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Round 5 actions, round 5

Round 5

Init: Kal, Harp, Man, Thug2, Thug3, Thug4, Thug5, Thug6, Thug7, Thug8

Kal's mind enters that place where thought and action are one. These men think they are opposing him, when in reality he has made them all part of his song and dance. The song of the sword, the dance of the blade. In counter point to the sound of blade slapping blade, Kal's rapier darts out at one of his foes (T2, AC17, 12+3=15,miss) and pass just to one side of the form. Kal is not upset as he had not really counted on hitting his foe. This strike just set up the next few measures of the combat.

Harp hears the man behind him chanting again. He recognizes a few of the words, mainly words of supplication and promise similar in context to the words he uses when asking for the help of the battle lord. Ignoring the man again Harp continues his assault on the swordsman in front of him (T4). This time Harp tries to use finesse instead of brute strength. He fakes another overhead slash and when the swordsman raises his sword to parry, Harp changes his grip and thrusts instead of swinging (AC18, 16+12=28, hit, damage 10). The sword slides into the gap between the head and the chest , severing arteries. Blood spurts as the man slides to the ground.

Pulling his sword free Harp continues on, bring the blade across the back of one of Kal's foes (T5) hit gets a solid hit in the man's back (AC18, 20+7=27, hit, critical threat, AC18, 12+7=19, critical hit, damage 21). The man screams as the blade slides through a gap in his chain shirt and appears out of his belly in front.

The men surrounding Kal continue to fight. One (T2) swings the sap again(AC28, 18+8=26, miss). The elf parries the leather strap and continues moving in a flowing motion, already defending himself from the sword at his back (T3). He spins as the blade flashes in (AC28, 4+9=13,miss) and he feels his armor shift as the blade grazes the metal rings. His spin takes him back around just in time to block two more saps moving towards his head (T6, AC28, 16+6=22,miss, T7, AC28, 16+6=22,miss). The flow of these blocks leaves him in exact position to block the next thrust of the swordsman in front of him (T5) but the expected blow is not there. The man has turned to attack Harp.

Screaming in agony as Harp pulls his sword out of his back, the man (T5) spins wildly, slashing at the cause of his pain. His strike is wild, (AC20, 9+7=16,miss) but it does give the other swordsman (T8) a chance to scoot over and surround Harp. The second swordsman takes advantage of Harp's distraction and lands another solid blow on the 1/2 orc (AC20, 16+9=25, hit, damage 6). Harp winces again as the short sword blade smashes into his armor, bruising the skin beneath the metal.


OODM: Round 5 is over. I need actions for round 6. I also have a comment to make. It has never come up before since we have never had a melee last long enough before. A person can fight for a number of rounds equal to their CON score. After that you are fatigued. After 2X CON score of melee combat you are exhausted. This may or may not come into effect in this combat, but there is a chance, since there are still 7 foes standing.

round 6 actions, round 6, round 7 actions, round 7

From: Kevin

Subject Round 6 actions

OOC: Mark, that same penalty would apply to our opponents as well, right? Assuming they are still alive.

IC: Harp smiles to himself as his sword does its damage. Damn, it had been a whille since he had been in close quarters like this, in the dark, on a street.... He hears the man in black chanting behind him, but so long as he didn;t attack them, Harp would not worry about him. There were enough people between him and Kal for him to worry about. One more down, another severly hurt. If he could take this guy out, he could get next to Kal and give him a hand. He says over the din "Kal, I'm coming your way, keep your back to the wall."

OOC: Mark, Harp will full attack, starting with T5. When (and if) he drops, Harp will take a 5 ft step to P7. If he still has an attack left, he will attack T2 (I think Harp can make a 5 ft step between attacks using the full attack action).



From: Josh

Subject Round 6 actions

Kal looks over at the mage casting. He'd love to throw a magic missile his way, but he has to stay on the defensive this round. Maybe next round. With Harps support Kals puts more emphasis on the attack and less on the defense.

OOC: I'll keep the -5 attack for the +5 AC, but I'm going to drop the -4 for the +2. So my AC drops to 26 and my attack bonus goes to +7.



From: Josh

Subject Round 6 actions

Oh, forgot the tumble bonus. So my AC dropped to 25, and my attack bonus to +7. I'll also apply the +1 dodge bonus to T3.



From: Mark

Subject turn

I will see if I can get a turn out this afternoon.



From: Mark

Subject Round 6

Round 6

Init: Kal, Harp, Man, Thug2, Thug3, Thug5, Thug6, Thug7, Thug8

Out of the edges of his vision Kal sees Harp starting to hack his way through those surrounding him. The elf changes his song, this time going more on the offensive. With more of his attention focused on his enemies, Kal's rapier strikes true and draws blood again from the man (T2) between him and the pile of garbage (AC17, 17+7=24, hit, damage 8).

Harp is satisfied with the crunch his sword had made on the man (T5) in front of him just a few seconds before. The 1/2 orc takes half a step back when the man flails at him wildly and that throws off Harp's aim (AC18, 2+12=14, miss). Harp curses and refocuses, letting fly a back hand slash that finds its mark (AC18, 12+7=19, hit, damage 9). The man screams in pain, drops his sword and falls to the ground. Behind him Harp hears a voice that chills him to the bone. He hears it chanting and then say "Come brother, let your fading life fill me." Harp then steps up so that he is close to Kal.

