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The Cellar Surprise!


The Cellar Surprise (Round)! (DM SteveK)  d20+7=10 ; d6=6 ; d20+5=20 ; d6+2=7 ;
Wednesday April 23rd, 2014 10:35:56 PM

William follows the others in, making sure he's in the middle, moving slowly enough to continue to concentrate on his cone of detect magic on the left of the group as they travel down the hall...

Carver circles around to the storm cellar and uses his detect evil ability through the closed doors of the storm cellar. Carver immediately notices that one of the storm doors is broken and fallen in, and rubble and dirt from the roof and some structure that used to be over this spot has filled in the way leading down with all but the very first step. For the first few seconds, the paladin can still but see the faint aura of evil that is about the entire decrepit church.

Pru casts her own Detect Magic spell and moves cautiously into the church with crossbow at the ready, suggesting that William scan the left side; and she will scan the right.

Bliss leaves the comforting cover of the graveyard and follows his group into the church staying at the very back.

Cameron will move into the church. He keeps his bow ready and searches around, looking both for any signs of trouble or for loot.

Nikolai tells the group what he sees on the other side of the church. As Carver heads around to get a closer look at the cellar, Nikolai follows Carver as backup. The monk closely observes the pipe which is made of a carved stone about 2 1/2 feet in diameter and looks like a small or medium creature could Squeeze through it if they really tried. (ooc: "You can squeeze through or into a space that is at least half as wide as your normal space." Small and medium creatures take up 5' space.) The opening is flush with the ground. With the steps leading up to the decrepit church, it looks like the pipe would go to the same place as the cellar. At the opening of the pipe and littering the ground, bits of terra cotta shards stretch in a line in the direction of the swampy pond.

Linden moves up to the door but remains outside it to cover the exterior. He makes sure he is able to see at least some of the pews, well, as much as he can with the door limiting his view.

Tinker moves in, stowing his crossbow and unlimbering his Urgosh in the more crowded areas of the church. He tries to keep a watchful eye, but keeps getting distracted, his fingers pantomiming opening a set of manacles. (Perception - 10)

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

ooc: 2 rounds pass. Please annotate on spell durations.

Cameron, Tinker, Prudence, William, and Bliss are inside the church with Linden watching from the doorway. Carver and Nikolai are outside on the north side of the church checking out the staved-in storm doors and the pipe. It has taken Carver two move-and-concentrate rounds to get to his current location. It has also taken Tinker and Cameron two move-and-ready rounds to get to where they are (with everyone else falling in to the pace of the slowest Fist.)

Inside the church, nothing much has changed since the Fist was here yesterday afternoon. The dust is minimal but present, the benches and pews are in the same locations as when the Panthenonians were camping here, the wooden floors making the same squeaking sounds as before.

Yet as the Fist continues to explore the church, a trap door (at K,12) is pushed open from the basement by a thin, grey arm, and the rictus grin of a bald head follows. It keeps coming up until a emaciated, naked man stands in the church, an incredibly long tongue caressing the side of his face while the corpse-light of undeath burns in his eyes! "Feast of flessshh!" it croons, and is echoed by others from the darkness below!

Perception DC 10 Highlight to display spoiler: { The trapdoor is directly under where one of the Panthenonians had spread their sleeping mats. That must be why the trap door was not seen when the church was explored yesterday!}

Know Religion DC 13 Highlight to display spoiler: { The first creature is a Ghast. A Ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming! }

Rising with the creature is an overwhelming stench of decaying bodies. Cameron and Tinker are close enough to get a really bad whiff! Cameron and Tinker Fort DC 15 or be Sickened!

Cameron's ready crossbow only needs a finger's caress for the bolt to fly and launch into the creature! At the same time, his monocle pops out as the halfling yells "Good Heavens!", which allows him another immediate action. (Cameron can post 2 rounds worth of actions!)

The first creature moves forward and lashes out at Tinker with a claw, drawing a bloody line down the dwarf's arm! (AC 20, Tinker takes Damage 7 + Fort DC 13 or paralyzed!)

Five more climb out of the trap door!

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

Creatures AC 15
1 6 damage
2
3
4
5
6

Decrepit Church

Sickened: The character takes a --2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A creature can move through a space occupied by a paralyzed creature--ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C)  d20+3=20 ;
Wednesday April 23rd, 2014 11:48:08 PM

Carver hears Cameron exclaim "Good Heavens", and shouts out...
"What was that!" having not remembered that it was a warning of a sorts. Carver will, for this round, continue searching for a way in, other than the collapsed stairs.....
(perc 20)

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B)  d20+3=5 ;
Thursday April 24th, 2014 12:02:04 AM

(Perception 5)

Linden is looking outside, when he hears a bit of bustle from in the church. He hears Cam yell, then turns. He drops the crossbow (free action), which is tethered, and prepares to draw his morningstar.However, he is completely clueless about the zombies or whatever..... because view is cut off by the pews, perhaps?

Linden's Spells and stuff

Status : On Bliss (3hours, minus 4 rounds)


Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest)  d20+5=22 ; d20+7=14 ; d20+7=9 ; d6=5 ; d6=3 ; 2d6=6 ;
Thursday April 24th, 2014 8:35:04 AM

OOC
Those sure seem to be closer than 30'... please add the extra damage(1) from point blank shot noted in my post.
I was told the egg was a fire egg when I won it. The write up for it is as follows...
Highlight to display spoiler: {Hatchling Egg of Dragon Breath

During the Second Dragon War of Silvanesti, many magical weapons and spells were developed to use against the rampaging dragons. One was developed that was considered too horrible to be employed by the honorable warriors of that age. The knowledge of how to create this weapon was never lost, however, and people were fewer scruples eventually did employ eggs of dragon breath to a small extent during the War of the Lance, over 3,000 years later.

An egg of dragon breath is an actual dragon's egg, shrunken and hardened by powerful magic (this perversion of the egg is the reason why good-aligned wizards are hesitant to make them). The egg becomes a device that shatters when hurled against a hard surface, releasing the effects of the breath weapon appropriate to that egg's dragon-type in a 20-foot-radius around the impact site. (Range 30 feet, 2d6 fire damage, Reflex DC 18 for half damage).

[DRAGON Magazine 182]
}
IC
Cameron sure meant good heaveans!! Those things were ghastly looking ( pun intended )
Fort save 22
Cameron reaches into his pocket and pulls out a petrified dragon egg and throws it behind the crowd of undead abominations (H/22 is my target) whilst saying " Fire in the hole!"
6 fire damage DC 18 reflex save for half damage
All this happens while his friends are still turning towards the 'thump' of the opening trap door. He then backpedals to N/9 and fills the air around the critter that stinks with arrows.
Rapid Shot
Hit AC 14 for 7
Hit AC 9 for 5
" Whoa those are some stinky critters!"



Bliss (Cayzle) (AC23, HP20 of 20)  d20+11=30 ; d6+2=3 ; d20+22=41 ;
Thursday April 24th, 2014 10:54:19 AM


Mookie peers into the church, and says, "This place again, Kid? Are you sure it's worth it?"

"It's okay," Bliss says, "I'm being super careful this time."

If possible, as Bliss enters the church, he dashes from the entrance to a pew, and hides behind it, or dives under it, even better. Maybe he would already be hiding behind or under a pew when the trap door opens?

For actions "now" either Bliss enters and hides, or if he is "now" already hiding, then he snipes, firing a shot from the floor -- likely at an undead foot or knee -- and then ducking back under the cover of a pew.

If he is just moving (up to 35 ft) and hiding, then Bliss is done for this round. If he is lying under a pew and sniping, then here's an attack roll: 30. There may be modifiers for firing into melee (Bliss prefers to shoot at an unengaged one, maybe #5?), or because he cannot see well from his vantage point? If that hits, and it probably does given that their AC is 15, then damage is 3, the minimum!

A stealth roll for hiding / sniping ... 41.

Bliss's AC is a base 23, but he is prone, and he may have bonuses due to cover.

=====

DM Sanity Info:

Spells per day: domain: longstrider (cast), one open first level slot.
Agile Feet used 0 of 5 / day
used: mage armor scroll.
current effects: longstrider, reduce person, mage armor, status

Reduce Person Countdown ...

April 18 - 9 rounds left at start of post, spell renewed at end of post to 20 rounds. (Also, Status cast on Bliss)
April 21 - 19 rounds left
April 22 - 18 rounds left
April 23 - 17 rounds left
April 24 - 15 rounds left

Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy)  d20=8 ; d20+3=7 ; d20+5=16 ; d6+2=7 ;
Thursday April 24th, 2014 1:59:36 PM

"Alemi preserve us!" Pru gasps as the creature emerges. She has no idea what it is [Religion 7], but it isn't friendly.

