spikey growths under his feet and simply Jumps out of the zone.
Jump = 35, landing at F16

The Flying Fiery Foe (FFF) notices Bosk casting something and realizes that is is See Invisible
Spellcraft DC17 = 21

Seeing Bosk fixate on him, he knows that at least one can see him. Not a problem he thinks. Haha, just one. Haha. he casts a spell of his own after Bosk turns away and heads towards the cleric.

If Bosk spends a Move to look for him again, he'll find him at:
Highlight to display spoiler: {S18, still 60' up}

Map:
Mudtown Thugs Map 5

Zeoll AC23, HP51 of 56  d20+17=20 ;
Tuesday January 22nd, 2013 2:38:52 PM


DM Note: Zeoll needs to make a Will Save DC18 (Sanctuary Spell), Fail = Action/Spell lost, Success = defeat the Sanctuary spell.

Zeoll's WIll save is a +17, so he fails only on a Natural 1. His roll of 20 bypasses the Sanctuary. Moot though since the foe saves vs the hold.

More later.

DM OOC: I figure everyone will make their save, but y'a never know, those 1's crop up here and there... :}

Valla Crudarian HP: (55)56/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+9=10 ; d20+9=28 ; d100=46 ; d20+10=11 ; d20+10=29 ; d8+5=9 ;
Tuesday January 22nd, 2013 4:53:02 PM

Valla shakes his head in disbelief when his arrows both fall from their course to the ground. Feeling the negative energy flow into him, his will is strong enough to resist the worst, he instinctively reacts activating his arcane strike again, stepping a few feet northeast he looses two more arrows at the cleric.
Wyar, help Helmust! Bosk, I leave ya room, an ill be right behind you He points to the narrow space the cleric fled between the burnt down tent and the still standing.
======
Ignore d100, accident
Will save 10 to beat sanctuary, fail
Will save 28 for half dam to channel, success
5' statep to N12
Swift: activate arcane strike
Full atk: 2 arrows
1: miss
2: hit ac 29 for 9 dam

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday January 22nd, 2013 5:01:00 PM

Restlin's hound archon appears at F27. He stays quiet & leaves the archon to assist as (s)he sees fit. He then moves to a clearer area (H30) and readies a silent glitterdust. He waits for Bosk to call out the invisible target, then sparkles up the area.
***

Range on glitterdust is 170'. Will save to negate the blindness is 16. There's no negating how fabulous that flier will look when the glitterdust hits.

Zeoll AC23, HP51 of 56 
Tuesday January 22nd, 2013 5:30:17 PM


Zeoll moves to 19-20-M-N. Then he casts an Extended Command on Bt, to "FLEE!" The save DC is 21. Zeoll is hoping to force him into the painful terrain.

OOC: Forgot to include the -1 Prayer mod on the save vs Sanctuary, but no matter.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Command on Bt: 2 rounds??

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3

Bosk AC: 26/12/24 CMD:22 HP 66 of 39 Spells  d20+11=23 ;
Tuesday January 22nd, 2013 7:03:01 PM

Bosk hears Restlin's request and quickly scans the sky for the FFF. Finding the target he shouts out the location and approximate altitude of the foe and points at the enemy as he does so.

Bosk AC: 26/12/24 CMD:22 HP 66 of 39 Spells 
Tuesday January 22nd, 2013 7:05:15 PM

ooc: Save was made. I will complete my action after I see what Wyar does.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+11=19 ; d20+11=24 ;
Tuesday January 22nd, 2013 7:08:55 PM

Will for sanctuary 19, for channel 24

David F posting for Zane Stormfront 
Tuesday January 22nd, 2013 7:10:59 PM

Zane shouts to Bosk, " Tell me where he is and I'll light him up so all can find him" Knowing they were here to help more than fight, Zane fixes his gaze on Helmust and rushes to his side. He awaits Bosk's location report and prepares a spell from his drow heritage Faerie Fire. Once he knows the location of the flyer he will use the spell ( hold action.)
( If no location on the flying fireballer comes Zane will pick Helmust up and try to get him out of sight of the fighting)

HP 57/ 73
spells in effect
mage armor 7 hours duration
shield 7 minutes duration
mirror image (6 images) 7 minutes per level
Blur 7 minutes duration

On January 19th when Zane cast the mirror image he rolled 4 +1/3 levels for his images, so he has 6 images.
Thanks for the catch on the ref save, I fixed it.

David F posting for Zane Stormfront  d20+7=27 ;
Tuesday January 22nd, 2013 7:16:27 PM

Zane saves vs the negative energy but feels it suck away some of his life anyway. Helmust is in bad shape here and Zane is concerned for his life.

HP 46 / 73
spells in effect
mage armor 7 hours duration
shield 7 minutes duration
mirror image (6 images) 7 minutes duration
Blur 7 minutes duration

Bosk AC: 26/12/24 CMD:22 HP 66 of 39 Spells 
Tuesday January 22nd, 2013 7:19:29 PM

ooc: Bosk gave the enemy's location.

Beriothian (Will)-- AC:23/16/16 HP: 67/85 CMD = 23 (saving grace active)  d20+7=11 ; d20+7=23 ;
Tuesday January 22nd, 2013 7:44:59 PM

reflex save = 11,
reroll- sacred gift: reflex save = 23 (half damage)
Post coming soon...

ooc: Back to high speed internet and a large screen/keyboard!

It's possible I misread before, was working off a cell phone screen all week. I didn't roll the fireball save because I was flying after the fireball hit, but before the building burned.

Also, I meant to have one starting from the center and creating a wall going up and one starting at the center and have a wall moving down. I just wasn't sure how to word things since I couldn't see buildings (but suspected they were there) and wasn't sure if I could actually put any thorns there.

Beriothian (Will)-- AC:23/16/16 HP: 67/85 CMD = 23 (saving grace active) 
Tuesday January 22nd, 2013 8:10:52 PM

Beri movesto C-20. He then casts Soften Earth and Stone on MU and BT (E15-f16)

(this math when flying is already becoming a pain )

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday January 22nd, 2013 8:46:11 PM

Restlin follows Bosk's instructions and lights up the area with the invisible flying dude w/ glitterdust...assuming he's in range. If he's too far away, Restlin will continue moving west until MU and BT are visible (double move to E24).

DM Note: he's in range. My post will explain how I calculated the range.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d6=4 ; d20=7 ; d6=1 ; d6=5 ; d6=6 ; d6=6 ;
Tuesday January 22nd, 2013 9:01:42 PM

Wyaar continues to step forward, feeling the wave of negative energy hit him, but forcing the worst of it out of his mind. He growls in anger however as the energy slams into Helmut as well.

