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INWranger
2013-09-23, 06:01 PM
Continuation of Tools of Chaos.

"Violent to be sure, with a high chance of dying."
With this in mind you walk up to the door and knock on it. After a few minutes a man in a short blue robe with what you believe to be gravy stains on it answers the door. You announce who you are looking for, someone named Tamarielio and are told that he is dead and has been for three years. His nephew took charge of his holdings and is available.

madtinker
2013-09-23, 07:17 PM
Angus bows deeply, I am sorry to hear of this. I am Angus Roarheart, Cleric of Kord. An audience with Tamarielio's nephew would be greatly appreciated.

INWranger
2013-09-25, 07:22 PM
You are asked to wait for a few minutes. About 10 minutes later the butler comes back and escorts you to the nephew. He is about 5'7" with a slight build and bookish, with a fierce intelligence. He stands at a wall muttering deep in thought. Once announced he pays attention to you.
Hello travelers, and welcome. What can I do you for?

madtinker
2013-09-25, 07:35 PM
Angus steps forward and bows. My name sir, is Angus Roarheart, cleric of Kord, and these are my companions, Calypsa and Ja-zeera. Your Uncle possessed a particular item which we would like to obtain. A particular gem. [Give the description]. How can we persuade you to part with it?

INWranger
2013-09-25, 08:12 PM
Interesting. Perhaps we can help each other. I have been cleaning out my uncles estate and I have not come across that particular item. There is a vault somewhere around here and it is probably in it. If you help me open it the gem is yours. Knowing my uncle it could be trapped and even then take years to open it if I work on it by myself. First step is finding the entrance. He is at a stone wall in the basement.

madtinker
2013-09-26, 10:47 AM
Do my dwarf senses help me find any unusual stonework? [roll0]

INWranger
2013-09-26, 02:59 PM
They absolutely do. You find two stone panels with spring loaded hand holds. With some manipulation you manage to slide the panels into the wall. It reveals another panel, this one with carvings on it in a grid pattern and several points on it have labeled points in runes that you can't read.

madtinker
2013-09-26, 03:01 PM
Ask Calypsa if she recognizes the runes. Look around to see if the grid might represent the room we're in.

INWranger
2013-09-26, 06:03 PM
Tamarielio speaks up. I recognize the runes. They are old Kreminian and appear to be labels of planes and even different places in those planes that are not connected by earth or water. Past that I have no idea what it could mean though.
Calypsa speaks up. This is probably a Kreminian lock, and they are usually a beast to open. I can't read old Kreminian and can only spell modern Kreminian. Usually I have my translator if I have to work with the language. There is a combination of pieces to push and then the door will open. Usually people who have these use a riddle so that if something happens to them someone who knows them can enter. It may be hidden nearby or in plain sight, or somewhere else.
That explains what it says in my uncles will. "Three grid distances divided by themselves are none, one, and all. Birth,beginning, and end." Now, to figure out what that means.
"It is a mathematical riddle concerning origins. Knowing your uncle as I did that would most likely mean where he was born, where he got his start collecting or professionally, and where his place of residence was when he ended. He retired here. I don't know the other two starts."

madtinker
2013-09-26, 07:08 PM
What happens if we just start pressing panels?

INWranger
2013-09-27, 11:40 AM
That depends on how nasty the designer and customer were. The effects range from nothing to complete lock down for a certain amount of time to traps that may kill you.
I know that he was born on a sphere of the material plane called Kathros and where he started collecting in the mini plane Minoa. He wouldn't shut up about his first prize. At the same time he was fairly paranoid and only once did he tell me where he got his start. So I think I know the combination.
He touches three of the buttons in sequence. The wall splits down the middle and slides open to reveal a staircase going down.
[roll0]
[roll1]
[roll2]
[roll3]

madtinker
2013-09-27, 12:05 PM
Use a detect magic to check for any magical items, traps, or auras.

Also use my dwarf stonecutting to search for unusual stonework on the way down. Angus leads the way.

[roll0]

Spells4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water walk
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-09-28, 05:18 PM
The bottom of the stairs is a deathtrap. There are that many traps. Your stone cunning senses a keyhole in the wall at the top.

madtinker
2013-09-28, 06:21 PM
Angus holds up his hand to signal the others to stop. Point to the keyhole. Do we have anything that might fit in there?

INWranger
2013-09-28, 10:22 PM
Nobody has anything, but Ja'zeera can pick the lock. After some time there is a click and a side door opens. The passage behind it leads down under the basement. There can see no traps down it. Ja'zeera checks for mundane traps and finds nothing.

madtinker
2013-09-29, 09:03 AM
Can I see anything with my detect magic? Do we have to cross the trapped portion to get to the door?

INWranger
2013-09-29, 01:48 PM
There are no magic traps. The door is right next to you. You don't have to go through any traps.

madtinker
2013-09-29, 11:14 PM
Instruct Ja'zeera to pick the lock.

INWranger
2013-09-30, 05:01 PM
She already did. That is why the door is open.

madtinker
2013-09-30, 06:27 PM
Oh yeah. Sorry, it's been a rough weekend.

Take the lead down the hall, scanning for magical traps, and using stonecutting to notice unusual stonework where applicable.

[roll0]

INWranger
2013-10-01, 01:36 PM
The room you enter is full of cases or various weapons, armor and implements. Drawers below the cases contain all kinds of clothing. Almost everything in the room is magic. Racks contain numerous pieces or what could be armor for various creatures. There is such a crazy mix that it is hard to find anything out of place, though the more you look at it there is organization. In one corner there is a pile of things beneath a pad with a conjuration spell on it that have not been sorted yet. One of the pieces is a weird painting and another is a sculpture.
By all the planes of existence, I did not know my uncle had this much, or was this organized. I may have to give you three a bonus. It doesn't look like there are any gems here.

madtinker
2013-10-01, 02:50 PM
Perhaps it is in this pile of things yet to be sorted.

INWranger
2013-10-01, 11:59 PM
We may as well search the pile. Calypsa starts searching the pile. She finds a variety of things, some mundane, some magic. You notice two cloaks that have both transmutation and alteration magic on them. There is a matching cloak on a rack with two empty pegs next to it. There may be something more to the cloaks.

madtinker
2013-10-02, 09:20 AM
You know, these cloaks look like they make up a set. I wonder why. You don't generally need three cloaks at a time.

INWranger
2013-10-02, 01:41 PM
"Or they could be 3 of the same type of cloak, for three people in need be. He had some few associates that he trusted, a little. I think these are some special made invisible or ethereal jaunt cloaks. I once saw him appear out of nowhere while taking one of these cloaks off, set it on a pad in the house and then it was gone. It was the closest I came to the gem. Then he saw me and banished me."

madtinker
2013-10-02, 01:48 PM
Angus picks up one of them, feeling the material. Well, if he used them himself, what's the harm? He throws the cloak over his shoulders.

INWranger
2013-10-02, 05:21 PM
When you put the cloak on the entire world around you turns gray and wavy. You hear Calypsa tell Ja'zeera to put on the cloak and they both join you.
This may have been how he avoided his traps.

madtinker
2013-10-02, 07:00 PM
Hhm. Possible. Take off the cloak momentarily and tell Tamarielio that we are going to try to get past the traps with these cloaks, then pt it on again and take lead the women past the traps, pausing to make sure they don"t go off.

INWranger
2013-10-02, 09:03 PM
He thanks you for the heads up. You pass through the traps without trouble. On the other side is a blank wall. Calypsa tries to hit her hand on it in frustration, but it passes straight through. You all go through the wall and into a vault lined with art work. Drawers line one wall and cabinets another two.

madtinker
2013-10-02, 09:41 PM
Go through the drawers first, one by one. [roll0]

INWranger
2013-10-03, 07:29 PM
All you find in the drawers are books. The cabinets are next. Ja'zeera and Calypsa start searching them after the first 10 drawers of books.
"We are looking for a large blue gem. It will shift colors from dark blue to light blue."
As you all search and eventually Calypsa finds it.
SOH [roll0]
spot [roll1]
spot [roll2]

madtinker
2013-10-03, 08:17 PM
Were any of the books magical, or the other items? Use another detect magic spell if necesaryexcellent! Shall we return to our host?

INWranger
2013-10-04, 01:08 PM
Some of the books and gems are magic, others are not. The gem you were searching for is not magic, though considering its properties of changing color you wonder if your spell is working to its fullest. Your host is happy to see you return.
Most excellent. What did you find beyond the traps? After you answer him he says:Most excellent, it will take me some time to catalog all the items, but this may be one of the greatest troves on the planes. I almost want to know where it all came from, almost. As a reward, you may each take one item from here.
Ja'zeera says she will take a rain check on it and Calypsa selects a pair of gloves from a cabinet.
(Figure out a type of item, caster level 7 or below.)

madtinker
2013-10-04, 01:17 PM
Ooh! Treasure!

