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No turn

From: Mark

Subject: Turn

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

Round 1 cont, Round 2 actions

From: Mark

Subject: Turn

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

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



From: Mark

Subject: Round 1 part 2

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

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

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

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

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

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

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

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

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

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

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

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

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



From: Kevin

Subject: Round 2 actions

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



From: Jason

Subject: Round 2 actions

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



From: Mark

Subject: Round 2 actions

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



From: Josh

Subject: Round 2 actions

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



From: Jason

Subject: Round 2 actions

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



From: Mark

Subject: Ranges

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



From: Derek

Subject: Concentration check

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



From: Mark

Subject: Concentration check

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

Subject: Concentration check

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



From: Randy

Subject: Round 2 actions

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



From: Karl

Subject: Round 2 actions

Salix will continue as planned.

Concentration check

From: Mark

Subject: Turn

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



From: Derek

Subject: Concentration check

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



From: Jason

Subject: Concentration check

From the SRD:

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

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

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



From: Mark

Subject: Concentration check

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

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

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



From: Derek

Subject: Concentration check

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



From: Jason

Subject: Round 2 actions

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



From: Mark

Subject: Round 2 actions

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



From: Mark

Subject: Concentration check

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

Mund's round 2 action

From: Porter

Subject: Round 2 actions

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

Turn, Map

From: Mark

Subject: Turn

Ok we have hear from Porter. I will see what I can do about getting a turn out today. I want to apologize for the lack of progress. Work has been busy and I have been hooked on BioShock for the past week or so. I think I am getting close to the end of the game so things should get better.



From: Josh

Subject: Turn

Kevin, You know what you need to do. Don't falter now.



From: Kevin

Subject: Turn

The process has been started. Bidding on the contract has begun.



From: Mark

Subject: Map

I just finished the archives for the past week and a half and updated the map.

I will get a turn out during the day tomorrow.

Round 2, Round 3 actions

From: Kevin

Subject: Map

He must not have finished Bio-shock.



From: Mark

Subject: Map

I want to clear something up. The map directions are mainly just for this battle. North is to the top of the map only becuase it is easier to relate to. So the east is to the right and the west is to the left. This is on this map only. The party was actually heading south west, but I find trying to put actual heading on maps confusing. So for this battle the top of the map is north.

And the enemies gate is down.



From: Mark

Subject: Creature update

I did also mess up which side the creatures are on. There are two large figures on the east side and one on the west side. Maximus and Squad Secondus are heading up the east side door while Squad Primus is going to west side door. Most of you are far enough away that this does not matter yet. However, I will assume that most people who did any type of attack made it on the east side, where there are two foes.



From: Mark

Subject: Salix

Karl In your instructions for Salix actions you say you will sacrifice Dispell Magic for a SNA II to summon 1D4+1 griffs. SNA II only summons one level 2 monster. SNA IV summons 1d4+1 level 2 creatures. That makes sense since Dispell magic is a 4th level Druid spell. So mark off the 4th level Dispell magic and I will have Salix do the SNA IV.



From: Karl

Subject: Salix

Right. That's what I meant. He's casting the lvl IV spell and summoning lvl II monsters to he should get more of them.



From: Mark

Sujbect: Round 2

Init: Harp (25), Surin (20), Maximus (18), Lady De Blum (15), Kal (14), Ranthir (12), Ally (12), Salix (7), H1, H2, H3, H4, H5, Legionaries (7), Creatures (E1, E2, E3) (7), Mund (5), Ragnar (5).

Harp takes cover behind a large boulder. His new bow in his hands, he knocks an arrow to the string and pulls back. With a grunt of effort he remembers that this bow took a lot more strength to pull then his old one. He sights down the arrow at one of the two creatures on the right and releases. Before the first arrow has struck the ½ orc has another in place and released. Unfortunately Harp's practice at the range did not include shooting up. Both arrows fly well beyond their targets (AC22, 2+8=10, miss, 5+3=8, miss).

Surin keeps near the edge of the pass and moves his way carefully up the pass. (Move to M51)

From the distance it is hard to see what Maximus does, but the doors at the bottom of the pass suddenly open and the Bhyoian leader rushes into the opening on the east.

The Lady's shrill voice raises several octaves as she commands Giaus "Get down off that damn horse and protect me."

