Falling, Round 3 final and round 4 actions
Subject: Round 3 final
Round 3
Init: Harp (25), Flying Guy (23), 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)
War crys echo from the walls of the pass. Maximus's voice can be heard somewhere up ahead.
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. Standing up in his stirrups as his horse gallops along (Concentration check, DC13, 6+9=15, success, Spell failure check, 94, success) he throws a small pearl up at the creatures. The tiny gem streaks up as if under it's own power and about 15 feet above the creatures explodes. Shards of razor sharp ice slice through the two thing (REF save DC16, E1 18+5=23, save, E2 5+5=10, fail).
The first creature sees the pearl streak through the air and grabs the body of one of the riffs and holds it up like a shield. The broken body give the creature some protection (Damage 12). The other creature is not so lucky. It catches the blast full force, hundreds of needle like pieces of ice piercing its thick hide (Damage 25). Kal's horse continues on until he is just short of the two open doors (Move to F8).
Ran's years of training take over. He pushes the thoughts of the Lady's burning death from his mind and springs into action. Dropping his crossbow, he flys towards the new foe, pulling his sword as he goes. He flys up at a mental command. Wind whispering through his hair, he reaches the floating figure and strikes (AC16, 6+12=18, hit, damage 11). As he attacks Ran sees that the man is heavy set, with long dark hair. His face grimaces in pain as Ran's sword cuts through the robes and into his side.
Ally, finally able to suppress the pain from his wounded shoulder, turns to Mund and chants the words to the polymorph spell. He rubs a silk cocoon across Mund's forehead as he completes the incantation "Ok brother, you like changing form. Try this one. White Dragon." Before his eyes Mund starts to transform. His head elongates, he falls to the ground and sprouts wings and a tail. His skin turns a milky white and within seconds a small white dragon is on the ground in front of him.
Salix sends Noctis into the air and slides from his horse, telling the four legged creature to head off back down the pass and gather up the other horses. It neighs and gallops down the path. Salix then takes the shape of an eagle and launches himself into the sky. He climbs quickly above the fortifications, looking to see what is going on. He watches the last Hippogriff attack the large creature on the west and the Byhoians charge out of the staircases at the top of the fortifications.
The lone hippogriff (H5) on the west side attacks with it's full fury (AC20, 9+6=15, miss, 7+6=13, miss, 13+1=14, miss) but is surprisingly ineffective against its foe (E3).
With a rousing shout the legionaries come streaming from the staircases, Maximus in the lead on the eastern side.
The creature on the west side wastes no time finishing off his flying foe (AC15, 16+16=32, hit, damage 17, AC15, 4+11=15, hit, damage 19) and batters the griff out of the air. The dead griffs body starts to fall towards the pass when it disappears the same way it had appeared just seconds before.
The other two creatures on the east side turn to face the legionaries, their great clubs swinging easily from hand to hand. Their voices can be heard, taunting the Byhoians in a language they don't understand, but whose tone is obvious.
Mund finds the wings a bit strange. He takes a few lumbering steps and flaps his wings, trying to get a sense of the rhythm needed to take wing. He launches himself into the sky with his skinny legs, his wings pumping time and time. Gradually he gains height. He climbs slower than he had thought he would. Didn't dragons rule the sky? Hell, they flew like big wagons handled with a team of two horses.
As he gets closer he tries to avoid Ran. He reaches out with his four legs and tries to grab the flying man (Grapple check 17+10=27vs 5+?, success). He latches on to the man's arms and legs. It is then that Mund realizes that the man is more than he can carry and the two plummet to the ground. Mund lands on his back, breaking one of the bones in his wings (Damage 6). The flying man lands on his stomach, his breath rushing from his lungs as he lands on the hard scales.
Ragnar, unaware of what is going on behind him, continues forward, his horse galloping down the pass. As the horse moves the dwarf touches his holy symbol and prays for the power of the Battle Lord to strike down their foe. A glowing light streaks from the symbol and explodes almost on top of the creature to the west (Will save, DC18, 3+6=9,fail, damage 22 and blinded). The creature howls in pain as it swivels it's head, trying to see from blind eyes.
OODM: End round 3. I need round 4 actions. New maps attached.
From: Karl
Subject: Round 4 actions
Is there an elevation difference between the dark grey and the light grey (where the monsters are standing)? could Salix land in either area this round?
Salix intends to land somewhere within striking distance of the pair of creatures on the east fortification. He will land and shape back to his normal form and cast Call Lightening. He will fire a bolt at the more injured of the two creatures.
From: Mark
Subject: Round 4 actions
Yes there is an elevation difference but it is hard to tell you how much as it varies. The lighter gray areas, both the pass in the middle and the large rectangular areas of the fortifications are basically flat. The darker grey areas are steep mountain sides that slope up from the pass at a good pace. They are steep enough that you would move with your climb speed and not your regular move speed.
From: Karl
Subject: Round 4 actions
OK, then I guess Salix would try to land somewhere on the flat surface, as far away from the creatures as possible, but still in striking distance. In fact, if he can land on the fortification with the blind creature and strike across the gorge with a lightening strike, that would probably be best.
From: Kevin
Subject: Round 4 actions
If Harp figures out what is happening behind him, he will drop his bow, run toward the Lady DeBlum, pulling his wand of CLW on his way. When he gets there, he will try to position himself to provide cover between her and the source of the fireball. He will try to use his standard action to use the wand to cast CLW on her.
If he does not notice what happened behind him, he will take a run action toward the door of the tower with the two creatures. He will shoulder his bow as he goes, and draw his sword. I know that he will still be at the bottom of the towers at best.
From: Porter
Subject: Falling question
OOC: Mund has a good jump skill check, which can be used to decrease the effects of a fall:
"If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did."
Also, why did Mund take damage and not the mage?
Also, who can currently fly, and how?
