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More round 2 actions

From: Mark

Subject Turn

I will try and get a turn out at lunch today.



From: Ashley

Subject Round 2 actions

Surin sticks with Salix and Allistair, going back out the doorway. To whoever else (if anyone else) is left just inside the door, he says, "Spread out! Don't make another easy target for those spikes!"



From: Mark

Subject Round 2 actions

Josh

I would like to get a turn out but I need to know what you are doing? The problem is that you move before Harp orders the retreat. So in character, Kal would move in and attack, Harp would call the retreat, but Kal could not move this round since he has already moved. Ranthir, Mund and Harp would withdraw and that would leave Kal all by himself.

Any comments guys?



From: Derek

Subject Round 2 actions

Surely a Harp can call a retreat before his actual action comes up. It isn't like it takes a whole 10 seconds or whatever a round is. Everyone is close enough that we can hear each other, so a shout made by Harp before anyone acts is not unrealistic, imho.

Also if Kal doesn't retreat with the rest, Allistair will aim his fireball accordingly so that only the Manticores get hit and not Kal.



From: Porter

Subject Round 2 actions

I agree. Talking is a free action, and he could have held that free action until the end of last round and said it then.



From: Mark

Subject Round 2 actions

I have no problem with allowing that as long as Josh is willing to have Kal retreat.

The last e-mail was Josh asking if the party was going to retreat. He did not say that he was going to retreat.



From: Josh

Subject Round 2 actions

OOC: Writing up a turn now, it'll be ready in 10 or so.



From: Mark

Subject Round 2 actions

Not a problem. I do not know if I will get a turn out tonight. I am going to the inlaws for dinner and then Lost is on. Sorry guys you take second place to the finale tonight.



From: Josh

Subject Round 2 actions

OOC: If Kal can retreat, he will.

IC: Kal hears Harp yell for a retreat. "Damn." Kal thinks. He considers firing off a magic missle, but figures Harp might be planning to talk to these beasts anyway. His training takes over and Kal obeys his orders.

Turn, Round 2, round 3 actions and Sir Robin

From: Kevin

Subject Turn

Turn!!! Turn!!!!, Turn!!!, Turn!!!, Turn!!!, Turn!!!

I am "lost" without it.



From: Mark

Subject Turn

I will try and get something out this morning.



From: Randy

Subject Turn

Do or do not. There is no try.



From: Kevin

Subject Turn

I understand, Randi-won Kenobi.



From: Mark

Subject Round 2

Round 2 Initiative: Kal (23), Surin (20), Harp (18), Salix (12), Mund (11), Ran (9), Allistair (9), Flailtail (5), Sharpspike (5), Ragnar (5).

As Kal prepares to charge and attack he hears a commanding voice from behind him shout "Withdraw NOW". The elf is a bit surprised but years of training with the bladesingers makes his body react, almost with out thinking, to the voice of command. Not wanting to leave with out doing some damage, he quickly casts the magic missile spell. The three glowing bolts of energy strike Sharpspike in the haunch, burning small holes in his leg (damage 9) and then retreats to the door. As he gets there he tells Harp "We are going to need to clear this door and the hall way if we are going to get every one out."

Surin hears Harp call for the retreat and starts to make his way out of the room. "Salix and Allistair spread out so we aren't that easy of a target."

Harp takes a step forward after calling the retreat, his sword ready, taking position so that he can act as rear guard when the others pass. "Allistair, can you manage one of those fireball things? It might take some pressure off of the others. If you can do it and move back up the hallway with Surin."

Salix, still recovering from the damage he had just taken is able to concentrate enough to see that the others need help. He reaches to touch the acorn and leaves symbol on the chest of his armor but his hand finds the spike still there. Pulling it out with a grunt of pain, he continues his prayer, summoning lightning in the room and calling down a bolt on Sharpspike. The bolt flashes down, but the beast is able to dodge out of the way and is only singed (REF save, DC16, 15+7=22, save, damage 8). Salix waits in the corner of the hallway seeing if he can strike the creatures again.

Mund hears Harps call for withdraw and nods grimly. They were not in a good place for this and needed to change tactics. The barbarian feints to his right to distract the beast, and while it is off balance he moves back out of danger and hightails it back to the door, must making it past Harp and Kal and taking position next to his brother just outside the door.

Ran also hears Harp call withdraw. Hoping that the 1/2 orc had a plan, he blocks a claw on his shield and pulls back as well. Not turning his back on the things, he back peddles towards the door, turning his head now and then to make sure he does not bump into anyone else. He gets to the door and takes up position next to Ragnar and Kal. He sees Allistair stick his head in the room judging the distance to the creatures.

Allistair has a grim look on his face as the others start their withdraw. He sees Salix's lightning bolt do a little damage to Sharpspike but the other creature has not be damaged at all. Now was the time. No allies in the way, both foes close together. Chanting the spell, he throws the small ball of dung and it flies to a spot between the two manitcores. And then it explodes in a ball of flame. Flailtail is able to shield itself with its wings and blocks most of the effect (REF save, DC16, 17+7=24, save, damage 9). However, Sharpspike, still off balance from avoiding the lightning is caught full force (REF save, DC16, 1+7=8, fail, damage 18). Fur catches fire and wings start to smolder. Allistair then moves back down the hallway as fast as he can.

Sharpspike charges at the party members still in the room. Its 1000lbs of muscle and claws and wings and spikes charges Harp but the 1/2 orc stands his ground, and with a swift swing of his shield, is able to block the claws that rake at his head (AC21, 8+12=20, miss). The claws screech as the grate against the steel shield, sparks flying.

Flailtail also charges the party, but her movement is hampered by Sharpspike's wings and she is unable to make an attack, although she able to close with Harp and Kal.

Ragnar watches with horrified fascination as the two creatures charge and attack. Remembering himself, he chants the prayer of protection from Evil, hoping this will aide his friends before they are torn apart.

OODM: Round 2 is over. I need round 3 actions.

Map attached



From: Porter

Subject Round 3 actions

Why didn't everybody withdraw out of the room?



From: Mark

Subject Round 3 actions

Not everyone said that they were going to leave the room. Also, not every one moves as fast as Mund. Ran would not be able to make it out of the room this round.



From: Porter

Subject Round 3 actions

Suckers!



From: Porter

Subject Round 3 actions

Mund sees that not everybody was able to make it out the door. He grabs Ran and Ragnar and pulls them back through the door as far as he can.



From: Mark

Subject Sir Robin

Now we will all sing the Sir Robin theme.