Trying to kill a wounded, unarmed man was certainly evil in his book he glares at Fi and marks him for retribution while placing his hands on Helmut's chest and attempting to heal the man.

~~~~~~~~~~~~~

Swift Action - Smite Evil on Fi.

Move to K12

Lay on Hands for Helmut: 21 damage

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 9:58:49 PM

DM OOC: just missing Bosk's held action.

DM JonathanT - MudTown Turf Wars 
Tuesday January 22nd, 2013 11:19:07 PM

DM OOC: I'm going to have to go ahead and post. Bosk can catch up later.

Bosk AC: 26/12/24 CMD:22 HP 66 of 39 Spells  3d8+8=30 ;
Tuesday January 22nd, 2013 11:41:21 PM

Sorry, been a rough evening. Bosk will finish by healing himself for 30 dmg by converting dpeak with dead to a lvl 3 cure spell.

DM JonathanT - MudTown Turf Wars  d20+10=15 ; d20+21=27 ; d20+3=14 ; d20+2=11 ; d2=2 ; d20+12=30 ; 2d6+8=18 ; 2d4=6 ; d4=3 ;
Wednesday January 23rd, 2013 12:58:40 AM

DM Question: is everyone updating your headers for damage correctly? Just a reminder if you keep forgetting. I Know I forget with my PC half the time. :)

Zeoll manages to shake off the desire to ignore the priest and casts his Hold Person spell but the cleric also shakes off Zeoll's spell.
He then moves forward to better see the thugs, who now have retreated to the next street over.
He then casts another extended Command spell, but this time on hoppity-hoppity Bt, Will DC21 telling him to FLEE. You'd think there was a Flee Market around here somewhere...

Valla takes aim at the cleric but something in his mind nags him about shooting an 'innocent' person and he just stands there with his bow drawn. However, a wave of negative energy washes over him and suddenly he realizes that Fi is indeed an enemy. He shakes off half the 'bad' energy from the cleric, activates his arcane strike again, steps 5' NE to give Bosk room to move and lets loose his two held arrows from last round. One does hit!

Valla then calls out to Wyaar to adminster immediate aid to Helmust, lest one more IA friend gets wasted. (DM OOC: I had not intened to continue the trend, but, well, things happen. Sorry. :{ )

Restlin's summoned augumented Hound Arcon appears. A well-muscled human with a canine head brandishing a well polished greatsword appears at F27.

LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil

DEFENSE
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 47 (6d10+6)
Fort +8, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15

OFFENSE
Speed 40 ft.
Melee bite +10 (1d8+5), slam +10 (1d4+3) or mwk greatsword +11/+6 (2d6+5), bite +5 (1d8+4)
Spell-Like Abilities (CL 6th)

Constant--detect evil, magic circle against evil
At Will--aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message

STATISTICS
Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +8; CMB +10; CMD 20
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)

He will stay for 10 rounds unless something sends him back home.


The Archon ask in Truespeach, what his Summoner wishes. Restlin points up the street where Mu and Bt are and tells him they are enemies of the innocents.

As the Hound Archon moves forward, he seeks out evil (Detect Evil) but does not sense any from ahead, so he moves up 40' (DM Note: Hound Archons loathe killing mortals...) and brandishes his shiny greatsword, allowing his Aura of Menace DC16 flow around him.

REstlin then holds a Glitter Dust spell waiting for Bosk to find the F.F.F.F (Fabulous Flying Fiery Foe) again. After that, he moves to a vacant lot.

[Bosk] hears Restlin's request and quickly scans the sky for the FFFF. He is seen at S18, 60' up.

DM Note to all: From Restlins' square to the equivalent square under FFFF, it is 15 squares, or 75', however he's 60' up, the diagonal vector from Restlins' ground level square to FFFF's at 60'up is 21 squares, or 105'. Well within the 170' spell range, but just thought it would be good for all to know how it works.

While Bosk waits to see what happens to FFFF, he feels a wave of negative energy waft over him (did someone pass gass? he may wonder) and manages to withstand half it's effects.

Wyaar overcomes the effects of the Sanctuary spell and his arrow hits Fi for 17 non-lethal damage. He also manages to minimize the negative energy effects. He is insensed that the cleric dares attack the helpless and deduces that Fi must be EEEEEVIL. He glares at Fi, blasting him with the Paladin's Smite Evil but Wyaar does not feel the bonuses such a power is supposed to give him against Evil foes.
DM Note: I can explain this later or in Private post if you'd like.

The Paladin then moves to Helmust's side and heals him some and stabilizing him at the same time. Just in time too!

Zane feels the wave of negative energy and also makes his save. He is about to call for Bosk to point out FFFF's location and the Minotaur beats him to it. He runs to Helmust's side then casts Faerie Fire, guessing, mostly at the exact location of FFFF.

Restlin follows suit with his Glitter Dust spell.

DM Note to Beri: I moved your Icon to the roof top, but you were still in the fireball area of effect. The fireball went off 10' off the ground.
Also, It would help if you listed your prepared spells for the day. :)


Beri feels intense heat from the fireball but a Sacred Gift absorbs half of it.
DM Note: what happens is that the thorns go under any buildings in the area of effect. If the buildings
have dirt floor, then they affect those inside. If they have stone, concrete, etc. per the spell description,
then the inside is not affected. I know we've had a long discussion on the Rules Board on this subject, I just don't remember how it all turned out. Entangle is another example.


Bat-Beri continues flapping his wings and ends up at C20, whereupon he casts Soften Earth and Stone upon E15-F16, changing the dirty wet street into mud, as per the town's namesake.
Ref Save DC19 or be Stuck 1d2 rounds.

Bosk decides to Heal himself (Standard Action). As a Move, he can keep his eyes on FFFF. Of course, he also sees what happens to the two spells thrown at FFFF.

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

Bt tries to resist the Command to Flee: Will DC21 = 15, fail
The command to Flee enervates Bt such that he Jumps (27) to E11, 25' of his DC27.
Flee rounds 1/2
The Hound Archon now faces only Mu.

Mu tries to resist the Aura of Menace, Will DC16(cha based) = 14, fail = -2 att/AC/saves until hit Archon
in seconds after feeling Menaced by the Archon, the street turns to mud!
Mu Ref Save DC19 or be Stuck 1d2 rounds: 11, stuck in the mud 2 rounds.

Mu finds his feet stuck such that he can't attack or move, so he does the only thing he can.
Dazzling Display: Intimidate roll = 30
Zane, Wyaar, Bosk, Bat-Beri (barely) need to check 10+target HD+Wis mod to see if you are shaken for 1 round or 1 +1 per 5 < 30 (ie. if your DC is 20, then you are Shaken for 3 rounds.)
The Archon feels Shaken: 10 + HD(6)+Wis(1) = 17, Shaken for 3 rounds.

Fi, feeling pain in his feet and two arrows in his side, gets out of the spiked zone (5' step) and begins casting a spell.
Spell craft DC20 only for those that have a clear line of sght (Wyarr, Zeoll with some penalties, Bosk if not watching FFFF),
Mu blocks Beri, he's 12' tall and Beri is 15' high and mucho too far to see through/over Mu.
Spell is: Highlight to display spoiler: { Summon Monster V}

Now for FFFF:
Both spells cast at FFFF fizzle. Bosk sees FFFF silently laughing. Your familiarity with your own spells seem to indicate a more powerful spell surrounding FFFF that canceled out your two weaker spells.

Bosk watches (maybe) as FFFF casts another spell and a wall of flames errupt in their midts. FFFF then flies away from his spot by first Diving downward behind the building and out of sight.

Wall of Flames emanates Heat towards the PCs, Helmust is not affected.
Save: none, damage for Zane and Wyaar = 18, damage for Bosk and Zeoll = 6, damage to Valla = 3

Map:
Mudtown Thugs Map 6

DM OOC: if I missed anything I'll fix it and answer any questions tomorrow evening. Have fun. :)


Zeoll AC23, HP45 of 56  d20+9=21 ; d20+14=32 ;
Wednesday January 23rd, 2013 6:17:21 AM

Zeoll takes 6 hp fire damage (I've been keeping my header current!) (Speaking of which, Bosk, do you really have 66 hp of 39? And you just cured yourself for 30, but your header did not change. Guys, it is very hard for me to know who needs healing if headers are wrong!)

Zeoll's spellcraft, normally at +10, is a +9 with the Prayer. He rolls a 21. Is that enough to reveal the castings? Maybe a good Perception check would help?

Perception, with -1 for Prayer and -6 for distance, is a 32!

However, maybe no spellcraft is needed! If he is casting as a full round activity, then the casting time is a full round, which suggests to Zeoll that this is a summons.

But then the Wall of Fire springs up between Zeoll and the only foes he can see. There is fire to the left, to the right, and behind. He cannot go around the wall to the south (no room). He is taking damage if he stays where he is. I'm sorry to do this to our kindly DM, but Zeoll runs north, up to 160 ft north, or until the wall of fire is not on his left, so that he will not take damage by ending turn next to it.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Command on Bt: 1 round of two still to go

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x2, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+7=12 ;
Wednesday January 23rd, 2013 8:56:56 AM

Restlin calls out in celestial, "Evil or no, they extort the populace for money and need to answer for it. Leave them alive if you feel you have to!"

He then books it to K29 & casts dispel magic on that wall, cursing as the wall remains unaffected. (caster check = 12).



Valla Crudarian HP: (42)43/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday January 23rd, 2013 9:06:25 AM

Valla grimaces as the heat touches his skin, immediately his mind begins racing, flashing back to that day many years ago. Almost without thinking Valla will take off running, north as far as he can, veering west once the wall is no longer there.
========
Header fixed, actual Hp is in () but I get that 1 hp back when spectral hand dissipates.

Double move at a run, 120' North or F,2 if he can make it.

David F posting for AC 28/ 25/ 23 HP 28 / 73 Zane Stormfront 
Wednesday January 23rd, 2013 5:27:35 PM

Zane calls out," this isn't going to end well, but that caster has got to go. He has up a minor globe and is laughing at us. I hate that."
Zane casts fly and rockets skyward after the FFFF who should now be both farie fired and glitterdusted.

spells in effect
mage armor 7 hours duration
shield 7 minutes duration
mirror image (6 images) 7 minutes duration
Blur 7 minutes duration
Fly duration 7 minutes


Beriothian (Will)-- AC:23/16/16 HP: 67/85 CMD = 23 (saving grace active)  d20+25=26 ;
Wednesday January 23rd, 2013 6:46:45 PM

Beriothian is normally a very unshakeable, but the heat of battle seems to have affected him. None the less, he moves his ball of fire to G14, figuring the wall of flame can't stop more flames (though I will fly it over the wall if that's the case). Having his view blocked by the now trapped and enlarged Mu. Beriothian then channels his Spike Stones spell into a summon spell, and attempts to summon a Griffin.

ooc: I won't debate the spike grown/thorn issue, but I want to emphasize that we've set a precedent that in the future under similar circumstances I can spawn these inside an enclosed area without any line of sight inside

DM Sanity Info:
Remaining Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, Obscuring Mist (x2), Cure Light Wounds (x2), Faerie Fire, Long Strider
2 (5)- *Faerie Fire, Fog Cloud, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fang, Spike Growth (1 remaining)
4 (3)- *Lesser Planar Ally, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Wyaar (JonL) AC 24/16/22 CMD 25 HP 61/71  d6=6 ; d6=3 ; d6=6 ; d6=4 ; d6=6 ; d8+7=10 ;
Wednesday January 23rd, 2013 7:31:06 PM

Glad to see Helmut taking breaths again, Wyaar let's out a surprised gasp as the fire engulfs him. He takes a step next to Helmut and quickly heals himself before launching a barrage of arrows at Fi.

"Stop you flame throwing friend before he burns down half of Mudtown!" Wyaar calls out to Mu, not fazed by his fancy display.

-----

Swift action to Latly on Hand for 20 damage.

5' step to j11 (assuming I can move here...)

DM Note: J11 is a building corner, J12 is fine.

Full attack with many shot, deadly aim and point blank

Attack 1 hit AC 32, crit confirm 28: 36 non lethal if not crit, another 29 if crit confirmed for 65 non lethal
Attack 2 hit AC 24 for 17 no lethal.

Bosk AC: 26/12/24 CMD:22 HP 66 of 60 Spells 
Wednesday January 23rd, 2013 7:48:17 PM

Bosk takes a second to consider Zane's shouts.

ooc: Can I get clarification on the state of FFF? Is he visible and under the effects of Glitterdust and Faerie Fire or did the globe or something else negate it?

DM JonathanT - MudTown Turf Wars 
Wednesday January 23rd, 2013 9:09:55 PM

DM OOC: Wyaar sould be 2 sq up. Sorry, missed that.

By my calculations Please Note these on your Spells in Effect section:
Zane is Shaken for 3 rounds (-2 att, saves, skill checks, abillity checks)
Wyaar is Shaken for 3 rouns, same penalties. Also, Wyaar has 10 for Wis to Start with and 12 Total at end but no points spent and no magic, and no etc. Please correct. Thanks.
Bosk is Shaken for 3 rounds, same penalties.
Bat-Beri one round only, this round.

Something negated both spells. Those who cast the spells might figure it out according to their spell descriptions, Spellcraft check maybe? Bosk only saw the guy laughing, not a glimps of any spell doing anything so he doesn't know what spells were cast at FFFF to know what was supposed to happen.

Zeoll and others, if you have time to be Dazzled, you have time for the Spellcraft check on the cleric before the wall of fire.

Per the Spellcraft description, it requires no Action.

DM JonathanT - MudTown Turf Wars 
Wednesday January 23rd, 2013 9:16:18 PM

DM OOC 2: Don't worry about running off the map. There's plenty of tents and buildings but all have a 5' allyway inbetween them. We'll just calculate your moves add-hoc. The Wall of Fire is as long as I drew it. It could have been a lot longer but then it would have been way off the map and I just didn't want to mess with that. :}

DM JonathanT - MudTown Turf Wars  d100=100 ; d100=43 ; d100=35 ; d20=19 ;
Wednesday January 23rd, 2013 9:35:16 PM

DM OOC: doing some Maintenance Rolls for the fires, seeing if they spread.
wasted my lotto roll. Drat!

Bosk AC: 26/12/24 CMD:22 HP 60 of 66 Spells  d20+10=16 ; d20+9=21 ; 2d8+4=16 ; 2d6=4 ;
Wednesday January 23rd, 2013 11:19:44 PM

Getting tired of the enemies constant fleeing Bosk calls upon the the gift of speed granted to him by Gargul and uses his agile feet ability and charges through the fire and across the rubble, lowering his head as he charges Mu. His hooves crunch in the burned debris of the former store, and as he approaches his target his hackles raise and his teeth bare. With a loud cry he attempts to gore his opponent and cause the bully to wet himself in fear.

Actions
-----------
Shaken Status negated as Bosk is immune to fear for passing the Avenger Initiation
Free Action - Agile Feet - SU - Travel Domain - Ignore Difficult terrain this round and take no penalties for moving through it
Intimidate check = 16 (free action with minotaur charge)
Hit AC 21 for 16 dmg piercing / bludgeoning (20 if sneak attack is allowed)
Moved to 15,16/G,H



Bosk AC: 26/12/24 CMD:22 HP 60 of 66 Spells 
Wednesday January 23rd, 2013 11:22:47 PM

As he charges Bosk yells You think you can scare an Avenger? Just try, I will emasculate you all day!

DM JonathanT - MudTown Turf Wars  2d4=4 ; d4=3 ; 2d6+8=15 ; 2d6+8=12 ; 2d4=5 ; 2d6+8=19 ; d20+7=8 ; d20+7=25 ; 4d6=14 ;
Thursday January 24th, 2013 12:57:45 AM

Zeoll notices that the cleric is casting a spell that will take a full round as it seemed he still had a ways to go to complete it before the Wall of Fire went up.

Zeoll only needs to run 90' to get to the end of the Wall of Fire. He sees a narrow ally he can squeeze through to the other street. While he runs north he takes 4 more points of fire damage.

DM Note: per spell, you take the damage at the beginning of your turn if within area of effect.

Restlin tells the Hound Archon the extortion racket they were up to and need a leason in Justice, "Leave them alive if you feel you have to!"

Restlin then moves and tries to dispell the wall but fails. Dispell DC is 19.

Valla, feeling the heat, heads north, like Zeoll, to try to run around the Wall of Fire. He also takes 3 more points of fire damage since he started his turn in the area of effect.

DM Note: I move Valla north a normal Double Move, 60', and ends up at the northern edge of the Wall of Fire. At 120', you'd overun it.

Zane is not happy. Nope. Not happy. Attempting to fight fire with fire (pun intended), he tires to cast a Fly spell in the middle of a wall of fire.
DM Note 1: Since Zane started on the line of the fire he takes another 15 points of fire damage and needs to make a concentration check DC 10+15+3spl level= 28 or it fizzles.

DM Note2: if he makes the check - since you didn't tell me how far up, and you said rockets skyward, I can only assume he flies half his fly Move straight up. I'll need this Fly Check:
Fly up at greater than 45° angle DC 20

Ascending flight is 1/2 Move so if you make the check, that would put you 30' in the air over K13, 10' above the Wall of Fire.


Beri
DM Note1: on the spike growth, I thought I had agreed that it would be effective in an enclosed area without line of sight inside, as long as the focus started at a point you could see and as long as the floring inside fit the spell description.

DM Note2: I need your Hover Fly check:
Hover DC 15


DM Note3: to move the Flaming Sphere requires you expend a Move Action. Summon Nature's Ally is 1 full round. Just so you know, it won't appear until halfway through your next round or end of your next round?

Bat-Beri tries to Hover in place, move his Flaming Sphere to G14, threatening Mu, and start another summoning spell.

Wyaar takes another 12 points of fire damage before he can step out of the fire. He finds himself now on the cool side of the wall, relieved that Helmust is not dead yet. Maybe nearly, but not quite.
"Stop you flame throwing friend before he burns down half of Mudtown!"
DM Note: I forgot about the Paladin fear thing.

The Paladin heals himself some before taking aim at Fi, now mostly hidden by the corner building.
He fires two arrows in quick succession. The first one hit and crit confirmed, the second one missed.
The cleric takes 65 non-lethal damage.

Bosk is unfazed by the display of martial prowess, big lug he is, and looses his patience. Ignoring the now hidden FFFF, he calls upon innate powers to charge through the wall of fire and over the rubble of what was the emporium. He raises his hackles (do bulls have hackles? oh well), bares his cow teeth, and belts out a loud MOOOOOO to scare Mu while attempting to gore Mu.

He takes 5 points of Fire damage at the start of his run and then 19 points of Fire damage when he barges through the Wall of FIre.

He also finds that he's right under the Flaming Sphere.

The Hound Archon is not left with much. He has to cross an area of Spiked Growth and/or Mud, or a Flaming Sphere to get Mu. But he can Teleport, so he blinks out and re-appears at D14.

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

Fi succumbs to the non-lethal damge of the arrows. Distracted by his spell casting, the first arrow from Wyaar hit him in the throat, knocking him out.

Bt, continues to flee for one more round. Now on firm ground, moving at x4 speed, he's off the charts.

Mu is unfazed by the loud Mooooing and Bosk slams into Mu's shield. Lucky the Minotaur has a tough skull.
Mu is stuck for one more round.

FFFF is somewhere out there....

Two fiery rays burst forth from a spot on the other side of the wall of fire and streak towards Bat-Beri
Bat-Beri and and Zane are the only ones in line of sight: Highlight to display spoiler: {about 30' up and at M23}

RangeTouch Attack1= 8
Range Touch Attack2 = 25, dmg = 14.

Bat Beri needs to make a Concentration Check DC 10+14+4= 28 or his spell fizzles.

Map:
MudTown Thugs Map 7

Zeoll AC23, HP53 of 56  d8+5=12 ; d8+20=22 ;
Thursday January 24th, 2013 6:59:16 AM


Zeoll moves to E-F-1-2 and casts CLW in place of Bane: 12 hp curing.

He keeps alert: Perception 22.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Command on Bt: 1 round of two still to go

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x2, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3

Valla Crudarian HP: (42)43/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+13=19 ; d6=3 ; d6=6 ; d6=1 ; d6=2 ; d6=4 ; d20+8=26 d20+9=26
Thursday January 24th, 2013 9:14:44 AM

Valla is relieved to be out of the heat, bad memories of heat and orcs. He moves around the building and heads back toward the battle; There going to burn Mudtown to ash... Unless we stop them... By far more than extortion now.

After he rounds the building he watches Fi fall as Wyaar arrow smashes into his throat, Hmm, he maybe as good an archer as I!

He then casts shocking grasp, sending his Spectral hand racing toward the enlarged Mu. The hand easily grabbing onto his metal armor then returning to hover at the wizards side. What are these peoples problem with us. Weve done nothing to them... let me think.
========
Move to F,4
Cast Shocking Grasp through Spectral Hand; Hit Touch ac 19 for 19 shocking damage
Kno. Local: 26
Kno. History: 26
Knowledge checks to see uf Valla had ever seen or heard of people matching their description or antics.

Prepared spells: *= Bonus Evocation Spells
0: touch of fatigue* , message, ray of frost, Light, ghost sound
1st: Chill touch, Shocking grasp* x2, Ray of Enfeeblement, Shield, Animate Rope
2nd: Scorching Ray*, Spectral Hand, Enlarge person, Arcane Lock, Flaming Sphere
3rd: Fireball*, Fly, Flame Arrow, Dispel Magic

Bosk AC: 26/12/24 CMD:22 HP 34 of 66 Spells  d3=2 ;
Thursday January 24th, 2013 5:44:18 PM

Bosk realizes the fire is spreading and takes a 5 foot step North East
Back me up guys. I'm summoning something to keep these buildings from burning down. The cleric hopes his friends will help keep him alive until the spell is cast and that the enemy won't stop him. Surly if the buildings all burn down he will have no one to exhort for money, the cleric thinks to himself.

ACTIONS
ft step NE
Cast Summon Monster 3 and summon d3=2 Small Water Elementals
Points out the fire to them, indicating they should put out the buildings.
Place on elemental at k/23 (should put out fire wall as soon as it touches it)
Place one at n/24

Small Water Elemental CR 1
XP 400
N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits

OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
Special Attacks drench, vortex (DC 13, 10--20 ft.), water mastery

STATISTICS
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan

SPECIAL ABILITIES
Drench (Ex)

The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).

ooc: edited hp to reflect fire damage

David F posting for AC 28/ 25/ 23 HP 13 / 73 Zane Stormfront  d20+10=25 ;
Thursday January 24th, 2013 7:05:35 PM

Yeah, I didn't realize Zane was IN the wall of fire.
Zane fails his concentration check and his spell fizzles as he is burned. Zane is disoriented and unsure where to go, but staying here will kill him. He moves towards the majority of his friends and the fight, which will be bad if he can't get healed soon. ( Move to H13) Unable to heal himself, he makes himself more able to stay out of trouble, he hopes.( cast heroism)

spells in effect
mage armor 7 hours duration
shield 7 minutes duration
mirror image (6 images) 7 minutes duration
Blur 7 minutes duration
Heroism 70 minutes duration
Shaken for 2 rounds (-2 att, saves, skill checks, ability checks)

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday January 24th, 2013 7:09:54 PM

With a swipe of his hand Wyaar removes his remaining wounds and helps Bosk out as asked. He sends a masterful hail of arrows at Mu showing he might just be as good with a bow as Valla. Maybe.

------
I'll take three Nat 20s in a round. I expect to roll nothing but 1s from now on.

5' step to I12

Swift action to lay on hands to heal 18

Full attack, Manyshot, deadly aim, point blank, -prayer

Attack 1: hit ac 32, crit confirm 28, 30 nonlethal damage, additional 29 damage if crit confirmed

Attack two; nat 20, crit confirm 27 (forgot prayer): 13 nonlethal, additional 31 damage if crit confirmed.

Beriothian (Will)-- AC:23/16/16 HP: 59/85 CMD = 23 (saving grace active)  d20+29=30 ; d20+29=40 ; 2d6=8 ;
Thursday January 24th, 2013 9:01:18 PM

Looks like I have to give up on casting anything that takes any real time to cast, even if I had perfect concentration I can't come close to staying focused through such attacks!

By the grace of Ward, Beri completely fails at hovering and plumets to the ground... does that put him out of range of the spell? (I rolled for the fall damage).

Beriothian stands up from prone (move action), then moves his fireball on top of Mu (second move action in place of standard action). If allowed Beri then takes a 5 foot step up and to E15 (from the rules it looks like as moving the fireball and standing up don't prevent me from doing this as I didn't move any distance yet)


DM JonathanT - MudTown Turf Wars 
Thursday January 24th, 2013 9:06:28 PM

DM OOC: DM question to all

Valla took 6 fire damage, no save. Does that mean the Spectral Hand also took 6 fire damage, no save?

'The hand is incorporeal and thus cannot be harmed by normal weapons...'

I think the Wall of Fire is outside this category. I've posted an inquiry on the Rules board.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Thursday January 24th, 2013 9:08:32 PM

Figuring that the flying caster must be using greater invisibility, Restlin deduces the spell will likely end soon. Gripping Gloomy, he calls on the power of his arcane bond to cast Greater invisibility on himself.

He then moves in the general area the flyer was in (P26).

***

Greater invisibility - 7 rounds total

DM JonathanT - MudTown Turf Wars 
Thursday January 24th, 2013 9:24:24 PM

DM to Beri: Falling the 15' would not put you out of the range of the Scortching Ray, but would explain why the first one missed. :)

DM JonathanT - MudTown Turf Wars  d20+9=27 ; d4=4 ; d20+5=6 ;
Thursday January 24th, 2013 10:08:50 PM

DM redo for H. Archon. He tries Acrobatic long jump DC15 = 27, and lands at D15.
He takes 4 pts damage, Ref DC20? = 6 N1! Move is halved.

DM JonathanT - MudTown Turf Wars  d100=53 ; d100=35 ; d100=89 ; d100=67 ;
Thursday January 24th, 2013 10:16:03 PM

DM OOC: doing some Maintenance Rolls for the fires, seeing if they spread. Some more tents/buildings catch fire from the burning ashes that are carried over to them by the wind.

DM IC: By now, the entire area has been evacuated and a general panic is beginnig to set in as people spread to other areas of Mudtown with tales of the fight. Some go as far as yelling "DRAGON! DRAGON!"



DM JonathanT - MudTown Turf Wars 
Thursday January 24th, 2013 11:14:55 PM

DM Appologies:
I'm going to start compiling the Post but due to lack of Sleep and my Wife getting on to me for not getting to bed until midnight these past two nights, the post won't show up until tomorrow evening. Hopefully early evening.

Thanks for your understanding. :}

DM JonathanT - MudTown Turf Wars 
Thursday January 24th, 2013 11:39:50 PM

DM Note to Zane: you still had a Move left when your spell fizzled, so I took you out of the fires and put you at J14. This round, Bosk gets to H13 before you do so I can move you to H12. But you can Ammend your post if you wish. Bosk is at H-I/13-14, you are at J14.

Zeoll AC23, HP53 of 56 
Friday January 25th, 2013 4:13:15 AM

Jon, no worries! You're doing a bang-up job with a very complicated fight. Take your time.

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront  4d4+4=16 ;
Friday January 25th, 2013 2:23:42 PM

OOC
Thanks, use this post instead. Also due to dragon bloodline I have 5dr/fire so I got some damage back. Also spells per day added for tracking purposes.
IC
Zane is in trouble, he isn't flying and is pretty scorched, even for a part dragon. Seeing MU causing all this ruckus he takes a step forward and unleashes 4 magic missiles from his free hand to put this to a swift end... he hopes.
4 magic missiles for 16 damage

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/2
3rd level
5/1

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Shaken for 2 rounds (-2 att, saves, skill checks, ability checks)


DM JonathanT - MudTown Turf Wars 
Friday January 25th, 2013 8:13:41 PM

DM OOC: Here some things from the Rules Board that need mentioned here.
1) the question whether Intimidate - Demoralize Opponent affects those that are immune to fear, either per Class, Race, or whatever.

A: Yes. The Dazzling Display Feat does affect those that are otherwise immune to Fear. This is because it is a non-magical Demoralization Effect, a display of great skill, that has the same results as the Shaken condition as described in Conditions -Fear - Shaken.

2) Spectral Hand vs damage from Wall of Fire.

A: Yes. The Spectral Hand does take damage from the Wall of Fire, no save, but the damage is halved, as per the spell description. Thus the Spectral Hand has taken 3pts of damage.

Valla may take another action before the DM post if the Spectral Hand is no longer, if you wish.

Valla Crudarian HP: 43/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday January 25th, 2013 10:15:56 PM

Ok, that means SH is gone, and Valla didnt cast shocking grasp. . Post coming shortly.

Valla Crudarian HP: 43/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=18 ; d8+5=6 ;
Friday January 25th, 2013 10:38:43 PM

Valls still moves to F,4, activates arcane strike and fires an arrow at Fi.
=========
Hit ac 19 for 6 dam

DM JonathanT - MudTown Turf Wars  d20+6=17 ; 3d6=8 ; 7d6=25 ;
Saturday January 26th, 2013 12:11:08 AM

Zeol moves between a small tent and a larger one and now is in the middle of the next street over. The fight with Mu still goes on but no sign of Bt. He casts some healing on himself.

He keeps alert for Bt (Per22).

Valla fears for the future of Mudtown, which may be renamed Ashtown after this incident, as he moves over to the next street. He then looks for his Spectral Hand in hopes to send it to Mu with a Shocking Grasp spell. However the Spectral hand was destroyed by the heat from the Wall of Fire.

DM Note: I think it only had 1hp, right?

Valla instead draws his bow and activating his Arcane Strike he fires an arrow at the unconscious prone form of Fi, and misses.

Bosk steps 5' to the NE and hopes to bring forth some Water Elementals to help put the fires out. If he succeeds, they'll appear at: Place on elemental at k/23 (should put out fire wall as soon as it touches it) Place one at n/24.

Bosk only: Highlight to display spoiler: { Check my answer on Goblin Seals in your Private Post.}

Zane's spell to give him flight is broken when he is overcome by the fires. He stumbles out of the line of the Wall of Fire, smoking some, and sends 4 magic missiles (16hp dmg) at Mu, who looks like he's getting himself unstuck from the mud.

Wyaar heals himself a little more while stepping forward and is also concerned about Mu's impending freedom from the mud and sends several arrows his way. They all hit. But then Mu is Enlarged and only 20' away, it'd be pathetic to miss, eh?

Beriothian looses his concentration on his summoning spell when he can't manage the Hover maneuver. The exertion of flapping his wings in such a manner to remain in place was just too much. As he plumets to the ground, a blasting ray of fire just misses his furry bat-body. However as he hits the ground, another such ray scortches him. The druid changes back into his human form and humbly stands up. He then moves his Flaming Sphere into Mu.

DM Note: you can't make the 5' step. Per the 5' step rules, if you make any form of movement, ie. Stand Up from Prone, then you can't take the 5' step.

Restlin casts Greater Invisibility on himself the moves to where he things the FFFF is/was/may be.

DM Note: moving Re 30' puts him at O27.

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

The unconscious form of Fi deftly avoids an arrow and decides to stay prone.

Mu feels the sting of the magic missiles and then three arrows well placed,
The big bully is still standing!
Mu tries to avoid the Flaming Sphere: Ref DC19 = 17.
Mu is not able to get out of the mud before the Flaming Sphere drops on him, dmg = 8

Mu, sees himself surrounded, a friend lying unconscious, a budy having fleed, and decides to strategically withdraw. He traverses the Spiked ground seemingly unaffected.
DM Note: earlier I had said he had taken damage but I forgot something.

For Beriothian's eyes only:Highlight to display spoiler: { from a point 30' up over M23 you see a small fiery bead streak towards the middle of the group.}

Sailing over the wall of fire, what starts out as a small ball of flame streaks towards the middle of the group and ends up errupting into another huge Fireball, ie the big red circle, some 10' off the ground.
Damage = 25, Ref DC20 for 12.

More tents and buildings errupt in flames around some IA members.

Bosk will need to make a Concentration Check DC=10+25 or 12+3 = x
to keep his summoning going.

Bt is nowhere to be seen yet, but then he had fled going into the warren of tents and narrow alleys of MudTown.

FFFF is nowhere to be seen either.

All ill effects of the Prayer dissipate end of this round.

Map:
Mudtown Thugs Map 8

Bosk AC: 26/12/24 CMD:22 HP 34 of 66 Spells 
Saturday January 26th, 2013 3:01:24 AM

What did you mean by 12+3 = x?


Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells  d20+6=23 ; d20+7=10 ; d20+7=20 ;
Saturday January 26th, 2013 2:44:00 PM

Bosk manages to avoid the worst of the damage from the fire and with the aid of Greendale's luck charm is able to maintain his focus long enough to complete his spell. Hopefully it is enough to stem the spread of the fire.

Reflex save = 23
Concentration check = 10, rerolled for 20 fith Greendale's luck charm (allows one reroll per in game week. Date will be noted on my CS when I get back from my inlaws. I cannot edit in google docs on my phone)

ooc: More to come. I am posting from my phone and it makes reading the map hard, but I wanted people to know the elementals were summoned.

Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells 
Saturday January 26th, 2013 3:25:38 PM

ooc: How much is the average building / tent in Mudtown worth? I would like to help replace the ones we cannot save.

DM JonathanT: I have no idea but I'm sure SteveK and I can come up with a figure.

Zeoll AC23, HP53 of 56  d20+13=15 ; d20+20=36 ; d20+20=33 ;
Saturday January 26th, 2013 9:21:13 PM

Zeoll calls out to his friends, using his Bluff skill to do so by sending a secret message: Bluff check 15, so it has to be a simple message: Focus on the fireballer!

Zeoll would like to have heard the casting of the fireball. His raw Perception check to do so, still with the -1, is a 36! Since casting is loud (DC0 for hearing a conversation, DC15 for hearing a whisper), even with the range mods, Zeoll hopes to get a good idea of where the fellow is. Or rather, where he was when he cast.

Then, after casting, likely the caster moved. Zeoll is also listening for any sounds he made while moving: a raw 33! With any luck, Zeoll will have an idea of where he might be!

Zeoll has taken no actions so far this round. He is hoping the kindly DM may give him a clue as to where that caster is!

He is planning to cast True Strike and move 40 ft toward that area, drawing a tanglefoot bag as part of his move action. Depends on what Zeoll's senses told him. He is also alert to any of his friends pointing to the fireballer, and will himself point him out if he can do so.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs
Command on Bt: 1 round of two still to go

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x2, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 1 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active)  d20+29=39 ;
Saturday January 26th, 2013 11:09:49 PM

Having seen the fireball originate Beri tries to shout to the group where the caster is, only to remember he can't talk as a bat. He does the only thing he can think of to warn them, and casts another flaming sphere at the caster at 30' up over M23.

Beri thinks about his fall before deciding to risk another hover (fly=39). He tries to chase down Mu with his fireball, but it falls just short at ZZ-13.

DM JonathanT - MudTown Turf Wars 
Sunday January 27th, 2013 10:12:37 AM

DM Note to Zeoll:
Although up until now you've heard the spellcasting, this time you didn't.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+12=20 ;
Sunday January 27th, 2013 2:16:57 PM

When the fireball explodes Wyaar manages to turn away so that the majority of his body is outside of the magical fire. Afterwards he can't help but wonder if the wizard realizes he just fireballed his companion and is burning down half the places they had planned to extort money from.

Wyaar moves forward though and grabs on to one of Fi's limp arms and drags him a few feet away from the fiery tent.

