sakeriver.com

Round 3 redux, round 4 and grappling rules

From: Mark

Subject Round 3 redux

Round 3 Initiative: Kal (24), Harp (20), Ranthir (19), Mund (19), Allistair (18), Ragnar (18), GargoyleL4 (15), GargoyleN1(14), Surin (9), GargoyleJ7(5) Salix (3).

Kal continues moving towards the creatures, trying to get into a position that will flank one of them. As he moves by the creature it takes a swing at him(AOO, leaving a threatened square H3) However the elf reacts with lightening fast reflexes and is just able to dodge the claw that lashes out at him (AC18,11+6=17,miss). The elf positions himself so that the beast is between Harp and himself. His rapier darts in (AC16,7+10=17, hit, damage 8) and pierces the beast through the eye, a gray liquid squirting out from the orb. The beast falls to the ground, a clawed hand grasping at its ruined eye.

Harp is relieved to see the elf follow his commands and take out one of the creatures. Now only two to go. Harp turns his attention to the one that was behind him and attacks with his full strength (AC16, 19+10=29, hit, critical threat, critical threat roll, AC16, 9+10=19, critical hit, damage 22) The 1/2 orc moves(5 foot step to J6) and spins in a whirling attack his sword flashing around in a half circle arc. The sword connects and cuts a deep gash across the chest of the creature(J7).

Ran continues moving along and toppling statues. He rushes to the next statue that has not moved (K2) and again throws his shoulder into it (STR check DC15, 4+4=8) This time however the 1/2 elf is unable to budge the statue.

When Mund gets Surin back to the wall he turns and sees that the orc is surrounded on all four sides. He watches as the elf kills one of them and Harp strikes another with a mighty blow. His blood boils and the barbarian channels the bear totem of his clan. Shouting a war yell he drops his axe and shield and charges the closest foe (J7). He lowers his shoulder and tries to tackle the beast. (AC12, 10+10, hit) and crashes in to the beast. The barbarian tries to wrap his arms around the beasts and tries to trap its arms in his grip (Opposed grapple check, Gargoyle 12+6=18, Mund 9+10=19, success). Mund is able to get his arms around the creature and pin them in place.

Allistair watches the elf take down one of the gargoyles but his view is blocked by the wall and the others in front of him. He hears his brother's war yell and the mage moves just in time to see his brother's axe bounce off the gargoyle. He also notices that it looks like Harp's sword has already done some serious damage to it. He concentrates and chants the spell again, and another three bolts streak from his fingers and strike the remaining gargoyle (N1) solidly in the chest (Damage 10).

Ragnar continues keeping an eye out, seeing that the the battle seems to be turning. No major injuries on their side and two of the creatures are down. Surin stands near him fascinated by the fierce combat taking place in front of him.

The gargoyle that Mund had pinned struggles to free itself (Opposed grapple check, gargoyle 6+6=12, Mund 12+10=22, fail) but the barbarian just squeezes it tighter.

The other gargoyle (N1) attacks Harp. He barely catches one claw on his shield (AC21, 14+6=20,miss) and is able to easily block the other claw with his sword (AC21, 3+6=9,miss). However, this leaves the 1/2 orc out of position and he is unable to avoid the mouth full of teeth that clamp down on his arm, just above his bracer (AC21, 18+4=22, hit, damage 4).

Salix calls another bolt of lightening from the clouds near the ceiling and a bolt strikes the gargoyle that attacked Harp. However, this creature seems to have learned from the other bolts it has seen and is able to jump out of the way when the bolt strikes (REF save, DC16, 15+6=21, save, damage 5).

OODM: I am sorry it took so long to get this done. I was swamped at work yesterday getting ready for my trip and I have spent most of the day at home getting ready as well.

I need round 4 actions. I have included a map.



From: Porter

Subject Round 4 actions

Ha! Mund thinks. Normal swords may not harm them, but they still have an ass to fall onto.

The creature struggles, but Mund is able to stay on top of him. Mund arches his body, driving his shoulder and much of his body weight into the creature's chest, trying to squeeze the breath out of it.

OOC: I want to try to do nonlethal damage to the creature. I don't even know it's possible, but I want to try.

Also, you didn't include a map.



From: Mark

Subject Round 4 actions

The map is the same as the one I sent last week. The positions have not changed.

I will put the map up on Sake river tomorrow.

Mund is at H6, the gargoyle he pinned is at I6 and Harp is at J6. The other gargoyle is at J5.



From: Kevin

Subject Round 4 actions

Mark, is Harp able to attack the grappled gargoyle with out harming Mund? I was not able to determine this from a quick look at the PHB.



From: Josh

Subject Round 4 actions

Kal's still going to J4 and attacking that gargoyle.



From: Josh

Subject dark lines

Mark: Do those thick black lines on on the map in the middle of the room indicate anything?



From: Mark

Subject dark lines

No I was copying Character signifiers and the formating of the boxes came with it. I will try and fix that with the new map.



From: Mark

Subject House rule

It is not covered as far as I can tell, but I am going to make a house rule.

You are unable to attack a foe who is being grappled with out there being a chance you could hit the person grappling him. So you could attack but he would have some cover and there is a chance of hitting Mund.

I am only going to use this rule when the two grapplers are of the same size catagory.



From: Mark

Subject Round 4

Round 3 Initiative: Kal (24), Harp (20), Ranthir (19), Mund (19), Allistair (18), Ragnar (18), GargoyleN1(14), Surin (9), GargoyleJ7(5) Salix (3).

With motions that look nothing like fighting Kal pulls his rapier from the eye socket of the gargoyle. In one fluid move he steps across and spins, his sword flashing out and striking at the back of the gargoyle facing Harp (AC16, 16+14=30, hit, damage 11). The rapier tip slides between the creatures ribs and almost hits Harp when it comes out the other side. The creatures eyes open wide and it looks down with a surprised look on its face as the rapier is pulled back out.

