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Entertainer13
2009-02-21, 08:46 PM
((If this was the OoTS strip, Lor would talk about her Knight abilities, but she won't.))

"It's worth a shot."

Frosty
2009-02-22, 12:55 AM
((OOC - What weapon does Lor favor? Does she have a shield? If not I can lend her one. You'll want to fight defensively or something to last as long as possible))

Pyro holds up 2 fingers. "Well, I've got two ideas so far. The first one is Lor challenges them to honourable combat one by one and they all gather around and fight her or us one by one. If they value strength and power so much they might do it. The second idea is for Lor and I to start feeling each other up and hopefully that'll distract the enemies enough. We'll go with plan A first."

Skjaldbakka
2009-02-23, 01:45 AM
(sorry about that, recently rediscovered Go, and it devoured my time for a little bit there. Megiddo just wants to rest, and has no other business before that. I am working to put his character sheet back togetther, and will finish that tonight, as well as getting his spell list back together)

Shhalahr Windrider
2009-02-23, 09:46 AM
Temple of Elemental Evil: Late Morning

"I, uh don't, uh… Well, hang on. Did you get any useful information out of our prisoners? Any indication of the Old One being 'round here?"

[hr]

Hommlet

(( Okay. Does Grigor need anything done? ))

Entertainer13
2009-02-23, 04:50 PM
((I have a magical, heavy steel shield. I'll be good)).

Lor instinctively ignores the second plan.

"No, Sir Xaod, which is precisely why we need you to skulk around for information. An agreed upon time limit for us to flee, or you blowing a signal whistle, should signal us to go. It might do my honor poor to flee mid-fight, but better alive with smudged honor than dead and foolish."

Lycar
2009-02-24, 08:42 AM
(Sorry for not posting the last few days. I think Grigor is good to go, just need to adjust the spell list to something more anti-unded oriented. Remove Paralysis might come in handy.)

Lycar

Shhalahr Windrider
2009-02-24, 09:50 AM
Temple of Elemental Evil: Planting 8, Late Morning

"Well… hobgoblins may mostly be scum… but, but they aren't stupid. I don' think a single elf an' single human are gonna get 'em all t'abandon their… their posts. Even if y'try to bring… their honor into it. Not like they have any." The paladin begins to walk down the path Pyro and Lor came down. "Now, if you'll excuse me, I've, uh, been on nearly two full shifts of watchin' this place—overnight, an' I… I need rest before I think on anything that might get us killed."

[hr]
Hommlet: Planting 8, Early Morning

The group proceeds to the Inn of the Welcome Wench, where Tell proceeds to drop Chatrilon's name around the customers. No one really seems to recognize the name. A few people do recognize the description, though none of them can seem to agree on whether the traitorous treasure hunter has been in town for a few days, a few weeks, or a few months.

Morning finds a few small groups of customers having breakfast in the barroom, but no sign of Spugnoir. And there's no telling which of the customers might be this Captain Elmo tho potioner spoke of.

Entertainer13
2009-02-24, 10:14 AM
((Can we fast forward to when we can... yet again... discuss things? I don't care if this is a suicide mission. I just want to do something))

Another_Poet
2009-02-24, 10:36 AM
"Where can we find Captain Elmo?" Tell asks in a loud voice.

If needed he'll stand atop a table and repeat the question.

If captain Elmo isn't here, we'll go to wherever the inn's customers say we can find him.

Fast-forwaaaaaaard!

Frosty
2009-02-25, 03:22 AM
Pyro sighs. "Well, if we're going to sleep on it, we need to get back to the prisoners and guard them again. Say, how much time do you need? I might be able to turn one of us invisible for 5 or 6 minutes..."

Shhalahr Windrider
2009-02-25, 10:00 AM
Temple of Elemental Evil: Planting 8, Late Morning
"One of you gonna watch the place?"

[hr]
Inn of the Welcome Wench: Planting 8, Early Morning

A voice replies, "If it's not a life-threatening emergency, it can wait until I'm done eating." Tell follows the source to a muscular, brown haired man sitting at a corner table with a bowl of porridge. He's surprisingly young-looking for someone who's evidentally an authority figure.

Another_Poet
2009-02-25, 10:12 AM
"That it can," Tell replies.

He then saunters over to the man's table, sits down (even if uninvited) and proceeds to watch the man as he eats. If Elmo says anything or gives him an annoyed look, Tell says simply, "Tell me when." Otherwise he remains quiet.

Once the man is done eating, Tell will get down to business. He leans in and speaks veeeery softly.

"I need to report some crimes."

Shhalahr, at this point I'm guessing he'll want to go somewhere less public. If it's okay with you, let's just assume we follow him outside or to his office or whatever.

"The other day my friend and I left Hommlet to look at the ruined Moathhouse. We had with us a 'local' who said he would act as our guide. We should've asked around about his credentials, as it turns out hardly anyone here has heard of him. Goes by the name of Charilon."

Tell pauses to see if the name rings a bell.

"When we reached the Moathouse there was a dragon, and some signs of other activity. We decided to camp there for the night, and in the middle of the night Chatrilon attacked us. He came at us with his rapier and clearly intended to kill us. Sadly, to defend ourselves we had to cut him down."

Tell hurries to go on, knowing the guard will have questions about this incident but wanting to get to the important stuff first.

"It wasn't until the next morning that we found out why he attacked us. There are a number of gnolls living under the moathouse, and they have with them some undead and some humans who seem to be leading them. They're a cult of some sort. We couldn't defeat them but we managed to find this document."

Tell will hand over the page, or ask Grigor to do so (don't remember who has it).

"Your local potioner, Master Spugnoir can verify all of this."

Frosty
2009-02-26, 02:29 AM
"Sure, I can watch the temple for now from afar if you need time to think." the elf responds.

Lycar
2009-02-26, 01:56 PM
Grigor Human cleric

Grigor frowns a bit as Tell practically forced himself on the man supposed to help them. May not give the best of a first impression.

So he stays behind until captain Elmo actually finishes his meal and only then joins him and Tell at the table.

Since Tell has already started the talking, Grigor contends himself with sitting and listening for now.

Lycar

Another_Poet
2009-02-26, 02:03 PM
((Sorry. Good point about that. I guess I'm trying a little too hard to move things along.))

Skjaldbakka
2009-02-26, 03:05 PM
Megiddo will let Tell do the talking, not being much concerned with the local constabulary.

Shhalahr Windrider
2009-02-26, 05:56 PM
Temple of Elemental Evil: Planting 8, Early Afternoon

"Oh, yeah," Xaod adds before moving on, "and… watch out. They've been pretty antsy since the patrol we took out didn't show last night. Had a couple of, uh, groups out looking for them. Actually, I, uh, think they may have found the bodies already. Be prepared to move if necessary."

As she settles into her watch, Pyro realizes it will be difficult to tell what's going on. In order to stay hidden, Xaod chose a spot with a better view of the rear wall of the Temple than that of the entrance. Still, shortly after noontime, she's able to make out a group of hobgoblins approaching the Temple. One of them is hidden in a cloak.

[hr]
Xaod's Cave: Planting 8, Early Evening

On the way back to the cave, Xaod rambles on about whatever crosses his mind, likely in an effort to keep his energy up. He tells a number of dirty jokes and raunchy stories, discusses memories of his training, and his distaste for the uptight manner of the knights of St. Cuthbert.

Upon reaching the cave, Xaod lets Lor check on the prisoners while he rests.

The hobgoblins are not pleased to see Lor, and their wrists are bloody from struggling with their bonds (( Does Lor do anything about this? )). They don't complain, but they do demand to be fed.

Hours later, Xaod wakes up. "Mmm. Alright, now we can discuss what we need to do."

[hr]
Inn of the Welcome Wench: Planting 8, Early Morning

"If you haven't broken fast yet, I recommend you get some porridge, or at least a bowl of fruit," Elmo says with disinterest as Tell seats himself. Whether or not the druid or his companions actually order something, the captain politely ignores them until his own meal is finished.

After he finishes eating, Elmo listens to Tell's story with an impassive visage. If he has any thoughts about the situation, he doesn't let on. As he's looking over the journal, the tavern doors open, and Spugnoir comes in.

"Ah, already found him, I see." The potioner, looking much healthier than he did yesterday, strides to Elmo's table.

Elmo doesn't look up until he is finished reading the document. "They say you can vouch for them," he nods towards Tell, Grigor and Megiddo as he addresses Spugnoir.

"They helped me out of a bind. They seem trustworthy enough."

"This dragon they mention have anything to do with this bind?"

"Yes."

Elmo switches his attention to Tell and company. "And just what were you trying to do at the moathouse?"

Another_Poet
2009-02-26, 06:22 PM
Tell

Tell turns and looks at Megiddo to field the question.

Entertainer13
2009-02-26, 09:47 PM
Lor will attempt to soak up and clean their wounds as best she can and then feeds them some of her rations.

Heal Check: [roll0]

She then approaches Xaod, a little irked at his dirty stories, so she's brief.

"Thoughts?

Shhalahr Windrider
2009-02-26, 10:18 PM
Xaod's Cave: Planting 8, Early Evening

"Well, I suppose it would be best to start out by you telling me what they did tell you."

Skjaldbakka
2009-02-27, 01:12 AM
"Well, that is quite simple. We were searching for signs of extraplanar incursion. We felt it wise to search the abandoned moathouse first, before taking on the larger task of searching the temple itself. I am nothing if not thorough in my fulfilling my obligations to the material. However, it would seem that the results of the expedition are more relevant than the purpose."

Shhalahr Windrider
2009-02-27, 09:55 AM
Inn of the Welcome Wench: Planting 8, Early Morning

Elmo thinks a moment before commenting, "Well, you really don't have to worry about that purpose. Anything that approaches an… incursion, as you put it, was taken care of years ago. Can you tell me more about what happened there? More specific details so I can figure out what to do about this?"

Another_Poet
2009-02-27, 10:36 AM
"You should probably post a reward on those cultists," says Tell wolfishly. "'Cuz I plan on getting your money's worth for you."

Lycar
2009-02-28, 06:44 AM
Grigor Human cleric

"If I can get my hands on that 'Geynor Ton' to strangle him, that will be all the reward I'm asking for..." mumbles Grigor.

Lycar

Entertainer13
2009-02-28, 09:52 PM
Xaod's Cave: Planting 8, Early Evening

"Well, I suppose it would be best to start out by you telling me what they did tell you."Lor tells him.

Frosty
2009-03-01, 02:03 PM
Temple of Elemental Evil: Planting 8, Early Afternoon

"Oh, yeah," Xaod adds before moving on, "and… watch out. They've been pretty antsy since the patrol we took out didn't show last night. Had a couple of, uh, groups out looking for them. Actually, I, uh, think they may have found the bodies already. Be prepared to move if necessary."

As she settles into her watch, Pyro realizes it will be difficult to tell what's going on. In order to stay hidden, Xaod chose a spot with a better view of the rear wall of the Temple than that of the entrance. Still, shortly after noontime, she's able to make out a group of hobgoblins approaching the Temple. One of them is hidden in a cloak.


Pyro watches intently during her shift, and as she notices that group of hobgoblins, she wonders if the one hidden in a cloak is special in some way. She gives extra effort in observing the one in the cloak after she does a quick count of how many hobgoblins there are.

What can she discern?

Shhalahr Windrider
2009-03-02, 10:02 PM
Temple of Elemental Evil: Planting 8, Early Afternoon

Pyro counts seven hobgoblins, including the one in the cloak. The six in the normal armor surround the cloaked one as if guarding him, and they seem to be keeping an eye on his movements as much as they are the rest of their surroundings. The entire group quickly disappears behind a broken section of wall in front of the entrance, and Pyro is able to see no more.

[hr]
Xaod's Cave: Planting 8, Early Evening
"Hm. Got 'em to talk about their tribe, but they're tight-lipped about their allies, huh? Well, I guess they've got good confidence," Xaod muses. "I don't really have the time to work on undermining that, either. Perhaps getting into the Temple directly, like you suggest would be in order."

Xaod lowers his voice even further, "We could release our prisoners and hope they get the rest of the band to muster a larger search party. That'd get a few of the hobgoblins outside the Temple anyway. Might even get more of them out if we let them know where this cave is, but then we'd have to find another campsite."

[hr]
Inn of the Welcome Wench: Planting 8, Early Morning
"You guys think you're tough, eh?" the captain grins.

"Of course they do, because they are," Spugnoir interjects, "You should let them go back with other militia men. They're eager enough."

"Really? Well, it would mean I can keep a few more men in town." Elmo turns to Tell and company, "If you're up for it, you can meet a small squad here in an hour. We're a volunteer militia, though, so I can't really compensate you much if that's what you're looking for."

Another_Poet
2009-03-03, 09:45 AM
Tell

Tell waves off the mention of compensation. "You shouldn't send your men and women down there," he says. "Those are tough forces with a lot of magic. Someone's bound to get eaten. Or ghoulified."

He lets that sink in. "We're kind of specialists. If you could provide us with some extra healing power, and a distraction, I think we could handle it on our own."

Assuming the man wants to know more about the suggested "distraction" Tell is quite forthright. He speaks in a low voice. "They clearly have extra eyes in town here. If you make a show of arresting us for murdering Chatrilon, and for making up vicious rumours about a cult, they'll think we're in jail. They might send assassins or they might let us be. But either way we'd sneak out the back way at nightfall and they won't expect our return to the moathouse."

Skjaldbakka
2009-03-03, 08:27 PM
"I am not certain that I approve of this course of action. I do not think we should make the mistake of assuming that they will underestimate out capabilities in sending assassins to kill us. It would be better not to advertise our location, and to simply return to strike at them again. This time without making the mistake of taking prisoners." Megiddo does not, in fact, turn his eyes towards Spugnoir when saying that last bit, although others might.

Frosty
2009-03-04, 03:07 AM
Pyro recognizes that the cloaked figure may be a prisoner, and wonders why that hobgoblin is being imprisoned by other hobgoblins.

((Did she even get a good enough look to see that the prisoner is indeed a hobgoblin?))

Even though she wants to follow, she knows that would be quite suicidal to go on her own,so all she does is stay and watch for now. "Gotta tell the others about a possible prisoner when I see them again..." she says to herself.

Another_Poet
2009-03-04, 10:15 AM
((Shoot! I forgot that Spugnoir is 90% likely to be a double agent. I almost bothered to type "I take Elmo somewhere where no one else can hear us" and then figured, meh, who else is around? Oh well, cat's out of the bag now.))

Tell flinches. "Hmm, you've got a point," he says levelly, then leans back and looks at Elmo. "Well I guess we'll just go back as quick as we can and wipe them out. Would you be able to provide us with extra healing though? Maybe some kind of healing wand you use for the militia?"

Shhalahr Windrider
2009-03-04, 10:36 AM
Temple of Elemental Evil: Planting 8, Early Afternoon

Pyro can't be entirely sure the identity of the cloaked figure, as it had the hood drawn tightly against the chill and mist around the Temple.

[hr]
Inn of the Welcome Wench: Planting 8, Early Morning

"First of all," Elmo responds, "The militia can't very well protect the town if we don't know what's going on. You aren't shrugging us off that easily. Second, we do need information, so I don't want anyone killing any sources. And as for healing, if we need magical supplement, we get that from Yether at the Temple of Pelor.

"Now, if you're done slurring my boys' ability to protect the town, I'd like to know more about what you saw there and how exactly you came into possession of this." He points to the journal.

Another_Poet
2009-03-04, 11:08 AM
Tell

"I apologise if I insulted you. I just don't want to see anyone get killed."

