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) GM (enter): 10:33
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) GM (enter): 10:34
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.

(1) Jacob: [Bad dice format] - [1--d20]
(1) Jacob: [100d20] -> [11,15,11,11,11,6,20,20,7,14,1,7,4,2,13,16,4,10,15,11,16,20,9,12,12,8,14,17,12,8,15,3,20,17,16,2,15,6,2,5,5,4,15,4,3,17,11,12,20,11,16,9,20,18,5,8,9,13,10,10,14,7,1,10,12,4,17,3,4,4,16,18,15,3,13,2,12,2,15,10,20,16,19,19,16,5,10,4,5,13,8,13,1,3,20,20,18,1,12,5] = (1068)
(3) Lae'nial (enter): 11:09
(2) Jacob (enter): 11:09
(1) Jacob: By the way; there's little point in waiting on others, as I'd need to either publicly post my IP or PM each of them.
(3) Lae'nial: Well then...Derrel?
(1) Jacob: This is one of the few weeks I haven'
(1) Jacob: t actually prepared anything. Hmm... finger slipped. Oh well.
(3) Lae'nial: Fort?
(1) Jacob: Sure, why not?
(3) Lae'nial: Ok.
(3) Lae'nial: Just have to upload the lastest map to the server.
(3) Lae'nial: And convert it to .png :)
(2) Aphrysini: The gridlines in the lobby were a .gif format.
(3) Lae'nial: Oops, wrong one
(3) Lae'nial: That one. :)
(3) Lae'nial: See it? (Real tiles)
(1) Jacob: Pretty.
(3) Lae'nial: Thank you. :)
(3) Narf the DM: But you're not quite there yet. :)
(1) Jacob: Details, details.
(3) Narf the DM: How detailed do you want the journey to be? (There are a few things to cover)
(1) Jacob: I've got time.
(1) Jacob: In other words, however much you've prepared is great.
(3) Narf the DM: Now, where were we...
(3) Narf the DM: Oh yes, you had just left the library.
(3) Narf the DM: ----BEGIN----
(3) Narf the DM: P. Woolridge is busy studying the book he was looking for.
(3) Narf the DM: A few other books he grabbed are lying around.
(3) Narf the DM: After a few minutes, he turns to you and says 'I beleive I have located it.'
(1) Jacob: Good news.
(3) Narf the DM: OOC: Kinda awkward...Getting back into the role.
(3) Narf the DM: OOC: How do we handle the missing players?
(1) Jacob: ooc: Perhaps clone Jacob and Aphrysini
(3) Narf the DM: OOC: Clone?
(1) Jacob: ooc: Full strength simulcurla?
(3) Narf the DM: OOC: Hmm...'All of a sudden, you meet your double from another dimension'?
(1) Jacob: ooc: Hearing your cry for help, nature herself doubles your fighting power.... in a way you never expected.
(3) Narf the DM: OOC: Sure...Now go talk to yourself. :)
(2) Jacob 2: Well...
(1) Jacob: This...
(3) Narf the DM: You and your animal companion wander in from a tunnel...Which is strange, as you're still sitting in the cave.
(2) Jacob 2: is
(1) Jacob: interesting
(1) Jacob: I take it
(2) Jacob 2: that you're me?
(1) Jacob: Seems
(2) Jacob 2: that
(1) Jacob: way.
(1) Jacob: Is
(2) Jacob 2: there
(1) Jacob: an
(2) Jacob 2: echo
(1) Jacob: in
(2) Jacob 2: here?
(3) Narf the DM: P.W. is looking at the both of you intently.
(1) Jacob: Hopefully, our differening experiences will permit us to not interrupt each other soon.
(3) Narf the DM: 'Quite identical.'
(2) Jacob 2: Seems to be working.
(2) Jacob 2: Well, the last thing I remember before walking in was congradulating you on finding the place.
(3) Narf the DM: OOC: Duplication also incudes all items...So double the gold.
(3) Narf the DM: P.W. 'Indeed. I now know the exact location of the Grate Road. Ironically, it is only three days travel.'
(3) Narf the DM: OOC: Short distances keep DM's work down. :D
(1) Jacob: (double your mercineries double your fun ! that's the statement of the great mint in doublemint gum!)
(2) Jacob 2: ooc: Me, I just always use non-specified distances and hand waving. Keeps me from gretting tripped up later.
(1) Jacob: Any clues as to what's there?
(3) Narf the DM: P.W. 'Well, the book is five hundred years old - But there is a town a day away that was described as a 'meeting place for men of the sword and hire.'
(1) Jacob: A mercenary camp? Hmm.... good to know we can hire ourselves some help if push comes to shove.
(2) Jacob 2: Anything else to take care of before we head off?
(3) Narf the DM: P.W. 'I don't beleive so.' *Puts the rest of the books on the poor pack mule*
(1) Jacob: ooc: Hey now, that pack mule is well fed, and not left to merely forage. Most of the weight it's carrying is it's own feed.
(3) Narf the DM: You set off, through rocky caverns, some of which have gleaming crystal walls and some who's wall have a sheen like water.
** (1) Jacob observes the walls carefully for a time, but leaves the natural wonder untouched. **
** (2) Jacob 2 observes the walls carefully for a time, but leaves the natural wonder untouched. **
(3) Narf the DM: In one cavern, you cross over a five-hundred foot natural arch only two feet wide, beneath which a broad and placid river, six inches deep.
(3) Narf the DM: OOC: The first two instances of actual cavern description! :D
(3) Narf the DM: * is a
(1) Jacob: (You got cut off after "* is a")
(3) Narf the DM: OOC: That was a correction. I use * for corrections.
(1) Jacob: (Ah, Is a broad and placid...)
** (1) Jacob checks water supplies, makes sure they are full (after testing the water to make sure it isn't bad) **
(3) Narf the DM: It isn't.
(3) Narf the DM: After some more travel (I'm leaving out camping - Hope you don't mind?)
(1) Jacob: ooc: That's fine.
(3) Narf the DM: you come to a stone wall accross the cave. In the wall is a gate and a guardhouse. The squad of guards looks tough and well-equiped. Some sort of wizard is near the back.
(3) Narf the DM: They appear to be wearing some sort of uniform.
(1) Jacob: Greetings.
(2) Jacob 2: (whispering to PW) This the place?
(3) Narf the DM: One of them, with a fancier uniform, steps forward. 'State your business.'
(3) Narf the DM: P.W., whispering, 'It should be, if nothing has changed.'