Harp takes advantage of the gargoyle distraction and thrusts his longsword into the creatures belly. There is a small flash as the weapon pierces the tough hide (AC16, 6+12+18, hit, damage 11) and Harp slides his sword into the belly of the thing. He then twists it as he pulls it out and the creature falls, its grey blood flowing on the floor.

Ran redoubles his efforts at toppling the statue that stymied him just a few seconds before. The cords on his neck bulge and his arms strain as he grabs the statue and heaves it onto it side (STR check, DC15, 19+2=21, success).

Mund's battle rage takes on an almost joyous tone in his own ears. These things weren't so tough. Hell he had just tossed one on it's ass. Mund falls on top of the creature, driving his shoulder into the things chest, trying to drive the breath from it (Opposed grapple check, Mund, 4+12=16, Gargoyle 5+6=11, success, damage 0). Mund lands right on the middle of the chest and almost breaks his shoulder from the impact.

Allistair and Ragnar watch Mund tackle the beast in a state of amused horror. Ragnar hears Allistair mumble "That's my brother, tackle something that can only be hurt by magic weapons."

The gargoyle strikes back at the barbarian (AC20, 10+2=12, miss, 17+2=19,miss, 4+0=4, miss). However Mund is able to block all of the attacks before they make contact.

Surin and Salix wait. The druid would like to hit the beast with a bolt of lightening, but figures that such a strike would probably also strike Mund.

OODM: I need round 5 actions. I have included a new map.



From: Porter

Subject Grappling

From the SRD:

When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you're pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. At your opponent's option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you're still grappling.

While not relating directly to the question, this makes it clear that while grappling you are a valid target to others.

At the very least, I think you should be able to target freely somone who is pinned and immobile.

But then, I disagree with this entire new rule. Here's some more SRD rules:



From: Mark

Subject Grappling

I never said that the gargoyle is not a valid target, but that Mund could also be an accidental target. If the gargoyle and Mund are in a pin/grapple, it would reduce the creatures armor class but possible also give him some sort of cover, basically Mund.

You've all seen the shows where the hero and a baddie are rolling around and the hero uses the baddie as a shield against another foe. Something like that.

Harp can attack the gargoyle, however it is not a guarenteed hit with no consequences if he gets a bad roll. And it is concievable that Mund might possibly get hit and or hurt.

Round 5 actions and grappling questions

From: Josh

Subject Round 5 actions

Kal will try to attack the gargoyle that's wrestling with Mund if he can get a clear shot.



From: Kevin

Subject Round 5 actions

Harp watches as the gargoyle slides to the ground, its grey blood flowing from the wounds in its chest. These things might be hard to see originally, but once you knew where they were, they were not so tough. Well, if you had the right weapon, as he and Kal obviously did. Harp then turns his attention to the enemy behind him. He turns where he is, just in time to see Mund tackle the beast that was on Harp's flank. Well done, Mund, Harp thinks to himself. He then watches Mund take a jump and land on the creatures chest. Having been in Mund's grasp before, Harp winces slightly at the memory. But, this time, things seem to turn out differently. Mund lands, and instead of crushing the wind out of the gargoyle, it looks like Mund bounces off of a rock. Maybe Salix's warning about enchanted weapons even applied when wrestling with these things. In that case, Mund would be in trouble.

"Mund, let go of it, and let Kal and I finish it off!!" Harp shouts, hoping that Mund will be able to recognize his voice and under tand the warning. Harp looks on, tyring to find an opportunity to strike without hitting Mund.

OOC: Mark, is there a way to randomly determine if an acceptable opening presents itself? Harp wants to attack but does not want to harm Mund. If there is a way to play that under the rules, OK. If not, Harp will try to Aid Mund (but I want to keep my initiative place). Make sense??



From: Mark

Subject Round 5 actions

Clear shot at the gargoyle or Mund? :)



From: Randy

Subject Round 5 actions

Ranthir will back off, allowing the others to finish the job. He will join Surin and Salix.



From: Porter

Subject Round 5 actions

OK, I'll have Mund do a full withdrawl and let Harp and Kal deal with it.

OOC: If I knew about the rules change, I wouldn't have begun a grapple in the first place. My entire strategy was to pin the creature, making it easy for everybody else to to kill it.



From: Derek

Subject Round 5 actions

Allistair is glad to see that the worst of the battle has passed, and not it's only clean-up on the remaining gargoyle that Mund was fighting. Allistair seriously doubted that Mund could kill it since it is immune to non-magical weapons, but he sure was giving it a difficult time.

"Although I myself am curious to see how much effect Mund can have on this magical creature, I think it will just become a battle of endurance that Mund will eventually lose because of his inability to directly hurt it. Perhaps if Harp, Ran, and/or Ragnar each grabbed a leg or arm, it would probably be much easier for Kal or someone else to do the coup de grace. It may not be very sporting, but this is hardly a game that we're playing at."



From: Mark

Subject Round 5 actions

I am going to ask some people I know about the idea of people armed with weapons attacking a grappled person who is pinned.

I am open to the idea of it being possible but want to get some more input.



From: Josh

Subject Round 5 actions

I Just realized Kal is acting before Mund, and would have to attack before Mund could release the thing.

Kal's going to attack the gargoyle either way, but will give Mund a chance to get away from it first. (Delay turn until after Mund)



From: Porter

Subject Round 5 actions

If you'll allow a clear attack at somebody being pinned, then I want Mund to keep the pin.



From: Josh

Subject Round 5 actions

Oh, yea. If you're allowing clear attacks (and Kal knows he'll be able to get one off safely) then Kal will just attack with his normal initiative.



From: Kevin

Subject Round 5 actions

Mark, depending on your resolution to the grapple question, Harp will move to where he will flank Mund and the gargoyle with Kal (Kal on one side, Harp on the other). I think the plan is that if we can attack with little or no chance of hitting Mund, Kal and Harp will, if they cannot, they will "hold action" to allow Mund to release the grapple and then they will both attack.



From: Mark

Subject Grappling

Ok I have a little more research to do but I think I have the basics.

Any one attacking a pinned creature with anything other than a light weapon, attacks with a -4. If you have a light weapon there is not penalty.

