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Baptism by Fire


DM Tanner 
Tuesday May 11th, 2010 12:02:33 AM

As the family nears, the father calls out to you, his voice ragged with stress and fatigue, "Murdock is back there, in the dome, fighting those things! We had an earthquake! I was working at the millery when the ground began to shake just before midday. Not a small little shake, the ground practically threw a tantrum! Walls fell, buildings collapsed, animals went crazy. We started to dig through the rubble and help people, when everyone started to scream again. Snakemen! Snakemen were attacking the city! I don't know how, but I think they made the earthquake. How else would they know to attack us just then?! They were everywhere. Grabbing some people and killing others. Then the fires started and everyone ran rather than try to fight them off." He looks behind him and groans, "I wish I could help them but... please, we need to go." The family passes you and continues into the grassland.

Those who draw nearer to the dome see that small, almost imperceptible cracks are allowing smoke to escape from fires burning inside. People are exiting from the main entrances. Voices and shouts are heard coming from within.

OOC: Your temporary spell-effects have worn off. Please update your header bars.


Trellus(AC 24, 103 hp) 
Tuesday May 11th, 2010 10:37:27 PM

[OOC - I'm assuming spells with a duration in hours are still in effect. Just not sure how many hours have passed]

Trellus nods grimly as the family pushes on, and concentrates on his packmates.

Snake-taurs, he sends, using the Message ability granted by the Mark of Gargul. everyone close up, and head through the front door.

The cleric pushes his way into Oddholme.

--------------
Spells in effect:
- Delay Poison 9 hrs, poison no effect
- Magic Vestment (Extended) on shield and armor 26 hrs, +3 each
- Status 13 hrs on Tishe, Falmar, and Yanosh

Spell List:
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3), Entropic Shield, Shield of Faith*, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength*(d)
3rd - Dispel Magic (x2)**, Invisibility Purge, Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Greater Magic Weapon*, Inflict Crit Wounds, Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike(x2)*, Righteous Might*, Spell Resistance*(d)
6th - Blade Barrier*, Greater Dispel Magic*, Mass Inflict Moderate Wounds, Stoneskin*(d)

NOte to me: vestment is +3, shield o faith +4
}

DM Tanner 
Wednesday May 12th, 2010 7:22:48 AM

OOC: Yes, spells with duration in hours are still good. 3 hours have elapsed.

You pass through the gates into a comparatively stable part of the city. While some buildings within the dome show signs of cracking, relatvely little damage or debris is evident. An excited crowd mills in an open area and the buzz of two dozen panicked conversations quickly hushes as suddenly a woman's scream slices through the air. A few moments later, another scream rises, then another. Beyond them, a sudden surge of strange new voices rises -- sibilant, hoarse voices that sound not quite human. The crowd parts and a dog runs toward the voices coming from a cluster of hooded figures in the crowd. A pained yelp is heard and the dog is seen lying on the ground, its throat cut open from ear to ear. As blood pools around its head, the crowd begins to panic.

Four figures in the crowd throw off hoods to reveal greenish-white skin with no hair, blood-red eyes, and weapons at the ready. The three in front carry nasty-looking longbows and wear glittering chain shirts, while the fourth in the back wields only a dagger and is cloaked in voluminous robes. Four villagers, staring into the distance with their mouths hanging open, stand in a protective wall in front of the fourth snakeman.

Spellcraft DC 25 Highlight to display spoiler: {The four villagers are under the effects of a dominate person spell.}

To the south of the crowd, a swarthy man of serious countenance sits mounted on a horse. He wears a tight-fitting vest over a colorful, loose shirt and baggy trousers. He appears intent to engage the snakemen.

ROUND 1 MAP

The four current Bloodpack members are arranged on the left, circled in gold. From the top, they are Trellus, Yanosh, Tishe', and Falmar. The mounted newcomer is the gold circle in the bottom right corner. Each hex is 5 feet. Please give your movements by distance and direction in separate parts. For example, if Falmar wishes to move to the SW hex next to the closest villager, he would move, "30 feet east, 15 feet northeast, 5 feet east."

Tishe' has a blue square around her to indicate she is flying.


Tishe' (AC 21 HP 75 /75)  d8=3 ;
Wednesday May 12th, 2010 11:28:52 AM

Tishe' sits her broom and raises her hands, settling a magical Hope over the Bloodpack.

"I'll try and weave the refugees away from the Snake-Taurs.", she tells her packmates.

...Actions
Cast Good Hope +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

...Effects

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....0 / 0 / 0 / 0 / 1 / 1 /

Domain Spells
1 Entangle:
2 Barkskin:
3 Plant Growth:
4 Command Plants:
5 Wall of Thorns:

Trellus(AC 24, 103 hp)  d20=16 ; d20+13=26 13d6(1+4+1+3+1+1+2+6+1+4+4+2+1)=31 13d6(5+6+2+6+2+3+1+4+6+1+1+2+6)=45
Wednesday May 12th, 2010 1:50:38 PM

[Spellcraft 32]

"The villagers are under a spell," Trellus reports. "They're NOT undead, so don't kill 'em."

Noting that the spacing works very nicely, the cleric casts a spell, causing a pillar of fire to slam down on the three treadles in front.

[Cast Flamestrike centered among the three closest to us. 10' radius should catch all three.
Caster check 26 to overcome SR.
Using Hero point to reroll damage
45hp damage, Reflex DC 22 halves]


--------------
Spells in effect:
- Delay Poison 6 hrs, poison no effect
- Magic Vestment (Extended) on shield and armor 23 hrs, +3 each
- Status 10 hrs on Tishe, Falmar, and Yanosh

Spell List:
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3), Entropic Shield, Shield of Faith*, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength*(d)
3rd - Dispel Magic (x2)**, Invisibility Purge, Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Greater Magic Weapon*, Inflict Crit Wounds, Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike(x2)**, Righteous Might*, Spell Resistance*(d)
6th - Blade Barrier*, Greater Dispel Magic*, Mass Inflict Moderate Wounds, Stoneskin*(d)

NOte to me: vestment is +3, shield o faith +4
}

Isambard Whitesmith AC 23, HP 88/88 
Wednesday May 12th, 2010 2:59:12 PM

The man on the horse reins in his mount and scowls at the snakemen. Over the din of the panicked crowd you hear him swear, "Sodding stupid berks." He gestures with his hands and speaks tell-tale words of magic.

Cast flesh to stone on snaketaur spellcaster
Fortitude DC 23 to resist
No movement

Falmar AC: 30* (31* with Sword ) HP 69/69 ( Aura of Courage,,Good Hope blessing) 
Wednesday May 12th, 2010 9:34:59 PM

Falmar Draws his Scimitar and rushes forward having already exhausted most of his arcane abilities he charges ahead.

too many people here, have to stop these things fast

Double move (40 x2) east 60' ne 20'

Spells
PAL- CLW
W3 -
W2 - Web, Stinking Cloud,
W1 - Grease, Burning hands x3
W0 - Daze Flare magehand open/close


DM Tanner  d20+6=25 ; d20+6=13 ; d20+6=17 ; d20+6=10 ; d20+20=27 ; d20+15=29 ; d20+10=11 ; d20+20=33 ; d20+15=16 ; d20+10=26 ; d20+20=32 ; d20+15=23 ; d20+10=21 ;
Thursday May 13th, 2010 12:01:01 AM

ROUND 1 SUMMARY

Tishe' bolsters her allies.

Trellus calls down heavenly flames, catching two of the three bowmen with the full brunt of his righteous wrath. The bowman nearest you narrowly dodges but is still badly singed.

Falmar moves swiftly toward the nearest enemies.

Yanosh begins intoning a prayer to summon otherworldly assistance (casting summon monster III).

Isambard finishes his spell and exults as the snaketaur spellcaster freezes, forever transfixed in stone.

The snaketaur bowmen hiss in pain at their burns and take their frustration out on the gathered humans. It appears they cannot distinguish you from the regular townsfolk and down eight of the fleeing villagers with their arrows.

The remaining townsfolk, those not ensorcelled, flee in all directions.

Snaketaur Bowman 1
AC 24, 23 damage taken

Snaketaur Bowman 2
AC 24, 45 damage taken

Snaketaur Bowman 3
AC 24, 45 damage taken

Snaketaur Spellcaster
AC 22, dead

ROUND 2 MAP


Trellus(AC 24, 103 hp, Good Hope, Entropic Shield, Delay Poison) 
Thursday May 13th, 2010 11:18:52 AM

Trellus winces as the snake-taurs mow down a mess of villagers. The blond man gauges the distance, and concludes he's just too far away to be able to do anything about it.

The dude on the horse seems to be fighting the treadles, so the cleric doesn't worry about him. Instead, he sketches a spell, and moves forward, now encased in a shell of mutlicolored light.

Cast Entropic shield, move forward 30' toward enemy.

--------------
Spells in effect:
- Delay Poison 6 hrs, poison no effect
- Magic Vestment (Extended) on shield and armor 23 hrs, +3 each
- Status 10 hrs on Tishe, Falmar, and Yanosh
- Good Hope: +2 on most rolls
- Entropic Shield 13 min: 20% miss chance on ranged attacks

Spell List:
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3), Entropic Shield*, Shield of Faith*, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength*(d)
3rd - Dispel Magic (x2)**, Invisibility Purge, Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Greater Magic Weapon*, Inflict Crit Wounds, Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike(x2)**, Righteous Might*, Spell Resistance*(d)
6th - Blade Barrier*, Greater Dispel Magic*, Mass Inflict Moderate Wounds, Stoneskin*(d)

NOte to me: vestment is +3, shield o faith +4
}

Yanosh AC 23 HP70/86 Endure Elements  d20+6=23 ; d3=1 ; d20+6=22 ; d20+1=4 ;
Thursday May 13th, 2010 3:58:00 PM

Yanosh calls forth a Bear to help his companions. The bear attacks the closest enemy. Missing with all three attacks the bear moves into combat.

Spells cast
Summon Monster III

Highlight to display spoiler: {
Hit Dice: 19 hp
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +4, Listen +4, Spot +4, Swim +8
Feats: Endurance, Run
}
(OoC havent upgraded Yanosh yet. Im missing my disc with my books on it. will get it done as soon as possible.)

Tishe' (AC 21 HP 75 /75)  d20+12=23 ; d20+9=16 ; d20+9=14 ; d20+9=21 ; d8=3 ; 4d6=13 ; 4d6=11 ; 4d6=11 ;
Thursday May 13th, 2010 4:17:55 PM

Tishe' maneuvers her broom just a bit closer to support the charge of her packmates, and weaves a spell to take advantage of her newfound powers.

Her hands and voice weave together like a tapestry taking shape on a loom. The spell changes, flying further than Tishe' has ever been able to cast before, and it strikes at Snaketaur Bowman #3!

...Actions
Move: 5 foot move forward
Cast Enlarged Scorching Ray (Range now 220 feet), spontaneous metamagic arcane cast is full round action, Weave Metamagic Feat doesn't make it use a higher spellslot.
Ley Line: 3 Success

SR; 23 to penetrate ; Touch AC 16, 14, 21 Damage 13, 11, 11

...Effects
Good Hope; 12 minutes; +2 morale bonus saves, attack, ability and skill checks, and weapon damage rolls.

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....0 / 0 / 1 / 0 / 1 / 1 /

Domain Spells
1 Entangle:
2 Barkskin:
3 Plant Growth:
4 Command Plants:
5 Wall of Thorns:

Falmar AC: 30* (31* with Sword ) HP 69/69 ( Aura of Courage,,Good Hope blessing)  d20+20=36 ; d20+20=24 ; d6+10=12 ; d6+10=16 ;
Thursday May 13th, 2010 9:07:50 PM

Falmar moves forward 25' East to confront Snakeman #1 ? (closest to me)

Seeing the bowmen strike down the fleeing Villagers Falmar scream out an oath and slices the treadle across the chest spilling it's blood upon the cobblestones.

"Talki Fresal, Dondit Liki

Attack Hit AC: 36, Threat : ? hits AC 24
Damage : 12 (if threat hits +16)

Spells
PAL- CLW
W3 -
W2 - Web, Stinking Cloud,
W1 - Grease, Burning hands x3
W0 - Daze Flare magehand open/close



Isambard Whitesmith AC 23, HP 67/88  d4+4=5 ; d20+20=22 ; d20+20=38 ; d20+20=29 ; d20+15=32 ; d20+15=35 ; d20+15=22 ; d20+10=12 ; d20+10=28 ; d20+10=30 ; d20+15=16 ; d20+10=11 ; d8+6=7 ; d8+6=9 ; d8+6=9 ; d8+6=7 ; d8+6=10 ; d8+6=9 ; d8+6=11 ; d8+6=14 ; d8+6=10 ; d20+20=38 ; d20+20=36 ; d20+20=31 ; d20+14=18 ; d20+14=27 ; d20+14=30 ;
Friday May 14th, 2010 12:09:49 AM

Isambard grunts in pain as the arrows slice into his flesh. He begins to weave magic again, "Let's see who puts who in the dead book, shall we?" He points at the ground behind them and a morass of viscous black plasma springs into being, grabbing hold of two of the snaketaurs.

No movement
Cast black tentacles

DM Tanner 
Friday May 14th, 2010 12:10:15 AM

ROUND 2 SUMMARY

Tishe' fires several bolts of fire, striking the rear bowman twice.

Trellus summons a protective ward and advances on the snaketaurs.

Falmar advances to the nearest snaketaur and slashes visciously, cutting deep with his blade.

Yanosh conjures a celestial black bear. The bear charges the nearest snaketaur and takes a painful swipe with his paw.

OOC: The range of summon monster III for a 7th level caster is 55ft., putting your bear out of range for a full attack action. He can, however, make a charge attack agains the nearest snaketaur. With a +2 bonus to attack from charging, the first attack with the claw is enough to hit. Hope you don't mind, I rolled damage for you. Summon monster III has a casting time of 1 round, so you still have actions you can take this round. To play it safe, I simply had you move up beside Trellus.

Isambard brings forth a mass of undulating black tentacles. They lash out and pin two of the snaketaurs. The tentacles barely miss Falmar.

The heroes have caught the snaketaurs attention. They aim carefully, one dispatching the summoned bear and the other two aiming for Falmar and Isambard. Falmar takes 17 damage and Isambard takes 21 damage. Two of them loose their arrows just in time before magical black tentacles grasp them, rendering their bows useless. The remaining villagers, except those enchanted, flee the scene.

Snaketaur Bowman 1 (grappled)
AC 19, Touch AC 15, 56 damage taken

Target Bear
Attack 22
Damage 7

Attack 32
Damage 9

Attack 12
Damage 9

Snaketaur Bowman 2
AC 24, Touch AC 15, 45 damage taken

Target Falmar
Attack 38
Damage 7

Attack 35
Damage 10

Attack 28
Damage 9

Snaketaur Bowman 3 (grappled)
AC 19, Touch AC 15, 69 damage taken

Target Isambard
Attack 29
Damage 11

Attack 22
Damage 14

Attack 30
Damage 10

Snaketaur Spellcaster
AC 22, dead

The top two snaketaurs have lost their Dex bonus to AC, do not threaten squares, and can only use light melee weapons until they escape.

The blackened area is the radius of the black tentacles spell.

ROUND 3 MAP

Isambard Whitesmith AC 23, HP 67/88 
Friday May 14th, 2010 12:20:42 AM

Isambard calls out the Bloodpack and gestures toward the un-grappled snaketaur, "My spell is holding those two proper! They can't hurt you! Get the sod with the bow!"

Yanosh AC 23 HP70/86 Endure Elements  d20+17=18 ; d20+6=23 ; d20+6=8 ; d20+1=17 ; d4+4=6 ;
Friday May 14th, 2010 9:30:43 AM

Yanosh calls upon the power of Gargul and creates a War Axe of force to appear next to Snaketuar #2. The Axe swings missing the creature. The Black Bear attacks again with all three attacks against snake #1 stroking once.

Spiritual weapon hit AC 18 miss
Bear Hit AC 23 Dmg 6
Hit AC 6 Miss
Hit AC 17 Miss

Spells cast
Summon Monster III
Spiritual Weapon

Highlight to display spoiler: {
Black Bear
Hit Dice: 19 hp
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +4, Listen +4, Spot +4, Swim +8
Feats: Endurance, Run
}


Tishe' (AC 21 HP 75 /75)  d20+9=19 ; d20+9=19 ; d20+9=24 ; d8=5 ; d20+12=13 ; 4d6=18 ; 4d6=17 ; 4d6=11 ;
Friday May 14th, 2010 1:05:28 PM

Tishe' glances at Trellus as the stranger shouts out orders, but the suggestion has merit. Again inching forward, she repeats her casting and sends three more firey rays out, this time at Snaketaur#2!

...Actions
Move: 5 foot move forward
Cast Enlarged Scorching Ray (Range now 220 feet), spontaneous metamagic arcane cast is full round action, Weave Metamagic Feat doesn't make it use a higher spellslot.
Ley Line: 5 Success

SR; 13 to penetrate ; Touch AC 19, 19, 24 Damage 18, 17, 11

...Effects
Good Hope; 12 minutes; +2 morale bonus saves, attack, ability and skill checks, and weapon damage rolls.

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....0 / 0 / 2 / 0 / 1 / 1 /

Domain Spells
1 Entangle:
2 Barkskin:
3 Plant Growth:
4 Command Plants:
5 Wall of Thorns:


Trellus(AC 24, 103 hp, Good Hope, Entropic Shield, Delay Poison)  d20=15 ; 5d8=29 ; d20+13=25 ;
Friday May 14th, 2010 8:15:33 PM

Trellus shrugs at Tishe's unasked question.
"So, get the sod with the bow," he replies to her, matter of factly.

The blond man casts another spell and points at the ungrappled snake-taur. A white hot beam streaks from his finger and slams into the treadle with a 'hiss'

With a smirk, Trellus moves closer.

Cast Searing Light.
Ranged touch attack hits ac 27 for 29 hp damage (no save).
Oh, Caster check 25 to overcome SR.

Move 30' toward #2


--------------
Spells in effect:
- Delay Poison 6 hrs, poison no effect
- Magic Vestment (Extended) on shield and armor 23 hrs, +3 each
- Status 10 hrs on Tishe, Falmar, and Yanosh
- Good Hope: +2 on most rolls
- Entropic Shield 13 min: 20% miss chance on ranged attacks

Spell List:
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3), Entropic Shield*, Shield of Faith*, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength*(d)
3rd - Dispel Magic (x2)**, Invisibility Purge, Prayer, Searing Light(x2)*, Magic Vestment**(dp)
4th - Freedom of Movement, Greater Magic Weapon*, Inflict Crit Wounds, Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike(x2)**, Righteous Might*, Spell Resistance*(d)
6th - Blade Barrier*, Greater Dispel Magic*, Mass Inflict Moderate Wounds, Stoneskin*(d)

NOte to me: vestment is +3, shield o faith +4
}

Isambard Whitesmith AC 24, HP 54/88, Haste  d20+20=38 ; d20+15=23 ; d20+10=30 ; d20+10=19 ; d20+20=25 ; d20+14=19 ; d20+14=31 ; d6+4=6 ; d8+6=9 ; d8+6=13 ; d8+6=13 ; d8+14=18 ; d6+4=9 ;
Friday May 14th, 2010 10:55:40 PM

Isambard grits in pain from being stuck like a pin cushion. He rides forward 60' northwest and casts haste on himself and Falmar.

OOC: FALMAR! You are hasted, buddy.

Falmar AC: 30* (31* with Sword ) HP 69/69 ( Aura of Courage,,Good Hope blessing)  d20+21=40 ; d20+21=27 ; d6+10=13 ; d6+10=11 ; d20+16=27 ; d6+10=13 ; d20+21=40 ; d20+21=37 ; d6+10=13 ; d6+10=12 ;
Friday May 14th, 2010 11:40:04 PM

Flamar Takes his scimitar and eviscerates the Snake-man he is facing.

FULL ATTACK
Attack #1 Hit AC 40, threat confirmed, CRIT
Damage = 24
Attack #2 = Hit AC 27
Damage = 13
Haste Attack : Hit AC 40, Threat confirmed, CRIT
Damage = 25
-----------------------------------
Total Damage to nw Snakeman 1 = 62

Falmar Slices his scimitar across the belly of the Snake-man eviscerating his entrails in a flurry of well places slashes.



Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Friday May 14th, 2010 11:40:23 PM

hp update

DM Tanner 
Monday May 17th, 2010 12:00:31 AM

ROUND 3 SUMMARY

Tishe' again fires several bolts of fire, roasting the unrestrained snaketaur.

Trellus fires a searing beam of light, further cooking the poor reptile.

Falmar guts one of the snaketaurs in a sickening flash of steel.

Yanosh summons a weapon of his deity, but fails to make contact with the wily opponent. His bear, however, swipes a paw and draws blood.

OOC: Sorry, forgot to add your bear last time! It died, but did so valiantly. :)

Isambard casts haste on himself and Falmar, greatly speeding their actions.

The remaining snaketaur trapped in the black mass of tentacles finds himself unable to escape. The snaketaur bowman roasted alive manages to loose three more shots before being burnt to a crisp by Tishe' and Trellus. He kills the celestial bear, misses Falmar, and strikes Isambard for 13 points of damage.

Snaketaur Bowman 1 (grappled)
127 damage taken, dead

Snaketaur Bowman 2
120 damage taken, dead

Target Bear
Attack 38
Damage 9

Target Falmar
Attack 23
Damage 13

Target Isambard
Attack 30
Damage 13

Snaketaur Bowman 3 (grappled)
AC 15, 75 damage taken

No attacks

Snaketaur Spellcaster
petrified, dead

ROUND 4 MAP

Tishe' (AC 21 HP 75 /75)(Good Hope)  d20+20=26 ; d20+10=28 ; d20+10=12 ; d20+10=13 ; d20+10=26 ; d8=8 ;
Monday May 17th, 2010 8:20:32 AM


Tishe' is pleased the Snaketaurs are down or captured. She regards the orders-giving newcomer with a curious eye before being distracted by the stiff, jerky movements of the four villagers around the statue of a Snaketaur. "Beware packmates, some of our innocents are weaved into a Domination spell."

The Witch flies forward and then casts an area Dispel Magic to break the evil enchantment, most likely freeing only 2 of them.

...Actions
Spellcraft: 26: Identify up to 6th level spell on villagers (Dominate)
Move: 40 feet forward
Cast: Area Dispel Magic; 20' radius, centered behind the 4 to catch only them. (28, 12, 14, 26)
Ley Line: 8 Success; no spellslot used!

...Effects
Good Hope; 12 minutes; +2 morale bonus saves, attack, ability and skill checks, and weapon damage rolls.

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....0 / 0 / 2 / 0 / 1 / 1 /

Domain Spells
1 Entangle:
2 Barkskin:
3 Plant Growth:
4 Command Plants:
5 Wall of Thorns:

Yanosh AC 23 HP70/86 Endure Elements  d20+17=37 ; d20+17=34 ; d8+2=5 ; d8+2=8 ;
Monday May 17th, 2010 9:16:13 AM

Seeing his bear being sent back to the realm he called it from Yanosh moves the force War Axe to the remaining snaketaur and attacks. The Force Axe strikes home hard and solidly. "Talki Fresal, Dondit Liki, The pack my life, the Dome my life," the dwarven cleric states flatly as he attacks.

Hit AC 37 (Nat 20 crit threat)
Hit AC 34 (Crit confirmed)
Dmg 5 + 8 = 13 total dmg

Spells cast
Summon Monster III
Spiritual Weapon


Trellus(AC 24, 103 hp, Good Hope, Entropic Shield, Delay Poison) 
Monday May 17th, 2010 1:48:14 PM

.
Giving the last snake-taur a cursory glance, Trellus moves up to the stranger on the horse. The cleric pulls out a wand as he moves.

"Many shadows," he greets the stranger. "I'm Trellus. Thanks for your help."
He grins.
"And if you hold still a thread, I can do something about those wounds."

Move 60' toward Isambard

--------------
Spells in effect:
- Delay Poison 6 hrs, poison no effect
- Magic Vestment (Extended) on shield and armor 23 hrs, +3 each
- Status 10 hrs on Tishe, Falmar, and Yanosh
- Good Hope: +2 on most rolls
- Entropic Shield 12.8 min: 20% miss chance on ranged attacks

Spell List:
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3), Entropic Shield*, Shield of Faith*, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status*, Silence, Bulls Strength*(d)
3rd - Dispel Magic (x2)**, Invisibility Purge, Prayer, Searing Light(x2)*, Magic Vestment**(dp)
4th - Freedom of Movement, Greater Magic Weapon*, Inflict Crit Wounds, Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike(x2)**, Righteous Might*, Spell Resistance*(d)
6th - Blade Barrier*, Greater Dispel Magic*, Mass Inflict Moderate Wounds, Stoneskin*(d)

NOte to me: vestment is +3, shield o faith +4
}

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing)  d20+21=24 ; d6+10=13 ; d20+16=32 ; d20+16=35 ; d6+10=16 ; d6+10=11 ;
Monday May 17th, 2010 3:11:31 PM

Falmar takes a step toward the remaining Snake-Taur.
Full attack : hit AC 24
Damage : 13
2nd attack: Hit AC 32 Threat confirmed: CRIT
Damage : 27
Haste Attack :



Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing)  d20+21=31 ;
Monday May 17th, 2010 3:12:18 PM

Haste attack : Hits AC 31
Damage :

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing)  d6+10=14 ;
Monday May 17th, 2010 3:16:06 PM

Damage : 14

Total Damage : 54

After finishing with the last snakeman Falmar kicks the corpse once for good measure.
Then begins rounding up the spoils while yeing the newcomer's horse warily.
[Mark of Gargul] Highlight to display spoiler: { "This one must have come through the Portal system to get here, OR he's wealthy eneough to transport his Mount out here. I had to leave mine behind..." }

Isambard Whitesmith AC 23, HP 88/88 
Monday May 17th, 2010 6:11:32 PM

The swarthy man dismounts from his horse and approaches Trellus at a casual walk. He reaches back with one arm, snaps his fingers behind his head, and his horse disappears in a puff of smoke. He bows politely before the Bloodpack, "Greetings and well-wishes. Isambard Whitesmith, at your service. I arrived in town just yesterday, and woke in my bed at the inn to a teeth-rattling earthquake. I've been trying to be of assistance for the past few hours but I'm not terribly canny to this burg." Turning to Trellus, "Healing would be most appreciated! You fellows seem like you know the dark around here. Are these snakemen a regular occurrence?"

DM Tanner 
Tuesday May 18th, 2010 12:02:57 AM

Here and there are the sounds of battle, a few clanging swords, calls of support by the town guard, but as for the attack itself, you see that the battle has been decided. Shocked townsfolk stumble about looking for friends and family while wounded snaketaurs are dispatched by members of the town guard. It seems that there is nothing for you to do in the immediate time being as wary citizens begin cleaning up from the attack.

One of the guards rolls over a snaketaur body and confusion flashes across his face. Calling over another guardsman he exclaims, "Look at this, Alexei. These snaketaurs have a bran-" Your world becomes dark.

Tishe': Highlight to display spoiler: { Long nails pierce your hands and feet, pinning you face-up on a hard wooden plank. Thousands of small pins inserted into your shoulders, chest, abdomen, and upper thighs form an intricate pattern resembling a flying bird. The clear sky suddenly fills with doves that descend upon you, painfully pushing the pins deeper as they land upon them.}

Trellus: Highlight to display spoiler: { You sit in thick, mossy mud at the bottom of a deep well. The dark sky above provides only the faintest of light, forcing you to strain your eyes in order to see the three shadowy robed figures at the well's edge. They whisper to each oter softly in a strange tongue you can barely hear and do not understand.}

Falmar: Highlight to display spoiler: { Staring down at your feet, you notice one of your toes has turned gangrenous. Even as you watch, the rot spreads, and you burst into a cold sweat. Involuntarily, you clench your fists and suddenly realize you grasp a newly sharpened paring knife in your right hand. }

Yanosh: Highlight to display spoiler: { Large blocks of chiseled, pale-veined stone encase your hands and feet. Before you, a long rope extends for an unknown distance through a field of clouds. A voice in your head keeps telling you to walk forward, but each time you take a step, the rope bends lower into the clouds, straining dangerously.}

Isambard: Highlight to display spoiler: { You wade up to your neck in a river of bleached bones that flow through a bare and arid landscape. Smooth-barked thorn trees spill their jagged, leafless roots down into the river, swelling and throbbing like hungry serpents. As you fight your way upstream, the roots lash at you as if possessed.}

And just as suddenly, you return to the village square in Oddholme. All around you, citizens and guardsmen who were previously tending to the wounded or making their way home are sprawled on the ground in various states of awareness. Some are on their feet and helping others, while some still lie senseless on the ground. Before you, the guardsman who touched the brand lies on his back with his eyes frozen in horror, a thin trickle of blood running from his nose and both ears.

Looting the bodies of the snaketaurs, you find:

four finely-made daggers
a finely-made cloak of rich fabric
three finely-made cloaks of sturdy fabric
three finely-made gleaming chain shirts
three finely-made composite longbows
a sturdy-looking ring
12 potion vials

There now truly appears to be nothing more you can contribute to the situation. No mores shouts or screams are heard, fires are being put out here and there. A guard sergeant passes by, directing his troops. He spies you and calls out, "The Matron will probably need to see your party in a day or two at the village hall. She will want to discuss this with you!" And just like that, he turns and runs off to continue directing town forces. It appears you finaly have a chance to rest and meet the newcomer.


Tishe' (AC 21 HP 75 /75)(Good Hope) 
Tuesday May 18th, 2010 12:56:47 PM

"OW Ow ow... ow?" Tishe' gingerly sits up, a feeling of complete surrealness over her vision and what the guard has said. "Matron?" The woman opens her tunic to examine herself, half expecting pinprick wounds in the shape of a bird.

"I don't think we're in Kansas anymore, Wart", she comments to the tiny black cauldron at her hip. She looks at Trellus. "I'm sure this is the right OddHolme. We didn't cross any dimensional lines by the Shadow Walk. That must mean the refugees have gotten themselves together and organized an executive body." She nods, pleased with her logic. "That must be it."

...Actions

...Effects
Good Hope; 12 minutes; +2 morale bonus saves, attack, ability and skill checks, and weapon damage rolls.

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....0 / 0 / 2 / 0 / 1 / 1 /

Domain Spells
1 Entangle:
2 Barkskin:
3 Plant Growth:
4 Command Plants:
5 Wall of Thorns:


Isambard Whitesmith AC 23, HP 88/88 
Tuesday May 18th, 2010 3:35:16 PM

Isambard leaps to his feet with a shout of alarm, reflexively drawing his dagger and circling in a defensive stance. Seeing no obvious foe, confusion crawls onto his face and he sheathes his weapon. He looks to the other party members, "Anyone mind explaining that? So far this burg has given me earthquakes, snakemen, and violent nightmares within a day's time. It is certainly not going to look good in my report."

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Tuesday May 18th, 2010 11:09:46 PM

Falmar sits up, and removes his boot, gingerly wiggling his toes. He winces as a putrid waft flows forth.
Ha ! The vision at least got the smell right ! ... I need a bath !

Falmar eyes the guard captain warily.....
Guard Captain ? what happened to my Miliitia ? I'm begining to think these Domes are not a place anyone should want to stay.

Falmar turns to the newcomer
" These things seem to follow us... We'll set it to rights once we know what's responsible.Unfortunately this place seems to have become warped since we left. Do you have any idea who the Matron is ?"


DM Tanner 
Wednesday May 19th, 2010 9:38:17 AM

Hey there guys, I have to break the action for just a moment.

Prior to taking over as DM for the Bloodpack, I had some difficulty in getting information on Oddholme and the Sargrass plains. People were busy, my co-DM dropped off of the Wold, and communication was slow. I apologize that I have made a few mistakes in what things are called or who is in charge. Please don't think that some revolution took place while you were away! Can you guys help me out? I see now that Oddholme has a militia, not town guards. Does it have anything like a mayor? I had read someone reference a 'Matron' before. Please let me know. None of these things will actually change the storyline I have planned, but will obviously help maintain the flavor of the Bloodpack game. Thanks for your help!

*continue regular programming*

The Bloodpack continues discussing their situation.

Yanosh AC 23 HP70/86 Endure Elements 
Wednesday May 19th, 2010 11:04:57 AM

Yanosh snaps awake startled to find he is not dragging stone on his hands and feet. Looking to Trellus he speaks softly, "These dreams must meen something. But what I can not tell."



Trellus(AC 24, 103 hp, Good Hope, Entropic Shield, Delay Poison) 
Wednesday May 19th, 2010 11:49:31 AM

OOC - Tanner, Oddholme would have a Council. Note while the dome is old, the place has only been populated by the current townsfolk for maybe a year game time. It was deserted before that. You're also gonna want to read up on the Portal, as thats what most of the group is gonna tie current events to. SteveK - can you shoot Tanner what we know on the Portal?

Also, no trees or lawns, as everything is under a dome and the only grass the community knows about is the Sargrass, which grows at an alarming rate and therefore wouldn't be used as ornamentation. Actually, it possible some trees might be introduced in the wake of the Great Migration and the awakening of the Sargrass Power. But, I'd expect them to be few and far between...


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

For the second time in two days, Trellus picks himself up off the ground, blinking his eyes and shaking his head to clear away another vision.

"Many Shadows," he thanks the sergeant. "Oh, and pass the word that nobody should mess with those circle tattoos, alright? I can't take too many more of those."

The cleric taps Isambard a couple times with his healing wand, fully healing the fellow.

"This is all new to us too," he tells the man. "But, I'm beginning to think these snake-taur's god is trying to take over."
The blond man extends his hand.
"I'm Trellus. This is the Bloodpack. You're welcome to tag along with us to meet the Council. Maybe them or Murdock got a thread they can weave for us."

With a frown, Trellus looks around.
"Light, I left the girl outside. We better get her someplace safe first, then check in with the Council, then maybe Murdock, then...well, I'm sure we'll have something else to weave by then. C'mon."

DM Tanner - Extra Post 
Wednesday May 19th, 2010 2:25:58 PM

OOC - Thanks, Mike.

Alright, everyone please replace 'guard captain' with 'militia captain,' and 'Matron' with 'Council' in my previous posts. Also, I will adjust the battle maps accordingly in the future (no more green grass or wooden homes). Let's keep going!

Isambard Whitesmith AC 23, HP 88/88 
Wednesday May 19th, 2010 3:44:00 PM

Isambard shakes the cleric's hand, "Pleased to meet you fine bloods, Trellus. I am Knight Lieutenant Isambard Whitesmith, Eagle Regiment, Thunder Company of the Mailed Fist." He clicks his heels together and gives a smart salute, "I am here in the Southern Continent to gauge possible interest in our security and mercenary services. I have visited the major cities nearby, Hook City and Rattledam, and I decided to venture into the wilds a bit. Oddholme was going to be my last stop before returning, but evidently I will have some postponement."

He gestures toward his shoulder, "And this fine specimen is Boo, my fami-" He looks and sees his familiar missing. "Boo! Boo, come on out!" From behind a nearby corner emerges a proud-looking rooster. It flies awkwardly toward his master and lands on his shoulder.

It turns its head back and forth to get a good look at the Bloodpack. "Are they safe, sir?"

Isambard strokes his neck assuringly, "Yes, yes, Boo. They are safe. Locals heroes, or some such." He turns back to the party, "As I was saying, this fine specimen is Boo, my familiar and honorary mascot of the Thunder Company. He tends to stay away from danger."

The rooster squawks, "Only because you tell me to!"

Isambard purses his lips, "That is because you're not a man, you're a chicken, Boo." He sighs, "I would certainly appreciate an opportunity to assist this fine burg. Local service always makes a good impression, you know."

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Wednesday May 19th, 2010 10:16:18 PM

Falmar dutifully listens to Isambard's tale...

He begins to thank him for his help and then his eyes seem to glaze over as he continues.....