(1) Jacob: We are searching for a location, at the moment, that is said to be in this area. Have you heard of the Grate Road?
(3) Narf the DM: Head Guard *Thinks for a bit* 'Nope. Mechanii stuff, right? There's some to the west. Cursed stuff, it you ask me.' *He seems unconcerned about you going there; not his business*
(3) Narf the DM: P.W. looks impatient with the man, but holds his temper.
(2) Jacob 2: We were thinking of mounting an expidition to the place, perhaps hiring some help to deal with any curses.
(3) Narf the DM: H.G. 'Well, you won't get any of us to go with you. But it's not our business what others do, and you'll find plenty of people to hire for anything you want here.'
(1) Jacob: Have we past muster, then?
(3) Narf the DM: H.G. 'Now, I'll need your names' *He pulls out a ledger* 'restate your business for the record, then I'll explain the laws and Malcolm here' *He points at the wizard* 'will peace-bond your weapons.'
** (1) Jacob looks at the other Jacob **
** (2) Jacob 2 looks at the other Jacob **
(2) Jacob 2: I'm Jacob.
(1) Jacob: I'm Jacob.
(1) Jacob: Hmm....
(2) Jacob 2: this...
(1) Jacob: could...
(2) Jacob 2: be...
(2) Jacob 2: little...
(1) Jacob: sticky...
(1) Jacob: Neither of us are lying. Really; we just happen to have the same name.
(2) Jacob 2: Neither of us are lying. Really; we just happen to have the same name.
(3) Narf the DM: H.G. 'Twins, huh?' *He scribbles something twice*
(1) Jacob: (Pats Aphriysini 1 on the head) and this is Aphrysini
(2) Jacob 2: (Pats Aphriysini 2 on the head) and this is Aphrysini
(1) Jacob: Don't worry, they are well trained.
(3) Narf the DM: H.G. shakes his head and mutters something, but dutifully writes something again - twice. 'Well, you're responcible for whatever they do.'
(1) Jacob: Proffessor Woolridge?
(3) Narf the DM: P.W. 'I am Professor Woolridge, from Beckingham University.'
(3) Narf the DM: OOC: I don't beleive I ever gave it a name...So now it has one. :)
(3) Narf the DM: H.G. writes that down, too.
(3) Narf the DM: P.W. 'I am looking for the location of some ruins. Just passing through.'
(3) Narf the DM: H.G. writes that down, too.
(3) Narf the DM: H.G. writes down your business *Moving things along*, then says, 'Don't kill anyone, don't steal from anyone, no divinations, no charms or compulsions. All weapons must be peace-bound. If the're not, you better have a good explanation. Peace-bound means they have a glowing red-yellow cord around them. If you use them, it dissapears. Got that?'
(1) Jacob: Understood. Where do we get these bonds?
(3) Narf the DM: H.G. *Waves the wizard forward*
(3) Narf the DM: Malcolm 'That's my job.' *He pulls out a wand*
(3) Narf the DM: M. touches the wand to each visible weapon and triggers it. A glowing, red-yellow cords encircles each weapon.
(3) Narf the DM: OOC: Not including the wolves.
(1) Jacob: (Two for each Jacob - CF dagger and club)
(3) Narf the DM: H.G. 'Open the gate' *Over his shoulder*
(3) Narf the DM: *A bell clangs three times and the gate slowly moves upward*
(1) Jacob: Thank you for your assistance.
(3) Narf the DM: *The guards step aside, most of them going back in the gatehouse.
(3) Narf the DM: You see before you a cavern, a few hundred feet accross, in which is a fortified village, each building being made of stone and with narrow windows.
(2) Jacob 2: Well, shall we go?
(1) Jacob: Sounds like a plan. Proffessor?
(3) Narf the DM: P.W. 'Yep.'
(3) Narf the DM: OOC: Little busy, sorry.
(3) Narf the DM: OOC: BRB
(3) Narf the DM: OOC: Back. Had to give computer help.
(3) Narf the DM: Beside this pecularity(sp?), the village looks much as others, except for a lot more inns and three or four markets, with lot's of people wandering around, a fair portion of them with peace-bound weapons and hardened faces.
(1) Jacob: Hmm... probably a good idea to get some fresh meat. Care to split the cost of a small mule?
(2) Jacob 2: Good idea. 4 gp each?
(1) Jacob: Yep.
(3) Narf the DM: Mules are indeed for sale.
(2) Jacob 2: Dig in Aphrysini.
(1) Jacob: Dig in Aphrysini.
(3) Narf the DM: *Most people seem unfased, but a couple of people turn green and go elsewhere*
(3) Narf the DM: OOC: Waiting for you
(1) Jacob: So, shall we try scouting the ruins?
(2) Jacob 2: Perhaps camp for the night, and prepare a Speak with animals to have a summoned eagle scout the area?
(1) Jacob: Sounds like a plan.
(3) Narf the DM: OOC: Eagle? In a cave? Plenty of moles, though. And bats.
(2) Jacob 2: ooc: Summon Nature's Ally. A bat would probably be more apporpriet.
(3) Narf the DM: P.W. 'Perhaps a hired guide? Even if the locals don't like mechanii ruins, there should be non-locals who've explored it.'
(1) Jacob: ooc: Put's each Jacob down one spell use.
(1) Jacob: That's a very good idea.
(3) Narf the DM: OOC: Why, you only need one.
(1) Jacob: ooc: there is that.
(1) Jacob: Let's see... where to find a local guide?
(2) Jacob 2: Well, let's split up for a bit and try gathering information.
(2) Jacob 2: Gather Information Skill Check: [1d20+0] -> [20,0] = (20)
(1) Jacob: Gather Information Skill Check: [1d20+0] -> [9,0] = (9)
(3) Narf the DM: OOC: Roll for time, too. And now I must quicly answer my own 'call of nature.' :)
(2) Jacob 2: [1d4+1] -> [4,1] = (5)
(1) Jacob: [1d4+1] -> [2,1] = (3)
(1) Jacob: Five hours for the 20, 3 hours for the 9.
(1) Jacob: ooc: Appropriet that a max roll on the D20 takes max time.
(3) Narf the DM: Several unexplained, large, double-story buildings around town turn out to be hiring halls; each of them seems dedicated to a particular type of hire. Also, the inns, like inns everywhere, seem to see plenty of hire.
(3) Narf the DM: The locals seem to all have a hard-eyed appearance and no-one, except those involved, seems to care what a particular deal is about.
