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Ch. 46: The Adventurers Have a Look Around the North West Party of the City Heading for the Domed Library

Chris M.: Hi Camp one more day And then one more day ... Now we are all healed up and ready to buy out some gladiators and explore te south &nbsp; Buddy D.: howdy yall &nbsp; Dungeon Master (GM): Howdy! I'm adding a token for someone you might meet &nbsp; Buddy D.: am I early &nbsp; Lo Shan: Yes you are DM Can we get some idea about the number of Mongrelmen we have? next will be trying to get an idea about Bugbears Want to know how we are outnumbered or not? For the fans of Old scholl D&amp;D Lenard Lakofka died last friday &nbsp; Dungeon Master (GM): well there IS a Minimum of 50 mongrelmen tokens in the compound itself &nbsp; Chris M.: sorry. Really sorry &nbsp; Lo Shan: ok so we got 50 and then some Gladiators that we free to work for us Bye Chris &nbsp; Brendan M.: BRB AFK &nbsp; Lo Shan: ok &nbsp; Buddy D.: how are yal &nbsp; Lo Shan: Alright listening to a tribute to Lakofka on Twitch &nbsp; Dalnoth (Gabe): hey guys &nbsp; Lo Shan: Hey &nbsp; Buddy D.: how is it &nbsp; Devin M.: Hello. &nbsp; Dungeon Master (GM): Hello All! &nbsp; Lo Shan: pretty good a bit of humor here and there he made the suel gods, someone asked him about crying over the invoked devastation in greyhawk? his response was tough shit get over it LOL &nbsp; Buddy D.: hahahaha &nbsp; Lo Shan: thats how th suel gods saw it &nbsp; Buddy D.: whats the link id love to check it out &nbsp; Lo Shan: <a href="https://www.twitch.tv/lordgosumba" rel="nofollow">https://www.twitch.tv/lordgosumba</a> len was on his show almost every week until he died Alright so we have at least 50 Mongrelen. How about we go buy some Gladiators &nbsp; Dungeon Master (GM): we can get started, are you heading to the library area in the north west quadrant? &nbsp; Lo Shan: Sure we can check out the library &nbsp; Dungeon Master (GM): ok, i will change the map &nbsp; Lord Cromther: Evening &nbsp; Dungeon Master (GM): ok, the area you are in seems mostly abondoned aside of the library you are heading to. I placed you all on the east side of this area and you can take it from there. &nbsp; Dalnoth (Gabe): We looking for a specific book? &nbsp; Dungeon Master (GM): not that I recall &nbsp; Xilicien: Any chance there are magical tomes in there? &nbsp; Lo Shan: No just looking to see what they have then going to buy Gladiators &nbsp; Dalnoth The Human Cleric/Rogue shrugs fair enough &nbsp; Dungeon Master (GM): I lowered the gold won from the hill giant fight based on 15,000 attending with 40% betting on the adventurers. So you won 8,000 gp (not counted towards XP) &nbsp; Lo Shan: Oh Well still buying Gladiators &nbsp; Dungeon Master (GM): yea, still more than enough of course ok you are of course free to roam the map &nbsp; Lo Shan: Lets find the door to the library &nbsp; Dungeon Master (GM): I will ping a door you are nearby ok you know it's on the other side of this block and know the libray has a huge dome there are 4 doors you could try on this side &nbsp; Lo Shan the Human Superior Master, strains his/her ears in an attempt to HEAR what he/she should not! Result Whispered to DM &nbsp; (From Lo Shan): &nbsp;HEAR NOISE Roll:&nbsp; 82 % Needs ≤&nbsp; 25 % &nbsp; Dungeon Master (GM): or you could just go around and see what's on the other blocks ok nothing was heard at the door Lo Shan is at Lo Shan the Human Superior Master, attempts to FIND or REMOVE a TRAP! Result Whispered to DM &nbsp; (From Lo Shan): &nbsp;FIND/REMOVE TRAP:&nbsp; 81 % Needs ≤&nbsp; 40 % &nbsp; Lo Shan the Human Superior Master, attempts to gain entry, by PICKING OPEN a LOCK! Result Whispered to DM &nbsp; (From Lo Shan): &nbsp;OPEN LOCKS Roll:&nbsp; 95 % Needs ≤&nbsp; 52 % &nbsp; Dungeon Master (GM): by the way will this excursion be at night or during the day? &nbsp; Lo Shan: Day time &nbsp; Dungeon Master (GM): ok the door isn't locked so you just open it &nbsp; HEAR / DETECT NOISE For Camlin the Half-Elf Ranger Chance to Detect=&nbsp; 10 % Roll result whispered to DM &nbsp; (From Buddy D.): &nbsp;Rolls:&nbsp; 43 % needs ≤&nbsp; 10 %
Dungeon Master (GM): this building is abandoned with rubble still scattered around though there appears to be some effort to start bunching it up. Camlin did not hear anything you have a door on the north and south walls &nbsp; Lo Shan the Human Superior Master, strains his/her ears in an attempt to HEAR what he/she should not! Result Whispered to DM &nbsp; (From Lo Shan): &nbsp;HEAR NOISE Roll:&nbsp; 22 % Needs ≤&nbsp; 25 % &nbsp; Brendan M.: sorry back &nbsp; Dungeon Master (GM): ok you did not hear anything on the other side ok &nbsp; Lo Shan: open the door &nbsp; Dungeon Master (GM): oh is pavel still with the party? &nbsp; Lo Shan: sure &nbsp; Dungeon Master (GM): ok &nbsp; HEAR / DETECT NOISE For Camlin the Half-Elf Ranger Chance to Detect=&nbsp; 10 % Roll result whispered to DM &nbsp; (From Buddy D.): &nbsp;Rolls:&nbsp; 32 % needs ≤&nbsp; 10 % &nbsp; Dungeon Master (GM): Camlin did not hear anything camlin opens the door it looks like another abandoned structure where the rumble looks like it was bunched up.and you have one door on each of the 4 walls &nbsp; Buddy D.: yes sir &nbsp; Brendan M.: can I move up to Lo &nbsp; Dungeon Master (GM): yep &nbsp; Brendan M.: Lo Shan and Camlin &nbsp; Lo Shan: Is this the library or is that a nearby place? &nbsp; Dungeon Master (GM): you are not in combat or situation where we need to watch how far you can move &nbsp; Lord Cromther: detect evil &nbsp; Brendan M.: has the norhern door been checked? &nbsp; Dungeon Master (GM): where at Cromther? around the whole room? no &nbsp; Brendan M.: I will check for traps &nbsp; Dungeon Master (GM): ok &nbsp; Maximillian Rockatansky the Elf (Drow) champion magsman, attempts to FIND or REMOVE a TRAP! Result