Welcome to OpenRPG version 1.6.1...

Emote commands:

/date - Display the local and GMT time and date.
/dieroller roller - Set your dieroller or list the available rollers.
/font - Sets the font.
/fontsize - Sets the size of your fonts. Recomended 8 or better for the size.
/help - Displays a list of emote commands.
/i or /i player_id_number - Ignore user associated with that player ID.
/lines [number] - View or set the maximum number of lines shown in chat.
/load - Loads settings from another ini file from the myfiles directory.
/log [ on | off | to filename ] - Check log state, additionally turn logging on, off, or set the log filename prefix.
/me - Alias for **yourname.
/moderate [ on | off ] - Show who can speak in a moderated room, or turn room moderation on or off.
/moderate player_id,...=on | off - Give people the ability to speak in a moderated room, or revoke it.
/name or /nick your_name - Change your name.
/ping - Ask for a response from the server.
/purge - Purge history older than your buffersize.
/role [player_id = GM | Player | Lurker] - Get player roles from ther server, or change the role of a player.
/set [setting[=value]] - Displays one or all settings, or sets a setting.
/status your_status - Set your online status (afk,away,etc..).
/time - See /date.
/update [get] - Get the latest version of OpenRPG.
/version - Displays current version of OpenRPG.
/w player_id_number, ... = message - Whisper to player(s). Can contain multiple IDs.
Locating server at 127.0.0.1:6774...
Game connected!
(1) Jacob (enter): 10:35
Server Administrator-> You have connected to an OpenRPG server, version '1.6.1'.
Welcome to Jack Simth's temporary server!
I put this up just for a short gaming session on Saturday, and stop it after.

(2) Jacob (enter): 10:36
(2) Jacob (exit): 10:36
Moving to room 'D and D'..
(1) Jacob (enter): 10:36
Server Administrator->
Welcome to Jack Simth's temporary server!
I put this up just for a short gaming session on Saturday, and stop it after.

(2) Jacob (enter): 10:36
** Sorry, don't understand what a /? is...
(2) Jacob: [100d20] -> [17,12,18,20,4,15,3,11,11,3,2,11,10,9,16,6,4,7,13,16,7,11,4,3,8,14,8,15,18,20,3,15,7,10,3,19,12,20,9,5,7,9,10,3,11,5,5,11,6,17,16,16,18,7,2,17,8,13,4,9,10,6,20,17,8,14,6,10,13,2,5,15,18,13,4,1,17,15,14,1,5,4,16,7,19,11,3,6,4,11,8,13,2,10,8,8,7,18,12,9] = (1003)
(3) Narf (enter): 11:04
(2) Jacob: How goes it?
(3) Narf: Good. I've got some good allergy medicine that seems to be working on whatever it is I have.
(2) Jacob: Looks like it will end up being that way.
(2) Jacob: You keep starting to type, and then not posting.
(3) Derrel?: Just restless
(2) Jacob: Well, 15 minutes is standard, correct?
(3) Derrel?: Yep.
(2) Jacob: Which is, you know, in another 2.
(3) Derrel?: Yep.
(2) Jacob: Myself, I just browse the net, fine-tune the stats on my next villan for the now ECL 12 campaign, and the like.
(2) GM: After a month accompanying the caravan, you come to it's next major destination. It's a city made entirely of stone and iron. A plain stone wall twenty feet high surrounds the entire city, which is in turn surrounded by what looks like a deep moat, with a large slab of solid iron serving as a drawbridge. A man in light robes sits over the gate to the city, and waves at Eirik as you ride past.
(2) GM: Eirik gives you a brief rundown on the city as you enter.
(2) Eirik: Welcome to Emor. This is a city built by mages, for mages. In a day, no more. Well, they have been adding to it since then, but the palace, the outer wall, the moat, and the drawbridge were all put up in the same day. You'd scarecly believe it, what with all the stonework, but that's the result of magic, not human labor. Notice there aren't really any bricks - just solid slabs of granite. I'm told those stone walls are actually walls of stone, but I haven't been able to get anyone to tell me what the distinction is without cracking up before they could finish. I'm here to pick up a goodly supply of magic goods - mostly just some standard scrolls, potions, and wands, but also a few custom-order items for some of the wealthier set elsewhere. Just about any magical item can be purchased here. In fact...