The figures surrounding Kal continue their assault. First the one in the corner (T2) swings the sap again (AC25, 17+8=25, hit, damage 13) and this time Kal's head rings with the blow. The man with the sword on the other side also attacks (AC26, 5+9=14, miss) but the elf is able to dodge out of the way at the last moment. Another sap wielding figure in studded leather lashes out as Kal turns to block a sword thrust (AC25, 18+6=24, miss) but Kal ducks under that blow as well. A third sap flashes in the pale torch light but does not even come close to Kal (AC25, 1+6=7, miss).

The swordsman at Harps back steps up and strikes at the 1/2 orc's back again (AC20, 17+9=26, hit, damage 6). This time Harp feels the point of the blade draw blood as it pierces the armor.

OODM: End round 6. If Josh and Kevin get me turns by 6:30 PM or so I should be able to get a second turn out tonight. There are 5 thugs and the man left.




From: Josh

Subject Round 7 actions

Kal stings some from the blow, but keeps fighting aggressively. They need to put these guys down so they can't get to the Mage.

"Forget me, Harp! Kill the Mage!"

If Harp turns toward the mage Kal will go back to fighting as defensive as he can (ac 28) otherwise he'll keep at AC 25.



From: Mark

Subject Round 7 actions

You know that Kal has not been able to hear the few things coming from behind Harp. As far as Kal knows, Harp has already killed the person that cast the spell in the surprise round. Kal's view of the street, and where the man is, is blocked by the pile of garbage represented by the tan square.



From: Kevin

Subject Round 7 actions

"That guy's not as important as these guys" Harp yells back. Lets get them first.

With that, Harp will attack.....

OOC: Josh, there is a reason why Harp does not want to go after "M". After the fight, I can tell you why that is.

Mark, Harp will full attack. First choice is T2 if he is still up. If not, then T7 and then T8.

He will 5ft step to P6 if the space opens up.

Seems like Harp's damage rolls have been in the dumper this combat. Weakling.



From: Josh

Subject Round 7 actions

If Kal thinks the Mage is dead then he'll continue to fight completely defensively. If he suspects or knows that he isn't, he'll go to AC25.



From: Mark

Subject Round 7 actions

Right now I would say that since Harp had said that he was going to attack and kill the mage and that Harp is now back, and that Kal really could not see what happened, Kal should think that the man is dead. So I will have Kal fight with combat expertise and fight defensivly as a standard action.



From: Josh

Subject Round 7 actions

Where's that promised round 7!? Are you spending time with the wife and kids again? Tsk tsk.



From: Mark

Subject Round 7

Round 7

Init: Kal, Harp, Man, Thug2, Thug3, Thug6, Thug7, Thug8

Kal, his ears still ringing from the blow to his head, shifts back to the defensive form he had been using. He can see that Harp is working his way to his side, cutting his way through the crowd. If they could get back to back, so that they would not have to worry about flankers, they might be able to beat these superior numbers. Kal takes another stab at the figure in the corner (T2) but the man is able block the blow on his buckler (AC17, 8+3=11,miss).

"I'm coming Kal. Just hold out for a bit longer. Then we can chase these bastards back to hell." Harp's words belie his disbelief. Kal looked basically alright. The elf had been surrounded by at least five foes for almost half a minute. He should be on the ground, chopped to pieces. And it would have been Harp's fault. This thought makes Harp growl deep in his throat. He gives up any sense of subtlety with this attack (AC17, 9+12=21, hit, damage 13) and his sword crashes through the wooden buckler and deep into the man's neck. The figure falls to the ground and Harp steps forward, turning as he does to strike at the foe in front of Kal (T7) (AC17, 12+7=19, hit, damage 9). His sword crashes into the man, cutting a deep wound in the man's chest.

It is at this moment that the man with the scythe seems to appear out of nowhere, standing next to Harp. "You have done the work of The Reaper well tonight 1/2 orc. Now you will get a taste of what awaits when you go to your final reward." (Concentration check, DC18, 14+10=24,success, no AOO). The man reaches out a hand and touches Harp, just for a second (AC12, 9+5=14, hit, Will save, 8+7=15, fail, STR drop by 6 points) but in that second, everything changes for Harp. He feels something get sucked out of him, some essential part of him. He goes light headed for a second and the weight of his armor seems to drag him down. His sword feels almost heavy in his hand.

The man with the sword next to Kal takes a swing at the elf. With out the distraction from the other side, Kal is easily able to avoid the blow (AC29, 10+7=17, miss). The other two figures in studded leather each strike at the elf with their saps, both missing (AC28, 16+6=22, miss, 1+6=7, miss). The one remaining figure with a sword seems to be doing something to the bodies on the ground beneath him. Harp is not able to do anything due to the refuse in the way.

OODM: End round 7. I need actions for round 8.


Round 8 actions, round 8

From: Josh

Subject Round 8 actions

OOC: Mark, is there any way to combine the defensive casting feat with combat expertise? The defensive casting from the bladesinger sheet reads:

Defensive Casting: When casting a spell defensively, the Bladesinger gains the AC bonus of fighting defensively (+2 AC) as long as his signature weapon is in hand. This still requires the standard concentration check vs DC15+spell Level to not lose the spell.



From: Kevin

Subject Round 8 actions

Harp staggers at the feeling that runs through him. For the first time in his life, he can see death staring him in the face. Even when they had faced the ogres coming here, it had been so fast that he had no time to think. Now, though, it felt like this person was draining the life out of him. Well, at least he could go out fighting.

"Kal, kill this one!!" he shouts, and focuses his attack on the man with the scythe.

OOC: Mark, full attack on M. I think Harp is now an attack bonus of 9/4 with damage of 1d8+4.



