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995 posts. Alias of Tirion Jörðhár.


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No, I am here. Just need to get my mind back on things. You all are great. I just have had a tough time getting my act together. I want this to continue and know that you all are still here. I will try to get it going again.

Ok, here is the actual recruitment thread for anyone interested in the LoF campaign.

LoF Campaign Recruitment

If anyone is interested, we need a replacement player for the LoF campaign I am in. We are almost to 3 years (later in the summer) and have just finished the 2nd book, which went much faster than the first.

Currently we have:
Human Wizard(conjurer)
Archer(fighter/ranger) - my character and currently suffering from some minor metabolic challenges (aka dead), I might create a new character if we cannot revive her.

We have had an intellectual elf bard since the beginning, but he has suddenly stopped posting. He is really who we are replacing.

here is the recruitment thread, pretty sure that DM Voodoo posted it in the wrong thread, so the link might not work

LoF recruitment

Currently we are 6th level and about 2/3 of the way to 7th.

Aah, moral dilemmas. So much fun for a DM.

So, to you go directly to the inn? See if the traders are in? Or talk to one of the elders?

After ransacking the evil priests room and searching throughout the rest of the moathouse dungeon, the party finally decides that there is nothing else to be found here.

If you want to make a dozen trips or figure how to get a large wagon to the place, the furnishings in the priest's chamber are probably worth 500gp, but consist of tables, chairs, a large bed, a large cabinet and dresser, and other similar items. Also, many of them are valuable, but are inlaid with a variety of demonic images which might make them less sellable except to certain collectors.

The party also finds that the tunnel past the entrance to the bandits' area leads gradually upward eventually exiting from a well concealed cave onto a small dirt path which rejoins the main road you have been following about 1000' from the moathouse.

Once the items have been gathered with the poor mule being heavily weighted down with armor and shields and other things that the greedy dwarf wants to try to sell, the party sets forth back to Hommlet.

With the extra weight, the party does not get back until after the sun has already set and the strange sounds from a nearly dry swamp can be heard about. Fortunately, despite some eerie howling and what once sounds like something gnawing on bones, the party's trip is generally uneventful.

So, what do you all want to do. I will try to keep up better with this. RL has made it hard to concentrate on getting all the pieces of this grand campaign together.

Let me know the plan. Return to the Inn? Sell items? Talk to someone? Traders? Mage? Temple? Druid? Mayor? Abandon the godforsaken town and flee to Yanmass?

I really need to keep better notes. Since you will eventually try enough times to identify the stuff.

Blue-ish potion (CL3) 750 Falcons -- Potion of Bull's Strength
?x red gems, 50 sails each - 3 gems
?x green gems, 25 sails each - 7 gems
?x Studded Leather, Medium-sized but engraved with unholy imagery - not magic, just really evil looking
1 magic breastplate - Spellcraft 17 -- cannot identify - breastplate is black -- Breastplate +1
1 magic brooch -- Brooch of Shielding(75hp left)
2 dark blue potions -- Potions of CMW(CL3)
1 brown potion -- Potion of Bear's Endurance(CL3)
1 clear potion -- Potion of Invisibility (CL3)
1 wand -- Wand of CSW (4 charges, CL5)
1 necklace, obsidian with dark aquamarines in the shape of a spiderweb with a gold skull in the middle -- 500 sails (but really evil looking)
1 holy symbol of crossed locust wings dripping with blood -- gold (50 sails), also really evil lookign
1 plate mail - Chaos, is this half- or full-plate? -- Full Plate
2 purple gems -- 35 sails each

No problem, let me know what you have. If it is gems or something, just indicate where they are from. I think that there were only 3 or 4 rooms you got stuff from this time. The bugbears and the bandits/cleric. If you have stuff from earlier, just note where it is from.

I am still alive. If someone has a tally of the treasure, we can move on. I have been trying to get it together, but between being sick and RL, have not had the time to find everything. I think that I will have to start trying to preface loot drops with some word like "loot". And, when I forget, the next person to post is welcome to toss Loot into their post so that we can easily find it on a search.

Congratulations all - This was actually the last encounter in the moathouse. I am just waiting for what you all decide to take and what you want to do next. I suppose there might be some wandering monsters I could throw in for you - old AD&D loved wandering monsters - but that is it for the real encounters. The cleric was the BBEG.


The symbols with the mushrooms you do not recognize. If they are true holy symbols, they are from either a minor deity, or some divine power not frequently seen in the area.