I'll spend some time on it when I get home tonight or tomorrow.

madtinker
2013-10-05, 02:49 PM
Angus surveys the collection with a critical eye. He spies a black cloak with silver stitching of the holy symbol of Kord and can hardly believe his luck. Thanking Kord, he picks up the cloak of Saint Grozni and fastens it around himself.

It's a major cloak of displacement.

But I could have gone with this. (http://www.giantitp.com/forums/showthread.php?p=16160933#post16160933)

INWranger
2013-10-06, 04:20 PM
You are permitted to leave after Tamarielio sees the gem out of curiosity. He is fascinated by the shifting color. You make it back, Ja'zeera is put back in restraints and the researcher gives you the map you need. You eventually make it back to what looks like the Cathedral where you first met Calypsa and Ja'zeera. You see that there are more life forces visible. There are also new structures. The cathedral itself is solid in this plain as well. Calypsa shows you how to get back to your own plane, then leaves for hers, prisoner in tow.
take 1000 XP

madtinker
2013-10-07, 12:06 PM
Step through whatever portal Calypsa showed me so I can go back to the material plane.

Could I have just used Dismissal (http://www.d20srd.org/srd/spells/dismissal.htm) on myself? But then I would have missed out on this sweet cloak.

INWranger
2013-10-07, 04:50 PM
You arrive inside the cathedral on your own plane. It is much colder than it should be for late summer. Outside you hear the sounds of battle.

madtinker
2013-10-07, 08:21 PM
Draw my dagger while moving to the door. Open the door and peek out. [roll0]

INWranger
2013-10-07, 11:22 PM
You see men with mercenary colors battling dozens of undead, mostly skeletons and zombies, but there are some wights in there too.

madtinker
2013-10-08, 09:58 AM
Are the undead arrayed in a defensive formation, eg, are they protecting the mansion or the boat house, or are they simply wreaking havoc?

In either case, Angus runs to the nearest beleaguered soldiers while brandishing his holy symbol, and attempts to turn undead.

[roll0] See Table:Turning Undead (http://www.d20srd.org/srd/combat/specialAttacks.htm#turnOrRebukeUndead)
[roll1]

INWranger
2013-10-08, 07:19 PM
A wight flees in fear. Four human and one wolf skeleton are instantly turned to dust as well as two zombies. An orc sergeant says to you gruffly. Thank you stranger. We can hold for now. The captain is over there. He may want to aim you better as a resource. FIGHT ON MEN. He goes back to fighting with his men trailing behind him, glad to have had a short reprieve.

madtinker
2013-10-08, 07:40 PM
Head to the captain. I am a cleric of Kord. Are you after the vampire? How can I help?

INWranger
2013-10-08, 11:46 PM
Good to have you. The vampire is still a threat, but no. We are here to defeat the Necromancer that moved in 3 years ago. It was right after some other Cleric or Kord disappeared. He has been building an army and having a far more devastating effect of the area than the vampire did. We have a wizard killing team that is about to go. Join them. Your job is help them get to the wizard. If you can finish the vampire, do so, but I don't recommend engaging.

madtinker
2013-10-09, 01:04 PM
Join the team (I assume the captain pointed them out). The captain sent me to help. I am a cleric of Kord. How might I be of use?

INWranger
2013-10-09, 04:41 PM
You join two swordsmen, an elf archer and a woman sorcerer or wizard. The archer is in charge.
We need to break through the line of undead. Once we do that we have to find the necromancer. Intelligence suggests that he is not that powerful, but we have way too many undead to rely on it. There is a point that is weaker. It is next to the river and the ground is poor. Part of your job is to help us move fast. Lucia should have the swamp and defense covered, you can help us move quicker if we encounter large amounts of undead. Lets move.

madtinker
2013-10-09, 04:57 PM
Stay with the group, my dagger and holy symbol drawn. Angus is ready to turn undead if large numbers appear, otherwise he'll use the dagger.

INWranger
2013-10-09, 10:38 PM
The sorceress casts wall of ice to form a path across the swamp. It is one foot wide and fairly straight.
[roll0]

madtinker
2013-10-10, 11:01 AM
Angus eyes the wall suspiciously, and casts water walk (http://www.d20srd.org/srd/spells/waterWalk.htm) on himself and any of the others who want it (up to six other creatures). Not to show you up, but I prefer to stay on the ground. The spell allows himself and the others to move freely across the swamp and mud. He stays with the group as much as possible.

Spells4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water walk
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-10-10, 03:50 PM
Very good. We can fight easier if we have to. You cross the swamp with no difficulty. On the other side you see a skeleton with a snake, goat and what might be a chicken head patrolling.
Hopefully we can sneak past. I don't know how quickly we can defeat this.

madtinker
2013-10-10, 03:55 PM
Repulsed, Angus doesn't have much hope of sneaking, but he does as commanded, while staying ready to attack if need be. [roll0], [roll1].

INWranger
2013-10-11, 08:29 AM
It spots you from 40 feet away. Roll initiative.
Swordsman 1 [roll0]
Swordsman 2 [roll1]
Archer [roll2]
Sorceress Swordsman 1 [roll3]
Chimera Skeleton [roll4] hp [roll5]

INWranger
2013-10-11, 08:33 AM
The archer gets out a bottle of a greyish liquid you have never seen before and hurls it at the skeleton.
[roll0]
[roll1]
[roll2]
The bottle hits and the skeleton bursts into flame.

madtinker
2013-10-11, 09:16 AM
[roll0]

On my turn, Angus attacks with a searing light, [roll1], [roll2], [roll3].

Spells4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water walk
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-10-11, 04:07 PM
Your spell hits the skeleton full in the chest. The sorceress casts scorching ray.
[roll0] [roll1] and misses, burning a hole in the sod.
HP 7

INWranger
2013-10-11, 04:17 PM
The chimera skeleton attacks you, goring you, biting and clawing. (There is a short window before it attacks you can turn your cloak on. Decide whether to or not, then look at the spoiler. If so, roll percentage dice four times.
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]
[roll6] [roll7]
and snaps as one of the swords men moves in.
[roll8] [roll9]
The swordsmen attack.
[roll10] [roll11]
[roll12] [roll13]
Inflicting some small scratches. The archer stays back.

madtinker
2013-10-11, 04:33 PM
Angus quickly utters the command word to activate the cloak, [roll0], [roll1], [roll2], [roll3]. A low roll is a miss.

Edit: The second and third attacks catch Angus on the side, bruising him through his armor.

Attack the chimera with my dagger, sidestepping and attempt to flank him (if I can flank, add +2 to my attack roll). [roll4], [roll5].

Look around for a swampy area. Can we move the fight to less solid ground (Everyone should be able to move normally with the water walk spell).

Spells4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water walk
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-10-11, 05:58 PM
You could move, but the sorceress casts magic missile [roll0], which finished the skeleton off.
Lets keep moving.

madtinker
2013-10-11, 06:12 PM
Angus mutters the command word to turn off the cloak, and follows the others, dagger drawn.

INWranger
2013-10-13, 06:36 PM
You encounter more zombies and skeletons on your way to the manor, but dispatch them with ease. You find the front door will not open. It appears to be barred.
We need to get in fast. We have men dying and I don't want to know if he can summon as well.

madtinker
2013-10-14, 08:55 AM
Angus calls on Kord for strength (casting bull's strength, uses feat of strength), and attempts to force open the door with brute force. [roll0].

Spells4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water walk
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-10-14, 04:56 PM
The door bursts open in and splinters fly. The main hall has been turned into a necromancy lab. A mirror is propped up in the middle of it and you see Charlie the vampire in the mirror.
Well Gummer, it seems you have guests. Try to welcome them properly before you turn them into those nasty things you make. I would help you, but I am a solid three days away. Maybe I can make them feel welcome with some domination.
You know my name is Gruenmar, that domination doesn't work via scrying and you could be here in 30 seconds on that beast of yours.
Yes, but it could have worked a little if you hadn't said anything and Remasis is chasing fillies on the astral plane and I don't want him all cranky, or telling me about his exploits for the next week.
Gruenmar has two wights with him. Roll initiative.
Swordsman 1 [roll0] [roll1]
Swordsman 2 [roll2] [roll3]
Archer [roll4] [roll5]
Sorceress [roll6] [roll7]
Wight 1 [roll8] HP [roll9]
Wight 2 [roll10] HP [roll11]
Necromancer [roll12] [roll13]

madtinker
2013-10-14, 05:04 PM
[roll0]

It isn't likely to work, but on Angus's first action he'll attempt to hold person (will DC 15) on the necromancer.