Kal's horse continues its gallop towards the doors. (Move to F18) Using his knees to control the beast, Kal chants the mage arrow spell and directs it at the creature (E3) on the west parapet. His rapier pointing like a miniature lance, 4 glowing bolts of force streak from the point and fly right for the creature's chest. A loud howl goes up (damage 16) as they burn through the armor and into the flesh beneath.

Ran starts to move forward and up. (Move to I50, 5 feet in the air) As he does he pulls his crossbow and let's fly at one (E2) of the two creatures on the right (AC22, 19+8=27, hit, critical threat, critical threat roll, AC22, 4+8=12, miss, damage 5). The bolt grazes one of the creatures and the ½ elf quickly reloads.

Ally, cursing at the pain, jumps from his horse and moves to the protection of the boulders. Yelling as he goes "Mund, get over here. I'll be ok in a second and then I change you into a dragon." (Move to M56)

Salix continues his chanting and feels the power of his new connection with nature. 5 hippogriffs appear almost 50 feet in front of him. He calls to them and three of them fly to the east and two fly to the west. The winged creatures turn and with a deafening screech, fly at full speed at the creatures on the fortifications. The druid continues galloping towards the doors. (Move to G20)

The griffs wing it towards the creatures on the battlements, three to the east side and two to the west. The first (H1) flies at the figure (E1) on the parapet and lashes out with a claw as it moves by (AC20, 15+8=23, hit, damage 5). The second (H2) flies at the other figure (E2) but it ducks (AC20, 3+8=11, miss) as the talons rake the air above it. The third griff (H3) on that side flies by the first figure (E1) and also slashes at the figure with its claws (AC20, 19+8=27, hit, damage 5)

On the other side the two griffs strike from opposite sides, confusing the creature (E3). The first griff (H4) claws at the things back (AC20, 14+10=24, hit, damage 6) while the second one (H5) claws at its face (AC20, 15+10=25, hit, damage 7). The thing howls and grabs a great club.

The Legionnaires follow their leader and swarm through the two doors.

The three creatures strike back. The one on the left (E3) swings his club with a casual grace and knocks one of the griffs (H4) from the sky like a child hitting a nut with a stick (AC14, 6+16=22, hit, damage 17 , AC14, 4+11=15, hit, damage 15). The second hit is so powerful the creature is able to swing around and bash the other griff attacking its back (AC14, 1+11=12, miss). The winged creature is able to dodge out of the way, the club ruffling its feathers as it passes.

On the other side the two large creatures move a bit apart and also pull out their clubs and strike out at the winged beasts attacking them. The first creature (E1) bats at a griff (H1) (AC14, 6+16=22, hit, damage 18, AC14, 12+11=23, hit, damage 23). The thing bursts into an explosion of feathers and blood. The creature continues his swing and lands a solid blow on the other griff (H3) (AC14, 20+11=31, hit, critical threat, critical threat roll, AC14, 6+11=17,hit, critical hit, damage 41) and slams the other creature to bloody bits.

The second creature (E2) on the walls swings his club at the remaining griff (H2) (AC14, 19+16=35, hit, damage 17) and crushes one of the griff's wings. The second blow (AC14, 19+11=30, hit, damage 19) crushes the griff's skull.

Mund jumps off his horse and rushes over to where Ally is "You ok? Can you magik me now?" Ally shakes his head "Give me a few seconds. Those rocks hurt."

Ragnar clamps his heels to his horse's side and they gallop forward. He clasps his holy symbol and chants the summoning prayer. In the distance he sees Salix's griffs get knocked from the sky like gnats.

OODM: End round 2. I will try and get a map out tonight.



From: Karl

Subject: Round 3 actions

Salix is thrilled to see the grace of Obad-Hai send *five* hippogriffs to their aid, but that elation is brief as the noble beasts are turned to bloody senseless pulp. He should have summoned something more powerful. Hopefully their lives weren't completely in vain and their distraction perhaps saved someone from being crushed by a boulder.

Salix chatters to Noctis sending him into the air. "Fly high, my friend and stay out of trouble. Keep an eye on us."

Salix will dismount and send his mount to the relative safety of the wall. He will wildshape into an eagle again, and fly up to get a better view of the situation from above. He will be careful to stay well out of bashing range from the creatures, but he will be looking for any other threats, additional creatures, etc. He will also try to see if there is somewhere he could land that would give him a good spot to attack from while avoiding being an easy target.

