Welcome to OpenRPG version 1.6.1...

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/date - Display the local and GMT time and date.
/dieroller roller - Set your dieroller or list the available rollers.
/font - Sets the font.
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/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): 09:46
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.
Session is schedualed for 10 AM Pacific Standard Time.





(2) Kibin (enter): 09:51
(2) Kibin: Hello!
(1) GM: Hello.
(2) Kibin: Ah right, change that back...
(2) Kibin: There we go.
** (2) Kibin hmmms... maybe we can have short adventure thingie until people get here! With warmind! **
(1) GM: Well, I've been considering a TPK followed by a 3rd level Gestalt campaign a thousand years hence....
(2) Kibin: Nuuuuuuuu.
(2) Kibin: I like this campaign. :(
(1) GM: ... but for that, we need a few more world-shaping events, so I have some more flavor to draw on.
(1) GM: Think about it. We've got the huge extremely powerful culture in the past, a reason why everything was buried, a cause for a very harsh world....
(2) Kibin: ...hmmm, I could make a sorcerer/transmorgist//fighter/dragon disciple.
(1) GM: No double PrC's.
(3) Kaylin (enter): 10:03
(3) Seshra: Morning
(2) Kibin: Meh, it'll take some tweaking.
(1) GM: Morning.
(2) Kibin: But I'm lazy and it takes a while for me to make a new character, so I don't want to lose my character. :(
** (2) Kibin procrastinates against making characters, it's why his warmind took several months to make. **
(1) GM: Fortunately, 3rd level characters, even Gestalt ones, don't take long.
(2) Kibin: I'll find a way to make it take long. :P
** (2) Kibin doesn't want a total party kill. **
(1) GM: 7*(higher class base +Int bonus+possible human bonus) skill points, maximum 7 feats (if you take two flaws, and have one side be "fighter"), no higher than 2nd level spells, tops (and I was thinking of some house-rules that would cut back on the options for those), and just some stats to roll and assign, saves to calculate. Fairly simple, really.
(2) Kibin: Yes, but then I have to plan out leveling progressions several levels ahead.
(2) Kibin: Go through all of the D&D material to find the perfect feats to have, and plan for eventual feat trees.
(2) Kibin: And prestige classes.
(1) GM: ... limit things without specific DM approval to stuff available in the SRD....
(1) GM: Cuts down on what needs to be gone through, no?
(2) Kibin: Meh. But there's lots of shiney stuff in alternate books... like the warlock...
(3) Seshra: Hrm.
(3) Seshra: Just checked the forums
(3) Seshra: So are we not going to be doing regular quest this session?
(2) Kibin: Um... I think you being here means that his plan can still be in motion.
(3) Seshra: Sweet
(3) Seshra: Yeah.... seems there's a virus going 'round here
(1) GM: Fortunately, it's hard to catch a biological virus over the internet.
(3) Seshra: That's very true :)
(1) GM: And you can't hear me caughing.
(1) GM: Mind you, an inopportunely timed caugh could goof up my spelking.
(3) Seshra: :(
(3) Seshra: Hope you get better soon
(2) Kibin: The Master Transmorgrifist is a wizard(or sorcerer) that specializes in polymorph type spells and gets special abilities with them, but in turn gives up 4 arcane spellcasting levels.
(3) Seshra: Kibin: In the same book, take the Practiced Spellcaster feat, which gives you 4 spellcasting levels back up to HD
(2) Kibin: That's caster level only.
(3) Seshra: sure, but it mitigates the damage a lot
(2) Kibin: Not spells per day or spells known.
(1) GM: Asthma. Chronic condition. I don't get better. I've lived with it for roughly twenty years now though, so....
(2) Kibin: You still have no access to level 9 spells preepic.
(1) GM: Joys of Gestalt: Take the base casting class opposite the dead levels.
(3) Seshra: GM: ow :(
(2) Kibin: Yes, but that's... gestalt. :P
(3) Seshra: gestalt is where you get two classes per level essentially, right?
(2) Kibin: No, you get the strengths of two classes at once. It's supposed to be not very much powerful than regular.
(1) GM: Sorta. You take two classes, and take the best features of both - so a Wizard/Rogue would get 8+Int bonus skill points per level, full Wizard spellcasting, d6 HD, good Reflex and Will saves, 3/4th's BAB, Rogue class abilities.
(3) Seshra: Ah, neat.
(1) GM: Oh, and the Wizard's familiar and bonus feat progression.
** (3) Seshra hopes that Douglas and Narf will be able to make it **
(1) GM: Catch: You still get the same number of actions per round, you need to be careful of MAD, and a few other things.
(2) Kibin: Extended on all polymorph effects into favored forms... senses of favored forms, competence bonus to attack rolls when in favored forms, automatic still and silence on all favored forms(at higher levels that is), shapechanger subtype, ability to use polymorph in response to an opponents action once a day...
(1) GM: In general, a Gestalt character is more durable and more flexible, so the DM needs to up the CR by 2 for things that rely on an ability with a save and 1 for other things.
(3) Seshra: MAD... Mutually Assured Destruction?
(1) GM: Multiple Attribute Dependancy.
(2) Kibin: Eventually all extraordinary special qualities of favored forms, and the 10th level ability lets you combine qualities of two forms into one.
(3) Seshra: Ah
(3) Seshra: New acronym to me
(2) Kibin: It's where you need really high stats in more than one attribute.
(2) Kibin: Look at paladins and monks for an example.
(2) Kibin: Paladins need, to use all of their class abilities to the fullest extent, strength dexterity constitution wisdom and charisma(I think).
(2) Kibin: Monks need strength dexterity constutition and wisdom.
(3) Seshra: Con is for HP, Dex... why do paladins need dex?
(3) Seshra: they often wear armor with low maxDex bonus, as I understand it
(2) Kibin: Uh... well, you can't have it as a dump stat anyway, 12 is good enough probably.
(1) GM: Basically it means that while the Wizard/Paladin looks really good on in theory, if you try to fill both roles you have 0 stats that can be low. You need a high Strength for melee, a reasonable Dex as you have issues casting in armor, Con to be in the thick of things, Int for the Wizard spellcasting, Wis for the Paladin spellcasting, Charisma for the Paladin specials.
** (2) Kibin considers a druid/shifter//sorcerer. Mmm, arcane plus divine. **
(3) Seshra: Take some prestige classes that up both arcane and divine casting :)
(2) Kibin: Mmm, MAD... hmmm.
(1) GM: Comination PrC's not permitted in Gestalt (for obvious reasons).
(2) Kibin: Hmmm... psionic warrior + druid?
(2) Kibin: The advantage to that is that psionic powers can be manefested in any form.
(2) Kibin: In addition, they both use wisdom as a casting stat.
(1) GM: However, there are ways around MAD; if you aren't trying to fill both roles, the Sorcerer/Paladin or Paladin/Sorcerer is really tasty. Sorcerer/Paladin Needs Dex and Charisma high, doesn't need much Strength or Wis, and can cut back on Con due to the d10 HD and good Fort saves. The Paladin/Sorcerer has no more MAD than a standard Paladin.
(2) Kibin: And a lot of psychic warrior powers can increase the power of natural weapons....
(2) Kibin: Wait for everyone else to come?
(1) GM: Well, an 8/9ths caster and a rogue. At this point, it'll be a diverted trip.
(2) Kibin: Huh?
(1) GM: Or am I getting my characters confused?
(1) GM: No, I've got them straight.
(1) GM: Seshra lost a few caster levels to PrC's, and so doesn't have 9th level spells.
** (2) Kibin is a 6/7ths rogue. **
(1) GM: Yes, but the rest of it is Dragon, with a big skill set in common, nearly as many skill points, lacking only class features.
(4) Quinn Padfoot (enter): 10:31
(1) GM: Morning.
(4) Quinn Padfoot: Hello
(1) GM: 3 of 4... yeah, could take the planned course of action for today.
(4) Quinn Padfoot: What do you think of these for skills? Skills: Concentration 21, Knowledge (Psionics) 21, Knowledge (Arcana) 11, Knowledge (Architecture) 11, Knowledge (Dungeoneering) 16, Knowledge (Geography) 11, Knowledge (History) 11, Knowledge (Local) 11, Knowledge (Nature) 15, Knowledge (Nobility) 11, Knowledge (Religeon) 11, Knowledge (The Planes) 11, Psicraft 21. 182/182
(1) GM: Those are ranks, right?
(2) Kibin: Hmmm. Three arcane casters(counting psionics as arcane), a divine caster/machine gun, and a rogue/impromptu tank.
(3) Seshra: I like the Knowledge(Psionics), since I don't have that... heh, you have more ranks in a lot of the random Knowledge skills
(1) GM: And a Comperable Int, yes. No Spellcraft, though. Looks decent.
(4) Quinn Padfoot: Yep, ranks.
(2) Kibin: Ranks are good.
(4) Quinn Padfoot: Thanks.
(1) GM: The cat that knows everything... what did you finally decide was your Disipline?
(3) Seshra: Nomad, I think
(1) GM: Ah. Wanted to be good at getting from A to B.
(4) Quinn Padfoot: (Nomad.)
(2) Kibin: Did you know that with the extended knowledge feat, a psychic warrior can have psion only powers?
(2) Kibin: Like, say, the very handy power Psionic Fly
(3) Seshra: No Psicrystal., Quinn?
(4) Quinn Padfoot: I'm thinking about it - Are the benefits worth it?
(1) GM: And vice-versa. The big difference being that the Psion-15 can pick up a 6th level Psychic Warrior power, while a 20th level Psychic Warrior is limited to 5th level Psion powers.
(2) Kibin: Psicrystals have telepathic speech, which could be very convienent.
(3) Seshra: That's about it, as far as I know...
(3) Seshra: unless you like using touch attacks
(2) Kibin: You don't need the ring at all, huh.
(1) GM: Can be. Psicrystal Containment, for instance, gives you an extra focus, so you can do a Quickened and Empowered power in the same round.
(1) GM: Automatic +2 Aid Another bonus on almost any skill you've got at least 9 ranks in.
(2) Kibin: You get a free mind link with your psicrystal, and you can use the psicrystal as a mental link, since the psicrystal can telepathically talk with anyone in 30 feet.
(4) Quinn Padfoot: I counted six feats for an eighteenth-level Psion - Is that right?
(4) Quinn Padfoot: No, wait, missed the bonus feats.
(4) Quinn Padfoot: Ten feats.
(3) Seshra: 11
(1) GM: 1st, 3rd, 6th, 9th, 12th, 15th, 18th; bonus 1st, 5th, 10th, 15th; 11
(1) GM: Plus the cat's bonus Weapon Finess, but when is that liable to matter?
(2) Kibin: Another advantage of the psicrystal. You can manifest powers THROUGH the psicrystal, with the psicrystal treated as the powers originator.
(1) GM: As for Psicrystal Aid Another: 7 if it is Dex-based, 7 if it is Int based, 14 if Strength based, rest 9 ranks. Because it has your ranks.
(2) Kibin: Psicrystals are a lot more useful than familiars. O.o
(4) Quinn Padfoot: Is Improved Psicrystal worth it?
(4) Quinn Padfoot: What's the best metapsionic feats?
(1) GM: Only for the skillmonkey, or someone really wanting those special abilities a level sooner.
(1) GM: As for Metapsionic....
(4) Quinn Padfoot: I'm thinking Chain, Twin and Unconditional.
(2) Kibin: Huh, there doesn't seem to be a penalty if your psicrystal is destroyed.
(1) GM: Don't forget Quicken.
(1) GM: Funny thing... where does it say how you go about replacing a Psicrystal?
(4) Quinn Padfoot: I've got Quickened and Empower.
(2) Kibin: Where does it say how to gain a psicrystal in the first place? The feat just allows him to gain a psicrystal.
(1) GM: Right. If the DM feels mean, as a one-time deal. So the cost of losing the Psicrystal is all the feat slots used on it.
(1) GM: If the DM feels mean.
(2) Kibin: You're not a mean DM though.
(3) Seshra: Energy Push looks scary...
(4) Quinn Padfoot: One feat left.
(1) GM: Do you have Psionic Meditation?
(3) Seshra: Every 2 PP used in Augmentation increases damage dice by d6 and save DC by 1 o.o
(4) Quinn Padfoot: Quinns' Wis is 12.
(2) Kibin: Seshra, what's wrong with that?
(3) Seshra: I want to be able to increase save DCs crazy high too :'(
(1) GM: Oh, by the way, that one power that scales the DC on a per 1 power point basis has a typo. DC doesn't scale without at least 2.
(4) Quinn Padfoot: Where's Energy Push?
(2) Kibin: It just means that psions can, at level 19, have an effectively 10th level power.
(2) Kibin: Arcane spells increase in DC by 1 for each level, correct?
(1) GM: Catch: He's spending more power points. That effectively 9th level power costs what is effectively a 9th level spell slot. Sorcerer can do the same thing with Heighten.
(3) Seshra: Quinn: low-level power ... 2, I think
(2) Kibin: 2 power points is equivalent to increasing the level by 1.
(4) Quinn Padfoot: Ah, thanks.
(3) Seshra: Ah, Heighten..
(1) GM: And the Sorcerer gets all the nifty damage scaling without needing to spend the higher-level slot.
(2) Kibin: The psionic system is fairly balanced I think, especially with the augmentation system.
(2) Kibin: A single power can be a first level or a ninth level spell. Kind of neat.
(1) GM: Anyway... on to the Quest?
(4) Quinn Padfoot: Can I switch a point from Dex to Wis?
(1) GM: If you like. Any particular reason? Wanting a higher Will save?
(2) Kibin: TO THE QUEST(and hopefully no total party kill)
Moving to room 'D and D'..
(1) GM (enter): 10:50
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.
Session is schedualed for 10 AM Pacific Standard Time.





(4) Quinn Padfoot (enter): 10:51
(3) Seshra (enter): 10:51
(2) Kibin (enter): 10:51
(1) GM: When we last left out heros, they were discussing their next move over breakfast, and planning a trip to The King's city.
(2) Kibin: ( *has episodes of star trek to watch while playing D&D, yay birthday presents!* )
(1) GM: (How recently?)
(2) Kibin: ( Birthday is today, but I don't have really big birthday parties, so able to come to D&D. )
(1) GM: Really? Good to remember.
(2) Kibin: (( *watches the really cool final episode first, heh.* ))
(1) GM: Jason: So, was there anything else we wanted to cover here, or are we ready to leave?
(3) Seshra: "I'm ready enough. Might think of something along the way, though."
(2) Kibin: ( Hmmm. Most seeds would still be underground, and in time would eventually grow. ))
(2) Kibin: "Ready to leave I guess."
(3) Seshra: (grow up 100 feet without sunlight?)
(1) GM: (only those with falling delay mechanisms of verious sorts)
(2) Kibin: ( They would eventually rise to the surface or something. )
(1) GM: (and most plants can't start in a barren environment)
(2) Kibin: ( Well, no, but seeds last for a very long time? :P )
(1) GM: Elorin: Well, let's be off, then.
(1) GM: Jason: Hmm... you haven't been where we're going, have you? Well, Elorin, would you do the honors?
(1) GM: Elorin: Of course.
Elorin casts Wind Walk ( level 6, "You and your allies turn vaporous and travel fast" )
Elorin can cast Wind Walk 98 more times
Elorin casts Level 6 Spell ( level 6, "Spell slot tracking device" )
Elorin can cast Level 6 Spell 4 more times
** (3) Seshra looks happy and goes gaseous, floating around slowly for a bit. **
(1) GM: Anyone care to make a Knoweledge(Geography) or Survival check?
(4) Quinn Padfoot: Quinn jumps, spins around, squacks and then settles down, shooting everyone a glare.
(3) Seshra: (Knowledge(Geo): [1d20+19] -> [3,19] = (22))
(1) GM: (Wind Walk gets 60 MPH; at a Run, you can only manage 40 with your Fly(Perfect))
(2) Kibin: ( What's a squack? )
(4) Quinn Padfoot: (Knowledge(Geo): [1d20+22] -> [6,22] = (28))
(4) Quinn Padfoot: (What it sounds like.)
(1) GM: And Quinn succesfully keeps everyone from getting lost on the way.
(4) Quinn Padfoot: (It's a sound word.)
(1) GM: (A particualr sound most commonly made by indignant/angry/annoyed birds)
(1) GM: And after a few hours travel, you arrive at The King's castle.
(1) GM: The city is barren; most buildings have collapsed, and you don't see anyone about.
(2) Kibin: (( The castle is still above ground? ))
(4) Quinn Padfoot: (They are above ground?)
(1) GM: The castle seems just fine, though, except that the wooden drawbridge is gone.
(1) GM: (stone - it vanished and came back)
(1) GM: The portcullis is intact, though, and at the bottom of the now-dry moat, you can see what appears to be recently-installed spikes.
(1) GM: The spikes slowly move around. They seem to be searching for something.....
(1) GM: But they stay in the moat.
(4) Quinn Padfoot: "Nasty, nasty person."
(1) GM: You see a large slab of granite, that looks like it was carved with a greatsword.
(1) GM: In crude lettering, it says, in common: "Anyone who is still alive is invited to the Ascention of The King. Knock before entering."
** (3) Seshra decloudifies in front of the granite **
** (2) Kibin does likewise, reading the giant slab of granite. "Um... that doesn't seem good." **
(3) Seshra: "Would this be the person you mentioned?"
(4) Quinn Padfoot: "That may not be a good idea."
(4) Quinn Padfoot: * You're actually going to go inside? It's an obvious trap!
(2) Kibin: You haven't met this king, have you?
(1) GM: Partially concealed in the dust at the bottom, you find: "Today at noon"
(1) GM: Which is in about fifteen minutes.
(3) Seshra: "I haven't, no."
(1) GM: Jason: Honestly? I think this guy is serious. While granted, he wasn't particularly squeamish, he didn't seem the type for wanton violence, and I don't think he has anything against us....
(2) Kibin: "He's a bit on the paranoid side..."
(3) Seshra: "He won't recognise Quinn or me, though."
(4) Quinn Padfoot: * I'm just a harmless little puddy cat.
(1) GM: The place does look pretty imposing.
whispering to Seshra, Spellcraft check?
(2) Kibin: "I'll go find the door...