INWranger
2013-10-14, 08:57 PM
The swordsmen move in and attack the closest wight.
[roll0] [roll1]
[roll2] [roll3]
The archer shoots at the necromancer.
[roll4] [roll5]
The necromacer casts deafness on you.
[roll6]
save [roll7]
The wights attack swordsman 1
[roll8] [roll9]
[roll10] [roll11]
The sorceress casts dispel magic on the necromancer.

INWranger
2013-10-14, 08:59 PM
The archer hits the necromancer square int the chest.
You manage your will save.
[roll0]
As does the necromancer.
Any enhancements he had were gone. One of the swordsmen hits, and is in turn hit.

madtinker
2013-10-14, 10:16 PM
Turn the undead so the soldiers can focus on the necromancer (unless the wights are destroyed by the time its Angus's turn).

[roll0] - this attempt can turn up to a 10 HD creature, and turns [roll1] total HD of creatures.

If they're already destroyed, attack the necromancer with my dagger. (Or, do this on the turn after Angus turns the wights). [roll2], [roll3]

INWranger
2013-10-15, 11:23 PM
The swordsmen attack again
[roll0] [roll1]
[roll2] [roll3]
The archer shoots at the necromancer.
[roll4] [roll5]
and again hits.
The necromacer casts Fear on everyone he can reach.
[roll6]
saves
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
And fails
One of the wights manages to attack before being destroyed. The other flees from your turning.
[roll12] [roll13]

INWranger
2013-10-15, 11:36 PM
The sorceress casts dimensional anchor at the necromancer.
[roll0]
The swordsmen then close in.
[roll1] [roll2]
The archer shoots.
[roll3] [roll4]

[roll5] [roll6]
The archer hits and only the cowering wight is left in the hall.

madtinker
2013-10-16, 11:09 AM
Glance around for my sword - [roll0], grab it if I see it, then rush back outside to the boathouse.

INWranger
2013-10-16, 05:03 PM
You see it in the hands of a drying corpse wrapped in bandages. It takes some doing, but you are able to wrest the sword from it drying fingers. by now the wight has been destroyed by the others. With the necromancer dead there are still his creations outside to take care of, but the mercenaries are doing a fine job of it. As you are going for the door you again see Charlie in the mirror.
you return. Well done getting rid of the nitwit. If you feel like cleaning the place up for me a little bit that would be great.

madtinker
2013-10-16, 05:31 PM
Angus gives thanks to Kord for preserving his weapon. In answer to Charlie, smash the mirror. Then go outside to the boathouse to search for whatever that red line was connected to.

INWranger
2013-10-17, 11:56 AM
The mirror breaks in to thousands of pieces. As you are back in the material plane you can't see the red line anymore. You find nothing in the boathouse but stagnant water and the strange mound that has a depression in it about 6 feet long and three feet wide, about the same size as Charlie the Vampire.

madtinker
2013-10-17, 12:34 PM
Look around for something to use as a shovel, like a board or oar (or actual shovel) and start digging in the bottom of the hole.

INWranger
2013-10-18, 08:20 AM
The closest thing you find is an old fishing spear. You did down about a foot and find the remains of leather armor, [roll0] gold coins in a ruined pouch and two ruined longswords.
wisdom 10
You remember that this was the exact type of gear Charlie wore. He may have been destroyed, but something brought him back to undeath. The mound itself could be his coffin. If you could find a way to destroy it then it may be possible to destroy him.

madtinker
2013-10-18, 08:41 AM
Angus considers his find carefully. [roll0] thinking that the mound is the same basic size and shape as a coffin, he begins to dig into the mound.

INWranger
2013-10-18, 11:42 AM
Please define a digging direction and general intent.

madtinker
2013-10-18, 11:56 AM
Start in the center of the mound. Sink the spear straight down to feel for anything buried. Sink the spear in as far as I can, and if I don't feel anything but soft mud, make similar pokes along the length of the mound. When I find something besides mud, start digging there.

INWranger
2013-10-18, 11:35 PM
The whole thing is well formed dirt. There is no mud whatsoever. Even digging down well past where the water would normally seem in it is bone dry.

madtinker
2013-10-19, 10:11 AM
Well, start digging in the center of the mound, then make a trench along its length. If I still don't find anything, widen the trench until I've removed teh mound entirely.

INWranger
2013-10-19, 07:14 PM
While digging the trench through the mound your hear a crackle as energy is released as the brackish water flows into the coffin.

madtinker
2013-10-19, 08:30 PM
Keep digging until I can uncover the entire coffin and hack it to pieces.

INWranger
2013-10-20, 11:02 PM
You keep digging and find no wood, but do make a lot of mud.
wisdom 15
The mound is the coffin. Coffins don't have to be made of wood. It might also help to get the water around the thing moving again.

madtinker
2013-10-21, 09:13 AM
Angus is sumped. [roll0]

Get it? 'cause he made a sump.

Stabbing the mud in frustration, Angus gives detect magic one more try and looks around.

4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water walk
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-10-21, 02:20 PM
In addition to some fading magic in the mound there is also a magical barrier around the perimeter of the boathouse where it meets the water.

madtinker
2013-10-21, 02:38 PM
Go to the waterline and concentrate on the barrier to see if I can discern anything else.

INWranger
2013-10-21, 09:06 PM
The nearest you can tell it is a wall of force with that follows the contours of the boathouse at the water line.

madtinker
2013-10-21, 09:18 PM
Angus throws up his hands in frustration and goes back outside to see if Charlie has arrived yet.

INWranger
2013-10-22, 11:05 PM
He has not. The mercenaries are cleaning up the last of the undead, which mindlessly attack instead of using any coordination. Your services were useful to the tune of 350 gold and 300 XP.

madtinker
2013-10-23, 09:08 AM
Bow to the captain after taking the money. "I am glad to be useful. However, I fear a vampire may be on his way here. If you are not prepared to deal with him, it may be prudent to finish your business here quickly and depart."

INWranger
2013-10-23, 12:20 PM
The captain appreciates your assessment, but the vampire is considered a high threat and low priority. Besides the occasional disappearance there hasn't really been much activity in the area from him. There have been an increase in people coming down sick that have marks on their necks. The real threat has been the necromancer and his army of undead that was being built. What the captain and his superiors would like to know is how he was able to have so many. Their intelligence on him says that he was not powerful enough to have so many.

madtinker
2013-10-23, 12:22 PM
"I'd be happy to search the mansion for magical devices that could help a necromancer, and the vampire's coffin."

INWranger
2013-10-23, 04:25 PM
If you can recover the device or devices that would be most helpful. There will be a finders fee as well. Once everyone else leaves you are on your own. They will probably be leaving around dark if nothing is found.

madtinker
2013-10-23, 06:55 PM
Nod quickly to the captain, check the sun's position in the sky, and re-enter the mansion, going to the basement to see if I can locate the reagents I discovered there earlier. If nothing is out of place in the basement, pull on the candle sconce to open the secret passage to the room where I met Charlie.

I should still be able to use the detect magic spell I cast in the boathouse.

INWranger
2013-10-24, 12:18 PM
Going through the hall there is a magic amulet that is around the necromancers neck. It is giving a slightly different color than you have seen. Going to the basement you find that a part of the floor has been removed and a crane installed. A large coffin shaped stone with arcane symbols on it sits in the center of a nine pointed star with candles at the tips. You don't understand the orientation of it. The coffin has a much stronger color, than the amulet, and they are the same. The reagents you found earlier have not been touched as far as you can tell.

madtinker
2013-10-24, 12:22 PM
Does the stone have any cracks or seams that might indicate a lid?

[roll0]

INWranger
2013-10-24, 03:25 PM
Upon closer inspection you see seams and iron banding on it. It is currently closed with iron rods in place of locks.

madtinker
2013-10-24, 04:27 PM
Can I pull out the bars and open the box?

INWranger
2013-10-24, 04:50 PM
You could, as in there is nothing to stop you. As you approach the box it seems to fade in power just a little, and the color of the magic changes.

madtinker
2013-10-25, 09:17 AM
Hhm. That's interesting. Open the box.