(2) GM: Eirik breaks off as a messanger comes running up to him with a scroll-case; Eirik opens and reads it, smiles, shakes his head, and speaks again:
(2) Eirik: Well, I need to be going - a few details need my attention down at the warehouse - in the meanwhile....
(2) GM: Eirik pulls out a wax sealed scroll-case, and hands it to you.
(2) Eirik: You may want to take this up to the palace. It's a letter of reccomendation to the local aristocracy hereabouts. You'll find it useful if you want to take up the job of rescuing the princess.
(2) GM: One of the gaurds near Eirik gives Eirik an odd look
(2) GM: Gaurd: Wait - I thought you said that scroll was just about stuff involving the warehouse. How do you know the princess has been kidnapped?
(2) GM: Eirik laughs
(2) Eirik: The princess gets kidnapped roughly every other week. She never seems to suffer from it, and it's a wonder none of the kidnappers ever think to turn her in for the reward, always trying for ransom. There's a pretty good chance that there's a reward up for her return at the moment.
(2) GM: With that, Eirik hands the reigns over to a nearby aide, and heads off to the warehouses.
(3) Derrel: ...You'd think they'd put more protections on the princess...
(2) GM: You'll see.
(3) Derrel: Shall we head off to the palace?
(1) Jason: Works for me. Not interested in buying anything at the moment.
(2) GM: You arrive at the palace - no other name fits, as it is the largest, most ornate building in the city, with another moat and wall, of the same style as the outer wall, surrounding slender stone towers, and a mansion seemingly made completely out of iron. Many people in loose livery with rather ornate emblems of a rock hustle about at different tasks, many flying through the air. One such (on foot) comes up to you to inquire your business as you approach the castle gate.
(2) Liveried Man: Welcome to Emor, the city of stone. What business have you here at the palace?
(3) Derrel: And you would be?
(2) GM: Just the Herald at the gate. Waiting for those of importance to introduce at court.
(3) Derrel: Ah. Well, we're wandering adventurers. Who would we see about a job?
(2) GM: Well, first I'd need to see your qualifications.
(2) GM: Although it would be the king you need to see, you first must get by me.
(3) Derrel: I do have a letter of introduction *Shows letter*
(2) GM: The liveried man takes the scroll case, examines the seal for a moment, nods, and then opens it, and reads the scroll contained within.
(2) Liveried Man: Ah, good stout adventurers. Here to rescue the princess, I imagine? Come with me; I'll introduce you at court.
(2) GM: The liveried man leads you into the palace, and nobody challenges him the entire way. Here, the walls themselves are quite plain, but the furnishings and tapestries more than make up for it - here, an image of a mage fighting a very large dragon. There, a couch that looks like it was furnished using cloth made from gold thread. Overhead, a gold chandalier that isn't hooked into the ceiling at all.
(2) GM: You notice a few of the servants you pass have injuries, as though from a whip, on their necks and faces, that have almost finished healing. Strangely, it is the servants who are recovering from injury that seem the most pleased, although all of them wear smiles.
(2) GM: After a brief while, you come to a rather ornate iron door.
(2) Liveried Man: Wait a moment, while I announce you.
(2) GM: The man opens the door, steps inside, and closes it behind him
(2) GM: A few moments later, the Liveried mand comes back in, and beakons to you.
(2) Liveried Man: Time to come in and meet the court.
(2) GM: Entering the audience chamber, you find yourself in a room that is truely palatial, and just reeks of magic.
(2) GM: There is not a single piece of furniture that is actually attached to anything. Absolutely everything seems to fly under it's own power. You, and the man who brought you in are the only ones whose feet are touching the floor at all. Even the servants, here, are all airborne. Nothing is made of mundane materials - the floor is marble, the walls are gold, and the cieling seems to be mithral.
