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Ch. 9: More Tasloi at the Gate

Dungeon Master (GM): Hello Folks!   Shadowfox: Coal & Sheila: hey there   Maevis Silverleaf: Hi   Dungeon Master (GM): Hello Christopher! Ok, we left off with Coal running around in fear, and now he's going down cavern corridors he's familiar with.   Dungeon Master (GM): You fellows can start deciding what to do next here!   Balen: Yellow line is still "solid" web wall?   Dungeon Master (GM): yes unless the caster dispels it or it's cut through and or burned   Shadowfox: Coal & Sheila: Sheila will chase after coal as he runs past her with no intention of stopping   Balen: Is there truly a gap from above Maevis west to Sheila?   Dungeon Master (GM): no, i just did not draw the line completely to the wall   Maevis Silverleaf: Well once Coal regains his senses we dispel the web and head North?   Dungeon Master (GM): so sheila will have moved from where her token is now to be in the passage where coal would be coming up, so ok we also have camlin, Phicenta, cassandra and rowan, along the route Coal will be running Coal will tell you there is a yuan-ti and more Tasloi north of the webbing   GreyWolfVT (Grax): well we can always make Rowan or Cass try and stop Coal Cass might be able to use a spell to stop him   Dungeon Master (GM): for the people in the passage where coal will be running up just give me a D20 roll to hit his AC to try to grapple him   Maevis Silverleaf: Maevis has tried and failed   Dungeon Master (GM): he is AC 1   GreyWolfVT (Grax): i don't even see a Coal token how the hell did he get way back there   Dungeon Master (GM): he's just there to show where he'll be going   GreyWolfVT (Grax): ah ok well then i dk who can stop him that far away where is that giant spider when you need it   Dungeon Master (GM): let's start with Rown trying to stop him i'll roll that one rolling 1d20( 6 ) = 6 he missed him now cassandra i will roll her rolling 1d20( 2 ) = 2   Dungeon Master (GM): she couldn't grab him now Xilicien] i'll get him rolling  8 = 8   Now Sheila Sheila the Human Cleric, WRESTLES with Coal Blackstone enemy! Wrestling Move Strike Hits: AC  13  With A: Type Of Attack 12 Attack Roll Damage Wrestle Move 20+ 1 Bear Hug* 19 1 Arm Twist 18 1 Kick 17 1 Trip 16 1 Elbow Smash 15 1 Arm Lock* 14 1 Leg Twist 13 1 Leg Lock 12 1 Throw 11 1Gouge 10 1 Elbow Smash 9 1 Leg Lock* 8 1 Headlock* 7 1 Throw 6 1 Gouge 5 1 Kick 4 1 Arm Lock* 3 1 Gouge 2 1 Headlock* 1 1 Leg Twist Less Than 1: 1 Bear Hug* *Hold Can Be Maintained From Round To Round, Until Broken.   Dungeon Master (GM): ok now camlin rolling  4 = 4 and finally Phicenta rolling  12 = 12   Dungeon Master (GM): ok well, no one was able to grab him so Coal, will be running for about another 4 minutes   Shadowfox: Coal & Sheila: Like I said, sheila will give chase although he will outpace her   Dungeon Master (GM): Ok   Balen: Do we know what spells Cassandra has available? COuld Tasha's Uncontrollable Hideous Laughter or ALternate Reality cause Coal to stop?   GreyWolfVT (Grax): we could have just tried to web him   Maevis Silverleaf: rolling 1d20( 7 ) = 7   Dungeon Master (GM): ha ha yea   Shadowfox: Coal & Sheila: you cant web him, he has the ring of free action, he will run right through it as if it were not there   Dungeon Master (GM): coal will essentially run right out of the cave given that he runs ~360 ft / round   Shadowfox: Coal & Sheila: Maybe he will find Quint while he is out there   Dungeon Master (GM): so does anyone besides Sheila want to chase after him or what other actions here?
