Turn, the third door
Subject Turn
Well, the turn will definitely be after Survivor. Hell, it will be after Good Morning America. At this rate, it may be after Oprah.
From: Mark
Subject Turn
Quit you bitching. I forgot that I had to go to the Marching Band Awards ceremony last night. Did not get home until 9:30PM. So then I had to watch Survivor. At least Geoff won Rookie of the Year for the Brass section. I will try and get something out by early afternoon.
From: Mark
Subject The third door
Surin and the others wait for something to happen. When nothing does it is almost anticlimactic. "Let's get back to the other room" Salix says. The halfling pulls the chalice behind him, making a feint metallic sound as it drags on the floor. Back in the other room Surin quickly takes a piece of the tabard and wraps the chalice in it, being careful not to touch the metal. Ally then holds his magic bag open and the halfling puts the chalice and the dagger into the magic bag. Salix then turns to the rest of the group "Let's get a move on."
Surin heads to the third door in the room, the one the cleric had come through. He checks for traps, not really expecting any, and for locks. There is no lock, so the halfling works the mechanism and swings the door open slowly, quietly. He peers down the hallway and sees that the hallway is about 15 feet long and opens into a room. He creeps along the south wall, keeping in the shadow until he is at the edge of the room. He makes a quick peek around the corner to get a view of the room.
The room is 20x25 and is obviously a barracks. Along the north and south walls are bunk beds three high. There are tables and chairs in the middle of the room. There are also 5 men in chain shirts located in various places about the room, doing sundry tasks, such as sharpening a sword, polishing a shield, mending some clothes. Surin can hear the general conversation and it is about what they should expect at the ceremony tonight.
OODM: Now what? Map this afternoon.
From: Jason
Subject The third door
Are there any other doors out of the barracks?
From: Porter
Subject The third door
Mund whispers, pointing to his brother Alley "Reckon this is a good time for another spell? How 'bout one of them farballs?"
From: Mark
Subject The third door
Sorry I meant to put that in but people came into my office and I had to shut down.
From: Derek
Subject The third door
Allistair whispers back. "I think that might be a good idea. Unless we want to just run in there and try to kill them all the normal way."
From: Porter
Subject The third door
"That might not be a bad idea either. They don't look that tough, but we might not be able to keep one from running away and telling others. 'Course, a fireball is gonna make a lotta nosie too."
"How many people does your sleep spell work on?"
From: Kevin
Subject The third door
Harp hears Mund and Allistari discussing throwing a fireball into the room.
"Kal, are you able to cast anymore of those Ice Blast spells you used earlier? I really like the fact that that spell doesn't catch everything in the room on fire."
OOC: Just a suggestion.
From: Porter
Subject The third door
OOC: How loud, compared to each other, are those two spells?
From: Mark
Subject The third door
The spell itself is not all that much sound, but there might be other side effects from the spells. For example, the ice blast going off by itself may not be that loud, but the ice shards hitting wooden doors and tables and stuff would make some noise.
A fireball going off may not make much noise by itself, but there might be other considerations, such as air being sucked into the room as the oxygen in the room is consumed. Etc.
From: Josh
Subject The third door
"Unfortunately I can only cast that spell once per day.
I don't think we'd have much trouble with these five. There's 8? of us and they're simple guards. I could probably defeat them all on my own."
From: Kevin
Subject The third door
Not only that, but anything flamable would catch fire with a fireball (i.e. bedding on the bunks). With Ice Blast, you have melting ice.
Porter, Sleep is a great idea, except that it only effects 4 HD of creatures. There are 5 guys, so no matter what, one stays awake. However, it is a 1st level spell, and we can probably get Mund up close enough that he can rush in after Ally sleeps the rest.
There should be an Improved Sleep that affects more than 4 HD of creatures
From: Kevin
Subject The third door
That assumes that they are all 1 HD creature. If they are 2nd level, he only gets 2 of them, and they get a save. Granted, it is a will save, but a save nonetheless.
Lets see what Karl says. If he is too busy, the I will suggest Allistair, Mund and Surin get into a good a position as possible, Ally sleeps who he can, and Mund and Surin take out any left, with Kal and Ran coming in quickly behind to help.
Any other ideas?
I will defer to Karl if he sends something else.
From: Karl
Subject The third door
No, that sounds great. Let's try that.
From: Mark
Subject Updated map
I am home for a bit and have done some updating on the map. I have added some black around the areas you have been in. No not read anything into what is black and what is not. This is only to make the contrast between what has been explored and what has not. The only squares I could not do were the diagonal ones.
Plan
Subject Plan
So what is the plan? Fireball or sleep with the bum rush?
From: Kevin
Subject Plan
From Karl's comments, I think Sleep with a bum rush by Mund and Kal and then the others as they get a chance. Surin will have given Ally the general layout and where the 5 were to get the best chance of sleeping the most people. Mund has the best speed to get into the room the fastest to make sure no one can get thru the door to alert anyone else. Harp will let Mund know that the group is probably beyond taking prisoners now.
We only use a 1st level spell and we don't catch the whole room on fire.
Right guys??
From: Porter
Subject Plan
Sleep with the bum rush.
Mund volunteers to rush the bum.
From: Karl
Subject Plan
Right-O
From: Mark
Subject Plan
Ok, since I have a real life game today in a couple of hours that plans on going until mid evening, I expect it will be tomorrow afternoon before I write this up. Everyone else has until then to make any comments/changes to actions.
Sleeping on the job
Subject Sleeping on the job
The party discusses their options for the next room of guards. Deciding to use one of Allistair's arcane spells, the party figures to use a more brute force approach this time. Ally, Mund and Kal line up a the door with the mage in front. Mund whispers the word of command and the iron of his ax frosts over, wisps of vapor rising from it. At Ally's nod Surin opens the door and the three move down the hall. As Ally moves down the hall he sees a figure through the bunks in the far corner. When he gets to the end of the hall, where he has the best view of the room he chants his spell and centers it on the room, hoping to catch as many of the figures as possible. As they are closing Ally hears a voice say "Hey, guys. Did you hear something?"
Surprise round Ally, Mund, Kal
Ally casts his spell, centered in the room. The mage can sense the spell's energy flowing into the room. (Will save for 4 and 5, DC14, save ??). Kal and Mund move next to Ally as he steps back a bit, but as he does he does notice that the guard in the middle of the room, the exact center of where he put the spell, is still standing and turning to look at where the three are coming from, his hand going to his sword.