(2) GM: Most of the people seem to be floating near the walls to either side, but two, in thrones of what appears to be adamantium, sit apart at the far wall. One man, one woman, robed in splendor too exquisite for words. Obviously, the king and queen.
(2) GM: The king addresses you.
(2) King: Ah, the adventurers. Would you be so kind as to go and rescue my daughter from her current captor? A small copper dragon, my scriers tell me. 5,000 gold pieces apiece if you can bring her back unharmed.
(2) GM: The queen sighs.
(2) Queen: Just like last time.... although then it was a rogue, not a dragon.
(2) King: (whispering) Dearest, we're in public.
(2) King: We do have maps to her current location, if you would like them.
(3) Derrel: Uh...How is it that the princess is kidnapped so often?
(3) Derrel: Maps would be nice, thank you.
(1) Jason: The king motions to a servant, who hands you a map.
(1) Jason: king: She has a nasty habit of slipping her gaurds.
(2) GM: Oops, wrong window.
(3) Derrel: Ah. Goes out for a stroll and the next thing you know, someone's demanding ransom?
(2) GM: King pretty much.
(3) Derrel: Well, off we go.
(1) Jason: Any particular reason why the gaurd doesn't fetch her?
(2) King: Well, none of the wizard gaurd can be spared, as we are all busy defending the realm.
(2) GM: You notice that many of the "gaurd" are looking in other directions and scuffing their feet....
(1) Jason: Yes, let's go.
(2) GM: You arrive at the indicated location... and see a child's view of a castle, reduced in size. It's made of stone, has a little moat, and everything that's quite obvious on a castle. However, it's missing the less obvious things, most noticeably a door marking the main entryway, but also such things as murder holes. There isn't a straight line to be found on the entire structure. The overall effect is rather .... childish. However, it is large enough that you can enter - the main entryway is large (for a small child), and will fit an adult about the same that a standard doorway would.
** (3) Derrel shakes his head, then heads in. **
(2) GM: Inside, you find a small copper dragon, no bigger than a slightly large dog, and a little girl at a small table. A tea set is out, and the dragon is pouring. Well, it would be pouring, if there was actually anything in the teapot to pour.
(2) GM: The girl looks at you with delight, the dragon with ... hope?
(2) Princess: More pets for me! Yay!
(2) GM: The girl starts spouting words in a strong voice that you don't quite recognize while waving her hands around....
(2) GM: Roll for Initiative.
(2) Princess : [1d20+2] -> [15,2] = (17)
(2) Copper Dragon: [1d20+0] -> [18,0] = (18)
(1) Jason: Dex check: [1d20+4] -> [5,4] = (9)
(3) Derrel: Initiative: [1d20+1] -> [3,1] = (4)
(2) GM: So that's Dragon, Princess, Jason, Derrel.
(2) GM: The dragon jumps at Derrel, and grabs him! Touch: [1d20+8] -> [17,8] = (25), grapple roll [1d20+8] -> [10,8] = (18), Pin
(2) GM: What's your touch AC, and grapple roll to avoid pin?
(3) Derrel: OOC: Um...
(3) Derrel: OOC: 11, I think.
(2) GM: As a medium character, your grapple is 1d20+Str Mod+BAB
(2) GM: Well, then you are grappling. Pinned?
(3) Derrel: [1d20+12] -> [11,12] = (23)
(2) GM: Not pinned. Princess:
(2) GM: Princess: Casts Wall of Stone, globe around Jason.
(1) Jason: Voluntairily fails the roll, and steps outside of the globe.
(2) GM: Princess: Wha?
(2) GM: Jason?
(1) Jason: Ghost Telekenesis: Lift Opponent: Standard Action, Concentration: Off Ground 12 rounds (if under 300 lbs, Will save DC 25), Wait: [1d4] -> [1] = (1)
(1) Jason: I'm picking up the princess.