(3) Seshra (whispering): [1d20+39] -> [18,39] = (57)
whispering to Seshra, You briefly notice something bounce just before hitting the actual stone wall, and get the impression that there's a Wall of Force just outside the stone.
** (3) Seshra tries throwing a pebble at the wall. **
(1) GM: Spot checks?
(2) Kibin: Spot Skill Check: [1d20+21] -> [13,21] = (34)
(3) Seshra: Spot: {1d20+7]
(3) Seshra: Spot: [1d20+7] -> [7,7] = (14)
whispering to Kibin, The pebble bounces a fraction of an inch before hitting the wall itself.
whispering to Seshra, The pebble bounces off the wall, much like you'd expect.
(4) Quinn Padfoot: * I'll just sit here and look bored. I could find the door if I wanted too. Really.
(2) Kibin (whispering): Bounces?
(3) Seshra: "Hmm... for a moment, I thought there was a forcewall right there. Anyone else get that idea?"
whispering to Kibin, Like it hit a wall, but before it actually hit the wall.
(2) Kibin: It bounced a fraction of an inch before hitting the wall itself, yes.
(3) Seshra: "Good protection."
(4) Quinn Padfoot: (Knowledge(Nobility and Royalty) [1d20+22] -> [4,22] = (26)) - What can Quinn remember about this guy?
(2) Kibin: ( Is there an obvious door? )
whispering to Quinn Padfoot, Very rich. Invests heavily in security measures. His grandfather conquered the place. Nobody is quite sure what his actual name is. Fair but harsh in his rule.... not that it seems many of his subjects survived the recent disaster.
(1) GM: Just the portcullis.
(1) GM: You don't see any wood at all, anywhere.
(1) GM: Although there are a few spots that have a different texture to the granite, where there were doors for the guards on your last visit.
(4) Quinn Padfoot: (BRB)
** (2) Kibin flies over to the portcullis, and knocks. **
(1) GM: The portcullis is surprisingly tonal.
** (3) Seshra jumps into the air and back a bit **
(1) GM: The thing rings in a clear, pure tone, that just keeps building for a full ten minutes before fading out over the course of another ten.
(3) Seshra: "That was a very impressive knock."
(1) GM: Midway through the ring, the King runs into the courtyard, dressed in what appears to be mithral fullpate, reaches down, and lifts the portcullis from the inside.
(1) GM: The King: Ah, you're just in time! I was afraid the only people that would actually get to see my second coronation would be my old adventuring buddies. Nice that they all came out of the woodwork when I asked.
(1) GM: The King: Come on in.
** (3) Seshra watches to see what the others do in this unfamiliar situation **
** (2) Kibin lands back on the ground, and goes into the castle. **
** (3) Seshra follows Kibin, then, with a touch of trepidation **
(1) GM: The King lets go of the portcullis with one hand, and becons everyone inside.
** (4) Quinn Padfoot wanders in. **
(1) GM: The King: Seriously, even I can't keep this up all day.
(4) Quinn Padfoot: * I wonder if there's fish...
whispering to Quinn Padfoot, Do you have a mind blank effect active?
(3) Seshra: (... he's lifting up the portcullis one-handed?)
(1) GM: (Holding it one-handed, yes.)
(4) Quinn Padfoot: (I could use Clound Mind...Is the king paying any attention to the cat?)
(1) GM: (used both hands to actually pick it up, though)
(1) GM: (Are you under a Mind Blank type effect?)
(4) Quinn Padfoot: (Oh....Probably not.)
(1) GM: The King: Just some dried stuff that fell with me, I'm afraid.
(1) GM: (Yes, he is)
(1) GM: The King: Haven't had anyone around who I could spare to go fishing.
(2) Kibin: That and the whole no fish thing.
** (3) Seshra glances skyward, hoping to see a lack of obstructive roofs. **
(4) Quinn Padfoot: "Meow?"
(4) Quinn Padfoot: (Quinn could pretend to be a familiar...)
(1) GM: After everyone's through, The King drops the portcullis, which hits the ground with a heavy thud, and cracks a few cobblestones.
(1) GM: The King: Well, yes.
(1) GM: The sky is open; you're in the courtyard, not the keep.
(1) GM: Other than the lack of the various non-stone/metal stuff you'd normally see around a castle, and a big hole in the ground where it looks like someone hacked through solid granite, and some broken pieces of an adamantine greatsword, the place looks much like when you last saw it.
(1) GM: You see two guys and a halfling carrying out a table, with what appears to be welded metallic dragon scales, shaped into hexagons, on top, in a flower-type arrangement, with some holes in them.
(3) Seshra: (Evil? Why yes, I do think so...)
** (2) Kibin suddenly feels very uncomfortable upon seeing the table... **
(1) GM: Seven scales all told, with some grease-pencil outlines of seven hexagons in the middle of each scale.
** (3) Seshra looks sympathetically at Kibin before watching the table's contents a bit more. **
whispering to Kibin, The shape of the grease-pencil outlines matches the shapes of the gems you'd been hunting just before the Disaster.
(1) GM: The King: Ah, good. You got the candle, the rock, the waterskin, the mouse, the undead mouse, and the fan?
(2) Kibin: Wha?
(1) GM: The two men carrying the table look a bit rough and tumble; there's a third that's keeping back.
(1) GM: Man keeping back: Of course, my leige. All elements will be properly represented.
(1) GM: The King: Ah, wonderful.
(1) GM: The man keeping back shakes his head slightly.
(3) Seshra: "Fire, Earth, Water, Positive Energy, Negative Energy, and Air?"
(4) Quinn Padfoot: (What are those two powers that increase AC and HP again?)
** (3) Seshra glances down and fiddles with her ring for a second. **
(2) Kibin: ( Precognition... and the other one I forgot. )
(1) GM: There's a couple of them, actually. Vigor takes care of HP in most circumstances.
(1) GM: Defensive Precognition, Inertial Armor, and Force Screen all increase AC fairly well.
(2) Kibin: (( Defensive Precognition has the advantage of being able to be a swift action. ))
(1) GM: Thicken Skin, too, but you'd need to have spent a feat (Expanded Power Knoweledge) for that.
(1) GM: The man keeping back whispers something.
(1) GM: Anyone care to make a listen check?
(2) Kibin: Listen Skill Check: [1d20+21] -> [2,21] = (23)
(3) Seshra: (Listen: [1d20+6] -> [14,6] = (20))
whispering to Kibin, "Never absorb an energy field bigger than your head...."
** (2) Kibin asks the king, "I guess you finnally got those gems?" **
(1) GM: Anyway, the man who had been hanging back starts setting out the various elements.
(1) GM: The King: Yeah, went and fetched them myself. Couldn't think of anything much else that might get my kingdom back among the living, so I had a reason to call everyone together.
(1) GM: The King: By the way, how long will that beasty be sleeping it off?
(1) GM: Man hanging back: Oh, about a thousand years, give or take, unless I wake it earlier.
(1) GM: After the elements are all in place, The King starts placing the gems, as rehearsed.
(2) Kibin: I don't think that trying to absorb the gems energy would be a good idea...
(4) Quinn Padfoot: (Is anyone going to ask what he's doing?)
(1) GM: You notice he doesn't actually touch them himself; he's handling them with tongs, much like a smith would handle a hot bit of metal.
(1) GM: The tongs don't look normal, though; they're definatley not iron, and you count at least three different materials making up the handle. Some runes carved in them, too.
(3) Seshra: "Dangerous gems, aren't they..."
(4) Quinn Padfoot: (BRB - Food...)
(1) GM: The King: Yes, but how can I live up to my name without subjects? And I do need their power in order to bend time properly.
(2) Kibin: Bend time?
(1) GM: The King carefully lays out the gems - the six recognized by Kibin and Jason, plus one multicolored one that's unfamiliar. Just looking at it gives you a mild headache; it seems to have every color, and there's no apparent rhyme or reason to the placement.
(1) GM: The King: Yeah. I figure I'll snatch everyone I can manage just before they fall. Wiz tells me it will probably be possible.
(1) GM: Man hanging back (Wiz, apparently): Assuming you don't just blow up.
(2) Kibin: Perhaps you could simply stop one of the gems from being destroyed in the first place?
(1) GM: The King: Wiz, would you kindly explain why that's a bad idea? I can never keep it straight.
(1) GM: Meanwhile, The King finishes placing the gems... with the unfamiliar one in the center.
(4) Quinn Padfoot: (Aren't we supposed to be stopping this guy?)
(3) Seshra: (perhaps)
(3) Seshra: "If you bend time to rescue this city, will the other cities remain alive that are now?"
** (2) Kibin waits for the wizard's explaination... **
(1) GM: Wiz: You don't want to tempt paradox. You really, really don't want to tempt paradox. If you keep the gem from being destroyed, you'll have had no reason to stop the gem from being destroyed, and thus won't have had the ability to go back and keep the gem from being destroyed in the first place. If you just snatch everybody before they can fall to far, you don't contradict anything you did to do it.
(1) GM: The King: How's that a problem?
(2) Kibin: If you just snatch everyone before they can fall too far, then you never would have had a reason to go back in time to snatch them before they fall.
(1) GM: Wiz: ... just, just trust me, okay?
(1) GM: The King: Don't I always?
(1) GM: The King has a lopsided grin on his face as he says it.
(2) Kibin: If you want to stop that paradox, your changes would have to have no changes to the timeline whatsoever, because if the reason you go back in time is completed, you would have no reason to go back in time in the first place.
(3) Seshra: "Could I possibly hear a better explanation?"
(1) GM: Wiz: Ah, but you see, he will be bringing them back to now, not to then. They still won't be there in the interum, leaving everything so far observed unchanged.
(2) Kibin: Thus it would be the same if you stopped one of the gems from being destroyed, than if you were just going to save one person.
(1) GM: Wiz: Thus, no necessity for paradox. When working with Time, you ALWAYS want to leave room for Fate.
(2) Kibin: Except that the people wouldn't be underneath the ground, and there would be no corpses.
(1) GM: Wiz: We didn't get here in time to unbury his subjects.
** (3) Seshra settles back, enjoying the discussion. **
(1) GM: Wiz: I've deliberately not checked, knowing this plan. Besides, I get a little squeamish at stuff long dead.
(2) Kibin: What about the people's soul being in their respective afterlifes?
(2) Kibin: Souls.
** (4) Quinn Padfoot begins prowling. **
(1) GM: Wiz: They won't have died in the first place. Remember, I'm doing my best to make the Fate model of time travel workable.
(4) Quinn Padfoot: * Maybe there's mice...
whispering to Quinn Padfoot, Well, there are the two in cages on the dragon scales....
(4) Quinn Padfoot: (Other mice...)
(1) GM: The King: Just stay away from the two I'm using, okay?
(1) GM: The king finishes arranging the gems, and starts to climb up on the table...
(1) GM: Anyone saying anything?
(2) Kibin: Since you're doing this anyway, perhaps you could bring back everyone who has died, including plants back to the surface? Seeing as how you're bringing them here, and those changes won't alter you messing with time.
(3) Seshra: "Pardon me for interrupting, but I'd also like to ask why you use metallic dragon scales."
(1) GM: The King pauses and glances at Wiz.
(1) GM: Wiz: Oh relax, would you? We didn't kill them. Sure, they weren't exactly willing for us to snitch them, but they'll get better. Besides, it *should* slant things in the right direction.
(1) GM: Wiz whispers something under his breath.
(1) GM: Anyone care to make a listen check?
(2) Kibin: Listen Skill Check: [1d20+21] -> [10,21] = (31)
whispering to Kibin, Assuming I did everything right.....
(3) Seshra: Listen: [1d20+6] -> [7,6] = (13)
whispering to Seshra, You hear a bird in the background.
whispering to Seshra, A nice, pleasant sound from a creature of the air. It seems to be celebrating a full belly.
(4) Quinn Padfoot: (BRB)
(1) GM: The King: Well, did I place things right?
(2) Kibin: Doing what right?
(1) GM: Wiz walks around the table very slowly, checking everything and scrutinizing the exact placement of the stones, element representatives, and even the welds on the scales.
** (3) Seshra watches closely, making mental notes. **
(1) GM: [1d20] -> [1] = (1)
(1) GM: Wiz: Yep, everything's perfect.
(3) Seshra: Knowledge(Arcana) on if this is at all familiar: [1d20+34] -> [15,34] = (49)
(2) Kibin: I don't suppose you could check again? I'm not too keen on destroying the entire world...
(4) Quinn Padfoot: (Knowledge(Psionics): [1d20+31] -> [16,31] = (47))
(4) Quinn Padfoot: (BRB - Food)
whispering to Seshra, You've run across a few refferences to proper control of the inner planes being a key to ascending to godhood.... but mostly in obscure, suppressed, underground anti-religous texts.
whispering to Seshra, Fortunately, you're very well studied.
(3) Seshra: "You wouldn't happen to be trying to... control planes, would you?"
whispering to Seshra, Although nobody had previously figured out how to control the inner planes sufficiently....
** (3) Seshra tries to keep her voice level. **
whispering to Quinn Padfoot, You've run across a few refferences to proper control of the inner planes being a key to ascending to godhood.... but mostly in obscure, suppressed, underground anti-religous texts.
whispering to Quinn Padfoot, Although nobody had previously figured out how to control the inner planes sufficiently....
whispering to Quinn Padfoot, Fortunately, you're very well studied.
** (3) Seshra tries to detect thoughts of the people around here **
(1) GM: The King: I'm doing this by rote off an old manuscript.
whispering to Seshra, Curiously, all four seem to be under the effects of a Mind Blank.
(1) GM: Wiz: Yep. Almost time. Positions!
(3) Seshra: "Old manuscript?"
(3) Seshra: "Wait! Was the manuscript... banned in places? Anti-religious?"
(1) GM: The King's three friends take up positions around the table, forming an equallateral triangle, grit their teeth, and grab the gems with their bare hands.
** (3) Seshra hisses **
(1) GM: The King: They make the best reading.
(3) Seshra: "You're trying to become a god, aren't you..."
(1) GM: The King: What, you think a mere mortal will be able to do what needs to be done?
(2) Kibin: I'll stand back now...
** (2) Kibin steps far away from the gems, expecting an explosion to happen soon. **
(1) GM: You note that Wiz crosses his fingers where he's holding the gems....
(3) Seshra: "The... existing gods have said they can't do anything to help the problem."
(1) GM: One of the other kings friends, holding two of the gems in position, replies.
(1) GM: Friend: No, they had their own fires to put out. I asked. They could help, but they need to secure their own realms first to have the strength for it... and by then it will be too late for this one. TK, in fixing up his own realm, will fix this one, as they'll be one and the same.
(1) GM: Wiz: At least for a while. You ready, TK?
(1) GM: The King: Yep. You got the countdown?
(1) GM: Wiz: Oh, right!
** (2) Kibin asks the wizard, "Why are you crossing your fingers?" **
(3) Seshra: "Mind if I fly back, a bit?"
(1) GM: Wiz pulls out a stick on wooden platform, and places it on the ground.
(1) GM: The shadow is very short, and getting shorter.
(1) GM: He counts down as the shadow approaches vanishing.
(1) GM: Wiz: Three two one....
(1) GM: Anyone taking a moment to intervine?
(1) GM: (Wiz, of course, resumes his position holding two of the gems).
(2) Kibin: ( Meh. I know nothing of this. )
(1) GM: (So you don't remember any prophecies and consequences, huh? Okay.)
(3) Seshra: (Curiosity to see the fireworks... besides, I don't remember any prophecies)
(1) GM: Uncontested, The King swings his fist down to slam on the gem in the center.
(2) Kibin: ( I don't really see how any of those prophecies and consequences relate to this. :P )
(2) Kibin: ( And. Um. Now can I intervene? )
(1) GM: Roll for initiative.
(1) GM: [1d20+8] -> [18,8] = (26)
(4) Quinn Padfoot: (Quinn is taking her que from the others.)
(2) Kibin: Dex check: [1d20+3] -> [9,3] = (12)
(1) GM: Nope, sorry.
(1) GM: King finishes before you can react.
(2) Kibin: ( *needs to tweak his subtle hints sensor some more* )
(1) GM: The King slams his fist on the gem.... and keeps going. The gem seems perfectly fine. In an instant, his three companions likewise get absorbed into their respective gems (with looks of utter shock on their faces), and into the dragon scales. All four people, all seven gems, and all seven scales merge into a single object... which screams, loudly, in agony.
(1) GM: The world shakes.
** (3) Seshra winces and flies backwards. **
** (2) Kibin follows Seshra. Not good not good not good... **
(1) GM: Anyone doing anything hostiile?
** (4) Quinn Padfoot flattens her eyes against her head. **
(1) GM: On your way out, you run into an invisible wall that seems to dome the entire castle complex.....
(4) Quinn Padfoot: * ears
whispering to Seshra, Before you roll, yes, Wall of Force; you can't really fail that one
(3) Seshra: "Forcewall. Disintegrate sounds good. Any objections?"
(1) GM: The blob forms into a Large, roughly humanoid shaped creature.
(4) Quinn Padfoot: (Does Quinn know what is happening?)
(1) GM: It looks angry at everything. Roll vs. Initiative again.
(1) GM: [1d20+10] -> [16,10] = (26)
(2) Kibin: I think it would be better to teleport out of here instead of destroying that wall...
(2) Kibin: Dex check: [1d20+3] -> [12,3] = (15)
(3) Seshra: [1d20+5] -> [15,5] = (20)
(1) GM: Quinn?
(1) GM: Dex check: [1d20+5] -> [16,5] = (21)
(4) Quinn Padfoot: Dex check: [1d20+2] -> [12,2] = (14)
(1) GM: Humanoid Blab, Jason, Seshra, Kibin, Quinn
(1) GM: The blob swipes it's hand, and a wall of searing flame sweeps the castle complex, melting the walls, keep, and other stones into a motlon puddle on the ground, but stopping on the Wall of Force.
(1) GM: Reflex saves, everyone?
(3) Seshra: Reflex: [1d20+14] -> [5,14] = (19)
(1) GM: Oh, and Jason's Incorporeal Miss chance: 50 or less misses: [1d100] -> [30] = (30)
(4) Quinn Padfoot: Reflex save: [1d20+8] -> [1,8] = (9)
(3) Seshra: (hmm, Quinn and I are dead, methinks...)