From: Mark
Subject: Falling question
Who says the mage did not take any damage? The party just does not know how much.
As to the jump to reduce damage, you did not jump down, you fell. There is no way you can be in a flying grapple and use either the jump or tumble skill to break your fall, especially in your first time as a dragon.
From: Mark
Subject: Falling question
The full entry for jumping down.
Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.
If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.
The intentionally jump is the thing I am looking at. I know you were planning on falling, but that is different than jumping down.
From: Mark
Subject: Round 4 actions
OOC: Fair 'nuff.
If this guy were cooperating, would he still be too heavy for Mund to carry?
Also, according to the SRD rules as I understand them, by succesfully initiating a grapple, I should have done damage to him as if with an unarmed strike. Did this happen?
IC:
Mund's world spins around as he plummets. He doesn't worry too much about that, but instead concentrates on getting a good hold. He's a little clumsy -- all his limbs are the wrong lengths and the joints are in the wrong places. But but the time he hits the ground, he has a solid grip on this joker.
He almost loses that grip when he falls on Mund, but not quite. Mund extends his oddly flexible neck and tries to bite the guy's leg.
OOC: Mund can't use a breath weapon as a polymorphed dragon, right? If he can, substitute the cone of cold for the bite.
From: Mark
Subject: Round 4 actions
Let me check and I will let you know. It will be tonight.
From: Randy
Subject: Round 4 actions
Ran will descend and attack the mage, careful not to wound Mund in the assault.
From: Josh
Subject: Round 4 actions
Kal will run into the door he is closest to, the one on the left. He will then run up the stairs and join the legionnaires in fighting these giants.
Allistair will move as far forward as he can while staying behind cover. He shouts to Mund and Ran, "Try not to kill him if possible! We need him alive to question!"
Allistair then shouts up to the right battlement, "Maximus! Don't engage those creatures just yet! I have a surprise for you!" If Maximus and the legionnaires keep their distance this round, Allistair will hit the ones on the right with a fireball. If they aren't open, he will fire one on the left if they are open. If he can't shoot a fireball to either side without endangering the legionnaires, he will just move as far forward as he can while staying behind cover.
OOC: Is the mage normal human medium size, or is he large like the giants on the battlements?
From: Mark
Subject: Round 4 actions
He seems to be of normal human size.
More round 4 actions
Subject: Round 4 actions
OOC: Can Mund tell approximately how damaged this mage is? He can easily do subdual damage instead of lethal, but it's not as much, so I'd like to wait until he's almost down and then knock him out.
From: Mark
Subject: Round 4 actions
The guy looks reasonably banged up. The sword to the side surprised him. He is not on deaths door but he has taken a fair amount of damage, for a mage.
From: Derek
Subject: Round 4 actions
Allistair looks over to the transformed Mund and Ran. "If you can bind his hands and gag him, he shouldn't be able to cast any spells. I could then watch him while you two go up and help against those giant things."
From: Porter
Subject: Round 4 actions
Mund grumbles, but obeys his brother. Yelling at Ran, he says "Don't stab him again! Either go kill somebody else, or punch him. I won't let him fight back."
Mund will either apply subdual damage to this guy or, if it's an option, will try to make the guy pass out. I know I've seen rules for that somewhere, but I'm not seeing them in the SRD.
From: Randy
Subject: Round 4 actions
If the mage gets up and away from Mund, Ran will continue his attack, using the flat of his blade so as not to kill him (unless he was able to unleash a nasty spell before Ran gets there). If the mage is still down, he will turn and fly to join the Legionaries in their battle.
From: Jason
Subject: Round 4 actions
Ragnar will finish riding up to the eastern door, casting Divine Power as he goes. He'll also shout up to the legionaries "The lone giant is blinded!" and hope they take advantage of that.
Round 4 actions, cont
Subject: Round 4 actions, cont
Mund grumbles, but obeys his brother. Yelling at Ran, he says "Don't stab him again! Either go kill somebody else, or punch him. I won't let him fight back."
Mund will either apply subdual damage to this guy or, if it's an option, will try to make the guy pass out. I know I've seen rules for that somewhere, but I'm not seeing them in the SRD.
Round 4
Subject: Turn
I will be getting a turn out tonight.
From: Mark
Subject: Round 4
Retcon for round 3
As Ragnar continues forward he completes his summoning. In the air several yards in front of him two golden winged creatures appear out of thin air. Seeming to know what is wanted of them, they fly at the two foes on the east wall. The first glowing griff (CG1) screeches its defiance as it attacks. As it wings over the creature(E1) it strikes out with a glowing claw (AC20, 15+8=23, hit, damage 9). The other glowing griff attacks the other figure (E2). It's talons rake the creatures back as it flies over (AC20, 19+8=27, hit, damage 9).
Round 4
Init: Harp (25), Flying Guy (23), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), Legionaries (7), Creatures (E1, E2, E3) (7), Mund (5), CG1,CG2, Ragnar (5).
Harp, caught up in the moment, is oblivious to what is happening behind him (Listen check, DC10, 5+3=8, fail). Realizing that he has not had all that much luck with his bow, Harp leaps forward, running all out, slinging his sword over his shoulder as he goes (Move to K19).
The man grimaces with effort (Concentration check DC25, 13+?, success). He chants a few words and Mund and Ran hear him say "Five hundred feet straight up) (Concentration check DC24, 16+?, success) and the man disappears. Mund can tell that the man's body is no longer in his claws.
Surin continues his slow advance up the side of the pass (Move to M43).
Maximus shouts commands to his men "Spread out, formation Alpha. Move in slowly and flank them. On my count. One, two three!" He moves in in advance of his men, trying to distract the large creature(E2) (AOO, AC24, 19+16=35, hit damage 16). The things massive club swings at his helmeted head and he is just able to duck under it at the last second. As he moves to attack he shouts at his men "Damn it, close on it." His short sword flashes (AC20, 8+13=21, hit, damage 13).
