Turn, Map
Subject: Turn
Ok we have hear from Porter. I will see what I can do about getting a turn out today. I want to apologize for the lack of progress. Work has been busy and I have been hooked on BioShock for the past week or so. I think I am getting close to the end of the game so things should get better.
From: Josh
Subject: Turn
Kevin, You know what you need to do. Don't falter now.
From: Kevin
Subject: Turn
The process has been started. Bidding on the contract has begun.
From: Mark
Subject: Map
I just finished the archives for the past week and a half and updated the map.
I will get a turn out during the day tomorrow.
Round 2, Round 3 actions
Subject: Map
He must not have finished Bio-shock.
From: Mark
Subject: Map
I want to clear something up. The map directions are mainly just for this battle. North is to the top of the map only becuase it is easier to relate to. So the east is to the right and the west is to the left. This is on this map only. The party was actually heading south west, but I find trying to put actual heading on maps confusing. So for this battle the top of the map is north.
And the enemies gate is down.
From: Mark
Subject: Creature update
I did also mess up which side the creatures are on. There are two large figures on the east side and one on the west side. Maximus and Squad Secondus are heading up the east side door while Squad Primus is going to west side door. Most of you are far enough away that this does not matter yet. However, I will assume that most people who did any type of attack made it on the east side, where there are two foes.
From: Mark
Subject: Salix
Karl In your instructions for Salix actions you say you will sacrifice Dispell Magic for a SNA II to summon 1D4+1 griffs. SNA II only summons one level 2 monster. SNA IV summons 1d4+1 level 2 creatures. That makes sense since Dispell magic is a 4th level Druid spell. So mark off the 4th level Dispell magic and I will have Salix do the SNA IV.
From: Karl
Subject: Salix
Right. That's what I meant. He's casting the lvl IV spell and summoning lvl II monsters to he should get more of them.
From: Mark
Sujbect: Round 2
Init: Harp (25), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), H1, H2, H3, H4, H5, Legionaries (7), Creatures (E1, E2, E3) (7), Mund (5), Ragnar (5).
Harp takes cover behind a large boulder. His new bow in his hands, he knocks an arrow to the string and pulls back. With a grunt of effort he remembers that this bow took a lot more strength to pull then his old one. He sights down the arrow at one of the two creatures on the right and releases. Before the first arrow has struck the ½ orc has another in place and released. Unfortunately Harp's practice at the range did not include shooting up. Both arrows fly well beyond their targets (AC22, 2+8=10, miss, 5+3=8, miss).
Surin keeps near the edge of the pass and moves his way carefully up the pass. (Move to M51)
From the distance it is hard to see what Maximus does, but the doors at the bottom of the pass suddenly open and the Bhyoian leader rushes into the opening on the east.
The Lady's shrill voice raises several octaves as she commands Giaus "Get down off that damn horse and protect me."
Kal's horse continues its gallop towards the doors. (Move to F18) Using his knees to control the beast, Kal chants the mage arrow spell and directs it at the creature (E3) on the west parapet. His rapier pointing like a miniature lance, 4 glowing bolts of force streak from the point and fly right for the creature's chest. A loud howl goes up (damage 16) as they burn through the armor and into the flesh beneath.
Ran starts to move forward and up. (Move to I50, 5 feet in the air) As he does he pulls his crossbow and let's fly at one (E2) of the two creatures on the right (AC22, 19+8=27, hit, critical threat, critical threat roll, AC22, 4+8=12, miss, damage 5). The bolt grazes one of the creatures and the ½ elf quickly reloads.
Ally, cursing at the pain, jumps from his horse and moves to the protection of the boulders. Yelling as he goes "Mund, get over here. I'll be ok in a second and then I change you into a dragon." (Move to M56)
Salix continues his chanting and feels the power of his new connection with nature. 5 hippogriffs appear almost 50 feet in front of him. He calls to them and three of them fly to the east and two fly to the west. The winged creatures turn and with a deafening screech, fly at full speed at the creatures on the fortifications. The druid continues galloping towards the doors. (Move to G20)
The griffs wing it towards the creatures on the battlements, three to the east side and two to the west. The first (H1) flies at the figure (E1) on the parapet and lashes out with a claw as it moves by (AC20, 15+8=23, hit, damage 5). The second (H2) flies at the other figure (E2) but it ducks (AC20, 3+8=11, miss) as the talons rake the air above it. The third griff (H3) on that side flies by the first figure (E1) and also slashes at the figure with its claws (AC20, 19+8=27, hit, damage 5)
On the other side the two griffs strike from opposite sides, confusing the creature (E3). The first griff (H4) claws at the things back (AC20, 14+10=24, hit, damage 6) while the second one (H5) claws at its face (AC20, 15+10=25, hit, damage 7). The thing howls and grabs a great club.