She takes a step back [to P-12] and fires an Elemental Ray at the one in front. It hits, and singes the undead flesh. [Fire at #1. Hit Touch AC 16 for 7 points of flamey goodness.]

William the Courageous (Ken) AC 18 (Mage Armor) hp 17/17  d20+5=23
Thursday April 24th, 2014 4:06:40 PM

William sees the undead arise from the floor and smiles, always in the mood to display his courage and tenacity. As a full round action, he'll summon Freddie the small fire elemental. He will also move to q11 (5 foot step) and have Freddie appear next to L10.

Perc = 23

Bliss (Cayzle) (AC23, HP20 of 20)  d20+12=29 ;
Thursday April 24th, 2014 4:32:19 PM

Forgot my Perception check: 29 Hmmm ... interesting. But Bliss does not say anything, not wanting to give his position away.

The Cellar Surprise (Round 1) (DM SteveK)  d20+7=9 ; d20+3=17 ; d20+3=9 ; d20+3=21 ; d20+3=13 ; d20+3=5 ; d20+3=6 ; d20+3=10 ; d20+3=22 ; d20+5=14 ; d20+5=10 ; d20+5=24 ; d20+5=10 ; d20+4=9 ; d20+4=18 ; d20+4=13 ; d20+4=12 ; d6+2=3 ;
Thursday April 24th, 2014 9:17:10 PM

Carver hears Cameron exclaim and shouts out but continues to search for a way in past the collasped stair. It looks as though from this side of the decrepit church, the stairs and the pipe were the only ways into the basement. There are three windows that are twin to the windows on the south side. Due to the variance of the ground, the windows are 4 feet off the ground here on the north side. (It would take an Acrobatics DC 16 to jump through the window from the north-side ground.) More concentration on the Detect Evil reveals there are six entities within Carver's cone of detection that are evil!

Linden is looking outside, when he hears Cam yell. The pacifistic centaur drops his crossbow which dangles from a tether, and draws his morningstar. The centaur knows he can maneuver into the church without much trouble.

Cameron sure meant good heavens; Those things were ghastly looking! ( LOL ) The unsurprised halfling seems immune to the sickly sweet stench, pulls out a petrified dragon egg from his pocket and throws it behind the crowd of undead abominations (To attack with a splash weapon, make a ranged touch attack against the target DM rolled 9) It's not a very good throw, but it is good enough. The fragile egg snaps open at Cameron's intended target, engulfing the air and bits of consumables in a blast of fire!

Cameron then backpedals and fills the air around the critter that stinks with arrows, one missing and one bouncing off its tougher-than-expected skin.

Bliss sees the benches are pushed against the wall and do not provide any cover except if he hugs the wall. As the undead appear from the trapdoor, Bliss hugs the wall and and hides. (Bliss can snipe next round, he gets hard cover from anyone in the church east of column P. Prone and behind cover means Bliss is +0 melee AC, +8 ranged AC, is -4 to attack melee and +0 to attack ranged, but loses all Dex bonuses to attack or defend.)(Is Bliss sure he wants to be prone?)

Pru gasps as the creature emerges. She takes a step back and casts an Elemental Ray at the one in front. It hits, and singes the undead flesh.

William sees the undead arise from the floor and smiles, always in the mood to display his courage and tenacity. He takes a step back and casts a familiar if complicated spell to summon Freddie the small fire elemental.

Tinker gags at the horrible smell, but the touch of the ugly doesn't freeze his muscles. "Attacked!", he shouts in response to Carver's question. "Undead from the floor!" The dwarf knows he is in a familiar situation, only his indifferent combat skills are between these undead and his much more squishy shield-mates. And so the dwarf plants his feet, weaving a defensive ring of steel with his Urgosh, and hopes he can keep as many of the undead in play long enough for help to arrive! (Total Defense = +4 AC; Sickened)
................

Grinning and reaching with eager hands, the six skinny and naked corpses leap to the attack! The first and four more seek to tear down Tinker like a pack of wolves on a deer, while one races to strike at Cameron!

1- Claw, Claw, Bite, striking Tinker once (Tinker takes 3 damage, Fort DC 13 or paralyzed, Fort DC 13 or diseased
2- Claw, missing Cameron, but the stench again is overwhelming on this other undead! (Cameron Fort 15 or be Sickened!)
3- Claw, missing Tinker
4- Claw, missing Tinker
5- Claw, missing Tinker
6- Claw, missing Tinker

ooc: rolled waaay too many attacks for the undead. Because they moved more than 5 feet, they only get one attack... this round.

The bits of old, dry wood where the Dragon's Egg landed begins to catch fire.

Freddie the Small Fire Elemental appears (at L10).

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

Creatures AC 15
1- 19 damage
2- 6
3- 3
4- 6
5- 6
6- 6

Decrepit Church

Sickened: The character takes a --2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A creature can move through a space occupied by a paralyzed creature--ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C) 
Thursday April 24th, 2014 10:43:37 PM

Carver double moves and ends up at 8,9/u,v. Rounding the corner, "Linden, better move, I'm going through one way or another in a moment."
Yelling out, "Everyone out of the church, we lose the advantage in an enclosed space, make them spread out, with them grouped up, they can gang up on each of us, one at a time!"

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple)  d20+11=16 ; d20+6=15 ;
Thursday April 24th, 2014 10:52:47 PM

OOC: Dang, DM posted earlier than expected and beat me to my post!

The action for Cellar Surprise round 1:
Perc +11 = 16

Wondering what that little trail is that leads from the swampy pool to the pipe, Nikolai suddenly hears some comotion inside the church. Carver yells out "What's was that!", to wihich Nikolai replies, "I don't know! I thought the place looked empty!"

OOC: Question_ previous map showed windows on the other side of the church, I presume there are some on this side too.

IC: Nikolai looks moves to a window and climbs up to the window sill to sea what's going on.
Climb +6 = 15, should be enough
Peering in he sees the battle commencing and yells back at Carver what he sees.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple)  d20+6=10 ; d20+7=22 ;
Thursday April 24th, 2014 11:24:50 PM

The action for Cellar Surprise round 2:
Spells in effect: Mage Armor

Nikolai sees Carver bolt around to the front of the church and call for an orderly retreat.
"Retreat to the door and form a shield wall!" he cries out!

OOC: DM, from Ezra's map, there should be a window in the same square as the pipe. Windows at Q7, N7, and K7. Going on that, he should be on the windowsill at N7.

Knowing that with a window to his back he can almost always jump out, Nikolai slips into the church and comes to Cameron's aid.
Move to N8 while drawing his Nunchaku in the process.
Attack with #2 with Nunchaku:
d20 +4 +2(favored enemy) = 10, i bet that's a miss.

Knowledge Undead +7 = 22
It's not until Nikolai enters the room and smells the stench that he realizes what kind of undead they are up against!

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest)  5d6=21 ; d20+5=10 ; d20+4=7 ;
Friday April 25th, 2014 7:35:43 AM

" Hang on Tinker. Oh, and duck."
Cameron backs up to O/9 and reaches again into his pocket. This time drawing out a small golden globe that used to be attached to the necklace they found * necklace of fireballs type 1 found in the first undead fight at night) He is pretty sure his comrade can dodge this and hopes for the best. There will never be a tighter grouping of foes than this. He hurls the globe to J/12 where it detonates and engulfs a large area in flames ( my calculations show it gets all them and poor Tinker too)
21 fire damage DC 14 reflex save for half ( used the 5d6 globe)
Heroically, Cameron then begins one of the tales Sergent Helmbane told him as they traveled, embellishing it with bardic power and granting his allies a +1 competence bonus to attacks and damage and a +1 morale bonus to saves vs fear. ( hero point used to take a second standard action)

Fortitude save 10 (shoulda rolled this first, sorry) Cameron is sickened
Attack roll for the globe hits AC 7 after the sickened penalty should hit the square, right? I hope. Please... I don't want to torch Tinker without getting all the Ghasts too. 8)

Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy)  2d4+2=7 ;
Friday April 25th, 2014 1:04:21 PM

Pru hears her comrades calling for retreat. She cannot, of course, make a shield wall without a shield, something she will need to explain to Nikolai at a later time.

She winces a little as the fireball explodes around Tinker, hoping that the sturdy dwarf can withstand the blast. She casts her own spell in that direction, but chooses one that can't possibly hit her companion.

Then she retreats.

[Cast Magic Missile at #1, or at one of the others if #1 is down. Two missiles, 7 damage total. Move to T-13.]

