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Moving slowly, no good deed, round 1 actions

From: Mark

Subject Moving slowly

Mund calls back over his shoulder "They want to see the rest of our 'pride'. Let's all go in and say howdy." With that the barbarian starts to move towards the north wall, keeping his back to the east wall and his hand off his axe. Salix follows, talking to Sharpspike as he goes. Just before he enters, Harp whispers to Surin to remain in the hallway. Ran and Harp then follow the first two into the room. Harp moves himself to the far wall and Ranthir takes up position next to Salix. Ragnar, Allistair and Kal follow and soon all seven are lined up against the east wall.

As the party moves slowly into position, Sharpspike answers Salix's questions. "We are rulers of the marshes where we live. Creatures fear us and pay us tribute so that we may let thier younlings live instead of eating them, as is right. I do not know if our marsh has a name, we just call it our marsh."

When they are all in Salix speaks again. "Here we are, as we said. We have kept our word." Sharpspike's response is quick. "I think you have decieved us. I smell halfling on you, thick. You have one of those thieving halflings with you and he is trying to sneak up on us and kill us. You have lied to us and now must die." With this last comment both creatures stand up, 10 feet long and 5 wide. Wings spread from their backs and long tails flick in light, twitching back and forth. Tails that seem to have many pointed ends. Just then Allistair makes a connection in his mind (Knowledge Arcana, DC15, 10+11=21) and he hisses "Manticores."

The party tenses at the threat and hands fly to weapons but are not drawn. They still have the advantage of distance. Or so it seems. The party watchs as the tails snake over the heads of the creatures and as they whip forward, a hail of spikes fly towards the party.

OODM: I will write up the Surprise round tonight.



From: Porter

Subject Moving slowly

OOC: Crap. I was going to write out a round where Mund said something like "Hey, there's one more of us. Surin, come on in here. We said we'd all be in here, so let's do it." I just haven't had time to do it yet this morning.

Also, that was definitely a chaotic act of Harp's.



From: Porter

Subject Moving slowly

OOC: How can they get a surprise round if we're watching them?



From: Mark

Subject Moving slowly

It is only partly a surpirse round. They are going to get one free action but the party will not be flat footed, as far as armor class goes. I am judging this as no one in the party, with the possible exception of Allistair had any idea that the tails could throw spikes. The fact that they thought they had 70 feet or so of clear area and no missile weapons in veiw, in my mind, means that the type of attack is surprising. They(the party) are prepared for danger so that is why they get their DEX bonus and stuff.



From: Kevin

Subject Moving slowly

Harp watches in dismay as the creatures turn on them. How had they know about Surin? They could smell him from that far away? More likely, they had smelled him from when he was nosing around the door. Well, what else was he to do now? Harp watches as the spikes fly toward them, then charges the creatures.

Salix's heart quails. They had almost done it. Why had he said 7 when he knew there were 8? He knew he had meant 7 other than himself, but this creature (Manticore Allistair had called it) was attacking with out the chance to explain things. It was Salix's responsiblity now. The group had relied on him, and now it was his duty to due what he could to protect them. Touching the small acorn symbol on his chest, he calls upon Obad-Hai to send the power of lightning to do the bidding of natures servant. (OOC: Mark, I think he still have Call Lightning, right?).

OOC: Mark, I know that if Salix gets hit, he has to make a concentraction check. Can he cast defensively? I am not as familiar with castin in combat as I should be. I will read up more tonight.



From: Ashley

Subject Moving slowly

Manticore's imaginary!

IC: "Wait! Surin shouts from the hallway. This wasn't going right at all, and Salix's plan would be fried if he didn't do something. "I'm right here! I ain't sneakin' up on nobody! Come now, let's just all calm down and settle this like...like somethin' fair and just. Think about your young, let's not have any fighting!" If this line of conversation doesn't end up going anywhere (even if Salix decides to try to communicate more), Surin will spend the next round finding a nice shadow in the room to sneak into.

OOC: I thought Harp was Neutral good.



From: Porter

Subject Moving slowly

What the hell is wrong with these people? What's so hard about being open and honest? And after I saved that little twerp while were were fighting thouse ghouls. I guess they were right -- you can't trust halflings.



From: Kevin

Subject Moving slowly

OOC: Mark, you can have Salix make an attempt to pre-empt this by trying to explain what has happened. However, if the spikes are flying, he will be angry with himself for failing to make this encounter a peaceful one. If the spikes fly, he will try to cast Call Lightning.



From: Mark

Subject Moving slowly

Any one else want to do/say anything?



From: Mark

Subject No good deed

As the creatures react several voices ring out. Surin, having heard the escalating tensions starts to announce his presence, just as Mund is telling him to come forward. It is all for naught. Sharpspike's (Yellow squares) tail flashes forward and a hail of spikes hurtle towards the party. Allistair screams as his body is riddled with 5 spikes (AC12, 11+8=19, hit, 18+8=26, hit, 6+8=14, hit, 4+8=12, hit, 11+8=19,hit, 1+8=9,miss, damage 33) and he almost collapses from the pain.

Salix fares little better. 3 spikes from Flailtail's tail hit him as he tries to dodge out of the way, 1 crashing in the middle of his chest (AC17, 18+8=26,hit, 13+8=21, hit, 19+8=27, critical threat, critical threat roll, AC17, 20+8=28, critical hit, 5+8=13,miss, 5+8=13, miss, 2+8=10, miss, damage 32) The druid also howls in pain as the spikes pierce his chest and belly.

Round 1 Initiative: Kal (23), Surin (20), Harp (18), Salix (12), Mund (11), Ran (9), Allistair (9), Flailtail (5), Sharpspike (5), Ragnar (5).

OOD: As the map shows they are 55 to 65 feet away. I need actions for round 1.



From: Josh

Subject Round 1 actions

OOC: Mark, I don't know if what I want to do is possible, but it seems it should be. If it's not I'll come up with another turn.

Kal runs forward, hoping the rest of the fighters follow him. If they don't seem to be moving, he'll hold back some, if they advance he'll go as far as they do. (If they go forward he'll go as far as they will, if they're staying back, he's only going 5-10 ft out).

As he's running he casts bulls strength on himself.



From: Josh

Subject Round 1 actions

Actually, to be more complex. If it looks like the fighters are charging, he'll cast bulls strength on himself. If they seem to be holding back he'll magic missle the yellow one.



From: Kevin

Subject Round 1 actions

OOC: Guys, my fault on this. I thought I had made clear how I wanted us lined up and against the wall like the St. Valentine Day Massacre was not what I had envisioned. I had thought we had 4 up front (Ran, Mund, Salix, Harp) with three behind (Ragnar, Allistair, and Kal).

Mark, when we were first supplied, we were given some healing potions. I forget who has those. Any idea of who we gave them too? Does Ragnar have them, or did we parcel them out? Any one else remember.

Have to go finish some work outside. Will write more later.



From: Porter

Subject Round 1 actions

Mund sees his brother and his friend get filled with spikes. They get hurt so bad, Mund is surprised that they're still standing. Mackiers aren't known for their toughness. Mund's first reaction is to protect his Allistair and Salix, but is torn as to how he should best do this. Should he shepherd them out of the room, or should he distract these betrayed creatures by trying to kill them?

"When in doubt, go with your strength." his pappy always used to say. Well, Mund's strength is killing.

Mund summons all his strength, yells "Get out of here you two, I'll distract them!", and charges the creatures, trying to put himself between them and the door.