(3) Narf the DM: A few of those hired have garb that shouts 'Assasin!'.
(3) Narf the DM: P.W. mutters 'Not sure I care for this place'
(3) Narf the DM: OOC: If you were looking for any other information, tell me. :)
(1) Jacob: Info on what's up at the Grate road, primarily, although the description of the town is nice.
(1) Jacob: ooc: In other words, the character needs to know if he needs to hire help, rather than just the player.
(1) Jacob: ooc: sixth-sense is a no-no in role playing.
(3) Narf the DM: Nobody seems to have heard of it, but the area west of town seems to be a jumble of old mechanii machinery, buildings and assorted 'whatsit'. It's also described as 'dangerous'. Occasional flame and steam are mentioned. However, one particular fellow, named Corleg, is mentioned as the most frequent fellow to brave the ruins, along with a bar in which he may be found.
(3) Narf the DM: OOC: Right. :)
(3) Narf the DM: OOC: 'Nobody seems to have heard of the 'Grate Road'.
(2) Jacob 2: Well, lets check with this Corleg fellow. He might be inclined to talk, if we buy him a few drinks.
(1) Jacob: I'll buy. Let's go with the more expensive variety - how does oh, about three GP sound? Get him something nice.
(2) Jacob 2: Let's split it and go 10 for a full bottle of fine wine.
(3) Narf the DM: You enter the bar specified. The bartender points you to a table in a corner, who's single occupant is about 3'6" and has hairy feet. In front of him is a 'pint'.
(3) Narf the DM: He looks at you with one eye. The other one looks straight ahead.
(1) Jacob: (to Jacob 2) Here's my share of it; would you mind fetching the wine from the barkeep?
(2) Jacob 2: Sure.
(1) Jacob: Hello, would you be Corleg? I'm looking for some information on the ruins to the west.
(3) Narf the DM: Corleg 'Hope I am. If not, I'm crazy!' *He laughs*
(3) Narf the DM: C. 'The ruins, you say? What sort of information you looking for?'
(1) Jacob: Planning an expidition. I'd like to know what's likely to jump out and try to hurt me. Also any information on something called a 'Grate Road'
(2) Jacob 2: (Get's back with the wine, and a few glasses) Something to drink while we talk?
(3) Narf the DM: C. 'Nice bribe for me, heh?' *He tosses back a glass* 'Aaaaah, that was a good year. Not like the decade before.'
(1) Jacob: I don't expect information to be free of charge in a mercenary town.
(3) Narf the DM: C. 'Jump out at you? Not much. Few crazy fools crazier than I am. Some people 'mine' the ruins. Get mad if they think you're trying to claim-jump. But plenty of danger anyway. Fire and steam, aye. Lot's of machinery in there, and a lot of it is still running. Pipes burst, things come loose...No place for people to wander around without help.'
(2) Jacob 2: Well, we could probably use a guide, then. Care to accompany us?
(3) Narf the DM: OOC: Just a sec...
(3) Narf the DM: OOC: Back. Had to help brother with homework.
(2) Jacob 2: ooc: Usually a good task, unless you simply feed him the answeres - that defeats the purpose.
(3) Narf the DM: C. 'Of course. For a good price.' *Laugh*
(3) Narf the DM: OOC: I don't. :)
(1) Jacob: I do have a little gold to spare.
(3) Narf the DM: C. 'So let's see some silver, heh?'
(3) Narf the DM: C. 'Gold's better. Five for the whole trip, long as you don't take more than a week.'
(1) Jacob: Seems reasonable; I can cover that.
(1) Jacob: (hands over 2 gold, 5 silver)
(2) Jacob 2: (hands over 2 gold, 5 silver)
(3) Narf the DM: C. 'When are we going?' *Other eye looks at the Aph's* 'Nice wolves. Havn't seen those in a while.'
(1) Jacob: They are my friends. Treat them as friends and they will treat you the same.
(1) Jacob: How does right now sound?
(3) Narf the DM: C. 'Don't have to tell me. Most canines are nicer than most people I know. Fine with me.'
(2) Jacob 2: You are the guide, after all - if we will need any more backup, now is the time to find out.
(3) Narf the DM: He takes a last swallow and gets out of the chair. 'Like I said, nothing numbers can handle.'
(3) Narf the DM: He heads out of the bar, showing no signs of being drunk.
** (1) Jacob Follows, fetching PW along the way. **
** (2) Jacob 2 Follows **
(3) Narf the DM: At the west guardhouse, you state your business and your weapons have the peace-binding removed.
(3) Narf the DM: Soon, you see scraps and bits along the winding tunnels. P.W. starts getting distracted.
(3) Narf the DM: C. 'Better things than that up ahead, Prof.'
(1) Jacob: That, and you don't want to accidentally be left behind.
(3) Narf the DM: P.W. hurries up.
(3) Narf the DM: You soon come accross a strange sight - A box-like contraption, resting on six metal wheels, with two arms ahead of it. Between the two arms is a huge drum. It is a redish-orange color.
(3) Narf the DM: The cave looks flattened on the bottom here.
(3) Narf the DM: C. doesn't give it a glance, although P.W. has to be dragged.
(3) Narf the DM: Soon, bits and peices are even appearing on the walls and odd-looking contraptions start to become common-place.
(3) Narf the DM: C. begins a winding course. 'Avoiding the crazies and the broken bits', he puts it.
(2) Jacob 2: We can pick stuff up on the way back. Until then the weight is impractical.
(3) Narf the DM: P.W. is (mostly) pacified.
(3) Narf the DM: You hear odd hisses, bangs and roaring sounds off in the distance (And sometimes, quite close), but nothing along the route.
(3) Narf the DM: The walls are now almost completly covered in what seems to be the major mechanii building material, and odd-looking pipes occasionally come out of the wall, only to dissapear back in.
(3) Narf the DM: You see exposed gears and pistons, as well as strange panes of crystal that glow.
(3) Narf the DM: OOC: Just a sec...
You must be a GM to use this feature
(3) Narf the DM: OOC: Back.
(3) Narf the DM: Just ahaed, you see a strange contraption of pistons and gears, covering the corridor. Every so often, one of the pistons bangs out, generally hitting a wall.
(3) Narf the DM: Generally, at three-second intervals.
(3) Narf the DM: C. 'Far as I've gotten. All the tunnels lead here, the ones that don't just end. Find a way past that and we'll go.
(3) Narf the DM: C. 'Leastwise, all the ones I can get too. Or you.'
(1) Jacob: ooc: Tunnel length? Distance covered in the piston interval?