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B)  2d6=10 ;
Friday April 25th, 2014 2:01:24 PM

Moves in just behind Pru, at Q12, and Channels to harm undead. (10 damage, should hit all the undead from this position)

(OOC: Sorry for short post, busy day)

Bliss (Cayzle) (AC23, HP20 of 20)  d20+11=22 ; d6+2=4 ; d20+22=32 ;
Friday April 25th, 2014 3:22:24 PM


Having dashed under the pew at Q15, Bliss is pleased with his hidey hole. He lays on his belly and takes aim at an undead thing. He put shis finger on the trigger, and says in the quietest whisper possible, "PEW! PEW-PEW!"

He fires and hits AC22 for 4 damage to Undead Thing Three. Then he ducks further back under the pew and hides like it's the zombie apocalypse.

Stealth 32.



Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest) 
Friday April 25th, 2014 7:28:33 PM

OOC
Everyone remember to add the bard song to your rolls. +1 to hit and damage. Pretty sure it affects Pru's MM spell but not Linden's channel. The channel I admit I am sketchy on.

Bliss (Cayzle) (AC23, HP20 of 20) 
Friday April 25th, 2014 8:49:33 PM

Oh! Sweet Damage +1 from bard perform! Thanks!

William the Courageous (Ken) AC 18 (Mage Armor) hp 17/17  d20+6=14 ; d4+2=3 ; d4=2 ; d20+2=5 ;
Friday April 25th, 2014 9:04:33 PM

William's friend Freddie appears at L10, and then takes a 5' movement to flank Monster 2... Even it is inspired by Cam's song of bravery and bashes the creature, trying to set it afire...

Freddie's Slam (forgot to add +1 att/dmg for bard song+2 att flank) = Hits AC 17 for 4 points of damage plus 2 fire damage + chance of being set on fire (Reflex DC11 or be on fire for 1d4 fire/round)

Meanwhile, William will fire off a bolt at monster 2 (if its alive) or monster 6, and keeps backpedaling to get behind whatever shield wall they can form, trying to get to T10...

Attack - Miss AC 5...
_____________________
Cast
1. Mage Armor
2. Detect Magic 24/30 rounds left
3. SM 2 - 3/4 rounds left

Memorized
1. 0 level - Acid Splash, Light
2. 1st level - SM 1, Magic Weapon, Shield
3. 2nd level - Flaming Sphere, Extended SM1

7/7 acid darts remaining

______
Freddie's stats (augmented (+2 Str and Con) summoned small fire elemental) = hp 13/13, AC 16, Att Melee slam +6 (1d4+2 plus burn), Special Attacks burn (1d4, DC 11)

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple) 
Friday April 25th, 2014 10:21:38 PM

Nikolai hears what he thinks is impossible, a baby chicken somewhere in the church going piu, piu, piu and wonders if it is possible to have undead chickens.

Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C) 
Friday April 25th, 2014 11:17:51 PM

checkin in

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Saturday April 26th, 2014 1:10:42 AM

checking in...

The Cellar Surprise (Round 2) (DM SteveK)  d20+4=19 ; d20+4=5 ; d20+3=6 ; d20+3=7 ; d20+3=10 ; d20+3=22 ; d20+3=5 ; d20+7=19 ;
Saturday April 26th, 2014 8:54:15 AM

Carver wheels and trots to the big double doors of the decrepit church, warning Linden to move and calling out tactics.

OOC: While I posted less than 24 hours, Nikolai's post was more than 24 hours. Missed posts are usually just missed posts.
OOC: Windows question answered in previous DM post on paragraph that begins "Carver". I envisioned the windows, but added them to the map.

Nikolai moves to a window and quickly climbs up to hang from the edge to see what's going on. He yells to Carver, but the centaur has already trotted out of sight. Nikolai calls for the standard Fist tactic of a shield wall, momentarily forgetting how few of his companions are 'standard' and actually carry shields. :-) Since the monk is right there, he can break the glass and slip himself into the church but has no time for any other actions. (ooc: double move) Well, no other actions than perhaps becoming Sickened by the horrible stench! Nikolai is within 10 feet of a ghast and so must save Fort DC 13 or become Sickened.

"Hang on Tinker. Oh, and duck." Cameron takes a step back and retrieves a small golden globe. With a flick of his wrist and a wrench to his gut, he hurls the globe (being very thankful he isn't trying to hit a moving target), and flames again burst in the wooden church, engulfing the trapdoor, five undead, and the dwarf Tinker! All five beasties around the dwarf fall writhing and then lay still because of the power of the flaming blast! Heroically, Cameron also begins one of the tales Sergent Helmbane told him as they traveled, embellishing it with bardic power!

AC 15 T13, F12, CMD 15(19 Bull Rush or Trip); HP 19/27 "Tinker" (SteveK) (inserted here because it makes the story flow better)
Effects: Total Defense: +4 AC; Sickened
Saves: Paralysis; 22 Disease: 5 Fireball: 19
Tinker stoutly overcomes the paralyzing touch of the ghast, but his weakened immune system allows a sickness from the ghast's bite to begin to flow through his veins. The ghast smile of triumph is short-lived, and Tinker dances into its shadow as Cameron's fireball sweeps out. The undead that surrounded Tinker are all dead from fire, but the dwarven rogue is unscathed (Evasion)! "What in Domi's left knee was that?!", he shouts spinning towards Cameron.

Pru hears her comrades calling for retreat. She cannot, of course, make a shield wall without a shield, something she will need to explain to Nikolai at a later time. She winces a little as the fireball explodes around Tinker, hoping that the sturdy dwarf can withstand the blast. Casting her own spell in that direction, Prudence fells the last undead that was menacing Cameron.

Bliss, finding that he has just as much mobility prone as standing and that the universe must have momentarily read the wrong entry on the physics of being prone, goes about his business of hiding and sniping. But there are no targets to fight.

Linden, Wiliam, Nikolai, and Carver also see that the fight is over.

Linden and Carver can see from across the field that Sergeant's Trimmack and Helmbane have also reacted to the commotion (probably from Linden drawing his morningstar) and are halfway across the fields towards the decrepit church.

The fight is over and the church is burning. From the Dragon's Egg and the Fireball, the old, decrepit, dry, and rotting church is on fire. Already, most of the west end of the church is engulfed in flames, and the fire is licking at the trap door the ghasts and ghouls only seconds ago came out of.

Freddie, with no enemy to burn, begins to enjoy itself by catching some wood on fire and adds to the conflagration.
.................................

Decrepit Church

Sickened: The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A creature can move through a space occupied by a paralyzed creature--ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

Ghoul Fever: onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest)  d20+6=24 ; d20+7=10 ;
Saturday April 26th, 2014 9:27:47 AM

Cameron looks at Tinker and smiles, glad the dwarf is unhurt by the fireball. " Huh, not even a chin whisker burnt! You're good at this game. I'll check the cellar. Someone get ready to pull me out if this church starts burning faster eh? Someone check the bodies if you will."
Cameron scurries over and drops through the trapdoor into the cellar and takes a quick look around for treasure.
Acrobatics 24
Perception 10
Both skills are -2 for the sickened condition (figured into the roll already)
He casts a detect magic while he is down there to speed the search along.

William the Courageous (Ken) AC 18 (Mage Armor) hp 17/17 
Saturday April 26th, 2014 10:40:43 AM

While Cameron searches the basement, William starts to search the bodies, using his detect magic spell to see if anything of interest can be discovered... He also sends Freddie to the edges of the church to focus on keeping the fire going on the peripheries but not too fast to make it hard to search or get Cameron out...

Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy)  d20=15 ;
Saturday April 26th, 2014 11:15:56 AM

Pru helps search the church as best she can, concentrating on those areas that have already become too hot for her companions.

[Perception 15. Pru has Fire Resistance 10 because of her sorcerous bloodline.]

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Saturday April 26th, 2014 4:03:03 PM

"Um, Fist, we should make sure the book isn't being burnt up in the corn!!" The cleric rushes over to fire, but doesn't have a clue as to what to use to put it out. He looks for a fount, with water, which might be used for blessing.

Interim Post (DM SteveK) 
Saturday April 26th, 2014 5:01:01 PM

OOC: Cameron Please look at the map and also the DM post, especially the part where it mentions "...most of the west end of the church is engulfed in flames, and the fire is licking at the trap door..."

Is Cameron sure he wants to jump into the trap door?

OOC2: William does not know how to speak Ignan according to his Character Sheet, and so will not be able to direct Freddie the Fire Elemental.

