There it is, there it isn't
Subject Turn
I will get a turn out tonight. I am working my ass off getting everything done in the office before I leave tonight.
From: Porter
Subject Turn
I apologize for the sparseness of my correspondence this week. Our family is in Oregon trying to buy some land for us to move to, and now we're preparing to go to Wyoming to attend my grandfather's funeral.
From: Mark
Subject There it is, there it isn't
As the party watches the shimmer in the light leave the edges of the tree trunks, the shimmering moves a few feet towards the party in a sort of undulating movement. The party can see the trees behind the shimmering, wavering form, but it looks like a mist has been hung in the air. All of a sudden the shimmering stops and like a hand wiping steam from a mirror, the shimmering falls from the air.
OODM: Now what. I need actions
From: Derek
Subject There it isn't
Same as previously stated. Allistair turns Surin invisible. (You haven't had Allistair do that yet, have you?) Having one of us also invisible should even the odds a little bit, if this thing ends up being hostile.
Also, Allistair will shout, "Hello?" in Common, Elvish, and Draconian, and see if he gets a response.
Allistair also tells his familiar to go to the ground and slither forward while hiding in the grass, seeing if he can smell anything. Allistair will then communicate with Syssyphys using the Whisper spell like he will with Surin.
There it isn't, magic stuff
Subject There it isn't
Harp watches as the thing dissappears. "Hold the line" he says to the others up front, holding his hand up to signal that they should all hold their places. Damn, why wasn't this ever easy?
"Kal, can you tell if there is something magical out there? Did it go invisible, or did it just leave?"
From: Mark
Subject Magic stuff
I think you are using the message spell not the whipsering wind spell. message is a 0 level spell that is in your spell book.
From: Josh
Subject Magic stuff
"I've got one idea. If it's from the ethreal plane I'll be able to see it this way."
Kal casts blink on himself.
There Kal and Surin isn't
Subject There Kal isn't
Harp hears Kals response, looks over his way when he says something about seing able to see it on some other plane, and sees Kal blink out of existence.
"Kal, what the ....."
From: Josh
Subject There Kal isn't
OOC: Mark, detect magic would detect someone who's magically made invisible, but not a creature who can "naturally" turn invisible?
Bzzzzzzz
Subject Invisible
I will check but I think that that is correct.
From: Mark
Subject Turn
Sorry for not getting anything out during the day today. I took the wifes car in for a tune up and ended up having the brakes done as well.
I will write up the next turn after Heros tonight.
From: Jason
Subject Turn
Ragnar, unsure of what he is seeing, will cast Magic Circle and stand guard over Salix and Allistair (but especially Salix.)
From: Mark
SubjectBzzzzz
The party watches as the strange sight seems to disappear into thin air. Knowing what they do about magic, the things disappearance only adds to their worry. Allistair quickly changes places with Surin, blocking the halfling from the view of what was ever out there . "How would you like to be invisible again? If were going up against something invisible, it could even the odds." At the halfling's head nod, the mage chants the spell and touches Surin on the top of the head. The halfling fades from site and Allistair can hear him step away.
Harp hears Kal mention something about the planes and turns to see the elf seem to flicker in and out of view. The 1/2 orcs astonished look almost brings a grin to the elf's face, but he turns his attention to the other end of the glade. "Well what ever it is, it is not ethereal. I don't see anything on the ethereal plane." Harp gaps and only turns when he hears Mund take a step forward talking about talking to whoever, or whatever it is.
Ragnar moves to Salix's side, trying to see if there is any way he can help the druid. When he hears that there is a possible foe, he decides to ask the battle lord to protect he and his friends from what ever evil is out there.
The party waits to see if anything happens. Their eyes scan the barren field ahead of them, the shadows of the tall, barren trees crisscrossing what would be an open glade. Allistair starts to let his familiar down, instructing him to go out and take a look when Surin's voice rings out "Bugs, its lots and lots of bugs." As his voice rings out a swarm of small insects lift from the ground, their ruby red bodies glinting brightly in the morning sun.
OODM: Initiative for round 1. Ranthir (23), Harp (22),Creature (20),Kal (20), Surin (20),Allistair (14), Ragnar (10), Mund (9), Salix (6).
Salix is nauseated, which severely limits what he can do. Also, everyone but Surin and Mund were affected by the Magic circle against evil. Surin is invisible (I have e-mailed Ashley with his location) and Kal is blinking.
Clarification and round 1 actions
Subject Clarification
Mark, the red squares have a letter M in them. Normally, that would denote Mund, but Mund is also shown by the letter M at K20.