" Welcome, I thank you for that Pick back there . If you have any interest in spending time in the South, your going to need to learn a few things.. or some Treadle'll cut your thread. The Sargrass is unforgiving. I almost died but for the black hands of Oddholme finding me amongst the reeds. The Sargrass holds immense beauty and teems with life, it's constantly changing yet always the same. A balance of life feeding life!. There is Power in the waves of the grasses, the wind and the sun, a Power that is rising ! Know that Sargrass Walks ! A wasteland to the outsider. A place where one can re-string their Reed, weave a new pattern for themselves. A place where every thread can come together to build, to love, to grow! More change is coming ! "

Falmar reaches beneath his surcoat and pulls forth a circular medallion made of living grass that has grown over the twin swords that hung there before. A single silver blade of grass is all that remains of the former medallion. Moxy lands upon his shoulder and plucks a seed from the center promptly devouring it.

Falmar's eyes flutter and he looks around.. scratches his head...

" I'm hungry, and Dirty, ...Let's go get something to eat."

Moxy nips his ear... Draconic Highlight to display spoiler: { "About time fool !" }
Moxy eyes the chicken and preens a bit looking down on his terrestrial brethren with typical avian disdain.

Spells
PAL- CLW
W3 -
W2 - Web, Stinking Cloud,
W1 - Grease, Burning hands x3
W0 - Daze Flare magehand open/close



Tishe' (AC 21 HP 75 /75)(Good Hope) 
Wednesday May 19th, 2010 10:26:17 PM

Tanner,

I've never played a stint as DM, so this is what I know as a Player.

ODDHOLME - An abandoned grass dome shown to the Bloodpack by some druid allies. The Bloodpack killed the abominations using the dome as a home and turned it into our own headquarters (since we were temporarily exiled at the time.) From what I understand, the Dome protects inhabitants from the extremely harsh Sargrass sun, flesh-eating bugs, and other dangers of the very dangerous Sargrass.

Dome Geography. - Inside the dome, wide and long corridors lead to a central meeting area with a 30 foot tall stone tower (very unusual). The Bloodpack members took various chambers near the central area for private apartments. Some walls and cielings of the dome are translucent, enabling light for seeing and growing a limited amount of food. Most food is from outside gathering of specialty Grasses and herding the slug-like Prarie Pigs.

Dome Portal - A stone table is the centerpiece of one room with only one door leading in. The walls and table are carved with strange runes that Tishe' was able to decipher as a portal of some sort. The portal (in the past) has led to an area of stone corridors like a wagon wheel; a central room with eight tunnel 'spokes' that lead to a circular corridor connecting all that in turn leads to off-set connecting rooms. OddHolme led to one of the outside rooms. We found Snake-taurs defending another outside room and a similar portal (never tried it). The Center Room was the focus of another adventure and led to the Center of the Continent and was protected by the combined Powers of the Southern Continent (no way through there).
Later exploration found links from OddHolme Portal to Woldian League of Adventurers, Star Mages Guild, and the Catacombs.
((My thoughts - since the Portal is an alien magic that the Bloodpack barely understands, you as DM can do just about anything and justify the event.))

Dome People All the people of OddHolme have arrived within the last 6 months; either as true orphans of the Sargrass brought in by the Manfri, the drow, or the Bloodpack: or the contingent of Rattledam refugees the Bloodpack brought back (see below)

a. Leaders Former PCs whose Players have moved on are currently being the caretakers of OddHolme and managing the people. Funny enough, all three are drow: Murdock; drow wizard evoker, Vayine; drow ranger, Aeryon; drow fighter. V and A are brothers, Murdock is no relation.
((My thoughts - if you don't want them here, have the three decide to find the lost drow tribe of Ust Dehlmah, and leave.))

a. Militia. Falmar and Yanosh have been working with some refugees to get them organized into a militia. They would be 1st level Warriors if we're lucky.

b. Government Before the last time the Bloodpack left, we encouraged the OddHolme refugees to establish a group to do the day to day running of OddHolme. The refugees were going to do that with Murdock, Vayine, and Aeryon when we left.

RATTLEDAM - Once the biggest permenant settlement on the Sargrass Plains, the dome protecting Rattledam was destroyed during the Great Migration and Birth of Sargrass. (Bloodpack was there and helped. When we stole the coccoon, the Woldsblood pool it was floating in overflowed, destroying the lower caverns under Rattledam and making a big earthquake that destroyed the dome.)

When this event happened, the Bloodpack led a portion of the survivors to a new life in the deserted OddHolme. The remainder (supposedly) began rebuilding Rattledam and continuing to live under the rule of the Monks, thier Council, and thier adherence to secrecy and Parthenon.

Hope this helps! :-)

SteveK

DM Tanner - Extra Post 
Wednesday May 19th, 2010 10:33:09 PM

Wow, that clears up an incredible amount of confusion. Thanks a ton, Steve.

Tishe' (AC 21 HP 75 /75)(Good Hope) 
Wednesday May 19th, 2010 10:36:11 PM

Tishe' still isn't sure about this spellcaster yet, and feels a pang of jealosy as he talks to his familiar. Rubbing the tiny cauldron at her side for support, she gets off her broom and looks at the gathering group around her nose that seems to have slid to one side.

"I think we need to find Murdock and the others, and gather the Council and find out where these Snake-taurs came from. Inside or outside the Dome..." she shakes her head, "either has implications that are dangerous to our new settlement."

Tishe' will follow the others to the meeting place.

...Actions

...Effects
Good Hope; 12 minutes; +2 morale bonus saves, attack, ability and skill checks, and weapon damage rolls.

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....0 / 0 / 2 / 0 / 1 / 1 /

Domain Spells
1 Entangle:
2 Barkskin:
3 Plant Growth:
4 Command Plants:
5 Wall of Thorns:


Tishe' (AC 21 HP 75 /75)(Good Hope) 
Thursday May 20th, 2010 8:47:43 AM

Tanner (and others)

I've stuck the previous post and this post on the board OOC, in order to have everyone on the same page. If there is anything I say that another person was interpreting differently, don't be shy to correct me. (not that anyone here is shy!) :-)

GREAT MIGRATION A few thoughts on the Great Migration.

Legend says that when the Southern Continent gets to the edge of disaster, the Powers get together and move the Lands around like rearranging a giant jigsaw puzzle. This avoids cataclysmic war and also makes it impossible to have accurate maps of the Southern Continent.

Only 6 months ago (or thereabouts) the Bloodpack teamed with the Children of Chaos to get the COC through the OddHolme Portal to the Center of the Southern Continent. There the COC heroes helped initiate the GREAT MIGRATION. Lands flew about and rearranged themselves. (There is a map of where the Lands are now in the DM ONLY pages of the Woldipedia)

The Bloodpack has not been off the Plains or even to the borders since the Great Migration. Talking to some refugees while on the trail of the snake-taur slavers, the Bloodpack learned that Hook City is no longer in the north of the Sargrass, but somewhere else on the Southern Continent. This was of great concern to Tishe' and Falmar since both of them have relations in that big magical city.

But we don't know where Hook City is, and we don't know about any other lands that now may border the Sargrass Plains.

SteveK

DM Tanner 
Thursday May 20th, 2010 10:30:45 AM

The Bloodpack continue discussing their situation, as there seems little else to do. The council will undoubtedly have their hands full organizing clean-up and security. For now, it seems a convenient time to rest up from the harrowing combat both inside and outside of the dome.

OOC: Thanks again, Steve!

Trellus(AC 24, 103 hp, Good Hope, Entropic Shield, Delay Poison) 
Thursday May 20th, 2010 2:30:17 PM

OOC - "you're not a man, you're a chicken, Boo". Now, THAT'S comedy :)

Trellus takes in the scene, and ponders for a bit - absentmindedly rubbing the back of his neck.

"I wanna swing by the Portal room first," he says. "Make sure them treadles didn't come through that way. Then, we can warp down and clean up"

The cleric turns and strides purposefully toward the Portal room.

Isambard Whitesmith AC 23, HP 88/88 
Thursday May 20th, 2010 2:54:01 PM

Isambard watches the cleric walk toward the Portal room. He looks about for a moment, then shrugs, "Alright, then." and starts off after Trellus. Boo's head bobs with every step.



Tishe' (AC 21 HP 75 /75)(Good Hope) 
Thursday May 20th, 2010 4:53:55 PM

Tishe' nods, then glances at Isambard. "You seem to be a black handed pattern who is good when things get warped. Come along and we'll check the Portal. We've found Snake-taurs inside the portal before."

As they walk, her nose looks like it is ready to slide off her face. "You said you came from Hook City and Rattledam. How long ago and what news of the towns?" Tishe' can't keep the curiosity and eagerness off her face.

...Actions

...Effects
Good Hope; 12 minutes; +2 morale bonus saves, attack, ability and skill checks, and weapon damage rolls.

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....0 / 0 / 2 / 0 / 1 / 1 /

Domain Spells
1 Entangle:
2 Barkskin:
3 Plant Growth:
4 Command Plants:
5 Wall of Thorns:

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Thursday May 20th, 2010 11:03:04 PM

Falmar nods and starts following Trellus, then stops and says

" Go ahead I'll catch up "

Flamar makes a quick pit-stop at Gilan's garden to see how it has grown and to ensure that the fires did not spoil all their hard work...

After a cursory inspection he hurries to the central portal chamber.

DM Tanner - Extra Post 
Thursday May 20th, 2010 11:26:47 PM

OOC: Hey guys. The DM post for Friday will come on the weekend. My wife and I are celebrating our 5th anniversary tomorrow and I won't be able to reach a computer. Have fun yourselves!

Tishe' (AC 21 HP 75 /75)(Good Hope) 
Friday May 21st, 2010 9:30:37 AM

Happy Anniversary!!

Yanosh AC 23 HP70/86 Endure Elements 
Friday May 21st, 2010 12:05:27 PM

Yanosh watches Trellus walk of and then heads off into town himself. "Has anyone seen the Militia Captain?" The Cleric looks for the Militias leader to get more information on the security of OddHolme. Once he finds the Captain he requests a full report and status of the injured and killed. As the only remaining Cleric of the God of Life and Death it is his responsablity to see to the needs of the dead and wounded.

DM Tanner 
Friday May 21st, 2010 3:59:23 PM

OOC: Hey guys. I stole a few minutes. Here is a short post. Will do more this weekend.

You find the Portal room safe and secure, no entries or exits have been witnessed. The militia captain is currently run frantically about town directing security forces. There are wounded and dead aplenty, but for now, the council and militia are in crisis management. The council expects you tomorrow morning, so feel free to rest up or help out nearby villagers (just summarize your actions).

Tishe' (AC 21 HP 75 /75)(Good Hope)  d8=8 d8=1 d8=3 d8=1 d8=1 d8=7 d8=3 d8=4 d8=5
Friday May 21st, 2010 7:35:36 PM

Tishe' finds out her new form enables her to cast several curing spells. She goes to the children's area of the dome and begins providing healing and comfort to all she can. (She is able to provide 6 cure spells, one not using a slot, and three times, the ley lines moved away as she cast.)

Finally exhausted, the Witch returns to her apartments and stands on the balcony overlooking the central forum. Breathing deeply, she immerses herself in the moment, relaxing among her plants and weavings before turning in for the night. "After all, tomorrow is another day!"

...Actions

...Effects
Good Hope; 12 minutes; +2 morale bonus saves, attack, ability and skill checks, and weapon damage rolls.

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....0 / 0 / 4 / 3 / 6 / 1 /

Domain Spells
1 Entangle:
2 Barkskin:
3 Plant Growth:
4 Command Plants:
5 Wall of Thorns:

Yanosh AC 23 HP70/86 Endure Elements 
Saturday May 22nd, 2010 9:19:03 AM

Yanosh goes about healing the towns folk, helping where he can. He knows his looks scare the children so he is cautious around them. Seeing Tishe' healing the children he makes a note to talk with her about the change in her. after all his prayers are used up Yanosh retires to his home in the back of his Temple to Gargul.

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Sunday May 23rd, 2010 9:20:21 PM

Falmar spends the evening assessing the damage to the Dome and helping people dig out their homes that were damages from the fires and relocate those that needed it. The barracks has plenty of rooms remaining that the Militia don't occupy so he helps move people there for the evening. After that, he returns to his small mostly empty room , changes out of his gear and heads for a long bath...

DM Tanner 
Monday May 24th, 2010 12:03:52 AM

OOC: Sorry about this weekend, guys. We're in the process of moving, so between loading furniture, packing boxes, and spending quality time with the Mrs. on our anniversary, things got a little hectic. Sorry about that.

Morning comes to Oddholme, and with it... silence. Gone is the murmur of the intersections. Gone is the warbling of the washerwomen, the ringing of the blacksmith's anvil, and the sing-song chants of the merchants. The citizens of Oddholme sit guardedly in their homes, the previous day a blur of emotions and panicked images. You rise, and find a note pinned to your door. You are invited to the council hall at mid-day to share some news that might interest you.

The meeting takes place in a comfortable office on the second floor of the town hall. Six individuals, varied in their age and appearance, sit in a semi-circle a polite distance away from several comfortable mats laid on the floor. You are invited to sit. Once you have been seated, along with the other members of the Bloodpack, one member of the council speaks, "If you have not met, this is our council head, Anya Sidorenko." A dignified woman of calm assurance nods to you from the center of the semicircle. "And this is Marin Calwythea." Leaning against the wall near the doorway is an elven woman clad in greens and browns. She has a longbow strung across her back and a longsword at her hip. "Marin is a, well, let's call her an unofficial member of Oddholme's town militia." The introduction causes the elven woman to smirk. "This," he says to Marin while gesturing to you, "is the Bloodpack." Marin's eyes widen for a moment before she nods her head in respect. The councilman continues, "Marin's been a thorn in the side of the local monsters for years now. Few in the region know more about them than her. She has just reported that Oddholme isn't the only place in the region that's had troubles. There's been an increase in slaving raids along the major roads, particularly in the region surrounding Yellowsands Cavern. Only a day ago, a Manfri village was burnt to the ground by a group of gnolls. Marin was thankfully nearby, and while the village couldn't be saved, she did rescue several families and helped drive off the gnolls. While we commend her efforts, this problem is obviously not going away." The councilman takes a drink from a mug of water and looks toward Marin.

The elf nods and takes up where he has left off. "The council has told me of your work against the snaketaurs -- well done. I've dedicated the last several years of my life to keeping monsters from causing too much trouble in these regions. From what I've been able to piece together, disparate groups of snaketaurs were banded together to form this raid. Who organized them and why they came here, no one knows. Other evil creatures are showing a disturbing amount of organization as well. Gnolls, kobolds, crowmen, all of them seem to have increased their raiding at the same time. In any event, the fact that they are working together disturbs me. Cooperating plans require big bosses. I'm afraid that someone's moved in and organized them. All of them. And judging by these recent raids, what they're organizing seems like bad news for all of us." She nods to Anya Sidorenko and continues, "I'm taking a few of my men to Rattledam to see about securing additional soldiers to station at Oddholme for a few weeks, at least until the extent of the threat can be determined."

After a moment of silence, the councilman leans forward and laces his fingers. "We'd would like you to maintain a public presence in Oddholme over the next few days, if you don't mind. The locals have great faith in you. And seeing you around town will do a lot for keeping worries down over the next few days. The council would greatly appreciate it. We would compensate you for your efforts, if you desire, and pay you twice the salary of a militiaman." He smiles slightly, "Just don't tell the militia."

Speaking for the first time during the meeting, Sidorenko leans forward, "So, are you willing to help?"

Knowledge (local) DC 15 Highlight to display spoiler: {The elven woman passes through the region once or twice a season to buy supplies and never remains more than a few days. Near the end of each visit, she meets with the council of whatever town she is in for a few hours to give a report on the state of the hinterlands befeore she leaves town again.}


Yanosh AC 23 HP70/86 Endure Elements 
Monday May 24th, 2010 9:24:49 AM

With out looking at the elf Yanosh simply speaks one word at the mention of Rattledam, "No!" Once everyone looks at him Yanosh rises and speaks his mind. "I understand that we can use what ever help we can get. But those in charge at Rattledam must never know where to find Oddholme. We are castouts. To Rattledam we are dead. They will send no help for any of us." Once he finishes Yanosh sits down quietly next to Tishe'.

DM Tanner - Extra Post 
Monday May 24th, 2010 9:42:56 AM

The councilman bows toward Yanosh, "Forgive me, friend. We do not intend on directly approaching the leadership of Rattledam. Rather, our intent is to discreetly inquire with mercenary groups and adventurers. We wish to maintain our disconnect with Rattledam and will focus our efforts on recruiting freelance agents. This is partly the reason why it may take us a while to secure the forces necessary."

Tishe' (AC 21 HP 75 /75)(Good Hope) 
Monday May 24th, 2010 10:20:04 AM

The newly created Witch lays a hand on the severely scarred dwarf's arm; both in a request to restrain his anger and also in encouragement to the sentiment. She speaks still seated tailor fashion, completely at ease on the Grass mats.

"The cleric of Gargul is correct. As you know, Anya, the Rattledam Council permenantly exiled not only the Bloodpack, but every refugee who was willing to follow us into the Sargrass. And with the death of Councilwoman Malafret at the orders of Rattledam, we lost not only our mentor but the last friend we had in the Rattledam Council."

"Yet, there may still be packs in Rattledam who are willing to help out, and may even be more strangers in Rattledam since we left: there is no knowing since we have no friends to tell us the weave of things there. Your plan has merit. I would caution about spies and treadles who would sell OddHolme's location to those who wish to cut our threads."

And then the mercurial mind of Tishe' flows to other problems.

"Even though there are no roads in the Sargrass like what we would see near Hook City because of the great growth rate of the 'Grasses, people who are knowledgeable of sun and stars can find thier way to various places easily enough. I am very concerned about this organizing force you speak of. Do you have any clues as to its origin, location, or identity? Using all the magic at the Bloodpacks disposal, a little information may enable us to locate the mastermind and then cut his thread."

...Actions

...Effects

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....0 / 0 / 0 / 0 / 0 / 0 /

Domain Spells
1 Entangle:
2 Barkskin:
3 Plant Growth:
4 Command Plants:
5 Wall of Thorns:

Isambard Whitesmith 
Monday May 24th, 2010 8:06:14 PM

Isambard hesitates for a moment. He looks to his shoulder and locks eyes with Boo. Unspoken communication flows between the two, then the rooster almost seems to nod. He turns and responds cautiously, "So far, I'm tracking you well. While I am inclined to say yes, I would join Ms. Tishe' in inquiring concerning the composition and strength of the forces organizing in the area before giving a definite commitment. These snaketaurs of yours seem rather competent, and I am peery of getting over my head."

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Monday May 24th, 2010 9:00:10 PM

Falmar awaits his turn and stands.

" I agree with Tishe' I've never been to Rattledam, nor do I know of much good coming from it. Personally if we are looking to tie on some mercenaries to help defend the town we may be more likely to find something a bit more trustworthy from Hook city. There's plenty of folk looking to pick up a new job or life along Hire Road in Mudtown....there's still some good people there... I may know someone who could vouch for a company or two. We also need to get a better handle on the portal room. It's suicide to have an open door to any treadle who can operate a portal. We need to ensure that some stronger grass eater doesn't come through and spin all the refugees into slavery. As a last thread, we also need a way to pay for everything. We need trade, either through the portals somewhere or through other settlements. Using the portals to trade with other northern towns would eliminate transport and also prevent Oddholme from showing up on too many maps.

Realizing that he's just said more at one time than he ever has in quite some time Falmar reddens a bit, grunts and says

" That's how I'm threading things anyway"

He then sits down and runs his hand through his hair as a cackling black bird hops around on a nearby windowsill.

Trellus 
Tuesday May 25th, 2010 10:24:11 AM

Trellus grins slightly at the mention of compensation.
"I'm not going to speak for the pack on that one," he replies gently. "But, you don't need to pay me to walk around Oddholme. I was gonna be around anyway."

Rubbing the back of his neck in thought, the cleric rises to speak further.
"Like the others said, you really don't want Galafar and the Rattledam Council to learn the location of Oddholme. That's kinda why we've got that invisibility shield surrounding the place. Hook City sounds like a plan, once we figure out where it is. Unless you've found it?"

He sighs, "everything's gotten totally twisted since the Great Migration and the birth of that Sargrass entity."

"Of course, we'll be happy to help in whatever way needed."

DM Tanner 
Tuesday May 25th, 2010 10:35:43 AM

She smiles and nods, "Excellent." She draws a small pouch from a pocket in her sleeve and hands it to each of you while standing, "Here is your first week's wages. I realize it may not be much for heroes of your stature, but it is what we have, and we will not be pitied. Hopefully this unpleasantness will pass, but in the meantime, let us be vigilant. If you have any questions regarding the recent raids in the area, please speak with Marin before you leave. We will seriously consider your suggestion of Hook City rather than Rattledam. I'm sure this will all sort itself out. Good day." With that, Anya Sidorenko and the other council members leave the room to attend other business. Perhaps it is stress, desperation, or both, but you get the feeling that she only heard what she wanted to hear from you before moving on to the next subject that required her attention. Understandable, considering the burden on their shoulders.

Marin Calwythea sits across from you with her legs neatly crossed, an incongruity considering her woodsy nature. She smiles a bit nervously, "Well, it looks like she may have been unintentionally brusque in handling that. She is a good woman, but is better with accounts and ledgers than people. What would you like to know about monsters organizing in the area?"

OOC: The pouch contains 25 sp for each of you.

Yanosh AC 23 HP70/86 Endure Elements 
Tuesday May 25th, 2010 11:46:38 AM

With a grunt Yanosh picks takes the pouch and looks at the contents. Passing it along he takes nothing from it. "I need no payment to protect My Home." Yanosh stresses My Home to point out that the Blookpack was there first and everyone else is there because of them.

Standing he speaks softly, "I do not wish to sit on the Council but I will not have them speak down to us either. If she places Our home at risk because she refuses to see that Rattledam has no love for us I will see to it that she is removed from her seat on the Council. One way or the other." Once finished he turns to leave.

DM Tanner - Extra Post 
Tuesday May 25th, 2010 1:06:28 PM

OOC: Guys, I'm sorry that this keeps happening. Your game has A LOT of backstory and it is hard to keep everything straight. I had no idea that the location of Oddholme is being kept a secret from Rattledam. I just picked it as a sizable nearby town that the council would go to to hire mercenaries. That's all. Please forget I even mentioned Rattledam. They are now definitely going to Hook City.

I also didn't intend for them to talk down to you. I meant for them to seem distracted and stressed, not rude. Please don't be offended.

Tishe' (AC 21 HP 75 /75)(Good Hope) 
Tuesday May 25th, 2010 1:59:53 PM

ooc: Tanner, fear not! You are giving regular posts and an interesting storyline; all the earmarks of a good DM. :-) Backstory and learning are going to happen due to the DM Migration, and I think we all know and appreciate the work that you are doing to mentally get a hold of a LOT of backstory in a short ammount of time.

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

Tishe' accepts the pouch, but doesn't open it. "Yanosh, you can warp down a little. This is the first hint of a backbone from the refugees, and I find it refreshing. They know of our importance, and I don't have to rub thier noses in it."

Tishe' will listen intently at whatever Marin can tell them.

DM Tanner 
Wednesday May 26th, 2010 7:47:49 AM

Marin clears her throat and starts, "It appears that the slaving raids are occuring in a... what's the word the scribe used... concentric circles? The raids are in circles that keep getting smaller and smaller as they approach one location; the area around Yellowsands Cavern. It isn't just decent folk being raided either. In addition to human and elf settlements, I've seen gnome, goblin, and orc settlements burned to the ground and their peoples taken captive. And it isn't the snaketaurs doing all of the work either. There is evidence of other raiders. I can't tell you all of who, but I know that at least one of the goblin settlements was attacked by gnolls, and surprisingly, the orc village was attacked by kobolds." She pauses for a moment, "We believe that's why they came here. We don't know if they took anyone, but we haven't had time to finish a headcount." She takes a drink of water, "I don't know who or what is in the area near Yellowsands Cavern, but it must be big. What else could you need that many slaves for? My guess is that some grand high muckety-muck sent out a lucrative bid for slaves, and everyone is picking up what they can as they make their way there. I bet Oddholme isn't even important to them, it was just on their way and they stopped to stock-up. The council will probably ask you to go investigate, but in the meantime, they need you to help stabilize the town. Anything else you would like to know?"


Trellus 
Wednesday May 26th, 2010 9:25:22 AM

Trellus chuckles softly at Yanosh's comments.
"Dude, that's just distracted. You want 'totally condescending', you gotta go see High Counciller Galafar at Rattledam."

The cleric takes the pouch, with the intent of handing it to the first people he finds in need. A thought flies through his head - What I really need is some dude to help me set up a Domi-dedicated group to help out. Trellus files the thought away for the future.

He listens carefully to Marin's report.
"Guess we're taking a trip to Yellowsands Cavern," he notes. "Tomorrow morning work for everybody?"

Yanosh AC 23 HP70/86 Endure Elements 
Wednesday May 26th, 2010 10:25:24 AM

(OoC dont worry you were going to offend Yanosh any way. He has a Cha of 8. Its all good and fun.)

Yanosh sits back down and takes a deep breath. Slowly his breathing returns to normal.

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Wednesday May 26th, 2010 11:37:11 AM

Falmar nods and accepts the pouch, hoping to get it to the Militia to help with recruiting...

" I'm all for yellowsands, but I need to make a couple portal stops, and we need to get rid of some of this."


Falmar pats his pack...
We've got quite a haul to sell off. I can handle that on my way to the LOA and Starmages... LEt's see..
we've got ...


From just now

four finely-made daggers
a finely-made cloak of rich fabric
three finely-made cloaks of sturdy fabric
three finely-made gleaming chain shirts
three finely-made composite longbows
a sturdy-looking ring
12 potion vials

From the slaver chase

1 finely-made morningstar
1 finely-made dull suit of chainmail
1 finely-made heavy metal shield
1 wand
1 finely-made black suit of breastplate
1 finely-made pair of gloves
1 finely-made scimitar
1 finely-made kukri
1 finely-made shiny suit of chainmail
1 stout-looking composite longbow
902 gold coins
a small assortment of gems

I think that's it.

(ooc. identify now or pay the Catacombs ? )

Isambard Whitesmith 
Wednesday May 26th, 2010 12:08:04 PM

Isambard hears Falmar discuss their recently acquired gear. "I can identify all of that for you. I have something of a knack for arcane curiosities."

To Marin, "That sounds like quite an undertaking. In the meantime, it might be best to take care of the townsfolk and help affect repairs. As soon as that headcount comes in, we can know for certain."

DM Tanner 
Thursday May 27th, 2010 12:17:42 AM

She sighs after her long speech, "That's all I have for now. Until I can gather more information we need to keep the peace here in town and keep folks calm." She smiles and winks, "But that's your job. As for me, I need to head out again." She sits staring at you in silence for a moment, then swiftly stands, "Bye." and walks out the door.

Isambard identifies the recently acquired gear:

bruneau jasper (brown with ivory in spherical and oval patterns) (19.3 gp)
clear topaz (611 gp)
honduran opal (fiery flecks on a basalt-colored stone) (1,259.9 gp)
moonstone (green) (92.4 gp)
pearl (460.1 gp)
shandon (95.4 gp)
silver sheen obsidian (12.9 gp)
turritella (agate) (9.7 gp)

+1 Unholy morningstar
+1 chainmail of light fortification
+1 heavy metal shield
+3 adamantine breastplate
Wand of Cure Moderate Wounds (45 charges)
+4 Gloves of Dexterity
+3 keen Scimitar
+1 kukri
+1 mithral chainmail
+1 composite longbow (+3 Str)
+1 shock dagger
cloak of charisma +4
ring of protection +3
+1 mithral shirt (3)
+1 keen dagger (3)
+2 composite longbow (3)
cloak of resistance +3 (3)


Please describe how you would like your character to spend the next few days.

OOC: What system do you guys use to split treasure?


Tishe' (AC 21 HP 75 /75)(Good Hope) 
Thursday May 27th, 2010 12:02:45 PM

Tishe' listens intently, but then shakes her head. "We can't go tomorrow", she says worriedly. "There are repairs and bolstering morale that need to be done here first. And Falmar is right, we need to distribute the equipment found among ourselves and the OddHolme Militia, train our own experiences, and prepare before we leave for Yellowstone Caverns."

"Maybe at week start?"

Tishe' wants to look at renewing protections on the Portal room and get comfortable in her new features and powers first.

ooc: experience from the last adventure?

ooc: LOOT - what we've done in the past is one Player with time on thier hands comes up with a total gold piece count assuming everything was sold at the Catacombs at 90% cost and then divided evenly. Anyone who wanted a piece of equipment, then claims that piece (which is taken out of his/her final gold count.)

DM Tanner 
Thursday May 27th, 2010 2:23:13 PM

OOC: JohnP didn't give out xp? Let me do some math, I'll get back to you on that one.

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Thursday May 27th, 2010 7:48:20 PM

Falmar thanks "Is".... for the identifies and packs everything up for a trip to the Catacombs.

Falmar needs to visit the LOA and the Starmages, he need to re-evaluate his magic use to best accompany his new abilities.

(ooc. I'll start my post in the Catacombs tonight,I'm going to split it separately based upon the encounter. Isambard will split the more recent batch...fair?)

DM: That sounds fine.

Isambard Whitesmith 
Thursday May 27th, 2010 10:43:54 PM

Isambard will generally try to make himself useful. He has a good deal of experience in military matters and will offer assistance and advice wherever needed.

DM Tanner 
Thursday May 27th, 2010 10:44:15 PM

Hey guys,

My post for tomorrow will be later in the day. Fridays are always long for me. Bleh.

DM Tanner 
Friday May 28th, 2010 11:58:36 PM

OOC: So I'm thinking that Fridays may be a difficult day for me in the near future. I have to drive an hour, work 8 hours, then drive an hour back. I will have a post ready tomorrow morning, guys. Thanks for your patience!

Yanosh AC 23 HP70/86 Endure Elements 
Saturday May 29th, 2010 8:12:12 AM

Before he leaves Yanosh points to the ring of protection, "I would like that ring if no one else wants it." He waits for anyone else to claim it and if no one does he picks it up out of the loot and slips it onto his finger.

Yanosh retires to his home and busies himsefl with the daily tasks of his little temple. Tasks that are neglected when he is way. After morning prayers he walks among the people to offer any healing or comfort that he may give. He is cautious about his looks and keeps himself covered.

DM Tanner 
Saturday May 29th, 2010 9:28:55 AM

The next several days pass quickly. You busy yourself helping the citizens of Oddholme recover from the grueling raid by healing the wounded, rebuilding fallen homes, and comforting those still reeling from the attack. Your effort is gratefully welcomed by those who have come to see you not just as heroes, but as the literal saviors of Oddholme. After a long day's work, you find yourself standing in the open area in front of the council building, perhaps chatting with other Bloodpack members or adoring neighbors and friends.

Suddenly, muffled shouting from the far side of the square draws your attention. "Please! Please, someone help me! Please!" A woman you don't recognize is lurching through the crowd, sobbing deeply and near-hysterical. She clutches a baby to her chest and drags her son by the arm as she makes her way through the crowd. When her eyes meet yours, she cries out in ragged relief, "Oh, thank you! There you are! Please, you must help me. Please! It's my husband, Alergast, He, he's... I don't know. When the snaketaurs attacked, our little boy Aeren saw one of them kill one of his friends' parents before his very eyes. He just hasn't been the same these past few days. Every night, he wakes up screaming. It scares our dog Petal into a barking fit. The past few nights we came in to check on him and didn't find anything. He claimed he saw a snaketaur come out of his closet. We checked, we checked every time, and we just never saw anything. So tonight he did it again and..." The woman begins crying again but continues through the tears, "My husband, Alergast, said to just ignore him. That it was just nightmares from the attack and that they would go away soon. After Aeren screamed and Petal barked for a minute or so, we heard Petal cry out in pain and Aeren's screams turned to bloody murder. Look! Look at what my husband found!" She shows young Aeren's arms. From his wrist to his elbow is a long, wicked slash. "He found a snaketaur standing over his bed! Petal was dead, with a knife or something stuck in her ear. I couldn't really see. Alergast yelled at the snaketaur and chased it back into the closet! It must have crawled under the baseboards because he flew into a rage and started tearing the closet apart to get it. I just grabbed our children and ran here as quickly as possible. Please, you must come help Alergast!"


Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Saturday May 29th, 2010 5:29:45 PM

Fresh looking and reinvigorated Falmar examines the boy's wounds and heals them in order to calm the Woman's fears somewhat.

" Quickly, lead us to your home. hopefully we will be in time. "


Yanosh AC 23 HP70/86 Endure Elements 
Sunday May 30th, 2010 7:30:34 AM

Yanosh Quickly touches the childs arm. Speaking to the Mother, "Your child will be fine. The Power of Gargul heal this blessed little one." Softly he also whispers a prayer of healing (casts cure light wounds).
Then with the rest he rushes to the womans home.


DM Tanner 
Monday May 31st, 2010 12:04:22 AM

Amele leads you frantically to her modest home on the eastern end of town. Amele and her children stay a short distance away, "Please, please go help my husband!"

As you enter the house, you find it to be disturbingly silent. Upon reaching Aeren's room, you see Alergast Barett on his belly, half-in and half-out of the closet, as if were trying to crawl in. He is very still.


Yanosh AC 23 HP70/86 Endure Elements  d20+17=27 ; d20+7=24 ; 3d6+7=15 ;
Monday May 31st, 2010 8:55:34 AM

Yanosh draws his seldom seen short sword and moves as silently as he can to the door. He he peers into the gloom of the closet (darkvision) to see if anything remains hidden. He also looks to see what the other half of Alergast looks like. He also readies a spell one given to him just latly by Gargul. If attacked he will cast it.

Yanosh is not carrying his shield due to the fact of being where they were. Ac is at a -2. AC 21.

Highlight to display spoiler: {Readied action
Casts Slay Living
Touch attack spell hit AC 27
Spell resistance check 24
Fort Save for 15 Dmg Failed Fort Ceck = Death
}


Highlight to display spoiler: {
Spells Prepared
Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

#= cast every morning once a day
}

DM: Your character sheet looks good to me.

DM Tanner 
Monday May 31st, 2010 5:28:50 PM

OOC: It looks like we have some people who are out for the holiday. We will pause the action for a day and allow everyone to post tomorrow for the events that have already taken place.

Tishe' (AC 21 HP 75 /75)(Good Hope)  d8=6 ; d8=7 ; d20+20=30 ; d8=1 ; d8=8 ;
Monday May 31st, 2010 6:51:06 PM

...Actions

In the days between the attack and the woman, Tishe' heals people and helps Identify magic items. In her off time, she talks with the Bloodpack about the changes in her abilities. "I'm bonded with the Power Sargrass, and am able to cast spells that affect physical changes in friends and enemies best. I've also seem to have found the secret of the ancient Spellweavers of Rattledam. I can more easily bend the spells I know to cast them without words or movements, and can even cast them further away than normal. On the down side, Scorching Ray seems to be my ONLY direct attack spell."

Tishe' has her normal Endure Elements active. As soon as the woman comes in and tells the story, Tishe' casts See Invisible. The ley lines match well, and Tishe' doesn't even use her own spell energy when it is cast! She then follows the others to the house.

Entering the bedroom, she casts Read Magic once as the Ley Lines move away. Grimacing, she casts again, and the Ley Lines fall perfectly. Smiling, Tishe' slowly scans the entire room for magical emanations, and reports her findings.

...Effects
Endure Elements 24 hours
See Invisibility: 120 minutes
Spellcraft: 30 to identify if there are any magical effects in the room.

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 1 / 0 / 0 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)

DM: One round of scanning reveals no magical emanations.

Falmar AC: 30* (31* with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Monday May 31st, 2010 9:30:05 PM

Falmar enters the room and peers around pausing to sense any sources of Evil that could give him some sense of direction. (detect evil).