~~~~~~~~~~~

Move to F11, drag Fi to E10

Zeoll AC23, HP53 of 56 
Sunday January 27th, 2013 2:56:56 PM

To the kindly DM: Maybe a command word? What about his regular movement? A Fly spell is not a silence spell. Did he make a stealth check to move silently? I'm just trying super hard to hear him. And if he is in the air, that should help -- since he is alone up there!

DM Jonathan: well, if Bosk had been watching, he'd be able to tell you, as he's the only one with See Invisibility, but he is behind the 20' high wall of flames and even though he is tall, he's too close to it to it.
FFFFF's flying makes no sound so you don't hear him move.

I took all these things into consideration but I'll look something up and see what I find.

Zeoll AC23, HP53 of 56 
Sunday January 27th, 2013 7:41:56 PM

Is he breathing? Is the wind flapping his robes? Are coins jingling in his pocket?

A fly spell does not make you silent. If he is trying to be quiet, he gets a stealth check, right? If he is not trying to be quiet, maybe you judge him to be making the noise of a whisper, maybe due to the wind of his movement or other incidentals? If so, it's a DC15 to hear him, modified by range, and a -20 to actually pinpoint his location. Or maybe his noise is a DC20, or 25. Maybe Zeoll's 36 is not high enough to hear hom nor to pinpoint him. I'm sorry to be a rules lawyer, and of course if you want to say Zeoll just can't hear him -- over the roar of the wall of fire, maybe -- that's okay by me.

DM JonathanT - MudTown Turf Wars 
Sunday January 27th, 2013 10:30:40 PM

DM OOC: From my perspective, if i was to have him make Stealth checks to fly silently and hope the few coins in his pocket or flapping robes don't give him a way, I'd then have to have all you guys that are Invisible to roll Stealth checks too. Then I'd have to roll Percpetion checks for him to pinpoint all your invisible guys.

Now that does not seem unreasonable if there was not half a dozen raging fires, Wall of Fire, armored people in combat, others casting spells, a lot of yelling, and the distance factor too.

Add all that chaos together, I didn't think a flapping robe or jingle of coins would be perceptible, especially considering the distance.

However, if he had had to utter a spell, then the Perception checks would have been as before.

From Zeoll's point of view though, considering his location on the map, he does not have line of sight, he has two 15' buildings right in front of him, a 20' wall of fire, another building on fire, and over 100' distance between he and FFFFF.

If you think he could still have a chance to hear a coin jingle or robe flap, well, I guess I can come up with a DC for ya. :)

Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells  d8+8=13 ;
Monday January 28th, 2013 1:25:07 AM

Bosk feels the heat searing his flesh and quickly casts another cure spell on himself before pointing the water elementals towards the flaming buildings closest them to put out the flames.

ooc: Sorry for the short post, snow is terrible coming from WI. My four hr drive drive has become closet to 10. If needed I will post locations for the elementals in the morning. I believe one is right next to a building and the other is on a building making target fires to put out easy.

Valla Crudarian HP: 43/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=27 ; d6=4 ; d6=4 ; d6=5 ; d6=6 ; d6=1 ; d6=6 ;
Monday January 28th, 2013 8:43:24 AM

Trying to get away, you burned Mud Town to the friggin ground! Who knows how many peoples lives you've ruined...

Valla begins muttering to himself as he dashes between the two non-flaming tents then rounds the corner to head south toward Mu.

Look what you've done you monster! You might as well came through town with Fireball Wand and Blew everything UP! How much money you figure you'll get once I have you lying on the ground dead you Imbecile.

Valla lets his anger grow as he's running towards the enlarged foe. He face skewed with hate at the moment he stops to cast Shocking Grasp and then he finds it within himself dash that last few feet to touch the armored Mu.
=====================
Move action to A,6
Standard action Cast Shocking Grasp
Use Hero point for another "Standard" Action, Used to Move to YY,10
Touch (Free action, no AoO) MU: Hit TOUCH AC 27 for 23 shock damage
(Last D6 was an accident, figures right?)

DM I did my homework for this one :) Highlight to display spoiler: { In the same round that you cast the spell, you may also touch (or attempt to touch) as a free action. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.}

DM JonathanT - MudTown Turf Wars 
Monday January 28th, 2013 10:51:28 AM

DM OOC: it has been pointed out to me that by using the 'Circle' for the fireballs, which is a whole lot easier to do with my AutoRealm maping program, I'm incorrectly 'including' some PCs in the area of effect that otherwise would not be if I had used the standard AoE given in the rules, the 'squared' kind.

To be fair, I took out my Good vs. Evil DM spinner and spun the pointer. It landed on "be good now so you can clobber them harder next time" square. So the updated Fireball AoE does NOT include Wyaar and Zane, as to do so would also include Helmust, and the poor guy already has gone through a lot.
.

co-DM SteveK: took out my Good vs. Evil DM spinner and spun the pointer... bwahahahaha!!!!

Zeoll AC23, HP53 of 56 
Monday January 28th, 2013 11:06:05 AM

That's completely reasonable, kindly DM Jon! Did Zeoll's Perception 36 get him an idea of where the fireball came from?

If so, he'll use a double move (80 ft) to go that way, drawing a tanglefoot bag as he moves - but not going into any square in which he will take fire damage.

If not, he'll stay where he is and cast Summon Fey Friend II in place of a clerical enthrall spell. He'll roll randomly next round to see what arrives, if he ends up doing that.

DM Ans: from the angle that the fiery little ball came from, and due to the interposing buildings and fires, best he can tell is that it came from somewhere on the other side of the south end of the Wall of Fire and of medium height. The point of origin was out of sight. But if Zeoll applies his Knowledge(Calculus) he can figure out the particulars by getting the angle measures, time to impact, and Guess differentials, and with the aid of an Abacus get the exact location. :)

I'll use your 'If so' scenario as he does have an 'idea', so to speak.


Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Monday January 28th, 2013 11:22:48 AM

Restlin grips his holy symbol and recasts dispel magic as he continues moving forward (s22). He scans in the direction he's moving, keeping an eye out for illusion magic specifically.

***

My family has two big medical issues going on. I can keep posting for now, but they may be short like this.

Zane Stormfront AC 28,25,23 CMD 26 HP 23/73 5 Fire Resist 
Monday January 28th, 2013 4:22:24 PM

Zane, tired of the fireballs, takes the time to cast resist energy: fire on himself, and the pulls a cookie from his haversack.

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/1

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Shaken for 1 rounds (-2 att, saves, skill checks, ability checks)

Zeoll AC23, HP53 of 56 
Monday January 28th, 2013 8:06:28 PM

Thanks Jon! Sounds great.

DM JonathanT - MudTown Turf Wars - the Burning of Mudtown  d4=4 ; d20+18=24 ; d10+9=19 ;
Monday January 28th, 2013 8:23:33 PM

DM Note: all ill effects of the Prayer dissipated end of last round, I'll adjust your rolls if it makes a difference.

Bosk avoids some of the fire from the fireball.

DM Note: if I calculate the DC for the Concentration check correctly I get:
DC = 10 + 12(dmg) + 3(spell level being cast) = 25, he rolled a 20, so his concentration check fails and the elementals are not summoned.

Sorry. :}


Bosk's concentration is broken and the Water Elementals fail to materialize. He quickly heals himself a bit in expectaion of more of the same.

Zeoll, from all the way up the street, belts out "Focus on the fireballer! in a secret message format and tries to determine a more accurate position of FFFFF.

(DM OOC: does this mean his friends need to make the Bluff check to understand the message? Failure by his friends mean they think he just belted out some nonsensical phraze?)

From the angle that the fiery little ball came from, and due to the interposing buildings and fires, best Zeoll can tell is that it came from somewhere on the other side of the south end of the Wall of Fire and of medium height. The point of origin is out of sight.

Zeoll takes a double take and heads back over to the other side of the Wall of Fire, making sure he's outside the range of the heat. (DM Note: move you 80' placing you at P-Q/6-7, a vacant lot.) He has a tanglefoot bag ready.

Bat-Beri (DM Note: wasn't sure you'd changed back into reg form) thinks to warn his friends of where he saw the fireball come from but only squeeks something bat-like. So he casts another Flaming Sphere at a location he figures best matches where the fireball came from.

DM Q1: I had thought you'd changed to Humnan form. Did you change back to a bat again?
Q2:you state you are hovering (fly=39). I this because you just changed back to bat form? That would put you 5'high.

Also: you want to move your other Flaming Sphere to ZZ-13. You don't have line of sight there unless you are 20' high. The building next to you blocks ZZ-13, asl well as the other tent on fire. I will put the Flaming Sphere as far as you have Line-of-sight.


Wyaar feels lucky he was just outside the fireball. Concerned about the fate of the priest thug, he moves and drags the priest 5'away from a newly burning tent.

DM to Wyaar: you just crossed 5' of Spike Growth. You take 4pts damage and need to make a Ref save Save DC20(?), fail your Move is halved.

Valla is so agry at the destruction all about him he rushes Mu yelling something about beeing a monster and a coward and probably some things he couldn'd post. in his anger he forgets that:
A) he's the one who drew first blood
B) Mu is enlarged and he rushes right into a very large swinging bastard sword

Mu AoO = 24, dmg = 19

Bleeding a good bit, he survives to deliver his Shocking Grasp spell.

Restlin moves forward and casts Detect Magic again. He scans for the invisible FFFFF but does not see him.

Zane manages to protect himself from fire a bit and gets a cookie from his pack.

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

Fi is move out of danger from a fire, for now.
Mu, upon receiving the shock, falls unconscious.
Bt comes running up to Valla from behind yelling, "STOP! ENOUGH! THIS MADNESS MUST STOP! Oh my, what a mess! We'll never be able to work in Mudtown AGAIN!"

Valla Sense Motive check DC15 = Highlight to display spoiler: {He's serious. No bluffing here.}

FFFFF does something, but he's either still invisible, hiding behind a building, or both.
Valla and Beri Perception checks:

Valla DC32 = Highlight to display spoiler: { You hear a spell being cast south of you somewhere on the other side of the buildings south of you around row 23.}

Beri DC27 = Highlight to display spoiler: { You hear a spell being cast south of you somewhere on the other side of the buildings south of you around row 23.}

Map:
Mudtown Thugs map 9

DM OOC: I hope I didn't forget anything. :}

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active)  d20+24=35 ;
Monday January 28th, 2013 10:02:43 PM

Perception=35

Beriothian's acute bat ears detect cast south on the other side of the buildings (around row 23.)
Needing to alert his friends (and a little tired of flying anyway), the druid transforms back into human form.

BT may be done with this fight, but I hear their murderous caster who's torched half the tents here south of me casting again. Get your friend to stop now, or we will take you all out and leave the citizens of mud town to do as they wish with your battered, unconscious bodies.

*glad I'm chaotic*

ooc: I missed where you said you changed me into my human form. I never changed my form, I think the confusion was that I fell and landed prone. The rules said it was a move action to stand up, so I used the phrasing "stand up" to (ironically) avoid confusion in my intent even though it probably doesn't accurately describe how a bat would get up from prone.

DM Comment: LOL. Well, yeah, I was confused because bats can't stand up. When on the ground they crawl. But this little confusion didn't change anything.

Zeoll AC23, HP53 of 56  d20+21=23 ;
Tuesday January 29th, 2013 5:44:16 AM


Note: Sorry, Zeoll cast his cure in E-F-1-2 on Jan 24. To do that he had to drop the meta rod of extend he was carrying. It is still in the mud there at A-F-1-2, I think. He would have had to drop it anyway when he drew the tanglefoot bag.

Note: Under the PF rules for Bluff, the intended recipient of a secret message does not have to roll to understand it.

Action: Zeoll moves to 13-14-R-S. He casts True Strike. He listens for any clue as to the fireballer's location. He also tries to smell, though he doubts with all the smoke in the area that he'll have any success.

Perception (raw, unmodified for distance, no Prayer): 23. Bleck.

DM SANITY INFO ==========

Prayer: -1 on attack, weapon damage, saves, skill checks.

Current Effects:
Mage Armor 6 hrs
False Life (+11hp) 6 hrs

Cleric Spells (underlined = cast):
0: guidance, det magic, light, stabilize
1: bane, command x2, command x2, elf vision
2: calm emotions, hold person, enthrall, faerie fire.

Sorcerer Spells cast today:
1st lvl: 2 of 8
2nd lvl: 2 of 4
Pick from: 0: read magic, det poison, taur's try, det magic, flare, prestidigitation; 1: true strike, charm person, mage armor; 2: false life

Other daily use abilities:
Laughing Touch used 0 of 8
Channel Energy 1d6 used 0 of 8
Hide Away used 1 of 8
Spread the Word: used 1 of 1
Meta Rod of Extend: used 2 of 3 - and dropped at E-F-1-2

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday January 29th, 2013 8:44:22 AM

Frustrated, Restlin looks around and realizes he's all alone and cut off from the group by fire. He casts resist energy on himself (for fire, obviously) and heads west to M22.

**

Resist energy: 70 minute duration - I ignore the first 20 points of fire damage.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=22 ; d20+1=3 ; d20+12=17 ; d20+12=14 ; d6+4=6 ; d6+4=9 ;
Tuesday January 29th, 2013 8:56:17 AM

Taking a hit from the enlarged bastard sword really surprised Valla; within his anger he surely forgot he could be hurt. Cutting him deep, when the man falls to the ground, Valla grins. IA; do some research; dummies

Valla hears the man running up behind him. He whips around knocking an arrow ready to release into his head.

I hear my friend say a castings going on! He's going to burn Mudtown to the ground. Call him off or I think allowing Mud Town citizens deal with your unconscious bodies would be merciful.

He quickly activates arcane strike and fires two arrows at BT if he does anything except yell to call off FFFF.

====
Hit ac 17 for 7 dam
hit ac 14 for 10 dam

grrrr :)

Zane Stormfront AC 28,25,23 CMD 26 HP 31/73 5 Fire Resist  d8+1=8 ;
Tuesday January 29th, 2013 1:44:21 PM

Zane munches on the cookie (cure light wounds) and heals for 8 points damage. He then casts fly on himself, yelling out as he does so....
"Where is he, I can't see him, but I need to carve him up some!"

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Tuesday January 29th, 2013 3:26:17 PM

Wyaar also cast resist energy on himself and yells out to the Mage.

"Stand down! Leave in peace but stop before you do any more damage!"

-----

Resist energy fire 10 for 50 min

Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells 
Tuesday January 29th, 2013 8:57:24 PM

Unable to do much, but tired of being hit by fireballs, Bosk walks slowly away from the group to stand in front of the the unconscious Fi and waits there in case the FFFF tries to heal him or he decides to throw more fire at the group. We are willing to resolve this peacefully, but only if you all quit fighting and agree to help undo the damage you have done to this town.

DM JonathanT - Is Peace in the air, or just smoke?  d4=1 ; 2d4=8 ; d20=4 ; d100=7 ;
Tuesday January 29th, 2013 10:53:24 PM

DM Note: I forgot to move the Hound Archon last round so he'll go for last round first, then at the end he'll go for this round.

Hound Archon takes after Mu, but is content to see that Valla has put him out of commission. He takes 1pt of damage for crossing 5' of the Spike Growth field.

Bat-Beri hears the Fabulous Flying Fliery Foe casting a spell somewhere behind the building south of him (not the one next to him). Not able to alert his friends in bat form, he reverts to his human form. Wiith that horrible experience over, he calls out that he hears FFFF casting again and having heard Bt calling to stop, yells out to him to get his friend to stop or " we will take you all out and leave the citizens of Mudtown to do as they wish with your battered, unconscious bodies.

Zeoll moves further south on street not affected by the Wall of Fire and casts True Strike spell, not leaving anything up to chance. He tries his smell, but the smoke has even overpowered the normal slum smell. However Beri gives everyone an idea of where FFFF is.

DM Note: for the most part, I don't keep track of dropped items unless there's a chance one of the monsters will pick it up. As DM, and Player, I assume that all dropped items are picked up later unless there's a reason not to get a chance. (ie. the tunnel is caving in, the Dimensional Gate is closing, etc.)

Restlin protects himself from fire by casting Resist Energy(fire), then heads west, his magic protectng him from the heat.

Valla suggest the unconscious man do some research on the IA, then, pointing an arrow at Bt he warns Bt "...He's going to burn Mudtown to the ground. Call him off or I think allowing MudTown citizens deal with your unconscious bodies would be merciful."

His arrow is ready and Arcane Strike held in case Bt has other ideas.

DM Note: I goofed, I used d10 for Mu's attack and it should have been 2d8! Shoot!