From: Mark

Subject Round 8 actions

No you can not combine them. The combat expertise feat says that when you make an attack action or a full attack action you can to the trade. You want to cast a spell, so the feat does not apply. Combat casting is the feat you would be looking for/using.



From: Mark

Subject Fighting

I was checking my records last night and realized I had said something wrong about how long a person can fight.

A person can fight for 2X CON score rounds. Then the person becomes fatigued. At 4X CON score a person becomes exhausted. If a person has the endurance feat, then all of these numbers are doubled.



From: Josh

Subject Fighting

Alright. Kal will defensively cast Bull's strength on Harp. This should be a DC17 and won't create any AOO's. I'm not sure if I lose the spell or just the +2AC bonus if the Concentration check fails. Either way, he's got a +15 concentration check bonus for casting this spell.



From: Mark

Subject Round 8 actions

From what I can tell if you fail the CON skill check you loose the spell.

One might question why Kal is casting this on Harp. :)



From: Josh

Subject Round 8 actions

Why not? Kal can probably tell Harp's strength just got Sapped, and doesn't know to what extent. He'd like to boost it some.

If Kal didn't know this then he'll cast it on himself.



From: Mark

Subject Round 8 actions

Well I will make a spell craft check. I mean Harp has not said anything about being weaker and there are lots of touch type attacks. Maybe it was an inflict wounds or a level drain.

I will look at this afternoon.



From: Kevin

Subject Round 8 actions

Harp probably would not have said anything, but he sure would have sounded something. He is not pleased with what this guy just did to him, but he was probably to shocked to say anything.

C'est la vie.

Should I start rolling up a new character?



From: Jason

Subject Round 8 actions

OOC: Of course not, don't you remember that Ragnar cast status on you before you left? The calvary is on its way!

Oh wait, that's exactly what he didn't do... my bad.



From: Mark

Subject Round 8 actions

Are you dead yet? What a whiner. He gets normal strength and he thinks he is dead.

Of course he was the one to go out into the town at night after he had been given many stories about how dangerous it was to go out at night in less than groups of 10. Thinking was never Harp's strong point.



From: Kevin

Subject Round 8 actions

Oh, I know he's not dead yet. He'll just end up mostly dead. Weak like an elf, not very smart, sort of ugly... wow, he is starting to sound a lot like me.

If Harp can get a couple of good hits on the guy, it might make him think twice about sticking around. The thugs don't worry me too much. Too bad Harp is not very good at casting in combat.



From: Mark

Subject Round 8

Round 8

Init: Kal, Harp, Man, Thug3, Thug5, Thug6, Thug7, Thug8

Kal is startled to see the mage step out of the darkness. Hadn't Harp finished him off? Had Harp betrayed him? The man hisses at Harp and lays a hand on him. Harp flinches, like he has been branded. Suddenly Kal makes a connection (Spellcraft check, DC18, 9+10=19, success.) Not a mage. Cleric. Cleric of death. What had he done to Harp? Well at least the numbers were closer to even now, even though he and Harp were both pretty beat up. He would need all the strength he could muster now. Making sure that he does not leave an opening Kal starts to chant (Concentration check, DC 17, 16+15=31, success) the spell that would add to his strength. They would need to finish this quickly.

Harp, still reeling from the curse, strikes at the dark figure in front of him (AC18, 2+9=11, miss). His first blow is a feeble thing, but his second blow lands on target (AC18, 15+4=19, damage 7).

The man with the scythe curses and turns to the swordsman behind him (T8), hissing "Take my place, I will summon help." With that the man withdraws as the other figure steps forward.

Kal faces off with two of the remaining figures (T3 and T6). The swordsman (T3) makes a swift strike but Kal dodges out of the way easily (AC21, 5+7=12, miss). Kal is able to keep the man with the sap at arms length and the sap misses by a mile (AC20, 6+6=12, miss).

Harp also faces two foes, one with a sword and one with a sap (T8 and T7). The swordsman thrusts with his short sword (AC20, 8+7=15, miss) but Harp is able to deflect it with his buckler. The sapper is able to make a leaping attack and smack Harp across the back of the head (AC20, 15+6=21, hit, damage 7). Bright lights flash in Harp's eyes but he keeps his feet.

OODM: End round 8. I need round 9 actions. I have things to do tonight so I will not be getting another turn out today.




From: Josh

Subject Round 9 actions

Kal's going to attack T7 with AC 25. He'll apply his dodge bonus to T3.

Round 9 actions, round 9, zombies, dead keyboard

From: Kevin

Subject Round 9 actions

Harp, his head ringing from the blow to his head, sees the man with the scythe back against the other wall. They had to stop him - Harp was sure he was the one kidnapping people at night. He has to be stopped. Harp attacks the thug in front of him (T8) and tries to move to cut the man off.

OOC: Mark, full attack on T8. If he drops after the first attack, Harp will 5 ft step to P7 and use his second attack on "M". If T8 does not drop on the first attack, Harp will use his secon on T8 and then step to P7.

Karl, are you working up a good verbal beat down for Harp, cause he is going to deserve it after this fiasco.



From: Mark

Subject Round 9 actions

Actually Harp can not move there. The pile of garbage blocks the way.



From: Kevin

Subject Round 9 actions

I'm not sure what map you are looking at, but T8 is in P7 right now. The "garbage" is in Q6. Harp could move to either P7 or Q7, if he wanted to. And, he wants to move to P7.

Check your map. Maybe you should get your eyes lasered again.



From: Mark

Subject Round 9 actions

How can he move to P7 if T8 is standing there?

He can not move into Q7 until P7 is empty.