INWranger
2013-10-25, 11:33 AM
As you begin removing the rods the box starts to vibrate. As you begin begin to slide the last rod out you hear a rush of winds and see a black horse with flaming hooves seem to come straight out of the wall. Atop his back riding in a saddle rides Charlie the vampire. He stares straight into your eyes and says.
Do not open that chest.
[roll0]
[roll1]
This seems like the most reasonable request you have ever received.
Put the rods back.
You put the rods back in.
Your new quest, dwarf, is to make sure this chest can never be opened. You have twelve days to accomplish this or the world will come to an end. Once you are done you can do whatever you want.
Note: Angus has been dominated by dominated by Charlie. You control him for actions on this quest which he will pursue for twelve days, or until it is accomplished.

madtinker
2013-10-25, 11:55 AM
Does Angus have enough free will to ask why?

4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water walk
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-10-25, 01:38 PM
Roll a wisdom check to see if he remembers to do so.
Beat [roll0]
The abomination in that box is of immense power and imprisoned it can be used to boost necromatic capacity. Freed it is a force of pure unreasoning destruction. It can be defeated and contained in the proper vessel, but not destroyed.

madtinker
2013-10-25, 02:21 PM
[roll0] If I make it, I ask why the box must never be opened.

Edit: darn.

Angus nods and puts the bars back in place, then pulls out his tool kit to mangle the bars so they can't be removed again.

INWranger
2013-10-25, 03:18 PM
Angus works with all of his considerable strength, but is unable to bend any of the bars.

madtinker
2013-10-25, 04:46 PM
What about if I hit them with my smithing hammer? I don't need to bend them necessarily, just mar them enough that they won't slide out.

INWranger
2013-10-25, 06:23 PM
The smithing hammer seems to do the job of bending the bars and brackets. Now to secure it so that it won't be found.

madtinker
2013-10-25, 10:02 PM
Try to hook up the box to the crane to put it back in the floor.

INWranger
2013-10-26, 08:31 PM
Let me clarify. The basement floor is intact. The floor above it has had a crane put in. The coffin came from somewhere else.

madtinker
2013-10-27, 11:37 AM
Am I in the basement where I helped the mooks find the reagents? Then there should be a hole or holes in the wall. If I can push the thing into a hole in the wall, I can seal it up with a few stone shape spells.

INWranger
2013-10-27, 05:34 PM
You are in the basement, and there are some holes in the walls. With some time and effort you are able to get it into a hole and seal the stone around it so that is welded in. Now that it is accomplished you find yourself thinking "What do I do now?"

madtinker
2013-10-27, 08:01 PM
If it took long enough for Angus to get hungry, he'll eat. If needed, he'll rest.

In fact, how long has it been?

INWranger
2013-10-28, 12:48 PM
Angus's efforts have taken him into the night. So yes he is hungry.

madtinker
2013-10-28, 04:31 PM
Okay, then he'll eat and rest.

Can I make the leap in logic that since I am to prevent anyone from opening the box, and Charlie knows about the existence of the box, thus he could potentially open the box, that I need to kill Charlie in order to carry out Charlie's orders?

INWranger
2013-10-29, 10:48 AM
That may be a leap in logic, but would not be a result of the domination effect.

madtinker
2013-10-29, 11:25 AM
But will it allow me to attempt to kill Charlie, in spite of being dominated?

INWranger
2013-10-29, 10:41 PM
It would, but he left right after giving you you instructions. However, it will be twelve days until you are free of the domination and he could give you further instructions in that time.
Roll another wisdom check to see if anything in the boathouse makes sense.
wisdom 15
The mound is the coffin. Coffins don't have to be made of wood. It might also help to get the water around the thing moving again. Maybe if you broke the wall of the boathouse it would cancel the wall of force.

madtinker
2013-10-30, 09:00 AM
I could try to find where he went. [roll0]

Or, I could go investigate if anyone might have hidden in the boathouse to try to break into the stone box after I stop guarding it.

And when I get there, I start breaking down the walls to see if anyone is hiding inside them.

INWranger
2013-10-30, 11:28 AM
When you get back to the boathouse you see that the perimeter walls close to land are made of stone for about 16 feet until the water reaches a depth of about four feet, then wooden planking goes about the water line for another 16 feet into water of unknown depth. The planking is to keep wind, rain and snow out and the walls probably have nothing hidden in them, being about a foot thick.

madtinker
2013-10-30, 11:48 AM
Renew my spells while guarding the boathouse, then use water walk to go out on the river and knock apart the wooden planking with my crafting hammer.

4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water walk
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-10-31, 10:27 AM
As you knock the boards out of alignment the water starts to swirl. As you knock more and more out the brackish water is removed and flows away.

madtinker
2013-10-31, 05:50 PM
Keep knocking apart the boathouse until it falls to pieces.

INWranger
2013-10-31, 08:27 PM
With just your smiting hammer it takes you two days. You are tired and have not slept well either night, but feel a sense of accomplishment as it topples over.

madtinker
2013-10-31, 08:59 PM
Go back into the manor and find someplace to sleep properly and get a meal.

INWranger
2013-11-01, 02:42 PM
Turns out Gruenmar had good taste in food. You find a well stocked pantry and a decent bed. You fall asleep and awake in the morning to hear claws on the floor in the main hall. You hear a raspy voice saying Charlie, Gruenmar, anybody home? Oh you are dead Gruenmar? Well you should make a nice breakfast. I will just strip you first, I hate how cloth feels in my mouth. You hear the sound of ripping cloth and then crunching. You humans are kind of greasy, and you had a funny taste. I wonder if there is anything in the pantry to help with that, maybe some wine. You would like some of that wouldn't you.

madtinker
2013-11-01, 04:56 PM
Well, that sounds like somebody who might try to open the box. Get my sword and head for the pantry to make an ambush.

[roll0]

INWranger
2013-11-02, 12:49 PM
listen [roll0]
Somehow you manage to be quiet enough to hide behind the door. The claw sounds get closer and closer until a manitcore pushes its head through the door and goes for the wine cask on the opposite side of the pantry.
Wish someone were home that could open this, then I wouldn't have to scare someone into cleaning up the mess.

madtinker
2013-11-02, 06:03 PM
Activate the shock ability of my sword and attack the manticore from behind.

[roll0], [roll1], [roll2].

INWranger
2013-11-03, 03:27 PM
Your sword hits causing blood to spurt. Roll initiative.
HP [roll0] (39)
Armor 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
attack 2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2);
or 6 spikes +8 ranged (1d8+2/19-20)
initiative [roll1]

madtinker
2013-11-03, 06:23 PM
[roll0]

Then attack. Sidestep to block his exit and slash. [roll1], [roll2] [roll3]

madtinker
2013-11-03, 06:42 PM
Critical threat!

[roll0], [roll1], [roll2]

madtinker
2013-11-03, 06:46 PM
Is there such thing as super critical hits?

INWranger
2013-11-03, 10:52 PM
The manticore won initiative, so he get an full on attack clawing and biting.
[roll0] [roll1]
[roll2] [roll3]
[roll4] [roll5]
No, but in this case it doesn't matter as your second hit decapitates the thing.

madtinker
2013-11-04, 11:26 AM
Search the body. [roll0]

INWranger
2013-11-04, 12:23 PM
Take 800 XP. You find nothing on the body, but do find the manticores nest off to the side. There you find [roll0]x100 gold pieces and [roll1] small gems.

madtinker
2013-11-04, 04:36 PM
Lose some spells to cast CLW on myself. [roll0],[roll1]
4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water walk
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-11-05, 12:26 AM
What is Angus planning to do now?

madtinker
2013-11-05, 09:20 AM
Walk through the mansion and check for other visitors. Then wait for Charlie to return. Eat and sleep as necesary.

INWranger
2013-11-05, 03:00 PM
As the third day drags on Angus starts to wonder where Charlie is. Hopefully he has removed the manticore carcass.
Make a listen check.
10 or better
Angus hears hooves coming up the road. It is Charlie on what Angus has figured out is a nightmare. Charlie looks tired and has a bandage around one arm. The nightmare looks like it is in fine shape.
listen check fail
Angus hears nothing until the door opens and Charlie and his nightmare come in. Charlie looks tired and has a bandage around one arm. The nightmare looks like it is in fine shape.

madtinker
2013-11-05, 04:07 PM
Angus removes the carcass, and sits in the quiet house. [roll0]

4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Searing Light
Searing Light
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

madtinker
2013-11-05, 04:16 PM
Angus jumps to the conclusion that he must be returning in order to open the stone box. As Charlie is coming up the walk cast dispel magic. [roll0] and then hit him with searing light [roll1], [roll2].

INWranger
2013-11-06, 09:54 PM
Angus rolled a negative 10 on a wisdom check, but whatever. The searing light hits Charlie square on. Angus is still dominated however.
Stand down. Give a report of what you have been doing the last few days. Upon receiving your report Charlie has mixed reactions. Get on my nightmare. He will take you to a cave where there is a sealed door far inside. Open the door, and then continue on until you come to a room with an old desk. Thoroughly loot the desk and bring everything in it back to me.

madtinker
2013-11-07, 12:32 AM
Do as he says. Climb on the nightmare.