Bliss (Cayzle) (AC23, HP20 of 20)  d20+12=16 ; d100=22 ;
Saturday April 26th, 2014 5:23:03 PM


Well, Bliss is glad the party won, but he is not sure that two fireballs was the way to do it. He did not even get to shoot once!

The little fellow pops out from under his pew and shouts, "How are we going to get any loot if the place is all burned down!"

Well, he has a feather fall spell if he needs it, and he always wanted to see that steeple better, so he dashes up the stairs to the steeple and looks around.

He is careful because the steeple is a little more than somewhat collapsed, but he is ready to cast his feather fall if he has to.

Perception check to look for stuff on the stairs and higher: 16

Ley Line check if he has to cast FF: 22 no problem (whew)

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Saturday April 26th, 2014 5:29:21 PM

OOC: edit.... post should read... in the corner.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple)  d20+8=13 ;
Saturday April 26th, 2014 9:04:10 PM

OOC: I didn't look at the time. I just got on and saw you had posted. No biggy.
The windows on the other side, or at least one, was busted out. I figured that as old as the church was, they'd all be busted out. But it worked better this way, as Nikolai would have noticed the stench as soon as he climbed up.

IC: Fort +8 vs DC13 = 13!

Nikolai breaks the window and jumps in only to nearly be overwhelmed by the Ghast's stench. His gut clenches and he holds his mouth shut and fights off the sickening effects, just barely.

But now they'll have to fight off the smoke of the burning church!

"This old church will be a towering inferno in less time you can imagine!" he warns. "We must get out now! We can search through the smoldering timbers when the fire's done and gone out!"

He takes Pru by the arm and urges her to follow him out. He leaves through the front door either way.

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest) 
Sunday April 27th, 2014 2:23:53 AM

OOC
Yup, the cellar has to be searched and Cameron is close. His plan was a baseball slide through the trap door and a hopefully graceful landing below (using his acrobatics roll) He will drop into the cellar, spend a couple rounds searching and then count on his team to help extract him.

What David is hoping is that someone mentions that there is a big pipe in the back that Cameron can get out through, rather than the inferno that the church is becoming. Boy that Pantheon fight would have been different if I had saved and lobbed that fireball inside like I was going to do.

Did Linden pray for create water today?

Linden's sheet is not open to us, or at least to me. What I would do is what I do with my sheets and instead of giving specific people access I would let anyone with the link, which we get every time he posts, permission to view the sheet.

OOC DM SteveK: I am reminded of the Disney movie Tarzan, when the little gorilla looks at the mom gorilla that just adopted the baby human in the jungle.
"So, what'cha gonna name it?"
"I'm going to name him Tarzan."
"TAR-zan? O-kay... it's your baby!"

Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C) 
Sunday April 27th, 2014 4:06:37 PM

Seeing that the church is about to go up like a roman candle, Carver tries to make sure everyone is out safely. Seeing that Cameron is headed for the trap door, "Cam, there's some sort of vent near the collapsed stairs in back."
Carver runs back around to the back, and as he does so, he stows his lance and shield, puling out his rope and a sunrod. He'll tie the sunrod to the rope, light it and drop it down the vent tube, hopefully giving light and location to Cam, as he knows that he is already down in the basement.

William the Courageous (Ken) AC 18 (Mage Armor) hp 17/17 
Sunday April 27th, 2014 4:42:24 PM

William joins the rest in quickly exiting the church and releases Freddie from his summoning, promising that there'll be more combat next time and enemies to set afire...

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Sunday April 27th, 2014 4:43:52 PM

OOC: Nope, Linden didn't prep create water. He didn't see a practical reason for it. That is why he is looking for a holy fount in the church, hoping there would be water available at hand.

Additionally, his sheet and his spell list posted as public. You should be able to see them both.

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest) 
Sunday April 27th, 2014 5:18:40 PM

OOC
That's the way that divine spell prep usually works sadly. So few slots, so many semi useful, very situational spells to choose from. This won't be the first time you think " If only I had prepared for..."

And nope on the character sheet. I still lack permission.

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Sunday April 27th, 2014 6:00:47 PM

OOC: Being public, it should show up for you. I'm not a tech guy, but I suspect there is something funky in your cookies or some such nonsense. I'll try to look and se if I can do anything, but being public should have handled everyone. Does anyone else have issues viewing either my sheet or spell list?

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Sunday April 27th, 2014 6:03:56 PM

OOC: I think I fixed what I could on my end David. see if that helps... try again


Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple) 
Sunday April 27th, 2014 6:36:44 PM

OOC: Nikolai wouldn't have mentioned the pipe because he does not know for sure that it does open up down there and not obstructed. Player just forgot to mention it. :)

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest) 
Monday April 28th, 2014 9:16:03 AM

OOC
That fixed it for me, it took awhile to load, but it did load up. Thanks 8).

Burning Down the House (er, Church) (DM SteveK)  d6=2 ; d6=2 ;
Monday April 28th, 2014 2:48:32 PM

Cameron trades a few jibes with Tinker, then calls for a search of the naked ghasts and ghouls before they are consumed by the flames. (Watch out you might get what you're after) Then (after a quick shout back and forth with Carver), the ranger/bard leaps over and drops through the trapdoor into the cellar (Cool babies strange but not a stranger) and takes a quick look around for treasure while the flames rush above him and block any normal means of escape. (I'm an ordinary guy; Burning down the house). Cameron takes 2 non lethal damage in heat and smoke going so close to the roaring fire before lightly dropping down into ... darkness. The shadow from the fire above and a circle of light high on the north wall are the only light sources, and a halfling's eyesight isn't good enough but to see the vague shapes of the square room.

William approaches the undead bodies on the very edge of the roaring flames and William takes 2 non lethal damage in heat and smoke going so close to the roaring fire. He can only search one body every couple of seconds, and it is only seconds before the flames will lick out and start consuming the bodies. The Wizard manages to snatch an armband off of one corpse. He thinks about releasing Freddie but will have to stop searching to concentrate enough to do so. (ooc: Search one body is a full round action, William will neither be able to cast Detect Magic [standard] nor Dissmiss Freddie [standard] in the same round as doing another standard action.)

Pru helps search the church as best she can, concentrating on those areas that have already become too hot for her companions. Her innate resistance to fire and heat enables her to move on even the very edge of the flames without injury. The Sorceress snaps a heavy gold necklace off of one body before they are too hot even for Prudence to dance safely in the flames. Well, Prudence would probably be unharmed, but her clothing my get singed in spots...

Linden rushes over to the fire, remembering the book is safely with Sergeant Trimmack, so no worries on that score. He looks for a font or other water holder, but even a wall sconce for holy water is dry and empty in this long-abandoned, decrepit church. Unless there are tools for a bucket brigade or spells for serious amount of water, it looks like there is little the heroes will be able to do to save the church.

Bliss is glad the party won, but did not even get to shoot once! He wants loot, so he dashes up the stairs to the steeple and looks around. As seen before, the steeple is a little more than somewhat collapsed. Bliss looks around but can't see anything of worth that the Panthenonians did not already take after a month of occupancy.

Nikolai sees the real fight is not with the flames which can be outrun, but the smoke of the burning church! He goes to take Prudence by the arm, but sees that she is not bothered by the flames and is refusing to leave. Taking the better part of valor, Nikolai's discretion has him heading out the door.

Carver watches the church go up like a Alchemists Candle, the paladin first thinks of getting everyone out, but most of the greedy mercenaries don't look like that is there prime directive. Instead, Carver runs back around to the back and stows his lance and shield. (Drawing is a free action if have +1 attack and as part of a move. Sheath a weapon is a move action.)

AC 15 T13, F12, CMD 15(19 Bull Rush or Trip); HP 3NL/19/27 "Tinker" (SteveK)
Tinker sees Wiliam and Prudence searching corpses and Cameron sliding into the trapdoor, and decides to stop arguing with someone who is no longer in the same room, and instead pulls a pair of bronze bracers of the dead ghast. Tinker takes 3 nonlethal damage from heat and smoke. (Sickened, Diseased)
................................

Sergeant's Trimmack and Helmbane come jogging up the trail as thick gray woodsmoke comes pouring out of the windows, doors, and broken roof of the church. They are both shouting, but only Bliss and Nikolai have a hope of hearing them because of walls and the roaring fire. Highlight to display spoiler: { Helmbane is laughing. "Exercised yer ghosts, did ye?" Yet Trimmack is more pragmatic. "Fall back! Clear the structure!"}

Freddie the Fire Elemtental skips to another burn free area and sets fire to more Church, crackling happy as a campfire roasting marshmallowroot!

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

Decrepit Church

Sickened: The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Ghoul Fever: onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.

Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C) 
Monday April 28th, 2014 4:31:25 PM

Carver will continue with his plans set forth already, about rope and the sunrod, only he'll just drop the sunrod down the hole first then the rope the next round.

DM Steve: sorry for the confusion. All Cameron can see from inside the dark cellar is a hole of light high on the north side of the wall.
Carver, however, can only see the large pipe that extends out from the north wall of the church, and it is completely dark.

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest)  d20+7=11 ;
Monday April 28th, 2014 4:34:14 PM

Cameron is safe down here from the flames....for the moment. He knows it won't last though. knowing the church will collapse on his head in less than a minute he wastes no time fixing his inability to see. A quick cantrip and a hummed tune bring a glow of light to the tip of the arrow nocked to his bow. He looks around making sure there is nothing waiting to eat his face down here.
Did Carver shout something about a back door? It must be where that glimmer of light was. Cameron searches his way towards it.
Perception 11 -2 for sickened taken... how long will that last?

Short term this round cast light and step away from the fire

Long term cast a detect magic, scan and search the cellar, get out in under a minute, less if the place looks REALLY unstable.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple)  d20+11=12 ;
Monday April 28th, 2014 6:03:58 PM

Nikolai shouts back, over the din of an increasing roaring fire, "I told them to get out while the getting was not too hot, but looting has their priority!"
Nikolai then dashes around the corner, following Carver, but going to the cellar entrance instead and inspecting staved-in storm doors to see how feasible it is to clear them.

Double Move to storm cellar entrance.
Perception +11= 12
OOC: probably need an engineering check but using what I have. Either way it is a N1.

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Monday April 28th, 2014 7:12:07 PM

Linden leaves the church but is eager to see that everyone is okay.

Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy) 
Monday April 28th, 2014 7:55:32 PM

Pru pauses to cough. The heat doesn't bother her much, but her strange affinity for fire apparently doesn't extend to smoke.

"Time to go!" she tells anyone still in the church. "Bliss, where are you? William, any chance you could dismiss that elemental? He's really not helping...."

Necklace in hand, she moves to exit the church, helping any of her companions who seem to need it.

Bliss (Cayzle) (AC23, HP20 of 20) 
Tuesday April 29th, 2014 10:11:13 AM

Bliss climbs down the stairs and leaves the church through the main doors if the way is still clear. If not, he'll leap off the top and feather fall down the outside.

Either way, there's nothing up here. Everything good is inside, about to be buried in burning timbers! Wowsy!

Burning Down the House (er, Church) (DM SteveK)  d6+4=10 ; d6=6 ;
Tuesday April 29th, 2014 6:15:26 PM

(ooc: 4 rounds pass)

Carver will continue with his plans, striking a sunrod, tying it to a rope, and then tossing the sunrod end as far into the pipe as possible, hoping that IT is not blocked AND gets to wherever Cameron is. (ooc: getting the sunrod then the rope, then tying, then throwing is 4 rounds. Please roll an attack roll to hit AC 5. Success = the sunrod was thrown successfully to the other end of the pipe.)

Cameron is safe from the flames....for the moment. A quick cantrip takes care of the darkness, and the halfling sees a storage area. There is what used to be steps going up at the north, but it looks collapsed and filled with loose earth and stone. Next to the steps and 6 feet above the floor is a 2 1/2 foot wide pipe that Cameron can squeeze through... if he can reach it! A quick look around confirms there are no more undead, and he can even notice that there are no bones or other detritus that would indicate the pack had been here long. The Bard/Ranger can see the storage area has shelves all about; mostly empty with the occasional glazed jar or wooden box or mouldering sack. Cameron casts a Detect Magic spell and a small chest half-hidden under an empty sack begins to glow, amazingly right where he is looking. (ooc: It takes Cameron 3 rounds for the spells and retrieving the small chest. On the 4th round the sunrod and rope pops through the pipe above the floor [assuming Carver does not roll a "1"]

Cameron will need a Climb DC of 5 to climb up the rope (unknotted, bracing against the wall) or Acrobatics DC 12 to vertical leap up to the pipe. Once at the pipe, it will take another round for Cameron to squeeze himself down the pipe and get out. Looking at the ceiling above (after 4 more rounds), Cameron can see cinders falling between the dried boards above. It is only a matter of seconds before one of those cinders starts a fire on the old wooden shelves or brittle sacks down in the cellar! (David, please indicate how many more rounds he is searching and then roll all skill checks until Cameron is out of the church. That will tell me how many burning rolls I will need to make! :-)

(ooc: Cameron and Tinker are Sickened for 10 minutes)

Nikolai gives a status report and then dashes around the corner, following Carver. Instead of the pipe, he looks to the cellar entrance. It only takes a cursory inspection to verify that it will take longer than Cameron has to clear the piled in storm doors. Well, unless there were a giant earth elemental or very powerful wizard!

Linden leaves the church but is eager to see that everyone is okay.

Pru pauses to cough and calls everyone to leave, especially looking for Bliss.

Bliss climbs down the stairs and leaves the church through the main doors.

William has no other option than to withdraw and leave the church too. For as long as the wizard does not dismiss Freddie, the little fire elemental plays happily in the inferno, enjoying the present given by the wizard!

AC 15 T13, F12, CMD 15(19 Bull Rush or Trip); HP 3NL/19/27 "Tinker" (SteveK)
Tinker also pulls back, leaving the church by the main doors. "Cameron went down a trapdoor!" he reports to the sergeants.
................................

The Church is quickly going up in flames. Shouting back and forth through the pipe reveals that Cameron is still alive and has been able to find something interesting. It also shows that there is a way out of the deadly trap that the Halfling willingly jumped into. All he has to do is get out through the pipe!

OOC: Next post will have the Church completely burned down and able to look over treasures and heal hurts (uncertain HOW hurt Cameron may be at this point)! No need in having everyone sit around round-by-round for just a few possible actions, eh?

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

Sickened: The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Ghoul Fever: onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Tuesday April 29th, 2014 6:26:26 PM

Checking in

(OOC: Cayzle, check email)

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest)  d20+7=13 ; d20+7=25 ; d20+7=13 ; d20+7=11 ; d20+7=15 ; d20+2=15 ;
Tuesday April 29th, 2014 6:47:36 PM

OK, so this maybe wasn't his best idea ever. Cameron swallows the bile rising at the back of his throat and takes in the situation. Boy that pipe is high, he thinks. But just then he sees a rope and a light pop through it and hears Carver shouting to him.
" I'm OK, just another day at the forge in here. Hey, I found something. Gimme a minute eh?"
Cameron loses no time getting busy. He puts his bow away, holding the arrow between his teeth, for more light. He ties the chest (it'll fit through the pipe, right?) to the rope and quickly scoops some of the unbroken jars and anything else valuable looking into his pack. With cinders falling all around him he runs over to the rope and climbs it to the pipe (hopefully) and squeezes his way out, pulling the chest behind him. ( it is a horizontal pipe I guess? I thought it was vertical until now)
Stowing scooping and tying the chest on 5 rounds Perception 13, 25,13,11 and 15
Climb 15
Squeezing
So call it about 7 rounds. If you decide it takes less time for all that or the roof REALLY starts to come down then Cameron gets up into the pipe and exits stage left. All rolls have the penalty for sickened already figured in.

2 nonlethal damage already taken

DM SteveK: LOL! Yes, it is a horizontal pipe! :-) Just goes to prove that no matter how one tries to cover all the bases, it is REALLY tricky with only an hour's post!

Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C)  d20+3=16 ;
Tuesday April 29th, 2014 6:57:04 PM

Carver flips the rope with the sunrod down and through the pipe, he then with wrap the length of it starting at 25ish feet and use his 1400+ pounds as an anchor for Cameron to climb against.
"The rope's braced, let me know when to reel you in, other wise I'll just hold it until I see you."


Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple) 
Tuesday April 29th, 2014 7:15:06 PM

OOC: I first pictured the pipe as a small air pipe, it now sounds more like a small chute where one might dump coal or wood.

IC: Nikolai raises his arms into the air when he sees that there is no way to clear the entrance in time if the pipe is obstructed. Nothing to do there, he goes over to the pipe and joins Carver in waiting for Cameron to pop up.
All the while he keeps an eye out for cinders and helps brush any off Carver's backside so the centaur can concentrate on Cameron and the pipe.

William the Courageous (Ken) AC 18 (Mage Armor) hp 15/17 
Tuesday April 29th, 2014 8:31:42 PM

Luckily Freddie will leave on his own after 4 rounds and so the damage to the building is limited... "Summoning a fire elemental does have some risks" William chuckles to himself...