From: Kevin

Subject Round 9 actions

I am sorry - I was assuming that Harp would take T8 down. That is a false assumption.

IF after any of his attacks T8 is down, Harp will move to P7. If he is not down, he will stay where he is.



From: Mark

Subject round 9

Round 9

Init: Kal, Harp, Man, Thug3, Thug6, Thug7, Thug8

Keeping his eye on the man (T3) with the sword next to him Kal strikes out at the sapper (T7) in front of him (AC17, 11+9=20, hit, damage 9). The elf slips his blade past the man's buckler and drives it into his belly. The man makes a soft gurgling sound and falls to the ground when Kal pulls the rapier from him.

Harp, head reeling from the blow to the head and heart reeling from the blow to his soul, strikes out in frustration and anger. He and Kal might very well die here in the garbage strewn alley and no one would know where they were. It was bad enough that he had brought this on himself. He could live, or die, with that, but Kal might die as well. The anger makes Harp even more determined. He lashes out with two quick strokes (AC18, 12+9=21, hit, damage 8, AC18, 15+4=19, hit, damage 10). The man tries his best to block the 1/2 orc's blade but Harp is able to batter his way through the man's defenses.

Behind the thug in front of him Harp sees the man with the scythe bend and start chanting. He touches the corpses of the two men Harp has already killed. Harp's heart then freezes in his chest as he sees the men start to stand up clumsily. The man with the scythe then says "Come brothers, come back from the masters' realm and continue the fight for the reaper, the Lord of darkness. Even in death you may serve. Now kill these two."

The swordsman (T3) to his right lunges again but Kal was ready for it (AC26, 7+7=14, miss). With a quick step away the blade stops well short of any flesh. The sapper (T6) does a little better (AC25, 16+6=22, miss), with his black jack actually coming with in 3 inches of the elf's head.

Harp's foes (T8) hacks with his short sword (AC20, 10+7=17, miss) and Harp blocks it with his shield.

OODM: Round 9 is over. I need actions for round 10. Harp recognizes the two new forms as zombies.



From: Kevin

Subject Round 10 actions

Harp watches as the bodies of the fallen raise from the ground in the alleyway. Gods, he was creating zombies. Harp had learned a little bit about these creatures in his training and knew that in their current condition the two of them would be hard pressed to defeat the remaining thugs and these zombies.

"Kal, these foul creatures aren't hurt like normal people. Try to put some space between us and them."

Harp hacks at the man in front on him and then moves away from the wall.

OOC: Mark, full attack on T8. He will take a 5 ft step to O7. If T8 drops with the first attack, Harp will aim his second on T6.



From: Josh

Subject Round 10 actions

"Damnit." Kal thinks to himself. "Why didn't the half-orc kill this cleric when he had the chance?"

He'll attack T3 and step into N6 if he goes down.



From: Derek

Subject Zombies

OOC: Are zombies not total push-over undead in 3rd ed? I seem to remember skeletons and zombies as little more than fodder.



From: Mark

Subject turn

I will try and get a turn out tonight.



From: Jason

Subject zombies

That's more or less my impression as well.



From: Mark

Subject Zombies

It depends on the base creature. I played in a game where a zombie hill giant took a party of 5 th level characters to pieces.



From: Porter

Subject Zombies

Yup. Zombie is not a template, not a monster type.



From: Mark

Subject Zombies

Or Zombie is a template, not a monster type.

almost anything that has been alive and made of flesh can be made into a zombie.



From: Porter

Subject Zombies

Exactly.

I've got to say, I like the way templates work in 3.x. I remember back in 2E, how awesome it was when TSR came up with the completely new (to us) monster the dracolich. It was a *dragon* turned into a *lich*!

Today, anybody can make a dragon-based lich, zombie, vampire, skeleton, etc..



From: Kevin

Subject Round 10 actions

To paraphrase The Clash - should I turn or should I fight now?

If Harp had higher than a 10 Charisma, he might try turning, but he knows that that ability is not one that he is really good at. He does have improved turning, but he was more of a warrior cleric than a cleric warrior. Of course, that was until he got pimped by Mr. Bad Cleric.

He does know that zombies don't move real good, so putting some space between them and Harp and Kal would make some sense. Granted there are still 3 living thugs and Mr. Bad Cleric hanging around, so.....



From: Mark

Subject Round 10 actions

I hope everyone has been entertained by Harp learing why Lawful good orders frown on premarital sex. :)

That stuff will kill you.



From: Porter

Subject Round 10 actions

It's eery. This is *exactly* how I was taught that in Sunday School.



From: Mark

Subject Dead keyboard

I was in the middle of writing the turn when my wireless keyboard died. I have changed the batteries but it is still not working. I am sending this from my wife's computer but all my work in on the computer I can not get into now. I might be able to get turn out if I can figure out what the problem is.



From: Jason

Subject Dead keyboard

Clearly, the problem is you didn't send it out 30 minutes earlier!

Seriously though, good luck with your troublshooting.



From: Kevin

Subject Dead keyboard

Placing blame on inanimate objects - the first sign of denial.

Until you accept your responsibility in this matter, you cannot begin to heal.

Round 10

From: Mark

Subject Round 10

Round 10

Init: Kal, Harp, Man, Zombie1, Zombie2,Thug3, Thug6, Thug8

Kal's heart goes cold when he hears Harp shout "Zombies. Kal, these foul creatures aren't hurt like normal people. Try to put some space between us and them." Why didn't Harp kill that cleric when he said he would? Kal runs through his mind what he knows of zombies. They were slow, they had to be hacked to pieces so his rapier wouldn't do much good against them and they could be turned or destroyed by a cleric of light and good. "Harp, your a cleric of Heironeous, try and turn them" he shouts. The elf then leaps at the man with the sword (T3) next to him, striking with all his power (AC18, 19+9=28, hit, critical threat, critical hit, AC18, 10+9=19, hit, critical hit, damage 19), shoving his rapier through the man. He is so close he can smell the man's breath, and it smells of death. Kal steps back, pulling his rapier free.