Balen: What about casting the reverse of Enlarge (again, guessing at what Cassandra has available). If he was 30% of his size, wouldn't that reduce the ground he covers/lower his speed?   Dungeon Master (GM): Yes, indeed it would!   GreyWolfVT (Grax): fine we could have fireballed his ass   Dungeon Master (GM): Quint will not be around yet for sure   GreyWolfVT (Grax): :P   Dungeon Master (GM): heh   Maevis Silverleaf: I tried to ;)   Shadowfox: Coal & Sheila: let him run.. sheila is in pursuit and they will catch up when he calms down   Dungeon Master (GM): Hello Devin! ok on that Shadowfox   Shadowfox: Coal & Sheila: although you can always complicate things with random monster encounters.. lol   Dungeon Master (GM): uh huh ok so now you catch up with coal outside of the cave basically running along the riverbank until he finally stops when the fear spell weakens and dies. so now where will the rest of you be inside the cave as they make their way back in to regroup   Shadowfox: Coal & Sheila: I have a short conversation with him about what the hell was that all about and then convince him to go back to the party.   GreyWolfVT (Grax): that was a huge backtracking time waster there damn weak willed Coal   Dungeon Master (GM): Coal would tell you that he saw the Yuan-Ti and the tasloi to the north and that there is a huge gate to the south with tasloi all around.   Maevis Silverleaf: Like I suggested once their back dispel the webbing and try going North   Balen The Human Bard Keeping my eyes on the strength of the web wall and looking for any movement from anything within   Dungeon Master (GM): ok so when the webbing is dispelled where will the party be?   Dungeon Master (GM): place the party where you want them when the webbing disappears.   Shadowfox: Coal & Sheila: Sheila asks how long will the web last? If we go south and fight the Tasloi by the gate, we could use the web as a defense on our back side   Dungeon Master (GM): 70 minutes   GreyWolfVT (Grax): I'm fine where i have Grax   Dungeon Master (GM): let's say it's ~50 now, to account for Coal running off and coming back.   Maevis Silverleaf: Hm that should be enough to go South first   Shadowfox: Coal & Sheila: at least long enough to go check out what's the gate down there for   GreyWolfVT (Grax): ok   GreyWolfVT (Grax): fair enough   Shadowfox: Coal & Sheila: ok   Maevis Silverleaf: So South it is?   Shadowfox: Coal & Sheila: I am game   Dungeon Master (GM): ok, one vote to go north after dispelling one vote to go south to check the gate 2 to go south   Shadowfox: Coal & Sheila: I vote south first   Balen: does the floor fall away (cliff) to the south of where we are? (Where the arrow on the map is?) Can Cassandra take a scouting flight to see what's down there?   Devin M.: I'm good for seeing what's south.   Dungeon Master (GM): no that is just a break indicating 400 ft more of passage   GreyWolfVT (Grax): south works for me as well   Shadowfox: Coal & Sheila: So lets move.. we have almost an hour before we have to worry about our back defenses   Balen The Human Bard Points south and gives a "thumbs up".   Dungeon Master (GM): are you approaching with a light source?   Shadowfox: Coal & Sheila: yes.   Dungeon Master (GM): ok   Shadowfox: Coal & Sheila: humans are among us Shiela is going to use her last heal on Grax before we get into another fight   Dungeon Master (GM): as you approach the gate, you see two groups of tasloi to either side and they had noticed the light and heard the commotion and saw coal running around.   Sheila, praying to Ra, and laying a hand upon the injured Grax, casts a CURE LIGHT WOUNDS Spell! Level 1 Cleric * Necromatic (reversible) Components V,S Casting Time 5  Segments Range Touch Duration Permanent Area of Effect Creature Touched Saving Throw None Healing:   2  Hit Points   Shadowfox: Coal & Sheila: damn.. that sucked   Dungeon Master (GM): ok what do you do?   Shadowfox: Coal & Sheila: good time for a fire ball   Maevis Silverleaf: Maevis will try to calm them try to get us by them   Dungeon Master (GM): ok   GreyWolfVT (Grax): hmm ok
Dungeon Master (GM): so a bard charm here?   Maevis Silverleaf: Yes   Dungeon Master (GM): ok roll it in your bard abilities   Maevis Silverleaf: Can always Fireball if it fails hehe   Dungeon Master (GM): i'm checking if they know common   Xilicien: The area of a 20 ft. radius fireball is about 33,510 feet. just imagine the thousands of feet of wasted potential per casting.   Balen The Human Bard Says, "Oh, my, look there, dwarf, elf and man Going south, seemed a pretty good plan But of course there are more seems like bad guys galore But we’ll do just the best that we can!"   Dungeon Master (GM): (To GM)rolling  74 = 74   BARD CHARM Maevis Silverleaf the Half Elf Bard, starts playing his/her PanPipes and attempts to Charm, with his/her Singing & Playing! If the Charming is a success: Bard’s Singing & Playing can charm Creatures within  40 ft. Creatures must Save Versus Petrification ( -1  on saving throw for every  3  levels of the bard) or be Charmed & sit entranced while the bard sings. Those not Charmed will listen to the bard for 1 full round. Charmed Creatures are subject to ‘Suggestion’, if the bard utilizes it, the charmed creatures must save vs petrification at -2 on their die rolls or be subject to the suggestion. Loud noise or physical attack will negate charm but not suggestion. This will last for 1 Turn (10 rounds) or 1 round per level of the Bard, which ever is better. (From Maevis Silverleaf):  Chance to Charm is 34%: Rolling  26 %   Balen The Human Bard begins attempting to rally his allies. He will be aiming for a +1 to Saves, in the hopes of avoiding more fear spell failures!   