The creature, however, will have a minus to his AC due to the grapple. He will, at the min, lose any DEX bonus, and might have as much as a -4 in addition to losing his DEX bonus.



From: Kevin

Subject Round 5 actions

With apologizes to Josh for making the following assumptions -

Mark, I will defer to your final determination, with the following limits - Harp and Kal will try to flank the two grappling. If they think they can get in a good strike without hurting Mund, they will - if not, they will wait for Mund to break the grapple. As much as both of them would not mind "accidentally" hitting Mund, Kal is probably too "lawful" to do so in such a way and Harp is too good to do such a thing. Kal and Harp are more focused on just killing the bad things.

Within those basic guidelines, I think you have some flexibility to work within whatever determination you finally come to.

Round 5 actions

From: Mark

Subject Grappling rules

Ok here is what I have decided.

When being grappled and pinned, the pinned creature looses its DEX bonus to AC and has an additional -4 to AC. The pinner, in this case Mund, also has a few problems to AC but since there are no other creatures to attack him and the other creature is pinned, those problems are moot.

The grappling rules talk about attacking while in a grapple with light weapons. I view this as talking about how fast a weapon can be used in up close and personal combat, face to face. There is no direct talk about a third person using a weapon from outside the two grappling to attack one of the two grapplers. So I am going to make a house rule. Some one outside the grapple who attacks into the grapple with any weapon other than a light one takes a -2. Someone useing a light weapon has no penalty.

While I still think that there is a small chance for those outside to hit their ally, I am going to rule that if the attacker from outside rolls a natural 1 on the attack roll, that they have "Fumbled" the attack and that then there is a chance they have hit thier ally. The outside attacker then has to roll another natural 1 to hit thier ally. So for the outside person to hit thier ally they would have to roll two natural 1's in a row. It could happen but very unlikely. Depending on the armor class of the pinnned/grappled creature it is also possible for this attack to hit both grapplers. Sort of like a sword being stuck through one and into the other.

I hope this is ok with every one.

I will write up turn 5 in a little bit.



From: Mark

Subject Round 5

Round 5 Initiative: Kal (24), Harp (20), Ranthir (19), Mund (19), Allistair (18), Ragnar (18), Surin (9), GargoyleJ7(5) Salix (3).

As Kal finishes his attack he watches Harp's sword burst from the stomach of the gargoyle. The creature falls to the ground when Harp kicks the body off his sword. "Let's help Mund with the last one. You take this side, I'll take the other. Strike when I say go." Kal nods and steps forward and a bit to his right. Harp makes an almost identical move, but backing up instead of stepping forward.

As the two move into position the hear Mund screaming. "I got you, you sumbitch. You ain't goin nowhere." Looking up from his pinning of the gargoyle Mund shouts "Come on you two, what're waiting for? An invitation? Kill this thing.". The creature struggles in Mund's powerful grip but is unable to get free. Mund spins the pinned creature so that the two have a clear shot and almost as one the two strike (Harp:AC10, 4+12=16, hit, damage 13, Kal: AC10, 18+12=30, hit, critical threat, critical threat roll, AC10, 16+12=28, hit, critical hit, damage 14). The weapons flash and drive deep into the flesh of the beast. It shudders and convulses and falls limp in Mund's arms.

The barbarian shouts in exultation and turns the beast in his arms until he is looking at the blunt face. "What do you think of that? Don't need no stinking magic to kill you" and with that Mund tosses the body into a pile with the others.

OODM: End of fight. Let me know if there is anything else you would like to do before I write up the search of the room.

Into the gargoyles room

From: Mark

Subject Into the Gargoyles room

As the party collects itself, several of the members search the room. Other than the door in the southeast corner, the three statues and the three fallen statues, there is nothing in the room. When they are all done searching Harp calls for their attention. "Are we ready to go on to the next room? I think it is obvious that this door is our next goal. Surin, would you mind giving it a once over before we go through?"

The halfling nods and moves to the door. Taking his time he looks over the door and it surroundings. Checking the usual things and then for anything out of the ordinary Surin finds a typical door. "Nothin that I can see and I don't hear nothin from the other side. Of course with all the shoutin goin on in here the past few minutes, it's not like we have a real chance to surprise whatever might be in there." Harp nods. "Ok folks, the usual. Let's take a look." Aranging themselves in the pattern that they have been using.

Mund pushes open the door and the party looks in. It is lit with what has become the standard glowing bricks about 20 feet up in the walls. The ceiling is about 40 feet high. As much as the party was ready for combat nothing happens. The room seems completely empty.

OODM: Ok the door is open and the party is just outside of the new room looking in.

What now?



From: Porter

Subject Into the gargoyles room

Now we go on to the next room?



From: Josh

Subject Into the gargoyles room

Kal wants to go ASAP, before Bulls Strength wears off.



From: Josh

Subject Time

OOC: Mark, it says it lasts for 5 minutes. How long has it been?



From: Porter

Subject Into the next room

As people are discussing hurrying into the next room, Mund goes over and examines the next door, waiting for everybody else to catch up before he opens it up.



From: Kevin

Subject Into the next room

OOC: Does Allistair or Ragnar have a detec magic spell available?

If so , Harp will ask one of them to cast it. If not, Harp will have Kal and Mund to enter the room, with Ran and Harp following, Salix and Ragnar after them, Surin and Allistair after them.



From: Derek

Subject Into the next room

Allistair already used his detect magic on the statues, I believe. If he didn't use it though, he has one available.

Into the next room; Did something die in there?

From: Jason

Subject Into the next room

Ragnar still has his, so he casts it and gets the best look into the room he can without actually entering the door.



From: Kevin

Subject Into the next room

OOC: Thanks. OK, Mark, Harp and Ragnar will change places so he can do his Detect Magic and keep going with it if he detects nothing. If he detects nothing in this smaller room, we can all enter and get ready to open the door we see in the new room. If he detect something, then we will have Kal and Mund and Ran and Ragnar enter the room whil Harp and Salix wait at the door.