(2) Kibin: Reflex save: [1d20+21] -> [7,21] = (28)
(1) GM: DC 30; Kibin, got Improved Evasion?
(2) Kibin: (( Sadly no. :( ))
(1) GM: Well, Everyone except Jason takes [20d6] -> [2,6,1,6,4,6,2,2,2,1,5,1,6,4,1,2,1,2,3,4] = (61) Fire damage.
(1) GM: Kibin, that's upped to 91, due to your Fire Vulnerability.
(3) Seshra: (Hmm, resistance 5 to fire, so 56...)
(1) GM: The thing in the center of the courtyard screams again.
(4) Quinn Padfoot: (Right, then. -5.)
(1) GM: Well.. in the center of the Dome of Force, anyway; there's no castle anymore for it to be a courtyard.
(1) GM: Jason charges the King blob, and bounces off, to no apparent effect.
(1) GM: Seshra?
** (3) Seshra tries throwing a wall of force up between the group and the King **
(3) Seshra: (forgot to do spells in the OpenRPG node, sorry)
(3) Seshra: (on the TTW list, anyways)
(4) Quinn Padfoot: (From now on, we kill all bad guys. Every single one of them. No more negociation. It *Never* ends well.)
(3) Seshra: (brb, coughing attack)
(3) Seshra: (oh yeah, and done with turn)
(1) GM: Okay.
(1) GM: Let's see... you were in the air, so no worries about lava damage...
(1) GM: Kibin?
(2) Kibin: ( Yes, but no negotiation tends to have even worse side effects like us accidentally attacking someone. )
** (2) Kibin stays with Seshra behind the nice protective wall of force. (Delay) **
(4) Quinn Padfoot: (Ok, then. We should at least do more research.)
(4) Quinn Padfoot: (Correction: We should at least do research...)
(3) Seshra: (Somebody ought to pick up Quinn unless she can fly)
(1) GM: (Well, I was going to show you how teamwork makes for a very strong team - The King downing a potion of Enlarge person and drawing a spiked chain for battlefield control, Cleric putting up a Wind Wall to stop arrows, Rogue using a sling to hit people with stones (less subject to the Wind Wall), Wizard using attack spells, and finding out the hard way that the Cleric prepped everyone with Spell Resistence.....)
(4) Quinn Padfoot: (Quinn is at -5.)
(2) Kibin: ( Oh yeah. )
(3) Seshra: (O.o)
(1) GM: Oh, so you weren't referring to a minor bit of Fire resistence? Pity.
** (2) Kibin flies down and grabs Quinn quickly before she sinks down any farther. **
(1) GM: Did you take Unconditional Power?
(4) Quinn Padfoot: (Yep.)
(1) GM: Well, looks like Quinn doesn't get a turn (unless doing something Unconditionally).
(4) Quinn Padfoot: (...Cast Decerebrate with full power-point pump?)
(2) Kibin: ( Unconditional teleport! )
(4) Quinn Padfoot: (We have to stop him *Now*.)
(1) GM: If you like.
(2) Kibin: ( Before he breaks through the invincible dome? )
(3) Seshra: (Quinn's probably right...)
(4) Quinn Padfoot: (Ok, so how many power points is that?)
(1) GM: Decerebrate is base 13, Unconditional is +8, so 21. You got Overchannel?
(4) Quinn Padfoot: (Nope.)
(1) GM: And you don't have a manifester level of 21. You could do an Unconditional Body Adjustment to wake yourself up.
(4) Quinn Padfoot: (Ok...How many HP does that get me?)
(1) GM: I'm going to ignore the fact, for now, that Unconditional Power doesn't work when you're unconscious.
(4) Quinn Padfoot: (Thank you.)
(1) GM: Including Unconditional, manifseter level 18, you can get it augmented up to 9 power points; that's 3d12 healing.
(4) Quinn Padfoot: (Ok. [3d12] -> [8,2,3] = (13)
(1) GM: Which gets you back among the awake.
(1) GM: Taking a move action and/or a Swift action?
(4) Quinn Padfoot: (Quickened Decerebrate?...)
(1) GM: Do you have another focus (from Psicrystal Containment) or Psionic Meditation (to get your focus back as a move action)?
(4) Quinn Padfoot: (I have psicrystal containment, yes. And a psionic focus would be stored there.)
(1) GM: So you can, then.
(1) GM: Which increases the power point cost by 6; and it's a base 13 for Decerebrate, and you don't have Overchannel to burn HP to do it. Nevermind.
(4) Quinn Padfoot: (Psychic Crush?)
(4) Quinn Padfoot: (9+6=15+2=17. Will save at +4.)
(1) GM: You could manifest that quickened, yes, and even augment it up 1 DC; for 17 power points, that would be DC 10 +5+1+Int Mod
(4) Quinn Padfoot: ([10+5+1+11] -> 27)
(1) GM: So you spend the points....
whispering to Quinn Padfoot, And nothing happens. Silly mind-affecting tag, but you were warned about the Mind Blank....
whispering to Quinn Padfoot, Of which he now has four copies active....
(1) GM: The blob screams again, and lashes out with his other hand....
(1) GM: A wide angle beam of disintigration sweeps through the area, leaving nothing in it's path. Fortunately, the wall of Force absorbes the inial blast, so you're all unaffected for the moment.
(1) GM: The dome's gone, though.
(1) GM: The blob stares at it's hand for a moment, continuing to scream in pain.
(2) Kibin: (( What about Elorin's turn, for healing? ))
(1) GM: Oh, sure.
Elorin casts Mass Heal ( level 9, "As heal, but with several subjects" )
Elorin can cast Mass Heal 98 more times
Elorin casts Level 9 Spell ( level 9, "Spell slot tracking device" )
Elorin can cast Level 9 Spell 2 more times
(3) Seshra: (NOT JASON!)
(1) GM: Not Jason, no.
(2) Kibin: ( Huh? )
(1) GM: (Heal makes Jason go *poof*)
(3) Seshra: (don't want to kill jason by healing him)
(2) Kibin: ( Technically it doesn't kill him, it just disperses him. )
(1) GM: (If you want to get really technical, it Destroys him, but doesn't matter)
(2) Kibin: ( Well he comes back eventually. :P )
(1) GM: Jason steps out from behind the Wall and sees what he can do to zap the blob...
(1) GM: Evervation, Level 4: 1d4 neagative levels, close ranged touch attack, no save, SR. nagative levels: [1d4] -> [4] = (4)
(1) GM: And he Empoers it for a 6th level spell slot.
(1) GM: Or not; he's out from calling badgers. Drat.
(1) GM: Oh well.
(1) GM: Touch Attack, for use with spells (base): [1d20+7] -> [17,7] = (24) ===> Damage: [Bad dice format] - [0d0+0]
(1) GM: Touch Attack, for use with spells (second): [1d20+2] -> [5,2] = (7) ===> Damage: [Bad dice format] - [0d0+0]
(2) Kibin: ( It's been several days? )
(1) GM: (True....)
(1) GM: Okay, Empowered it is.
(1) GM: You watch as the black ray bends and heads back towards Jason.... and bends again as the air gets in the way.
(1) GM: But it only gets deflected off into the distance.
(1) GM: Seshra?
(1) GM: Oh, he didnt' step out from behind the Wall - gone, I forgot for a moment.
** (3) Seshra calls up a Polar Ray and tries to zap the kingblob with it **
(1) GM: Touch attack?
(3) Seshra: [1d20+13] -> [2,13] = (15)
(3) Seshra: [1d20+8] -> [7,8] = (15)
(1) GM: The ray misses, and comes back around at you. What's your touch AC?
(3) Seshra: (20)
(1) GM: And you succesfully dodge.
(1) GM: Taking a Quickened or Move action?
** (3) Seshra flies 100 ft. backwards, away from the blob **
(1) GM: Okay.
(1) GM: Kibin?
(2) Kibin: ( There's still lava on the ground, right? )
(1) GM: Yep.
(1) GM: Well, no. Nor is there much ground.
(1) GM: The blob king is currently standing on a pillar of dirt in a 200 foot deep disintigrated hole in the ground.
(2) Kibin: ( Ah. I guess I'll continue carrying Quinn then? )
(1) GM: (Until he objects or skips out during a Temporal Acceleration whatever, sure. Taking any actions?)
** (2) Kibin flies towards the blob to 20 feet, and breathes a freezing blast of cold at the blob. **
(1) GM: Fort save: [1d20+40] -> [16,40] = (56)
(2) Kibin: ( ...um, wow. )
(4) Quinn Padfoot: (TPK. Next time someone starts a powerup ceremony, we attack first, ask questions later.)
(3) Seshra: (Speak with dead works great, yeah...)
(2) Kibin: ( Not a total party kill yet... )
(1) GM: Quinn?
(4) Quinn Padfoot: (Prediction.)
(2) Kibin: ( You do have teleportation, don't you? )
(4) Quinn Padfoot: (Psionic Disintegration, full PP powerup.)
(4) Quinn Padfoot: (Not running. Gotta kill it.)
(1) GM: Touch attack roll?
(2) Kibin: ( ...you know, if we DID run, we could have prepared somewhere else, and then come back. )
(4) Quinn Padfoot: ([1d20+12] -> [6,12] = (18))
(3) Seshra: (we run, this thing completes whatever, and we'll be fighting a god...)
(4) Quinn Padfoot: (And the king would have time to prepare.)
(1) GM: You miss, and the ray bends around and comes back in your direction. What's your own touch AC?
(3) Seshra: (don't kill yourself... please...)
(4) Quinn Padfoot: (...Can I buy an AC increasing item?)
(1) GM: Sure, at a +50% surcharge to go on your collar.
(4) Quinn Padfoot: (Right then. What's the best one...Preferably a +8?)
(3) Seshra: (how about a ring of protection for the Touch AC bonus?)
(1) GM: Don't forget: Size bonuses apply to Touch AC. As does Dex.
(4) Quinn Padfoot: (Ah. So 10+2+2? Just need +6, then.)
(1) GM: +5 Deflection would cost you [2000*1.5*5*5] -> 75000.0
(1) GM: And a dex booster (assuming you don't already have one) for the remaining point would cost [1000*2*2*1.5] -> 6000.0 for a +2 Dex on your collar.
(1) GM: You might want to go all six, though; that was a bad roll, for [1000*6*6*1.5] -> 54000.0
(4) Quinn Padfoot: (So [(75+54)*1000] -> 129000
(4) Quinn Padfoot: (Can afford that.)
(1) GM: So, with your items not yet fully chosen, you dedicate some cash and it misses.
(1) GM: Okay.
(3) Seshra: (so, no Ray attacks...)
(1) GM: Using your Quickened or Move action?
(4) Quinn Padfoot: (Do I have one?)
(2) Kibin: (Quantum effects apparently apply to magic items.)
(2) Kibin: (Quinn, mind teleporting yourself to safer ground?)
(1) GM: Well, you didn't meta the Disintigrate that I'm aware of, so yes.
(3) Seshra: (Yeah, don't be hanging around the blob with so few HP... we like you alive :)
(1) GM: Mind you, you don't have a focus at the moment, although you could retreive it on your Move with Psionic Meditation.
(4) Quinn Padfoot: (Don't have Psionic Meditation.)
(1) GM: Ah. Well, then you're left with the powers that can be augmented into a Move action - Like Psionic Dimension Door.
(4) Quinn Padfoot: (Is there any way to kill him?)
(4) Quinn Padfoot: (Because running would only leave him more powerfull.)
(1) GM: (Yes. Ray attacks only rebound if you miss his touch AC of 30; he's got some SR and a Mind blank, but otherwise targetted spells will be unaffected. His regular AC isn't much over his touch AC. And at the moment, he's basically just standing there figuring out how to control himself.)
(1) GM: (HP damage will kill him, as will save-or-dies)
(4) Quinn Padfoot: (Thanks. So no run.)
(3) Seshra: (save or die against a +40 fort save)
(1) GM: Yeah. But there's always the nat-1 clause. He'll take half-damage due to saves to most area effect abilites.
(1) GM: Taking your Move action?
(1) GM: Guess not; King's turn.
(4) Quinn Padfoot: (Can't run.)
(3) Seshra: (you should run to at least out of Disintegrate range...)
(1) GM: Let's see... so far, He's done neagative energy and Fire, that leaves Positive, Earth, Air, and Water.
(1) GM: [1d4] -> [2] = (2)
(1) GM: Earth it is.
(3) Seshra: (nooo)
(2) Kibin: (Yaaaaaay.)
(3) Seshra: (evil element)
(1) GM: He again screams and flails wildly. Rocks appear out of nowhere all over the place as far as the eye can see (farther, actually; the rocks are plentiful enough that they obscure things after a short distance. Reflex saves, everyone (ecept Jason - mundane rocks).
(2) Kibin: Reflex save: [1d20+21] -> [19,21] = (40)
(4) Quinn Padfoot: Reflex save: [1d20+11] -> [4,11] = (15)
(3) Seshra: [1d20+14] -> [14,14] = (28)
(3) Seshra: (wow, Quinn, you're really getting unlucky with dice rolls :( )
(1) GM: Quinn, Seshra: take [20d6] -> [5,5,5,6,4,6,5,4,3,3,6,5,2,4,4,6,3,6,4,4] = (90) bludgeoning damage, and get Pinned underground.
(4) Quinn Padfoot: (Right, then. Dead cat.)
(1) GM: Really, Really unlucky rolls.
(1) GM: Kibin, you manage to avoid the rocks completely, and remain airborne. Quinn gets knocked from your claws, though.
(1) GM: Jason, seeing the rocks, tries for a temporary wall...
(1) GM: Shadow Conjouration, Greater, 7th: As shadow conjuration, but up to 6th level and 60% real
(3) Seshra: (I really hope Elorin has a Heal handy...)
(1) GM: Reflex save: [1d20+22] -> [7,22] = (29)
(1) GM: He's buried.
(1) GM: Meanwhile, though, there's a Wall of Stone around the blob.
(1) GM: Seshra?
** (3) Seshra activates her Cloak of Etherealness and moves upward until above ground **
(3) Seshra: (eh, just 50 feet up.)
(1) GM: You get above ground.
(3) Seshra: (standard left?)
(1) GM: The place is covered in loose rocks... although with the cooling lava, it doesn't look like they'll be loose for long.
(1) GM: Command-word item.
(1) GM: The area is fairly even, now, up until where the Wall of Force used to be. After that, it quickly becomes a veritable mountain of piled stone.
(1) GM: Kibin?
(2) Kibin: ( Hmmm. Is jason providing flanking? )
(1) GM: Oh, and Jason walks through his own wall to flank. Sure.
(1) GM: You will need a Will save to get through it yourself, though; at +4; you know Jason has a habit of faking it.
(2) Kibin: Will save: [1d20+17] -> [4,17] = (21)
(2) Kibin: (25 enough?)
(1) GM: No, DC 28. Jason seems to have Learned Wall of Stone for real somewhere along the line.
(1) GM: Quinn's dead, so it's blob's turn again.
(1) GM: Positive, Air, Water: [1d3] -> [2] = (2)
** (2) Kibin sighs, and utters a command word to turn etheral, and goes underground. **
(3) Seshra: (awwh)
(1) GM: The "stone dome" explodes in a shower of lightning and fragments.
(1) GM: Jason's Incorporeal miss: 50 or less misses: [1d100] -> [63] = (63)
(1) GM: Reflex save: [1d20+15] -> [12,15] = (27)
(1) GM: Failed reflex; [20d6] -> [5,6,2,6,4,4,2,3,6,5,2,3,3,3,2,1,1,5,2,1] = (66)
(1) GM: And Jason takes a serious hit.
(1) GM: Feeblemind, 5th: Subjects Int and Cha drop to 1.
(1) GM: ... Which doesn't do anything.
(1) GM: Seshra?
** (3) Seshra dismisses the ethereal effect and moves back another 100' **
(1) GM: So... 300 away? Okay.
(1) GM: Kibin?
(3) Seshra: (BRB, openrpg trouble)
(3) Seshra: Disconnecting from server...
(3) Seshra (exit): 13:22
(7) Seshra (enter): 13:22
** (2) Kibin still flees, to hopefully come back later with better preperation... **
(1) GM: Okay.... so Cat dead, Air and Dragon running. Elorin follows suit.
(1) GM: Positive Energy and Water: [1d2] -> [1] = (1)
(1) GM: The king blob, taking on more definition now and looking much like The King did before the ceremony, releases a blast of searing white light.
(1) GM: Will saves, everyone.
(1) GM: Will save: [1d20+19] -> [20,19] = (39)
(2) Kibin: Will save: [1d20+17] -> [8,17] = (25)
(7) Seshra: [1d20+22] -> [11,22] = (33)
(2) Kibin: ( *is underground and about 500 feet away?* )
(1) GM: Ah, lack of Line of effect, then. You're fine.
(1) GM: Seshra, however, is above ground. Success; you're healed for half of [20d6] -> [6,3,5,2,3,4,3,2,5,6,3,5,4,1,2,1,3,4,2,1] = (65)
(1) GM: Jason also beats the save, but takes damage [65/2] -> 32
(1) GM: And shatters into a milllion little fragments.
(2) Kibin: (( *considers a kobold sorcerer//fighter/insert prestige class here* ))
(1) GM: As you run, a veritable ocean of water pours out behind you. Fortunately, not a very large ocean, and everyone is either flying or ethereal, so it doesn't bother you as it makes a very big lake.
(1) GM: It does nock the loose stones around, leaving just a level, rocky plain as the flood spreads outwards at a hundred miles an hour from it's point of origin.
(1) GM: After an hour, it settles down, and the water goes away.
(1) GM: The terrain is stripped rather bare.
(7) Seshra: (*feels like this is a bad time to have the Elemental type*)
(7) Seshra: (what does the Kingblob look like now?)
(1) GM: Well, looking back, he looks almost exactly like he did before the ritual... if you discount the size. He even seems to have found a way to re-make his armor.
(2) Kibin: (( Ooo! Sorcerer//Fighter/Master Transmorgist for full BAB and caster level I believe... ))
(1) GM: You watch in the distance as something like a castle starts to rise from the ground. It's a twisted, black thing, glowing red where it's growing from the ground up.
(1) GM: It quicly surrounds and hids The King.
(1) GM: Jason: Umm.... I'll see about finding the cat.
(1) GM: Wait- no, Jasno dead. Nevermind.