On the other hand, the locust wings dripping with blood you recognize. You recall a group of Iomedean priests discussing something like this as the symbol of Deskari, the demon lord who supposedly caused the Worldwound to open more than a century ago.

Just made it.

Tybek pulls his finger back just as the needle pops out managing to avoid having the needle break the skin. He quickly wipes his finger on his pants eliminating whatever poison was contained on the needle.

You open the cabinet and find many high quality pieces of clothing. Whoever this drow priest was, he was very aware of the current high society customs and styles of Taldar and Absalom. Among the cloths are five interesting robes, also of a fine material. One is black with a locust wings dripping blood emblem. One is red with what appears to be a mushroom surrounded by flames. One is ivory with a mushroom surrounded by what appears to be wind. One is brown with a mushroom surrounded by stones. And the last one is aquamarine with a mushroom emblem surrounded by waves.

Tucked away at the bottom of the cabinet you find a small box. In the box is an exquisite piece of jewelry,made with matched fire opals on a gold chain and settings with diamond chips. Also contained here are several three small blue gems, 2 reddish orange gems, and one blue sapphire gem as well as 20 Falcons and 500 Sails.

Also at the bottom are four what appear to be silver holy symbols. All are of a mushroom, one surrounded by flames, one by waves, one by wind and one by stones.

Tybek quickly inspects the cabinet and is sure that there is no trap. Arindale, hoping to be helpful quickly finds a set of keys and hands them to Tybek. Tybek sticks the key into the lock and suddenly finds that he has a small needle being stuck into his finger.

Fort save please Tybek.

The party prepares. Arindale and Berashel don the black armor formerly worn by the evil cleric and his lieutenant. Tybek makes sure that it is the proper time to charge into the unknown. And the two midgets commiserate the death of Dworkin. At the same time, Ranim appears to be figuring out how to combine the party's adventures into a haiku.

After finishing changing their wardrobe, the two warriors, and the crazed axe wielding dwarf wait while Ranim prepares to open her door. The door is opened, and the party charges in to find they are facing an unmade bed and what appears to be the clerics recently taken off night clothes.


The Master's chamber is lavishly furnished, with thick rugs, wall hangings, and soft chairs, couch, and cushions. Wines, liquors, and dishes of sweetmeats abound. A brazier continually burns, warming the place and sending a fragrant incense into the air. Silver serving pieces and goblets and an alabaster box filled with unguents are in plain sight. A locked cabinet sits against one wall.

Priests Area

Full Dungeon Map

Sorry about the loot distribution. Not a lot of mages in the first part of this module.

Tybek Odeon wrote:

As Arindale threatens the drow sergeant, Tybek offers his assistance.

The sergeant is still human, he has not suddenly turned into a drow.


There are no apparent locks or traps on the door.

The sergeant looks at you, fear in his eyes. In a pitiful voice he responds to Arindale's aggressive command.

I . . I don't know. It is the m . . . master's private chambers. I . . . I have never . . . never been in there.


The brooch is a Brooch of Shielding - 70 hp left.

Breastplate +1
Brooch - not certain
Dark blue potion - CMW(CL3)
Brown Potion - not certain
Clear Potion - Invisibility (CL3)
Wand of CSW (4 charges)

With the enemy down, or bound, the party has time to catch its breath and look at the room. There are two tables, one near where most of the fighting took place appears to be used by the guards as a common area. There is a pair of dice on the table and a few coins lay scattered about (8 Wolves and 32 Caps).

In the main area is another table, this one made of a dark wood. Emblazoned on the surface of the table is what appears to be a deep purple spider web with a hideous inhuman skull in the center. Past the table in the rear corner is what appears to be a shrine with a similar web and skull emblazoned upon it. A bowl at the bottom of the altar contains a dark liquid.

The room to the left appears to be the sleeping quarters for the guards with several beds and bunks. Each bunk has two small chests next to it or stuck beneath the bunk.