Whispered to DM &nbsp; &nbsp; (To GM): &nbsp;FIND/REMOVE TRAP:&nbsp; 96 % Needs ≤&nbsp; 40 % &nbsp; Maximillian Rockatansky the Elf (Drow) champion magsman, attempts to FIND or REMOVE a TRAP! Result Whispered to DM &nbsp; (From Brendan M.): &nbsp;FIND/REMOVE TRAP:&nbsp; 59 % Needs ≤&nbsp; 40 % &nbsp; Dungeon Master (GM): ok you did not find a trap &nbsp; Brendan M.: thank you Is the door locked? &nbsp; Dungeon Master (GM): no it is not &nbsp; Brendan M.: Do you guys want to go noth or west? &nbsp; Lord Cromther: I like west &nbsp; Dalnoth (Gabe): This is a public library yes? Why are we being sneaky? &nbsp; Dungeon Master (GM): another abandoned structure again it looks like the rubble is starting to be cleared and piled up. &nbsp; Xilicien: WEst. &nbsp; Lord Cromther: any evil in the library &nbsp; Brendan M.: I'll move to the western door &nbsp; Dungeon Master (GM): [Well you are in the structures around the library at the moment, so far they are not occupied] no, no evil detected in the room Cromther is in &nbsp; Brendan M.: Is the door locked? &nbsp; Dungeon Master (GM): doors on all four walls &nbsp; Lord Cromther: Could alway be evil book &nbsp; HEAR / DETECT NOISE For Camlin the Half-Elf Ranger Chance to Detect=&nbsp; 10 % Roll result whispered to DM &nbsp; (From Buddy D.): &nbsp;Rolls:&nbsp; 41 % needs ≤&nbsp; 10 % &nbsp; Dungeon Master (GM): Camlin did not hear anything beyond the door &nbsp; Brendan M.: I'll check this door for traps &nbsp; Maximillian Rockatansky the Elf (Drow) champion magsman, attempts to FIND or REMOVE a TRAP! Result Whispered to DM &nbsp; (From Brendan M.): &nbsp;FIND/REMOVE TRAP:&nbsp; 40 % Needs ≤&nbsp; 40 % &nbsp; Dungeon Master (GM): 4 doors on each wall in this structure which also looks like it is being prepped for restoring no trap was found by Max &nbsp; Brendan M.: Locked? &nbsp; Dungeon Master (GM): no it is not
Brendan M.: I'll pass through &nbsp; Dungeon Master (GM): it opens back to the outside with a cobblestone path. &nbsp; Lo Shan: No I dont think we will find anything here I'm done here anybody else? &nbsp; Brendan M.: I'll ispect this door next. One more room &nbsp; Buddy D.: done too &nbsp; Maximillian Rockatansky the Elf (Drow) champion magsman, attempts to FIND or REMOVE a TRAP! Result Whispered to DM &nbsp; (From Brendan M.): &nbsp;FIND/REMOVE TRAP:&nbsp; 79 % Needs ≤&nbsp; 40 % &nbsp; Xilicien: What do we still need to do, before the main event? &nbsp; Dungeon Master (GM): Max did not find a trap &nbsp; Brendan M.: I'll pass through this last door &nbsp; Dungeon Master (GM): ok &nbsp; Lo Shan: Buy some Gladiators and plan on attacking &nbsp; Buddy D.: i agree with lo &nbsp; Dungeon Master (GM): ok a large room also abandoned but being cleared 1 door on it's west wall, Max &nbsp; Brendan M.: another room, another door &nbsp; Dungeon Master (GM): just keep moving along folks! &nbsp; Lord Cromther: I feel like I am on tour &nbsp; Maximillian Rockatansky The Elf (Drow) Fighter/Thief Says, "to the spider temple guys?" &nbsp; Lo Shan: Lets go to the colliseum and buy some Gladiators &nbsp; Dungeon Master (GM): so now you don't want to go to the library? &nbsp; Buddy D.: Im with lo shan &nbsp; Dungeon Master (GM): you are only in buildings near it right now &nbsp; Brendan M.: Let us finish the Library then to the Colliseum &nbsp; Lo Shan: I thought we were hehe Yeah Lets get to the library &nbsp; Dungeon Master (GM): ok in that case you just need to get back outside and look for the building with the large dome &nbsp; Xilicien: Perhaps we could have the Tasloi sabotage the Yuan-Ti/lackeys or set some sort of traps up. &nbsp; Brendan M.: hi ho hi ho to the library we go &nbsp; Dungeon Master (GM): ok, so someone get back to exploring here! &nbsp; Brendan M.: I will check this door &nbsp; Maximillian Rockatansky the Elf (Drow) champion magsman, attempts to FIND or REMOVE a TRAP! Result Whispered to DM &nbsp; (From Brendan M.): &nbsp;FIND/REMOVE TRAP:&nbsp; 42 % Needs ≤&nbsp; 40 % &nbsp; Dungeon Master (GM): no trap was found max &nbsp; Brendan M.: Anything of note? &nbsp; Dungeon Master (GM): you and camlin enter a green tiled room with doors on all 4 walls, the rubble here is still strewn about and i need a surprise roll from everyone in the room! &nbsp; A portion of this 100 foot long rectangular building is still covered by a trapezoidal roof.&nbsp; The front has large 30-foot tall columns supporting the remaining ceiling. &nbsp;A few pens formed by metal cages still stand within. &nbsp; SURPRISE ROLL Result whispered to DM. Rolls to see if he is Surprised! &nbsp; (From Brendan M.): &nbsp;Maximillian Rockatansky's Surprise Roll Result:&nbsp; 3 &nbsp;: If 1 is rolled he is surprised! &nbsp; SURPRISE ROLL Result whispered to DM. Rolls to see if he is Surprised! &nbsp; (From Lo Shan): &nbsp;Lo Shan's Surprise Roll Result:&nbsp; 59 % : If 22% or less is rolled Lo Shan is surprised! &nbsp; SURPRISE ROLL Result whispered to DM. Rolls to see if he is Surprised! &nbsp; (From Lord Cromther): &nbsp;Maximillian Rockatansky's Surprise Roll Result:&nbsp; 6 &nbsp;: If 1 is rolled he is surprised! &nbsp; Dungeon Master (GM): Dalnoth, Lo Shan &amp; Max are not surprised &nbsp; HEAR / DETECT NOISE For Camlin the Half-Elf Ranger Chance to Detect=&nbsp; 10 % Roll result whispered to DM &nbsp; (From Buddy D.): &nbsp;Rolls:&nbsp; 29 % needs ≤&nbsp; 10 % &nbsp; Dungeon Master (GM): buddy you need to roll for surprise first! &nbsp; Xilicien: Could someone ping where we are? my scroll bars are acting up. Thanks. &nbsp; SURPRISE ROLL For Camlin the Half-Elf Ranger Rolls to see if he is Surprised! Result whispered to DM. &nbsp; (From Buddy D.): &nbsp;Camlin's Surprise Roll Result:&nbsp; 4 &nbsp;: If 1 is rolled he is surprised! &nbsp; Buddy D.: &nbsp; Dungeon Master (GM): ok nobody is surprised by the 3 ghost that appear and attack the party! ok make your Init rolls now!
