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): 10:32
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.
Moving to room 'D and D'..
(1) Jacob (enter): 10:32
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): 10:38
(2) Aphrysini: [100d20] -> [4,12,2,20,17,15,5,5,12,1,19,1,5,8,17,1,7,5,2,8,1,15,16,10,5,8,12,5,19,11,4,15,13,3,16,5,14,14,8,1,8,11,5,1,6,20,5,5,19,18,9,20,13,1,12,3,16,12,7,20,4,15,11,1,18,7,1,19,8,15,9,11,8,13,4,16,6,1,11,14,15,1,5,5,14,11,13,17,15,19,6,5,13,13,20,11,6,6,19,8] = (986)
(3) DM (enter): 10:57
(2) Aphrysini: Hello Narf.
(3) DM: Hello
(3) DM: If I suddenly dissapear, that means the power went out. Just thought I'd warn you, because the lights blinked.
(1) Jacob: Me, I've got a nifty UPS - unfortunately, it's not on the Cable Modem nor the router, so I'd get 15 minutes (give or take) of wondering why I couldn't talk to you.
(3) DM: UPS?
(3) DM: (Wait 15 for anyone else to show?
(1) Jacob: Uninterruptable Power Supply - a battery for an electornic gizmo that runs on full wall voltage. Needless to say, with that kind of draw, most of them don't last long. They are mostly intended to deal with short power outages, and to permit saving of data once the power goes out.
(1) Jacob: Sure.
(1) Jacob: They are also used as a stop-gap measure for places that have generators that turn themselves on when the power goes out, as it takes a moment for a generater to come on line, but the UPS can come online effectively instantaneously.
(3) DM: Ok, let's get this road on the show.
(1) Jacob: So, your adventure or mine?
(3) DM: I could reduce the number of guards in the fort.
(3) DM: Depends on what you want to do.
(1) Jacob: Personally, I'm still clinging to the hope that the others will show in future sessions; that, and I'd really like to see how that cleric will fare up against Jason.
(1) GM: Role 1 = GM
** (3) Derrel whaps forehead **
(1) GM: While traveling with the caravan, you come across fields of grain. Oddly, noone is tending them. A few miles later, you come across a small town. The place is strangely quite. The caravan lead (whose name you have finally discovered is Eirik) frowns, and says
(1) Eirik: Hold up! We should definately have been greeted by now. The last time we were through this area there were about fifty people here. Did some decent trading. Can I get some volunteers for scouting?
(1) GM: Not surprisingly, none of the hired hands say a word.
(3) Derrel: OOC: Had my mother's birthday and an easter party and totally forgot to level up.
** (3) Derrel volenteers **
(2) Jason: I'll come with; I'm rather good at scouting.
(1) GM: The town is a wreck; not a soul is in sight. Doors hang open, many are broken and cast aside. Some shutters are closed; some are open. The place has obviously been looted, but strangely, you don't see any bodies. None at all. Even the graveyard has been dug up, and is empty of it's occupants.
(1) GM: There is a modest temple in the center of the town - the doors are closed, the windows have been boarded over, and a sickening stench comes from the place.
(3) Derrel: Personally, I think it's undead. No offense intended.
(2) Jason: None taken; there aren't many undead that aren't evil. I'm one of the only ones I'm aware of.
(2) Jason: I think I'll go take a closer look at that temple.
(1) GM: Closer external investigation of the temple doesn't reveal much; the smell becomes familar - dried blood. The doors are stout oak, and seem to be barred from the inside. The windows are boarded up and completely covered; the boards seem to be nailed in place.
(2) Jason: I'm going to take a look inside - be right back (de-manifests, then looks inside from the etherial plane)
(1) GM: On entering the temple, you find out what has happened to the villagers. Most of them, anyway; they are up, walking about, and very much animate, but clearly under the sway of an armored figure at the alter. The temple itself has obviously been recently corrupted; ghost shapes are on the walls where images and objects that had stood there for a long time were ripped away. Blood covers everything. And the only living things in the temple are yourselves and the armored figure. The villagers have all been made into skeletons, and one hundred empty eye sockets glare at you in hate, as the armored figure shouts:
(2) Jason: (Steps back out and manifests) Not pretty; lots of skeletons, with someone in armor.