(3) Narf the DM: Tunnel is about a hundred feet. The pistons are about two to three feet apart and cover about twenty feet. Near them is a glowing pane of crystal. This one, however, has pictures on it.
(3) Narf the DM: OOC: You can either ask about the contraption (Long way) or do Int rolls on the screen. :)
(2) Jacob 2: Takes a few moments to look at the pretty pictures.
(2) Jacob 2: Int check: [1d20-4] -> [5,-4] = (1)
(2) Jacob 2: OOps - that was the wolf.
(2) Jacob 2: Int check: [1d20+2] -> [20,2] = (22)
(1) Jacob: ooc: Okay... he's lucky today.
(3) Narf the DM: The pictures seem to delinate different (Proposed) functions for the gears, none of which match the current configuration. There is also a large '\' box in the bottom-right.
(3) Narf the DM: You deduce that '\' means 'exit' or 'back'.
(3) Narf the DM: OOC: I'll tell you when you need to make another roll. :)
** (2) Jacob 2 Taps the \ **
(3) Narf the DM: You see a line-picture of some sort of caverns.
(1) Jacob: Proffessor, that might be more along the lines of your work.
(3) Narf the DM: [1d20+8] -> [7,8] = (15)
(3) Narf the DM: C. 'I think that's where we are!' *Points at place where many caverns lead'.
(3) Narf the DM: OOC: Or caves.
(2) Jacob 2: Taps the location that seems to corresponds to this one.
(3) Narf the DM: P.W. looks over Jacob 2's shoulder, but doesn't say anything yet.
(3) Narf the DM: You see three pictures. One of them shows a normal, empty tunnel; the other shows you and the machinery; the other shows (quite different) view of a box, about two feet high and wide, against the right side of the corridor.
(3) Narf the DM: All of the views are from the way you came and about mid-way between walls and cieling/floor.
(3) Narf the DM: Int check vs. 13.
(2) Jacob 2: Int check: [1d20+2] -> [18,2] = (20)
** (1) Jacob Looks for the camera **
(3) Narf the DM: Past, present (Wave at yourself, if you want :D ) and what was supposed to be built.
(3) Narf the DM: OOC: Well, you look for whatever makes the picture, but see nothing...Except maybe a hint of a mist.
(3) Narf the DM: You see the picture on the screen look, too.
(1) Jacob: ooc: which is simple, on a live image - watch the image, point hand in the general direction, and adjust arm position until poining directly at the camera.
(1) Jacob: ooc: Try it in a bank sometime.
(3) Narf the DM: OOC: Well, your pointing at what looks like a very thin mist. :) Which you may recognize, but your character would probably require a DC 40 check to even guess. :)
(2) Jacob 2: Hmm.... (taps the image of now)
(1) Jacob: (Walks over and pokes the mist lightly with a dagger.)
(1) Jacob: (The hilt, specifically)
(3) Narf the DM: You see the same picture, over all the screen. The same three symbols appear near each piston.
(3) Narf the DM: The mist seems to sway away, but makes no other reaction.
(3) Narf the DM: P.W. [1d20+8] -> [5,8] = (13)
** (1) Jacob leaves it alone, and goes back to look at the screen. **
(2) Jacob 2: Taps one of the symbols near a piston, at random, and watches for reactions from the live pistons.
(3) Narf the DM: P.W. 'They look like other mechanii writing I've seen, but nothing I know'
(3) Narf the DM: OOC: Left, middle or right?
(2) Jacob 2: Nearest pistion, middle symbol.
(3) Narf the DM: You hear a 'bing!', but nothing happens.
(2) Jacob 2: Waits one minute, then tries nearest piston, left symbol.
(3) Narf the DM: You hit the symbol and the piston freezes, three inches out. You hear a 'beng!'
(1) Jacob: Times it for the rest of the pistions - matching symbol, when the piston is out of the way.
(3) Narf the DM: After waiting a bit, none of the pistons have seemed to move.
(3) Narf the DM: P.W. ''Go' and 'Stop', I guess.'
(2) Jacob 2: Shall we go?
(1) Jacob: Now that the pistons have stopped?
(3) Narf the DM: C. heads out, P.W. close behind.
(1) Jacob: ooc: Let's just hope they weren't powered by anything that will build up and explode.....
(2) Jacob 2: Heel. (and follows)
(1) Jacob: Heel. (and follows)
(3) Narf the DM: Soon after, you come to a forty-foot wide tunnel, heading, in the middle of which lies a single, broken grate.
(3) Narf the DM: OOC: Hope I'm not taking too long...
(1) Jacob: ooc: ?
(3) Narf the DM: OOC: Oops. Ignore that 'heading'.
(3) Narf the DM: OOC: How do I put this? Your at a four-way intesection.
** (1) Jacob Looks around for a horse-like thing. **
** (2) Jacob 2 looks left. **
(3) Narf the DM: To the left, the forty-foot tunnel quickly dissapears into some smaller tunnels. To the right, more and more grates appear, some interlocking.
(3) Narf the DM: Down the tunnel in front of you, you find a half-scupture of a horse, nearly perfect in detail.
(3) Narf the DM: OOC: Noting that looking 'down' the tunnel, the one in front would be left. :)
(1) Jacob: Well, that looks like the horse.
(2) Jacob 2: Indeed "To the Horse, to the dagger, to the face"
(1) Jacob: Let's go that way.
(1) Jacob: (towards the horse)
(3) Narf the DM: Several tunnels branch off, but the horse is facing one of them.
(1) Jacob: (of course)
** (3) Narf the DM whaps the punster. **
(2) Jacob 2: Looks around for a dagger-looking thing, starting by looking in the direction the horse is facing.
(3) Narf the DM: Down that tunnel, you find a crude knife scratched into the wall. The blade is facing left.
(3) Narf the DM: Two tunnels split off; left and right.
(1) Jacob: That could be the dagger the scrap referred to. Shall we?
(2) Jacob 2: Let's.
(3) Narf the DM: OOC: Which way?
(1) Jacob: To the dagger, then look around for a face.... starting looking left (dagger's direction)
(2) Jacob 2: ooc: Ping?
(3) Narf the DM: OOC: Sorry. Looking something up. :D
(3) Narf the DM: You head down the tunnel...
(3) Narf the DM: Listen check.
(2) Jacob 2: Listen Skill Check: [1d20+9] -> [12,9] = (21)
(1) Jacob: Listen Skill Check: [1d20+9] -> [13,9] = (22)
(3) Narf the DM: You both hear a scutting about thirty feet in front of you.