Any corrections, or do I just wait for things to play themselves out?
From: Mark
Subject Clarification
The M in the red stands for Monster.
From: Karl
Subject Round 1 actions
Salix just reels again and leans back against the tree.
From: Kevin
Subject Clarification
Ok, sorry.
I know what it is now.
You are evil.
From: Randy
Subject Round 1 actions
OOC: How big are the insects? If they are very small I don't think that any physical weapons will have much affect on them.
"Allistair, I think now is the time to loose one of your fireballs!" Ranthir shouts.
From: Derek
Subject Round 1 actions
"My thoughts exactly." Allistair replies. "Surin, wherever you are, get out of the way! I'm going to let loose with a fireball!"
Allistair will shoot a fireball into the middle of these insects, although he may change his mind depending on what happens between now and his turn.
OOC: If these are just tiny insects, I think a web spell would also be very effective after a fireball.
From: Mark
Subject Clarification
I meant to write that up last night but I was tired.
It is hard to tell from this distance how big they are. Individual bugs are not discernable. The swarm is 10 X 10 X 10. There look to be thousands upon thousands of the things.
From: Mark
Subject Round 1 actions
The web spell needs something to anchor the web on. There are no anchor points for it. The things are flying.
From: Ashley
Subject Round 1 actions
Was Allistair really yelling or using the whisper spell? *confused*
From: Jason
Subject Round 1 actions
Ragnar will cast Doom on the swarm while staying close to Salix.
From: Derek
Subject Round 1 actions
Allistair doesn't have time to cast the spell this round, and he's not worried about little bugs overhearing what he says, so he's just shouting it.
From: Porter
Subject Round 1 actions
Mund hears his brother mention fireball, and he starts running back toward his brother as fast as he can.
More round 1 actions and skills
Subject Turn
I think every one has something in. If you want to change your actions you have until 7PM EST. It is now 2PM EST. Please make sure you check the INIT order when doing actions.
From: Derek
Subject Round 1 actions
In that case, Allistair will withold his fireball until Mund (and hence, everyone else) has gotten out of the way.
From: Porter
Subject Round 1 actions
Let me remind you that Mund has on many occasions encouraged Allistair to use a fireball even if he gets singed.
From: Derek
Subject Round 1 actions
Well, it's after the bugs move anyway, so it won't effect anything else.
From: Kevin
Subject Round 1 actions
I think I have Harp holding action - he is not sure what is goin' on with these bugs.
Has anyone made a knowledge check on what these things are? Mund and Allistair are from the Wildlands - do they have any clue?
From: Porter
Subject skills
Mund has a pretty high survival check (although Mund's skills keep getting deleted from the web site. I think what's up there are the 5th-level numbers).
From: Mark
Subject Skills
Let me know where you want the skill points and I will get the sheet updated.
Something has come up and I will not be able to get the turn out until latter tonight.
From: Porter
Subject Skills
Yeah, I'll have to completely re-do them.
Round 1, knowledge checks, round 2 actions
Subject Turn
Sorry I did not get a turn out yesterday or today. I am working on it now.
From: Josh
Subject Round 1 actions
If the thing seems hostile after it's turn, Kal will cast magic missle at it, otherwise he'll just skip his turn.
From: Mark
Subject Round 1
OODM: Initiative for round 1. Ranthir (23), Harp (22),Creature (20),Kal (20), Surin (20),Allistair (14), Ragnar (10), Mund (9), Salix (6).
As the swarm floats up from the ground in front of the party Ranthir sees that Surin was right. Thousands and thousands of small flying creatures. So dense they make the air ripple with their movement. "Allistair, I think one of your fireballs would be useful right about now. I don't see how our weapons would have any affect." The mage shouts back "I think you're right." He raises his voice "Surin, everyone, clear out of the way, I'm sending the heat." Ran nods and moves back several steps, pulling his sword. Maybe he could swat a few out of the air if they got close enough.
Harp looks on in morbid fascination as the swarm lifts off of the dead ground and takes to the air again. Not sure if they are attacking or not he takes a step back at Allistair's urging but does nothing else.
As the swarm moves towards the party, it spreads out and presents a wide front to the party. As it gets closer, most of them can see the creatures are the size of a wasp. The body is gleaming black with bright red stripes and the eyes flash a brilliant green in the morning sun.
Kal, not wanting to provoke anything, and not wanting to assume that the things moving towards the party is an aggressive move, steps back a few feet to stand next to the ailing Salix.