(3) Derrel: OOC: Any chance we could light the temple on fire?
(1) GM: Nope; the only thing that's wooden are the doors and the window coverings. The rest is stone, unlike every other building in the town.
(2) Jason: So, up for taking down some skeletons?
(3) Derrel: Sure. Got any plan besides 'Kick in the door'?
(3) Derrel: That's all I have.
(2) Jason: Well, maybe "Kick Out the door" - I can get inside easily enough, and a Fireball ought to make short work of the door.
(3) Derrel: Why? Is it barred?
(3) Derrel: OOC: Not sure how to spell that...
(2) Jason: Yep, and I can't easily simply open it without showing myself.
(2) Jason: Not that that's really a problem - most skeletons can't even touch me if they try.
(3) Derrel: Sounds like a plan.
(3) Derrel: Well, whichever way you want to open it.
(2) Jason: Well, I'm heading in then. (De-manifests, walks in, manifests, and uses Telekenisis to move the bar and open the door)
(1) GM: On entering the temple, you find out what has happened to the villagers. Most of them, anyway; they are up, walking about, and very much animate, but clearly under the sway of an armored figure at the alter. The temple itself has obviously been recently corrupted; ghost shapes are on the walls where images and objects that had stood there for a long time were ripped away. Blood covers everything. And the only living things in the temple are yourselves and the armored figure. The villagers have all been made into skeletons, and one hundred empty eye sockets glare at you in hate, as the armored figure shouts:
(1) Evil Cleric: Minions! Harvest the intruders!
(1) GM: Roll for initiative.
(1) Skeletons: Initiative: [1d20+5] -> [19,5] = (24)
(1) Evil Cleric: Intitiative: [1d20+1] -> [16,1] = (17)
(3) Derrel: Dex check: [1d20+1] -> [11,1] = (12)
(2) Jason: Dex check: [1d20+4] -> [18,4] = (22)
(1) GM: Skeletons, Jason, Cleric, Derrel.
(1) GM: Four skeletons move and swing at Derrel, the rest move in and press; many claw uselessly at Jason
(1) GM: Claw Attack Roll: [1d20+2] -> [16,2] = (18)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [20,2] = (22)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [11,2] = (13)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [16,2] = (18)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(3) Derrel: OOC: I didn't assign my stat bonus last game, did I?
(1) GM: Your AC was 27, right?
(1) GM: Not that I'm aware of.
(3) Derrel: AC: 29
(3) Derrel: OOC: Ok, thanks.
(1) GM: You're flat-footed until your turn comes up - lose dex bonus to AC - which probably puts you at 28.
(2) Jason: I'm ducking underground for a turn - I DON'T want to be turned when Derrel lets loose.
(2) Jason: Also, shouting "Try turning them!"
(1) GM: Cleric:
(1) Evil Cleric: Turning Check: [1d20+2] -> [9,2] = (11)
(1) Evil Cleric: HD of undead affected: [2d6+10+2] -> [2,4,10,2] = (18)
(1) Evil Cleric: Turning Check
(1) Evil Cleric: Result Most Powerful Undead Affected (Maximum Hit Dice)
(1) Evil Cleric: 0 or lower Clerics level - 4 (6)
(1) Evil Cleric: 1-3 Clerics level - 3 (7)
(1) Evil Cleric: 4-6 Clerics level - 2 (8)
(1) Evil Cleric: 7-9 Clerics level - 1 (9)
(1) Evil Cleric: 10-12 Clerics level (10)
(1) Evil Cleric: 13-15 Clerics level + 1 (11)
(1) Evil Cleric: 16-18 Clerics level + 2 (12)
(1) Evil Cleric: 19-21 Clerics level + 3 (13)
(1) Evil Cleric: 22 or higher Clerics level + 4 (14)
(1) GM: Bolstering the Skeletons - the 18 closest to derrel now have an effective HD of 11 for turning checks.