(2) GM: Will save: [1d20+6] -> [7,6] = (13)
(2) GM: Failed save, princess is in the air.
(2) GM: Derrel?
(3) Derrel: I try to pin the dragon.
(3) Derrel: [1d20+12] -> [11,12] = (23)
(2) GM: Dragon Resist: [1d20+8] -> [15,8] = (23)
(2) GM: Tie - reroll (house rule)
(2) GM: Dragon Resist: [1d20+8] -> [20,8] = (28)
(3) Derrel: OOC: Wait a minute...You said Str + BAB? That's 2 + 12, not 12. Oops.
(2) GM: Nevermind on the tie, then. He's pinned.
(2) GM: Dragon is pinned.... and for some reason, isn't struggling.
(2) GM: Princess: Dwain!
(2) GM: Charm Monster, Derrel
(2) GM: Save vs. will
(2) GM: DC 17
(3) Derrel: OOC: Does that work on standard races?
(3) Derrel: Will save: [1d20+9] -> [10,9] = (19)
(2) GM: Charm monster works on any living critter.
(2) GM: Success.
(2) GM: Jason?
(3) Derrel: OOC: Still had Prot. from evil on. Drops down to 17, still a success.
(1) Jason: I'm turning her around so she can't see us anymore. 10 turns remaining on levitation.
(1) Jason: Also, walking towards her.
(2) GM: You reach her.
(2) GM: Dragon is pinned.... and for some reason, isn't struggling.
(2) GM: Princess: Grr!
(2) GM: Princess doesn't have any valid options at the moment.
(2) GM: Jason?
(1) Jason: Attempting to possess the little one.
(1) Jason: Ghost Malevolence: Will Save DC 25 (15 + Ghost's Cha modifier) or possess subject
(2) GM: Will save: [1d20+6] -> [13,6] = (19)
(2) GM: Will save failed - princess possessed.
(1) Jason: I'm going to try and call off the dragon.
(2) GM: Success - the dragon goes limp.
(3) Derrel: How about we tie her up and gag her?
(3) Derrel: It appears we have a brat on our hands.
(1) Jason: (Using princesses mouth) Why? I can hold her like this for several hours.
(1) Jason: A spellcasting brat, to boot. Now we know how she slips her gaurds.
(3) Derrel: OOC: Depends on how long it takes to get back, I guess.
(2) GM: Less than the 10 hours or whatever it is. After all, how far do you think a 10 year old would walk to her playhouse?
(3) Derrel: What she needs is for somebody to tie up her powers for a while.
(1) Jason: In a city of mages? The royal princess? You think the king can actually do anything he wants?
(1) Jason: Tell you what - we'll walk her into the palace, and then I will release her in the throne room, and slip off into the etherial plane. I can't grab the gold anyway.
(3) Derrel: Ok. Nothing else we can do, I guess.
(1) Jason: I wonder.... did she keep any treasures about?
(2) GM: Armor
(2) GM: Large Masterwork wooden shield
(2) GM: Coin
(2) GM: 3,148 gold coins
(2) GM: Gems
(2) GM: allanite (black epidote)
(2) GM: nune
(2) GM: sinhalite
(2) GM: potion
(2) GM: Potion 1:
(2) GM: gray-colored
(2) GM: bitter odor/taste
(2) GM: watery, cloudy appearance
(3) Derrel: Derrel grabs it all.
(3) Derrel: OOC:
(1) Jason: Well, let's be off.
(3) Derrel: Act of disipline, really.
(2) GM: Re-Entering the audience chamber, you again find yourself in a room that is truely palatial.
(2) GM: The king addresses you.
(2) King: Ah, I see you have found our daughter.
(2) GM: The queen sighs.
(2) Queen: Annanna, go up to your room. We will deal with this later.
(2) Princess: Yes mother.
(2) GM: The princess walks up to, and through, a wall.
(2) King: As for your reward...
(2) GM: The king smiles evilly, but then his wife pokes him.
(2) GM: The king sighs, pulls out a pouch, and tosses it to you.