Or something like that.



From: Derek

Subject Into the next room

As he's standing near the entrance, Allistair again asks his familiar, Sysyphys, if he can smell anything from the room they just opened the doors to.



From: Ashley

Subject Into the next room

After the excitement in the last room, Surin is perfectly happy to take the rear. He loads his sling, just in case something pops out.



From: Mark

Subject Spell time

There was 30 seconds of combat and I would say that there was at least 2 minutes of searching etc.

I will give you at least 1-1/2 minutes left, depending on what else people say they want to do.



From: Mark

Subject Into the next room

Yes Derek used a detect magic before entering the gargoyle room. Too bad gargoyles are not magical creatures.



From: Mark

Subject Did something die in there?

As the group talks about how to proceed Kal pipes up. "My strength spell will only last for another couple of minutes. If we are going to do this we need to do it soon." Harp nods and Mund grunts a grudging acknowledgment. "Allistair, do you have any more spells that can tell us if there is any magic in the next room?" the half orc asks. The mage shakes his head. "Sorry, the one I used on this room was my last for the day." Ragnar speaks up then. "I prepared a prayer that will tell us that. Give me a second and I will do it." The dwarf moves to the front of the party, near the door.

Once there he starts chanting his prayer and weaving a complex pattern in front of himself. A few seconds later his eyes change color and he peers into the room. Even though he has an idea of what to expect, the sheer power and complexity of the magic oozing from the stones of the place almost blinds him. It takes him a couple of seconds to take control of his vision and concentrate on what he is trying to do. He looks around for several seconds, sweeping his gaze around the room. "Nothing looks magical. I can keep this up for a several minutes and if Kal's spell expires in a couple of minutes I think we should move."

At Harp's gesture Mund gives a "Finally" type look and he and Ragnar enter the room. The others follow quickly. "Surin," Harp says "check that door, the rest, make a quick sweep of the room. We can always come back and take a closer look if things dead end." The others do as told, with Mund keeping the little halfling company, offering some protection in case the door is not what it seems. The room is quickly searched and Surin reports what he found out at the door.

"I think I heard something. It sounded like things talking in common but I couldn't make out the words. There seemed to be a lot of them, but it seemed like they were trying to be quiet. Also, I smelled somethin, somethin rotten."

OODM: Ok Kals spell has 1-1/2 minutes to go and Ragnar's Detect magic has about 4 minutes to go.

Let me know what you want to do.



From: Porter

Subject Getting hurt

So did we manage to defeat those gargoyles without a single injury to us? Awesome!



From: Mark

Subject getting hurt

No Mund took a few points and so did Harp. Nothing serious.



From: Ashley

Subject Getting hurt

Surin got a gash in his chest! Yay battle scars!

Death is in the air, round 1 actions

From: Mark

Subject In the next room

That may have been it. I know Harp took 4 and that someone else got hit for minor damage. While it was not bloodless, overall it went pretty easy on you guys.



From: Kevin

Subject in the next room

OOC: I am open to suggestions. My first inclination is standard 2x2 entry (Mund and Kal, Harp and Ran, Ragnar and Salix, Allistair and Surin staying by the door). I am hoping the between Ragnar and Salix one of them will recognize what these things are and be able to give us some suggestions as to how to defeat them (like last turn when Allistair knew that only enchanted weapons would hurt the gargoyles).

If any one else has a suggestion, I am all ears.

Mark, what ever we come up with, Harp will cast Bless on the group before they enter. Also, Harp will line up behind Kal.



From: Karl

Subject In the next room

(OOC - Actually, it was Salix who knew about the gargoyles.

Mark, can I get a knowledge check for Salix based on what Surin reported to see if he has any idea what these things might be? If he does, I'll send a turn. If not, Salix will just be quiet and see what happens. I'd like another knowledge check once the door is opened and we actually see the things. /OOC)



From: Mark

Subject In the next room

A check right now would be premature. There are alot of things that smell rotten or live in rotting things. Not everything will be as easy to figure out as the dragon. :)



From: Derek

Subject In the next room

Allistair quietly mentions to Harp. "My familiar smells lots of strange things, including a faint smell of death. Unfortunately that doesn't tell us anything other than to be careful."



From: Porter

Subject In the next room

Mund jokingly says to his brother "He's probably smelling us. We've dealt out some awesome death today."



From: Kevin

Subject In the next room

OOC: You beat me to it Porter, I was going to say the same basic thing.



From: Mark

Subject Death in the air

The party gathers at the new door, Kal and Mund in front, studiously ignoring each other, Harp and Ran in the second row with Ragnar and Salix behind them and Allistair and Surin bringing up the rear. Just before Harp gives the signal to Mund to open the door, he chants the quick prayer of blessing and the party feels the grace of the battle lord come over them. Harp nods and Mund pushes open the door.

The door swings in and to the left. In the pale light of the room they are in the members in the front of the party can see about a half a dozen figures 30 to 40 feet away. It looks like a bunch of the figures are attacking something on the ground. In the quick flash of the light Kal sees something that looks like a bloody internal organ fly through the air. At the appearance of the light six sets of eyes turn and look at the party, glowing red in the dim light. Their skin is drawn tight over skeletal frames and sharp, bloody teeth are clearly visible to the elf. Mund just sees a few shadowed forms in the distance, but he does see the glowing eyes.

Initiative: Kal (19), Mund (19), Surin (18), Ragnar (13), Creatures (10), Allistair (9), Harp (8), Ranthir (8), Salix (8).

I need round 1 actions.




From: Josh

Subject Round 1 actions

Kal charges at G4, and yells for Mund to charge the one next to it.

OOC: I mean the actual charge attack from the PHB, +2 to attack, -2 to AC until next turn. We can move double our speed as well, so it should work even if these are 10' tiles.

What are the tiles? 5' or 10'?



From: Mark

Subject Maps

Combat maps are always 5' squares. The large dungeon map is 10' squares.