Zane eats his cookie and heals himself some, then casts Fly on himself, calling out "Where is he, I can't see him, but I need to carve him up some!" once he's done.

Wyaar, during the lull in fireballs, also takes the precaution to cast a Resist Energy(fire) on himself. His voice joins the others in trying to get FFFF to give it up.

Bosk is another IA member tired of getting hit by fireballs. He decides to move next to Wyaar and the unconscious cleric. He'll stand ready in case FFFF tries to heal the cleric or throw more fireballs. He appeals to the Thugs, "We are willing to resolve this peacefully, but only if you all quit fighting and agree to help undo the damage you have done to this town."

DM Note to Bosk: you just crossed 10' of Spike Growth. That would be 8 pts damage and make a Ref save DC20, Fail your Move is halved.

The Hound Archon moves up next to Valla in support and to emphasize Valla's point.

========================

No attempt is made by FFFF to heal either Fi or Mu.

Bt states his case with Valla, "MudTown has no law! It depends no Protectors such as us to keep the rif-raf away and ensure the residents get fair treatment all across Mudtown. Hook City has its Protectors too ya know! Our mere presence insures vandals, cheats, and thiefs keep their distance. Especially with Gorgan present. Everyone knows that if he gets mad, he goes MAD! So no one messes with us and the people that pay us Protection money stay safe. BUT LOOK WHAT YOU'VE DONE! YOU TIPPED HIS SCALES! YOU KNOCKED THE CHIP OFF HIS SHOULDER! I'll do what I can, but..."

Not knowing where Grogan is Bt heads to the center of the fracas, calling out "Grogan! Grogan! You can stop now! We'll leave this place to these and find another! STOP!"
Diplomacy Check = 4, ooops

FFFF, or Gorgan, (I can finally use his real name) appears down the street from Valla. For Valla, he sees him, then he doesn't, then he does, then he doesn't , then he does, etc....

Grogan, about 10' feet in the air, shouts out "You hirt me friends! You break the Protocols! You PAY"

Valla sends his two arrows streaking at Grogan but they both miss.
DM Note: I'm not going to bother to roll the 50% miss chance as both miss his AC anyway.

Grogan expertly dodges the two arrows and starts casting a spell of his own.
Spell Miss chance 20% = 7.

Valla grits his teeth as he expects the worse but right as Grogan finished casting his spell, he winked out. When he winked back in, he uttered some vile words at the gods of chance.

Map:
Mudtown Thugs Map 10

DM Jonathan: I'll answer any questions tomorrow evening. Or, if by e-mail, throughout the day.

Zeoll AC23, HP53 of 56 
Tuesday January 29th, 2013 11:56:12 PM


Zeoll curses under his breath as he realizes he has very poorly gauged Grogan's position. His True Strike is wasted, and he takes a double move mostly south to 27-28-P-Q.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Wednesday January 30th, 2013 8:15:59 AM

Restlin quickly kisses his holy symbol as this sorcerer's spell gets cut off by his blink. "Obviously didn't know who he was messing with..."

Still, this one's intellect does seem to be lacking. It's probably not right to outright kill him. He may honestly think he's helping out the downtrodden of Mudtown. Gripping his silent metamagic rod, he takes a rotten egg out of his pack & wrinkles his nose just before tossing it at this Grogan character. "I need to work on a spell that works like this without that smell."

An ugly, green cloud explodes 10' above Grogan's head. None of the other characters on the map should be affected by it, but Grogan needs to beat a DC17 fort or be nauseated.

He then moves through the fire to H21, hoping his resist energy spell protects his from the heat.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+12=13 ; d20+12=26 ; d8+5=9 ; d100=57 ;
Wednesday January 30th, 2013 8:23:24 AM

You burnt down a shop waaay before we showed up! WE will protect CItizens of Hook and Mudtown; regardless if they give us their earned gold. Your extortion is a crime, and Bosk shall see to your Judgement! Valla screams at Bt;

Valla activates his arcane strike and fires two more arrows at Gorgan; one arrow flys under the hovering fireballer. After not hearing it connect, the elf shifts his gaze back to Gorgan; firing the other and its aim is true, striking him as he blinks back into reality.

Valla then takes a 5' step just behind the Hound Archon; for protection from retaliation. He speaks to the Archon, not knowing if it understands common or not;

That guys surely going to kill us; knock him out of his blinking mind. He's nothin but trouble for Hook City or Mud Town. He'll cause Chaos and death. Nothing good can come from it.
==============
Rapid Shot; Arcane Strike: HIt Ac 13 - MIss; Hit Ac 26 - 9 Damage, rolled 57 for miss chance of 50 :)
5 ft step to XX,9; Behind the Hound Archon;

Bosk AC: 26/12/24 CMD:22 HP 22 of 66 Spells 
Wednesday January 30th, 2013 10:19:27 AM

ooc: Am I correct that Bosk can attack ffff normally. He has se invisibillity cast, can attack ethereal creatures normally, has blind fighting, and can see into the realm of shadows as a free action.

see invisibillity - 2rounds left

Grim: Nail shadow (SU): The grim's shadow is bound into the Realm of Shadow, so he or she casts no shadow in the Wold. However, the grim now exists in both planes, and therefore gains Ghost Touch as a permanent ability for self and any items carried. Thus, the grim's attacks and spells affect incorporeal opponents as effectively as they affect corporeal opponents. The grim can also see into the Realm of Shadows as a free action at will in a 60 foot radius.

blinking:
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn't help opponents, since you're ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Zane Stormfront AC 28,25,23 CMD 26 HP 31/73 5 Fire Resist 
Wednesday January 30th, 2013 11:21:29 AM

Using fly, Zane picks up his feet and flys t B/21. while flying he casts a Heroism spell on himself.

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/3

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration



Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active)  d20+8=10 ;
Wednesday January 30th, 2013 8:29:10 PM

Guys, I think I can put out most this fire in a minute with a sleet storm, but it will blind everyone while it's going on. Say the word when you're ready and I'll cast it.

In the mean time Beriothian takes a 5 foot step south and throws a thunder stone in the general area where the casting sound was coming from, hoping to disrupt his ability to cast a little.

ooc: I know I'm not in line of sight (intentional), but thunderstones are AoE so I'm not actually aiming for him, just the general area.

DM Sanity Info:
Remaining Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, Obscuring Mist (x2), Cure Light Wounds (x2), Faerie Fire, Long Strider
2 (5)- *Faerie Fire, Fog Cloud, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fang, Spike Growth (1 remaining)
4 (3)- *Lesser Planar Ally, Freedom of Movement, Air Walk
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells  2d8+8=18 ;
Wednesday January 30th, 2013 9:34:24 PM

As the enemy approaches Bosk the cleric shouts If your done fighting then step aside and let me through, if not then you are still my enemy.

(Assuming BT agrees to let him through) Bosk heals himself and then moves as quick as he can between the buildings towards the blinking enemy.

Actions
------------
ooc: I am assuming BT was telling the truth earlier about wanting to end the fight and will agree to let me pass. If not, let me know and Bosk will take his AoA on BT and then follow it up with a full round attack on the guy instead of the below action.

Assuming BT will agree to let me through:
No AoO
Convert delay poison to Cure Moderate wounds and heal for 18 dmg
(movement restored to normal)
Use Agile Feet to move over unconscious enemies (and hopefully avoid hurting them)
Move to YY,ZZ/11,12


Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+12=22 ; d20+10=28 ; d20+10=23 ; d20+5=16 ; d20+15=32 ; 2d8+14=21 ; 2d6=7 ; d8+7=10 ; d6=5 ; d8+7=10 ; d6=5 ; d8+7=14 ; d6=5 ;
Wednesday January 30th, 2013 9:42:28 PM