DM: One round of scanning reveals a faint aura of evil coming from the closet.

DM Tanner 
Tuesday June 1st, 2010 12:41:43 AM

OOC: Wow, we nearly had everyone post! I will wait to post for Tuesday until 8:00 am or so to give Mike a chance to chime in.

DM Tanner 
Tuesday June 1st, 2010 8:09:49 AM

Yanosh pulls back Alergast. You find him to be quite dead, the flesh of his face and upper torso eaten away in large, ragged chunks. An instant later, a tittering shriek emerges from the dark interior of the closet and an insane, dazed snaketaur leaps out to attack you. His eyes are glazed and he staggers noticeably. Unlike his brethren, he appears to wear only a loin-cloth and wields a nasty-looking shiv. He is approximately 5 feet in front of you, currently standing over the body of Alergast.

ooc: No map for this encounter. The room is 10' by 15'.


Yanosh AC 23 HP70/86 Endure Elements  d20+12=28 ; d6+5=7 ;
Tuesday June 1st, 2010 9:05:42 AM

(OoC It must have passed its Fort Save right?LOL)

Yanosh strikes the creature with his swordcutting a silver arc in the air.

Hit AC 28 Dmg 7

Highlight to display spoiler: {
Spells Prepared
Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living*

#= cast every morning once a day
}

Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil)  d20+12=15 ; d20+8=20 ; d20+8=18 ;
Tuesday June 1st, 2010 11:29:46 AM

(ooc: still learning the repercussions of all the Feats and special rules with a With/Spellweaver; sorry for the problems. It seems I am betatesting the Class/PrC)

Tishe' realizes she immediately knows the man and dog are dead as she enters the room. While not seeing any magics about, the spellweaver's concentration is broken as the humanoid snake-taur jumps out to attack!

Things don't seem right, and Tishe' calls out to her packmates. "There is a tangle in the pattern here; be careful! We may be able to get information from this one if we don't cut its threads!"

Tishe' looks at the actions of the snaketaur, worried that there is a disease or magic involved in everyone in this room acting erratically.

She activates her Brahmah's Tattoo of Protection from Evil in case the problem is more of a matter of possession.

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours
See Invisibility: 120 minutes
Prot v Evil: 60 rounds +2 AC v Evil, no possessions

Know Arcana: 15
Know Nature: 20
Know Planes: 18

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 1 / 0 / 0 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)

Isambard Whitesmith  d20+6=19 ; d4+2=6 ; d20+12=28 ; d20+12=31 ; d20+12=21 ; d20+12=30 ;
Tuesday June 1st, 2010 11:35:11 PM

Isambard grimaces at the slavering snakeman, "Now this won't do at all! Let's see if anything is helping you, shall we?" With a few terse words, he makes a diagonal chopping motion towards the enemy.

Cast dispel magic
Dispel check 28, 31, 21, 30

Falmar AC: 24 (25 with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Wednesday June 2nd, 2010 12:02:07 AM

Falmar attempt to place himself between the Snaketaur and the rest of the Pack' deflecting whatever attacks this thing attempts.

(Total Defense = AC 29)

Spell list Highlight to display spoiler: {
Pal 1/1 - Resist elements
Wiz
0. (4) Light, detect mag, dancing lights, ghost sound
1. (4) True Strike, Burning Hands, Shocking GRasp, Sleep
2. (4) Hideous LAughter, Invis, blur, Bull's ST.
3. (3) Haste, Lightning, Gaseous Form

Weapon casting : Currently empty
}

DM: I got in your post! :)

DM Tanner 
Wednesday June 2nd, 2010 12:02:23 AM

ROUND 1 SUMMARY

Tishe' Senses an opportunity to capture an informant and activates a ward against evil.

Yanosh Slashes at the snaketaur, wounding it across the chest for 7 damage.

Isambard Attempts to negate any magical assistance.

Falmar Places himself to try to deflect any attack.s

The snaketaur lunges, a desperate glint in its eyes. It is met by protective magic and cold steel. The warding against evil seems to have no effect, while the abjurant dispelling washes over it with no impediment. It slashes pathetically with its small dagger, scraping off of Falmar's armor.

Snaketaur, 7 damage taken
Attack 19
Damage 6

Yanosh AC 23 HP70/86 Endure Elements  d20+12=19 ; d6+5=6 ;
Wednesday June 2nd, 2010 8:23:05 AM

Again Yanosh strikes with his sword. Not hearing Tishe's warning of not killing the creature.

Hit Ac 19
Dmg 6

Highlight to display spoiler: {
Spells Prepared
Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living*

#= cast every morning once a day
}

DM: Remember, you can always stabilize a dying creature if you want to take them alive.

Ken E 
Wednesday June 2nd, 2010 11:05:45 AM

( Hey everyone, just checking out your game and I saw Tishes witch. Nice to see someone else playing one. Just a note, with the new tweaks Tishe doesn't roll d8s anymore. She's upgraded to d100s. The new rules are in the wiki. Later everyone. Sorry to butt in Tanner!)

SteveK (Tishe') yee-ha! I was waiting for the PTB to approve the Witch changes as discussed in the Black Genie. Looks like they are done! This brings a different set of spells that Tishe' brings to the fight. :-)

Falmar AC: 24 (25 with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing)  d20+14=27 ; d6+8=10 ;
Wednesday June 2nd, 2010 9:49:34 PM

Falmar decides to strike the Snakeman in such a way that will preserve his thread....
Hit AC 27 (non-lethal/subdual) Damage : 10

There's something wrong with this one.... WAH! am I actually starting to see the other ones as normal !

Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil)  d100=89 ;
Wednesday June 2nd, 2010 9:58:28 PM

Tishe' tries to end the battle by controlling the befuddled snaketaur.

She weaves a spell to Charm Monster!

... Actions
Will DC 20 with +4 to save (since in a battle) or be Charmed by Tishe'
(Ley Lines close; no loss of spell slot!)

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours
See Invisibility: 120 minutes
Prot v Evil: 60 rounds +2 AC v Evil, no possessions

Know Arcana: 15
Know Nature: 20
Know Planes: 18

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 1 / 0 / 0 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)


Trellus(AC 24, 103 hp)  d20+11=14
Wednesday June 2nd, 2010 10:08:55 PM

Trellus shows up late, and stands at the doorway, taking stock. Confident the pack can take care of one sunbaked snake-taur, the cleric glances about for any other threats.

[Spot 14]

--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor 26 hrs, +3 each

Spell List:
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Guidance, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3), Entropic Shield, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status, Silence, Bulls Strength(d)
3rd - Dispel Magic (x2), Invisibility Purge, Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Greater Magic Weapon, Inflict Crit Wounds, Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike(x2), Righteous Might, Spell Resistance(d)
6th - Blade Barrier, Greater Dispel Magic, Mass Inflict Moderate Wounds, Stoneskin(d)

NOte to me: vestment is +3, shield o faith +4
}

DM: No other threats are in sight.

DM Tanner  d20+6=22 ; d4+2=5 ; d20+8=21 ;
Thursday June 3rd, 2010 12:00:48 AM

ROUND 2 SUMMARY

Tishe' weaves magic to captivate the snaketaur, but misses by the barest margin.

Yanosh slashes again at the snaketaur, wounding it on the shoulder for 6 damage.

Trellus keeps an eye out for other threats.

Falmar strikes with the flat of his blade for 10 damage to avoid killing the creature.

The weapon blows take their toll and the snaketaur seems to be almost delirious. Barely keeping its feet, it swings again, glancing off of Falmar' shield.

Snaketaur, 23 damage taken
Attack 22
Damage 5

Yanosh AC 23 HP70/86 Endure Elements  d20+12=26 ; d6+5=11 ;
Thursday June 3rd, 2010 8:30:51 AM

Yanosh swings at the Snaketaur, "No more wil your kind slave from OddHolme."

Hit AC 26
Dmg 11

Highlight to display spoiler: {
Spells Prepared
Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living*

#= cast every morning once a day
}

Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil) 
Thursday June 3rd, 2010 9:07:01 AM

Seeing the snake-taur nearly down and another cut by Yanosh, Tishe' despairs of capturing the monster and waits for the inevitable.

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours
See Invisibility: 120 minutes
Prot v Evil: 58 rounds +2 AC v Evil, no possessions

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 0 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)

Trellus(AC 24, 103 hp) 
Thursday June 3rd, 2010 10:41:44 AM

"Coming thru, Tish", Trellus comments as he moves forward.
"I should have time to stabilize the treadle when our dudes drop it."

The cleric prepares to cast a quick Cure Minor Wounds whenever the critter falls.

Falmar AC: 24 (25 with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing)  d20+14=15 ; d20+10=15 ;
Thursday June 3rd, 2010 11:01:14 PM

Falmar raises his blade and attempts to ram the hilt into the Snaketaur's snout silencing him.....

But the blows go wide, and Falmar succeed in well.... looking almost threatening...



DM Tanner 
Friday June 4th, 2010 12:01:14 AM

ROUND 3 SUMMARY

Tishe' waits nervously to see what unfolds.

Yanosh slashes yet again at the snaketaur, wounding it for 11 damage.

Trellus readies a healing spell.

Falmar swings wide, missing the serpentman.

Yanosh's blade cuts a deep, gashing slice at the base of the snaketaur's neck. A spray of blood washes over Yanosh, yet almost miraculously stops just as quickly when Trellus' spell knits the gash into merely a thin, nasty-looking scar. The snaketaur lies unconscious before you, breathing but immobile.


Yanosh AC 23 HP70/86 Endure Elements  d8+9=14 ;
Friday June 4th, 2010 8:33:11 AM

A vicious snarl curls Yanosh's lips as he sees the wound heal. He says nothing knowing that Trellus is right in what he has done. Information is much more valuable than the revenge Yanosh felt. Reaching down he casts cure light wounds on the snaketaur.

Cure light wounds 14

Highlight to display spoiler: {
Level
0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living*

#= cast every morning once a day
}

Trellus(AC 24, 103 hp) 
Friday June 4th, 2010 10:38:50 AM

Trellus rises as Yanosh casts another healing spell.
"Alright, someone get this thing tied up, and lessee if we can find out where it came from."

Once the snake-taur is cleared, the cleric casts Detect Magic and concentrates on the closet. If he finds nothing, he'll work his way around the room (after shooing his heavily magiked packmates out of the area).

And if he gets nothing that way, he'll go through the same process with Detect Evil.

--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor 26 hrs, +3 each

Spell List:
Highlight to display spoiler: {
d - domain spell
p - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic*, Guidance*, Light, Purify Food and Drink,
1st - Comprehend Languages, Detect Evil, Endure Elements(x3), Entropic Shield, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Resist Energy(x3), Status, Silence, Bulls Strength(d)
3rd - Dispel Magic (x2), Invisibility Purge, Prayer, Searing Light(x2), Magic Vestment**(dp)
4th - Freedom of Movement, Greater Magic Weapon, Inflict Crit Wounds, Repel Vermin, Spell Immunity(d)
5th - Greater Command, Flamestrike(x2), Righteous Might, Spell Resistance(d)
6th - Blade Barrier, Greater Dispel Magic, Mass Inflict Moderate Wounds, Stoneskin(d)

NOte to me: vestment is +3, shield o faith +4
}

DM Tanner 
Friday June 4th, 2010 10:49:01 AM

Searching the closet, you find a hole in the baseboards seemingly hacked through the wood, leading to a small den in the crawlspace. It appears that the snaketaur may have hidden here when the attack on Oddholme failed and was trapped by the return of the Barret family. You find no magical emanations.


Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil)  d100=59 ; d20+8=9 ; d20+20=23 ;
Friday June 4th, 2010 11:51:52 AM

Tishe' is not really helpful when it comes to tying people up, so she waits until the humanoid snake-taur is securely fastened. "I don't know if there is a holding cell, but I bet the militia do."

The Witch will wait until it is secure, and tries to cast Charm Monster again. (DC 20 ) Once the snaketaur is in a helpful mood, they can get down to learning about the attack and where they come from! :-)

Tishe' also wonders about the strange behavior, thinking about diseases or magic that could cause such confusion in the snake-taur to hide in a closet, and in the man to have attacked the monster in the closet after discovery.

...Actions
Charm Monster
Know Nature: 20
Spellcraft: 23

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours
See Invisibility: 120 minutes
Prot v Evil: 58 rounds +2 AC v Evil, no possessions

Spells
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 0 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)


Falmar AC: 24 (25 with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing)  d20+10=26 ;
Sunday June 6th, 2010 12:24:54 AM

Falmar pulls the 50' coil of hemp rope he has been carrying around in his pack and begins to truss up the Snake into a harmless bundle.

Use rope check. 26

Spell list Highlight to display spoiler: {
Pal 1/1 - Resist elements
Wiz
0. (4) Light, detect mag, dancing lights, ghost sound
1. (4) True Strike, Burning Hands, Shocking GRasp, Sleep
2. (4) Hideous LAughter, Invis, blur, Bull's ST.
3. (3) Haste, Lightning, Gaseous Form

Weapon casting : Currently empty
}


DM Tanner 
Monday June 7th, 2010 12:06:56 AM

Though healed of his wounds, the snaketaur remains unconscious. A cursory examination of his body reveals him to be dehydrated and bruised. No magic or disease is apparent, leading you to believe that the snaketaur may have seen his brethren driven off during the raid and found himself trapped. Poor Alergast was the first to find him. For now, he is bound and secure. A few hours may be necessary to revive him. A holding cell with the militia seems to be the best option at this point.

As you exit the house, Amele looks as you expectantly. "How is he? How is my husband? Did you help him?"

Trellus(AC 24, 103 hp)  d20+14=34 ;
Monday June 7th, 2010 9:47:02 AM

Trellus takes in the makeshift hiding spot.
"Doesn't look like it was left on purpose, or it'd have better supplies," he muses. "Still, we better let the militia know there may be more out there. And to see what this treadle knows once it wakes up."

The cleric exits the home, and runs smack into Amele's question.

[Diplomacy 34]
Trellus' face falls, and he gently guides the woman over to whichever crowd member appears to be her closest supporter. He hasn't said anything, but by this time even the slowest dude in the area knows his answer.
"We were too late," he finally tells her.
The blond man will comfort Amele as best he is able, either hugging her or maintaining his distance as dictated by her reaction, before turning her over to the neighbors, and finding a militia rep to get someone else to remove Alergast and clean up in the bedroom.

Yanosh AC 23 HP70/86 Endure Elements 
Monday June 7th, 2010 12:11:05 PM

As the Blood pack leaves Yanosh kneels and begins to care for the body of Alregast. Once he has the body covered and the area aorund him cleaned up as best he can he begins to pray to Gargul for the man. Once finished with his prayers Yanosh will find two towns men that will help him carry the body out of the house. He will stay with the family if they want him. He offeres any comfort he can.

Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil)  d100=9 ;
Monday June 7th, 2010 4:55:18 PM

Tishe' helps her packmate arrange the half-eaten man and help clean up some of the blood by a Prestidigitation spell that tidies up the blood smears nicely.

The witch/spellweaver is nearly clueless by the amazingly senseless question, and is thankful Trellus is there to administer a diplomatic hand. "I'd have asked her where the militia take bodies for Watering thinks Tishe' as she laughs at her own social incompetence.

ooc: My understanding is that most 'orphan' towns on the Sargrass don't bury or burn thier dead. Instead, they take the bodies to a special area and then pour water on the corpse. The voracious insects of the Sargrass do the rest and soon have completely consumed the body; no muss, no fuss.

...Actions

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 0 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

Falmar AC: 24 (25 with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing)  d20+5=9 ;
Monday June 7th, 2010 10:26:13 PM

As the 'Pack exit the home Falmar spends some time looking around at the gathered crowd for anything out of the ordinary in the reactions of the people. (Spot : 9.)

Since everything seems to be in order, Falmar assists with escorting the snake-thing to the Militia's compound.

DM Tanner 
Monday June 7th, 2010 11:14:51 PM

ooc: I'm pretty busy tomorrow morning. Here is the post for tomorrow in case I can't reach a computer.

Terror flashes in Amele's face, "No," she says softly. Then louder, "No! No, he is not! He is not!" Pain contorting her face, she falls to her knees and howls. Neighbors and townsfolk huddle around her as she sobs and holds her children tightly to her. She is beyond consolation. A temple acolyte emerges from the crowd. He kneels, whispers to her, then leads her still crying away from the home.

A second acolyte nods at you grimly, "We all appreciate what you did. It's no one's fault what happened to Alergast. The Barret family will sleep in the cathedral. The gods will watch over them. I suppose we will have to contact her family. In the meantime, they will be safe. Thank you again." With that, he continues to lead the mother and her children towards the church.

You secure the snaketaur in the militia barracks. It may be some time before regular feeding and watering allow the monster to speak.


Yanosh AC 23 HP105/105 Endure Elements 
Tuesday June 8th, 2010 6:35:17 AM

Thanking Tishe' for her help Yanosh retires to his quarters in the back of his shrine/church to Gargul. He understands that his God is not one that many find comfort in. He does what he can and rest soundly that he has done his best for all.
Once he has completed his afternoon prayers and has cleaned up around his quarteres Yanosh goes to check on the prisoner. He checks to see if it is awake and if it has been fed. He understands the desire to starve the creature to death but he reminds the Guardsmen that they need it alive for questioning.

Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil) 
Tuesday June 8th, 2010 12:45:49 PM

Tishe' isn't willing to wait for the snake-taur to regain his senses. "As soon as some more defenders come to OddHolme, I say we need to get to Yellowstone Caverns as quickly as possible. There are some bullies there that need thier threads cut. The longer we delay, the more scenes like this will be seen across the Sargrass tapestry."

...Actions

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 0 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

DM Tanner 
Tuesday June 8th, 2010 4:33:35 PM

Read my post from last night, everyone, in case you didn't see it. :)

Falmar AC: 24 (25 with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Tuesday June 8th, 2010 11:25:22 PM

Falmar spends his day in Gilan's garden clumsily removing weeds, and watching the rare sight of a functioning fountain this deep in the Sargrass. He stops by the Militia barracks to assess their strength and any needs they may have before returning to his room for the night.

DM Tanner 
Wednesday June 9th, 2010 8:16:58 AM

After several days of tense waiting, you receive notice from the militia barracks that your captive has regained consciousness. They have had to restrain him to prevent him from hurting himself, but he is available for questioning.

You also receive an update bulletin from the council. Their efforts in securing additional security for Oddholme have met with moderate success. They plan on sending the forces already hired to protect the city while they continue their efforts. The mercenaries will arrive in 2-3 days.

Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil)  d100=26 ;
Wednesday June 9th, 2010 10:15:41 AM

"Well", says Tishe' as the others gather in a common area, "it looks like the threads are forming. We can try and get some information from our captive, and the reinforcements will be here in a couple days."

She ponders for a minute or two while drinking some Sweet Grass tea. "I think we should stay here until the mercenaries get here, and use the time to gather as much information as possible. I'll try and Charm the snake-taur to give us information. If that fails, Trellus is the most diplomatic; he should have the next go at it. I only wish Grymash were here to scare some information out of it." The last is added almost whimsically.

And then her mercurial brain turns to another thought and she looks as Isambard. "Are you going to help the Bloodpack in our weaving at the Caverns, or do you have other plans?"

Regardless of the answer, Tishe' will go to the militia area and, in a non-threatening manner, lay a Charm Monster on the snake-taur. (DC Will 20 or be charmed) Tishe', being a Witch, has no problem trying to cast and re-cast the spell 6 times per day until the snake-taur succumbs. :0)

...Actions

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d8 (Ley Line): 1 = failure, 7,8 = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 0 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

DM: For right now, Isambard is going to keep an eye on Oddholme whilst you are off foisting ne'er-do-wells. I rolled up the character to provide arcane support for the Bloodpack (and be my second PC per DM privilege) but I'm not enjoying playing him at all (I already know what's going to happen!). I've tailored the coming action to fit your party and I posted for new players on the DM board.

Trellus 
Wednesday June 9th, 2010 8:20:52 PM

Trellus has been quietly musing to himself for several days before the unfortunate incident with poor Alergast. And while the snake-taur is recovering, the cleric sets about looking for a Hand of Domi to aid him in his idea to establish a band of priests to assist in the protection of Oddholme.

[ooc - like to use Trellus' Leadership feat to acquire a cohort, with the intent of establishing a shrine and home to acolytes of Domi.]

DM Tanner 
Thursday June 10th, 2010 12:02:41 AM

Led by torchlight into the bowels of the militia barracks, you pass through what seem to be far too many hallways and stairways for a building of its size. Perhaps it is the musty air, or the claustrophobic darkness, but the gloom presses upon you on all sides. Your guide stops before a heavy, iron-banded door. A jingle of keys, a groaning hinge, and you are face to face with the contempible snaketaur. Though fleshed-out with water and food, it appears the black-eye and split lip are new events since you deposted him with the guards. Perhaps justified, perhaps not. Tishe' steps forward and casts a spell, weaving together strands of aether and spirit to form a magical lattice that settles upon the mind of the snakeman, dulling his passions and making him susceptible to questioning. He is bound to his chair, his pleasure in seeing you in his cell is glaringly out of place.

ooc: Tishe's spell is succesful.

ooc2: Trellus, just write up what you would like and post it, buddy!

Trellus 
Thursday June 10th, 2010 9:11:59 AM

Trellus isn't all that upset about the snake-taur's condition. Tishe's spell looks effective, which leaves one teensy detail.
The cleric leans over and whispers into the witch's ear,

"Uh, do you speak snake-taur?"

-------

ooc - Falmar, did we ever get the cash back from last module's loot haul?

Yanosh AC 23 HP105/105 Endure Elements 
Thursday June 10th, 2010 10:09:35 AM

Yanosh steps forward and surprisingly to the 'Pack he is sure asks the same question to the SnakeTaur in the folloinw tounges, Orc, Gobblin, Gnome, Undercommon and even Celestial. "Can you understand me or do I kill you?" He even asks it in Common so the group knows what he is saying.

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

#= cast every morning once a day
}

Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil) 
Thursday June 10th, 2010 10:10:55 AM

"Of course I can!", Tishe' says brightly, "with a Tongues spell, I can speak any language I choose! And..." Here the exciteable Witch pauses and collects her thoughts and memories. And her face falls. "At least I used to be able to cast that spell. With my recent transformation, I can't do that anymore."

As dejected as she looks one second, Tishe' brightens with a new idea. "But the Snake-taurs were speaking in Common during the battle! Lets try simple things first."

"Many Shadows, Friend, how are you doing today? Are they treating you well here? You've got yourself in a tangled skein recently. I'm working on getting you spun out of jail, but it's going to take me some weaving to get it done." Chatting pleasantly as if visiting a friend in jail, Tishe' eventually asks her questions. "I really need to go and talk to your bosses and tell them what the situation is. Lets go over thier names and species and what sort of strength of arms and defenses they have up to make sure they are safe."

Tishe' will keep on in the friendly, helpful way to learn all they can about the levels of command, how many and of what type of creatures, any traps and defenses at Yellowstone Caverns and other raiding centers there are.

...Actions

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

Falmar AC: 24 (25 with Sword ) HP 52/69 ( Aura of Courage,,Good Hope blessing) 
Thursday June 10th, 2010 10:50:53 PM

Falmar watches as Tishe' interrogates this snaketaur. For some odd reason he actually feels a bit sorry for the thing now that it's under Tishe's control......however he gets over it very quickly.

He touches his hand to the eye upon his chest and sends a message to the present Pack'.
" Ask him how they got here and how they found this place. It may help us to re-hide Oddholme somehow"
Hmm, imprisonment or execution, we've never really established what the Law is here....letting it feed the Grass may be more than it deserves...

Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) 
Thursday June 10th, 2010 10:52:25 PM

(ooc. Loot totals figured, future distribution pending DM decision..;) )

DM Tanner 
Friday June 11th, 2010 12:29:11 AM

T: How are you doing today?

His head lolls toward Tishe' and a weak smile crosses his lips, "I'm rather fine, thank you."

T: Are they treating you well here? You've got yourself... go over their names and species and what sort of strength of arms and defenses they have up to make sure they are safe."

The snakeman nods his head, "Of course! It's only polite, I suppose." The snakeman pauses and sucks at his teeth with his tongue. He makes several loud smacking noises, then spits something red onto the floor, he smiles at Tishe', "Forgive me, that last prey was rather ropey. But I didn't really have much choice, did I? Now, where were we? Oh, yes. My boss. Well, my bosses. My boss is one of yours, I suppose. Vile woman. Name of... Borda... Borna... Berya..." He shrugs his shoulders, "I forget, really. Prey names sound so alike and she insists we call her 'Master,' so it never comes up. She orders us to find her slaves. She gives us gold. Standard arrangement, really. We get to keep a few for ourselves, so it is a pleasant enough way to occupy one's time. She has needed a LOT of slaves. Blood magic, or something, I'm not sure." He coughs for a moment, his lungs hacking, then he continues, "There are other, lesser masters as well. They also bring her slaves for wealth. Gnolls, kobolds, crowmen... the only one worthy of respect is the Old Jarl, but he can't stand the heat. There are perhaps, oh, forty in all, counting my brothers and sisters. Evenly mixed, you would say. I don't know their names because we don't mingle. You never see everyone there at once, though, we just bring our acquisitions to the same drop-off. Everyone has their own cavern to wait for the Master to come and trade for them."

He coughs again, this time spittle dripping over his chin, "Forgive me, I seem to be without a handkerchief. Traps? None that I know of. I've even been up to the altar and have not seen anything. I do know they were hiring some new muscle, giant chitters I believe, but that was after we left."

F: Ask him how they got here and how they found this place.

"Oh, it was easy enough. We captured a hunter or two, tortured them, and found out where they lived. It is amazing what hot knives can do to creatures without scales or plates. It took hardly any time at all. They told us where to find your city and how to get in. You know what they say," he half-chuckles, half-coughs, "Two may keep a secret if one is dead! After we found out there were so many prey in one place, we simply had Krecheq cast a spell to shake the earth, then came right in."

He gives you a rather pleased look, "Is there anything else?"



Trellus 
Friday June 11th, 2010 8:54:55 AM

Trellus whispers again.

"Directions to their drop off....and that altar."

Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil)  d20=16 ; d20=10 ;
Friday June 11th, 2010 12:24:20 PM

Tishe' glances at Trellus and rubs her nose which now looks like its falling off the other side of her face. "Teach your granny how to spin", she mutters, but dutifully puts Trellus' questions into the conversation. She takes a cloth and wipes the bloody spittle away from the snake-taur.

"Prey just isn't like it used to be", she agrees sadly, "still one has to do the best one can. I think my friends and I can deliver a load of slaves pretty quickly and get in on the action. How can we get to the drop off, and what are the directions to the alter from the drop off?"

She pauses and continues. "Of course we don't want to get in Kerchaq's way... you wouldn't know where he is, would you Friend?"

The others can pretty easily tell that Tishe' is bluffing a storm, but then the small woman was never very socially apt. Clueless really. But under the Charm spell, any bluff of diplomatic turn of phrase is unnecessary. Thank the Powers!

...Actions
Bluff - 16
Diplomacy = 10

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) 
Friday June 11th, 2010 11:31:33 PM

Falmar almost rolls his eyes at how easily this thing is giving up the goods.....which makes him suspicious...of course with MAgic involved maybe not, but how do we know this thing isn't just telling us the "truth" as he knows it ? ....

sometimes 1 loose thread shouldn't be pulled....because doing so will ruin the entire weave...maybe we should cut this one loose outside the dome and see what happens.....maybe not....certainly not going to trust this thing...

Yanosh AC 23 HP105/105 Endure Elements 
Saturday June 12th, 2010 9:25:05 AM

The stoic Dwarf just stands and watches. He would rather just cut this one loose at its neck. Good thing Tishe' is asking the questions, shes more social then he is.

Highlight to display spoiler: { Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

#= cast every morning once a day
}



DM Tanner 
Tuesday June 15th, 2010 6:58:06 PM

ooc: Hey everyone. I just wanted to give a heads up that I won't be able to post for a few days. My in-laws have been visiting for my wife's graduation and my mother-in-law was in a car accident a few hours ago. She has three cracked vertebrae and a broken collar bone, so she will be in the hospital for a while. They are visiting from out of state, so my wife and I will be taking turns going to the hospital to help her. I apologize for the late notice. I will be back as soon as possible. Thanks, and good gaming!

Ken E 
Tuesday June 15th, 2010 8:53:22 PM

ooc: Hello everyone. I think I've ran into most've you at one point or another on these forums, and while I was going to wait for Tanner to make the announcement, I've decided that in light of his current circumstances I may as well hop in and spoil his surprise.

Tanner will be moving to Ust Delmah, and I will be moving in here. The cause for this is that Robert, the Ust Delmah DM, needs to step down. Rather than have me take over a game I play in, Tanner and I decided to swap so that neither of us were in a player/dm situation.

Due to Tanners emergency, Robert will keep up Ust Delmah for another week. We all may as well get to know each other!

I'm making a mailing list for the lot of you, and will start sending out posts when the game gets moving. In the mean time, I'd like you all to share your character goals with me. You can email me at thunderfrog14@yahoo.com. Let me know a bit about their personality, favorite magic items, wish lists, goals, fears, families, etc.. anything relevant that you would like to see included in our game.

I'm sympathetic to the fact that so soon aftet the DM migration your having to settle a new DM. Tanners done a good job of giving me an in depth synopsis of whats up and whats going on, so I shouldnt have too many fluidity issues.

Anyone have anything for me?

A bit about me.

As a DM, I try hard to be completely fair. I try to direct creatures in accordance with their tendencies and their natures. I won't use a lot of DM railroad, though if I think were dragging somewhere we don't need to, I may give us a nudge in the right direction. I try to stay as close to loot by level as possible, and will try to give a challenge that's unique to each member of a party. Everyone needs time to shine.

I'm combing character sheets now for anything odd I should ask about. As I understand the party is as such..

Cleric of Domi
Fighter / Cleric
Paladin / Wizard / Bladesinger
Witch / Spellweaver

It's nice to see a party with the wizard or sorcerer who overshadows everyone. I suspect our first couple encounters will be with kid gloves on, so I can see how you work as a team and what roles you all tend to take.

Here's looking up,

Ken.

Tishe' (AC 21 23v Evil HP 75 /75)(Endure Elements, Deathwatch, See Invisible, Prot v Evil) 
Wednesday June 16th, 2010 6:33:42 PM

uh, does anyone know who erased my hour's worth of work in copy/pasting what we all just got done telling Tanner so we would'nt have to retype everything for Ken E?

DM Ken - 
Wednesday June 16th, 2010 6:45:20 PM

The snake-taur's head lolls slightly under the questioning. He is growing tired but tries hard to answer Tishe's questions. It's most likely for his own good, after all.

" You assk about Kerchaq and his toess? That is an odd saying, friend. I do not know if Kerchaq iss in the city...but I do know he hass no toess. "

The snake-taur seems to be draining of strength rapidly now. Sweat beads on it's forehead as it speaks with noticeable pause. His voice slurs as he speaks.

" The altar.. ours.. is.. the middle of Yellowshandsh..slaversh don't ushully go past the collectshions.. but.. I held her favor..for shervice.. ."

The snakeman is now visibly hot. He speaks only a few words at a time and those precious few are barely audible. Those looking closely will notice that his scales are bubbling, releasing tiny pockets of steam.

"Yellow.. shimple.. find. Eye.. finds.. path even after migrashion..."

He squirms in the ropes, as if trying to reach his neck.

"I.. I .. not ssoo.. well. Pleasse free me.."

The snakeman's head lols again before drooping motionless over his chest. His scales continue to bubble, quicker now then before. A mucous like liquid has begun to coat a large amount of his body.

The room goes eerily silent, saving for the labored breathing of the snake creature...for a moment...those present can almost feel a tangible presence in the room with them.. like a tendril slithering from some unseen spot; sliding past their skin. All senses are greatly enhanced.. sight.. smell.. even the erratic beating of the snake-taur heart is easily heard...

The creature seizures... stops.. then begins to spasm.

The feeling of extrasensory perception fades, but the snaketaur is still convulsing wildly.


DM Ken - 
Wednesday June 16th, 2010 6:46:03 PM

( Steven, fear not! It's all been archived in the proper spot, our Wikipedia page. I didnt want too much OOC cluttering up your game. )

Yanosh AC 23 HP105/105 Endure Elements 
Thursday June 17th, 2010 4:45:15 AM

Yanosh runs a hand over his burn scarred bald head,"Seems to me that our subjet has just had his thread cut in a very nasty way." with a shrug the Dwarf Cleric of Gargul turns to Trellus. "Your weave Boss." Yanosh looks to the Cleric of Domi for orders.

Highlight to display spoiler: { Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

#= cast every morning once a day
}

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch) 
Thursday June 17th, 2010 10:31:31 AM

Tishe' slaps her forehead. "I should have ensured he had no curses, diseases, or magic about it before Charming him in the first place!" The Witch pulls out the tiny cauldron from her satchel. "Wart, medium size, please."

And the cauldron grows in a handful of seconds to medium sized! Tishe' immediately begins a complicated spell. " I can Purify all harmful effects on the snake-taur, but it will take an hour to complete. I fear he doesn't have that long."

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

Purify Witch-only spell, one hour casting time, removes all curses, dieases, poisons, and magical affects on one target.

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

Trellus  d20+13=19 ;
Thursday June 17th, 2010 2:07:23 PM

"Light!" Trellus growls as the snake-taur begins spasming. "I don't have the right spells for this."

The cleric does pull out a wand and taps the creature with it. [Neutralize Poison]
"Maybe we get lucky," he murmurs, even as he breaks out a very old Healer's Kit from his pack.

While Tishe prepares her spell, Trellus goes old-school to try and keep the beast alive in the interim.
[Heal check 19]

DM Ken - 
Thursday June 17th, 2010 8:12:36 PM

( Waiting on one more post. Actions here are important, considering what comes next. Mwua ha ha )

Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) 
Thursday June 17th, 2010 9:16:35 PM

Falmar steps forward, kneels and Lays his Hands upon the Snaketaur.... invoking the Power Sargrass to heal this creature...

Healing an evil creature.....well....if Sargrass wishes him to be saved he will be....but then, what after ?



DM Ken - 
Thursday June 17th, 2010 11:40:28 PM


The snaketuar continues to convulse wildly, unaffected by the restorative efforts of the party. His scales continue to vent steam and leak the thick mucous. His eyes begin to darken slowly, filling with a black liquid that looks something like ink.

His voice is both strained and deep...full of concentration as he stammers a few final words.

" Borya! .. You.. bitc... <cough> .. The gift! I cannot hear it any more! It burns much! Too much! I .."

He continues to yell, but his speech now sounds like incoherent babble.

<If you speak Abyssal: Highlight to display spoiler: { The language sounds very much like Abyssal. The syllables are all tangled however, and much of it seems to just be random combination of words that make no sense.}>

He scales begin to slide off of his body..blood and something darker mixing with the collecting ball of ooze where his lower half had been. Simply put, he is melting. He stares hard Tishe and Falmar..then fully merges into the concentrated ball of mucous and magic and gore at the foot of the chair. It hums quietly for a moment, but quickly grows louder. Swirling colors of black, red, and blue slide over the surface of the gelatinous mass.

Something metal glints from within the ball...

Spot DC 15: Highlight to display spoiler: { It appears to be an amulet, made of either mithral or platinum, with an eye-like charm attatched to the chain. }

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch)  d20+7=11 ; d20+20=23 ; d20+12=15 ;
Friday June 18th, 2010 7:19:17 AM

Tishe' stops her incantations in horror as she watches the death of the snake-taur. "Get out!", she commands the guards, shooing them to a safer area. She doesn't know what is going on, and tries to understand the magic that is working here.