Harp tries to move himself so that he can block Kal from the zombies and the cleric. Taking a swing at his foe (T8) (AC18, 20+9=29, hit, critical threat, critical threat roll, AC18, 20+9=29,critical hit, damage 23) Harp smashes an over head blow which shears through the man's wooden shield and into his head. The sword splits the skull and the man falls, his screams filling the air. Harp then takes a step to move next to Kal in the alley way, slashing at the one man with the sap (T6) (AC17, 14+4=18, hit, damage 6) and cutting him on the arm.

The man with the scythe, his eyes seeming to glow red in the torch light, hisses when he hears Kal shout. "What are one of you doing here? It is of no matter. You too shall serve the Lord of Darkness. The man steps forward, the scythe flashing at Harp's legs (AC20, 16+8=24, hit, damage 7). Harp is able to twist away from the wicked blade but pulls a muscle in his calf.

The two zombies shamble forward, their swords forgotten. The first zombie (Z1) strikes at Kal (AC25, 18+5=23, miss). The elf is able to dodge out of the way of the clumsy creature. The second zombie (Z2) strikes at Harp (AC20, 14+3=17, miss) but his blow falls with out damage on the sturdy armor.

The last thug sees that all of his companions have been defeated and backs away to flee. As he flees the cleric shrieks at him "You faithless fool. Do you think you can run from death? Flee if you must, but know that one of us will find you and take your soul for our Master."

OODM: Round 10 is over. I need round 11 actions.

Round 11 actions

From: Josh

Subject Round 11 actions

Kal will take a 5 foot step back and then defensively cast MM at "M" for the +2AC.



From: Josh

Subject Round 11 actions

He'll apply his +1 dodge bonus to Z1



From: Kevin

Subject Round 11 actions

Harp watches the two men go down - that was more like it. Then the last thug runs away. Well, that was no surprise. They were probably not used to folks like him and Kal. They had picked the wrong people to waylay this evening.

Now the question was - zombies or "the man". He could probably send these zombies cowering, but that might allow their creator to escape. He was more important. If they could take him down, Harp could worry about the zombies next. His mind made up, Harp swings at the man with all him might.

OOC: Mark, full attack on "M".

Round 11, round 12 actions

From: Mark

Subject Turn

I will get a turn out later tonight. The family is going to see Raiders of the Lost Ark at a movie theater and then dinner and then the Blue Man group tonight at 7:30.



From: Mark

Subject Round 11

Round 11

Init: Kal, Harp, Man, Zombie1, Zombie2

Kal realizes that the cleric is the more pressing matter. Zombies could be a problem in large numbers, but he and Harp should be able to take care of these two, as long as more did not join them. Taking a step back Kal chants the magic missile spell and sends his bolts of force into the cleric. The three bolts strike the cleric in the chest (damage 12) and leave burning marks in his armor.

Harp comes to the same realization and swings with brutal efficiency at the cleric. His first blow (AC18, 16+9=25, hit, damage 6) glances off the man's chain shirt while his follow up blow (9+4=13, miss) goes wide as the man deflects it with his scythe.

"Surround them" the man orders, swinging at Harp (AC20, 19+6=25, hit, damage 10) the wicked blade cutting deeply into Harp's calf. One zombie (Z1) moves forward and strikes at Kal (AC22, 20+3=23, hit, critical threat, threat roll, AC22, 9+3=12,miss, damage 5). Kal is rocked by the things slam as the undead beast flails at the elf.

The other zombie (Z2) moves to surround Harp and slams his arms into the 1/2 orc's back (AC20, 19+5=24, hit, damage 7) forcing the breath from Harp and almost knocking him over. Harp sees lights across his vision, his head still spinning a bit from earlier.

OODM: I need actions for round 12.



From: Josh

Subject Round 12 actions

OOC: Did Kal cast 1 or 2 Magic Missiles this fight? I remember talking about casting one earlier in the fight, but I don't think he ever did.

If he has a magic missile left (he has two memorized) he'll cast MM at M again.

If he doesn't have any magic missiles left, Kal will attempt to tumble through O6 and attack M. If the tumble fails he'll attack Z1.

In either case, he'll apply his +1 dodge bonus to Z1.

Round 12 and round 13 actions

From: Mark

Subject Round 12 actions

Kal has only cast Bulls STR on himself. So he would still have the other MM.



From: Kevin

Subject Round 12 actions

Damnit, Harp thinks to himself. Those damn zombies had both been able to get at them. Harp knew he was hurt, and they were still outnumbered. He could attack the cleric again, or he could try to thin out their attackers. Making up his mind, Harp says a prayer to the Battle Lord, asking him to channel his strength and goodness through Harp and to use his power to destroy the abominations.

OOC: Mark, turn against the zombies. If he succeeds, he will take a 5 ft step to N7. Is taking an object from you backpack a move action (and could he still do that even if he has taken a 5 ft. step?). I know that he cannot move but can he do something else that is considered a move action?



From: Mark

Subject Round 12 actions

If you take any move action you can not take a 5 foot step. Taking something out of a back pack is a move action.

What do you want from your back pack?



From: Kevin

Subject Round 12 actions

I was thinking of a healing potion. I have quite a few of them.