Tell goes on to answer all of the captain's questions, giving any and all details - except that he doesn't mention finding a decret door to the black-curtained room. As far as the captain knows, they left by the same staircase they used to enter. Obviously, he leaves out where they met up after leaving and how they got past the giant frog.

He also makes some common "newb" mistakes: greratly exaggerating the number of gnolls and ghouls, for instance.

If the captain is a good, honest man he has all the military info he needs and will presumably make extra precautions against a very large force.

On the other hand if he is a spy, he will report back everything the bad guys already knew, plus that we are apparently frightened and inexperienced and got by on pure luck.

Plus, he won't report that we know about any secret entrances.

Ka-ching.

Entertainer13
2009-03-04, 09:43 PM
"Sounds like a solid plan. You get some rest. I'll go ask Pyro about it."

So, Lor carefully goes back.

Skjaldbakka
2009-03-04, 11:34 PM
Megiddo, on the other hand, being the big brain type and a stickler for details, will point out the mathematical errors and correct them with a precise count. He will not mention any of the obvious omissions such as the secret door and the frog.

Lycar
2009-03-05, 05:45 AM
Grigor Human cleric

Grigor just leans back for now and lets Tell and Megiddo do the talking. He frowns at first when Tell exaggerates the numbers of their foe, but his knowledge about how people tick gives him a hunch about what he tries to do and he stays silent.

Lycar

Shhalahr Windrider
2009-03-05, 08:55 AM
Temple of Elemental Evil: Planting 8, Late Evening
Lor treks back through the cold, almost-desolate land around the Temple of Elemental Evil, meeting up again with Pyro.

[hr]
Inn of the Welcome Wench: Planting 8, Early Morning
Elmo patiently listens to Tell's story. When Megiddo corrects Tell's numbers, he smiles in an almost-amused fashion.

"All right. Like I said, I'll get a few militia members. And in the, uh, interest of, uh, heeding your warning, I'll make sure they're some of my more experienced men. We'll meet at the east road by the keep in an hour. If you're interested in going along, be there."

With that, Elmo rises from his table and heads out of the Inn.

Another_Poet
2009-03-05, 09:49 AM
Megiddo, on the other hand, being the big brain type and a stickler for details, will point out the mathematical errors and correct them with a precise count. He will not mention any of the obvious omissions such as the secret door and the frog.

*chortle*

Tell will gladly meet up with the militia, unless his allies object. If they need any supplies he'll go with them.


((ready for fast forward))

edit: Tell will take the time to sell the (+1) magic buckler he's been hauling around. (Came from Chatrilon I think.) 15 base + 150 masterwor + 2000 enhancement = 2165; half of that for reselling it used is 1082.5; split the profit three ways is 360 gp 8 silver.

Everybody, add that to your sheet. I'm deleting the buckler from mine.

I also have a suit of "magical" studded leather armour, no details though. Unless it's idenitified or appraised I won't bother selling it. We can probably leave it in Elmo's office for safekeeping. or give it to a militaman and have a friend for life.

Shhalahr Windrider
2009-03-06, 08:35 AM
(( Magic armor's price is only 1,000 times the bonus squared. (http://www.systemreferencedocuments.org/35/sovelior_sage/magicItemsAW.html#armor) A +1 buckler's base market value is 1,165 gp. That being said, Joman Dart at The Old Trading Post will have no problem buying that. ))

Entertainer13
2009-03-06, 08:58 AM
Lor asks Pyro about the "letting them go" plan of, well, planniness.

Lycar
2009-03-08, 09:48 AM
Grigor human cleric

Grigor tries to get some privacy with Tell and Megiddo to tell them about his own thoughts on the matter.

"Look, I don't want any dead militiamen on my conscience too, but we really should be grateful for the help offered. Besides, maybe I can do more good supporting people then trying to hack up stuff myself. A good blessing never hurt and can boost morale somewhat."

Lycar

Another_Poet
2009-03-09, 09:09 AM
((Ah, sorry. 194 gp 1 sp 6 cp for everyone. Shield is sold.))

edit: Actually, Tell will run some errands.

He'll stop by Spugnoir's and inquire about some potions of Hide from Undead. Tell has 194 gp which would normally be just shy of the price for 4 such potions (50 gp apiece). He'll ask if Spugnopir would be willing to give them a discount, however, letting 5 potions go for 190 gp. He explains that the potions will help the militia in the upcoming combat.

((Let me know how many he'll part with for 190 gp.))

He also stops by the temple of Ehlonna and donates 4 gp. he asks the priestess there if he can leave the enchanted armour they found with her.

Then Tell agrees with Lycar and will go to the meeting place.

Skjaldbakka
2009-03-09, 02:47 PM
Megiddo will head to the meeting place and wait there patiently.

Frosty
2009-03-09, 09:56 PM
After Lor gets back from observation, she listens to the plan presented. "Well, it's worth a try to leak information. Perhaps we even leave a small campfire inside the cave so smoke will come out of it? When do you want to do it?

Shhalahr Windrider
2009-03-10, 11:27 AM
Hommlet: Planting 8, Early Morning

"Unfortunately, I don't have any potions with that effect in stock," Spugnoir tells Tell. "I never had much call for that before. What I have that would be most useful for your situation are healing potions, a strength enhancer, and one that would let you see in the dark. If you want to be stealthy, I also have one that improves grace of movement, too."

(( Upon further questioning, Spugnoir will reveal the following potions. He is willing to offer a discount for the purposes of use in investigating the moathouse. Unrelated purchases are at normal market price (+10% for divine spells, as he can't make those on his own.)

1 spider climb 35 gp
2 cure light wounds 37 gp
1 cat's grace 210 gp
1 blur 210 gp
1 bull's strength 210 gp
1 darkvision 210 gp
1 levitate 210 gp
1 cure moderate wounds 231 gp
2 water breathing 525 gp ))

Another_Poet
2009-03-10, 12:33 PM
Tell purchases the two Cure Light Wounds and the Spider Climb, thanks Spugnoir for the extra discount and meets up with Megiddo and the others.

ap

Entertainer13
2009-03-10, 08:39 PM
"Immediately after Xaod is done with his rest, if possible. After our shifts are complete, in other words."

Shhalahr Windrider
2009-03-11, 10:28 AM
Hommlet: Planting 8, Morning

Tell, Grigor, and Megiddo meet Elmo and his men at the appointed place and time. Aside from Elmo, there are five militia men ready to go. One is a dwarf, another looks like he may be a half-elf. The other three are human. There is no uniform to the group. Each wears his own style of armor and carries his own weapon.

"All right," Elmo says, "I've let them know what you saw at the moathouse, so they know what's going on. Haunor here is in charge." The captain indicates the dwarf. "I'll be making a few inquiries here in town. If I don't hear back from you by the tenth, I'll send some reinforcements. Any questions?"

Another_Poet
2009-03-11, 03:13 PM
"Yeah, how do I get out of this chickensh-t outfit?"

"Inquiries in town? Aww come on captain, don't tell me that can't wait. We need your help out there."

((At this point Tell is 90% sure the captain is on the cultists' side.))

Shhalahr Windrider
2009-03-11, 03:52 PM
Hommlet: Planting 8, Morning

(( You secure that $#!7, Hudson! ))

"No, you don't. Haunor is more than capable of overseeing this mission. That journal you gave me indicated activity around the town, and I'm not about to let any of those leads go cold. I haven't kept Hommlet safe by growing complacent and distracting myself with only the obvious threats."

Skjaldbakka
2009-03-11, 04:31 PM
"Lead on, Haunor"

Another_Poet
2009-03-11, 05:08 PM
((I won't look in the box below... Shhalahr only.))


sense motive on the cap'n [roll0]

Shhalahr Windrider
2009-03-11, 07:25 PM
Hommlet: Planting 8, Morning

(( There is nothing in Elmo's voice or actions, nor those of his men, that confirm or deny Tell's suspicions. The druid will have to play this one out some more. ))

"C'mon, son. Y'ain't feelin' timid all o' a sudden, now, are ya?" the dwarf grins at Tell.

Another_Poet
2009-03-11, 11:03 PM
In the face of uncertainty, Tell has always found blunt honesty to work well. Or at least to make him feel better.

"Yes I am," he says to the dwarf. And addressing all in the little company, but Elmo in particular:

"You yourself said that we have evidence of activity around town. May I remind you that we have no idea who might be working on their behalf. However certain you may be of your own intentions, all I know is that you stay behind while we go to fight the cultists. How do I know you aren't sending us to a trap? What evidence can you give of your own faithfulness?

((And pretty much no matter what the man says...))

"Would you be willing to swear to it under Megiddo's truth-detecting spell?

((Skjald I hope you can do a better bluff check than myself, 'cuz I'm asking you to fake a spell.))

Skjaldbakka
2009-03-11, 11:10 PM
Megiddo raises an inquisitive eyebrow.

Frosty
2009-03-12, 02:13 AM
Pyro has nothing to add at this point and will wait until her shift is finished.

Shhalahr Windrider
2009-03-12, 09:03 AM
Temple of Elemental Evil: Planting 8, Late Afternoon

(( With Lor's arrival, Pyro's shift is pretty well over. Will Lor stay for a shift of recon, or will she head back with Pyro so they can just get right to work on implementing the info leak? ))

[hr]
Hommlet: Planting 8, Morning

"Why, you ungrateful worm!" One of the humans steps forward, drawing a large sword.

"Stand down, Mair!" Elmo yells in reply as the others move to restrain the man. The captain turns to Tell. "If you feel that accompanying these men would place you at unacceptable risk, you are under no obligation to do so. I can send more of my own men if I have to. And, of course, now I will have to add a discussion with Spugnoir on his judgement of others' character to my list of things to do.

"Haunor, you and your men have a free hour while I gather some replacements. Meet me back here in that time."

The dwarf nods. "All right, boys, let's not make a scene. Mair, settle down. He's not worth getting excited over."

The assembled militia members start heading back to town.

(( If Tell still insists on the magical interrogation… ))

"Strangely suspicious even though you so willingly and boldly offered up this affair to me. I've got nothing to prove to an outsider."

Another_Poet
2009-03-12, 10:15 AM
"Whoa, whoa!" Tell cries as people begin to disperse. "I'll take the fight to the moathouse. You need not replace me. Give us 10 seconds of your time and not only will your word be proven, but you'll have our three able bodies as well. I may be rude but I'm handy in a fight."

Tell stares at the captain expectantly. Surely the man sees that refusing the test is as good as admitting guilt.

((Man I wish we had a charm specialist right now.))

Shhalahr Windrider
2009-03-12, 10:30 AM
Hommlet: Planting 8, Morning

"I've got nothing to prove. You do. You're the one making accusations. So either shape up, or stop wasting my time."

Another_Poet
2009-03-12, 11:44 AM
((Shhalahr, I don't recall ever changing shape in this game and Wildshape isn't on my sheet. Refresh me, are we using the nerfed Shapeshift variant, normal Wildshape, or no animal forms for druids at all?))

Shhalahr Windrider
2009-03-12, 12:28 PM
(( PH2 Shapeshift. And you used it just before the dragon fight to gain a bit of mobility.

You aren't about to try and intimidate a local authority figure, are you? ))

Another_Poet
2009-03-12, 01:40 PM
((Intimidate? No, no, that would be wrong. I just think that maybe switching to grizzly bear form and grappling the guy so Meg can hit him with detect evil would be a good move. The kind of thing that says, "We're edgy, but not too edgy." Really raise our reputation with these country militia types, you know, because we need their respect and nothing gets respect like a bear that knows how to wrestle.

Oh my gods I hope Skjald steps in with one of his highly reasonable solutions that makes everything alright. He usually posts about 2 in the afternoon so I'll wait an hour before doing anything drastic.))

Skjaldbakka
2009-03-12, 02:30 PM
"This is foolishness!" Megiddo exclaims, his eyes blazing with silver flame. "I do not care whether or not these men accompany us. We fled only because fighting the dragon depleted our resources. Fully recharged as I am now, we are going to the moathouse to defeat this evil. If these men wish to take part in defending their homes, they may. If they wish to betray us, they may try. It will make no difference either way, except to their own pride."

He pauses for a moment, looking the crowd in the eyes.

"I am going. Follow or stay. I care not."

He smiles slightly as he walks away, as if to some bit of personal humor.

OOC: Manifesting Inertial Armor for dramatic effect, augmented for mechanical benefit. Also, by walking away, I meant in the direction of the moathouse.

Another_Poet
2009-03-12, 03:03 PM
Tell looks back and forth betwen the angry elf, the various militiamen and their captain. Finally, with nothing else to say he yells a childish, "YEAH!" at the captain, and follows his friend away.

He hopes that the militamen come along, but leaves either way.

Lycar
2009-03-12, 03:03 PM
Grigor human cleric

Grigor marches to the meeting point with Tell and Megiddo. He seems to be lost in thoughts for most of the way and even keeps quiet during the exchange between Tell and Elmo.

When Tell tries to trick the militia men however, he chuckles and speaks up.

"Hehe, my dear Tell, I think you are getting something confused here: Arcanists concern themselves with breaking the natural order. Truth and beauty are the realm of the divine. And as it so happens, Olidamarra knows a bit about that, soo... if you want me to pray for a bit of thruthful divination, I would be happy to comply."

If you want, Grigor rolls for Bluff: [roll0]

Lycar

EDIT: Damn, when the page loaded, I only saw up to post# 1306 :smalleek:
I suppose this post is superfluous now?

Another_Poet
2009-03-12, 03:20 PM
((Heck, you might as well act like you're casting it. If he thinks he's about to be found otu he might attack and save us the trouble of being betrayed later.

I have to say, his actions have done nothing to help my trust toward him.))

Entertainer13
2009-03-16, 07:45 AM
I say... head back!

Lycar
2009-03-16, 12:54 PM
Grigor human cleric

Grigor shrugs.

"A bit of paranoia may be helathy, but if it screws with your happyness, it is too much. Let us go. Those who are of faith shall follow."

So he turns and begins his march to the moathouse.

"Oh that reminds me... did I ever tell you the story of the Mage and the Merchant? No? Well, then this as good a time as ever..."

Lycar

Shhalahr Windrider
2009-03-16, 06:16 PM
Xaod's Cave: Planting 8, Evening

Pyro an Lor find Xaod sitting outside the cave, stroking his beard, apparently lost in thought. But before they can startle him, he notices his comrades. "Ah, both of you? What's happening?"

(( I'm pretty sure you'll tell Xaod of your decision to go with his idea, so… ))

After filling Xaod in, he asks, "Okay. If we're gonna lead 'em back to the cave, any idea where we should make our new base of operations?"

[hr]
Moathouse: Planting 8, Evening

The last Tell, Megiddo and Grigor hear from Elmo before setting out is the captain advising his men, "Let 'em go. We'll worry about them if and when they start making real trouble."

The sojourn back to the moathouse could be quite plesant with a cool breeze striking the right temperature under the early summer sun. And the trip is quite peaceful, too, with no strangers on the road or any other obstructions.

As the sun descends, the peacefulness returns to that uneasy quiet that surrounds the vicinity of the moathouse, until the group reaches the marshy grounds. There is yet to be any sign of Captain Elmo and his militia or the cultists from within the moathouse.

Another_Poet
2009-03-16, 09:53 PM
Tell

"Maybe we should hide off the road and see what kind of patrols they have."

In his mind he finishes the thought: And if Elmo or his militia are working with the cultists, maybe we'll see 'em show up for a communique.

((Suggest we all take 20 in hiding and then stay put till midnight, unless we see something interesting first.))

Skjaldbakka
2009-03-17, 12:45 AM
"I agree, we should keep watch through the night. We have been walking all day, there is no reason not to head out fresh in the morning, especially if we can catch a potential betrayal in the making."