OOC: If I can, I want to put Mund in D4 so that he gets an AOO if either one tries to go past him to the door.



From: Kevin

Subject Round 1 actions

Harp watches in dismay as his friends are filled like pin cushions. He sees numerous spikes sticking out of Allistair's and Salix's bodies, the pain obviuos on their faces. Cursing his decision to have Surin stay out in the hallway, Harp grabs Allistair and Salix and pushes-pulls them toward the doorway, yelling at Ragnar to follow him and for Ran, Mund and Kal to attack those things.

OOC: Mark, your discretion. Harp will pull Salix with him as he heads toward the door, puhing the druid through it as he gets there. If you let him grab Allistair as he goes by, he will do the same with him. His goal is to get those two on the other side of the door way and to provide as much cover as possilbe for them. He does not want to exit the room because he wants to turn back and attack next round. He will call for Ragnar to look after their wounds.

Salix will writhe in pain, stunned at the sudden turn of events, and will not fight Harp's dragging him along and out of the combat area. He was willing to fight, but this front line stuff was not what he expected.



From: Mark

Subject potions

The party was give 10 potions of CLW at the start. At sometime in the dungeon Ragnar gave every one at least 1 potion and kept the two remaining as well as the scrolls.

I do not recall any one using their potions.

So every one has at least one potion of CLW.



From: Porter

Subject potions

This is correct. We all have a potion.

Round 1 actions, round 1, round 2 actions, withdraw

From: Jason

Subject Round 1 actions

That's how I remember it too. Ragnar will is going to cast a cure spell on Alistair... Unfortunately I'll have to let you know which one tomorrow, because its going to involve seeing what he's cast so far today.



From: Derek

Subject Round 1 actions

OOC: OUCH. What is Allistair's difficulty to cast a spell next round?

IC: Ouch. Allistair had never felt as much pain in a single instance as he had just received. He would be surprised that he was still conscious, if he had time to think about such things. He'd really like to shoot a fireball up the arse of these manticores, but he's not sure if he can pull it off.

OOC: If Allistair has a decent chance of getting a fireball off, he'll shoot one that will get the two manticores without hitting his friends. Then he will run out the door. If he can't get a fireball off, he'll just run out and then drink his potion.



From: Randy

Subject Round 1 actions

Ranthir charges at Sharpspike as he seems to be the one in charge and is the one that ordered the attack. Staying at a distance did not seem like a good idea in this situation. He will attack as soon as he is close enough to take a swing.



From: Mark

Subject Round 1 actions

He would need to make a Concentration check of 10+ the damage taken this round, which would be a DC 43.



From: Derek

Subject Round 1 actions

OCC: *That* would be a very difficult number to roll.

IC: Allistair runs outside the room and gulps his potion down.



From: Mark

Subject Round 1 actions

I assume that Mund is raging?



From: Porter

Subject Round 1 actions

Yes. I see that I didn't make that explicit, but that's what I meant by "Mund summons all his strength." I should have made it clearer.



From: Mark

Subject Round 1 actions

I thought that that was what you meant, and it make perfect sense in this situation, but I just wanted to make sure.



From: Mark

Subject Round 1

Round 1 Initiative: Kal (23), Surin (20), Harp (18), Salix (12), Mund (11), Ran (9), Allistair (9), Flailtail (5), Sharpspike (5), Ragnar (5).

Kal's sense of right and wrong flares with in him. They had tried to deal with these creatures and they attacked the most helpless of the party on a technicality. Seeing the other fighters in the group preparing to charge Kal chants the spell for the strength of the Bull. As he feels his muscles surge with power, he rushes towards the beast that called it self Sharpspike.

Surin sees the attack just as he enters the room and watches Salix and Allistair almost fall from their injuries. The halfling takes a step into the room, trying to figure out how he can best help.

Harp pushes past Mund and grabs Salix, almost dragging him along, but also shielding the druid with his body. Ordering Ranthir, Mund and Kal to attack, he tells Ragnar to follow him "Save these two, if you can. I will go help the others." As he moves past the 1/2 also grabs Allistair as well and pushes both the mage and the druid out into the hallway. He then turns, a fire in his eyes. He sees Surin standing by him. "I don't know if you can help in this fight, little one, but maybe you can help Brother Ragnar aid these two."

Salix does not remember ever being in such pain. He vaguely realizes that Harp is dragging him to safety but the action barely registers. Healing. Something about healing. There was no way he would be able to pray for healing, not with the pain he was in. The thought crystallizes, just for a second, and he remembers the potion. Grasping at his waist, he pulls the small vial from where it was tied on his belt. He pulls the stopper with his teeth and not stopping to spit out the cork, lets the healing fluid flow into his mouth (Heal 8). The bleeding around the spike in his chest slows to a trickle.

Mund's anger at the situation is over run with his feelings for his brother. He sees Harp rush Salix and Ally out of the room, protecting them with his body. "Well, that does it. I tried to deal fairly with these things and they tried to kill my brother. No more nice Mund." The barbarian grabs his battle axe as he charges the two creatures, moving to a spot where they will not be able to escape. When he gets there he takes a huge swipe with his axe at Sharpspike (AC17, 16+14=29, hit, damage 8) and leaves a small gash in the things front right leg.

Ranthir also charges Sharpspike, a long forgotten elven war cry coming from his lips. His sword flashes in the light, (AC17, 4+13=17, hit, damage 4) and he nicks a wing tip. Ranthir curses that he was not able to do more damage and prepares for the attack he knows will come.

Allistair mind almost disconnects from the pain. "You know this would have been a perfect place for that fireball spell. They were just the right distance away, they were all lined up." His reverie is disturbed by the pain and Harp's grabbing him and pulling him to safety. In the distant background he hears Mund and Ranthir's battle cries. He then realizes that neither Mund nor Ran is at full strength and that two manticores may very well be too much for them. "Need to do something about the pain." He grabs at the vial at his waist and pops the stopper out and swallows the sweet tasting liquid (heal 6). His breath comes a bit easier.

Flailtail claws at Mund and then bites at the barbarian, the sharp teeth and claws gouging at the breastplate(AC20, 20+10=30, hit, critical threat, critical threat roll, AC20, 5+10=15,miss, no critical, 19+10=29, hit, 20+8=28, hit, critical threat, critical threat roll, AC20, 12+8=20, critical hit, damage 27).

Sharpspike strikes at Ranthir, one claw catching the 1/2 elf in the chest. (AC19, 7+10=17, miss, 20+10=30, hit, critical threat, critical threat roll, AC19, 4+10=14, miss, 7+10=17, miss, damage 10). Ran is able to roll with the paw, which keeps him from having his guts left on the floor.

Ragnar hustles out after Harp and his two companions, ready to heal them. Salix looks the worst for wear, so the cleric pulls out one of the scrolls and reads it, touching the druid as he does (Heal 11).

OODM: I need round 2 actions. Both Mund and Ran will be able to get in 2 attacks this round, assuming they take no more than a 5 foot step. Salix and Allistair will be able to do something, if they want.



From: Porter

Subject HP's

Is there anyplace I can look to see everybody's current hit points?



From: Mark

Subject HP's

Sakeriver.



From: Porter

Subject HP's

I just looked there, and it's not in the archives.



From: Mark

Subject HP's

Not in the archives. In the gaming tools section.



From: Porter

Subject HP's

Are you talking about the character sheets?

Mund's says that he has 30 out of 59 HP. Does the 30 include the +12 HP for raging?