Surin watches as the swarm flies by and hears Ally call out to him about the fireball. He judges that he is in a good position to close on the rear of the swarm after the spell goes off, but wonders how you flank a swarm.
Allistair watches as the swarm flies at the party. Not wanting to get caught in the middle of the things, he chants the fireball spell and targets it to just behind the swarm, trying to not hit his companions(Ranged attack, AC10, 17+3=20, hit). The small ball of guano flies through the swarm with no problem and explodes at the exact point he was aiming at. The fireball engulfs the creatures and they swirl to avoid the flame (REF save, DC16, 11+?=?). The flames surround the little flying insects but seem to have no effect on them. Allistair curses at the ineffectiveness of his spell and takes a step back towards the tree.
Ragnar turns to face the swarm, shielding his friend Salix with his body. Tearing off the wrap on his shield and chants the prayer of damning. His voice booms out over the open glade and the others quail as he chants the doom of the battle lord on the swarm (Will save, DC15, 5+?=?). The swarm seems to hesitate just a bit where it is.
Mund wishes his brother would stop worrying about him when he throws that fire spell. Mund can take care of himself. However, he watches as Ally places the fireball with pinpoint precision. The swarm is engulfed but the party is not touched. When the flames die down however he sees that the bugs are not even singed and that Ally has left himself open to attack. Mund moves over and takes a place in front of his brother.
Salix holds on to the tree, still retching and trying to control himself.
OODM: I need round two actions.
From: Derek
Subject Round 2 actoins
OOC: I'd like some feedback on some ideas. Allistair can cast summon monster IV and II. Since summon monster spells can be used to also summon multiple creatures from a lower level list, that gives Allistair access to the I-IV lists. Does anyone see any creatures on the I-IV lists that might be effective against these wasp-things?
Also, I was thinking we could cast rope trick and put Salix (and someone else) to protect him from these things. Also we could run away to where there are more trees and use a Web spell.
Allistair could also polymorph someone into a more useful form, if they have any good ideas.
From: Jason
Subject Round 2 actions
Air and fire elementals come to mind. Ragnar is thinking of casting Summon Monster IV himself. Personally I think air would be more useful. Small elementals are on the 3rd level list so we would get 1-3 for each Summon IV we cast. Mediums are on the 5th so that's right out.
From: Kevin
Subject Knowledge checks
OC: I don't know about fire elementals - that fire ball didn't do much good. Is there such a thing as an ice elemental? Is there a way to make a wind that would blow these thing awa? Maybe summon humongous bug zapper IV?
We got issues.
Mark, has anyone made any knowledge checks as to even in general what these things are? Not even really specific but in general.
From: Porter
Subject Round 2 actions
Wind could save our bacon.
How about lightening?
From: Jason
Subject Round 2 actions
Ragnar is going to cast Summon Monster IV summoning small air elementals. I don't know how precisely I control them, but the idea is to get them to blow the bugs away.
From: Jason
Subject Round 2 actions
I changed Ragnar's mind. Acting on a hunch that tells him these wasps must be somehow magically constrained, he'll cast a dispel magic on the swarm of wasps.
Ideally, he'll stay in between the swarm and Salix. Realistically, there's not much chance of that happening, and if Salix is being attacked Ragnar will move out of the area if he needs to to cast the dispel (IE if he can't concentrate because he's getting swarmed by wasps, which I suspect would be the case.)
From: Mark
Subject Knowledge checks
Yes Ally, Ragnar and Kal have all failed terribly. Of course the DC was over 20.
Round 2 actions
Subject Round 2 actions
Mund will stay close to his brother. Whether this is to protect him or to be protected by him is unclear.
From: Derek
Subject Round 2 actions
Allistair tries to think of something that would be able to stop or slow down these wasp-like creatures. They didn't seem to be natural, but he really had no idea what they were. He didn't want to get stung to find out, either.
'So what stops a flying bug?' Allistair asks the others. Ragnar mentions something about summoning an air elemental to blow away the bugs. "Water might be a good idea too," Allistair thinks aloud. "Bugs can't fly when they're wet." Allistair can also summon creatures from the outer planes, thanks to new spells he had recently researched. Allistair decided to summon several small water elementals to attack the bugs.
OOC: Allistair casts Summon Monster IV and summons 1d3 water elementals from the Summon Monster III list. Water elementals can still move, attack, etc. without being on top of open water, right? If not, then Allistair will summon air elementals instead.