&nbsp; WEAPON INITIATIVE ROLL: Maximillian Rockatansky the Elf (Drow) Fighter/Thief, gets ready to make an attack move! Weapon INIT Roll:&nbsp; 6 Only One Initiative Roll shown to save space! Start of Round 1 Start of Turn 1 for Xilicien (9) &nbsp; Xilicien the Enchanter, cast the MAGIC MISSILE Spell at Ghost #02 -TI, the enemy! Level 1 Magic-User * Evocation/Invocation Components V, S Casting Time 1 &nbsp;segment Range 130 &nbsp;ft Duration Instant Area of Effect Targeted Creature(s) in a&nbsp; 10 &nbsp;square ft area Saving Throw None Damage: &nbsp; 2 ,&nbsp; 2 ,&nbsp; 4 ,&nbsp; 3 &nbsp;and&nbsp; 2 &nbsp;Force Effects: &nbsp;Fires&nbsp; 4 &nbsp;missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing 1d4+1 points of damage. I'd like to hit multiple. &nbsp; Dungeon Master (GM): ok, you get 4 so which one gets two hits? &nbsp; Xilicien: The one near Max. &nbsp; Dungeon Master (GM): ok &nbsp; Start of Turn 1 for Ghost #01 -TI (9) &nbsp; Ghost #01 -TI the , Attacks with a GHOSTLY TOUCH at Lo Shan enemy! GHOSTLY TOUCH Strike Hits an AC of&nbsp; 2 &nbsp;Victim is Aged&nbsp; 20 &nbsp;Years from Fright! ok, so what age was Lo Shan??? ah 21 so 41 now! Start of Turn 1 for Lord Cromther (7) &nbsp; TURNING UNDEAD Lord Cromther, the Chevalier, presents his Holy Symbol of Heironeous, and shouts a Holy Curse at the Undead Ghost #01 -TI enemy! At level 7, If the roll of&nbsp; 1 &nbsp;is successful, then&nbsp; 12 &nbsp;Undead are Turned! Turns as a 5th level cleric: Skeletons or 1 HD: [T] Zombie: [T] Ghoul or 2 HD: [4] Shadow or 3-4 HD: [7] Wight or 5 HD: [13] Ghast: [16] Wraith or 6 HD: [19] Mummy or 7 HD: [20] Spectre or 8 HD: [-] Vampire or 9 HD: [-] Ghost or 10 HD: [-] Lich or 11+ HD: - Special: - P. 96 2E DMG Table 47 being used. The Undead Ghost #01 -TI Flees or Cowers Away for&nbsp; 7 &nbsp;rounds! &nbsp; Lo Shan: middle aged already &nbsp; Dungeon Master (GM): ok, the ghosts are too powerful for Lord Cromther to turn! &nbsp; Start of Turn 1 for Maximillian Rockatansky (4) &nbsp; Brendan M.: my macros are not working and my top bar disappeared. I'll roll the die rolling d20( 5 ) = 5 &nbsp; Dungeon Master (GM): ok you missed if you were attacking with a weapon &nbsp; Brendan M.: longsword, 1st attack. rolling d20( 15 ) = 15 second &nbsp; Dungeon Master (GM): I can't find the darn ghost sheet in my journal, so i need to check on ghosts in the monster manual &nbsp; Brendan M.: no prob. fought a few in an earlier game today. must be a theme &nbsp; Dungeon Master (GM): I think they are AC 0 i need to check in case the game changed that so give me a moment ok yes, on this plane they are AC 0 when they semi-materialize.
Brendan M.: rolling d8( 4 ) = 4 &nbsp; Dungeon Master (GM): and your sword missed! &nbsp; Start of Turn 1 for Camlin (3) &nbsp; Brendan M.: bummer &nbsp; Camlin the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Ghost #03 -TI enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Strike Hits: AC&nbsp; 6 &nbsp;For&nbsp; 13 &nbsp;S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): a miss! &nbsp; Start of Turn 1 for Pavel (2) &nbsp; Pavel the Ranger, Fires a FLIGHT ARROW (18") with the LONG BOW (6ft; Specialized) at Ghost #03 -TI enemy! Point Blank Range 6-30 ft; +2 To Hit/Damage Strike Hits an AC of&nbsp; 1 &nbsp;For&nbsp; 10 &nbsp;S/M/L HP Damage! 3 arrow attacks per round Make note of # of arrows fired in round! &nbsp; Dungeon Master (GM): a miss! &nbsp; Start of Turn 1 for Dalnoth (2) &nbsp; TURNING UNDEAD Dalnoth, the Canon / Sharper, presents his Holy Symbol of Unknown, and shouts a Holy Curse at the Undead Ghost #03 -TI enemy! At level 6, If the roll of&nbsp; 8 &nbsp;is successful, then&nbsp; 9 &nbsp;Undead are Turned! Skeletons or 1 HD: [D] Zombie: [T] Ghoul or 2 HD: [T] Shadow or 3-4 HD: [4] Wight or 5 HD: [7] Ghast: [10] Wraith or 6 HD: [13] Mummy or 7 HD: [16] Spectre or 8 HD: [19] Vampire or 9 HD: [20] Ghost or 10 HD: - Lich or 11+ HD: - Special: - P. 96 2E DMG Table 47 being used. The Undead Ghost #03 -TI Flees or Cowers Away for&nbsp; 6 &nbsp;rounds! &nbsp; Dungeon Master (GM): also too powerful for Dalnoth to turn! &nbsp; Start of Turn 1 for Ghost #03 -TI (1) &nbsp; Dungeon Master (GM): 5 attacks Max &nbsp; Ghost #03 -TI, cast the MAGIC JAR Spell upon Maximillian! Level 5 Magic-User * Possession Components V,S,M Casting Time 1 &nbsp;Round Range 10 ft/level:&nbsp; 10 ft Duration Special Area of Effect 1 &nbsp;Creature Saving Throw Special Effects: &nbsp;This spell enables the magic user to take over the mind of the victim and thus control the creature’s body. In fact, if the body is human or humanoid, the magic-user can even use the spells he or she knows. The possessor can call upon rudimentary knowledge of the possessed, but not upon the real knowledge, i.e. a possessor will not know the language or spells of the possessed. The spell caster transfers his or her life force to a special container (a large gem or crystal), and from this magic jar the life force can sense and attack any creature within the spell range radius, but what the creature is, is not determinable from the magic jar. The special life force receptacle must be within spell range of the magic-user’s body at the time of spell casting. Possession takes place only if the victim fails to make the required saving throw. Failure to possess a victim leaves the life force of the magic-user in the magic jar. Possession attempts require 1 round each. If the body of the spell caster is destroyed, the life force in the magic jar is not harmed. If the magic jar is destroyed, the life force is snuffed out. Returning to the real body requires 1 round, and can only be done from a magic jar in spell range of the body. The saving throw versus a magic jar spell is modified by comparing combined intelligence and wisdom scores (intelligence only in nonhuman or non-humanoid creatures) of the magic-user and victim. Difference Die Adjustment Negative 9 or + +4 Negative 8 to 6 +3 Negative 5 to 3 +2 Negative 2 to 0 +1 Positive 1 