From: Derek

Subject Round 2 actions

Allistair tries to clear his head enough so that he can run in the room and help. He asks Ragnar and Salix quickly, "Did I hear correctly that there are two Manticore cubs in addition to these two adults? If I hit them or threaten to hit them with a fireball, would the adults race back to guard thier cubs, would they be fearful enough that they would stop fighting, or would they attack me again?

OOC: Can I get a knowledge check on how the Manticores might behave if I threatened (or outright fireballed) thier young? Where I target my fireball will be determined by how I think they may react, and Ragnar's and Salix's reasoning.

Allistair moves into the room far enough so that he can shoot off a fireball. Can he see the two manticore cubs in the back of the room? If he can, he'll



From: Porter

Subject Round 2 actions

We're in big trouble.



From: Derek

Subject Round 2 actions

OOC: Sorry about that last paragraph. I forgot to erase it when I was rethinking my wording....



From: Kevin

Subject Round 2 actions

OOC: I have NEVER seen so many critical threats and hits in only 2 rounds of action from only 2 creatures.

Will write more tonight.



From: Kevin

Subject Round 2 actions

OOC: Mark, the concentration check is only for the round immediately following when damage was taken, right? i.e. since Salix was injured during the "surprise" round, and has now taken a turn to move and heal himself somewhat, he can cast in round 2 without making a concentration check, right? Same with Allistair?



From: Mark

Subject Round 2 actions

I think that that is what I said. Yes I am sure that that is what I said. The last line of the e-mail reads " Salix and Allistair will be able to do something, if they want."

So I guess I was very clear about what they would be able to do if they wanted to, unlike some people who assume others know what they were thinking when they wrote how people were lining up.



From: Kevin

Subject Round 2 actions

Sorry, I was still reeling from the huge amounts of damage our group took to read all the way down.

Take a prozac and lie down for a few minutes.



From: Kevin

Subject Round 2 actions

Harp looks up at the two in front of the beasts, each of them getting attacked viciously. He looks at Allistair, who is looking a bit better than he had a few minutes ago. "Can you shoot one of those fireballs back into the corner behind those things, if so, do it."

With that, Harp steps a few feet forward (5 ft step) toward Ran and Mund and Kal, and in his loudest, best seargant voice "WITHDRAW NOW!!!!"

OOC: Guys, withdraw action does not provoke an AOO, and it gets you out of range of the fireball that Ally is going to throw.

IC: Salix feels the warmth of the potion flow through his body. As the pain eases, he hears the sound of combat behind him in the room. Remembering the damage he had taken, he knows that hsi friends (even that damn elf Kal) would need natures help to over come these things. He steps gingerly back into the room, Harp and Ragnar in front of him. He touches his hand to the acorn on his chest, and chants the prayer that will call the power of electricity to his command. He strikes with it at the beasts. (Call Lightning).



From: Randy

Subject Round 2 actions

Ranthir will continue to attack Sharpspike, hoping to make two solid strikes at the creature. The blow had hurt, but he was still in pretty solid shape.



From: Randy

Subject Round 2 actions, revised

OOC: Revise my turn as follows

Ranthir hears Harp and responds quickly, withdrawing to the left of the creatures, not wanting to fall back into the path of whatever is to come.



From: Porter

Subject Round 2 actions

Mund is glad to see that Harp can recognize how dangerous this has gotten. He withdraws and goes back out through the door.



From: Mark

Subject Round 2 actions

Would you mind giving me a Square locator on the map?



From: Mark

Subject Round 2 actions

Getting awfully crowded around the door.



From: Jason

Subject Round 2 actions

Back on 5/13, Mark said "Kal is about 100 shy of 6th level and will go up,

assuming he lives, after the next encounter."

That comment is taking on whole new meanings right now.



From: Mark

Subject Round 2 actions

Actually Kal has gone up.



From: Jason

Subject Round 2 actions

Ah, my mistake. I was going through the archives figuring out what spells I've cast since we last rested, and I'm fairly certain that my spell list is now up to date. Speaking of which, Ragnar is going to cast Magic Circle against evil and then step away from the doorway (but stay within 10 feet of it.) That should hold the things back if we want to get out.

PS If, for any reason, when its Ragnar's turn he's the only one in a direct line between the manticores and Allistair and/or Salix, he'll stay there instead.



From: Mark

Subject Round 2 actions

Again if you could give me a square location that would be helpful.



From: Kevin

Subject Round 2 actions

OOC: Randy and Porter, I don't think Ran and Mund can make it ALL the way back to the door using the withdraw - Harp just wants them out of the way when the fire ball goes off. Luckily you guys are all before Salix and Allistair.

Mark, Harp will 5 ft step 1 square to G14. Salix will move to G16 for his call lightning.



From: Porter

Subject Run

If Mund can run after doing a withdraw, he can easily make it out the door.



From: Derek

Subject Round 2 actions

Mark, can I get a knowledge check for Allistair and at least Salix (who probably has the best idea of how they might react, being a druid) on how these Manticores will react if I hurt or threaten thier young? (Assuming that Allistair can see their young, that hasn't been answered yet either) If Allistair can't see the young or if no one knows they might react or if they would probably charge and attack me instead, then he'll just target the Manticores while making sure Ran and Mund don't get hit.

Also if Ragrar does cast that protection from evil, Allistair will do his best to stay in the area of effect.



From: Porter

Subject Round 2 actions

OOC: I am remining you that more than once Mund has been in favor of using Allistair's magic to hurt the baddies even if it hurts the fighters as well.



From: Mark

Subject Withdraw

The withdraw action is a full round action. You can move upto double your speed and do not provoke an AOO. You also do not get to make any attacks. The AOO you do not provoke is only from the square you are leaving. If you leave another square or do another action that provokes an AOO, that second AOO happens.



From: Kevin

Subject Withdraw

OOC: Porter, I believe the Withdraw action is a full round action, meaning that Mund will not be able to do other movement. A Withdraw allows you to leave a threatened square and move your normal movement allowance without provoking an attack of opportunity. Unless these guys die from the fireball (not bloody likely) they are going to move at you and probably attack you again this turn, but since they will have had to take a move action, they will not get a full attack, just normal attack (1 claw instead of 2). Harp wants to get you two to pull back as best as possible - if we can get back through the door, we can limit who they can hit a bit more.



From: Mark

Subject Round 2 actions

Actually Salix has very little knowledge about them. They are magical beasts and druids know very little about those types of things.

The applicable skill is knowledge Arcana and I already rolled for Allistair, that is how he knew what they were. Since you passed the knowledge checky by more than 5 points I will let you know one more fact about them. In a seperate e-mail.



From: Kevin

Subject Withdraw

I bow to my brother saying you can move a double movement. In that case, you may be able to make it - you small human types move faster than us 1/2 orcs.



From: Porter

Subject Withdraw

OK, let me see if I understand this:

These critters have a 10-foot reach. Even if they don't get an AOO on Mund when he leaves the square he's in, they'll still get one when he leaves the next square.

In other words, withdraw is useless when fighting anything of size large or larger.

So, Mund might as well attack and then run away.



From: Mark

Subject Withdraw

Thank you Mr. DM's Brother.



From: Kevin

Subject Withdraw

You do not know that they have a 10' foot reach, just that they are 10' long.

Mund does not have to do what Harp yells, Harp is just tyring to protect him. He is sort of soft that way. Mund maybe be so enraged at the attack on Allistair that he would not disengage until he or they are dead. You play him as you see him.