The Legionnaires follow their leader and swarm through the two doors.
The three creatures strike back. The one on the left (E3) swings his club with a casual grace and knocks one of the griffs (H4) from the sky like a child hitting a nut with a stick (AC14, 6+16=22, hit, damage 17 , AC14, 4+11=15, hit, damage 15). The second hit is so powerful the creature is able to swing around and bash the other griff attacking its back (AC14, 1+11=12, miss). The winged creature is able to dodge out of the way, the club ruffling its feathers as it passes.
On the other side the two large creatures move a bit apart and also pull out their clubs and strike out at the winged beasts attacking them. The first creature (E1) bats at a griff (H1) (AC14, 6+16=22, hit, damage 18, AC14, 12+11=23, hit, damage 23). The thing bursts into an explosion of feathers and blood. The creature continues his swing and lands a solid blow on the other griff (H3) (AC14, 20+11=31, hit, critical threat, critical threat roll, AC14, 6+11=17,hit, critical hit, damage 41) and slams the other creature to bloody bits.
The second creature (E2) on the walls swings his club at the remaining griff (H2) (AC14, 19+16=35, hit, damage 17) and crushes one of the griff's wings. The second blow (AC14, 19+11=30, hit, damage 19) crushes the griff's skull.
Mund jumps off his horse and rushes over to where Ally is "You ok? Can you magik me now?" Ally shakes his head "Give me a few seconds. Those rocks hurt."
Ragnar clamps his heels to his horse's side and they gallop forward. He clasps his holy symbol and chants the summoning prayer. In the distance he sees Salix's griffs get knocked from the sky like gnats.
OODM: End round 2. I will try and get a map out tonight.
From: Karl
Subject: Round 3 actions
Salix is thrilled to see the grace of Obad-Hai send *five* hippogriffs to their aid, but that elation is brief as the noble beasts are turned to bloody senseless pulp. He should have summoned something more powerful. Hopefully their lives weren't completely in vain and their distraction perhaps saved someone from being crushed by a boulder.
Salix chatters to Noctis sending him into the air. "Fly high, my friend and stay out of trouble. Keep an eye on us."
Salix will dismount and send his mount to the relative safety of the wall. He will wildshape into an eagle again, and fly up to get a better view of the situation from above. He will be careful to stay well out of bashing range from the creatures, but he will be looking for any other threats, additional creatures, etc. He will also try to see if there is somewhere he could land that would give him a good spot to attack from while avoiding being an easy target.
(OOC - is there anywhere on the fortification, like a rooftop or rampart that is outside of clubbing range yet would give a decent line of sight to the creatures?)
From: Kevin
Subject: Round 3 actions
Damn, he had miss judged the angles. He had better focus this time. He fires off a couple more arrows.
OOC: Mark, Harp will keep firing until he sees some Legionaries show up on the top of the towers, then he will run up to join them as much as possible. However, if the Lady gets hurt, he will go to help her.
Round 3 actions
Subject: round 3 actions
Any one else?
From: Randy
Subject: round 3 actions
Ran will fire his crossbow again at the same target.
From: Mark
Subject: Round 3 actions
Will he keep moving? Flying is considered a move action, so Ran can fly 60 feet. However, reloading a light crossbow is also a move action, so he can do one of the three following options:
Double move (120 feet) and do nothing with the crossbow.
Single move (60 feet) and load the crossbow.
No move and reload and fire the crossbow.
From: Jason
Subject: Round 3 actions
Since Ragnar goes at the end, can I hold off on deciding where to summon the celestial hippos until I see what happens next round?
IC: Ragnar is relieved to see several of Salix's huge, flying allies take the minds of their enemies off the people in the canyon below. Completing his prayer, he adds a few more to add to the distraction, then quickly decides to follow it up with one of his most powerful prayers. This time his prayer is not murmured, but shouted, as he calls down the wrath of Heironeous on the pair of miscreants.
OOC: I'm not sure how far away Ragnar is, but he'll keep riding up until he gets to the door and will cast Holy Smite. If he's already pretty close to the door, he'll cast while riding, then dismount (if possible) at the door.
From: Randy
Subject: Round 3 actions
How long does the fly spell last? If he has a few rounds before it wears out, he will reload and fire this round.