to 4 0 Positive 5 to 8 -1 Positive 9 to 12 -2 Positive 13 or + -3 A negative score indicates the magic-user has a lower score than does his or her intended victim; thus, the victim has a saving throw bonus. The magic jar is the spell’s material component. Note that a possessed creature with any negative difference or a positive difference less than 5 is entitled to a saving throw each round to determine if it is able to displace the possessor’s mind, a positive difference of 5 to 8 gains a saving throw each turn, a positive difference of 9 to 12 gains a saving throw each day, and a positive difference of 13 or better gains a saving throw each week. If the magic jarred creature regains control of its mind, the magic-user is trapped until he or she can take over the mind for control or escape. &nbsp; Dungeon Master (GM): ok in this case just do a save vs spells &nbsp; Brendan M.: rolling d20( 20 ) = 20 &nbsp; Dungeon Master (GM): ok your good
Start of Turn 1 for Ghost #02 -TI (0) &nbsp; Dungeon Master (GM): 1 &nbsp; Ghost #02 -TI, cast the MAGIC JAR Spell upon Lord Cromther! Level 5 Magic-User * Possession &nbsp; Dungeon Master (GM): ok a save vs spell &nbsp; SAVE VS. SPELL For Lord Cromther the Human Paladin Rolls:&nbsp; 17 &nbsp;Needs ≥&nbsp; 11 &nbsp; Dungeon Master (GM): ok you're good &nbsp; Start of Turn 1 for Sheila (-2) &nbsp; Dungeon Master (GM): she can attack with a magic weapon &nbsp; Lord Cromther: I am not sure if my protection from evil is included in my rolls &nbsp; Dungeon Master (GM): doubt she can turn either it was like a spell, no need to get near you so it would not work unless it tries to touch you &nbsp; Lord Cromther: Protection from evil in a 10 ft radius: - 2 'To Hit' for evil creatures &amp; +2 on Saving Throws on attacks by them &nbsp; Dungeon Master (GM): ok &nbsp; TURNING UNDEAD Sheila, the Lama, presents her Holy Symbol of Ra, and shouts a Holy Curse at the Undead Ghost #03 -TI enemy! At level 7, If the roll of&nbsp; 16 &nbsp;is successful, then&nbsp; 11 &nbsp;Undead are Turned! Skeletons or 1 HD: [D] Zombie: [D] Ghoul or 2 HD: [T] Shadow or 3-4 HD: [T] Wight or 5 HD: [4] Ghast: [7] Wraith or 6 HD: [10] Mummy or 7 HD: [13] Spectre or 8 HD: [16] Vampire or 9 HD: [19] Ghost or 10 HD: [20] Lich or 11+ HD: - Special: - P. 96 2E DMG Table 47 being used. The Undead Ghost #03 -TI Flees or Cowers Away for&nbsp; 6 &nbsp;rounds! &nbsp; Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Ghost #03 -TI enemy! Strike Hits an AC of&nbsp; -3 &nbsp;for&nbsp; 10 &nbsp;S/M or&nbsp; 8 &nbsp;L HP Damage! ok she could but it fails anyways! &nbsp; Start of Turn 1 for Lo Shan (-2) &nbsp; Lo Shan: Dont have my +1 Dagger listed so will roll &nbsp; Dungeon Master (GM): ok &nbsp; Lo Shan: rolling 1d20+1d4( 6 )+( 2 ) = 8 &nbsp; Dungeon Master (GM): that missed &nbsp; Start of Turn 1 for Zhora (-7) &nbsp; Dungeon Master (GM): she does not have anything that would effect the ghost &nbsp; Start of Round 2 Start of Turn 2 for Xilicien (9) &nbsp; Xilicien: I'll pass for now. Start of Turn 2 for Ghost #01 -TI (9) &nbsp; Dungeon Master (GM): ok the Ghost tries to Magic Jar Lo Shan so just roll a save &nbsp; Lo Shan: Spell? or something else? &nbsp; Dungeon Master (GM): spell &nbsp; SAVE VS. SPELL For Lo Shan the Human Monk (Oriental) Rolls:&nbsp; 12 &nbsp;Needs ≥&nbsp; 10 &nbsp; Dungeon Master (GM): i did find the 5e ghost stats for int and wisdom ok you are good so i could do it as the spell shows then but just stick with the spell save for now
&nbsp; Start of Turn 2 for Lord Cromther (7) &nbsp; Lord Cromther the Paladin, attacks with his Weapon of Choice, the LONG SWORD (Double Specialized; 3.5ft) at Ghost #02 -TI enemy! Strike Hits an AC of&nbsp; 7 &nbsp;For&nbsp; 11 &nbsp;S/M or&nbsp; 14 &nbsp;L HP Damage! Gets 2 attacks / 1 round. &nbsp; Dungeon Master (GM): a miss! &nbsp; Start of Turn 2 for Maximillian Rockatansky (4) &nbsp; Brendan M.: Attack one rolling d20( 20 ) = 20 &nbsp; Dungeon Master (GM): you hit but the weapon goes right through it without having an effect! &nbsp; Brendan M.: I look at my sword, betrayed &nbsp; Start of Turn 2 for Camlin (3) &nbsp; Camlin the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Ghost #03 -TI enemy! Short Range 31 to 70 ft +1 'To Hit' and Damage Strike Hits: AC&nbsp; 11 For&nbsp; 7 &nbsp;S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): a miss! &nbsp; Start of Turn 2 for Pavel (2) &nbsp; Pavel the Ranger, Fires a FLIGHT ARROW (18") with the LONG BOW (6ft; Specialized) at Ghost #03 -TI enemy! Point Blank Range 6-30 ft; +2 To Hit/Damage Strike Hits an AC of&nbsp; 4 &nbsp;For&nbsp; 4 &nbsp;S/M/L HP Damage! 3 arrow attacks per round Make note of # of arrows fired in round! &nbsp; Dungeon Master (GM): a miss! &nbsp; Start of Turn 2 for Dalnoth (2) &nbsp; Dalnoth (Gabe): Im afraid I have nothing for these. I'll pas &nbsp; Start of Turn 2 for Ghost #03 -TI (1) &nbsp; Dungeon Master (GM): [you guys do have the option to retreat of course] &nbsp; Ghost #03 -TI the , Attacks with a GHOSTLY TOUCH at Maximillian Rockatansky enemy! GHOSTLY TOUCH Strike Hits an AC of&nbsp; -8 &nbsp;Victim is Aged&nbsp; 40 &nbsp;Years from Fright! &nbsp; Dalnoth (Gabe): retreat is sounding like a good idea! &nbsp; Brendan M.: Shiber &nbsp; Xilicien: We probably should. &nbsp; Brendan M.: (t least my hair is already white) &nbsp; Start of Turn 2 for Ghost #02 -TI (0) &nbsp; Dungeon Master (GM): so Max is 130 now &nbsp; Start of Turn 2 for Sheila (-2) &nbsp; Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Ghost #03 -TI enemy! &nbsp; Strike Hits an AC of&nbsp; 8 &nbsp;for&nbsp; 7 &nbsp;S/M or&nbsp; 7 &nbsp;L HP Damage! &nbsp; Lord Cromther dungeon ok &nbsp; Dungeon Master (GM): a miss! &nbsp; Start of Turn 2 for Lo Shan (-2) &nbsp; Lo Shan: rolling 1d20+1d4( 8 )+( 3 ) = 11 &nbsp; Dungeon Master (GM): a miss &nbsp; Start of Turn 2 for Zhora (-7) &nbsp;