ODM: OK the surprise round is over. Mund and Kal used their move in the surprise round to enter the room. I stopped Mund at the first target but he has 15 feet of move left. Porter let me know if you want to move Mund any more. To move by a foe, for the surprise round only, cost 10 feet of movement. To move through any square that has a bunk bed on it requires 10 feet of movement. Once Porter tells me where he wants Mund the Initiative will be as follows:
Mund (23), Guards (13), Kal (11), Ally (7).
From: Josh
Subject Sleeping on the job
Kal will move to F2 and attack 4
Round 1 actions, round 1, round 2 actions
Subject Round 1 actions
Mund yells out "Don't let anybody out of the room!" as he runs to head off any escape.
OOC: I'd really like to move to D4, but I don't think there's anyway I can do that, so I'll move to E4 instead and attack 1.
From: Kevin
Subject Round 1 actions
OOC: Mark, when would the others outside of the room be able to react to Mund's shout? When they are able, I would guess that Ran and Harp would be the next two through the door and into the room.
From: Jason
Subject Round 1 actions
And Ragnar would probably be last, not for lack of trying, but because he's just that slow.
From: Derek
Subject Round 1 actions
So did the sleep spell even put one person to sleep? It doesn't look like it.
From: Mark
Subject Round 1 actions
Ally has no way of knowing. The only person that he might know, the guy standing in the middle, is still standing. The two in the beds were laying down.
From: Josh
Subject Round 1 actions
OOC: I may change my turn in the next hour, in reaction to Mund's yell. I dont have excel or acrobat installed right now though (was time for a new format), so I can't see where the doors are. Let me get something installed and I'll let you know if I'm updating. If nothing's out by 2:30 then I'm gonna stick with my original plan.
From: Mark
Subject Round 1 actions
You do realize that you will be attacking from a bed and at someone who is on a bed?
From: Josh
Subject round 1 actions
Assuming Mund gets moved some, Kal will move to G4 and attack 5.
Sorry about the confusion earlier.
From: Kevin
Subject Round 1 actions
OOC: Mark, I repeat my eariler question - when will the other be able to hear and respond?
I am assuming Randy will agree that Ran and Harp will enter the room when they hear Munds shout.
From: Mark
Subject Round 1 actions
They can move this round. The whole party was waiting.
From: Randy
Subject Round 1 actions
Yep, that's exactly what Ran will do. He will approach the nearest enemy. He will not kill a sleeping man though.
From: Karl
Subject Round 1 actions
Salix will enter the room as soon as he is able and assist against the nearest enemy, attacking with his scimitar. He has no compunctions against dispatching a sleeping enemy, though he'll worry about the awake ones first.
From: Kevin
Subject Round 1 actions
OK then Mark, Harp and Ran will run in with swords drawn, using double move actions most likely, looking for any opponent who does not appear to be asleep and closing with them (I will let you choose).
From: Jason
Subject Round 1 actions
Ragnar does the same thing.
From: Mark
Subject Turn
It will be tomorrow before I can get a turn out. I am going to a local baseball game tonight with Kevin and it is a double header.
From: Kevin
Subject Turn
Don't blame me. You have time at work and you will have time after the game tonight. It should not go much beyond 11 and you could write up the turn between midnight and 1 am.
From: Mark
Subject Round 1
Surprise round cont.
Mund and Kal move as fast as they can to take up positions near standing guards.(Mund to E4 and Kal to G3). Mund shouts "Don't let anyone out of the room."
Round 1
Mund (23),Harp (22), Salix (21), Guards (13), Surin (12), Ranthir (12), Ragnar (12),Kal (11), Ally (7).
Mund knows that if the guards get out of the room that they will very likely bring everyone in the whole temple down on them. The idea of facing untold number of undead as well as untold number of evil clerics does not appeal to him, so he wants to make this as fast as possible. His ax a blur in his hands (AC17, 6+11=17, hit, damage 13) his first strike cuts the man deeply in his side. Mund pulls the ax free and swings again, this time catching the man in the throat (AC17, 12+6=18, hit, damage 14), almost removing the man's head from his body. As the man slides to the ground, his life's blood spurting from the severed arteries, Mund turns and steps in front of the door on the west wall to make sure that no one else can get out of the room.
Harp moves as best he can into the room. He is just able to move to Kal's side and support the elf against his foe. The 1/2 orc slashes low with his blade and is able to drive his blade through the chain armor and into the man's guts (AC19, 8+12=20, hit, damage 15).
As Salix moves into the room he sees that there are two figures ahead of him, one in the bed and one in the corner. Climbing through the bunks with his scimitar drawn he advances on the two, his eyes grim with determination.
The guards respond. Harps foe (5) strikes at him(AC20, 19+8=27, hit, critical threat, crit threat roll, AC20, 6+8=14,miss, damage 10) and catches the 1/2 orc with a sound blow to the chest.
The man in the north east corner moves at Mund, thrusting with his sword (AC23, 10+6=16,miss). Mund slaps the sword away with his shield and snarls at the man.
The man in the bunk bed to the north sees Salix moving towards him and he almost falls out of his bunk drawing his sword as he goes.
The man in the southern bunk crawls across the bunks, sword and shield in hand. He gasps as he falls to the floor in front of the door on the southern wall.
Surin waits in the large room, letting the fighters get some of their frustrations out on the hapless guards. The halfling had seen his friends in action before, and he figured that this would not take too long.
Ran moves into the room, passing Ally in the short hall. When he gets there he is stymied by the crowded conditions. He looks and waits to see where he might be needed.
Ragnar moves up behind Ally waiting for an opportunity to move in and help the others. While he could hold his own in a fight, speed was needed here and that was the one thing he lacked.
Kal takes advantage of the man's attack on Harp. It leaves him a bit off balance and the elf drives the point of his rapier into the guards side, the point finding one of the many small holes in the chain shirt (AC19, 12+12=24, hit, damage 9). A blood froth spits from the man's mouth as Kal pulls his blade free.