As he exits, he wipes off the dust and ashes and though he has a slight burn, he's OK...

He moves to help the others and offers to help however he can too, but strength is not one of his qualities...



AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Tuesday April 29th, 2014 9:05:58 PM

OOC: I seemed to have posted simultaneously with the DM.

"Where's everyone? What's going on?" He yells. He can't hear a dang thing over the crackle of the flames and breaking rafters and cracking brick and mortar.

Bliss (Cayzle) (AC23, HP20 of 20) 
Tuesday April 29th, 2014 10:34:54 PM

Bliss wanders around the side and sees the pipe and what is going on. As soon as he can, he casts Reduce Person on Can as soon as he sees him squeezing through.

He also refreshes his own reduce spell.

Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy) 
Tuesday April 29th, 2014 10:51:40 PM

Carver is bracing the rope; Bliss is waiting to cast his spell; Cameron, of course, is trying to get out.

Pru tries to move everybody else away from the building. "If they need help, we can move in and help," she reasons. "But standing around is just inviting an accident. Linden, you especially need to hang back; you're our healer."

Picking up a burning-hot cinder, she adds, "And if they need help, let me try first." She holds the cinder on her open palm. It does not burn her. "Fire can't hurt me," she explains. An especially loud pop! followed by collapsing timbers prompts her to revise this. "Okay, fire has to work harder to hurt me. I've still got an advantage here."

William the Courageous (Ken) AC 18 (Mage Armor) hp 15/17 
Wednesday April 30th, 2014 3:23:35 PM

William continues waiting to help wherever needed, though there isn't a lot he can do...

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B)  d20+3=20 ;
Wednesday April 30th, 2014 6:04:11 PM

The cleric looks at the fire, falling embers and then at Pru. "Yeah, I think your right." He moves to road and draws up his crossbow to be useful. He watches the surroundings and tries to ignore the fire. (Perception 20, yay!)
"Where's Cam?"

Returning to the Citadel (DM SteveK) 
Wednesday April 30th, 2014 9:15:43 PM

Cameron emerges bare seconds before the floor collapses into the basement. He was only able to find the chest, for the other stuff he grabbed is common and worthless. If not for the courage of Carver and Nikolai (keeping embers off of Carver), Cameron could have had worse than the smoke inhalation quickly healed by Linden.

A quick detect evil reveals the area where the burning church is no longer emanates even a faint evil.

Sergeants Trimmack and Helmbane move the group back to the grove where the horses were, only a slap up side the back of Cameron's head denoting Sergeant Trimmack's displeasure. "That was a fool thing to do, but what's done is done. I see it's going to be hard to keep you all in ranks!" That was what he said, but the accompanying smile and shake of his head tells a different story.

Helmbane explains that money from a contract is property of the Mailed Fist and that unauthorized looting is punishable by death. "But this is neither one nor the other, and is legitimate for all of you to share and keep."

Looking at the loot, the group has:

A tri-metal armband (silver, gold, bronze), a golden necklace, and a pair of bronze bracers. The treasures that the Fist managed to save will appraise for 200gp.

The small chest, when opened reveals a nested bin with 12 potions. With the days to return to the Citadel, it is easy to eventually find the properties of the potions as: (3600gp worth)
3 - Cure Moderate Wounds (2d8+3)
3 - Eagle's Splendor
3 - Resist Energy (fire)
3 - Lesser Restoration

When the Fist arrives at Cheerful Stay, they find out that no undead have attacked all day. And the next morning, it makes a day and a half since any undead have come around. But that is not the Double Fist's mission. Their mission is to retrieve and return a book!

It takes 3 days travel for the Honor Fist to return to the Citadel. As the familiar walls come into sight, the Honor Fist, the Troopers of Trimmack's Thumb, the Double Fist; all can look forward to some well-earned rest and the excitement of the next mission!

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

xp included in that previously given out by DM Ezra

Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy) 
Wednesday April 30th, 2014 10:21:35 PM

Pru turns her necklace in promptly. She all but tunes out the warnings about money and looting, a lecture she has heard approximately 9,000 times since arriving at the Citadel three years ago.

Once back at the Citadel, she wastes no time in washing off the accumulated grime and soot, then goes about the task of repairing the singe marks in her uniform.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple) 
Wednesday April 30th, 2014 10:40:17 PM

Nikolai actually has fun knocking falling embers away from Carver, making it into a game of sorts. using a hand chop here and a hand chop there, he flicks hot embers away from Carver's hindquarters without hurting himself as well.

Oddly enough, the details of fulfilling a contract had never been explained to them before, but understandably, it made sense, of course. The trick was not to get too greedy.

Which is what almost happened, and Sgt. Trimmack was quick to point out.

But Nikolai is happy at the results nonetheless. They recovered 'a' book, killed a lot of undead and hopefully gave Cheerful Stay its namesake back, and, are still much alive.

First thing Nikolai does upon returning to the Citadel is to write his father and tell him about their first mission, but only giving details of the fight with the undead, leaving out any mention of the book, only that they 'had a mission to do' that took them to 'a town near a swamp'.

Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C) 
Wednesday April 30th, 2014 10:44:54 PM

Carver, trots along with the rest as they travel back to the citadel, staying mainly quiet. He also knows and remembers the anti looting laws the Mailed Fist runs it's business affairs by, expecting his pay, and the fair game loot they received to make his life a bit easier....

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest) 
Thursday May 1st, 2014 6:59:59 AM

Cameron looks dutifully chastised until he sees Trimmack's smile. On the way home he is struck by an inspiration and mentions it to the Sergeants.
" What if the Mailed fist used scenarios that are local to the Citadel to help train new recruits? Say a week long trip to 'build barricades' along the borders of a town like Cheerful Stay, or to actively patrol those barriers. The recruits would get real world experience in securing a campsite, or town or other fixed position and Cheerful Stay or other towns like it get a good look at the Mailed Fist in a favorable way. Also the recruits may get actual combat experience. What do you think? Is that a suggestion worth mentioning when we return and turn in the book that was our mission?"

OOC
Do we not also have loot from the initial fight on the way to Cheerful Stay and from the zombies killed in the streets? I used the big globe from the necklace of fireballs, and it was totally worth it.

Bliss (Cayzle) (AC23, HP20 of 20)  d20+12=14 ;
Thursday May 1st, 2014 8:57:20 AM

Bliss rides Mookie back, keeping alert to undead or other threats roaming the area.

Perception 14

He's kind of distracted, though.

"Hey Kid," Mookie caws. "Why so quiet?"

"Thinkin' "

"Huh." Mookie twists his head around to look at Bliss with one eye. "Is that smart?"

"Probably not." says Bliss.

After a pause, he says, "I spy with my little eye, something grey!"

They play the game as they fly back.

William the Courageous (Ken) AC 18 (Mage Armor) hp 15/17 
Thursday May 1st, 2014 6:21:20 PM

William also enjoys the relaxed atmosphere now that they've finally finished that mission. He too is looking forward to receiving their pay and splitting what they've found so that they can equip themselves with some improved weapons and items...

He likes Cameron's suggestions and says that he'd support floating that idea before their superiors...

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Thursday May 1st, 2014 6:56:56 PM

The cleric assures William he'll heal fine in the night, unless he doesn't want the scar, in which case Linden heals him with an orison.

He makes it clear to Carver and Nikolai that there shouldn't be that much risk taking again. But also understands the excitement involved. He smiles. "That must have been a righteous feeling, huh?"

Returning to the Citadel (DM SteveK)  d20+3=6 ; d20+3=5 ; d3=1 ; d3=3 ; d3=2 ;
Thursday May 1st, 2014 9:31:24 PM


Carver, trots along with the rest as they travel back to the citadel.

Cameron has an idea and brings it up on the trip back. Sergeant Trimmack mulls over the idea and declares it has possibilities. "I'll bring it up and if the officers like it, you may be briefing them on it. Be prepared."

Bliss rides Mookie back, keeping alert to undead or other threats roaming the area.

William also enjoys the relaxed atmosphere now that they've finally finished that mission. He too is looking forward to receiving their pay and splitting what they've found so that they can equip themselves with some improved weapons and items...

Linden assures William he'll heal fine in the night, unless he doesn't want the scar, in which case the cleric heals him with an orison.

Before anyone is able to even wash, the group marches to the Hall of Heroes. Sergeant Helmbane gruffly informs his Fist that no mission is done until the report is complete. "And you don't pussyfoot around with a report, neither. As soon as you are back, you report. It's not up to you to know how vital it is what you carry."