"Borda is the name of the leader he mentioned before.", she tells the others

...Actions
Spot: 11
Detect Magic: at Will (Feat: Envisioning the Pattern)
Spellcraft - 23
Arcane Knowledge - 15

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

Purify Witch-only spell, one hour casting time, removes all curses, dieases, poisons, and magical affects on one target.

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

Trellus  d20+11=12 ;
Friday June 18th, 2010 9:40:30 AM

[Spot 12 - nat 1]

"Better back up dudes," Trellus calls out to Yanosh and Falmar, while following his own advice.
"This could end with a very large 'boom'"

Yanosh AC 23 HP105/105 Endure Elements  d20=7 ;
Friday June 18th, 2010 9:51:05 AM

Yanosh steps in front of Tishe' with his shield raised to help protect her. "Everyone Back out to safety." He repeats Trellus's warning. Yanosh is the last to leave using his shield to help protect everyone he can in case the snaketaur explodes. He then will reach in and pick up the metal object once he knows its safe.

Spot 7

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch) 
Friday June 18th, 2010 11:52:59 AM

Addendum - Tishe' isn't glutton for punishment. She'll shrink her cauldron and back out of the room.

Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) 
Friday June 18th, 2010 11:18:43 PM

Falmar peers at the little metal rock, not thinking much of it...but upon hearing everyone's concern begins to slowly back out with everyone else.

Wonder how that got in there.... did it grow ? or did someone put it there ?

" Tishe, If that thing doesn't kill us do you think you could find out who put it there ?"



DM Ken -  10d6=37 ; d4=2 ; d4=4 ;
Saturday June 19th, 2010 4:21:53 AM


Yanosh instictively shouts to his comrades to move away from the sphere.

( As I understand it... )

He covers their exit with his body and his shield. When the others are evacuated and presumably safe, he returns to the orb and reaches out to pluck the odd amulet from within.

Almost as if sensing the life force of another creature close by, the orb vibrates radically, it's hum now more akin to a shrill scream. There is a deafening sonic boom, then darkness.

...

Outside, a young couple is walking near the house, pondering the nature of their lives in the plains of sargrass. They hear what sounds like a scream, and turn their heads towards the source. Seconds later an explosion rocks the house they were approaching. Planks and splinters fly past them as the force of the blast knocks them onto their backs. Something larger, presumably the body of a man in armor, flies from the hole as well.

....

Inside, the very foundation of the building shakes and shudders violently. Tishe, Falmar, and Trellus backed out of the room and were spared the majority of the blast force.

....

Laying on the floor, charred and burned, is the scorched platinum amulet the Yuan-ti was wearing before he died. It shimmers under a detect magic skill, moderate divination.

Yanosh

[ Unknown Spell Effect 1: 37 Damage. ;Reflex DC 20 for half. 18 Negative Energy / 19 Fire for purposes of damage resistance. ]
[ Unknown Spell Effect 2: Blindness. Duration: 2 Hours; Fortitude DC 20 negates. ]
[ Unknown Spell Effect 3: Gutterspeak. Duration 4 days; Will Save DC 20 negates. ]

<|Gutterspeak|>

All attempts at verbal speech are turned foul and perverted, converted into a dark and unknown language. Magical means of communication are also translated as well, so using a message or whisper spell merely sends the words in gutterspeak as well. The tongues spell cannot understand the language, but it can speak words and phrases the caster has heard.
---------------------------------------------------------------------------------------------------------

If you can speak abberant, Highlight to display spoiler: { Many of the syllables used here seem similar to those used in the language of Abberations. It's as if a touch of chaos infected the language, chopping words into small pieces and arranging them with seemingly no order.}

----------------------------------------------------------------------------------------------------------
Tishe, Falmar, Trellus

[ Unknown Spell Effect 1: Half Damage, 9 Negative Energy, 9 Fire. Reflex Save DC 20 negates. ]

[ Tishe ] | Knowledge Arcana Results: Tishe Detects several magical forces simultaniously at work within the orb before it explodes. She is nearly certain however, that the effect was not timed. The blast seemed to respond to being interacted with by a living creature.

[ Tishe ] Spellcraft Results: The uses of the spell used seem to be a response to magical enchantment or compulsion. Perhaps it is a deterrent against charm based intelligence gathering?

Yanosh AC 23 HP 99/105 Endure Elements  d20+5=14 ; d20+11=29 ; d20+10=21 ; 4d8+9=31 ;
Sunday June 20th, 2010 9:07:56 AM


The blinding explosion knocks Yanosh to the floor. Shaking his head the Dwarven Cleric feels the pain as he once more suffers from fire ment for his 'Pack mates. Softly Yanosh prays for healing in hopes it stops the fire.

Reflex 14 failed
Fort 29 passed
Will 21 passed

Casts heal Critical wounds 31

Highlight to display spoiler: { Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds*, Divine Power

5 Cure Light wounds mass, Slay Living

#= cast every morning once a day
}

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch)  d20+10=22 ;
Monday June 21st, 2010 12:20:26 PM

Tishe' drops and hides behind her cauldron, letting the fire and evil energy dissapate harmlessly. To her at least. She can't understand a word out of Yanosh. "In fact, he seemed to know the most underground and fiendish languages", she observes clinically, "so Yanosh is probably the only one who could have untangled this knot!"

Tishe' informs her packmates what she learned about the amulet, but she is very leery about picking it up. "We need to do some research on this thing. There's divination about it. No telling that Borda isn't listening into what we are saying right now."

She will see if her packmates have a lead-lined container or a bag of holding to collect the amulet before any special talk happens.

Later, Tishe' will subject the amulet to Detect Magic and Legend Lore and use her cauldon to try and Scry on 'Borda'

"I can also try to Divine our chances of infiltrating Yellowsands Cavern with and without the Amulet with us, or even Contact Other Plane to ask Sargrass directly", she tells Trellus and the others.

...Actions
Reflex Save: 22

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

Purify Witch-only spell, one hour casting time, removes all curses, dieases, poisons, and magical affects on one target.

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

DM Ken - 
Monday June 21st, 2010 7:18:31 PM

( Tishe, Yanosh made his saving throw vs Gutterspeak. ^_^ )

Falmar AC: 24 (25 with Sword ) HP 51/69 ( Aura of Courage)  d20+9=17 ;
Monday June 21st, 2010 11:58:18 PM

Falmar jumps back, but an emptyness rolls over him and the flames do what flames tend to do.

Reflex : 17 Failed 18 dmg.

We need to trim this white hand soon. I'm getting really tired of all of this happening in our Home.

DM Ken - 
Tuesday June 22nd, 2010 10:22:37 AM

( Waiting on one more. I realize I'm new here guys, but we still need consistant posting, especically from the vets since were about to have two new players. Is there an erratic posting schedule inshould know about? )

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch) 
Tuesday June 22nd, 2010 1:10:39 PM

ooc: OOPS! :-)

KenE - I'm comfortable with as long as you have 24 hours between posts, that gives a Player a day to post inbetween DM posts.

For MikeK, he is swamped at work, a co-worker is out for the summer and Mike is doing double duty. His posting may be a trifle erratic for the next couple months.

For Me (SteveK), 30 June is my last post until September (US Army field training) I want to set Tishe' up to be doing some Divination, Legend Lore (which can take 10 days in and of itself) and communing with Sargrass while the others launch for Yellowsands Caves. When I return, with Tishe's Scry and Shadowwalk abilities, she will be able to quickly catch up to wherever the Bloodpack is.

DM Ken - Aftershock  d20+11=27 ;
Wednesday June 23rd, 2010 12:19:48 AM


Yanosh takes a minute or two to dust himself off. Picking himself up, he rejoins the others back in the room where the blast occured.

Tishe is studiously moving about, subjecting the amulet to a battery of tests. He spells very quickly reveal that the amulet has one function, which is to act as a compass via a Find the Path spell, but at what range is unknown. She is quickly able to determine the amulet itself is not the focus of any scrying, nor was it responsible for the explosion.

Falmar grumbles about the seemingly giant target painted on their home.

Trellus... well. Trellus does nothing. Perhaps he is in shock. Perhaps he is contemplating the structural inpracticalities of a gnomish engineered Apparatus of the Crab. At any rate, he luckily avoids taking any damage, as his loving DM rolled his saving throw for him.

Tishe had offered to use some powerful divination to seek answers on the amulet, but as of yet no one has offered any other suggestions.

( Tishe, please send me information on your domain chosen, and the nature of your spirit companion. Is he a diety, outsider, unknown? )

Yanosh AC 23 HP 99/105 Endure Elements 
Wednesday June 23rd, 2010 9:05:01 AM

Patting the last of the smoldering flames out Yanosh returns to the group. "I just hate the smell of burnt hair," he grumbls. The Cleric moves closer to Tishe' to see what she is talking about.

Highlight to display spoiler: { Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds*, Divine Power

5 Cure Light wounds mass, Slay Living

#= cast every morning once a day
}

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch) 
Wednesday June 23rd, 2010 9:46:32 AM

Tishe' is very curious as to the amulet, but she gives her prognosis with as much clinical detachment as she can muster. "Any other functions of the amulet seems to have dissipated with the explosion. What it does now is Find the Path but I'm not quite sure if it is for others to find the amulet or for the holder of the amulet to find the path to where the amulet is supposed to go. This can be an opportunity for the Bloodpack to use the amulet to safely get into Yellowsands Caves and confront Borda."

ooC: Tishe' as a Witch has an agreement with the newly birthed Southern Power: Sargrass. Her domain is 'Plant', so she can turn plants as a cleric turns undead, and has limited domain spells.

Sargrass Power Wikipedia

...Actions

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

Falmar AC: 24 (25 with Sword ) HP 51/69 ( Aura of Courage) 
Wednesday June 23rd, 2010 9:40:38 PM

Falmar listens intently as Tishe' explains her knowledge gleaned of the Amulet.

" So, one of us needs to pick it up? Then we should head for the Caverns ? "

"I'll carry it if need be."

Hrmm, do we have a reliable location on the caverns ?.... I wonder if the Manfri can get us there faster?

DM Ken - Aftershock 
Thursday June 24th, 2010 3:43:35 PM

Tishe, Yanosh, and Falmar discuss the amulet and where they should be headed next.

Trellus is still silent.

Tishe's divinations reveal enough inormation to reveal the answer to Falmars question. The Find the Path spell leads away from the town, into the plains. It's easy to assume then, that the amulet leads to the caverns.

Manfri are brought up, and how the Pack chooses to travel becomes a discussion.

[ Go ahead and plan your expedition. How will you travel? Druidwood rafts? Mounted on beasts? On land? < not recommended.> . We only have 1 of 3 new player character sheets, so were going to treck onwards without them for now. You'll likely stumble across them soon. ]

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch) 
Thursday June 24th, 2010 8:56:26 PM

Tishe' remembers that the Bloodpack brought one druidwood skiff to OddHolme and left it in the custody of Murdock, Aeryon, and Vayine. "It won't hold more than 6, but that may be enough for this expedition. We have never used the beasts of the Sargrass for mounts, although various slavers have used Rapke as mounts. I don't think anything else could survive for long. As dangerous as it is, the Bloodpack has usually travelled by foot like Walkers." The Witch shakes her head. "That may not be a good method without a druid or Walker with us, though."

With Trellus enclosed in his private temple with Domi, Tishe' is the most experienced member with travelling in the Sargrass Plains. "I think we should ask for the druidwood skiff, but should also wait until the mercenaries arrive to bolster OddHolmes defenses. Perhaps one or two of them would also agree to join our expedition." Tishe' looks around at the depleted membership of the Bloodpack. "Somehow, I think we'll need it."

...Actions

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

DM Ken - Aftershock 
Friday June 25th, 2010 8:45:11 AM

Tishe wisely awaits the arrival of support from the mercenaries summoned by Oddholme's council.

3 days pass; wounds are healed and holes in the sides of houses are patched.

A small fleet of druidwood rafts arrive that day, bringing about 30 paid mercenaries with them. Most of the mercenaries are cramped together, but a few rafts hold people of seemingly higher stats and renknown. One in particular holds only 3 adventurers. As it glides to dock, they depart with a confident gait.

Waiting for them is a small woman of this stature. There is an odd power about her, and she has in her possession a tiny black cauldron. She is the one you were briefed about, and your next point of contact.

[ New peeps, go ahead and describe yourself. You've already been briefed on your contract... hired to help against slavers. You three in particular have been assigned as support to the Bloodpack. Tishe is waiting for you at the docks. Go ahead and introduce yourselfs and lets get you all settled/)

Serillana Swiftshot (AC 27 HP 70/70) 
Friday June 25th, 2010 10:47:35 AM

A small figure moves swiftly off the boat, with an elegant air in her black padded armor with a look of relief, her hazel eyes look tired, her brown hair tied in a messy ponytail. She didn't know who the other person on the boat was.

"Ugh... I couldn't wait to jump off raft. I never liked travelling long distances, where things look like they are moving although they aren't. Can I get out of this armor and wear something more comfortable?" The little person says to her normal sized compatriot, as she starts to stretch once she is on solid ground. She then continues to tumble towards the person that she was told about. She walks past the third person on the boat, not even acknowledging his presence.

"Ummm... Sorry were you the one waiting for the one and only me?" The halfling says smugly to the one with the cauldron. The smile quickly turns to a gasp of realization. "I'm sorry, I usually don't look this bad... The trip took it's toll..." she quickly says tries to fix up her ponytail with her hands.

"This is sooooo embarassing..." She thinks to herself, looking to the ground, taking her time to fix up her hair, looking up only when her hair is as neat as she can make it.

"So, I'm here for what now?"

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch) 
Friday June 25th, 2010 1:07:02 PM

The small woman wears greens and tans nods at the three arrivals. Her shoulder-length wavy brown hair is in a tail pulled away from her rather plain face and the light brown skin does nothing to craft a striking appearance. Yet something causes a second look. The way her nose looks like it is falling off her face and the odd boil on her skin is disturbing, but not extremely notable. Perhaps it is the bits and ends of items peeking from beneath the green cloak, the red sash, the red ring on her left ring finger, the tiny cauldron that quivers on its own, the image of Gargul's Eye on the back of her right hand. Or perhaps it is those brown eyes, how they seem to dance with warmth and carefully bridled enthusiasm, straining to get out and see the Wold...

Many Shadows", she says smiling, "and well come to Odd Holme. I am Tishe' of the Bloodpack. Let's get you inside and refreshed in body before we talk."

Tishe' leads the halfling and two others through the main tunnel, inside of the domed town of OddHolme, and to the central forum. Moving with a purpose, she goes up some stairs to a second floor apartment and opens the wooden door. The main common room the newcomers see is spacious for a dozen to recline comfortably. It has large windows and a balcony that overlook the forum. Sargrass-woven rugs carpet the floor and eight SilkGrass woven 'beanbag' chairs surround a knee-high wooden table. Various potted plants thrive in corners and along windows. Tapestries and six ironwork scones with Everburning Torches tastefully dicorate the walls with several chests keeping things neat.

A large bowl of water and soft towels near the front door gives the dusty travellers a place to wash up, and from one of the chests, Tishe' brings forth food and drink. A plate of candied hoppers comes first for an appetizer, followed by two bowls; one of nutty paste and another with a cream-and-vegetable sauce with flatbread scoops. Then a platter of grilled Prarie Pig comes, all to be washed down with clear spring water or more potent GlassGrass wine.

Seated about the table is a scarred dwarf and armored elf. "May I present the Bloodpack, Yanosh and Falmar. Trellus is also about, but has been keeping private lately. Bloodpack, this is Serillana (and introduces the other two). Turning the the newcomers, Tishe's eyes go penetrating. "So, how much has Anya Sidorenko (the Council Head) spun you up and what part of the pattern is looking sunbaked? We'll try to answer as best we may."

...Actions

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

Falmar AC: 24 (25 with Sword ) HP 51/69 ( Aura of Courage) 
Friday June 25th, 2010 10:37:22 PM

Falmar stands as he greets Seilanna.

" Yes, as Tishe' has said, be welcome to Oddholme. This is a place that seems to continually be weaving together many different threads into a pattern of it's own. As a variety of grasses improve the quality of a weaving so will your skills help to improve our Pack' and help us to help the people of the Plains. There is more at stake here than just the threads of those who call Oddholme their home. The Gods, and Powers have aligned themselves with our struggle in their own way.....more or less."

A noisy cackle erupts from the windowsill as a Coal Black raven hops from one foot to the other..and cackles
Draconic Highlight to display spoiler: { "Fool Fool! hahahhaha don't listen to him, he doesn't know anything ! }

Falmar grinaces and makes a dismissive gesture toward the Raven.....

" Birds....have no manners...my apologies to you."


Mojo (AC, HP, Spell updates coming) 
Saturday June 26th, 2010 12:53:45 AM

A lean figure clad all in white stepped off the boat and pulled back the cowl of his cloak, revealing the silky blue skin, white hair and silver eyes of a dark elf. It was becoming more rare to see drow in this fashion; without the more contemporary hair dyes and tatoos that had become so common among the younger members of their race.

The dark elf summoned his arm from the folds of his cloak, which revealed a smoothly carved white staff that was grasped in his fist. The elf raised the tip of his staff just above his right eye, saluted with it.

"Good day!" he said as his face lit up in a smile that seemed large enough for a halfing, but far too large for the normally stoic dark elves. "And Many Shadows to you good Tishe'! Wonderful to arrive in Oddholme and share this first moment with such splendid company."

"Mojo is my name. And if I may say, Oddholme looks as if it could benefit from my services in the art of repair. But alas, perhaps when time lends itself to us. For now, I offer you my humble self, and whatever wizardry can be wrenched from these tired bones."

Looking pleased with himself, Mojo followed the others into the second floor apartment. "Fine tapestries... and are those Everburning torches I see?" he commented when he saw the common room. Soon after, the elf was washing up and then sitting down to shae food and drink with his hosts.

"Pleasure to meet you Yanosh and Falmar. A shame Trellus isn't here to be met, but perhaps another time."

Mojo's smile remained fixed until talk turned to the mission at hand. "I'm afraid Anya told me little about the what's going on in Oddholme. Perhaps one of you can shed some light on the situation?"

Taldera (Stats coming soon...) 
Saturday June 26th, 2010 3:59:54 AM

An elegant figure steps off the boat wearing glistening breastplate, though that doesn't seem to slow her movements. She smiles and looks down at her smaller companion with her blue eyes.

"But traveling is half the fun! I just wish that we got time to look at things other then the grass. If you wish to take off your armour go ahead, we should be safe enough here for now.

She walks towards the contact, following Serillana.

"Hello Tishe', I'm Taldera and thank you for the welcome, always a pleasure to visit new towns, I just hope my skills can be of assistance to you. As for getting refreshed, that sounds like a fantastic idea." She says, playing with her long black hair, realizing how badly tangled it is after the trip. She follows Tishe' to the apartment.

Taking advantage of the water, Taldera washes up quickly, and then she joins the others for the meal.

"Pleasure to meet you bloodpack, thank you for your hospitality." Taldera says to her hosts, grinning a little when the raven speaks up. "No need to apologize Falmar, though I'm sure the bird is wrong. Unfortunately like Mojo I am not sure what is going on here, all I know is that we are here to support the bloodpack against slavers."

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch) 
Saturday June 26th, 2010 9:06:31 AM

out of character ooc: My apologies for the long posts. I don't normally have ones this long as a Player Character, but I thought it was needful to bring everyone on the same sheet of music. :-)

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

Tishe' nods, appreciating the wisdom of Anya, and giving a look to Falmar and Yanosh loaded with relief that all three adventurers seem to be the helpful sort.

Serillana, Mojo, and Taldera, again Many Shadows. We'll soon spin up Murdock to find each of you apartments that you may decorate in your own patterns, but for now, it seems like a good time to spin you up on the current tapestry on our loom. And I'll think I'll spin a little background first. Mojo," she begins in a tone that says she is going completely off the subject, "there have been other dark elves in the Bloodpack, and Murdock is one who has elected to leave the heroes life and is working as... I guess the closest title would be chamberlain, for the OddHolme Meeting."

And in another mercurial switch of timbre, Tishe' gets down to business with some background. "OddHolme was an abandoned and forgotten domed town only a year ago. Going on a tip from friendly druidic circle, we came here and eradicated a nest of monsters then decided to use it as our headquarters while we were exiled from Rattledam. Only a couple months ago, the whole Southern Continent went through a Great Migration where the various lands moved around like puzzle pieces on a table. During this time, Rattledam was partially destroyed and a new southern Power was born; the being that is the avatar of the Sargrass." Tishe' gets a profound note of respect in her voice when mentioning the being Sargrass, and then she gives a chagrined smile. "Needless to say, the Bloodpack was woven into all of these shuttlecocked events!"

"Since then, some Rattledam refugees and now other Sargrass orphans (those souls who have been lost and alone in the Sargrass) have come to OddHolme to begin a new, freer, protected life. But there are always those who want to possess that which they do not have and reap where they do not sew. We have fought groups called the Barons, the Oglian, a gladatorial ring, snake-taurs and rogue druids. But they all have one thing in common; they were all bullies and slavers. And Tishe's brown eyes glitter with purpose. No, she doesn't like bullies.

"And now these slavers are getting even more organized. OddHolme was attacked by snake-taurs (ie Yuan-Ti) a couple weeks ago. One was captured, and we found out that they and many other slaver rings are being organized by a woman named Borda in a place called Yellowsands Caverns. They are systematically increasing thier range and the number of people they take for slaves. What the Bloodpack intends to do is use an Amulet we got from the captured snake-taur that has a Find the Path spell that will lead us to Yellowsands Caverns. Further, we can use the Amulet as an identification that we are slavers ourselves, infiltrate the Caverns and then destroy Borda, her evil alter, and her cabal of bullies."

She waits for the inevitable questions and turns to Falmar and Yanosh. "After they are more tightly woven, we can talk about combat styles and strengths and weaknesses to minimize unravelling when everything gets warped in combat."

...Actions

...Effects
Deathwatch (continuously active from cauldron) 30 foot cone; know if each creature in area is dead, fragile (3 hit points or less), fighting off death (4 or more hit points), undead, or neither alive nor dead (such as a construct)
Endure Elements 24 hours

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

Yanosh AC 23 HP 105/105 Endure Elements 
Saturday June 26th, 2010 9:27:25 AM

Rising to his feet the scarred Dwarf is wearing a grey robe with a crimson sash around his waist. In fact the sash is the only color the Dwarf is wearing making it look like he has been sliced through the middle. His bald scarred head shines in the light from the window as he bows slightly to the newcomers. His grey goatee and mustache make him appear older then he really is. "Welcome as Tishe says I am Yanosh Ironfist. I am a humble Cleric of the Lord Gargul. Please sit for all are friends here." Yanosh jestures to seating around the table. As he speaks his eyes never leave the dark Elf. He doesnt even seam to aknowledge the other two at all. Old prejudices die hard but at least he is trying.

Serillana Swiftshot (AC 27 HP 70/70) 
Saturday June 26th, 2010 11:26:37 AM

Once Serillana refreshes herself, she takes a seat around the table and takes in the additions to the table; the rest of the bloodpack.

She quickly takes a look around the table. The dwarf, appears scary, only staring at the dark Elf. Falmar that has an Raven, seem to have a close connection. Tishe' the one who seems the most friendly of the bunch, with an odd mixture of simple beauty and dishevelment.

She then looks at the food on the table and starts to nibble at the food that she was offered, taking in Tishe's words

"It's not going to be all fun and games, is it? What have you gotten yourself into?" Serillana thinks with a slight smile on her face, to try and not show her thoughts.

"So... The bloodpack are here to stop the slavers from getting what they want, more slaves? And to do this, we have to target the leader. You guys have the key to where the leader is. So the next question is when are we going to leave?" Serillana asks.

After the meal, Serillana quietly says to Taldera. "Why don't you play some music? It's always nice after a good meal and to break up the heaviness of the conversation that we can always continue after. Also, I think it's a little music to celebrate the meeting of new friends." Serillana then smiles brightly.

Mojo (AC 18, HP 78/78)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility)  d10=4 ;
Saturday June 26th, 2010 5:44:44 PM

OOC: <b> is this how you bold</b> SteveK response: yes, but replace the < with [ and you've got it. You can also do underlining with u, and italicized with i in the same brackets.

Mojo listened intently to Tishe's tale about the slaver attacks. Immediately alarm bells went off in his mind, and he began taking an inventory of the magical defenses he had put into place.

"Let's see..." he thought to himself. "... Used the rod to cast an extended Mage Armor and False Life just before getting on the boat. Cast Endure Elements earlier this morning... that just leaves Contingency, which I cast yesterday after I read the minds of those nit wit half-orcs"

OOC: Contingency spell will trigger a Greater invisibility if Mojo takes ten points of damage.

Comfortable that his defenses were in place, Mojo continued to listen, though the task was becoming more difficult with Yanosh staring at him. "Here we go again", he thought to himself. "Oh, how I hope this is just prejudism and not some great ill that has befallen him at the hands of my race."

Then Mojo got an idea. The situation called for an icebreaker. Waiting for the right moment, Mojo turned to the dwarf and said:

"How do you stop a dark elf from drowning?"

Mojo waited a moment before he gave the answer with a smile- "Take your foot off their head!"

"Oh how I hope this works" Mojo thought to himself, as his smile remained plastered on his face.

Yanosh AC 23 HP 105/105 Endure Elements 
Sunday June 27th, 2010 9:24:09 AM

His face locked in a serious mask Yanosh stares at the Dark Elf and softly remarks, "I usually toss him a short rope tied to a heavy rock." Then slowly a smile crosses the scarred face of the Dwarf as a twinkle enters his eyes. A hearty laugh echos around the room as the Dwarven Cleric laughs at the joke. "You Dark Elf I might just come to like." Yanosh extends a hand to Mojo. Once his gesture is accepted Yanosh sits and passes the Elf some food. "Everyone eat for we have a long road before us. as you may be able to tell I am not from the Sargrass. I come from the Northern Lands a place called the Scabb Mountains. But I call this my home. And the BloodPack my Family. Welcome One and All."

Taldera (AC 25, HP 90/90) 
Sunday June 27th, 2010 12:50:35 PM

Listening to Tishe', the vile actions of the slavers sadden Taldera,
"How could anyone dare to take the freedom from others...we will stop them." She thinks, her expression slightly solemn.
However seeing that the members of the bloodpack are kind and welcoming, and that she has been hired for a good cause makes her relax, the delicious meal brightening her spirit.

Noticing Yanosh starring at Mojo, Taldera smiles nervously as she hears Mojo's joke, breathing out a sigh of relieve as Yanosh laughs.

Taldera turns to Serillana, nodding and smiling brightly back at her, glad everything is going so well, talking back quietly, "Of course, fantastic idea. Possible you could dance for us too?"

Speaking up, Taldera addresses everyone at the table, "Thank you everyone for your warm welcoming. Though we have much to talk about, for now, please enjoy a song, to celebrate the meeting of new friends." Taldera reaches into her bag and pulls out a finely crafted lute and begins playing it, the melody of the song filling the room.

Mojo (AC 18, HP 78/78)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility) 
Sunday June 27th, 2010 10:49:49 PM

thanks!

Mojo paused for a moment when he heard the dwarf's retort and then suddenly broke into a hearty laugh that lasted until Yanosh offerred his hand, which Mojo eagerly accepted.

Many great evils had been done by the drow and it was his generations burden to do all that they could to make ammends. But making ammends wasn't easy. It required personal sacrifice, patience, and a willingness to endure shame. Yet, compared to the guilt that many drow carried in their hearts, these things were minor inconviences.

"And now I am blessed with a new friend... glory be to you Alemi" Mojo thought as his happiness beamed for all in the room to see.

Serillana Swiftshot (AC 27 HP 70/70) 
Sunday June 27th, 2010 11:04:32 PM

"You know me too well, Taldera." Serillana says as she moves off to find a suitable place where it can be safe for her small figure to jump around and tumble without knocking anything over.

Getting used to the music, she starts of with a simple step-behind-step-tap and box steps to get used to the music, then as the music and her become one, Serillana begins playing round with the music with kick ball changes and simple tumbles, ending with a nice roundoff to a back handspring as the music nears the end.

"I didn't warm up... And I look less than my best... Ohwell..." Serillana as she catches her breath after her dance.

Yanosh AC 23 HP 105/105 Endure Elements 
Monday June 28th, 2010 8:47:13 AM

Yanosh sits back and listens to the music. Tapping his fingers on the table to the tune he watches as the little Serillana dances about the room. When she finishes he claps showing his appreciation for her performance.

DM Ken - Aftershock 
Monday June 28th, 2010 10:52:20 AM

The pack welcomes it's new members warmly. Off color jokes often bring unity those those with thick enough skin to withstand them, and the mood is made merry by song and dance.

Sadly, as new friends are made an old friend must leave. Trellus, his soul heavy with the deaths of the friends and people of Oddholme, has taken his leave from the pack to lend his faith and courage to the people of this growing community in a different way. Focusing on the completion of his church and the souls of his flock, Trellus will be missed on the road but honored in the church.

Morning brings with it a sobering tone. The pack should use this day to see to any last arrangements or divinations, and head out when ready. A druidwood raft has been made available, as well as basic rations and supplies. The journeys length is unknown, however the way to the destination is clear.

( Who carries the amulet? Also, I need char sheets linked as soon as possible. I thank our new players for their quick generation and pc building. Id like to see a quick opinion as well on Jerrys last email. I want the pack to continue. Would you all rather disband and settle into new games, start a new lvl 1 setting, or continue here? My vote is for the latter but i will dm you through whatever you decide. )

Tishe' (AC 21 HP 75 /75)(Endure Elements, Deathwatch) 
Monday June 28th, 2010 11:26:31 AM

"The leader of the new Bloodpack should carry the Amulet", declares Tishe' wisely, "both to lead the way and a visible symbol on who the leader actually is."

The night before the Bloodpack leaves, Tishe' makes her cauldron grow and casts Divination in the depths. When the spell is ready, she calls down into her cauldron, "Sargrass send me a vision. What is the best way to get through the Yellowsands Caves and find Borda."

In the morning, she gives the answers to Yanosh, Falmar, Mojo, Serillana, and Taldera. And then she gives her blessings. "May Sargrass give you swift winds and cool shade on your journey. I must bide here and conduct some meditation as required by my lord Sargrass. When I am through, I will Scry your location using Yanosh's Bloodpack Sash and catch up with Shadow Walk. Farewell.

Tishe' will stand in the sand in front of Odd Holme until she can no longer see the Bloodpack's skiff, and then slowly walk back to the waiting shade.

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

ooc: I'll be back mid-August!

ooc2: I want to keep Bloodpack! If there has to be a consolidation, I would strenuously prefer the other game just come through the OddHolme Portal and become Bloodpack!

Falmar AC: 24 (25 with Sword ) HP 51/69 ( Aura of Courage) 
Monday June 28th, 2010 11:46:18 AM

Falmar looks at the driftwood boats... well....we finally have our boat....but now Yanosh and I are the only ones left.....the newcomers....despite their obvious talents have a lots to learn about the Sargrass....and so do we....just surviving to get to the caverns will be a challenge......

Falmar looks toward Yanosh.... " Sometimes a reluctant leader, who does the job because he has a responsibility that needs to be taken is better than someone who wants power for power alone...

He turns to Tishe' Don't get yourself too tangled up along the way...we'll expect you back...

Looking at the group he motions to the boat, " We best be moving along..

Falmar then steps aboard the boat.

Serillana Swiftshot (AC 27 HP 70/70) 
Monday June 28th, 2010 11:55:11 AM

Once talk of leadership weighs the air, Serillana backs away immediately. "I'm not a leader, I follow wherever life leads me, just like how my body always seem to follow the beat and rhythm of Taldera's music. It makes sense for someone who has been here longer than us three should take the position. Unless anyone has any objections..."

As the day draws nearer to their leaving date, Serillana finds a place where she can practice he target shooting with her slings, making sure that she does what she remembers from her childhood and from the hours upon hours of practice to keep her father proud of her.

When the day arrives, and the dispatched group has diminished in size, Serillana tries to keep her second thoughts from bubbling out to the surface. "Everything is going to be fife... You've gone through a bunch, and this is just another step... Although, this does mean that you will be in your armour for the majority of the trip... Ugh..." she thinks as she says goodbye to Tishe'.

"Take care. I think we should be able to find our way, you don't have to worry about us. Come once you are ready, and when ready, come as quickly as you can."

-----

OOC: It would be better to continue this game. It does sound like it will be really fun to play, and it's a shame to not see what "joys" the amulet is going to bring us...

Serillana Swiftshot (AC 27 HP 70/70) 
Monday June 28th, 2010 12:13:59 PM

OOC: misread the DM post, change all allusions to a few days to a few hours, and add in an almost restless night for Serillana.... And the misspelling of "Life" (not fife) in her thoughts.

Mojo (AC 18, HP 78/78)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility)  d4=1 ;
Monday June 28th, 2010 3:02:29 PM

OOC: I'd like to continue

"Good journey to you Tishe" Mojo said. "And may our paths cross again."

With pleasantries spoken, Mojo turned his attention to preparing for the quest ahead. Clearly this wasn't going to be easy... things like this never were... and he needed to take action in order to tip the balances in their favor.

"Little trinket, what am I to do now?" Mojo asked and suddenly the head of a small rat popped out from the pocket of his robe. "Must do something to tip the balances in our favor."

A little squeak was the only value the rat had to offer.

Seeming to understand, Mojo said "Yes... information is what I need" and then he opened the window and produced 13 small marbles.

"Occhi di sollevamento!" Mojo chanted as he tossed the marbles in the air, and instantly they were transformed into small floating eyes.

"Scout the area within 4500 feet of this location. See as much as you can see and return in ten hours." And with those instructions the little eyes flew out the window.

Mojo then sat down on a nearby chair and rested eager for the eyes to return with an accurate account of the surrounding area.



Taldera (AC 25, HP 90/90) 
Monday June 28th, 2010 7:04:36 PM

"Thank you and farewell Tishe'. Don't take to long, we only just met, I want to get to know you better."

As Taldera finishes bidding farewell to Tishe', she turns to the group and says, "I don't mind who the leader is, though it would make sense for it to either Falmar or Yanosh, if only because they know this area much better then any of us.

"I'm ready to leave anytime now, the sooner the better, we have a job to do." Taldera says as she steps onto the boat.

OOC: I'd like to continue the bloodpack personally.

Yanosh AC 23 HP 105/105 Endure Elements 
Tuesday June 29th, 2010 9:49:17 AM

The sturdy Dwarf steps forward to Tishe' A tear in his eye he wraps her in a hug, "May Gargul blessw you too my dear Tishe'. You will be sorely missed return soon." With the he turns and strides to the boat. wiping his eyes he complains of dust in the air.
"Falmar!" he calls out, "Might be best if you lead. I am not taken much by people." Yanosh then wraps a grey scarf around his face. Setting his helmet into place he motions that he is ready to go. Turning he waves to Tishe' one last time as they leave.

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

#= cast every morning once a day
}


Yanosh AC 23 HP 105/105 Endure Elements 
Tuesday June 29th, 2010 9:52:12 AM

OoC I vote for the Blodpack to continue. Though I think Jerry has no wish to stop the 'Pack.

DM Ken - Departure 
Tuesday June 29th, 2010 2:44:28 PM

The pack says their goodbyes to an ally and set sail over the waving grass of the plains. While the feeling is unsettling at first, everyone here has traveled the grass by Druidwood before.

Holding the amulet above his eye, Yanosh guides the boat, follwing what seems to be a wispy trail of blood red smoke. The path is not visible without the amulet, so much of his attention is there spent.

Mojos scouts return as the party fades further and further from oddholme. The little eyes impart images of another druidwood raft overturned not far from the docks themselves. The raft seemed to be heading towards oddholme, but is no longer moving.

A short time later, the other vessel is in view, not far away from the pack. Curls of black smoke waft up from the craft, curling lazily in the air.