(1) Jacob: Hold...
(2) Jacob 2: Up...
(1) Jacob: Scuttling up ahead?
(2) Jacob 2: Yep.
(1) Jacob: Well, we do have two torch-daggers.
(3) Narf the DM: A large lizard slowly moves into the light, then hisses at you.
(2) Jacob 2: Animal Empathy Skill Check: [1d20+4] -> [17,4] = (21)
(2) Jacob 2: ooc: Trying a Wild Empathy check to make it non-hostile.
(3) Narf the DM: It's just hungry; you notice it's a little on the small size, for a monitor lizard. It probably got the bad part of the hunting grounds, hereabouts.
(2) Jacob 2: ooc: Would that be a Large (D&D creature size) lizard, a Medium, or a Small?
(3) Narf the DM: OOC: Medium.
(3) Narf the DM: OOC: And it is a little friendler. Should have said that.
(1) Jacob: Well, don't antagonize it, and we should be able to walk past.
(3) Narf the DM: It watches you go past. You find a dead-end.
(3) Narf the DM: Lizard: 'Hungry.'
(2) Jacob 2: Gets a trail ration off the pack mule, and tosses it to the lizard.
(3) Narf the DM: The lizard chews on it, and wonders if it really is *that* hungry...
(3) Narf the DM: OOC: The lizard isn't blocking your way...
** (2) Jacob 2 Heads back to the dagger, and looks for a face visible from there. **
** (1) Jacob follows **
(3) Narf the DM: You can't see a face from there. There is a tunnel going right (Same way the haft is facing)
(3) Narf the DM: OOC: Just a sec.
(3) Narf the DM: OOC: Back.
(1) Jacob: ooc: oh, and for reference - Wild Empathy functions like a Diplomacy check - 21 would move Hostile to unfriendly, Unfriendly to Indifferent, Indifferent to friendly, and Friendly to helpful.
(1) Jacob: Well, the blade didn't work out; try the haft?
(2) Jacob 2: Seems reasonably.
(3) Narf the DM: OOC: It wasn't hostile; just hungry.
(3) Narf the DM: You reach a cavern mostly filled with billowing fog. The cavern feels quite warm. On the right side is a rock-formation that vaguely resembles a face, looking into the fog.
(2) Jacob 2: "to the face"
(1) Jacob: "100 paces"
(2) Jacob 2: That is what the note said.
(1) Jacob: We will want to leave someone at the face to make noise when we shout - permits coming back.
(2) Jacob 2: Agreed. Any volunteers?
(3) Narf the DM: P.W. 'Pull straws?'
(1) Jacob: Well, we do have some hay for the pack mule we could use.
(2) Jacob 2: Let's see... (gets some hay, makes straws for drawing)
(1) Jacob: (1: Hired Dwarf; 2: PW; 3 Jacob 2; 4: Jacob 1): [1d4] -> [4] = (4)
(3) Narf the DM: OOC: Hired halfling, actually.
(2) Jacob 2: Off to the face then.
(1) Jacob: Let's.
(3) Narf the DM: You, uh, reach the face.
(1) Jacob: Well, I'm staying here. Rest of you, 100 paces; lets start with the direction the "face" is facing.
(2) Jacob 2: We
(2) Jacob 2: We'll yell if we need directions back.
(2) Jacob 2: Heads in direction face faces, counts off 100 paces
(2) Jacob 2: (takes both wolves)
(3) Narf the DM: The fog swirls around you, much like normal fog...Except never getting near the wall with the face. You reach 100 paces and find a tunnel safely, although you can hear 'wooshing' sounds at regular intervals in the fog.
(2) Jacob 2: Anchor your dagger in the face for light in finding our way back, then get over here. We have another tunnel.
(1) Jacob: Sure thing. (pulls CF dagger, and puts it in an "eye" of the face, the follows 2's voice)
(1) Jacob: Well, ready to try the tunnel?
(2) Jacob 2: Yep.
(3) Narf the DM: You, uh, follow the tunnel. It twists and winds, occasionally branching off, then turns left suddenly and opens into a large cavern.
(3) Narf the DM: In the dark distance, you see a large building. The only, dim light comes from arrow slits on the left and right sides facing you...
(3) Narf the DM: OOC: Dat's da fort, by the way.
(2) Jacob 2: Well, lets take a look, shall we? Travelers moving openly aren't usually presumed hostile... but we did find the note in a well-trapped area.
(1) Jacob: Let's.
** (1) Jacob takes a closer look. **
(3) Narf the DM: C. 'Sounds crazy. Let's do it.' *Soft cackle*
(3) Narf the DM: P.W. wanders into the cavern, exclaiming over different rocks.
(3) Narf the DM: A door in the front opens and four beefy, tough-looking guards come out. They head in your direction.
(1) Jacob: Greetings.
(3) Narf the DM: OOC: They don't, however, draw their weapons...Yet.
(3) Narf the DM: G1 'Private property, buddy. Move along.'
(3) Narf the DM: OOC: They have a badge...It has a lightning-bolt.
(2) Jacob 2: Not at this time, I'm afraid.
(1) Jacob: We're investigating a theft.
(3) Narf the DM: G1 'Not our business'. *An arrow whistles out of the darkness and strikes between your feet*
(1) Jacob: I see.
(2) Jacob 2: Another time, perhaps.
** (1) Jacob withdraws for now, to concoct a plan. **
(3) Narf the DM: *Back in the tunnel*
(2) Jacob 2: You see the mark?
(3) Narf the DM: C. whistles. 'Your messing with the Zap-guys? You really are crazier than me!'
(1) Jacob: Yep. Could it be anyone else?
(2) Jacob 2: Not likely.
(1) Jacob: Think we need an army?
(2) Jacob 2: Against four door gaurds, no. With the archers inside? Perhaps.
(3) Narf the DM: C. 'For the Zap-Guys? I'd say so!'
(3) Narf the DM: OOC: You can take that as a DM hint. :)
(1) Jacob: Well, lets go get one, then.
(2) Jacob 2: Two, just to be safe. How much do those run nowadays; 600 gp for a company?
(1) Jacob: (that is what we settled on, correct?)
(3) Narf the DM: OOC: Yep. Let me look up the exact figures.
(3) Narf the DM: OOC: Don't appear to have saved that.
(3) Narf the DM: OOC: I think it was...1 2nd level leader and 20 1st level troops for 600?
