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Tower Battle Rounds 2 and 3, Mission and Garyth in Trouble

From: Karl

Subject: Re: Crashing the party; heavy metal thunder 1

"Well, that figures," Farron says, then continues, "I would have thought it better to distract as many different people as possible, but I will defer to your judgment and send the rats after the man with the halberd."



From: Scott

Subject: Re: Crashing the party; heavy metal thunder 1

OOC: How in the world did Rennick and I wind up at the bottom of the Initiative list? BAD DIE! No Yahtzee!

"How are you going to get close enough to cast your spell, Sa'id?" Mission bites his lip. It was too late now to turn away from attacking the tower, but he is having increasing doubts about the justness of their cause.

He feels Farron's spell on him like an itch in his eyes. Unnatural. And yet, Stone help him, he feels. . .intoxicated. Just a few words and gestures, and Farron had made him quicker than he had dreamed possible.

Stone help him, he understands Penance's attraction to magic now.

"Call your rats, Farron," Mission urges fiercely. "Let's end this."

Before I grow to like the feel of magic in my blood.



From: Raja

Subject: Re: Crashing the party; heavy metal thunder 1

"My spell has a fairly long range. If I can see the wizard through the door from outside, I may be able to surprise him."

Sa'id fidgets nervously. His anger starts to fade, and suddenly he doesn't relish the thought of another battle quite so much. And it's not as though the priest has been of much use... Sa'id is quick to admonish himself for that stray thought. He closes his eyes and runs through a quick mental prayer to Pelor.

"I'm ready. I'll cast my spell after the rats have entered."



From: Scott

Subject: Re: Crashing the party; heavy metal thunder 1

OOC: Will dispel magic affect the Rats?



From: Scott

Subject: Dispel Magic-- I answer my own question

Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The character can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells. Dispel magic affects spell-like effects just as it affects spells.

Note: The effects of spells with instantaneous duration can't be dispelled, because the magic effect is already over before the dispel magic can take effect.

The character choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the spell. The character makes a dispel check against the spell or against each ongoing spell currently in effect on the object or creature. A dispel check is 1d20 +1 per caster level (maximum +10) against a DC of 11 + the spell's caster level.

If the spellcaster targets an object or creature who is the effect of an ongoing spell (such as a monster summoned by monster summoning), she makes a dispel check to end the spell that conjured the object or creature.

If the object that the character targets is a magic item, the character makes a dispel check against the item's caster level. If the character succeeds, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface is temporarily closed. Remember that a magic item's physical properties are unchanged. Artifacts and creatures of demigod or higher status are unaffected by mortal magic such as this.

The character automatically succeeds at the dispel check against any spell that the character cast.

Area Dispel: The spell affects everything within a 30-foot radius.

For each creature who is the target of one or more spells, the character makes a dispel check against the spell with the highest caster level. If that fails, the character makes dispel checks against progressively weaker spells until the character dispels one spell (which discharges the dispel so far as that target is concerned) or fail all the character's checks. The creature's magic items are not affected.

For each object that is the target of one or more spells, the character makes dispel checks as with creatures. Magic items are not affected by area dispels.

For each ongoing area or effect spell centered within the dispel magic's area, the character makes a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel, the character makes a dispel check to end the effect, but only within the area of the dispel magic.

If an object or creature who is the effect of an ongoing spell, such as a monster summoned by monster summoning, is in the area, the character makes a dispel check to end the spell that conjured the object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

The character may choose to automatically succeed at dispel checks against any spell that the character cast.

Counterspell: The spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work. The character must make a dispel check to counter the other spellcaster's spell.



From: Raja

Subject: Re: Crashing the party; heavy metal thunder 1

No, I can do a targeted dispel at only the wizard. :)



From: Mike

Subject: Re: Crashing the party; heavy metal thunder 1

Garyth says nothing, but nods to the idea of making the wizard fall. He takes advantage of the pause to drink his anti-venom potion.



From: Ty

Subject: are we ready to go?

I am going to write up the next turn at noon my time, so if anyone has anything to say, get it to me in the next two hours or you're out of luck.



From: Mike

Subject: Re: are we ready to go?

I'm good.



From: Scott

Subject: Re: are we ready to go?

Andiamo, bambini!



From: Raja

Subject: Re: are we ready to go?

Allons-y!

Ye'llah!

Yes, I'm ready.



From: Ty

Subject: Crashing the party; Heavy metal thunder 2 & 3

After a brief discussion the plan is affirmed. Rennik turns back to the tower, and once again quickly climbs its face. This time he does not pause half way up, and within just a few more seconds he reaches the top of the tower safely [Rennik Move silently 27, Finlan listen check 0]. [2 rounds to climb, haste spell ends]

The party feels a strange queasiness, then suddenly the light flickering snaps back up to its normal speed. Farron grimaces as his haste spell ends before they can even get inside the tower. Ah well, it is not a waste, since it allowed Rennik to climb the tower twice, very quickly, and bring them invaluable intelligence on the inside layout.