From: Derek

Subject Round 3 actions

If Allistair was in square O10 or P10, would he be able to shoot a fireball that goes past everyone and explodes behind the Manticores?



From: Derek

Subject Sir Robin

Sir Robin:

http://www.youtube.com/watch?v=YjNycOFzUKc



From: Mark

Subject Round 3 actions

Not at this time. Too many people in the way. If people move out of the way then He might be able to. Of course then it will be just Allistair in the way of the creatures.



From: Derek

Subject Round 3 actions

Can the Manticores fit through the door?



From: Mark

Subject Round 3 actions

One at a time. They are about 5 feet wide when their wings are furled, maybe 8 feet long plus the tail.



From: Porter

Subject Round 3 actions

We can run back to the main room and close that door.



From: Randy

Subject Sir Robin

This one is better:

http://www.youtube.com/watch?v=oYU25cGcbEg



From: Randy

Subject Round 3 actions

Ranthir goes along with the retreat, making sure to not turn his back on the creatures. If the creatures got into the hallway, there was no telling if they would again pepper them with the spikes. "Retreat to the main room! We need to regroup and get away from their spikes!"



From: Kevin

Subject Round 3 actions

OOC: Look at the initiative count - Ragnar is going to have issues.

IC: Salix watches as the lightning hits the creature, but it is fast enough to avoid most of the bolt. Well, he had more where that came from. He takes a step back from the doorway (5 ft. step to J15) concentrates on the creature in front of them, and aims another bolt at Sharpspike.

OOC: Let me think about Harp's next move.



From: Porter

Subject Round 3 actions

Remember that Mund's going to be dragging him out.



From: Derek

Subject Round 3 actions

I have two spells that might be useful - I still have a web spell I can cast, and I have a rope trick. Would a web have a decent chance of slowing these guys down? Although Rope Trick can only be climbed by one person at a time, so it would take a full 8 rounds for us to get inside, so that might not be so useful.

Maybe if we get everyone through the door and our two strongest guys in O9 and P9 we can close the door on them. Only one of them can push on the door at a time, so we might have a chance.



From: Derek

Subject Round 3 actions

Does anyone have some oil we could spread on the floor behind us, or even better, some caltrops? Anything that could slow them down...

What I wouldn't give for a Grease spell, or a formidable Wall spell right now....



From: Kevin

Subject Round 3 actions

I am not sure that Harp knows that, but I will try to write it up so that *if* that happens, he can work with that.



From: Kevin

Subject Round 3 actions

Doesn't Web have strength based chance to break free? My guess is these things are REALLY strong - most animals are, and these are large animals.

Mark, change Salix's turn to have him throw the bolt from where he is and then have him move up the hallway to where he is next to Surin.

Still thinking about Harp.



From: Porter

Subject Round 3 actions

Does Kal have any more Bull's Strength spells that he could use on one of the two strongest party members?

Right now, the two strongest are Mund (20) and Harp (18).



From: Kevin

Subject Round 3 actions

Harp watches as everyone retreats, lightning and fire going off around the manticores. They seem to do some damage, but not enough. There were still four of them in the room, and the creatures had covered the distance between them so quickly. Harp hopes that the others will keep falling back, but it is up to Harp, who had chosen to explore this room, who had told Surin to stay outside, it was his responsiblity to keep the way open until the others were out. "Keep moving" he shouts, " we need to make the hallway and fall back to the main room"

OOC: Mark, Harp will hold action until he sees the last of the team exit the room. If Ragnar is pulled out, then Harp will Withdraw with Ran. If Mund is unable to get Mund out on his own, the Harp will hold his action, fight using total defense, and then take a 5 ft step back to where Ran is now.



From: Derek

Subject Round 3 actions

Allistair also has an Enlarge he could cast on Harp or someone else.



From: Ashley

Subject Round 3 actions

Is the room with the Fire Elementals too far away?



From: Kevin

Subject Round 3 actions

OOC: IMO, lets hold off until we get back to the main room. If one of us is enlarged, then no one can get around him and it would be really hard to throw spells around him.

At least magic seems to hurt these things.



From: Derek

Subject Round 3 actions

I think it's pretty far. If Salix summoned a couple of creatures to out-flank these Manticores though (or get between us and the Manticores) it would probably buy us enough time to get away to somewhere.



From: Kevin

Subject Round 3 actions

I think that if we can draw them into the hallway, where only one can attack us at a time, Salix would be likely to summon some Hippogriffs to distract them. As in next turn, assuming we all can get out of the door and one of them sticks its head through.



From: Jason

Subject Round 3 actions

Nobody drags a dwarf!

Actually, Mark if you could check your emails, in the email where I attached the JPG version of the last map, I clarified that I wanted to move to square O10. I think you may have missed it.

Once he's out of the room (whether by retroactive DM action or being dragged or moving on his own initiative) Ragnar will cast Spirit Weapon and have it attack the one that got hit by lightning.



From: Jason

Subject Round 3 actions

PS I think the weapon doesn't get in the way (I know it doesn't give flanking bonuses) so I'd like it on this side of the manticores, alongside our fighters. If you think it DOES get in the way, then go ahead and have it appear behind him instead.



From: Mark

Subject Round 3 actions

As far as I am concerned it does not get in the way.



From: Jason

Subject Round 3 actions

Kal speaks up. "Harp! Hold them at this door with me!"

He attacks the green one and then takes a 5 foot step back and to his right (into the corner). If Harp runs like a little girl Kal will retreat too.

:-D

Maps and positions

From: Kevin

Subject Round 3 actions

OOC: Josh, unless you hold action, you can't step where Ragnar is right now, unless you hold action. However, if you want to withdraw back to the square right behind where Ran is right now, Harp will gladly stand by you when he moves to where Salix is right now. Harp has 2 goals - get eveyone out of the room, and then try to limit them to attack one of these things at a time.



From: Mark

Subject Map

I just realized why I have been having problems with locating people on the map.

For example, Kevin, you want Harp to be at G14. But there is no G14.

The columns are usually letters and the rows are numbers.

For example I show that Mund is just outside the door at N9. Harp is at N7, Kal is at O7, Ran is at O8, Ragnar is at P8, Salix is at P9, Surin is at M9 and Allistair is at I10.

If your character is not in a place you wanted them to be please let me know.

I have attached a new map with the column and row headers.




From: Kevin

Subject Positions

OOC: Harp's starts to understand why he has been feeling so confused the past few minutes. It was as if the whole world had just realinged itself.

Salix will lightning bolt and then move to M10. Harp will keep his same basic actions as before, but he will try to get to O9 if he can (using withdrawn). Again, if Ragnar has not been pulled out, he will fight with total defense and take a 5 ft step back to O8 if it is open.