Frosty
2009-03-17, 02:08 AM
Pyro thinks for a moment. No obvious answer surfaces for the moment. "We should scout out our new base of operations BEFORE we use our old one as a distraction. But may I suggest that it actually be CLOSER to the temple? We don't want to like, take so long to get to the temple that the hobgiblins beat us back there!"

Shhalahr Windrider
2009-03-17, 08:49 AM
Xaod's Cave: Planting 8, Evening

"Yeah, this never was the best spot as far as that's concerned," Xaod nods in agreement "Just the best one I could find in terms of shelter and safety. But if we can finish this up quickly, we won't need it. Unfortunately, one that has a better angle of approach would be in the forest, which at its best is only slightly less dangerous than what's left of the town."

Another_Poet
2009-03-17, 09:03 AM
((If Tell takes 20 on Hide, he gets a 20. But we can probably move some branches and things to provide total concealment. If neede here is the survival check to built a convincing camouflaged blind to keep us concealed:

[roll0]

Then we just need a strict policy of silence. If we're spending all night we should take turns sleeping. Tell will volunteer for first watch.

He also clears an area of bare soil within the blind so that we can scratch messages to each other if needed.

Lycar, you cool with this?))

Another_Poet
2009-03-17, 09:05 AM
la lee la lee la lee la [roll0]

Skjaldbakka
2009-03-17, 02:41 PM
Megiddo will nod agreement, assist in putting the blind together, and then begin his meditation.

Another_Poet
2009-03-17, 02:51 PM
((Then my total is 27 with his Aid Another.))

Shhalahr Windrider
2009-03-17, 04:42 PM
Moathouse: Planting 8, Evening

(( Okay. And where exactly are you building this blind?

And how's that check increasing to +14? Improved Cover only gives a +10 bonus.))

Lycar
2009-03-19, 06:03 PM
Grigor Human cleric

Grigor listens to the plan, stroking his bearded chin thoughtfully.

"I agree. It is said that fortune favours the bold, but then again, proper pre-fight preparation prevents poor performance, eh?"

Grigor will help to the best of his abilities (sadly, not too much).

Oh and now that I can post again: I'll be off for the weekend and return on monday. Meeting some friends for a boardgame weekend. Maybe we finally actually finish a game of 1830. :smallamused:

Lycar

Another_Poet
2009-03-19, 08:24 PM
Moathouse: Planting 8, Evening

(( Okay. And where exactly are you building this blind?

And how's that check increasing to +14? Improved Cover only gives a +10 bonus.))

I'm not really sure what you mean. I wasn't sure if Survival would be the best skill to use to build a camouflaged hunting blind out of local materials, but I can't think of any better skill to roll. My survival is at +14. That includes synergies.

I don't really know where Cover enters into it. Cover, as I understand it, is a hard obstacle that grants +4 AC; total cover makes attacks impossible. Since our blind is made of twigs, leaves and moss I don't think it is cover.

I'm more aiming to grant us Concealment, which makes us effectively unspottable. If that is possible, awesome. If not then perhaps you'll consider a bonus to our hide from having this structure. In either case my roll was meant to determine how well we build the blind, not how well we hide.


Tell suggests they go about 1/4 mile off the trail, to a point about 1/4 mile from the Moathouse and establish their blind. If there are tracks from patrols passing through that point then they will move farther away.

Skjaldbakka
2009-03-20, 11:35 PM
(I am ready to advance at this point)

Another_Poet
2009-03-21, 12:44 AM
((Ditto))((Ditto))((Ditto))

Shhalahr Windrider
2009-03-23, 04:33 PM
Moathouse: Planting 8: Late Evening

(( Yeah, I missed that you were suggesting a Survival check with that roll. I was still thinking Hide.

And I'm no good with estimating distances in real life, so I don't really know how accurate the rules would be, but the "maximum spotting distance" is considerably less than a quarter of a mile for everything other than plains, which the current area is not. It's closer to hills terrain with the beginnings of a forest, which, rules-wise, maxes out at 200 ft. If you want to see anything meaningful, anyway.

So I guess I should ask if you want to use the blind to simply conceal a camping spot and have one of you guys watch the road from a closer spot, or were you going to try and watch while concealed in the blind?



In either case… ))

Tell has just barely started watch after finishing the blind when he sees a group of people coming down the road from Hommlet. As they get closer, he is able to make out Haunor and the other militia members from town. It appears Elmo was able to recruit two more after Tell, Grigor, and Megiddo left.

The group stops about a hundred yards in front of the moathouse. From the looks of things, they appear to be conversing. One of them—it looks like the half-elf from town, as he's the only one that carried a spear—breaks off from the group and looks around before rejoining the conversation.

Concentrating, Tell is able to pick up a bit of what is said (( Listen: 1d20+10=21 (http://invisiblecastle.com/roller/view/1992361/) ))…

"It's too late to be doing anything before setting up camp."

"Aye. I'm hearin' ya, but I don't want those fellas from town makin' a big mess o' things. We're gonna have a tough enough time figurin' who's who an' what's what as it is."

"Do y'think they could be making a trap?"

"Nah. It don' make no sense for them to be drawin' attention to themselves to begin with."

"I still say we should set up camp first."

"Look, it's not gonna take us long. If the report's t'be believed, we already outnumber whoever's in there. An' if it's something that's too much for us right now, we'd probably end up movin' camp afterwards anyway. So we'll be savin' ourselves effort. A quick look, bop some troublemakers' heads, an' we'll be out an' makin' camp in no time."

"Alright, alright."

"Let's go."

With that, the militia men proceed towards the moathouse.

Another_Poet
2009-03-23, 05:05 PM
((I guess we're about 200 feet in the forest then))

Tell will scratch Militia's going in - should help? Just watch? in the soil for his companions to see.

Skjaldbakka
2009-03-24, 01:07 PM
Megiddo will write into the ground: Let them stand or fall on their own merit.

Another_Poet
2009-03-24, 02:28 PM
And the druid looks at Grigor to see if the cleric agrees.

Entertainer13
2009-03-24, 03:07 PM
Lor's in agreement.

Lycar
2009-03-24, 07:25 PM
Grigor Human cleric

Grigor takes a twig for himself and scratches his answer into the ground.

"I vote we reveal ourselves and join forces."

Lycar

Another_Poet
2009-03-24, 08:21 PM
Tell will sweep away the comments to make a blank slate, and write his response.

Split vote. Let's let go in, wait a couple, then follow. We can rescue if needed or hang back if they are fine.

He pauses a moment, then adds:

Or we could go in by the secret door, while they take the main door, and we'd be attacking the goons from both sides.

Lycar
2009-03-27, 11:51 PM
Grigor Human cleric

Grigor shrugs and writes

If you don't mind us getting between the sentries and their reinforcements, secret door it is.

Lycar

Another_Poet
2009-03-30, 01:04 PM
Maybe we can stop the reinforcements from being alerted this time.

Frosty
2009-04-01, 01:26 AM
Pyro shrugs. "The forest it is then. We shall make camp there. Alright, I'll like loosen their robes JUST enough to let them escape in about an hour of struggling. In that time, we'll have made our new camp."

Skjaldbakka
2009-04-01, 03:33 AM
Let us go then.

Another_Poet
2009-04-01, 10:45 AM
((Alright, I think we have a plan. Shhalahr, we'll move in then. Let the other party get about 2 minutes ahead of us before we go in. We'll stop and listen from the drawbridge and again from the courtyard to make sure they've actually gone in.))

Entertainer13
2009-04-03, 05:54 PM
Lor will follow others' leads right now. She is mentally preparing herself for possible combat.

Shhalahr Windrider
2009-04-06, 08:52 PM
Xaod's Cave: Planting 8, Evening

"It'll be too dark to be wandering the forest by the time we get there tonight. Let's leave it for the morning."

(( In the interest of moving things along, I'll assume Pyro agrees (Lor's explicitly "following everyone's lead"), and fast-forward. ))

Forest: Planting 9, Late Morning

After breakfast, Xaod helps Pyro "check the bonds and wrists" of the complaining prisoners. The group quickly heads out afterwards.

While the trees are not too thick, the underbrush is, so the search for a campsite is relatively slow, especially for Xaod's horse, which has twice as many legs to get caught up. in those spots where it is not strong enough to just break through. Eventually, though, Pyro spots a small clearing at the base of a hill. The hill has a small cleft in the slope with a slight overhang that could serve as minimal shelter.

"I'd say that's about an hour and a half's walk to our watch site," Xaod observes.

[hr]
Moathouse: Planting 8, Late Evening

As Grigor, Tell, and Megiddo reach the drawbridge, they pause to listen for activity. It sounds like the lead they gave the militia was enough to let them check out the top level, as nothing unusual catches their ears.

This observance appears to be confirmed as they make their way to the secret staircase Spugnoir showed them earlier. (( Gonna need light sources going in… )) At the bottom of the staircase however, both doors of the secret passage are closed.

Another_Poet
2009-04-06, 09:10 PM
((Grigor still has the helmet lamp, I presume?))

"Was the only switch on the other side?" Tell whispers. "****, we better follow in the milita after all."

Shhalahr Windrider
2009-04-06, 09:43 PM
(( No. Both doors have not-so-secret latches on the inside area you're currently in. ))

Skjaldbakka
2009-04-06, 10:22 PM
Megiddo will look for the latch and open the door.

Another_Poet
2009-04-06, 11:05 PM
Tell readies his chain and makes sure Grigor's helmet lamp isn't pointed at the door, then waits for Megiddo to open it.

Shhalahr Windrider
2009-04-07, 08:27 PM
Moathouse: Planting 8, Late Evening

Megiddo slides the panel open. He finds the room on the other side lit by an everburning torch and a couple of lanterns carried by militia men.

The startled men raise their weapons towards the door for a moment before recognizing the other group.

"Gods! Ya tryin' to get yourselves killed startling us like that?" Haunor exclaims.

Skjaldbakka
2009-04-07, 09:53 PM
Megiddo will raise a questioning eyebrow at the militiamen's comment.

"I see that you are here as well. How do you plan to proceed?"

Lycar
2009-04-08, 12:44 AM
Grigor Human cleric

Grigor keeps his hand on the hatch on his helmet-lamp as Megiddo goes about to open the door, half hoping to come up behind a group of foes buisy setting an ambush for the militia men.

When the coast is clear, he just opens up the lamp to shine forth.

"Hrm yeah, right. So our cultists have decided to dig in, eh..."

Lycar

Shhalahr Windrider
2009-04-09, 07:58 AM
Moathouse: Planting 8, Late Evening

"Well, we were taking a look for the secret panels Elmo mentioned might be around here, but you've already got a handle on that. It's totally empty back there." Haunor nods behind him.

Another_Poet
2009-04-09, 08:59 AM
So they came down the normal stairs and through the jail area with no encounters. Does anyone remember if there were secret passages in that area? I worry that an ambush is waiting in a secret room behind them to sneak up on us.

Tell frowns. "No.... they might've all pulled out. Dammit!"

Shhalahr Windrider
2009-04-09, 09:04 AM
(( You didn't encounter any secret passages behind the militia, but there is the other passage behind you—the one that goes past the portcullis and into the makeshift bunkroom. ))

Skjaldbakka
2009-04-09, 11:13 AM
"Completely empty? Very well then, I will return shortly."

Megiddo pulls out a wand of detect evil, activates it, and begins examining the area - including a quick pass over the militia members.

Another_Poet
2009-04-09, 12:03 PM
This makes me very happy. I never thought wands of Detect spells would be so useful.

Lycar
2009-04-10, 07:51 PM
Grigor Human cleric


Tell frowns. "No.... they might've all pulled out. Dammit!"

Grigor spits and remarks "We should be so lucky... but maybe they just didn't bother with guards 'cause they set some traps instead. Better keep our eyes open."

Lycar

Frosty
2009-04-11, 02:37 AM
Xaod's Cave: Planting 8, Evening

"It'll be too dark to be wandering the forest by the time we get there tonight. Let's leave it for the morning."

Forest: Planting 9, Late Morning
After breakfast, Xaod helps Pyro "check the bonds and wrists" of the complaining prisoners. The group quickly heads out afterwards.

While the trees are not too thick, the underbrush is, so the search for a campsite is relatively slow, especially for Xaod's horse, which has twice as many legs to get caught up. in those spots where it is not strong enough to just break through. Eventually, though, Pyro spots a small clearing at the base of a hill. The hill has a small cleft in the slope with a slight overhang that could serve as minimal shelter.

"I'd say that's about an hour and a half's walk to our watch site," Xaod observes.

Pyro points out the clearing excitedly. "Look look! We can use that for like, a day or two. As long as it's not raining we should be fine right? An hour and a half walk isn't that bad...it's a lot shorter than what we had to do before. Alright. So here's what I propose we do. One person goes back andlight some fires and smokes. The other two prepare to scout the temple as soon as most of the guards have gone. Sounds good?"

Another_Poet
2009-04-12, 07:21 PM
Still here, just waiting to see if Skjald's detect spells reveal any magic traps in the area.

Shhalahr Windrider
2009-04-13, 07:31 AM
Clearing: Planting 9, Late Morning

"I'd rather we stick together right now," Xaod counters, "We don't quite know what progress our prisoners made in escaping and how many hobgoblins will remain in the Temple. They're gonna be playing this cautiously. Espescially if they get too many hints that something's up."

[hr]
Moathouse: Planting 8, Late Evening

Megiddo's search reveals no evil auras.

"So anything back there?" Haunor asks Tell.

Another_Poet
2009-04-13, 08:33 AM
((Assuming Megiddo reports this:))

"What about magic auras? The cleric thinks they left traps."

To Haunor:

"Yeah, quite a bit. More than we got through before they sounded the alarum. Sleeping quarters, storage, all kinds of rooms."

Entertainer13
2009-04-13, 03:46 PM
Lor agrees with Xaod.

"Xaod is right. However, I suggest we provide a subtler clue, of some sort. Perhaps temporarily splitting up to create a "path taken" if they get a little too track happy? We could do that now, quickly, and then head towards the temple."

Skjaldbakka
2009-04-14, 01:25 AM
"It would appear that they have left the area. Which would strongly imply that they somewhere to leave to. Perhaps they have a base of operations elsewhere, or have set up a base camp in the wilderness somewhere. It might be prudent to search the area for tracks, there was a good number of them, which should not be over-hard to follow."

Another_Poet
2009-04-14, 08:48 AM
((Shhalahr: is the weather outside clear, or does it look likely to rain?))

Shhalahr Windrider
2009-04-14, 09:08 AM
Moathouse: Planting 8, Late Evening

(( Meg: Did you mean to check the area in the back with the beds and stuff, too? I assumed you didn't want to get too far ahead of the group in case there was trouble and were just double-checking the area the militia had already been in. ))

The weather is pretty clear, though there's a little bit of cloud cover, and it's already fairly dark.

"Alarm? I didn't hear anything? What's Going on?"

Another_Poet
2009-04-14, 09:49 AM
((I was under the impression he was just sweeping the immediate area.

Can we get a new map?))

Tell ponders Megiddo's words. "Well, in this weather the tracks should still be there tomorrow, and there's no use trying to follow them in the dark. As long as we have a few minutes lefton your wands we may as well poke around the areas we haven't seen yet."

He turns to the milita. "Alright, so each door we come to could've been left trapped. We'll draw lots to see who opens each one, unless you've got a better plan. That person will use a spear to push it open if possible, and the rest of us will hang back a bit. Let's do this quickly."

Unless anyone objects...

((There are 4 militiamen right? So 7 of us total. Tell is 5, Meg 6, Grigor 7.))