INWranger
2013-11-07, 11:08 AM
The nightmare tosses his head, and doesn't look happy about it, but waits for you to be seated in the saddle. A portal opens in front of you and he dives through it. You pass through a place where the sky is black with ash and the grass is a dark red. Another portal opens and you are back on your home plane in front of a crack in a mountain wall. End of the line. When you are finished, call me by saying Yenthos Recerberus. You dismount and he is gone again. There is a stream coming out of the rock with warm water and you are surrounded by scrub bushes. There is no trail, but there are some stumps of what were wooden beams that could have supported a palisade wall.

madtinker
2013-11-07, 01:10 PM
Proceed cautiously into the crack.

INWranger
2013-11-07, 05:19 PM
The crack goes for about 10 feet and then widens out to a chamber. Two minotaurs lie dead from stab and bite wounds. Further on there is a large grate blocking your way.

madtinker
2013-11-07, 05:33 PM
Search the bodies. [roll0]

Try to shift the grate to make an opening. [roll1]

INWranger
2013-11-07, 08:11 PM
You find 52 gold pieces. When you go to lift the grate you slip on some pebbles and land on your face taking [roll0] non-lethal damage. On your second attempt you shift the grate easily enough to move past it. Continuing on you find a pool of standing water and nowhere to go. The pool is deep and clear and you can see the bottom with your dark vision.

madtinker
2013-11-07, 11:51 PM
Are there any underwater passages that lead away from the pool?

INWranger
2013-11-08, 10:59 AM
As you walk around the pool you notice an underwater passage. You also see a crack in the wall less than an inch wide.

madtinker
2013-11-09, 11:17 AM
Can I see anything in the crack?

INWranger
2013-11-09, 07:18 PM
No, it jogs left before it shows anything.

madtinker
2013-11-10, 10:30 AM
Angus gets out his tools and starts hammering and chiseling at the crack to see if it can be made wider, or if he can see further or break completely through it. Keep at it for eight hours or so, stopping to eat and rest as needed. If after eight hours it appears fruitless, he will rest and replenish his spells.


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-11-10, 02:55 PM
It is not fruitless, but little progress is made. Your stone sense tells you the rock in front of you goes on for quite a ways.

madtinker
2013-11-10, 06:29 PM
Cast water breathing and sink down into the pool to follow the underwater passage.


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-11-11, 12:26 PM
You follow the passage up, down and around for over 100 feet. It then splits in two. One passage in front of you goes up, with no current and the other goes through a large hole in the wall and you can see movement of weeds as they flow in a slow current. The way through is probably the still tunnel. Make a spot check.
10 or better
You see a merrow (aquatic ogre) in the flowing water. It may not have seen you, or it pays you no attention.

madtinker
2013-11-11, 07:23 PM
Interesting. [roll0].

Take the tunnel with the still water that goes upward.

INWranger
2013-11-12, 12:35 PM
You are almost out of the water when
[roll0] [roll1]
HP [roll2] + [roll3]
AC 18
Initiative [roll4]
Something smashes into your back, but does no damage, if your flatfooted ac is 15 or better. I can't remember what it is. If not, take 12 damage. Either way, roll initiative.

madtinker
2013-11-12, 08:04 PM
[roll0]

On my turn, try to get out of the water.

INWranger
2013-11-12, 11:58 PM
It wins initiative and attacks. [roll0] [roll1]
attack of opportunity [roll2] [roll3]
but you manage to make it out of the water.

madtinker
2013-11-13, 10:48 AM
Turn around to see what it is. [roll0], Draw my sword, activate the shock ability, and attack if it is in range. [roll1], [roll2], [roll3]

INWranger
2013-11-13, 01:33 PM
You see a merrow (aquatic ogre)in the water, but does not attack you as you are out of the water and it can't breathe air. You see another ogre laying on the ground on the edge of your dark vision further up the tunnel.

madtinker
2013-11-13, 03:41 PM
Approach the second ogre carefully, sword drawn, but making no attempt at stealth.

INWranger
2013-11-13, 06:18 PM
As you get closer to it you see that it is full of stab wounds. Further on you find a more recent tunnel coming down to the cave.

madtinker
2013-11-13, 06:32 PM
Search the body for valuables or keys. [roll0]

INWranger
2013-11-14, 11:08 AM
All you find is large size leather armor and a greatclub. The rest of the ogre has been thoroughly searched.

madtinker
2013-11-14, 12:11 PM
Alright then. Continue on into the cave. Ignore the newer tunnel for now; it doesn't lead where I need to go.

INWranger
2013-11-14, 01:54 PM
Coming around a bend in the tunnel where you find a sleeping mat, table, chair, old rug and cooking space. Make a spot and wisdom check.
spot 10 or better
You see a dark mass move off the rug and into the corner out of sight. A half-elf woman in leather armor with a bow and dagger comes out.[roll0]
As you round the corner you are greeted by a half elf woman in light armor with a bow and dagger.
Wisdom 15 or better, unless you made the spot check, then 8 or better.
The greeting was in your head. She is not what she appears to be and is probably a telepathic changeling.

madtinker
2013-11-14, 06:48 PM
[roll0]
[roll1]
[roll2]

Bow and greet her. "Hello my good woman. May I pass this way?"

INWranger
2013-11-15, 01:17 PM
To what purpose do you wish to pass?

madtinker
2013-11-15, 03:11 PM
I am on an errand, and was told to follow this cave to its end. What I will find there I do not know.

INWranger
2013-11-17, 03:31 PM
Since passage is what you want I will let you by, if you bring me some ogre made alcoholic beverage. There is a camp not far from here and i would get some myself, but open spaces scare me.

madtinker
2013-11-17, 03:45 PM
Bow in acknowledgement. "If I find any such drink, it is yours."

Continue on, sword ready to strike any ogre that appears.

INWranger
2013-11-18, 05:19 PM
Ogre drink first. Their camp is through the tunnel near the water.

madtinker
2013-11-18, 07:35 PM
Oh, I see. I apologize for my confusion. I thought the ogre camp was this way.

Turn back carefully, ready to whirl and strike should she sneak up behind me. [roll0].

Go up the tunnel toward the ogre camp. Make as much noise as possible. If the ogres attack outright, I'll fight them. If not, I'll ask "Where can a thirsty dwarf get a drink around here?"

INWranger
2013-11-19, 11:20 AM
As you approach the camp you hear loud voices and it sounds like the ogres are arguing. It is hard to understand, then you realize the ogres are speaking giant. One ogre that looks older than the others and wears a necklace with the skulls of various sentient medium creatures seems to have the most voice of the group. They have not noticed you yet and there are several wine skins on hooks attached to tent poles, but they are out of reach by a good 4 feet.

madtinker
2013-11-19, 01:35 PM
Hatred for giants wells up inside Angus. He activates the shock ability of his sword (if not already activated), casts divine power, and charges the nearest opponent (attack the big guy if possible).

[roll0], [roll1], [roll2]

Angus receives a +4 dodge bonus to AC vs creatures of the giant type, and for this round has a -2 penalty to AC from charging.

Divine power, 6/7 rounds remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

madtinker
2013-11-19, 06:09 PM
Oh, and initiative might be helpful. [roll0]

INWranger
2013-11-21, 12:27 AM
You find yourself fighting three ogres, plus the chief. You manage to attack one of the underlings before they can do anything. The rest close using greatclubs while the chief stands farther back. He draws a javelin.
Ogre 1
hp
initiative [roll1]
attack+8 melee (2d8+7)
AC 16
Ogre 2
hp[roll2]
initiative [roll3]
attack+8 melee (2d8+7)
AC 16
Ogre 3
hp[roll4]
initiative [roll5]
attack+8 melee (2d8+7)
AC 16
Chief
hp [roll]4d8+19+4d12+16
initiative [roll6]
javelin +6 ranged (1d8+8)
AC 19

INWranger
2013-11-21, 12:36 AM
Your first attack impales and the ogre closest to you, but he is still up. The big one starts moving to the side with the others forming a barrier and closing in.
The 2nd and third ones move in to flank and attack while the one you hit takes a second to recover (read lost initiative to you)
Ogre 2 attack [roll0]
damage [roll1]
Ogre 3 attack [roll2]
damage [roll3]

madtinker
2013-11-21, 09:56 AM
Activate my cloak of displacement, and finish off the first ogre I attacked.

[roll0], [roll1], [roll2]

Then use my second attack to attack the next ogre, preferably keeping at least one ogre between the chief and myself to provide partial cover.