(1) Jacob: ooc: I did - it was a level 3 leader with 20 level-1 grunts for 282 gp for 30 days, plus food at 315 gp for same, rounded to 600 for miscalaneous.
(3) Narf the DM: OOC: Ok, thanks. :)
(2) Jacob 2: Well, lets go get our armies.
(3) Narf the DM: OOC: Do we need to RP the whole journey back?
(1) Jacob: Nah - unless you want us to have an encounter along the way.
(3) Narf the DM: Nope. :)
(3) Narf the DM: You arrive back in town. The guards seem a little suprised to find you un-scorched. You enter, your weapons are peace-bound. Not nessasarily in that order.
(3) Narf the DM: OOC: Feel free to chat, plan, plot. I need to answer another 'call of nature'.
(1) Jacob: (Looks up cost) Looks like we can get a decent platoon of 20, with a good sergant, for 600, all told.
(1) Jacob: Good for a month. Let's get two. You purchase one, I'll purchase the other.
(2) Jacob 2: And then we can head back and try our luck with the fortress.
(2) Jacob 2: Perhaps one squad of archers, one of blades?
(1) Jacob: Sounds good.
(1) Jacob: Maybe pick up a quarterstaff while we're at it. They aren't expensive, and we can make them hit rather hard.
(2) Jacob 2: Meh, the clubs should suffice.
(3) Narf the DM: OOC: Hope I didn't take to long.
(2) Jacob 2: ooc: Nope. Just need to hire the mercs, and we can be off - one squad (20) of archers, one squad (20) of melee characters, two leaders, and lots of food - 600 gp from each Jacob.
(2) Jacob 2: (Gets Archer company)
(1) Jacob: (Gets blade company)
(1) Jacob: (Leads them back to the fortress.)
(2) Jacob 2: Well... after a night's rest. Been a long day.
(1) Jacob: (In tunnel to fortress)
(1) Jacob: So, how should we play this?
(2) Jacob 2: Well, I've always been a rather straightforward chap. Anyone else have any thoughts on the matter?
(3) Narf the DM: Captian #2: 'Shoot 'em till they drop always works.'
(3) Narf the DM: Captain #1: 'Stab 'em!'
(3) Narf the DM: C #2: 'Shoot 'em!'
(3) Narf the DM: C #1: 'Stab 'em!'
(3) Narf the DM: C #2: 'Shoot 'em!'
(3) Narf the DM: C #1: 'Stab 'em!'
(1) Jacob: Shoot then stab. Always handy to have your opponents already injured and demoralized before risking your own flesh.
(2) Jacob 2: Definiately.
(2) Jacob 2: Well, we seem to have a plan. Should we knock on the gate?
(1) Jacob: With clubs. Enhanced clubs.
(3) Narf the DM: OOC: I've given them weapon finesse (Sword) and (bow)
(2) Jacob 2: Let's power up the wolves, while we are at it.
(2) Jacob 2: Jacob casts Shillelagh ( level 1, "Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level" )
(2) Jacob 2: Jacob casts Magic Fang ( level 1, "One natural weapon of subject creature gets +1 on attack and damage rolls" )
Jacob casts Shillelagh ( level 1, "Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level" )
Jacob can cast Shillelagh 0 more times
Jacob casts Magic Fang ( level 1, "One natural weapon of subject creature gets +1 on attack and damage rolls" )
Jacob can cast Magic Fang 0 more times
(1) Jacob: Let's go "knock" the door down.
(3) Narf the DM: [1d8] -> [3] = (3)
(3) Narf the DM: [1d8] -> [3] = (3)
(3) Narf the DM: [1d8] -> [7] = (7)
(3) Narf the DM: [1d8] -> [6] = (6)
(1) Jacob: (Magic Fang gives +1 damage, +1 attack)
(1) Jacob: (to the wolves)
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [11,2] = (13) ===> Damage: [2d6+1] -> [6,1,1] = (8)
(2) Jacob 2: Jacob Tried to cast Shillelagh but has used all of them for today, "Please rest so I can cast more."
(2) Jacob 2: Club, Shillelagh (base): [1d20+2] -> [3,2] = (5) ===> Damage: [2d6+1] -> [5,4,1] = (10)
(3) Narf the DM: OOC: Hmm...
(3) Narf the DM: Ok, begin combat. Initiative...
(1) Jacob: Int check: [1d20+2] -> [16,2] = (18)
(2) Jacob 2: Int check: [1d20+2] -> [4,2] = (6)
(2) Jacob 2: Int check: [1d20-4] -> [3,-4] = (-1)
(2) Jacob 2: Dex check: [1d20+2] -> [10,2] = (12)
(3) Narf the DM: [1d20] -> [11] = (11)
(2) Jacob 2: Dex check: [1d20+2] -> [19,2] = (21)
(3) Narf the DM: [1d20] -> [4] = (4)
(3) Narf the DM: [1d20] -> [20] = (20)
(1) Jacob: Dex check: [1d20+2] -> [4,2] = (6)
(2) Jacob 2: Dex check: [1d20+2] -> [7,2] = (9)
(2) Jacob 2: Let's see... Aphrysini 1 got 12, 2 got 21, Jacob 1 got 6, 2 got 9.
(2) Jacob 2: (accidentally made intelligence checks for a while....)
(3) Narf the DM: Ok, Aph #2, Company #2, Jacob #2, Mob, Aph #1, Jacob #1, Company #1
(3) Narf the DM: There's about 20 squares to cross.
(3) Narf the DM: Aph #2
(3) Narf the DM: * To reach the main doors.
(3) Narf the DM: OOC: About 27 to reach the arrow slits.
(2) Jacob 2: At a move of 50 (aphrysini), that's 10 squares, a hustle will get her to the doors.
(3) Narf the DM: OOC: Which'll also make her to close to hit for the archers.
(2) Jacob 2: Jacob's need to run, full out, with thier effective move of 20 (medium armor; grrr) to get most the way there (4*20 = 80, need 100)
(2) Jacob 2: Will have her accompany Jacob.
(2) Jacob 2: In other words, she delays to run with Jacob.
(3) Narf the DM: OOC: Ok, Company #2. You tell them what to do, they'll probably do it.
(2) Jacob 2: Let's have 2 be the archers - fire at the mob!
(2) Jacob 2: Especially as there's nobody else for them to hit, at the moment.
(3) Narf the DM: OOC: Hmm...Arrow slits...75% cover?
(3) Narf the DM: OOC: Twenty archers, assuming five have good shots...