[roll0]

((So we move deeper into the moathouse and whoever's number just got rolled [edit: Megiddo] opens the first door we come to. Again, if anyone objects - PC or NPC - let me know. Otherwise I think it's pretty straightforward.))

Skjaldbakka
2009-04-14, 02:51 PM
(I was under the impression that I was moving on ahead of the group, having been informed by NPCs that the place was clear)

Another_Poet
2009-04-14, 03:10 PM
The NPCs have been through the rooms to the west and they appear clear. hey have not been E of where were are now, so I assumed we would want to move room by room as a group for security.

There are rooms over there we've never even seen, too.

Lycar
2009-04-17, 03:59 PM
Grigor Human cleric

"And what if they are still here, just deeper inside? Besides, even if they did bug out, we might find a clue about what they were doing here to begin with we bother to look. I say we go in and find out."

Lycar

Another_Poet
2009-04-21, 09:19 AM
Tell

"Agreed, let's be on high alert. But let's move quickly to make the best use of Megiddo's wands."[/B]

((So can we start going room to room? Meg drew the short straw to open the first door, if we're okay with using that system.))

Skjaldbakka
2009-04-21, 03:27 PM
OOC: OK by me.

Shhalahr Windrider
2009-04-22, 07:12 AM
(( As you suggested, now is a good time to get the map back up. Past couple of days, I've been trying to get an update to the software going, hence the delay.

At the moment, we'll probably stick with the same thing we've been using until I get some kinks worked out. I'll try to get a full update to this thread a little later today. ))

Another_Poet
2009-04-22, 12:33 PM
((If we just need a visual reminder of the layout, we could look at the map from the first time we were here right? Just assume the bodies have been removed?))

Shhalahr Windrider
2009-04-23, 09:35 AM
Clearing: Planting 9, Late morning

"M'alright," Xaod nods in response to Lor's suggestion, "Probably can't be too careful. But one of us should at least watch the temple so we know when they leave. My horse makes the biggest trail, so I can help create the diversion."

[hr]
Moathouse: Planting 8, Late Evening

Megiddo opens the panel. The worry over traps on this first door seems misplaced, as there is no special effect. Just an empty hallway.

Unfortunately, the group finds the portcullis on the other side of the hallway down, blocking their progress.

(( Map #117 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=117)
Have characters with light sources labeled ))

Another_Poet
2009-04-23, 10:33 AM
Tell

Tell whispers, "Looks like someone's still in there. Or they have a back way out. Give me a hand."

((Let's try a Str check. Taking 10, Tell rolls a 13. Taking 20 (if you'll allow it) Tell rolls a 23. Since two other people can "aid another" and they can take 10 also, that gets us up to 17 or 27.

If one of the militiamen has an 18 Str, we'd put him in front and have 18/28.

Does the gate open?))

Entertainer13
2009-04-27, 07:31 AM
Lor is all "I can like, totally watch a temple," but I'm not going to write it out. Why? Because you understand it. :smallcool:

Shhalahr Windrider
2009-05-04, 08:55 PM
Temple of Elemental Evil: Planting 9, Early Afternoon

Lor takes up her watch, and after about an hour or so, she sees two figures approach the Temple. It looks like it's the "escaped" prisoners. They appear to have taken the bait.

After another hour and a half, Xaod and Pyro arrive at the watch point, having made their decoy trail.

"Anything to report? Have they arrived yet?"

[hr]
Moathouse: Planting 8, Late Evening

(( Nothing going on preventing a Take 20. Unfortunately, "You can’t take 10 on a skill check to aid another," (http://www.systemreferencedocuments.org/35/sovelior_sage/skills.html#aid-another) and ability checks work the same as skill checks.

Of course, you're also out of combat, so you don't need full combat spacing, so a few other characters could squeeze in and help. ))

"Alright. Mair! Eckhard! Get over here!"

Haunor, the man that drew his sword at the meeting earlier in the morning, and another man carrying a flail and shield make their way to the front of the group.

"On three."

Tell and the others put all their effort into pushing up on the gate. Slowly, they are able to force it up.

"Alright! Alright! Get through! Move it!"

After the other men work their way under the gate, Tell, Haunor, Mair, and Eckhard slip under and let the portcullis drop back down.

(( Map #118 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=118)

Feel free to adjust your positions. Trade your spot with one or two militia members if you'd rather have another spot. Ricar, who is not wearing any regular armor, will attempt to stay near the middle of the group. The other members are a bit more flexible. ))

Another_Poet
2009-05-04, 09:04 PM
Tell moves to the winch that Megiddo once struggled with and puts in his own turn of toil to get the portcullis raised behind them.

((I moved Bellamin mostly to indicate that I hope we'll check the E rooms first. But even if not I'll at least ask him to be lookout while I winch.))

Entertainer13
2009-05-04, 09:10 PM
"It seems our friends have taken the bait. We should prepare."

Lycar
2009-05-05, 03:15 PM
Grigor Human cleric

"Well that is it then," Grigor said as he took point, "let's stay sharp, we can all but forget about stealth with our little army here."

Holding his bastard sword in his right and a tanglefoot bag in his left, he made his way down the corridor.

Nothing better then to gum up a spellcster's day to lighten the mood.

Lycar

Skjaldbakka
2009-05-05, 09:36 PM
Megiddo will follow.

(sorry, been a long day, but I am still here)

Shhalahr Windrider
2009-05-11, 05:58 AM
(( Sorry this took so long. As you can see from the OOC thread, I've been distracted.

I want to put up a Map of the Temple for the next Lor & Pyro update, but I still haven't found the map book. I'll try and find a solution to that by tonight so we can get going. In the meantime…))

Moathouse: Planting 8, Late Evening

The panel that concealed the winch is back in place. There is no obvious switch or button to move the thing, and Spugnoir's the one that opened it last time. Tell will have to find the switch first.

"Hey! We need to be stickin' together!" Haunor whispers as Grigor and Megiddo begin to travel down the corridor.

Map #120 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=120)

Another_Poet
2009-05-11, 08:55 AM
Tell will search.

[roll0]

Not finding it, Tell will call out, "I know the winch for the gate is up here but I don't know how to open it. Someone want to help?"

Lycar
2009-05-15, 09:32 AM
Grigor Human cleric


"Hey! We need to be stickin' together!" Haunor whispers as Grigor and Megiddo begin to travel down the corridor.

"Well? Then catch up already!" Grigor whispers back, apparently not aware that Tell went off to go look for the winch mechanism.

Lycar

Skjaldbakka
2009-05-15, 09:33 PM
"We are simply watching this area while you search for the gate opening device."

Another_Poet
2009-05-16, 08:24 PM
((I guess Tell will simply have to take his time. Taking 20 +2 = 22 search for the mechanism. Then he opens it.))

Shhalahr Windrider
2009-05-19, 08:42 PM
Temple of Elemental Evil: Planting 9, Early Afternoon

"Alright. Give 'em half an hour to get away, and then let's go over the back wall."

(( Still working on that Temple Map, sorry. I'll see if I can get something up by Friday.

In the meantime, is ther anything in particular you guys are gonna do to prepare? I know there's not much for Lor, but does Pyro have any buffs to use? ))

[hr]
Moathouse: Planting 8, Late Evening

"Well, then, make sure you don't split too far!" Haunor chides Megiddo and Grigor. With a few quick nods, Haunor silently gives his men some orders. Several of the men join Tell while the others follow Megiddo and Grigor. Haunor remains in the intersection where he can watch both groups.

Shortly thereafter (( While Tell is still searching for the switch )), Grigor and Megiddo hear a clattering noise moving up the hall towards them.

(( Map #121 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=121) ))

Another_Poet
2009-05-19, 11:14 PM
Oblivious, Tell keeps on searching unless someone calls for him.

Skjaldbakka
2009-05-20, 05:36 AM
Megiddo presses a finger to his lips to indicate silence, nudges the soldier that was sent to keep watch with them, and points down the hall. He then slips back to the others, and whispers to them "something wicked this way comes," gesturing back toward the hallway he was watching.

Another_Poet
2009-05-20, 08:59 AM
Tell casts Longstrider on himself, looks around the corner and readies an action to cast Flaming Sphere should the baddy appear.

Skjaldbakka
2009-05-20, 06:31 PM
Megiddo will cast Protection from Evil on the commander.

Shhalahr Windrider
2009-05-20, 08:52 PM
Moathouse: Planting 8, Late Evening

Haunor gestures for Bellamin, Mair, and Rein to keep a rearguard position.

"What's that?" he asks Megiddo as the mage casts his spell.

As he does so, Grigor sees the source of the noise rounding the corner: A group of animated skeletons.

(( Initiative
Ricar (22)
Skeletons (20)
Megiddo (1d20+3=17 (http://invisiblecastle.com/roller/view/2078998/)+)
Grigor (1d20=17 (http://invisiblecastle.com/roller/view/2078996/))
Haunor (11)
Regular Militia (10)
Tell (1d20+3=4 (http://invisiblecastle.com/roller/view/2078999/)) ))

(( Map #123 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=123) ))

Before anything else can happen, Ricar shouts an arcane word and two magical bolts fly from his fingers, striking the nearest skeleton in the skull.

The skeleton implacably moves on. Swinging large battleaxes, the group of undead begins to surround Kevril, who had moved forward in response to Megiddo's warning. Fortunately, the militia member is able to keep his wits about himself and dodge the incoming blows.

(( Map #124 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=124) ))

Another_Poet
2009-05-21, 08:59 AM
((If you'll allow the readied action...))

A flaming sphere (http://www.d20srd.org/srd/spells/flamingsphere.htm) appears and crashes into the Heavy Boned Gnoll Skeleton, hopefully to bottleneck the corridor.

[roll0] DC 15 Ref save halves.

* * * * *

Tell pauses a moment (last in initiative...) to survey the assailants and moves up to attack the nearest gnoll skeleton (#5).

[roll1] -2 pwr atk
[roll2] +4 pwr atk
(piercing damage)

Lycar
2009-05-21, 10:18 AM
Grigor Human cleric (AC 22, HP 43/43)

Grigor curses inwardly as he spots the advancing skeletons. He idly wonders (Shouldn't freshly killed corpses be animated as zombies rather then skellies?) as he steps beside Kevril to stem the tide.

As he sheathes his sword and reaches for the flail at his belt, he briefly considers calling upon Olidamarra's aid to turn some of the unded.

(... na, help yourself and fate will smile on you... or at least be less inclined to dump a load on you. These things need to go back to being dead and if they stay here for us to do the deed, so much the better.)

"Skellies! You can cut the flesh but you must crush the bone!"

Grigor takes a step southwest to end up south of Kevril and changes weapons, sadly taking up 2 move actions. Since the skeletons are thankfully bottled up in the corridor, it is best to take care of them now methinks.

Lycar

Skjaldbakka
2009-05-21, 07:51 PM
"A precautionary measure. Now, if you will excuse me, I have some skeletons to destroy." With that, he moves forward, chanting a few arcane words, and with a sweep of his hands, sends forth a wave of flame, engulfing a group of skeletons.

Megiddo will take a 5' step SW, and then cast a burning hands angled SW, which should hit 4 of the skeletons. [roll0] DC 17 Reflex for half.

Shhalahr Windrider
2009-05-25, 03:47 PM
Temple of Elemental Evil: Planting 9, Early Afternoon

(( The scale of the Temple is too large for to put in a combat map all at once like I did at the moathouse. So, for an overveiew, I made a map and increased the scale. When you have an encounter, I'll use a zoomed in version of the area in which it occurs for the Combat Map.

http://h1.ripway.com/shhalahr/RttToEE/images/templeFullGroundsThumbnail.png
Temple Overview Map Fullsize (http://h1.ripway.com/shhalahr/RttToEE/images/templeFullGrounds.png)
The scale is 1 square = 25 ft.

The scouting/hiding space is just at the edge of the forest about 300 ft. west of the Temple. ))

After waiting twenty minutes, Xaod starts to quietly make his way northward along the tree line. After he reaches a point almost directly across from the halfway point of the Temple's outer wall, he darts across the uneven open ground as quickly as he can.

[hr]
Moathouse: Planting 8, Late Evening

(( Oops! I just caught that Gnoll Skeleton 5 accidentally got saved near Haunor. I'll move him back this Map. ))

Round 1 (cont.)
The flames from Megiddo's spell char the nearest gnoll skeleton and the human skeleton in the banded mail to dust, but the other skeletons engulfed simply take the brunt of the flame and keep going.

As Grigor changes his position, Haunor shouts "Alright boys, this ain't gonna be no trouble. Don't let their appearance scare ya!" The dwarf steps up behind Kevril to get a better look at the situation,though it's too crowded for him to contribute to the fight.

Kevril works his way into an opening created by Megiddo's spell, allowing Eckhard to take his place in the ranks. Both militia members try to double-team the nearest skeleton, but their blows are simply deflected of the undead's shield. Meanwhile, the rearguard begins to back up towards the portcullis so not to get too far from the main group.

Tell joins the rest of the group in the corridor bend, where he can better target his spell. He calls a large ball of flame into existence on top of a heavy boned skeleton with no weapon or shield. The ball finishes the job Megiddo started, reducing the abomination to ashes.

Round 2
Ricar hurls more magical bolts at the skeleton in front of Grigor. The bolts take a chunk out of the creature's skull, but it doesn't seem to mind.

Further skeletons fill in the empty spots of the ranks. The two near the front focus their attacks on Kevril, who easily dodges the clumsy strikes. A third tries to attack Grigor from around the corner, but only strikes the stone wall.

(( Map #127 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=127) ))

Another_Poet
2009-05-25, 04:13 PM
I think Tell was accidentally moved down on the most recent map. I've put him back to where he should be.

Also, the token marked "everburning torch" (Grigor I think?) is taking damage from the Flaming Sphere if it is really in that square. The sphere can't move out of the square until my initiative, which is toward the end of the round.

Is there a chance we can get a Flaming Sphere token? Then I'll take my turn.

Shhalahr Windrider
2009-05-25, 04:59 PM
(( Oh, yeah, I forgot the sphere token. And you wanted to summon it on top of the "Heavy Boned Skeleton," right? So it's actually where Gnoll Skeleton 3 is.

Hm. I don't think the skeleton's even stupid enough to go right into the flame, mindless or not. So I'll adjust its position. His attack was unccussful anways.

I moved Tell because line of effect to the target skeleton is blocked by the corner of the wall. Even drawing a line from the lower right corner of Tell's square to the lower right of the skeleton's squre just passes through that corner. You pretty much have to be just north of Ricar or just south of Haunor to reach your stated target.

Uh, let me know what you want to do before I adjust the map. ))

Lycar
2009-05-25, 05:10 PM
Grigor Human cleric

(Just to get things moving and not holding up.)

Grigor grits his teeth and swings at the undead pile of bones in front of him.

"Foe of life, begone! Back to the dust whence you came from!"

Okay, actually this Grigor has a morning star instead of a flail, so he uses that to bash at the Gnoll Skeleton #2.

Attack: [roll0], dmg.: [roll1]

Lycar

Another_Poet
2009-05-25, 05:28 PM
No. Normally you can't summon something into an enemy's square, so I summoned it into an open square - the one you've moved Tell to is the one I had in mind. I had line of effect to there. Then I used as move action to roll it into the gnoll's square.

However, if you prefer to move me up, I'll accept it I reckon. Let me know whatr you decide and I'll act.

Shhalahr Windrider
2009-05-26, 05:02 PM
Moathouse

(( This is an evocation, not a summoning spell. Restrictions on summons do not apply. Additionally, the sphere can specifically share a creature's space. So there is no problem here.