On the east side of the main room is a large oaken door.
Searching the bodies of the deceased the party finds:
12 suits of scale mail
14 heavy shields
12 light crossbows
12 longswords
2 suits of chainmail
2 morningstars
2 war hammers

The drow lieutenant had:
plate mail
heavy shield
masterwork longsword
masterwork composite longbow (str +3)
73 Sails
4 Falcons
2 purple gems
1 potion of CLW (CL1) - Spellcraft 31
1 potion of expeditious retreat (CL1) - Spellcraft 19

The drow cleric had:
magic breastplate - Spellcraft 17 -- cannot identify - breastplate is black
Heavy Shield +1 - Spellcraft 27 - shield is black
Unholy Mace +1 - Spellcraft 22 (just made it) - this weapon is blacker than the blackest night, it seems to almost suck in the light
magic brooch
2 dark blue potions
1 brown potion
1 clear potion
1 wand

a necklace, obsidian with dark aquamarines in the shape of a spiderweb with a gold skull in the middle
a holy symbol of crossed locust wings dripping with blood
15 Falcons
83 Sails

The sergeant was a tough cookie, but the giant cleric manages to easily pin him.

Assuming you tie him up, combat is over.

Still standing, but with a bit of a dent in his helmet.

Non-lethal is an option if you wish to knock him out, or you could grapple and tie him since he is immobile for 1 more round.

There were only two drow, both are down and bleeding out. The stunned guard is a sergeant and is human.

Although Tybek's threats are so poorly placed that you can almost hear the guard laughing despite being stunned and blinded.

Round 13 - recap
With the priest down and the draw warrior foolish enough to drop his shield, the party manages to land a few lucky blows.

First, Berashel fires a very poor shot which is heading straight toward Tybek until suddenly the magic of his deity causes the arrow to redirect and strike the drow in his shoulder. It may be the heat of the battle, or simply your weary bodies, but you are pretty sure you could hear a hissing like a dragon laughing as the arrow was redirected.

Finally figuring out how to use his axes, Tybek swings both at the same time. The drow raises his shield to block the first, only to suddenly realize that the shield is on the ground resulting in the blow striking his forearm. Distracted by the first blow, Tybek's second axe also hits drawing blood from the warrior.

Attempting to fill the room with this creations, Braden summons another dog, this time getting a dachshund which leaps at the warrior only to find his way impaired by some unseen force. The same result stops the earth elemental which swings madly, but cannot get close enough to strike the drow.

Deciding that he has had enough of Braden's animal show, Arindale once more swings his magically enlarged mace and again lands a devastating blow. Despite all the damage that the drow has taken, he remains standing, although you can see in his eyes as his body wobbles unsteadily that he does not have much left. And that much is ended as the tiny druid finally arrives in the battle and slices the warriors legs out from beneath him causing the drow warrior to fall to the ground bleeding out.


With the leaders down, all that is left is the one guard held unmoving by Braden's magic (at least I think he is still stunned.)

--> I know that Ranim is not quite where she is on the map, I moved her to light up that part of the room so that you could see the whole area. There is a door on the right wall.

Party Up - all that is left is the sergeant who is moderately wounded and stunned by Braden's color spray

Every hit can have sneak damage. If you take TWF, Improved TWF and Greater TWF, you could end up with 6+ sneak attacks per round - of course this requires you to be able to flank or otherwise negate dex of the target.

Unfortunately, both summoned creatures failed their Will saves, it was DC18, so no sneak damage.

Ok, I screwed up a few things. First, the summoned elemental cannot attack anyone as there is a Protection from Good 10' radius up centered on the cleric. Although since the elemental has not hit yet, this makes little difference. If the elemental wishes to attack this round, it will need a DC18 WIll save. The attack missed though, so this would only help Tybek with flanking, but his attacks also missed.

Also, Braden. Tybek was already in AE52. However, the next roll after the saves made was a 13 and with the Protection from Good, the drow warrior would have made the DC16 Will save anyway.

Round 12 - recap
The diminutive wizard once more pops about the local space, this time reappearing atop the nearest table next to Braden and blocking his tiny sling wielding friend. Braden then again begins to call upon other worlds to lend him support in the battle.

Arindale then opens up with his now huge mace and returns the priests favor by clocking the drow on the head. The drow's evil magic almost deflects the blow, but Arindale's mace connects with enough force to leave the drow staggered for a moment. His beautiful face suddenly takes on a look of desperation. Deskari, why have you abandoned me. And with that, he drops his mace and crumples to the floor in a pool of blood.

Stabilize: 1d20 ⇒ 2

Tybek and Maegge attempt to attack the drow warrior, one with axes and the other with stones, but both weapons harmlessly bounce off his black armor.

While the others attack, Berashel calls once more on the lord of good dragons to grant him aid.