(7) Seshra: (argh, brb, another coughing fit)
(1) GM: Just Seshra, Kibin, and Elorin around in a barren wasteland.
(1) GM: So, Kibin, Seshra - doing anything?
(2) Kibin: ( My next character shall be named... Ixenlani! )
(1) GM: Meanwhile, Elorin takes care of the healing.
(7) Seshra: "Need to find Quinn, first..."
Elorin casts Cure Critical Wounds ( level 4, "Cures 4d8 damage +1/level (max +20)" )
Elorin can cast Cure Critical Wounds 98 more times
Elorin casts Level 4 Spell ( level 4, "Spell slot tracking device" )
Elorin can cast Level 4 Spell 4 more times
Elorin casts Cure Critical Wounds ( level 4, "Cures 4d8 damage +1/level (max +20)" )
Elorin can cast Cure Critical Wounds 97 more times
Elorin casts Level 4 Spell ( level 4, "Spell slot tracking device" )
Elorin can cast Level 4 Spell 3 more times
(1) GM: [8d8+40] -> [5,6,1,4,7,8,7,1,40] = (79)
(1) GM: And Seshra's feeling better.
(1) GM: So how do you go about tracking down the cat?
** (7) Seshra tries to retrace where the cat fell... go forward 300 feet... **
(2) Kibin: ( We could ask the king? )
(1) GM: After a while, the main black spire finishes, and more start cropping up.
(7) Seshra: "Anyone have much experience with gods' homes?"
(2) Kibin: Nope.
(1) GM: You see some creatures start pouring out of the spires. A different type from each one. Elementals, mostly. Fire, Water, Air, and Earth. You also see some glowy things and a few things that utterly absorb light.
(7) Seshra: "I wonder what they have to say for themselves."
(1) GM: Seven towers in all, the tallest in the center, six more arranged in a hexagon around it.
(2) Kibin: Wonder what he plans to do by doing that...
(1) GM: Each of the surrounding towers has something at the top - a large rock, a burning flame, a black emptyness, a shimmering blue blob, a rolling cloud, and a white fullness.
(1) GM: A few air elementals reach the party, and bow to Seshra.
(1) GM: Air elementals: Excuse us, have you seen any food around here? The master is hungry.
(2) Kibin: (( What does Seshra look like? O.o ))
** (7) Seshra returns the bow. "I have not, I'm sorry." **
(7) Seshra: (well, let's see, I forgot to play with my disguise regularly...)
(4) Quinn Padfoot: (BRB - Food.)
(1) GM: Air elementals: Pity. Any idea what kinds of food he would find appealing?
(4) Quinn Padfoot: (Whoop, I mean drink.)
(2) Kibin: ( So what do you look like? )
(2) Kibin: No, not really.
(7) Seshra: (so now... translucent skin, silver hair, ice blue eyes, and two small horns out of the head. Think Tiefling of the Air :)
(1) GM: Air Elementals: Well, I suppose we will just have to collect things for The Master that look appealing to us. I'm sure he'll figure out something more specific later.
(7) Seshra: "That sounds like the best idea. I wish you luck."
(1) GM: The air elementals zip past.
(1) GM: They eventually find some clouds, and start hauling them back.
** (7) Seshra flies up to join them. **
(7) Seshra: (to the group) "I want to ask him a few questions..."
(1) GM: Air Elementals: He seems to be cranky when he is hungry.
(1) GM: Air elementals: But we have no objection.
** (2) Kibin follows Seshra. **
(1) GM: Elorin tags along.
(1) GM: The Air elementals carefully drag the cloud towards the central tower, and take it inside.
(1) GM: You see some of the black things shepherding living creatures - birds and the like - inside, while the glowy white things seem to have rounded up a fair number of undead. You're not sure where the water elementals found the fish, or where the fire elementals found the wood. The earth elementals bring back choice ores.
(1) GM: There's quite a lot of the elementals, and more coming out of the towers, at a rate of about one per minute per tower.
(7) Seshra: "Fish?"
** (7) Seshra asks one of the air elementals, "Did you come here voluntarily? Is he bringing the Inner Planes into the material plane?" **
(1) GM: The air elemental blinks (quite the trick, with no actual eyes): Come here? I was formed in that very tower.
(1) GM: The air elemental points to the tower with the roiling cloud at the top.
(7) Seshra: "Fascinating. What was it like inside?"
(1) GM: Air elemental: Not enough room to move about. A bit dark. Crowded.
(1) GM: Your air elemental escort takes the cloud into the central tower, and presents it to The King.
(1) GM: You following?
** (7) Seshra will follow with the air elementals. **
(1) GM: The doorway is clearly made for someone ten feet tall. You can tell, as the stone handle is six feet up in the air.
** (2) Kibin follows as well. **
(1) GM: The place is made of a black, reflective rock. It's all one large chamber, open to the sky at a small opening at the top.
(1) GM: Looks like obsidian, but there hasn't been a volcano...
(1) GM: The King sits in the center of the room, dressed in what looks like it used to be mithral fullplate (although it is starting to turn black).
(1) GM: None of his flesh is visible.
(1) GM: He looks at you through the visor of his helmet.
(1) GM: The King: ... we remember you.
(1) GM: The King: Did you bring a gift? I'm not holding court today. Got anything good to eat? It smells like you do....
(1) GM: The King trails off. He's acting rather hungry.
(2) Kibin: What exactly do you eat?
(1) GM: Practically delerious with hunger.
(7) Seshra: "I came with the elementals you have as servants... we may be able to provide food."
(1) GM: The King: ... I'm not sure. But you've got whatever it is. I can smell it.
(1) GM: The King: The cloud isn't it, though, sorry.
(2) Kibin: All of us?
(1) GM: (The air elementals, being the fastest of the bunch, are the only ones currently in the central spire.
** (7) Seshra steps away from the cloud. **
(1) GM: The King: Well, you do, Elorin does, and that oddly-shaped air elemental you brought with you do.
(4) Quinn Padfoot: (Quick, someone suggest he wish he goes back to when he wasn't hungry.)
(4) Quinn Padfoot: (Either that or cast stone to flesh.)
(2) Kibin: ( *still wonders what Seshra looks like being half elemental and all* )
(1) GM: An air elemental offers the cloud to The King.
(1) GM: The King: ... no, that's not it. Try again.
(4) Quinn Padfoot: (He's looking at you hungrily...)
(1) GM: The air elementals, looking dejected, leave to find something else.
(7) Seshra: (the physical changes are fairly minor, actually. Same shape as a human)
(2) Kibin: ( Maybe energy? *shrugs* )
(7) Seshra: "Perhaps some of the others have something edible..."
(1) GM: Some water elementals slosh in, carrying live fish.
** (7) Seshra eyes the water elementals suspiciously. **
(1) GM: The King: ... hmm... there's something there.... set them in front of me, would you?
(1) GM: The water elementals drop a veritable mountain of fish in front of the king.
(1) GM: The King walks into the mountain, and the fish all turn to dust.
** (7) Seshra wonders where the elementals found the fish **
(4) Quinn Padfoot: (Ok, sure, ignore the cat...)
(1) GM: The King: Better.... still, I feel like I'm picking up breadcrumbs. Can't survive on that.... You have what I need...
(4) Quinn Padfoot: (I'm only dead.)
(7) Seshra: (sorry, can't help you right now...)
(7) Seshra: Knowledge(religion) on what dieities might want to eat [1d20+18] -> [8,18] = (26)
** (2) Kibin hmms, saying, "Not an attack, just seeing something..." Kibin uses his ring to cast ray of frost at the king. Maybe it's elemental energy or something? **
whispering to Seshra, He made a mistake somewhere along the line. Whatever he is, it isn't a god. At least, not in the normal sense of the term. Try Knoweledge(The Planes).
(7) Seshra (whispering): Knowledge(Planes): [1d20+34] -> [9,34] = (43)
(1) GM: The King: Umm... was that supposed to do something?
whispering to Seshra, He's got a lot more in common with some of the Demon Kings, actually; which have a nasty habit of consuming souls to torture for eternity to power themselves.....
** (2) Kibin hmmms. "Kind of, yes." **
(7) Seshra: "You want souls, don't you..."
(1) GM: The King: Souls? Yes.... one of us knows about souls..... Mmm... they sound so tempting......
(1) GM: The King: ...yes... that's it.... the stuff of life itself.... why? That was supposed to be covered by the Positive Energy plane....
(1) GM: The King: Wait....
(7) Seshra: "One of... you don't want this... use whatever power you have, turn yourself back!"
(1) GM: The King snaps his fingers, and a very old looking parchment appears in his gauntleted hands.
(1) GM: The King looks at it, then removes his gauntlets, where you see one of the gems from earlier.
(1) GM: Buried in his flesh.
(1) GM: The King: It's the wrong one. We got it wrong. Well, that also explains why I can't fly properly.
(1) GM: The King seems barely aware of your presence.
(1) GM: But that changes in just a moment.
(1) GM: The King: But I'm soo hungry.....
(7) Seshra: (not good...)
(7) Seshra: "So change yourself back! Go back to when you weren't hungry!"
(1) GM: The King: Souls, yes... I think that is what I'll have to eat....
(7) Seshra (whispering): Incidentally, would demon or devil be a closer match to him?
(1) GM: The King: I can't. It's too late. Wiz was right. You can't let paradox happen, no matter what the cost. I understand now, why, the gods themselves don't practice it....
whispering to Seshra, Hard to say.
** (7) Seshra mumbles, "I said it was a bad idea..." **
(2) Kibin: I think the wizard may have done that on purpose, I think he was crossing his fingers or something when he was touching the gems...
(4) Quinn Padfoot: (No, just change back. No time travel.)
(1) GM: The King: ... Wiz? ... That was for luck. I wasn't completely certain we had it right.
(2) Kibin: Ah.
(1) GM: The King: Still....
(1) GM: The black things come in, with their cargo. People.
(7) Seshra: "You don't really want to be a demon, do you?"
(1) GM: The King: ... hmm... these ones I don't know....
(7) Seshra: "Umm... no... don't eat them..."
(2) Kibin: Yet if you try eating them, we'll have to try to stop you.
(1) GM: The King jumps thirty feet over your head and lands in the crowd of people, who instantly turn to dust.
(1) GM: The King: Oh that was good.... so tasty.... better, now....
(1) GM: The King eyes you: Still hungry, though.... and they tasted so good.....
(1) GM: Roll for initiative.
(7) Seshra: "No."
(2) Kibin: Dex check: [1d20+3] -> [13,3] = (16)
(7) Seshra: [1d20+5] -> [4,5] = (9)
(1) GM: [1d20+10] -> [12,10] = (22)
(1) GM: Dex check: [1d20+6] -> [15,6] = (21)
(1) GM: King, Elorin, Kiibn, Seshra.
(1) GM: The King charges Kibin.
(2) Kibin: ( Does Seshra have a weapon? )
(7) Seshra: (I have a natural Slam attack... +8, 1d6...)
(1) GM: [1d20+30] -> [3,30] = (33)
(2) Kibin: ( Yay flankage! )
(1) GM: And misses.
(1) GM: Make a Fort save, Kibin.
(2) Kibin: Fortitude save: [1d20+18] -> [8,18] = (26)
(1) GM: As his hand skips off your armor, you feel something clawing and tugging at your very soul.... but you manage to keep in your scales.
(1) GM: Elorin draws and fires.
(7) Seshra: (oh joy, save-or-dies...)
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 1) Attack Roll: [1d20+34] -> [6,34] = (40)===> DMG: [1d8+2d6+16+0] -> [1,5,3,16,0] = (25)
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 2) Attack Roll: [1d20+29] -> [1,29] = (30)===> DMG: [1d8+2d6+16+0] -> [7,6,5,16,0] = (34)
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 3) Attack Roll: [1d20+24] -> [18,24] = (42)===> DMG: [1d8+2d6+16+0] -> [3,1,2,16,0] = (22)
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 4) Attack Roll: [1d20+19] -> [13,19] = (32)===> DMG: [1d8+2d6+16+0] -> [3,1,6,16,0] = (26)
(2) Kibin: ( Yes... now flank, and I can get some sneak attack pain in, hopefully he still has vital spots...)
(1) GM: All but one bounce off his armor.
(1) GM: Kibin?
(2) Kibin: ( Meh, stupid high ACs. )
(1) GM: What's yours?
(2) Kibin: ( 43... okay, stupid low to hit for me. x.x )
(2) Kibin: ( How close is Seshra to the king? )
(1) GM: At the moment? Probably about fifteen feet away. You'll need to move five feet before you can reach him anyway.
** (2) Kibin maneuvers so taht Seshra is on the opposite side of him, so that she can more easily maneuver to distract the kings attention. **
(1) GM: Not making any attacks?
(1) GM: And how far are you moving?
(2) Kibin: (No, holding my standard action until after Seshra.)
(1) GM: So readying?
(2) Kibin: (So that Seshra is on the opposite side? And yes, readying to attack when the king is flanked. )
(1) GM: Or delaying to five-foot and full attack?
(2) Kibin: (...that would be better.)
(1) GM: Seshra?
** (7) Seshra concentrates to cast defensively... **
(7) Seshra: [1d20+27] -> [6,27] = (33)
(1) GM: That will pass just about anything. What you casting?
(7) Seshra: (and calls up a Crushing Hand to attack the king)
(7) Seshra: (er, Clenched Fist, sorry)
** (7) Seshra will move backward 50 feet and have the Fist attack **
(2) Kibin: (...does that count as being flanked? )
(1) GM: Make your aFists attack roll.
(7) Seshra: [1d20+32] -> [14,32] = (46)
(1) GM: And your damage roll?
(7) Seshra: [1d8+11] -> [3,11] = (14)
(1) GM: Oh, and SR penetration.
(7) Seshra: [1d20+18] -> [11,18] = (29)
(7) Seshra: (.. dang)
(2) Kibin: (That's an 11, though.
(1) GM: The Hand fizzles out of existance as it hits The King.
(7) Seshra: (gotta grab some anti-SR feats)
(1) GM: Still moving back?
(2) Kibin: (Now can you move in? :P)
(7) Seshra: (moving in, then.)
(2) Kibin: (For flanking of happiness...)
(7) Seshra: (gotta stop him..)
(1) GM: And to get into threat range, you soak an AoO... [1d20+30] -> [5,30] = (35)
(1) GM: What's your AC?
(7) Seshra: (25)
(1) GM: Ah, 25. Ough.
(2) Kibin: ( :P )
(7) Seshra: (Yeah, nothing like Kibin's 43 :)
(4) Quinn Padfoot: (Being dead ain't so bad...I've almost added rings to my roguelike...)
(1) GM: So the King slaps you, hard. Take [2d6+30] -> [1,5,30] = (36) damage, and make a Fort save. Then (after the Fort save) take a negative level.
(7) Seshra: (if I die, I hope he doesn't eat my soul...)
(7) Seshra: (Fort: [1d20+14] -> [3,14] = (17)
(7) Seshra: (... nevermind)
(2) Kibin: ( Please succeed pleas... crud. x.x )
(1) GM: Failure. Take [2d6] -> [3,1] = (4) negative levels.
(1) GM: The King: Oh... it's like ambrosia.....
(7) Seshra: (so that's... 4 slots down?)
(1) GM: Five; 4 for failing the save, 1 for the hit itself.
(2) Kibin: (But flanked now YAAAAAAAY)
(1) GM: So your top five spell slots (you choose which to lose) -5 on basically every roll. Also -25 HP.
(1) GM: In addition to the 36 damage, yes.
(1) GM: And it's the King's turn.
(2) Kibin: (No, it's mine.)
(1) GM: Ah, right - your Delayed Full attack.
(2) Kibin: (5 foot step and full attack since the king is now flanked? I delayed?)
(7) Seshra: (so that's.. Horrid Wilting, Finger of Death, Limited Wish, and two Greater Teleports gone....)
(1) GM: He's between you and Seshra, yes.
** (2) Kibin steps in, and does a bite and two quick slashes at the king, trying to aim for vital spots. **
(2) Kibin: [1d20+26] -> [19,26] = (45)
(2) Kibin: [1d20+24] -> [7,24] = (31)
(2) Kibin: [1d20+24] -> [14,24] = (38)
(1) GM: You find he seems to have a truely Uncanny ability to Doge, and you only manage to land a single blow, and that hardly anywhere important.
(7) Seshra: (19 isn't a crit threat, is it? :( )
(2) Kibin: (And +2 bonus to hit if it matters. :P)
(1) GM: Roll damage (sneak attack does not apply).
(2) Kibin: (No sneakattackable? :(
(1) GM: Not for a bite, no.
(2) Kibin: [1d6+6] -> [3,6] = (9)
(1) GM: (He's a Fighter-20, Wizard-20, Cleric-20, and Rogue-20)
(7) Seshra: (oh yeah. diety.)
(2) Kibin: (*considers fleeing*)
(1) GM: (More like four people pulled into one - think a four-way gestalt)
(1) GM: The King: Well, that stings. Here....
(1) GM: The King makes a full attack with his fists.
(2) Kibin: (Dodge target is the king of course...)
(1) GM: [1d20+30] -> [19,30] = (49), [1d20+25] -> [5,25] = (30), [1d20+20] -> [7,20] = (27), [1d20+15] -> [2,15] = (17)
(1) GM: Against Kibin. I count one hit, two clanks, and a swish.
(2) Kibin: (Ow miss miss miss.)
(1) GM: So make three Fort saves.
(2) Kibin: Fortitude save: [1d20+18] -> [11,18] = (29)
(2) Kibin: Fortitude save: [1d20+18] -> [18,18] = (36)
(2) Kibin: Fortitude save: [1d20+18] -> [1,18] = (19)
(2) Kibin: (I HATE YOU 1!)
(1) GM: (You need a challenge, right?)
(7) Seshra: (er. oops. Correction to the slots lost - forgot I hadn't used Irresistible Dance. That goes out and Mass Hold Person is still in.)
(1) GM: One failure [2d6+1] -> [6,6,1] = (13) negative levels, all told.
(2) Kibin: (Kibin doesn't have much in the way of strategic options, other than flank and sneak attack. :P)
(2) Kibin: (And. Um. I'm running now.)
(1) GM: And the standard [2d6+30] -> [1,1,30] = (32) damage, of course.
(7) Seshra: (Go ethereal!)