From: Porter

Subject Withdraw

I'm trying to understand the D&D rules. I'm not saying anything about what Mund would do.

I'm also going off of the assumption that any creature that takes up 4 squares has a 10-foot reach. I don't know if this is true or not, but it is true of everything we've encountered so far.

Besides that assumption, is my analysis of the rules correct?



From: Kevin

Subject Withdraw

I will say yes, but bow to the immense power and wisdom of the DM. He has the rules guru.



From: Mark

Subject Withdraw

Who said they had 10 foot reach? Not all 10 foot creatures have 10 foot reach. In fact I think the paty has already fought a few that do not.

There is a pattern to the size vs. reach.



From: Mark

Subject Withdraw

I will let everyone in on the pattern I have picked up on with Monsters, size and reach.

If a creature is large but a quadreped, then they usually, not always, will have a 5 foot reach. If a creature is large and a biped then the usually, not always, will have a 10 foot reach.

In general though Porter is correct. The withdraw action is not very usuful to people moveing away from creatures with 10 foot reach.

However, the mobility feat, which Ran and Kal have, helps alot.



From: Porter

Subject Withdraw

OK. Considering that assumption, is everything else I said correct?



From: Porter

Subject Withdraw

Can Mund attack and then run away at double speed?



From: Mark

Subject Withdraw

Not really. If Mund attacks and runs away he would provoke two AOO, one for each square. If the creature has Combat Reflexes, then it would get two AOO, one for each square Mund left. If the creature does not, then it only gets one.

also if you run you move 4 times your speed but loose your DEX bonus to AC. Unless you have the Run feat, whic allows you to move 5 times you speed and lets you keep your DEX bonus to AC when running.



From: Mark

Subject Withdraw

No.

Here are the options

1: Withdraw. Move twice speed, remove one AOO. NO attack for Mund.

2: Attack once and move base speed. May provoke AOO.

3: Attack full.

4: Run. Move 4 times speed, provoke AOO, loose DEX to AC.

I think that covers most of them. If you do not move you can do a 5 foot step.



From: Porter

Subject Withdraw

Huh. Wasn't Mund able to move at 2x and attack last round?



From: Mark

Subject Withdraw

He charged. That is another full round action that ends with an attack.

The withdraw is similar but it is used to leave combat. You sacrifice the attack to remove the AOO you would provoke when you normally leave a threatened square.



From: Porter

Subject Withdraw

After a whole bunch of talk, we're right back where we started:

Mund is glad to see that Harp can recognize how dangerous this has gotten. He withdraws and goes back out through the door.



From: Kevin

Subject Withdraw

But the talking was the important part.

Can't we all just get along?



From: Josh

Subject Withdraw

Wait, we're reatreating?



From: Randy

Subject Withdraw

G6



From: Kevin

Subject Withdraw

A strategic redeployment. Kal might pull up if he hears Harps call in time. Play it like you need.



From: Jason

Subject Round 2 actions

Have Ragnar aim for O10, unless there's no one between the Manticores and the two who are currently outside the room. Then he'll just get in the way. Here's the map for this round.


More round 2 actions

From: Mark

Subject Turn

I will try and get a turn out at lunch today.



From: Ashley

Subject Round 2 actions

Surin sticks with Salix and Allistair, going back out the doorway. To whoever else (if anyone else) is left just inside the door, he says, "Spread out! Don't make another easy target for those spikes!"



From: Mark

Subject Round 2 actions

Josh

I would like to get a turn out but I need to know what you are doing? The problem is that you move before Harp orders the retreat. So in character, Kal would move in and attack, Harp would call the retreat, but Kal could not move this round since he has already moved. Ranthir, Mund and Harp would withdraw and that would leave Kal all by himself.

Any comments guys?



From: Derek

Subject Round 2 actions

Surely a Harp can call a retreat before his actual action comes up. It isn't like it takes a whole 10 seconds or whatever a round is. Everyone is close enough that we can hear each other, so a shout made by Harp before anyone acts is not unrealistic, imho.

Also if Kal doesn't retreat with the rest, Allistair will aim his fireball accordingly so that only the Manticores get hit and not Kal.



From: Porter

Subject Round 2 actions

I agree. Talking is a free action, and he could have held that free action until the end of last round and said it then.



From: Mark

Subject Round 2 actions

I have no problem with allowing that as long as Josh is willing to have Kal retreat.

The last e-mail was Josh asking if the party was going to retreat. He did not say that he was going to retreat.



From: Josh

Subject Round 2 actions

OOC: Writing up a turn now, it'll be ready in 10 or so.



From: Mark

Subject Round 2 actions

Not a problem. I do not know if I will get a turn out tonight. I am going to the inlaws for dinner and then Lost is on. Sorry guys you take second place to the finale tonight.



From: Josh

Subject Round 2 actions

OOC: If Kal can retreat, he will.

IC: Kal hears Harp yell for a retreat. "Damn." Kal thinks. He considers firing off a magic missle, but figures Harp might be planning to talk to these beasts anyway. His training takes over and Kal obeys his orders.

Turn, Round 2, round 3 actions and Sir Robin

From: Kevin

Subject Turn

Turn!!! Turn!!!!, Turn!!!, Turn!!!, Turn!!!, Turn!!!

I am "lost" without it.



From: Mark

Subject Turn

I will try and get something out this morning.



From: Randy

Subject Turn

Do or do not. There is no try.



From: Kevin

Subject Turn

I understand, Randi-won Kenobi.



From: Mark

Subject Round 2

Round 2 Initiative: Kal (23), Surin (20), Harp (18), Salix (12), Mund (11), Ran (9), Allistair (9), Flailtail (5), Sharpspike (5), Ragnar (5).

As Kal prepares to charge and attack he hears a commanding voice from behind him shout "Withdraw NOW". The elf is a bit surprised but years of training with the bladesingers makes his body react, almost with out thinking, to the voice of command. Not wanting to leave with out doing some damage, he quickly casts the magic missile spell. The three glowing bolts of energy strike Sharpspike in the haunch, burning small holes in his leg (damage 9) and then retreats to the door. As he gets there he tells Harp "We are going to need to clear this door and the hall way if we are going to get every one out."

Surin hears Harp call for the retreat and starts to make his way out of the room. "Salix and Allistair spread out so we aren't that easy of a target."

Harp takes a step forward after calling the retreat, his sword ready, taking position so that he can act as rear guard when the others pass. "Allistair, can you manage one of those fireball things? It might take some pressure off of the others. If you can do it and move back up the hallway with Surin."

Salix, still recovering from the damage he had just taken is able to concentrate enough to see that the others need help. He reaches to touch the acorn and leaves symbol on the chest of his armor but his hand finds the spike still there. Pulling it out with a grunt of pain, he continues his prayer, summoning lightning in the room and calling down a bolt on Sharpspike. The bolt flashes down, but the beast is able to dodge out of the way and is only singed (REF save, DC16, 15+7=22, save, damage 8). Salix waits in the corner of the hallway seeing if he can strike the creatures again.

Mund hears Harps call for withdraw and nods grimly. They were not in a good place for this and needed to change tactics. The barbarian feints to his right to distract the beast, and while it is off balance he moves back out of danger and hightails it back to the door, must making it past Harp and Kal and taking position next to his brother just outside the door.