Wyaar takes a 5' step back from Bt, just in case, and tries to spot the sorcerer. "[b]I'm going to try to subdue your companion. My arrows are not lethal."

~~~~~~~~~

Reflex save vs spiked growth: 22

If there is line of sight between Wyaar and FFFF, fire away full attack
Manyshot, deadly aim, rapid shot at FFFF

Attack 1(manyshot) Hit AC 28 for 28 non-lethal
Attack 2: Likely miss AC 16 for 15 non-lethal
Rapid Shot Hit AC 23 for 15 non-lethal

If can't see him then will watch Bt and if he moves to attack will fire at him.
Ready action to shoot Bt if need, hit AC 32 for 19 non-lethal

DM JonathanT - Is Peace in the air, or just smoke? 
Wednesday January 30th, 2013 10:09:29 PM

DM Note to Restlin: Even at H21 I don't see how Restlin has Line of Sight to Grogan to place the spell. Before he moves he has a 20' wall of fire in front of him, a building on fire, and another 15' high building after that. Grogan is only 10' in the air.

At H21, he still has a 15' tall building hiding Grogan. To place the spell, even 10' above Grogan, you still have to See him.

Would you rather take a double move instead?

DM JonathanT - Is Peace in the air, or just smoke?  d20+8=22 ; d20=16 ;
Wednesday January 30th, 2013 11:35:48 PM

DM Note: as there seems to be some comfusion as to Line of Sight, I've added some labels to the buildings. They are 15' at their peak and 10' along the wall/roof intersection. If I had a means to create a 3-D map where you could only see from your PC's point of view, things would be much easier.
But we'll just have to do with what I got and imagine the map in 3-D. Sorry. :}

Zeoll finds himself way out of position to reach the flying spellcaster and double moves it south to 27-28-P-Q.

Restlin would love to place a smelly fog where Grogan is but he just doesn't know an exact location and can't see him due to the intervening buildings. So he gets closer, crossing the line of fire with ease.

Valla screams at Bt, something about burning down a shop, extortion, crimes, judgement, then sends two arrows at Grogan. The first one misses, but the second one hits!

Stepping behind the Hound Arcon for protection, he tells the Outsider (who does understand him) that Mr. Blinky is the danger to all and must be knocked out!

Zane feeling very lightweight, kincks off and flies to B21, whereupon he casts Heroism on himself.
DM Note: I'm assuming you are 5' off the ground anymore higher would cost 5' of Move and you moved your full Fly speed of 60'.

Beri takes a step south and pulls out a Thunderstone. Although he can't see Grogan, he has an idea from Valla. He has to toss the stone over the house, but that's not all that hard. Question is, will it land where it has any effect?

DM Note: as per the item description, 'Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.' assumes you see the target square and here you don't, in this case, I'll increase the Target AC to 10. Tossing the stone has a range increment of 20', per item description. A Miss will be treated as per Combat - Throw Splash Weapon

Range increment = 3 (-6 to hit) DC10

Toss d20 +8 = 22 - 6 = 16

The Thunderstone hits exactly where Beri aimed it, somewhere on the other side of the building. :)
A loud BANG! reverberates, loud enough to scare Zane!

Althought Beri can't see what effect the Thunderstone had, Valla can. Well, he can tell that the blast was pretty close underneath Grogan, but Grogan is 10' in the air.
"Each creature within a 10-foot-radius spread..., from the ground up 10', the sound blast reached Grogan's toes and tickled his feet.

Bosk glares at Bt as Bt comes rushing up and shouts "If your done fighting then step aside and let me through, if not then you are still my enemy."

Bt does not argue with the Minotaur and steps aside.

Bosk heals himself a bit before seeking out Grogan and places himself standing over Mu's unconscious
form, ready for..., another fireball?

Wyaar tells Bt that his arrows are non-lethal and steps back to get a better view. Alhtough there are too many buildings between him and where Valla indicates Grogan is, knowing the spellcaster's previous habits, he may just pop up over a house and, voila!

The Hound Archon rushes up to Grogan, the sound blast echoing in his ears, brandishing his great shiny sword and letting out a wolfish howl.

============================

Bt assures both Bosk and Wyaar that a fight was never intended. It's the way of the Protectors, you Bluff and call your opponent's Bluff. If neither will give way, then a One-on-One non-lethal Champion fight ensues to determine who wins the territory.
"Your are Protectors and don't know that! Geez!" he exclaims exasperated. He then continues to call out to Grogan to stand down.
Diplomacy = 16

Either one, or two, or all events have somewhat of an affect on Grogan. The crazed spell caster, rubbing a bruise and dodging a sword, laughing maniacly, flies straight east and through the wall of that building, out the other side (D23) and straight into the next building over, the one on FIRE!

Restlin does not see anyone exit the burning building!

Map:
Mudtown Thugs Map 11

Zane Stormfront AC 28,25,23 CMD 26 HP 31/73 5 Fire Resist  d20+6=19 ; d20+17=22 ; d20+13=18 ; d20+13=30 ; d10+11=19 ;
Thursday January 31st, 2013 11:58:34 AM

Zane watches the path of destruction as Grogan crashes through one building and on into the next, even though it's on fire. Zane heads after him, gaining enough height to follow him through the same hole he made. (it's 45' move to enter the building, counting 10' to go up 5')
He'll take a quick look to find his target, while he does that he charges up his sword with arcane strike (swift action).
Then either attacking or moving to attack, if need be.

Perception 19
fly 22
Attack with sword 18, crit confirmed if hit
Damage 19

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/3

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Thursday January 31st, 2013 12:29:48 PM

Bosk glares. Not all who stand up for what is right subscribe to your racketeering philosophy. Shame. You seem brave enough to be Captain of a legitimate legal presence in Mudtown.

ooc: After the battle, would you guys be opposed to trying to set up some sort of legal authority to protect Mudtown? We might be able to petition Hook City to let us build a jail and police station onto the outer wall of the city so that it can be a permanent structure and because it is protecting the caravans bringing goods in to the city.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Thursday January 31st, 2013 12:36:41 PM

Yep... Just whisk away... This guy!

Valla looks to be... Flabbergasted? He then makes his way just behind Wyaar. E,7

So, what now? Gorgan going to send more fireballs out of the burning building!!?? You all need to leave Mudtown! Valla screams, at Bt, and Gorgan if he's listening.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Thursday January 31st, 2013 1:14:47 PM

"This whole situation is retarded," Restlin thinks to himself. The wizard spends the full round summoning a small water elemental directly east of himself.



Zeoll AC23, HP53 of 56  d12=6 ; d20+5=25 ;
Thursday January 31st, 2013 1:55:20 PM

Zeoll moves 40 feet between two burning buildings, moving to 27-28-J-K. He readies his tanglefoot bag to throw at any non-ally who makes an attack. He rolls a nat 20 (if his readied attack is triggered)! (ignore the d12, mouse slipped please.)

That's with a tanglefoot bag ...

Tanglefoot Bag: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a --2 penalty on attack rolls and a --4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.



Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active) 
Thursday January 31st, 2013 8:25:35 PM

BT, you know that caster... is he going to die in there? If so, I can cast sleetstorm and try to put out the fire before it does.

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active) 
Thursday January 31st, 2013 9:20:57 PM

Beriothian casts CLW on himself while he waits for the others to give him word he can cast Sleet Storm to try putting out the fires. (waiting because we will have no vision while it's sleeting)

DM Sanity Info:
Remaining Prepared Spells
0 (4)- Detect Magic, Light, Mending, stabalize
1 (6)- *Elf Vision, Obscuring Mist (x2), Cure Light Wounds (x1), Faerie Fire, Long Strider
2 (5)- *Faerie Fire, Fog Cloud, Warp Wood, Flaming Sphere(x2)
3 (5)- *Glibness, Sleet Storm, Greater Magic Fang, Spike Growth (1 remaining)
4 (3)- *Lesser Planar Ally, Freedom of Movement, Air Walk

DM JonathanT - Is Peace in the air, or just smoke? 
Thursday January 31st, 2013 9:32:01 PM

DM Note to Zane: he left no 'holes'. He literally went through the walls. He did not crash through the walls.

Clue: You see him, now you don't, now you do, now you don't, now you do, add infinitum...


Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Thursday January 31st, 2013 9:43:31 PM

Bosk groans as the enemy flees, not relishing the thought of squeezing between the buildings again. Glancing down the cleric decides it wisest disarm the unconscious enemy before he wakes up and seeks revenge and quickly collects MU's sword and any other loose items and then moves south towards where FFFF left from.

Actions
---------------
Collect Mu's belongings
Move to xx,yy/19,20

DM JonathanT - Is Peace in the air, or just smoke?  d20+5=13 ;
Thursday January 31st, 2013 9:47:01 PM

DM OOC to all:
Tomorrow is Payroll day and I've got a wake-up call at 3:00am so I'm going to answer some questions but I'm not going to be able to stay up for a full post.

IC: Bt answers Bosk: "It's always been this way! Where've YOU been? If you want some different way to protect the neighborhood from vandals from different neighborhoods, you stick around and see that it's done. If Hook City cared, they'd do as you suggest. But who here has any clout in Hook?"

Bt shruggs at Valla. "I don't know what he's up to. However, he probably feels safe enough in the burning building. My experience with him seems to indicate he has an affinity to fire. I'll keep trying to convince him to give up. Fact that he didn't throw another fireball of his may be a good sign."

He then adds "I don't think you need to worry about us sticking around. After today, we are jobless, unemployed, unemployable, homeless, you name it. I'll be outa here as soon I'm sure Murtus and Fithster are walking again and Grogan is back to his semi-normal self."

Brtony looks at Beriothian, "My guess is he wouldn't go in there unless he knew he would be safe. If you go in after him, it would probably only make things worse. At least I have a little more time to talk to him."

Btony gets as close to the burning building as he dares and calls out to Grogan again, "The games up! We've lost! Murtus and Fithster will be fine! We'll just move on to another town! Go on to our camp and we'll catch up with you in an hour!"

Diplomacy = 13

Zeoll AC23, HP53 of 56 
Thursday January 31st, 2013 10:45:12 PM


Zeoll listens to this, a little more than somewhat flabbergasted. "Don't prretend to be the good guys," calls Zeoll. "You burrned down ourr shop and torrturred ourr frriend. Get out and don't come back, I say!"

Still holding his thrown tanglefoot bag and nat 20 in case any attacks are launched.

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active) 
Friday February 1st, 2013 6:50:49 AM

Bosk, he's right. Besides, Hook City can't even protect those within it's walls. You remember the lawlessness down at the docks right? And the Zombie attack? And the serial killer that took out a whole boarding school? And that's just withing the last few weeks. Even if they wanted to I don't think Hook City has the man power to extend their protection.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday February 1st, 2013 5:20:00 PM

Protect Mudtown? Who would even consider doing that with being paid very well. Most merchants will have more value in their wagons than the Guards will make in a month. Hook City doesnt even pay us for our work. What makes you think they will pay to protect people who must pay to even enter the city? Im sure not going to pay out of pocket for, no doubt, corrupt guards of merchants only here to line there own pockets. Valla looks to Bosk and shakes his head,

I know Helmust is a friend, and Id protect and avenge a friend, but not the random merchants who come here with ideas of fortune. No sir, they can hire their own help. Maybe we could hire a few body guards for Helmust. Look after him while we do our business, that I would chip in for

After speaking Valla will move towards the burning building and BT.

======
Cant open map at the moment.

Beriothian (Will)-- AC:23/16/16 HP: 45/85 CMD = 23 (saving grace active)  d8+5=10 ;
Friday February 1st, 2013 6:38:11 PM

ooc: forgot to roll on my clw spell...

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront  d20+6=13 ; d20+8=11 ; d20+14=31 ; d20+15=33 ; d20+15=23 ; d10+7=13 ; d10+7=10 ;
Friday February 1st, 2013 7:13:17 PM

Zane looks for a window and follows the mage into the burning building.

Perception 15 to find a window
Perception 11 to spot the mage inside the building
Fly check 31

If able to find Grogan and reach him, Zane attacks
Attack 1 hits AC 33, confirms on AC 23 for 13 if not critical 23 if it is critical

Spells Per Day
0 level
unlimited
1st level
7/3
2nd level
7/3
3rd level
5/3

Spells in Effect on or by Zane
Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Friday February 1st, 2013 8:14:49 PM

OOC
BTW John is in the hospital again with more blood clots in his lungs. He expects to be released tomorrow. I'll keep posting for him until he can post. He is telling me what to post though.

DM JonathanT - Is Peace in the air, or just smoke? 
Friday February 1st, 2013 10:46:32 PM

DM Note to David F posting for Zane:
It's not hard to find a window that's been busted out by the heat or a door left open by the fleeing occupants. I'm going to use Zane's original Attack, Fly, and Perception rolls, though.

Post coming soon.

DM JonathanT - Is Peace in the air, or just smoke?  d100=13 ;
Friday February 1st, 2013 11:39:02 PM

Zeoll has harsh words for Btony: "Don't prretend to be the good guys. You burrned down ourr shop and torrturred ourr frriend. Get out and don't come back, I say!"

Wyaar notices something on Btony he hadn't had a chance to notice before:
Wyaar only: Highlight to display spoiler: { On Btony's arm are markings much like a bunch of twisty lines.}

Beri seems to lean towards Btony's logic, but probably not his methods. The 'logic' being that area neighborhoods can't relly on Hook for protection and tend to 'hire' their own Protectors.

Valla suggests possibly hiring bodyguards for Helmust to protect him from Protectors. Of course, does it occur to Valla that the small fee asked for by Btony would have done just that?

The Hound Archon moves next to Beri to protect his summoner.

Zane, confident that his spell to protect him from fire would keep him as safe inside the burning building as Grogan, decides to follow the mad firestarter into the burning building. Although not being able to pass through walls as Grogan, he has no trouble finding a busted window and flies through it.

Btony easily jumps over the area he had crossed previously that contained spikes and yells out "WHAT ARE YOU DOING? ARE YOU MAD TOO? to Zane.
Btony turns to Zeoll and blurts exasperated, "I've got one Pyro-crazed sorcerer and seems like you do too! He'll ruin everything! Just when I thought I was getting him to simmer down!"

Flying through the window, Zane locates Grogan (H25) through the smoke and swings his arcanely charged sword at Grogan.

Two flying combatants in a building on fire, uncarring of the heat about them, focused only on each other.

Grogan easily dodges the sword blade. (No Miss chance roll needed.)
"Ah, a Lover of the Flames like me! I wonder if you can take the heat as well as I! Muahahahahahaha!"

Grogan steps back 5' feet begins casting a spell of his own but once again the spell ends up going off in the ethereal world!

Blink Miss Chance 20% = 13!

Map:
Mudtown Thugs Map 12

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Saturday February 2nd, 2013 2:14:46 PM

Wyaar sighs and watches Zane disappear into the burning building after Grogan.

He looks to Bt with a shake of his head, "It is good that you are leaving. Hook City is full of men like you and your friends, though they may where fancier clothes and have a more refined way to racketeering."

And he looks to Bosk and his other friends, "You're all right... but if you are serious about making a true difference in Mudtown then we cannot live in the tower in Hook. It is one or the other. If the city will not step forward to do what is right then others must."

Zeoll AC23, HP53 of 56 
Saturday February 2nd, 2013 5:06:52 PM


Zeoll is not worried about plans for establishing a civil society in Mudtown or Hook City. He is just continuing to ready his natural 20 thrown tanglefoot bag for if he sees an enemy attack.

DM: This may be the longest Readied N20 in the history of the Wold. LOL

He shouts, as a free action, "Go on, then! Scat! Get out! Don't come back!"

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=21 ;
Sunday February 3rd, 2013 1:41:28 PM

While waiting for Zane to finish off the Freaky Fiery Flying Fiend; Valla takes the short step to be able to kneel down beside FI; then begins searching the Unconscious Fi; for anything that might be useful; most of all, he takes away any weapons or holy symbols. Then he begins removing scrolls, parchment, or flasks with any amount of liquid in them.

Looking to Wyaar; I hope you don't object friend; but he poses less of a threat without items on his person.
==============
Move to D,10
Search Unconscious Fi: Perception 21


Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Sunday February 3rd, 2013 5:33:17 PM

Restlin points towards the tent and asks the water elemental to start putting out the fire...then he realizes he's invisible & doesn't speak aquan. He hopes being summoned and finding itself surrounded by fire will encourage the elemental to start putting them out.

The wizard will ready a slow spell to cast on this last sorcerer should he show his face.

DM JonathanT - Is Peace in the air, or just smoke? 
Monday February 4th, 2013 12:31:04 AM

DM OOC: Somehow I missed Bosk's move so here it is:

Bosk quickly gathers up the enlarged broad sword from Murtus and heads south.

Map updated.

co-DM SteveK: Hi everyone! Jon has passed the torch, and it's my turn for a couple of weeks. We plan on keeping the baton moving back and forth between the 2 of us fairly regularly so the Players can get used to having both of us and our styles around. :-)

Peace, Water, and Smoke in the Air (co_DM SteveK)  d100=59 ; d100=85 ; 2d6=8 ; d6=4 ; 2d6=5 ; d6=2 ; 8d6=20 ; 4d6=10 ;
Monday February 4th, 2013 10:47:47 AM

Wyaar sighs as Zane disappears into the burning building after Grogan, then turns to Btony, agreeing the monk should leave as he is just like the more fancy protectors in the city. He then laments that having a true presence in MudTown would mean they couldn't live at the Tower.

Zeoll keeps his tanglefoot bag ready for an enemy attack. The liontaur is over 50 feet away from the talking Btony and has burning buildings and shouting people in between. It is very unlikely Zeoll can be heard from his vantage point.

Valla kneels down beside Fithster and searches the unconscious cleric to make him less of a threat, immediately pushing away his shield and warhammer and a disc around Fisther's neck that shows five interconnected circles with vague womanly faces. He notes the shield and chain mail also bears the same likenesses.

Restlin realizes that invisible and unable to speak aquan, he can't control the water elemental beyond it attacking an obvious enemy. The wizard readies a slow spell to cast on Grogan should he show his face.

Bosk moves close to the burning building and prepares to squeeze between the buildings as it would be faster than running around the building.

Beri stays with Helmust, keeping the battered associate safe along with the Hound.

Zane confronts Grogan inside the burning building. Flames are everywhere, and Zane feels the heat [Zane takes 8 fire Damage less any resistance]

................

Grogan laughs maniacally, and Zane can see that there is no sanity in his eyes. "Capture me? Defeat ME? I am living fire!!! Bwahahahahaaa!!!" The insane sorcerer casts yet another spell, which successfully goes off in the material Wold. Spellcraft DC 18 Highlight to display spoiler: { Fireball} Zane also notices another gesture that has Grogan's clothes begin to smoke in the burning building just before the spell goes off, blowing the entire building apart!

The blast bursts the walls of the burning building, and catches Zane in the fireball. [Zane and Grogan takes 20 fire damage less any resistance. Reflex DC 16 for half damage ]

Falling timbers of the walls strike all within and 5 feet away from the building. [ Grogan, Zane, Zeoll, and Restlin take 5 damage and 2 fire damage from falling timbers; Reflex DC 15 for 1/2 damage]

The roof also collapses, burying Zane and Grogan! [Zane and Grogan take 10 damage from the collapsing roof, fall prone and are trapped. Reflex DC15 is half damage, not prone and not trapped.]

Mercifully, the falling roof suffices to put out most of the fire, at least on this building.

Btony closes his eyes and sighs. "Knew that would happen eventually. Just thought I could get a little more out of Grogan before he immolated himself."

Murtus and Fithster don't say anything, still being unconscious and all.

With the collapsed building, Zeoll, Restlin, and (perhaps) Zane can see the burned and mangled form of what used to be Grogan. It looks like the mad sorcerer deliberately lowered his resistance before setting off that last fireball directly in front of him!

...END OF COMBAT ROUNDS...

Without a warning, the sky opens up and the daily MudTown rain starts falling down. Between the rain and the people in the area forming a bucket squad (now that there isn't any spells being flung about), the fire is soon contained and put out.

The Iron Adventurers can now collect themselves, retrieve Zane, and properly get some answers out of the three remaining adversaries; Btony the monk, Murtus the fighter, and Fithster the cleric. Btony has become quiet and introspective. A groggy Murtus scowls at his feet, and Fithster holds one side of his head with a half-smile/half-wince.

It is obvious any start of a conversation or action will have to be from the Iron Adventurers.



Zeoll AC23, HP51 of 56  d20+7=17 ; d20+5=13 d20+5=16 d20+13=25 d20+13=16
Monday February 4th, 2013 11:48:19 AM


Save vs fire: a 17, saves for half! Had he failed, Zeoll's sacred gift bonus would have kicked in, so he is grateful not to have lost that sweet bennie!

Zeoll continues to ready his natural 20 tanglefoot back toss, to be triggered by an attack, taking only move actions until then.*

The liontaur edges closer to the conflagration, sighing as he sees the water elemental and comes to comprehend the problem. He knows Auran and Terran, but not Aquan. He makes a mental note to rectify that.

He calls out to Zane: "Arre you okay, Zane?"

After his friend's safety is secured, Zeoll quietly goes about the business of helping Valla strip all the defeated of their magical gear. "These things we take to teach you a lesson," he says to the remaining conscious one. "If you had not burrned down ourr shop and torrturred ourr shopkeeperr, maybe we could have talked. But by yourr actions you condemn yourrselves."

Zeoll sets aside his Tower Shield and casts Charm Person on the helpless two. Since they are helpless, I believe they get no save? He cures each with a CLW and talks to them. He wants to know names, background, brief history, etc. He asks them about any story hooks they might know. :-)

Opposed Chr checks to get them to reveal stuff they usually would not say: 13 and 16. Sense Motive checks to get a feel for them: 25, 16.

*Just kidding! :-)

co-DM SteveK: Helpless characters are treated as having a Dex of 0 (-5 mod). They still get all saves.

Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Monday February 4th, 2013 12:20:36 PM

ooc: My father in law wouldn't wake up this morning and was rushed to the hospital. I will likely be out of state for a few days (depending on if this was cancer or dehydration related). Can someone post for Bosk for the next few days if I don't post by evenin?

(I will try to keep posting, but there are a lot of inknowns right now).

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+6=8 ; d6=5 ;
Monday February 4th, 2013 12:26:35 PM

Restlin's caught unaware by the explosion. Luckily, he is saved from the fire by his resist spell.

He can only shake his head at the dead sorcerer. "See, this is why it's a good thing arcane magic usually takes some serious study. Imagine if everyone could to this..."

Smarting a bit from the timbers, he'll walk over to Zane and channel positive energy for the first time ever, completely healing the small cut he got from the timber. "Huh...that's pretty neat," he thinks to himself.

Channel energy: 5hp healing to himself and Zane, plus anyone else in range.

He'll take the time to unsummon the elemental since it's raining. He'll also thank the hound archon for his assistance before sending him home as well.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=23 ;
Monday February 4th, 2013 3:46:12 PM

Valla will cast detect magic and continue to search through the mans belongings, backpack or pouches.

Removing anything at all that has an aura about it, no matter it's strength or school, while stuffing the shield, warhammer and symbol into his haversack.

Check the other mans body, Btony; I suggest you drop your possesions on the ground as well, Or I'll be having them my own ways.

With a grin he adds, I mean everything Sir.
==========
Perception: 23 to search

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront  d20+9=11 ; d20+9=29 ;
Monday February 4th, 2013 8:50:41 PM

OOC
Sorry I am late, rough day. Bosk, I hope everything is OK.
IC
Zane has 5 natural fire resistance + the 20 points from his resist fire = 25 fire resist
[Zane takes 8 fire Damage less any resistance] no damage after resists
[Zane and Grogan takes 20 fire damage less any resistance. Reflex DC 16 for half damage ] Reflex 11 fails no damage after resists