(1) GM: That is an ouch, yes.
(1) GM: So 32 damage, -13 to attack rolls, saves, and skill checks, and -65 HP.
(1) GM: Which puts you at... what, about 92?
(2) Kibin: (Yup. *too lazy to alter maximum HP*)
(1) GM: The King: Ohh... man.... and I thought the other guy tasted good....
(1) GM: Elorin continues his barrage... this time remembering to activate his boots of haste.
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 1) Attack Roll: [1d20+34] -> [4,34] = (38)===> DMG: [1d8+2d6+16+0] -> [8,4,6,16,0] = (34)
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 1) Attack Roll: [1d20+34] -> [3,34] = (37)===> DMG: [1d8+2d6+16+0] -> [6,4,5,16,0] = (31)
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 2) Attack Roll: [1d20+29] -> [20,29] = (49)===> DMG: [1d8+2d6+16+0] -> [3,4,6,16,0] = (29)
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 3) Attack Roll: [1d20+24] -> [7,24] = (31)===> DMG: [1d8+2d6+16+0] -> [5,5,6,16,0] = (32)
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 4) Attack Roll: [1d20+19] -> [12,19] = (31)===> DMG: [1d8+2d6+16+0] -> [4,6,1,16,0] = (27)
(1) GM: Still, four of his arrows just glance off hte thing.
(1) GM: Seshra?
(2) Kibin: (One critical chance.)
(7) Seshra: (ethereal and run the heck away sounds good t me...)
(1) GM: Ah, you're right.
(1) GM: +1 Holy Composite Longbow (+2 Str) (attack 2) Attack Roll: [1d20+29] -> [1,29] = (30)===> DMG: [1d8+2d6+16+0] -> [1,5,3,16,0] = (25)
(1) GM: Which fails to confirm. Pity.
(1) GM: So going ethereal, then? Okay.
** (7) Seshra activates the cloak of etherealness for the second round today, and scootches 50' out through the walls **
(2) Kibin: (Good to me too.)
(1) GM: Kibin?
** (2) Kibin activates his cloak too, and scoots 100 feet out through the walls as well. **
(7) Seshra: (don't you go half- speed when ethereal?)
(2) Kibin: (Oh, right. 50 feet. )
Elorin casts Wind Walk ( level 6, "You and your allies turn vaporous and travel fast" )
Elorin can cast Wind Walk 97 more times
Elorin casts Level 6 Spell ( level 6, "Spell slot tracking device" )
Elorin can cast Level 6 Spell 3 more times
(1) GM: The king stands there savoring the flavor for a moment, and Elorin takes the time to use the distraction to get the heck out of dodge.
** (7) Seshra de-etherealises outside and gets a few hundred feet of space between her and the center spire **
** (2) Kibin is with Seshra. **
(1) GM: Behind you as you leave, you can hear The King yelling at his servants: Bring me lives! Living things to eat! Humans! Elves! Dwarves! Whatever!"
(1) GM: The various elementals start scurrying.
** (7) Seshra tries to see if there's somewhere to hide **
(1) GM: Hide check?
(7) Seshra: [1d20+17] -> [10,17] = (27)
(1) GM: With all the commontion, you manage to hide in the cloud at the top of the air spire. It's actually qutie relaxing.
(7) Seshra: (kibin here too?)
(1) GM: Yeah, although he's less comfortable. As is Elorin.
(7) Seshra: "We're probably going to need Quinn's help to stop him... he's turning into a demon king."
(1) GM: Elorin stops and casts a few spells...
Elorin casts Restoration ( level 4, "Restores level and ability score drains" )
Elorin can cast Restoration 98 more times
Elorin casts Restoration ( level 4, "Restores level and ability score drains" )
Elorin can cast Restoration 97 more times
Elorin casts Level 4 Spell ( level 4, "Spell slot tracking device" )
Elorin can cast Level 4 Spell 2 more times
Elorin casts Level 4 Spell ( level 4, "Spell slot tracking device" )
Elorin can cast Level 4 Spell 1 more time
Elorin casts Heal ( level 6, "Cures 10 points/level of damage, all diseases and mental conditions" )
Elorin can cast Heal 98 more times
Elorin casts Heal ( level 6, "Cures 10 points/level of damage, all diseases and mental conditions" )
Elorin can cast Heal 97 more times
Elorin casts Level 6 Spell ( level 6, "Spell slot tracking device" )
Elorin can cast Level 6 Spell 2 more times
Elorin casts Level 6 Spell ( level 6, "Spell slot tracking device" )
Elorin can cast Level 6 Spell 1 more time
(1) GM: And you're both all better.
** (2) Kibin sits in the cloud, seemingly floating inside the cloud. "Thanks, Elorin..." **
(2) Kibin: (Being able to treat clouds as solid is fun. :)
(7) Seshra: "Useful healing magic... I should have studied that."
(7) Seshra: (hmm, do spell slots come back?)
(1) GM: Elorin: No problem.
(2) Kibin: Elorin, don't you have a spell that protects against stuff like that?
(1) GM: "As if cast" - no.
(1) GM: Elorin: Yeah. I think we'll need that for the next encounter. Meanwhile....
Elorin casts True Resurrection ( level 9, "As resurrection, plus remains aren't needed" )
Elorin can cast True Resurrection 98 more times
Elorin casts Level 9 Spell ( level 9, "Spell slot tracking device" )
Elorin can cast Level 9 Spell 1 more time
(1) GM: Elorin True ressurects Quinn.
(1) GM: Elorin: Do you think you could find his collar? I imagine he wants it back.
** (7) Seshra watches the casting. **
(7) Seshra: "I've never seen that before. Impressive."
(7) Seshra: (She!)
(1) GM: Yes, she, sorry.
(1) GM: Elorin: Yeah... you'll probably see it again.
(2) Kibin: And probably experience it some time too, if you stick with us...
(7) Seshra: "It's certainly been different from life in the plane of Air."
** (2) Kibin rests floating in the light and fluffy cloud. **
(1) GM: Elorin hovers.
(4) Quinn Padfoot: "Well, it's about time."
(4) Quinn Padfoot: * And, er, thanks...
(1) GM: Elorin: Sorry, we were busy running for our lives so we would have the chance.
(4) Quinn Padfoot: * Quite all right.
(7) Seshra: "We fought the King again. He's turned himself into an almost demon king."
(4) Quinn Padfoot: "I must say, the afterlife is a lot more disorderly than I thought it would be. Although I suppose a multi-planer apocalypse will do that."
(7) Seshra: "Wants to eat souls now, and he's enslaved the elementals."
(4) Quinn Padfoot: "One does not expect to see Archons running around like...What?!"
(2) Kibin: Technically he's created elementals, not enslaved them.
(7) Seshra: "They do his bidding. Creating them for that purpose seems close enough to enslaving for me."
(4) Quinn Padfoot: "Wonderfull. Any way to kill him or should we just run?"
(2) Kibin: Um... you actually experienced time while dead?
(4) Quinn Padfoot: "Well, it is all kind of blurry. But I'm not sure whether I was quite dead."
(4) Quinn Padfoot: "Sort of ghost-like."
(2) Kibin: You got smushed into a pulp by rocks...
(4) Quinn Padfoot: "Yes, I noticed that, just before the incredible, but very brief moment of pain."
(7) Seshra: "Must have been awful..."
(1) GM: Elorin: Umm... did your collar hold any sentimental or practical value to you?
(4) Quinn Padfoot: "Actually, it was rather curious..."
(4) Quinn Padfoot: "Aside from three different enchantments?"
(2) Kibin: Meh, I just get a brief period of blackness when I die, like falling asleep...
whispering to Kibin, Oh, you're back up to full health, bye the way - Restoration + Heal fixes almost anything.
(7) Seshra: "We should probably get the collar back, then... enchanting objects is quite time-consuming."
(1) GM: Elorin: Okay, good to know it wasn't anything you valued.
(2) Kibin: I think he's refering to it being an actual magical item, much like my amulet.
(1) GM: Elorin: Wait... you mean he was being sarcastic? So hard to tell, with cats. They're very good at hiding their emotions.
(1) GM: She... grr... I keep forgetting.
(7) Seshra: "She's a prime example of feline inscrutability."
(1) GM: Elorin: Agreed.
(4) Quinn Padfoot: "Yes, well, it did cost over a hundred and sixty thousand gold pieces..."
(2) Kibin: I am too, I just know how to show my emotions when needed.
(4) Quinn Padfoot: * Emotions? But I'm a cat!
(1) GM: Elorin: Ah, you'll probably want it back, then. Anyone up for underground searching duty?
** (7) Seshra shudders **
(7) Seshra: "Under all that... dirt..."
(2) Kibin: I could do it, and wouldn't even have to use any of my cloak's magic...
(1) GM: Elorin: Okay. Quinn, do you trust him to bring it back, or do you want to try for it yourself?
(2) Kibin: Cats aren't that good at digging...
(4) Quinn Padfoot: (I'm being bugged by the computer. My brother hasn't had it much this week....)
(1) GM: (The computer is bugging you?)
(4) Quinn Padfoot: "Well, you did bring me back to life. I guess so."
(4) Quinn Padfoot: (For the computer.)
(1) GM: Ah. So, stop here, or what?
(4) Quinn Padfoot: (Ok with me, but there's other people...)
(1) GM: True. But that the same time, this does take a full squad.
(7) Seshra: (If Quinn has to go... it'll be hard to continue with 2 people.)
(2) Kibin: (Yup...)
(2) Kibin: (*could make a level 3 gestalt character*)
(7) Seshra: (no Douglas, either...)
(4) Quinn Padfoot: (I could send your her character sheeet.)
(1) GM: Could. Set it in this world, a thousand years hence....
(4) Quinn Padfoot: (Although it is incomplete...)
(4) Quinn Padfoot: (Using the Hero system. :) (J/k, mostly) )
(1) GM: Yeah, I don't manage PC's very well, and if you're going to take on The King of Evil, everyone's going to need to be at, or very near, the top of their game.
(1) GM: (Oh, and did you take Psycic Reformation or Bend Reality? Useful when you find a feat you need but don't have, or have but don't need)
(1) GM: (Ditto for Powers)
(7) Seshra: (Right... might be worth taking a rest until next time anyways...)
(4) Quinn Padfoot: (Psychic Reformation and Reality Revision.)
(4) Quinn Padfoot: (Maybe discuss strategy on the forums...)
(4) Quinn Padfoot: (Maybe actually have a strategy...)
(1) GM: Okay. Close it here, then.

(1) GM: Those staying wishing to try a level 3 gestalt, write up your characters while I go get a bite to eat.
(1) GM: Rules in effect:
(7) Seshra: (Strategy? What strangeness do you speak of?)
(1) GM: All casters take the Sorcerer's spells known table and cast spontaneously.
(2) Kibin: (Whoa. That's interesting.)
(1) GM: Clerics get their domain spells as spells known, but no bonus spell slots for the domains, and no spontaneous healing without burning spells known or taking the Healing domain.
(2) Kibin: (Um... wait... ALL casters cast spontaneously?)
(4) Quinn Padfoot: Disconnecting from server...
(4) Quinn Padfoot (exit): 15:17
(1) GM: Yep.
(1) GM: Extra time for Metamagic removed.
(1) GM: Specialist Wizards do not get bonus spell slots, but they do get bonus spells known of their specialty school - one per spell level.
(2) Kibin: (So what's good about sorcerers now?)
(1) GM: I don't expect to see many Sorcerers, but they get the Wizard's bonus feat progression, d6 HD, and 4 skill points per level.
(1) GM: (scribe scroll being replaced with a "normal" wizard bonus feat.
(2) Kibin: (*going to play a sorcerer...*)
(7) Violist: (SRD only?)
(1) GM: Sorcerers can pick their spells known from any spell list, but a spell not on their known list is not treated as being on their class list.
(1) GM: Use magic Device is, however, a class skill.
(1) GM: Yes, SRD only.
(2) Kibin: (Aw, SRD only. :(
(1) GM: Requirements for final gestalt: At least one side needs to be a full caster/manifester. Minimum 2 good saves, d8 HD.
(2) Kibin: (Though just need the SRD for level 3.)
(1) GM: Druids get all the Summon Nature's Ally spells as spells known.
(2) Kibin: (*shall make sorcerer/fighter of goodness!*)
(7) Violist: (hmm, Druid/bard)
(2) Kibin: (Hmmm... what about paladins?)
(2) Kibin: (How do they cast?)
(1) GM: Thus, a 3rd level Evoker would have four 1st level spells known (one of which must be an Evocation) and one 2nd level spell known (which must be an evocation).
(1) GM: Partial casters (Bard, Paladin, Ranger) have their normal spell mechanics.
(1) GM: Specialist wizards still must choose forbidden schools, however.
(1) GM: Well, I'll go grab a bite to eat while you work on yor characters.
(7) Violist: (oh, what about stats?0
(7) Violist: (32-point buy?)
(1) GM: Oh - and it's a low-wealth campaign - only 200 gp to spend. And yes, 32 point buy is fine.
(7) Violist: (o.O 200 gp? wow)
(2) Kibin: [6+1d4] -> [6,2] = (8)
(1) GM: And a suggestion: Don't try to fill two roles; it doesn't work. Grab a class with lots of passive / defensive abilities, and a class that has the role you want, or two that synergize very well.
(2) Kibin: [2d4] -> [3,2] = (5)
(2) Kibin: (Hmmm.... a class that has charisma to saves, good hitdice, and several nifty immunities, along with an arcane casting class that has charisma as a casting stat. I think they synergize well. :)
(1) GM: That fits, yes.
(1) GM: Do note, though, that the Cleric or Druid / Monk has a similar vein.
(2) Kibin: (Also good will/fortitude saves.)
(1) GM: Oh, one other thing: Spells that let you open up the MM and search for something aren't permitted - so no Alter Self, Polymorph, Planar Binding, or Gate; Summon Monster is fine, though.
(2) Kibin: (Not that that matters right now.)
(1) GM: Also applies to the various versions of them - Polymorph Any Object, Shapechange, Lesser/Greater Planar Binding, et cetera.
(1) GM: Alter Self is within the range of a Transmuter.
(2) Kibin: (What about this?)
(2) Kibin: (Stupid links not working...)
(2) Kibin: (What about this?)
(2) Kibin: (What about this?)
(1) GM: C;
(7) Violist: (just paste? :)
(2) Kibin: (Gah. How do you make links?)
(2) Kibin: (http://www.wizards.com/default.asp?x=dnd/we/20060420a)
(1) GM: Text: Google
(2) Kibin: (This?)
(1) GM: Can't adjucate the original Draconic Rite of Passage (required for Greater Draconic Rite of Passage).
(1) GM: But sure; until you pick up Draconic Reserve, it's a single extra spell per day as a spell-like.
(2) Kibin: (Mainly the thing on the treated as tiny for opposed checks.)
(7) Violist: [2d12] -> [9,1] = (10)
(1) GM: Extra natural weapons require a level adjustment - mainly for what they do to rogues..
(2) Kibin: [1d10] -> [6] = (6)
(2) Kibin: [1d10] -> [1] = (1)
(2) Kibin: ( Phooey.)
(1) GM: It's one thing at a level when you'd be getting three natural attacks anyway. At 3rd? No.
(2) Kibin: (*kicks the dice*)
(1) GM: So we've got a Barbarian/Something and a Paladin/Sorcerer (or is that Sorcerer/Paladin?)?
(1) GM: Don't kick the dice; just take command of them. They are of the earth, after all, being done by silicone. [1d20] -> [9] = (9)
(1) GM: Hmm.. below average. Oh well.
(2) Kibin: (Sorcerer/paladin, not that it matters.)
(1) GM: There is a distinction.
(2) Kibin: (In what?)
(2) Kibin: (I guess desert kobolds are allowed, they're in the SRD...)
(1) GM: Party role. The Paladin/Sorcerer plays frontline tank, the Sorcerer/Paladin is an iron (not glass!) cannon.
(2) Kibin: (I'd be a Sorcerer/Paladin then.)
(1) GM: (Technically, they're in the UA d20 content, not the SRD, but yes, they're allowed.)
(7) Violist: (Barbarian/Druid)
(1) GM: Nature Warrior. Decent choice.
(1) GM: And for now just avoid anything that requires being sneaky. Fair enough.
(1) GM: Ready?
(7) Violist: not quite
(2) Kibin: (Not yet, I'm still working on it.)
(7) Violist: cat sitting on my arm is making it tough to work expeditiously
(1) GM: Ah, so you do have a familiar.
(7) Violist: I guess you could call her that
(2) Kibin: (Five cantrips three first level spells...)
(2) Kibin: (Hmmm. Where's bonus spells.)
(1) GM: It's under Basics and Ability Scores.
(1) GM: Basically, for a Casting Stat of 12-19, you'll get one bonus 1st level spell.
(2) Kibin: (WHooo, bonus of 1 first level spell.)
(1) GM: Expected of all low-level primary casters. If you swing a primary casting stat of 20, you get two.
(1) GM: Oh, and that's "per day" not "known"
(2) Kibin: (Sadly yes.)
(2) Kibin: (Um. I guess spell mastery is useless?)
(1) GM: Pretty much, yeah.
(7) Violist: So... druid gets 4/2/1 for spells/day
(7) Violist: sorc only knows 5/3
(1) GM: Yep. And the Druid knows Summon Nature's Ally 2. At 4th, it'll be 6/6/3 vs. 4/2/1
(7) Violist: Ah
(2) Kibin: (20 HP of goodness....)
(1) GM: Oh, you're looking at spells known, not spells per day. The Druid will always have something to use from the highest level slot, as will a Cleric or specialist Wizard.
(1) GM: The Sorcerer's spells per day mimic spells known; the Generic Wizard will need to metamagic up something for the highest level slot at odd levels.
(1) GM: Let's see... so we have a very good desert rat (with nice saves), and a nature warrior - race?
(1) GM: Well, send them to me when you're done.
(7) Violist: Human
(2) Kibin: (*wonders what bonus feat to take*)
(2) Kibin: (Hmm. Could eschew materials be the bonus feat?)
(1) GM: Perfectly reasonable. It's something for a mage, certainly.
(2) Kibin: (Sheet)
(2) Kibin: (Remaining money will be spent using quantum effects on stuff that yyou might need for general surviving on your own, like rations and a bedroll.)