By the time Tell cast his spell, Grigor was in the way of your proposed sphere path.

Map #128 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=128) ))

Skjaldbakka
2009-05-26, 08:43 PM
Megiddo will gesture and speak a few words of power, and send three streaks of silver to strike out at the group of skeletons.

OOC: Hitting three skeletons, each with one bolt from magic missile.
[roll0]
[roll1]
[roll2]

Another_Poet
2009-05-27, 12:06 AM
Seeing that he won't be able to close to the front line, Tell directs his spell with a hand gesture and keeps an eye out for any badly wounded militia who might need to be pulled to the rear for safety.

((Rolling sphere into Gnoll Skele 3, for [roll0] fire damage, DC 15 ref halves.))

Shhalahr Windrider
2009-05-27, 06:46 PM
Moathouse: Planting 8, Late Evening

Round 2 (cont.)
Megiddo's bolts send shards of bone flying as they strike their targets. Grigor finishes the nearest one off with a well-placed blow from his morning star.

Suddenly, Bellamin's voice rings out: "Incoming soldiers from behind! Gnolls!"

"Damn!" Haunor exclaims. ""You boys stay here. Ricar, let's reinforce the others." The commander runs up towards the rearguard. As he does so, a tremendous yell comes from the hallway as the gnolls are engaged.

With a small amount of mental effort, Tell directs his sphere towards a new skeleton. The undead creature manages to avoid being engulfed by the sphere, however.

Round 3
Ricar moves to join Haunor with the Rearguard.

The skeletons continue to advance, taken the place of their fallen foes while avoiding Tell's sphere. Kevril takes a fierce-looking gash to his arm from one of the skeleton's axes.

(( New Initiative
Ricar (22)
Skeletons (20)
Megiddo (1d20+3=17 (http://invisiblecastle.com/roller/view/2078998/)+)
Grigor (1d20=17 (http://invisiblecastle.com/roller/view/2078996/))
Gnolls (15)
Haunor (11)
Regular Militia (10)
Tell (1d20+3=4 (http://invisiblecastle.com/roller/view/2078999/))

Map #130 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=130) ))

Another_Poet
2009-05-27, 08:58 PM
((Just to be clear, you know a successful save vs. Flaming Sphere only halves, right? From your description it sounded like the skele took no damage.))

Tell

Tell shifts his orb back into the same skeleton (Gnoll Skele 3) and moves up, hoping to finish this group quickly so as to aid the militia.

"I can handle things here. Someone go help those boys!"

((OOC: Would do it myself but it would render my ongoing Flaming Sphere useless. Plus I have reach and can cover this whole hallway.))

[roll0] fire damage, DC 15 Ref save halves.

Skjaldbakka
2009-05-28, 06:41 AM
Megiddo will move up to where he can see the gnolls, and cast magic missile, focusing on the healthiest looking one.

[roll0]

Lycar
2009-05-28, 05:20 PM
Grigor Human cleric

"Haha, they think the've got us in a pinch? It is them who shall fall!"

Having dispatched one of the skeletons, Grigor decides that he can do more good by boosting morale and thus starts a little song...

Using Bardic Music to Inspire Courage into any ally who can hear him. So he sings loud. In case it matters... Perform (Sing) [roll0]

Lycar

Entertainer13
2009-05-28, 08:04 PM
Lor asks her ally when she thinks they should make their move!

Shhalahr Windrider
2009-05-28, 08:59 PM
Moathouse: Planting 8, Late Evening

(( Okay, would it have helped if I said "entirely engulfed by the sphere"? :smallwink: Half in this case is only 1 hp. ))

Round 3 (cont.)

The gnoll falls to Megiddo's magic.

At first, all the militia members seem a little puzzled at Grigor's outburst of music, but those who can see them notice that they are immediately thereafter heartened by the song's message of victory.

The remaining gnolls cautiously retreat from the fight.

"Hang on," Haunor tells his men. "Pursue slowly, let's make sure it's not a trap."

At the same time, a new voice rings out "Stand your ground fools! It is they who should be afraid! See?" A woman in ochre robes and armor steps into the light of Haunor's torch chanting strange syllables.

Suddenly Mair turns around and runs back down the hall, past the others.

"Mair?" Bellamin and Rein look in the direction of the burly soldier's retreat, but a quick nod and order from their commander pushes them to engage the enemy spellcaster. The woman shrieks as Bellamin slashes at her shoulder.

"They've got Haunor, Mair, and Ricar. They're good!"Kevril tells Tell. Kevril and Eckhard continue to engage the skeletons, but their blows are blocked by the creatures' shields.

Tell commands his sphere to pursue the skeleton, but he still has trouble doing anymore than grazing the abomination.

Round 4
Ricar moves to the end of the hall, where he can see the newcomer and fires more of his magic bolts at her.

"Aaghh!" Eckhard is unable to dodge a blow from the skeletons and takes a nasty gash dangerously close to his neck. None of the other skeletons are so lucky, however.

(( New Initiative
Ricar (22)
Skeletons (20)
Megiddo (1d20+3=17 (http://invisiblecastle.com/roller/view/2078998/)+)
Grigor (1d20=17 (http://invisiblecastle.com/roller/view/2078996/))
Gnolls (15)
Haunor (11)
Female Cleric (11+)
Regular Militia (10)
Tell (1d20+3=4 (http://invisiblecastle.com/roller/view/2078999/))

Map #133 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=133) ))

Skjaldbakka
2009-05-29, 06:38 AM
There is a quiet humming and the faint smell of ozone as Megiddo concentrates, and his hair begins to rise from an electrical charge. As lightning begins to play across his fingertips, Megiddo lashes out with it to strike at the three gnolls at the end of the hallway.

OOC: Manifesting Energy Missile, Electricity, at the three gnolls blocking the hallway. Augmenting with 2 PPs. [roll0], Reflex Save DC 22 for half.

If the gnolls fall: "I have cleared the path for you, now take the cleric down."

Another_Poet
2009-05-29, 08:51 AM
The flaming sphere continus to pursue the same skeletons (Gnoll Skele 3), burning it for [roll0] fire damage (DC 15 ref halves).

This time Tell swings his chain at the skeletin (Gnoll Skele 3) if it's still up, or otherwise at the closes moving skeleton (Gnoll Skele 4).

[roll1] -1 pwr atk
[roll2] +2 pwr atk - piercing damage

((by the way, after my turn the flaming sphere disappears.))

Lycar
2009-05-29, 12:04 PM
Grigor human cleric AC 19 , HP 43/43

Feeling his own spirit lifted, at least for the time being, Grigor chants a quick prayer to Olidamarra.

"Olidamarra, please help me help my brother in arms!"

Gripping his morning star in both hands, he pulls back for a mighty swing, to crush the undead he is facing and relieve Ekhard.

-1 from buckler offset by morale bonus.

Two-handed swing at Gnoll Skeleton #4, hoping the prayer helps...

Attack: [roll0], dmg. [roll1], includes +1 from Inspire Courage.

Should the skellie crumble, Grigor will take a step due west to block enemy access to the wounded militiaman Ekhard.

If not, he will yell to Ekhard "You! Fall back, we'll cover you!"

Lycar

Shhalahr Windrider
2009-05-29, 04:51 PM
Temple of Elemental Evil: Planting 9, Early Afternoon
(( Okay, I'm taking over Pyro for now. ))

"Like, now. He's already going." Pyro points to Xaod and hurries off after him.

[hr]
Moathouse

(( Skja… You mean the three gnolls already labeled "Dead or Dying"? They're down. That's how Bellamin and Rein already moved up. ))

Skjaldbakka
2009-05-29, 09:00 PM
Um, right, scratch that then. I could not see the labels. Megiddo will move forward and hit the cleric and up to four minions that are within 15 ft of said cleric instead. /OOC

-edit, since that will bring other characters close enough to hear it, add 'a faint whispering of many voices can be heard from nowhere, which are silenced when the lightning is unleashed' to the description text.

Shhalahr Windrider
2009-06-02, 07:09 PM
Moathouse: Planting 8, Late Evening

Round 4 (cont.)

(( Ooh. Barely clears line of effect to get Gnoll #3 along with the cleric. ))

The lightning knocks both the gnoll and the cleric down, neither one making any moves to rise again.

With a well-placed blow to the creature's spine, Grigor shatters the skeleton, taking some of the pressure off his comrade-in-arms.

Haunor slowly moves towards the only standing gnoll. "Alright. This is your only chance. Surrender now, and no harm will befall you."

"Gladly," Eckhard whispers in response to Grigor as he makes a retreat.

Mair continues running, stopping only when realizing the skeletons are blocking his way.

Kevril continues to struggle with breaking past the skeleton's defenses. But then he notices something behind them: "Something more on the way, and they don't look pretty!"

Tell rolls his sphere over the skeleton, this time hitting it full on, and reducing the undead abomination to ashes. As the stench of charred bone fills the air, the druid also finds an opening as Grigor adjusts his stance, allowing Tell to strike the skeleton coming around the corner with a poweful blow.

Round 5
Ricar joins the others advancing on the gnoll.

The remaining skeletons advance, one attacking Kevril, the other Grigor. Kevril dodges the human skeleton's claws, while Grigor's armor deflects the gnoll skeleton's axe.

(( Map #135 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=135) ))

Another_Poet
2009-06-03, 09:02 AM
Tell

((Since Tell goes after the skeletons it is possible he can get an AoO before he starts casting his spell. If so, here it is.

[roll0]
[roll1] ))

At the warning that more enemies are approaching, Tell begins to summon some extra help for his own team.

"The wolves are on our side!" Tell proclaims as he begins to make inricate hand gestures. Indeed, the yet-colourless silhouettes of baying wolves glimmer into being in the hallway.

((Losing Heat Metal to cast SNA II, calling [roll2] wolves (http://www.d20srd.org/srd/monsters/wolf.htm).))

Lycar
2009-06-03, 03:17 PM
Grigor human cleric (AC 22, HP 43/43)

Having dipatched another foe and stepped up to engage the last remaining skeletons, Grigor shifts back to a one-handed grip on the morningstar and keeps his buckler ready to deflect the gnoll skeleton's axe.

"Just two left, we are winning this guys!"

Eager to prove his words true, he bashes at the human skeleton.

Attack: [roll0], dmg. [roll1]

Lycar

Skjaldbakka
2009-06-03, 04:56 PM
The battle seeming well in hand, Megiddo will wait for the group to finish cleaning up the rest of the skeletons. (delaying action)

Shhalahr Windrider
2009-06-03, 07:05 PM
(( Oops. Forgot to update the initiative with the ghouls' arrival…
New Initiative
Ricar (22)
Skeletons (20)
Megiddo (1d20+3=17 (http://invisiblecastle.com/roller/view/2078998/)+)
Grigor (1d20=17 (http://invisiblecastle.com/roller/view/2078996/))
Gnolls (15)
Haunor (11)
Female Cleric (11+)
Regular Militia (10)
Ghouls (6)
Tell (1d20+3=4 (http://invisiblecastle.com/roller/view/2078999/)) ))

Moathouse: Planting 8, Late Evening
Round 5 (cont.)

Meggido hangs back, biding his time.

The human skeleton is a bit quicker than the gnolls, but not quick enough to dodge, and as it is unarmored, splinters of bone quickly go flying. However, it remains up and on the offensive.

The retreating gnoll continues to back away, quickly finding itself cornered, but it keeps its weapon ready.

"Easy now. We won't hurt ya if you tell us what's going on," Haunor says, stepping only close enough to keep a good eye on the gnolls. He still retains a respectable and safe distance.

Bellamin and Rein stay close behind Haunor. Eckhard fumbles for something in a belt pouch, pulling out a small clay container. Mair moves to a corner, keeping an eye on the hallway behind him. Kevril's blade slices only air, as the skeleton he attacks dodges his blow.

The newly arrived combatants move slowly up the hallway, as if unsure in their movements

The hallway gets a little dimmer as Tell's sphere disappears, but the druid begins calling up another spell.

Round 6
Ricar moves behind Bellamin and Rein, watching the gnoll's moves closely.

The skeleton's attacks are no more effective than Kevril's.

(( Map #137 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=137) ))

Entertainer13
2009-06-03, 07:11 PM
The map's a little fuzzy on our location. I'll just head to the nearest cover. Since we're a distraction, though, I'm not making a Hide check.

Another_Poet
2009-06-04, 01:27 AM
((Shhalahr, can you add Wolves 1-3 so I can place their tokens?))

Shhalahr Windrider
2009-06-08, 04:44 PM
Temple of Elemental Evil: Planting 9, Early Afternoon

(( Xaod's aiming for a spot about halfway between the north and south ends of the western wall. ))

Xaod reaches the wall and waits for Pyro and Lor to catch up.

"That wall should be like totally easy to climb with all that vegetation," Pyro quickly surmises, "but I don't think it'll hold your weight in all that heavy armor. Let me go first." After Xaod nods in agreement, Pyro quickly ascends the wall. Once at the top, she finds a spot to secure her grappling hook and drops the rope over.

(( Going to move on, since the whole thing is so easy even Xaod can take 10 now… ))

Once at the top of the wall, the group sees a desolate yard, covered in tall grass and brambles. Towards the north is a large stand of massive, twisted trees, each barely hanging onto life. Just beond that, several outbuildings are just visible.

But directly across from where they stand lies the Temple of Elemental Evil, a huge, charcoal-grey building. It is covered with arched butresses, obscene designs, carvings of leering faces and twisted demons. The entire place is in a state of disrepair, covered in thorns and mud. It's doubtful much light even reaches through the barred stained glass windows.

[hr]
Moathouse
(( Okay, I'll just stick 'em in the top-left corner of the current map (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=137) for now. ))

Another_Poet
2009-06-09, 09:24 AM
Tell
The druid's new wolven allies appear in strategic positions.

One of them (Wolf 3) attacks and tries to trip naked human skeleton.

[roll0] +2 flank (19 w/ bardic music)
[roll1] (6 w/ bardic music)
[roll2] (only if attack succeeds)

Its ally (Wolf 2) attacks and tries to trip Gnoll Skeleton 2.

[roll3] (17 w/ bardic)
[roll4] (8 w/ bardic)
[roll5] (only if attack succeeds)

The farthest wolf (Wolf 1) bravely attacks and tries to trip Ghoul 1.

[roll6] (9 w/ bardic)
[roll7] (6 w/ bardic)
[roll8] (only if attack succeeds)

Tell 5' steps in and attacks Gnoll Skeleton 2 (if it still exists); otherwise Naked Human Skeleton (if it still exists); otherwise let me know and I'll change my action.

[roll9] includes +2 flank versus Gnoll Skele 2!
[roll10] (11 w/ bardic)


Attack of Opportunity (standing from prone provokes)
[roll11] includes +2 flank versus Gnoll Skele 2! (16 w/ bardic)
[roll12] (7 w/ bardic)

Wolves have completed turn 1 of 4.

Lycar
2009-06-09, 05:12 PM
Grigor human cleric (AC 22, HP 43/43)

With the arrival of the new allies, Grigor attacks the human skeleton with even more vigor, still paying heed to the unded gnoll's axe though.

Attack: [roll0], dmg. [roll1] , includes the +1 from Bardic Music. Should last two more rounds, don't forget to add that +1 people. ;)

Lycar

Shhalahr Windrider
2009-06-09, 09:17 PM
Moathouse: Planting 8, Late Evening

Round 6 (cont.)

(( I assume you're continuing to Delay, Skja? ))

With a mighty blow, Grigor finishes the human skeleton, leaving only one more such fiend standing. But three pus and sore covered figures are on their way to take the skeletons' places.