(1) GM: Derrel?
(3) Derrel: OOC: How would I do a turning check?
(2) Jason: Same way; except that the Palidin's Effective turning level is his palidin level - 3, or 9, in your case; 1d20 + Cha for the check, then look at the table; 2d6+Cha+Turning level (9) to get the number of HD you can affect.
(3) Derrel: [1d20+2] -> [6,2] = (8)
(3) Derrel: [2d6+2+9] -> [4,5,2,9] = (20)
(3) Derrel: OOC: Table?
(3) Derrel: OOC: Ah, that one. Says 'Cleric's level -1' for a roll of 8.
(3) Derrel: OOC: So I guess I didn't turn anything.
(2) Jason: The one the DM posted - with a roll of 8, you can affect undead with 7 HD or less; the ones closest to you are out of your league at the moment, but you do fry the next closest 20 HD. Jason would be unaffected, as his effective turning HD are 10.
(3) Derrel: OOC: Plus, he's out of the room.
(1) GM: 20 of the skeletons further back disintigrate in a flash of holy flame.
(1) GM: Down to 30 of them, 18 bolstered to 11.
(1) GM: Skeletons:
(1) GM: The four skeletons closest to Derrel strike him twice (full attack), the rest cluster around him uselessly.
(1) GM: Claw Attack Roll: [1d20+2] -> [8,2] = (10)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [8,2] = (10)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [12,2] = (14)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: Claw Attack Roll: [1d20+2] -> [19,2] = (21)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [11,2] = (13)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [2,2] = (4)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [11,2] = (13)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [20,2] = (22)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(3) Derrel: OOC: Critical
(1) GM: Claw Attack Roll: [1d20+2] -> [5,2] = (7)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: One threat - fails confirming roll; take 3 damage.
(2) Jason: My turn: Pop back up and lob a fireball at the cleric.
(2) Jason: Fireball, level 3: 1d6 damage per level, 20-ft. radius. Roll: [7d6] -> [6,2,1,3,2,1,2] = (17), reflex half.
(1) GM: No skeletons are that close to the cleric anymore.
(1) GM: Reflex save: [1d20+4] -> [3,4] = (7)
(1) GM: Cleric fails reflex; takes 17 damage.
(1) GM: Cleric's Turn:
Evil Cleric casts Protection from Good ( level 1, "+2 AC and saves, counter mind control, hedge out elementals and outsiders" )
Evil Cleric can cast Protection from Good 0 more times
(1) GM: Derrel?
(3) Derrel: Darrel casts Protection from Chaos/Evil/Good/Law ( level 1, "+2 AC and saves, counter mind control, hedge out elementals/outsiders" )
(3) Derrel: OOC: Prot. from evil.
(1) GM: Skeletons: Those nearest attack derrel (again, 4, full attack); several run over and swipe uselessly at Jason.
(1) GM: Claw Attack Roll: [1d20+2] -> [3,2] = (5)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [7,2] = (9)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [3,2] = (5)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [7,2] = (9)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [12,2] = (14)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [10,2] = (12)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [9,2] = (11)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [6,2] = (8)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: No hits. Jason?
(1) GM: Another Fireball at the cleric.
(2) Jason: Fireball, level 3: 1d6 damage per level, 20-ft. radius. Roll: [7d6] -> [6,3,5,5,3,1,6] = (29), reflex half.
(1) GM: Reflex save: [1d20+4] -> [14,4] = (18)
(1) GM: Fails reflex save; Cleric takes 29 damage.