The Lady fumbles at her waist and suddenly disappears from sight.
As Kal's horse approaches the door he slides from the saddle and prepares to enter the dark tunnel ahead of him, his rapier gripped tightly in his hand.
It takes Ran a second to realize what the man had said and what had happened. He looks up and far above them he sees a small figure. "Mund, go get that guy. I'll protect the Lady." Ran flies over towards the lady, taking up position above her.
Ally figures that the doorways might provide more protection then the open pass. He runs full out and yells to Mund as he goes by "Don't kill him if you can help it. We can question him if he is alive." Ally is able to make it a good ways towards the safety of the doors (Move to M34). He realizes that he now has no line of sight to what is happening on the battlements.
Salix glides down and settles on a flat patch of rock above the battlements (Move to AX15). He then starts the prayer to summon the electrical force of the storm. As he chants the sky darkens as the clouds start to gather around him.
The legionaries move forward with trained efficiency. Two warriors join Maximums while the other 4 move cautiously towards the other foe (E1). One warrior moves in next to Maximus (L9) and lashes out with his short sword (AC20, 7+5=12,miss). The other warrior (L14) also moves up in support and strikes out with his sword. The blade bounces harmlessly off the tough hide armor (AC20, 11+5=16,miss).
On the other side of the pass the 9 warriors advance as a block towards the large creature.
The first creature lashes out at the golden griff (CG1) (AC13, 13+16=29, hit, damage 21, 4+11=15,hit, damage 17). Again the flying creature bursts into a explosion of blood, bone and feathers. The creature takes a small step towards the approaching warriors.
The second creature (E2) also lashes out at the the winged foe (CG2) at his back. Twirling his great club like a whirlwind (AC13, 18+16=34, hit damage 23, 3+11=14, miss) he almost batters the creature from the air. The wooden club smashes into the griffs body, bones crunching, but the flying beast is able to keep its place.
The third creature (E3) charges the warriors, his club swinging in a wide arc in front of him, rushing into the middle of the group of warriors. Swords swinging as the figure closes (A00, AC18, one hit, 4 misses, damage 4). The greatclub swings through the warriors and bodies fall (AC14, 12+18=30, hit, damage 21, 6+18=24, hit damage 24). Two bodies go flying, smashing into the rock walls and sliding to the ground like rag dolls.
Mund launches himself at the figure in the sky, straining to close with him (move 300 feet up towards E4).
The remaining griff (CG2) strikes at the back of the creature (E2). One claw gouges a long furrow in the hide armor (AC20, 6+8=14,miss) while the other claw catches the thing by the eye (AC20, 15+8=23, hit, damage 5). The griff tries to bite but the creature pulls his head back at the last second (AC20, 11+3=14,miss).
Ragnar continues ridding towards the doors, chanting the prayer of divine power as he goes (Move to L3).
OODM: End of round 4. I need round 5 actions.
Round 5 actions
Subject: Round 5 actions
Continue Salix as state previously. He will call lightening on the more damaged of the pair of creatures.
From: Kevin
Subject: round 5 actions
Harp, blissful in his ingnorance of what has happened behind him (and having shouldered his bow and drawn his sword) continues running toward the base of the towers.
OOC: If he can get there this turn, he will head up the tower that does not have Maximus, feeling that the other group of legionaires may need some help.
From: Randy
Subject: Round 5 actions
OOC: Neither of the options I stated said that Ran would go to the Lady. He wouldn't waste the fly spell only going that little distance when the lady has already disappeared anyway. Can you retcon that so that he gets as close as he can to the battle, helping the Legionaries.
From: Mark
Subject: Round 5 actions
I can do that. It will be this weekend though.
Which side does he want to go help?
From: Jason
Subject: Round 5 actions
Ragnar's done casting spells for now so he'll just charge on up the stairs.
From: Derek
Subject: Round 5 actions
Allistair tries to think while all the chaos is going on around and above him. That mage just teleported away! And he's flying and tossing out fireballs. He's at least as powerful as I am, if not more so. So why did he shoot the fireball at the Lady de Blum? If the attack is military in nature, attacking her is tactically unwise. He should have gone for Maximus, or our group. She's not a military target, so perhaps this attack is political in nature? ... Perhaps he was trying to assasinate the Lady and the rest of the battle is a diversion?
Allistair isn't sure, but he has a strong suspicion that that Lady de Blum is the real target, and so he will try and protect her. He will move next to her and asses her situation. "Lady de Blum? I have a suspicion that the wizard that is flying around may have a been specifically targeting you. Can you move? We need to hide you."
Allistair's decision on what to do with the Lady will be dependant on how capable she is of moving and how cooperative she is.
From: Mark
Subject: Round 5 actions
You cannot see her. The spot where she was is empty.
From: Randy
Subject: Round 5 actions
The side that Maximus is on.
From: Derek
Subject: Ally retcon
OOC: Retcon some of that. I missed the line where the Lady disappeared.
IC: Allistair tries to think while all the chaos is going on around and above him. That mage just teleported away! And he's flying and tossing out fireballs. He's at least as powerful as I am, if not more so. So why did he shoot the fireball at the Lady de Blum? If the attack is military in nature, attacking her is tactically unwise. He should have gone for Maximus, or our group. She's not a military target, so perhaps this attack is political in nature? ... Perhaps he was trying to assasinate the Lady and the rest of the battle is a diversion?
Allistair isn't sure, but he has a strong suspicion that that Lady de Blum is the real target, but she just disappeared. An invisibility spell? Teleportation? Perhaps a potion or wand of some kind? This Lady seems to be carrying a lot of magic for a simple diplomat.
Ally calls out to the Lady. "Lady de Blum, can you hear me? If so, and you can make your way over to where I am, I can help you hide and stay out of danger until this battle is over."