(2) King: Here's your gold.
(3) Derrel: Thank you.
(1) Jason: ooc: Let's go of the princess as planned, of course.
(3) Derrel: And I know this is irregular...But have you considered an...um...gag?
(2) King: King: Certainly not! (whispering) Besides... she was still able to charm her gaurds the last time we tried that....
(3) Derrel: (Whispering) Wax in the guards ears? Might help.
(1) Jason: (Manifests) It's not a sonic-based spell. Wouldn't help.
(3) Derrel: Hire an ancient gold dragon as a tutor?
(1) Jason: Perhaps you should have a priest, strong in the faith, as her gaurdian. (whispering) for Anti-Magic Field
(3) Derrel: Or both.
(2) GM: King: I will consider your wise words.
(3) Derrel: Thank you.
** (3) Derrel takes the hint and be's dismissed. **
(1) Jason: Follows Derrel out.
(3) Derrel: OOC: After all, etiquite is part of paladin training.
(2) GM: Well, that's all I had prepared for today. How was it?
(3) Derrel: Silly and fun. A nice change from danger-filled days. :D
(3) Derrel: * Although the idea of being trapped in an endless game of 'tea party' *Shudder*
(2) GM: That was ECL 12 (she didn't actually have any harmful spells - just mind-control ones, but you weren't allowed to hurt her, either): 1800 EXP each.
(2) GM: Should bring you both to 69675.
(2) GM: Care to hire a wizard to identify stuff?
(1) Jason: Can I make spellcraft rolls for the potions?
(3) Derrel: I'm at 68600...But I like your number better. :D
(2) GM: Sure - DC 25
(1) Jason: Spellcraft Skill Check: [1d20+15] -> [1,15] = (16)
(2) GM: Failed, no retry.
(1) Jason: Ach - I just needed to roll 10!
(3) Derrel: Yeah, a wizard...
(2) GM: 110 gp to identify the shield, he runs the spellcraft check on the potion for free, and appraises the gems for 20 gp - 130 gp spent.
(1) Jason: Treasure, Full List:
(1) Jason: armor
(1) Jason: large wooden shield +1 (1,157 gp)
(1) Jason: coin
(1) Jason: 3,148 gold coins (3,148 gp)
(1) Jason: gem
(1) Jason: allanite (black epidote) (7.5 gp)
(1) Jason: nune (9.8 gp)
(1) Jason: sinhalite (105 gp)
(1) Jason: potion
(1) Jason: potion of sneaking (150 gp)
(1) Jason: gray-colored
(1) Jason: bitter odor/taste
(1) Jason: watery, cloudy appearance
(2) GM: Oops - wrong window.
(2) GM: Hmm... up for something a little random?
(3) Derrel: There.
(3) Derrel: Ok, sure.
(2) GM: Okay... how do I load up a background?
(3) Derrel: I've found properties to work best.
(2) GM: You seeing anything? I'm not.
(3) Derrel: Nope.
(2) GM: Ah well, I'll just have to be descriptive.
(2) GM: You find yourselves in a 15 by 25 room, with a door in the north-west and south-east corners.
(3) Derrel: OOC: Long or wide?
(2) GM: North-South is the big dimension.
(2) GM: There are 6 knolls in there with you.
(2) GM: Anyone speak gnoll?
(1) Jason: Nope. Derrel?
(3) Derrel: Nope.
(2) GM: Roll for initiative.
(3) Derrel: Initiative: [1d20+1] -> [1,1] = (2)
(2) GM: Gnolls: [1d20+1] -> [14,1] = (15)
(1) Jason: Dex check: [1d20+4] -> [14,4] = (18)
(2) GM: Jason, Gnolls, Derrel
(1) Jason: I'm going to Fireball the gnolls.
(1) Jason: Fireball, level 3: 1d6 damage per level, 20-ft. radius. Roll: [7d6] -> [4,4,1,1,6,5,4] = (25), reflex half.
(2) GM: Reflex: [1d20+4] -> [2,4] = (6)
(3) Derrel: OOC: Gah! That would fill the room!