(1) Evil Cleric: Turning Check: [1d20+2] -> [5,2] = (7)
(1) Evil Cleric: HD of undead affected: [2d6+10+2] -> [2,6,10,2] = (20)
(1) Evil Cleric: Turning Check
(1) Evil Cleric: Result Most Powerful Undead Affected (Maximum Hit Dice)
(1) Evil Cleric: 0 or lower Clerics level - 4 (6)
(1) Evil Cleric: 1-3 Clerics level - 3 (7)
(1) Evil Cleric: 4-6 Clerics level - 2 (8)
(1) Evil Cleric: 7-9 Clerics level - 1 (9)
(1) Evil Cleric: 10-12 Clerics level (10)
(1) Evil Cleric: 13-15 Clerics level + 1 (11)
(1) Evil Cleric: 16-18 Clerics level + 2 (12)
(1) Evil Cleric: 19-21 Clerics level + 3 (13)
(1) Evil Cleric: 22 or higher Clerics level + 4 (14)
(1) GM: Attempting to Awe Jason; failed.
(1) GM: Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [6,22] = (28)===> DMG: [1d8+4+2] -> [2,4,2] = (8)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [7,17] = (24)===> DMG: [1d8+4+2] -> [5,4,2] = (11)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [5,12] = (17)===> DMG: [1d8+4+2] -> [5,4,2] = (11)
(3) Derrel: OOC: Whackedy, Whackedy, Whackedy
(1) GM: The three skeletons nearest you shatter under your mighty blows. Down to 27, 15 bolstered to 11.
(1) GM: Skeletons: Three more bolstered skeletons move in to take their places, they, and the one already next to you, attack.
(1) GM: Claw Attack Roll: [1d20+2] -> [7,2] = (9)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: Claw Attack Roll: [1d20+2] -> [16,2] = (18)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [15,2] = (17)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [4,2] = (6)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: Claw Attack Roll: [1d20+2] -> [11,2] = (13)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: No hits.
(1) GM: Jason?
(2) Jason: I'll take out some of the skeletons - aiming my Fireball at them, almost close enough to hit Derrel.
(2) Jason: Fireball, level 3: 1d6 damage per level, 20-ft. radius. Roll: [7d6] -> [3,6,2,3,3,2,2] = (21), reflex half.
(1) GM: kill 10 skeletons; 5 of which were bolstered; down to 17, 10 bolstered.
(1) GM: Cleric:
(1) Evil Cleric: Turning Check: [1d20+2] -> [12,2] = (14)
(1) Evil Cleric: HD of undead affected: [2d6+10+2] -> [3,2,10,2] = (17)
(1) Evil Cleric: Turning Check
(1) Evil Cleric: Result Most Powerful Undead Affected (Maximum Hit Dice)
(1) Evil Cleric: 0 or lower Clerics level - 4 (6)
(1) Evil Cleric: 1-3 Clerics level - 3 (7)
(1) Evil Cleric: 4-6 Clerics level - 2 (8)
(1) Evil Cleric: 7-9 Clerics level - 1 (9)
(1) Evil Cleric: 10-12 Clerics level (10)
(1) Evil Cleric: 13-15 Clerics level + 1 (11)
(1) Evil Cleric: 16-18 Clerics level + 2 (12)
(1) Evil Cleric: 19-21 Clerics level + 3 (13)
(1) Evil Cleric: 22 or higher Clerics level + 4 (14)
(1) GM: Again, attempting to Awe Jason.
(1) GM: Success; Jason, you are now cowering in place.
(1) GM: Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [13,22] = (35)===> DMG: [1d8+4+2] -> [4,4,2] = (10)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [8,17] = (25)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [6,12] = (18)===> DMG: [1d8+4+2] -> [7,4,2] = (13)
(3) Derrel: OOC: Whackedy, Whackedy, Whackedy
(1) GM: The three skeletons nearest you shatter under your mighty blows. Down to 14, 7 bolstered to 11.