[ Grogan, Zane, Zeoll, and Restlin take 5 damage and 2 fire damage from falling timbers; Reflex DC 15 for 1/2 damage] no damage after resists
[Zane and Grogan take 10 damage from the collapsing roof, fall prone and are trapped. Reflex DC15 is half damage, not prone and not trapped.] reflex 29 for 5 damage since it isn't fire, not prone, not trapped
Zane dances away from the mangled remains and the wreckage thanks to his magnificent reflexes and sighs.
"I'm Good Zeoll, thanks"
" Something new for you Restlin, neat indeed, and appreciated."
"He was truly insane. No matter how resistant he was, that last spell was sure to bring down the house and he knew it. Poor bastard let himself be blown up."


co-DM SteveK: resistances don't stack. Zane only has fire resistance/20. Still, it is enough to keep him immune to the fire.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday February 4th, 2013 9:46:27 PM

Beriothian sees Restlin getting ready to channel and makes sure he is in range to get healed.

By the way, I'm not sure if you know this, but that shop wasn't owned by Hemust. It was owned by Bosk, Valla, Xeron, Maikill, Grendel, Sanji, and myself. So considering that you have what you've done to our friends and our shop I suggest you be VERY cooperative and answer our questions.

Let's start with the obvious questions. Why would you attack a shop that you boasted you knew was connected to us? Even if you thought we considered ourselves to successful to bother with Mudtown, wouldn't that same ego guarantee we would hunt you to the far corners of the Wold for even threatening those we care about? Was this really about extorting a few copper from those tending our shop, or was there more to this attack?


After the Battle and an Announcement (co_DM SteveK)  d20+5=6 ; d20+10=11 ; d20=2 ; d20+2=19 ;
Tuesday February 5th, 2013 10:19:24 AM

Zeoll dances away from the falling debris and makes sure Zane is OK, then helps Valla strip all the defeated of their magical gear. He makes sure that the three understand that it was the Iron Adventurers' shop that was burned down, and their actions condemned Btony, Murtus, and Fithster.

Zeoll casts two Charm Person spells, one on Murtus and one on Fithster who both succumb to the enchantment. Two more spells bring the pair around and talks to the pair as they are sitting in the mud on the public street in the middle of a rainstorm.

Murtus whines and complains about how hard life is. Everytime he tries to get ahead, something happens. Growing up as the whipping boy for a Mailed Fist training regiment, he eventually killed his owner and took his weapons, intending to make a life on the land through adventure, but bad luck kept following him. Now, he's sitting in the mud and doesn't even have a sword. "Life isn't fair!" Zeoll senses that the fighter is just a cowardly bully and is only interested in his own status and welfare.

Fithster turns out to be a very moody scion of the Crones of Gateway Downs. While believing he has a purpose, he has no idea what it is and feels remorse and despair at being reduced to a protection racket in Mudtown. "I'm better than this", he mutters morosely, "but I don't know what to do." Zeoll has a harder time of reading the cleric, though he gets an impression that Fithster is probably not lying.

Bosk directs the bucket brigades and then clears the street to make sure that the Iron Adventurers have some "alone time" with the three prisoners.

Restlin is caught unaware by the explosion, but his resist spell came in handy. He shakes his head at the dead sorcerer, ample demonstration that study is better than innate magic. He is able to demonstrate a new ability, channel positive energy, and helps himself and Zane. Thanking his summonings, he allows them to return to their own planes.

Valla casts detect magic and searches through all the belongings. Spreading all items out on Murtus' cloak so they don't sink into the mud, he then takes half a minute to determine where there are any magic. To the elf's great disappointment, he sees a great deal of dim auras that are growing dimmer as he looks. The only items that are still magical after a couple of minutes is a Rod with a strong universal aura found on the dead sorcerer, and a sparkling jewel with a moderate evocation aura that was found attached to Btony's hair. The non-magical equipment and few coins and minor jewels in their purses only come to 1,500gp. These guys really were at the end of their luck!

Btony voluntarily gives up the jewel and even names the magic for the IA. "That is an Ebyron's Tear of Fire that let's anything that wears it to have one natural attack to be encased in fire. Grogan has a Rod of Lesser Enlarge." Looking over Btony carefully to make sure he isn't hiding anything, Valla again comes across the brand on the inside of his arm that looks like a bunch of twisty lines. Valla may be surprised that the brand is giving off a faint magical aura! Closer inspection reveals that some of the lines form the outline of a Bell. When questioned, he says it is merely the monk school where he once trained young monks. It is located in the town of Heranmar. It's nothing and didn't do anything for the monk anyways.

Zane is glad he cast his fire resistance spell or he would have been severely burned. As it is, the young hero dances out of the collapsing building with hardly a scratch!

Beriothian sees Restlin getting ready to channel and makes sure he is in range to get healed, then gets down to the business of the interrogation.

.............................

Btony, looking by far the most intelligent and aware of the three prisoners gives a self-deprecating smile at Beri's questions. "Nobody has seen you for months, and every time before that you been hustling in, hustling out on some important business of Hook City. Everyone who starts living in the Hook don't care about MudTown anymore. And if we showed these shopkeepers that this shop wasn't safe, then we wouldn't need to have another example, hey? Maybe I'd never get what's due me, but I could set up enough."

If questioned more about the brand, Btony will claim no knowledge of it ever being magical. He gets more upset about every question until he throws his hands in the air and gives an exasperated shout. "If you want to know more about it, go to Heranmar and ask the Children of Chaos themselves!" He pouts and says no more.

As soon as the last fire is out, the rain stops. Within minutes, a column of horsemen in gleaming armor and lances trot down the road from the direction of Hook City. Within the column are several people in robes that obviously look like Hook City magistrates.

One looks at a tablet for a moment and then looks up. "The Iron Adventurers Protector Group? Ah, yes, good. And an unregistered group, therefore not protectors. Fine then."

Another looks around and nods. "Four buildings, three tents, one fatality from the unregistered group."

A third pulls a large parchment from his robes and hands it to a guard who nails it to a charred beam. It would take a while to read the legalese of the entire document, but the headlines is easy enough to see. "TENTS ONLY." A sub-title gives the gist of the document. " Permanent structures are forbidden outside of the walls of Hook City for a distance of 5 miles. Occupants have one month to remove any permanent structure or move to beyond 5 miles. "


Zeoll AC23, HP51 of 56 
Tuesday February 5th, 2013 1:24:18 PM


A sudden sneezing fit comes over Zeoll, maybe from the ash in the air and the dust kicked up by the horses.

DM JonathanT - Announcement P.S. 
Tuesday February 5th, 2013 2:08:10 PM

DM Jonathan OOC: we don't make it a habbit of hopping in on each other's post time, but I wanted to put forth the following to Zeoll.

DM Jonathan IC:
Zeoll sees the markings on Btony's arm and remembers some elements of his dream the night before.
Zeoll's Dream:
Highlight to display spoiler: {Your dream starts with ringing of a bell in the distance, much like a city alarm bell. Next, an image flashes. It is hard to see as it appears shrouded in fog, but you see a bunch of twisty lines. Before you can make it out you jump to a large city. An image of a large port flashes by. Although the dream is brief, you feel like you've been through a lot.}.


Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Tuesday February 5th, 2013 3:37:21 PM

They happy this happened? Did we just help the upper Hookers get rid of illegal buildings and bust an illegal band of "Protectors"?

What exactly is going on here. So much has happened since I left...


Valla doesn't know what think.

Zeoll AC23, HP51 of 56  d20+13=18 ;
Tuesday February 5th, 2013 4:06:37 PM


Zeoll pauses, dumbstruck for a moment. "I rrememberr that symbol," he says. "It was in my drream!"

"Zane, didn't you have a drream like that too?"

He pauses, then adds, "And of courrse I have hearrd of the Childrren of Chaos! They arre, orr werre, an adventurring grroup. I hearrd one rrumorr that they got blown up when the Sarrgrrass was destroyed. I heard they have tattoos of a brroken spirral patterrn. Herre's a song I hearrd about them."

The liontaur clears his voice, and sings:

The Chaos Bell rrings brright and strrong.
The tolling rrings its Childrren's doom.
To save us orr to do us wrrong,
As Fate beforre us starrts to loom.


The old taur's voice breaks on the last line. "I'm getting rrusty," he says.

Perform 18.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Tuesday February 5th, 2013 6:26:44 PM

ooc: quick question about scale... how far out does mudtown extend, and how large and populous are these slums compared to Hook City? Is there any fear of a rebellion, or are the guards/rulers just being mean?

co-DM SteveK Read the Woldipedia and look at the map of Hook City to get an idea of how large MudTown is compared to Hook City. Unless Beri wants to fly up and look himself, looking at an approved map would be the best way for the IA heroes to get an assessment. As to if they are fearing rebellion, just being mean, or having another reason... ask them. They may even tell Beri! :-)

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Tuesday February 5th, 2013 6:44:05 PM

Don't worry Valla, these guys are in no way protectors. They are extortionists, plain and simple. The lowest of the low, praying on those just barely scraping together an honest living. Though, this new law about the buildings is awful fishy. You know as well as I how bad the local bureaucracy is, it is questionable enough that the guards made it out here as quickly as they did, but to have such a legal document prepared would likely take a fully day just to write out, and about two weeks to deal with approvals and red tape.

Beri thinks back to the ordeal the party went through to become a registered group of protectors, and the hassle of transferring over the deed to their tower.

It's sort of a pointless law, if memory serves all 'permanent' buildings will have migrated away from the city within a month anyway, that's why there are so few of them around.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday February 5th, 2013 8:26:52 PM

Restlin scratches his head as he picks through Grogan's body looking for that rod they mentioned.

"Your store managed to stay here for a while, didn't it? Maybe Hook City is looking to expand it's borders, though I'm sure there's a law on the books that would allow them to just take it via eminent domain or whatnot.

"Are we going to let those three go, then? Well, let's go back home and figure out what to do next...and for the record, we move out of our tower into this hovel over my dead body."

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Tuesday February 5th, 2013 9:08:07 PM

Wyaar watches as the thugs are fleeced of their belongings and then fishes a hundred gold from his own pouch and hands it to Bt. "[b]To see you out of the city and to start a better life. You have strength that is wasted on such petty work. Go and do good and you'll find better rewards than those." And he gestures to their meager pile for emphasis.

He watches the Hook City officials come out (their fantastic timing being noted) and reads the notice that is put up with a shake of his head. he'd ask why, but he already knows why after a lifetime spent in Mudtown.

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront  d20+3=16 ;
Tuesday February 5th, 2013 9:29:25 PM

Zane looks at the pitiful extortionists as they tell their tale. Suddenly Zane hears, really hears the whining in their voices and something inside him snaps. Maybe it is the old, noble lawful Zane, or maybe, just maybe something of the spirit that changed him is rearing it's head. Addressing them he is not subtle or quiet about his words, but he means them to have an impact.
Diplomacy 16( untrained)
Starting with Murtus " Killed your owner and stole his sword. An admitted murderer and thief, but we should pity you you think. Have you ever been witness to the blood of an innocent sacrificed? Do you even know what sacrifice really is? No? You whine that now you don't even have a sword. You have a point and I do pity you, just a little. Hand me his Blade Zeoll, I think I will allow him to keep it. If he is able to pull it from where I leave it and not bleed to death."
Moving on he rounds on Fithster." You think you have a great destiny, that somehow you are destined for more than this. More than extortionist and bullying those too weak to defend themselves. You think you CAN be more than this? It wouldn't be hard. Put in an honest days labor. Heal a sick child, a worker to hurt by the labor he performs to carry on. MAKE something of yourself and maybe you won't feel like the worthless turd I see before me. "
Turning on all of them, he finishes, standing charred, shaking with rage and pain and the left over adrenaline of the fight. " Get them out of here before I do something that I will regret. Pity them? I have nothing but contempt for the lot of them. They started as nothing, they will end as nothing. Just like their friend Grogan in the building. Used up and worthless. Only living to inflict the hate they have for themselves on others. Better we put them all to the sword than let them go. "
He steps a few feet away, still shaking. The mood seems to have lifted as fast as it came on and Zane seems both ashamed and oddly accepting of what he has said.

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

Zeoll AC23, HP51 of 56  d20+9=26 ;
Tuesday February 5th, 2013 10:33:55 PM

Zeoll softly affirms what Zane declares. "Well said, my frriend."

Zeoll then turns to the officials and asks to look over their authorizations.

Profession Lawyer: 26.

From his inspection of the documents, Zeoll wants to know if these orders are legitimate, and who is behind them. He looks for any loophole in the new zoning requirements.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday February 6th, 2013 10:43:14 AM

The dark elf is right. Burning down buildings and betrayel isn't the way to become great. Now... Valla grabs up the rod and jewel. I'd think Zeoll or Bosk may have use of these; I myself would like the rod if no one objects.

Looking to Btony; No ones seen us for months because were out protecting This City from the likes of things you've only seen in nightmares... Things that would make you soil your pants at the sight of them, much less dive head first into a black mass of slithering tentacles... You've no right nor reason to judge our deeds ya Lesnek!

=============
Using Lesnek here as an elven curse,,,

Dealing with the Trash (co_DM SteveK) 
Wednesday February 6th, 2013 11:28:40 AM

Valla doesn't know what think. Did we just help the upper Hookers get rid of illegal buildings and bust an illegal band of "Protectors"?

Zeoll pauses, dumbstruck for a moment. "I rrememberr that symbol," he says. "It was in my drream!" Zeoll has also heard of the Children of Chaos, and is even able to sing a snatch of song about the heroes.

Beriothian isn't worried about getting in trouble over Btony's band of extortionists. He does think a new zoning law is awful fishy and convenient considering the local bureaucracy. It is questionable enough that Hook City guards are out of the walls at all! Still, it is a pointless law as all 'permanent' buildings will have migrated away from the city within a month anyway...

Restlin scratches his head and acquires the Rod of Lesser Enlarge. Could Hook City be expanding? The mage doesn't know, and wonders what they are going to do with the three prisoners.

Wyaar watches as the thugs are legally fleeced of their belongings, then hands a hundred gold to Btony, encouraging leaving and finding better work than bullying. The paladin also notes the Hook City officials' fantastic timing.

Zane looks at the pitiful extortionists as they tell their tale, and snaps. He berates Murtus and tries to get the man to see something besides himself. Justice, he knows, would be a sword on the neck, but Mercy becomes a sword in the hand. Murtus looks like he isn't sure this is happening. Fithster gets a "you wanna be a great priest, then start by being a priest" speech, and the cleric flinches at the bald honesty in Zane's words. He ends with a vitriol condemnation of the lot while shaking with rage and end-of-battle jitters. The mood lifts as fast as it came on and Zane seems both ashamed and oddly accepting of his words.

Zeoll softly affirms what Zane declares. "Well said, my frriend." Then turns to the officials and asks to look over their authorizations.

Valla also gives a few choice words to Btony about his stupidity and cowardliness and his being like a Lesnek (whatever THAT is!).

...........................

The officials are completely indifferent to what the Iron Adventurers do to or with Btony, and Murtus, and Fithster. With Wyaar, Zane, and Zeoll all making gestures along the lines of "get out of my sight", the three leave. Murtus snatches his sword from Zane and quickly scampers off with only his clothes and sword, lost among the mud and tents and press of people. Btony stares a moment at Wyaar before giving a jerky nod and slips off in another direction. Fithster, muddy and tears streaming down his face, stays where he is and doesn't move, flogging himself again and again with Zane's words.

The officials look at one another, and the second shrugs. "The Iron Adventurers are legitimate, have an association with the government as a Hook City Protector group. There isn't any reason to not share information." The third official shrugs, and the first looks like he disagrees but doesn't want to counter what the second said in public, and so keeps silent. For his part, the second official seems the most open and hands over his credentials and a copy of the proclamation. Zeoll sees that everything is indeed all in order and that there are no apparent loopholes. "Permanent" structures include anything made with common construction materials to include but are not limited to wood, stone, metal, and earth. The proclamation, in fact, was presented nearly a year ago and only finalized with the Hook City seal last week!

The second official also seems friendly and chatty. "Inspector Auslander is a second cousin and has spoken of the Iron Adventurers admiringly to the family in the past. We've been about for the past two days placing these notices, and saw the fireballs going up so thought to make it over here as quick as we may. Seems like there was little need, but it is a pleasure to meet you."

"The law? This is only a restatement of the law already enforced. MudTown is only where merchants are waiting to get into line to get into Hook City after all. To make sure they don't try to set up a Suttler's market, no permanent building is authorized. Travelling Caravans need wagons, tents, and temporary corrals, and that is the type of thing allowed outside of Hook City while waiting to get to the Market on the Bridge."



Zeoll AC23, HP51 of 56 
Wednesday February 6th, 2013 12:09:17 PM

Zeoll responds in kind to the friendly words of the Hook City official. "Yes, Inspectorr Auslanderr is clearrly devoted to Hook City, and we arre glad to have been able to help him, as we hope to again in the futurre. Please do pass along ourr well wishes and rregarrds."

Zeoll turns to whatsisname, the fellow hwo had been managing their shop. He berates himself for forgetting the fellow's name, and kind of wishes he could use his memory subdomain ability to recall it. Then he pauses again, thinking, "What memory subdomain ability?"

Shaking his head, the liontaur looks over the fellow. How wounded is he? Would some curing help? He'll cast a couple, if need be.

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Wednesday February 6th, 2013 12:56:13 PM

Bosk had remained quiet this entire time after the fight, more due to him calming himelf down and not flying off the handle and killing someone or something out of said anger. Once in control of his faculties again, he turns and speaks to the guards, "It's a thankless job, but thank you nonetheless for heeding your call of duty and rushing here to help." Nodding and then turning back to his friends, the minotaur motioned for them to move away somewhere they could speak more privately. Once certain they were fairly alone and could speak with a certain air of privacy, Bosk spoke plainly, "I'm not sure what is going on. The conspiracy theorist in me thinks that this is all some grand scheme to take over this piece of land and make a profit at the cost of these people's lives--it does not set well with me." Rubbing the hair on his chin and contemplating what he wanted to say as opposed to what he should do, Bosk determined he should go with his gut.

"I think we should help these people move. It may not sound sane, and maybe it's just the fight we've been through, but look around you--look at this place, really look at it. These people have nothing or next to nothing and here we are, almost swimming in gold compared to them--we could make a real difference. They live in squalor and filth. What little they have, their homes, are now being taken away from them and for what? Because of some damn policy decided upon by a mage or two sitting in their air-conditioned towers. We have forgotten who we are, we have forgotten our roots to be able to look upon the faces of those we pass by here and think we have nothing in common with them, that they are foreign to us. They are being wronged and we are part of that process. We need to do something." Bosk takes a breath and continues with what will most likely be seen as a hare-brained attempt at critical thinking.

"Five miles isn't much, but if we were to sponser, to help move and develop a merchant oriented town five miles from here with permanent structures, safe places for people to build their lives and to work from, I think we could make that difference and give testament to the kind of people we really are--good, honest working people just like the people we are trying to help. We should build Iron Town."

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Wednesday February 6th, 2013 6:55:28 PM

Zane's black mood a thing of the past, he follows Bosk, wincing as he goes. Thank the gods he had fire resistance, or the fight would have left him a charcoal briquette." I agree, but I have some insights you may be overlooking. The thought is spectacular, but it will most likely piss the powers that be here off in a big and hard way. Are we prepared to take on Hook City? Either straight up or through whatever covert operatives they send? Are we prepared to be the police of this town? Hook City could easily send groups like the one we just faced, 5 to 10 times a day without an end if they wanted. But to help people, people that need it and deserve it I think I would back your idea Bosk."
" Also I do recall the dream you speak of Zeoll, but what does it mean? You have the gif of gab, you hear things. What is your take on this dream, especially since we both had it."

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration


Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday February 6th, 2013 8:20:06 PM

Valla listens to Zane and Bosk; but shakes his head... Guys... Wanting to protect and enforce the laws here in mudtown and Hook City is a grand idea. But actually building a town for the people who are just waiting to get into Hook proper? Thats all Mudtown is; a waiting room...

Valla sighs, runs his hand over the scar on his face... Building a town means protecting a town. Supplying materials to build a town hall, jail, houses, shops... Bosk... The idea you present my friend could take us years... Poor Restlin may not even see the finished product.

He looks the taur in his eyes, and says the last with all sincerity; I'll back you in any way I can friend. But I say this; think of the big picture here. As Zane said, cane we, us eight, take on Hook City as a whole? Whether it be in supply/demand of goods, gold for up keep? Or, Gargul forbid, an all out war over territory and consumers? Really think about this big guy...

Zeoll AC23, HP51 of 56 
Wednesday February 6th, 2013 9:22:34 PM

Zeoll tries to recall the details of his dream ... but more than that, he does not know.

However, we have a lead. "That symbol means something. Something important. I suggest that we trry to find out morre -- maybe a sage in Hook City will know it. Maybe we can use divination magic to tell us morre."

As for the sudden debate, Zeoll shrugs. "Founding a city of humans has neverr been on my bucket list," he says. "Though a city of Taurrs wold be nice."

"Haven't we got betterr things to do?"

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active)  d20=4 ;
Wednesday February 6th, 2013 9:32:54 PM

Beriothian attempts to should something intimidating as the two criminals flee, but can't for the life of him think of anything clever. Instead he turns his attention on the remaining extortionist.

Fithster, it looks like you may have learned the error of your ways, I still have a few things I would appreciate your help with. Most importantly, one of those tending our shop is was scared off by your group, a young woman named Lilly. If you know anything of her whereabouts please tell us.


Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Wednesday February 6th, 2013 9:34:40 PM

Restlin wonders just what the heck Valla meant by "Poor Restlin may not even see the finished product." Humans may not be long lived, but they usually out-live taurs. Maybe he's sore he got to the metamagic rod first...