If the Lady responds and comes next to him (assuming she is invisible), he will cast Rope Trick and instruct her to climb inside. "Just pull the rope in after you and close the window. No one will be able to locate you, magic or otherwise. Just wait until one of us comes and gets you."
If Ally gets no response from the Lady, he will shoot a fireball at the flying mage if he can do so without endangering Mund. If that is not possible, then he will cast Shield on himself and hide behind cover.
From: Randy
Subject: Where is she?
Does Ran see where the Lady is, or is this a error on your part Mark?
From: Derek
Subject: Round 5 actions
Kal charges up the stairs to join in the battle against the giants. He will apply his full dodge bonus to his AC, and try and take a flanking position against the creature. He will of course avoid any AOO's, but since the creature is blinded I assume that's not a problem.
From: Mark
Subject: Where is she
Small errror. However, Randy has contacted me and let me know that Ran would not have gone to protect the Lady but instead have gone to help Maximus.
I will be writing a short retcon tomorrow.
I need to do these turns earlier in the evening before I am so tired. :)
From: Derek
Subject: Round 5 actions
Mark, I just wanted to say that I think this battle is really interesting with the aerial combat, battlements, etc. I think this is also the first time we've fought against a wizard, which makes it an interesting challenge.
From: Mark
Subject: Round 5 actions
I try and keep you all entertained. :)
From: Porter
Subject: Round 5 actions
Allistair has gone soft in all his years in the city. Don't worry about Mund -- blast the sucker!
From: Porter
Subject: Round 5 actions
Merdok! Stupid magicker!
Mund lets out a roar which sounds odd to his ears attacks the air with his wings, chasing after that weasel mage as fast as he can.
Round 5
Subject: Turn
Ok laundry is done. I am starting on the turn.
From: Mark
Subject: Round 5
Retcon for round 4
It takes Ran a second to realize what the man had said and what had happened. He looks up and far above them he sees a small figure. "Mund, go get that guy. I'll go help the legionaries." Ran flies over towards the battlements as fast as he can. As he moves he wills himself to gain altitude so that he can pass over the battlements when he gets there (Move to H25).
Round 5
Init: Harp (25), Flying Guy (23), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), Legionaries (7), Creatures (E1, E2, E3) (7), Mund (5), CG2, Ragnar (5).
Harp continues his head long rush towards the west door. Maximus was already on the east wall and Ragnar was heading towards the east door. Hopefully Mund and Ranthir would be heading that way to help out. Kal had headed this way and this might be a good time for that new prayer. (Move to stairs in west wall. Will be out of top next round.)
As Mund flies towards the figure in the sky he sees the figure wink out of view.
Surin moves forward again, keeping to the shadows and placing a boulder at his back.
Maximus uses the distraction that the golden griff provides and slashes at the large figure in front of him (AC20, 16+15=31, hit, damage 13). He cuts a large gapping wound in the things back and quickly strikes again (AC20, 12+10=22, hit, damage 12). His sword, now faintly glowing, cuts again, drawing blood again.
Kal, just ahead of Harp, charges up the stairs, his rapier leading the way in the dim stairwell.
Ran, his sword held in front of him flies at his full speed. Up and forward, the wind whistling in his hair, he streaks up over the top of the battlements. Quickly taking in the scene he adjusts his flight path just a bit and flies at the other creature. His attack comes out of the blue, so much so that the creature is hardly aware Ran is there until too late (No AoO for moving out of a threatened square.) Ran's sword flashes (AC20, 12+12=24, hit, damage, 12).
Ally thinks as he runs. Why the attack on the Lady? Maybe she is the target and the creatures on the battlements are just a diversion. Seems to have worked. Stopping in his tracks he moves back towards where the Lady should be. She's not there. In a loud whisper he says "Lady De Blum, can you hear me? If so, and you can make your way over to where I am, I can help you hide and stay out of danger until this battle is over." Ally almost jumps out of his trousers when the Lady's voice comes to his ears right next to him "Not so loud. Do you want to give away my position? How can you help me hide any better than I am already?"
Ally explains the rope trick and hears her say "Do it. What are you waiting for? Every second I am exposed is a risk." Ally pulls out the rope and chants the spell. He sees the rope move a bit and then get pulled up into the spell. In seconds there is no evidence that any one else was there.
Salix, sitting on the stones above the battlements finishes his weather calling chant and points at the creature Maximus is fighting (E2). A bolt of lightening streaks from the darkening sky. The static build up seems to give the creature some warning (REF save DC17, 15+3=18, save, damage 5) and it dodges out of the way, getting only slightly singed.
On the east side the legionaries start to charge forward at the second creature (E1). It swings at the first to approach(L3) with its club (AC12, 12+16=-28, hit, damage 18). The legionnaire's bloody death buys some time for her companions to close and attack. The two legionaries with Maximus are completely ineffective(L9, AC20, 5+5=10,miss, L14, 4+5=9,miss) against their enemy (E2). Of the other four, two are able to hit the creature (E1) (L5, 15+7=22, hit, damage 7, L15, 18+7=25, hit, damage 7) mostly thanks to Ran's flanking position.
On the west side the legionaries move in, trying to surround their foe. One of the legionaries moves to flank the creature while the others move cautiously in and attack. Two of the legionaries are able to hit the creature (E3) (L6,AC18, 15+5=20, damage 4, L16, 16+7=23, hit, damage 4) before it is able to retaliate.
The creature on the west side flails around with it's club, and where it goes death follows. First one(L11) (AC14, 5+16=21, hit, damage 20), another (L16, AC14, 17+16, hit, damage 21), then another (L6) (AC14,19+11=30, hit, damage 22). As it kills the third warrior it swings the blood club at the head of a fourth (L8). This warrior ducks under the swing (AC14, 1+11=12, auto miss). The creature almost spins around from the force of the missed blow.