** (2) Jason cowering **
(1) GM: Cleric:
Evil Cleric casts Spiritual Weapon ( level 2, "Magical weapon attacks on its own" )
Evil Cleric can cast Spiritual Weapon 0 more times
(1) GM: Directing it to attack Derrel.
(1) GM: A light flail springs into existance, and attacks Derrel; [1d20+10] -> [12,10] = (22)
(1) GM: Misses.
(1) GM: Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [2,22] = (24)===> DMG: [1d8+4+2] -> [4,4,2] = (10)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [20,17] = (37)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [4,12] = (16)===> DMG: [1d8+4+2] -> [2,4,2] = (8)
(3) Derrel: OOC: Whackedy the skeletons...Critical!
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [10,17] = (27)===> DMG: [1d8+4+2] -> [2,4,2] = (8)
(1) GM: The three skeletons nearest you shatter under your mighty blows. Down to 11, 4 bolstered to 11.
(1) GM: Skeletons: More move in to replace the fallen, and attack.
(1) GM: Claw Attack Roll: [1d20+2] -> [8,2] = (10)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [15,2] = (17)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [16,2] = (18)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [15,2] = (17)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [1,2] = (3)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: No hits.
(1) GM: Cleric:
Evil Cleric casts Bestow Curse ( level 3, "-6 to an ability; -4 on attacks/saves/checks; or 50 percent chance of losing each action" )
Evil Cleric can cast Bestow Curse 0 more times
(3) Derrel: OOC: What's the save?
(1) GM: At Derrel; 50% chance of losing action; save vs. Will, DC 17
(3) Derrel: Will save: [1d20+9] -> [10,9] = (19)
(3) Derrel: OOC: Yaay!
(1) GM: Success.
(1) GM: Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [3,22] = (25)===> DMG: [1d8+4+2] -> [5,4,2] = (11)
(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] -> [14,12] = (26)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(1) GM: The three skeletons nearest you shatter under your mighty blows. Down to 8, 1 bolstered to 11.
(1) GM: Skeletons: More move in to replace the fallen, and attack.
(1) GM: Claw Attack Roll: [1d20+2] -> [1,2] = (3)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: Claw Attack Roll: [1d20+2] -> [9,2] = (11)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [1,2] = (3)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: Claw Attack Roll: [1d20+2] -> [13,2] = (15)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [6,2] = (8)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: No hits.
** (2) Jason cowers **
(1) GM: Cleric:
Evil Cleric casts Greater Command ( level 5, "As command, but affects one subject/level" )
Evil Cleric can cast Greater Command 0 more times
(1) GM: Attempting to Command Derrel - fails automatically - he forgot about Protection from Evil.
(1) GM: (as did I, until I had already selected the spell)
(1) GM: Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [20,22] = (42)===> DMG: [1d8+4+2] -> [5,4,2] = (11)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [14,17] = (31)===> DMG: [1d8+4+2] -> [2,4,2] = (8)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [14,12] = (26)===> DMG: [1d8+4+2] -> [6,4,2] = (12)
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [3,22] = (25)===> DMG: [1d8+4+2] -> [7,4,2] = (13)
(1) GM: The three skeletons nearest you shatter under your mighty blows. Down to 5, none bolstered.
(1) GM: Oh, forgot about the force weapon.
(1) GM: Flail, light Attack Roll: [1d20+10] -> [17,10] = (27)===> DMG: [1d8+3+0] -> [3,3,0] = (6)
###> Flail, light Attack Roll: [1d20+5] -> [3,5] = (8)===> DMG: [1d8+3+0] -> [3,3,0] = (6)
(1) GM: no hits, as you have AC 31 vs. Evil at the moment.
(1) GM: Skeletons:
(1) GM: Skeletons: More move in to replace the fallen, and attack.
(1) GM: Claw Attack Roll: [1d20+2] -> [12,2] = (14)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [14,2] = (16)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: Claw Attack Roll: [1d20+2] -> [16,2] = (18)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: Claw Attack Roll: [1d20+2] -> [13,2] = (15)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [1,2] = (3)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: No hits.