"I'm not sure what you all had to go through, but this is most certainly not where I've come from." The wizard looks around. "Why are all these people trying to live here, anyway? Surely they'd have better luck in Heranmar. It's not that I'm heartless; we can help these people, but starting a whole new city?"

"You know what? That would be awesome. I'm in..."

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Wednesday February 6th, 2013 10:43:22 PM

"This seems to forget that caravans of wagons often need blacksmiths, farriers, carpenters, wagonwrights... all professions that would benefit from having more than a tent all needed by people not likely let into the city. Without a doubt a town setup to support these needs would flourish..." Wyaar adds and nods towards Zane, "If Hook City didn't see it as too much of a threat to their chit pouch."

"It is a noble thought, Bosk... something to consider."

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Thursday February 7th, 2013 12:21:51 AM

"We wouldn't be taking anything from Hook City, in fact we would be facilitating the safety of the caravans that come through here, the lives of the merchants and their entourage, as they make their way into Hook City. We would be a port in the eye of the storm. We would be doing much good and there has been too much looking away, thinking that it's "not my problem". " Sighing, Bosk says, "I can't do it alone. If we cannot agree to do it, then we don't, but I think it would be a callous thing not to try."

In game terms, we could all contribute gold to a business venture and use the Wold business rules to determine if our small town/hamlet/village/whathaveyou flourishes or fails. As the rolls are made between modules, we'll be able to see if the idea grows or diminishes without it impacting the module we're in; and it could provide us with some story hooks, so not a lot of new rules or what have you would need to be incorporated. If we make a profit, the town grows, etc... just a thought.

Moving Plans and Bell Dreams (co_DM SteveK) 
Thursday February 7th, 2013 1:00:31 PM

Zeoll responds in friendly wise to the official, then checks up on Helmust. The man has been bandaged and cared for and received Restlin's healing as well, so he is looking much better. "Thanks Sieur Zeoll", he gratefully says to the liontaur. "I'm sorta at loose ends here now, so if you have any employment for me, I'll gladly take it." Helmust looks at the place where Murtus disappeared around a corner and shakes his head. "Just think, if you guys hadn't beat me way back when, I may have ended up like that sorry slice of pie."

Bosk had remained quiet for a while to calm himself, but once in control, he thanks the guards. The resplendent guardsmen look at the cleric like he's speaking Tauric, not quite believing what they are hearing, and a couple mutter to themselves. (Any Hero Perception DC 15 Highlight to display spoiler: { "He's nuts, if he thought we were doing anything other than protecting these three." "Yah, and they only came here because it would be a convienient place to put up another notice!" } The minotaur then moves the group out of the middle of the muddy street so they can speak more privately. Once alone, he ventures that the IA don't know the entire picture, but it would be best if they help people move. They could make a real difference and not forget where they came from; they can build Iron Town!

After the others have their say, Bosk defends his idea and dismisses the idea that Hook City would have any sore noses.

Zane likes Bosk's idea, but wonders if it would be counter to the powers that be and if they are prepared to take on Hook City. Are they prepared to police the new town?

Zane also remembers the dream, but doesn't understand its meaning. What does Zeoll think?

Valla worries about backing Bosk versus the big picture.

Zeoll tries to recall the details of his dream , but it eludes him. What doesn't elude him is his conviction that the symbol means something; something important; and that they should try to find out more.

Beriothian can't think of a parting intimidating shot to Murtus and Btony, and turns his attention on Fithster, asking for help in locating Lilly. Fithster isn't in much condition for anything, but numbly mumbles that for penance it is at least a start.

Restlin wonders about Valla's remark, but concentrates on Bosk's idea. The mage lists other things the people can do, but in the end thinks it awesome. "I'm in..."

Wyaar notes that caravans need support, support that often comes in large permanent buildings. A town just off of the Hook City peninsula would be something to consider.

.............................

With no other questions coming their way, the officials have other things to do. The second official waves, the third nods, and the first official ignores the Iron Adventurers as they turn away. With their guards tail, they go about their business of posting the new regulation.

Helmust has a couple words with Fithster, then follows Bosk and the others and is involved with the discussion. He provides three pieces of information in a diffident manner.
- Fithster is going to be sleeping at the MudTown conclave of the Five Crones and checking in with Helmust daily. If the heroes need him for any information, a guide to Heranmar, or anything else, Helmust can get him for the group.

- Helmust himself doesn't have a job and is willing to be foreman for any job the heroes may want him to do inside or outside of Hook City.

- There are two things to consider with moving that haven't been discussed. The first is that not everyone will WANT to move. If the caravans stay here, then most everyone else will stay here to eke out a living among the caravans. And the second is that MudTown is huge and there must be thousands of people permanently living here. How would the Iron Adventurers care for so many?

Fithster, also seeing the group going on to other business, pulls himself together and prepares to search for Lilly, but stops and intently listens to Zane and Zeoll. He ventures to interrupt the conversation. "I also had a dream just a couple nights ago about the Chaos Bell. The next day Btony recruited me and I thought it a sign to follow him with the Bell Brand for my destiny. But what if it was for you? I dreamt that I was coming home to Heranmar, and there was a group close about me all talking about the Chaos Bell excitedly, and that I was happy. I took it to mean that my destiny came to me and I was returning in triumph." Dishevelled and muddy and tear-streaked, the cleric looks up with only a spark of hope. "Not the way I thought, but maybe it can still come true?"


David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Thursday February 7th, 2013 8:41:29 PM

Zane looks at Fifthster in a new, better light. " Maybe by turning from the dark path you were treading and helping us look out for this place you can achieve happiness. Like you just said, it is better than what you were doing before and you have to start somewhere. Maybe the Crones will see your change of heart and whisper to you the meaning of the dream."
Turning to Bosk he says, " I still support your plan. It is true there are industies this place could use that require a stable base of operations. Perhaps instead of waiting to gain entrance to Hook City, the new market will be in Iron Town. I will back your play."

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday February 7th, 2013 10:12:12 PM

"We'll never have a market to rival Hook City... but this Iron Town would serve a different need... and as Bosk said, 5 miles is not that far. Still an easy ride to the city, but far enough away to provide decent services...." Wyaar adds in with a shrug.


JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Thursday February 7th, 2013 10:29:35 PM

"Like I said, it's not going to be easy, they may be forces aligned against us and I don't expect it to get done in a day, or a week or even a years time--such things require planning and forethought, but I think it's important enough to try." Pointing to the walls of Hook City, "That city, that ivory contruct gilded with magic and corruption, is devoid of heart and compassion. It does not serve it's citizens, it enthralls them." Taking a breath so his anger does not rise once more, "I'm not saying burn the mother down, no, it serves as a symbol that power corrupts and I wish to be apart of something, better, that's all, and I think we have the ability to start a project--a self governing town, where everyone has a stake in their own success, but within the safety of a home that isn't destroyed on a whim or bureaucratic machinations."

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=13 ; d20+11=30 ;
Thursday February 7th, 2013 10:50:25 PM

OOC: As for the Restlin comment, I assumed he was an older wizard and didn't know humans out lived taurs. Vallas way of saying It'll take forever. No hard feelings Carl... Keep the Rod...

Valla listens to everyone in turn, and of course scours at the Hook City guards as the tromp away, high atop horses. When these dreams of Bells of Chaos and a city he's never heard of come up though, building a new town becomes a back burner subject to him.

Whether or not I like the Idea of your Iron Town is irrelevant. You are right, if we're able to help the people of these muddy streets with an alternative place to live, while still being able to get inside Hook City to do trading; I guess we should do so If we've the power to do so. Although I must say; if this... Valla gestures to the destruction around them, Ever happens in our town. The idiots responsible will be hung, in town square. Using my rope and magic.

He pats Bosk near his elbow, waaay to short to reach his shoulder, and nods his head. All odds stacked against us, possibly attract people from far away to see this town... Who knows. Maybe my Brother and Father will show....

Valla would overhear the talk about the Chaos Bell and the city of Heranmar. He's never heard of this place and coupling it with something called a "Chaos Bell". The young Elven wizard is very intrigued.

Zeoll, is there any chance we could employ our newly flipped leaf here to take us to Heranmar? Of course this would be your payment, the allowance of taking us there. Hemust my friend. I'm glad your still among the living, but can't think of any work. Less you can aquire what maybe needed to begin building a house for us all to live in, around 7 miles out of Mudtown. I'd offer ten gold if you could start getting things in order sir.

Valla gives the man ten gold.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 7th, 2013 10:55:26 PM

Bosk, that is a wonderful sentiment. Perhaps one day our names will carry enough weight to make that possible. For the present I don't see us having the wealth or the influence... plus for some reason we tend to attract violence.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+14=31 ;
Thursday February 7th, 2013 11:37:22 PM

Restlin thinks for a moment...what the heck is a Chaos Bell?

Knowledge Local/History (same value, whichever skill is more apt he uses): 31

"Maybe by the time we figure it all out, I'll be able to move our tower. That would be nice. For now, what the heck is everyone talking about? I had no such strange dreams..."

***

Restlin is a 19 year old child prodigy. Hence the reckless abandon...and of course no hard feelings!

Moving Plans and Bell Dreams (co_DM SteveK) 
Friday February 8th, 2013 10:48:53 AM

Zane sees Fifthster is redeemable, and gives him some encouragement in his new path. Whether the cleric of the Crones stays or strays is a question for the future. For Bosk, the warrior-mage will support the plan. It is good, needful, and merciful.

Wyaar is also on board with creating Iron Town.

Bosk reminds that it will not be easy, and he doesn't expect it to be finished overnight, but a self-governing town would be a happy contrast to what the minotaur feels is a den of corruption just to the south.

Valla listens and agrees to help, but is more interested in dreams of Bells of Chaos and Heranmar. Perhaps the Iron Adventurers can use Fithster to take them to Heranmar. For Helmust, Valla gives the man 10 gold and suggests to start moving to a likely place for the beginning of Iron Town.

Beriothian likes the idea of Iron Town, but doesn't think they have the influence. Plus for some reason they tend to attract violence. :-)

Restlin thinks for a moment...what the heck is a Chaos Bell? His knowledge of history is impressive and he is able to tell his friends the latest legend of the Chaos Bell.

Nearly 30 years ago, one of the first ships to ever cross the Plactik Ocean arrived in the town of Heranmar carrying adventurers from a Northern Continent. This group soon found a Large Bell, and, when striking the Bell, all received magical Tattoos that bound them to the doom of the Southern Continent. It was nearing the time of the Great Migration, and the group became known as the Children of Chaos. They were the crux of a struggle to determine if Chaos in this Migration would be Good or Evil. They succeeded and made sure the Migration would end in Good. With the Bell and the power of the Tattoos, the Children of Chaos were the instruments of the Southern Powers. Just over two years ago, they rang the Chaos Bell to begin the Great Migration, and rang it again to stop the movement of the lands! Since that time, the Bell and the Children of Chaos themselves have passed into legend. Most think that if any of them are still alive, they would be found near Heranmar where they began their quest so many years ago.

Restlin's knowledge of Heranmar is even easier, the city being the largest in the Gateway Downs, which is the land just over the isthmus from Hook City! (See Woldipedia for more detail)

.....................

Fithster and Helmust wait for the Iron Adventurers, any plans turning into action will of course have to start with the heroes.


Zeoll AC23, HP51 of 56 
Friday February 8th, 2013 12:13:31 PM

"We still should know something about this Bell symbol," says Zeoll.

He decides he needs to learn more, so he will finally use a source of knowledge he has long held in reserve. [See DM Post of 2 Feb, 2011 -- two years ago]:

Each of the party members now can do either one of these options, whenever they want.

They can read the spirit of any one creature, once. If they know the creatures real name, the duration of the conversation is much extended. The questions will be answered by the spirit in a neutral manner, despite the alignment of the creature and ones weakness can be discovered as well as other things, but the spirits knowledge is limited to what the creature being read would know normally. (Six rounds or six minutes if the creatures true name is known.)

OR

The characters spirit will transcend their body and travel to The Edge in a flash of an instant. There, they can over look the cosmos of time and balance and ask any one question, as profound or mundane as they desire and receive an immediate answer, that is as correct as possible, depending on how the question was asked.


Zeoll uses the second option. He draws the symbol, then poses the question: [b]"What is the significance of this bell symbol forrmed of twisted lines, and what does it mean forr the Irron Adventurrerrs of Hook City?"

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Friday February 8th, 2013 1:38:44 PM

Bosk doesn't remember having such a dream, why wasn't he chosen for such a vision? The idea that he was left out, especially when he has dedicated his life to Gargul, left him somewhat agitated, but whatever, he thought to himself. If he was privy to such a dream then there must be a reason for it.

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Friday February 8th, 2013 3:16:29 PM

" So does that mean WE are supposed to find this bell and become the catylast of the next migration? Thats a heavy responsibility if that's what it means."

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Friday February 8th, 2013 9:10:03 PM

"I have always believed we are destined for greatness, that the only thing holding us back is ourselves--self-doubt and lack of confidence are the bugbears of weakness, or something like that."

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Friday February 8th, 2013 9:55:41 PM

Restlin smacks Bosk on the back. "Darn straight, friend." He anxiously awaits the results of Zeoll's gift.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Friday February 8th, 2013 10:02:44 PM

We've had a beer with Gargul himself, surely we are destined for great things. But a wise man knows the correct time to attempt such things, and I don't believe the time is just yet.

Beriothian waits patiently to see Zeoll's results. Beri had tried himself in the past to use his gift, but an ancient evil had suppressed his use of the gift at that time.

ooc: That was two years ago?! I know there are some things that seem like ages ago, but for some reason that seams more recent.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Friday February 8th, 2013 11:09:53 PM

Valla awaits the results of Zeolls gift as well; finding a nice spot to sit and relax after the heated battle that just took place.

Children of Chaos rang the Bell to cause the Great Migration.. Is that what happens to us next? We cause the havoc and disorientation of the continent. Something that would go down in history for sure; But only as "The second peoples to choose when it happened"... What if we could choose HOW the lands migrated? Place them as we saw fit.. Possibly map the entire continent as well... That would be a first...

Valla is seen rubbing the scar on his arm now... Staring off into the sky.

JimC posting for Bosk AC: 26/12/24 CMD:22 HP 32 of 66 Spells 
Saturday February 9th, 2013 12:14:55 AM

Bosk cocks an eyebrow at Beri, "You calling me unwise, Beri? Huh? Do you not forget I am the THREAD! The everlovin' thread, yeah, uh-huh, thats right. Don't forget it." A smile breaks out on the minotaurs face as he laughs at himself and his bravado, then slaps Beri on the shoulder, probably too hard for comfort.

David F posting for AC 28/ 25/ 23 HP 23 / 73 Zane Stormfront 
Saturday February 9th, 2013 12:16:46 PM

" Could 'The Thread' spread some healing around. Otherwise I need to go back to the tower for some marshmallows to roast over my already roasted chestnuts. " Zane looks worse for wear despite both his natural and magical resistance to fire. Grogan nearly finished the Drow and he is a bit unnerved by that.

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Saturday February 9th, 2013 6:51:41 PM

Wyaar abides

--

Basically passed out with a stomach bug.

Moving Plans and Bell Dreams (co_DM SteveK) 
Saturday February 9th, 2013 8:02:51 PM

A lot of conversation happens about dreams and destinies. Bosk doesn't know why he didn't get a dream. Maybe it was happenstance and maybe there is an actual reason. Which one is true may be found out if the group chases this mystery.

More speculation happens around the story of the Chaos Bell, even so wild as that the Iron Adventurers may be the next generation Children of Chaos! Again, it seems like the heroes have more questions than answers!

Zeoll is the only one to take action, using a long-unused gift from the Edge of the Wold. Instantly, Zeoll's spirit splits from his body like a lightning bolt, and he finds himself in an instant standing at the top of a cliff that goes down... forever! The older liontaur shouts his question into the void beyond the Wold... "What is the significance of this bell symbol forrmed of twisted lines..." Zeoll's second half of his words stick in his throat and the liontaur realizes he has just asked his question.

Around Zeoll, he hears echoes surrounding him.

"Of course I love you..."

"I am Hse, the leader of this village..." ;


Leading to the shores of the island, the island of Rum
And the mighty blue ocean rolls on every shore,


"Solomar...what was that?"

And an echo comes to Zeoll, a sound as an old man who was telling a story of his chilidhood, recounting what he has seen to a younger generation. "I was in the ruined chapel by Heranmar, my namesake, and accidentally rung the Chaos Bell and cursing me and my friends with the Mark of Chaos. And I was there in the Center of the Southern Continent when Peerimus rang the Bell to start the Great Migration." The voice stops as if listening and querrellously starts again. "Well, Little Trace, the Mark of Chaos constantly changed, but several of my old adventuring friends have used lines forming a bell as a symbol of fraternity. The Bell is an artifact, a magic item of great power, but I don't think the Powers will need to start the Migration again. I just wish it were somewhere safe..."

The voice ends a second time, and Zeoll blinks, finding himself back in his body and looking at his friends.

DM JonathanT - Confusion dispelled 
Sunday February 10th, 2013 4:54:51 PM

OOC DM JonathanT: I promise I won't hop in again. I hope. :)
To dispell some confusion over this 'dream', I went back and discovered my error. Zeoll is the one who used the Seer's Dream ability the night before all this started but in my post I typed Zane instead and gave Zane the vision instead of Zeoll. DOH!

My deep appologies to both Zane and Zeoll.

Sorry folks. Carry on.

Zeoll AC23, HP51 of 56 
Sunday February 10th, 2013 5:12:10 PM

Zeoll recounts his vision to his friends.

"So ourr mission is ... to put the Chaos bell in a safe place?"

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  2d6=5 ; 2d6=6 ; d8=6 ; d8=8 ; d8=4 ; d8=6 ; d8=1 ; d8=8 ; d8=1 ; d8=4 ; d8=1 ; d8=6 ; d8=3 ;
Sunday February 10th, 2013 9:52:49 PM

ooc: Catching up on the posts. Thanks Jim for filling in, excellent job.

Actions
----------
Channel Energy twice, heal all for 11 hp (All channel energy now used for the day)
Convert dispel magic to cure serious wounds heal Zane for 26 dmg
Convert Restoration, lesser to CMW heal Bosk for 22 dmg
Convert Gentle Repose to CMW heal Zane for 18 dmg

Moving Plans and Bell Dreams (co_DM SteveK) 
Monday February 11th, 2013 10:49:32 AM

ooc: Monday's post is a summation since I was giving additional information over the weekend.
..............................

The heroes are meeting in the burned out shell that used to be Black Harris' Emporium, lately owned by the Iron Adventurers and ran by Sanji (away on a caravan trip to Wayfarer), Helmust (with the heroes right now), and Jilla (run away, location unknown).

They have recently fought and stopped a group of extortionists that turned out to be just a collection of individuals. Of that group, one is dead, two have run off, and Fithster is sitting with the heroes apparently trying to conduct some penance and reconcilliation for the trouble he has helped cause.

The first event the group is talking about is the proclamation of Hook City that no permanent structure (ie anything built primarily with earth, stone, metal, or wood) will be allowed within 5 miles of the walls of Hook City. Conversation with various people has gotten the following information:
- The law is merely enforcing an existing statute and is nothing new.
- People have 1 month to either move beyond the 5 mile limit or to use temporary construction materials.
- The Iron Adventurers have (mostly) agreed that helping people move would improve the lives of the people who want to move.

What is not known:
- What would be Hook City's reaction to the Iron Adventurers helping
- How many of the thousands of people in Mud Town want/ are willing to move?
- What is the geography of land available at or beyond the 5 mile limit?
- What resources the Iron Adventurers have or can put together to help people move other than their own backs?

The second event the heroes have been discussing is the recurring dreams and portents of a Bell.
- Zeoll, Zane, and Fithster (the defeated cleric of the Crones) have all had recent Dreams about a Bell)
- Btony (the defeated monk who has since ran off) had a tattoo of a styalized Bell on his arm that was magical.
- Restlin's Knowledge and Zeoll's Question at the Edge both have given more information about a Chaos Bell, the town of Heranmar, and an old adventuring group called the Children of Chaos (two members; Trace and Peerimus have been named); all of which seem to indicate the Iron Adventurers are involved in some way.

What is not known:
- What are the Iron Adventurers going to do about it?

Zeoll AC23, HP51 of 56  d20+19=28 ; d20+13=22 ;
Monday February 11th, 2013 11:29:32 AM


Zeoll mentions that there is nothing wrong with living in tents. "Liontaurrs have lived in tents for thousands of yearrs. I was borrn in a tent, and I grrew up in one. What is wrrong with tents? Let these folk live in tents, and they can stay herre in Mudtown."

"We could use some of ourr money to buy a lot of tents and sell them at cost, I suppose."

"I'm morre concerrned about the girrl. I think we should fan out and look forr herr. We can figurre out the bell afterr all ourr people arre safe."

If no one objects, Zeoll says a prayer (Guidance) and starts spiraling out from the fight scene, asking people if they have seen her, and using his scent in case he comes across her trail.

Gather Info / Diplomacy 28
Track / Survival 22

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Monday February 11th, 2013 12:38:49 PM

"Wait...if Btony had that tattoo, does that mean he rung the Chaos Bell? Maybe we should have kept him around. Is it too late to track him down?"

"Zeoll makes a good point. Let's see if the people of Mudtown would be open to moving & plan from there..."

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71  d20+12=30 ;
Monday February 11th, 2013 5:39:55 PM

"Of course we cannot force anyone to move. But given the opportunity, I'm sure many would. It is a noble venture to attempt. I believe the saying is 'build it and they will come'"

Though he did not know Julia, Wyaar will help Zeoll comb the crowd for anyone that may have information about her.

Assist Another Gather Info/Diplomacy for Zeoll: 30

David F posting for AC 28/ 25/ 23 HP 73 / 73 Zane Stormfront  d20+8=22 ;
Monday February 11th, 2013 7:17:48 PM

Zane takes flight looking for Jilla.
perception 22

Spells Per Day
0 level
unlimited
1st level
7/2
2nd level
7/3
3rd level
5/2

Spells in Effect on or by Zane

Mage Armor 7 hours duration
Shield 7 minutes duration
Mirror Image (6 images) 7 minutes duration
Blur 7 minutes duration
Resist Energy: Fire
Fly 7 minutes duration
Heroism 70 minute duration



Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday February 11th, 2013 8:17:00 PM

ooc: Is Jilla the same person as Jillian, Hemust's finance?

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday February 11th, 2013 8:38:57 PM

Bosk takes a moment to ponder the possibility of moving the citizens of Mudtown angering Hook City. I suppose it would be prudent to check with Alistair on the matter, although I believe it is Hook City's magic and goods that draws the traders. Still, they might need to ban the selling and trading of magical goods within the new town to appease Hook City. Still, though it pains me, I fear we will have to put any such endeavors on hold, as fate or the gods seem to have more pressing endeavors for us. I remember first seeing the Children of Chaos as their precession left Hook City a few months ago, and if this bell is tied to their destiny then this is sure to be a grand adventure.

ooc: For the newer players, a couple years ago real time / months in game time, we saw the Children of Chaos in passing as they left the city and were quite impressed by them.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Monday February 11th, 2013 9:32:04 PM

I think moving would take time, months at least. We could start with maybe a large Inn or boarding house or something similar. But, yes Fate seems to have a grand plan for us Iron Adventurers.

Valla stands up and paces around, his hands tracing his facial scar, seems he makes a habit of this.

Bosk, you know why the Chaos Kids where in Hook? That may give us a lead. If anything, maybe just heading to this city, Heranmar.
He stops and looks to Mr. Fisther, Fishy, what exactly happened in your dream? Details are important, evn something you think is not. Withholding a ladies hair color may lead us astray sir. Do recount for us.

Vall waits for his dream story, with an unwavering gaze.

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Monday February 11th, 2013 9:45:03 PM

I am afraid we would be better off if I knew where they left to, what I do know is pretty basic. If I remember correctly, they are another Protector group in Hook City and own a shop and a warehouse. I believe they are alao gone alot for unknown reasons and are allowed to teleport out of the city at will so no one knows when they keave.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Monday February 11th, 2013 10:36:19 PM

I don't see them moving any time soon. Nobody is going to want to move first, after all what is the point in building an inn in an area where nobody is staying? You would need to get a significant group to move all at the same time, have the supplies and man power to build all those places at once, and a convincing reason for them to relocate far away from the caravans that are encamped outside Hook City awaiting their name to be called.

But back to these dreams. I haven't had such a dream, so I'm going to trust the judgement of those of you who have... but if one of the gods have given you these dreams it is likely for a good reason, and in my opinion it would be foolhardy to delay acting on it. We have plenty of time tonight or during our next journey to discuss the opportunities to help the mudders, but I say we focus on the dreams for the time being.


ooc: Okay, after calling them Mudders in my post, in my heay the residents of Mud Town are now permanently merged with the mudders from the Firefly episode Jaynestown!

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+8=17 ; d20+8=12 ; d20+8=20 ;
Tuesday February 12th, 2013 10:13:58 AM

Maybe the idea of having a more permanent waiting place will appeal to those who can't afford the outrageous rates of hiring a protection group. Five miles isn't that far to travel if you already have a wagon full of goods being pulled. A large; say boarding house, five miles out to house merchants and their company for a modest price per night, or week. Plus a large, say warehouse type deal to house the wagons and goods of said merchants and company. We need not build or fund a town or city; but just a better waiting place. Doubtful all residents of Mudtown would make the move and even if they did we'd only need to build a couple of each. This may possibly even open up Hook City to help with building and funding.

Valla looks to Fithster; Possibly even give some of the more reliable and trustworthy protectors of Mudtown a permanent job of policing this waiting place. The initial building and "police" pay would come out of our pockets; and hopefully some funding from Hook; but afterwards the price paid for room and storage should be sufficient to keep up with the up-keep of the buildings and pay the new protectors.

Thinking out loud Valla looks to his remaining companions who haven't ran off in search of the others; judging their response to his idea.
=================
I haven't had such a dream either Beri. I agree with you as well; we should be acting on these Godly visions. IF your right, Bosk, and the Chaos Kids were protectors in Hook City and are able to teleport in and out at will; it seems to me they won't be helping us any time soon. Even if only because we'll never find them. But, you say they own a shop? Maybe going there and asking about them? Their current whereabouts maybe unknown; but their current goal may be of some help.

Once again thinking out loud; Valla's face twists in thought;
I still think Fithster should tell us the details of his dream; and the first place we go; after following up leads here in Mudtown and Hook City, should be this town of Heranmar.

Valla rubs the scar on his face again; his expression of one in a deep thought as he listens to reply's and searches his own mind for any bits of information about Heranmar, The Chaos Bell, or The Children of Chaos, that he may have stored unconsciously systematic within is brain.
==========
Knowledge Checks:
History: 17-- Chaos Bell information
Local: 12-- Children Of Chaos; what store they own; location; reputation in Mudtown/Hook City Differences?
Geography: 20-- Heranmar; location, size (Town, Village, City?) Who runs the place?

Moving Plans and Bell Dreams (co_DM SteveK) 
Tuesday February 12th, 2013 11:33:30 AM

Zeoll mentions that there is nothing wrong with living in tents, but supposes that they could vendor out tents at cost to help. He is more concerned about the girl, and looks for Jilla in the immediate area. He finds no quick trace between the fire and the daily rains before Helmust reminds the liontaur of his note that brought the group hence. Jillian (ooc: yes, Jilla = Jillian, thank you for name correction :-) ) had already run off 2 or 3 days ago; there is not going to be an immediate resolution to her status. No one has seen her for at least 2 full days and she wasn't saying where she was going because of the threats of Btony's group.

Restlin would rather track down Btony and his Tattoo. He also would like to find out who WANTS to move.

Wyaar is certain that given the opportunity, many would move in this noble venture.

Bosk takes a moment to ponder the move and Hook City reaction. The minotaur thinks asking their aging friend Alistair advice on the matter and that restricting the buying and selling of magic would greatly reduce any possible repercussion. Still, he remembers seeing the Children of Chaos in his younger years (DM fiat: it was some years ago, not months) as they left Hook City. If this bell is tied to their destiny then this is sure to be a grand adventure!

Beriothian doesn't see moving people any time soon because nobody is going to want to move first. But the dreams are more interesting to the druid, as any dream given by the Powers would be foolhardy to delay.

Valla disagrees, and thinks that having a more permanent waiting place would be appealing and something to look forward to. Possibly even give some of the more reliable and trustworthy protectors of Mudtown a permanent job of policing this waiting place... like Fithster. Moving would take months at least. The Iron Adventurers could start with maybe a large Inn or boarding house or something similar that could attract others for a different life.

As for the dream, the elf wants to follow up leads here in Mudtown and Hook City, and then be to this town of Heranmar. To this, he closely questions Bosk and Fithster.

Bosk only knows some basics. The Children of Chaos was another Protector group in Hook City and owned a shop and a warehouse and had special dispensation to be able to teleport in and out of Hook City. It doesn't take very much trouble for Valla to find out that the warehouse and shop were on the South side of Labor Town and none of the Children of Chaos live there anymore. They had another group of youngsters they were training and at about the same time the Iron Adventurers had last seen the CoC, the warehouse and shop were inherited by the new group who continue to be the Protectors for that neighborhood to this day.

Valla also discovers the Children of Chaos has a stellar reputation in Hook City. Sergeant Capon is able to help with this by providing précis of different records on the CoC activities years ago. Some is eerily familiar: how they were hired by a merchant as Protectors against a hostile takeover of another Protector group; how the merchant was killed and willed her store and warehouse to the CoC; and how in ensuing years how they saved the city from a couple of disasters; one of which even included lots of people turning into zombie-like creatures! (ooc: reviewing the archives, I'm actually scared at how similar some of the storylines have been! )

In MudTown, the story is different. Most people have never even heard of the CoC.

Fithster is even less helpful. "I knew I was with strong companions but couldn't see their faces. I was excited about returning to Heranmar, but I'm not sure why except it was something to do with fulfilling my destiny and it involved the Chaos Bell. It was sunny, which is unusual in the Gateway Downs, if that helps at all."

For Heranmar, Valla is able to get some easy information (All located in the Woldipedia at Gateway Downs and Heranmar It is a growing town of several thousand noble and ignoble souls, it is the largest town in the Gateway Downs. It is second only to Hook City in the North-South continental trade, and is a growing center of learning, training, and diplomacy.


Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Tuesday February 12th, 2013 12:10:20 PM

Heramar...what fate binds us to this place? Zeoll met travelers from there at the Madrigal Inn as we hunted the Illithid, before the Inn was burnt to the ground. Mr. E, the neceomancer who unleashed his army of Zombies on our fair city claimed to be from there. Heather and her family were from there, and that is where we tracked down the assassin with the Issanti blade and were caught in the heart of a hurricane. Even now Zane has a golden box carried by the assassin which we appear to need a signet ring to open. Truly it appears our destiny is tied to that place.

ooc: Perhaps we should check with Heather's family in Hook City to see about opening the box?

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells) 
Tuesday February 12th, 2013 3:23:43 PM

Restlin thinks about what Beri said, then nods his head. "I agree. Those of your who had the dream, how do you think we proceed?"

Glad to have the burden of decision making lifted from his shoulders, he awaits a reply.

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Tuesday February 12th, 2013 5:52:28 PM

Thats alot of coincidences Bosk. I think a bit to many to be so. The box may have a clue or lead. Seems the only lead here in Hook is Heather, lets go talk with her. Her whole family is from Heranmar, maybe they are of importance. Or were. Im just throwing out guesses here guys. I know nothing of the assassin, hurricane nor the zombie attack. All that happened while I was trapped in that evil realm...

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Tuesday February 12th, 2013 6:13:21 PM

Bosk bites his lip a moment before responding to Valla. I am sad to say that Heather fell victim to the Issanti blade. We will have to hope her siblings can help us on this matter.

David F posting for AC 28/ 25/ 23 HP 73 / 73 Zane Stormfront 
Tuesday February 12th, 2013 7:15:33 PM

Zane still flies around looking for Jilla. See above post for rolls.

Zeoll AC23, HP51 of 56  d20+19=31 ;
Tuesday February 12th, 2013 8:22:23 PM

"Can't hurrt to trry any sourrces of information we can find. And isn't therre SOME house of sages in the 'grreatest city in the Wold' that will have some answerrs?"

The liontaur uses air quotes around 'grreatest city in the Wold.'

OOC: I gotta put a rank into Knowledge Local. Maybe Gather Info will do ... If we are headed back into the city to talk to Heather's family, Zeoll will Gather Info along the way to find the nearest sage guild or equivalent.

Gather Info 31 with a Guidance to help.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Tuesday February 12th, 2013 9:59:18 PM

Beri is glad that Bosk broke the news of Heather's passing for him, though he notices that the minotaur glossed over the grisly details. The druid is about to share them when he realizes that no good can come of reliving the horrific scene at this time.

We should head over there anyway, we haven't checked up on Heather's family since the incident. I haven't seen Katherine in a while, I hope she is okay.

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Tuesday February 12th, 2013 10:03:33 PM

Wyaar knows little of the assassin other than the feeling of his ribs collapsing under his fist so he otherwise remains silent. He would go where his Queen sent him and perhaps she was guiding him through Zeoll's dream.

Moving Plans and Bell Dreams (co_DM SteveK) 
Wednesday February 13th, 2013 10:22:46 AM

Zane continues to search for Jillian, but she had already run off 2 or 3 days ago; there is not going to be an immediate resolution to her status. No one has seen her for at least 2 full days and she wasn't saying where she was going because of the threats of Btony's group.

The Iron Adventures consider options and then continue with gathering more information.

The Iron Adventurers know that Heather's family, the Brodery's, feeling the need for better safety, used Bosk's letter to enter Hook City and start up an Apothecary Shop on the Iron Tower Square. The brothers and sisters of Heather are now neighbors, with Jimbim and Charissa running the shop. Katherine is also there. As the parents and Heather are all dead, the others were only small children when they left Heranmar and can tell their good patrons, the Iron Adventurers only what they have already been told. (All located in the link: Gateway Downs and Heranmar ) Further, it is a growing town of several thousand noble and ignoble souls, and is the largest town in the Gateway Downs. It is second only to Hook City in the North-South continental trade, and is a growing center of learning, training, and diplomacy.

Zeoll's suggestion of a House of Sages is correct, there are several. However, they all require chits in payment and forms filled out before even letting anyone not of their number in the door. Are the Iron Adventurers willing to use thousands of gold and weeks of time to find out what may very well be the exact same information they have already discovered by other methods?

David F posting for AC 28/ 25/ 23 HP 73 / 73 Zane Stormfront 
Wednesday February 13th, 2013 7:15:30 PM

Zane return's ( sorry, I didn't know she's been gone that long) and asks why they just don't go to Heranmar and see what we can see." Maybe the answers are just waiting for us to show up and ask the questions."

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21 
Wednesday February 13th, 2013 10:07:45 PM

I agree; spending chits and waiting is not my idea of getting things done... We should go to Heranmar. But; should leave in the morning. I didn't use up everything in the fight with the Freaky Fireballing Flying Fiend, but It'd do me good to prep a few things.

Zeoll AC23, HP51 of 56 
Wednesday February 13th, 2013 10:16:28 PM


Zeoll says he is always up for a trip to Heranmar. "Frresh airr! Naturre! I love it!"

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells  d8=6 ; d8=6 ; d8=3 ; d100=98 ;
Thursday February 14th, 2013 12:17:21 AM

I agree with Valla. Every time there is danger we rush towards it at full speed, never taking the time to get the full picture of what is going on. I would prefer to speak with the Brodery's on the matter of the box first, just in case it is contains a clue to this bell. We wouldn't want to travel all the way to Heranmar just to find out the clue we needed was here in Hook City all along. Besides, like Valla I used up all my best spells healing you guys up. If we spend the night in the city I will be able to make sure everyone is fully healed before we head out

Also, before we leave, we should at the very least put Hemust up somewhere or purchase him a temporary residency here in Mud Town.


Actions
-------------
If returning to Hook City heal everyone to full health (I rolled just enough to make sure I could heal everyone without running out of spells)

Bosk will visit the Brodery family and see if they recognize the box and know how to open it / have Heather's locket.

Bosk will cast divination in the morning and ask "Where exactly is the chaos bell located". Success rate = 98

Info about Heather and Clarissa
Highlight to display spoiler: {Heather told me she ran away from home after Clarissa was born because she was "no longer wanted by her parents and they could not afford more mouths at the time". She had overheard them say they were going to marry her off for compensation, so she left with what she had. She became lost in the forest and survived by instinct for a week, until she was found by an old witch, that offered her enslavement or she would leave her to her death. She didn't care anymore, but she knew, if she wanted enslavement, she wouldn't have run away, so she told her farewell. With that the witch said, "That will do". She then cast a spell and Heather awoke in her cave. She introduced her to The Edge. We believe Clarissa has the locket and Lowd (the assassin) was the one intending to marry Heather?}

Info about box Highlight to display spoiler: { As the group continues to walk toward Heranmar, the box is examined some more and found to be non-magical--or at least it doesn't radiate any magic. There is no lock or any other means of opening the box as it has no signs of a lid, etc... it seems solid except for the locket-sized depression. The rune in the depression upon careful examination looks to be three initials: HBI (note it is common for the initial of the last name to be in the center), with the B being larger than the rest.

We assume HB is Heather Brodery and believe Clarissa may have the locket. The box was given to us by an atypical reverant. The Reverant (before he became undead) was "Heather's" husband and Lowd was their best friend until he killed them. Heather and the husband had a baby that was given away after they died as well as another child.

The best we can tell is the couple had two kids, one of whom was named Heather after the mother and the baby was Clarissa. Heather was shown in the painting to have the locket that fit into the box, but as far as we can tell she never wore it after plucking her eye out and wearing it around her neck as a Holy Symbol. We believe Clarissa now has the locket.
}

ooc: I am assuming he will want to stay in Mudtown rather than Hook City in case Jillian returns.

Peerimus' Grove (co_DM SteveK) 
Thursday February 14th, 2013 9:23:35 AM

Instead of rushing headlong into the fray, the Iron Adventurers decide to rest and head out in the morning.

Fithster and Helmust agree to look for Jillian and also make inquiries over who may be interested in the IA idea of setting up a permanent settlement 5 milles out.

Bosk casts a divination and receives a one-word answer. He gets the vision of an Imp with wire-rimmed glasses in a rooom where a shadow is nailed to the wall. The imp looks up and says: "Peerimus".

For the Iron Adventurers, Zeoll is right, and the group has seven days of fresh air walking the road from Hook City to Heranmar.

Perception DC 15 Highlight to display spoiler: { 5 miles out is a narrow isthmus of land, rocky shores eliminating any thought of a harbor. It opens up to the wide lands of Gateway Downs soon after, rich meadows and strong forests and rolling hills.}

And in 7 days, they arrive at Heranmar.

Heranmar is the premier port town of all Gateway Downs, and is the closest port to the Northern Continent. It takes 7 days of road travel to go from Hook City to Heranmar on the new Trade Road (built after the Great Migration). While most commerce goes through Hook City because of the facilities there, Heranmar's harbor is always busy. The town is protected by a strong stone wall and well-trained guard, both courtesy of two dwarf brothers that are held in high regard in the town.

Restlin (Carl) -- AC: 18/13/16 CMD: 19 HP: 62/62 (Spells)  d20+14=34 ;
Thursday February 14th, 2013 10:43:21 AM

"Well, at least the weather was nicer than the last time we were here. Plus, no one tried to kill us! Say, do you think they'll remember that we stuck around and helped rebuild this place after that hurricane? I've never cleaned so much in my life."

Knowledge, History: Nat 20 = 34.

Assuming Bosk shares his divination, Restlin pipes up. "That would be the Druid. One of the Children of Chaos whose shadow we seem to be in. He set up an honest to goodness grove north of town." He nudges Beri in the ribs. "Can you get us into one of those? I know you druids have a lot of particulars about how you conduct yourselves. Have you ever reflected on how alike that is to the way Hook City is run? I'm just saying, it's an odd juxtaposition. You took separate paths and ended up in the same place, only you have more trees..."

Zeoll AC22, HP56  d20+21=23 ; d20+21=31 ; d20+21=22 ;
Thursday February 14th, 2013 4:49:44 PM

Zeoll relishes the days of walking through Queen Maab's domain. As he walks, he keeps his readied Tanglefoot bag at hand with its Nat 20 roll triggered by any attack.

He also keeps his eyes open: Perception checks 23, 31, 22.

As the group leaves Hook City, Zeoll points our that the only thing connecting Hook City to the Southern Continent is a narrow isthmus, rocky, and not suitable for a port. Still, all caravan and land traffic has to come this way. "This would be a grreat place for a toll booth," he muses.

Over the week of travel, each night Zeoll thinks about a different clue as he gets ready for sleep, seeking not only rest, but enlightenment and guidance. Topics of interest: Peerimus, Hse, the island of Rum, Solomar, the Mark of Chaos, the Bell, and Jillian. Using the Seer's Read Dream ability. (Just giving the DM a hook with which to feed us more clues. Did I mention that we could use some more clues?)

When we get to Heranmar, Zeoll suggests circling around the town and heading right to the grove.

==========

OOC: Looking over my PC sheet, I saw that I had made a mistake. I had Dodge listed as my level 7 feat in one place, and Woldian Heirloom Item listed in another. I have removed the references to Dodge (and brought down my AC by 1) and made it consistent everywhere. Hope that's okay -- Sorry!

==========

Spells memorized today, day we arrive at Heranmar: 0: guidance, det magic, light, stabilize; 1: bane, commandx4, elf vision; 2: calm emotions, hold person, deeper insight, faerie fire.

Beriothian (Will)-- AC:23/16/16 HP: 50/85 CMD = 23 (saving grace active) 
Thursday February 14th, 2013 5:29:03 PM

Beri looks at the grove, thenturns toward Restlin.
I can try, as long as we are respectful of the land there is no reason we couldn't. Of course, just because we can doesn't mean the owner will appreciate visitors... no harm in my asking though.

Zane Stormfront AC 28,25,23 CMD 26 HP 73/73 5 Fire Resist  d20+6=16 ;
Thursday February 14th, 2013 5:55:46 PM

Zane, having not been here before, decides to let the others make the immediate decisions. He will keep his eyes open though, seeing something or someone before the groups affected by their actions is smart.

Perception 16

Wyaar (JonL) AC 24/16/22 CMD 25 HP 71/71 
Thursday February 14th, 2013 8:03:15 PM

Heranmar is much better that this time than last time. Far less windy at least and the prospect of drowning isn't nearly as imminent.

"The grove would seem the best place to start looking after the Druid "

Valla Crudarian HP: 34/56 AC: 20/ F: 16/ T: 14 CMD:21  d20+11=16 ; d20+10=27 ; d20-1=7 ;
Friday February 15th, 2013 12:01:13 AM

Valla stays quiet most of the trip to Heranmar; constantly thinking and breaking off looking for anything interesting in the surroundings of the road. Taking a mental note of things he may find; he keeps up with the group; not lingering to much.

Once in Heranmar Valla agrees to finding a grove and the druid. Never been here before; Zeoll if most people don't remember the Iron Adventurers from the last time you all were here. We need to be sure they remember us from this time. Valla hasn't been to a new city since showing up in Hook City those few years ago.

Every few locals he runs into he asks them if they know who the Iron Adventurers are; and if they do how do they know them. Anyone saying they don't remember the IA, Valla will just nod and frown telling them, as he walks away to catch up with the group, They saved your life you know. Figured you'd remember that

================
Diplomacy; 7
================
Prepared spells: *= Bonus Evocation Spells
0: touch of fatigue* , message, ray of frost, Light, ghost sound
1st: Enlarge Person, Shocking grasp* x2, Ray of Enfeeblement, Shield, Dark Vision
2nd: Scorching Ray*, Spectral Hand, Enlarge person, Knock, Flaming Sphere
3rd: Fireball*,Fireball, Flame Arrow, Haste

Bosk AC: 26/12/24 CMD:22 HP 65 of 66 Spells 
Friday February 15th, 2013 1:11:59 AM

In the morning, before they head out, Bosk tells everyone of the vision he received of Gimp the Imp speaking the name Peerimus. I have to wonder if Gimp was speaking the name because I am an Eye of Gargul or because Peerimus is either dead or visiting Gargul's throne room.

ooc: Is the Isthmus supposed to be around Hook City or the Gateway Downs? I ask because Hook City is bordered by Ocean on the North and East side.

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