IC: Allistair calls out to the group. "Ragnar and I will try summoning some elementals to harry these things, but I don't know if it will work. In the meantime, if we move back into these trees and these bugs follow us, I should be able to use a web spell to trap these things."
From: Derek
Subject Round 2 actions
OOC: We're underneath the branches of a large, dying tree, right? Could Allistair cast a web where the bugs are that is anchored between the limbs above and the ground beneath?
From: Porter
Subject Round 2 actions
Suddenly, Mund has an idea. Insects sure slow down when it's cold. Maybe his axe can do something.
Mund moves forward and attacks the swarm with his fancy new axe.
Round 2, round 3 actions
Subject Round 2
OODM: Initiative for round 2. Ranthir (23), Harp (22),Creature (20),Kal (20), Surin (20),Allistair (14), Ragnar (10), Mund (9), Salix (6).
Ranthir drops his crossbow to his side and pulls his sword and shield to the ready. He takes a quick step forward, making a solid line with the other fighters.
Harp also pulls his sword, waiting to see what happens.
The insects flow towards the party, the gleaming red and black shells flickering in the sun. All of a sudden, 5 feet from Harp, the swarm stops as if it has run into a wall. The swarm swirls and flows back on itself, an angry buzzing coming from the insects. The swarm tries to advance again and this time the party sees a slight shimmer in the air where the bugs are stopped (Will Save, DC 17, 1+7=8, fail).
This time Kal is sure that the creatures were trying to attack and he chants his mage arrow spell. The four bolts of energy sear through the swarm, dropping hundreds of bodies as they pass (Damage 14).
Allistair and Ragnar mutter to each other, trying to decide what to do next. Finally coming to a decision, Allistair starts chanting the spell to summon monsters and Ragnar attempts to ask the Battle Lord to dispel whatever evil magic might have summoned this thing. He chants his prayer (DC? 9+7=16, fail) but the swarm does not disappear.
Mund sees the swarm stop in its tracks. Wondering what his new axe would do against these bugs he moves forward ahead of Harp, says the word he was taught that would activate his new axe, and takes a swing through the cloud (AC20, 17+11=28,hit damage6). At his command, the edges of the axe blade glimmers with a cold light and a light coating of ice forms on the body of the blade. Mund almost looses his balance as his axe passes through the swarm, but he does see several hundred of the bugs fall from their contact with the freezing blade.
Salix tries to regain his composure, hearing his friends talking about combat.
OODM: I Need round 3 actions. Something seems to be keeping the swarm from attacking the party.
From: Josh
Subject Round 3 actions
Seeing that the protection from evil spell seems to be working, Kal will move forward and slice at the swarm with his rapier. Saving his magic for another time.
From: Porter
Subject Round 3 actions
Mund will stay where he is and do a full attack on the varmints.
More round 3 actions
Subject Round 3 actions
OOC: Since the summon spell takes a full round, will Allistair be able to take a turn for round 3?
From: Mark
Subject Round 3 actions
The monsters will appear at his INIT on round 3. If he gets attacked or damaged between now and then, he will have to make a Concentration check to see if finishes the spell.
At his INIT on round 3 the monsters will appear and he will be able to act.
From: Derek
Subject Round 3 actions
Alright. Since Allistair can't communicate with the air elementals he's summoning, he'll have them appear H14 (maximum range) and then let them do what they will. Then Allistair will cast the Message spell, and use it to communicate with everyone else in the party. (1 person per level, and Ally is level 7, so that's just enough to talk to everyone)
Allistair will first shout out loud, "This is easy! We'll be on our way in no time!" Then using the spell he will whisper the following while pretending to rummage through the pockets in his robes:
"I think we'll handle these bugs without a problem, since it seems they can't penetrate Ragnar's protection from evil spell. However, I have a hunch that this isn't the end of it. I think what we saw was a spellcaster of some kind that turned himself invisible and then summoned these demon wasps to attack us. I'm using this spell so that he won't realize that we're onto him. Look sharp, Surin. There may be another enemy around here that is just as invisible as you are. In the meantime we can talk using this spell, even a bare whisper will be heard by the rest of us."
From: Kevin
Subject Round 3 actions
Harp watches as Kal's mage arrows burn up some of the flying creatures. "Great job, Kal, keep it up." At least Ragnar's prayer to protect them from evil was helping - if those things got around them, they could end up swinging at each other.
Harp takes a small step up next to Mund and swings at the creatures.
OOC: Mark, 5 ft. step and full attack. I know it won't do any good, but doesn't - yet.