Falmar AC: 24 (25 with Sword ) HP 51/69 ( Aura of Courage) 
Tuesday June 29th, 2010 5:35:21 PM

Falmar shrugs as he turns to the group..

I will accept the Mantle of leadership, if the group will have me. I've only been in the Sargrass for a few months, but in that time the Sargrass has touched me and permanently woven itself into who I am and what I stand for. Although we all have concerns that press us, be it Friends, Families, our people and traditions (a quick glance at Yanosh) we all should be able to understand what is at stake here and how important the lives of these people are not only to the Plains, but to the Wold itself.
Falmar removes his armor and exposes the EYE of Gargul upon his chest. " some of us have been touched by Gods, some of us have been present at the birth of a new Power, and that has only been in the last three or four Months!. This seemingly endless expanse of grasses is filled with a VAST variety of plants, animals, and beings that all rely on each other to create a tightly woven tapestry of Life and Death. These Slavers corrupt the natural pattern and need to have their reeds cut. Sargrass reaches out to us to cut out this infestation and purge them from this land our Home..

[b] " Let's check out this raft...keep shuttlecocked as we approach.... and let's keep that fire from spreading !

Serillana Swiftshot (AC 27 HP 70/70)  d20+17=36 ;
Tuesday June 29th, 2010 8:45:48 PM

Glad tat the leadership position in now filled and looks to the horizon to think about the future and where we are going.

When the boat comes into view, Serillana hopes that everyone is okay and from the distance see if anyone is trying to get their attention.

-----

Actions: Spot to see if there are people or in the immediate area around the boat. Spot:36

Mojo (AC 18, HP 79/79)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility)  d10=5 ;
Wednesday June 30th, 2010 12:09:13 AM

Mojo woke in the early morning, flipped open his old spellbook and began to study. Once those preparations were complete he cast several spells on himself that may prove useful given the task at hand.

OOC: Mage Armor (extended), False Life (extended) and endure elements.

Soon after Mojo was on the raft and he received the report from his prying eyes. "Bad news everyone" he said. "A raft is flipped over up ahead. Someone could be in trouble. It might even be a trap. If you have preparations to make, you might want to make them now."

Once they were closer to the flipped over raft, Mojo reached into his pocket, pulled out a copper piece, and began casting.

"Rilevi i pensieri! " he called as he concentrated on the area surrounding the raft. (OOC- detect thoughts- duration 12 minutes).

OOC: how do you hide the text in the spoiler?

Serillana Swiftshot (AC 27 HP 70/70) 
Wednesday June 30th, 2010 1:06:22 AM

OOC: Put the text that you want spoilered in [spoiler ]*text goes here*[/ spoiler] (take away spaces). All information can be found here.

Taldera (AC 25, HP 97/97) 
Wednesday June 30th, 2010 7:31:58 AM

As Falmar speaks, Taldera nods, glad to see the new leader seems dedicated to the task. She then turns her mind to the travel ahead, hoping there will be plenty to see and learn about.

As the burning craft comes into view, Taldera gasps. "Oh no, I wonder if this was the actions of the slavers?"

Spells Per day/Known
Highlight to display spoiler: {Spells per Day
3/5/5/4/3

Spells Known

Level 4 (DC 20)
Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19)
Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18)
Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17)
Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16)
Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

DM Ken - Discovery 
Wednesday June 30th, 2010 5:17:34 PM

As the pack's Druidwood raft drifts closer to the overturned wreck, more details become apparent. There is one body lying face down on the raft, and the vessel is not on fire, but smoldering in the wind from where a fire has extinguished itself against the magical properties of Druidwood.

Mojo's detection spell is alarmingly silent. No thoughts are detected, nor are any signs of life evident.

As the Bloodpack sails close enough to board the other raft, signs of combat are apparent. The body on the floor of the craft is riddled with claws and puncture wounds. The only weapon left on the raft is a single quarterstaff, and the deceased shows no signs of having worn any armor. His head is shaved bald, and around his neck is a necklace of smooth stones of no worth.

There is however, a folded parchment in his pocket. It reads..

Aori,

I know this is an unusual request, but as head of our monastic order, small as it may be, I must ask that you deliver a number of passengers across the Sargrass to Hook City. That we have finally found the town in spite of the most recent Migration is a true boon for our Order. That the Monks of Rattledam and the Druids of the grass both seek our destruction is well known, but we must persevere.

Those you escort have great knowledge of the plains and are the same explorers who found the way to Hook City to begin with. Do keep in mind however, they are not combatants.

When you arrive, ensure that you plant the Oakwalk Tree somewhere protected within the town. Also, do stand back. It's a bit violent when it takes root.

I don't need to warn you of the danger involved. If Rattledam or Yellowsands gets this information, it could be disastrous for us. We have yet to contact Oddholme, so we don't know what their official stance towards us will be. If the slavers find Hook City, there will be countless injuries. Protect this information!

Once the explorers have led you to the city, send them back to us. They are under compulsion to lead you to the city then return. To delay them would be detrimental to their health.

We trust your skills and wisdom, brother Aori.

In Wisdom,

Hachi


The raft contains no other valuables besides 4 backpacks, which have obviously been rummaged through hastily. The only thing left in each are rations.


Mojo (AC 18, HP 79/79)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility) 
Wednesday June 30th, 2010 11:03:41 PM

A bit confused, Mojo turns to the others. "What do you know of the Monks of Rattledam and the Druids of the grass? What might their agenda be?"

"And what of this Hachi? It seems he enchanted these explorers and sent them on this dangerous mission, which ulitmately lead to their demise. Their blood is on his hands."

"Now, shall we search the body?

Highlight to display spoiler: {testing}

Serillana Swiftshot (AC 27 HP 70/70) 
Wednesday June 30th, 2010 11:50:12 PM

"I don't know who the two groups are, but whoever had done this, I wonder if they had read the parchment? It sure just looks like an assassination...." Serillana ponders as she looks around the burnt boat.

"Claw marks?" leads Serillana to her next point. "What if the driuds had done this? It seems that this order was disliked by many, including the Druids of the Grass... They have ways of changing, don't they?"

Taldera (AC 25, HP 97/97)  d20+17=37 ; d20+17=18 ; d20+17=29 ; d20+17=34 ;
Thursday July 1st, 2010 2:02:12 AM

Taldera looks at the craft, pondering. "Hmm, it could be an assassination, or it could have been the slavers looking for more people. I see 4 backpacks but only one body, so perhaps the explorers are still yet alive. As for the Monks of Rattledam and the Druids of the grass I remember hearing about them, though Yanosh or Falmar probably have more accurate information."

Actions: Bardic Knowledge (d20+17) for information about Rattledam: 37
Bardic Knowledge (d20+17) for information about the Druids of the Grass: 18
Bardic Knowledge (d20+17) for information about the Monks of Rattledam: 29
Bardic Knowledge (d20+17) for information about Hachi: 34

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Yanosh AC 23 HP 105/105 Endure Elements  d20=5 ;
Thursday July 1st, 2010 7:13:12 AM

Stepping over to the other craft Yanosh carefully turns the body over and searches it. Finding nothing more he walks over and picks up the 4 packs. Tossing them into their craft he looks out over the waves of grass that make up the Sargrass.
Turning to the rest of the group he replies, "The Monks of Rattledam have no love for the BloodPack. It will not matter that I am the last in the 'Pack that was banished from RattleDam. I was glad to see its destruction but sadden also as many of my 'Pack mates have family and friends there. The Monks kept hidden under Rattledam the one thing that kept Sargrass from being born. We, the Bloodpack, entered and freed the "Child". That is what Lord Gargul called it. From there we carried it to where it was born. The druids of the Sargrass I do not know about. If they are what Gilian was then they will be friends to us. Any who live in and protect the Sargrass are friends. I do know that the one native group that live in the Sargrass that are friendly to us are the Manfri if we need help they will know and find us."

Speaking more then he ever has Yanosh turns to the body and drags it to the edge of the raft and pushes it over into the grass. Then he pulls out his water pouch and pours water over the person. softly he speaks, "Talki Fresal, dondit liki, 'The Land, my Life'."

He then turns to his new 'Pack mates. "To be BloodPack that is the oath we take. 'The land my Life'. No matter what we are or where we come from we are HERE NOW and the Sargrass needs us. Talki Fresal, dondit liki, 'The Land, my Life'. Swear it and be BloodPack." The serious Dwarf waits for the rest to swear their loyalty to the Sargrass Plains and the 'Pack. He then steps back onto their craft to continnue the journey.

If any question him as to why he dumped the body over the edge and poured water on it he explains that the insects of the Sargrass will dispose of the body and that its more efficiant then burial.

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

#= cast every morning once a day
}

Falmar AC: 24 (25 with Sword ) HP 51/69 ( Aura of Courage)  d20+5=11 ; d100=77 ;
Thursday July 1st, 2010 10:49:54 AM

Falmar heaches up and takes hold of a living grass amulet that encircles his neck....and recites a silent prayer to Sargrass.. He looks up as after the first sentence Yanosh keeps speaking and smiled as he solemnly repeats "Talki Fresal, dondit liki" thinking of the little ones and their way...

" If the explorers have been captures there's only one place I can think of that they would be taken. Is anyone able to determine the direction where they may have been taken "

Falmar draws his scimitar and concentrates as he casts upon it.
Spellcraft 17 Highlight to display spoiler: { Falmar uses weapon casting to cast Hideous Laughter into his scimitar spell failure passed }

Falmar sends Moxy aloft to fly patrol above and see what he can see.

Spot = 11 ...

Highlight to display spoiler: { Spells
0 lvl (4) - MAge hand, detect magic x2, Open/Close
1 lvl (4) - Unseen servent, shocking grasp, burning hands, Charm Person
2 lvl (4) - Flaming Sphere, Invis., Bull's Strength
3 lvl (3) - Haste, Lightning, Fireball

Pal lvl 1 = Endure elements

Weapon Casting : Stored : Hideous Laughter
}

Serillana Swiftshot (AC 27 HP 70/70)  d20+17=32 ;
Thursday July 1st, 2010 9:16:33 PM

"Okay, I do need something to put ahead of myself, I guess. I guess I have found my reason, now just to use my almost legendary set of skills to forward this."

"Talki Fresal, dondit liki." Serillana says quietly and slowly. As she walks back on, she takes in her surroundings to see if there is any sign of disturbance that could show them the way to the attackers. (Spot 32)

Serillana then sits down quietly to contemplate what and who she has sworn to. "The Land, my life..." Serillana says in a whisper.

DM Ken - Discovery 
Friday July 2nd, 2010 11:40:36 AM

( Hey everyone, sorry I missed a post yesterday. Was a busy day and I was PCless from about 10am to 11 pm.)

Yanosh speaks of the pack and of the land, and commits the body of the dead man into the sea of sargrass for the land to consume.

Serillana looks carefully through the surrounding area, and had there been anything to find, she would have. Moxy is slightly more successful. She contemplates the benefits of having something that drives her, and commits herself to the pack.

Far in the distance Moxy has some success. He reports to Falmar that there is another boat some some 5 or 6 hours of sailing ahead. He can follow them for more information on numbers, or he can return now.

There is little for the bloodpack to do here, however.

Taldera (AC 25, HP 97/97) 
Friday July 2nd, 2010 4:15:08 PM

"Talki Fresal, dondit liki, 'The Land, my Life'." Taldera says softly.

"Hmm, looks like things are getting serious here. It might be good to have something to work towards instead of just drifting for once. If nothing else this will make one hell of a story."

"What is he...?" Taldera thinks, watching as Yanosh dumps the body and pours water onto it. Listening to his explanation, she feels incredible naive about this place. "Argh, so much more to learn about these plains."

Taldera speaks up, talking to the group, "Well, what do we do now? If possible I would like to rescue the people that were aboard that raft."

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) 
Friday July 2nd, 2010 11:08:36 PM

Falmar nods in comprehension and looks around at their site.

" Nothing more to learn here, and there's another boat not too far ahead of us. I think we can assume they are the ones who did this. I don't know if this boat is salvageable or if they are faster with less weight, but if we can use a second boat let's take it and try to catch these Treadles.. I don't possess anything today that could help us catch up with the other boat. If anyone has any suggestions now is the time. They are about 6 hours ahead of us. I'm sending Moxy ahead to take a closer look but he can only go so far "

Falmar returns to the boat and communicates his wishes with Moxy.

Highlight to display spoiler: { Spells
0 lvl (4) - MAge hand, detect magic x2, Open/Close
1 lvl (4) - Unseen servent, shocking grasp, burning hands, Charm Person
2 lvl (4) - Flaming Sphere, Invis., Bull's Strength
3 lvl (3) - Haste, Lightning, Fireball

Pal lvl 1 = Endure elements

Weapon Casting : Stored : Hideous Laughter
}



Mojo (AC 18, HP 79/79)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility) 
Saturday July 3rd, 2010 1:48:00 AM

"Talki Fresal, dondit liki, 'The Land, my Life'." Mojo pledges, without hesitation.

And later, when discussing how they would catch up with the boat, the dark elf expressed the possibilities and risks.

"I have a few spells at my disposal, but they are risky" Mojo explained. "Teleport is one... it will transport us from point A to point B, but it is risky when the location is unknown. We could... miss."

"Otherwise, I have a fly spell prepared, but the duration is limited" he continued.

Mojo considers another option before sharing it with the group... Woldsblood which could be used to bless items. It would make weapons and armor more effective, make water pure, and bless tools. What effect might it have on a boat?


Yanosh AC 23 HP 105/105 Endure Elements 
Saturday July 3rd, 2010 4:12:24 AM

"We must follow the boat ahead of us. Two boats may make us faster and we can attack from two sides at once. But the division will not be even one boat will be short one."

Yanosh looks around at the group. A thought comes to mind. "But if the boat with more in it can distract the one we are following maybe the other can get close enough to engage in hand to hand before they know it. I will go with the one that is short handed. I sugest the ones that can attack from afar ride in the other. I will be in this boat," he points to the one that was left by the raiders," If no one wants to go with me i can ram it into the raiders boat. Then board with my War Axe leading the way. What do you think or anyone have another idea?"

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

#= cast every morning once a day
}

Serillana Swiftshot (AC 27 HP 70/70) 
Saturday July 3rd, 2010 5:26:35 AM

"If we split up between two boats, I'm pretty sure that Taldera and I can keep some random commotion up. Badly played music can get anyone's attention, if we make it loud enough, eh?" Serillana says with a little giggle. "Although there are certainly better ways of distractions, I'm sure.

"Either way, I can hide either way so that it will look as though the boats are even and hopefully they will go for the one with three people than the one with two. I'm jumping on the boat that is going to be in close combat." Serillana says as she pulls out a sling decorated with small black gems, to match her armor. "But only to be able to see more clearly where I have to hit." She says with a sly smile.

Taldera (AC 25, HP 97/97) 
Saturday July 3rd, 2010 10:52:52 AM

"Well, I'm certainly a far better archer then swordsman, and I'm sure between bad music, maybe some illusions, we could distract them. Taldera says, smiling a little, thinking of possible distractions.

However, while not great in close quarters, I'm not awful either and I could use dimension door to take people on to there boat when we catch up without having to ram them, possible with the benefit of surprise depending on the distraction, though I have to be next to you to do so. I'll go on whichever boat you think best Yanosh."

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}


Mojo (AC 18, HP 79/79)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility) 
Sunday July 4th, 2010 12:44:08 PM

"I would prefer to stay on the boat that doesn't ram the attackers as I am more effective at a distance." Mojo explained.

Meanwhile, Mojo continued to ponder how his Fixer talents could help make these boats more fleet and seaworthy.

Highlight to display spoiler: {OOC: Mojo is weighing the feasibility of the following three options (Fixer abilities)

1) Mend Object:
2) Lesser envigor
3) restore object

Options #1 and #3 would take the whole day, so Mojo is considering doing this "on the fly". He'll also try Lesser Envigor on the craft(s), if he feels it will make them more fleet and seasworthy
}

DM Ken - Discovery  d20+11=24 ; d20+12=22 ; d8+2=9 ;
Monday July 5th, 2010 12:59:15 PM


A daring plan is made by the Bloodpack and set swiftly into action.

Mojo first uses his Mend Object ability and restores the damages Druidwood raft to full capability, allowing it to moveas swiftly as their main vessel.

Taldera is ready for ranged Combat and Illusuory combat.[/b]

Serillana prepares to use her supernatural hiding abilities to help give the appearence of a smaller force on one of the rafts.

Yanosh climbs into the newly repaired vessel and prepares to sail after the pirate slavers.

Falmar sends his Raven further in to investigate. He makes his way in slightly closer, making good note of his enemies numbers and possible force makeup. He reports the following.

- There are 3 people tied up and bound to the mast of the ship. Humans, most likely.
- There are 3 reptillians. 1 is wearing blue robes while the others are seemingly unarmed.
- There is 1 human with a bow in his hands.. he's pointing it skyward and...

There is a small pause in the communication, then a wicked sensation of wracks Falmar through the emphatic link he shares with Moxy. The Raven reports having been shot, but he can continue to scout up close or fall back out of bow range. Doing the latter will render him unable to deliver anything more than assistance by direction.

Ranger??? hits Moxy w/ Attack on AC24 vs Moxy AC22 (Increased for two range increments.)
Moxy: 9 damage

( The split of forces is Yanosh on the recovered raft and the rest of the party on the original, correct?

If anyone else has any preparatory spells or actions to cast then go ahead and state them. The next post will assume that.

A) We have traveled necessary hours forward to put each vessel within 200 ft of each other.
B) That any preparatory spells were cast within 1 or two rounds of reaching the above range.
C) No one gets froggy and teleports over there.

So let me know your actions, let me know your active buffs, and keep your spells used/remaining in your post at the bottom.

Thanks! )

Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) 
Monday July 5th, 2010 10:09:12 PM

ooc. - Serilanna noted she would go on the close combat boat which was Yanosh's

Falmar nods and readies his bow. Communicating with Moxy he asks him to keep his distance and keep an eye out for any other threats that may arrive.

" So, The close combat boat will attempt to approach from the opposite side while we try to hit them from behind to keep their attention. We need to keep in mind that we must not cause the prisoner's to be trimmed from the pattern before we can rescue them. The Blue robe and the Human should be our primary targets. Knocking them off their boat will be a great way to keep some of them out of the action. Since the prisoners are tied to the boat if we have a way to blow or push them off we may be able to accomplish that without endangering the prisoners. Yanosh and I can remain in contact with eachother regardless of the distance.



Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) 
Monday July 5th, 2010 10:09:48 PM

Highlight to display spoiler: { Spells
0 lvl (4) - MAge hand, detect magic x2, Open/Close
1 lvl (4) - Unseen servent, shocking grasp, burning hands, Charm Person
2 lvl (4) - Flaming Sphere, Invis., Bull's Strength
3 lvl (3) - Haste, Lightning, Fireball

Pal lvl 1 = Endure elements

Weapon Casting : Stored : Hideous Laughter
}



Mojo (AC 22, HP 79/79)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility), Sheild 
Tuesday July 6th, 2010 12:15:35 AM

Mojo listened carefully to Falamar's battle plans, and nodded his head in aggreement.

"We need to try to capture one of them" Mojo said. "And I think I have a way to guarantee it. I am going to try to possess one. You will know if I have been successful, because one will shout my name and jump into the water."

Mojo then began making preparations. First he carved a notch in the wood of Yanosh's raft, produced a gem from a pouch on his belt, and jammed the gem into the wood.

"Please do not touch the gem" he instructed. "I will need it for the spell I will cast." Mojo then double-checked that the gem would not become dislodged and returned to the other boat.

Mojo then waited until the boat closed before making his final preparation, casting a simple defensive spell.

Highlight to display spoiler: {spells used- Mage armor, false life, endure elements, shield)

Spells remaining:Spells Memorised
Level 6 (2 + 1 divinition)
Analyze Dweomer (D)
Greater Dispel Magic (A)
Chain Lighning (E)
Contingency

Level 5 (3 + 1 divinition)
Prying Eyes (D)
Cone of cold (E)
Magic Jar (N)
Teleport (C)

Level 4 (5 + 1 divinition)
Arcane eye (D)
Greater Invisibility (I)
Stoneskin (A)
Black tentacles (C)
Enervation (N)- 2

Level 3 (6 + 1 divinition)
Arcane Sight (D)
Dispel Magic (A)
Fireball (E)
Lightning Bolt (E)
Vampiric Touch (N)- 2
Fly (T)

Level 2 (6 + 1 divinition)
Detect thoughts (D)
Acid arrow (C)
Scorcing Ray (Ev)
Ghoul touch(N)
Mirror image (I)
Spectral Hand (N)

D- True strike
Ray of enfeeblement
magic missile
Reduce size
}

Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70)  d20+27=44 ;
Tuesday July 6th, 2010 12:47:24 AM

OOC: I'm on the boat that Yanosh is on.

Finding a nice little hidey hole on the boat, Serillana gets ready for the ensuing combat.

"Crash the boat if need be. I shall be fine. Let's get this over and done with. I'll talk to you later" She says to Yanosh as she steps into the shadows, spinning around as if in a slow waltz as if to cover herself in the shadows.

Actions: Hide (1d20+27) 44

Yanosh AC 23 HP 105/105 Endure Elements 
Tuesday July 6th, 2010 9:24:08 AM

(OoC Just a note we are on the Sargrass Plains the boats float over the tall wild grass not water.)

Yanosh casts Divine Power and then protection from evil on himself before setting off for to chase down the other boat. With a grim look on his face the Cleric of the God of the Dead awaits to send more to be judged by Gargul. "Hang on Seri Its about to get fun, Bloodpack Style."

Spells cast
Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe
Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Taldera (AC 25, HP 97/97) Mirror Image [8]  d4=4 ;
Tuesday July 6th, 2010 12:51:56 PM

OOC: I'm on the ranged boat.

Taldera prepares for the upcoming battle, singing to cast her spell, her single voice becoming a harmony of voices, 8 identical copies of herself appearing.

Actions:
Cast Mirror Image, with 8 images made. (1d4=4 + 4)

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 4/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

DM Ken - Ramming Speed! 
Tuesday July 6th, 2010 6:19:05 PM


Yanosh, Taldera, and the Hidden Serillana climb into the newly repaired vessel and cruise onward towards the slavers raft.

Falmar and Mojo keep more distance, and make plans for spells and strategy.

It becomes apparent your rafts are faster than that of the slavers. Theirs is wider with more deck area, and it lurches slowly. Without warning, their raft lurches slowly into a turn and lumbers back around towards your location. It seems they aren't afraid of a fight, and have detected your craft.

( I want to make sure I understand your strategy. You wish to put Mojo's boat further back into the distance and close in, or ram, with Yanosh's vessel? I'll make a map tonight so you have it for tomorrow, at which point I will have the two rafts moving towards each other, starting with a gap of 200 feet, and closing at 20 feet per round. )

Mojo (AC 22, HP 79/79)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility), Sheild  d20+12=31 ; d3=1 ; d20+12=24 ; d20+12=23 ; d20+12=23 ; d20+12=29 ; d20+12=24 ; d20+12=27 ; d20+12=27 ;
Wednesday July 7th, 2010 12:24:17 AM

OOC: That sounds right to me. Yanosh's vessel closes and rams. (I'm not sure what everyone else is thinking but) I'd assume the boat I'm on would continue to move closer than 200 feet, but we wouldn't get close enough for melee combat.

Mojo thumbs inside his component pouch with anticipation as he prepares for the upcoming battle.

"Yanosh needs to get within 120 feet for me to use Magic Jar" Mojo muttered aloud. "And at their rate, that could take thirty seconds or more. Too much time... especially if they have magic at their disposal."

All the while Mojo studied the opposition looking for the tell tale signs of spellcasting.

OOC: Ready action- counterspell- up untill they are within 220' of the enemy raft.

Once they reach 210' from the enemy raft, Mojo will cast a 20' radius Greater Dispel Magic on the raft .r raft (caster level checks = D20 + 12... I rolled 8 times in case some of them fail- rolls- 31, 24, 23, 23, 29, 24, 27, 27).

Highlight to display spoiler: {}
Analyze Dweomer (D), Greater Dispel Magic (A), Chain Lighning (E), Prying Eyes (D),
Cone of cold (E), Magic Jar (N), Teleport (C), Arcane eye (D), Greater Invisibility (I), Stoneskin (A),Black tentacles (C), Enervation (N)- 2, Arcane Sight (D), Dispel Magic (A), Fireball (E), Lightning Bolt (E), Vampiric Touch (N)- 2, Fly (T), Detect thoughts (D), Acid arrow (C), Scorcing Ray (Ev), Ghoul touch(N)
Mirror image (I), Spectral Hand (N) ,True strike, Ray of enfeeblement, magic missile, Reduce size, Read magic, Resistance, Detect magic (2), Light, Mending, Mage hand [/spolier]

Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) 
Wednesday July 7th, 2010 3:16:54 AM

Serillana stays quiet, peeking over the railing to see how close they are to the other boat, but still remaining unseen.

I'll be happy once this is over.... Now, let's go over the plan...

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

OOC: What I think is happening at the moment.

Melee Combat boat: Serillana (hidden) and Yanosh
Ranged Combat boat: Mojo, Falmar and the 8 copies + real Taldera's

While the Melee boat moves closer to the slavers, hopefully the people will focus on the boat with what seems like a whole bunch of people, compared to the lowly one person on the melee boat. The ranged boat will stay at range, while the boat that Yanosh and Seri are on rams the other boat and start to do their thing. Once the ram happens, the ranged boat will move in closer, but not close enough to get into melee combat.

Yanosh AC 23 HP 105/105 Endure Elements 
Wednesday July 7th, 2010 9:29:08 AM

Yanosh's blood starts to pump faster as he sees the boat turn and begin to close in on them. "Careful now. They will try to do as much damage as they can before we close in." Yanosh starts to hum an old Dwarven battle tune.

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) 
Wednesday July 7th, 2010 12:06:16 PM

Falmar readies his bow and speaks with a couple copes of Taldera while they close with the oncoming boat. Falmar keeps focused on the Human on the boat watching his actions.

If they are coming right at us we will turn away from the side where the Melee boat is approaching in order to keep the distance between us.

DM Ken - Ramming Speed!  d20+13=20 ; d20+13=26 ; d20+8=28 ; d20+8=20 ; d8+2=6 ; d8+2=3 ;
Wednesday July 7th, 2010 6:25:58 PM

The vessels continue to slowly lurch towards each other and a tactical picture is finally beginning to come into shape. The Human and the two unarmed lizardmen have taken up positions at the front of the raft. The robed figure has moved to the back, but as yet has not cast a spell.

The human raises his bow and lets loose a volley of arrows that sail towards mojo. 1 pelts the deck while two others pierce the mages magical defenses.

Combat, Round 1.

Ranged Attacks hit AC 20, 26, 28 (Nat 20, confirm fails on AC 20.)

Mojo: 9 Damage.

http://docs.google.com/leaf?id=0B4nekeuI2D_JODg3ZWFmZWQtMTZmOS00NTY1LTgxMGUtZTE5NWRiMzU3ZmJj&hl=en&authkey=CMD92LMB

Mojo (AC 22, HP 70/79)- Mage Armor, False Life, Endure Elements, Contingency (Greater Invisibility), Sheild  d20+11=25 ; 2d4=3 ;
Wednesday July 7th, 2010 11:27:08 PM

Mojo grunts and grits his teeth against the pain.

"What do you call a drow elf with an arrow stuck in him?" Mojo joked through clenched teeth.

Mojo didn't answer. Instead he unclasped an ivory scepter that was tipped with a carving on an hourglass, held it aloft and began casting.

"Freccia acida!" he called out, as an arrow of acid exploded from his hand in the direction of the archer.

(OOC: extended acid arrow spell, hits touch AC 25, Damage 3 + 2d4/round for 8 rounds).

Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage)  d20+10=28 ; d8+4=9 ; d20+5=12 ;
Thursday July 8th, 2010 12:02:03 AM

Falmar focuses and lets fly 2 shots at the Human.

Attack #1 (base +12 ( -2 range penalty = +10) Hits AC 28
Damage = 9
Attack#2 (base +7 (-2 range penalty = +5) misses with a 12...
Damage = 0...
17 arrows remaining.

" Stand behind me if you must...hopefully we can come along side of them and line them up a bit....

Spells Highlight to display spoiler: {
0 lvl (4) - MAge hand, detect magic x2, Open/Close
1 lvl (4) - Unseen servent, shocking grasp, burning hands, Charm Person
2 lvl (4) - Flaming Sphere, Invis., Bull's Strength
3 lvl (3) - Haste, Lightning, Fireball

Pal lvl 1 = Endure elements

Weapon Casting : Stored : Hideous Laughter }
}



Taldera (AC 25, HP 97/97) Mirror Image [8]  d20+7=15 ; d3=2 ; d20+7=26 ; d20+2=5 ; d6+2=7 ; d6+2=4 ; d6+2=5 ;
Thursday July 8th, 2010 1:19:23 AM

Taldera follows Falmar's lead, and fires a volley of arrows at the human, her copies following suit, seemingly 27 arrows sailing towards the enemy boat.

Actions:
Rapid Shot with Shortbow at the Human
Attack 1, (+13 base, -2 rapid shot, -4 range penalty), hits AC 15
Damage = 7 (Magic and Piercing)
Attack 2, (+13 base, -2 rapid shot, -4 range penalty), hits AC 26
Damage = 4 (Magic and Piercing)
Attack 3, (+8 base, -2 rapid shot, -4 range penalty), hits AC 5...
Damage = 5 (Magic and Piercing)
24 Arrows remaining in Quiver.

OOC: ...ignore the d3 roll, that was me miss-clicking...

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 4/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

DM Ken - Ramming Speed! 
Thursday July 8th, 2010 2:13:41 AM

( The Druidwood rafts in this module are fairly self guided. They attune themselves to the thoughts of a captain and move in ways which he wants them to move. That said, I need someone directing our ranged boat and our melee boat. )

Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) 
Thursday July 8th, 2010 3:01:54 AM

Serillana sits there waiting while the other raft is firing arrows left, right and centre.

"Hopefully I will get a shot in..."

Yanosh AC 23 HP 114/105 Endure Elements 
Thursday July 8th, 2010 8:45:17 AM

"Falmar halt your boat there if your in range. Other wise move in till you are just in range then stop." Yanosh passes the oder on to Falmar through the Eye of Gargul thats on their chests. Yanosh turn his boat to intercept the on coming slavers boat. Standing at the bow with his shield ready Yanosh knows he can quickly draw his Axe when the time comes. But he has a suprise awaiting the first live enemy he gets to. Urging his boat faster Yanosh hums his battle tune.

Spells cast
Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe

Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Falmar AC: 24 (25 with Sword ) HP 69/69 ( Aura of Courage) 
Thursday July 8th, 2010 4:46:10 PM

Boat directions. Ranged: The enemy turned and are headed toward us as I understand it. Our boat will slow and travel slightly to the left (port if you like) and try to keep us at a respectable distance. I want to keep us at about 100' of the other boat.


DM Ken - Ramming Speed!  d20+13=30 ; d20+13=16 ; d20+8=27 ; d8+2=7 ; d8+2=3 ;
Thursday July 8th, 2010 5:39:25 PM

Combat - Round 2

Mojo's green acid missile streaks across the open plains, smacking into the humans chest. Seconds later a return volley is fired by Falmar, one of which strike true. More arrows return from the Bloodpack, and another hit is scored on the human male.

The presumable slaver captain barks a short command and waves his arms. The two lizard men run to the back of the raft while the archer maintains his post. Again he lifts his bow and fires at the robed wizard, marking him as the most important target.

While the archer skewers Mojo, the reptilian spellcaster behind him calmly focuses upon his spellcasting. When he finishes, a large sphere of darkness engulfs the crew and prisoners, with the exception of the archer.

Human - 12 points. - 12 points total.
Mojo - 10 points. - 19 points total.

(Note, locations on map are last known locations of enemies in darkness. The globe of darkness is more than 60 feet out, so your Darkvision wont penetrate it yet. I did move the rafts, but adjusted the grid to allow more maneuvering room. Your rafts are moving 20 feet per turn for all intents and purposes. Your enemies raft is moving 15 feet per turn. Sorry for the last second ruling, but there were no stats for these things. Here's complete movement stats for your rafts.

Movement: 40ft per round OR 20 feet per round.

When moving at 40 feet per round all movement costs double. Any movement more than 10 feet requires a DC 10 balance check to stay up. Ranged attacks suffer a -8 penalty if fired while moving full raft movement. Spellcasting requires a DC 15+ spell level concentration check.

When moving 20 feet per round, the druidwood can calm it's passage considerably, and no balance, concentration checks, or ranged penalties apply.

Manueverability - Poor. Treat as if flying.

http://docs.google.com/leaf?id=0B4nekeuI2D_JMTE1ZGI2ZjUtZTFiZi00OGUzLWI1MDktOWNhZTc2NzU2YWZi&authkey=CIyQ45EB&hl=en

DM Ken - Ramming Speed! 
Thursday July 8th, 2010 5:43:52 PM

(Note: The balance check is for moving on deck, not for the raft itself. )

Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) 
Thursday July 8th, 2010 10:43:43 PM

"Darkness, usually a friend, but not in this situation. Oh well, seems that we can only target that archer... Once I get close enough...."

Serillana thinks as she holds on tightly to the mast of the raft, starting to feel anxious about getting into combat.

Taldera (AC 26 [Haste], HP 97/97) Mirror Image [8], Haste 
Friday July 9th, 2010 12:13:36 AM

OOC: I think you have me on the wrong boat, I was going to be on the ranged boat.
Tuesday July 6th, 2010 12:51:56 PM
OOC: I'm on the ranged boat.
Plus the various posts by Falmar and Serillana that imply I am.

"Hmm, at this range my shots aren't that useful." Taldera decides, as most of her arrows miss her target. "Falmar, Mojo, stay behind me, hopefully my copies can draw some of the fire." She says, as all her copies merge into her, and then all of them split up, standing at the front of the raft. As she moves, Taldera draws out shavings of licorice root from her spell component pouch with her left hand, holding on to her bow with her right. She starts to sing a simple tune, which quickly speeds up until the individual notes can not be made out anymore. Herself, Falmar and Mojo begin to move faster.

Actions:
Move to the front of the raft, to provide cover to Mojo and Falmar.
Cast Haste, targeting herself, Falmar, and Mojo

Haste provides a +1 bonus to attack rolls, reflex saves. When you make a full attack you may make another attack at full BAB bonus. Movement speed increases by up to 30ft, up to twice your normal speed. The bonus to movement is an enhancement bonus.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Yanosh AC 23 HP 114/105 Endure Elements 
Friday July 9th, 2010 8:50:21 AM

Yanosh angles his boat to cut off the oncoming boat and to keep it away from the ranged combatants in the party. Yet he pushes it to go a little faster, not full speed yet just a little faster. His humming gets louder as he seems to be enjoying the thought of the coming battle.

Spells cast
Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe

Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Mojo (AC 22, HP 60/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild  2d4=6 ; d20+10=15 ;
Friday July 9th, 2010 12:45:24 PM

Mojo grunted again as the second arrow hit him.

"I'm starting to think this guy doesn't like me" he struggled to joke, as he was obviously in some pain.

And then suddenly, he disappeared (OOC: as mentioned, I had a contingency spell that triggered greater invisbility once I took ten points of damage).

"Friend, how that acid feeling?" he yelled out to the darkness as he prepared his next spell (OOC: acid arrow damage in round two= 6; 7 more rounds remain).

"Dissipi la MAGIA!" Mojo shouted as he threw his arms forward in the direction of the darkness globe.