Ran also hears Harp call withdraw. Hoping that the 1/2 orc had a plan, he blocks a claw on his shield and pulls back as well. Not turning his back on the things, he back peddles towards the door, turning his head now and then to make sure he does not bump into anyone else. He gets to the door and takes up position next to Ragnar and Kal. He sees Allistair stick his head in the room judging the distance to the creatures.

Allistair has a grim look on his face as the others start their withdraw. He sees Salix's lightning bolt do a little damage to Sharpspike but the other creature has not be damaged at all. Now was the time. No allies in the way, both foes close together. Chanting the spell, he throws the small ball of dung and it flies to a spot between the two manitcores. And then it explodes in a ball of flame. Flailtail is able to shield itself with its wings and blocks most of the effect (REF save, DC16, 17+7=24, save, damage 9). However, Sharpspike, still off balance from avoiding the lightning is caught full force (REF save, DC16, 1+7=8, fail, damage 18). Fur catches fire and wings start to smolder. Allistair then moves back down the hallway as fast as he can.

Sharpspike charges at the party members still in the room. Its 1000lbs of muscle and claws and wings and spikes charges Harp but the 1/2 orc stands his ground, and with a swift swing of his shield, is able to block the claws that rake at his head (AC21, 8+12=20, miss). The claws screech as the grate against the steel shield, sparks flying.

Flailtail also charges the party, but her movement is hampered by Sharpspike's wings and she is unable to make an attack, although she able to close with Harp and Kal.

Ragnar watches with horrified fascination as the two creatures charge and attack. Remembering himself, he chants the prayer of protection from Evil, hoping this will aide his friends before they are torn apart.

OODM: Round 2 is over. I need round 3 actions.

Map attached



From: Porter

Subject Round 3 actions

Why didn't everybody withdraw out of the room?



From: Mark

Subject Round 3 actions

Not everyone said that they were going to leave the room. Also, not every one moves as fast as Mund. Ran would not be able to make it out of the room this round.



From: Porter

Subject Round 3 actions

Suckers!



From: Porter

Subject Round 3 actions

Mund sees that not everybody was able to make it out the door. He grabs Ran and Ragnar and pulls them back through the door as far as he can.



From: Mark

Subject Sir Robin

Now we will all sing the Sir Robin theme.



From: Derek

Subject Round 3 actions

If Allistair was in square O10 or P10, would he be able to shoot a fireball that goes past everyone and explodes behind the Manticores?



From: Derek

Subject Sir Robin

Sir Robin:

http://www.youtube.com/watch?v=YjNycOFzUKc



From: Mark

Subject Round 3 actions

Not at this time. Too many people in the way. If people move out of the way then He might be able to. Of course then it will be just Allistair in the way of the creatures.



From: Derek

Subject Round 3 actions

Can the Manticores fit through the door?



From: Mark

Subject Round 3 actions

One at a time. They are about 5 feet wide when their wings are furled, maybe 8 feet long plus the tail.



From: Porter

Subject Round 3 actions

We can run back to the main room and close that door.



From: Randy

Subject Sir Robin

This one is better:

http://www.youtube.com/watch?v=oYU25cGcbEg



From: Randy

Subject Round 3 actions

Ranthir goes along with the retreat, making sure to not turn his back on the creatures. If the creatures got into the hallway, there was no telling if they would again pepper them with the spikes. "Retreat to the main room! We need to regroup and get away from their spikes!"



From: Kevin

Subject Round 3 actions

OOC: Look at the initiative count - Ragnar is going to have issues.

IC: Salix watches as the lightning hits the creature, but it is fast enough to avoid most of the bolt. Well, he had more where that came from. He takes a step back from the doorway (5 ft. step to J15) concentrates on the creature in front of them, and aims another bolt at Sharpspike.

OOC: Let me think about Harp's next move.



From: Porter

Subject Round 3 actions

Remember that Mund's going to be dragging him out.



From: Derek

Subject Round 3 actions

I have two spells that might be useful - I still have a web spell I can cast, and I have a rope trick. Would a web have a decent chance of slowing these guys down? Although Rope Trick can only be climbed by one person at a time, so it would take a full 8 rounds for us to get inside, so that might not be so useful.

Maybe if we get everyone through the door and our two strongest guys in O9 and P9 we can close the door on them. Only one of them can push on the door at a time, so we might have a chance.



From: Derek

Subject Round 3 actions

Does anyone have some oil we could spread on the floor behind us, or even better, some caltrops? Anything that could slow them down...

What I wouldn't give for a Grease spell, or a formidable Wall spell right now....



From: Kevin

Subject Round 3 actions

I am not sure that Harp knows that, but I will try to write it up so that *if* that happens, he can work with that.



From: Kevin

Subject Round 3 actions

Doesn't Web have strength based chance to break free? My guess is these things are REALLY strong - most animals are, and these are large animals.

Mark, change Salix's turn to have him throw the bolt from where he is and then have him move up the hallway to where he is next to Surin.

Still thinking about Harp.



From: Porter

Subject Round 3 actions

Does Kal have any more Bull's Strength spells that he could use on one of the two strongest party members?

Right now, the two strongest are Mund (20) and Harp (18).



From: Kevin

Subject Round 3 actions

Harp watches as everyone retreats, lightning and fire going off around the manticores. They seem to do some damage, but not enough. There were still four of them in the room, and the creatures had covered the distance between them so quickly. Harp hopes that the others will keep falling back, but it is up to Harp, who had chosen to explore this room, who had told Surin to stay outside, it was his responsiblity to keep the way open until the others were out. "Keep moving" he shouts, " we need to make the hallway and fall back to the main room"

OOC: Mark, Harp will hold action until he sees the last of the team exit the room. If Ragnar is pulled out, then Harp will Withdraw with Ran. If Mund is unable to get Mund out on his own, the Harp will hold his action, fight using total defense, and then take a 5 ft step back to where Ran is now.



From: Derek

Subject Round 3 actions

Allistair also has an Enlarge he could cast on Harp or someone else.



From: Ashley

Subject Round 3 actions

Is the room with the Fire Elementals too far away?



From: Kevin

Subject Round 3 actions

OOC: IMO, lets hold off until we get back to the main room. If one of us is enlarged, then no one can get around him and it would be really hard to throw spells around him.

At least magic seems to hurt these things.



From: Derek

Subject Round 3 actions

I think it's pretty far. If Salix summoned a couple of creatures to out-flank these Manticores though (or get between us and the Manticores) it would probably buy us enough time to get away to somewhere.



From: Kevin

Subject Round 3 actions

I think that if we can draw them into the hallway, where only one can attack us at a time, Salix would be likely to summon some Hippogriffs to distract them. As in next turn, assuming we all can get out of the door and one of them sticks its head through.



From: Jason

Subject Round 3 actions

Nobody drags a dwarf!

Actually, Mark if you could check your emails, in the email where I attached the JPG version of the last map, I clarified that I wanted to move to square O10. I think you may have missed it.

Once he's out of the room (whether by retroactive DM action or being dragged or moving on his own initiative) Ragnar will cast Spirit Weapon and have it attack the one that got hit by lightning.



From: Jason

Subject Round 3 actions

PS I think the weapon doesn't get in the way (I know it doesn't give flanking bonuses) so I'd like it on this side of the manticores, alongside our fighters. If you think it DOES get in the way, then go ahead and have it appear behind him instead.



From: Mark

Subject Round 3 actions

As far as I am concerned it does not get in the way.



From: Jason

Subject Round 3 actions

Kal speaks up. "Harp! Hold them at this door with me!"