** (2) Jason cowering **
Evil Cleric casts Contagion ( level 3, "Infects subject with chosen disease" )
Evil Cleric can cast Contagion 0 more times
(1) GM: Cleric: Blinding Sickness, Fort DC 17, [1d4] -> [4] = (4) str damage if successful.
(1) GM: With another fort save (same DC) to avoid going blind, if you fail the first.
(3) Derrel: Fortitude save: [1d20+13] -> [13,13] = (26)
(1) GM: Sorry, that "successful" isif the spell succeeds.
(3) Derrel: OOC: Yaay!
(1) GM: Flail, light Attack Roll: [1d20+10] -> [14,10] = (24)===> DMG: [1d8+3+0] -> [2,3,0] = (5)
###> Flail, light Attack Roll: [1d20+5] -> [4,5] = (9)===> DMG: [1d8+3+0] -> [1,3,0] = (4)
(1) GM: Flail Misses; Derrel?
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [9,22] = (31)===> DMG: [1d8+4+2] -> [3,4,2] = (9)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [17,17] = (34)===> DMG: [1d8+4+2] -> [4,4,2] = (10)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [7,12] = (19)===> DMG: [1d8+4+2] -> [5,4,2] = (11)
(1) GM: The three skeletons nearest you shatter under your mighty blows. Down to 2, none bolstered.
(1) GM: The last of the skeletons move in and attack....
(1) GM: Claw Attack Roll: [1d20+2] -> [1,2] = (3)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [14,2] = (16)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [17,2] = (19)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: No hits.
** (2) Jason cowers **
(1) GM: Cleric:
Evil Cleric casts Slay Living ( level 5, "Touch attack kills subject" )
Evil Cleric can cast Slay Living 0 more times
(1) GM: Also walks up to derrel and makes the attack roll, as part of the spell.
(1) GM: Masterwork Sickle Attack Roll: [1d20+9] -> [20,9] = (29)===> DMG: [1d6+2+0] -> [6,2,0] = (8)
###> Masterwork Sickle Attack Roll: [1d20+4] -> [4,4] = (8)===> DMG: [1d6+2+0] -> [3,2,0] = (5)
(1) GM: Ignore the damage, subtract 2 from the attack roll - that was just to see if it hits. It does. Save vs. Fort, DC 19.
(1) GM: You get an attack of oppurtunity, though.
(3) Derrel: OOC: Uh, I don't think you can cast a spell and atack in the same turn, can you?
(3) Derrel: OOC: And make a move action?
(1) GM: Touch range spells get a free touch attack as part of the spell; it's a standard action, so he can still move.
(3) Derrel: OOC: Ok.
(3) Derrel: Fortitude save: [1d20+13] -> [16,13] = (29)
(1) GM: Your turn derrel.
(1) GM: Oops- forgot the force blade.
(1) GM: Flail, light Attack Roll: [1d20+10] -> [4,10] = (14)===> DMG: [1d8+3+0] -> [2,3,0] = (5)
###> Flail, light Attack Roll: [1d20+5] -> [17,5] = (22)===> DMG: [1d8+3+0] -> [4,3,0] = (7)
(1) GM: No hits.
(3) Derrel: OOC: Ignore skeletons, attack Cleric.
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [3,22] = (25)===> DMG: [1d8+4+2] -> [5,4,2] = (11)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [7,17] = (24)===> DMG: [1d8+4+2] -> [7,4,2] = (13)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [11,12] = (23)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(1) GM: AC 30 vs. Good (which any paladin is) so no hits.
(1) GM: Wait - no, that's 27, sorry. Still no hits.
(1) GM: Skeletons:
(1) GM: The last two skeletons try valiantly to attack Derrel - now flanking.