Finally, the odd song singing bard makes a mighty swing at the stunned guard. A loud ringing sound is heard when her sword connects with his armor, but little other damage is done.

The warrior, seeing his master fall, takes on a look of near madness. He steps to where the cleric fell, drops his shield and swings his sword with all might at Tybek.

Attack-PA-longsword: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13

However, the swing is slightly high and does little other than to remove a few of the straggly hairs from atop Tybek's head.

Party Up


Don't forget, Braden, I need a DC18 Will from the elemental for it to be able to attack the drow warrior. I will retcon the AoO damage in if the elemental makes the save.

Arindale - do you want to use the AoO above as your attack this round? Or do you have another action? If you are attacking, let me know if you are going after the cleric or the warrior or the stunned guard.

Ranim's swing is way wide, but she manages to hold onto her blade.

The elemental's blow misses the nimble dark elf by a wide margin.

Ranim Nejem wrote:

** spoiler omitted **

Ranim steps up towards the nearest foe and attempts to cut him down.

5' to AD53 (if AC53 is stunned). Attack AD52.


Ranim - give me a crit fumble roll - just a d20 unmodified.

Elemental gets an AoO - he was in the wall and the drow warrior did not know he was there when he performed the CDG. I am assuming that elementals can see through walls and could get the AoO.

I look at it more from the AoE spell diagrams. They chop off the corners to make something vaguely representing a circle. I figure that reach should have the same affect/range. With a 10' reach, I could see it either way, but with larger creatures and longer reaches, the discrepancy would be more apparent - 15' reach, 20' reach for really big creatures, etc.

Braden - is that the AoO? Or his round 12 action?

Hmmm - I missed that Berashel was using his bow and not a sword. Also, Arindale, no AoO, he was diagonally 2 squares from you when he did the CDG, thus he would have been 15' (like moving 2 diagonal squares.) If I am wrong on the reach of a large creature, someone please direct me to a diagram. I searched for one, but could not find a "reach" picture for large creatures.

Since Berashel was not planning on moving, a few changes.

1. The drow cleric (AD51) shifts forward and strikes Arindale instead of Berashel --> Arindale - 15 damage -- Berashel no damage this round.

2. No AoO for Arindale, the CDG was two squares diagonally, so he was standing 15', not 10' away. -- Dworkin is still quite dead. -- The earth elemental gets an AoO since it was adjacent to the warrior when he attacked.

3. The drow warrior (AD51) moves directly south instead of 5' diagonally since the cleric is now in the square where the warrior was before.

Here is an updated map.

Battlemap - revised

Hope this fixes everything.

Ok, yeh, I am lame. Life keeps getting in the way. Anyway, lets try to get this fight over. Out of battle it is much easier to move things forward.

Round 11 - recap
Like a dark wave, an aura of corruption and chaos emanates out from the dark priest. A frothy bubble suddenly springs from the mug around Arindale's neck and deflects some of the chaos, but the rest of the party is drained by the corrupting power.

Maegge - I need a Will save from you. Also need a Will save from Dworkin and Gimpy for the negative energy - 6 hp damage, 3 hp if DC16 save.

Despite the touch of some dark deity, the party continues to press its advantage in numbers. First the not-so-brave hobbit brings another stony fighter into being. The creature swings aimlessly at the cleric before following its summoner's actions and hiding in the closest wall. It is the green part icon you can see.

Braden then calls upon his arcane training and swirling colors burst forth from his hands.
Dworkin-Will Save: 1d20 + 1 ⇒ (9) + 1 = 10
Sergeant-Will Save:1d20 + 1 ⇒ (13) + 1 = 14
Drow Priest: 1d20 + 9 ⇒ (11) + 9 = 20

Dworkin collapses to the ground unmoving. The sergeant simply stands there apparently stunned and unable to see. The drow on the other hand simply ignores the light and instead throws back his head and laughs. Is that the best you have midget. My Lord will enjoy devouring your soul.

The priests mirth is only heightened when Tybek steps forward and completely whiffs with both his axes. However, the laughter is cut off when Berashel charges forward and lands a nasty cut, immediately followed by the enlarged Arindale landing a bone crushing blow. The priest remains standing, but is clearly wounded.

Trying to follow up on his prior success, Maegge once more slings a stone at the priest, but the shot ricochets off the ceiling harmlessly missing everyone.

No longer relying upon his spells, the priest draws the piercingly black mace at his side and swings at Berashel with all his might.