Ally watches the fight. His brother had dropped one already and a second looked about ready to fall. However, one of the guards had made it to the south door and might be able to get out. Almost with out thinking Ally chants the mage arrow spell and 4 glowing bolts of force streak through the room, swerving around friend and foe alike until they hit the man in the chest (Damage 14). The, already on the floor, curls up in pain but is still trying to grab the mechanism that opens the door.
OODM: End of round 1. I need round 2 actions.
From: Porter
Subject Round 2 actions
OOC: Which one is trying to get out? #2? I'll assume it is
Mund sees his brother almost take out one of the fleeing guards. He can't let him get out, so Mund steps to D5 and finishes him off.
If there's any way for him to move back to D4 after doing so, he will. Otherwise, he'll just sit at D5 and try to attack anybody who tries to open the door. (If he has an attack left, or if he gets an AOO when they try to open the door.)
From: Jason
Subject round 2 actions
Ragnar will wait ever so [im]patiently, and attack if possible.
Round 2, new player redux
Subject Round 2 actions
If no one else has stopped the guy reaching for the door, Kal will cast MM at him.
Otherwise, if 5 is still alive Kal will attack him. If he's dead, Kal will move and attack 3.
From: Kevin
Subject Round 2 actions
Harp watches as both he and Kal strike at the man in front of them. Damn, why wouldn't he fall? They had to stop the others from making it to the door. He sees Mund head over to the one by the other door, but that would leave the door across from Harp open. Harp attacks the man in front of him, hoping to be able to get to the door in time to stop the others.
OOC: Mark, an attack on #5. If he drops, Harp will move to D4 to block the door. If #5 does not drop, then Harp will take the AOO when he tries to get to D4.
From: Karl
Subject Round 2 actions
Salix will step into E3 and attack #3
From: Randy
Subject Round 2 actions
Ran will try to get through to the door where number 2 is in order to stop him from opening the door.
OOC: I will be on Vacation starting Thursday and not be back until the 28th. I will try to check in but it will be sporadically at best. Don't let me hold things up for you guys.
From: Mark
Subject turn
It will likely be latter tonight before I can get another turn out.
From: Mark
Subject New player redux
Well our favorite schizo halfling is having problems again. After reading the archives Corey decided that he would not be able to devote the amount of time needed to play the game.
So, I have wrangled up another new player to take over everyones favorite short guy.
Please welcome Bryan Jeffrey. Bryan is known to several of you. He is a long time member of Ornery, so Josh and Jason probably know him.
He has been spending the past couple of days reading the archives for the past couple of months. Hopefully he will be able to step in here in the next day or so.
Bryan is in Iraq now and will be heading over to Korea in the next month or so.
Lets all give Bryan a warm Kalevan hello. Maybe tell him who you are, a bit about yourself and your character.
I'll go first. I'm Mark and I run this show. I am 43, married with 2 kids. I work in a dead end job making enough money to support my family. Kevin is my twin brother who plays in every D&D game I run. Makes it tough to recycle scenarios. :)
From: Kevin
Subject New player redux
Bryan, Welcome. You are wrong.
This is Kevin, Mark's younger twin brother. I am also 43, 2 kids, and I work at a job that I really enjoy and get overcompensated for doing. Just celebrated my 15th wedding anniversary. I play in my brothers games because my parents pay me too. I am in all of Mark's games so I can document his consistent plagarism of ideas from throughout the literary world.
Welcome, and have fun with our little halfling.
From: Mark
Subject Round 2
Round 2
Mund (23),Harp (22), Salix (21), Guards (13), Surin (12), Ranthir (12), Ragnar (12),Kal (11), Ally (7).
Ally shouts "One's at the door behind you Mund." The barbarian grunts and takes a quick look around. Sure enough there was a guard (2) in front of the door, trying to get to his feet, his hands clawing at the door latch. A deep growl in his throat, Mund steps away from the guard who had approached from the north (3) and swings his ax with a backhand motion (AC18, 10+11=21, hit, damage 11). The freezing blade slice through the chain shirt and buries itself in the mans side. The figure crumples to the ground, blood flowing from the huge gash in his side.
Harp sees Mund move and strike down the man to the south. However that left the door on the east wall unguarded and a guard (3) close by. Harp moves, swinging his sword at the guard in front of him (5), (AC19, 3+12=15, miss). He stumbles as he steps by the bunk beds, the furniture throwing off his aim. As he rushes by the guard strikes out at the 1/2 orc's unprotected back, but the enchanted armor turns the blow (AC20, 4+8=12, miss). Harp then makes it to the door, blocking the way.
Salix continues moving through the bunk beds and strikes at the first of the two guards (3) (AC18, 5+5=10, miss). The uncertain footing throws off his aim and his scimitar clangs harmlessly off the mans armor.
Kal's foe (5) strikes at him this time (AC21, 6+8=14,miss) and the elf dances under the blade with practiced ease.
The man in the corner (4) swings his sword at the druid (AC18, 6+6=12, miss). However, the furniture interferes with his attack as much as it did Salix's.
Harp's new foe yells "Help, intruders" and swings at the 1/2 orc (AC20,19+6=25, hit, critical threat, critical threat roll, AC20, 6+6=12, miss damage 3) and the sword bounce of of Harp's helm, leaving a slight ringing in the 1/2 orc's ears.
Surin stays in the back, his throwing ax in his hand, ready to make a toss if one of the guards breaks free.
Ran moves down next to Kal, his sword sketching an arc as it strikes the man (5) with an over head blow (AC19, 9+11=20, hit, damage 7). The sword cuts through the chain shirt and opens him up from shoulder to stomach. The man falls to the ground, trying to keep his insides inside. "Kal, go help Salix and Harp" the 1/2 elf says.
Ragnar moves up next to Ally, trying to see if the tide of battle has turned. Three of the five men were down, but two still had not even been wounded and one of them was calling for help. They had to finish this fast.
Kal needs no encouragement from Ranthir. He moves forward, his body moving like a dance, and when he is besides Harp, he slides his rapier into a weak spot in the man's (3) chain armor (AC18, 9+12=21, hit, damage 10). He pulls it back out, bright red blood dripping down the blade.
Ally waits with Ragnar and Surin, watching the ebb and flow of battle.
OODM: Round over. I need round 3 actions. New map attached.
From: Porter
Subject New player redux
Howdy!