Dungeon Master (GM): ok a save vs petrification it at -2 on the roll   SAVE VS. PETRIFICATION For Tasloi #06 -C3a the Tasloi   Rolls:  1  Needs ≥  15   SAVE VS. PARALYZATION For Tasloi #07 -C3a the Tasloi   Rolls:  7  Needs ≥  14   SAVE VS. PETRIFICATION For Tasloi #09 -C3a the Tasloi   Rolls:  20  Needs ≥  15     SAVE VS. PETRIFICATION For Tasloi #05 -C3a the Tasloi   Rolls:  17  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #08 -C3a the Tasloi   Rolls:  16  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #10 -C3a the Tasloi   Rolls:  4  Needs ≥  15   Shadowfox: Coal & Sheila: Coal would have already readied an arrow in case any of them attacked him.   SAVE VS. PETRIFICATION For Tasloi #18 -C3a the Tasloi   Rolls:  14  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #16 -C3a the Tasloi   Rolls:  19  Needs ≥  15   (To GM): SAVE VS. PETRIFICATION For Tasloi #19 -C3a the Tasloi   Rolls:  17  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #20 -C3a the Tasloi   Rolls:  6  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #17 -C3a the Tasloi   Rolls:  2  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #15 -C3a the Tasloi   Rolls:  19  Needs ≥  15   Ok, you noticed that a but of them seemed charmed but a few do not! what do you do now?
Balen The Human Bard Says, "All professions are equally hard Yet folks belittle the job of a bard These things Maevis will charm So they do us no harm Protecting us as well as a ward!"   Shadowfox: Coal & Sheila: we will approach the gate   Dungeon Master (GM): i see i should make a few more rolls here on that charming   Maevis Silverleaf: Does Xill Have a Fireball? I used mine on the spiders   SAVE VS. PETRIFICATION For Tasloi #03 -C3a the Tasloi   Rolls:  15  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #04 -C3a the Tasloi   Rolls:  10  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #01 -C3a the Tasloi   Rolls:  2  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #02 -C3a the Tasloi   Rolls:  5  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #11 -C3a the Tasloi   Rolls:  20  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #12 -C3a the Tasloi   Rolls:  18  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #13 -C3a the Tasloi   Rolls:  5  Needs ≥  15   SAVE VS. PETRIFICATION For Tasloi #14 -C3a the Tasloi   Rolls:  4  Needs ≥  15 ok now   Xilicien: No, I do not know fireball, however I have confusion prepared, if that makes any difference.   Shadowfox: Coal & Sheila: Maevis, tell them to walk away, so we know who we are up against   Maevis Silverleaf: Thats a good spell also   Dungeon Master (GM): you notice about 4 of them still have a defensive stance the rest just stand there listening to the music, then walk away.   Maevis Silverleaf: Try the Confusion that may get those not charmed   Dungeon Master (GM): it would get 3 on one side don't know if it will reach the one on the other   Xilicien: Would you prefer I center it more toward one group or the other?   Shadowfox: Coal & Sheila: So the ones with red dots are in a defensive stance?   Dungeon Master (GM): yes!   Xilicien:   Maevis Silverleaf: Try it more to the left   GreyWolfVT (Grax): so one of the bards basically is playing Careless Whisper and charmed half of them good lol   Xilicien: The characters left or the player's left?   Shadowfox: Coal & Sheila: when he says left, he means the group with three red dots   Maevis Silverleaf: Players Left Characters Right   Xilicien the Enchanter, using a set of 3 nut shells, cast the CONFUSION Spell upon Tasloi #09 -C3a! Level 4 Magic-User * Enchantment / Charm Components V,S,M Casting Time 4  Segments Range 120 ft /  120 yds outdoors Duration 2  rounds +  1  round / level:  9  Rounds Area of Effect Up to  60 ft x  60 ft square Saving Throw Special Effects:  This spell causes confusion in one or more creatures within spell range, creating indecision and the inability to take effective action. Confused creatures will react as follows: Die Roll Action: 01–10 Wander away (unless prevented) for 1 turn 11–60 Stand confused for 1 round (then roll again) 61–80 Attack nearest creature for 1 round (then roll again) 81–91 Attack druid or his party for 1 round (then roll again) 92-100 Act Normally for 1 round (then roll again) It will affect  10  creatures, plus a possible additional number of creatures determined by subtracting the level or number of hit dice of the strongest opponent creature within the spell range and area of effect from the level of the magic-user who cast the spell of confusion. All creatures affected will be those closest to the wizard within the area of effect. Each affected creature must make a saving throw each round, unless they are caused to “wander away for 1 turn” in which case they will go as far away from the magic-user as is possible in one turn of normal movement, as conditions permit. All saving throws are at -2. Confused creatures act according to the table of actions shown above, but saving throws and actions are checked at the beginning of each round.