(7) Violist: [3d8] -> [8,8,3] = (19)
(2) Kibin: (What's the 3d8 for?)
(7) Violist: Companion HP
(2) Kibin: (Ah.)
(2) Kibin: (Oh yeah, familiar!)
(2) Kibin: (And languages.)
(2) Kibin: (Bluff modifier of 13, hehe.)
(1) GM: By the way - as I mentioned, this will be set in the same campaign world, roughly 1,000 years later. So expect lots and lots of long stretches of wasteland, with pockets of civilization - rescuees, basically, but also places where life could be re-established, or places where Kaylin crafting things to permanently improve the area (weather control items, essentially).
(2) Kibin: (In 1,000 years, wouldn't that be enough time to repopulate plants?)
(1) GM: To a goodly degree. But without a continuing supply of water, the sun scorches most plants.
(2) Kibin: (Weather control items and spells for constant rain....)
(2) Kibin: (Done with the sheet anyway. Back in a second, I need food too.)
(7) Violist: Almost done
(1) GM: Leads to variations on oasises - you'll have a circular area where the item regulates the weather (spell's radius), a surrounding fringe area where secondary effects make things possible but not easy, and then the sun-scorched places.
(1) GM: A jungle next to a desert doesn't recover when it's burned.
(2) Kibin: (Well, if it's continuous rain, eventually all of that water will create lakes?)
(2) Kibin: (Not to mention thousands of years of clerics casting create water...)
(1) GM: Control Weather is transmutation, not Conjouration(Creation). It all comes from somewhere.
(2) Kibin: (Ah.)
(1) GM: And continuous rain, while potentially good overall, leads to uninhabitable swamps. You'd be more inclined to get cyclical weather - the afternoon shower (every afternoon), with morning sun.
(1) GM: +13 bluff modifier? Where's the extra +3? I see the +10...
(2) Kibin: (Snake familiar.)
(1) GM: Ah.
(2) Kibin: (I could get a couple of feats to boost it to +18.... though that would be silly.)
(7) Violist: (hehe, I have a Snake companion)
(1) GM: Interesting choices, both.
(2) Kibin: (Meh, I don't play low level much.)
(2) Kibin: (At low level you're just so... weak. One attack and you're smushed.)
(1) GM: Would have been more likely to go with a bat or hawk, myself, but part of that is the campaign world - flying critters are going to be more common, and the bat's blindsense or the hawk's spot can come in really handy.
(1) GM: (Which is why 3rd, not 1st)
(7) Violist: (can I make my Handle Animal check now to teach the companion its trick?)
(1) GM: Druid Bonus tricks don't need Handle Animal checks to learn (just to use). It's the non Druid bonus tricks (those based on the companions int) that need rolls. You canhave any trick you could take 10 on at the start.
(2) Kibin: (It may be cross over from the 5th level bard, that got smushed quickly.)
(1) GM: And with max ranks in handle animal (6) and the Druid's bonus to handling the companion, that's basically any trick.
(7) Violist: (OK)
(2) Ixenlani: (Gah, there's mages armor...*switches out a spell quickly before it starts*)
(2) Ixenlani: (I'm back with food by the way.)
(2) Ixenlani: (So ready to start.)
(7) Jarvis: (I'll be ready in just a sec)
(2) Ixenlani: (Hehe. "Jarvis"?)
(7) Jarvis: (I like the sound of the name :)
(2) Ixenlani: (My name has MEANING. Plus it sounds sort of cool.)
(2) Ixenlani: (It has meaning in the draconic language anyway.)
(1) GM: So one ready, one to go.
(1) GM: Familiar Summoning ritual costs 100 gp.
(7) Jarvis: http://www.thetangledweb.net/profiler/view.php?id=9337
(1) GM: Mundane Greatsword costs 50 go.
(2) Ixenlani: (In draconic, Ixen means fire, and Lani meens keeper. So the name means "Fire keeper", and... um.... okay, no familiar then.)
(7) Jarvis: (oops, forgot to make it public)
(7) Jarvis: (all good now)
(1) GM: Okay.
(1) GM: Ready then?
(2) Ixenlani: (Yup.)
(7) Jarvis: (yes)
(1) GM:

(1) GM: You're in your farming community and, one afternoon, the afternoon rain... doesn't. The sun simply keeps shining merrily away, belying the forboding meaning of the lack of the rain. All your lives, every day, it's always rained a nice, gental rain at two in the afternoon. Today? Nothing.
(1) GM: No rain at all.
(2) Ixenlani: (Gentle, you mean?)
(1) GM: Aye kan't spel.
(1) GM: (yes).
(1) GM: One by one, people realize this, and go into various states of panic.
(1) GM: Some, those who came in and settled out of the surrounding desert, start harvesting a little earlier than planned. Others, those who have never left Oasis, alternately stand in disbelief and shock.
(1) GM: By evening, it still hasn't rained, and the village chief calls for a meeting as the sun sets.
(1) GM: The entire population of the village, all 137 people, are in attendance.
(1) GM: Anyone care to make a Spot check when you reach the village square?
(7) Jarvis: Spot: [1d20+3] -> [19,3] = (22)
(2) Ixenlani: [1d20-1] -> [2,-1] = (1)
whispering to Jarvis, The statue of Kaylin, the hero of the town, has been moved and put back. You can tell from a few scratches at the base.
(1) GM: Chief: I am here to call for those brave enough to face the outlands and track down where the rain has gone.
whispering to Ixenlani, Unfortunately, with your stature, you can't even see the cheif.
(1) GM: Chief: It's probably nothing, and will be back tomorrow.... but I would much prefer those of us who can face the deset to start seeking now.
(1) GM: Anyone care to make a sense motive check?
** (2) Ixenlani tries to get to where he can see the chief, moving through the group of people and getting closer to the mayor. **
(2) Ixenlani: [1d20-1] -> [3,-1] = (2)
(7) Jarvis: Sense Motive: [1d20+3] -> [17,3] = (20)
whispering to GM, Bluff: [1d20+10] -> [12,10] = (22)
whispering to Jarvis, He's slightly worried, but really does expect it back soon, if not tomorrow.
whispering to Jarvis, Then again, he is a politician....
(2) Ixenlani: (Who needs wisdom? Not me. :P)
(7) Jarvis: "I will go. Who will come with me? I will go alone if I must."
whispering to Ixenlani, Why, he's the most truthful person you know. He's just being cautious; of course the rain will be back tomorrow.
whispering to Ixenlani, Then again, he does want someone out there, just to be on the safe side. And you do have some experience in the wastes.
** (2) Ixenlani says from inside the crowd, "I can go!" **
(1) GM: Cheif: We have two volunteers. Is anyone else brave enough to face the wilds?
(1) GM: You hear a chorus of crickets.
** (7) Jarvis looks around at the villagers **
(1) GM: Lots of people are making little circles in the dirt with their feet.
** (2) Ixenlani maneuvers through the crowd, ending up besides of Jarvis. **
(2) Ixenlani: (Beside*)
(1) GM: People look downright frightened, really.
(1) GM: Cheif: So be it. I'll make sure your fields are tended while you are away. Thank you all for coming.
(1) GM: The cheif dismisses the crowd, and invites you into his hut.
** (7) Jarvis follows the chief. **
** (2) Ixenlani goes eagerly into the hut, taking a seat on a chair. Ooo, shiney stuff on desk. **
(1) GM: Inside the relative privacy of the chieif's hut (no desk, sorry). There are actual cusioned chairs - the only three in the village.
(1) GM: Cheif: I wasn't entirely honest. I don't know how they found out where it was hidden, but somebody stole the rain.
(7) Jarvis: "I noticed the statue of Kaylin has been moved. Would that have something to do with it?"
(2) Ixenlani: Hmmm? You're just cautious, that's all.
(1) GM: Cheif: Yep, that's where it was hidden. Had to be in the center of the village, after all. I of course need to keep the rest of the village calm - the plants will survive a week or two without rain, but there are things that need taking care of in the meantime, and we can't really afford a panic. I can probably keep a lid on things for the next week. Meanwhile, someone needs to track down where it went.
(1) GM: Cheif: Shouldn't be too hard; the thing just goes off cyclically, it doesn't get used. Wherever it is, it'll start raining at two in the afternoon.
(7) Jarvis: "Thing?"
(1) GM: Cheif: I saw it, once, when I took over from my predecessor. It's a rather shiny box, about the size of a loaf of bread. Yellow color, same as some of the coins the more wealthy in our town carry, yourseves included.
(1) GM: Cheif: It's shown to the cheifs of our village once in their lives. Otherwise, it stays right there. Until today.
(1) GM: Cheif: I'm afraid I can't really offer anything of a reward, 'cept maybe one of my chairs, but then, the entire oasis is basically dead without it.
(2) Ixenlani: Easy! Find where it's raining.
(7) Jarvis: "Any idea where the thieves might have been from?"
(1) GM: Cheif: Well, there's a little more to it than that. Our village isn't the only one blessed by Kaylin. About three days travel, north and south both, there's similar places. Haven't actually visited, mind, just got the maps. Old ones, too; no telling how the others are doing. But they have the same basic setup. It rains there at two in the afternoon, too. And your quarry is a day's travel from here, at least.
(1) GM: Cheif: No idea where they might be from. Many of the desert tribes would kill for what we have. It's why we keep the wall manned, such as it is.
(7) Jarvis: "Best to get started soon, then."
** (2) Ixenlani jumps up from the chair onto his feet, saying eagerly, "Ready!" **
(1) GM: (The wall he's referring to is basically a low stone wall, about five feet tall, with a step behind so that archers can see and fire over it. It's patrolled, with enough patrollers over the thirteen mile circumfrance of the circle that they can always see each other)
(1) GM: Cheif: Good luck. We're going to need it.
(7) Jarvis: "Good bye, chief. We'll return soon."
** (7) Jarvis steps out of the hut. **
** (2) Ixenlani follows Jarvis. **
(1) GM: Cheif: Come back safely.
(1) GM: Cheif: And successfully, if you can manage it.
(7) Jarvis: "Let's go to the statue... maybe there's some tracks there."
** (2) Ixenlani nods at Jarvis. **
(1) GM: At the statue, there are lots of tracks. It is in the town center, and the entire town just went through the place. It's really, really hard to distinguish one from another.
(1) GM: Got Track?
(7) Jarvis: (yes)
(1) GM: Survival check?
(7) Jarvis: Survival: [1d20+13] -> [13,13] = (26)
(2) Ixenlani: (*pops popcorn while Jarvis tracks*)
whispering to Jarvis, You find some tracks... ogres, from the size - leading away and to the north from the statue.
whispering to Jarvis, Looks like a single ogre, working alone.
(7) Jarvis: "Ogre tracks going to the north... looks like he's alone."
(2) Ixenlani: Ooo. We follow now?
(7) Jarvis: "I think so."
** (7) Jarvis starts following the tracks, moving slowly to avoid mistakes. **
(1) GM: Let's see.... two miles to the wall, so two rolls to that point.
(7) Jarvis: [1d20+13] -> [5,13] = (18), [1d20+13] -> [14,13] = (27)
(1) GM: The ogre spent a lot of time traveling over farmland, and the ground was soft; you follow the tracks quite well to the wall.
(1) GM: Otside the wall, growth is stunted; there's some hardy things that survive off of the rain that escapes the village wall, but they peter out after a mile, leaving a familiar, bleak, and barren wasteland.
(1) GM: (DC changed; new roll?)
(7) Jarvis: [1d20+13] -> [4,13] = (17)
** (2) Ixenlani frowns. "Boring here." **
(1) GM: And you lose the tracks as they head out into the shifting sands ... but they were going north at the time, in a relatively striaght line.
(7) Jarvis: "Hmm. The tracks lead fairly straight from the village to here... I can't find them any more."
(2) Ixenlani: Oh. Now what?
(7) Jarvis: "We look around and see if we can find the tracks again. Maybe the creature was walking on the wall to avoid leaving tracks, and changed direction."
(1) GM: Late evening, by now, as following tracks is slow going.
(2) Ixenlani: Okay.
(7) Jarvis: "Do you have any other ideas?"
(2) Ixenlani: Nope.
** (7) Jarvis starts looking around for tracks, then. **
(1) GM: Knoweledge(Nature) check?
(7) Jarvis: [1d20+9] -> [5,9] = (14)
(2) Ixenlani: [1d20+1] -> [15,1] = (16)
whispering to Jarvis, Ogres aren't very bright; this one wasn't making any attempt to actually cover it's tracks, and might not be aware of them at all.
(7) Jarvis: "Shouldn't be too much trouble to find these tracks again..."
(1) GM: Well, Survival check to pick the trail back up in the general area you lost it?
(7) Jarvis: [1d20+13] -> [13,13] = (26)
whispering to Jarvis, In the fading light, you manage to locate the tracks again... heading basically straight north.
(7) Jarvis: "Ixenlani! Over here!"
** (2) Ixenlani runs over to Jarvis, saying, "Yes?" **
(7) Jarvis: "Sand covered them, but they're still going north. Let's be off."
** (2) Ixenlani nods, and continues to follow. **
(1) GM: You track them north - how long do you travel before calling a break for the night?
(7) Jarvis: (I'd say about an hour)
(1) GM: Okay. So about a mile and a half from the wall, you call it quits for the moment.
(1) GM: Making camp and going to bed, I imagine; setting up a watch of any kind?
(7) Jarvis: (hard to do with 2... Ixenlani, do you need less than 8 hours?)
(2) Ixenlani: (Arcane caster , I need 8 hours of sleep... though haven't used any spells yet.)
(1) GM: (Advantages of a familiar: Familiar can sleep in your pouch while you walk... and then stay up all night; intelligent enough to understand the need, even)
(2) Ixenlani: (Hmmm...yeah...)
(7) Jarvis: (my snake isn't going to be smart enough for that :( )
(1) GM: (An animal Companion with the Guard trick can do the same, if it's small enough to carry)
(2) Ixenlani: (*could retroactively get a familiar and spend 100gp of his gold in quantum entanglement... since it would be assumed to be sleeping in the pocket...*)
(1) GM: Sure.... especially as you wrote it in earlier, and objected to the expense
** (2) Ixenlani lets his viper familiar keep watch while he sleeps. **
(1) GM: [1d100] -> [74] = (74)
(1) GM: The snake slaps your face with it's tail, in an attempt to wake you up in the middle of the night.
(2) Ixenlani: (Wouldn't the empathic link work just fine?)
(1) GM: (Oh, right - feelings of panic wake you from your dreams, then.)
(1) GM: Spot check when you wake?
(2) Ixenlani: (Can I tell my familiar to hide through the empathic link?)
(2) Ixenlani: [1d20-1] -> [17,-1] = (16)
(1) GM: Well enough. It's a basic reaction to a threat.
whispering to GM, Hide: [1d20+3] -> [19,3] = (22), [1d20+3] -> [13,3] = (16)
(1) GM: You don't see anything, however.
** (2) Ixenlani shoves Jarvis awake. **
(7) Jarvis: "Mrrmph? What's going on?"
whispering to GM, A simple 10 feet of distance covers the discrepancy for the 2nd lower hide result - as does the actual offical rule that tie goes to better modifier.
(1) GM: Spot check?
(7) Jarvis: [1d20+3] -> [3,3] = (6)
(1) GM: You can barely see the nose in front of your face.
(1) GM: It's way too dark out.
(2) Ixenlani: Thurirl spot something.
(7) Jarvis: "Hmm..."
whispering to GM, [1d20+3] -> [12,3] = (15), [1d20+3] -> [9,3] = (12)
** (7) Jarvis tries to get Nyatar to smell what's out there **
(1) GM: Care to make another set of Spot checks?
(2) Ixenlani: [1d20-1] -> [13,-1] = (12)
(7) Jarvis: [1d20+3] -> [18,3] = (21)
whispering to Jarvis, The snake looks slightly worried... and you see two Hyenas creeping up on you.
(7) Jarvis: "Two hyenas!"
** (7) Jarvis draws his greateaxe **
(1) GM: At the sudden shourt, the beasts give up on hiding, and attack; they're about thirty feet away. Roll for initiative.
(1) GM: [1d20+2] -> [16,2] = (18), [1d20+2] -> [4,2] = (6)
(2) Ixenlani: [1d20+2] -> [17,2] = (19)
(7) Jarvis: Jarvis: [1d20+1] -> [3,1] = (4)
(7) Jarvis: Nyatar: [1d20+8] -> [2,8] = (10)
(1) GM: Ixenlani, Hyena 1, Nyatar, Hyena 2, Jarivs
(1) GM: Ixenlani, you go first.
(7) Jarvis: (ping)
(1) GM: Pong.
** (2) Ixenlani takes out his greatsword, and holding the sword by one hand, he utters some arcane words and gives himself some magical force armor. **
(1) GM: Okay.
(2) Ixenlani: (+4 AC of sweetness.)
(1) GM: The first hyena charges the small, weak-looking thing first.
(1) GM: Bite: [1d20+5] -> [9,5] = (14) for [1d6+3] -> [3,3] = (6)
(1) GM: And scrapes a tooth on armor that isn't there.
(2) Ixenlani: (Hyena, meet armor.)
(1) GM: Nyatar?
(7) Jarvis: * The snake charges the Hyena that attacked Ixenlani
(7) Jarvis: Bite [1d20+8] -> [1,8] = (9) for [1d2-2] -> [1,-2] = (-1) plus [1d6] -> [3] = (3) poison
(1) GM: Could be on guard, natural inclination to attack animals - works.
(1) GM: Other than that it misses.
(1) GM: And the snake bites dust (but not The Dust)
(1) GM: The other hyena goes for the snake, huslting up and arranging a flank with its mate.
(1) GM: [1d20+5] -> [7,5] = (12) for [1d6+3] -> [3,3] = (6)
(1) GM: What's your snake's AC?
(7) Jarvis: (AC 18 after charge)
(1) GM: Nice.
(1) GM: The Hyena can't land a succesfull blow, though. The snake is jsut too quick.
(1) GM: Jarvis?
** (7) Jarvis charges the second hyena and tries to smack with a greataxe **
(2) Ixenlani: (Greataxe, and greatswords. Heh.)
(7) Jarvis: Attack: [1d20+6] -> [7,6] = (13) for [1d12+4] -> [6,4] = (10)
(7) Jarvis: (er, +8 on attack rolll)
(7) Jarvis: (forgot the charge)
(1) GM: What size snake?