On the other side Ran's foe (E1) strikes around it with a flurry of mighty blows (L4, AC14, 2+16=18, hit, damage 19). The skull of the first legionnaire hardly slows the club down as it crashes into the next warrior (L10) (AC14, 17+16=33, hit, damage 12). The man is almost stunned by the blow but somehow keeps his feet. The bloody club finishes the job on the next swing (AC14, 17+11=28, damage 22) and smashes the man's head from his body. The creature then follows through with an attack on Ran (AC25, 12+11=23, miss). Ran catches the club on his small steel shield and deflects is away from his body. He can see the large dent the club has left.
The last creature (E2) spins and bashes the glowing griff from the air (AC15, 19+16=35,hit, damage 22). He blasts through the griff, hardly slowing, and crushes one of the two warriors still with Maximus (L14) (AC14, 4+16=20, hit, damage 19). The creature swings again at the other warrior (L9) (AC14, 14+11=25, hit, damage 16) crushing his skull. The club continues on towards Maximus's head. The old warrior dodges back, the end of the club just inches from his nose (AC25, 1+11=13,miss).
Mund streaks upward from the pass below, thrilling at the power of flight. He watches in stunned amazement as his target disappears from site again. Mund continues his flight until he passes through where the man was. Nothing. Mund makes a wide circle, now just over 500 feet in the air, looking around him trying to find the mage.
Ragnar charges through the east door and up the stairs, the stone steps ringing with the clank of his armor.
OODM: I need round 6 actions. New maps attached.
From: Jason
Subject: Round 6 actions
I'm not 100% sure how far away Ragnar is, so you're getting an either/or turn. If he can move up and attack either of the giants, he'll do so. Keep in mind he has 30' movement these days. If he can't, he'll get as close as he can and cast command (defensively) on the one fighting Ran (unless its dead), commanding it to fall to the ground.
Round 6 actions, Josh is back, polymorph info
Subject: Round 6 actions
I have been having him move at a run which is 120 feet. However, the stairs slow him down. He is actually at the top of the stairs and will be moving out from them next round.
From: Josh
Subject: Josh back
Hey Everyone, I'm back. Thanks again to Randy for piloting Kal. If you don't mind,could you handle this round as well? So I can get my bearings.
From: Randy
Subject: Round 6 actions
What the hell was going on here? Where were the dwarves? They couldn't be involved could they?
Ran concentrates and the bloody scene surrounding him takes all of his focus. He swings with grace and passion, his sword becoming an extension of his rage. (Full attack on E1, apply dodge bonus to E1).
From: Mark
Subject: Polymorph
I just wanted everyone to understand some of the limitations of polymorph.
First you are limited to the number of HD you can change into. You are limited by the HD of the caster or the person getting the spell cast on them, which ever is greater, up to 15HD. So with the normal polymorph spell Ally is never going to be changing Mund into an ancient red dragon.
Second, you do not have all the abilities of the new form.
For example, here is a passage from the SRD:
"It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities." Here is a concrete example. All dragons have blinde sense. Blindsense (Ex): Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
This would seem to be great in the situation Mund now finds himself. But since Polymorph does not give him the Extraordinary special qualities, Mund does not have blindsense. He can still use his spot and listen skills, and I might give him a bonus due to the dragons above average vision abilities, but no blindsense.
I am not saying that changing Mund into a dragon was a bad idea. It was a good idea, especially as a means of getting some some place very quickly, but do not think of polymorph as a solve all problem. A 8HD dragon is 16-25 years old. Dragons do not become the terrors they are for a few more age categories.
From: Randy
Subject: Josh back
Um, I wasn't piloting Kal. I can't remember who was. Welcome back anyway.
From: Mark
Subject: Josh Back
Derek was. Welcome back. Hope you are all rested and eager to die. :)
From: Derek
Subject: Round 6 actions
Since Ran still has the fly spell, that means he can fight Hong Kong cinema wire-fu style, right?
From: Randy
Subject: Round 6 actions
Right, Ran will do his full attack from above the creature. (OOC: would that count as a 5-foot step?)
From: Mark
Subject: Round 6 actions
He can move but it would be more than a 5 foot step since these are large creatures. This would provoke AoO and reduce him to one attack. He can make a "5 foot step" up to start moving so that he would be above the creature. However, the thing still has a 10 foot reach up and Ran will not be flanking with the remainig legionaires or giving them a flanking bonus.
From: Derek
Subject: Round 6 actions
Allistair is a bit put off by the Lady de Blum's attitude, but at least she complies. She'll be safe in there for up to eight hours, which should be more than enough time to secure the area. There is a fear in the back of his mind that if this enemy wizard is powerful enough, he could locate and then rip open the Rope Trick. If he can do that though, there is little Allistair or the rest could do to stop him anyway, so there's little use in worrying about it. Looking up to see how Mund was doing against the mage, he realized the mage had disappeared again. Did he teleport away again? Or did he just become invisible like the Lady de Blum did? Allistair didn't know any spells to be able to see invisible people or objects, even though he himself was quite adept at making people invisible. Perhaps that is something he should research the next time they get a chance.
In the mean time, there is little he can do here and he can't even see the creatures on the battlements to attack them, so he makes his way to join his friends as fast as he can. "Surin, there's nothing more we can do here, and those things won't be throwing rocks at us since they are otherwise occupied. Let's get up there and help them out." Ally starts running as fast as he can. He'll go up the stairs on the right, since they are closer, and once he is up there his magic missles can hit the creatures on either side anyway.
From: Porter
Subject: Round 6 actions
"Maybe he tely-ported away again, maybe he just went invisible" Mund thinks. He flies up to where the wizard was keeping an eye and an ear out for the wizard, either nearby and invisible, or elsewhere, causing havoc.