(1) Jason: Nah - hit the far wall - we are scrunched down in the corner, with 5 feet of clearence.
(2) GM: Failed - all gnolls take 25 damage.
(2) GM: Gnolls: Hit the spellcaster!
(2) GM: Or better yet, cast at him!
(3) Derrel: BRB
(2) GM: Well, no- no appropriet spells - three swing their swords at Jason (uselessly), the other three swing their swords at Derrel (with a little more success):
(2) GM: [1d20+12] -> [16,12] = (28), [1d20+7] -> [16,7] = (23);
(2) GM: [1d20+12] -> [10,12] = (22), [1d20+7] -> [13,7] = (20);
(2) GM: [1d20+12] -> [16,12] = (28), [1d20+7] -> [5,7] = (12);
(3) Derrel: BAck
(3) Derrel: AC: 29
(2) GM: They all missed anyway. Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [15,22] = (37)===> DMG: [1d8+4+2] -> [7,4,2] = (13)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [6,17] = (23)===> DMG: [1d8+4+2] -> [7,4,2] = (13)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [7,12] = (19)===> DMG: [1d8+4+2] -> [4,4,2] = (10)
(3) Derrel: On one until it falls down, then the next.
(3) Derrel: OOC
(1) Jason: First falls down, dying, at second blow; second takes a serious wound
(2) GM: Wrong window!
(3) Derrel: OOC: Something I've forgotten: Derrel has cleave. :D
(2) GM: Ah, an extra attack, then - is that at full BAB?
(2) GM: Nope - it's at +17, all told.
(2) GM: Same one that dropped the critter.
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [17,17] = (34)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(2) GM: And Gnoll 2 drops.
(2) GM: Jason?
(1) Jason: Let's try Magic Missle, just to get these gnolls off me.
(1) Jason: Magic Missle, Level 1: 1d4+1 damage; +1 missile per two levels above 1st (max 5) Missle 1: [1d4+1] -> [2,1] = (3) Missle 2:[1d4+1] -> [2,1] = (3) Missle 3:[1d4+1] -> [2,1] = (3)
(1) Jason: Put them all on the same gnoll, closest to me.
(1) Jason: nine damage to gnoll, it grunts at you.
(2) GM: Really need to work on my tabbing skills...
(2) GM: Gnolls: All remaining gnolls, seeing how they can't hurt Jason, try for Derrel
(2) GM: [1d20+12] -> [16,12] = (28), [1d20+7] -> [16,7] = (23);
(2) GM: [1d20+12] -> [17,12] = (29), [1d20+7] -> [4,7] = (11);
(2) GM: [1d20+12] -> [16,12] = (28), [1d20+7] -> [7,7] = (14);
(2) GM: [1d20+12] -> [17,12] = (29), [1d20+7] -> [17,7] = (24);
(3) Derrel: AC: 29
(3) Derrel: OOC: 35 damage.
(2) GM: Two hits... [2d6+2] -> [4,1,2] = (7)[2d6+2] -> [6,4,2] = (12)
(2) GM: You missunderstand;both columns are attack rolls - I'm typing everything as we go.
(2) GM: They are using greatswords.
(3) Derrel: OOC: Ah.
(2) GM: 12 damage.
(2) GM: Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [20,22] = (42)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [12,17] = (29)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [18,12] = (30)===> DMG: [1d8+4+2] -> [3,4,2] = (9)
(3) Derrel: OOC: Looks like 19 damage to me.
(3) Derrel: OOC: And Derrel does 23
(2) GM: Oops - silly me; yes, 19 damage to you. Two gnolls fall exactly. Cleave?
(3) Derrel: OOC: Yep.
(3) Derrel: OOC: On which swing?
(2) GM: Second
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [1,17] = (18)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(2) GM: A one of the last two gnolls is barely standing.
(2) GM: Jason?
(1) Jason: Let's maggic missle again - one on the barely standing, other two on the other.