(1) GM: Claw Attack Roll: [1d20+2] -> [14,2] = (16)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: Claw Attack Roll: [1d20+2] -> [15,2] = (17)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [10,2] = (12)===> DMG: [1d4+1+1] -> [3,1,1] = (5)
(1) GM: Claw Attack Roll: [1d20+2] -> [9,2] = (11)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: No hits.
** (2) Jason cowers **
(1) GM: Cleric: Full attack against Derrel.
(1) GM: Masterwork Sickle Attack Roll: [1d20+9] -> [7,9] = (16)===> DMG: [1d6+2+0] -> [1,2,0] = (3)
###> Masterwork Sickle Attack Roll: [1d20+4] -> [1,4] = (5)===> DMG: [1d6+2+0] -> [6,2,0] = (8)
(1) GM: Flail, light Attack Roll: [1d20+10] -> [9,10] = (19)===> DMG: [1d8+3+0] -> [1,3,0] = (4)
###> Flail, light Attack Roll: [1d20+5] -> [19,5] = (24)===> DMG: [1d8+3+0] -> [3,3,0] = (6)
(1) GM: Still no hits.
(1) GM: Derrel?
(3) Derrel: OOC: Wait a second...Was Jason within 10ft? Aura of courage: +4 saving bonus against fear effects.
(2) Jason: Morale bonus - undead immune to morale effects.
(3) Derrel: OOC: Oh well. Will destroy skeletons after kill cleric.
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [16,22] = (38)===> DMG: [1d8+4+2] -> [6,4,2] = (12)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [9,17] = (26)===> DMG: [1d8+4+2] -> [1,4,2] = (7)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [8,12] = (20)===> DMG: [1d8+4+2] -> [4,4,2] = (10)
(2) Jason: Also, there's no save against rebuking, other than High HD and Turn resistance.
(1) GM: One hit. Cleric falls, and is now on the ground, bleeding.
** (2) Jason cowers **
(1) GM: Skeletons continue to mindlessly attack.
(1) GM: As does the flail.
(1) GM: Flail, light Attack Roll: [1d20+10] -> [7,10] = (17)===> DMG: [1d8+3+0] -> [8,3,0] = (11)
###> Flail, light Attack Roll: [1d20+5] -> [7,5] = (12)===> DMG: [1d8+3+0] -> [4,3,0] = (7)
(1) GM: Claw Attack Roll: [1d20+2] -> [7,2] = (9)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: Claw Attack Roll: [1d20+2] -> [7,2] = (9)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: Claw Attack Roll: [1d20+2] -> [11,2] = (13)===> DMG: [1d4+1+1] -> [2,1,1] = (4)
(1) GM: Claw Attack Roll: [1d20+2] -> [7,2] = (9)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: No hits.
** (2) Jason cowers **
(1) GM: Derrel?
(3) Derrel: OOC: Whack at cleric till he's dead, then hit skeletons.
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [7,22] = (29)===> DMG: [1d8+4+2] -> [2,4,2] = (8)
(3) Derrel: Longsword Attack 2 Attack Roll: [1d20+17] -> [5,17] = (22)===> DMG: [1d8+4+2] -> [4,4,2] = (10)
(3) Derrel: Longsword Attack 3 Attack Roll: [1d20+12] -> [2,12] = (14)===> DMG: [1d8+4+2] -> [2,4,2] = (8)
(1) GM: First blow kills the Cleric for good; you kill the first skeleton, but the second just barely evades your blow.
(1) GM: Claw Attack Roll: [1d20+2] -> [5,2] = (7)===> DMG: [1d4+1+1] -> [1,1,1] = (3)
(1) GM: The flail fades as the cleric dies.
(1) GM: Claw Attack Roll: [1d20+2] -> [19,2] = (21)===> DMG: [1d4+1+1] -> [4,1,1] = (6)
(1) GM: No hits.
(3) Derrel: Longsword Attack 1 Attack Roll: [1d20+22] -> [12,22] = (34)===> DMG: [1d8+4+2] -> [3,4,2] = (9)
(3) Derrel: OOC: That should do it.