From: Derek

Subject Round 1 actions

Allistair would like to use his last fireball on these... well... whatever in the world they are, they probably burn.

OOC: Since Allistair has bad initiative and would be casting after all these things move, can he choose the center of his fireball after they have moved? Or if there is no place to use a fireball at that time, can he change his mind to a MM at that point? Because if he can't do either, he's probably better off not casting the fireball this battle.



From: Mark

Subject Round 1 actions

He can wait and see if he wants to cast it when he sees where everyone has moved. If there is not a good spot then he can decide to use his last MM.



From: Porter

Subject Round 1 actions

He might be a dirty elf, but Kal's idea is still a good one. Mund does exactly that.

Mund summons

Round 1 actions, round 1, where did it go? and round 2 actions

From: Mark

Subject Round 1 actions

Are you also charging G4 or are you charging G5?



From: Mark

Subject Round 1 actions

Also you wrote Mund Summons and as far as I know he does not have any summoning spells. :)



From: Porter

Subject Round 1 actions

Kal suggested that Mund attack the one next to the one that Kal is attacking. Mund will do exactly that -- attack the one next to the one Kal is attacking.



From: Karl

Subject Round 1 actions

I guess Salix can't see them at all yet? In that case, Salix will enter the room and try to get a look at what they are facing. (Knowledge check?)



From: Kevin

Subject Round 1 actions

OOC: Mark, is Harp able to see the creatures? Does the light in the current room ruin his darkvision into the next room?



From: Kevin

Subject Round 1 actions

Harp watches as Mund and Kal go charging into the dark room. Harp follows them, but a little more cautiously (OOC: Normal move action). Once through the door way, the foul stench they had noticed outside the door grows even stronger. In the dim light, Harp is able to see the creatures that Mund and Kal have engaged. This is an abomination, Harp thinks to himself. The smell of decay, death, vileness surrounds him. He is almost overwhelmed by the sight and smell of the creatures, but is finally able to steady himself (OOC: Mark, if that needs to be rewritten for any reason, go ahead and modify). Here was pure evil, and he, with the grace of the Battlelord, would be the one to cleanse this place. Harp touches his sword fist to his chest where his hold symbol lies, and prays to Heironious to help protect him from the evil of these creatures (Casts Protection from Evil on himself).

OOC: Mark, without knowing what the creatures are going to do prior to Harp action, Harp's movement will not take him into a threatened square to where his casting the PFE will cause an attack of opportunity. If you decide that he can see these creatures from where he is, you have have him cast it and then move adjacent to a creature, I was just unsure if he was going to be able to see these things before he entered the room.



From: Mark

Subject Round 1 actions

The current light does not ruin his darkvision.

He can see the creatures some. The are 40-50 feet away for him and Kal is in the way.

He does not know what they are.



From: Mark

Subject Round 1 actions

Porter

In your e-mail about Mund's round 1 actions you had a fragment that went "Mund summons" . Was that supposed to be some thing or should I just forget about it.



From: Mark

Subject Turn

Ok I need to hear from Randy, Jason and Ashley and I will try and write a turn this afternoon.



From: Porter

Subject Round 1 actions

That wasn't supposed to be there.



From: Randy

Subject Round 1 actions

Ranthir enters the room behind the others and as he sees them begin to charge he begins moving, more cautiously, towards the foul stench. His sword is drawn and he prepares for the moment he will have to use it. He will move roughly halfway towards the creatures and if they have approached him, he will engage the nearest one, otherwise he will hold for this round to give those with ranged attacks an opportunity.



From: Mark

Subject Round 1 actions

Ok no problem. I just wanted to make sure it was not part of Mund starting his rage. In the past you did something like "summoning the bear totem" or some such and I wanted to make sure.

Mund is using his axe and shield, right?



From: Porter

Subject round 1 actions

You're right. That's what it originally was going to be, but then I changed my mind and forgot to delete it.

Yes. Axe and shield.



From: Ashley

Subject Round 1 actions

Surin sees Kal and Mund race off toward the smelly things in the room, and makes his way toward a dark corner to get a better look. If Mund can land a blow on the things, he'll figure he can as well. He puts away his sling and starts fingering the hatchet on his belt.

OOC: Sorry guys, I meant to check in last night, but I ended up going straight to bed. For the record, I love live Theatre.



From: Jason

Subject Round 1 actions

Peering through his taller and larger companions, Ragnar has difficulty making out what is going on in the room ahead. Moments later, he sees something bloody fly through the air. These fiends were killing someone! With a shout, Ragnar springs into action, pushing between Harp and Ran in his haste to close with the killers. Seeing Mund and Kal sprint on ahead of him, he charges (at a much slower pace) to join them in the front line. Finally, here was something his sword could pierce!

ooc: Ragnar charges; I'm fairly certain he can make it to hit one of them (either is fine). If not, he'll just move up and then pray for a blessing. The description wasn't quite clear to me... if they're humanoid and medium sized, Ragnar will cast hold person on G3. If they're clearly not humanoid, or really big or something, he'll cast divine favor on himself.



From: Mark

Subject Turn

Ok all actions are in. No changes. I will write it up here in the next hour or so.



From: Mark

Subject Round 1 actions

Well they are humanoid in shape. :)



From: Mark

Subject Ragnars round 1 actions

You can not charge because a charge has to move in a straight line and Mund is in the way. I will have you do a standard move and divine favor.



From: Mark

Subject Round 1

Initiative: Kal (19), Mund (19), Surin (18), Ragnar (13), Creatures (10), Allistair (9), Harp (8), Ranthir (8), Salix (8).

Kal sees the thing feasting on what looks to be the flesh of their victim and his heart turns cold. The stench of death is palpable in the room and his elven eyes can clearly see the evil visage of the creatures. His body still exalting from the strength spell and the blessings of the battle lord Kal turns to Mund "There is evil here. Let us smash it" and with that the elf charges headlong towards the crowd of creatures. An elven war shout leaps from his lips as he strikes the foul creatures. When he gets to the closest foe (G4), he uses his momentum to skewer the beast in front of him (AC12,11+15=26, hit, damage 7). The thing looks down at its chest, the thin rapier blade stuck in it almost to the hilt, looks back up at Kal and gives him an evil grin.