From: Randy
Subject: Round 6 actions
That's true. Ran will stay on the ground to continue flanking.
From: Kevin
Subject: Round 6 actions
Mark, how close will Harp be to Kal after he makes 1 normal move action? If he will be within 35 feet, he will get to that point, shout Kal a reminder of their distance limitations, and then cast the Shield Other spell.
If he is too far away to do that, then he will make a double move action to get as close to Kal so Harp can cast it next turn.
From: Mark
Subject: Round 6 actions
Harp's move ends up just about where Kal starts, since Kal spent a round or two running while Harp shot his bow.
From: Kevin
Subject: Round 6 actions
Is that is Harp makes a double move or just one move?
From: Mark
Subject: Round 6 actions
Kal is at the top of the stairs at the start of his turn. Harp is at the bottom. A full round move by Harp will get him to the top.
From: Kevin
Subject: Round 6 actions
So, 2 move actions gets me next to Kal before he moves but I cannot cast the spell.
Right???
From: Mark
Subject: Round 6 actions
Correct.
From: Josh
Subject: Round 6 actions
Is Kal able to sense or know when Harp casts the spell if Harp doesn'tor isn't able to let him know vocally?
From: Karl
Subject: Round 6 actions
Salix calls lightening again. Same target as before if it is not dead. The more damaged of the remaining two if the first is dead.
From: Kevin
Subject: Round 6 actions
When Harp gets to the top of the stairs, in between breaths he says to Kal "Hold on just a second. Let me pray for the blessing we agreed to, and then we can finish this guy off. If he hits you with one of the clubs, your'e gonna know it."
Round 6 actions, round 6
Subject: Round 6 actions
You have to be in range of the spell, which at Harp's level is 35 feet. If you move out of that range the spell ends. You will be able to feel when the spell is in effect. You can role play it like feeling Harp's presence in the back of your mind or as part of your soul or something.
From: Mark
Subject: Kal
I am working on the turn now. I need to know if Kal is going to wait a round for Harp to cast the Shield other spell?
From: Josh
Subject: Round 6 actions
Can he just delay action until after Harp goes?
From: Mark
Subject: Round 6 actions
You have to be in range of the spell, which at Harp's level is 35 feet. If you move out of that range the spell ends. You will be able to feel when the spell is in effect. You can role play it like feeling Harp's presence in the back of your mind or as part of your soul or something.
From: Josh
Subject: Round 6 actions
If Kal is able to delay action so he can still attack this round afterHarp's spell he will. Otherwise he'll tell Harp that he's going inand will attack. Sorry if I'm not too clear. I'm just getting caught up and I don'thave a clear picture of what's going on. Kal wants to attack thisround whether he's protected or not. If he can wait for theprotection he will, but otherwise he'll attack. Unless attacking willcause the spell to get wasted, in which case he'll wait.
From: Kevin
Subject: Round 6 actions
If Kal does not hold his action this turn (i.e. he moves forward to attack) then he will do so unprotected (not really a problem - he was planning on doing that anyway). Next turn, Harp can move with in range (since, for Kal to attack, he can take no more than 1 move action) and then cast the spell. So, Kal is on his own this turn, but next turn...
From: Josh
Subject: Round 6 actions
Sounds right. Kal would certainly appreciate the protection, but hewouldn't depend on it, or let it slow him down.
From: Mark
Subject: Round 6
Round 6
Init: Harp (25), Flying Guy (23), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), Legionaries (7), Creatures (E1, E3) (7), Mund (5), Ragnar (5).
Harp looks at the steep stairs ahead of him. He had run the stairs at the Chapter house as punishment as a trainee. He would have to thank that sergeant, if he got out of this alive. Legs pumping, Harp takes the stairs two at a time. When he gets to the top the burn in his thighs is just starting. He catches up to Kal at that point "Kal, hold up a second. Remember that prayer I told you about?" Kal looks confused for a second. Harp grabs his hand and holds up the ring "This one? Those things out there are swinging clubs bigger than you. This might be a good time to try this out." He waits to hear Kal's reply.
As Mund flies around looking for the wizard he sees something out of the corner of his eye. As he turns towards it he sees that it is a glowing ember streaking through the sky. Mund tries to spin in mid air (REF save, DC18, 13+7=20, save, damage 30). He folds his wings in tight and turns his back to the blast. Heat flows over him and he lets out a guttural scream.
Surin continues his approach up the side of the pass.
Maximus's face is ashen. All of his fellow warriors have been beaten to bloody messes on the stone battlements. However, there were still some alive. He presses his attack (E2) (AC20, 5+13=18, miss). The creatures armor stops the first blow of the short sword. However the warrior ducks down and jabs up under the thick hide armor (AC20, 12+8=20, hit, damage 9). His sword slides into the things belly and it collapses at his feet, almost crushing him as it falls.
Kal looks at Harp in surprise "Wait? While brave men and women die? I think not." The elf then dashes out of the top of the stairs and to the left. As he turns the corner he sees only four warriors surrounding the large figure. The creatures great club is covered in blood and crushed forms litter the ground around it. Kal moves up towards the battle, keeping the stone cover to the staircase on his left. He moves closer to the creature, stopping just out side of its reach.
Ran shudder at the site of the mangled bodies of the legionaries. He strikes at the creature (E1) (AC20, 17+14=31, hit, damage 10) and cuts a deep wound across the things back. As the creature turns Ran strikes again (AC20, 12+9=21, hit, damage 8), his sword leaving another bloody cut on the things arm.
Ally watches Mund get torched by a fireball. From the size of the explosion Ally realizes that this mage is more powerful then he is and that he is out in the open with no support and a foe that is invisible and still able to cast spells. This was the most powerful mage the party had ever encountered. The young mage turns and runs full speed towards the door ahead (move to L16). As he runs he calls to Surin "Surin, lets move it to the doors. They might offer some protection."