I'm Porter, and I know Mark from Hatrack and Sakeriver. I'm a 32-year-old father of four, working out of my home in Oregon as a programmer. I played D&D in high school, and then I started playing in a different PBEM game a couple of years ago. I loved it, and Mark was kind enough to let me join up.
My character is Mund (Alemunda), a loudmouth, bigoted, not very bright kick-butt barbarian from the northern tribes. Think Jayne, but with an axe instead of a gun. :)
From: Karl
Subject New player redux
Hi,
I'm Karl, partnered for nearly 4 years to a great guy named Chris. I live in PA and plan to open a Quiznos franchise in the next few months.
I play Salix Wealdward, a druid who is reluctantly in charge of the current leg of the mission. Reluctant not because he doesn't want to be here. He'd do the thing solo if he had to. He's just not much on leading a group of others, especially a group with varied motives like this one.
Welcome to the game. Where will you be stationed in Korea? I spent two years at Osan AFB in a former life.
Round 3 actions, round 3, the dead
Subject Round 3 actions
If #3 is still standing when his turn comes, Salix will attack him with his scimitar again. If he's down, he'll go for #4, stepping up one square to make room for the others if he can do that and still attack.
From: Bryan
Subject New player
Thanks for the introductions, everyone :)
As for me - I'm a computer engineer by trade. I work in defense, doing 'field engineering' - basically everything from large-scale systems/network administration to programming to wrench swinging, depending on what the mission requires. It's a great job, but it makes it a little difficult to find a decent D&D game to play - PBEM seems to be a great option. I'm currently 'living' in Northern Virginia, but I don't have a residence there, and I've only been back there for two weeks in the last 12 months.
I'm filling vacation leave for some people that are in Korea. I'll be in Osan AFB for a couple of weeks, at CRC for a couple of weeks, and someplace else for a couple of weeks. It should be fun - I think they're trying to throw me a bone 'cause this Iraq tour has been pretty boring :)
I've had a chance to read through the archives. You are all very good role-players. It could take me a bit to get back into the swing of things - so feel free to correct me if I miss something, particularly with regard to 3rd ed. rules.
At any rate - great to meet everyone (so far, that is)
Mark - The Kelevan@strobelight address goes to the group, I assume?
From: Bryan
Subject Round 3 actions
Let me know when you'd like me to start in. I'm willing to sit this round out so that I don't throw a wrench into combat immediately :)
From: Josh
Subject Round 3 actions
Hop in!
From: Kevin
Subject New player
OOC: I hate characters with so much dex they can hop in when ever they want.
I forgot to give some background on Harp. He is a the child of an orc raiding party. His father attacked a human village and 9 months later his mother had Harp as a reminder of that terrible night. Difficult as a child, the only thing that seems to calm the litte child was the sound of the harp his mother would play each night, thus the name.
After about 7 years, she became unable to control him and left him with a chapter of the Order of the Silver Sword. Taken in and trained by this Order, he constantly struggles with the teachings of the Order and his inborn desire to just go beat the shit out of something. He has received some training in tactics and usually tries to have a plan in place, since his experience and training tell him that doing things unplanned leads to chaos and death. He is good friends with Ran, Salix and Surin, has come to see Ragnar as a brother (since they are both members of the same Order), has developed an unusual relationship with Kal, respects Allistair and would just like to beat the **** out of Mund.
Oh well, too much info for an introduction. Welcome aboard.
From: Mark
Subject Turn
It might very well be tonight before I get something out today.
I am off work running errands for something I am helping with in July. I have 5 meetings today, the first is in 1/2 hour.
Bryan you can jump in. Surin is yours.
From: Kevin
Subject Round 3 actions
Well, at least he had the door blocked, Harp thinks to himself. Only 2 left, but one of them had been able to get a yell out. Better end this quickly. Harp focuses his attack on the man in front of him.
OOC: Mark, if 3 is still alive when it is Harp's turn (Mund could attack him), Harp will full attack 3. If he is already down, or goes down after 1 hit, then Harp will 5 ft step to D3 and attack 4.
From: Bryan
Subject Round 3 actions
Surin, noting the seemingly one-sided fight and Harp's body blocking the only way out continues to maintain his vigilance at the far side of the room. Axe ready, he looks for anyone attempting to flee from the skilled fighters of the group...
OOC: It looks like it may take me a couple of days to get a new copy of the PHB. I'll see if I can get down to one of the other camps to find a copy sometime in the next couple of days. It shouldn't affect gameplay :)
From: Porter
Subject new player
What's the worst that could happen? You accidentally critically backstab Harp and he finally gets in contact with his inner orc and kills Surin before dying himself. Then you both get to roll up new characters. Win-win!
From: Porter
Subject New player
Let me tell you a little more about Mund.
He spent several years running with a mostly Orcish group of raiders, and thinks that orcs a pretty cool (especially because they don't go struttin' around pretending like they're real folk). It's like what Jean-Baptiste Emmanual Zorg said in The Fifth Element -- "You're warrior. Be proud." He's kinda disgusted by Harp who is an Orc trying to be something like a filthy Elf. What a shame.
Mund also distrusts clerics or "godfolk". You just can't trust 'em to do nothin' that makes sense.
Mund especially dislikes Elves, who he picked as his favored enemy for his ranger level. Think "Jewish conspiracy", but instead its "Elvish conspiracy".
From: Porter
Subject Round 3 actions
Best end this fast, before they make too much noise.
Mund takes his free 5-foot step to E4 and takes a full attack on 3.
From: Derek
Subject new player
I'm Derek, Porter's younger brother in real-life. I'm a grad student at UT Austin, and I'm married with 2 daughters aged 3 and 8 months.
I play Allistair, who is Mund's younger brother in the game (it took a lot of imagination to come up with that premise, let me tell you...). However, that is about all they have in common. Allistair hated growing up in the wildlands, and not long after his older brother left home and became a bandit, Allistair went to the city and studied to become a mage. He even spent several years in the elven homeland studying magic, and he does not share Mund's views on elves in the slightest.
When Mund and Allistair joined the party they actually hadn't seen each other for almost a decade. Even so, they seem to get along OK, but Allistair purposely avoids the subject of elves around him.
From: Porter
Subject new player
Mund's respect of Alley (Allistair) has grown. Alley still is a weakling, but he's a tought sunofagun (he's a wizard with an 18 constitution), and he can really kick butt with that magicking of his.