From: Mark

Subject Round 12 actions

well getting the potion would be a move action. I also think drinking a potion is a move action.



From: Kevin

Subject Round 12 actions

One of them is a standard action. I remember when we fought the Gythyanki that they kept stepping back and taking a potion. So, they would 5ft step and then drink so as to avoid the AOO.

In this case, if Harp is successfull in turning the zombies he is just trying to get next to Kal.



From: Kevin

Subject Round 12 actions

I did not state it, but I will now - Harp will not do something if he thinks it will provoke an AOO. He knows he is on his last legs and will be lucky to get out of this alive.



From: Mark

Subject Ashley?

Has anyone heard from Ashley? I sent her an e-mail last week and have not gotten anything back?



From: Josh

Subject Round 12 actions

Just to be clear, Kal will defensively cast MM at M.



From: Mark

Subject Status

Just for those who have been following, Harp is now at 11HP out of 65. 4 HP if you count subdual damage, which I do.

Kal is doing a little better. He is at 31 HP out of 41, but actually has 18 HP left due to one major sap blow to the head.



From: Kevin

Subject Status

This just goes to show you that all the summer slasher movies were right - if you have sex before marriage a crazed maniac will kill you.



From: Mark

Subject Round 12

Round 12

Init: Kal, Harp, Man, Zombie1, Zombie2,

Kal is surprised to see the man with the scythe still standing. Some evil force must be powering him. There are still the two zombies to worry about, but they do not concern him as much as the cleric does. Taking a step back to clear a bit of room from one of the zombies, Kal chants the last of his mage arrow spells (Concentration check, DC21, 6+15=21, success). Years of training with the bladesingers have taught Kal how to ignore pain and focus on the spell. His rapier points and three more bolts streak towards the man, striking him in the chest like multiple crossbow bolts (Damage 11), rocking the man on his feet.

Harp thinks of the healing potions in his back pack. A hell of lot of good they do him there. However, he knows that he would leave himself open to attacks by all of his foes if he were to go searching through his back pack. So attack it is. His first blow strikes the cleric (AC18, 11+9=20, damage 7) and it drives the man to the ground. Harp sees his foes eyes roll up in his head and the body slump. The 1/2 orc turns to slash at one of the zombies but slips in a pool of blood on the flagstone (AC13, 1+4=5, miss).

The zombie (Z2) next to Kal turns, steps closer and flails at him (AC23, 7+4=11, miss). The elf is able to dodge back away with ease. The other zombie (Z1) swings his undead arms at Harp (AC20, 10+4=14, miss) but the 1/2 orc is able to take a step away and avoid the blow.

OODM: Round 12 done. I need round 13 actions.



From: Kevin

Subject Round 13 actions

Harp watches the cleric fall. About time. Now, to finish with these zombies. Harp calls upon the power and strength of the Battle Lord, asking him to funnel his power through Harp, unworthy though he was.

OOC: Ok, Mark, this time, turn the zombies.



From: Mark

Subject turn, turn, turn

Regular turn?



From: Kevin

Subject Turn, turn, turn

That is the only turn Harp is familiar with. He has improved turning, but that should take effect automatically - he should turn like a 4th level cleric.

Right???



From: Mark

Subject Turn, turn, turn

Yes that is right.



From: Josh

Subject Round 13 actions

Kal attacks Z2.

OOC: At work, I might write up a more detailed turn later. Figured I'd get this out in case our Illustrious DM wanted to do another round tonight.

Round 13, patching wounds

From: Mark

Subject Turn

I am going to try and get a turn out this morning.



From: Kevin

Subject Turn

Should be simple - Harp channels the power of his diety and blows up the zombies.

Hey, this DM thing isn't that hard.

Mark (and all the rest of the players in this game), thanks for all your patience this past 2 weeks. I am sorry that this has slowed down the rest of the adventure, but Harp really thought he could sneek off to see his "friend".



From: Karl

Subject Turn

Not as sorry as Harp's gonna be when Salix finds out he jeopardized the whole mission for a booty call.



From: Mark

Subject Round 13

Round 13

Init: Kal, Harp, Zombie1, Zombie2,

Kal relaxes a bit when the cleric falls. Turning to face the undead creature in front of him (Z2), Kal makes a lighting fast blow (AC12, 16+9=25, hit, damage 4). His rapier slides in to the body right where the heart is. Kal beams, knowing that this blow is a killing blow, when he sees the figure continue to move. The pale hand reaches up and pulls the blade from its heart and continues shambling towards him.

Harp, his voice weak from blood loss and the cleric's foul magic, gasps "I told you most weapons are useless. You have to either cut them to pieces or this" and the 1/2 orc takes his sword and holds it up speaking as clearly as he can. His voice grows stronger as he says the invocation "Heironeous, shed your light on these foul beasts of darkness. Send these undead back to the sleep of the grave." (Turn check, 18, up to 6 HD creatures can be turned, 9HD or creatures can be turned). The sword glows brightly in the dim torch light, glowing with the power of the battle lord. The zombies cower from the bright light and start to turn to dust as the holy light burns them to nothing. Seconds later the alley way is dark again. Harp falls to one knee, almost collapsing in the street.

OODM: fight is over. You guys can role play it from here. There are 5 dead thugs and 1 cleric body all over the ground.



From: Kevin

Subject Round 13

Yeah, but Harp and Kal have got something that may help - an evil cleric they can interrogate.



