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Round 1 actions

From: Karl

Subject: Round 1 actions

"Whatever those are, they're not what I saw earlier!" Salix calls out. He hears Ragnar order a distraction and immediately thinks what he could do. He touches the symbol of Obad-Hai embossed in his leather chest armor and petitions his God once again for help from His hippogriffs. (Sacrifice "Dispel Magic" for SNA2 to summon 1d4+1 hippogriffs).

Salix will summon them as close to the two Ragnar has referenced as possible and order them to attack. (Surround and attack if there are 3 or more that heed the call). Also, if Salix needs to move closer to the action to make this happen, he will, doing his best to avoid getting crushed.



From: Kevin

Subject: Round 1 actions

The range is 25 ft + 5 ft/2 levels of the caster. Harp and Kal will have 35', Ranger would have 55' - still not enough.

We gots to get closer, methinks.



From: Mark

Subject: Map

Sorry I sen this our earlier and the strobelight program did not send it becuase I left off a subject line. Here is the map. the dark brown rectangles are the horses that you are on. The light brown squares are rocks/outcroppings you can get some cover from. The blue rectangles look like doors into the fortifications. The fortifications are abou 50 fee above the pass, right above the doors. Please remember to use row/column designators when telling me what you want to do. Let me know if you have any questions.

More round 1 actions, Polymorph, on horseback

From: Bryan

Subject: More round 1 actions

Might be wise to retreat and plan from there. We obviously do not havethe advantage of surprise.



From: Randy

Subject: More round 1 actions

Unless someone calls for a full retreat, Ran will dismount and move to the far right of the road, taking what cover he can. He will advance along the side of the road keeping wary of any more attacks coming as he advances, moving from cover to cover as he works his way towards the entrance. He will draw his crossbow as he moves.

OOC: I can never remember how far Ran can move in a round so I don't know how far he can make it but the idea is he will move to column M and get as far forward as possible this round.



From: Mark

Subject: Movement

A normal person can move 30 feet (6 squares) in a standard move action. A character can make two actions in a round (A move action and a standard action).

A player may replace a standard action with a move action. So Ran could make two move actions and move 60 feet this round. A player may also run as a full round action. If you do not have the run feat, a player can move 4 times his speed. This means Ran could move 120 feet. However, the run action means you loose all DEX bonuses to AC. If you have the run feat, you keep your DEX bonus and can run 5 times your speed.

The run feat is amazing when taken by a Monk. There are two 9th level Monks in my evil game and they can run 350 feet per round and keep thier DEX bonus to AC.



From: Jason

Subject: More round 1 actions

The summons will definitely have to be cast closer to us and then fly in, that's true. I think though that any person/machine that can throw boulders 250 feet can probably throw them farther, too, so we would get smashed up if we retreat (not to mention the patrol is sticking around.)

OK I see Kevin was talking about shield other, not summons. I guess I didn't realize they have to stay so close, I thought they just had to start close. Can a person cast spells whem polymorphed? I assume not, but if so we should send Harp or Ragnar.



From: Mark

Subject: More round 1 actions

Depending on the form, people usually can not cast spells while polymorphed. However, for example, when Ally took the shape of Olt back in Boddentown, then he could cast spells. The new form has to have hands to make the gestures and a mouth capable of pronouncing the words.



From: Derek

Subject: More round 1 actions

Allistair could make Salix invisible, and then Salix could go closer and summon the hippogriffs.



From: Jason

Subject: On horse back

I think that might be useful, but I think it would take too long for it to be the first thing we do; he can't even move up and cast in the same round because its a full round spell. After we get Mund and someone up there, we may be able to move up without boulders being thrown at us anyways.

OK, I lied a little bit. Since we're on horses, I believe we can actually move and cast spells at the same time; here's the part from the SRD

Casting Spells while Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + spell level).

So anyone with a high enough concentration can double move and cast in the same round?



From: Mark

Subject: More round 1 actions

Hippogriffs do have a fly speed of 100. With a double move this round and add in the distance that Salix can cast if from himself, I would expect they would be able to get in at least one attack next round.



From: Mark

Subject: On horse back

This is correct. Standard speed for a horse is 50, so a double move is 100.



From: Derek

Subject: On horse back

So since Ally's concentration is 15, he can cast any spell while doing a double move as long as he rolls higher or equal to the level of the spell he's casting?



From: Mark

Subject: On horse back

Yes sort of. He could cast up to 6th level spells with no chance of failure do to riding. 7th level spells would require a DC17 concentration check in which case there would be a small chance of failure. So basically Ally can cast any spell he has while making a double move with his horse.



From: Josh

Subject: On horse back

Kal's concentration is pretty high. He could probably get in rangeand drop one of those ice-balls on them, but i doubt ~30 damage willbe enough to kill them.

How does range work in this case Mark? Is it the distance ascalculated by the Pythagorean theorem?