(3) Narf the DM: [1d20+3] -> [10,3] = (13)
(3) Narf the DM: [1d20+3] -> [18,3] = (21)
(3) Narf the DM: [1d20+3] -> [6,3] = (9)
(3) Narf the DM: [1d20+3] -> [15,3] = (18)
(3) Narf the DM: [1d20+3] -> [6,3] = (9)
(3) Narf the DM: [1d8] -> [6] = (6)
(3) Narf the DM: [1d8] -> [1] = (1)
(3) Narf the DM: OOC: Shooting to the left, for now.
(2) Jacob 2: So that's what? Two hits, one opposing archer down?
(3) Narf the DM: OOC: Going to put down mini's. Try to ignore them. :) Two hits, different targets, nobody down yet.
(3) Narf the DM: OOC: Whoop, three hits.
(3) Narf the DM: [1d8] -> [3] = (3)
(2) Jacob 2: Jacob 2: Charging mob with Wolf. Full run, 80 ft, 16 squares.
(2) Jacob 2: Mob's turn.
(3) Narf the DM: OOC: Putting down mini's. Some of those are group markers.
(3) Narf the DM: OOC: Done.
(3) Narf the DM: [1d20+3] -> [3,3] = (6)
(3) Narf the DM: [1d20+3] -> [7,3] = (10)
(3) Narf the DM: [1d20+3] -> [8,3] = (11)
(3) Narf the DM: [1d20+3] -> [20,3] = (23)
(3) Narf the DM: [1d20+3] -> [8,3] = (11)
(3) Narf the DM: [1d20+3] -> [20,3] = (23)
(3) Narf the DM: [1d20+3] -> [1,3] = (4)
(3) Narf the DM: [1d20+3] -> [17,3] = (20)
(3) Narf the DM: [1d8] -> [5] = (5)
(3) Narf the DM: [1d8] -> [7] = (7)
(3) Narf the DM: [1d8] -> [8] = (8)
(3) Narf the DM: A random archer of company #2 drops.
(1) Jacob: (Alas poor Yoric, I knew him not at all)
(3) Narf the DM: [1d6] -> [4] = (4)
(3) Narf the DM: OOC: Ignore attack number 2...
(3) Narf the DM: Aph #1
(1) Jacob: ooc: Aph 1? If so, repeating delay tactic - this time, waiting for the entire sword company. Can't have the now-active AoO's concentrating.
(3) Narf the DM: Jacob #1
(1) Jacob: In other words, charge at a run, 80 ft (16 squares) with Aph, Jacob, and Merc's 1.
(1) Jacob: They are all buched together in the initiative, so it shouldn't be too bad.
(3) Narf the DM: Yep. You all take off for the door, nearly reaching it. Or something along those lines. :)
(3) Narf the DM: Nobody fired, the archers having fired already.
(3) Narf the DM: * fires
(3) Narf the DM: OOC: Also, an alarm starts ringing.
(1) Jacob: That brings it around to Aphrysini 2's turn again, Who moves all the way to the door, with Jacob. 4 squares left, so it's a move and attack (bashing the door)
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [9,2] = (11) ===> Damage: [2d6+1] -> [4,6,1] = (11)
(1) Jacob: (wait - that should be Jacob 2)
(2) Jacob 2: Arches continue firing at arrow slits (but keeping aim away from the door).
(3) Narf the DM: The door you bashed, is, um bashed but standing.
(3) Narf the DM: [1d20+3] -> [3,3] = (6)
(3) Narf the DM: [1d20+3] -> [15,3] = (18)
(3) Narf the DM: [1d20+3] -> [9,3] = (12)
(3) Narf the DM: [1d20+3] -> [12,3] = (15)
(3) Narf the DM: [1d20+3] -> [15,3] = (18)
(3) Narf the DM: [1d8+0] -> [1,0] = (1)
(3) Narf the DM: [1d8+0] -> [6,0] = (6)
(3) Narf the DM: [1d8+0] -> [2,0] = (2)
(3) Narf the DM: You hear a scream
(2) Jacob 2: Mob's turn.
(3) Narf the DM: [1d20+3] -> [16,3] = (19)
(3) Narf the DM: [1d20+3] -> [17,3] = (20)
(3) Narf the DM: [1d20+3] -> [13,3] = (16)
(3) Narf the DM: [1d20+3] -> [3,3] = (6)
(3) Narf the DM: [1d8+0] -> [2,0] = (2)
(3) Narf the DM: [1d8+0] -> [2,0] = (2)
(3) Narf the DM: [1d8+0] -> [2,0] = (2)
(3) Narf the DM: Aph #1
(3) Narf the DM: OOC: Whoops. Result of alarm...(Going to move mini's - Aph #1 can still take move)
(1) Jacob: ooc: Aph 1? If so, repeating delay tactic - this time, waiting for the entire sword company. Can't have the now-active AoO's concentrating. Move/Attack pair, Jacob hitting door.
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [2,2] = (4) ===> Damage: [2d6+1] -> [1,4,1] = (6)
(3) Narf the DM: OOC: Very rough movement - Room to room. Not going to count squares for all of them :)
(3) Narf the DM: [1d20+3] -> [18,3] = (21)
(3) Narf the DM: [1d20+3] -> [7,3] = (10)
(3) Narf the DM: [1d20+3] -> [1,3] = (4)
(3) Narf the DM: [1d20+3] -> [9,3] = (12)
(3) Narf the DM: [1d20+3] -> [20,3] = (23)
(3) Narf the DM: [1d20+3] -> [18,3] = (21)
(3) Narf the DM: [1d20+3] -> [18,3] = (21)
(3) Narf the DM: [1d20+3] -> [12,3] = (15)
(3) Narf the DM: [1d20+3] -> [12,3] = (15)
(3) Narf the DM: [1d20+3] -> [5,3] = (8)
(3) Narf the DM: [1d20+3] -> [3,3] = (6)
(3) Narf the DM: [1d20+3] -> [9,3] = (12)
(3) Narf the DM: [1d20+3] -> [15,3] = (18)
(3) Narf the DM: [1d20+3] -> [8,3] = (11)
(3) Narf the DM: [1d20+3] -> [5,3] = (8)
(3) Narf the DM: [1d20+3] -> [11,3] = (14)
(3) Narf the DM: [1d20+3] -> [14,3] = (17)
(3) Narf the DM: [1d20+3] -> [12,3] = (15)
(3) Narf the DM: [1d20+3] -> [20,3] = (23)
(3) Narf the DM: [1d20+3] -> [12,3] = (15)
(3) Narf the DM: [1d6+0] -> [2,0] = (2)
(3) Narf the DM: [1d6+0] -> [6,0] = (6)
(3) Narf the DM: [1d6+0] -> [5,0] = (5)
(3) Narf the DM: [1d6+0] -> [2,0] = (2)
(3) Narf the DM: [1d6+0] -> [1,0] = (1)
(3) Narf the DM: [1d6+0] -> [6,0] = (6)
(3) Narf the DM: [1d6+0] -> [2,0] = (2)
(3) Narf the DM: [1d6+0] -> [1,0] = (1)
(3) Narf the DM: [1d6+0] -> [6,0] = (6)
(3) Narf the DM: [1d6+0] -> [4,0] = (4)
(3) Narf the DM: [1d6+0] -> [2,0] = (2)
(3) Narf the DM: [1d6+0] -> [6,0] = (6)
(3) Narf the DM: [1d6+0] -> [2,0] = (2)
(3) Narf the DM: [1d6+0] -> [1,0] = (1)
(3) Narf the DM: [1d6+0] -> [6,0] = (6)
(3) Narf the DM: [1d6+0] -> [6,0] = (6)
(1) Jacob: I take it the door is dead?