The remaining gnoll suddenly lunges in Bellamin's direction, but Haunor quickly swings his hammer. The blow lands on the gnoll's head, and the creature drops.

"Ricar, quick, check that hall up there. Rein 'n' Bell, the other doors." The dwarf hustles to the door the gnoll was standing in front of and opens, it revealing an empty cell.

Rein finds the strange chain mechanism behind the middle door. Bellamin continues running for the far door.

Kevril steps around Grigor to have at the last skelton, but once again, his blow is blocked.

A strange look overcome's Mair's face. He looks around for a moment, as his confusion passes. He's quick to adjust to his new surroundings and join the fight, but the wall corner blocks his best shot. Mair screams in aggravation.

The scab-covered newcomers continue to shuffle forward slowly, remaining just behind the last skeleton.

Tell completes his spell, and several wolves spring into being around the newcomers (( Readjusting their positions, since the available spaces changed before the 1 round casting time was up. Ensuring each wolf can participate—fortunately, Tell had line of effect. )) Unfortunately, the wolves seem to immediatlely loose their sense of balance, possibly due to the stench of death emanating from their targets (( Fort saves: 1d20+7=11, 1d20+7=11, 1d20+7=9 (http://invisiblecastle.com/roller/view/2110590/); All wolves sickened (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#sickened) ))

Nonetheless, the wolves immediately attack. One of the wolves (( #3 )) savages a nearby ghoul, knocking it over. But the other two aren't as lucky, finding their targets armor or too tough.

Tell finds an opening in that allows him to safely swing his chain past Grigor, smashing half the skeleton's skull, but the creature is still up. (( DR reduced the damage ))

Round 7
Ricar runs up to the room at the north. "All clear to the mundane senses," he calls back.

The skeleton attacks Grigor, but its axe is once again deflected by the cleric's armor.

(( Meg is up.

Map #140 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=140) ))

Another_Poet
2009-06-09, 10:08 PM
Tell

A baying howl rises through the dark souterrain. It's not the wolves - it's Tell, apparently trying to urge them on despite the sickening stench.

If Gnoll Skeleton 5 is down Tell takes its place. Otherwise he squeezes one of the militiamen whether they like it or not. ((Haven't moved him, don't know what squares will be open.))

Wolf 3 attacks and tries to trip Ghoul 2.
[roll0] +2 flank -2 sickened +1 bardic
[roll1] -2 sickened +1 bardic
[roll2] (only if attack succeeds)

Wolf 3's AoO on any prone Ghoul who stands up or crawls away
[roll3] +2 flank -2 sickened +1 bardic
[roll4] -2 sickened +1 bardic
[roll5] (only if attack succeeds)

Wolf 2 attacks and tries to trip Ghoul 2
[roll6] +2 flank -2 sickened +1 bardic
[roll7] -2 sickened +1 bardic
[roll8] (only if attack succeeds)

Wolf 2's AoO on any prone Ghoul who stands up or crawls away
[roll9] +2 flank -2 sickened +1 bardic
[roll10] -2 sickened +1 bardic
[roll11] (only if attack succeeds)

Wolf 1 attacks and tries to trip Ghoul 3
[roll12] -2 sickened +1 bardic
[roll13] -2 sickened +1 bardic
[roll14] (only if attack succeeds)

Wolf 1's AoO on Ghoul 3 if it stands up or crawls away
[roll15] -2 sickened +1 bardic
[roll16] -2 sickened +1 bardic
[roll17] (only if attack succeeds)

Tell attacks whatever's in reach
[roll18] +2 flank -2 Pwr Atk
[roll19] +4 Pwr Atk

Tell's AoO on whatever stands up, crawls away, walks funny or looks at him wrong:
[roll20] +2 flank -2 Pwr Atk
[roll21] +4 Pwr Atk

Wolves have completed turn 2 of 4. Good job wolves!

Skjaldbakka
2009-06-10, 06:18 AM
Megiddo will continue to delay, as the remaining foes are clearly outmatched.

Entertainer13
2009-06-10, 09:04 PM
Spot check for anything suspicious. Should let Pyro scout ahead for good locations.

[roll0]

Lycar
2009-06-11, 08:51 AM
Grigor Human cleric (AC 19, HP 43/43)

Feeling the elation that his song brought on earlier begin to wear off, Grigor decides to take a two-handed swing at the remaining skeleton, hoping for a decisive hit.

"Off with your head, you foul undead!"

Attack [roll0], dmg. [roll1]

Lycar

Shhalahr Windrider
2009-06-11, 05:25 PM
Temple of Elemental Evil: Planting 9, Early Afternoon
The courtyard seems to be deserted. Even Pyro concurs with that.

"So should I sweep the courtyard, make sure we don't have any surprises? Or are we like trying to keep this quick so we aren't going to be seen?" Pyro whispers

[hr]
Moathouse: Planting 8, Late Evening

(( Oops, forgot about Ekhard last round. Back in round 6, he downed the potion he got. It heals him—not fully, but the bleeding pretty well stops. ))

Round 7 (cont.)
The gnoll skeleton finally crumbles under Grigor's morning star.

Haunor moves back towards the main hallway. "What's going on back there?" he as Megiddo.

Bellamin reports that the room behind his door looks clear before heading back with Rein.

One ghoul attempts to tear at the wolf that tripped its companion, but the wolf is on guard and keeps out of the ghoul's reach. Unfortunately, this distracts it from the ghoul on the floor, which grabs the wolf's leg and bites it hard (( 5 damage; Fort save 1d20+7=27 (http://invisiblecastle.com/roller/view/2113417/), successful )) and scratches a gash in its belly (( 3 damage; Fort save 1d20+7=27 (http://invisiblecastle.com/roller/view/2113417/), successful )). (( Oops, forgot to account for the sickened state, but both were sufficient anyway. Also mislabeled the character in the roller. Wolf 3 did the tripping, he's the injured one.))

The ghoul in the back similarly tears into the wolf behind him (( Wolf #1; again, mislabeled on Invisible Castle )) with its mouth and claw (( 8 damage bite, 2 damage claw; Both Fort Saves: 1d20+5=22, 1d20+5=20 (http://invisiblecastle.com/roller/view/2113428/), successful ))

Ignoring the pain, the first injured wolf (( #3 )) tries to trip the standing ghoul that attacked him, but only gnaws a little flesh off its leg. However, its friend on the other side (( #2 )) successds. The remaining wolf almost manages to topple the remaining ghoul, but the foul thing keeps its feet.

As tell closes in with the creatures, he begins to smell what caused such an adverse reaction in his wolves. His stomach, too, begins to churn (( Fort:
1d20+9=10 (http://invisiblecastle.com/roller/view/2113441/), nat 1 failure, sickened for 4 minutes (until round 47) )). Still, he guts his teeth, swings his chain, and the ghoul in front of him crumples to lifelessness.

Round 8
Ricar joins Bellamin and Rein at Haunor's side.

(( Map #141 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=141) ))

Lycar
2009-06-11, 05:52 PM
Grigor Human cleric

Grigor dispatches the last of the skeletons, giving a quick prayer of thanks to Olidamarra for helping dispatch these abominations.

Still, there are even worse foes ahead, ghouls, corpse-eaters. And worse, they can spread their unholy plague.

Wary of attacking the foul things in melee, Grigor is quite happy that Tell steps up to do battle.

Instead Grigor readies himself to call upon Olidamarra's blessing should Tell show signs of succumbing to the ghouls paralysing venom.

Ready action: Cast Remove Paralysys on Tell if he should fail a save during his round.

Lycar

Another_Poet
2009-06-12, 11:04 AM
Tell

Just making sure, did the prone ghoul take its -4 penalty to attack (http://www.d20srd.org/srd/conditionSummary.htm#prone)?

As the stench hits Tell, he joins the wolves in grim growling and snarls.

Wolf 3 delays action to see if Wolf 1 successfully bites Ghoul 3
If so, Wolf 3 uses the Aid Another action to help with Wolf 1's trip attempt.
[1d20+1]

Wolf 1 attacks and tries to trip Ghoul 3
[roll0] -2 sickened, +2 flank w/ Tell, +1 bardic
[roll1] -2 sickened +1 bardic
[roll2] Actually a 12 with Aid Another!

Wolf 1's AoO on Ghoul 3 if it stands up or crawls away:
[roll3] -2 sickened +2 flank +1 bardic
[roll4] -2 sickened +1 bardic
[roll5] (only if attack succeeds)

If Wolf 1 failed to hit, Wolf 3 instead attacks Ghoul 1
[roll6] -2 sickened, +2 flank w/ Wolf2, +1 bardic
[roll7] -2 sickened +1 bardic
[roll8] (only if attack succeeds)

Ignore this roll. The Wolf 3 did Aid Another so it doesn't get to take this attack.

Wolf 3's AoO on any prone Ghoul who stands up or crawls away:
[roll9] -2 sickened, +2 flank w/ Wolf2, +1 bardic
[roll10] -2 sickened +1 bardic
[roll11] (only if attack succeeds)

Wolf 2 attacks and tries to trip Ghoul 1
[roll12] -2 sickened, +2 flank w/ Wolf3, +1 bardic
[roll13] -2 sickened +1 bardic
[roll14] (only if attack succeeds)

Wolf 2's AoO on Ghoul 1 if it stands up or crawls away:
[roll15] -2 sickened, +2 flank w/ Wolf3, +1 bardic
[roll16] -2 sickened +1 bardic
[roll17] (only if attack succeeds)


Tell attacks whatever is prone!
[roll18] +2 flank -2 Pwr Atk -2 sickened
[roll19] +4 Pwr Atk -2 sickened

Tell's AoO on whatever stands up, crawls away, walks funny or looks at him wrong:
[roll20] +2 flank -2 Pwr Atk -2 sickened
[roll21] +4 Pwr Atk -2 sickened

Wolves have completed turn 3 of 4. Go on with your bad wolf selves!

Another_Poet
2009-06-12, 11:07 AM
Oops here is that broken aid another roll:
[roll0]

Shhalahr Windrider
2009-06-15, 08:08 PM
Moathouse: Planting 8, Late Evening
Round 8 (cont.)
Grigor prepares to help Tell should the druid find himself in a jam.

Without waiting for a response from Megiddo, Haunor and his men move down the hallway to see for themselves.

Eckhard moves closer to the ongoing battle, but rather than try to duck through the crowded hallway, he remains in position to render aid when necessary instead.

Mair, however, shows no such restraint. "Outta my way, weakling!" he yells as he passes Tell. However, the look on his face betrays the fact that he cannot stomach the stench any more than the druid can. Still, he musters his strength and takes a wild swing at the ghoul on the ground, decapitating it. And it appears that ghouls need their heads more than the skeletons do, as the thing stops moving.

Kevril chooses to bide his time rather than move further into the increasingly-crowded-with-allies hallway.

Seeing the battle go against him, the remaining ghoul begins a fighting retreat. Even with an eye to defense, the ghoul manages to tear more flesh of a near wolf (( #3; Should be down to 3 hp, right?; Fort vs. paralysis: 1d20+5=19 (http://invisiblecastle.com/roller/view/2121444/), Successful )).

(( Okay, I'll allow aiding on a trip to actually knock over, but the person doing the aiding, should probably have to make contact with the target, so that would require a touch attack. Unfortunately, Wolf #1 misses.))

The wolves try to attack the retreating ghoul, but the thing's extra caution pays off, as it is able to dodge the snarling mouths.

(( Gonna assume Tell wants to press his attack, even though the last ghoul is not prone… ))

However, the strength of Tell's swing as the druid steps up does penetrate the ghoul's defense, striking it across the torso.

Suddenly, a strange hissing voice sounds from the darkened southeast corner of the room. Wherever it's coming from though is in total blackness. The words it utters are in a strange, foul-sounding tounge, much like the one used by the clerics to cast their spells.


(( New Initiative
Ricar (22)
Megiddo (1d20+3=17 (http://invisiblecastle.com/roller/view/2078998/)+)
Grigor (1d20=17 (http://invisiblecastle.com/roller/view/2078996/))
Gnolls (15)
Haunor (11)
Female Cleric (11+)
Regular Militia (10)
Ghouls (6)
Tell (1d20+3=4 (http://invisiblecastle.com/roller/view/2078999/))
Unseen Spellcaster (3) ))

Round 9
Ricar joins his compatriots.

(( Map #142 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=142) ))

Skjaldbakka
2009-06-16, 06:49 AM
Megiddo will pick up a stone and cast light on it. Holding the glowing stone out in one hand, he says "would one of you be so kind as to deliver this stone down the hallway so that we can see what we are fighting?"

edit- and now I am going to wonder about what AP put in a spoiler until I get home and can read it. Can't open them on my iPhone for some reason

Another_Poet
2009-06-16, 11:36 AM
(( Okay, I'll allow aiding on a trip to actually knock over, but the person doing the aiding, should probably have to make contact with the target, so that would require a touch attack. Unfortunately, Wolf #1 misses.))

I pictured it as the wolf distractign the ghoul while the other wolf went for the trip.

Tell

Wolf 1 5' steps to gain flank with Wolf 3 (see map)

Wolf 1 attacks and tries to trip Ghoul 3
bite [roll0] -2 sickened, +2 flank, +1 bardic
damage [roll1] -2 sickened +1 bardic
trip [roll2] only if bite was successful!

Wolf 1's AoO if provoked:
bite [roll3] -2 sickened, +2 flank, +1 bardic
damage [roll4] -2 sickened +1 bardic
trip [roll5] only if bite was successful!

Wolf 3 attacks and tries to trip Ghoul 3
bite [roll6] -2 sickened, +2 flank, +1 bardic
damage [roll7] -2 sickened +1 bardic
trip [roll8] only if bite was successful!

Wolf 3's AoO if provoked:
bite [roll9] -2 sickened, +2 flank, +1 bardic
damage [roll10] -2 sickened +1 bardic
trip [roll11] only if bite was successful!

AFTER attacking, Wolf 3 5' steps out of flank to open the way for Mair.

Wolf 2 moves forward and Aids Tell on his attack roll:
[roll12] -2 sickened, +2 flank, +1 bardic - fail!

Tell attacks Ghoul 3 with the help of his wolf friend...
attack [roll13] +2 flank -2 Pwr Atk +1 bardic -2 sickened
damage - [roll14] +4 Pwr Atk +1 bardic -2 sickened

Tell's AoO on whatever stands up, crawls away, walks funny or looks at him wrong:
attack [roll15] +2 flank -2 Pwr Atk +1 bardic -2 sickened
damage - [roll16] +4 Pwr Atk +1 bardic -2 sickened

Wolves have completed turn 4 of 4. Yet their forms remain till the beginning of my next turn!

Another_Poet
2009-06-16, 11:43 AM
Oops, Wolf2 also gets an AoO if provoked:
[roll0]
[roll1]
[roll2]

Entertainer13
2009-06-16, 02:53 PM
"Sweep."

Lor makes another spot check.

[roll0]

Lycar
2009-06-16, 04:19 PM
Grigor

Grigor hears the chanting too and decides to stow away his morningstar, move southwards to get closer to the suspected spellcaster and maybe just close enough to spot him in the light of his helmet-lamp.

He also draws his short bow as he does so.

"Dammit, there is one of them evil clerics somewhere!"

Lycar

Shhalahr Windrider
2009-06-17, 05:38 AM
(( Grigor's not going to be able to see far into that room without trying to step past the last ghoul, provoking an AoO. Is that OK?))

Lycar
2009-06-18, 04:43 PM
(See OOC thread. Or should we close that down? Doesn't seem like it gets any use nowadays. :smallconfused:)

Lycar

Shhalahr Windrider
2009-06-22, 07:38 PM
Temple of Elemental Evil: Planting 9, Early Afternoon

"Alright."