Salix breathes a small sigh of relief as Maximus fells one of the creatures. The druid turns his attention to the other and calls down another bolt of lightening (REF save, DC 17, 6+3=9, fail, damage 14). The creature stands transfixed for a few seconds as the bolt strikes dead center. Small tendrils of smoke come from its eyes and ears.
The legionaries fighting alongside Ran attack the creature (E1). One (L5) gets in a luck stab as the creature recovers from the lightening strike (AC20, 15+5=20, hit, damage 7). The other warrior misses terribly (AC20, 4+5=9,miss) his sword screeching as the hide armor deflects the blow.
On the other side two of the warriors step in to close with the creature, taking the empty spots where their comrades had just stood. One (L12) lands a solid blow (AC20, 16+5=21, hit, damage 6) while the other three all fail to penetrate the creatures armor.
The creature on the west side (E3) lashes out again with his club. Again bodies fly and blood splatters. One after another (AC14, 12+16=28, hit, damage 19, L17 dead, AC14, 16+16=32, hit, damage 13 to L12, AC14, 15+11=26, hit, damage 19, L12 dead, AC14, 7+11=18, hit, damage 18, L8 dead) the legionaries fall to the brutal club, their shattered bodies thrown across the stone battlements.
Ran's foe (E1) turns to face the new threat that has hurt him so much. The huge club swings around. Ran tries to get his shield up but is just a second too slow (AC26, 11+16=27, hit, damage 22). Ran feels like he has been hit by a sledge hammer. His chain mail shirt spreads out some of the blow but some damage has been done. Ran grasps for air and does not even see the second blow coming (AC26, 18+11=29, hit, damage 23). The ½ elf staggers from the blow, blood pouring from his mouth, his ears ringing. He looks up, trying to focus on the creature in front of him. At least the two legionaries were still alive.
Mund starts to fall, the pain almost too much for him. However he puts his wings out and pulls out into a painful glide. He circles around, trying to find where the mage had been. He flies in the direction of where the fireball had come from.
Ragnar continues his climb and pounds through the doors at the top. He turns to his right and around the stone building that is in the way. As he turns he sees that Maximus has killed one of the creatures. A prayer of thanks leaps to the dwarf's mouth as he sweeps his eyes over where Ran is. He just catches Ran get clubbed in the chest and then in the head. The cleric cries out as Ran almost stumbles to his knees, knowing that it would be certain death if the fighter does.
OODM: I need round 7 actions.
From: Karl
Subject: Round 7 actions
Salix will call lightening again at E1.
Round 7 actions
Subject: Round 7 actions
If its still alive, Ragnar charges E1. If its not, he'll move up to Ran so he can CCW him.
From: Derek
Subject: Round 7 actions
Allistair sees his brother get cooked by a fireball that appeared out of nowhere. Whoever this mage is, he's using my most powerful spell, while flying and tossing fireballs! I'm way out of my class here, but I have to help Mund.
Allistair shouts up to his brother, "Mund, come here! You're not going to be able to get him that way!
When Mund comes down next to Allistair, he tells his brother quietly, "Mund, this wizard is even more powerful than I am. I don't have anything that can get him directly while he's invisible like this. However, this more powerful variety of invisibility has one big weakness: it doesn't last long. If I make you invisible with the more normal variety, you will stay invisible much longer than he does as long as you don't attack. Just fly up invisible, wait for his invisibility spell to end, and then pounce on him."
Allistair will cast regular invisibility on Mund, and then will make his way towards the entrance to the battlements, staying behind cover while doing so.
From: Kevin
Subject: Round 7 actions
Mark, where would Harp be? H8 or H9?
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From: Mark
Subject: Round 7 actions
E17. The "tunnel/stairs" opens to the back of the fortifications.
From: Kevin
Subject: Round 7 actions
Oh, OK.
IC: Harp watches as Kal dashes off toward the creature. Damnit, didn't he listen to anything? If that thing got a good whack at Kal, he would be a bloody smear on the ground.
Running around the corner, Harp moves as far as he can to stay close to Kal (move to H18) and then chants the spell he had prayed for (cast Shield Other). He then says to Kal - remember, don't go running to far away. Let me know if you are gonna move."
OOC: Mark, Harp shoud be just out of the creature reach so there should be no AOO (I hope).
Kal should get a +1 deflection bonus to A/C, +1 to saves, and Harp will take 1/2 of any damage Kal takes.
From: Kevin
Subject: Round 7 actions
OOC: Mark, does anyone recognize these creatures yet?
From: Jason
Subject: Round 7 actions
Ragnar recognized them as giants, but I think everyone realizes they're really big so I didn't say it :)
From: Mark
Subject: Round 7 actions
At the distance he is now Ragnar knows they are giants. He does not know what type of giant. He knows he is well qualified to fight these things.
From: Josh
Subject: Round 7 actions
Kal feels a warm tingle wash over his body. He recognizes the feelingand smiles. This creature has no chance now. He says a quiet thankyou to Harp and begins combat. "Go for the stairs! Today is not your day to die. I'll handle thisabomination." Kal yells to the final legionnaire. Kal is tempted to dance with the dumb brute, but he doesn't have thetime. Others are falling all around. This needs to end quickly. Hesteps forward and presses a full attack. OOC: Full attack against E3, applying his +1 from Dodge to E3, alongwith Harp's +1. I believe that puts his AC at 24.
From: Kevin
Subject: Round 7 actions
OOC: Given how these guys have been rolling, a 24AC may not be enough. You may be glad the Harps gonna suck up some damage. Hope you get some criticals.
From: Randy
Subject: Round 7 actions
OOC: Well considering Ran's AC was at 26...
IC: Ran, reeling from the painful blows, hesitates a moment before flying straight into the air, out of the reach of the giant (remember mobility adds 4 to dodge, plus apply dodge point to E1). This was not the moment to press this attack. As he flies up, he pulls his wand out and speaks the word to activate it's healing powers on himself.