(7) Jarvis: (small)
(1) GM: And it threatens - so you can flank with it, if you like, for yet another +2.
(1) GM: Yep, that's a hit. The Hyena yelps as you cut deeply into its hide.
(7) Jarvis: (heh, so I can... so unfamiliar with melee combat)
(1) GM: Ixenlani?
** (2) Ixenlani says to Jarvis, "Get snake out of way!" (Delay until after snake's turn) **
(1) GM: the first hyena, not wanting to give up on its chosen target, takes another bite at Ixenlani.
(1) GM: [1d20+3] -> [5,3] = (8) for [1d6+3] -> [2,3] = (5)
(1) GM: And snaps empty air.
(2) Ixenlani: (It's a free action to handle an animal for a ranger/druid...)
(1) GM: Nyatar does what? Do note, you can't change his orders until you get a turn, at which point, he does so on his next turn.
(1) GM: So he needs to attack one or the other.
(2) Ixenlani: ("(A druid or ranger can handle her animal companion as a free action or push it as a move action.)")
(7) Jarvis: (Nyatar would attack the one that attacked him, I'd think.)
(1) GM: Takes an Immediate action, or a special action (normal talking) to do so out of turn, however.
(2) Ixenlani: (Ah.... right... meh. )
(1) GM: Free actions normally only happen on your own turn.
(1) GM: Okay. Roll attack/damage.
(2) Ixenlani: (Area effect spells are hard to use. :P)
(7) Jarvis: Bite [Bad dice format] - [1d20+6 for [1d2-2] plus [1d6] -> [6] = (6) poison
(7) Jarvis: [1d20+6] -> [16,6] = (22)
(1) GM: And that's a hit and then some; damage?
(7) Jarvis: (left out... right-square-brace)
(1) GM: Fort save [1d20+5] -> [11,5] = (16)
(7) Jarvis: [1d2-2] -> [2,-2] = (0) plus [1d6] -> [6] = (6) poison
(1) GM: Minimum 1 from a successfull attack, though, before DR.
(1) GM: DC 12, no immediate effect.
(1) GM: Other than the hyena bleeding a little at the minor bite in it's hide.
(1) GM: The second hyena continues attacking the thing that actually hurt it.
(1) GM: Bite: [1d20+3] -> [15,3] = (18) for [1d6+3] -> [4,3] = (7)
(1) GM: And that's a hit; it attempts to trip: [1d20+2] -> [9,2] = (11).
** (2) Ixenlani grumbles quietly about non-intelligent snakes, and then takes a step and blasts the hyena that's attacking him. (Taking delayed action after snake like I said?) **
(7) Jarvis: (ow...)
(7) Jarvis: Opposed trip check: [1d20+3] -> [6,3] = (9)
(1) GM: The trip is an opposed roll - you get a strength check to avoid falling prone.
(1) GM: And Jarvis hits the ground. And it's his turn.
(1) GM: Oh, and yes - you can act now.
(1) GM: So Ixenlani's turn.
(2) Ixenlani: (Burning Hands, DC for half damage is 15...)
(2) Ixenlani: [3d4] -> [3,4,1] = (8)
(1) GM: Getting both Hyenas and the snake?
(2) Ixenlani: (No, just one hyena.)
(1) GM: [1d20+5] -> [6,5] = (11)
(1) GM: Wait... that's got a range of 15. You step backwards to get away, and you get the snake, too; you move backwards to get away, you provoke. Which?
(2) Ixenlani: (I step to the side, so that the situation looks like a tetris piece?
(1) GM: Ah, that works.
(2) Ixenlani: (Yay two dimensions!)
(1) GM: And that's a failure on the reflex save. The Hyena burns, but remains standing.
** (7) Jarvis attempts to stand up. **
(1) GM: Which provokes.
(1) GM: [1d20+3] -> [3,3] = (6) for [1d6+3] -> [1,3] = (4)
(2) Ixenlani: (Piff.)
(1) GM: And you're at -4 AC for being Prone - not that it matters; clean miss.
(1) GM: Doing anything with your Standard action?
** (7) Jarvis Power Attacks for 1 **
(7) Jarvis: [1d20+5] -> [12,5] = (17), damage [1d12+6] -> [7,6] = (13)
(2) Ixenlani: (Smush.)
(2) Ixenlani: (And... um... you telling your companion to get out of the way? :P)
(1) GM: And the neaby hyena spurts blood as you decapitate it completely (went from 2 to -11 - dead)
(2) Ixenlani: (... eh, moot now.)
(1) GM: The first hyena, seeing it's mate die, and badly wounded itself, Withdrawls.
(1) GM: Oh, and Jarvis? You did get injured for 7.
(7) Jarvis: (oh, right.)
** (2) Ixenlani puts a hand on Jarvis if he will let him, healing him completely. **
(7) Jarvis: (go for it)
(1) GM: Ah Lay on of Hands.
(2) Ixenlani: (Yup, 12 points of it.)
(1) GM: With 5 remaining.
(1) GM: And what do you do in the morning?
** (7) Jarvis kneels by the hyena's corpse and says a quick prayer before removing the armor and returning to sleep. **
(7) Jarvis: (Back to tracking)
(1) GM: Not going to go easy on your rations, eh?
** (2) Ixenlani found the F11 macro key **
(1) GM: Okay.
** (2) Ixenlani sleeps in as late as Jarvis will let him. **
(1) GM: You want your 8 hours, I take it?
(7) Jarvis: (8 hours is good)
(1) GM: Actually, though, the interruption adds one full hour to recover spells - but you can't recover slots expended within the last 8 hours anyway, so....
(2) Ixenlani: (Yup. To get full up on spells, and possibly healing.)
(1) GM: Yeah; different days. You recover Lay on Hands as you would divine spells.
(1) GM: So, Survival roll for the day's tracking?
(7) Jarvis: [1d20+13] -> [9,13] = (22)
** (2) Ixenlani wakes up yawning, after 8 hours, and then 15 minutes concentrating. After which, he's ready for a new day! **
(1) GM: Okay. And are you going to do the 8 hours thing for walking, or are you going to engage in a forced march?
(1) GM: And do you field-dress and eat the hyena, or lean on rations?
(7) Jarvis: (walking sounds good for now. And eat hyena, no sense in wasting food.)
(2) Ixenlani: (Eating hyena good too.)
(1) GM: The lizards and a human....
(2) Ixenlani: (Hmmm. Do small races eat half as many rations as medium sized people?)
(1) GM: No, but their rations are lighter.
(2) Ixenlani: (It's the same price? O.o)
(1) GM: (Curiously, yes; must be harder to prepare or something)
(7) Jarvis: (extortion)
(1) GM: That works too, especially as he is a desert rat....
(1) GM: Anyway...
(1) GM: After 8 hours of tracking, you end up [1.5*8+1.5] -> 13.5
(1) GM: miles from the village.
(2) Ixenlani: (In the races of the dragon, it says that kobolds in warm tempuatures only have to eat a third as many rations because of being cold blooded... though that's non-SRD, and not because they're small sized.)
(1) GM: It's late afternoon.
(1) GM: Spot checks?
(2) Ixenlani: [1d20-1] -> [6,-1] = (5)
(7) Jarvis: [1d20+3] -> [13,3] = (16)
whispering to Jarvis, You notice a raincloud, about ten miles to the northeast. It seems to be stationary.
(2) Ixenlani: (Be right back a second.)
whispering to Ixenlani, You manage to find yor toes.
(7) Jarvis: "Raincloud in the distance..."
(7) Jarvis: Knowledge(Geography) (untrained) [1d20] -> [20] = (20)
(7) Jarvis: (are there any villages in the area of the raincloud?)
(2) Ixenlani: (Back.)
whispering to Jarvis, Not that you're aware of. The cheif basically stated that the nearest recored village is a three day's walk away - which would be about 74 miles from the town; that raincloud is, at best, 25 miles from town.
(7) Jarvis: (which direction do the tracks go?)
(1) GM: North. But then, an orge on foot, not worrying about being followed, is going twice as fast as you are following tracks.
** (2) Ixenlani looks around. "No see raincloud." **
(7) Jarvis: "Well... the ogre is still heading north, according to these tracks... but that raincloud is too close to be another village."
** (7) Jarvis points it out. **
(2) Ixenlani: Ooooh, that rain cloud.
(7) Jarvis: "What do you think? Should we keep following the tracks or go straight to the rain?"
(2) Ixenlani: Straight to the rain?
(7) Jarvis: "All right, let's try to get there quickly, before it goes away."
(1) GM: Note that this is at the end of an 8 hour march.
(7) Jarvis: (it's late afternoon, isn't it... that's odd)
(2) Ixenlani: (Technically if we hustle, we can't get fatigued. :)
(2) Ixenlani: (If I'm reading the letter of the rules right.)
(1) GM: Hustling counts as walking, also. And Hustling carries it's own penalties, too.
(2) Ixenlani: (Yup. By the letter of the rules, hustling is not walking, and thus you can hustle for an hour after an 8 hour walk... ah yes, there is that.)
(1) GM: So, how do you want to play it?
(2) Ixenlani: (Hmmm.... ooops, forgot bonus to saves. *edits*)
(2) Ixenlani: (...huh, I'm a kobold, and fortitude is my best save.)
(7) Jarvis: (feel like Hustling and trying to get to the raincloud quickly?)
(1) GM: Desert Kobold, no Con penalty, Charisma to saves, good Fort save...
(2) Ixenlani: (Sure...)
(7) Jarvis: (what's your movespeed?)
(2) Ixenlani: (Fortitude save of +8, heh. *happy*)
(2) Ixenlani: (30. Kobolds are fast for their size.)
(7) Jarvis: (Excellent. Let's go, whee)
(1) GM: Okay. At a hustle, you get 6 miles per hour - so it takes two hours of hustling to get there.
(1) GM: I'll need a Dc 12 and 14 Con check from each of you (for moving longer than 8 hours), and each of you takes a point of automatic nonlethal.
(7) Jarvis: [1d20+2] -> [19,2] = (21) [1d20+2] -> [12,2] = (14)
(2) Ixenlani: (DC 10 and DC 12 now.)
(2) Ixenlani: (It's base DC 10, +2 for each extra hour you do a forced march?)
(2) Ixenlani: [1d20+8] -> [20,8] = (28)
(2) Ixenlani: [1d20+8] -> [2,8] = (10)
(1) GM: Well, either way, Ixenlani takes [1d6] -> [3] = (3) nonletha, in addition to the 1 point of automatic for hustling the second hour.
(1) GM: That's a Con check, not a Fort save.
(2) Ixenlani: (Oh.)
(2) Ixenlani: [1d20+1] -> [2,1] = (3)
(2) Ixenlani: [1d20+1] -> [1,1] = (2)
(1) GM: Which puts it at... what, 21 and 3?
(2) Ixenlani: (Whooooooo.)
(1) GM: Or we can go with the new rolls for an extra [1d6] -> [3] = (3) nonlethal.
(1) GM: So 1 nonlethal for Jarvis, 7 for Ixenlani.
(1) GM: And the lighting has gotten dim; if you've got low-light vision, you're fine, otherwise, everything has partial concealment.
** (2) Ixenlani suggests before we reach the raincloud, "Rest for night?" **
(1) GM: (you do realize Lay on Hands fixes nonlethal, too, right?)
(2) Ixenlani: (...oh yeah... what about the fatigue?)
(7) Jarvis: "We could rest..."
(1) GM: (and that when the nonlethal damage goes away, so does the fatigue it caused?)
(2) Ixenlani: (Oh.)
(7) Jarvis: (Did the raincloud move at all while we were trying to approach?)
(1) GM: No, it seems to have settled in, at least for now.
** (2) Ixenlani hmms. "Oh yeah." Ixenlani heals the nonlethal damage, and no more fatigue. **
(7) Jarvis: "Could you oblige me, as well?"
** (2) Ixenlani does Jarvis as well. **
(1) GM: So, going to the center of the raincloud?
(7) Jarvis: (I'd want to in that situation)
(2) Ixenlani: (Yup.)
(1) GM: Okay. Spot checks.
(2) Ixenlani: [1d20-1] -> [4,-1] = (3)
(7) Jarvis: [1d20+3] -> [3,3] = (6)
(1) GM: [1d20+2] -> [8,2] = (10)
(1) GM: The Ogre sees you before you see it.
(1) GM: And you're made aware of that fact when a plough comes flying out of the sky at you. [1d20-3] -> [1,-3] = (-2)
(1) GM: Missing horribly, of course.
(1) GM: The Ogre is about 70 feet away when you see him. Roll for initiative.
(2) Ixenlani: [1d20+2] -> [17,2] = (19)
(1) GM: [1d20-1] -> [2,-1] = (1)
(7) Jarvis: [1d20+1] -> [15,1] = (16) (me) (Nyatar) [1d20+8] -> [9,8] = (17)
(2) Ixenlani: (Initiative rolls, where have you been the past few months...)
(1) GM: Ixenlani, Nyatar, Jarvis, Ogre
(1) GM: Oh, dinner. Back in 30-60 minutes.
(2) Ixenlani: (( :( ))
(7) Jarvis: (almost dinner for me...)
(2) Ixenlani: (But.... yay I can use charm person!)
(2) Ixenlani: (Hehe. I have more AC than you.)
(2) Ixenlani: (and... um... dang it, I need to be 5 feet closer. Hmm, new plan.)
(2) Ixenlani: (10 feet closer. x.x)
(2) Ixenlani: (5 feet closer for a charge...)
(1) GM: Back.
(2) Ixenlani: (*still here*)
(1) GM: So need Jarvis.
(7) Jarvis: (here)
** (2) Ixenlani casts Mage Armor, and then moves towards the ogre while taking out his greatsword. **
(1) GM: Nyatar?
(7) Jarvis: (Nyatar stays with me)
(7) Jarvis: (70 ft. is probably out of range for a viper anyways...)
(1) GM: Jarvis?
** (7) Jarvis draws his greateaxe while advancing 30' to the ogre. **
(1) GM: The Ogre charges, now that everyone was nice enough to get in range, drawing it's greatclub as it goes.
(1) GM: [1d20+10] -> [2,10] = (12) for [2d8+7] -> [4,8,7] = (19) on the bigger, more threatening thing in armor.
(2) Ixenlani: (Not threatening? I'll show you...)
(1) GM: And the club scrapes off your armor, landing in the sand with a thud.
(1) GM: Ixenlani?
** (2) Ixenlani slices at the ogre with his greatsword, sword glowing as he does so enchanted with divine power. **
(2) Ixenlani: (I smite evil!)
(1) GM: Applies. Roll attack and damage.
(2) Ixenlani: [1d20+9] -> [6,9] = (15)
(2) Ixenlani: [2d6-2+3] -> [1,3,-2,3] = (5)
(1) GM: And that's a hit - only because he charged last time - for 5 damage.
(1) GM: Jarvis?
(2) Ixenlani: ( Woot, 5 damage of GLEE. *cough*)
(2) Ixenlani: (And I probably should have power attack. Hmmm.)
** (7) Jarvis Rages and Power Attacks for 2 **
(1) GM: (Oh, and a Small Greatsword does 1d10, not 2d6)
(7) Jarvis: [1d20+6] -> [14,6] = (20) for [1d12+11] -> [8,11] = (19)
(2) Ixenlani: (...right.)
(7) Jarvis: (nice solid *thwack*)
(2) Ixenlani: ((CRIT CONFIRMATION!)
(2) Ixenlani: (*does drumroll*)
(1) GM: The 20 wa AFTER the modifier, not before.
(2) Ixenlani: (Oh. Aw.)
(7) Jarvis: "RAWR!"
(1) GM: And yes, a nice solid thwack. The Ogre screams in pain.
(1) GM: You cut very deeply into it's thigh.
(1) GM: And it's the Ogre's turn.
(1) GM: It strikes at Jarvis, who has proven himself the more dangerous at the moment.
(1) GM: [1d20+8] -> [6,8] = (14) for [2d8+7] -> [2,6,7] = (15)
(7) Jarvis: (ow)
(1) GM: And the Rage puts down your AC.
(1) GM: Not as solid a Thwack as you put in, though.
(7) Jarvis: (so I'm at 19 now..)
(1) GM: Ixenlani?
(1) GM: And 13 when Rage wears off, yes.
** (2) Ixenlani moves 15 feet away from the ogre to the side, and then casts Burning Hands at him, making sure not to hit Jarvis. **
(1) GM: And you Provoke in moving out of his threatened area.
(1) GM: [1d20+8] -> [3,8] = (11) for [2d8+7] -> [7,2,7] = (16)
(1) GM: And the blow lands in the sand.
(2) Ixenlani: (Yup. Better than being provoked while casting a spell.)
(2) Ixenlani: (Burning!)
(2) Ixenlani: [3d4] -> [1,2,4] = (7)
(1) GM: Ah, yes. reflex save: [1d20+0] -> [18,0] = (18)
(1) GM: So it burns for 3.
(2) Ixenlani: (...and makes it. Phooey.)
(1) GM: The thing seems to be barely on its feet, though.
(1) GM: Jarvais?
(2) Ixenlani: (What about the snake?)
(1) GM: What's it's move?
(7) Jarvis: (20)
(1) GM: So it would have arrived by now, yes. Okay. Have it make an attack.
(7) Jarvis: Nyatar: Bite [1d20+6] -> [5,6] = (11) for [1d2-2] -> [1,-2] = (-1) and [1d6] -> [1] = (1) poison
(1) GM: That's a miss; the snake can't get a hold through the ogre's thick skin.
(1) GM: Jarvis?
** (7) Jarvis swings at the Ogre **
(7) Jarvis: [1d20+8] -> [2,8] = (10) for [1d12+5] -> [8,5] = (13)
(1) GM: And that's a miss. Your axe bounces off of it's hide.
(1) GM: And it's the ogre's turn again.
(1) GM: It takes a swing at the dangerous-looking thing. [1d20+8] -> [8,8] = (16) for [2d8+7] -> [7,3,7] = (17)
(1) GM: That would be a hit on Jarvis.
(2) Ixenlani: (Dangerous looking thing?)
(1) GM: For 17.
(2) Ixenlani: (Oh, him.)
(7) Jarvis: (owww...)