From: Jason

Subject Positions

I hate to say it, but I still don't see what you're talking about in this map. As far as I can tell, I still want to be in square O10, which is down and left from Salix. The only headers I see are the normal excel ones.



From: Mark

Subject Positions

If you look at the preview it will show row and column headers now.

And you may know how to read excel correctly, unlike my brother who, I think, decided to assing his own column and row headers.

Positions, game future, whine and cheese

From: Kevin

Subject Positions

So I reversed them. I refuse to be controlled and limited by your arbitrary system of identification.

I hate being under the control of "The Man".

Rise up, rebel, take control of you life.

** Harp dies**



From: Mark

Subject the games future

No, Harp becomes a fairy.

I want to apologize to all of you for my taking so much time to move this along. It is end of year at school and other things so my evenings have been filled more than usual (Damn wife who wants plants planted and movie premiers). Also there has been another change at work.

Several months ago I was moved to a new position and they brought in a new person to take over many of the duties I used to do. Back in late March this lady had to have surgery and was out for 5 weeks. During that time I reverted to my old job. She came back for about 4 weeks and we had just got her caught up when she finds out that she has cancer and has to go back in for more surgery. So she is out for another 5 weeks at least.

However, with the school year winding down, soccer season ending next week, the summer repeat season starting and most of the flowers planted, I expect that soon I will be writing as much as before.

Thanks for sticking with me.



From: Kevin

Subject game future

So long as Mund gets his damn +1 weapon at the end of this so we don't have to listen to him whine about not being able to hit things....



From: Josh

Subject Game future

And as long as Kal gets his +1 dead barbarian.

;-)



From: Porter

Subject Game future

Mund can always hit Harp.



From: Kevin

Subject Whine and cheese

Yeah, but he needs a +1 weapon to do that, and he does not have that.

All right, so that's not quite true, but it sounds good.

We better get some good stuff after this. We have a bunch of 6th level folks with really measley stuff for their level.



From: Porter

Subject Whine and cheese

I can't believe I've adventured enough to go from level 5 to level 6 and the only treasure I've gotten is this nonmagical shield.



From: Kevin

Subject Whine and cheese

By the time we are done, you will likely be at 7th level, between the creature XP and teh adventure XP.

Harp is looking for some nice magical mithral plate and maybe an even nicer sword.

Maybe a cloak of resistance or a wand of cure wounds. Remember when he asked for that at the start of this? No, the scrolls will work. Maybe, but Harp wants his wand.

Round 3 and consequences

From: Ashley

Subject Round 3 actions

I keep almost deciding to have Surin make off with some dragonhide, but I can't make up my mind if it's worth giving up Evasion.



From: Mark

Subject Round 3

Round 3 Initiative: Kal (23), Surin (20), Harp (18), Salix (12), Mund (11), Ran (9), Allistair (9), Flailtail (5), Sharpspike (5), Ragnar (5).

Kal watches as the rest of the party starts to exit the room. "Harp" he calls, "Stand with me at the door so the others can move back to safety. The elf launches another attack at the beast in front of him, his silver rapier darting in and (AC17, 10+14=22, hit, damage 12) sinking hilt deep in the creature's chest. He pulls out the bloody sword as he turns and dodges a claw. He then takes a step into the corner, Ran on one side and solid stone walls on two other sides.

Surin figures out that if the party is going to retreat, they had better have a surprise waiting for these things at the other end of the hall way. He starts hustling back to the main room. As he passes Allistair he says "Come with me. Let's set up an ambush for when the others lead them back to the main room." The halfling keeps moving.

"Ran" shouts Harp "Keep moving back. You and Ragnar will be the next line when Kal and I pull back. Get ready for them. The 1/2 orc swings at Sharpspike again, catching the large beast another solid blow (AC17, 16+11=27, damage 11). Sharpspike staggers at the blow and almost falls. Harp moves back next to Ranthir, his back to the wall.

Salix hears Harp call for the retreat. Frustrated that this will be the last strike he can make with the lightning if he moves, he calls another bolt down on Sharpspike. The bolt strikes down from the back of the room and catches Sharpspike full in the back, the creatures taking the full brunt of the bolts power (REF save, DC16, 4+7=11, fail, 15 damage.) The manticore lights up, its skeleton briefly visible through the skin, and then falls into a heap on the floor, smoke coming from its ears and mouth, it's eyes smoldering globs of jelly. The 1/2 elf then moves down the hallway at best speed.

Mund hears Harp's call for a retreat and reaches in to grab Ranthir and pull him to safety. The 1/2 elf shrugs off his grab and snarls back "There's only one left and it is hurt. I stay. And fight." With that the 1/2 elf steps forward and lunges with his blade. He bypasses the manticore's wing that tries to block him and drives the blade home (AC17, 11+11=22, hit, damage 10). With a smooth motion that reflects his improved skill with the blade, Ran spins and lands a blow on the things neck (AC17, 20+6=26, critical threat, critical threat roll, AC17, 15+6=21, critical hit, damage 13) and separates the head from the neck. Mund looks on, a bit astonished at the results of Ranthir's attack.

The others look on and Ragnar shouts down the hallway "You can come back. Ranthir finished them off."

OODM: Fight is over. What now?




From: Kevin

Subject The consequences

Lets go open the next door!!!

No, Mark, nice, graphic combat descriptions. Pat loved it.

IC: Harp comes to a stop, his chest heaving, the roar of the manticores still in his ears. That quickly, it had ended. Ran's skill with a blade had advanced well beyond Harp's, and he had put it to good use.He hears Ragnars call to the others that the manticores were dead. Harp looks around the room, tyring to see if there were any signs of the two children Sharpspike had mentioned. Full grown adults he could handle having to kill, but children, even of creatures such as these, that would test even his mettle. As the group enters the room, he notices that there is another door at the far end of the room. What else should he have expected. Of course this would not be the end.

As the others enter, Harp and Ragnar will look to the wounds that have not been completely healed. He will ask Surin to scout the room, knowing in his heart that the little adventurer will not find anything in this room. Harp will suggest that they listen at the new door, that they heal what wounds they can with what prayers they have for the day, and that they take a peek in the new room before they go to rest in back in the main room. They had conquered the water elemental, been able to outsmart the fire elemental, and had been able to overcome these manticores. Not a bad days work in other times, but here, it was not even lunch time.

When Allistair returns, Harp will ask him for more information about Manticores, and if what they had encountered was normal.