From: Kevin

Subject round 13

Harp stands there, his chest heaving at his recent exertions, the remains of the zombies floating away like the embers of a dying fire. He had been worthy, after all. With a final deep breath, he falls to his knees, his wounds finally getting the better of him. He almost passes out, but is able to keep himself from totally going under. Then he remembers Kal to his side. "Kal, are you all right? How did you survive with all those thugs around you?? (Harp will sacrafice a 2nd level for Cure Moderate). Then Harp sees the body of the cleric just a few feet away. He was still breathing, but he would not last long. Staggering over to the cleric, Harp says to Kal "I think we found who's been kidnapping people here. Maybe he can tell us something about where we are going". With that, Harp kneels by the man and prays for the grace to stabilize the man (sacrafice a 0 level for cure minor wounds). "Kal, help me tie this guy up and lets take him back to the inn."

OOC: Harp will have a tough time adjusting to not beeing as strong as he normally is. He will be really worried what the others will think, but hopes that the prisoner they are bringing will give them information they might need.



From: Mark

Subject Round 13

Who are you healing? You or Kal?



From: Kevin

Subject Round 13

Right now, Kal if he wants it. Harp knows that Kal has been hurt because of what Harp has done. He will also offer some of his healing potions. Harp is concerned about how this sapping of his strength will affect him long term.

Does he know what was done to him? Spellcraft check?? This level of spell is above him, but hopefully not Ragnar.



From: Mark

Subject Round 13

Right now Harp does not know. There might be any number of things that could have done it.



From: Kevin

Subject Round 13

Curses, foiled again.



From: Josh

Subject Round 13

Kal watches as the zombies are destroyed. "I should never have doubted. Clearly such great power would only be granted to a holy man."

Kal shrugs off any need for healing "I could have danced with those ruffians all night without any difficulties. They don't understand the nature of combat, and so they were unable to hit me. Heal yourself, you don't look in good shape." Serious concern shows through his arrogance.

Kal will take out his rope and begin to tie the cleric up. I want to bind his feet together with about a foot of slack rope between them (so he's just able to walk, but not run). Then run the rope up behind his back to his hands, and bind them together closely. The rope coming up his back should be tight, so he's walking uncomfortably the whole time.

"I think we should disguise him. I've got these robes of Heronious, but they may be too conspicious, what do you think?"

After he ties the cleric up he'll cast detect magic and then search through his belongings, carefully.



From: Mark

Subject Round 13

I will see what I can do with the tie rope, but since Kal has no skill points in that he may not do very well. Unless he has been visiting a few of those establishments that would educate him on how to tie someone up. :)



From: Kevin

Subject Round 13

"Lets not get too carried away out here. We don't know if he had others to back him up.

Let's tie him up, put a gag in his mouth, and then we can carry him between us like he is a drunk friend.

OOC: Mark, we will make an effort to tie this guy up so he cannot run and cannot talk. He should be out of it enough that he does not give us too much of a hard time.



From: Mark

Subject Patching wounds

The two warriors stand for a second, surveying the blood strewn alley way. Harp, barely able to keep to his feet, moves over to Kal "You're hurt. I can heal some of your wounds." Kal's response is more aloof then he had intended "I could have danced with those ruffians all night without any difficulties. They don't understand the nature of combat, and so they were unable to hit me. Heal yourself; you don't look in good shape." Harp nods in thanks and quickly chants one of his more powerful healing prayers (CModW, heal 8). A small gash in his leg heals over, but Harp still feels weak.

"Kal, I don't know what he did to me, but I feel as week as a baby. Let's hope it goes away or that someone has a way of ridding me of this. I feel almost useless. Why don't you search the bodies of the thugs and I'll take a look at this cleric." Kal nods and starts looking through the gear. He finds nothing special other than a few basic saps and short swords. He quickly chants his spell to detect magic and sees that the studded leather armor, the chain shirts all glow faintly. The scythe also glows faintly as does a ring on the cleric's hand. Kal reports this to Harp "Do we want to loot the dead?"

Harp, who had been kneeling next to the fallen cleric and inspecting his other belongings, notices that the man has an iron holy symbol with the image of a scythe and a skull on it. He can almost feel the evil coming off if it as he removes it from around the man's neck. The man's teeth have been filed to points and the odor coming from his mouth is fetid. The man moans in pain. Thinking that he might be dying, Harp quickly chants the minor prayer of healing. When he is done he is surprised to see the man's eyes open in astonishment. The man tries to grab for the iron symbol but it is not around his neck. Harp quickly smashes the man with his fist, knocking him out again. The clerics head lolls to one side, a small trickle of blood coming from his mouth.

Harp makes a decision. "Let's tie him up and stuff something in his mouth and get him back to the others. He might be able to tell us something." Kal and Harp do their best to tie the man up enough so that they can walk him back to the Eel. They drag him along like a drunken friend, with Kal doing as much or more than Harp. The man's weight, combined with the weight of his armor, is almost too much for Harp. By the time they get back to the Inn he is almost exhausted. Kal is not much better, his wounds starting to get the better of him. The two stumble into their room at the Eel several hours after they had left.

OODM: The party, except for Ran and Surin are all there.



From: Jason

Subject Patching wounds

Ragnar has difficulty getting to sleep that night knowing that Harp and Kal are out in the dangerous town. At least Harp hadn't sent Kal back, he is relieved to realize. Or perhaps Kal had refused to give way... the elf was clearly disciplined and obedient to his own elders, but Ragnar wasn't quite sure how well that obedience would transfer to the Order.