(1) GM: The last skeleton shatters in a shower of bone fragments.
(1) GM: A little while later, Jason recovers.
(2) Jason: *shudders* that guy was EVIL.
(2) Jason: I'd like to look around.
(3) Derrel: 'Well, he's dead now.'
(2) Jason: Search Skill Check: [1d20+10] -> [9,10] = (19)
(1) GM: You don't find much in the encounter, but you do find the cleric's armor and inventory - 14 black onyx gems in three sizes (7 small, four medium, 1 large), 1,111 gold pieces, a vial of evil looking water, a spell components pouch, a masterwork sickle, a suite of masterwork full plate armor, a large, masterwork shiled, and 5 lbs of silver dust.
(2) Jason: I found a few things - mind picking them up for me?
(2) Jason: Or would you prefer not to touch the body?
(2) Jason: Actually.... (uses telekenisis to remove everything and pile it up seperately.)
(2) Jason: Ghost Telekenesis: A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghosts HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again
(2) Jason: Anything look evil?
(1) GM: Paladins get Detect Evil at will, just so you know.
(3) Derrel: OOC: I use detect evil.
(1) GM: The vial of water gives off an evil aura. Other than that, there's nothing that would have just come from being in the possession of an evil person for a while. The walls and floor, however, also register.... probably something to do with the blood.
(3) Derrel: OOC: Can a paladin make holy water?
(3) Derrel: OOC: Thinking of washing the place up.
(2) Jason: Yep; bless water is on his spell list.
(2) Jason: Although if you haven't prepared it, you will need to wait a day.
(1) GM: You've even got the materials....
(3) Derrel: OOC: Well, there probably is a well with a bucket somewhere in the village. Derrel waits a day, then gets to blessing and scrubbing. 2 1st level spells.
(2) Jason: You do realize you could have just fried all the skeletons after finishing off the bolstered ones, don't you?
(2) Jason: (you get 3 + cha modifier attempts each day)
(3) Derrel: 'Uh...You are undead, in case you didn't notice.'
(2) Jason: Well, yes, but the most you would have done to me is sent me running - and I wasn't much help at that point anyway. For that matter, having just been blasted with negative energy, the positive energy might have even freed me.
(1) GM: (yep)
(3) Derrel: '...I didn't think of that.'
(2) Jason: Is okay. Maybe next time. Care to pick up the loot? I'd like to head back to the caravan, and maybe purchase a pack animal, possilby a warhorse as well.
(2) Jason: Save you the trouble of carrying my stuff.
(3) Derrel: 'Ok, sure.'
(3) Derrel: OOC: Can we wrap it up here? I want to get the allergens out of my hair. :)
(2) Jason: We all head back to the caravan.
(3) Derrel: OOC: I need to make up a special mount for Derrel...
(2) Jason: I'll cover the cost of the Identify. 110 each on everything that shows up under detect magic.
(1) GM: The shield, armor, and weapon all show up; +2, 330 gp.
(1) GM: that's +2 each.
(1) GM: 900 exp each.
(2) Jason: Mind if I keep the gems? They might eventually come in handy.
(3) Derrel: 'Ok, sure.'
(2) Jason: As a fair trade, you can keep any gold from that encounter after the ID.
(3) Derrel: 'Ok.'
(1) GM: So that's 681 gp for Derrel. Sell the equipment?
(3) Derrel: OOC: How about we decide that on the forum? :)
(1) GM: Okay.
(1) GM: Good luck with your alergies.
(3) Derrel: Thanks. And thanks for the game. :)
(2) Jason: I'l ne ya pas de problme
(2) Jason: You're welcome.
(2) Jason: Disconnecting from server...
(2) Jason (exit): 12:36
(3) Derrel: Bye, then
(3) Derrel: Disconnecting from server...
(3) Derrel (exit): 12:36