"Ragnar, take up the fight here, I'll rejoin when I can!"
From: Porter
Subject: Round 7 actions
Mund is impressed. His brother has obviously done more than just study dusty old spells since he left home.
He comes down to his brother, accepts the magicking, and then starts climbing so that he can look down at the battle.
Round 7 and round 8 actions
Subject: Turn
Ok everyone has a turn in. I will be writing somthing up tonight, after 9PM.
From: Josh
Subject: Turn
I'll have intermittent connection to the internet this weekend. I'llbe around, just might be a day before I respond.
From: Mark
Subject: Turn
Ok just got home. The oldest boy wants on the computer for a while so I will be writing the turn a bit later than I thought.
From: Mark
Subject: Round 7
Round 7
Init: Harp (25), Flying Guy (23), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), Legionaries (7), Creatures ( E3) (7), Mund (5), Ragnar (5).
Harp curses Kal impatience. Hadn't the elf learned anything. The ½ orc hurries around the corner, trying to catch up with the elf. He's glad to see that the idiot had not charged head long into the thing. It had some long arms and with a club of that size Kal might have been bashed off the battlements before he even got close. As he approaches the elf he starts chanting the prayer that will connect the two rings. He makes a fist with his hand, feeling the touch of the metal on his finger. As he finishes the prayer he feels the power reach out and join the ring on Kal's hand.
From below Mund hears his brother shouting "Mund come here! Your not going to be able to get him that way!" Mund turns and dives towards his brother. Ally sees his brother turn in the air and dive towards him. From about 80 feet away and down the mage sees 5 glowing bolts of power streak from a spot in the sky and burn into Mund's dragon form (Damage 14). Mund roars in pain again but continues towards where his brother his is. He lands clumsily at his brothers side.
Surin stops trying to keep to the shadows and moves at full speed towards the doors.
Maximus takes a look around and charges at the last foe (E1) letting out a scream as he moves. His scream gets the things attention and as he closes it swings it's club at him (AC21, 1+16=17, auto miss). Maximus, running at full speed, ducks under the club and closes with the thing. His short sword lashes out and finds the gap in the belly plate of the hide armor (AC (AC20, 7+15=22, hit, damage 8). The sword slides in hilt deep. Maximus jabs the sword to the side, opening a large cut in the things guts. Entrails slide out as the thing falls to the ground, its eyes going wide.
Kal feels the same sense of calm as when Harp first showed him the prayer of joining and the elf whispers the words of command. His blade frosts over and flickers of static race along the edges. . Reassured, the elf dances forward, yelling at the remaining legionarie "Head for the stairs. Today is not your day to die. I'll handle this abomination." His rapier thrusting forward, Kal looks for a gap in the things armor. His first strike slides of the thick hide (AC20, 1+13=14, auto miss) as the creature turns at the last second. However, Kal takes advantage of this move and spins and thrusts again. This time the thin blade finds a gap in the chest plate and slides home (AC20, 15+8=23, hit, damage 15). As the blade slide into the things flesh the cold and the static course through the creatures body.
Ran almost falls over from the pain. He looks around and see Maximus standing there over the dead creatures body. He turns to the other two warriors "Are you two ok?"
When Mund lands besides him with a thump Ally gets a good look at what shape he is in. The dragons white skin is blotchy and blackened. Charred pieces of wing and skin are starting to flake off. Ally whispers to his brother as he prepares his spell ''Mund, this wizard is even more powerful than I am. I don't have anything that can get him directly while he's invisible like this. However, this more powerful variety of invisibility has one big weakness: it doesn't last long. If I make you invisible with the more normal variety, you will stay invisible much longer than he does as long as you don't attack. Just fly up invisible, wait for his invisibility spell to end, and then pounce on him.' The mage then chants his spell, touches the dragon form on the shoulder. The dragon disappears from site and Ally takes off towards the doors.
Salix is relieved that the two creatures on this side are dead, but from his perch up on the mountain side he can see that Kal is fighting the other creature all by himself. Shouting down to the others "The one on the other side is still alive. Kal and Harp are there by themselves." Salix concentrates and calls down another bolt. He curses to himself when he sees that the bolt strikes about 20 feet short of where the creature is.
The last legionarie on Kal's side backs away, holding her sword carefully in front of her.
The last creature turns and faces his new foe, Kal. The elf dodges and weaves as best he can as the massive club swings at his head. He miss times his dodge (AC24, 10+16=26, hit, damage 17, he takes 9 and Harp takes 8) and the club grazes his head. He feels part of his pain drain away. A few steps away Harp hisses as a small waive of pain passes through him. The second blow (AC24, 17+11=28, hit, damage 22, Kal takes 11, Harp takes 11) catches him off guard. Again the pain from the blow seems to flow out of him. Behind him Harp arm breaks.
Ragnar rushes towards Ran and chants the most powerful healing prayer he has (Cure Critical, heal 29). Maximus yells at Ran "The elf is getting killed. He needs help."
OODM: End round 7. I need round 8 actions.
From: Jason
Subject: Round 8 actions
Does Ragnar have any indication of the situation Mund and Allistair are in?
From: Mark
Subject: Round 8 actions
No not really.
From: Jason
Subject: Round 8 actions
Ragnar looks across the battlements and debates whether or not Ran could carry him over. Then he looks back at the men at his feet, and realizes that their needs are more urgent, if they're still alive. (If Ran doesn't fly over to help before Ragnar goes) He petitions another blessing on Ran's behalf (CSW) and then (or if Ran has already left) turns to see if any of the legionaries are still holding on to any scrap of life. The sight before him is sobering, and it is clear that most of the men are far beyond his aid. (If there are any alive though, he will CLW them.)