Mund hears Kal's comment watches as the elf hurls himself headlong into the enemy. "He may be a dirty elf, but he is brave" the barbarian thinks. "I can't let him have all the fun." Yelling his own battle cry Mund charges forward, his axe swinging over his head. He rushes to the creature (G5) besides the one Kal is attacking and takes a mighty swing at the thing. His aim is off a bit but he is still able to connect (AC12, 2+12=14, hit, damage 7). His axe slashes across the chest of the beast leaving a long ragged wound.

Surin is eager to help out the party, but there are a lot of big people in the way. He moves to his left and moves up to besides the doorway, deciding to wait until the others have moved through the door and he can try and find a nice place to hide and help out the party.

Ragnar can barely see into the room but what he sees turns his stomach. These things were eating something that was still alive, it looked like. He could not let this evil last. Pushing between Ranthir and Harp the dwarf moves into the room. As he gets closer he gets a better view of the creatures, recognizing them (Knowledge Religion DC15, 14+5=19, success). "Ware their bite. They are undead and their bite can be deadly." The cleric stops and chants a prayer to the battle lord asking for his favor (Divine Favor).

Almost as a creature the beasts move to surround Kal and Mund. Two of them (G3 and G6), move just out side of Mund's range until they dart in and attack. Kal's foe (G4) strikes at the elf but he is able to wheel and duck and avoid the vicious bite and the two claws (AC16, 8+2=10, miss, 12+0=12, miss, 15+0=15,miss). Mund, however, finds himself the center of attention for four of the creatures.

The first creature (G3) strikes at Mund's back (AC20, 16+2=18,miss) Mund's sixth sense warns him in plenty of time and he is able to spin and catch the mouth full of teeth on his shield. The next beast (G6) also bites at the barbarian (AC20, 16+2=18,miss) but Mund is also able to catch the bite on his axe haft. Mund is able to dodge the bite from the third (G2) with ease. However, all this dodging leaves Mund open to the attack from the fourth creature (G5)

Although Mund senses the attack just as it is happening, even his keen reflexes are unable to prevent the beast from clamping it's foul mouth on Mund's arm (AC20, 20+2=22, hit, critical threat, Critical threat roll, 2+2=4,miss, damage 7). As the creatures teeth sink into his arm and through the leather sleeve on his arm, Mund feels a wave of cold from the wound. He kicks the thing in the head and it releases its bite. Mund fights against the growing cold in his arm and the tightening feeling in his muscles (FORT save, DC 12, 4+8=12, save). The kick to the head disrupts the creatures two claw swings (AC20, 8+0=9,miss, 1+0=1,miss).

Allistair curses at Kal and his brother. This would have been a perfect situation for his fireball. The enemy was far enough away and clumped together. Perfect. But the fools had rushed in and closed with whatever they were and now there was nothing he could do. Well the meat shields in the party had handled themselves pretty well so far. Allistair decides to move closer to the door once the rest of the party had cleared the way and he would lend what support he could.

Almost as one Ran and Harp move into the room, albeit more cautiously then Kal and Mund. Ran moves next to Ragnar and Harp a few steps ahead of the two. When in position, Harp touches the holy symbol on his armor and chants the prayer that protects one from evil.

Salix moves forward with the others, his scimitar drawn. When he enters the room he can see that the creatures are not natural.

OODM: End of round 1, I have attached a map for the end of round 1. I need round 2 actions.




From: Karl

Subject Round 2 actions

Can Salix cast Produce Flame with his scimitar drawn? If so he will do that. If not he will move in to attack with his scimitar, trying to choose a target at the edge of the fight to avoid being flanked.

Did the Character Sheets get changed? Mine looks different and doesn't list any of my spent spells. I don't know exactly what I have available anymore.



From: Mark

Subject Salix spells

Yeah Mike at Sake updated the sheet look a few months ago.

Salix slept before the dragon and use the flame sphere in that battle and call lightening against the gargoyles. He also healed himself with a CLW after the dragon.

Other than that I think he is at full spells.



From: Mark

Subject Casting question

As far as I know a spell caster can cast as long as at least one hand is free. However, if he has a shield in his hand, which he probably would, he could not cast. He would have to sheath the sword first, which is a move action.



From: Kevin

Subject Round 2 actions

OOC: Mark, since there are so many variable before Harp can move here are two options 1) if a space is available that he can step up and attack a creature he will do so. If that is not possible, then 2) he will try to step next to Mund and cast Sheild of Faith on Mund if possible. If Mund is not within movement range, Harp will cast it on Kal.



From: Kevin

Subject Where did it go?

OOC: Mark, since there are so many variable before Harp can move here are two options 1) if a space is available that he can step up and attack a creature he will do so. If that is not possible, then 2) he will try to step next to Mund and cast Sheild of Faith on Mund if possible. If Mund is not within movement range, Harp will cast it on Kal.



From: Randy

Subject Round 2 actions

Ranthir will take his cue as to which creature to attack based on what Ragnar does. If Ragnar moves to attack G3, Ranthir will move to flank and attack the same. If he cannot flank any creatures, he will move to attack the closest foe.



From: Mark

Subject Where did it go?

Where do you think the body parts were coming from?



From: Kevin

Subject Where did it go?

OOC: Right, so if Harp just says to the first one he meets "Hey, that one over there said your mother wears army boots", they should attack each other, right?

OK, if that is the case, no worries. I just did not want it to pop up somewhere when we least expect it.



From: Jason

Subject Round 2 actions

Ragnar's anger turns to disgust as he realizes that the ghouls had been devouring their own companion. He finishes murmuring his prayer, and feels the might of Heironeous flood through his body. He feels filled with divine power. The fury of Heironeous was directed through him; the undead were abomination, anathema to Heironeous' goodness. Calling upon his god in a vocal prayer, he raises his shield so the holy emblem on its face was clearly visible, and advances.