A quick end

From: Derek

Subject A quick end

OOC: I did *not* expect the battle to end that round. NO complaints, though.

IC: Allistair hears the others shout that the Mandrakes had been quickly dispatched of, to his surprise. After those initial blows that himself and Salix received, he had really been afraid that they might not get everyone alive out of this god's playground/dimension. He returns to the room with the Mandrakes, not sure if he's dissappointed or relieved to see there aren't two additional cubs to deal with. He then answers Harp's questions about the Mandrakes (how much does Allistair know about the Mandrakes?) and then asks Harp if they are going to open the next door, or take a rest to heal and re-learn spells.



From: Mark

Subject A quick end

Manticores. And no, he knows nothing else about them other than what I have already sent you.

I will write up a bit more later today.

The party had a great round. Kal did max damage, Salix's lightning bolt did almost max damage, Harp hit and Ranthir hit twice, once with a critical.



From: Mark

Subject A quick end

The party makes its way back into the room. A quick search reveals no young and no key. "I knew they were not telling the truth about how many there were" Salix tells the party "I just was not sure which way there were lying." At Harp's command Surin heads to the next door, the one in the north wall and takes a listen. He comes back shaking his head. "I didn't hear nothing, but of course all of the commotion that was in hear just a while ago would have let anything in there know there was somethin out here. Sorry, Harp."



From: Kevin

Subject A quick end

OOC: All right guys. Most of us have taken some damage thes past few hours. Between Ragnar and Harp, we can probably heal up most of our wounds (or if we use a scroll on the worst of the damage). That will leave Harp and Ragnar pretty well spent for the day. Allistair, Kal, Salix are in pretty good shape (I think - Derek, your opinion would be appreciated as to Allistair's current spell condition). My personal opinion is that we take a quick peek into the next room, see if we can see something that might give us a hint as to what is in there, then close the door, head back to the main room, heal up, pick spells that would be most useful, and rest again. Not much fun, but as we expected, these are getting more and more difficult and we will have to prepare for all of them.

Looking around

From: Randy

Subject Looking around

"We shouldn't decide to rest until we know what we may be facing. We don't know how much time we have used up, so we should try to move quickly if we can."

Ranthir says this, starting to worry about where they may end up when they exit this place. The gate didn't stay in the same place permanently so if they took too long it may be disastrous.

OOC: I am at a conference for the next 3 days and I probably won't get much chance to post from there. Ranthir would prefer to move on if possible, but will concede if the majority would prefer to rest.



From: Porter

Subject looking around

Once the battle is over and Mund has time to catch his breath, he confronts Surin.

"You little worm," he yells. "We spoke to them in good faith, and you ruin it by skulking around. I ought to toss you back into that fire room."



From: Derek

Subject Looking around

Allsitair tries to calm his brother down, doubting that he will have much effect considering what had happened earlier between Mund and Kal.

"Calm down, Mund. Surin was only doing what Harp asked him to. Similarly, Harp only asked Surin to hide himself because Salix told the Manticores the incorrect number of our group. I highly doubt that Salix purposely was trying to deceive the Manticores on our numbers, and Harp was just trying to keep a difficult situation from becoming worse. Talk to Harp and Salix if you have a problem with how we dealt with those beasts."



From: Porter

Subject Looking around

Surin tries to keep from getting angry at Mund. "Hey now, I tried to make things right as soon as I could. Not that it made much difference -- the manticores seemed pretty intent on killing folks...I probably should have just gone in anyway, even if Harp told me to stay back." Surin frowns, thinking back. Something about Harp's command had seemed wrong, but he followed it anyways, to the detriment of Salix's peacemaking efforts.



From: Porter

Subject Looking around

"Really? Sorry about that, little guy."

"So, let me see. Harp can't count to eight, got us ambushed because he had Surin hide when we had promised to come out, and then ordered a retreat right when we were about to win? Why do you guys follow him as your leader anyway?



From: Kevin

Subject Looking around

Harp hears Mund's acusations (sp?). They pretty much mirror what is running through his head. What he wouldn't give to be able to chuck this whole thing and go back to being a regular soldier.

"They did not choose to follow me. They were asked by my superiors in the Order to allow me to lead them on this mission. If you have complaints about that decision, take it up with them when we get back.

As far as this room went, I take responsiblity for having Surin stay out of the room. I did not know that they could smell him and I made the decision to have him stay in the hall, so we did not look as though we had lied about our number. Everything looks clearer when looking back. I made what I thought was the best decision, and knowing what I knew then, I would make the same choice. I called the retreat to give your brother space to cast one of his fireball spells. I did not plan on all of us leaving the room, but I didn't have time to explain the full plan. I wanted us closer to the door so if we did have to withdraw, we could limit their ability to fly and surround us in that larger room.

You may not like my command, and if that's the case, I won't make you follow it. You are more than welcome to stay in the main room as we complete these remaining doors. If you go that way, I will step in your place and protect your brother as best I can."



From: Porter

Subject Looking around

"You're full of it. You don't want me to stay behind. You're just trying to shame me into doing what you say."

"Well you don't need to try to manipulate me. I'm as stuck here as everybody else, and wouldn't risk you guys failing because I wasn't there to help. I'm sticking with the group, even if they do decide to keep following you."

"I will say this for you, though. I didn't think you had it in you to lie to somebody like that. There's hope for you yet, orc."



From: Kevin

Subject Looking around

Harp bristles at the barbarians comments.

"I did not lie. I tried to make sure that those creatures saw what they had been told to expect, 7 people. Having Surin stay in the hallway did not benefit us and tried to keep our word to the manticores. When we entered, there were 7 of us, not 8. You can question my judgement, but don't question my honor."



From: Porter

Subject Looking around

"You ordered Surin to stay outside so that those guys would think there were only seven of us. That's what folk call lying."



From: Kevin

Subject Looking around

"I am not here to debate with you. I made what I felt was the best decision at the time. You can accept that or not. It doesn't matter. What matters is getting this place done so I can relieve you of your burden of having to be around me."

"Now, do you want to open that next door, or do you want to pout some more?"

Looking around, healing and the next room

From: Porter

Subject Looking around

"Back to business. I can respect that."

"I agree that we should look and see what's in there before we stop for the night. But we might want to consider doing at least some healing before doing so. While we've been able to choose our time fight the creatures before, maybe opening up the door a crack this time will allow whatever's in there to come out and fight with us. We have some seriously hurt folk here."



From: Kevin

Subject Looking around

Harp nods at Mund. Well, at least they were not going to get in a fist fight, at least not now. He calls Ragnar over and they will work out how best to use their healing grace on those who have been injured.