Dungeon Master (GM): you want the spell centered on that specific tasloi?   Maevis Silverleaf: On those not charmed   Shadowfox: Coal & Sheila: 60x60 will get them all   Dungeon Master (GM): ok but i still need to know the center of the spell   Xilicien: Which ones are charmed? I might try to center the spell between the groups, if there's the potential of affecting more of them.   Dungeon Master (GM): ok   SAVE VS. SPELL For Tasloi #16 -C3a the Tasloi   Rolls:  15  Needs ≥  17   SAVE VS. SPELL For Tasloi #19 -C3a the Tasloi   Rolls:  9  Needs ≥  17   SAVE VS. SPELL For Tasloi #15 -C3a the Tasloi   Rolls:  16  Needs ≥  17   SAVE VS. SPELL For Tasloi #08 -C3a the Tasloi   Rolls:  10  Needs ≥  17   SAVE VS. SPELL For Tasloi #03 -C3a the Tasloi   Rolls:  3  Needs ≥  17   SAVE VS. SPELL For Tasloi #11 -C3a the Tasloi   Rolls:  4  Needs ≥  17   SAVE VS. SPELL For Tasloi #12 -C3a the Tasloi   Rolls:  2  Needs ≥  17   SAVE VS. SPELL For Tasloi #14 -C3a the Tasloi   Rolls:  11  Needs ≥  17   SAVE VS. SPELL For Tasloi #13 -C3a the Tasloi   Rolls:  19  Needs ≥  17   SAVE VS. SPELL For Tasloi #02 -C3a the Tasloi   Rolls:  20  Needs ≥  17   SAVE VS. SPELL For Tasloi #01 -C3a the Tasloi   Rolls:  8  Needs ≥  17 ok rolling  84 = 84 Attack druid or his party for 1 round (then roll again)   GreyWolfVT (Grax): hmm   Dungeon Master (GM): all the ones outside the gate are confused and would do that let me double check the first four saves yep they just run up and attack   (From Shadowfox: Coal & Sheila):  does the confision break the cahrm? it is an attack form?   WEAPON INITIATIVE ROLL: Tasloi #08 -C3a the Tasloi , gets ready to make an attack move! Weapon INIT Roll:  10
  WEAPON INITIATIVE ROLL: Tasloi #16 -C3a the Tasloi , gets ready to make an attack move!   Weapon INIT Roll:  10 WEAPON INITIATIVE ROLL: Tasloi #19 -C3a the Tasloi , gets ready to make an attack move!   Weapon INIT Roll:  8 WEAPON INITIATIVE ROLL: Coal Blackstone the Human Ranger, gets ready to make an attack move!   Weapon INIT Roll:  -1   WEAPON INITIATIVE ROLL: Tasloi #15 -C3a the Tasloi , gets ready to make an attack move! Weapon INIT Roll:  8   WEAPON INITIATIVE ROLL: Sheila the Human Cleric, gets ready to make an attack move!   Weapon INIT Roll:  3   Dungeon Master (GM): ok make your init rolls   WEAPON INITIATIVE ROLL: Xilicien the Elven Magic-User, gets ready to make an attack move! Weapon INIT Roll:  -1   WEAPON INITIATIVE ROLL: Maevis Silverleaf the Half Elf Bard, gets ready to make an attack move!   Weapon INIT Roll:  -1   Maevis Silverleaf the Half Elf Bard, gets ready to WRESTLE!   Wrestle INIT Roll:  6   WEAPON INITIATIVE ROLL: Grax Ironcloak the Shield Dwarf Fighter / Thief, gets ready to make an attack move!   Weapon INIT Roll:  -3   WEAPON INITIATIVE ROLL: Phicenta Thragiella De Thrul the Human Warlock, gets ready to make an attack move!   Weapon INIT Roll:  0   WEAPON INITIATIVE ROLL: Cassandra the Human Witch, gets ready to make an attack move!   Weapon INIT Roll:  6   Shadowfox: Coal & Sheila: Can coal fire his readied arrow prior to combat? at the first one to break ranks towards the party?   WEAPON INITIATIVE ROLL: Balen the Human Bard , gets ready to make an attack move! Weapon INIT Roll:  -3
  WEAPON INITIATIVE ROLL: Camlin the Half-Elf Ranger, gets ready to make an attack move!   Weapon INIT Roll:  -6   WEAPON INITIATIVE ROLL: Rowan Root the Halfling (Stout) Guardian, gets ready to make an attack move!   Weapon INIT Roll:  4   Coal’s Readied Arrow Attack: Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #16 -C3a enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Flight Arrow Strike Hits: AC  2  For  11  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   It seems that Tasloi #16 -C3a is defeated!   Start of Round 1 Start of Turn 1 for Tasloi #16 -C3a (10)   Tasloi #16 -C3a, Attacks with the JAVELIN at Grax enemy! Javelin Strike Hits an AC of  2  For  3  S/M/L Damage!   Dungeon Master (GM): Because of his magical cloak the first attack missed!   