OOC: Dispel Magic; targeted dispel on the darkness spell; Dispel check = 15

Highlight to display spoiler: {} Analyze Dweomer, Greater Dispel Magic, Chain Lighning, Prying Eyes,
Cone of cold , Magic Jar, Teleport, Arcane eye, Greater Invisibility, Stoneskin,Black tentacles, Enervation- 2, Arcane Sight, Fireball, Lightning Bolt, Vampiric Touch- 2, Fly, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, Spectral Hand ,True strike, Ray of enfeeblement, magic missile, Reduce size, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand [/spolier]


Mojo (AC 22, HP 60/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild 
Friday July 9th, 2010 12:46:18 PM

Highlight to display spoiler: {Highlight to display spoiler: {} Analyze Dweomer, Greater Dispel Magic, Chain Lighning, Prying Eyes,
Cone of cold , Magic Jar, Teleport, Arcane eye, Greater Invisibility, Stoneskin,Black tentacles, Enervation- 2, Arcane Sight, Fireball, Lightning Bolt, Vampiric Touch- 2, Fly, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, Spectral Hand ,True strike, Ray of enfeeblement, magic missile, Reduce size, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand
}

DM Ken - Ramming Speed!  5d6=19 ; d4=1 ; d4=4 ; d20+13=19 ; d20+13=17 ; d20+8=19 ; d10=3 ; d10=5 ; d10=8 ;
Friday July 9th, 2010 10:33:04 PM

(Taldera, sorry for the mixup. Also, please let me know how many rounds remain on your haste and multiple image spells.)

(Mojo, was that your greater dispel magic? I didnt see a normal dispel magic anywhere on your prepared spells list.)

(Falmar, I waited as long as I could for you to post. I'm going to assume you wanted to keep your vessel moving to the side. Also, movement on the rafts is two speeds, fast and slow. I'll keep you at slow this round to deter the negatives. )

(Yanosh, how many rounds remain on Divine power?)

More arrows trade vessels, and the pack uses buffing and cancellatory magic. A re-exposed group of lizardmen look both surprised and angry, and the human seems oblivious to the magical combat surrounding him, until the acid burns his flesh again.

Gritting through the pain, he fires another volley of arrows into the raft, this time at Taldera and her multiple images, trying to fish out the real target.

(Rolling 1d0 -1 for you and the images. You are a result of 1. A natural 1 will be rerolled.)

His arrows spatter into the deck of the ship, but three of Taldera's defensive images dissapear. It's hard to tell from this distance, but something finally seems to have roused his anger. Damned Acid!

The revealed wizard raises his hands and hisses something in his native langage, casting Ice Storm over the ranged vessel.

(Image AC = 13. All three arrows defeat AC 13.)

Combat Summary.

Mojo - 19 points: 32 Total.
Human - 5 points: 24 Total.
Taldera - 19 points: 19 Total.
Falmar - 19 points: 19 Total.

Darkness: Dispelled
Ice Storm: No save. 20 foot radius. 14 Cold damage. 5 bludgeoning.

https://docs.google.com/leaf?id=0B4nekeuI2D_JMzllZTQzODEtNTU5My00ZDA1LTlhOWEtNTQ3Y2E2ZjcwMGE0&hl=en&authkey=CPT0g8oP

Falmar AC: 24 (25 with Sword ) HP 50/69 ( Aura of Courage)  d20+15=26 ; d8+4=6 ; d20+10=20 ; d8+4=6 ; d20+15=19 ; d8+4=5 ;
Friday July 9th, 2010 11:33:10 PM

Ranged raft remains angling to the left, closing toward 100' remaining at the slower speed as long as we can maintain ~100' distance and clear shots of the others. Circling around behind the other craft if it comes to that.

(ooc. What caused my 19 pts damage ?)

Falmar continues to pummel the human with a storm of swift arrows.
Attack #1 (base +15* (-2 range penalty, +1 haste = 14) HIT AC 25 * char sheet error on prev round
Damage = 6
Attack #2 (base +10 (-2 range penalty +1 haste = 9) Hit AC 19
Damage = 6
Haste Attack (Base +15 (-2 range penalty +1 haste) Hit AC 18
Damage = 5

Falmar calls Moxy to return to his shoulder. (not sure how long this should take at least a round)

spells Highlight to display spoiler: {
0 lvl (4) - MAge hand, detect magic x2, Open/Close
1 lvl (4) - Unseen servent, shocking grasp, burning hands, Charm Person
2 lvl (4) - Flaming Sphere, Invis., Bull's Strength
3 lvl (3) - Haste, Lightning, Fireball

Pal lvl 1 = Endure elements

Weapon Casting : Stored : Hideous Laughter }
}



Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) 
Friday July 9th, 2010 11:49:05 PM

Serillana looks back helplessly at the other raft getting barraged and buffeted by hail and wind.

[i]"I hope everyone is okay on the other boat.... Hopefully they can handle a bit of cold.'[i] Serillana thinks as she picks out a few bullets from a pouch and places one in the sling, keeping another several bullets in her hand.

Taldera (AC 26 [Haste], HP 78/97) Mirror Image [5], Haste 
Saturday July 10th, 2010 12:47:59 AM

"Heh." Taldera laughes weakly, fighting off the pain. "No amount of hail or wind or stop us, we WILL rescue those people, Bloodpack, fight on!" With that Taldera starts to sing a song about courageous heroes, past and present. The spirit of the Bloodpack is lifted.

(OOC: I believe the Ice Storm did.)

Actions:
Start Bardic Music: Inspire Courage, effects all allies that can hear. 11 uses remaining.

Spells/Effects:
Mirror Image: 5 images remaining, image AC 13, 12 minutes remaining. Cast on Self.
Haste: +1 Reflex, AC and Attack Rolls, extra attack on full attack at full BAB, bonus 30ft to movement speed, up to double normal speed (enhancement bonus), 11 rounds remaining. Cast on Self, Falmar, Mojo.
Inspire Courage: +2 morale bonus to saving throws against charm and fear, +2 morale bonus on attack and weapon damage rolls. Currently singing. Effects all allies that can hear it.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Mojo (AC 22, HP 47/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild  2d4=4 ; 12d6=43 ;
Saturday July 10th, 2010 9:06:27 AM

OOC: Actually it was just a dispel magic. I removed it from my list when I cast the spell. But if you scroll back to the previous time I posted my available spells, you'll see it on the list. Should I be removing spells from my list when I cast those spells?

The invisible Mojo made no jokes this time.

"Lampo voluminoso!" he yelled out with more intensity than his preious spells. And suddenly a blast of lightning shot at the enemy spell caster.

Meanwhile, the acid continues it's work. (Damage- 4)

OOC: Chain lightning. Spell caster is first target, followed by the other enemy combatants. Obviously, the people tied up are not a target. (43 damage; DC 18)

DM Ken - Ramming Speed! 
Saturday July 10th, 2010 3:09:22 PM

( Yea, that works Mojo. Sorry everyone on that last post. I seemed to have forgotten the last half of it. I'm editing it right now. )

Yanosh AC 23 HP 114/105 Endure Elements 
Sunday July 11th, 2010 2:40:18 AM

Standing at the bow the Cleric is ready to board the enemy boat as soon as he can. He holds a spell at the ready as soon as he can he will cast it. Humming he waits as they close the distance.

Spells cast
Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time

Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

DM Ken - Closing In  d20+9=15 ; d20+7=26 ; d20+7=20 ; d20+5=18 ; d20+13=22 ; d20+13=23 ; d20+13=15 ; d20+8=9 ; d6=1 ; d6=5 ; d6=3 ; 7d6=22 ;
Monday July 12th, 2010 7:19:19 PM

The lizardmen respond with incredible dexterity, hitting the deck and rolling away with quick evasion. Perhaps something can finally be gleaned about their abilities? The robed lizard dodges as well, but is still harmed greatly by the bolt.

The archer however, is far too busy taking aim to notice the blast. It takes him hard and full in the chest, staggering him to a knee.

The raft continues towards the ranged boat, as it had proved itself the larger threat. The archer struggles back to his feet, gritting his teeth as Mojo's acid eats at his skin. Firing again at the images of Taldera, he can barely stay on his feet.

(Targeting roll. 1d6. 1 = Taldera.)

Of his arrows, only one has any effect, and that is on one more of her images. A single arrow seemed targeted towards her, but misses her by a wide margin.

The enemy spellcaster gestures wildly and conjures a large ball of fire, which sails towards the ranged boat, crashing against the enchanted druidwood.

The naked lizardmen creep forward again, as anxious to board the bloodpacks craft.

Combat - Round 4
[Human] - [Badly Wounded] - 73 Damage Total
[Robed Figure]- 22 total.

[ Falmar, Taldera, Mojo. - 22 Fire Damage, Reflex DC 17 for half. ]

http://docs.google.com/leaf?id=0B4nekeuI2D_JYzllYjBhOGMtZWQ5Ny00MGRmLTlmMTYtY2YyNDhiMThmYjBi&hl=en&authkey=CLePtf8M

Mojo (AC 22, HP 25/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild  d20+7=8 ;
Monday July 12th, 2010 11:31:17 PM

OOC: oops... had the DC wrong on the last spell. Forgot to add INT mod.

Mojo moved to dodge, but stumbled slightly on the shaky raft, and takes the full force of the fireball. Mojo recovered, but slowly... too slowly for he was getting dangerously close to unconciousness, although nobody could see him for he was still invisble.

Suddenly Mojo called out... "MOSCA ORA!" he said, and suddenly he was airborn. He flew up at a 45 degree angle in the direction of the enemy. (OOC- the goal is to get above the blast of the fireball should another target the boat).

Taldera (AC 26 [Haste], HP 78/97) Mirror Image [4], Haste, Inspire Courage  d20+14=15 ; d20+10=27 ; d6+4=9 ; d20+10=30 ; d20+10=12 ; d6+4=7 ; d6+4=9 ; d6+4=8 ; d20+10=29 ; d6+4=10 ; d20+5=15 ; d6+5=9 ;
Tuesday July 13th, 2010 12:26:23 AM

Taldera moves to dodge the fireball but moves just too slowly, distracted by focusing on her singing. (d20=1+14 = Automatic Failure) "O-ow, that spellcaster at this rate will be the death of us." Continuing to sing her song, she raises her shortbow and releases a volley of arrows at the robed figure, her mirror images copying her. 20 arrows fire from the Bloodpack's raft and head for the robed figure.

Actions:
Free Action: Continue to maintain Song of Courage
Full Round: Full attack using Shortbow and Rapid Shot at the robed figure.
Attack 1: d20=17 +10 (13 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Hit AC 27
d6=5 +4 (2 base +2 inspire courage) = 9 magic piercing damage
Attack 2: d20=20 +10 (13 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Automatic Hit
Rolling to Confirm Critical, d20=2 +10 (13 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Hit AC 12
d6=3 +4 (2 base +2 inspire courage) = 7 magic piercing damage (d6+4=9 + d6+4=8 + 7 = 24 if critical confirms)
Attack 3: d20=19 +10 (13 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Hit AC 29
d6=6 +4 (2 base +2 inspire courage) = 10 magic piercing damage
Attack 4: d20=10 +5 (8 base +1 haste +2 inspire courage -4 range penalty -2 rapid shot) = Hit AC 15
d6=4 +4 (2 base +2 inspire courage) = 8 magic piercing damage (OOC: Last roll should be +4)
Arrows Remaining in Quiver: 20

Spells/Effects:
Mirror Image: 4 images remaining, image AC 13, 12 minutes remaining. Cast on Self.
Haste: +1 Reflex, AC and Attack Rolls, extra attack on full attack at full BAB, bonus 30ft to movement speed, up to double normal speed (enhancement bonus), 10 rounds remaining. Cast on Self, Falmar, Mojo.
Inspire Courage: +2 morale bonus to saving throws against charm and fear, +2 morale bonus on attack and weapon damage rolls. Currently singing. Effects all allies that can hear it.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage 
Tuesday July 13th, 2010 12:28:44 AM

(OOC: Sorry, new HP Total is 56/97)

Serillana Swiftshot (AC 29 [Ring of Deflection +2] HP 70/70) 
Tuesday July 13th, 2010 2:46:33 AM

Serillana starts to twirl the sling around, slowly gaining momentum.

"Come on boat! Move faster!" Serillana thinks, itching to get into combat. "They'll pay for what they are doing to Taldera!"

Yanosh AC 23 HP 114/105 Endure Elements  d20+1=18 ; d8+3=11 ;
Tuesday July 13th, 2010 9:16:26 AM

Yanosh pushes his boat to its full speed. "Prepare to ram Seri. We need to end this as quickly as we can." A this range Yanosh casts another spell. Targeting the robed spell caster. Smimmering into being next to the caster is a Spiritual Weapon it attacks as it appears.

Hit Ac 18 dmg 11

Spells cast
Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time

Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures

Spiritual Weapon

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage)  d20+9=14 ; d20+15=23 ; d8+4=6 ; d20+10=16 ; d8+4=12 ; d20+15=30 ; d8+4=8 ;
Tuesday July 13th, 2010 11:48:32 AM

Boat direction : Begin closing the gap with the other boat approaching from the Left side. I intend to get a clear shot across the bow at the spellcaster....standard speed. approach to withing 50'

Falmar screams as the flames cook him with in his armor...Shrugging off the pain he senses that Moxy is almost back to him...and continues to feather the Human trying to reduce the targets Yanosh and Serillana will have to deal with.

Attack #1 (base +15 -2 range, +2 insp.courage, +1 haste) = Hit AC 24
Damage = 6
Attack #2 (base 10, -2r, +2 I.C., +1 H ) = Hit AC 17
Damage = 12
Haste Attack (base 15, -2r, +2 I.C., +1 H) = Hit AC 31
Damage = 8

Falmar buries 2 shafts deeply into the staggering Human.

Now where did I put that healing wand.... it's been so long since I've needed it......
pells Highlight to display spoiler: {
0 lvl (4) - MAge hand, detect magic x2, Open/Close
1 lvl (4) - Unseen servent, shocking grasp, burning hands, Charm Person
2 lvl (4) - Flaming Sphere, Invis., Bull's Strength
3 lvl (3) - Haste, Lightning, Fireball

Pal lvl 1 = Endure elements

Weapon Casting : Stored : Hideous Laughter }
}



DM Ken - Closing In  d20+10=29 ;
Tuesday July 13th, 2010 7:22:25 PM

[Movement: 40ft per round OR 20 feet per round.

When moving at 40 feet per round all movement costs double. Any movement more than 10 feet requires a DC 10 balance check to stay up. Ranged attacks suffer a -8 penalty if fired while moving full raft movement. Spellcasting requires a DC 15+ spell level concentration check.

When moving 20 feet per round, the druidwood can calm it's passage considerably, and no balance, concentration checks, or ranged penalties apply.

Manueverability - Poor. Treat as if flying.]

( Falmar. I'll make this check for you. In future rounds of combat remember to make a spellcraft check of 15+ spell level to cast on the rafts when going full speed..... You passed marvelously vs DC 17.)



Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) 
Tuesday July 13th, 2010 7:55:38 PM

Assumed standard speed would mean the slower. I've never changed the speed of our raft only the direction in which it traveled. I thought when the enemy turned around it meant that they turned their raft. I thought they were coming toward us. I get it now.

I would not want to go at the greater speed. No takebacks though :)

DM Ken - Closing In  d20+13=21 ; d20+13=23 ; d20+8=16 ;
Tuesday July 13th, 2010 8:12:28 PM

Arrows sail one last time into the human archer, dropping him to the ground unconscious. As he lay dying in a pool of his own blood, Mojo's acid burns again, and clips the ranger's thread for good.

Taldera peppers the wizard with arrows, woundning him greatly. As his raft sails closer to the boat with Yanosh and Seri, he casts a spell of invisibility, and blinks of out view.

(Map marker is last known location.)

The two remaining lizardmen leap easily across the gap to Yanosh's raft, and one strikes at him with his fist. The scaly hand bounces off Falmars armor, and does little good.

Robed Figure - 48 [ Badly Wounded ]
Human: 87 / ( -8 )

(Falmars familiar will return on his next action.)

http://docs.google.com/leaf?id=0B4nekeuI2D_JNWJmYjI3MWUtNjE2ZC00YmE1LTliZTQtYmIwNDJlMjA0YmZh&authkey=CM6qq58E&hl=en

DM Ken - Closing In 
Tuesday July 13th, 2010 8:12:56 PM

ooc: Sorry Falmar, I meant Yanosh! >.<

Serillana Swiftshot (AC 29 [Ring of Deflection +29 (added) ] [AC +1 against L2] HP 70/70)  d20+19=30 ; d3=2 ; 4d6=14 ; d20+27=36 ;
Tuesday July 13th, 2010 10:19:58 PM

As the lizardmen jump onto the boat, Serillana starts to move her feet again to the slow 1-2-3 rhythm of a waltz. With her partner being the sling, she starts to spin the sling slowly and looses a bullet at the one closest to Yanosh, aiming at a known weak spot on the lizard's body.

As she lets the bullet fly, she smiles and waltzes back into the shadow, keeping an eye on the lizard that she didn't shoot at.

-------

Actions:
Activate Dodge against D2

Standard Action: Attack with sling w/bullet (1d20+19)
Hit AC 30 damage. 2 damage + 14 Sneak attack Bludgeoning Damage

Move Action: Hide Action (Not a sniping action, it doesn't really matter now if they know I'm on the boat)
1d20+27 = 36


Mojo (AC 22, HP 25/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild  5d4+5=16 ;
Tuesday July 13th, 2010 11:57:06 PM

Still invisible and in-flight, Mojo unclasps an iron rod from his belt and casts another spell. Suddenly five orbs of glowing energy explode from thin air at the same Lizardman Serillana attacked.

OOC: empowered magic missile cast from rod of metamagic. Damage 16 *1.5 = 24.
OOC2:No concentration check, as per fly spell description

With the spell complete, Mojo continued to fly forward in effort to not give away his location.

Mojo (AC 22, HP 25/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild, fly 
Tuesday July 13th, 2010 11:59:23 PM

Highlight to display spoiler: {Highlight to display spoiler: {} Analyze Dweomer, Greater Dispel Magic, Prying Eyes,
Cone of cold , Magic Jar, Teleport, Arcane eye, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Fireball, Lightning Bolt, Vampiric Touch- 2, Detect thoughts, Scorcing Ray, Ghoul touch, Mirror image, Spectral Hand ,True strike, Ray of enfeeblement, Reduce size, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand
}

Yanosh AC 23 HP 114/105 Endure Elements  d20+12=13 ; 3d6+9=19 ; d20+1=5 ;
Wednesday July 14th, 2010 9:08:25 AM

As the lizard men leap into his boat Yanosh reaches out and touches the closest one. Speaking his spell he casts Slay Living. "Today you will see the master." snarles the Cleric for the God of the Dead. The spiritual Axe slices the air next to the robed figure.

Touch Attack Hit Ac 13 Saving throw Dmg 19
Spiritual weapon hit Ac 5 miss

Spells cast
Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time

Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures

Spiritual Weapon

Slay Living - must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon* , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass, Slay Living*

* = cast spell
# = cast every morning once a day
}



Yanosh AC 23 HP 114/105 Endure Elements 
Wednesday July 14th, 2010 9:11:02 AM

OoC I just noticed i rolled a nat 1 for the touch attack. Auto Failure Disregard the Dmg.

Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] 
Wednesday July 14th, 2010 9:38:42 AM

OOC: Just fixing something up that was wrong with my title line... either that or I have a really, really expensive magic item on my finger

Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage 
Wednesday July 14th, 2010 10:57:40 AM

Taldera notices the Lizard Men jump onto the other raft and thinks. "Please be careful Serillana, I'll help you soon, but I need to stop that caster first." She finishes singing her current song, but immediately starts another, which sounds more like a chant. "Music, please, infuse my magic." She reaches into her spell component pouch, and pulls out a handful of ground mica. "Niteo Pulvis!" She cries out as she blows the ground mica towards the enemy raft. A cloud of golden particles covers the back of the slavers raft.

Actions:
Full Round Action: Cast Heightened (level 4) Glitter Dust, Centered at I,10. 10 ft. radius spread.
Golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell (12 rounds). All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Any creature covered by the dust takes a -40 penalty on Hide checks.
DC 20 Will Save (Blindness only)

Spells/Effects:
Mirror Image: 4 images remaining, image AC 13, 12 minutes remaining. Cast on Self.
Haste: +1 Reflex, AC and Attack Rolls, extra attack on full attack at full BAB, bonus 30ft to movement speed, up to double normal speed (enhancement bonus), 10 rounds remaining. Cast on Self, Falmar, Mojo.
Inspire Courage: +2 morale bonus to saving throws against charm and fear, +2 morale bonus on attack and weapon damage rolls. 5 rounds. Effects Self, Falmar, Mojo, Yanosh, Serillana
Glitter Dust: 12 rounds remaining.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage 
Wednesday July 14th, 2010 11:31:18 AM

(OOC: Blarg, always forgetting something, Haste's duration is now 9 rounds remaining, not 10.)

DM Ken - Closing In 
Wednesday July 14th, 2010 8:26:02 PM

( Waiting on Falmar. ^_^ )

Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage)  d100=65 ;
Wednesday July 14th, 2010 11:24:14 PM

As Moxy returns to falmar's outstretched hand he begins to speak in a silvery fluid language...

Casting Highlight to display spoiler: { Shocking grasp as a touch attack }

Spell failure check - passed.

Falmar sends Moxy aloft to deliver a shocking message to either the Robed Lizard or any of his cronies who remain.

Fly fast and true ...they will not see you !

Falmar smiles as he watches the mayhem erupting before him.

Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) 
Thursday July 15th, 2010 6:56:48 PM

Waiting until next round to do to hits on raven touch attack since he won't get there until after this one.

DM Ken - Closing In  d20+8=11 ; d20+8=20 ; d20+6=23 ; d6+3=9 ; d20+8=12 ; d20+8=19 ; d20+5=9 ;
Thursday July 15th, 2010 8:27:08 PM

( Sorry for the delay. I went to bed last night before Falmar posted. Apologies! )

A bursting cloud of glittery dust explodes into the air. One of the prisoners starts sputtering and coughing, crying about his blinded vision. Unfortunately, the cloud does NOT reveal a robed lizard.

Falmar coaxes Moxy to deliver a spell, a risky proposition for a bird who already took arrow damage prior to the combat round. However, Moxy is obedient and soars towards the enemy.

Yanosh tries to swiftly end one of the lizard-monks, but the wily creature dodges out of his path. The spell is not lost however, and Yanosh may try again. He may also redirect his spiritual weapon, which currently has no target.

The lizardman near Yanosh grunts as the sling bullet hits him right above the pelvis, where his scales are weakest. Then dodging sideways, he attempts to counter Yanosh's attack with a flurry of chops and kicks, then tries to bite Yanosh with his sharp teeth.

The other steps to the south west, and tries a similar attack routine against the stalwart dwarf, but his attacks bounce harmlessly off the dwarfs armor.

[ Round Summary -

Glitterdust: Failed.
Yanosh: Missed.
Lizards: 1 hit vs AC 23 on Falmar for 9 damage.
P1: Blinded.

Rafts: 3 feet apart.
Map: https://docs.google.com/leaf?id=0B4nekeuI2D_JMjI2ODQ3MzYtM2E1Ny00NmM0LTk5NmItNDk0YjQ0NWFkYzQ2&hl=en&authkey=CIuwyNQP

- End Summary ]

Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage  d20+12=27 ; d6+4=8 ; d20+12=20 ; d6+4=8 ; d20+12=20 ; d6+4=7 ; d20+7=22 ; d6+4=8 ;
Friday July 16th, 2010 12:05:59 AM

(OOC: Opps, I should have read the 3.5 spell targeting rules for area effects, always a grid intersection, not a square like in 4e, my bad. Where you centered the glitterdust is fine, however, it is a 10 ft. spread, and so does not effect G9, G10, L9, L10, I7, J7, I12, J12. Oh, and because it's centered on a grid intersection, and in 3.5 every 2nd diagonal is 2 squares, H8, K8, H11, K11 are also not effected, I guess. Looking at the spell area templates page (DMG307) this seems right, assuming you've centered the spell at the intersection of I9, I10, J9, J10. Long story short the prisoner isn't blinded, I'm not that cruel.)

"Hmph." Taldera pouts as her spell fails to find the caster, turning her aim towards the Lizard Men that Serillana shot to vent her frustration. She takes advantage of her magically enhanced speed, launching 4 arrows.

Actions: Full Round Action: Full Attack using Rapid Shot against L1.
Attack 1: d20=15 + 12 (13 base, +1 Haste, +1 Inspire Courage, -2 Rapid Shot, -2 Range Penalty) Hits AC 27.
d6=4 + 4 (2 base, +2 Inspire Courage) deals 8 Magical Piercing Damage.
Attack 2: d20=8 + 12 Hits AC 20.
d6=4 + 4 deals 8 Magical Piercing Damage.
Attack 3: d20=8 + 12 Hits AC 20.
d6=3 + 4 deals 7 Magical Piercing Damage.
Attack 4: d20=15 + 7 Hits AC 22.
d6=4 + 4 deals 8 Magical Piercing Damage.
Arrows remaining in Quiver: 16

Spells/Effects:
Mirror Image: 4 images remaining, image AC 13, 12 minutes remaining. Cast on Self.
Haste: +1 Reflex, AC and Attack Rolls, extra attack on full attack at full BAB, bonus 30ft to movement speed, up to double normal speed (enhancement bonus), 8 rounds remaining. Cast on Self, Falmar, Mojo.
Inspire Courage: +2 morale bonus to saving throws against charm and fear, +2 morale bonus on attack and weapon damage rolls. 4 rounds remaining. Effects Self, Falmar, Mojo, Yanosh, Serillana
Glitter Dust: 11 rounds remaining.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Mojo (AC 22, HP 25/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild, fly, haste  d20+14=31 ; d20+14=24 ; d20+14=33 ; 4d6=18 ; 4d6=7 ; 4d6=17 ;
Friday July 16th, 2010 12:45:30 AM

OOC: Did you get my magic missile last round?

With rod in hand, Mojo once again begins casting a spell. Suddenly, three fiery rays explode from his hand in the direction of the dwarf's attacker.

OOC:
empowered scorcing ray- 3 rays, no save
Ray 1- hit touch AC 31- Damage 18 *1.5= 27
Ray 2- hit touch AC 24- Damage 7 *1.5= 10
Ray 3- hit touch AC 33- Damage 17 *1.5= 25

With the spells launched Mojo once again flies forward in an effort to not give away his location.

Highlight to display spoiler: {Highlight to display spoiler: {} Analyze Dweomer, Greater Dispel Magic, Prying Eyes,
Cone of cold , Magic Jar, Teleport, Arcane eye, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Fireball, Lightning Bolt, Vampiric Touch- 2, Detect thoughts, Ghoul touch, Mirror image, Spectral Hand ,True strike, Ray of enfeeblement, Reduce size, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand
}

Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2]  d20+21=34 ; d3=1 ; 4d6=13 ; d20+27=46 ;
Friday July 16th, 2010 12:53:49 AM

Serillana readies another bullet and keeps her focus on the lizardman that she attacked before. She continues to spin back into the shadows.

--------
Actions:
Standard- Attack L1 Sling w/bullet (1d20+21)
Hit AC 34 for 1 + 13 Sneak Attack Bludgeoning Damage
Move: Hide 46


Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2]  d20+21=34 ; d3=1 ; 4d6=13 ; d20+27=46 ;
Friday July 16th, 2010 12:53:58 AM

Serillana readies another bullet and keeps her focus on the lizardman that she attacked before. She continues to spin back into the shadows.

--------
Actions:
Standard- Attack L1 Sling w/bullet (1d20+21)
Hit AC 34 for 1 + 13 Sneak Attack Bludgeoning Damage
Move: Hide 46


Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) (MOXY :Familiar HP : 25/34 AC 17 (To hit base 11+3)  d20+18=35 ; d8+4=5 ; d8+13=16 ; d20+13=19 ; d8+4=11 ; d20+18=23 ; d8+4=7 ; d20+14=25 ; 5d6=18 ;
Friday July 16th, 2010 1:12:54 AM

Falmar Raises his bow once again and lets three shafts fly toward that white hand treadle L2. Falmar smiles as he believes that two of his shots have struck true, and watches as Moxy dives in to add his little surprise (to L2)

Attack #1 (base 15 + 2 inspire courage, +1 Haste= 18) HIT AC:35
Damage = 5
Attack #2 (base 10 +2 ,+1= 13) Hit AC: 19
Damage = 11
Haste Attack (base 15 +2 +1 = 18) Hit AC: 23
Damage : 7
(disregard 3rd roll..should have been a d20)

MOXY : Touch Attack Hit : AC 25 no save
Shocking grasp - 18 DMG.

Spells Highlight to display spoiler: {
0 lvl (4) - MAge hand, detect magic x2, Open/Close
1 lvl (4) - Unseen servent, burning hands, Charm Person
2 lvl (4) - Flaming Sphere, Invis., Bull's Strength
3 lvl (3) - Haste, Lightning, Fireball

Pal lvl 1 = Endure elements

Weapon Casting : Stored : Hideous Laughter
}



Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage 
Friday July 16th, 2010 2:03:08 AM

(OOC: Falmar, Inspire Courage also adds a +2 morale bonus to weapon damage rolls, as well as the +2 morale bonus to all attack rolls.
While on Inspire Courage, note that Rays, 'Hurled Missiles' (like Melfs Acid Arrow) and Touch Spells, in fact pretty much anything that you must make an attack roll for, count as a weapon attack and are effected by Inspire Courage (Though if a spell, like scorching rays, makes multiple rays, only the first gains the damage bonus).
Moxy also has these bonuses, even though I forgot to list him... Sorry...
Serillana and Yanosh also have the bonuses granted by Inspire Courage, unlike some of the other Bard songs, like Inspire Greatness, Inspire Courage is not dependent on range.)

DM Ken - Closing In 
Friday July 16th, 2010 10:43:40 AM

( Theres a lot of people firing into melée here. Have you all read the wolds rules on firng into melée winout the feats necessary to negate negative modifiers? Anyways, I will allow redos up till our friendly dwarf posts. I'm off early today so the dm post will come a little quicker than normal.)

DM Ken - Closing In 
Friday July 16th, 2010 10:45:12 AM

( Mojo: I did forget your missile. I'll add damage for it when I post.)

Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] 
Friday July 16th, 2010 11:03:58 AM

(OOC: I'm pretty sure that I'm doing everything right. I have Precise, and no-one is between Seri and my target, thus no penalties.

For everyones reference:

Firing into melee may be done with a -4 penalty plus an additional -1 for each figure between the attacker and his chosen target. Players with the Precise Shot Feat avoid the -4 penalty, but not the additional -1 per intervening figure. The player may choose to avoid these penalties; however, if the ranged attack misses, the DM will randomly select a target from those figures between the attacker and his target and have the player roll to see if the ranged attack hits that figure instead.)

Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) (MOXY :Familiar HP : 25/34 AC 17 (To hit base 11+3) 
Friday July 16th, 2010 11:47:10 AM

(ooc the question is the word between I seem to have a clear shot at L2 since there are no other PC's engaged with him. IF not, I'll modify my to hits.)
31,15,19
Damage will change to
7,13,9 for Taldera's inspire courage.

DM Ken - Closing In 
Friday July 16th, 2010 4:02:01 PM

( Seri, your fine. In the Wold, firing into a melee always confers a -4 penalty as long as the target you are shooting at is in melee with another person. In this case, Yanosh is. You can choose to forgo the -4 penalty, but a miss results in a scatter die being rolled.

"We will not use the rules in the PHB3.5 and DMG3.5 for firing into a melee. Instead, we will allow a missile to be fired at a chosen target. Firing into melee may be done with a -4 penalty plus an additional -1 for each figure between the attacker and his chosen target. Players with the Precise Shot Feat avoid the -4 penalty, but not the additional -1 per intervening figure. The player may choose to avoid these penalties; however, if the ranged attack misses, the DM will randomly select a target from those figures between the attacker and his target and have the player roll to see if the ranged attack hits that figure instead. "

Soo.. anyone without precise shot is firing at -4, OR, not firing at -4 ( and -1 for each person in the way) but you run the risk of hitting someone else you didnt intend to hit.

Anyways.. Yanosh is holding a doozie of a spell. Once he posts, I'll get out next combat round posted. )

Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) (MOXY :Familiar HP : 25/34 AC 17 (To hit base 11+3) 
Friday July 16th, 2010 4:38:10 PM

(ooc just noticed I was hit by one of the Lizard men in the last DM post. Was that intended for me ?)

DM Ken - Closing In 
Friday July 16th, 2010 7:24:40 PM

(Dammit. No. I alway confuse you and Yanosh!)

Taldera (AC 26 [Haste], HP 56/97) Mirror Image [4], Haste, Inspire Courage 
Saturday July 17th, 2010 1:43:45 AM

(OOC: I have precise shot, do I have a clear shot at L1 from where I am standing? I hit AC's 27/20/20/22 before any -1 for each person in the way.)

Yanosh AC 23 HP 114/105 Endure Elements  d20+20=22 ; 3d6+9=16 ; d20+1=17 ;
Saturday July 17th, 2010 5:52:33 AM

Yanosh reaches out and touches the lizardman that trys to bite him. Yanosh moves the Spiritul Axe to the next nearest target and it strikes.

Touch attack hit AC 22 Dmg if save is made 16
Spiritual Weapon Hit Ac 17 i believe is a miss

Spells cast
Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time

Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures

Spiritual Weapon

Slay Living - must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon* , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass, Slay Living*

* = cast spell
# = cast every morning once a day
}

(OoC Sorry for the late post. had things interfere but its good now.)

DM Ken - Closing In  d20+2=4 ; d100=97 ; d100=68 ;
Monday July 19th, 2010 6:04:14 PM


With their heavy support invisible and fleeing the plains, the two lizard-monks quickly fold to the attacks of the Bloodpack. Spells and missiles rip though the un-engaged lizardman.. His scream of pain and death is shadowed only by the unholy gasp of the lizard battling Yanosh. The reptile struggles for air, gasping as his life is shattered by a single touch.

The pack have won the day, but the hushed whispers of blinded and bound prisoners steal the elation of victory from the moment back to the task at hand.

There are still slavers to track and catch. One of those here have escaped. These men are under Gaeas, how might they be affected?

Some of the Pack will undoubtedly search bodies for loot, and wont find much.

1 masterwork chain shirt.
1 +2 Mighty Composite Longbow.
2 masterwork short swords.
1 potions of cats grace.
2 potions of jump.
1 leather pouch with gold ( 164 )
2 leather pouches filled with tiny red stones. ( 40 )

Appraise: DC 25 or Knowledge Local: DC 20

Highlight to display spoiler: { While it's doubtful these stones have much material wealth, they seem well worn and might have passed hands several times. Local rumors or stones you have appraised before would indicate these are likely currency specific to a single orginization.}


Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2]  d20+8=11 ; d20+17=23 ;
Monday July 19th, 2010 8:03:20 PM

"Well that was fun, wasn't it?" Serillana says playfully as she spins out of the darkness and into a quick stretch before she does anything else.

Wondering where the spellcaster got to, Serillana jumps on the other raft looks around the raft and the grass to see if any of it has been disturbed. She does this trying to not get any attention from the prisoners.

"I can't show myself looking like this... What will they think of me then?"

--------

Actions:
Local - 11
Spot to find any information about the whereabouts the spellcaster might be - 23

Taldera (AC 25, HP 56/97)  d100=6 ; d100=35 ; d100=55 ;
Tuesday July 20th, 2010 12:29:34 AM

(OOC: Glitterdust is a 10 ft. spread, no matter which grid intersection surrounding I10 it was centered on it could NOT blind the prisoners. It would have had to be a 15 ft. area to effect P1, which by the looks of it is what you made the area. Area effects do NOT effect the 4 squares surrounding the intersect they are centered on for free, that counts as 5 ft.)

"That was, exciting, though it was looking a little too close for a moment there."[b] Taldera says, focusing on her breathing to calm herself after the battle, then turning her attention to her clothes and hair. "Gah, slightly singed. Oh well, part of the price of picking up new tales to tell." She puts away her bow and takes a step, feeling the pain of the battle before. "Oww...I should probably see if someone can fix that up." As she moves to recover the few of her arrows that survived being launched at the enemy, she asks, [b]"Can any of you heal injuries, I think quite a few of us are worse for wear. If not I have a wand with me, but it won't go very far."