Lor still doesn't see much interesting as Pyro climbs down the wall. The elf dashes towards the Temple and begins to hug the wall. She sneaks towards the front of the Temple, an obvious place for guards to be stationed. She disappears around the corner of one of the Temple's side wings.

A few minutes later, she reappears, running. The reason for her haste makes itself known a few moments later, as there are three hobgoblins close behind. (( Sucky Stealth Rolls: 1d20+9=16, 1d20+10=11 (http://invisiblecastle.com/roller/view/2131544/) ))

[hr]
Moathouse: Planting 8, Late Evening

Round 9 (cont.)
Megiddo casts his spell.

Despite the ghouls defensive stance, he still has enough ferocity to lash out at Grigor as he passes by. Still, the stance prevents him from reaching Grigor. However, the stench of death exuding from the creature overwhelms the cleric (( Sickened for 10 minutes (until round 109) )).

As Grigor passes by the creature, he begins to make out a shape in the corner of the room. It's a creature with a thick tail poking out from under its dark cloak and working on casting its spell.

"Get it Bel!" Haunor orders the man behind him as he runs down the hallway.

Bellamin turns around and takes the stone from Megiddo as his compatriots fowllow their leader down the hallway.

Kevril, Mair and Eckhard all try to close in on the ghoul, but only Mair gets close enough to strike. Unfortunately, his swing is wild and easily dodged.

The ghoul continues its fighting retreat, biting wolf he last injured (( #3 )) behind its head (( 4 damage; dropping it to -1hp )), and the wolf falls to the ground. It also manages to rake its claws across the next nearest wolf (( #1; 4 and 3 damage each; Fort Saves: 1d20+5=18, 1d20+5=16 (http://invisiblecastle.com/roller/view/2131625/), both successful )).

The remaining wolves and Tell close in on the ghoul. The creature's defensive stance pays off again against the onslaught, escaping unscathed.

The creature in the corner finishes casting its spell. Suddenly, a gigantic red and black spider appears in front of grigor. The arachnid wasts no time pouncing on the cleric. Grigor's armor is able to protect him from the monster's fangs.

Meanwhile, the cleric with the tail retreats down the corridor. The sound of a door slamming shut quickly follows.

Round 10
Ricar joins up with Haunor.

(( Map #144 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=144) ))

Lycar
2009-06-23, 05:54 AM
(I currently have some trouble with Windows, so the map doesn't display. Does Grigor see the caster? If so, can he move around the spider a bit, ending up 10' away and get a shot at him or reach him with a double move without provoking an AoO from the spider?)

Lycar

Skjaldbakka
2009-06-23, 06:20 AM
Megiddo will move up, assuming the first group of colored circles are militia folk. I am having a hard time telling who is what.

Another_Poet
2009-06-23, 08:45 AM
Tell

Tell's wolves disappear but he continues to fight on his own, attacking the ghoul.

[roll0] +2 pwr atk -2 sickened +1 bardic
[roll1] +4 pwr attack -2 sickened +1 bardic

And if it provokes...
[roll2] +2 pwr atk -2 sickened +1 bardic
[roll3] +4 pwr attack -2 sickened +1 bardic


I've moved the wolf icons into a solid wall so they are off the field.

Entertainer13
2009-06-24, 08:45 PM
((Can I get there in time to attack? Map link? If not, just get me running down there)).

Maybe Attack: [roll0]

Maybe Damage: [roll1]

Lycar
2009-06-25, 12:41 AM
Grigor human cleric

His plan to get a shot at the caster type shot by the spider's sudden appearance, Grigor keeps to his bow with his left, draws his sword with his right and takes a few steps back from the spider to call out "Hah! You see that? We've go them on the run! Now let's finish them! Yoho!"

And Grigor starts to sing a little tune about brave advenurers... braving dangers...

Use another use of Bardic Music for a +1 for all of us.

Lycar

Shhalahr Windrider
2009-06-25, 08:48 PM
Temple of Elemental Evil: Planting 9, Early Afternoon

(( Initiative
Pyro (1d20+9=23 (http://invisiblecastle.com/roller/view/2136504/))
Hobgoblins (17)
Xaod (16)
Lor (1d20=7 (http://invisiblecastle.com/roller/view/2136500/))
))

Round 1–4
Both Lor and Xaod immediately begin to scale down the wall. Unfortunately haste causes both to lose their grips as they go over the edge (( Lor: Climb:1d20-1=1, 1d20-1=8, 1d20-1=9, 1d20-1=5 (http://invisiblecastle.com/roller/view/2136512/); Failed first check; Check includes armor penalty; 8 falling damage )).

They pick each other up and then begin to run where they can meet Pyro.

"Well! So much… for… stealth!" Pyro breathlessly declares as she meets her comrades halfway to the wall. She quickly turns around, ready to engage the enemy alongside her allies.

Two of the hobgoblins close within striking distance, but they keep on their guard, obviously ready to strike anything that gets near.

However, the one in the back is too busy trying to catch up to assume a defensive stance as he closes in.

Xaod matches the caution of the nearest hobgoblin, keeping his distance and waiting for it to make the first move.

Meanwhile, Lor takes advantage of the straggler's distraction, quickly cutting him down.

Round 5
Pyro follows Xaod's lead, sticking close to the paladin.

One of the hobgoblins attempts to attack Xaod, but gets quickly cut down himself.

The remaining hobgoblin chooses to retreat.

(( New Initiative (Due to Xaod's readied action)
Pyro (1d20+9=23 (http://invisiblecastle.com/roller/view/2136504/))
Xaod (17+)
Hobgoblins (17)
Lor (1d20=7 (http://invisiblecastle.com/roller/view/2136500/))
))

(( Alright, let's try this new map thing out with a real test run: Map #1 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=toee1&turn=1)
Will include a map key link sometime soon. ))

[hr]
Moathouse: Planting 8, Late Evening

Round 10 (cont.)
Megiddo catches up with the rest of the group, and Grigor gains a bit of breathing room from the spider and ghoul. As Grigor does so, he begins to sing again, inspiring all within earshot.

Haunor gets to where he can see what's going on.

Mair pursues the ghoul and slashes it, biting deep into its shoulder.

Kevril, Rein, and Eckhard hang back, apparently wary of getting in the way of Tell's chain.

The ghoul fully breaks off of combat, cautious not to leave any openings (( Withdraw )), and follows the cleric, stopping at the closed door.

(( Tell, do you wish to continue to pursue the ghoul? The withdrawl negated any chance at an attack this turn, since you have to double move to catch up. But if you want to switch your attention to the spider, you can reach that. ))

(( Map #147 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=147) ))

Skjaldbakka
2009-06-25, 11:24 PM
(I apologize, I don't have the energy tonight for the usual embellishments)

Megiddo moves forward and manifests an energy ray (cold) at the spider, augmented.

[roll0] touch attack
[roll1] cold damage

edit - sweet, that is awesome damage. and actually a 17 to hit and 31 damage due to bardic music

Another_Poet
2009-06-26, 09:15 AM
Tell



(( Tell, do you wish to continue to pursue the ghoul? The withdrawl negated any chance at an attack this turn, since you have to double move to catch up. But if you want to switch your attention to the spider, you can reach that. ))


Damn, with Longstrider I could almost single move and attack... damn medium armour.

No, forget the summoned spider, I intend to finish the ghoul. If it fled last round before I attacked then nix my attacks. Instead I cast Produce Flame last round (standard) and moved in a way that does not provoke AoOs from the spider (move).

Tell sidestepped around the spider, cursing as the ghoul flees past it. Soon his free hand was aflame and he hurled a ball of fire at the runaway ghoul.

[roll0] -2 sickened +1 bardic
[roll1]

And if the spider (or anything) provokes...
[roll2] -1 pwr atk -2 sickened +1 bardic
[roll3] +2 pwr attack -2 sickened +1 bardic

Shhalahr Windrider
2009-06-28, 03:35 PM
Moathouse: Planting 8, Late Evening

Round 10 (cont.)
Tell pursues the ghoul. As he does so, he casts a spell that causes his hand to burst into flame.

The spider closes back on Grigor, but the cleric jumps away from its incoming fangs.

Round 11
Ricar catches up with the rest of the group and hurls more of his magic bolts at the spider. Before the spider can do anything more than rear in pain, however, Megiddo fires a ray of pure cold at it, encasing it in ice. Slowly, the spider begins to fade away, the body returning to whatever place it was summoned from.

(( Grigor's Up.

Map #150 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=150) ))

Lycar
2009-06-28, 04:23 PM
Grigor

[OOC: Still can't access the map, sorry.]

Grigor flinches away from the summoned spider, only to see the spell take it out. Offering a quick prayer to his patron god for helping his comrades-in-arms helping him, Grigor sets off after Tell and his quarry, hoping to get sight of the ghoul and maybe shoot an arrow at it. He is still nauseated from the carnel stench of the vile undead but this only strengthens his resolve to destroy this undead horror.

"I'm right with you Tell!"

If Grigor gets into firing position with a move action, he will shoot:

Attack: [roll0] (includes -2 from sickened and +1 from bardic music)
Damage: [roll1]

Otherwise, Grigor just tries to keep up with Tell.

Lycar

Another_Poet
2009-06-29, 09:12 AM
Tell pursues and launches flame at the ghoul.

ranged touch atk [roll0] -2 sickened +1 bardic
dmg [roll1] fire dmg

Shhalahr Windrider
2009-06-29, 05:18 PM
Moathouse: Planting 8, Late Evening

(( I'm having a bit of trouble accessing the map right now. While I rig up a solution, can you tell me what Grigor's doing with his sword, since he needs both hands to fire his bow? ))

Lycar
2009-06-29, 07:05 PM
(Huh, right, he had that drawn, totally forgot about that.. Cancel the shooting, Grigor will try to catch up with Tell and the ghoul.)

Lycar

Entertainer13
2009-06-30, 03:35 PM
Lor moves in with her group.

"Xaod, make your investigations. Pyro and I can handle this."

Shhalahr Windrider
2009-06-30, 04:49 PM
Temple of Elemental Evil: Planting 9, Early Evening

Round 6[/b]
"Yeah, Pyro agrees, "if you want to sneak around from the back, we can try and keep their attention. We're gonna see more soon enough."

"We don't know what's in there, and I don't know where I'm going. I could be a while," Xaod warns.

"Just go."

"Alright, just keep an exit open for me. I'll probably be in a hurry on my way out."

With that, Xaod runs off towards the back of the Temple, and Pyro sets off in the direction the hobgoblin went.[/color]


(( Guess we didn't need a map for that combat. I'll be ready with a map for the front door area soon. ))
[hr]
Moathouse: Planting 8, Late Evening

[i]Round 11 (cont.)
Grigor closes in on the remaining ghoul.

The militia enters the makeshift barracks. "Secure the room," Haunor orders as the others spread out to check the dark corners. Though Mair still seems fixated on the ghoul, moving in its direction.

The ghoul flees down the hallway, and Tell pursues. Unfortunately, it's all Tell can do to keep the ghoul in the light where he can track his target. (( The hallway is totally dark, and Tell has to double move to even get the ghoul back into shadowy illumination. ))

Round 12
Ricar joins Haunor's side.

(( Map #151 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=151) ))

Another_Poet
2009-06-30, 11:34 PM
I'd like to request clarification.

According to the map I am 25' from the ghoul. I have a ball of fire in my hand, which should shed the same light as a torch, so the ghoul is in fact in shadowy illumination.

So are you saying I shot it, and you rolled the miss chance, and I missed?

Shhalahr Windrider
2009-07-02, 10:19 PM
(( I wanted to go into some detail on this, so I'm responding to that query in the OOC thread. ))

Skjaldbakka
2009-07-04, 08:34 AM
Megiddo will move east along the wall until he is able to see down the hallway, and then cast a spell, sending an acid arrow flying down the hallway to strike the ghoul.

[roll0] Hide check
[roll1] tohit
[roll2] dmg

OOC: with low-light vision and tell's produce flame, the ghoul is lit up beautifully for Megiddo, and unless the ghoul's darkvision extends past the usual 60 ft, Megiddo is in shadowy illumination, granting concealment for my hide check, which makes the ghoul flat-footed against my acid arrow, if successful. I am assuming the ghoul did not close the door behind it.

Another_Poet
2009-07-06, 01:04 PM
Tell

Tell runs as far up as he can after the ghoul.

((I'll Run, moving 3x speed, putting me right next to the ghoul. THis has several advantages.

First, since the ghoul either Ran or double moved, it cannot AoO me when I pull alongside.

Second, when the ghoul moves it WILL provoke AoOs whether it runs or Withdraws (because I have reach). ))

Another_Poet
2009-07-06, 01:10 PM
AoO:

[roll0]
[roll1] piercing

Lycar
2009-07-06, 01:22 PM
Grigor

Grigor just tries to keep up with Tell, running if need be, worried about stumbling into an ambush but not willing to leave Tell all alone.

Lycar

Shhalahr Windrider
2009-07-09, 07:53 PM
Moathouse, Planting 8 Late Evening

(( Okay, so tell runs instead. The bed should probably be an obstacle, but I'm going to overlook that for now. ))

Round 12 (cont.)
The ghoul hisses in pain as Megiddo's spell strikes home.

Spending all his effort on moving, Grigor arrives at Tell's side. (( Using all possible movement on a x3 run! ))

Haunor moves to where he can see down the hallway after Tell and Grigor. "Yeah, Mair, go back 'em up," he nods.

The impatient militia member known as Mair runs down the hall, ending up behind Tell. Meanwhile, the rest of the militia checks the crannies of the previous room, most of them proclaiming their areas clear, though Kevril asks for a little more light.

(( Bad AoO roll, Tell… )) The ghoul breaks away from Tell, even dodging the druid's parting shots.

(( Tell's up.

Since I assume Tell will continue to pursue, I've added what he's going to see when he turns the corner. No fair using OOC knowledge, now… ;-) Anyway, it is working on another spell, should that be relevant.

Map #154 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=154) ))

Skjaldbakka
2009-07-10, 06:15 AM
Megiddo will move 30 ft after Tell, drawing his sword, and then cast a light spell on the tip of the blade.

The Acid Arrow burns for 8 (http://http://www.giantitp.com/forums/showpost.php?p=6470739&postcount=823)

Another_Poet
2009-07-10, 09:41 AM
Tell

I assume the evil cleric has a light source, so I can see the ghoul down there. If that is false then I targhet the cleric instead, since I can see him/her within the radius of my produce flame spell.

Also, there is something funky with the map. The link takes me to the second most recent map, so there is no password box to save changes. No problem, I click on "Next Map." But the next map has NO tokens, neither on the map nor in the pulldown!

Anyway Tell moves 4 squares South.

The druid rounds the corner, spots the undead running past another cleric, and hurls a ball of flame at the undead.

[roll0] -2 sickened +1 bardic
[roll1]

Shhalahr Windrider
2009-07-10, 05:31 PM
(( Okay. The map bugs out like that sometime. It just creates a blank file. Not sure what causes it yet. Hopefully it won't happen with the new software, though.

And the cleric doesn't have a light source. Either he can get along in the dark without one, or he extinguished it for stealth reasons. And the cleric, though visible, will be in shadowy illumination since you are one square short of putting him in bright illumination with a single move.))

Moathouse, Planting 8, Late Evening

Round 12 (cont.)
The shadowy light makes it hard for Tell to target the spellcaster, and the fireball goes wild. (( Shadowy Illumination: 1d100=13 (http://invisiblecastle.com/roller/view/2157280/) ))

The cleric finishes casting its spell, and a four foot long red and black scorpion covered with vicious spines appears in front of Tell. The scorpion immediately goes into a frenzy, attempting to claw and sting the druid. Fortunately, such a large specimen is slower than its more common cousins and therefore easier to dodge, despite its reach.