(1) Jason: Magic Missle, Level 1: 1d4+1 damage; +1 missile per two levels above 1st (max 5) Missle 1: [1d4+1] -> [1,1] = (2) Missle 2:[1d4+1] -> [2,1] = (3) Missle 3:[1d4+1] -> [1,1] = (2)
(2) GM: One drops exactly, other takes 5 damage.
(2) GM: [1d20+12] -> [18,12] = (30), [1d20+7] -> [20,7] = (27);
(2) GM: [1d20+12] -> [1,12] = (13), [1d20+7] -> [14,7] = (21);
(2) GM: One hits from Gnoll to Derrel, [2d6+2] -> [1,1,2] = (4)
(2) GM: Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [16,22] = (38)===> DMG: [1d8+4+2] -> [2,4,2] = (8)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [14,17] = (31)===> DMG: [1d8+4+2] -> [7,4,2] = (13)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [5,12] = (17)===> DMG: [1d8+4+2] -> [8,4,2] = (14)
(2) GM: The last of the gnolls fall under your swinging sword.
(2) GM: 1350 exp each.
(3) Derrel: Yaay
(3) Derrel: Treasure?
(2) GM: Find 179 platinum pieces, one arcane scroll (with two CL 11 spells to be determined later)
(2) GM: Also, six greatswords
(2) GM: Three of the gnolls are dying, three are merely unconscious.
** (3) Derrel heals them so their not dying, then ties them up. **
(2) GM: Got any rope?
(3) Derrel: Nope.
(2) GM: So much for tying them up, then.
** (3) Derrel looks for rope. **
(1) Jason: None in here.
(1) Jason: Besides, they will be out for several hours. If we let them live, perhaps leave them their swords, they won't be after revenge.
** (3) Derrel does that. **
(1) Jason: So... southernmost door look good?
(3) Derrel: OOC: Must BRB
(3) Derrel: Back
(1) Jason: So... southernmost door look good?
** (3) Derrel goes throught the sourthern door! **
** (1) Jason Follows **
(2) GM: You enter a corner in a hallway - it continues for about 15 feet north, then goes around a bend to the east; it also heads east for about 25 feet before turning north.
(2) GM: Narf?
(2) GM: ping?
(3) Derrel: OOC: Oh. I thougtht we were going down it.
(2) GM: Which direction?
(3) Derrel: OOC: You mean an intersection?
(3) Derrel: I head east.
(2) GM: You reach the corner, and turn north; after 15 feet, you pass an intersecting tunnel leading west for about 25 feet before turning south. The tunnel ahead of you continues for 15 feet before turning west.
(3) Derrel: I continue.
(1) Jason: Obviously that side-passege goes where we've been.
(3) Derrel: OOC: Did you by any chance use a random dungeon generator?
(2) GM: Why yess, how did you guess? :)You pass two
(3) Derrel: Well, I'm throughly lost, so how about you lead.
(3) Derrel: * ?
(2) GM: Fair enough. After a bit of wandering, you reach a door at the end of a hallway.
(1) Jason: I'll scout through (goes etherial)
(1) Jason: Inside, you find a man standing around, dressed in chain mail, and swinging his sword against a practice dummy.
(2) GM: Oops - wrong window.
(2) GM: A scimitar, specifically.
(1) Jason: Come back out, manifest, and report to the paladin.
(3) Derrel: OOC: BRB
(3) Derrel: OOC: Back
(2) GM: Something up?
(2) GM: If you have pressing concerns, we could stop here; it's just a random dungeon, after all.
(3) Derrel: OOC: Helping my brother with homework.
(3) Derrel: OOC: In this case, printing something off the internet.
(3) Derrel: OOC: Nothing we need to stop for. :)
(1) Jason: Well, we have some guy swinging a sword at a practice dummy.
(2) GM: No other exits to that room, by the way.
** (3) Derrel knocks. **
(2) GM: You hear a voice from inside: I wasn't expecting company, but come on in.