From above there comes the hooting sound, and those on the ground brace for action. Farron begins casting his summoning spell, while Sa'id grips his material components and mentally prepares himself for a battle of wizardry with the mage above. Mission sets his crossbow and staff aside, and drops into a crouch, ready to burst forward and fling himself through the entrance in less than a second. Garyth stands behind him, one hand on Mission's shoulder, and his longsword in the other. He is ready to move as soon as he feels Mission leap. Mentally, he tries to force down the fear he feels. This time it is not mindless halflings, or even brittle and awkward undead. This time it is men. Men like him. Men who will fight just as hard to stay alive as he would in this situation. Someone is going to die, of that there is no doubt. Garyth makes a silent vow that he will not allow it to be his companions.

On the tower roof above, Rennik is prowling over to the trap door. The roof itself is remarkably well preserved. It must have some sort of enchantment on it so prevent it from damage. It makes sense. In most stone towers like this, the wood of the roof is often the weakest point. This roof must be enchanted to resist fire and other destructive forces. The trapdoor, however, must not have been. Once Rennik gets close to it, he can see that it is totally rotted through. It is held in place by hinges that must be rusted clear through to the core. The smallest nudge will probably send this entire door crashing down into the tower in pieces.

Rennik smiles. Good, let them look up in surprise when it comes smashing down. He unlimbers his bow and nocks an arrow. Let them look up, and this will be the last thing they ever see. Below, he hears a squeal, as Farron's spell finishes.

Farron stops casting, and points his candle at the tower door. In front of the tower doorway, four enormous rats appear. They are several feet long, with nasty incisors and glowing red eyes. Farron says, "Attack," and they rush into the room.

[New initiative order: Garyth, Rat, Spurt, Finlan, Rat, Sa'id, Farron, Cadfael, Mission, Cale, Rat, Rennik, Rat, Garth]

[Augmented Summoning [+4 str and con] Dire Rats:







Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

ACINITATTHPDamageInitiative roll
Rat15+3+6111d4+223
Rat15+3+681d4+218
Rat15+3+671d4+211
Rat15+3+6111d4+210 ]

[End of round 2]

[Begin round 3]

Garyth waits, his hand on Mission's shoulder, ready to move as soon as the Monk does.

One of the rats, the largest one in fact, charges into the room. He sees the halberd carrying warrior, and with a vicious squeal launches himself at the big fighter. The warrior is smirking at the rodent, and makes a half hearted attempt to swat it with the butt of his polearm, when suddenly the creature makes a lightning fast dodge past his defenses and locks his teeth around one ankle [Attack 25; Damage 4]. The big man yells, "Son of a BITCH!" And starts trying to shake the nasty thing off his leg.

The next rat runs into the room, and seeing its brother hanging from the fighter's leg, charges him also. [Attack 21; Damage 4] It launches itself at the other thigh, and finds a gap in his armor. The second bite strikes home, drawing a spurt of blood down the warrior's leg.

Sa'id, careful not to get in the way of the fighters, moves around to the doorway, hoping for a glimpse of the enemy mage. Unfortunately, the mage chose his position well, and Sa'id knows he will need to be inside the doorway to see him. He pauses, to wait for the fighters to act first. He does not want to be blocking the doorway when they try to get in.

Farron moves over next to Sa'id. He can see the rats attacking the warrior inside, and is surprised at how well they seem to be doing. Always something of an opportunist, he points one finger at the struggling man and utters a magic missile charm. Three quick bolts of energy streak into the room and slam into the man's chest [Damage 5, 4, 3].

Cadfael watches the fight rage around him with wide eyes. Though he is bound and gagged, he says a prayer to Pelor that these men, his companions, not be killed while trying to save him.

Mission was caught off guard by the appearance and ferocity of the rats. More sand taken magery. The fact that he actually enjoyed the feeling of the haste spell makes him feel dirty inside. He suppresses a shudder as both of the mages run over to the doorway. His surprise has cost him speed, and he utters a curse as he leaps up and runs to the doorway, and tumbles through. As soon as he enters, the big man with the halberd says, "There you are, gods damn you," and swings his halberd in a vicious arc at Mission's head. The man must be distracted by the rats gnawing on his leg, because the blow is clumsy and wide [Attack natural 1, automatic miss].