The group doesn't go into the great Hall itself, but to an antechamber, where the Double Fist is lined up and brought to attention. Sergeant Trimmack pulls out the bag with the book and drops it on a table and describes the success of the mission, significant civilians encountered (Haggard and Hope Sinclair, and the Panthenonians) and any potential jobs in the area (undead attacking Cheerful Stay, but the town has little to pay). A triumvirate of high officers receives the book and the report, finally dismissing the group with a "Good job, Sergeant and good job to Trimmack's Thumb. We judge the loot is lawfully gained and the right of the Thumb to distribute among themselves. The client has made payment and will soon pick up his book. See the Quartermaster tomorrow for payment and equipment chits." Then the three officers stand and salute, intoning: "Serve the Fist, Live for the Fist, Die for the Fist."

And the report is ended, the Sergeants lead the group back to the barracks and dismiss the group, promising to meet at breakfast to go to the Quartermasters together as a team.

Pru wastes no time in washing off the accumulated grime and soot once back at the Citadel, then goes about the task of repairing the singe marks in her uniform. The Quartermasters keep the bathing rooms, laundry, and tailors all well-stocked; Prudence is able to turn in the worn uniform in exchange for a newer set with nary a problem.

Nikolai is happy, having done so much and remaining alive while doing it! That evening, he writes his father.

AC 15 T13, F12, CMD 15(19 Bull Rush or Trip); HP 18/27 "Tinker" (SteveK) (Diseased: Ghoul Fever -6 DEX, -6 CON)
Three days of travelling, and Tinker just can't seem to get over the fever he got the day after the church fight. The bite on his arm is inflamed and he rides quiet, shivering in his cloak. (Fort DC: 6, 5)
.......................

Three days of travelling and Tinker has gotten weaker and weaker. Wracked with a fever, he slowly is wasting away. As soon as the Double Fist passes through the complicated main gate of the Citadel, the dwarf is whisked away to the infirmary. That night, Sergeant Trimmack visits the Infirmary and then has a meeting. "The healers say Tinker has 'Ghoul Fever' and that we are lucky to have gotten him back to the Citadel. There are no clerics in service to cure him with magic so they are going to have to do it with poultices and herbal remedies, but they think that he will be OK, eventually."

The next day, the Honor Fist goes to the Quartermaster and discovers that besides their normal pay (ie not much), the mysterious client gave a bonus for the book. Together, it all comes out to 4,856 gold!

The Quartermasters open the store for the Honor Fist, and also show them an entrance way to the Catacombs.

(ooc: go and update your equipment and wealth!)

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

Treasures: Each PC allowed 1650gp in combination of money, equipment, and magic.

All Heroes get 1 Hero Point for getting 3rd Level

Zombie Attack on Road
One 5d6 Fireball pod (used by Cameron) - 0gp
Potion Cure Moderate Wounds - 300gp
Feather Token - Whip - 500gp
Potion Cure Moderate Wounds - 300gp
Two bags of gold dust - 800gp

Zombie Attacks in Cheerful Stay
Necklace of Fireballs Type I - 1650gp
Emerald - 200gp
Ruby - 500gp
Sapphire - 300gp

Ghouls in the Church
Metal body ornaments - 200gp.
Chest of Potions - 3600gp
3 - Cure Moderate Wounds (2d8+3)
3 - Eagle's Splendor
3 - Resist Energy (fire)
3 - Lesser Restoration

Normal Pay and Mysterious Bonus - 4,850 gp worth of equipment

Ghoul Fever: Bite--injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.

Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C) 
Thursday May 1st, 2014 11:02:06 PM

Someone other than I figure out how much we get please.....

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple) 
Thursday May 1st, 2014 11:43:36 PM

OOC: Treasures: Each PC allowed 1650gp in combination of money, equipment, and magic.

That means, if you choose some treasure, subtract that amount from the 1650gp. If you just want cash, you have 1,650gp. Correct me if I'm wrong.

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Friday May 2nd, 2014 12:04:03 AM

OOC. Wondering the same thing.

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple) 
Friday May 2nd, 2014 12:21:23 AM

Nikolai was not aware that poor Tinker had caught 'ghoul fever' until he was whisked away at the gates. He stands at attention during the report to their superiors but can't get Tinker's condition out of his mind.

At last they receive word that Tinker will be fine but it will take a few days. The next day and each day until Tinker is released from Hospital, Nikolai visits the dwarf and learns as much as possible about Ghoul Fever and how to recognize it.

OOC: I need to have final approval for my Legacy Item so for now, I'll keep the cash.

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Friday May 2nd, 2014 12:26:48 AM

OOC: Going to head to Catacombs.


Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy) 
Friday May 2nd, 2014 1:02:49 AM

Pru collects her coin with many a grateful "thank you," and begins plotting ways to spend it. Most of the things she really wants are pretty expensive, though, so she might just want to save this for now.

She does, however, take time to visit Tinker in the infirmary. "I am sorry you are ill," she says in her careful Dwarven. "Would you like a thing to work on? And tools maybe? I can get them for you."

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Friday May 2nd, 2014 2:34:04 AM

He knew something was not quite right with his Dwarven friend but it was sort of behind his skill and power set at the time. And the fire was still in his mind.
"So, do the healers think anything will drop off Tink?" Smiles the centaur.

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest) 
Friday May 2nd, 2014 3:17:22 PM

Cameron prestidigitates himself clean before arriving at the Citadel. Upon haring what is wrong with Tiker he heads to the hosptial to see if he can cheer the dwarf up. He tells him stories about growing up in the Scab and tries to weave some inspiration into them to help Tinker recover.
OOC
OK, so Tinker has had some bad saves. There is no "inspire recovery" bard skill but it can't hurt. Cameron tries to improve his saves with some bardic storytelling.

Citadel and Shopping (DM SteveK)  d20+4=24 ; d20+4=22 ;
Friday May 2nd, 2014 8:37:38 PM

ooc: Frankly, I hate determining treasure. The 100% of this equals 50% of that but only if ... gives me a headache every time!

This adventure, every PC gets 1650gp. Players can identify something found on the latest adventure, or purchase, or keep the money... whatever the Player wants. If the PC wants to keep something found, deduct it from the 1650gp total.
..........................................................

Tinker gets a lot of visitors over the next two days, and the concern must have helped his recovery, because the fever breaks in two days, but it will take six days for the dwarf to fully recover, and the medics are NOT letting the Trooper out of bed!

Prudence offers to get him any of his tools or something to work on and Tinker jumps at the chance, his hands fidgeting uncontrollably. "Gods, yes! They haven't even let me go to the privy by myself until the fever broke. If I can't pick a lock, I'll go crazy!"

Cameron's stories also seem to help.

Nikolai learns about the symptoms for Ghoul Fever, but the medic's greatest advice was to grow in knowledge and be aware enough to look for the symptoms. (ooc: Identifying a disease should be a Heal or Knowledge check = to the DC of the disease).

It looks as if all the Honor Fist heroes are able to take some time to purchase new equipment, take care of armor and gear, and maybe hang out at the Last Assignment.

William the Courageous (Ken) AC 18 (Mage Armor) hp 15/17 
Friday May 2nd, 2014 9:09:43 PM

William will gladly take the cash, as he has a few items that he wants to purchase... He also offers to help Nikolai in learning more about Ghoul Fever so they can help their companion...

When they're done, he'll take a quick run to the Catacombs, as he wants to sell his old pearl of power and see if he can upgrade it...

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple) 
Friday May 2nd, 2014 9:52:21 PM

DM OOC: Identifying a disease should be a Heal or Knowledge check = to the DC of the disease).

Player OOC: yep, it's what I thought and wanted to 'role-play' that in there. I'm working on boosting my Heal and I've got Knowledge Undead as part of my Favored Enemy, so that should help.

IC:
Nikolai nods as the healers go through the various symptoms of 'Ghoul Fever'. They make the point that one must first suffer a wound from a ghoul. Then...

Linden comes in and jokes around:
"So, do the healers think anything will drop off Tink?" Smiles the centaur.

Nikolai turns his back to Tinker and whispers, just loud enough for everyone near to hear, including Tinker, "They say the fever typically causes permanent hair loss. The beard goes first."

With the treasure laid out on the table for the Double Fist to choose what they want, Nikolai eyes the potion of Resist Energy - Fire, remember what William now seems to like Fire Elementals and Fireballs may become more common, so he takes that and a potion of Cure Moderate Wounds (2d8+3).

Treasure 1650 - Resist Energy (300 i think) - CMW (300) = 1050gp in coins.

Hanging out at the Last Assigenment Nikolai looks for the minotaur's fist. "So, what have you guys been up to this last week? We found a swamp." He does not divulge their mission.

Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy) 
Saturday May 3rd, 2014 12:09:27 AM

Pru dutifully fetches and carries back and forth between the barracks and the infirmary, bringing Tinker things to--well, tinker with.

Upon consideration, she decides to save her coin rather than visit the Catacombs just yet.

Bliss (Cayzle) (AC23, HP20 of 20) 
Saturday May 3rd, 2014 10:53:47 AM

Bliss is confused by the loot options, to tell the truth. He is silent while he tries to figure out if it is 1,000 gold plus potions, or 4,000 gold, or potions you have to pay for out of loot, or ...

But eventually it all becomes clear to him. And his answer is easy. Do any of the items available help him sneak around? No? He'll take the money! And is the money enough to buy him something to help him sneak around? No? He'll hang on to it for now.

=====

At liberty, Bliss has two priorities. (1) Find some time to say some prayers to Lord Gargul, now that he has openly declared his allegiance to the god of death and life. He sure is glad his Aunt Priscilla is not around to see it, though! She hates Gargul! (2) Find that dwarf monk and take some more lessons on dwarfish monkery from the fellow. Bliss thinks he needs to learn that stuff.

=====

OOC: PC sheet is up to date. Many thanks, DM Steve!

Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C) 
Saturday May 3rd, 2014 11:00:23 PM

Carver will take one of the Cure Moderate Wounds, the rest he puts in a safe place. If anyone mentions it he says he wants to go faster, and in order he needs more gold to buy the special horseshoes he wants to get.

Ac 21,Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest) 
Sunday May 4th, 2014 2:02:06 PM

Cameron looks over the options. The necklace of Fireballs is tempting to use if a group attacks them again, but he looks more to the future and increasing his ability with the bow. To that end he takes the money for future purchases. When not regaling Tinker with stories he hangs out at the Last Assignment and gambles.

William the Courageous (Ken) AC 18 (Mage Armor) hp 15/17 
Sunday May 4th, 2014 9:16:04 PM

Checking in

Bliss (Cayzle) (AC23, HP20 of 20) 
Monday May 5th, 2014 10:22:21 AM

Bliss seeks out Nikolai as well. "My friend, will you help me train in the martial arts? I really want to know how to do that nifty monk stuff."

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Monday May 5th, 2014 5:44:15 PM

"I'm going to the Catacombs."

Ac 19(21),Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest) 
Monday May 5th, 2014 6:59:05 PM

Cameron also finds time to visit Qualtime in the Quartermaster's shop. At first to pick up more arrows, then for other small items. Each time he heads back he brings her the beverage noted by the kitchen staff as her favorite, or an assortment of foods from the kitchen. He visits for a little while if he can, then gets the thing he came for and heads out. He can't think of any better way to keep seeing her, especially since the Fist probably frowns on associating with the contracted quartermaster. He wouldn't want it to look like he were getting special treatment, though that is exactly what he hopes to get. Well that and a chance to look at her and talk to her.

William the Courageous (Ken) AC 18 (Mage Armor) hp 17/17 
Monday May 5th, 2014 7:34:51 PM

Mondays Post... Sadly the 1650 isn't enough to get much that's helpful at this point... So he'll probably pocket it for now...

Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy) 
Monday May 5th, 2014 7:43:37 PM

Pru debates writing a letter to Sergeant Hammerheart, but ultimately decides against it. What, after all, could she say? "We got our first assignment, and we screwed it up and burned down a church?" No. Better to write about the second assignment, which will, Pru assures herself, go much better.

Citadel and Shopping (DM SteveK) 
Monday May 5th, 2014 10:55:19 PM

William and Nikolai hang about the House of Healing and learn more about not only Ghoul Fever, but other common diseases of mercenaries and adventurers. Never know when that may be useful! The healers help for several days, but then the chief healer kindly ushers the two out. "Why don't you kick off some of your young energy in the training grounds? Enjoy the sun!"

Bliss looks about and goes to the Hall of Gods, a mostly empty place with niches about the walls that house symbols and artwork of the gods. There are six niches on the right wall, one each for Alemi, Domi, Flower, Ffloy, Panthenon, and Gargul. There are six niches in the left wall with art depicting Marteus, Ga'al, Jancassis, Caeroldra, Wardd, and Gargul. In between the niches, in the center of the vaulted room, and along the entrance wall are little shrines to a hundred little immortals, powers, and gods dead and forgotten. Not many mercenaries come here, but this day there is a grizzled half-orc veteran with only one arm. He glowers at the halfling and shouts at Bliss to get to the training grounds. "There will be time enough for gods when all your companions are dead and eaten by worms! Out!"

Cameron takes a week to spend as much time as possible, every excuse possible to see the Quartermaster. She looks distracted and harried, often talking about urgent shipments to a company of the Wolf Regiment. Finally, she kicks Cameron out of her office (not unkindly). "You've told me of your training idea until my ears bleed. Talk to the training sergeants in the salle, let them forward your scheme."

Prudence, Linden, Carver, and even a newly healed Tinker (finally!) are able to get their affairs in order in a week's time, and are all ushered, cajoled, or even ordered to the training grounds. (hint, hint)

AC 15 T13, F12, CMD 15(19 Bull Rush or Trip); HP 18/27 "Tinker" (SteveK)
Tinker is past tired laying in the House of Healing for an entire week, and he is more than happy to work up a bit of sweat! Gathering his mended and cleaned training clothes and equipment, he heads to the Training Grounds.


Carver AC 17, AC 19/ shield, CMB 7, CMD 17, HP 35/35 (John C) 
Monday May 5th, 2014 11:13:24 PM

Carver, spending most of his free time out in the training yard, practicing his new method of charging and following it up with a continuation of his run and then swinging around for a follow up assault. He has been wrecking most of the mounted targets and has in fact rebuilt them many times over the past few days. Slaloming through them and picking off a target at random, something a regular mounted person could do, but because of his heritage, it came easy to him.
As a result, Carver's there when the rest arrive....

Nikolai (JonathanT) AC 20 Tch 20 Ffted 17 HP 28/28 CMD 19/21(Grapple)  d6+2=6 ;
Monday May 5th, 2014 11:54:36 PM

Nikolai decides it best to follow doctor's orders and heads out to the training grounds. He is in the middle of his meditation routine when Bliss stops by and asks for some pointers.

"Well, that fact that you hit things with your hands and feet can be very painful, you must learn how to channel that pain away from your mind. That's the start. Once you learn not to feel the pain, you learn how to channel extra energy into your punch or kick, and that is where the real difference between a regular fist fight and a monk's punch is seen. You remember that young mage apprentice Pantheonite? Sometimes I misjudge my own strength."

Nikolai spends the rest of the time trying to explain to Bliss how meditation is used in learning how to channel energy. Then, to demonstrate, he takes a plank and busts it with one chop.
To hit plank (automatic): dmg = 8

AC 19 w/shield, TAC 11, FFAC 15, (CMD 15, CMB 2), HPS 33/33 Linden (Jay B) 
Tuesday May 6th, 2014 12:42:20 AM

(OOC: My new sheet is posted.)

Linden makes for temple to pray.

Bliss (Cayzle) (AC23, HP20 of 20) 
Tuesday May 6th, 2014 10:23:28 AM


Mookie watches Bliss and Nickolai.

"Hit it with your head, Kid!" enjoins the raven. "That's the thickest part of you!"

Bliss says, "OK," and gives it a go. His tiny unarmed strike damage is literally 1 point, and his -2 str mod means that, by the math, Bliss inflicts a negative hit point of damage on the board. With his head.

Mookie screeches with laughter! "Kid! Kid! You're killing me. You just invented a new Mending spell!"

Bliss rubs his head and looks at the unmarked board.

"Nikolai, my friend," he says ruefully, "could we do the part where you dodge fireballs and move out of the way of attacks before the enemy swings? You know, not so much with the hitting stuff."

Prudence Gundle [AC 18; HP 29/29] [Mage Armor] (Kathy) 
Tuesday May 6th, 2014 1:32:04 PM

Pru finds it's a little more difficult to stay in the habit of daily training if there aren't people to tell her to do it. She does her best, though, and manages to make it out to the training grounds most days. She spends much of her time at ranged practice, using her crossbow and her Ray of Frost. She does train a little with her longspear on the practice dummies, but she is reluctant to spar with anyone. Sparring usually means bruises and getting knocked down a lot.

Ac 19(21),Touch 15,Flat 17(+1 to all acs vs larger creatures), (CMB 2 CMD 16) HP 34/34 Cameron Honeytamer Steelshaper ( David Feest) 
Tuesday May 6th, 2014 5:34:28 PM

Cameron wraps things up and heads to the training center.

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