Once Serillana is done, Taldera moves over to her. "If you like I could clean up your clothes with a little bit of magic."

Actions:
Recovering Arrows: 3 missed, 1 was not destroyed.
(Normal) Arrows remaining in Quiver: 27
(Normal) Arrows remaining in Haversack: 63

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Falmar AC: 24 (25 with Sword ) HP 28/69 ( Aura of Courage) (MOXY :Familiar HP : 25/34 AC 17 (To hit base 11+3) 
Tuesday July 20th, 2010 3:06:50 AM

Falmar instructs Moxy to stay aloft and circle around the rafts for a while so there are no surprises.

He quickly works on tying his raft to the larger if the two and kneels down to assess the state of our prisoners.

" Be calm, Everything is shady. We followed you from outside Oddholme. We're known as the Bloodpack, and we mean you no harm.

Looking around at the rest of the Bloodpack...Falmar says quietly to them [b] " Anyone know what happens when the object of a Geas dies before you can complete it? [/i]

Falmar rubs is eyes and scratches the burned flesh beneath his armor.



Yanosh AC 23 HP 114/105 Endure Elements  d8+9=13 ;
Tuesday July 20th, 2010 9:54:37 AM

Yanosh strides across to the slavers raft. He lifts his hood and hides his face before the blindfolds are removed from the prisoners. He looks over the BloodPack and silently says a prayer to Gargul asking for the healing of the 'Pack. Yanosh releases the healing power of the God of Life and Death into his companions.

"Taldera, Mojo keep watch for any that may try to sneek up on us as we tend to the prisoners. Serillana see what else you can find on the raft. Please." Yanosh orders with out thinking.

"I do not know," he answers Falmar as he approaches. Yanosh studies the injuries of the prisoners and treats what he can without the use of spells. For any life threatening injuries he cures using some spells. Once all are seen to he asks if anyone can pilot the raft. "I think it best if they return to OddHolme. There they can receive the treatment they need. We can go on from here."

Spells cast
Mass Cure Light Wounds for 13 hp to all of the BloodPack

Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time

Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures

Spiritual Weapon

Slay Living - must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon* , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass*, Slay Living*

* = cast spell
# = cast every morning once a day
}

DM Ken - Aftermath 
Tuesday July 20th, 2010 11:45:34 PM

( Was waiting on Mojo. Going ahead without him. )

The prisoners warily eye the Bloodpack as they are untied and freed. Glad to be rid of their captors no doubt, but still wary from the experience as a whole. The men seem distracted, muttering half hearted thanks and promises of help in the future, but seem overall more focused on another, larger task.

One of the men seems to be in charge of the other two, and after some time approaches the pack.

" I thank you truly strangers, but we need to leave. We have matters pressing on us now that wont allow us to wait. You seem to have something important on your minds too, but I ask that you allow us to leave.

We will need to take one of the rafts. The larger and slower one is fine, but we have somplace to be as soon as possible. Will you let us go?"

Not all of the bloodpack are caught up in conversation. Taldera is offering aid to Serillana, who is searching the tall grass below for signs of the wizard. Unfortunately, Serillana is not a trained tracker, and while she does find a couple broken sticks of Sargrass, she is unable to follow it much from there.

Mojo seems distracted, and perhaps misses the last chance the party might have of catching the escaping mage.



Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2]  d20+16=26 ;
Wednesday July 21st, 2010 2:17:39 AM

After looking at the grass for a bit, trying to figure out what was happening, Serillana turns to Taldera and says "No, I think I'm fine, I can wait till we reach a more occupied place. Although, you might need a little bit of a tidy up." Serillana smiles then turns away and listens to Yanosh.

"Yeah, I guess I can do that..." Serillana says back and starts to look around the raft for any hints to who those people were.

------

Actions: Search - 26

Yanosh AC 23 HP 114/105 Endure Elements 
Wednesday July 21st, 2010 8:39:15 AM

"If you feel you are able to go on that is fine with us. If you need anything the BloodPack will help if we can." Yanosh replys to the man. "I am Yanosh Ironfist and we are the BloodPack," he gestures to the rest. "The raft is yours go in peace friends."

Once everyone is ready Yanosh steps back into the raft that they had to start with. Using his rope he lashes the other one behind the main one. "Cant just leave it for theat Mage to use to track us down can we."

Spells cast
Mass Cure Light Wounds for 13 hp to all of the BloodPack

Divine Power- Base attack +20, 105 + 9 temp hps = 114, Dmg/hit = 1d10+5 War Axe, 9 rounds total time

Protection from Evil - +2 to Ac, blocks any attempt to possess the warded creature, prevents bodily contact by summoned creatures

Spiritual Weapon

Slay Living - must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save.

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon* , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass*, Slay Living*

* = cast spell
# = cast every morning once a day
}

Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Wednesday July 21st, 2010 11:28:44 AM

Looking at the Sun Falmar nods at the explorer's statement.

"With luck, you should be able to reach Oddholm by nightfall, you were almost there. Seek out the Council when you arrive, and let them know what has happened here. Is there anything you can tell us about your captors ? anything they may have said or mentioned?"

we'll have to spend the night on the raft....or beneath it...wouldn't do to arrive unprepared.

Spells Highlight to display spoiler: {
0 lvl (4) - MAge hand, detect magic x2, Open/Close
1 lvl (4) - Unseen servent, burning hands, Charm Person
2 lvl (4) - Flaming Sphere, Invis., Bull's Strength
3 lvl (3) - Haste, Lightning, Fireball

Pal lvl 1 = Endure elements

Weapon Casting : Stored : Hideous Laughter
}



Taldera (AC 25, HP 69/97) Prestidigitation  d20=19 ;
Wednesday July 21st, 2010 1:43:49 PM

Is it really that bad?"
"Heh, yeah, I guess so..." Taldera says. "Pupillus furta." She says in a playful sing-song voice, as she pats down her clothes, her clothes magically becoming clean. Afterward she follows Yanosh's orders, looking over the grass to make sure no one is approaching them. (Spot Check=19)

Actions:
Cast Prestidigitation, duration 1 hour

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 2/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Mojo (AC 22, HP 38/79)- Mage Armor, False Life, Endure Elements, Greater Invisibility, Sheild, fly, haste  d4+12=14 ;
Wednesday July 21st, 2010 3:20:17 PM

"Here's another arrow for you" Mojo joked as he handed one of the arrows that hit him during the battle to Serillana.

But the joke lacked Mojo's usual lighthearted delivery, for he had obviously taken a good deal of damage during the battle. Though, his mood did improve slightly after Yanosh cast his healing spell.

"You have my appreciation" Mojo said to Yanosh as he attempted to look less worse for wear. And with that, he cast another spell.

14 semi-tangible orbs suddenly appeared.

"Scout the area and look for signs of life" Mojo commanded. "Stay within 3/4 of a mile and return to me every hour."

And with that, the eyes shot off in all directions.

OOC- Prying Eyes- Can see 120 feet in all directions. 1 HP, AC 18, flies 30 ft, +16 hide

Highlight to display spoiler: {Analyze Dweomer, Greater Dispel Magic,Cone of cold , Magic Jar, Teleport, Arcane eye, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Fireball, Lightning Bolt, Vampiric Touch- 2, Detect thoughts, Ghoul touch, Mirror image, Spectral Hand ,True strike, Ray of enfeeblement, Reduce size, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand}

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.

The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.



DM Ken - Aftermath 
Wednesday July 21st, 2010 7:08:29 PM

The men thank you again, then warily set off towards Oddholme. They seem a bit apprehensive about the floating eyes, but right now anything would put them on edge.

Several of the pack have mentioned rest, others continuing forward, and others the need for caution. Mojo's prying eyes return as ordered, and have only 1 interesting tidbit of information.

The raft headed for Oddhole did not continue that direction. Once over the horizon, the explorers set off towards some other destination to the south.

(I'll need a watch rotation please. ^_^)



Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3)  d8=5 ; d8=7 ; d8=1 ; d8=2 ; d8=1 ; d8=4 ; d8=1 ; d8=2 ; d8=7 ; d8=2 ; d8=6 ; d8=4 ; d8=7 ; d8=3 ; d8=6 ; d8=5 ; d8=5 ;
Wednesday July 21st, 2010 11:10:38 PM

When Falmar sees the eyes spreading out he calls Moxy back and feeds him a chunk of flesh from a pouch at his waist.

Falmar approaches Mojo and offers him the help of Sargrass to ease his wounds [LAy on Hands 4 PTS healing] he shrugs and pulls out a wand...and exhausts 11 charges on Mojo.,

Approaching Taldera he offers additional assistance (6 charges - 30 pts healed.)

this thing isn't going to last long.... Wish Trellus, and Gry were still here....or I devoted mroe time to my meager skills

We've been traveling for most of the day and some of us need to rest a bit before moving on. We should move a ways from the bodies, bodies bring insects, critters, and any number of predators that the Sargrass would likely prefer we avoid. I'll take second watch."



Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] 
Thursday July 22nd, 2010 1:05:33 AM

Serillana looks around, finds nothing and jumps back on the raft that they are taking.

As talk of night watches come up in conversation, Serillana pipes in. "I guess that I'm getting a little tired. I'll take the last watch, the one with the most light. If someone would rather have the last, I'll take first."

Yanosh AC 23 HP 114/105 Endure Elements  d20+1=7 ; d20+1=20 ;
Thursday July 22nd, 2010 9:31:32 AM

Before Falmar can use his wand Yanosh lays a hand on his shoulder. "Save your wand for when it is truly needed" Yanosh then exhausts all of his healling spells and tattoos to heal the party. He will cast healing over any other spells he has prepared if need be. Yanosh states he will take his normal watch, the midnight watch.

Yanosh prepars dpells and equipment for the next day.

Spot - 7
Listen - 20(nat 20)

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon* , Bears Endurance, Protection from evil*

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass*, Slay Living*

* = cast spell
# = cast every morning once a day
}



Taldera (AC 25, HP 97/97) 
Thursday July 22nd, 2010 11:40:10 AM

Thank you Yanosh, I feel much better now. Truly you are blessed by Gargul." Taldera says. "As for the watch, unfortunately I must take either the first or last watch, as I need uninterrupted rest for my magic to return to me, though I'm probably not the only one with that problem. My senses also aren't particularly good in poor light, so perhaps I should share a watch with someone that can see well in poor light, or I should share the watch with the most light."

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 2/3, Lv 1: 5/5, Lv 2: 4/5, Lv 3: 3/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Mojo (AC 22, HP 72 or 79/79)- Mage Armor, False Life, Endure Elements 
Thursday July 22nd, 2010 1:11:40 PM

Mojo listened to the report from his prying eyes spell, and then sent the 14 eyes to continue to scout and be on look out. Highlight to display spoiler: {OOC: duration 12 hours}

A few moments later thanked Falmar and Yanosh for their offerings of healing. He felt much better.

Later when watches were being discussed Mojo chimed in: "I also need 8 hours of uninterupted rest" he said. "And my dark eyes eyes are best suited for darkness, so why don't I take first watch."

With that decided Mojo looked over everyone's equipment to see if anything would benefit from some mending.

DM Ken - Under the dark blue sky.. 
Thursday July 22nd, 2010 9:53:36 PM

That night is uneventful, and the Bloodpack gets some needed rest. Perhaps in the future they will need a more solidified watchbill, but this night their ramshackle arrangements saw them through the night.

Perhaps they would come to something soon?

Mojo's eyes report all quiet on the western front, and with morning comes new opportunity. They pack sets off in their raft, cruising towards Yellowsands cavern, which is still some ways over the horizon according to the magical amulet being used to guide them.

ooc: Please let me know any spells and actions being cast throughout the day. Have the group remained split between the two boats or is one simply being dragged as posted earlier.

Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Friday July 23rd, 2010 12:00:23 AM

Falmar rises and spends time in study and contemplation. Thinking about the night watch and the current members of the Bloodpack, he decides to implement a watch in which everyone's abilities will be some benefit to the group. Taldera and Serilanna should be placed at the end and beginning, while those of us who can see better in the dark should be watching when it is the darkest. He feels that the order of Serilanna, Falmar, Mojo, Yanosh, Taldera would make the best use of our skills. He will communicate this to everyone as their journey begins.

If tethering the other raft does not slow the one we are on we should just loosely weave them together and travel on the single raft for now.

" I think we can assume that Hook city is somewhere to the south of Oddholme, but I don't know what we can weave from that. "

Spells Highlight to display spoiler: {
PAL lvl 1 - CLW

Wiz
0 - MAge Hand, Light, Flare, REad MAgic
1 Shocking grasp, true strike, spider climb, charm person
2. Melf's acid arrow, Flaming Sphere, Invis, Prot from arrows
3. Haste , Lightning, Invis. Sphere

}



Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] 
Friday July 23rd, 2010 12:28:29 AM

When they have the group meeting, Serillana speaks up. "I'm fine with my placement, it gives me time to contemplate quietly and write in my journal of sorts. However, from what I've seen Taldera do when we just had to fend off some 'patrons' and I want to go out partying and she wouldn't let me," Serillana proceeds to glare at Taldera. After a second or two she then goes back to addressing the group, "wouldn't Mojo need a nice amount of unbroken sleep? There doesn't seem to be an easy way to set up a watch with spellcasters.... Is there a way for you guys to get a full rest in while something is still keeping watch?"

Yanosh AC 23 HP 114/105 Endure Elements 
Friday July 23rd, 2010 7:43:37 AM

"Serillana is right Mojo needs more sleep then I do. If anyone had an alarm spell it would help aid in the groups rest at night. I will take the mid night watch as I usually do. I have other things that need to be done at that time. So i am up anyways," the Dwarven Cleric states softly. Outside of battle the Dwarf seems reserved and quiet even withdrawn.

"OoC Yanosh always has endure elements cast on him daily."

Highlight to display spoiler: {

Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Mojo (AC 22, HP 78/78)- Mage Armor, False Life, Endure Elements, Contingency- Greater Invisibility  d10=4 ;
Friday July 23rd, 2010 10:26:46 AM

Mojo listened to the discussion about the watch before adding his two copper pieces. "Yes, I need uniterupted sleep. And unfortunately, I don't have an alarm spell in my spellbook, but I can change that soon enough."

In the morning Mojo found as quiet a place as possible to go over his spellbook, and then he began casting in preparation for another day... two of the spells were cast with his Rod in hand.

Highlight to display spoiler: {Spells Cast
Endure elements- 24 hours
Mage Armor (extended)- 24 hours
False Life (extended)- 24 hours- +14 HP
Contingency- Greater Invisibility- Triggered when Mojo's hit points drop below 45)
Spells Remaining
Analyze Dweomer
Chain Lighning
Contingency
Prying Eyes
Cone of cold-2
Teleport
Arcane eye
Greater Invisibility
Stoneskin
Black tentacles
Enervation- 2
Arcane Sight
Dispel Magic
Lightning Bolt
Magic circle
Vampiric Touch- 2
Fly
Detect thoughts
Acid arrow
Scorcing Ray
Ghoul touch
Mirror image
False Life
Spectral Hand
True strike
Mage armor
Ray of enfeeblement
magic missile
Reduce size
Endure elements
Shield
Read magic
Resistance
Detect magic-2
Light
Mending
Mage hand
}

Taldera (AC 25, HP 97/97) 
Friday July 23rd, 2010 2:00:54 PM

(OOC: This is assuming three 4 hour watches (12 hours isn't unreasonable when you can only walk for 8 hours without fatigue), with all three watches more or less not having sunlight, though the first and last may be somewhat lighter depending on when sunrise and sunset is.)

After she wakes up, Taldera breaks the mornings silence with a song. As she sings she can feel her complement of spells return to her.
(Bardic Music Uses: 12/12. All spell slots recovered.)

As the discussion about the watch continues, Taldera keeps silent, until Serillana brings her up. "Hmph, sorry if I care." She says to Serillana, then realises everyone can hear her. "Anyway..." She continues, somewhat embarrassed, "I think we can agree Yanosh can take the middle watch by himself. That leaves 4 of us for the other 2 watches. Considering our senses, Serillana and myself should not share a watch, we'd be equally poor watchers without proper light. If she is comfortable with the last watch, I'll take the first watch in the future. Unfortunately none of my spells have an effect like the alarm spell, though if we come across a wand or scroll of it, I can use it.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

CDM Jerry [OOC] 
Friday July 23rd, 2010 3:28:06 PM

Bloodpack, I have sent an email to all of you. If you didn't get it, please email me and let me know. I need replies by Monday if you can please.

Don't ignore this please.

DM Ken - Under the dark blue sky.. 
Monday July 26th, 2010 6:58:05 PM

Not long after starting their day, the Bloodpack starts off in the general direction of Yellowsands once more. Nodding off lazily under the heavy sun of the Sargrass Plains, the Bloodpack are suddenly assailed by mental images of Oddholme burning, reduced to rubble.

The images also show flashes of the newly discorvered room of portals. One of them is pulsing a sickly purple, and from it spills troops with weapon and whips...

Finally, a familiar face comes across the vision. It is Tishe. She looks worried, as if she's not quite sure if you can see her.

"Please, help us. Our thread will stretch and unravel soon! Your help is needed!"



Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2] 
Tuesday July 27th, 2010 4:37:22 AM

"Oh, lying around on a raft watching the grass go by, nothing better than..."

Serillana stops mid sentence as she sees the horror unfold before her eyes.

"Wha.... What was that? What should we do? How do we help? Where should...." Serillana begins to spout of questions uncontrollably to herself. She moves away from the group as she mutters to herself.

Taldera (AC 25, HP 97/97) 
Tuesday July 27th, 2010 6:52:29 AM

"Mmm..." Taldera says as she stretches out, enjoying the warmth of the sun before yawning. "Guess I'm not used to the watch we have yet, maybe I should take a quick nap.." Taldera thinks. However what she sees next knocks the thought of sleep out of her, feeling wide awake and terrified.

"Bloodpack! We must return to Oddholme immediately!" She looks around at her pack mates, then lowers her head, humming to herself, thinking how to get back quickly. "I can move instantly, and take all of us, but only over short distances, wait..." Taldera stops humming suddenly and looks up. "Mojo! You said we could teleport to catch up to the raiders when we were planning before, can you do the same to get us back to Oddholme?" She asks the elf, hoping for an answer that will help them and Tishe.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 3/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Mojo (AC 22, HP 78/78)- Mage Armor, False Life, Endure Elements, Contingency- Greater Invisibility 
Tuesday July 27th, 2010 3:46:01 PM

"Oddholme in trouble?" Mojo asked, obviously concerned. He then started pondering solutions... teleport.

"I can take four with me" he responded to Taldera. "Teleport is never a sure thing... but I think it's our best option."

If the goup agreed, Mojo would cast the spell, concentrating on the place that he knew best."

DM Ken - Under the dark blue sky.. 
Tuesday July 27th, 2010 7:22:25 PM

( Were 3 posters short. I'll hold till I have more participation. I know this game ends soon, but I can at least give us something to do until the new game starts.)

Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Tuesday July 27th, 2010 11:10:49 PM

Falmar jolts out of a serene moment of melancholy, he was recently daydraming about a horse that changed into a man then back into a bee, where this huge half orc smashed him, then healed him, and a giant flea that kept tearing it's exoskeleton off and dancing in front of everyone while a man on a horse A HORSE in the middle of the Sargrass waves and casts a spell then trots away without even a wave. A young human in armor keeps speaking with the most outrageous Sargassian dialect while trying to sell him some type of confection shaped to resemble a Manfri!.... At the same time Sargrass and Gargul are playing some type of board game with each other, and Gargul keeps bringing the pieces he takes from Sargrass back to life again... and Sargrass just keeps repeating "I am Sargrass" "I am Sargrass" ....

Jumping bolt upright Falmar looks around at everyone on the raft

" Tishe' ! We have to go back ! Back to the...Oddholme !"

Falmar nods his acceptance of Mojo's plan and decides to pay close attention to this casting so maybe some day he may learn something.

Yanosh AC 23 HP 114/105 Endure Elements 
Wednesday July 28th, 2010 10:09:40 AM

Standing on the bow of the raft Yanosh watches as the Sargrass Plains unfold around them. So used to walking in the grass the Dwarf has never seen the tops of most of the places he has been while in the Sargrass. Suddenly his sences are assaultd with images of Oddholme burning. Then Tishe' calling to them to return to help save their home. Cursing Yanosh turn the raft around and starts back towards home.
"Mojo if you can take any of us back do it now I will go with you. Oddholme must be saved. Once we arrive can you come back for the others? If so then the others can join us as soon as Mojo can carry them. We must go NOW." As he speaks Yanosh approaches Mojo. He is visably shaken and his ashen complextion is steadily turning as crimson as his sash is.

Highlight to display spoiler: {

Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}



DM Ken - A War at Holme.. 
Wednesday July 28th, 2010 8:04:35 PM

Tishe's vision has startled the new and old elements of the bloodpack. All agree that Mojo's teleportation is their best option, even if it means leaving rafts behind. When Mojo is ready, he teleports the others back to his best known location in Oddholme. Perhaps his heightened focus is the culprit, but there is no deviaton in his spell, and he finds himself and all of his companions and their familiars on the same docks where they met a week ago.

Oddholme is burning. the docks have been spared, but there is a circle of flame near the center of town, near the Bloodpacks living quarters. There are no sign of the attackers at first glance, but from high above the pack a shrill scream echoes downwards. Ttiny specks appear in the sky high above the Bloodpack, five in number. As they careen closer a familiar figure streaks towards them riding a broom.

Tishe swoops by the Bloodpack, looking up and over her shoulder at her attackers. Some distance beind, four grotesque creatures dive low in pursuit. Tishe is still their target, but now the Bloodpack stands in the way of them and their prey.

( Pack, this is less of a tactical battle and more scenario wide. As for right now, there's no map needed. State your actions and intents, make rolls for attacks and targeting. Consider movement available and stringent movement rules abolished. We are in timed rounds now. )


Taldera (AC 25, HP 97/97) 
Wednesday July 28th, 2010 9:53:53 PM

Oddholme.. They will pay for this destruction, we will save Tishe! Taldera thinks, as she closes her eyes and begins to focus on a spell. "Umbra partum..." Taldera begins, the tone sounding like a dirge, the notes feeling heavier in the air. She opens her eyes, and at a quick glance, you would swear shadows danced across them. "Foetidus Nidor!" She finishes, a hand out stretched toward the 4 attacks. A thick cloud of fog engulfs them, and even from here the revolting smell of the vapors is clear. Taldera then moves towards the cloud seeking to get under it, drawing her bow as she moves from her quiver, hoping to force the attackers to land if they wish to harm The Bloodpack while the attackers avoid the cloud.

Actions
Standard Action: Cast Shadow Conjuration, mimicking Stinking Cloud
Will Save DC 20 to disbelieve the Shadow Conjuration. If disbelieved the Stinking Cloud only has a 20% chance of effecting the target. Otherwise it functions as normal.
Fortitude Save DC 20 for Stinking Cloud. 20ft Radius in all directions.

Center the Stinking Cloud as close to The Bloodpack (including Tishe) as possible, while still effecting all the targets. (Assuming that is possible with a 20ft radius attack.) Have the Stinking Cloud so that the 5ft above the ground is not effected. (i.e, will not effect medium or smaller creatures on the ground.)

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3)  d100=14 ;
Wednesday July 28th, 2010 10:35:21 PM

" Take them down !

Falmar Casts Haste upon the Bloodpack ! (spell failure passed) then steps forward to intercept anything coming for the 'Pack.
Spells Highlight to display spoiler: {
PAL lvl 1 - CLW

Wiz
0 - MAge Hand, Light, Flare, REad MAgic
1 Shocking grasp, true strike, spider climb, charm person
2. Melf's acid arrow, Flaming Sphere, Invis, Prot from arrows
3., Lightning, Invis. Sphere
}



Mojo (AC 22, HP 78/78)- Mage Armor, False Life, Endure Elements, Contingency- Greater Invisibility  10d6=39 ;
Wednesday July 28th, 2010 10:45:46 PM

"Wreckless hate" Mojo uttered almost accidentally, and then he became absolutely serious.

"SFERA DI FUOCO!" Mojo screamed as a ball of flame shot from his hand in the direction of the attackers, and then exploded in mid-air in a 40' diameter firey explosion. (OOC- fireball using staff; Damage 39; Reflex save DC 23).

"Blast them from the air!" he screamed as tears welled in his eyes.

Spells Cast
Endure elements- 24 hours
Mage Armor (extended)- 24 hours
False Life (extended)- 24 hours- +14 HP
Contingency- Greater Invisibility- Triggered when Mojo's hit points drop below 45)

Spells Remaining
Analyze Dweomer
Chain Lighning
Contingency
Prying Eyes
Cone of cold-2
Teleport
Arcane eye
Greater Invisibility
Stoneskin
Black tentacles
Enervation- 2
Arcane Sight
Dispel Magic
Lightning Bolt
Magic circle
Vampiric Touch- 2
Fly
Detect thoughts
Acid arrow
Scorcing Ray
Ghoul touch
Mirror image
False Life
Spectral Hand
True strike
Mage armor
Ray of enfeeblement
magic missile
Reduce size
Endure elements
Shield
Read magic
Resistance
Detect magic-2
Light
Mending
Mage hand}


Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against L2]  d20+27=36 ;
Wednesday July 28th, 2010 11:17:24 PM

Once Serillana's feet hit the ground, she starts a fiery salsa and melts into her surroundings as she throws a few bullets into the next one that comes her way and waits till they get closer to her.

Hopefully, I can help get rid of these ambominations....

-------

Actions:
Standard Action - Hide 36

Yanosh AC 23 HP 114/105 Endure Elements  d20+8=25 ; d4=4 ;
Thursday July 29th, 2010 9:23:12 AM

Quickly Yanosh draws a seldom seen light crosbow. After loading it he takes aim and fires. Silently he loads again.

Hit Ac 22 (OoC clicked the wronge mod should be +10 -5 for double action for a to hit AC of 22)
Dmg 4

Highlight to display spoiler: {

Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

DM Ken - A War at Holme..  d20+8=27 ; d20+4=20 ; d100=63 ; d20+14=32 ; d20+14=24 ; d20+14=18 ; d8+4=7 ; d8+4=8 ;
Thursday July 29th, 2010 6:16:41 PM

The slobbering gargoyle-esque creatures swoop downwards in their dive towards Tishe. Their movements are in perfect concert, down to the flapping of their grey leather wings. As the fireball explodes near them, they all instinctively shroud their bodies with their thick skinned backs, then turn and hover in place, appraising their new attackers.

Tishe looks over her shoulder once more then pushes onwards, flying quickly out of yelling distance and towards the town center where the mysterious portals were located.

Speaking in an a scrathcy voice, the flying things hiss at you, revealing gleaming white teeth dripping with bright green goo. Every few seconds, one of them reaches into a large brown pouch and removes a small gray rodent, which is savagely consumed. The feasting is brutal and urgent, as if the monster is on the brink of starvation.

"Wormss! You prolong our hunger!"

The creatures speak as one, their mouths moving in unison.

"You will pay for our lost meal! That flippant wench dares to strike us with puny fire and you aid her escapes! You will fill our bellies where she does not!"

The creatures circle around in the air once more, then dive downwards, gnashing at Mojo with an unexpected fervor. Three jaws snap at mojo, and two grab small chunks of flesh from his body, leaving angry wounds bleeding on his arms. The green ooze burns, and seems to keep his blood flowing constantly. The fourth creature, though it dove with the rest of itself, hungrily consumed another rodent from it's bag, warily guarding it from the bloodpack.

As the creatures complete their flyby maneuver, they circle back upwards, chewing the flesh they stripped from Mojo. Their scars and burns quickly heal, leaving them moslty unblemished.

[ Reflex Passed ]
[ Will Passed ] - [ 63rd %. ]
[ Hunger - Sated ]
[ Damage Taken - 19 - 10 DR = 9 ]
[ 7 Damage Healed ]
[ Mojo - 15 Damage. Bleeding 2 hp per round until DC 15 Heal check or magically healed. ]



Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Thursday July 29th, 2010 8:48:35 PM

Falmar casts lightning bolt at the nearest of the flying things. DC: 16 REflex for half.

When given any opportunity Falmar will begin moving closer toward the center of town while continuing to engage these things.



Falmar AC: 24 (25 with Sword ) HP 41/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3)  5d6=26 ;
Thursday July 29th, 2010 8:49:09 PM

Damage 26


Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage 
Thursday July 29th, 2010 9:36:19 PM

Taldera continues to move towards the cloud, moving underneath it. As she moves she shouts, "Bloodpack! Fight on, save Oddholme, take your place among the bards tales!" With that, she starts singing a song of courage and heroes past and present.

Actions:
Move underneath the Stinking Cloud
Standard Action: Begin to sing Inspire Courage

Spells/Effects:
Shadow Conjuration Stinking Cloud, 11 rounds. (20% real, DC 20)
Inspire Courage: +2 morale bonus to attack, damage rolls and saving throws against fear and charm. Currently singing, effects self and all allies.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Mojo (AC 23, HP 78/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility 
Thursday July 29th, 2010 10:48:00 PM

Mojo tried to stem the flow of blood as he cast another spell- this one defensive. OOC: Highlight to display spoiler: { Stoneskin-duration 2 hours, 10/adam, absorbs up to 120 damage}

Highlight to display spoiler: {
Spells Remaining
Analyze Dweomer, Chain Lighning, Contingency, Prying Eyes, Cone of cold-2, Teleport, Arcane eye, Greater Invisibility, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Dispel Magic, Lightning Bolt, Magic circle, Vampiric Touch- 2, Fly, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, False Life, Spectral Hand, True strike, Mage armor, Ray of enfeeblement, magic missile, Reduce size, Endure elements, Shield, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand.
}



Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked]  d20+21=34 ; d3+2=3 ; 4d6=8 ; d20+27=28 ;
Thursday July 29th, 2010 10:48:09 PM

Serillana watches this as it all unfolds as she keeps hidden, knowing now that these things hurt. She loads one of her magic bullets and waits for her chance to throw it to save her friends' lives.

Time for some moving target practice!
-----

Actions - Delay until Enemy 30 ft from Serillana
Standard - Attack with Sling with +2 Bullet
Hit AC 34, Damage 3 + 8 magic bludgeoning damage
Dodge bonus against one that Serillana attacked
Move - Hide (28) + 15 ft movement towards center of town

(OOC: sigh, the die are hating me atm.... Had to have rolled a few ones.)

Mojo (AC 23, HP 63/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility 
Thursday July 29th, 2010 10:49:52 PM

OOC- sorry forgot to reduce my HP.

Yanosh AC 23 HP 105/105 Endure Elements  d20+10=11 ;
Friday July 30th, 2010 10:03:20 AM

Yanosh aims the crossbow at the one that didnot attack Mojo. The bolt flies wide and harmlessly past the creature.

Hit AC - 11 (Nat 1 )

Highlight to display spoiler: {

Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

DM Ken - A War at Holme..  d20+8=25 ; d20+14=23 ; d20+14=22 ; d20+14=29 ; d8+4=12 ;
Friday July 30th, 2010 7:28:30 PM

The flying mod easily avoid the direct hit from the lighting bolt, and circle lazily in the sky. Screeching in pain, they hungrily dive again, this time at Falmar. Reaching into it's pouch, the lead creature consumes another small rat while the other three gnash hunrgily with their teeth, again using their hands and arms to cover their pouches. Only one set of teeth get past his armor, but it's enough to strip away a chunk of Falmars flesh, causing him to bleed.

[ Reflex - Passed. 13 Damage ]
[ I hit @ AC 29 vs Falmar. ]
[ Falmar 12 Damage. Bleeding 1 hp per round. ]
[ 6 damage healed ]
[Hunger - Sated! ]

[Knowledge Dungeoneering DC 10 or Intelligence DC 13]

Highlight to display spoiler: { The ravenous creatures seem to be somehow connected. Wounds to any result in wounds on all, and whatever flesh they strip seems to be somehow converted to HP.}



Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Friday July 30th, 2010 11:06:08 PM

Falmar moves to Mojo and LAys hands upon him in attempt to heal and stop his bleeding.

4 points healed.

(ooc. never changed my hp from when Yanosh healed all of us.)


Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked]  d20+2=7 ;
Saturday July 31st, 2010 7:46:23 AM

[OoC: Did Seri's attack hit or not? Or if it didn't go through at all?]

Serillana keeps on watching, trying to keep track of all the mayhem that is around her, although what she keeps thinking of is getting away while she can.

No.... No.... Must stay back and watch after my friends



Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage  d20+3=21 ; d20+16=23 ; d6+4=6 ; d20+16=29 ; d6+4=5 ; d20+16=18 ; d6+4=10 ; d20+11=20 ; d6+4=8 ;
Saturday July 31st, 2010 9:01:55 AM

"Hmm, if one takes damage, they all take damage, I'll just go after the one I have a clear shot against then." (21 on Intelligence check) With a plan in mind, Taldera raises her shortbow and releases several arrows, taking advantage of desperation to save Oddholme and magical alacrity, at the closest monster she can fire at clearly, continuing to sing all the while, to boost her companions courage.

Actions:
Free Action: Continue to sing Inspire Courage.
Full-Round Action: Rapid Shot Full Attack at the closest monster with no intervening targets.
Attack 1: d20+16 OR 17 (13 Base, +2 Inspire Courage, +1 Haste, +1 within 30 ft [Point Blank Shot]) = Hits AC 23(24), d6+4 OR 5 (2 Base, +2 Inspire Courage, +1 within 30ft [Point Blank Shot]) = 8 (9) Magical Piercing Damage
Attack 2: d20+16(17) = Hits AC 29(30), d6+4(5) = 5(6) Magical Piercing Damage
Attack 3: d20+16(17) = Hits AC 18(19), d6+4(5) = 10(11) Magical Piercing Damage
Attack 4: d20+11(12) = Hits AC 20(21), d6+4(5) = 8(9) Magical Piercing Damage

Spells/Effects:
Shadow Conjuration Stinking Cloud, 10 rounds. (20% real, DC 20)
Inspire Courage: +2 morale bonus to attack, damage rolls and saving throws against fear and charm. Currently singing, effects self and all allies.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage 
Saturday July 31st, 2010 9:24:16 AM

(OOC: Argh, sorry, knew I was forgetting something. All of those attacks are at minus 2 because of rapid shot, sorry. That means the resulting AC's are 21(22), 27(28), 16(17), 18(19) )

Yanosh AC 23 HP 105/105 Endure Elements  d8+9=17 ;
Saturday July 31st, 2010 12:59:28 PM

No good at distance warfare Yanosh turns instead to what he knows better. A quick prayer is said and Yanosh touches Falmar. The healing power of Gargul courses through them both healing Falmar for 17 hps.

Spell Cast
Cure Light Wounds

Highlight to display spoiler: {}
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a dayHighlight to display spoiler: {}

Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility  d20+8=21 ; 12d6=36 ;
Sunday August 1st, 2010 12:38:37 AM

"Taldera is correct" Mojo yelled, as he prepared his next spell (check 21).

Suddenly a bolt of lightening exploded from his hand at the same monster Taldera had targeted. (OOC- chain lightening spell, targeting as many monsters as possible, as well as the bags with rats inside that they carry, DC 26, Damage 36)

Highlight to display spoiler: {Spells Remaining
Analyze Dweomer, Contingency, Prying Eyes, Cone of cold-2, Teleport, Arcane eye, Greater Invisibility, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Dispel Magic, Lightning Bolt, Magic circle, Vampiric Touch- 2, Fly, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, False Life, Spectral Hand, True strike, Mage armor, Ray of enfeeblement, magic missile, Reduce size, Endure elements, Shield, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand.
}

DM Ken - A War at Holme..  d20+8=11 ; d20+14=19 ; d20+14=21 ; d20+14=22 ; d20+14=29 ; d8+4=6 ;
Monday August 2nd, 2010 5:53:15 PM

( Sorry sling-master! I'll add in your bullets damage.)