Start of Turn 1 for Tasloi #08 -C3a (10)   Tasloi #08 -C3a, Attacks with the JAVELIN at Coal enemy! Javelin Strike Hits an AC of  11  For  3  S/M/L Damage!   Dungeon Master (GM): first one was a miss   GreyWolfVT (Grax): also due to the cloak Grax wears the first attack on him always misses.   Dungeon Master (GM): it was thrown Start of Turn 1 for Tasloi #15 -C3a (8)   Tasloi #15 -C3a, Attacks with the JAVELIN at Xilicien enemy! Javelin Strike Hits an AC of  17  For  1  S/M/L Damage! a miss   Start of Turn 1 for Tasloi #19 -C3a (8)   Tasloi #19 -C3a, Attacks with the JAVELIN at Maevis enemy! Javelin Strike Hits an AC of  18  For  5  S/M/L Damage!   CRITICAL FUMBLE ROLL OF 1 For Tasloi #19 -C3a the Tasloi results in: Fumble Roll 81 Result Hit Friend Mildly Effect You hit a friend with your weapon mildly, he/she takes half damage.   Dungeon Master (GM): ok not near a friend to have that happen   Start of Turn 1 for Cassandra (6)   Shadowfox: Coal & Sheila: invisible   Dungeon Master (GM): i take it she goes invisible Start of Turn 1 for Maevis (6)   Maevis the Bard, Attacks with the Magical +1 SHELL SHURIKENS OF CRUSHING (6") at Tasloi #19 -C3a enemy! Shuriken #1 Strike Hits: AC  15  For  4  S/M/L Damage! Victim must make Saving Throw Vs. Paralyzation or suffer  5  Crushing Damage for each round of  4  rounds !   Dungeon Master (GM): ok just one at a time the other 2 Shurikens can be thrown at the end of this round so a miss Start of Turn 1 for Rowan & Hirelings (4)   Rowan the Guardian, Fires FLIGHT ARROWS (18") with SHORT BOW (3ft) at Tasloi #08 -C3a enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage   Flight Arrow Strike Hits: AC  8  For  12  S/M/L HP Damage! 3 attacks / round Make sure to note # of arrows fired in round! a miss
Start of Turn 1 for Sheila (3)   Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Tasloi #19 -C3a enemy! Mace +2 Strike Hits an AC of  12  for  5  S/M or  7  L HP Damage!   Dungeon Master (GM): a fumble CRITICAL FUMBLE ROLL OF 1 For Sheila the Human Cleric results in: Fumble Roll 55 Result Weapon Fumble Dropped Effect Whoops! What a klutz, you drop whatever item was used in the attack, including weapons, focuses, ammunition, or spell components. Any item dropped scatters in a random direction and can't be used again until gathered. Dungeon Master (GM): ok  2 it falls NE of you for  10  ft Start of Turn 1 for Phicenta (0)   Shadowfox: Coal & Sheila: ok   Phicenta the Warlock, Attacks with the TWO-HANDED SWORD (6 ft) at Tasloi #15 -C3a enemy!   Two-Handed Sword Strike Hits an AC of  6  For 1  S/M or  11  L HP Damage! 1 damage! opps no damage actually ok Start of Turn 1 for Xilicien (-1)   Dungeon Master (GM): ok devin   Xilicien the Magic-User, strikes with the QUARTERSTAFF (6ft) at Tasloi #19 -C3a enemy! Quarterstaff Strike hits an AC of  7  for  2  S/M/L HP Damage! I'm low on spells right now.   Dungeon Master (GM): i should point out that now when you engage in melee your movement rate is 12 if you move 120, 9 of you move 90, 6 if you move 60 a miss for Xilicien
Start of Turn 1 for Coal (-1)   Balen The Human Bard Says, "Maevis and Xilli just freeze; most beasts to be dispatched with ease; But Sheila’s too quick; Dropped her mace, must be slick; So the beast only felt a slight breeze."   GreyWolfVT (Grax): poke poke Coal?   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #08 -C3a enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Flight Arrow Strike Hits: AC  9  For  7  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a miss   Shadowfox: Coal & Sheila: Sorry I was trying to find something   Start of Turn 1 for Balen (-3)   GreyWolfVT (Grax): ok   Balen: balen should be on the second turn (one pre-battle) of Poetic Ability/Rally Allies for Save +1   Dungeon Master (GM): ok, i thought it was 3rd turn that it actually takes effect though   Start of Turn 1 for Grax (-3)   Balen: That's correct. So he has to continue for 2 rounds - effect starts on 3 rd   Grax the Fighter / Thief, using his magical GAUNTLETS of FENCING, attacks with the Magical Merthúvial +1 LONG SWORD (3.5 ft) at Tasloi #19 -C3a enemy! Long Sword +1 Strike Hits an AC of  -1  For 12  S/M or  14  L HP Damage!   Maevis Silverleaf: BRB It seems that Tasloi #19 -C3a is defeated!   Start of Turn 1 for Camlin (-6)   Camlin the Ranger, strikes with the HALBERD (5ft) at Tasloi #08 -C3a enemy!   Halberd Strike Hits an AC of  0  for  7  S/M or  10  L HP Damage!   It seems that Tasloi #08 -C3a is defeated!   Dungeon Master (GM): ok anyone have 2nd attacks for this round? bow users?   Shadowfox: Coal & Sheila: yes
Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #15 -C3a enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Flight Arrow Strike Hits: AC  -7  For  15  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   GreyWolfVT (Grax): since i didn't use broad sword no i think i only get the 1 each turn   It seems that Tasloi #15 -C3a is defeated!   Dungeon Master (GM): that takes care of those, let me check on a description for this ok the walls here actually have phosphorescent fungi glowing, also on the ceiling, 20 ft up. the Passage here is flanked by two square blockhouses carved into the walls. Each of them have shuttered windows. The gate itself is made of grillwork the gate is closed and has a visible large lock on this side. You noticed a similar gate beyond this one   Shadowfox: Coal & Sheila: Are any of the other creatures moving towards us?   Maevis Silverleaf: Back   Dungeon Master (GM): no, so long as the bard keeps playing   Shadowfox: Coal & Sheila: Maevis, Tellt hem to unlock the door tell them   Maevis Silverleaf: Do they understand me if I tell them something?   Dungeon Master (GM): they just stand there smiling at you   Shadowfox: Coal & Sheila: dang search the dead for keys   Dungeon Master (GM): roll a 1d100 i'll say a 50% chance one of these have it   Shadowfox: Coal & Sheila: rolling 1d100( 49 ) = 49   Dungeon Master (GM): ok you find a key on one   Shadowfox: Coal & Sheila: I will move to the gate keeping an eye on thoise windows   Dungeon Master (GM): there is actually a 2nd gate but it's not on the map it would be where i drew the line   Shadowfox: Coal & Sheila: The first gate has the lock, correct?   Dungeon Master (GM): the one you are at yes   Shadowfox: Coal & Sheila: I try the key in the lock   Dungeon Master (GM): it works, the lock comes undone   Shadowfox: Coal & Sheila: I put the lock and key in my bag of holding   Dungeon Master (GM): ok   Shadowfox: Coal & Sheila: I swing the gate open What do you think we do with these things?   Dungeon Master (GM): it is too heavy for just coal to pull open   GreyWolfVT (Grax): i dk tie em up i guess or kill em   Maevis Silverleaf: We could kil them   GreyWolfVT (Grax): Grax can help with the gate if that is all it takes   Dungeon Master (GM): what are your strength scores?   Shadowfox: Coal & Sheila: 15 for coal, Grax has 16 STR   Dungeon Master (GM): Ok, so the combined strength of  the both of you manage to pull open the gate   Shadowfox: Coal & Sheila: Sheila would rather not kill them if there was any other way to get them to not attack us. But we cant have Maevis play all day here   Maevis Silverleaf: Tie them up then   Dungeon Master (GM): you combined strength was enough to pull it open grax   Shadowfox: Coal & Sheila: I think if we try anything on them it may break the charm.. but you can try   Dungeon Master (GM): if they deem it harmful to them definitely it will   Shadowfox: Coal & Sheila: Sheila picks up her mace by the way   Balen The Human Bard Says, "Can we not just "knock them out" for now? Non-lethal damage? Isn't that what Grax is good at?"   GreyWolfVT (Grax): i did offer to tie them up but we then lose the rope required to tie each up   Dungeon Master (GM): you need to explain why being tied is of benefit to them but they apparently don't know the language the magic from the music and vocalizations keep them charmed   Maevis Silverleaf: Hm Knock them out then?