He attacks the green one and then takes a 5 foot step back and to his right (into the corner). If Harp runs like a little girl Kal will retreat too.

:-D

Maps and positions

From: Kevin

Subject Round 3 actions

OOC: Josh, unless you hold action, you can't step where Ragnar is right now, unless you hold action. However, if you want to withdraw back to the square right behind where Ran is right now, Harp will gladly stand by you when he moves to where Salix is right now. Harp has 2 goals - get eveyone out of the room, and then try to limit them to attack one of these things at a time.



From: Mark

Subject Map

I just realized why I have been having problems with locating people on the map.

For example, Kevin, you want Harp to be at G14. But there is no G14.

The columns are usually letters and the rows are numbers.

For example I show that Mund is just outside the door at N9. Harp is at N7, Kal is at O7, Ran is at O8, Ragnar is at P8, Salix is at P9, Surin is at M9 and Allistair is at I10.

If your character is not in a place you wanted them to be please let me know.

I have attached a new map with the column and row headers.




From: Kevin

Subject Positions

OOC: Harp's starts to understand why he has been feeling so confused the past few minutes. It was as if the whole world had just realinged itself.

Salix will lightning bolt and then move to M10. Harp will keep his same basic actions as before, but he will try to get to O9 if he can (using withdrawn). Again, if Ragnar has not been pulled out, he will fight with total defense and take a 5 ft step back to O8 if it is open.



From: Jason

Subject Positions

I hate to say it, but I still don't see what you're talking about in this map. As far as I can tell, I still want to be in square O10, which is down and left from Salix. The only headers I see are the normal excel ones.



From: Mark

Subject Positions

If you look at the preview it will show row and column headers now.

And you may know how to read excel correctly, unlike my brother who, I think, decided to assing his own column and row headers.

Positions, game future, whine and cheese

From: Kevin

Subject Positions

So I reversed them. I refuse to be controlled and limited by your arbitrary system of identification.

I hate being under the control of "The Man".

Rise up, rebel, take control of you life.

** Harp dies**



From: Mark

Subject the games future

No, Harp becomes a fairy.

I want to apologize to all of you for my taking so much time to move this along. It is end of year at school and other things so my evenings have been filled more than usual (Damn wife who wants plants planted and movie premiers). Also there has been another change at work.

Several months ago I was moved to a new position and they brought in a new person to take over many of the duties I used to do. Back in late March this lady had to have surgery and was out for 5 weeks. During that time I reverted to my old job. She came back for about 4 weeks and we had just got her caught up when she finds out that she has cancer and has to go back in for more surgery. So she is out for another 5 weeks at least.

However, with the school year winding down, soccer season ending next week, the summer repeat season starting and most of the flowers planted, I expect that soon I will be writing as much as before.

Thanks for sticking with me.



From: Kevin

Subject game future

So long as Mund gets his damn +1 weapon at the end of this so we don't have to listen to him whine about not being able to hit things....



From: Josh

Subject Game future

And as long as Kal gets his +1 dead barbarian.

;-)



From: Porter

Subject Game future

Mund can always hit Harp.



From: Kevin

Subject Whine and cheese

Yeah, but he needs a +1 weapon to do that, and he does not have that.

All right, so that's not quite true, but it sounds good.

We better get some good stuff after this. We have a bunch of 6th level folks with really measley stuff for their level.



From: Porter

Subject Whine and cheese

I can't believe I've adventured enough to go from level 5 to level 6 and the only treasure I've gotten is this nonmagical shield.



From: Kevin

Subject Whine and cheese

By the time we are done, you will likely be at 7th level, between the creature XP and teh adventure XP.

Harp is looking for some nice magical mithral plate and maybe an even nicer sword.

Maybe a cloak of resistance or a wand of cure wounds. Remember when he asked for that at the start of this? No, the scrolls will work. Maybe, but Harp wants his wand.

Round 3 and consequences

From: Ashley

Subject Round 3 actions

I keep almost deciding to have Surin make off with some dragonhide, but I can't make up my mind if it's worth giving up Evasion.



From: Mark

Subject Round 3

Round 3 Initiative: Kal (23), Surin (20), Harp (18), Salix (12), Mund (11), Ran (9), Allistair (9), Flailtail (5), Sharpspike (5), Ragnar (5).

Kal watches as the rest of the party starts to exit the room. "Harp" he calls, "Stand with me at the door so the others can move back to safety. The elf launches another attack at the beast in front of him, his silver rapier darting in and (AC17, 10+14=22, hit, damage 12) sinking hilt deep in the creature's chest. He pulls out the bloody sword as he turns and dodges a claw. He then takes a step into the corner, Ran on one side and solid stone walls on two other sides.

Surin figures out that if the party is going to retreat, they had better have a surprise waiting for these things at the other end of the hall way. He starts hustling back to the main room. As he passes Allistair he says "Come with me. Let's set up an ambush for when the others lead them back to the main room." The halfling keeps moving.

"Ran" shouts Harp "Keep moving back. You and Ragnar will be the next line when Kal and I pull back. Get ready for them. The 1/2 orc swings at Sharpspike again, catching the large beast another solid blow (AC17, 16+11=27, damage 11). Sharpspike staggers at the blow and almost falls. Harp moves back next to Ranthir, his back to the wall.

Salix hears Harp call for the retreat. Frustrated that this will be the last strike he can make with the lightning if he moves, he calls another bolt down on Sharpspike. The bolt strikes down from the back of the room and catches Sharpspike full in the back, the creatures taking the full brunt of the bolts power (REF save, DC16, 4+7=11, fail, 15 damage.) The manticore lights up, its skeleton briefly visible through the skin, and then falls into a heap on the floor, smoke coming from its ears and mouth, it's eyes smoldering globs of jelly. The 1/2 elf then moves down the hallway at best speed.

Mund hears Harp's call for a retreat and reaches in to grab Ranthir and pull him to safety. The 1/2 elf shrugs off his grab and snarls back "There's only one left and it is hurt. I stay. And fight." With that the 1/2 elf steps forward and lunges with his blade. He bypasses the manticore's wing that tries to block him and drives the blade home (AC17, 11+11=22, hit, damage 10). With a smooth motion that reflects his improved skill with the blade, Ran spins and lands a blow on the things neck (AC17, 20+6=26, critical threat, critical threat roll, AC17, 15+6=21, critical hit, damage 13) and separates the head from the neck. Mund looks on, a bit astonished at the results of Ranthir's attack.

The others look on and Ragnar shouts down the hallway "You can come back. Ranthir finished them off."

OODM: Fight is over. What now?




From: Kevin

Subject The consequences

Lets go open the next door!!!

No, Mark, nice, graphic combat descriptions. Pat loved it.

IC: Harp comes to a stop, his chest heaving, the roar of the manticores still in his ears. That quickly, it had ended. Ran's skill with a blade had advanced well beyond Harp's, and he had put it to good use.He hears Ragnars call to the others that the manticores were dead. Harp looks around the room, tyring to see if there were any signs of the two children Sharpspike had mentioned. Full grown adults he could handle having to kill, but children, even of creatures such as these, that would test even his mettle. As the group enters the room, he notices that there is another door at the far end of the room. What else should he have expected. Of course this would not be the end.

As the others enter, Harp and Ragnar will look to the wounds that have not been completely healed. He will ask Surin to scout the room, knowing in his heart that the little adventurer will not find anything in this room. Harp will suggest that they listen at the new door, that they heal what wounds they can with what prayers they have for the day, and that they take a peek in the new room before they go to rest in back in the main room. They had conquered the water elemental, been able to outsmart the fire elemental, and had been able to overcome these manticores. Not a bad days work in other times, but here, it was not even lunch time.