From: Karl

Subject looking around

"ENOUGH!" Salix shouts, coughing up some blood for his effort. The wound on his chest looked healed, outwardly, but apparently there was still some damage inside his chest. "This was my fault. I admit it. I don't know how I could have been so stupid, and I put Harp in an awkward position. If he had to lie to cover my stupidity, I'm to blame."

He looks over the bodies of the beasts they had slain. Such awesome creatures. Fierce, yet powerfully beautiful. Salix had never seen their kind before and now they were dead because of his stupidity. Sure they had lied about their numbers, too but that didn't mean much to Salix. Nature lied all the time. It was the most common form of defence. Perhaps they would have attacked even if Salix had not given them the excuse, but he had, so he could not help but believe this could have gone differently if not for him. He wipes a trickle of blood from his mouth as he pushes past the group, to the door back toward the main room. "Clearly I'm too stupid to trust with diplomatic negotiations," he mumbles as he heads down the hall.

In the main hall he kneels, vaguely wishing he knew which direction the Sun was, and begins praying silently to Obad-Hai, acknowledging his failure and pledging to study the incident in his mind, as the Stormfather would tell him if he were here, until he was sure he understood all that had happened and why.

(OOC - for the record, I did send an email message right after I sent the turn with "Salix's" mistake, that said "I miscounted. I won't say who I forgot. If the DM will allow, though, Salix would not have miscounted and would have said '8'." Unfortunately, that was in response to Jason, who pointed out the error to me, and I didn't realize he had only emailed me privately and not to the group. Then I left on vacation and you guys had to deal with the mess that ensued. I'm really ticked that I didn't catch the mistake in time. I wanted to see how this would play out and it galls me that it went sour so quickly because of a stupid miscount on my part as a controller. Salix would not have made such a stupid mistake, since of course he sees everyone and I have to count people up in my head. Now I have to have Salix deal with MY stupidity. And just when he was feeling all superior to you slash-and-burn types. Oh well.)



From: Jason

Subject healing

Ragnar, glad that the tensions they felt had not escalated, immediately begins to help those who are most injured.

ooc: Here's what we have for hp (I'm not sure if this includes Mund's raging HP or not)

A: 21/48

H: 23/58

M: 32/59

Rg: 37/47

Ran: 34/53

Salix: 26/39

Surin and Kal are currently uninjured. Ragnar will use all his spells for cures: CMW for Allistair, Harp and Mund, CLW for Ran and Salix, and his two 0 level spells he'll save until after looking through the next door. He'll definitely use them on someone before going to sleep though, whoever is most injured.



From: Derek

Subject Healing

OOC: Wow, Allistair has really high HP, doesn't he? Of course, it doesn't help as much when everything can hit you really easily, but still, he's only 10 HP behind the fighters. I knew he had a lot of HP for a wizard, but I didn't think it was that high.

IC: Allistar lets Harp know his current condition. "I think I can handle another door without resting if we're careful. Mund, Harp, and Ran have been very good about protecting Salix, Ragnar, and myself, since this is the first time I've been injured so far. I still have one fireball and all of my magic missles in reserve, and I have yet to use up all of my magic missles in a single battle. If I am able to stay in the back without getting severely injured and loose my spells with impunity, I should be help out in another battle. But also think the suggestion about peeking in the next door to see what we might be up against before we rest is prudent."



From: Kevin

Subject Healing

Harp will use whateve prayers he has left to cure any remaining damage.



From: Mark

Subject Turn

I will get a turn out tonight after soccer practice.



From: Mark

Subject Healing

If I remember correctly Mund did have 12 raging HP, so his total, which I have adjusted now, is 20 out of 59.



From: Mark

Subject The next door

I just want to make sure. Ragnar and Harp are going to use most of their healing prayers before they open the door. Then the party is going to open the door and see what is in the room. The party does not have a plan to attack at the moment, and is really just planning this as a recon.

Am I correct on this?



From: Porter

Subject The next door

Does Allistair have an invisible left?



From: Derek

Subject The next door

No, he does not. All he has is one fireball, one rope trick, and a huge slew of MM's.



From: Porter

Subject The next door

It sure seems a shame to not use them.



From: Mark

Subject spells

How many of the MM are actually his and how many does he have in the ring?



From: Derek

Subject Spells

Allistair has 4 MM's memorized, and 3 in the ring. Also an Enlarge spell memorized that I forgot about.



From: Kevin

Subject the next door

That is basically correct. We want to see what we can see, if anything. We may decide to do some hit and run after looking, we shall have to see.



From: Derek

Subject The next door

Allistair sees everyone looking at the next door and speaks up. "I assume that Surin will listen at the door again before we try and open it. Whe we do open it, might I suggest that we have our strongest people Mund, Harp, and Ragnar (I assume) get behind the door and ready to push it closed while Surin (and Allistair, if there's room) looks and listens through the crack?"



From: Kevin

Subject Healing

So, us two cleric types have got to try and heal 143 hp worth of hurt. Good Luck.

Would it be inappropriate to suggest that Ran and Mund get the healing first, then Harp and Ragnar, and Allistair and Salix last, especially if we remember to keep those two out of the front line?



From: Kevin

Subject the next room

OOC: As usual, in this place, the door opens into the next room, so we will have to pull it closed. But Harp can do that - he is well set up to do that. I think having Mund up with Harp, and Surin just behind them, would work. Harp has dark vision, so could see a bit if it is dark, Surin will have the best spot skills, and Mund is there for his reflexes.

We may want to have Allistair viper take a smell at the bottom of the door again. It can't hurt. In fact, Allistair could have him do that while we are healing.



From: Mark

Subject the next room

As the party discusses what went wrong, tempers flare. Allistair is able to calm everyone down, with a lot of help from Salix. Ragnar quietly moves around the room, healing the most seriously wounded as he goes (CMW on Allistair, heal 16, CMW on Harp, heal 21, CMW on Mund, heal 14) and then the less wounded after (CLW on Salix, heal 6, CLW on Ranthir, heal 6). The party looks around. They are still battered and bruised, but resolute that they should at least look at the next room.

The party takes it's place, Surin near the front with Mund and Ranthir close by. Harp and Ragnar stand behind them with Salix and Allistair in the rear. Surin places his ear to the door but even the other two there with him can hear something. There is a large pounding sound and yelling in an unknown language. The sound is almost deafening. The halfling looks at Harp and the 1/2 orc nods. Surin's deft hands quickly work the latch and the door opens. The door swings in and to the left and the party realizes that they are in the south west corner of a large room, about 60 x60. The room is brightly lit and in the other corner, it's back to the party, is a huge, humanoid creature. It looks to be over 10 feet tall and it is swinging a huge club at something in the corner. Each time the club hits the room reverberates with a loud crash.