Start of Round 3 Start of Turn 3 for Xilicien (9) &nbsp; Xilicien: Tactical withdrawl. &nbsp; Dungeon Master (GM): alright &nbsp; Start of Turn 3 for Ghost #01 -TI (9) &nbsp; Ghost #01 -TI the , Attacks with a GHOSTLY TOUCH at Lo Shan enemy! GHOSTLY TOUCH Strike Hits an AC of&nbsp; -8 &nbsp;Victim is Aged&nbsp; 40 &nbsp;Years from Fright! &nbsp; ok so he's 81 now! &nbsp; Lo Shan: Time to leave and change his name to Pai Mei hehe &nbsp; Start of Turn 3 for Lord Cromther (7) &nbsp; Lord Cromther the Paladin, attacks with his Weapon of Choice, the LONG SWORD (Double Specialized; 3.5ft) at Ghost #02 -TI enemy! Strike Hits an AC of&nbsp; -2 &nbsp;For&nbsp; 11 &nbsp;S/M or&nbsp; 7 &nbsp;L HP Damage! Gets 2 attacks / 1 round. &nbsp; Brendan M.: only if you are rocking the beard &nbsp; Lord Cromther: didnt give me options to add anything &nbsp; Dungeon Master (GM): a hit and the ghost is in&nbsp; 5 semi-material form but it sword still only just passed through it without hurting! &nbsp; Start of Turn 3 for Maximillian Rockatansky (4) &nbsp; Lord Cromther: need to add +1 since its a magic sword &nbsp; Brendan M.: withdraw &nbsp; Dungeon Master (GM): oh ok in that case it took the 11 damage then &nbsp; Start of Turn 3 for Camlin (3) &nbsp; Camlin the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Ghost #03 -TI enemy! Short Range 31 to 70 ft +1 'To Hit' and Damage Strike Hits: AC&nbsp; -2 For&nbsp; 5 &nbsp;S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): ok&nbsp; 1 it was not semi-material so it goes right through without hurting &nbsp; Start of Turn 3 for Pavel (2) &nbsp; Pavel the Ranger, Fires a FLIGHT ARROW (18") with the LONG BOW (6ft; Specialized) at Ghost #03 -TI enemy! Point Blank Range 6-30 ft; +2 To Hit/Damage Strike Hits an AC of&nbsp; 7 &nbsp;For&nbsp; 12 &nbsp;S/M/L HP Damage! 3 arrow attacks per round Make note of # of arrows fired in round! &nbsp; Dungeon Master (GM): a miss &nbsp; Start of Turn 3 for Dalnoth (2) &nbsp; Dalnoth (Gabe): withdraws &nbsp; Start of Turn 3 for Ghost #03 -TI (1) &nbsp; Dungeon Master (GM): that one tries to magic jar sheila &nbsp; SAVE VS. SPELL For Sheila the Human Cleric &nbsp; Rolls:&nbsp; 13 &nbsp;Needs ≥&nbsp; 11 ok she's good &nbsp; Start of Turn 3 for Ghost #02 -TI (0) &nbsp; Ghost #02 -TI the , Attacks with a GHOSTLY TOUCH at Lord Cromther enemy! GHOSTLY TOUCH Strike Hits an AC of&nbsp; 6 &nbsp;Victim is Aged&nbsp; 30 &nbsp;Years from Fright! ok a miss! Start of Turn 3 for Sheila (-2) &nbsp; Dungeon Master (GM): she runs out &nbsp; Start of Turn 3 for Lo Shan (-2) &nbsp; Lo Shan: Withdraw
Start of Turn 3 for Zhora (-7) &nbsp; Start of Round 4 Start of Turn 4 for Xilicien (9) Start of Turn 4 for Ghost #01 -TI (9) Start of Turn 4 for Lord Cromther (7) &nbsp; Lord Cromther the Paladin, attacks with his Weapon of Choice, the LONG SWORD (Double Specialized; 3.5ft) at Ghost #02 -TI enemy! Strike Hits an AC of&nbsp; 4 &nbsp;For&nbsp; 5 &nbsp;S/M or&nbsp; 7 &nbsp;L HP Damage! Gets 2 attacks / 1 round. &nbsp; Dungeon Master (GM): a miss! &nbsp; Lord Cromther: am I suppose to get 2 attacks &nbsp; Dungeon Master (GM): yes &nbsp; Lord Cromther the Paladin, attacks with his Weapon of Choice, the LONG SWORD (Double Specialized; 3.5ft) at Ghost #02 -TI enemy! Strike Hits an AC of&nbsp; 0 &nbsp;For&nbsp; 9 &nbsp;S/M or&nbsp; 4 &nbsp;L HP Damage! Gets 2 attacks / 1 round. &nbsp; Dungeon Master (GM): wait until the end of the round i forgot to put it in the turn order and if i do that now it messes it up that would hit for 9 2 actually no because it went ethereal &nbsp; Start of Turn 4 for Maximillian Rockatansky (4) &nbsp; Brendan M.: through the door &nbsp; Start of Turn 4 for Camlin (3) &nbsp; Camlin the Ranger, Fires FLIGHT ARROW with the FOESEEKER LONG BOW +1 (6ft) at Ghost #03 -TI enemy! Short Range 31 to 70 ft +1 'To Hit' and Damage Strike Hits: AC&nbsp; 3 For&nbsp; 6 &nbsp;S/M/L Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round! &nbsp; Dungeon Master (GM): a miss! &nbsp; Start of Turn 4 for Pavel (2) Start of Turn 4 for Dalnoth (2) Start of Turn 4 for Ghost #03 -TI (1) Start of Turn 4 for Ghost #02 -TI (0) &nbsp; Dungeon Master (GM): Ghost #02 -TI the , Attacks with a GHOSTLY TOUCH at Lord Cromther enemy! GHOSTLY TOUCH Strike Hits an AC of&nbsp; -10 &nbsp;Victim is Aged&nbsp; 40 &nbsp;Years from Fright! a hit! cromther aged to 64! &nbsp; Start of Turn 4 for Sheila (-2) Start of Turn 4 for Lo Shan (-2) Start of Turn 4 for Zhora (-7) &nbsp; Start of Round 5 Start of Turn 5 for Xilicien (9) Start of Turn 5 for Ghost #01 -TI (9) &nbsp; Dungeon Master (GM): tries go magic jar Camlin so roll a save vs spell &nbsp; SAVE VS. SPELL For Camlin the Half-Elf Ranger Rolls:&nbsp; 2 &nbsp;Needs ≥&nbsp; 13 &nbsp; Dungeon Master (GM): by the way Max now sees the building with the huge dome and a yuan-ti by a door! ok the ghost magic jarred Camlin! &nbsp; Start of Turn 5 for Lord Cromther (7) &nbsp; Lord Cromther: tactical retreat &nbsp; Start of Turn 5 for Maximillian Rockatansky (4) Start of Turn 5 for Camlin (3) Start of Turn 5 for Pavel (2) &nbsp; Dungeon Master (GM): ok so everyone but camlin is out of the structure and he's is now possesed by a ghost! &nbsp; Lo Shan: Poor Camlin &nbsp; Dungeon Master (GM): Buddy when you try to do something the ghost may make you do something else &nbsp; Buddy D.: ha ha &nbsp; Chris M.: Back &nbsp; Dungeon Master (GM): Hello Chris! &nbsp; Lord Cromther: geriatric team Lo Shan: Hey Chris &nbsp; Dalnoth (Gabe): and we didn't even get to check out a book &nbsp; Brendan M.: I am not geriatric, I am still young for a drow &nbsp; Chris M.: Barbarians can hit w/ non-magic weapons monsters that need magic weapons to hit. it's in UA &nbsp; Lord Cromther: I am kind old to be questing &nbsp; Maximillian Rockatansky The Elf (Drow) Fighter/Thief Says, "found the library" &nbsp; Dungeon Master (GM): Max will you tell the others you found the library...and a yuan-ti? heh ok Lo Shan: Iwill change my pic to Pai Mei for next week &nbsp; Maximillian Rockatansky The Elf (Drow) Fighter/Thief Says, "and a snake man guard" &nbsp; Chris M.: Looks like we had a fight? &nbsp; Lord Cromther: do we need to get healed &nbsp; Buddy D.: lol