Dungeon Master (GM): how would you do that?   Shadowfox: Coal & Sheila: Coal says: Hey whatever is good for the party is good for me.. we cant have them coming up behind us.   Dungeon Master (GM): i'm checking something so give me a moment as you talk here   Balen: Can we not hit them with the flats of our blades in an attempt to knock them unconscious, rather than draw blood/kill them?   Shadowfox: Coal & Sheila: So unless I am mistaken, if we attack them in any way it breaks the charm.   Dungeon Master (GM): you could certainly try to give them severe concussions but i need to see how you go about doing it   Maevis Silverleaf: Another idea I keep playing and we heard them to move ahead of us Would that work Can we move them like cows?   Dungeon Master (GM): i would assume they would follow you around yes   Shadowfox: Coal & Sheila: So as long as your not threatening them I think maybe w can stick them in one of these rooms maybe? Are there doors on these side outbuildings, or just windows?   Dungeon Master (GM): yes there are doors on the ground floor and shuttered windows above them   Shadowfox: Coal & Sheila: go to the one on the right and have the thief check the door   Dungeon Master (GM): ok as coal and grax go for the door the windows open and one javelin comes flying out of each one   Shadowfox: Coal & Sheila: Screw it just kill them   Tasloi #11 -C3a, Attacks with the JAVELIN at Grax enemy! Javelin Strike Hits an AC of  7  For  3  S/M/L Damage!   Tasloi #12 -C3a, Attacks with the JAVELIN at Coal enemy!   Javelin Strike Hits an AC of  13  For  5  S/M/L Damage!   both javelins miss their targets are you still going for the door?   Shadowfox: Coal & Sheila: Coal throws the door open, arrow at the ready   Dungeon Master (GM): ok, so you get to the door and try unlock it but there is no visible lock on this side you could try to bash it in no more javelins come flying as you are likely at too sharp of an angle for them to throw more   Grax Ironcloak the Shield Dwarf Champion / Magsman, strains his/her ears in an attempt to HEAR what he/she should not! Result Whispered to DM   (From GreyWolfVT (Grax)):  HEAR NOISE Roll:  31 % Needs ≤  25 %   Grax Ironcloak the Shield Dwarf Champion / Magsman, attempts to FIND or REMOVE a TRAP! Result Whispered to DM   (From GreyWolfVT (Grax)):  FIND/REMOVE TRAP:  86 % Needs ≤  55 %   GreyWolfVT (Grax): ug terrible rolls     Shadowfox: Coal & Sheila: So if it is locked, and not opening, then I will back off and wait for the window to open. arrow ready..   Dungeon Master (GM): are the rest of you staying put, know that javelins can keep flying out of the windows? both windows stay open   Shadowfox: Coal & Sheila: Can I see anything inside the window? Kill them!   Dungeon Master (GM): no as it's 10 ft up and whomever throw them is currently not visible but based on the javelins they are likely tasloi   Shadowfox: Coal & Sheila: I will attempt to bash in the door then.   Dungeon Master (GM): give me an open doors roll   OPEN A NORMAL DOOR For Coal Blackstone the Human Ranger Rolls:  18  Needs ≤  8   Dungeon Master (GM): ok, you have no effect on the door   Shadowfox: Coal & Sheila: I need to roll low to open doors? dang it!   Dungeon Master (GM): yes a 1-8   OPEN A NORMAL DOOR For Grax Ironcloak the Shield Dwarf Fighter / Thief Rolls:  11  Needs ≤  9   Dungeon Master (GM): ok, grax could not open it either   Balen The Human Bard Says, "They can't have an unlimited supply of javelins, can they?"   Devin M.: I'm back, finally, though probably not for long. connection issues.   Shadowfox: Coal & Sheila: is everyone just standing around, watching Grax and Coal fumble through this area?   Maevis Silverleaf: Maevis is still playing   Dungeon Master (GM): is that were sheila moves to?   Shadowfox: Coal & Sheila: Sheila tries to knock one out with her staff from behind it. if it kills it so be it   Balen: Can we get "under" the window, so they can't see/throw at us without leaning out of the window? (angle for line off sight)?  