Finally, the door creaks open and Ragnar sits up immediately. In the pitch darkness he can easily see the new arrivals are their friends, badly wounded. Their entrance wakes others, some of whom can't tell who has arrived in the dark, and Ragnar says quietly, but with relief, "Its Hack and Kal." He quickly gets out of bed to approach them, healing Harp and Kal (CCW for Harp, CMW for Kal... cure spells cure lethal and subdual at the same time, right? If not, CSW on Kal.) Then he looks at the man between them, unsure of whether he should heal him, until he notices the small iron skull. Drawing back from it with a muted orcish curse, he asks "Do you know what that is? Where did he come from?"



From: Kevin

Subject Patching wounds

"I'm not sure, but I think he is a priest of a death god. He and some thugs attacked Kal and me while I was heading to see.....

Anyway, this guy and 6-7 other attacked us. It was hard going for a while. This "priest" animated some of his fallen commrades into zombies right before our eyes. I think he is the one who has been kidnapping people who are out on the street after dark. He is alive, but we knocked him out. We thought we might be able to get some information from him."

Harp wispers to Ragnar "Ragnar, he did *something* to me. I can hardly lift my sword, my armor feels like it weighs a ton. My muscles are acting like they should. What's he done to me?"

When he gets a chance, Harp will say to Kal "I endangered your life, and you save mine. If you had not been there, they would have killed or taken me. I owe you my life. I am in your debt."

If asked, Harp will explain where he had planned on going and why, but will not get to graphic. He will just say he was going to say good bye to someone he had met and try to leave it at that.

As needed, he will sacrafice what prayers he has left to heal Kal first (if he still needs it) and then himself.



From: Derek

Subject Patching wounds

Allistair is a little surprised when Kal and Harp wake him up coming back into the room, and even more surprised when he wakes up enough to see that the person they have between them is definately not an allay. Allistair gets up and goes over to wake up the others. "Get up, but quietly. Kal and Hack are back, and it looks like they have an unwelcome guest with them."

When Allistair sees the scythe and skull symbol recalls that the evil temple they had heard about in the Mayor's estate had the same symbol, he sucks his breath in quickly, and then slowly exhales. "This... is most interesting. I think Salix is going to have a few questions for him. As will the rest of us."

When Salix is awake and alert, Allistair quickly pulls him aside. "We don't want to talk in front of him if possible. Whether we kill him or not, the less he knows about us the better. I could cast Message so that we can whisper to each other without him hearing. I can also cast Detect Thoughts to read his mind. After that... you need to decide how much you are willing to force him to talk. That's a decision that you must make, no matter what Ragnar, or Mund, for that matter, may say."

Allistair then motions Ragnar to join the conversation with him and Salix. "Do either of you have a way to detect if there is any kind of magical trace placed upon him, such as you placed on Hack before he left? Or if someone is scrying on him or doing something similar? If this is a genuine fear, I can make a rope trick we can climb inside, which will make us invisible from scrying and other similar spells while we are in the extradimensional space."



From: Jason

Subject Patching wounds

OOC: Mark, would Ragnar recognize bestow curse from the description Harp gives him, or would he need to make a check, or what? Also, just a note that Ragnar will not sacrifice Discern lies for cures, but rather summon monster IV, because it might come in handy soon.

IC: "Allistair, I don't know of any way to determine if anyone is monitoring his whereabouts. I could attempt to detect magic generally, which I believe would show if he is being constantly monitored in the way I watched over Hack, but that's probably the limit of it. If your magic room could hide us from prying eyes, it might well be worth it."

OOC: I would think he's probably not being monitored, after all, he probably does this almost every night, never has problems, etc. After all, other people have to look out for *him*, not the other way around.



From: Josh

Subject Patching wounds

Kal speaks up when Allistar says this " I cast detect magic soon after we knocked him out. I didnt see anything magical about him, just his items."



From: Karl

Subject Patching wounds

"How in desolation did you--" Salix begins, looking at Harp. "Nevermind. You know the importance of this mission so I'm sure you had good reason."

Salix turns to Allistair. "I doubt he will give up anything willingly, but regardless we cannot allow him to live. You can question him if you think it will yield anything of value, but take his clothes. They may be useful when we enter the mayor's estate, and we don't want them any more bloody than they already are." Salix will instruct Harp and Kal to remove the stranger's clothes and tie him back up securely before reviving him.

OOC - about what time is it? Salix will be worried that this one may be missed if he doesn't return to his temple (or whatever) at dawn and won't want him in the room with them if someone gets a mind to scry for him soon.



From: Josh

Subject Patching wounds

Kal looks back at Harp, surprised and confused "Not yet", he says, and then smiles. "Not yet" he says again, and pats Harp on the back.

Harp and Kal return, status

From: Kevin

Subject Harp and Kal return home

Harp looks confused at Kal's response. He did not understand Kal's words, but they did not seem mean or spiteful as when they had first met. He wasn't sure what they meant.

"In my eyes, I am in your debt. I don't know when or how, but I will repay it.

Now, lets see what we can learn from this guy."



From: Mark

Subject Turn

I have been trying to work on a turn but my online dice roller is on the fritz. I will see what I can do but it might be later tonight before I can get a turn out.



From: Mark

Subject healing

Cure Critical for Harp, 27HP.

Cure Moderate for Kal 18HP.

Kal is still down 5 subdual damage which heals in about an hour.



From: Mark

Subject Status

If I remember correctly Ragnar did not cast status on Harp since Harp was trying to sneak out.



From: Derek

Subject status

OK. Retcon that part then.



From: Jason

Subject Status

I assumed Allistair was talking about when Harp, Salix etc. went into the mansion. That time Ragnar did cast status. Tonight, Ragnar did not cast status although he did know Harp was leaving.