From: Mark
Subject: Round 3 actions
It lasts for 1 min/level of the caster, so it will last for 8 minutes. You have plenty of time.
From: Porter
Subject: Round 3 actions
Besides -- what could go wrong?
From: Mark
Subject: Round 3 actions
Do those fall in to the category of "Famous last words"?
From: Josh
Subject: Round 3 actions
Kal will ride up as far as he can and then drop an Ice Burst up there.If he thinks he can get all three guys he'll center it, otherwisehe'll land it on the side with more people. P.S Can Kal pull a piece of ice from his sword instead of a pearl asthe component? The book lists either one.
From: Mark
Subject: Round 3 actions
In this case I am going to say no. The effect is frost not ice. If you had some water I might say different.
Since there are two creatures on one side and one on the other with a gap of mvoer than 50 feet between them I doubt he can get them all in.
Remember that the Legionaires should be showing up soon.
From: Josh
Subject: Round 3 actions
I was thinking Kal could get in the habit of leaving just a little bitof ice near the hilt of the blade for this spell. He wouldn't needmuch and could replenish it every night/morning with some water fromhis waterskin.
Map
Subject: Map
I just realized I never got the updated map to you. I will work on that this morning.
From: Mark
Subject: Updated map
Here is the updated map of the pass. I will be working on the map of the fortifications this afternoon.
Then I need to hear from Bryan and Porter and Derek.
From: Porter
Subject: updated map
Mund waits impatiently for his brother to magick him up. After a bit, he's able to clear he head and cast the spell.
It's a familiar feeling for Mund, changing shape and growing his teeth and claws. He takes off for the creatures without thinking and it's a few seconds later when he realizes that he's flying instead of running on all fours.
OOC: Mund is a wyrmling red dragon, which is medium size, correct? How fast can he fly?
Updated map
Subject: Updated map
Well, obviously Allistair will cast polymorph on Mund, turning him into the biggest dragon he can. Specifically he'll turn him into a white dragon, since Allistair is most familiar with that variety of dragon, having encountered one a few months ago.
After casting the spell, Allistair well move as far forward as he can, being sure hide again behind cover when he's done moving.
Fortifications map
Subject: Fortifications map
Here is the map for the fortifications. The green rectangles are stairs down. The blue circles are large cauldrons or something. The large light grey areas to the east and west are the fortifications. The grey area in the middle is the pass. The small blue rectangles are the doors.
If anyone has any questions please let me know. I am planning on getting a turn out tomorrow.
I apologize for how slow this has gone. Things have gotten busy at work recently and this weekend was swampped.
Spell info, Josh out of town, Round 3 part 1
Subject: Turn
Ok I am sitting down to write the turn.
From: Josh
Subject: Out of town
I'm leaving for 10 days to go on a vipassana meditation retreat. I'llbe gone from the 10th to late on the 21st. I leave Kal's fate inKarl's hands. I encourage him to roleplay!
From: Karl
Subject: Out of town
Hey, you're supposed to clear this with the temp controller before you turn him over. I'm really swamped right now and it's gonna be all I can do to do justice to Salix. (Store opens in two weeks or less).
Anyone else wanna take Kal? Otherwise he's gonna be a deaf mute for this fight. ;-)
From: Derek
Subject: out of town
I'd be happy to, and I'm sure Porter will be happy to lend a hand also.
From: Josh
Subject: Out of town
Haha, my bad Karl. Derek he's yours. Thank you.
From: Mark
Subject: Spell info
Before you go can you get me the specs on the ice burst spell again. I have misplaced it and can not find it on the OGL stuff.
From: Mark
Subject: Round 3 part 1
Round 3
Init: Harp (25), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), H5, Legionaries (7), Creatures (E1, E2, E3) (7), Mund (5), Ragnar (5).
Harp continues on with the barrage of arrows at the figure on the left battlement (E3) (AC22, 10 +8=18, miss, 20 +3=23, hit, critical threat, critical threat roll, 5+3=8,miss, damage 8). The first arrow falls just short and the ½ orc makes a small adjustment for the range. His second shot grazes the figure, almost catching it dead center in the chest.
Ran, Mund, Ally, and Surin are surprised when a figure pops out of nowhere, (Several failed listen checks, heavy modifiers for being in combat) about 30 feet in the air. He is floating there. From his extended hand a small ember streaks towards Giaus and the Lady. Everyone in the party has seen this before, but never on the receiving end. A ball of flame engulfs the two. When the flames die down, Giaus is nothing but cinders on the floor of the pass. The Lady's form looks to be still.