[roll3], [roll4], [roll5]

(Because divine power gives me a BAB of 7, I get a second attack at BAB +2).

Divine power, 5/7 rounds remaining
Cloak of displacement 14/15 rounds remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-11-21, 04:16 PM
You kill the first ogre and sink you sword deep into the second.
The you are able to keep an ogre between you and the chief, but only using 5 foot steps.
The other two attack
Ogre 2 attack [roll0] [roll1]
damage [roll2]
Ogre 3 attack [roll3] [roll4]
damage [roll5]
Your cloak saves you from what would probably be death by clubbing. (High rolls are good for you for the cloak).

madtinker
2013-11-21, 04:23 PM
Breathe a prayer to Kord, and continue attacking; finish off the wounded ogre before attacking the next nearest one.

[roll0], [roll1], [roll2]
[roll3], [roll4], [roll5]

Divine power, 4/7 rounds remaining
Cloak of displacement 13/15 rounds remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

madtinker
2013-11-21, 04:24 PM
Woohoo! Two critical threats.

Number 1: [roll0], [roll1], [roll2]
Number 2: [roll3], [roll4], [roll5]

INWranger
2013-11-21, 08:43 PM
You bisect ogres and junk. They fall dead. The chief grabs a great club and run at you, eager to avenge his fallen warriors
[roll0]
[roll1]
Chief
hp 95
initiative (1d20)[18]
attack 18 damage 2d6+16
AC 19

INWranger
2013-11-21, 08:55 PM
And your cloak [roll0] fails you. Or he hits. Either way your teeth rattle and you are reminded what pain feels like.

madtinker
2013-11-21, 11:09 PM
[roll0][roll1][roll2]
[roll3][roll4][roll5]

Divine power, 3/7 rounds remaining
Cloak of displacement 12/15 rounds remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

madtinker
2013-11-21, 11:21 PM
Use my luck re-roll on the first attack.

[roll0]

INWranger
2013-11-22, 09:43 AM
Both blows land, but he is still up and angry.
[roll0]
[roll1]
[roll2]
And a mighty blow pulverizes the ground next to Angus.

madtinker
2013-11-22, 10:10 AM
[roll0][roll1][roll2]
[roll3][roll4][roll5]

Press the attack. Shout "For Kord!"

Divine power, 2/7 rounds remaining
Cloak of displacement 11/15 rounds remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-11-22, 01:38 PM
Kord answers Angus prayer with ogre chief falling to the ground, dead. No one else is in the camp. Take 2800 XP, so I don't forget.

madtinker
2013-11-22, 02:07 PM
Angus breathes a sigh of relief. He cancels the cloak's effects to save its magic for later. Then, he'll search the ogre bodies. [roll0], [roll1], [roll2], [roll3] and the room, [roll4].

madtinker
2013-11-22, 03:30 PM
Oh, and heal before anything jumps out at me.
[roll0][roll1][roll2]

Cloak of displacement 11/15 rounds remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

madtinker
2013-11-22, 08:05 PM
And two more heals. [roll0], [roll1].

Cloak of displacement 11/15 rounds remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-11-23, 08:44 AM
You are outside, and you find nothing in the cave.
You do find [roll0] X 100 gold, 2 spyglasses, a superior lock, a ring you identify as a ring of protection, and masterwork thieves tools. Maybe they killed and ate a party of cartogrophers or astronomers. There are still the wineskins on hooks and you find a keg with some type of strange ale in it.

madtinker
2013-11-23, 04:06 PM
Grab the loot, put on the ring, and then pick up the wineskins and cask. Take them back to the changeling.

Here are your beverages. May I now pass?

INWranger
2013-11-23, 09:44 PM
How do you get the wine skins? All of them are out of reach for your short dwarven frame.

madtinker
2013-11-23, 11:18 PM
Can I drag the ogre bodies over, and make a pile to climb up?

INWranger
2013-11-25, 08:20 PM
Anguses strength is enough to drag the ogre bodies and eventually the stack is high enough that he can grab some wine skins. Going back down the tunnel he meets the elf again. She is pleased with his bringing her the liquor and gives him permission to pass.

madtinker
2013-11-25, 08:53 PM
Thank her and continue down the tunnel.

INWranger
2013-11-26, 11:58 AM
You come across a dead giant centipede full of stab wounds and finally a drider that is dead as well, fang marks in its neck. The drider leans up against a circular door.

madtinker
2013-11-26, 12:03 PM
Do either of the dead creatures have any useful gear/treasure? [roll0].

Listen at the door. [roll1]. If I hear nothing, try to open the door.

INWranger
2013-11-27, 09:24 PM
You find document of some kind on the drider. Nothing else of use.

madtinker
2013-11-27, 10:01 PM
Can I read it?

INWranger
2013-11-29, 12:10 PM
It is written in abyssal and undercommon, so Angus can read half of it. It appears to be torn from a book: "In regards to Arnewlian alignment doors, they are nigh impossible to deceive. Cutting through them is equally difficult, as is going through the wall of the vault they guard. The best way is to find one of similar alignment, usually good and let them try their hand at opening the door without feeling under duress or threatened. Under duress the door will not open at all. Threatened it will transport them to the nearest Arnewlian door as a means of escape.
The doors themselves are opened by two latches that are are either pushed outward, pulled inward, or one is pushed outward while the other is pulled inward."

madtinker
2013-11-29, 12:48 PM
Angus turns his attention to the door, looking for a knob or catch.

INWranger
2013-11-29, 09:21 PM
There are none apparent. The door is made of stone and your stonecunning tells you there is more than meets the eye.

madtinker
2013-11-30, 10:56 AM
Search the door - [roll0]

Edit - take 20 if necessary. A door with no way to open it doesn't make sense, unless it only opens from the other side.

INWranger
2013-11-30, 09:50 PM
You eventually find two handles, and with some manipulation you manage to open the door. Inside you find a desk with a leather bound book on top of it and a chair next to it. In the chair sits a skeleton in light leather armor, a dagger at its side. A stone fountain brings in water and drains it away. Books line the walls.

madtinker
2013-11-30, 10:31 PM
Considering the way the door opened, it sounds like this is an arnewlian door. Since I am dominated by a vampire, I feel compelled and under duress.

INWranger
2013-12-02, 12:54 PM
Read duress as coercion. Also, the amount of leeway given Angus and his actions so far have indicated that opening said door would not constitute duress. The door reads it as you are friends with someone you normally would not be friends with. Or this is a transportation to somewhere else, and Angus, therefore Charlie, thinks you are in the designated room, or it could be a cheap knockoff done by a half competent apprentice. All Angus knows is the stuff left in my last post.

madtinker
2013-12-02, 01:33 PM
Well, Angus steps carefully into the room, using detect magic to scan the contents of the room.


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-12-02, 06:56 PM
There is a plate on a pedestal with conjuration magic on it. There is also a bucket on a stone with transportation magic on it. The entrance is also magic, as is the quill on the desk, though you can't quite identify the magic on it.

madtinker
2013-12-02, 08:02 PM
Take a closer look at the desk. What is the book about? Are there any drawers? [roll0]

INWranger
2013-12-03, 11:12 AM
From what you can tell the book is a journal. After the first few pages and a mention of an upcoming job it turns into a jumbled mess. You recognize the writing, but none of it makes any sense. There are two drawers on each side and a center drawer. None of them are locked.

madtinker
2013-12-03, 11:17 AM
Get out a burlap bag. Open the drawers one by one.

INWranger
2013-12-03, 01:16 PM
You find three other books, one of them in elvish, one in common, the last abyssal. The one in common is on gardening and the abyssal is on extracting secrets. There is also a mug, calipers, and a sliding ruler inside of another ruler with dwarf markings on it.

madtinker
2013-12-03, 01:56 PM
Can I read the dwarf markings? Deposit my findings from the drawers in the bag. Is that from two drawers, or all three?

Place the quill from the top of the desk in my pack with my writing materials. Is there anything unusual about the skeleton's dagger or armor?

INWranger
2013-12-04, 02:17 PM
Yes, the dwarvish markings are numbers. The daggers blade is made of dragon bone. Both it and the armor are masterwork, but having been down here for what could be centuries their resale value is greatly diminished.

madtinker
2013-12-04, 02:22 PM
Inspect the books on the walls. What kinds of subjects and titles are there? Are any of them magical?