Kal would refuse turning into a dragon unless it was absolutelynecessary. He would see it as against his code of discipline.

If dragons can cast spells, Mund riding Ally the Dragon would be apretty nice setup.

Or, there's 8 of us. 1 levitation, 1 dragon, 1 eagle, and 5 of us onthe dragon's back might work.



From: Mark

Subject: Distance

I would calculate range just as if your character was moving towards the creatures. However, I would add some because of the height difference.



From: Porter

Subject: More round 1 actions

Dragons can cast spells just fine.

Mund would be willing to do something stupid like that.



From: Kevin

Subject: More round 1 actions

Harp will have his horse do a double move, trying to get as close to E36 as possible. There are some others in the way, and he probably will not be able to get all the way. If he can end up next to a rock to give himself some cover, his will. During his ride, he will unsling his bow and then dismount when his mount stops (his 2 move actions).



From: Josh

Subject: More round 1 actions

I assumed being turned into a dragon came with some HP boost. If it'sa polymorph, then someone like Mund might be the better choice.



From: Porter

Subject: more round 1 actions

Again, Mund would be perfectly willing to do something stupid like that. :)



From: Jason

Subject: More round 1 actions

Polymorph has to do with total HD, and dragons get more HD and get bigger as they get older. A quick scan through the dragons shows that the largest dragons with 8 HD are red wyrmlings, which are medium. All the others are small, even though most are older. So probably only Surin could ride the dragon. Or could Ragnar? He's medium, but he's a dwarf, but he can ride a pony, but he can't ride a riding dog... Anyways, what does our illustrious DM think?



From: Derek

Subject: More round 1 actions

I'm not sure how big of a dragon Ally could make someone. The spell description for polymorph says you can't make someone smaller than fine, but it says nothing about maximum size. If Ally can make someone a full adult dragon, then Ally is willing to do it himself, although he will point out that he isn't necessarily the best meat shield if he's going to carry everyone else.



From: Mark

Subject: Polymorph

Actually it is not the size so much as the weight. I would have to see the STR rating of this dragon. Polymorph does not actually add HD. Ally could not polymorph Mund into and Ancient Red dragon and Mund get to add 35 HD to his total. At least not at this level. If Mund were a total of 20 classs levels, he might get close. The problem, as I see it, with Ragnar riding Mund as medium dragon is the total weight of Ragnar and his armor.



From: Jason

Subject: Polymorph

In that case, the strongest dragon at 8 HD is also a red dragon, with only 17 str. Ragnar, with armor, weighs in at a piddling 200 lbs., which would be a heavy load for such a dragon. Not a very happy situation for the dragon. On the other hand, he doesn't have to fight with Ragnar riding, just take him up there...

Well, Ragnar's already given his say, and I don't want to change that just because I've had a few days to think about it. After all, he only has a couple seconds. If Allistair casts fly, great. If he casts polymorph, however, Ragnar will try to climb onto the dragons back and fly up with it (instead of casting Aid, if need be.) If Allistair can then use his other spell to get another person up there, hopefully we can avoid the type of "fair fight" that results in PC deaths.



From: Porter

Subject: More round 1 actions

I think we should back up and figure out what to do.



From: Derek

Subject: More round 1 actions

I doubt that's what Mund thinks though. Anway, Ally is ready to move his horse and polymorph Mund into a dragon and cast fly on Ran or Harp. However if someone authoritative calls a retreat, he will obey.

Ally also has invisibility 10' radius, so if we want to bunch up for a round, Ally could get most everyone invisible, giving us 8 minutes to get up to the fortification entrance. However, I kind of doubt that the front door is unlocked. I think that flying muscle #1 + dragon/muscle #2 + Ally's and Kal's range spells + Salix's Hippogriffs would work too. We might want to dismount in order to get better coverage from the rocks though.

I'm also curious how much damage Surin would do with improved invisbility and fly (flying backstabs!), but that's perhaps not the best use of magic resources.



From: Kevin

Subject: More round 1 actions

Ran would be you best bet for the fly spell. Harp is already heading up to get within bow range.



From: Mark

Subject: More round 1 actions

Ok I guess I need Jason to make the decision, attack or run? Since Ragnar is the leader. For your info the party does hear Maximus shout orders for the patrol to rush the left hand door.



From: Karl

Subject: More round 1 actions

Make it so. :-)



From: Bryan

Subject: More round 1 actions

I'm all for a tiny flying knife-wielding maniac. However, if that isnot to be, Surin will try to rush the wall in an area that the party(and patrol) does not, moving in a clandestine manner as he closeswith the wall.



From: Jason

Subject: More round 1 actions

Definitely fight. The only real question I have is if Allistair is casting polymorph or fly, but I don't think Ragnar would have time/inclination to specify which.