Dalnoth (Gabe): Wasn't much of a fight &nbsp; Dungeon Master (GM): yes, Chris, 3 ghost and Camlin is now possessed! &nbsp; Chris M.: omg! Lo Shan: Just Camlin &nbsp; Chris M.: Did Shiela try =to turn them? &nbsp; Lord Cromther: lets pay for some healing &nbsp; Lo Shan: She tried but did not roll high enough, she needs a 20 &nbsp; Maximillian Rockatansky The Elf (Drow) Fighter/Thief Says, "Lo Shan, do you need a rest? You seem ancient " &nbsp; Chris M.: good show &nbsp; Lord Cromther: I tried too but I roll 2 levels lower when turning &nbsp; Brendan M.: I lack weapons to hit them &nbsp; Dungeon Master (GM): there are aging modifiers but i am not going to hunt for them in the DMG right now &nbsp; Lo Shan The Human Monk (Oriental) Says, "I'm am fine for now" &nbsp; Dungeon Master (GM): by the way Max, when the Yaun-ti saw you run out, he was laughing since he knows what's in that structure. &nbsp; Brendan M.: Good for him. I may throw his body in there later &nbsp; Dungeon Master (GM): ha ha &nbsp; Xilicien: We should ask him about the ghosts first. &nbsp; Chris M.: we can't desert camlin Lo Shan: See if he lets us into the Library first &nbsp; Chris M.: Shiela w/ try a Dispel magic But first, Zhora w/ flame 3 arrows for distractions &nbsp; Dungeon Master (GM): Camlin is still pretty much himself until the ghost wants to do something else &nbsp; Xilicien: If we can figure out why the ghosts are ghosts, we may be able to help Camlin. &nbsp; Chris M.: yes So shall Sheila try her plan? &nbsp; Brendan M.: I think our answers are in the library &nbsp; Maximillian Rockatansky The Elf (Drow) Fighter/Thief Looks at his swords disapointed &nbsp; Dungeon Master (GM): sheila's plan was? Lo Shan: Casting Dispel Magic on Camlin &nbsp; Chris M.: Zhora's arrows will hit Ghosts Yes, while Zhora distracts w/ arrows &nbsp; Dungeon Master (GM): they are not magical though neither is the bow &nbsp; Chris M.: A barbarian’s natural attack abilities allow him or her to strike creatures that would normally be immune to non-magical attacks as the barbarian rises in level. At 4th level the barbarian can affect creatures which require a + 1 or better weapon to hit, while a 6th-level barbarian can strike creatures which require a + 2 weapon to hit. Similarly, at 8th level, the barbarian can hit creatures requiring a + 3 weapon to hit, and at 10th level can hurt creatures requiring a + 4 weapon to hit. &nbsp; Chris M.: At 12th level, a barbarian can affect creatures harmed normally only by weapons of + 5 or better. The barbarian, despite the ability to hit such creatures, does not gain a bonus “to hit” or inflict additional damage because of this ability. Only barbarians have this ability among all the player character classes. fom UA &nbsp; Dungeon Master (GM): ok you could hit it then! Lo Shan: Do we need an Exorcism? &nbsp; Sheila, casts the DISPEL MAGIC Spell! Level 3 Cleric * Abjuration Components V,S Casting Time 6 &nbsp;Segments Range 60 ft Duration Permanent Area of Effect 30 &nbsp;ft Cube Saving Throw None Effects: &nbsp;When a cleric casts this spell, it neutralizes or negates the magic it comes in contact with. Base Chance of success is 50% + 5% for every level of experience of the caster above that of the creature whose magic is to be dispelled or efficiency level of the magic object. For every level below the creature/object the caster is it is reduced by -2%. Specially enchanted items, such as scrolls, ring, wand, rod, staff, misc item, weapon, shield or armor is rendered non-operational for&nbsp; 3 &nbsp;rounds. Please see spell description for more information. &nbsp; Dungeon Master (GM): let me roll up that magic jar spell again i don't have a handout &nbsp; Ghost #02 -TI the selected|title, cast the MAGIC JAR Spell! Level 5 Magic-User * Possession &nbsp; Dungeon Master (GM): ok so I will let Camlin roll a save vs spell once a week to rid of the possession, it's the only way until you find something that can expell the ghost i think your macro is broken zhora let me check &nbsp; Chris M.: I guess it's time to talk to Camlin, Lo Shan? &nbsp; Lo Shan: Splash him with Holy water "The Power of Pelor compels you!!" &nbsp; Chris M.: Try and open conversation w/ the ghost Shiela: what do you want? &nbsp; Brendan M.: Tie him up first? &nbsp; Lo Shan: Yes tie him up first should be ok if you try that Camlin will resist &nbsp; Chris M.: so three strong PCs hold him down and we bind him &nbsp; Lo Shan The Human Monk (Oriental) Says, "So Camlin, Does the ghost tell you anything?" &nbsp;
Brendan M.: I'll bind him Zhora the Human (Eurasian) Barbarian, strikes to SUBDUE, Camlin! This Is Effective Against Some Monsters (And Other Creatures Of Humanoid Size And Type) As Indicated In The MONSTER MANUAL (Under DRAGONS) Or Herein. Such Attacks Use The Flat, Butt, Haft, Pommel, Or Otherwise Non-Lethal Parts Of The Weapons Concerned But Are Otherwise The Same As Other Attacks. Note That Unless Expressly Stated Otherwise, All Subduing Damage Is 50% Temporary, But 50% Of Such Damage Is Actually Damaging To The Creature Being Subdued If It Is Of Small Or Medium Size. This Means That If 40 Hit Points Of Subduing Damage Has Been Inflicted Upon An Opponent, The Creature Has Actually Suffered 10 Hit Points Of Real Damage. See Also P. 130 Of 2E Player's Handbook For Similar Information. Attacks Are Made A -4 'To Hit' And Against Large Creatures 75% Of Damage Is Temporary, 25% Actual. &nbsp; (To Camlin): &nbsp;Not at the moment &nbsp; Chris M.: cancel the subdue &nbsp; Zhora the Human (Eurasian) Barbarian, WRESTLES with Camlin enemy! Wrestling Move Strike Hits: AC&nbsp; 3 &nbsp;With A: Type Of Attack 11 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. Gauge? &nbsp; Lord Cromther: I am going to help him just in case &nbsp; Chris M.: sorry Camlin &nbsp; Dungeon Master (GM): gouge (eyes) &nbsp; Chris M.: oops &nbsp; Sheila, using a small, straight piece of iron, casts a HOLD PERSON Spell