(OOC - is there anywhere on the fortification, like a rooftop or rampart that is outside of clubbing range yet would give a decent line of sight to the creatures?)



From: Kevin

Subject: Round 3 actions

Damn, he had miss judged the angles. He had better focus this time. He fires off a couple more arrows.

OOC: Mark, Harp will keep firing until he sees some Legionaries show up on the top of the towers, then he will run up to join them as much as possible. However, if the Lady gets hurt, he will go to help her.

Round 3 actions

From: Mark

Subject: round 3 actions

Any one else?



From: Randy

Subject: round 3 actions

Ran will fire his crossbow again at the same target.



From: Mark

Subject: Round 3 actions

Will he keep moving? Flying is considered a move action, so Ran can fly 60 feet. However, reloading a light crossbow is also a move action, so he can do one of the three following options:

Double move (120 feet) and do nothing with the crossbow.

Single move (60 feet) and load the crossbow.

No move and reload and fire the crossbow.



From: Jason

Subject: Round 3 actions

Since Ragnar goes at the end, can I hold off on deciding where to summon the celestial hippos until I see what happens next round?

IC: Ragnar is relieved to see several of Salix's huge, flying allies take the minds of their enemies off the people in the canyon below. Completing his prayer, he adds a few more to add to the distraction, then quickly decides to follow it up with one of his most powerful prayers. This time his prayer is not murmured, but shouted, as he calls down the wrath of Heironeous on the pair of miscreants.

OOC: I'm not sure how far away Ragnar is, but he'll keep riding up until he gets to the door and will cast Holy Smite. If he's already pretty close to the door, he'll cast while riding, then dismount (if possible) at the door.



From: Randy

Subject: Round 3 actions

How long does the fly spell last? If he has a few rounds before it wears out, he will reload and fire this round.



From: Mark

Subject: Round 3 actions

It lasts for 1 min/level of the caster, so it will last for 8 minutes. You have plenty of time.



From: Porter

Subject: Round 3 actions

Besides -- what could go wrong?



From: Mark

Subject: Round 3 actions

Do those fall in to the category of "Famous last words"?



From: Josh

Subject: Round 3 actions

Kal will ride up as far as he can and then drop an Ice Burst up there.If he thinks he can get all three guys he'll center it, otherwisehe'll land it on the side with more people. P.S Can Kal pull a piece of ice from his sword instead of a pearl asthe component? The book lists either one.



From: Mark

Subject: Round 3 actions

In this case I am going to say no. The effect is frost not ice. If you had some water I might say different.

Since there are two creatures on one side and one on the other with a gap of mvoer than 50 feet between them I doubt he can get them all in.

Remember that the Legionaires should be showing up soon.



From: Josh

Subject: Round 3 actions

I was thinking Kal could get in the habit of leaving just a little bitof ice near the hilt of the blade for this spell. He wouldn't needmuch and could replenish it every night/morning with some water fromhis waterskin.

Map

From: Mark

Subject: Map

I just realized I never got the updated map to you. I will work on that this morning.



From: Mark

Subject: Updated map

Here is the updated map of the pass. I will be working on the map of the fortifications this afternoon.

Then I need to hear from Bryan and Porter and Derek.



From: Porter

Subject: updated map

Mund waits impatiently for his brother to magick him up. After a bit, he's able to clear he head and cast the spell.

It's a familiar feeling for Mund, changing shape and growing his teeth and claws. He takes off for the creatures without thinking and it's a few seconds later when he realizes that he's flying instead of running on all fours.

OOC: Mund is a wyrmling red dragon, which is medium size, correct? How fast can he fly?

Updated map

From: Derek

Subject: Updated map

Well, obviously Allistair will cast polymorph on Mund, turning him into the biggest dragon he can. Specifically he'll turn him into a white dragon, since Allistair is most familiar with that variety of dragon, having encountered one a few months ago.

After casting the spell, Allistair well move as far forward as he can, being sure hide again behind cover when he's done moving.

Fortifications map

From: Mark

Subject: Fortifications map

Here is the map for the fortifications. The green rectangles are stairs down. The blue circles are large cauldrons or something. The large light grey areas to the east and west are the fortifications. The grey area in the middle is the pass. The small blue rectangles are the doors.

If anyone has any questions please let me know. I am planning on getting a turn out tomorrow.

I apologize for how slow this has gone. Things have gotten busy at work recently and this weekend was swampped.