From: Randy
Subject New player
Ranthir, if a route is open to him, will move to assist with dispatching the last of the guards.
OOC:
I'm Randy. I am the only Canadian in the group. I live in Edmonton, Alberta and am a computer programmer. I am just shy of 30 and have been married for 9 1/2 years. We have 2 kids, a daughter who is 8 and a son who is 4.
I've been playing in various role playing games since I was in elementary school. The focus was always more on the story than the rules for me and I don't really pay much attention at all to the rules even now. I role play and let Mark decide what works and what doesn't.
I know some of these guys from Hatrack and Sakeriver (and Galactic Cactus).
From: Josh
Subject New player
Ahaha, I had no idea Mund had a ranger level or that his favored enemy was elves. Badass.
From: Mark
Subject new player
He only took it after he met Kal. :)
Off in a bit for an afternoon of meetings.
From: Porter
Subject New player
Yeah, but I really should have had him take it earlier.
From: Josh
Subject New player
I'm Josh, and I'm 23 years old. I'm pretty sure I'm the youngin' of the group. I'm live in new jersey and work at UPS.
I've been playing with this group for about 2 years now. I play Kal who's a Bladesinger (think ranger with arcane spells). He's quick and agile, and fights exclusively with his rapier; he'd refuse to use any other weapon on essentially religious grounds. He's a pretty headstrong bastard, but he's calmed down lately. He was a bit of an elven nationalist, and still is to some extent. But he's discovering that outside of the elven Nations, orcs can be good and elves can be evil. That goodness isn't a set of rules, but rather a way of life.
His first day in the party he accused Harp of trying to subvert the noble goals of the party and get all the elves in it killed. This went on for a long while, but eventually Harp and Kal came to... appreciate each other. Kal doesn't doubt Harp's goodness (very much) anymore. He trusts him more than most of the elves in the group.
Although Kal doesn't cast divine spells, he believes that his arcane spells are a gift from the Gods and he is deeply religious. Because of this Kal's a big fan of Ragnar and, unbeknownst to Ragnar, Kal has a great deal of respect for the dwarf's opinions.
He's more ambivalent with the rest of the party. Him and Salix unexpectedly don't get along, Kal figures it's probably due to Salix's time spent with the morally independable druids. He hasn't given up hope that Salix will embrace his elven heritage, but Kal's not holding his breath.
He has respect for Allistar, but hasn't developed much of a relationship with him. He's wary of similiarities to Mund, but Allistar hasn't done anything to support those fears. He's appreciative of Allistar's magical capabilities.
Kal just doesn't like Mund. He sees Mund as sort of childish, but certainly very dangerous. He appreciates his strong arm, but wishes Mund wasn't so reckless or hateful.
Kal has no problems with Ran, but has always gotten the impression that Ran disaproves of Kal. Probably the foolish human blood in him, causing him all sorts of confusion. Maybe has he ages the Human blood will die off and he'll embrace his elven nature.
And that brings us to Surin, who's relationship is impossible to describe. When Jake was playing him, Kal and Surin were developing a very close friendship, but then someone else took over and Surin cooled to Kal. Since then there hasn't been much going on between them, Kal likes the halfling. He's as good as elf in Kal's mind.
From: Josh
Subject New player
Hahahah. That's awesome. Glad to inspire the love.
From: Josh
Subject Round 3 actions
Kal will move to e4 and attack 3. If he's dead he'll try to attack 4, but won't waste any magic.
From: Karl
Subject Round 3 actions
I agree about story over game mechanics. I mean, I see how they are necessary, and the chance element makes the battles exciting, but it's the role playing I like best. I'd even consider DMing a game sometime, if I could find someone else to handle all the dice rolling and stuff, LOL. (Well, that and the fact that I'm soon to be very low on free time for the next several years.)
From: Josh
Subject Round 3 actions
That's my favorite part about PBEM. It gives you time to really immerse yourself in your character. All the live games I've played quickly became bicker-fests between players in character. This game everyone seems to try to play their character, and I really dig that. The game mechanics do their thing, but I like how they're a reduced to a secondary or even tertiary role, rather than the game being about exploiting them.
And our DM is pretty awesome, which helps. Too bad he seems to think his job and family are more important than this.
From: Karl
Subject new player
I really like Josh's character by character relationship write up, so I'm going to do it too:
Salix is a Wealdward (literally "guardian of the groves"), which is a lower-level distinction in his circle of Druids. He's now one of the more experienced of his class and will likely become a "Brother" of some sort at his next leveling. He's been away from the Great North Woods on an ongoing assignment under the direction of Stormfather Acer (whom we are currently trying to rescue, coincidentally) for over two years now. The Stormfather sent him away under the direct care of the ranger Quarion, who has directed his doings during this time. It was Quarion who assembled the party that came into being for Mark's game.
Salix was wary of Harp at first. He had little experience with Orcs and what he knew about them he didn't like. Harp has shown Salix that not only can Orc-ish ways be tempered, but that there are definite strengths that come from Orcish blood. He respects Harp probably more than anyone else in the group because he personifies the duality of nature and struggles to keep them in balance, even if he doesn't view himself that way.
Salix comes as close to hate for Kal as for anyone he could stand to be in a group with, though this is becoming tempered over time. Kal's entry into the party coincided with the death of another party member, and immediately Kal began to make waves and sow discord in what had previously been a pretty cohesive group. Salix seen Kal as blinding following his narrow interpretation of his religion to the point of being almost unable to function as part of a team. In Salix's eyes, Kal is only with them now as punishment meted out by Kal's own superiors, which punishment Salix sees as further justification of his view of Kal as an asocial, holier-than-thou bigot. That said, Salix respects Kal's skill as a fighter, having proven many times he can hold his own in battle. He is slowly seeing parts of Kal that he can at least live with.
Salix likes Allistair (Ally), but mildly disapproves of arcane magic. To Salix, "magic" is another force of nature that is properly accessed only through divine petition. Arcane usage is a twisting of this natural power, but he sees this more as a sin of ignorance than blasphemy. It's sort of like diverting a river or plowing up a prairie for planting - something the druids dislike, but tolerate to a certain extent in the unenlightened.