When Allistair returns, Harp will ask him for more information about Manticores, and if what they had encountered was normal.

A quick end

From: Derek

Subject A quick end

OOC: I did *not* expect the battle to end that round. NO complaints, though.

IC: Allistair hears the others shout that the Mandrakes had been quickly dispatched of, to his surprise. After those initial blows that himself and Salix received, he had really been afraid that they might not get everyone alive out of this god's playground/dimension. He returns to the room with the Mandrakes, not sure if he's dissappointed or relieved to see there aren't two additional cubs to deal with. He then answers Harp's questions about the Mandrakes (how much does Allistair know about the Mandrakes?) and then asks Harp if they are going to open the next door, or take a rest to heal and re-learn spells.



From: Mark

Subject A quick end

Manticores. And no, he knows nothing else about them other than what I have already sent you.

I will write up a bit more later today.

The party had a great round. Kal did max damage, Salix's lightning bolt did almost max damage, Harp hit and Ranthir hit twice, once with a critical.



From: Mark

Subject A quick end

The party makes its way back into the room. A quick search reveals no young and no key. "I knew they were not telling the truth about how many there were" Salix tells the party "I just was not sure which way there were lying." At Harp's command Surin heads to the next door, the one in the north wall and takes a listen. He comes back shaking his head. "I didn't hear nothing, but of course all of the commotion that was in hear just a while ago would have let anything in there know there was somethin out here. Sorry, Harp."



From: Kevin

Subject A quick end

OOC: All right guys. Most of us have taken some damage thes past few hours. Between Ragnar and Harp, we can probably heal up most of our wounds (or if we use a scroll on the worst of the damage). That will leave Harp and Ragnar pretty well spent for the day. Allistair, Kal, Salix are in pretty good shape (I think - Derek, your opinion would be appreciated as to Allistair's current spell condition). My personal opinion is that we take a quick peek into the next room, see if we can see something that might give us a hint as to what is in there, then close the door, head back to the main room, heal up, pick spells that would be most useful, and rest again. Not much fun, but as we expected, these are getting more and more difficult and we will have to prepare for all of them.

Looking around

From: Randy

Subject Looking around

"We shouldn't decide to rest until we know what we may be facing. We don't know how much time we have used up, so we should try to move quickly if we can."

Ranthir says this, starting to worry about where they may end up when they exit this place. The gate didn't stay in the same place permanently so if they took too long it may be disastrous.

OOC: I am at a conference for the next 3 days and I probably won't get much chance to post from there. Ranthir would prefer to move on if possible, but will concede if the majority would prefer to rest.



From: Porter

Subject looking around

Once the battle is over and Mund has time to catch his breath, he confronts Surin.

"You little worm," he yells. "We spoke to them in good faith, and you ruin it by skulking around. I ought to toss you back into that fire room."



From: Derek

Subject Looking around

Allsitair tries to calm his brother down, doubting that he will have much effect considering what had happened earlier between Mund and Kal.

"Calm down, Mund. Surin was only doing what Harp asked him to. Similarly, Harp only asked Surin to hide himself because Salix told the Manticores the incorrect number of our group. I highly doubt that Salix purposely was trying to deceive the Manticores on our numbers, and Harp was just trying to keep a difficult situation from becoming worse. Talk to Harp and Salix if you have a problem with how we dealt with those beasts."



From: Porter

Subject Looking around

Surin tries to keep from getting angry at Mund. "Hey now, I tried to make things right as soon as I could. Not that it made much difference -- the manticores seemed pretty intent on killing folks...I probably should have just gone in anyway, even if Harp told me to stay back." Surin frowns, thinking back. Something about Harp's command had seemed wrong, but he followed it anyways, to the detriment of Salix's peacemaking efforts.



From: Porter

Subject Looking around

"Really? Sorry about that, little guy."

"So, let me see. Harp can't count to eight, got us ambushed because he had Surin hide when we had promised to come out, and then ordered a retreat right when we were about to win? Why do you guys follow him as your leader anyway?



From: Kevin

Subject Looking around

Harp hears Mund's acusations (sp?). They pretty much mirror what is running through his head. What he wouldn't give to be able to chuck this whole thing and go back to being a regular soldier.

"They did not choose to follow me. They were asked by my superiors in the Order to allow me to lead them on this mission. If you have complaints about that decision, take it up with them when we get back.

As far as this room went, I take responsiblity for having Surin stay out of the room. I did not know that they could smell him and I made the decision to have him stay in the hall, so we did not look as though we had lied about our number. Everything looks clearer when looking back. I made what I thought was the best decision, and knowing what I knew then, I would make the same choice. I called the retreat to give your brother space to cast one of his fireball spells. I did not plan on all of us leaving the room, but I didn't have time to explain the full plan. I wanted us closer to the door so if we did have to withdraw, we could limit their ability to fly and surround us in that larger room.

You may not like my command, and if that's the case, I won't make you follow it. You are more than welcome to stay in the main room as we complete these remaining doors. If you go that way, I will step in your place and protect your brother as best I can."



From: Porter

Subject Looking around

"You're full of it. You don't want me to stay behind. You're just trying to shame me into doing what you say."

"Well you don't need to try to manipulate me. I'm as stuck here as everybody else, and wouldn't risk you guys failing because I wasn't there to help. I'm sticking with the group, even if they do decide to keep following you."

"I will say this for you, though. I didn't think you had it in you to lie to somebody like that. There's hope for you yet, orc."



From: Kevin

Subject Looking around

Harp bristles at the barbarians comments.

"I did not lie. I tried to make sure that those creatures saw what they had been told to expect, 7 people. Having Surin stay in the hallway did not benefit us and tried to keep our word to the manticores. When we entered, there were 7 of us, not 8. You can question my judgement, but don't question my honor."



From: Porter

Subject Looking around

"You ordered Surin to stay outside so that those guys would think there were only seven of us. That's what folk call lying."



From: Kevin

Subject Looking around

"I am not here to debate with you. I made what I felt was the best decision at the time. You can accept that or not. It doesn't matter. What matters is getting this place done so I can relieve you of your burden of having to be around me."

"Now, do you want to open that next door, or do you want to pout some more?"

Looking around, healing and the next room

From: Porter

Subject Looking around

"Back to business. I can respect that."

"I agree that we should look and see what's in there before we stop for the night. But we might want to consider doing at least some healing before doing so. While we've been able to choose our time fight the creatures before, maybe opening up the door a crack this time will allow whatever's in there to come out and fight with us. We have some seriously hurt folk here."



From: Kevin

Subject Looking around

Harp nods at Mund. Well, at least they were not going to get in a fist fight, at least not now. He calls Ragnar over and they will work out how best to use their healing grace on those who have been injured.



From: Karl

Subject looking around

"ENOUGH!" Salix shouts, coughing up some blood for his effort. The wound on his chest looked healed, outwardly, but apparently there was still some damage inside his chest. "This was my fault. I admit it. I don't know how I could have been so stupid, and I put Harp in an awkward position. If he had to lie to cover my stupidity, I'm to blame."