** (3) Derrel enters. **
** (1) Jason follows **
(3) Derrel: "Hello"
(2) GM: Well, two others hazarding this area. Or is that one other and a something? My name's Rorik, by the way; a warrior. Yourself?
(3) Derrel: Derrel, a paladin
(2) GM: Rorik: A paladin!!! HERE!!!!
(2) GM: Rorik swings his scimitar at you.
** (3) Derrel dodges **
(2) GM: (sorry, but he was generated Chaotic Evil - diametrically opposesd)
(3) Derrel: "Uh...Couldn't we talk this out?"
(2) GM: [1d20+13] -> [8,13] = (21)
(2) GM: [1d20+8] -> [9,8] = (17)
(3) Derrel: Initiative: [1d20+1] -> [10,1] = (11)
(2) GM: Fortunately, he misses, both times.
(1) Jason: Dex check: [1d20+4] -> [18,4] = (22)
(2) GM: Jason, Derrel, Rorik (he started it)
(1) Jason: Ghost Telekenesis: Manuvers: Standard Action, Concentration: Combat Manuvers (Disarm, Trip, Grapple (Pin), Bull Rush) 12 rounds; +12 for Base Attack, +10 for dex/str due to method), Wait: [1d4] -> [3] = (3)
(1) Jason: Attempting Pin
(1) Jason: [1d20+22] -> [2,22] = (24), [1d20+22] -> [4,22] = (26)
(2) GM: Resist: [1d20+13] -> [1,13] = (14)
(2) GM: The man is pinned.
(2) GM: Derrel?
(3) Derrel: Derrel knocks him out.
(2) GM: Attack roll, -4 for non-leathal damage with a sword, vs. AC 18
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [6,22] = (28)===> DMG: [1d8+4+2] -> [3,4,2] = (9)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [17,17] = (34)===> DMG: [1d8+4+2] -> [5,4,2] = (11)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [12,12] = (24)===> DMG: [1d8+4+2] -> [8,4,2] = (14)
(2) GM: Well, 14 - he's immobile.
(2) GM: Three hits, 34 subdual damage; he's still struggling.
(2) GM: Resist Pin: [1d20+13] -> [15,13] = (28)
(1) Jason: Hold Him:[1d20+22] -> [9,22] = (31)
(2) GM: Still Pinned.
(1) Jason: Just hold him there, for now, let Derrel knock him out.
(2) GM: Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [11,22] = (33)===> DMG: [1d8+4+2] -> [6,4,2] = (12)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [7,17] = (24)===> DMG: [1d8+4+2] -> [2,4,2] = (8)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [8,12] = (20)===> DMG: [1d8+4+2] -> [3,4,2] = (9)
(2) GM: three hits, 29 non-leathal damage, brings him up to 64 non-leathal. He's still struggling.
(2) GM: Resist Pin: [1d20+13] -> [20,13] = (33)
(1) Jason: Hold Him:[1d20+22] -> [5,22] = (27)
(2) GM: Breaks free from pin, attacks Derrel: [1d20+14] -> [7,14] = (21)
(2) GM: Breaks free from pin, attacks Derrel: [1d20+9] -> [7,9] = (16)
(2) GM: No hits.
(2) GM: Jason?
(1) Jason: Attempting Pin
(1) Jason: [1d20+22] -> [7,22] = (29)
(2) GM: Resist Pin: [1d20+13] -> [14,13] = (27)
(2) GM: He is pinned again.
(2) GM: Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [2,22] = (24)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [11,17] = (28)===> DMG: [1d8+4+2] -> [2,4,2] = (8)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [16,12] = (28)===> DMG: [1d8+4+2] -> [8,4,2] = (14)
(3) Derrel: OOC: Non-lethal again.
(2) GM: And he's out.
(3) Derrel: We need more rope.
(2) GM: He holds a scimitar, wears full plate. There is a small bag sitting nearby.
(3) Derrel: OOC: Sorry, change of plans - I need to quit now.
(1) Jason: Fair enough. I'll assign EXP and save the log.
(1) Jason: 900 exp each, forget about the bag.