Salix likes Mund a lot. He thinks of him almost as a wild animal since he lives so close to his instincts and basic nature. Like a wild animal, though, he thinks Mund can be unpredictable and dangerous. Salix has been keeping a close eye on him, but likes what he sees, for the most part. Mund's gruffness and lack of social graces don't even register on Salix. After all, bears don't care for etiquette and some of his best friends are bears.
Salix likes Ran and would have thought they'd be closer, both being half-elves, but he's baffled by Ran's near hatred of his own human half. For Salix's own part, the best thing for the elves is to have their blood tempered with human blood, (and vice-versa, actually). Salix was raised among the mainly human and half-elf druids of the Great North Woods and sees the blending of the races as the best of both worlds. He thinks pure-blood elves are a bit too full of themselves, and his interactions with Kal have only confirmed that feeling.
Salix's relationship with Ragnar has been only casual, for the most part. He respects Ragnar as a person and skilled member of the party, but hasn't had a lot of opportunity to get close to him.
Surin, on the other hand, is the first person in this party Salix met up with. They spent a couple of weeks together traveling in the woods before meeting the rest of the party and they bonded a bit. Again, back when Jake was playing, there was a lot more interaction between Salix and Surin, and that has waxed and waned as the person playing him has changed.
From: Porter
Subject new player
While I'm waiting for my code to download from the server, I'll do the same.
Mund respects Harp as a warrior, and appreciates what his healing magicks bring to the group, but think its sad how Harp denies his true nature. In most ways, Mund is more of an orc than Harp is. *shakes head* They've butted heads quite a bit in the past, but nothing major.
In Mund's mind, Kal has confirmed all the bad things he's ever been taught about elves. It's even come to blows more than once, but nothing beyond subdual damage so far. If an oracle told Mund that one of them would end up killing the other, Mund wouldn't be surprised.
BTW, my concept for the racist Mund actually came about as a response to the racist Kal I was reading about in the archives. When Kal wanted to slaughter an entire villiage of women and children because of their race, I knew I wanted to create a character that would fight against that. And it's tons of fun having a bigoted racists complain about somebody else's bigoted racism, instead of having a goody-goody do so.
Mund really likes Salix (one of his best friends is elvish, heh). They have similar interests and tastes, and for a godfolk, Salix is remarkably laid back. There has been some tension recently when Kevin took over Salix for a while. I don't know how that will play out now that Karl is back in control of Salix. When they get a chance, Mund and Salix like wrassle with Salix in bear form. When enraged, Mund can easily take Salix, and when not enraged, Salix can take Mund, but fun is had by all.
Mund isn't close to Ran, which isn't surprising since he's an elf, but there hasn't been much direct conflict. Mud almost popped him one earlier in this adventure when Ran charged into the room by himself, but he restrained himself. Yes, it's true -- Mund occasionally refrains from causing problems.
Mund gets along well with Surin as well. There hasn't been a lot of interaction between Surin and anybody lately, but Mund enjoys playing (and usually losing) games of skill with him.
Mund's respect for his brother Alley has grown as he's gotten to know him again. While magicking ain't no proper profession for a tribesman, it sure comes in handy some time. Imagine what the bear clan could accomplish with Mund and Alley leading them to victory! Even though Alley doesn't really need it with his hoss 18 con, Mund is protective of his brother when combat breaks out.
Mund respects Ragnar as dependable and reliable, even if he is a dwarf, and a godfolk at that.
From: Mark
Subject Round 3
Round 3
Mund (23),Harp (22), Salix (21), Guards (13), Surin (12), Ranthir (12), Ragnar (12),Kal (11), Ally (7).
Mund looks around. The elf had killed the one in the middle and the orc was blocking the door. Good for him. However that danged druid had hopped up on one of the beds and was tryin to act like he was Mund. Knowin his luck, the blamed fool would get a sword through his belly. Well no sense in him having all the fun. Taking a step besides Harp, Mund swings his ax at the closest guard (3) (AC18,8+11=19, hit, damage 10). The icy blade of the ax shatters the man's shield and crashes into his arm, almost cutting it off. The guard screams in agony, drops his sword and falls to the ground, moaning in pain. "That's how you do it" Mund tells Harp.
Harp almost snarls at Mund, his blood rushing in his veins. "Oh" he says "you mean like this?" and turns back to the remaining guard (4). With a flash of steel, Harp steps forward and presses the attack. His first blow (AC18, 18+12=30, hit, damage 9) crashes down on the man's shoulder. The guard is able to get his shield up in time to block the second attack (AC18, 2+7=9, miss).
Salix starts to move to attack and looses his balance on the bedding in the bunk bed (DEX check, DC10, 6+2=8, fail). He grabs a hold of the bracing to keep from falling over.
The last guard, fear in his eyes swings wildly at Harp (AC21, 2+6=8, miss). The half orc deflects the feeble attack disdainfully. As the others watch, Harp cuts the man down (AC18, 14+12=26, hit, damage 15). The 1/2 orc turns back to the others "Is that all? Anyone hurt bad?"
OODM: End of fight. I did round 4 since Harp was the only one who could really get to the last guard. Actions?
From: Karl
Subject Listening
Salix motions for quiet. "Listen. See if they have alerted anyone."
If there is no sound of approach or alarm, Salix will direct Surin to check the doors carefully for traps and see what's beyond them as before, starting with the one on the west wall.
From: Kevin
Subject Listening
While they are doing that, Harp will lift the bodies onto the bunks, not trying to be neat, but trying to clear the center of the room. He will ask Kal to help search the bodies for anything useful (vials with green liquids, etc). We do not care about the armor, but any trinkets they may have we might want to keep.
From: Bryan
Subject Listening
As Salix motions for quiet, Surin tenses, listening for any call of alarm brought on by the clamorous fight. Hearing nothing, he moves towards the western door, looking and listening for anything out of the ordinary.
As he passes Harp, he quietly says "Good thinking, blocking that doorway".
OOC: We might want to cover the guards with the (not too bloodstained?) bedding. It could delay anyone finding the bodies for a little bit longer.
From: Porter
Subject Dead
It looks like #3 isn't dead, and Mund still has an attack left in round three from his full attack. Can we go ahead have Mund dispatch him in round three?
From: Mark
Subject Dead
Well define dead.