He looks over the bodies of the beasts they had slain. Such awesome creatures. Fierce, yet powerfully beautiful. Salix had never seen their kind before and now they were dead because of his stupidity. Sure they had lied about their numbers, too but that didn't mean much to Salix. Nature lied all the time. It was the most common form of defence. Perhaps they would have attacked even if Salix had not given them the excuse, but he had, so he could not help but believe this could have gone differently if not for him. He wipes a trickle of blood from his mouth as he pushes past the group, to the door back toward the main room. "Clearly I'm too stupid to trust with diplomatic negotiations," he mumbles as he heads down the hall.

In the main hall he kneels, vaguely wishing he knew which direction the Sun was, and begins praying silently to Obad-Hai, acknowledging his failure and pledging to study the incident in his mind, as the Stormfather would tell him if he were here, until he was sure he understood all that had happened and why.

(OOC - for the record, I did send an email message right after I sent the turn with "Salix's" mistake, that said "I miscounted. I won't say who I forgot. If the DM will allow, though, Salix would not have miscounted and would have said '8'." Unfortunately, that was in response to Jason, who pointed out the error to me, and I didn't realize he had only emailed me privately and not to the group. Then I left on vacation and you guys had to deal with the mess that ensued. I'm really ticked that I didn't catch the mistake in time. I wanted to see how this would play out and it galls me that it went sour so quickly because of a stupid miscount on my part as a controller. Salix would not have made such a stupid mistake, since of course he sees everyone and I have to count people up in my head. Now I have to have Salix deal with MY stupidity. And just when he was feeling all superior to you slash-and-burn types. Oh well.)



From: Jason

Subject healing

Ragnar, glad that the tensions they felt had not escalated, immediately begins to help those who are most injured.

ooc: Here's what we have for hp (I'm not sure if this includes Mund's raging HP or not)

A: 21/48

H: 23/58

M: 32/59

Rg: 37/47

Ran: 34/53

Salix: 26/39

Surin and Kal are currently uninjured. Ragnar will use all his spells for cures: CMW for Allistair, Harp and Mund, CLW for Ran and Salix, and his two 0 level spells he'll save until after looking through the next door. He'll definitely use them on someone before going to sleep though, whoever is most injured.



From: Derek

Subject Healing

OOC: Wow, Allistair has really high HP, doesn't he? Of course, it doesn't help as much when everything can hit you really easily, but still, he's only 10 HP behind the fighters. I knew he had a lot of HP for a wizard, but I didn't think it was that high.

IC: Allistar lets Harp know his current condition. "I think I can handle another door without resting if we're careful. Mund, Harp, and Ran have been very good about protecting Salix, Ragnar, and myself, since this is the first time I've been injured so far. I still have one fireball and all of my magic missles in reserve, and I have yet to use up all of my magic missles in a single battle. If I am able to stay in the back without getting severely injured and loose my spells with impunity, I should be help out in another battle. But also think the suggestion about peeking in the next door to see what we might be up against before we rest is prudent."



From: Kevin

Subject Healing

Harp will use whateve prayers he has left to cure any remaining damage.



From: Mark

Subject Turn

I will get a turn out tonight after soccer practice.



From: Mark

Subject Healing

If I remember correctly Mund did have 12 raging HP, so his total, which I have adjusted now, is 20 out of 59.



From: Mark

Subject The next door

I just want to make sure. Ragnar and Harp are going to use most of their healing prayers before they open the door. Then the party is going to open the door and see what is in the room. The party does not have a plan to attack at the moment, and is really just planning this as a recon.

Am I correct on this?



From: Porter

Subject The next door

Does Allistair have an invisible left?



From: Derek

Subject The next door

No, he does not. All he has is one fireball, one rope trick, and a huge slew of MM's.



From: Porter

Subject The next door

It sure seems a shame to not use them.



From: Mark

Subject spells

How many of the MM are actually his and how many does he have in the ring?



From: Derek

Subject Spells

Allistair has 4 MM's memorized, and 3 in the ring. Also an Enlarge spell memorized that I forgot about.



From: Kevin

Subject the next door

That is basically correct. We want to see what we can see, if anything. We may decide to do some hit and run after looking, we shall have to see.



From: Derek

Subject The next door

Allistair sees everyone looking at the next door and speaks up. "I assume that Surin will listen at the door again before we try and open it. Whe we do open it, might I suggest that we have our strongest people Mund, Harp, and Ragnar (I assume) get behind the door and ready to push it closed while Surin (and Allistair, if there's room) looks and listens through the crack?"



From: Kevin

Subject Healing

So, us two cleric types have got to try and heal 143 hp worth of hurt. Good Luck.

Would it be inappropriate to suggest that Ran and Mund get the healing first, then Harp and Ragnar, and Allistair and Salix last, especially if we remember to keep those two out of the front line?



From: Kevin

Subject the next room

OOC: As usual, in this place, the door opens into the next room, so we will have to pull it closed. But Harp can do that - he is well set up to do that. I think having Mund up with Harp, and Surin just behind them, would work. Harp has dark vision, so could see a bit if it is dark, Surin will have the best spot skills, and Mund is there for his reflexes.

We may want to have Allistair viper take a smell at the bottom of the door again. It can't hurt. In fact, Allistair could have him do that while we are healing.



From: Mark

Subject the next room

As the party discusses what went wrong, tempers flare. Allistair is able to calm everyone down, with a lot of help from Salix. Ragnar quietly moves around the room, healing the most seriously wounded as he goes (CMW on Allistair, heal 16, CMW on Harp, heal 21, CMW on Mund, heal 14) and then the less wounded after (CLW on Salix, heal 6, CLW on Ranthir, heal 6). The party looks around. They are still battered and bruised, but resolute that they should at least look at the next room.

The party takes it's place, Surin near the front with Mund and Ranthir close by. Harp and Ragnar stand behind them with Salix and Allistair in the rear. Surin places his ear to the door but even the other two there with him can hear something. There is a large pounding sound and yelling in an unknown language. The sound is almost deafening. The halfling looks at Harp and the 1/2 orc nods. Surin's deft hands quickly work the latch and the door opens. The door swings in and to the left and the party realizes that they are in the south west corner of a large room, about 60 x60. The room is brightly lit and in the other corner, it's back to the party, is a huge, humanoid creature. It looks to be over 10 feet tall and it is swinging a huge club at something in the corner. Each time the club hits the room reverberates with a loud crash.

OODM: OK now what?



From: Kevin

Subject Who sees what?

Mark, can Allistair and Kal see this thing from where they are?



From: Porter

Subject Who sees what

How much does it look like the Ogre we fought earlier?



From: Kevin

Subject Who sees what

Talked to Mark, the guys in the back cannot see this thing.

Harp is going to suggest, quietly, that they close the door quickly.

OOC: Mark, knowledge check from the description for those who might know, but it sure looks giant like.

Guys, I would like the group to get some damage on this thing before we stop to "rest". If we can wait until it sounds like it is where it is now (far away from the door), we can have Allistair, Kal, and Salix pop in, throw some spells (fireball for Allistair, MM for Kal, Summon Nature's Ally for Salix), and then pop out and close the door. We may even get 2 rounds to attack and still be able to close the door (surprise round and Round 1, if we get initiative). We could actually wait for hours waiting for this thing to move around the room, popping open the door, having Allistair throw a MM on it, then closing the door.

Any other ideas? Invisible might not work since the thing might hear the door open and come that way, cutting off escape.



From: Mark

Subject Who sees what

Hard to tell from the back but it does seem bigger, both in height and in breadth. Different proportions as well.

Only one person has the proper knowledge area to know any more.