Mojo's lightning thundered through the sky, slamming into the flying abberations and distintegrating their leather pouches. The creatures shrieked in rage, they all turned to bear on Mojo. Screaming down to ground level, they cursed and spat as they tore at the stone-skinned mage, desperate for pieces of his flesh to gorge upon.

Only one comes close to harming him, and even it is denied flesh to consume. The creatures drop to the ground, shambling weakly and holding their stomachs before climbing skywards once more.

[ Reflex Failed ]
[ Hunger - Starving!! ]
[ Damage Taken - 79 ]
[ 0 Damage Healed ]
[ Mojo - 6 points from stoneskin max. ]

Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility  12d6=42 ; 10d6=35 ;
Monday August 2nd, 2010 9:41:02 PM

"What? No seconds?", Mojo joked as the creatures unsuccessfully dined on him. Then, sensing victory might be at hand, he called out- "Let's ease their hunger!".

And with that he began casting...

"CONO DI FREDDO!" he screamed, as a cone shaped burst of ice and wind erupted from his hands in the direction of the monsters. (Damage 42, Refelx DC 25)

OOC- If they are out of range of the cone (60') Mojo will instead cast lightening bolt targeting the same creature as the previous round. Damage 35, reflex DC 23)

Highlight to display spoiler: {Spells Remaining
Analyze Dweomer, Contingency, Prying Eyes, Cone of cold-1, Teleport, Arcane eye, Greater Invisibility, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Dispel Magic, Lightning Bolt, Magic circle, Vampiric Touch- 2, Fly, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, False Life, Spectral Hand, True strike, Mage armor, Ray of enfeeblement, magic missile, Reduce size, Endure elements, Shield, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand.
}

Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage, Haste 3 more rounds) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3)  6d6=20 ; d20+16=26 ; d8+4=12 ;
Monday August 2nd, 2010 10:52:44 PM

Falmar readies his bow and Takes a single shot at the closest of the foes.

Hit AC 26 Damage : 12 Damage

(ooc. ignore the 6d6 roll, I thought I had a spell I didn't...:( )

spells Highlight to display spoiler: {
PAL lvl 1 - CLW

Wiz
0 - MAge Hand, Light, Flare, REad MAgic
1 Shocking grasp, true strike, spider climb, charm person
2. Melf's acid arrow, Flaming Sphere, Invis, Prot from arrows
3., Lightning, Invis. Sphere
}



Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked]  d20+23=34 ; d3+4=7 ; 4d6=16 ; d20+27=40 ;
Tuesday August 3rd, 2010 3:49:16 AM

Serillana takes aim, spins the sling and lets go, attaking the one that she is closest to, for an attempt to hit a weak spot. She then box steps into the shadow.

-------

Actions: Standard - Sling w/+ bullet + Taldera's courage
d20+23 = 34 hit FF AC
Damage = 7 + 16 Magic Bludgeoning Damage

Move = Hide 40

Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage  d20+14=23 ; d6+4=6 ; d20+14=19 ; d6+4=8 ; d20+14=24 ; d6+4=5 ; d20+9=25 ; d6+4=7 ;
Tuesday August 3rd, 2010 4:24:05 AM

(OOC: How many if any of my arrows hit, I need to know if I later intend to recover them, as they are destroyed upon hitting an enemy, and 50% of the time when they miss. Not so important with these arrows, but I do carry exotic metal and magical arrows.)

Taldera raises her bow again and fires another volley at the closest she has a clear shot at, determined to bring these creatures down.

Actions:
Free Action: Continue to sing Inspire Courage.
Full-Round Action: Rapid Shot Full Attack at the closest monster with no intervening targets, including haste and Inspire Courage. (Point Blank Shot if within 30ft.)
Attack 1: d20=9 +14(15) = Hits AC 23(24), d6=2 +4(5) = 6(7) Magical Piercing Damage
Attack 2: d20=5 +14(15) = Hits AC 19(20), d6=4 +4(5) = 8(9) Magical Piercing Damage
Attack 3: d20=10 +14(15) = Hits AC 24(15), d6=1 +4(5) = 5(6) Magical Piercing Damage
Attack 4: d20=16 +9(10) = Hits AC 25(26), d6=3 +4(5) = 7(8) Magical Piercing Damage
Arrows remaining in Quiver: 19

Spells/Effects:
Shadow Conjuration Stinking Cloud, 9 rounds. (20% real, DC 20)
Inspire Courage: +2 morale bonus to attack, damage rolls and saving throws against fear and charm. Currently singing, effects self and all allies.
Bardic Music Daily uses left: 11/12

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Yanosh AC 23 HP 105/105 Endure Elements  d20+9=17 ;
Tuesday August 3rd, 2010 4:51:45 AM

Thinking that there is a reason that the vreatures act as one Yanosh quickly speaks the words for a spell. Centered on the one that seems to be the leader Yanosh decides to crash their party.
Casts Dispell Magic on the lead creature in an attempt to end his control over the others or dispell the spell that created the others.

Spell Cast
Cure Light Wounds
Dispell Magic

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds*, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic*, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Yanosh AC 23 HP 105/105 Endure Elements 
Tuesday August 3rd, 2010 4:52:44 AM

OoC dispell check 17 dispell DC 20

DM Ken - A War at Holme.. 
Tuesday August 3rd, 2010 6:53:25 PM

( Everyone past Mojo, please re-allocate yourself any spent spells or ammunition. )

The creatures are still climbing skywards when Mojo's cone catches them from behind. They flounder in the cold air, then drop to the ground, clutching their stomachs and writing in agony. They set upon eachother like animals, ripping and tearing flesh to sate their hunger even as Mojo's spell freezes their bodies to a frozen mass which cracks, then shatters.

There are sounds of commotion from all around. In the direction which Tishe escaped too, large explosions are resounding with some regularity. East, towards the militia barracks, men are screaming commands and curses against an unknown foe.



Yanosh AC 23 HP 105/105 Endure Elements 
Wednesday August 4th, 2010 2:33:04 AM

Yanosh draws his Holy War Axe and rushes off in the direction that Tishe went. "Once more for the defence of OddHolme."

Spell Cast
Cure Light Wounds
Dispell Magic

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds*, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic*, Searing Light

4 Cure Critical Wounds, Divine Power

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked] 
Wednesday August 4th, 2010 9:13:37 AM

As Yanosh running to wards Tishe', Serillana follows hoping that the regularity of the explosions just mean that she has control over the situation rather than just killing as much of what needs to be be killed.

Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility 
Wednesday August 4th, 2010 9:45:30 AM

"FOR ODDHOLME!" Mojo responds to Yanosh's battlecry, as he runs after him.

Highlight to display spoiler: {Spells Remaining
Analyze Dweomer, Contingency, Prying Eyes, Cone of cold-1, Arcane eye, Greater Invisibility, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Dispel Magic, Lightning Bolt, Magic circle, Vampiric Touch- 2, Fly, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, False Life, Spectral Hand, True strike, Mage armor, Ray of enfeeblement, magic missile, Reduce size, Endure elements, Shield, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand.
}


CDM Jerry [OOC] 
Wednesday August 4th, 2010 10:41:58 AM

Due to an unfortunate situation, DM Ken will not be posting here for a short time. It is a private matter. Please do not ask about it.

I am personally taking over as DM for now.

Ken, check your email.

Josh, please email me a summary of what is going on to the best of your ability. Any of the rest of you that have the time to catch me up with what you know of what is going on email me as well please. I'm coming in blind.

I'll make my first post late tonight.

Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage 
Wednesday August 4th, 2010 11:05:32 AM

Taldera follows after Yanosh, Serillana and Mojo, bow still in hand, continuing to sing, feeling the inspiring music will be needed soon judging by the explosions.

Spells/Effects:
Inspire Courage: +2 morale bonus to attack, damage rolls and saving throws against fear and charm. Currently singing, effects self and all allies.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 4/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

For Oddholme!!! [DM Jerry] 
Thursday August 5th, 2010 12:26:20 AM

With Yanosh's mighty battlecry, some of the citizens hurriedly grabbing whatever weapons they can see, join in the chase.

After Mojo repeats Yanosh's cry, the chant begins, faster and faster!

"For Oddholme!"

"Oddholme!"

"Oddholme"

Serialana, Mojo and and Taldera run flanking Yanosh on each side.

Taldera turns the chant into a song! Spirits rise. Hearts become brave. The Bloodpack is here to save the day!

Then, there is an anguished scream and a larger explosion. The scene on the docks has abruptly changed!

Two Druid Trees are there--who knows where they came from--and they are ruining the docs and doing something to the dome! It begins turning green where they touch it.

One of the treants snags Tishe as she flies by and bashes her against the dome.

"CRAAAAACK"

Tishe collapses dropping to the ground on the broken wood at the Bloodpack's feet. Her neck at a horrible angle.

The townsfolk scream!! Panic! They become a mob all trampling over each other to get back inside. Some, retain their courage thanks to Taldera's singing and try to steer the folk so that they are not hurt.

-----

A spot check of 15 revels that the sky is turning a slight shade of red.

A Knowledge: Local, Nature, or related skill check of 20 gives the knowledge that something horrible is wrong with the Trees. They are mad!

A Spot check of 25 reveals the sound of a yelp. Turning your head, you see a girl of about 12 as her head disappears below the mob as falls out of sight below them.

A Spot check of 30 reveals a herd of trampling beasts charging towards Oddholme from an oblique angle in the distance. The speed is incredible!

Yanosh AC 23 HP 114/105 Endure Elements  d20+3=8 ;
Thursday August 5th, 2010 9:24:45 AM

Anger flares bright as Yanosh sees another of his friends downed. He rushes the Treant that attacked Tishe'. AS he closes in he prays to Gargul for the power to overcome his foes (casts Devine Power on self).

Spell Cast
Cure Light Wounds
Dispell Magic
Devine Power - base attack bonus= 12. gain a +6 enhancement bonus to Strength, and gain 1 temporary hit point per caster level.

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds*, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic*, Searing Light

4 Cure Critical Wounds, Divine Power*

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility  d20=9 ; d20=9 ; d20=3 ; d20=4 ; 10d6=38 ;
Thursday August 5th, 2010 8:17:55 PM

Mojo kept his wits as chaos broke out, but he still failed to notice many of the things going on around him.

Trees... wood...fire...FIREBALL! he thought to himself, and immediately he started casting.

With staff in hand Mojo began chanting- "SFERA DI FUOCO!"

And with the a fireball exploded into the upper branches on the Tree beasts... Mojo making every effort to avoid hitting any of the townsfolk. (OOC- damage 38, reflex DC 23).

Highlight to display spoiler: {Spells Remaining
Analyze Dweomer, Contingency, Prying Eyes, Cone of cold-1, Arcane eye, Greater Invisibility, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Dispel Magic, Lightning Bolt, Magic circle, Vampiric Touch- 2, Fly, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, False Life, Spectral Hand, True strike, Mage armor, Ray of enfeeblement, magic missile, Reduce size, Endure elements, Shield, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand
}

Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked]  d20+17=23 ; d20+8=24 ; d20+14=23 ;
Thursday August 5th, 2010 8:19:57 PM

Serillana looks at the reddening sky, but more alarming is the treants that are doing something to the dome. "They look horrible and angry" Serillana says towards the Treants, "They aren't meant to be here, are they?.... Hey wait! Yanosh!"

Serillana's small feet start to follow Yanosh, running towards the dome.

----------
OOC: Jerry, did you mean Listen Checks for the yelp of the little girl (or even the stampede)? I'm rolling a Listen check just in case, as they seem more listen oriented (or can be listen oriented).

Actions - Spot 23, Know. Local 24, Listen 23

Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage, Haste 3 more rounds) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3)  d20+5=25 ; d20+9=19 ;
Thursday August 5th, 2010 8:36:58 PM

Falmar drops his bow and rushes toward the girl he saw engulfed by the crowd.

In his most commanding boisterously human sounding voice he bellows out

" EVERYONE MOVE !!!! OUT OF THE WAY !!!

Falmar glances at the sky....

This is bad.....bad......if only we could open the portals...maybe some of these could escape....but Tishe' always made the tokens....

Spot 25, local - 19

Mojo the Firebringer!!! [DM Jerry] 
Friday August 6th, 2010 1:25:04 AM

Yonosh rushes forward and prepares to attack. The trees seem oblivious of their danger and keep pounding the dome.

A rending sound is heard and a crack appears in the dome.

CRRAKAKkkk!

Mojo, then decides to get serious and casts. The result is a huge rolling ball of flame encompassing the druid trees! The effect is simply overwhelming!

Immediately, there are screams. Two frequency pitches of screams. The Treants, now on fire, make a piercing sound that they may not have even known they could make.

Nearby, to the left, other screams are heard. Human screams. Flame bursts into the grass there and several druids rise up on fire, screaming as well as the trees they are bonded with burn! The Druids flee!

Serillana moves to help Yanosh.

Then Falmar's announcement booms over all, his voice training working wonders. Some of the crowd obey him. Some are further panicked when they see Falmar looking at the sky and their eyes follow his to see the reddening sky. One man, however, catches his intent and like a swimmer in a pool uses the shoulders of another nearby as a diving board and literally dives into the mob after the girl!

Then one woman points. The rushing animals are getting closer to Oddholme. If they keep it up, they will charge into the side of Oddholme!

Then, if that was not enough, two huge flying creatures come from over the dome towards the charging beasts.

Moths! They are Moths! The top of the animal mutation chain! And those things dropping off of them onto the Ranke are.....Manfri?

Soon, battle is joined as the Manfri try to stop the charging Ranke.

Tishe lays beside the dome, the crack in it, almost a tribute to her bravery shooting up from where she lies. In her hand, a weapon. Slung around her shoulder, a strange looking bag.

She moves. Barely, but she moves, one hand reaching out towards Serillana. She mouths something, then her body goes slack again, unmoving, her eyes staring unfocused.

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

Listen Check DC20 to hear Tishe or read her lips.

Spot check of DC30 to see more detail about the Ranke/Manfri fight.

Engineering or something similar DC25 to determine the state of the dome.

[The listen check was fine. I'm used to the streamlined system in Pathfinder where all such checks are perception checks.]



Yanosh AC 23 HP 114/105 Endure Elements  4d8+9=27 ;
Friday August 6th, 2010 9:09:02 AM

Seeing the treants go up in flames Yanosh rushes to Tishe's aid. "Hang in there my dear Tishe'." He says gently. He casts Cure Critical Wounds on her and hopes that Gargul is having enough to satisfy him this day and not in need of Tishe'.

Spell Cast
Cure Light Wounds
Dispell Magic
Devine Power - base attack bonus= 12. gain a +6 enhancement bonus to Strength, and gain 1 temporary hit point per caster level.
Cure Critical Wounds - 27

Highlight to display spoiler: {
Spells Prepared
Level

0 Guidance, Creat Water, Cure Minor Wounds, Light, Resistance, Read Magic

1 Bless, Cure Light Wounds*, Endure Elements#, Hide from Undead

2 Restoration Lesser, Cure Moderate Wounds, Spiritual Weapon , Bears Endurance, Protection from evil

3 Summon Monster III , Cure Serious Wounds, Dispell Magic*, Searing Light

4 Cure Critical Wounds*, Divine Power*

5 Cure Light wounds mass, Slay Living

* = cast spell
# = cast every morning once a day
}

Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage  d20=3 ; d20+18=24 ;
Friday August 6th, 2010 10:45:08 AM

Taldera looks at the chaos around her, unsure what to do. She glances at Tishe' and is glad to see she is alive, but Taldera does not catch what she says. (Check=3) In the end she decides it would be best to delay the destruction the Treants are causing, particularly if they have gone mad (Nature check=24). She stops singing her current song and starts to sing an incredible slow paced song, the notes seeming to linger in the air longer then they should. She moves closer to the Treants as she draws molasses and shouts, "tardus!" as she attempts to slow their movements, the molasses being consumed by the spell.

Actions:
Move towards the Treants. (Up to 60ft)
Standard Action: Cast Slow, targeting both Treants, Will Save DC 19 negates.

Spells/Effects:
Inspire Courage: +2 morale bonus to attack, damage rolls and saving throws against fear and charm. 5 rounds remaining, effects self and all allies.
Slow: 12 rounds remaining. A slowed target can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). It takes a -1 penalty on attack rolls, AC, and Reflex saves. It also moves at half its normal speed (round down to the next 5-foot increment).

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 3/4, Lv 4: 2/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked]  d20+17=19 ;
Friday August 6th, 2010 10:56:03 AM

"Tishe'? What is it?" Serillana says as Tishe' suddenly becomes lifeless, the glare of the sudden bursts of fire caught Serillana offside and she missed the majority of the exchange.

"You were such a nice person for the few moments that I had with you? What were you telling me?" Serillana asks the body as she looks at the weapon in her hand and that odd looking bag.

--------

Reading Lips - 19

Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage, Haste 3 more rounds) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3)  d20+5=14 ; d20+5=9 ;
Friday August 6th, 2010 2:50:11 PM

Falmar looks around him....

Out or in.....outside, the Ranke, the heat, and the Sargrass... the center ...the Portals....a way out....perhaps... if there are no portals open, I would be condemning these people to their deaths...It would seem that the Sargrass itself has turned against Oddholme..or an influx of outsiders ?.. and the Manfri ? Wait....the Council was able to open portals...yes.....there's a chance...

" Bloodpack !, let's get as many of these people to the Portals as we can save, then work to protect the Dome!"

Shouting to the Crowd Falmar points the way with his scimitar...
" To the Portals !!! Go as a Pack ! Help each other ! your lives are Weft and Web...

Falmar briefly touches the Mark of Gargul on his chest checking on Tishe'...seeing that she still lives, he places himself between the Melee and the fleeing people.

" 'Talki Fresal, Dondit Liki'

Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, Contingency- Greater Invisibility  d20+3=19 ; d20+3=17 ; d20+13=27 ;
Monday August 9th, 2010 8:50:29 AM

Under different circumstances Mojo might have been happy with the results of his Fireball, but with utter chaos erupting all around him, he took little notice.

Instead he focused on his surroundings. Tishe was down and trying to say something, but he couldn't quite make out her words (check 19). He then concentrated on the battlefield, but really couldn't make out what was going on. Lastly, he turned his attention to the dome (architecture and engineering check- 27).

I need to get above the chaos he thought to himself, as he started casting. And with that, he was airborn. (OOC- fly spell).

Mojo the Firebringer!!! [DM Jerry]  d20+15=22 ; d20+15=27 ;
Tuesday August 10th, 2010 12:02:08 AM

Yanosh casts a powerful heal on Tishe, but she remains unmoving. Everyone's worst fears are confirmed. Tishe has departed this life.

Both Treants make their saves and remain full speed. Then suddenly the flames are gone. Much damage has been done, but the treants still life and continue attacking the dome moving forward as their limbs and branches strike again and again. Taldara realizes from her check that something very powerful is controlling the treants and the ranke. It seems the moths are still fighting for good and under their own control. That may be with Manfri help, but you're not sure.

The Ranke are taking a beating from the Manfri, but about half keep charging towards the dome. They will reach the dome in mere seconds!

Serillana looks at Tishe's baq and several of the portal tokens fall out. The bag contains about a dozen of the tokens. Perhaps the reason for her being chased by the gargoyles has been revealed?

The mob, finally hearing something they can do to get to safety begins moving in the direction of various portals.



Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked] 
Tuesday August 10th, 2010 6:14:20 AM

"Poor Tishe'...." Serillana says as she sheds a tear from her eye. "I didn't know you for very long, but it would've been a pleasure to adventure with you...."

Serillana picks up the tokens and thinks she knows what Tishe' died for. Serillana quickly puts all the tokens back into the bag and looks at Yanosh. "I know you knew her a lot more than me, but I don't think we'll survive against these treants and what else is coming for us. I'll meet you at the portals once you have finished."

Serillana then starts to dash off, then realizes something and runs back to Yanosh. "I'm not sure how these work, but take one of these tokens. I'll meet you there, okay?" Serillana thrusts a token into his hands and runs off down a dark alleyway, and with a small tumble she disappears from sight.

Yanosh AC 23 HP 114/105 Endure Elements 
Tuesday August 10th, 2010 8:24:17 AM

Yanosh lifts Tishe's head and kisses her forhead. His scarred ugly face is soft and tearful as he lays yet another friend to rest. "No time now for sorrow," he tells himself. Laying Tishe's head back down he stands and realizes that OddHolme is lost. With the destuction of his home Yanosh take off for the portal room. His hand clentched tightly he realizes that he is holding something, a token for the portal. The battle forgotten it is now a flight for life. The warrior in him knows that there will always be another time, another place.

Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, fly- Greater Invisibility 
Tuesday August 10th, 2010 10:23:03 AM

Mojo knew that retreating for the portals was the correct course of action, but something kept him from leaving. Perhaps it was the fact that he was a Fixer; devoted not only to rebuilding the world, but also protecting it from destruction and decay. Or, perhaps it was because he wanted to give the people time... they deserved at least that much from him.

In any case, Mojo didn't retreat just yet. Instead, with staff in hand, he took to the air and cast another spell.

"PARETE DI FUOCO!" he called out, and suddenly a wall of fire 240' long and twenty feet high spread along the base of the wall.

It will not be enough he muttered to himself as tears welled in his eyes.

Highlight to display spoiler: {Spells Remaining
Analyze Dweomer, Contingency, Prying Eyes, Cone of cold-1, Arcane eye, Greater Invisibility, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Dispel Magic, Lightning Bolt, Magic circle, Vampiric Touch- 2, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, False Life, Spectral Hand, True strike, Mage armor, Ray of enfeeblement, magic missile, Reduce size, Endure elements, Shield, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand
}

Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage, Haste 3 more rounds) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Tuesday August 10th, 2010 12:15:20 PM

Falmar continues to stand between the people of Oddholm and the oncoming disaster. Trying to herd them toward the center of the Dome and the Portals there.

Quickly ! to the Portals ! Drop what you are carrying and RUN !

But where do we send all of these people ? and what of my purpose for coming here ? We have to ensure we get everyone out because it looks like the Slavers are going to have a free hand...

Watching as the crowd surges past Falmar keeps shuttlecocked in case someone needs help getting to the center.

[Edited by Jerry]

A Long Moment of Poignant Stillness [DM Jerry] 
Wednesday August 11th, 2010 12:22:43 AM

Fire lines the wall throwing off the Ranke. Some falter. Some keep charging. Then those who remain hit the wall. It feels like an earthquake.

Our heroes heard the public to the center of town and the portals. As tokens are used, portals open! They start pouring through, not even waiting to see where the portals lead. It will be close!

As the heroic Bloodpack comes to terms with the inevitable, the Dome creaks and a portion collapses near the front. Soon, the way to the center will be blocked. Cracks appear all over the dome now spreading like a disease.

Then suddenly, with a primal scream of some great chaos creature it is gone! Oddholme is open to the sky!

And it begins to rain! Rain in the Sargrass!!! Red Rain.

All sound stops for a few seconds as a result of the magic involved. All seems to go into slow motion allowing folks faster than the time stream around them. A long moment of poignant stillness as if the entire place was frozen for a final photograph.

Then, the rush of time returning! The assault of sound, smells, taste, touch, and sight!

The first drops reach the ground. And hissing is heard. And holes begin forming.

NO! It couldn't be! Woldsblood! The stuff of creation is destroying the Sargrass Plains!

One of the moths begins to fall like a dropped bomb.

And there, floating in the air, some 500' from the soft spot in its head to its pudgy feet is Sargrass.

It rotates looking down. Checking on its charges. Then becomes vertical as it is attacked from all manner of chaos creatures. Wicked Angels, primordial forces, elementals, creatures that have no shape and others filled with souls that continue to change shape, faces looking all about.

Is Sargrass to die too? What manner of madness is this? What caused it? Why? Why? Why?

Yanosh AC 23 HP 114/105 Endure Elements 
Wednesday August 11th, 2010 9:22:14 AM

Yanosh freezes in mid step as the red rain starts to fall. when he sees Sargrass being attacked he knows that all is lost on the plains. turning he rushes into the portals fallowing the rest of his Pack. He stays behind untill all have past through."Go!! Hurry!! Get throught the portals."

Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, fly- Greater Invisibility 
Wednesday August 11th, 2010 11:20:10 AM

Too late Mojo cried, as the welling tears in his eyes fell.

Mojo would have thrown in the towel were it not for the people of Oddholme that needed his help. Instead, hasted and flying he bolted towards the portal at full speed, while keeping a lookout for anyone that might need his help.

Highlight to display spoiler: {Spells Remaining
Analyze Dweomer, Contingency, Prying Eyes, Cone of cold-1, Arcane eye, Greater Invisibility, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Dispel Magic, Lightning Bolt, Magic circle, Vampiric Touch- 2, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, False Life, Spectral Hand, True strike, Mage armor, Ray of enfeeblement, magic missile, Reduce size, Endure elements, Shield, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand
}

Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage 
Wednesday August 11th, 2010 3:16:02 PM

"W-what is happening... So much destruction and death, why is this occuring now..." Taldera mutters to herself, before shaking her head, realising this is not the time for such talk. She composes her thoughs. "I refuse to let Tishe''s death be in vain, nor will I abandon her now." She runs over to Tishe''s body, taking advantage of her magically enhanced speed (haste). She picks Tishe' up and shouts "instanter ianua!" Herself and Tishe' appear next to a portal. (Cast Dimension Door.) Once it is clear that the rest of the blood pack will make it through the portals, she steps though one, taking Tishe''s body.

Spells/Effects:
Inspire Courage: +2 morale bonus to attack, damage rolls and saving throws against fear and charm. 3 rounds remaining, effects self and all allies.

Spells Per day/Known
Highlight to display spoiler: {
Spells per Day
Lv 0: 3/3, Lv 1: 5/5, Lv 2: 5/5, Lv 3: 3/4, Lv 4: 1/3

Spells Known
Level 4 (DC 20): Dimension Door, Hold Monster, Shadow Conjuration

Level 3 (DC 19): Dispel Magic, Glibness, Haste, Slow

Level 2 (DC 18): Alter Self, Glitterdust, Mirror Image, Suggestion

Level 1 (DC 17): Feather Fall, Grease, Silent Image, Summon Monster 1

Level 0 (DC 16): Detect Magic, Ghost Sound, Light, Lullaby, Prestidigitation, Summon Instrument
}

Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked] 
Wednesday August 11th, 2010 5:15:24 PM

Serillana just stares into the distance, this is becoming a little bit too much for her. She forces out a smile and makes sure that everything is going to plan and that everyone is safe.

Serilllana waits for Taldera and once she finally sees her come through she runs up to her and gives her a very tight hug, not worrying about what she brought along with her.

Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage, Haste 3 more rounds) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Wednesday August 11th, 2010 10:42:48 PM

Falmar stays until the last possible moment as he continues to push people through the Portals to....well....some fate hopefully better than this one.

Seeing the Power Sargrass being assaulted, Falmar reaches up and holds his Symbol of the Sargrass reverently and begins a prayer.... hoping to in some way to lend his strength to this struggle...

This is so WARPED !. The Power has only been born for such a short time ! All the time to bring him to life only to be taken so soon !! whoever has done this must atone !! This is more than slavers, this is a weed that needs to be cut !! So we leave for now, and return in time.....



Remember Us [DM Jerry] 
Thursday August 12th, 2010 1:52:28 AM

Our heroes bravely see that all the citizens of Oddholme enter the portals to safety--at least hopefully to a safer place then here.

It is a strange scene: Oddholme empty...just as it was when the Bloodpack first found it.

Looking up, Baby Sargrass is assaulted by chaos. It is very disturbing to see a baby attacked ruthlessly. But the power infusing into it causes a weird effect. It begins to grow. Soon, Sargrass is a small boy. A boy with wild red eyes. Beautiful! Innocent! But not quite as pure as before.

It looks down and smiles. Then it speaks. Speaks!

"I send you out into the Wold. Tell the tale. Remember us who perish here. Make a new home where I send you. Live life! Farewell!"

Then with a pointing of his finger, A final portal opens.

Yanosh AC 23 HP 114/105 Endure Elements 
Thursday August 12th, 2010 9:15:43 AM

Looking up one last time Yanosh stare as Sargrass changes. After the God speaks he finds his own voice, "You will never be forgotten. I, Yanosh Ironfist, swear it to be so. Talki Fresal, dondit liki, 'The Land, my Life'." With a last pledge to the land Yanosh turn to the new portal Sargrass opened. "Everyone through." he tells the Bloodpack. "See you on the other side if the Gods are willing." He will honor his pledge to the land just maybe not in the Sargrass Plains. Sadly he steps into the Portal behind the last member of the BloodPack. "Another home destroyed. When will the running stop?"

Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, fly- Greater Invisibility 
Thursday August 12th, 2010 11:04:31 AM

With the last Oddholme citizen safely through the portal there was nothing left for Mojo to do but grieve. He hadn't been here long, so it should have been easy to leave. But Mojo had given his pledge and he was a Fixer after all... and all this destruction was more than any Fixer could bear.

Almost as if not thinking, Mojo unclasped the goggles he wore to protect his eyes from the light. He stood there, with tears running down his eyes... it was almost as if he meant to stay. And then, he took a step in the direction of the Sargrass.

"How does one go on with such a terrible sight etched in his memory?" Mojo asked himself as he took a second step towards the Sargrass. Suddenly the head of a small rat appeared from within the folds of Mojo's cloak.

"Little Trinket" Mojo sobbed. "How do I go on?".

But Mojo had his answer. And so, he brought Trinket to his chest and hugged the little rat like a child would a stuffed toy.

"We will go on together" Mojo said as he turned toward the portal and walked through. He did not look back.

Taldera (AC 26 [Haste], HP 97/97) Haste, Inspire Courage 
Thursday August 12th, 2010 1:10:22 PM

Taldera smiles weakly. "Serillana, you're safe, good...even at the best of times it can be hard to keep a track of you... This, this isn't what we were expecting was it..." Taldera says, observing the destruction. "So many stories untold, lost forever... Come on, let us leave so at least we can tell others of what happened here." Taldera moves towards the portal while carrying Tishe', and stumbles a little but recovers. "Come on Taldera, just focus a little longer, you can stop to weep once you're safe." She thinks as she looks around her one last time, trying to remember everything she was seeing, before stepping through the portal.

Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked] 
Thursday August 12th, 2010 8:21:00 PM

"No it wasn't..." Serillana says while sobbing. "It's going to take forever to get this stuff out of my hair..." Serillana giggles softly, trying to lighten the situation for herself, then realizes that its's not the right time.

"I will miss you, and I will hold you in my heart." Serillana says to nothing in particular and then helps Taldera as much as she can. "And I'll be here to help you" She says to Taldera as Serilllana steps through the portal.

Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage, Haste 3 more rounds) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Thursday August 12th, 2010 8:24:36 PM

Before Falmar enters the new Portal, he stops to watch as Sargrass grows and matures...

It's just a continuation of everything the Bloodpack has fought to bring forth.... The circle of life, how everything is interwoven... Sargrass must grow up and grow up fast... I remember those years...when we lost Father, then Mother....I grew up fast...dismissed many of the things that I assumed would always be there... The Challenge Domi presented, brought forth a new person, my travels to this place seeking one thing, and finding another. Just as this conflict will bring forth a more powerful and experienced Sargrass this tale will spread and bring those who wish to help these lands and protect them.......it's just a shame we can't help the Manfri ....

Hearing Yanosh repeat the Mantra "Talki Fresal, dondit liki" Falmar holds his hand to his bundle of living Sargrass at his throat and quietly repeats it quietly to himself before he turns and walks through the Portal.

The Other Side [DM Jerry] 
Friday August 13th, 2010 12:22:08 AM

The portal is cold. Very cold. As if life was not meant to travel through it.

Then out the other end and ears are popping with a change in air pressure. Darkness. Utter Darkness.

A floating sensation. Sounds echoing.

Breathing, sounds of movement. At least there is sound here. Wherever here is.

Still cold. Bitter cold. Not wind. Just cold. Like inside a tomb.

Where are we?

Mojo (AC 23, HP 67/78)- Mage Armor, False Life, Endure Elements, Haste, stoneskin, fly, arcane sight Contingency-Greater Invisibility 
Friday August 13th, 2010 9:30:47 AM

With his goggles off, Mojo the dark elf studied the darkness. He hoped to get some kind of bearing as to where they were.

Mojo than cast another spell, and studied the room a second time. (OOC- arcane sight)

Highlight to display spoiler: {Spells Remaining
Analyze Dweomer, Contingency, Prying Eyes, Cone of cold-1, Arcane eye, Greater Invisibility, Stoneskin, Black tentacles, Enervation- 2, Arcane Sight, Dispel Magic, Lightning Bolt, Magic circle, Vampiric Touch- 2, Detect thoughts, Acid arrow, Scorcing Ray, Ghoul touch, Mirror image, False Life, Spectral Hand, True strike, Mage armor, Ray of enfeeblement, magic missile, Reduce size, Endure elements, Shield, Read magic, Resistance, Detect magic-2, Light, Mending, Mage hand
}

Yanosh AC 23 HP 114/105 Endure Elements 
Friday August 13th, 2010 9:46:40 AM

Yanosh trys to get his berring and looks around. Being a dwarf he is used to seing in the dark as well as being underground.

Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage, Haste 3 more rounds) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Friday August 13th, 2010 10:32:56 PM

Falmar speaks a soft lyrical word and is surrounded by light. (Cast: Light)

Taking a deep breath he slowly looks around at his surroundings.

Serillana Swiftshot (AC 29 HP 70/70) [Ring of Deflection +2 (added) ] [AC +1 against Attacked] 
Friday August 13th, 2010 11:37:52 PM

Serillana takes in the non-sight and tries to relax, listening to the noises. "At least we're safe and not dying...." Serillana thinks, keeping positive about what has just happened.

Taldera (AC 25, HP 97/97) 
Sunday August 15th, 2010 3:11:47 PM

"We're alive...but are we safe in the long term...?" "Deprehensio magus." Taldera says, in a much less musical way then normal when casting spells. (Detect Magic) Taking advantage of the extra sense and Falmar's light, Taldera tries to observe her surrondings. She then calls out to the darkness, not particularly expecting a response, but wanting to see if the echo can tell her more about her surrondings.

Tishe' (AC 21 HP DEAD /75) 
Monday August 16th, 2010 9:50:36 PM

Floating... a spirit in the Woldsblood...

...Actions

...Effects

SpellsHighlight to display spoiler: {
Arcane Spells: every cast; roll d100 (Ley Line): 0% = failure, 90%-00% = cast without used
Level....0 / 1 / 2 / 3 / 4 / 5 /
Known.4 / 4 / 4 / 3 / 2 / 1 /
Used....1 / 0 / 0 / 1 / 0 / 0 /

Domain Spells
1 Entangle: (Still)
2 Entangle: (Still, Silent)
3 Barkskin: (Still)
4 Barksin: (Still, Silent)
5 Wall of Thorns: (Still)
}

ACDM Cayzle 
Tuesday August 17th, 2010 6:42:21 AM

An OOC message from Cayzle:

Friends, Jerry has been laid up with a bad back, and will not be in for a few days ... maybe for the rest of the week. I don't think he is even up to e-mail.

So if you have any pressing Jerry business, send it to me and Kent.

As for a DM this game, I'm working on it.

========

Later ... I think this game has moved to the new Sunrise Song board? I see Tishe has posted there. With luck, your new DMs will run with the ball ...

Falmar AC: 24 (25 with Sword ) HP 57/69 ( Aura of Courage, Haste 3 more rounds) (MOXY :Familiar HP : 34/34 AC 17 (To hit base 11+3) 
Tuesday August 17th, 2010 11:30:00 PM

Can't post in SS.

Taldera (AC 25, HP 97/97) 
Wednesday August 18th, 2010 11:27:09 PM

I can't post in Sunrise Song either.

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