(3) Narf the DM: The doors have taken on a rather ragged appearence. You see the same four door-guards inside this room (#1). You can all stab at each other now.
(3) Narf the DM: Aph #2
(2) Jacob 2: Wonderful - also nice to be under cover from the archers. By the way - where on the map are we now?
(3) Narf the DM: OOC: Just south of room #1
(2) Jacob 2: Aph 2 - move and attack a gaurd, make free trip attempt.
(2) Jacob 2: Bite (base): [1d20+3] -> [18,3] = (21) ===> Damage: [1d6+1] -> [4,1] = (5)
(2) Jacob 2: Bite (base): [1d20+3] -> [20,3] = (23) ===> Damage: [1d6+1] -> [3,1] = (4)
(2) Jacob 2: Critical hit? [1d20+3] -> [6,3] = (9) ===> Damage: [2d6+2] -> [6,3,2] = (11)
(3) Narf the DM: OOC: There's still some door in the way - No trip attempts yet.
(2) Jacob 2: It's a free trip attempt given whenever a Wolf bites something. Fun stuff.
(3) Narf the DM: Ah. How does that work?
(3) Narf the DM: The guard cries out, but stays standing. (Tougher)
(3) Narf the DM: Oh, right. Companey number 2. Two at left, three at right.
(3) Narf the DM: [1d20+3] -> [12,3] = (15)
(3) Narf the DM: [1d20+3] -> [2,3] = (5)
(3) Narf the DM: [1d20+3] -> [5,3] = (8)
(3) Narf the DM: [1d20+3] -> [15,3] = (18)
(3) Narf the DM: [1d20+3] -> [10,3] = (13)
(3) Narf the DM: [1d8+0] -> [3,0] = (3)
(3) Narf the DM: [1d8+0] -> [8,0] = (8)
(3) Narf the DM: [1d8+0] -> [4,0] = (4)
(2) Jacob 2: If the bite hits, the wolf gets a free action trip attempt; the wolf rolls another attack, and the target rolls an attack. If the wolf's roll is higher, the target falls prone (which carries penalties - can't attack, - provoke attacks of opportuninity to stand up ... which means another bite from the wolf....)
(2) Jacob 2: Wait - I was wrong - it's a str check vs. Str/Dex
(3) Narf the DM: OOC: Ok. Not as injured as a thought.
(2) Jacob 2: Str check: [1d20+1] -> [5,1] = (6)
(3) Narf the DM: [1d20+2] -> [9,2] = (11)
(2) Jacob 2: Well, he is still standing. Pity.
(2) Jacob 2: Jacob 2's turn?
(3) Narf the DM: Yep, Jacob #2
(2) Jacob 2: Move through door, attack the same gaurd Aphrysini did.
(2) Jacob 2: Club, Shillelagh (base): [1d20+2] -> [6,2] = (8) ===> Damage: [2d6+1] -> [5,2,1] = (8)
(2) Jacob 2: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
(3) Narf the DM: OOC: No moving through door quite yet.
(2) Jacob 2: Also, I haven't added the +1 from Magic Fang. Adding now.
(2) Jacob 2: Well... bashing the door, then.
(3) Narf the DM: You can still attack - And I imagine company #1 will soon make short work of the door.
(1) Jacob: Okay - hitting the gaurd, then.
(1) Jacob: Not that an 8 hits anything....
(3) Narf the DM: Uh, you missed. Sorry.
(3) Narf the DM: Think of it as a very spiritual door.
(3) Narf the DM: Quite a
(3) Narf the DM: Quite a 'holy' item...:)
(1) Jacob: Hole-y
(3) Narf the DM: Mob...
(3) Narf the DM: [1d20+3] -> [3,3] = (6)
(3) Narf the DM: [1d20+3] -> [20,3] = (23)
(3) Narf the DM: [1d20+3] -> [8,3] = (11)
(3) Narf the DM: [1d20+3] -> [6,3] = (9)
(3) Narf the DM: [1d20+3] -> [11,3] = (14)
(3) Narf the DM: [1d8+0] -> [7,0] = (7)
(3) Narf the DM: [1d8+0] -> [2,0] = (2)
(3) Narf the DM: [1d8+0] -> [8,0] = (8)
(3) Narf the DM: [1d8+0] -> [3,0] = (3)
(3) Narf the DM: OOC: Whoops. Only #2 counts. Sort of...
(1) Jacob: Which Jacob?
(3) Narf the DM: You hear another scream from Company #2
(3) Narf the DM: Aph #1
(3) Narf the DM: OOC: No Jacob.
(3) Narf the DM: OOC: Attack #2
(1) Jacob: Bite (base): [1d20+4] -> [2,4] = (6) ===> Damage: [1d6+2] -> [1,2] = (3)
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [6,2] = (8) ===> Damage: [2d6+1] -> [2,4,1] = (7)
(1) Jacob: No hits. Bity. 6 and 8 don't hit much.
(1) Jacob: (Trying to get at the injured gaurd, of course)
(3) Narf the DM: OOC: Apparently, I am now going to peel potatoes. I have apparently played the game enough.
(1) Jacob: ? Stop here and save the log?
(3) Narf the DM: Log is saved.
(1) Jacob: After all, it is nearly 3, and we started at 11.