upon, Camlin! Level 2 Cleric * Enchantment/Charm Components V,S,M Casting Time 5 &nbsp;segments Range 60 ft Duration 4 rd. + 1 rd./level:&nbsp; 11 &nbsp;Rounds at level 7 Area of Effect 1-3 Creature(s) Saving Throw Vs Spells Negates Effects: &nbsp;This spell holds immobile, and freezes in places, from 1-3 humans or humanoid creatures (see below) for 5 or more melee rounds. If the spell is cast at 3 persons, each gets a saving throw at the normal score; If only 2 persons are being enspelled, each makes their saving throw at -1 on their die; If the spell is cast at but 1 person, the saving throw die is at -2. Persons making their saving throws are totally unaffected by the spell. Creatures affected by a hold person spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, and troglodytes. &nbsp; Dungeon Master (GM): i guess like the 3 stooges not to squish them out roll a save vs spells Camlin &nbsp; Chris M.: Is Camlin Held by Sheila's spell? &nbsp; Dungeon Master (GM): we will find out in a moment Lo Shan: Guess we dont talk to him first hehe &nbsp; Chris M.: His save is at -3 &nbsp; SAVE VS. SPELL For Camlin the Half-Elf Ranger Rolls:&nbsp; 6 &nbsp;Needs ≥&nbsp; 13 &nbsp; Chris M.: sorry -1 &nbsp; Dungeon Master (GM): ok Camlin is held! &nbsp; Chris M.: -2 So we bind him now
Dungeon Master (GM): ok ok &nbsp; Lord Cromther: brb dog need to go out &nbsp; Dungeon Master (GM): ok &nbsp; Brendan M.: Hog tie him &nbsp; Dungeon Master (GM): you'll need to carry him around then &nbsp; Chris M.: No. Just tie his hands in back &nbsp; Dungeon Master (GM): unless it's in a way he can still walk &nbsp; Brendan M.: good point &nbsp; Dungeon Master (GM): ok ok &nbsp; Chris M.: we do not want to put him stress positions, etc. &nbsp; Buddy D.: thats what she said &nbsp; Lo Shan: Better to hog tie him so he cant run away &nbsp; Chris M.: Now lets see if we can open a dialogue w/ the ghost in Camlin? &nbsp; Xilicien: Who hurt you? To the ghost. &nbsp; Chris M.: If he treis to run, Zhora w/ catch him &nbsp; Brendan M.: First divest him of his weapons &nbsp; Chris M.: Go for it X! &nbsp; Dalnoth (Gabe): (gotta go guys. Goodnight) &nbsp; Camlin: Those that attacked Thracia! &nbsp; Lo Shan: CYA Next week &nbsp; Xilicien: Who attacked Thracia? &nbsp; Camlin: Says, "They were barbarians from another nation, 1,042 years ago, they overran Thracia for themselves, those that lived where put into slavery, when we had a chance to escape we were slaughtered." &nbsp; Chris M.: I'll hobble his ankes so he can walk but not run &nbsp; Camlin: oh geez &nbsp; Brendan M.: why did you attack us? &nbsp; Xilicien: What would you ask of us? Proper funeral rites, or perhaps something more dire? &nbsp; Camlin: I need this body so that i may seek out those that killed me and others I loved. &nbsp; Lo Shan The Human Monk (Oriental) Says, "Those you seek are long dead" &nbsp; Camlin: says, "If you could drive out the evil that still persists in this city I and others will finally be at peace! The evil now manifests in the form of snakes and reptiles!" &nbsp; Brendan M.: our plan is to get rid of the snake men &nbsp; Camlin: "Yes Long dead only to be replaced by another evil." &nbsp; Xilicien: Will you and your brethren help us fight the Yuan-Ti, we are preparing for war? &nbsp; Chris M.: Shiela, if you release our friend, we w/ take an Oath to free the city from the Yuan Ti menace would that satisfy you? &nbsp; Camlin: "Good, good, you seek to rid of them! Until I see it done and there is no more evil here I will not rest!" you would willingly let the others possess two more of you? that was said by camlin &nbsp; Lo Shan The Human Monk (Oriental) Says, "I would not submit to that" &nbsp; Xilicien: Would this union result in joint abilities, or simply a temporary control over a couple of us? &nbsp; Brendan M.: My body is my own, I have fought long and hard for my freedom &nbsp; Camlin: says, "We will assist you when you need it." says, "Fighting for mine, made me into this." &nbsp; Chris M.: Ok says Shiela. I volunteer &nbsp; Camlin: ok, so one of the ghosts manifests and awaits to magic jar Shiela &nbsp; Xilicien: We may be able to volunteer a gladiator in exchange for his freedom for service. &nbsp; Camlin: says, "alright" &nbsp; Brendan M.: I think there may be a volunteer nearby. A guard even &nbsp; Chris M.: Zhora unties Camlin and gives him his weapons &nbsp; Brendan M.: (an unwilling volunteer) &nbsp; Chris M.: Zhora w/ volunteer ... but it sacres her &nbsp; Camlin: says, "If you mean the Yuan-Ti, they know we are here, they will resist and send a cleric after us." Zhora is now possessed by a ghost now &nbsp; Chris M.: ok &nbsp; Xilicien: Which is why I believe a gladiator who willingly pledges his body, in exchange for freedom from the Yuan-Ti would be a better option. &nbsp; Chris M.: it's done &nbsp; Camlin: yep Lo Shan: Good idea Xili &nbsp; Camlin: now, what is the course of action here? it's obvious the library is guarded. &nbsp; Chris M.: what guards it? &nbsp; Brendan M.: Snake men &nbsp; Chris M.: how many? Lo Shan: Yuan ti Lets see if we can get into it first