(2) Ixenlani: (Um. This isn't good. O.o)
(1) GM: Ixenlani? It's your turn.
(1) GM: It's got an int of 6. It's attacking the thing that hurt it most.
(1) GM: For now, Jarvis registers as the most dangerous.
** (2) Ixenlani casts another burning hands at the ogre, and then moves back in next to Jarvis. **
(2) Ixenlani: [3d4] -> [3,1,4] = (8)
(1) GM: [1d20+0] -> [10,0] = (10)
(1) GM: And the ogre falls to the ground, bleeding and unconscious.
(1) GM: Nyatar and jarvis?
** (7) Jarvis ends his rage and falls unconscious... **
(1) GM: ... bleeding and dying.
(1) GM: at... -4, I think?
(7) Jarvis: (-4, yes)
** (2) Ixenlani heals Jarvis with all of the Lay on Hands he has left, bringing him back to consciousness? **
(1) GM: Okay.
whispering to GM, [1d10] -> [6] = (6)
** (7) Jarvis tries to stabilise the ogre quickly. "No point in killing unnecessarily." **
(1) GM: You had four left. He's conscious, but disabled.
(1) GM: Exactly 0.
(7) Jarvis: (oh, disabled? Drink a potion of cure light, then...)
(7) Jarvis: Healing goodness: [1d8+1] -> [4,1] = (5)
(1) GM: Move action to draw, standard to drink - and you only get one or the other in a given turn. Not that there's any time pressure at the moment.
whispering to GM, [2d10] -> [7,2] = (9)
(7) Jarvis: (now I try to stabilise the Ogre.)
(1) GM: Heal check?
(7) Jarvis: Heal check: [1d20+9] -> [19,9] = (28)
(1) GM: And that'll do it.
** (7) Jarvis casts Cure Light Wounds on himself, as well. **
(2) Ixenlani: What we do with him now?
whispering to Jarvis, Looks like any more bleeding - at all - would have finished off the ogre for good.
(7) Jarvis: [1d8+3] -> [6,3] = (9)
(7) Jarvis: "Well, let's search him... likely to have the box."
(7) Jarvis: Search check: [1d20] -> [14] = (14)
(1) GM: All you find on him is a stinking, poorly-made large greatclub and stinking, badly cured large hide armor.
(7) Jarvis: "Hmm.... it was definitely in this area..."
(2) Ixenlani: No box?
(7) Jarvis: "No box."
(1) GM: Looking around, you see some partially dug furrows that make it look like he was trying to start a farm.
** (2) Ixenlani has idea! Ixenlani casts Detect Magic, looking around for anything that glows. **
(1) GM: Not that it's the right season for planting.......
(2) Ixenlani: (Why does the season matter?)
(2) Ixenlani: (If you have a box that can alter the weather?)
(7) Jarvis: "He threw a plough at us, didn't he..."
(7) Jarvis: "Good thing we didn't kill him, then... I wouldn't like it if people randomly attacked me while trying to grow crops."
(1) GM: (Because plants still grow in cycles, and Control Weather isn't absolute - you can make a drought by preventing rain, but you're limited in your effects by the region and season; you can't make weather totally out of character for the area - it still gets cold in winter, and hot in summer; the plants have a particular growing season)
(2) Ixenlani: (...right.)
(2) Ixenlani: (And the whole snow in winter thing...)
whispering to Ixenlani, You don't find it.
(2) Ixenlani: Hmmm.
(2) Ixenlani: Out of ideas...
(7) Jarvis: "Well, the box will make rain again tomorrow. Why don't we rest for today and see if we can find it tomorrow?"
(2) Ixenlani: Sure! What about ogre, though?
(7) Jarvis: "He'll keep overnight, unless you particularly want to bring him back to consciousness. I doubt we speak the same languages, so he'll probably view us as enemies."
(2) Ixenlani: I can cast spell, makes people good friends.
(1) GM: So, are you going to continue to tend him, or leave him to his own devices?
(7) Jarvis: (might as well camp here for tonight...)
(7) Jarvis: (Want to leave your familiar on sentry duty again?)
(2) Ixenlani: (Yup.)
(1) GM: So, continuing to tend him, or leaving him to his own devices?
(2) Ixenlani: (*shrugs. Jarvis's decision*)
(7) Jarvis: (For now, let him heal overnight now that he's stable...)
(1) GM: "A character who becomes stable on his own (by making the 10% roll while dying) and who has no one to tend to him still loses hit points, just at a slower rate. He has a 10% chance each hour of becoming conscious. Each time he misses his hourly roll to become conscious, he loses 1 hit point. He also does not recover hit points through natural healing."
(2) Ixenlani: (He didn't become stable on his own, though. He became stable because of Jarvis tending to him.)
(7) Jarvis: (Ah... just saw that...)
(7) Jarvis: (he'll still have a [.9**8] -> 0.43046721 chance of not being conscious when we wake up)
(7) Jarvis: "I hope your spell is ready."
(2) Ixenlani: (Yes, he'd have a small change of being conscious while he has negative hit points.)
(2) Ixenlani: I don't get spells ready, they always ready.
(1) GM: Waking up actually puts him to 0.
(7) Jarvis: (57% chance of being conscious... while we're asleep...)
(2) Ixenlani: (*has fun slaughtering grammar some more*)
(7) Jarvis: (sigh, prisoners...)
(1) GM: Tending him, or not?
(7) Jarvis: (no opinion, Ixenlani?)
(2) Ixenlani: (A stable character who has been tended by a healer or who has been magically healed eventually regains consciousness and recovers hit points naturally. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away.)
(2) Ixenlani: (One hour after a tended, dying character becomes stable, roll d%. He has a 10% chance of becoming conscious, at which point he is disabled (as if he had 0 hit points). If he remains unconscious, he has the same chance to revive and become disabled every hour. Even if unconscious, he recovers hit points naturally. He is back to normal when his hit points rise to 1 or higher.)
(2) Ixenlani: (And he still has negative hit points, he can just act as if he had 0 hit points.)
(1) GM: You stabilized him, but he's not being continuosly tended (at the moment). Although there are fun issues with english grammer - tended is both "in the past" and currently.
(1) GM: Hmm.....
(1) GM: Ah well. [1d10] -> [7] = (7)
(1) GM: Meh, he had help. Call it tended.
(2) Ixenlani: (I believe tended means a single tended to by someone with the healing skill, or any magical healing.)
(1) GM: So, going to sleep?
** (2) Ixenlani goes to sleep, leaving his well rested familiar to wake him if the ogre wakes up. **
** (7) Jarvis goes to sleep as well. **
(1) GM: Okay.
(7) Jarvis: (removing Hide armor first, of course)
whispering to GM, [8d10] -> [7,2,10,7,10,9,7,6] = (58)
(2) Ixenlani: (...why remove hide armor?)
(7) Jarvis: (don't want to be fatigued tomorrow)
(7) Jarvis: (it's Medium)
(2) Ixenlani: (Ah, medium, right.)
(1) GM: Doesn't have Endurance.
(1) GM: After about three hours, your Familiar wakes you up, just like you asked.
** (2) Ixenlani shoves Jarvis awake again... **
(1) GM: The ogre groans.
** (2) Ixenlani shoves Jarvis again. **
(7) Jarvis: "Hrmm?"
(2) Ixenlani: He awake..
(7) Jarvis: "Ah..."
(2) Ixenlani: (We could have just thwacked him a few times so that he'd stay unconscious. x.x)
(1) GM: The ogre grunts.
** (2) Ixenlani sighs, and goes out of the tent to cast Charm Person on the ogre. **
(7) Jarvis: (not a very Good thing to do...)
whispering to Ixenlani, The spell fails.
** (7) Jarvis keeps an eye on the ogre **
** (2) Ixenlani hmms. "Spell no work..." **
(1) GM: Jarvis - Spellcraft and Knoweledge(Nature)?
(7) Jarvis: Spellcraft: [1d20+1] -> [17,1] = (18)
(7) Jarvis: Knowledge(Nature): [1d20+9] -> [15,9] = (24)
whispering to Jarvis, Charm Person only affects humanoids. An Ogre's a giant. It was doomed to failure.
(7) Jarvis: "Oh... ogres aren't affected by that spell..."
(2) Ixenlani: Ah.
(1) GM: The ogre growls something at you quizzically.
(1) GM: Not hearing a response it can understand, it lays back down and closes its eyes.
** (2) Ixenlani asks the ogre, "You speak common?" **
(7) Jarvis: Sense Motive: [1d20+3] -> [2,3] = (5)
whispering to Jarvis, You're not sure of your own motives, much less the ogre's.
(7) Jarvis: "Well... I think he realises attacking is a bad idea..."
(1) GM: So, going back to bed?
(2) Ixenlani: (...must refrain from acting too much like Deekin...)
whispering to GM, [1d100] -> [96] = (96)
(7) Jarvis: "Could you get your familiar to wake us if he tries to come inside the tent?"
(2) Ixenlani: Yup.
** (7) Jarvis wanders back inside to go back to sleep **
** (2) Ixenlani goes back to sleep as well. **
(1) GM: Spot and Listen checks for the familiar?
(2) Ixenlani: (Um. Just a second..)
whispering to GM, [1d20+6] -> [8,6] = (14), [1d20+6] -> [2,6] = (8)
(2) Ixenlani: [1d20+6] -> [4,6] = (10)
(2) Ixenlani: [1d20+6] -> [2,6] = (8)
(2) Ixenlani: (And it also has scent.
(1) GM: Can you re-roll the listen?
whispering to GM, [1d20+6] -> [10,6] = (16)
(2) Ixenlani: [1d20+6] -> [18,6] = (24)
whispering to Ixenlani, You wake up with a nightmare of strange sounds.
** (2) Ixenlani wakes up and blinks, wondering what that was about. **
(1) GM: Your snake seems a bit agitated.
** (2) Ixenlani leaves the tent, looking around to see if he can see what's wrong. **
(1) GM: Spot check?
(2) Ixenlani: [1d20-1] -> [10,-1] = (9)
whispering to Ixenlani, Ogre's right where you left him. Not that you could move him.
whispering to Ixenlani, Otherwise, you don't see anything.
** (2) Ixenlani shrugs, relays a mental shrug back to his familiar, and goes back to sleep. **
(1) GM: Very shortly thereafter, you wake from dreams of outright panic - with a lizard bigger than you are looking to take a bite.
(1) GM: Roll for initiative.
(1) GM: [1d20+2] -> [6,2] = (8)
(2) Ixenlani: [1d20+2] -> [1,2] = (3)
(1) GM: Let's see.. it's been over 3 hours, so no mage armor, and you're prone, and he goes first.
(1) GM: Bite: [1d20+5] -> [14,5] = (19) for [1d8+4] -> [6,4] = (10)
(1) GM: That's a definite hit.
(2) Ixenlani: (I guess that wakes Jarvis?)
(1) GM: Oh - Jarvis; Listen check?
(7) Jarvis: [1d20+5] -> [10,5] = (15)
(1) GM: Yeah, that wakes him.
(1) GM: Jarvis - initiative?
(1) GM: First, though, Ixenlani's turn.
(7) Jarvis: [1d20+1] -> [16,1] = (17)
(1) GM: So Lizard, Ixanlani, Jarvis.
(1) GM: And the Lizard just went.
(1) GM: Ixanlani?
** (2) Ixenlani stands up and takes his sword out, and then moves behind Jarvis. **
(1) GM: Provoke when standing.
(1) GM: Bite: [1d20+5] -> [6,5] = (11) for [1d8+1] -> [5,1] = (6)
(2) Ixenlani: (Gack. Have to go now.)
(1) GM: Sorry, 1d8+4; so three more than that; you're at 19 damage.
(1) GM: 1 HP.
(2) Ixenlani: (Usual 11:00 EST sleep....)
(1) GM: With no Lay on of Hands until tomorrow morning.
(1) GM: Jarvis?
(2) Ixenlani: (Character sheet....)
(2) Ixenlani: Ooo, pretty button...
(2) Ixenlani (exit): 20:05
** (7) Jarvis targets Ixenlani with a Cure Light Wounds and scrambles up **
(7) Jarvis: [1d8+3] -> [4,3] = (7)
(1) GM: Okay.
(1) GM: And the Lizard charges the nearest target (Jarvis): Bite: [1d20+7] -> [5,7] = (12) for [1d8+4] -> [5,4] = (9)
(1) GM: Ixenlani goes ahead and replaces his Mage Armor.
(1) GM: Jarvis?
** (7) Jarvis wields his greateaxe and takes a chop at the lizard **
(7) Jarvis: [1d20+6] -> [6,6] = (12) for [1d12+4] -> [3,4] = (7)
(1) GM: And your greataxe bonuces off it's hide.
(7) Jarvis: (also, Knowledge(Nature) on what the lizard is [1d20+9] -> [7,9] = (16)
whispering to Jarvis, Monitor, but a desert variety. Probably attracted by the scent of blood.
(1) GM: And it attacks back. [1d20+5] -> [5,5] = (10) for [1d8+4] -> [6,4] = (10)
(1) GM: Which misses. Barely.
(1) GM: (After all, you don't have your armor on)
(7) Jarvis: (yeaah...)
(7) Jarvis: (can I use Empathic Link or something to wake up Nyatar and get him to attack?)
(1) GM: Ixanlani casts Mage Armor on you.
(1) GM: Yeah, he probably heard it by now.
(7) Jarvis: Nyatar init: [1d20+8] -> [13,8] = (21)
(1) GM: And it's Nyatar's turn.
(7) Jarvis: Nyatar attacks!
(7) Jarvis: [1d20+6] -> [15,6] = (21) for [1d2-2] -> [1,-2] = (-1) and [1d6] -> [6] = (6) poison
(1) GM: AC 15; that's a hit; Fort: [1d20+8] -> [11,8] = (19)
(1) GM: The lizard hardly notices the bite.
(1) GM: And it's around to your your again.
** (7) Jarvis grunts and takes another swing at the lizard. **
(7) Jarvis: Attack: [1d20+6] -> [1,6] = (7) for [1d12+4] -> [11,4] = (15)
(1) GM: And you dull your axe in the sand.
(1) GM: And the lizard strikes: [1d20+5] -> [17,5] = (22) for [1d8+4] -> [5,4] = (9)
(1) GM: And hits.
(1) GM: Ixanlani steps up (having gotten a little healing, and seeing this isn't going well) and strikes at the lizard.
(1) GM: Not that he filled it out... [1d20+3-2] -> [11,3,-2] = (12) for [1d10-2] -> [8,-2] = (6)
(1) GM: Which misses.
(1) GM: Animal Companion?
(1) GM: Nyatar?
(7) Jarvis: [1d20+6] -> [17,6] = (23) for [1d2-2] -> [2,-2] = (0) and [1d6] -> [3] = (3) poison
(1) GM: Which hits. Fort: [1d20+8] -> [12,8] = (20)
(1) GM: The thing hardly notices the little bite.
(1) GM: Jarvis?
** (7) Jarvis takes a 5-foot step back and quickly casts a cure light wounds on himself **
(7) Jarvis: [1d8+3] -> [1,3] = (4)
(1) GM: The beast targets the close, small prey that it started with.
(1) GM: [1d20+5] -> [4,5] = (9) for [1d8+4] -> [5,4] = (9)
(1) GM: And snaps empty air.
(1) GM: Ixanlani takes a swing.
(1) GM: [1d20+2] -> [15,2] = (17) for [1d10-2] -> [7,-2] = (5)
(1) GM: And hits.
(1) GM: Nyatar?
(7) Jarvis: [1d20+6] -> [11,6] = (17) for [1d2-2] -> [2,-2] = (0) and [1d6] -> [6] = (6) poison
(1) GM: Which hits. Fort: [1d20+8] -> [12,8] = (20)
(1) GM: And again he hardly notices.
(1) GM: Jarvis?
** (7) Jarvis grabs his quarterstaff and casts Shillelagh on it (spending a 2nd level slot) **
(1) GM: Okay.
(1) GM: And the beast steps up to attack the loud thing. [1d20+5] -> [16,5] = (21) for [1d8+4] -> [7,4] = (11)
(1) GM: You were the loud thing, incidentally.
(7) Jarvis: (I'd be the loudthing.. yes)
(7) Jarvis: (so... -2)
(1) GM: Yep. Hmm.... what's Ixenlani's Heal check?
(1) GM: Oh well, battle to be won.
(7) Jarvis: (going to be really bad...)
(7) Jarvis: (There's a potion of cure light I have, though...)
(1) GM: Well, Ixanlani's turn....
(1) GM: And he decides the tent isn't worth it.
(1) GM: [3d8] -> [6,8,6] = (20)
(7) Jarvis: (nice damage rolling there...)
(1) GM: Ooops - that's 3d4. Grr.
(1) GM: [3d4] -> [2,3,2] = (7)
(1) GM: [1d20+5] -> [15,5] = (20)
(1) GM: And the lizard saves.
(1) GM: The ogre walks in, and tries to hit the lizard. He thereafter collapses.
(1) GM: [1d20+8] -> [20,8] = (28) for [2d8+7] -> [6,7,7] = (20)
(1) GM: [1d20+8] -> [17,8] = (25)
(7) Jarvis: (wow, cavalry...)
(1) GM: The lizard is pasted.
(1) GM: (disabled people do actually have that option... but it deals them a point of damage.
(1) GM: Ixenlani digs through your pack and pulls out a healing potion, which he pours down your throat.
whispering to GM, [3d10] -> [10,1,3] = (14)
(1) GM: The ogre stops bleeding on his own.
(1) GM: [1d8+1] -> [4,1] = (5)
(1) GM: Oh, forgot to roll the crit success damage... [2d8+7] -> [2,8,7] = (17)
(1) GM: Yeah, lizard paste.
(1) GM: So you've got a stable Ogre, and two conscious adventurers.
(1) GM: Good place to stop for the night?
(7) Jarvis: Yeah, I think so
(7) Jarvis: (feeling like now would be a good time to hit bed, too...)
(1) GM: It's 8:32 here; you on the East Coast?
(7) Jarvis: (West Coast, but kinda ill, so I want lots of sleep to avoid getting badly ill)
(1) GM: Reaonsable. Good night.
(7) Jarvis: (good night)
** (7) Seshra found the F4 macro key **
(7) Seshra: Disconnecting from server...
(7) Seshra (exit): 20:33