Sheila the Cleric, strikes with the QUARTERSTAFF (6ft) at Sheila enemy! Quarterstaff Strike hits an AC of  5  for  2  S/M/L HP Damage!   Dungeon Master (GM): ok, one of the tasloi, the one directly south of the tasloi she attempts to knock out sees this taking place and also a javelin comes flying out of a window at her as you notice a tasloi appear then toss it out   Devin M.: Welc.   Tasloi #12 -C3a, Attacks with the JAVELIN at Sheila enemy! Javelin Strike Hits an AC of  17  For  6  S/M/L Damage! the javelin flys wide of sheila and you knock out the tasloi but the one that witnessed it, snaps out of his daze from the charm   GreyWolfVT (Grax): i gotta head off here gn all   Dungeon Master (GM): ok Good night Ed! Thanks for Playing!   Maevis Silverleaf: G night   Dungeon Master (GM): that tasloi is looking around in fright, not knowing what to do here   Maevis Silverleaf: Maevis stops playing   Dungeon Master (GM): you want to stop the charm on the remaining ones?   Shadowfox: Coal & Sheila: i HAVE TO GET GOING TOO.. gOOD CHOICE mAEVIS, WASTING WAY TO MUCH TIME TRYING TO SAVE THINGS TRYING TO KILL US Sorry had caps lock on   Balen The Human Bard will run around in front of Maevis - acting as a shield, so he won't be interupted from his music. He will also wave his arms and attempt to scare the frightened tasloi.   Dungeon Master (GM): ok Good night!   Maevis Silverleaf: G night   Dungeon Master (GM): that tasloi is like frozen in place looking very afraid right now   Balen The Human Bard Puts his hands on his hips and looks over his shoulder at Maevis.   Dungeon Master (GM): and do you really halt the playing Maevis?   Balen The Human Bard Says, "Sure, NOW you quit. And we're even more outnumbered?"   Maevis Silverleaf: No He will keep it up was looking like a fight was breaking out   Dungeon Master (GM): very well what do you do now then? have others try to rush that door where grax & coal are? do something with the frightened tasloi? or something else?   Balen The Human Bard Says, "Get another Sheila! Good job!"   Dungeon Master (GM): She can of course   Maevis Silverleaf: Maybe try to knock out the frightened one?   Balen: Or the one next to it?   Dungeon Master (GM): take your pick   Maevis Silverleaf: Frightened one   Dungeon Master (GM): ok Sheila goes over to it and the frightened creature looks at her in fear then attempts to run off at the last second what do you do? you have 3 of the party right around him  
Maevis Silverleaf: Have Shela try to hit it for non lethal   Dungeon Master (GM): ok pummeling just roll a regular to hit and damage is something like 50% actual   Maevis Silverleaf:   Dungeon Master (GM): hmm, did you roll? it disappeared!   Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Tasloi #17 -C3a enemy! Mace +2 Strike Hits an AC of  -6  for  5  S/M or  8  L HP Damage!   Dungeon Master (GM): ok the blow did not knock him out however! grax can try so can coal someone can roll for them   Coal the Ranger, Attacks with the Magical +1 LONG SWORD (3.5 ft) at Tasloi #17 -C3a enemy! Long Sword +1 Strike Hits an AC of  6  For 4  S/M or  9  L HP Damage! If monster can Regenerate add +2 more on the To Hit and Damage.   Grax the Fighter / Thief, using his magical GAUNTLETS of FENCING, attacks with the BROAD SWORD (3.5ft) at Tasloi #17 -C3a enemy!   Broad Sword Strike Hits an AC of  2  For  8  S/M or  8  L HP Damage! *Specialized Weapon: 2/1 attacks/round   Dungeon Master (GM): ok after grax strikes him he falls unconscious   Maevis Silverleaf: Whats here just these huts?   Dungeon Master (GM): rolling  4 = 4 those are stone blockhouses the one besides the one you subdued saw this and is now snapped out of it what do you do with him?   Maevis Silverleaf: Knock him out also   Dungeon Master (GM): ok give me the 3 rolls   Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Tasloi #20 -C3a enemy! Mace +2 Strike Hits an AC of  8  for  7  S/M or  9  L HP Damage!   Dungeon Master (GM): ok grax now   Coal the Ranger, Attacks with the Magical +1 LONG SWORD (3.5 ft) at Tasloi #20 -C3a enemy! Long Sword +1 Strike Hits an AC of  3  For 3  S/M or  13  L HP Damage! If monster can Regenerate add +2 more on the To Hit and Damage.   Dungeon Master (GM): or coal ok grax?   Grax the Fighter / Thief, using his magical GAUNTLETS of FENCING, attacks with the BROAD SWORD (3.5ft) at Tasloi #20 -C3a enemy! Broad Sword Strike Hits an AC of  -5  For  9  S/M or  9  L HP Damage! *Specialized Weapon: 2/1 attacks/round   Dungeon Master (GM): ok he's out now   Balen: So all 3 to the "east" are unconscious?   Dungeon Master (GM): right   Balen: And the western side are all listening to Maevis.   Dungeon Master (GM): ok any farther actions here or will this be where we stop until next week?   Maevis Silverleaf: Did we come through the gate to these houses?   Devin M.: I'm good for stopping.   Balen: Probably a good place to stop. Unless Grax and Coal can open the door to the gatehouse. But even that we should probably wait for Grax to be here.   Dungeon Master (GM): no you just pulled open the 1st gate there is another this map just didn't put the 2nd gate on the map   Maevis Silverleaf: ok we can stop for the night   Dungeon Master (GM): the others in the party would have to try now that those two already attempted to open the door   Dungeon Master (GM): ok looks like we will stop here then   Balen: Sounds good. Thanks all. Have a great night!   Dungeon Master (GM): You too!   Devin M.: Goodbye & goodnight!   Maevis Silverleaf: g night