OODM: OK now what?



From: Kevin

Subject Who sees what?

Mark, can Allistair and Kal see this thing from where they are?



From: Porter

Subject Who sees what

How much does it look like the Ogre we fought earlier?



From: Kevin

Subject Who sees what

Talked to Mark, the guys in the back cannot see this thing.

Harp is going to suggest, quietly, that they close the door quickly.

OOC: Mark, knowledge check from the description for those who might know, but it sure looks giant like.

Guys, I would like the group to get some damage on this thing before we stop to "rest". If we can wait until it sounds like it is where it is now (far away from the door), we can have Allistair, Kal, and Salix pop in, throw some spells (fireball for Allistair, MM for Kal, Summon Nature's Ally for Salix), and then pop out and close the door. We may even get 2 rounds to attack and still be able to close the door (surprise round and Round 1, if we get initiative). We could actually wait for hours waiting for this thing to move around the room, popping open the door, having Allistair throw a MM on it, then closing the door.

Any other ideas? Invisible might not work since the thing might hear the door open and come that way, cutting off escape.



From: Mark

Subject Who sees what

Hard to tell from the back but it does seem bigger, both in height and in breadth. Different proportions as well.

Only one person has the proper knowledge area to know any more.

Plans, surprise and round 1

From: Jason

Subject What behind door #1

You are taking into account that Ragnar gets +5 to all his CLW rolls and +6 to his CMW ones right? Poor Salix and Ran, if so...

If we decide to nuke this giant, Ragnar will cast spirit weapon since he didn't get the chance last battle.



From: Mark

Subject Plan

Yes I did. He rolled poorly for the CLW.

Remember that dwarves get +4 dodge bonus against giants.



From: Kevin

Subject Plan

OOC: That is assuming that it is a giant, which has not yet been confirmed.

I would like to really avoid hand to hand with this thing, at least for "today". I (and Harp) would suggest throwing some distance spells at it (fireball, MM, Call Lightning) today, rest, then "tomorrow" head back in, again toss in a MM or two, maybe a searing light from Ragnar, then enlarge Mund or Ran, and treat this the same way we treated the Gray Render.



From: Karl

Subject Plan

OOC - If we're sure this is the last door we're going to try "today", Salix would probably not be averse to forfeiting the rest of his prayers for SNA of the appropriate level. Assuming he could "cast" unmolested, he could pretty much fill the room with distractions after a few rounds. Is your typical giant smart enough to ignore hippogriff harranguing in order to track down a druid who is across the room? I'm all for having Ally and Salix just start casting away to take advantage of the surprise. Salix would probably have some qualms about attacking unprovoked, even if it's a giant, but they would be less than attacking a creature whose language he spoke, and given his state of mind right now, he's not likely to question much of anything Harp asks him to do.



From: Kevin

Subject Plan

OOC- Once we determine what this is (if we determine what this is) - my guess is 10 ft. tall with a big club will do some huge damage it it hits, it will probably have a large number of HP, and it will have reach. Remember, things have gotten harder as we have moved forward. IF we use spells to start, I hope -expect we will use most of those to weaken this thing enough that a few good hits from the fighter types will take it out. We don't have much healing left for the day. So I say soften it up some today (start with Fireball and MM, the every 1/2 hour or so, pop open the door and toss in another MM or 2 until we are out. Allistair has 7, Kal has 2-3, Salix can add a lightning bolt if he wants. Either way, Allistair can do avg. 80 pts. withi his MM, Kal can do less, but still some, the fireball would do 15-20 pts. We could put a world of hurt on this thing before we rest and then finish it up tomorrow.



From: Derek

Subject Plan

OOC: Most importantly, is this thing too big to fit through the door? If it is, we could cast spells w/ impunity. IC: Allistair quietly tries to get close enough so that he can see what is in the room.



From: Kevin

Subject Plan

OOC: with my brother in charge, you can bet that it can fit through the door. Otherwise, it would be too easy.

Of course, we have done that once before - with the beetles. Maybe it can work.



From: Mark

Subject Plan

The thing can probably fit through the door, but it would be a tight fit and it would have to stoop.

The grey renders description showed that it had very little flexibilty in the neck/back area. This figure does not have that type of problem.



From: Derek

Subject Plan

What doors have we been through that were smaller? Could we lure it to a tight place it couldn't fit through and then pound it with spells?



From: Mark

Subject Plan

All the doors have been the same size.

The beetels had a problem with a hard shell and not much brains.



From: Kevin

Subject Plan

Sounds like my dog, be exchange too much hair for the hard shell.



From: Kevin

Subject Plan

OOC: Mark, from the guys that can see it, does it look so big that it looks like it would have a tough time *fighting* while it made it way through the door?

Guys, it might be worth trying this now, before we rest. If we can hit it a couple times while its back is turned, get it to come after us and work its way into the door way where we can keep peppering it with MM and other spells, maybe get in a melee attack as it works its way through the doorway, then retreat back to the door INTO the manticore room, and do the same thing again, it may be worth a shot.

Comments? Harp still thinks they should close the door now and back away from it so they can talk without letting it hear them.



From: Porter

Subject Plan

Once the door is closed and the group backs away from the door, the entire party discusses what was seen.

Mund likes the idea of doing some damage to the giant before resting for the night. "Of course it's a giant. Did you see how big it is? It's giant."

"Salix, if you could first summon some critters on the other side of it, it might focus on them while the other magickers spell the crap out if it."



From: Mark

Subject Plan

The guys who can see it have no idea of what it is. For all they know this thing could be made of silly putty and be able to slither through the door with no problem.



From: Karl

Subject Plan

OOC - I say Harp just gives the order (quietly) to the magic users to let fly. Let Salix plunk a hippogriff or two in there and see what happens. We can probably slam the door closed if it comes right for us dontchathink?



From: Jason

Subject Plan

Ragnar's all for nuking the giant with all our remaining spells. I expect he probably would go for the hippogriffs rather than charge us, and we can always close the door if we're wrong.

Just out of curiosity, can Salix summon a monster to appear in a place he can't see? IE, Summon hippogriff 20 feet that way, in the room with the giant?