From: Josh

Subject Round 2 actions

Kal feels his blade pierce their undead flesh and his heart sings in triumph. The magical strength still coarsing through his muscles, Kal swings again. Above the clamour of the battle, a voice sings out in elven, chanting words unfamiliar to most of the party.

OOC: Anyone who's elven recognizes the words. It's a common prayer to C. L set to a tune.



From: Josh

Subject Round 2 actions

OOC: Oh, and Kal keeps attacking G4.



From: Mark

Subject Where did it go?

Harp can wonder where it went all he wants. The question is will his question get answered.



From: Ashley

Subject Round 2 actions

Surin takes it as a good sign that he doesn't hear any calls for retreat just yet, and without any more bigg'uns in his path he makes his way into the room. The smell near overpowers him, but he trudges on, trying to find a clear view over near Ran's right side. His hatchet appears in his hand as he moves forward.



From: Porter

Subject Round 2 actions

Mund feels the bite from the creature and knows that it isn't natural. How many creatures are going to try to turn me into stone? he wonders.

Mund does not like being surrounded by this creatures, and isn't going to let the situation remain.

"Kal, pull back!" he yells as he does the same.

Mund will do a full withdraw back to the west of the line of that Ragnar, Ranthir, Salix, and Harp are in.



From: Josh

Subject Round 2 actions

OOC: Since Kal acts first, I hope this happens before Mund has a chance to move.

Kal yells: "NO! Hold the line. They're right behind us, they'll prevent us from being surrounded."

With that, he attacks g4 again.



From: Porter

Subject Round 2 actions

Actually, Kal and Mund act at the same time.

Round 2, round 3 actions

From: Mark

Subject Turn

Ok we are just waiting on Derek and I will work on the next turn.



From: Derek

Subject Round 2 actions

If Allistair can get off a fireball that engulfs a good share of the things without endangering any of his companions, he will do so. Otherwise he will save his last MM as a last resort.



From: Mark

Subject Round 2

Initiative: Kal (19), Mund (19), Surin (18), Ragnar (13), Creatures II (11), Creatures (10), Allistair (9), Harp (8), Ranthir (8), Salix (8).

Round 2

Almost as one both Kal and Mund shout to each other, but they shout very different things. "Kal, pull back!" shouts the barbarian as he starts to withdraw towards where the door is. Kal, his head still singing with the strength of his spell responds "No, hold the line. The others are right behind us and they will keep us from being surrounded." The elf spins and leaps and thrusts with his rapier again (AC14, 4+13=17, hit, damage 9). This time the ghoulish form in front of him gives out s small shriek and crumbles into dust.

Mund steps back and to his left so that he has a wall on one side. He then continues move back, passing Harp and Salix as he moves(Moves to J5 to prevent AOO).

Surin, seeing the doorway mostly clear works his way into the room, looking for a place that he can attack from the creatures rear. He decides to move along the north wall. Pulling his axe as he moves he clears the door and starts to move along the north wall. He pulls up short when he sees a large crowd of creatures just along the north wall, with many sets of red glowing eyes looking at him. "Holy Gods," he shouts, "theres more over here guys."

Ragnar knows that he is especially well suited for this. Destroying the undead was one of the things he was trained in and now had come time for him to put that to use. Knowing that the battle lord smiled on him, he raises his shield and yells the prayer of banishment. A light flashes from the shield and fills the room for just a second (Turn check, 3+1=4, Level 5-2=3 Max HD of creatures turned). Ragnar is stunned when he sees that none of the creatures have been destroyed.

The creatures rush at the party an awful stench proceeding them. Surin and Ranthir are able to keep control of their stomaches but Ragnar feels his stomach turn (DC15 Fort save, Surin, 20+2=22, save, Ranthir, 13+6=19, save, Ragnar 5+9=14, fail, sickened for 3 minutes). As the creatures close they attack.

The beast(G16) in front of Surin bites at the little halfling(AC20, 9+5=14, miss) but Surin is able to dodge out of the way easily. However, the second one (G14) is able to get a hold of Surin's arm and his teeth puncture the leather armor with frightening ease (AC20, 19+5=24, hit, damage 6). Surin feels cold flood into him from the bite and his muscles go stiff (FORT save DC15, 8+2=10, fail, paralyzed).

Ran is surprised at Surin's shout from behind him and he is just barely able to get turned around in time to bring up his guard. He catches the bite of the first creature (G15) on his shield (AC20, 10+5=15, miss) but is unable to move his leg in time to avoid the maw of the other one (G13). It clamps down on his calf (AC20, 20+5=25,hit, critical threat, critical threat roll, AC20, 8+5=13,miss, damage 5). Ran feels the cold touch of the things teeth, but throws off the feeling (Fort save, DC15, 20+6=26, save).

Kal is almost surrounded by foes but he moves like a whirling dervish. In quick succession three of the beasts attack him with bite and claw (AC18, G7,3+2=5,miss, 5+0=5,miss, 3+0=3,miss, G5, 15+2=17,miss, 8+0=8,miss, 5+0=5,miss, G2,8+2=10,miss, 7+0=7,miss, 7+0=7,miss). Amazingly the elf is unscathed.

Harp finds himself beset by two of the creatures. The first(G6) bites and claws at him. He is able to block the mouth and one of the claws but the last claw finds a chink in his armor and draws blood (AC23, 12+2=14,miss, 14+0=14,miss, 20+0=20,hit, critical threat AC23, 2+0=2,miss, damage 2). Harp also throws off the cold sensation emanating from the bite wound (Fort save DC12, 7+11=18, success). All of the second creatures (G3) attack fail to penetrate his defense(AC23, 5+2=7,miss, 7+0=7,miss, 9+0=9,miss).

Allistair hears Surin's shout but is not sure what is going on. However, seeing him companion rushed by the beasts, he decides to help how he can. He chants the spell for magic missile again and three bolts streak from his hand and slam into one of the beasts fighting Harp (G3). It screams in agony as it collapses into dust.