"Get back into the fight!" The black-robed spellcaster hisses at the ghoul in an inhuman voice as it retreats down the corridor and around the corner.[/color]

Round 13
Ricar moves closer to Kevril, who finally joins in with a shout of, "All Clear!"

Before the ghoul can react to the spellcaster's instructions, it tumbles to the ground and ceases moving, as Megiddo's acid spell finally eats through to something even this undead abomination requires to survive.

Megiddo follows after Grigor and Tell, magically generating a light source as he does so.

(( Map #155 (http://h1.ripway.com/shhalahr/RttToEE/CombatMap/moathouseDungeon.php?num=155)

Grigor's up. ))

Lycar
2009-07-11, 06:56 AM
Grigor Human cleric

Grigor is more of a fighter then a caster, but he recognizes a summoned creature when he sees one. So he moves up behind Tell and quickly prays.

"Finder, please protect my friend from this fiendish creature!"

Cast Protection from Evil on Tell

"Tell, get the cleric, that thing can't touch you!"

Lycar

Skjaldbakka
2009-07-11, 07:34 AM
Megiddo will continue to move down the corridor, catching up with the others.

Shhalahr Windrider
2009-07-11, 08:20 AM
(( Hm. Accidentally saved Megiddo in the wrong position last time.

Fixing it for posterity.

(EDIT: At least that's what it appeared. Skja seems to have been changing it at the same time I was trying to check up on it. Oh, well.)

But otherwise, I'm transferring the moathouse dungeon map to the new software in order for Lycar to have better access as well as to make things easier for me if any more summoned creatures turn up.

New Software Moathouse Dungeon Map #0 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=mthsdungeon&turn=0) ))

Another_Poet
2009-07-11, 03:01 PM
Tell

Tell leaps past the scorpion, fully expecting he can dodge its sting...


Using an untrained Tumble check to go through the threatened squares w/o provoking. DC is 15.

[roll0] +3 dex, -3 ACP, -2 sickened
uses the Run action

..and makes a dash for the cleric.

((Do I see him/her, or is there a closed door?))

EDIT:
When I submit a map change I get this error:

Warning: fopen(./maps/mthsdungeon/turn1.xml) [function.fopen]: failed to open stream: Permission denied in /f1/content/dfalpha/public/module/writemap.php on line 13
Error Creating File "./maps/mthsdungeon/turn1.xml"

Shhalahr Windrider
2009-07-14, 08:17 PM
Temple of Elemental Evil: Planting 9, Early Afternoon

Round 7–10
Pyro slows her pace so she doesn't get too far ahead of Lor, whose armor is slowing her down.

As they round the corner, they see the hobgoblin run into the Temple through a side door.

"He's going inside!" Pyro shouts.

(( Map #1 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=toee2&turn=1) ))

[hr]
Moathouse: Planting 8, Late Evening

Round 13 (cont.)
Grigor casts his protective spell upon Tell.

"All right! If it's good, let's move on and reinforce the others!" Haunor yells, and his men move down the hall to obey.

Mair moves up near Tell and catches a glimpse of the scorpion. Startled only for a moment, he immediately stabs at it, but the wall's corner just deflects a blow that would have otherwise surely hit home.

Tell pursues the cloaked being. As he does so, the scorpion reaches out at him with a claw which is quickly deflected by the barrier placed by Grigor. As Tell reaches the end of the hall, he sees through an arched stone doorway the hooded figure, a grey, scaled tail protruding from the back.

The cleric glances over his shoulder, noticing Tell. He pauses, casting a spell. Tell feels a slight tingle at the base of his skull, but knows that Grigor's ward repelled whatever the cleric tried to do. Feeling his spell fail, the cleric hisses and makes a further retreat.

Meanwhile, the scorpion the cleric summoned confronts the next nearest target, attacking Mair, successfully jabbing him with a claw.

Round 14
Ricar moves to Haunor's side.

Megiddo makes his way down the corridor, catching up near Grigor.

(( Map #1 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=mthsdungeon&turn=1) ))

Skjaldbakka
2009-07-15, 05:23 AM
Megiddo concentrates, and the air around him drops several degrees as a whirling mass of ice and snow circle around his outstretched hand before it is release and strikes out at the scorpion.

[roll0]
Fort Save DC 22 for half

OOC: Augmented Energy Missile Cold
Megiddo will move around the corner if this kills it.

Entertainer13
2009-07-15, 07:58 AM
Lor will continue her approach, trying to avoid being able to be seen from the entrance. Her goal is to go all careful and stealthy, back to the wall next to the entrance.

Lycar
2009-07-15, 03:17 PM
Grigor Human cleric

Grigor, standing right behind Tell watches as the summoned scorpion's claws are deflected by Finder's divine ward.

Offering a quick prayer of gratitude to Finder, Grigor begins to manouver around the scorpion to get it into a pincer (hah!) between him and the freshly arrived milita man.

"It's just a summon, don't waste too much time with it!"

He calls out and whacks it with his sword. Since he is still holding his bow in his other hand, the blow is less then impressive, but well...

Attack: -2 sickened, +1 BM, +2 flank: [roll0], dmg [roll1]

Lycar

Another_Poet
2009-07-15, 09:02 PM
Could/can I tell if the robed figure is human like Grens?

Shhalahr Windrider
2009-07-15, 09:16 PM
Could/can I tell if the robed figure is human like Grens?

(( Well, I did mention a scaled tail poking out from the back of the robe…

Oh, yeah, and I just realized that before he moved, Tell was actually close enough to tell the guy stinks real bad. Kinda like the dead ghoul, but a different scent. Musky rather than "the stench of death." No save required, though, since the duration would be less than what the ghoul already gave Tell, and sickening doesn't stack. ))

Another_Poet
2009-07-15, 11:15 PM
What is the duration on my Sickening anyway? It's getting annoying :)

Tell

Tell moves up and hurls a fireball at the stinking cleric.

[roll0] -2 sickened +1 bardic
[roll1] -2 sickened +1 bardic

Shhalahr Windrider
2009-07-16, 07:30 PM
Temple of Elemental Evil: Planting 9, Early Afternoon

Round 11
Pyro begins to slow her pace, taking a cue from Lor.

The hobgoblin shouts something in the language of Goblins. There is a reply in other voices in the same language as well as the barking of several dogs.

(( Map #3 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=toee2&turn=3) ))

[hr]
(( I actually mentioned durations in the post they started… ))

Moathouse: Planting 8, Late Evening

Round 14 (cont.)
Struggling with a weighted hand and a nauseous stomach, Grigor's blow misses the scorpion.

Haunor and the rest of the militia make their way down the corridor, with Bellamin and Kevril rushing ahead of the group.

Mair swings his sword at the scorpion, but the oversized arachnid is too quick and avoids the blow.

Tell follows the black-robed figure into a black room. Along the walls are a number of cobweb-covered sarcophogi and coffins. Keeping his focus on the cleric, Tell hurls a bit of fire at it. The cleric is too slow to entirely avoid Tell's fireball. It hisses in pain as the flames graze its arm.

(( Yeah, the coffins on the map are actually there. ))

The cleric retreats around a nearby corner.

Round 15
Ricar joins Haunor and the rest of the militia.

Conjuring more ice, Megiddo freezes the scorpion, which, like the spider before it, immediately begins to fade from this plane. The way clear, Megiddo follows Tell's lead around the corner.

(( Map #4 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=mthsdungeon&turn=4) ))

Skjaldbakka
2009-07-16, 08:18 PM
Megiddo will double move to catch up with Tell.

Another_Poet
2009-07-16, 11:06 PM
Tell

((Wow, a 9 hit it? Go go Dex penalty!))

Tell rushes forward, steering wide of the corner to avoid any sudden attack but quickly hurling another fireball.

ranged touch [roll0] -2 sickened +1 bardic
damage [roll1] -2 sickened +1 bardic

((BTW, the link to the stench duration does not work))

Lycar
2009-07-17, 04:10 PM
Grigor, human cleric

Grigor runs after Tell, trying to catch up with him. He can all but avoid running into the wall at the end of the corridor, where it turns north.

"People catch up, there is some evil cleric up there!" he calls out to the others, hoping they will join Tell and him soon.

Run for 60' due west and end move at grid 25,49.

Regrouping would be a good idea but giving a caster type buff-time isn't. :smallannoyed:

Lycar

Shhalahr Windrider
2009-07-19, 05:32 PM
(( Re: Post link: Yeah, I copied the wrong number. Should go to Board post #6270679. To save the trip, he was sickened for 4 minutes on round 7, meaning the sickening will stop on Initiative Count 9 of Round 47. Yeah, Ghast-stench sucks. ))

Moathouse: Planting 8, Late Evening

Round 15 (cont.)

The militia picks up its pace, turning down the next corridor after Grigor.

Tell's fireball grazes the cleric's thigh. The cleric continues his retreat, running down a dark, narrow passage in the southwest corner of the room.

Round 16
Megiddo finds himself in the crypt, not far from Tell.

(( Map #8 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=mthsdungeon&turn=8) ))

Another_Poet
2009-07-19, 06:41 PM
Tell

Swept up in the chase, Tell continues to pursue the evildoer, tossing fire before him.

[roll0]
[roll1]

Skjaldbakka
2009-07-19, 07:14 PM
Megiddo will continue to pursue, not quite able to get with line of sight fast enough to attack.

Lycar
2009-07-20, 03:33 AM
Grigor human cleric

Grigor himself tries to keep up with Tell and hurries after him, slowed down by the twists and turns of the passage.

Double move since you only can run straight.

Lycar

Shhalahr Windrider
2009-07-20, 08:00 PM
Moathouse: Planting 8, Late Evening

Round 16 (cont.)
"Hurry it up, men!" Haunor shouts as he and the militia pick up their pace behind Grigor.

Tell advances on the cleric, continuing to fling fire. The cleric manages another clumsy dodge to turn the blow into a graze, coming out of it only slightly singed.

Instead of simply continuing his retreat, the cleric touches a pendant at his neck to the wall, hisses a few words in his obscene spell-language and draws the pendant away from the wall. Strangely, the wall seems to come with it, as the stone around it oozes out and forms a barrier across the passage before hardening back to solid rock.

(( I'm keeping the cleric on the map in order to keep its position in the drop down list. ))

Round 17
Megiddo joins Tell just as the passageway finishes sealing up.

(( Map #12 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=mthsdungeon&turn=12) ))

Skjaldbakka
2009-07-20, 11:50 PM
Megiddo wastes no time in responding to this new development, reaching out towards the stone barrier and clenching his fist. Waves of sonic energy lash out from his clenched fist, causing the wall to begin to crumble.

[roll0]

OOC: Manifesting Energy missile (sonic), augmented, targeting the section of wall blocking the way, the section of ceiling directly above it, the section of floor directly below it, and the sections of wall to either side of it (up to 5 objects). Stone has 15 hp/inch. Walls don't get a save. If I don't break through the section of wall, I should at least weaken its foundations, making it possible to break down or knock over. It is also cool as hell.

edit- energy missile sonic ignores hardness

Entertainer13
2009-07-21, 07:50 AM
Lor holds her ground, moving forward and pulling out her sword. She is a warrior, let the battle be joined!

Shhalahr Windrider
2009-07-21, 07:15 PM
Temple Of Elemental Evil, Planting 9, Early Afternoon

Round 11 (cont.)
Lor continues to advance on the Temple

Round 12
Pyro darts to the Temple and begins hugging the wall as she approaches the stairs.

There's a blur of motion in the Temple doorway, but whatever it is quickly ducks on the other side of the wall.

(( Map #5 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=toee2&turn=5)

[hr]
(( Oh, just about forgot that Lycar's gone. ))

Moathouse: Planting 8, Late Evening

Round 17 (cont.)
Grigor catches up with Tell and Megiddo. "What's going on?"

The militia also rounds the corner. "Alright! check it out!" Haunor orders.

Tell holds back to see Megiddo's reaction to the new challenge.

Round 18
Megiddo hurls an orb of semi-solid sound at the wall. Several others strike the floor, side walls, and ceiling. The wall, and all the surrounding stone begins to crack and break up The new wall begins to noticeably loosen.

(( Tell: Wall is not yet down nor is the surrounding area loose enough just to knock it over. The way will likely remain block for a few more rounds unless someone helps Megiddo excavate. ))

(( Map #13 (http://alpha.dragonflightstudios.com/showmap.php?mapNum=mthsdungeon&turn=13) ))

Skjaldbakka
2009-07-21, 08:00 PM
[roll]6d6-6[\roll]

ooc: same thing

Skjaldbakka
2009-07-21, 09:01 PM
*cough*
[roll0]
*/cough*

Another_Poet
2009-07-23, 01:01 PM
Tell

((last round))

Delaying to watch Megiddo, and seeing that the elf's spell did not destroy the barrier, Tell begins casting Summon Nature's Ally II.

((this round))

A Dire Badger (http://www.d20srd.org/srd/monsters/direBadger.htm) appears beside Tell just after Megiddo's second attack on the door and the beast lays into the weakened barrier with its digging claws.


A badger has a burrow speed of 10'/round but cannot burrow through solid rock. I wonder if you will grant a little lattitude since the solid wall is thin and has been weakened by Meg's spells, but in any case, its orders are to break through that wall one way or another - I leave the resolution up to your judgment.

((This is the Dire Badger's 1st of 4 rounds.))

Shhalahr Windrider
2009-07-23, 07:05 PM
(( 2 things:

Sonics tend to cause damage by shattering rather than softening the object is damaged. In this case, the wall is not so much weakened as it simply lost an inch or so of thickness.

But then, there's softer earth underneath the stone floor tiles, which will already be broken through by the time the badger gets in. So the burrowing could actually help.

Don't you have to be able to tell the badger to dig?

From the spell (http://www.d20srd.org/srd/spells/summonNaturesAllyI.htm) (emphasis mine): This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

It doesn't look like you have a speak with animals available. ))


(( In any case, I already changed the initiative list on the main page, and the Delay still holds, so…
New Initiative
Ricar (22)
Megiddo (1d20+3=17 (http://invisiblecastle.com/roller/view/2078998/)++)
Tell (17+)
Grigor (1d20=17 (http://invisiblecastle.com/roller/view/2078996/))
Haunor (11)
Regular Militia (10)
Black-robed Cleric(3) ))

Skjaldbakka
2009-07-23, 07:13 PM
(OOC)
I believe a DC 25 Handle Animal will do the trick:

“Push” an Animal
To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.

(/OOC)

The barrier not destroyed, Megiddo sword hovers out from its sheath, and begins striking at the weaker portions of the wall.

[roll0]
OOC: using control object, which is mostly an effort in futility, since I need a 3 or higher to deal damage.

Skjaldbakka
2009-07-23, 07:18 PM
I get 6 rounds of trying to break the wall with the sword:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]

Shhalahr Windrider
2009-07-23, 09:19 PM
(( I suppose Handle Animal will work. I'll have to pump in the update later, though. It's getting late on my end. ))

Another_Poet
2009-07-24, 09:06 AM
It's unlikely that Tell can make the Handle Animal DC (he would need to roll a 20). If it's alright, I'll just scrap the whole summoning on the theory that he would have known it wouldn't help. So two rounds of flailing at the stone barrier with my chain, if you'll accept the retcon.

damage round 1:
[roll0] piercing (incl. +10 pwr attack)

damage round 2:
[roll1] piercing (incl. +10 pwr attack)