From: Kevin

Subject Plan

Harp hears Salix's suggestion as they all talk. He thinks for a few minutes and finally says

"All right, no guts, no glory. If you are all willing, lets give this a try. Mund, you will open the door. Allistair, you throw your fireball at it. After it goes off, Salix, you summon some of those hippogriffs we are so fond of to surround that thing. While they distract it, Salix you back up and let Kal and Allistair hit it wiht some mage arrows. You two keep at it until you think it is coming after you, then back up and Mund closes the door. We can wait a while and see if it leaves the area by the door, and maybe we can hit it again."

Sound good?"

OOC: If all agree, they will set it up. We want fireball first, hippogriffs second (so as to not get them caught in the flame). Salix retreats, Kal steps up, and MM until they think the thing is going to charge them.



From: Porter

Subject Plan

"I suggest having the hippogriffs go in first. If the giant is turned away from us dealing with the hippogriffs, it might not even see the fireball coming and won't be able to dodge it."

OOC: Can you get a reflex save on a fireball if you don't know it's there?



From: Mark

Subject Plan

I think so, you just do not get your DEX bonus to the REF save.

If Salix is going to summon animals, I need to know grid squares where he wants them. Remember HIppogriffs are large creatures. I would also need to know the grid intersection where the fireball is to go off.



From: Derek

Subject Plan

One more option I want to ask. Could Allistair cast Enlarge on the giant to make it too big to fit through the door?



From: Kevin

Subject Plan

Harp looks at Allistair and Salix, a questioning look on his face. He was more concerned with the hippogriffs getting hit by the fireball. He will let those two work out the tactics.



From: Mark

Subject plan

As far as I am concerned Salix needs to see the target location where the creatures appear. He also needs to give them commands. He does not need to keep seeing them after that.

Here is how I am going to run the first round or two.

I need to know who is going to open the door. I will use that persons move silent to see how much noise is being made. I will apply a circumstance bonus to this roll. Assuming that you get surprise, which is likely, I will have Salix summon hippogriffs and Ally throw a fireball. I will then run inititive for round 1. I assume Salix will clear out and Kal will move up. Kal and Ally will both throw MM. This depends on Initiative. I need to know what those in the lead will do if they do not get the initiative.



From: Porter

Subject Plan

OOC: Let me remind you that while nowhere near as good as our trusty halfling, Mund has a decent move silent score.



From: Derek

Subject Plan

Shouldn't we be able to shoot spells through our side of the door without entering the room?

If we don't get initiative, I assume we hope someone with initiative can get us out and get the door closed before the giant pummels us.



From: Mark

Subject Plan

The guys at the door opening can shoot spells about anywhere in the room. Those behind them have limited visibility into the room.

If there are three hippogriffs and another large creature in there, those things will take up alot of room.



From: Jason

Subject Plan

Ragnar will toss off his spirit weapon as well; he can cast it even if he can't actually see the giant at the time, then later have it move once he can. Ideally, though, he'll be in a position to see it right off the bat.



From: Mark

Subject Plan

Range is 40 feet and the creature is further than that. It would also get a FORT save.



From: Mark

Subject Surprise, round 1

At Harp's gesture Surin quietly closes the door. The 1/2 orc motions the other to follow him. He leads them back out to the hallway outside of the room where the manitcores were. "This should be far enough" he says. He quickly describes what they saw to the rest of the party. After some discussion, Harp makes his decision. "Salix and Allistair will be next to Mund. He will open the door when we think the thing is at the other corner again. Allistair will cast a fire ball and Salix will summon some of those wonderful hippogriffs to attack the thing. Then Kal and Salix will switch position. Allistair and Kal will then use those mage arrows to hurt the thing until it notices us or finishes off the hippogriffs. Hopefully we will be able to tell before it charges us and Mund can close the door."

He looks around, and the rest of the party nods understanding. "Folks, as big as this thing is, if it hits anyone, but especially Allistair, it will likely kill that person. That club looked like it could crush rock. Let's try to be conservative on this." Harp does not mention any names, but his stare is focused on Kal. "Surin, why don't you take up a spot next to the door on this side. If the thing does chase us you might be able to get an attack at this things back as it comes through the door." The halfling nods, a little hesitantly.

The party moves back into the other room, taking their time so that they make as little noise as possible. They can still hear the thing banging away so they move towards the door, Mund leading the way. Mund, Salix, Surin and Allistair take up positions next to the door. Mund looks at the other two and takes a deep breath and quietly opens the door (Move Silent, 16+6=22, listen check, 11+3=14, fail). The door swings open giving Salix and Allistair their first view of the creature. From the back it takes Salix a few seconds to recognize what the thing is (Knowledge: Nature, DC20, 13+11=24, success). "Hill Giant" he whispers to those around him. "Really strong, fairly stupid."

As the two watch the giant takes another swing at something in the corner. Salix nods at Allistair and the mage starts his chanting. Salix follows just a few seconds behind, already prayer to Obad Hai for some hippogriffs to come to his aid. The mage's spell goes off first, with a burning ember flying out towards the giant, expanding into a large ball of fire. The figure is engulfed in flames, but as the flames die down, it is obvious that little damage has been done (REF save, DC16, 15+3=18, save, damage 6)

A second later a hippogriff pops into existence right next to the giant and attacks. It's claws strike at the things back, but skitter harmlessly off the hide armor (AC20,1+6=7,miss)

Round 1

Initiative: Allistair (15), Mund (11), Salix (11), Kal (8), Hippogriffs (4), Giant (3).

Allistair quickly follows up his fireball with his mage arrow spell. A quick chant and three bolts of energy fly at the giant and strike it square in the back (Damage 13).

Mund watches and waits, making sure that if the thing charges he can get to the door and get it closed before it pounds on his little brother.

Salix is disappointed that he was only able to summon one hippogriff. He knew that the giant would make quick work of one, so he chants again, asking for help again, and this time two more of the creatures appear. He than backs out of the way, making room for Kal.

Kal moves his way up and gets his first glimpse of the giant. It is surrounded by winged creatures but he can still see it towering over them. He chants his spell and three bolts of force fly from the tip of his rapier (damage 11) and strike the giant in the back as well.

The first hippogriff(green) attacks with a flurry of claw and beak. The two claws catch the giant across the skull (AC20, 17+6=23, hit, 14+6=20,hit, 9+1=10,miss, damage 15). The other two each attack with claws and beaks (AC20, 8+6=14,miss, 16+6=22, hit, 3+1=4,miss, 6+6=12,miss, 19+6=25,hit, 17+1=18,miss, damage 13). The giant is suddenly covered in bloody scratches and cuts.