From: Jason

Subject: More round 1 actions

I think from what I've seen, what's been decided is this:

Harp is moving into bow range.

Allistair is casting fly or polymorph (I'm not sure if his latest email implies he's casting polymorph first or not.)

Ragnar casts aid or climbs aboard, depending on the spell.

Mund is charging either way.

Salix is moving up and casting SNA

Kal is (and I'm not really sure about this) moving up and casting a spell, maybe his ice one?

Surin is looking for cover.

Ran is moving up to get fly/polymorph cast on him next round.

Just to clarify, these aren't directions from Ragnar, this is just what I can tell from what's been written. Ragnar's shouted orders are the same as before.

Round 1 part 1

From: Derek

Subject: spells

Allistair shouts out. "Ran, I'm going to make you fly so you can go directly and harry those things. Mund, come here! I know you can become a bear, but I'll make you into a dragon!"

Ally will cast fly on Ran and polymorph Mund into a dragon, first casting whoever gets there first, and the next one next round.



From: Mark

Subject: Turn

I am going to try and get a turn out today. It will likely be in parts as there is so much many people involved.



From: Jason

Subject: Spells

If Ran gets spelled up first, Ragnar will cast shield of faith on him (+3 deflection AC bonus.)



From: Josh

Subject: Turn

OOC: Sorry I took so long. Kal will run up as far as he can, staying close to the rock wall forprotection.

Heading for the left door with everyone else. OOC: Two times distance run.



From: Mark

Subject: Round 1 part 1

Init: Harp (25), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), Legionaries (7), Creatures (7), Mund (5), Ragnar (5).

Harp responds to the attack with the precision born of years of training. Clamping down on his horses sides with his knees, he urges his mount forward while unslinging his bow from his back As the horse gallops up the road, Harp nudges it around legionaires who are still stunned by the suddenness of the attack. As the horse passes a large boulder on the left Harp slides from the saddle and slaps the creature hard on the rump. The horse takes off up towards the summit of the path. (Move to D40)

Surin knows that he can barely stay on the horse as it is, and leaps clear of the startled beast. He lands lightly on the ground and moves forward and to his right, trying to find some cover. (Move to M56)

Maximus starts yelling orders "Squad Primus, take the door on the left, Squad Secondus, your with me, to the door on the right." He draws his sword and knees his horse into a gallop. His charger races full speed up the hill and as it passes the door on the right Maximus leaps slides from his saddle, his sword at the ready. (Move to M3, horse continues on).

OODM: I will try and write more after work.

No turn

From: Mark

Subject: Turn

Sorry nothing got done last night. It is unlikely I will get anything done during the day today so it will probably be tonight.

Round 1 cont, Round 2 actions

From: Mark

Subject: Turn

I want to apologize for not getting anything out last night. Our dog got sick and we were taking care of her.

I will be working hard to get something out during the day today.



From: Mark

Subject: Round 1 part 2

Init: Harp (25), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), Legionaries (7), Creatures (7), Mund (5), Ragnar (5).

Harp responds to the attack with the precision born of years of training. Clamping down on his horses sides with his knees, he urges his mount forward while unslinging his bow from his back as the horse gallops up the road; Harp nudges it around legionaries who are still stunned by the suddenness of the attack. As the horse passes a large boulder on the left Harp slides from the saddle and slaps the creature hard on the rump. The horse takes off up towards the summit of the path. (Move to D40)

Surin knows that he can barely stay on the horse as it is, and leaps clear of the startled beast. He lands lightly on the ground and moves forward and to his right, trying to find some cover. (Move to M56)

Maximus starts yelling orders "Squad Primus, take the door on the left, Squad Secondus, your with me, to the door on the right." He draws his sword and knees his horse into a gallop. His charger races full speed up the hill and as it passes the door on the right Maximus leaps slides from his saddle, his sword at the ready. (Move to M3, horse continues on).

With surprising skill the Lady guides her horse to the right of the Pass; shoving a couple of guardsmen out of the way when she gets there she dismounts and slaps her horse on the rear. It takes off down the pass, galloping at full speed.

Kal urges his horse forward, kicking it into a gallop. (Move to F38).

Ran leaps from his horse. He turns the horse and starts it moving back down the path they had just come up. When he turns back Ally turns to him and shouts "Ran, come here. I can use my magic to let you fly. You can get to the creatures faster." Ran nods and moves next to the mage (Move to I61).

Ally reaches down and chants the spell of flight. He touches Ranthir with a feather and suddenly the fighter feels like he has no weight. "I have a spell Mund might need. Go." says the mage. He then works his way up to Mund's left. (Move to G55/G56).

Salix kicks his heels into the side of his horse. "Sorry my friend, but we need to get closer"he thinks as the horse whinnies in protest. As the horse gallops forward Salix touches the symbol on his armor and starts chanting the summoning spell. (Move to G40).