However, Mission never even sees the two that attack him from the sides. The two men in leather leap out from hiding on both sides of the doorway, and stab into the Monk's sides with their short swords. [Attacks 20, 22; Damage 3, 6, 3, 6, 6, 1 = 25] The two swords slam home, one ripping open Mission's right side, and the other slashing his stomach and nearly disemboweling him. The two men then leap back into defensive positions, while Mission fights not to lose his balance and pass out. He is able to shake off the feeling, and kick out twice at the thief closest to him. [Attacks 20, and natural 1; Damage 7] One of the two kicks hits the thief in the face and smashes his nose. He staggers back while muttering, "Bastard!"

Above, the gray clad mage on the wall aims his wand at the staggering monk, and says a word of power. Suddenly, Mission feels an all too familiar clenching of his muscles. "No!" he yells, as he fights the paralyzing numbness. [Will save 27] "No, not again," the monk pants, as he fights through it. This time, the power fades away, and he retains control of himself. This time the path was stronger than magery.

Right behind the monk comes Garyth, who had been following him closely. He leaps into the room, and is immediately set upon by the halberd and by one of the two thieves. [fighter AOO Attack 22; Damage 13; fort save 10; 1 point Con damage] The halberd is thrust into his side as he faces the thief, and he feels a vicious wound opened there. When the spike is pulled out, a disturbing stream of blood follows it. The thief uses this chance to thrust at him as well [Thief AOO Attack 11, miss] but Garyth is able to parry the blow with his sword. Garyth ripostes at the thief [Attack 13, miss] but is unable to strike the nimble man.

Another rat runs into the room, also attacking the fighter. [Attack 10, miss] This time the man's heavy armor stops the vicious teeth, and he is able to kick the rat away.

From above comes a smashing sound followed by a halfling war cry. Everyone looks up for a second, and they see a 3x3 wooden door come crashing down in pieces. The mage actually has to dodge to the side a bit on the wall to avoid falling debris.

Rennik kneels at the opening, his bow in his hand, and yells, "Die!" at the wizard while launching two arrows at him. [Attacks natural 20, critical threat, roll 27, critical, second attack 28, hit; Damage 9, 5, 7, 4 = 25] The two arrows take the mage completely by surprise, the first passing through his throat and continuing on to strike the rubble below, the second slamming into his shoulder and flinging him off the wall. He falls the 25 feet to the rubble below and lands with a sickening crunch.

The two thieves pause for a second, and give each other an "oh shit" look. The big fighter never even slows down.

The last rat bursts into the room and charges at the fighter. This time, the fighter swings his halberd at it before it gets in range [Last AOO, Attack 29, hit; damage 11]. The weapon passes right through the rat as it leaps from the floor, and the warrior lets out a yell as he continues through the swing and tries to hit Garyth again [Cleave attempt, Attack 25, hit; damage 12, fort save 18]. The blade of the halberd, still streaming dire rat blood behind it, slams into Garyths back and knocks him down.

[End of round 3. Garyth and Mission are both hammered 13 and 7 HP respectively. You still face the big fighter, who looks like he isn't in too bad of shape, and the two thieves, only one of whom is wounded. The mage just fell off the wall with arrows in him, and looks to be out of the fight. Three dire rats remain, though with cleaves, the halberd dude can probably mop them up pretty quick. The two mages are still outside, and if they enter, they will get AOO'd by the halberd. Rennik can still fire arrows from his position.

Check in with actions before round 4, please]



From: Raja

Subject: Re: Crashing the party; Heavy metal thunder 2 & 3

His target gone, Sa'id quickly reevaluates the situation. Mission and Garyth are in serious trouble, and if he enters the tower he will likely be killed before taking a single step. Switching mental gears, he readies an offensive spell to help them [Scorching Ray targeting the halberdier]. He will try to do this without stepping inside -- he's no good to them dead. If he can't hit the halberdier, he will instead target whichever thief is in a more dangerous position with respect to Garyth and Mission.



From: Matt

Subject: Re: Crashing the party; Heavy metal thunder 2 & 3

Barely pausing in his firing motion, Rennik looses two more arrows into the halberdier before he even sees the mage's body hit the ground. The threat of the polearm is great, and it is Rennik's goal to fill the fighter's body with arrows until the weapon falls.

(OOC: I know Rennik's low on the Initiative order (again damnit!), so if his target falls in the meantime, he'll focus on the thief who had already been hit)



From: Mike

Subject: Re: Crashing the party; Heavy metal thunder 2 & 3

Garyth gasps, feeling the blood flowing out of him. One more hit from that halberd, and he's finished. The man is good. Even with Death staring him in the face, Garyth has to admire the halbardier's skill. He can only hope that his own skill is enough for the task; he must take out his opponent now. There will be no other chance.

Garyth's left hand moves so fast as he takes up the mace at his side that it seems to blur [Quick Draw]. Saying a silent prayer, he commits every ounce of skill and strength to his attack [Use Fate Point for off-hand attack, other attack is -4].