The giant finally realizes that it is being attacked and responds with devastating force. The club arcs down and smashes the first hippogriff on the spine (AC15, 4+16=20, hit, damage 21). The party can hear the spine snap even from this distance and the hippogriff collapses at the giants feet. The giant's arms bulge as it swings to its right, catching another hippogriff in the chest (AC15, 7+11=18, hit, damage 19). the great club smashes the chest bones into a bloody pulp and a second hippogriff collapses at the giants feet.

OODM: End of round 1. Allistair and Kal are at the doorway. One hippogriff is still uninjured and attacking. It does not look like the party has been spotted yet. The giant is in blue and the hippogriff is in red.

I need round 2 actions.

Retcon, round 2 actions

From: Porter

Subject Round 2 actions

Mund readies his action so that he can close the door if the giant charges the party.



From: Mark

Subject Retcon

I made a mistake in th giants turn last night. I forgot some feats that it has. I will rewrite it at lunch.

For the moment assume that all of the hippogriffs are dead.



From: Kevin

Subject Round 2 actions

OOC: The big, lumbering hill giant is able to make the one and only reflex save he will ever have to make. Oh well, at least the hippogriffs did some damage.

IC: Harp watches as Allistair and Salix do their thing. He can hear the scream of creatures, but is unsure what is making what sound. He waits anxiously to see if the plan will work - can they kill this thing without taking any damage? He had better plan on that not happening. He gets Ran's attention, and motions for him to get next to Surin, just this side of the door. If that thing broke through the door, they would need their best fighters close to the front.

OOC: We will be able to adjust if the giant tries to get through the door.



From: Mark

Subject Giant redux

Here is the update of the giants attack. I forgot that it has cleave and power attack.

The giant finally realizes that it is being attacked and responds with devastating force. The club arcs down and smashes the first hippogriff on the spine (AC15, 4+11=15, hit, damage 26). The party can hear the spine snap even from this distance and the hippogriff collapses at the giant's feet. The giant's arms bulge as it swings to its right, catching another hippogriff in the chest (AC15, 7+11=18, hit, damage 24). The great club smashes the chest bones into a bloody pulp and a second hippogriff collapses at the giant's feet. The great club swings again (AC15, 5+11=16, hit, damage 23) and slams the head of the third hippogriff against the wall, caving in it's skull. A third winged body falls to the ground.

Ok I need round 2 actions.



From: Karl

Subject Round 2 actions

If Salix can, he will SNA again. He should be able to summon one as far into the room as he can see and order it to attack the giant, even though he can't see the giant himself, right? I mean, he knows it's there and knows where it was when he last saw it.

(ooc - if he can't do that, he will do whatever Harp orders.)



From: Mark

Subject Round 2 actions

That he can do. However it will limit the number of attacks that the griff will get, since it will have to move before it attacks.

I never realized just how devestating a giant with a club could be. And this is just a basic giant.



From: Kevin

Subject Round 2 actions

OOC: Anybody anxious to run in and fight this thing hand to hand? No??? No takers??? All right, we will keep throwing spells at it.

Just imagine a giant that had spell resistance.



From: Derek

Subject Round 2 actions

OOC: Talking is a free action, right?

IC: Allistair tersely asks the leader ,"Harp? Magic missile or run?"

Allistiair does whatever Harp orders.



From: Porter

Subject Round 2 actions

Mund responds to the question not asked to him "You keep casting. If he comes at us, I'll make sure this door gets shut and that you'll have time to get back.



From: Kevin

Subject Round 2 actions

"Both of you, 1 more mage arrow, then get back to this side of the door."

OOC: Guys, options? If this thing has to slow down to get through the door, we have Ally and Kal throw one more set of MM and the retreat through the door. I am guessing it will rush the door, but not be able to get through next turn - but it should be in sight distance through the door. Next turn, Ally and Kal cast again, and move back toward the first door in the Manticore room. Harp, Ragnar, Salix and Surin are already moving that way. The thing kneels/stoops and tires to squeeze its way through the door. Ran and Mund hold action and hit it as it comes through. Next turn, Ally and Kal cast again (if they still can), and then move again toward the first Manticore door. Ran and Mund will go before th giant, they both take a normal attack, and then run back to the first door. If it is still alive, then we just run through the door and close this door and come back tomorrow morning.

Modifications, suggestions, comments?



From: Porter

Subject Round 2 actions

If we close the door on this giant, will we have time to retreat back to the main room? Might he not be able to open the door back to there? The manticores were not able to.



From: Kevin

Subject Round 2 actions

OOC: I am suggeting that we leave the door to the giants room open, to entice him to try and crawl/squeeze through. Anything that can slow him down so Ally and Kal can toss some more MM at him. For that matter, Mund and Ran could try and get a couple of quick shots in on him before they boogy back to the main manticore door.

What do you want to bet he was beating on a key in that other corner?



From: Mark

Subject Round 2 actions

Just imagine a giant with twice the HP, 3 times the damage ability and longer reach. :)

Another few levels my prettys.



From: Derek

Subject Round 2 actions

If Mund were enlarged to giant size and grappled with the thing, I wonder if it would kick Mund's trash, or if none of its feats would be useful anymore?



From: Jason

Subject Round 2 actions

My only suggestion would be to completely scrap the physical attacks in favor of staying completely out of the way.

Round 2 Ragnar will cast his spirit weapon near the door, order it to attack the giant, and then retreat back towards the far door as Harp is ordering.



From: Porter

Subject Round 2 actions

I agree. That thing would make short work out of any of us.



From: Kevin

Subjectd: Round 2 actions

He might enlarge some, but his strength would still be short of the giant. Lets stick to magic unless we absolutely, positively have to go hand to hand. Even then, I want this thing squeezing through doorways.



From: Derek

Subject Round 2 actions

It wasn't a serious suggestion. Just a "what if we had a D&D holodeck where our characters couldn't die?" kind of question.



From: Porter

Subject Round 2 actions

Like a mage battle!

BTW, has Alistair ever shared that story? If not, Mund will need to draw it out of him sometime.



From: Randy

Subject Round 2 actions

Ranthir likes this idea and raises his voice in support of it. "We can't keep progressing so slowly. If we have a shot to eliminate this threat now, we save ourselves hours, if not days, of effort." He leaves unvoiced his concern that the passage out of this nightmare may not be where it was when they entered. A possibility that he was starting to find frightiningly real.



From: Kevin

Subject Round 2 actions

OOC: Ran is a worry wart. Harp is confident that Heironious would not leave two of his favorite clerics stranded after completing the testing grounds. They may move, but given the power used to build this place, it will be able to get us home. In a pine box.