Years of hard training pay off in the legionaries' response. As a man they spur their horses forward, one squad keeping left and the other to the right. When they get to the doors, they slide off their horses. One squad moves to the left door and one to the right door, joining Maximus. (Various fighters around the doors.)

The party can hear what seems like laughter coming from the battlements. Mund turns to Ally "You got any magik that can get me up there fast?" As he talks he moves his head slightly and a rock flies past, the wind from it's passing ruffling his hair (AC23, 11+6=17, miss). Ally is not as lucky. As he stares at Mund's casual avoidance of the rock, Ally does not see the rock flying straight at his chest. At the last second Mund grabs his arm and tries to pull him to the side. He keeps Ally from having his chest caved in and the rock just bruises his shoulder (AC15, 17+6=23, hit, damage 15). Mund says "Cast that damn spell and get behind a rock or something." The rock thrown at Salix falls way short (AC18, 2+8=10, miss).

Ragnar moves his horse up next to Mund as well. "Here" he says "Let some of the protection of the Battle Lord be on you (Casts Aid on Mund).

I need round 2 actions. Mund held his action awaiting spells from Ally. Ally will have to make a CON check next round to cast a spell. I will get a map out tomorrow. Ally, Salix and Mund will all have to make ride checks since they have been attacked.



From: Kevin

Subject: Round 2 actions

Harp will take a full attack action, shooting 2 arrows at the nearest bad guy.



From: Jason

Subject: Round 2 actions

If it works out, Ragnar will dismount his horse and climb onto the dragon. If Mund flies off before he can react, he will urge his horse forward (double move) and cast Summon Monster IV to summon 1d3 celestial hippogriffs.



From: Mark

Subject: Round 2 actions

Please remember that all hippogriffs are large creatures. There may not be enough room for Salix's and Ragnar's creatures. We will have to see.



From: Josh

Subject: Round 2 actions

Kal will fire some magic missiles at them if he's within range, andthen continue moving forward trying to break through the doors. Can we use dodge bonuses against distant creatures? If yes, Kal willapply his to whatever's flinging those rocks.



From: Jason

Subject: Round 2 actions

I don't necessarily mind if they can't actually attack.



From: Mark

Subject: Ranges

Range for MM is 100 feet plus 10 feet per caster level, so Kal would have a range of 180 feet.



From: Derek

Subject: Concentration check

Does Ally know whether he will be able to cast before he actually tries? In other words, if he fails the concentration check will he lose the spell? Or just not cast it this round?



From: Mark

Subject: Concentration check

If you make the attempt you have to make the check. If you fail the check then you loose the spell. The pain of the injury is too much and you flub the spell, loosing it.
From: Derek

Subject: Concentration check

Well, what will the check difficulty be, and hence the odds of Ally successfully casting next round?



From: Randy

Subject: Round 2 actions

Ran will fly up to get in crossbow range and attack the enemy on the left side.



From: Karl

Subject: Round 2 actions

Salix will continue as planned.

Concentration check

From: Mark

Subject: Turn

Just waiting for Porter to let me know what Mund is doing.



From: Derek

Subject: Concentration check

Also, I want to know what Ally's chances of failing the concentration check are before I decide what he will do next round.



From: Jason

Subject: Concentration check

From the SRD:

If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you're casting). If you fail the check, you lose the spell without effect.

http://www.systemreferencedocuments.org/35/sovelior_sage/magicOverview.html

On the other hand, this may not be what he's thinking of because this seems to apply to damage you take while you're casting a spell, not damage you take the round before you cast a spell. So I'm not entirely sure this actually applies.



From: Mark

Subject: Concentration check

have always applied this rule to mean starting when you take the damage until the next round, when the thing/person who did the damage turn comes around again. My reasoning is that it would take a round to get used to the pain.

So your DC is 25+the spell level. For a fireball it would be 28. You have a base score of 15 so you would need a 13 or more to cast a spell this round. Next round you will not have to make a check unless you take more damage.

Ally just took about 20% of his total HP in one go. That is alot.



From: Derek

Subject: Concentration check

Those are crappy odds for potentially losing Ally's most powerful spell. Ally will hunker behind the rock this round, and cast polymorph on Mund next round if he's still there.



From: Jason

Subject: Round 2 actions

In that case, Ragnar will definitely do the doublemove/summon hippogriff thing.



From: Mark

Subject: Round 2 actions

You mean double move on the horse while he summons the hippogriffs during this turn. Salix's griffs should show up this turn.



From: Mark

Subject: Concentration check

Well Ally did just take a 50lb rock to the shoulder. That's got to hurt a bit. :)

Mund's round 2 action

From: Porter

Subject: Round 2 actions

Mund will make sure that Allistair is under cover as much as possible, and if there's still room, he'll take cover himself, waiting for Allistair to do what he said he wanted to do with Mund.