Most of them are not at -10 HP yet but they are below 0 and so are dying. since no one has said that they will use a healing spell or the heal skill to stabablize them you can either finish them off with a coup de grace or just let them bleed to death.
From: Porter
Subject Dead
OK, you said he went down moaning in pain, so I thought he wasn't incapacitated yet.. I didn't want to give him the opportunity to yell out anymore, but if he's incapacitated and can't do anything, no retcon is needed.
From: Mark
Subject Dead
Poetic license. :) He is dying as we speak. Less than a minute to live. You can still have Mund end his pain and suffering. The sounds he is making will not alert anyone outside the room and he will likely be dead before the party leaves the room.
From: Porter
Subject Dead
Nah. Mund has no objection to his pain and suffering continuing, as long as it doesn't hurt him.
BTW, I've never been able to nail down Mund's alignment. What do y'all think it should be?
Alignment, listening, doors
Subject Alignment
I don't know. Is there a chaotic only-a-little-bit-good alignment? Because if there is, that's Mund to a tee.
From: Kevin
Subject Alignment
Chaotic paranoid schizophrenic?
From: Mark
Subject Turn
Do not expect much during the day today. I am getting caught up after the day off yesterday. 30 e-mails to take care of. I might be able to do a bit at lunch time.
From: Karl
Subject Alignment
Chaotic neutral?
From: Mark
Subject Alignment
I think he acts better when Ally is around.
From: Porter
Subject Alignment
It might not be coming through, but I don't really see him as chaotic. It's not like he has a bone to pick against authority -- he just has a bone to pick with anybody who doesn't agree with him. He's certainly not lawful, but I'm not convinced that he's chaotic, either.
I've also been waffling back and forth whether Mund is good or neutral in the other alignment.
In reality, I think he's neutral/chaotic neutral/good. There are four options there, and none of them really fit. I started out with him neutral neutral (thank goodness NN doesn't have all the True Neutral baggage from the 2nd edition anymore), and I think he's NG now.
From: Josh
Subject Alignment
I actually think NN is the best alignment to describe him. He certainly has a glimmer of goodness in him, but I don't think he's "good" yet. He would sell the party out in a minute for a +5 axe as long as it sparkled enough. Right?
From: Mark
Subject Alignment
Well everyone but his brother, I think. And Allly hopes.
That gives me an idea. :evilgrin:
From: Porter
Subject Alignment
I actually don't think he would anymore, which is why I bumped him from N to G last levelup.
From: Derek
Subject Alignment
I like how NN can be an 'I don't give a crap' philosophy instead of that 'preserving the balance' nonsense that you had to be in 2ed if you were true neutral.
From: Porter
Subject Alignment
Exactly! Which is why I had him as NN at the start
From: Mark
Subject listening
As the last guard falls, Salix signals for silence. He motions for Surin to move to the south door while he listens at the west door and for Harp and Mund to dispose of the bodies. The halfling heads to the wooden door and places his ear on the cool, rough surface. A few seconds later he quietly opens the door and listens. Closing the door he turns back to the 1/2 elf and reports. "I heard some footsteps and a door slamming shut. Not sure if it was because of us or just random happening." Salix nods grimly. "I didn't hear anything behind this door" he says, pointing to the heavier door on the west wall.
This door is different than all of the other doors they have seen so far. Much larger, much more sturdily built. Heavily banded in iron and hinged to swing into the guard room. There is also a large timber that is being used to keep the door shut. Surin points to the timber "That's the lock; very effective for keeping people in." He takes a few seconds to listen "I don't hear nothing either. So what say you, fearless leader?"
Harp and Mund move the bodies onto the bunk beds, quickly searching the bodies. On the belt of the guard who had been in the middle of the room Harp finds a key ring with half a dozen large iron keys. Between the five bodies they find 2 gold pieces and 15 silver. The man with the keys also has a very nice plain gold ring on his left index finger.
OODM: Actions
From: Josh
Subject Listening
Kal swipes the gold ring
"It's mine precious it's mieeennnn!!"
Alright not really.
From: Josh
Subject out of town
I'm headed up to NYC tonight to see a concert and hang out with some friends. I'll be back saturday night, but I probably won't be able to respond until sunday.
If anything comes up C. Porter can play Kal.
From: Porter
Subject Listening
Mund bites off Kal's finger and eats it.
From: Mark
Subject out of town
Now that is trust. Of course some say that your greatest enemy knows you better then your best friend. And I am talking about Kal and Mund, not Porter and Josh.
Have a good trip.
From: Kevin
Subject Doors
Mark, I should be able to work this out myself, but what ways do the doors open? Can we see the hinges? or are they the special dungeon doors that swing both ways?
From: Mark
Subject Doors
The door to the south opened out of the room. The door to the west, as the description says, open into the room.
The large piece of wood baring the door to the west makes an effective lock coming from the direction of what's on the other side.
From: Kevin
Subject Doors
How large is the timber that is blocking the door to the west? Does Harp think he could lift it?
From: Mark
Subject Doors
He might be able to do it himself. He and Mund could do it easily.
From: Bryan
Subject Doors
If we choose to go through that door, we should think about blocking the other door with one of the beds. If that running was due to our brawl with the guards, more could be en route.
From: Karl
Subject Doors
Is that spoken or OOC?
From: Karl
Subject Doors
"Keeping people in? Maybe they're holding the Stormfather in there! Harp! Mund! See if you can get this bar raised so we can get a look. We should be ready to shut it again quickly if there is something nasty on the other side." He turns to Surin. "While we're doing that, see if you can sneak out and see anything down that way." He motions to the southern door. "Be careful and come back here immediately if you hear or see anyone approaching. Don't go too far."
From: Porter
Subject Doors
Mund moves over to the end of the beam and lifts when Harp is in position.
From: Bryan
Subject Doors
As Surin stepped back from the door, Salix motioned at the western door. "Keeping people in? Maybe they're holding the Stormfather in there!
Harp! Mund! See if you can get this bar raised so we can get a look. We should be ready to shut it again quickly if there is something nasty on the other side."
Salix then turned to Surin and spoke "While we're doing that, see if you can sneak out and see anything down that way."
With a grin and a mocking bow, Surin turned and quietly moved through the southern door, listening for movement as he cautiously began to search the area for signs of occupancy. "If you hear me yell come get me!" he quietly whispered on the way through the door.