INWranger
2013-12-04, 04:56 PM
You can't read all the titles. Some are on geography and politics, while others are on artifacts and still others on the behavior of monsters in different environments. There is an entire section on fighting techniques, monsters, dungeons, and traps all written in a similar hand to the journal. You also find the remains of a cot. None of the books are magic and one in the section of the same hand writing uses a similar system of symbols.

madtinker
2013-12-04, 05:34 PM
Inspect the plate and bucket more closely. Can I find any runes that might give away the purpose of the enchantments?

INWranger
2013-12-04, 10:49 PM
The nearest you can tell the plate made food and drink and the bucket took things somewhere else, dumped them and returned.

madtinker
2013-12-04, 10:51 PM
Addressing the plate, command "Table set."

INWranger
2013-12-05, 11:14 AM
Nothing happens.
wisdom [roll0]

madtinker
2013-12-05, 12:17 PM
Try again with "Steak."

INWranger
2013-12-05, 12:34 PM
Again, nothing happens.
wisdom [roll0]

madtinker
2013-12-05, 01:00 PM
Well, I have the contents of the desk. Put the plate in my pack; I'll experiment more later. Tie the bag of desk contents onto my pack and start back to the entrance.

INWranger
2013-12-05, 01:46 PM
As you are putting the plate in your pack you see the words "yummies please" on its bottom. As you leave the room the door closes behind you. Which entrance do you go back to?
spot [roll0]

madtinker
2013-12-05, 01:52 PM
I'll go back to where I killed the ogres so I don't have to prepare another water breathing spell.

INWranger
2013-12-05, 02:10 PM
As you go back the elven woman is there, but her form keeps distorting. This is some good stuff you brought. Is there any more? Maybe I could brave the open space for more. She follows you to the entrance. Make a spot and listen check.
15 spot, 10 listen
You hear more ogres outside. They seem be coming back from an excursion.

madtinker
2013-12-05, 03:47 PM
I'm glad you like it.

[roll0], [roll1]

I spot them before I see them. How many more are there?

INWranger
2013-12-05, 11:36 PM
There are seven or eight with more coming. The discover the chief and other ogres dead and start talking loudly.
They say that a rival tribe has done this and the rival tribe will pay. One or two are for getting more information. The rest are ready for war.

madtinker
2013-12-06, 11:32 AM
Draw my sword, activate it, cast shield of faith and bull's strength on myself.

Activate my cloak.

Attack the ogres, screaming, "For the fallen!"

[roll0], [roll1], [roll2]

Cloak of displacement 10/15 rounds remaining

With SoF and my dodge vs giants, my AC for this encounter is 26.


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

madtinker
2013-12-06, 11:34 AM
[roll0], [roll1], [roll2]

INWranger
2013-12-06, 12:53 PM
The ogres are caught off guard, but quickly rally to smash you. Half have greatclubs, the other half javelins
AC for all ogres is 16
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)
Ogre 1 HP [roll0] Initiative [roll1]
Ogre 2 HP [roll2] Initiative [roll3]
Ogre 3 HP [roll4] Initiative [roll5]
Ogre 4 HP [roll6] Initiative [roll7]
Ogre 5 HP [roll8] Initiative [roll9]
Ogre 6 HP [roll10] Initiative [roll11]
Ogre 7 HP [roll12] Initiative [roll13]
Ogre 8 HP [roll14] Initiative [roll15]
Initiative [roll16]

INWranger
2013-12-06, 01:05 PM
You bisect the first ogre. Two of them flank you and throw javelins at you.
4 [roll0] [roll1] [roll2]
2 [roll3] [roll4] [roll5]
followed by an ogre with a greatclub coming up on one side
5 [roll6] [roll7] [roll8]
It is now Angus turn. after that another two with javelins comes in flanking
8[roll9] [roll10] [roll11]
6[roll12] [roll13] [roll14]
And another with a greatclub attacks.
3[roll15] [roll16] [roll17]
7 the last ogre stands back.
Again there is a volley of javelins.
4 [roll18] [roll19] [roll20]
2 [roll21] [roll22] [roll23]
Assuming he is still alive you are attacked by another with a greatclub.
5 [roll24] [roll25] [roll26]
Angus's turn.
So far Angus has taken no damage.
Odds have clubs, evens have javelins. Order is now
4
2
5
Angus
8
6
3
7
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)

madtinker
2013-12-06, 02:08 PM
Attack the nearest one, step to stay out of a flanking sandwich as possible.

[roll0], [roll1], [roll2]
[roll3], [roll4], [roll5]

Cloak of displacement 9/15 rounds remaining

Shield of faith 68/70 rounds remaining

Bulls strength 69/70 round remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-12-06, 03:21 PM
You manage to hit ogre 5, but he is still up. There are too many to keep out of a flank sandwich.
8[roll0] [roll1] [roll2]
6[roll3] [roll4] [roll5]
And another with a greatclub attacks.
3[roll6] [roll7] [roll8]
7 the last ogre stands back.
Again there is a volley of javelins.
4 [roll9] [roll10] [roll11]
2 [roll12] [roll13] [roll14]
Assuming he is still alive you are attacked by another with a greatclub.
5 [roll15] [roll16] [roll17]
again, your AC is too high for you to be hit.

madtinker
2013-12-06, 03:56 PM
I won't complain about that.

Keep attacking, felling one before concentrating on the next. I'll make a bunch of attack rolls because my tactics won't change unless something else changes first.

[roll0], [roll1], [roll2]
[roll3], [roll4], [roll5]

Cloak of displacement 8/15 rounds remaining

Shield of faith 67/70 rounds remaining

Bulls strength 68/70 round remaining

[roll6], [roll7], [roll8]
[roll9], [roll10], [roll11]

Cloak of displacement 7/15 rounds remaining

Shield of faith 66/70 rounds remaining

Bulls strength 67/70 round remaining

[roll12], [roll13], [roll14]
[roll15], [roll16], [roll17]

Cloak of displacement 6/15 rounds remaining

Shield of faith 65/70 rounds remaining

Bulls strength 66/70 round remaining

[roll18], [roll19], [roll20]
[roll21], [roll22], [roll23]

Cloak of displacement 5/15 rounds remaining

Shield of faith 64/70 rounds remaining

Bulls strength 65/70 round remaining

[roll24], [roll25], [roll26]
[roll27], [roll28], [roll29]

Cloak of displacement 4/15 rounds remaining

Shield of faith 63/70 rounds remaining

Bulls strength 64/70 round remaining

[roll30], [roll31], [roll32]
[roll33], [roll34], [roll35]

Cloak of displacement 3/15 rounds remaining

Shield of faith 62/70 rounds remaining

Bulls strength 63/70 round remaining

[roll36], [roll37], [roll38]
[roll39], [roll40], [roll41]

Cloak of displacement 2/15 rounds remaining

Shield of faith 61/70 rounds remaining

Bulls strength 62/70 round remaining

[roll42], [roll43], [roll44]
[roll45], [roll46], [roll47]

Cloak of displacement 1/15 rounds remaining

Shield of faith 60/70 rounds remaining

Bulls strength 61/70 round remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
Shield of Faith
0 lvl
Detect Magic
Detect Magic
Virtue
Guidance
Detect Magic
Detect Magic

INWranger
2013-12-07, 02:21 PM
You swing and hit and slash, hitting every time, but there are eight of them.
Length (Angus turns are accounted for.

1
8 [roll0] [roll1] [roll2]
6 [roll3] [roll4] [roll5]
And another with a greatclub attacks.
3[roll6] [roll]2d8+7[20] [roll7]
7 enters the fray.
7 [roll8] [roll]2d8+7[20] [roll9]
Again there is a volley of javelins.
4 [roll10] [roll11] [roll12]
2 [roll13] [roll14] [roll15]
Angus hits
2
8 grabs a greeatclub
6 [roll16] [roll17] [roll18]
And another with a greatclub attacks.
3[roll19] [roll]2d8+7[20] [roll20]
7 [roll21] [roll]2d8+7[20] [roll22]
Again there is a volley of javelins.
4 [roll23] [roll24] [roll25]
2 [roll26] [roll27] [roll28]
Angus hits and fells an ogre
3
6 Grabs great clubs and stand by
8 [roll29] [roll]2d8+7[20] [roll30]
And another with a greatclub attacks.
7 [roll31] [roll]2d8+7[20] [roll32]
Again there is a volley of javelins.
4 [roll33] [roll34] [roll35]
2 [roll36] [roll37] [roll38]
Angus hits.
4
6 [roll39] [roll]2d8+7[20] [roll40]
8 [roll41] [roll]2d8+7[20] [roll42]
And another with a greatclub attacks.
7 [roll43] [roll]2d8+7[20] [roll44]
Again there is a volley of javelins.
4 and 2 grab clubs
7 is down
5
6 [roll45] [roll]2d8+7[20] [roll46]
8 [roll47] [roll]2d8+7[20] [roll48]
4 [roll49] [roll50] [roll51]
2 [roll52] [roll53] [roll54]
Angus hits
6
6 [roll55] [roll]2d8+7[20] [roll56]
8 [roll57] [roll]2d8+7[20] [roll58]
4 [roll59] [roll60] [roll61]
2 [roll62] [roll63] [roll64]
Another gone
7
8 [roll65] [roll]2d8+7[20] [roll66]
4 [roll67] [roll68] [roll69]
2 [roll70] [roll71] [roll72]
Another hit
8
8 [roll73] [roll]2d8+7[20] [roll74]
4 [roll75] [roll76] [roll77]
2 [roll78] [roll79] [roll80]
Another gone