Attack-mace @ Berashel: 1d20 + 8 ⇒ (13) + 8 = 21 **HIT**
Damage: 1d6 + 4 + 2d6 ⇒ (2) + 4 + (6, 3) = 15

The mace hits a glancing blow, but when the weapon hits, it is as though the paladins life force is simply sucked out of him.

While the other drow raises his sword and stabs it down at the incapacitated Dworkin.

Attack-coup de gras: 2d8 + 14 ⇒ (4, 1) + 14 = 19
Fort DC29 or dead <-- nat-20 will succeed if still alive.

--> Lieutenant is in AD52
--> Priest in AC52
--> Sergeant is blind/stunned in AC53

Party Up


Doh - they are positioned at AC51, 52 and 53. I don't think you will see AC that high until you are at least level 4 or 5.

Just so you know, there are two dark elves, the caster/priest, and the lieutenant. I will assume that everyone is attacking the priest if they can. If someone wants to hit the Lieutenant instead, let me know.

Priest - AC52
Lieutenant - AC51
Sergeant - AC53

Not sure where Berashel started last round, but I believe he got a CLW from Arindale, a CLW from Ranim and a LoH from himself.

GRRRRR - I had almost this whole post finished and then must have somehow closed the window, lost everything but the first 10 lines. GRRRR.

Round 10 - recap
While Tybek continues to confuse the enemy with blows far from their mark, the rest of the party attempts to pick up the pieces.

Braden's puppy, despite having taken a near deadly blow, attacks the nearby guard. While the attack is glancing at best, the tiny dog manages to grab the man's sock tripping him to the ground before suddenly collapsing and disappearing from whence it came with a pop.

Hoping to help his now disappeared friend, Dworkin moves forward and attacks the now prone guard.
Attack-bite: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Dworkin lands a nasty bite which leaves the prone man conscious, but badly wounded.

Seeing the dogs dropping the first guard, Maegge turns his attention to the next guard. He launches a bullet from his sling and manages to strike the guard directly in the forehead. The bullet draws blood and leaves the guard wobbling on his feet.

While Tybek demonstrates the dwarven skill of axe waving and Maegge and the dogs do most of the fighting, the rest of the party attempts to channel some life back into the holefull paladin.

The dark elf leader then shouts something in the hissing evil tongue that he has been using. The sergeant and lieutenant smile, but a look of fear suddenly appear in the eyes of the two guards struggling to survive.

The lieutenant then drops his bow and moves forward while drawing a sword. The sergeant does likewise and both strike at Dworkin.

Attack-sergeant @ Dworkin: 1d20 + 4 ⇒ (19) + 4 = 23 **Hit**
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Attack-lieutenant-sword @ Dworkin: 1d20 + 7 ⇒ (9) + 7 = 16 **Hit**
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Confirm crit-sergeant @ Dworkin: 1d20 + 4 ⇒ (8) + 4 = 12 **No Confirm**
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

As the fighters do this, the dark elf caster also moves forward while raising the talisman connected to a black chain around his neck. As he does so, he speaks a prayer and a dark force wells out of the crossed locust wings on the emblem.

Channel Negative Energy: 3d6 ⇒ (1, 2, 3) = 6 - DC16 Will for 1/2 <--wow
--> I believe everyone is within range.

As he does this, it seems to wash over the Sergeant and Lieutenant, but the two other guards drop as their flesh shrivels under the onslaught of negative energy.

Party Up


Round 9
With its resources being quickly depleted, and the enemies likewise appearing to be diminished, the party continues to attempt to press its advantage.

Ranim once more begins to sing, this time of cheerful birds playing in the springtime. This is followed a moment later by Berashel fleeing back from his created front and hiding behind the cheerful bard.

Suddenly, Braden's pit begins to shrink and those stuck within rise up with surprised looks on their faces as Maegge and Braden's summoned elementals suddenly blink out of existence.

Having gotten fed up with his defective bow, Tybek steps to the side to make way for the rapidly growing cleric behind him, and then swings his axe taking a large piece of flesh out of the bandits as the pit rises.

A moment later, Braden's trusty dog Dworkin leaps forth and takes another bite out of the bandit just hit by Tybek.

After releasing his dog to do the fighting for him, Braden completes another spell and another yipping chihuahua appears. However, it cannot make it to the spot intended by Braden, and instead appears slightly closer. Unable to get to the intended target, it turns about and also takes a bite at the ankle of the bandit wounded by Tybek and Dworkin. With a groan the bandit finally falls to the ground.