Brendan M.: Didn't get a good look, I was running from ghosts &nbsp; Camlin: he only saw one lol &nbsp; Chris M.: we need to camp so Sheila can swap out spells and get some Neuralize Poison happening &nbsp; Camlin: so you want to go back the the mongrelman compound? yes Lo Shan: We can camp later not panning on fighting anytime soon See if we can get into Library then go buy Gladiators &nbsp; Chris M.: it's not far Camp b4 we attack Yuan Ti. They spit poison &nbsp; Dungeon Master (GM): ok it looks like Lo Shan wants to at least converse with one of the yuan-ti guards first &nbsp; Chris M.: we'll need Sheila to neautralize the best she can Lo Shan is the Boss &nbsp; Xilicien: Let's see what he has to say. Lo Shan: Yes talk to the guard first &nbsp; Lo Shan The Human Monk (Oriental) Says, "May we go into the library?" &nbsp; Yuan-Ti PureBlood #01 -T5 The Yuan-Ti PureBlood Says, "No you may not!" &nbsp; Lo Shan The Human Monk (Oriental) Says, "Is there someone who may grant us permission to go in?" &nbsp; Yuan-Ti PureBlood #01 -T5 The Yuan-Ti PureBlood Says, "Zoldathra or Horan" &nbsp; Lo Shan The Human Monk (Oriental) Bows his head and turns to walk away &nbsp; Dungeon Master (GM): ok what's next for you? Lo Shan: Lets go see the Gladiators &nbsp; Camlin: yeah try to get them on our side Lo Shan: Maybe see Horan to see if we can get permission? &nbsp; Dungeon Master (GM): ok I don't have gladiator tokens so i guess using a mongrelman will do &nbsp; Camlin: sure &nbsp; Chris M.: why not normal fighter tokes so I don't get confused? &nbsp; Dungeon Master (GM): yea i could do that, I'll need to make a fighter sheet for them still. &nbsp; Xilicien: + &nbsp; Dungeon Master (GM): how many gladiators are you looking to hire? &nbsp; Camlin: 50 &nbsp; Dungeon Master (GM): ha! Lo Shan: As many we can buy the more the merrier &nbsp; Camlin: we can lie to them tell them we are filthy i mean dirty rich &nbsp; Brendan M.: you may be filthy, I smell good &nbsp; Mongrelman #01 -NE1A The Mongrelman Veteran Guard Says, "So you wish to pay us gladiators to help you defeat the yaun-ti and their followers?" &nbsp; Chris M.: Btw. Ricky &nbsp; Dungeon Master (GM): yes &nbsp; Chris M.: I am on a waiting list to go into a hospital &nbsp; Dungeon Master (GM): ok &nbsp; Chris M.: so if I miss a few games, please don't boot me &nbsp; Dungeon Master (GM): I will not Lo Shan The Human Monk (Oriental) Says, "Yes, thats what we want" &nbsp; Chris M.: Zhora can stay in MM Camp &nbsp; Mongrelman #01 -NE1A The Mongrelman Veteran Guard Says, "what is your offer? how much a week do we get?" &nbsp; Chris M.: The hospital has no internet &nbsp; Dungeon Master (GM): yes, I will retire zhora there and i guess leave shiela in the party to heal &nbsp; Camlin: we will give you 10000 gold &nbsp; Dungeon Master (GM): ouch! &nbsp; Camlin: we can lie to them &nbsp; Chris M.: Son't lie to them &nbsp; Camlin: sorry I was jokin &nbsp; Mongrelman #01 -NE1A The Mongrelman Veteran Guard Says, "[Eyes go wide] Whoa! 10,000, you've got to be kidding?!" &nbsp; Lo Shan: BULLSHIT!! It depends how much it costs to free you we lie they may turn on us &nbsp; Chris M.: It's not a good way to earn trust and lead fierce men to begin w/ lies &nbsp; Camlin: i was joking we would love to offfer you freedom from these bad dudes though &nbsp; Mongrelman #01 -NE1A The Mongrelman Veteran Guard Says, "just joking? darn, so what is the actual offer?" &nbsp; Lo Shan: "At least a gold a week"
Brendan M.: freedom should be a good start, and a fair wage &nbsp; Chris M.: Shiela: 1gp/week plus bonuses for hazard duty &nbsp; Mongrelman #01 -NE1A The Mongrelman Veteran Guard Says, "Freedom will not come unless death gets us first or the Yaun-ti and their ilk are gone." &nbsp; Chris M.: Zhora: We can arrange that &nbsp; Mongrelman #01 -NE1A The Mongrelman Veteran Guard Says, "Very well, we shall help you." &nbsp; Brendan M.: Getting rid of the snake men is our goal, and if your with us you might get to kill a few &nbsp; Chris M.: so there are 4 of them? &nbsp; Mongrelman #01 -NE1A The Mongrelman Veteran Guard Says, "Sounds good to me" &nbsp; I can roll on how many gladiators there are &nbsp; Chris M.: ok &nbsp; Dungeon Master (GM): 1-50 13 &nbsp; Xilicien: Would one of you be willing to be possessed by a ghost for the upcoming battle? &nbsp; Chris M.: Shiela casts Detect Evil &nbsp; Dungeon Master (GM): there you go the dirty baker's dozen &nbsp; Chris M.: which ones are evil? &nbsp; Dungeon Master (GM): upon whom? or what? &nbsp; Chris M.: it's an area of effect &nbsp; Xilicien: Does it really matter if they're evil, as long as they help us. ? &nbsp; Dungeon Master (GM): 13 &nbsp;have an evil aura &nbsp; Chris M.: I'll sense any evil in 60 ft r &nbsp; Dungeon Master (GM): ha ha ha! &nbsp; Chris M.: lol &nbsp; Lo Shan: "As long as they help us" &nbsp; Dungeon Master (GM): will sheila let the paladin know? heck will the paladin check it for himself? &nbsp; Chris M.: How do our ghosts feel about this? do these dudes count as the "evil thaat must be lifted? &nbsp; (To Camlin): &nbsp;the ghost approves of the plan &nbsp; Chris M.: Sheila lets everybody know &nbsp; (To Sheila): &nbsp;the ghost approves of the plan &nbsp; Camlin: hey yall I gotta go see yall next week &nbsp; Chris M.: bye &nbsp; Xilicien: If they do, could we lift that evil afterward, I imagine they'd have some level of control over the host. &nbsp; Dungeon Master (GM): evil that must be lifted? &nbsp; Brendan M.: If you consider them evil, you should have lived in Ched Nasad &nbsp; Chris M.: the ghosts want the evil gone. Do these evil gladiators count? Dp the ghosts wan t them gone? &nbsp; Dungeon Master (GM): ok the ghost do not see them as evil right now, unless they try to jar them of course or they act evily &nbsp; Chris M.: ok] &nbsp; Xilicien: Maybe Coal would be a good host... &nbsp; Chris M.: I think they can only jar 3 of us &nbsp; Dungeon Master (GM): i'll roll on that when you ask Coal &nbsp; Chris M.: maybe take it off Zhora and put it on Coal Lo Shan: I have to be up early in the morning so going in about 5 minutes &nbsp; Dungeon Master (GM): ok &nbsp; Chris M.: esp. since Zhora will soon be offstage &nbsp; Devin M.: It'll be sort of like The Lord of The Rings. &nbsp; Dungeon Master (GM): so we can end by going back to the mongrelmen to camp then go from there next week &nbsp; Chris M.: ok &nbsp; Brendan M.: Alright Lo Shan: ok CYA Next week then &nbsp; Devin M.: That sounds good to me. &nbsp; Dungeon Master (GM): ok, So we can stop right here and I will see you all next week! This is the first time ever that i have had full attendance for 3 weeks straight, prior to this it's only been twice and just once not in a row &nbsp; Brendan M.: good deal, see yall next week &nbsp; Dungeon Master (GM): good night all! &nbsp; Devin M.: You're welcome for playing, goodbye, &amp; goodnight!