OOC: It was spoken OOC. I figured that since I'm new I'd wait and see what Fearless Leader suggested before acting.
From: Kevin
Subject Doors
Harp heads over toward the beam, and, signalling Mund, gives it a lift out of the supports. He motions Mund to move the beam toward one of the bunk beds to put the beam on.
Turn, two doors, the barred door
Subject Turn
Ok I think we have heard from most every one. I have a few things to do this morning and then an auction to run at 11, so I expect I will be able to get something out by this afternoon.
From: Karl
Subject Turn
Out of town this afternoon. FYI.
From: Mark
Subject two doors
Salix's heart leaps when Surin explains that the bar on the door is probably meant to keep something in instead of out. Who else would they want to keep in but Acer? "Mund, you and Harp see if you can get that timber out of the way. Surin, head down the hallway to the south. See if you can figure out if they know we are here. Don't risk yourself. If you hear anything suspicious, come back here straight away. No heroics. Except for Mund's little trip down that pit, we've done well so far. Ran and Kal, you stand by the door. If Surin comes heading back in a rush, you guys get the door closed and something in the way that will slow down pursuit. Ragnar and Ally, you two are with me waiting on Mund and Harp."
The party moves into position. Surin opens the door to the south and heads on down the short hall. Dim torch light gleams from the cross hall ahead. As the halfling moves forward he sees doors on the far wall; two just across from his position. As he creeps to the intersection, he looks both ways. To the east the hall dead ends and there is another door. To the west the hall turns south.
Harp and Mund sheath their swords and store their shields. Each takes a firm hold of the large timber and with a quick count to three, lift the hewn log out of its support brackets. Grunting with the effort they carry the timber to one of the lower bunks and toss it on. There is a cracking sound as one of the legs of the bunk shatters and the bunk leans to one side. It rocks to its side and leans against the bunk next to it.
The five stand before the door, weapons ready.
OODM: I have shown a possible positioning for the 5 in the room. If you want something different let me know.
Actions?
From: Kevin
Subject Two doors
Harp is ready to go.
From: Porter
Subject Two doors
Mund and Kal are as well.
From: Karl
Subject Two doors
Let's do this!
From: Jason
Subject Two doors
Ragnar's ready to go.
From: Derek
Subject Two doors
Allistair's ready too.
From: Mark
Subject Two doors
Ok Since Surin is out in the hall and Randy is out of town, I will write up more tonight.
From: Mark
Subject The barred door
At Salix's signal, Harp and Mund grab the large iron ring on the left side of the door and pull. The heavy iron bound wooden door swings into the room with a loud screech. The door swings to the north and bangs with a dull thud against the wall. The five look down a long, dark hallway. No light comes from the depths, but a stench of offal rolls over them. The smell of decayed flesh and rotting corpses fills the air. The hallway is 5 feet across at the start but about 10 feet in it seems to widen to 10 feet or so. The light from the room penetrates about 15 feet into the gloom but nothing but stone floor, wall and ceiling can be seen.
Just as Harp is ready to enter the hallway Ragnar points something out to the others "Look at the back side of the door." Quickly taking turns looking, they all see the same thing in the dim light. The wood has been clawed at. The marks look deep and desperate, almost febrile. There is no blood in the gouges, just long splinters of wood. The party turns back to the opening before them. "You first" Mund says to Harp, making a imitation of one of the polite bows he has seen Kal make.
OODM: What order do you want to go into the hallway? New map.
From: Bryan
Subject Two doors
Surin is going to listen at the first two doors, and barring any activity, he'll cautiously check the southern corridor, trying to remain as clandestine as possible. He'll investigate anything interesting, then return to report.
Around the corner
Subject Around the corner
Surin advances across the hall to the two doors. He listens at one and then the other. No sound. He moves cautiously to the third door, the one to the east. This one is a bit more ornate with a large carving of a bloody scythe. He listens at this door for a few seconds, not hearing anything. A clatter from somewhere down the far hallway grabs his attention. Keeping to the south wall as much as possible, Surin heads to where the hallway turns south. At the corner he peaks around and almost lets out a gasp. About 30-35 feet down the hall are 4 men helping each other put on full plate armor. Two of them are completed and helping the last two, who seem to be almost done. They are cursing each other and over the din Surin can hear the name Faldor quite clearly several times. The tone is more one of fear.
OODM: Actions from Surin
From: Bryan
Subject Around the corner
"There's no way I can fight those four on my own", Surin thinks. "I've got to warn the others; Salix will know if we should fight or flee". Surin eases his hand away from the axe that he had instinctively gripped, quietly turning to move back down the corridor, intent on warning the others.
OOC: I've heading home after 17 hours at work. I may be in late tonight.
From: Karl
Subject The barred door
"Ally, can your little serpent friend smell anything? Back in the mansion he found Sister Sephira by her smell." He looks at the others, "I don't know what might have made those marks. We need to know if the Stormfather is or is not here and if we can determine he's not, I don't want to waste time killing pets."
OOC - Let's get this checked out quickly and move on. I don't think we want to waste a lot of manpower and spells if they're just holding some random monster we can avoid by shutting the door. What do you guys think?
From: Jason
Subject The barred door
I completely agree. Can Syssiphus take a look without disturbing anything that might be held back there?
From: Kevin
Subject The barred door
OOC: My modem/router went down last night. Typing this at my parents. I will not be able to add much until I get to work Monday. Harp will explore down the hall if needed.
From: Josh
Subject The barred door
Hey guys, I'm back.
Thanks to C. Porter for not killing Kal. ;-)
Surin gets back
Subject Surin is back
Harp moves forward a bit until the hall widens. Mund, his torch spreading light about 40 feet down the hall, moves up besides the 1/2 orc. Harp has his sword and shield ready; Mund his ax and shield. Ahead of them Harp can tell that the hallway opens into a larger room. However, he can not tell how large.
There is a small commotion behind them as Surin reports back. The halfling makes a quick report "4 guys, all in plate armor. Two of them still getting suited up. Looks like they might be ready in a minute or two. What do you want to do?"
OODM: Actions?
From: Josh
Subject Surin is back
"lets hit them. Now. Before they get suited." Kal looks to Harp and then Salix, waiting for an immediate affirmative.