Not to be outdone by his grumpy dwarven friend, Arindale steps forth in his new and larger form. Arindale than swings his giant morningstar at the most injured looking recently-risen-from-a-pit bandit and with an impact like a sledgehammer on stone, crushes the man's helmet dropping him to the ground.

Finally, the hobbit druid, unsure what else to do with all the big boys blocking the way forth, calls on the power of nature while playing with several small pebbles.

Seeing the elfish paladin retreating, the dark elf caster once more begins to call upon the power of his dark lord. As he reaches for the unholy symbol around his neck, two darts of pure force spring forth from Braden's fingers shooting straight at the priest's head. However, a moment before they strike him, they are redirected and sucked into a brooch fastened to the dark elf's cloak. As he sees this, he finishes his prayer and a bolt of pure darkness shoots from his unholy symbol striking Berashel in his chest. The darkness immediately begins to corrupt the paladin's physical form causing wounds to fester and old scars to reopen.

Spellcraft DC19:

He cast Dread Bolt.

Attack-ranged touch @ Berashel: 1d20 + 6 ⇒ (10) + 6 = 16 **HIT**
Damage: 5d6 ⇒ (4, 5, 3, 3, 4) = 19 + Sickened for 1 round <-- DC17 Will for 1/2 damage and not sickened
**I believe you are at -8hp unless the save is made.**

As he does this he laughs once more and with a heavy drowish accent cackles:
Your petty gods are no match for the Lord of the Locust Host.

While he does this, the sergeant and a bandit step forward as one and attack Braden's chihuahua while the other dark elf continues firing arrows, this time at the blustery dwarf.

Attack-guard 8 @ summoned chihuahua: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Attack-sergeant @ summoned chihuahua: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Amazingly, the nimble miniature dog manages to avoid both blows which sail harmlessly over its scrawny body.

Next, the recently-raised-from-the-pit guard once more swings at the giant cleric hoping to deal some damage.

Attack-guard 11 @ Arindale: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 **HIT**
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Perhaps emboldened by his lord's bravado, he manages to land a solid blow drawing blood from the cleric.

Attack-lieutenant @ Tybek: 1d20 + 7 ⇒ (20) + 7 = 27 **HIT**
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Confirm crit: 1d20 + 7 ⇒ (3) + 7 = 10 **not confirmed**
Damage: 2d8 + 8 ⇒ (8, 4) + 8 = 20 [ooc]<-- boy are you lucky

The lieutenant's arrow finds a critical spot beneath Tybek's arm, fortunately for the dwarf, the arrow does not have sufficient force to pierce deeply enough to cause great harm.

Party Up


Tybek, you going to miss anyone this round?

Arindale, let me know which one you are attacking. #8 appears uninjured, #11 has some scratches. #12 some minor injuries. None appear badly hurt yet.

Round 8 - recap
The party continues to attempt to defeat the evil bandits(?) before them. Unfortunately due to a combination of incompetence and half decent armor, none of their blows land.

While the party flails about, the two bandits in the pit swing at the elementals sharing the hole with them and the remaining non-leader bandit pokes his sword at Berashel.

Attack guard 9 @ Berashel: 1d20 + 3 ⇒ (18) + 3 = 21 **HIT**
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Attack guard 11 @ Maegge Elemental: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Attack guard 12 @ Maegge Elemental: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

While the bandits in the pit narrowly miss the elementals, Berashel is not so lucky, taking a glancing blow which leaves a nasty laceration on his arm.

Seeing the not-quite-an-elf bleeding once more, the remaining sergeant makes a great overhand swing hoping to remove the paladin's head from his neck.

Attack sergeant 2 @ Berashel: 1d20 + 4 ⇒ (19) + 4 = 23 **HIT**
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Crit Confirm: 1d20 + 4 ⇒ (13) + 4 = 17 **CONFIRM**
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

The tall dark elf in the rear once more draws back his massive bow and fires at Berashel, from near point blank range.

Attack lieutenant @ Berashel: 1d20 + 7 ⇒ (12) + 7 = 19 **HIT**
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

While the forward charging celestial elf is slowly disemboweled, the other dark elf once more raises his hands and speaks in the hissing vile tongue that he has been using.

Spellcraft 17:

He is casting Bane.