Surin keeps to the shadows along the side of the pass as he works his way up the path towards where the lady and Gaius are. (Move to M47)
The Lady, her form charred and smoking, struggles to bring a flask to her mouth and swallow a dark green fluid.
Kal keeps urging his horse on as he concentrates on his ice spell. "Lets see how these things like cold." He aims his spell at the two on the east wall.
OODM:
I am going to stop here in case people who come after this want to change their actions. Those people who saw the guy pop in and still have actions: Mund, Ally and Ran, can change their actions if they wish.
From: Josh
Subject: Spell info
It's exactly the same as a fireball, except it does 1d4+1 instead of1d6 per level. I'll dig it up in a minute.
Round 3 part 2 actions
Subject: Round 3 part 2 actions
Allistair shouts up, "Ran! You go stop that guy in the air! Help is on it's way!" He then turns to Mund. "OK, let's give this a try now. You're used to being a creature now, just this time you can fly. Just relax and it should come to you naturally. Now go up and get that thing!"
Allistair will continue to as planned to polymorph Mund into a White Dragon, unless Mund objects. If Mund wants a change in plans, Ally will instead fire a magic missile at the flying spell caster.
From: Randy
Subject: Round 3 part 2 actions
Ran directs his crossbow at this new opponent and fires a shot.
From: Derek
Subject: Round 3 part 2 actions
OOC: Why are you using that sisssy crossbow? Use a sword, it's a man's weapon. ;) Seriously though, you should charge in and hack him with your sword. Ally your extra bonuses are for fighting with hand-to-hand, and assuming it's a mage you'll mop him up quick.
From: Randy
Subject: Round 3 part 2 actions
OOC: Can he switch to his sword without dropping (and losing/breaking) his crossbow and still get an attack in this round? If so, that is what I will have him do. I figured that the guy appeared out of nowhere and Ran wants to get an attack in before he disappears again.
Round 3 part 2 actions, cont
Subject: Round 3 part 2 actions
Most likely he can attack while grappled. My biggest concern is can he keep flying while grappling. I will have to read up on the monster description as well as the grapple rules.
It is likely to be Saturday before I will get to this. I am in the middle of a price increase and two auctions and am just swampped.
From: Jason
Subject: Round 3 part 2 actions
If he can fly while grappling, well that sounds great. If he can't fly while grappling, well that sounds just fine to me too. I doubt the mage can carry him :)
From: Porter
Subject: Round 3 part 2 actions
And who do you think can handle the fall better?
That's right!
From: Mark
Subject: Round 3 part 2 actions
I would guess that as long as the size of dragon that Mund will be can carry the weight of the mage while flying, he should also be able to fly while grappling, since grappling will use his arms and legs (and perhaps head) and not his wings. Of course it's Mark's call in the end. Either way though, I'm anticipating this being an interesting aerial battle.
From: Jason
Subject: Round 3 part 2 actions
Well the mage himself is flying, so I don't think it's an issue of whether or not Mund can carry the mage, but rather whether he can continue to pump his wings while grappling. Dragons are not particularly good flyers, and IIRC cannot hover even when they aren't grappling. So if he can't, it would be more like does the fly spell allow you to carry the weight of a white dragon?
I definitely think the idea of having the dragon-Mund plummet to the ground on top of the mage is a highly attractive option :) Ragnar will be happy to heal him up afterwards.
From: Porter
Subject: Round 3 part 2 actions
Is there anything more annoying than a mage? Yes -- a clever mage.
Not that Mund would mind if the "Lady" were taken down a notch or two, but Mund can't let that mage control the battlefield like that. It sets a bad precedent.
Mund "runs" straight up at the mage and tackles him, latching on with all four legs continuing to beat his wings.
Turn, Flying question
Subject: Turn
Ok I am working on the turn now.
From: Mark
Subject: Flying question
To answer your question, dropping an item is a free action. This might have a chance of breaking the item, your crossbow, but you are only 5 feet from the ground, so I have no problem with that. The only problem is that while the new guy is only 30 feet away in a straight line he is 25 feet above you. I am going to have Ran do a charge action. This gets him 60 feet of movement plus an attack at +2. He can also draw his sword as part of his move action. He does take -2 to his AC but this is a mage of some sort.
From: Mark
Subject: Flying question
Ok belay that.
He can fly at 60 so he does not need to make a charge. He still needs to drop his crossbow and pull his sword as part of the move action, but he will not get the +2 to attack or the -2 to AC because of the charge.