INWranger
2013-12-07, 02:27 PM
Mistakes made, fixing appropriate syntax.
1
8 (1d20+3)[6] (1d8+5)[7] (1d100)[74]
6 (1d20+3)[9] (1d8+5)[13] (1d100)[27]
And another with a greatclub attacks.
3(1d20+10)[23] [roll0] (1d100)[80]
7 enters the fray.
7 (1d20+10)[17] [roll1] (1d100)[10]
Again there is a volley of javelins.
4 (1d20+3)[23] (1d8+5)[10] (1d100)[76]
2 (1d20+3)[18] (1d8+5)[12] (1d100)[87]
Angus hits
2
8 grabs a greeatclub
6 (1d20+3)[23] (1d8+5)[10] (1d100)[67]
And another with a greatclub attacks.
3(1d20+10)[18] [roll2] (1d100)[13]
7 (1d20+10)[27] [roll3] (1d100)[6]
Again there is a volley of javelins.
4 (1d20+3)[7] (1d8+5)[9] (1d100)[24]
2 (1d20+3)[6] (1d8+5)[13] (1d100)[96]
Angus hits and fells an ogre
3
6 Grabs great clubs and stand by
8 (1d20+10)[23] [roll4] (1d100)[36]
And another with a greatclub attacks.
7 (1d20+10)[12] [roll]2d8+7[20] (1d100)[82]
Again there is a volley of javelins.
4 (1d20+3)[5] (1d8+5)[8] (1d100)[74]
2 (1d20+3)[11] (1d8+5)[13] (1d100)[54]
Angus hits.
4
6 (1d20+10)[24] [roll5] (1d100)[9]
8 (1d20+10)[21] [roll6] (1d100)[28]
And another with a greatclub attacks.
7 (1d20+10)[27] [roll7] (1d100)[26]
Again there is a volley of javelins.
4 and 2 grab clubs
7 is down
5
6 (1d20+10)[11] [roll8] (1d100)[71]
8 (1d20+10)[15] [roll9] (1d100)[55]
4 (1d20+3)[11] (1d8+5)[10] (1d100)[67]
2 (1d20+3)[7] (1d8+5)[11] (1d100)[84]
Angus hits
6
6 (1d20+10)[24] [roll10] (1d100)[90]
8 (1d20+10)[30] [roll11] (1d100)[62]
4 (1d20+3)[20] (1d8+5)[10] (1d100)[98]
2 (1d20+3)[22] (1d8+5)[9] (1d100)[8]
Another gone
7
8 (1d20+10)[17] [roll12] (1d100)[12]
4 (1d20+3)[12] (1d8+5)[8] (1d100)[66]
2 (1d20+3)[6] (1d8+5)[9] (1d100)[17]
Another hit
8
8 (1d20+10)[19] [roll13] (1d100)[23]
4 (1d20+3)[12] (1d8+5)[9] (1d100)[93]
2 (1d20+3)[16] (1d8+5)[13] (1d100)[31]

INWranger
2013-12-07, 02:34 PM
A club grazes Angus' arm [9] (Round 2), and a javelin hits him (natural 20 and the cloak doesn't help) [roll0] but misses his important organs (round 3) [16], followed by a greatclub to the body [19] (round 4).

madtinker
2013-12-07, 04:02 PM
Hands and sword slippery with blood, Angus continues his slaughter of the ogre abominations.

[roll0],[roll1], [roll2]
[roll3],[roll4], [roll5]

Cloak of displacement 0/15 rounds remaining

Shield of faith 59/70 rounds remaining

Bulls strength 60/70 round remaining

[roll6],[roll7], [roll8]
[roll9],[roll10], [roll11]

Shield of faith 58/70 rounds remaining

Bulls strength 59/70 round remaining

[roll12],[roll13], [roll14]
[roll15],[roll16], [roll17]

Shield of faith 57/70 rounds remaining

Bulls strength 58/70 round remaining

[roll18],[roll19], [roll20]
[roll21],[roll22], [roll23]

Shield of faith 56/70 rounds remaining

Bulls strength 57/70 round remaining

[roll24],[roll25], [roll26]
[roll27],[roll28], [roll29]

Shield of faith 55/70 rounds remaining

Bulls strength 56/70 round remaining


4th lvl
Divine Power
Air Walk
Freedom of Movement
3rd lvl
Protection from energy
Dispel Magic
Water Breathing
Stone Shape
2nd lvl
Lesser Restoration
Bull's Strength
Spiritual Weapon
Sound Burst
Hold Person
1st lvl
Protection from Evil
Obscuring Mist
Entropic shield
Enlarge Person
Hide From Undead
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INWranger
2013-12-07, 09:15 PM
By now there are two ogres left
Length.
4 [roll0] [roll1] [roll2]
2 [roll3] [roll4] [roll5]
Angus cloak gives out. The ogres roar in approval, enev after he hits one of them.
4 [roll6] [roll7]
2[roll8] [roll9]
Down.
2 [roll10] [roll11]]
Hit
2 [roll12] [roll13]
Down

INWranger
2013-12-07, 09:17 PM
There was a critical threat. [roll0] Unless you decide to change Angus actions before some of those last rounds Angus is dead. Edit your posts by crossing out your old actions and then put the new actions in a new post.

madtinker
2013-12-08, 01:46 AM
The club connects with Angus's skull, crushing it like old crockery. The dwarf falls lifeless to the cold, cold ground.

INWranger
2013-12-08, 10:14 PM
To everyone that has been following Tools of Chaos, Angus Roarheart bit off more than he could chew and was killed. He will not be raised, but the campaign will continue. Gru the half orc druid will take his place. Once madtinker posts a character sheet and back story Gru Doomfist will be brought (eventually) to a point where he can continue the story.

madtinker
2013-12-09, 08:47 PM
Here's a preliminary character sheet. (http://coyotecode.net/profiler/view.php?id=15459) I rolled a 16, 17, 16, 9, 17, 9. After racial adjustments that's 18, 17, 16, 7, 17, 7. I increased Wis at lvl 4 and Dex at lvl 8.

No funky stuff so far, just straight druid. I still need feats, skills, and equipment.

madtinker
2013-12-10, 07:22 PM
Gru (pronounced Gr-uh), was raised by a grizzly bear in the Wherdahekarwe mountains. His father was a human and his mother was an orc. Shunned from her village for falling in love with a weaker race, she died shortly after weaning Gru. Gru of course, has no memory of this. He only knows that the wilderness is his home, and that evil and order have no place in it.

As he grew, he learned. When he saw that he did not have fangs like his brothers, he made himself a fang by lashing a sharp rock to a sturdy cudgel. When his skin was pricked by the brambles, he fashioned a new skin from the hides of his prey. He learned to use his strength to solve problems when he must, but his many hours alone in the forest taught him the value of introspection and patience.

One day he found a strange man dressed in leaves, who called him brother and showed him how to call upon nature for otherworldly power. Gru's aptitude for magic was exceptional, and within a few months he forsook his druid brothers to explore this new-found power without the taint of order. Watching from afar, the druid order seeks to rein Gru back into their control. To the farms and villages in his woods and mountains, he is known as the "Fury of the Mountain" or "Wrath of Elhonna." Robbers and thieves dare not make camp in the Valley of Luskin, and foul creatures know they will be hunted and harried in that old wood. For the one thing everyone fears, is the anger of a wise man.

Now, Gru stirs from his dark lair, for there is a fell scent in the wind. Times are changing. But Gru Doomfist, the Fury of the Mountain, has taken this affront personally, and gods aid the creature that awakens the Shadow of Destruction.

INWranger
2013-12-11, 12:32 PM
Some time before the death of Angus Roarheart, and some distance away, Gru Doomfist finds trail a leaving the main road through that was not there some months ago. There have been no bandits that he knows of, but there is the sign of a new path that was not made by animals of the wild. Any ranger could spot it, but they are few and far between in these parts.