Everyone, including summoned monsters, need to make a DC 16 Will save or take -1 attack and -1 saves for the remainder of the battle.

Party Up


As an FYI, I may have limited ability to post until Saturday. I will probably get some time in, but will be on the road for work and have a very busy schedule which is likely to greatly cut into my posting time.

Perhaps we need a spell:

Summon Syrup
- it combines grease, web and summon swarm. The floor ends up really slippery, but if you fall, you get stuck (grappled), in addition, a swarm of flies appears and attacks anything in the area.

That is easy, just point his alchemist in the wrong direction and watch her toss bombs at the wall.

As I said, I know what you mean, I had just never seen it done in that particular fashion. I am good either way. I just need to start tossing things at you which require saves (other than Tybek trying to get himself shot/blown up). Of course this usually requires spell casters which so far have been in rather short supply in this campaign. This should change before too long though . . . hehehe.

Hmmm, Ranim, why do you have "F/R/W 2/4/2" in your status line? Wouldn't F2/R4/W2 or F+2/R+4/W+2 be just as effective and take the same or less space?

I don't really care, just have never see that format used.

Round 7 - recap
The party continues to attack the guards, but with most dying or trapped in a pit, there are few options. First, Arindale calls on the aid of Cayden and a moment later the air is once more filled with bubbles and the smell of cheap ale.

Next the ever brave Braden sends his stony warriors forward and together the pair drop the another guard. Maegge tries to do the same thing with his elemental, but having to maneuver around the pit created by Braden causes the elemental to slow such that he is unable to strike his foe. Seeing the elemental move, Berashel attempts the same feat and manages to get past the pit, but remains standing on slippery footing on the cusp of the pit.

Reflex-elemental AB53: 1d20 - 1 + 2 ⇒ (2) - 1 + 2 = 3 vs DC16
Reflex- elemental AB53: 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14 vs DC16
Reflex-Berashel: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 vs DC16

While Berashel manages to barely maintain his footing, the clumsy elementals are not so lucky and slip then topple into the pit.

Falling Damage: 1d6 ⇒ 6 <-- ** damage to elemental 2**
Falling Damage: 1d6 ⇒ 6 <-- ** damage to elemental 1**

Reflex-guard 11: 1d20 + 1 ⇒ (6) + 1 = 7 <-- these guys really suck at saves
Reflex-guard 12: 1d20 + 1 ⇒ (2) + 1 = 3

However, the both elementals land on top of one of the guards trapped in the pit causing damaging the guard and knocking both the elemental and the guard prone.

Damage-guard 11: 1d3 ⇒ 1
Damage-guard 12: 1d3 ⇒ 2

After seeing Berashel almost stumble and the elementals all fall into the pit, Ranim decides to slow her approach to Berashel after realizing that she would be unable to reach the celestial elf at this moment.

Finally, Tybek continues to figure out how a crossbow works. He manages to get a bolt loaded, but before he is able to aim, the weapon discharges firing the bolt across the room to smash into the wall next to Berashel.

Seeing the elementals fall into the pit, the guards within attempt to attack the summoned creatures.

Attack-guard9-@ elemental 1: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Attack-guard11-@ elemental 1: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3 <-- prone
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Attack-guard12-@ elemental 2: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6 <-- prone
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

However, in the now confined area, none of the guards are able to land any strikes.

Finally, the leaders begin to act more seriously. First, one of the dark elves raises his hand and begins to call on whatever horrific entity he worships. A moment later a dark globe surrounds the elf for the briefest of times.

Spellcraft DC18:

He cast Magic Circle against Good.

At the same time, the remaining guard and the sergeant step forward to engage while the other dark elf once more fires his bow.

Attack-guard 8-longsword @Berashel: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Attack-sergeant 2-longsword @Berashel: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Attack-lieutenant-longbow @Berashel: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

And fortunately for the party, the god Dicebot was looking down on them this time.

A round with practically no hits by anyone other than Braden's gravel monsters.


Party Up.

Traitor, we both know that NH syrup is better.

Although I am partial to New Hampshire maple syrup, the Vermont stuff is a pretty good second.

There was a West Wing episode about this:

West Wing - Maple Syrup

Bah - Vermont Maple Syrup. Probably came from Maple Grove Farms too. (Which is in the town where Tybek lives.) I have made it very clear that New Hampshire maple syrup is the only acceptable syrup in my home. None of that western stuff from Vermont or New York.

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