Harp sees that Kal is about to be surrounded so he takes a step forward and attacks the foe that had attacked him last turn (G6). His sword flashes in the dim light (AC14, 7+11=18,hit, damage 9. The beast howls as the sword cuts him in two and he crumbles into dust.

Ran sees Surin stiffen and realizes that the halfling is in trouble. Trying to help him he attacks the beast in front of him (G15). Swinging his sword at the things head he slashes at it and connects (AC17, 17+9=26, hit, damage 9) with a solid blow.

Salix is not used to fighting but is not sure if the power of nature can work here. "Well," he thinks "maybe the power of steel can help." Salix moves up next to Harp and attacks the undead creature there (AC14, 17+6=23, hit, damage 5). His scimitar slashes across the things arm and lays the decaying flesh open to the bone.

OODM: OK end of round 2. I need actions for round 3. I have attached the map for positions at the end of round 2. With three of the things gone it might look funny, since Salix moved into a square that had been occupied by an enemy during the turn. Just remember that these are ending positions. I can show you how the movement went if you want.




From: Porter

Subject Round 3 actions

I said wanted Mund to retreat not back behind everybody else, but on the far West of the line that had Ragnar, Ran, and Salix. Should we assume that he's somewhere other than where it says on the map, or should I just go from where you put him this time?



From: Josh

Subject Round 3 actions

Kal looks over his shoulder and sees Mund cowering in the corner near the door. "Coward." he thinks to himself. He turns back to the battle, and is gladdened to see Harp and Salix standing by his side.

"Quickly, finish these three!" Kal yells as he sends his rapier dancing toward the creature in front of him. (G7).

Round 3 actions, Mund's move

From: Derek

Subject Round 3 actions

Allistair takes a step forward (moves into I5) so that he can see what is going on. Immediately in front of him though, he can already see that there is a dangerous gap between Ran and Salix. Harp is a little busy to give other commands, and Allistair is about out of spells, so he tries to be helpful if he can. "Ragnar!" Allistair yells, trying to get the dwarf's attention. "You need to move forward abd plug the line to keep these things from surrounding Ran and Salix!" He then yells to his left to get his brother's attention. "Mund! What are you doing??!! Surin's been hurt! Get over there and help him!"

If Ragnar moves forward to plug up the gap in the line, Allistair should be able to aim his last fireball so that it will hurt many of these undead creatures without hurting anyone in the party. (OOC: Allistair is looking at centering his fireball at 8/9 and D/E. With a radius of 20' or 4 squares, that would not get Surin or Ran, will it? If people move otherwise, Allistair will change the center of his fireball accordingly. He really needs to get off this fireball now to provide as much help as he can to the party)



From: Mark

Subject Mund's move

If he goes to the west of the line by the shortest path available then he would be subject to three AOO along the way. A withdraw action only removes the AOO from the first threatened square you leave. Any others he leaves, after that, would provoke AOO.

However, it you want he could continue his move and end up behind Surin, to help him.



From: Kevin

Subject Round 3 actions

OOC: I told you all that my brother was evil.

Mark, I am unsure of how to write up my options. So many people and groups go before Harp. Here are the basics. Harp is REALLY worried about what has happened, not for himself, but for those less able to deal with these creatures. If Kal is able to take down one of the creatures in front of them, Harp will move to help the other group, leaving the two remaining to Kal and Salix (even though Salix may be otherwise engaged by that time). If Harp sees Ragnar attempt another turn with some success, then Harp will look to find a place that he can help hold the line and attack one of the creatures over by Ran and Ragnar. If he does not see Ragnar try and turn, then Harp will try to Turn Undead instead of a normal attack. He has even less Charisma than Ragnar, but it is one small chance they have to decrease the number of attackers they have.

Harp is feeling very inadequate right now. He has let the group get drawn into an ambush of terrible proportion. He will focus on trying to do whatever he can, even at the risk of exposing himself .

Also, in the write up, when Harp was attacked, it says that he got hit by a claw, but then is described as a bit wound that he saved against. Just a small point, but one I have to make before we all go down in a gory scene from Shawn of the Dead.



From: Jason

Subject Round 3 actions

He takes a small step backwards, trying to think what could have gone wrong. He knew that his patron could do this for him... it wasn't a matter of faith, he had seen it happen. He had made it happen. Why hadn't it worked?

Then again, maybe it was a matter of faith. Perhaps he was shaken by the quest they were on, by the forces he knew must oppose them. Perhaps Heironeous had noticed some wavering in his trust. He had been intimidated by the dragon, he knew, and entirely useless against the gargoyles in the previous room.

He grimaces, then makes up his mind. He knew he trusted in Heironeous's might, and now he would take the chance to show it. Dropping his sword, he hefts his shield with both hands, and charges into the midst of the larger group of ghouls, swinging his shield wildly and calling down his god's wrath upon these pitiful abominations.

ooc: The shield swinging is just for affect, his attack action will be turn undead. He really is going to try to bash his way through to the space where G14 is currently standing though, not caring if it provokes attacks of opportunity (He will, however, complete the turn *before* moving, in game mechanics.)



From: Randy

Subject Round 3 actions

"Mund! Get Surin out of here!" Ran shouts as he again attacks the zombie in front of him (G15). "Allistair, how about putting that fireball behind these guys?" He adds as he frantically swings his sword.

OOC: I can't remember if I have to specify that he will use his dodge feat but if so, he will be dodging attacks from G15 as well. But only if he can do that and attack at the same time.



From: Mark

Subject Round 3 actions

The dodge feat can be used while attacking. You just have to specifiy which foe you want it applied against, which you have done.



From: Porter

Subject Round 3 actions

Mund hears both his brother and Ran yelling that he should go help Surin. Mund summons all his strength (begin rage) and runs to the halfling, bodily picks him up, and lays him back in the previous room.

OOC:

Remember that Mund has a higher movement rate. He should be able to do all of this in one round.

Surin speaks with out moving his lips

From: Ashley

Subject Surin speaks with out moving his lips

Well, that was an interesting turn of events.

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